📊 Secondary Characteristics
Combat Statistics
What It Does: Determines initiative order and your base dodge score.
Why DX + PER: Speed represents both coordination (DX) and awareness (PER). You need to react quickly AND perceive threats to act first.
Examples:
- DX 13, PER 14: Speed = (13+14)÷4 = 6.75
- DX 11, PER 16: Speed = (11+16)÷4 = 6.75
- DX 16, PER 12: Speed = (16+12)÷4 = 7.0
What It Does: Your ground movement in yards per second during combat.
Why HT: Movement represents endurance and stamina, not just reflexes. You need cardiovascular fitness to maintain speed.
Examples:
- HT 10: Move = 10÷2 = 5 yards/second
- HT 11: Move = 11÷2 = 5 yards/second (round down)
- HT 13: Move = 13÷2 = 6 yards/second (round down)
- HT 14: Move = 14÷2 = 7 yards/second
Note: You can move up to your Basic Move and still attack. Sprint = Move × 1.2 (round normally).
What It Does: Your active defense score when dodging attacks. Roll 3d6 under this number to avoid being hit.
Examples:
- Basic Speed 6.75: Dodge = 6 + 3 = 9
- Basic Speed 7.0: Dodge = 7 + 3 = 10
- Basic Speed 5.5: Dodge = 5 + 3 = 8
Important: Dodge drops by 1 for each previous active defense you used this turn.
Combat Bases
What It Does: The controlling attribute for all melee weapon skills and unarmed combat.
Includes: Sword, Axe/Mace, Knife, Spear, Staff, Boxing, Karate, Judo, Wrestling, Brawling, Fast-Draw
Why DX + HT: Melee combat requires both coordination (DX) and stamina/endurance (HT).
Examples:
| DX | HT | Melee Base | Broadsword Default |
|---|---|---|---|
| 12 | 10 | 11 | (11÷2)-(5-5) = 5 |
| 14 | 14 | 14 | (14÷2)-(5-5) = 7 |
| 16 | 12 | 14 | (14÷2)-(5-5) = 7 |
What It Does: The controlling attribute for all ranged weapon skills.
Includes: Guns (all types), Bows, Crossbows, Thrown weapons, Beam Weapons, Gauss Weapons, Laser Weapons
Why PER + DX: Ranged combat requires perception (spotting/tracking targets) and coordination (steady aim).
Examples:
| PER | DX | Ranged Base | Guns (Rifle) Default |
|---|---|---|---|
| 14 | 12 | 13 | (13÷2)-(4-5) = 7 |
| 16 | 14 | 15 | (15÷2)-(4-5) = 8 |
| 13 | 13 | 13 | (13÷2)-(4-5) = 7 |
Damage (Know Your Own Strength)
This campaign uses the Know Your Own Strength (KYOS) optional rules from Pyramid #3/83. ST is separated into three independently purchased traits. Everyone begins with a free base of ST 10.
Determines your damage dice (Thrust & Swing). Buy this up to hit harder.
Determines Basic Lift and encumbrance. Buy this to carry more.
Your physical durability. Bought independently of both ST traits.
All three together equal 10 pts/level — the same as standard GURPS ST. Mix and match to build the character you want.
📊 Revised Strength Table (KYOS)
Damage is based on Striking ST. Basic Lift is based on Lifting ST. ST 10 = average human.
| ST | Basic Lift | Thrust | Swing | Descriptive |
|---|---|---|---|---|
| 6 | 8.0 lbs | 1d-6 | 1d-4 | — |
| 7 | 10 lbs | 1d-5 | 1d-3 | Half as strong |
| 8 | 13 lbs | 1d-4 | 1d-2 | Two-thirds as strong |
| 9 | 16 lbs | 1d-3 | 1d-1 | Three-quarters as strong |
| 10 | 20 lbs | 1d-2 | 1d | Average human |
| 11 | 25 lbs | 1d-1 | 1d+1 | — |
| 12 | 32 lbs | 1d | 1d+2 | Half again as strong |
| 13 | 40 lbs | 1d+1 | 2d-1 | Twice as strong |
| 14 | 50 lbs | 1d+2 | 2d | — |
| 15 | 63 lbs | 2d-1 | 2d+1 | Three times as strong |
| 16 | 80 lbs | 2d | 2d+2 | Four times as strong |
| 17 | 100 lbs | 2d+1 | 3d-1 | Five times as strong |
| 18 | 126 lbs | 2d+2 | 3d | Six times as strong |
| 19 | 159 lbs | 3d-1 | 3d+1 | Eight times as strong |
| 20 | 200 lbs | 3d | 3d+2 | Ten times as strong |
| 21 | 252 lbs | 3d+1 | 4d-1 | — |
| 22 | 317 lbs | 3d+2 | 4d | ~15× as strong |
| 23 | 399 lbs | 4d-1 | 4d+1 | ~20× as strong |
| 24 | 502 lbs | 4d | 4d+2 | ~25× as strong |
| 25 | 632 lbs | 4d+1 | 5d-1 | ~30× as strong |
| 26 | 796 lbs | 4d+2 | 5d | ~40× as strong |
| 27 | 1,002 lbs | 5d-1 | 5d+1 | ~50× as strong |
| 28 | 1,262 lbs | 5d | 5d+2 | ~60× as strong |
| 29 | 1,589 lbs | 5d+1 | 6d-1 | ~80× as strong |
| 30 | 2,000 lbs | 5d+2 | 6d | 100× as strong |
* Basic Lift = 2 lbs × 10(ST/10). Damage progression: +1d per +4 ST above 20. ST 30 = BL 1 ton = superhuman/large creature territory.
