📊 Secondary Characteristics

Derived Values: These characteristics are calculated from your primary attributes. They determine combat effectiveness, movement, and survivability.

Combat Statistics

Basic Speed
= (DX + PER) ÷ 4

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
Basic Move
= HT ÷ 2 (round down)

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).

Dodge
= Basic Speed + 3

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

Melee Combat Base
= (DX + HT) ÷ 2

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
Ranged Combat Base
= (PER + DX) ÷ 2

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)

ST — Split Into Three Traits
Base 10

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.

⚔️ Striking ST1 point/level
Determines your damage dice (Thrust & Swing). Buy this up to hit harder.
🏋️ Lifting ST7 points/level
Determines Basic Lift and encumbrance. Buy this to carry more.
❤️ Hit Points (HP)2 points/level
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
68.0 lbs1d-61d-4
710 lbs1d-51d-3Half as strong
813 lbs1d-41d-2Two-thirds as strong
916 lbs1d-31d-1Three-quarters as strong
1020 lbs1d-21dAverage human
1125 lbs1d-11d+1
1232 lbs1d1d+2Half again as strong
1340 lbs1d+12d-1Twice as strong
1450 lbs1d+22d
1563 lbs2d-12d+1Three times as strong
1680 lbs2d2d+2Four times as strong
17100 lbs2d+13d-1Five times as strong
18126 lbs2d+23dSix times as strong
19159 lbs3d-13d+1Eight times as strong
20200 lbs3d3d+2Ten times as strong
21252 lbs3d+14d-1
22317 lbs3d+24d~15× as strong
23399 lbs4d-14d+1~20× as strong
24502 lbs4d4d+2~25× as strong
25632 lbs4d+15d-1~30× as strong
26796 lbs4d+25d~40× as strong
271,002 lbs5d-15d+1~50× as strong
281,262 lbs5d5d+2~60× as strong
291,589 lbs5d+16d-1~80× as strong
302,000 lbs5d+26d100× 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.

⚔️ How SST & LST Affect Damage
  • 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

Hit Points (HP)
= ST (usually)

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)

Fatigue Points (FP)
= HT (usually)

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)

Quintessence Points (QP)
= QN

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