TEXT: What is GULLIVER?
  GULLIVER is a big expansion for Steve Jackson Games' 
  GURPS, focused on building and gaming creatures of any 
  shape and size. It fixes "normal humans only" rules, details 
  physical feats, and offers a ton of new design and play options. 
  Its goal is not special-case rules for unusual creatures in the 
  game, but is rather the stated goal of GURPS itself: "generic, 
  universal" rules for humans – which happen to work just fine 
  for Giants, Pixies, cats, and space blobs. 
  GULLIVER hews to real physics and biomechanics wher-
  ever reasonable. Its throwing rules can give the speed of a fast-
  ball in mph; its jumping rules work for track stars and fleas 
  alike. It offers GURPS' first fleshed-out "scale rules" for crea-
  tures, and the first real look in any RPG at the effects of power 
  vs mass in living things.
  What is GULLIVER LITE?
  This text boils the core of the full work down to 24 printable, 
  portable pages. Unlike GURPS LITE, this recap does leave in 
  a lot of options – after all, options are the point of it all. Simple 
  and advanced versions of main text rules, as well as other op-
  tions, are clearly marked. Whether options or main text, use 
  only the bits you need and ignore the rest. 
  Should this actually not be enough, check out the full GUL-
  LIVER at T. Bone's GURPS Diner – there's more of every-
  thing covered here, plenty of things not covered here 
  (including a lot of new traits), and examples galore. 
  http://www.io.com/~tbone/gurps/
      tbone@io.com
  WORDS!
  Names of game terms and traits (new 
  and existing) are capitalized. Non-game 
  traits are not capitalized.
  Abbreviations: BS, Basic Set 3E; BT, 
  Bio-Tech; CI, CII, Compendiums I, II; 
  MA, Martial Arts 1E; VE, Vehicles 2E; 
  B1 – BX, GULLIVER Books 1 – X.
  Area Scale: Linear Scale squared, 
  representing surface area compared to 
  the human norm. See Size.
  athletics: A DX or skill roll involving 
  full body movement: Acrobatics, Jump-
  ing, melee or sports skills, many more.
  balance roll: Any DX or skill roll to 
  maintain footing, avoid falling down 
  (including after knockback or a failed 
  kick), balance on a narrow perch, etc. 
  Combat ST: ST for damage purposes, 
  not lifting or carrying. See Load ST.
  Environment: 
  The 
  environments 
  characters operate in: land, water, and 
  air (or terrestrial, aquatic, and aerial). A 
  home Environment is any that you op-
  erate "natively" in; your primary one is 
  your main one for cost purposes.
  GVER: GULLIVER.
  linear dimension: Approximate height 
  or length, generally head to hind feet 
  (ignoring long necks and tails). Deter-
  mines Size.
  Linear Scale: Linear dimension com-
  pared to the human norm: x1/2, x1, etc. 
  See Size.
  Load ST: Half-priced ST for lifting 
  and carrying purposes, not damage pur-
  poses. See Combat ST.
  mass: Amount of "stuff", measured in 
  pounds at 1-g. Unlike weight, does not 
  change under natural conditions.
  MAR: Mass-to-Area Ratio, expressed 
  as a multiple of typical human norm 
  (typically equal to Linear Scale). See 
  WAR. Needed only for advanced stuff.
  mobility, movement, maneuverability: 
  Movement lets you go from A to B; ma-
  neuverability is ability to turn quickly, 
  Dodge, etc. Mobility covers both.
  mode of movement: Same as Environ-
  ment, referring specifically to move-
  ment. You will likely have a different 
  Move score in each of your modes.
  MSR: Mass-to-Strength Ratio. Mass 
  divided by Load ST. See WSR.
  natural encumbrance: Encumbrance 
  from body weight alone. Heavy creatures 
  will be encumbered by their own weight 
  (positive encumbrance); light ones will 
  enjoy 
  speed 
  and 
  agility 
  bonuses 
  (negative encumbrance).
  Size: A label for rough size groupings, 
  based on TH modifier for size. A human 
  is Size 0, a humanoid half as large in all 
  dimensions is Size -2, etc.
  speed: Capitalized, the same as Basic 
  Speed; uncapitalized, a generic term for 
  speed of movement (i.e., Move).
  thrust: Motive power in water or air; 
  Load ST by default, but can differ. 
  traits: Advantages, disadvantages, and 
  attributes.
  Volume Scale: Linear Scale cubed, 
  representing volume and mass compared 
  to the human norm. See Size.
  WAR: As MAR, but replacing mass 
  with weight.
  weight: Mass x gravity. Also changes 
  with effects of buoyancy. Weight is 
  measured in lbs. and can be negative.
  WSR: 
  Weight-to-Strength 
  Ratio. 
  Weight divided by Load ST. See MSR.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 1
  WORDS!
  1
  SIZE AND POWER!
  2
  Handling ST
  2
  Building Size into Characters
  2
  Cost of Size
  2
  POWER AND MOBILITY!
  3
  Computing Encumbrance
  3
  Effects of Encumbrance
  3
  Burden
  4
  Extra Encumbrance
  4
  Cost of Natural Encumbrance
  4
  ACTION!