- vs Living targets: Damage uses your Striking ST only (10 + SST)
- vs Objects/Structures: Damage uses whichever is higher — Striking ST or Lifting ST
- Grappling: Base CP comes from Striking ST; Lifting ST advantage adds bonus CP
- Knockback: Uses whichever is higher — Striking ST or Lifting ST
A brawler buys up SST to hit harder. A wrestler or power armor pilot buys LST to dominate grapples and smash through walls.
Health & Endurance
What It Does: How much physical damage you can take before dying.
Variation Rule: HP can only vary up to 30% from your ST score (round normally).
Examples:
- ST 10: HP can range from 7 to 13 (±3)
- ST 12: HP can range from 8 to 16 (±4, rounded from 3.6)
- ST 14: HP can range from 10 to 18 (±4)
- ST 15: HP can range from 11 to 20 (±5, rounded from 4.5)
Injury Levels:
- Full HP: No penalties
- Below ⅓ HP: Move and Dodge halved
- 0 HP: Roll vs HT to stay conscious; may fall unconscious
- -1×HP: Roll vs HT or die; automatic unconsciousness
- -5×HP: Instant death (total body destruction)
Cost to Modify: 2 pts per +1 HP (within the 30% limit)
What It Does: Your physical stamina. Used for extra effort, sustained exertion, and psionics.
Variation Rule: FP can only vary up to 30% from your HT score (round normally).
Examples:
- HT 10: FP can range from 7 to 13 (±3)
- HT 12: FP can range from 8 to 16 (±4, rounded from 3.6)
- HT 14: FP can range from 10 to 18 (±4)
- HT 15: FP can range from 11 to 20 (±5, rounded from 4.5)
Fatigue Levels:
- Full FP: No penalties
- Below ⅓ FP: Move and Dodge halved
- 0 FP: On the verge of collapse; Move and Dodge at ¼
- -1 FP or worse: Unconscious; may need HT rolls to avoid worse
Recovery: Rest (1 FP per 10 minutes), or 1 FP per meal if well-fed
Cost to Modify: 3 pts per +1 FP (within the 30% limit)
What It Does: Energy pool for casting magic spells (mages only).
Who Has It: Only characters with Magery 0 or higher
Examples:
- QN 10: QP = 10
- QN 12: QP = 12
- QN 14: QP = 14
- QN 16: QP = 16
Recovery: Same as FP (10 min rest = 1 QP, or meals)
Spells: Each spell costs QP based on its effect. Running out of QP is just like running out of FP (exhaustion).
Quick Reference: All Secondary Characteristics
| Characteristic | Formula | Notes |
|---|---|---|
| Basic Speed | (DX + PER) ÷ 4 | Initiative and dodge base |
| Basic Move | HT ÷ 2 | Round down; yards/second |
| Dodge | Basic Speed + 3 | Active defense (round down Speed) |
| Melee Base | (DX + HT) ÷ 2 | Controlling attribute for melee skills |
| Ranged Base | (PER + DX) ÷ 2 | Controlling attribute for ranged skills |
| Thrust Damage | Based on ST | See damage table |
| Swing Damage | Thrust + 2 | Always |
| Hit Points | = ST | Can vary ±30% from ST (2 pts/HP) |
| Fatigue Points | = HT | Can vary ±30% from HT (3 pts/FP) |
| Quintessence Points | = QN | Mages only; for spellcasting |