GURPS Lite: An Introduction to Roleplaying |
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15 points 20 points active defense advantage adventure armor attack roll attribute average basic damage basic HT bonus caster character points combat critical failure critical hit critical success Crossbow default defense roll depends disadvantage Dodge effective skill encumbrance failed roll means fatigue fire flail weapon game world GM rolls GM's GURPS Lite hit points HT roll injury IQ-5 The ability Karate knife KNIFE THROWING Magery magic maneuver Maximum damage Mental/Average Mental/Hard missile weapon modifiers normal parry passive defense penalty phobia Physical/Easy players point cost point value points 4 points points/level polearms Prerequisite quarterstaff Quick Contest quirk racial RANGES Weapon reaction rolls roleplaying Roll 3 dice Roll once shield Shortsword skill level skill roll smallsword someone spell starting wealth Status stunned subtract successful roll tech level Throwing skill turn to ready weight worth yards