  5
  All about Move
  5
  Land Performance
  5
  Water Performance
  5
  Air Performance
  5
  Microgravity Performance
  6
  Climbing
  6
  Jumping
  7
  Throwing
  7
  Lifting
  8
  Balance
  8
  Changing Position
  8
  Stealth and Tracking
  9
  Extra Effort
  9
  Sports
  9
  Non-Athletic Feats
  9
  FIGHT! 
  10
  Move and Attacks
  10
  Melee Combat and TH
  10
  Ranged Combat and TH
  10
  Defenses
  10
  Knockback
  11
  Contests of ST
  12
  Unarmed Combat
  12
  Weight and Damage
  14
  DAMAGE AND DANGERS!
  15
  ST and Damage
  15
  Damage and Shock Meta-system
  15
  Lights
  16
  Collisions
  16
  Falling
  17
  Fatigue
  18
  DESIGN!
  19
  Design and Points
  19
  Environment
  19
  Upkeep
  19
  New and Revised Traits
  19
  Creatures
  21
  PLAY! 
  22
  Scaling the Game
  22
  Game Worlds
  22
  MORE TOYS!
  23
  Optional Rules for Defenses
  23
  Optional Rules for Damage
  23
  USEFUL TABLES! 
  24
  GULLIVER is a product of T. Bone's GURPS Diner, is a non-commercial, fan-
  authored work, and is not affiliated with Steve Jackson Games nor an "official" 
  part of the GURPS system. Copyright 2001, T. Bone (tbone@io.com).
  GULLIVER LITE v1.0
  Rules Upgrade for GURPS
  
  Size +2
  SIZE AND POWER!
  Handling ST
  Playing odd-sized creatures and fixing several 
  GURPS problems require a reworking of ST. 
  Current ST scores for large and small creatures 
  are unrealistic, yet realistic scores yield extreme 
  point costs, and damage stats that play poorly.
  Divide ST into Combat ST, which determines 
  damage, and Load ST, measurable lifting/carrying 
  ability. This allows realistic abilities, with ST-
  based damage (and costs) that mesh with GURPS.
   Do not use the "Natural ST" complication any-
  where; GVER removes the problems it addresses.
  Do not base skills on ST or let skills default to 
  ST. Do not let ST replace a skill or other attribute, 
  or vice-versa. These all cause trouble in GURPS.
  Building Size into Characters
  While GURPS doesn't address how to build size 
  into designs, the system handles it well:
  1. Choose a Size, based on linear dimension.
  2. Choose "base" stats – stats appropriate for 
  a human-sized version of the design.
  3. Scale appropriate stats for Size.
  4. Add Inconvenient Size if appropriate.
  5. Pay for the final design normally.
  The Scale Table makes this easy. It replaces the 
  Size and Speed/Range Table for all purposes:
  Scale Table
  Size
  Spd/
  Rng
  Linear 
  Dim.
  Linear 
  Scale
  Area 
  Scale
  Volume 
  Scale
  +10...
  -10
  100 yds x50
  x2000
  x100K
  +9
  -9
  70 yds
  x30
  x1000
  x30K
  +8
  -8
  50 yds
  x20
  x500
  x10K
  +7
  -7
  30 yds
  x15
  x200
  x3000
  +6
  -6
  20 yds
  x10
  x100
  x1000
  +5
  -5
  15 yds
  x7
  x50
  x300
  +4
  -4
  10 yds
  x5
  x20
  x100
  +3
  -3
  7 yds
  x3
  x10
  x30
  +2
  -2
  4.5 yds
  x2
  x5
  x10
  +1
  -1
  3 yds
  x1.5
  x2
  x3
  0
  0
  2 yds
  x1
  x1
  x1
  -1
  +1
  1.5 yds
  x2/3
  x1/2
  x1/3
  -2
  +2
  1 yd
  x1/2
  x1/5
  x1/10
  -3
  +3
  2 ft
  x1/3
  x1/10
  x1/30
  -4
  +4
  1.5 ft
  x1/5
  x1/20
  x1/100
  -5
  +5
  1 ft
  x1/7
  x1/50
  x1/300
  -6
  +6
  8 in
  x1/10
  x1/100
  x1/1000
  -7
  +7
  5 in
  x1/15
  x1/200
  x1/3000
  -8
  +8
  3 in
  x1/20
  x1/500
  x1/10K
  -9
  +9
  2 in
  x1/30
  x1/1000 x1/30K
  -10...
  +10
  1.5 in
  x1/50
  x1/2000 x1/100K
  Choosing Size
  Sizes are approximate; pick the best match. 
  Your Size is also your TH modifier as a target! 
  If design is largish or smallish for its Size, boost 
  or reduce base ST and base HP (below) a bit.
  Setting Stats
  Round where necessary – but for very small 
  creatures, fractional ST, HP and DR are fine!
  ST: Start with "base" ST – above 10 for strong 
  builds, below 10 for weak ones. (Consider at least 
  +1 base ST per Size level above human size, for 
  the stout builds of large creatures.)
  Combat ST: Multiply base ST by Linear Scale.
  Load ST: Multiply base ST by Area Scale.
  DX: Not affected by Size, though may be higher 
  in small creatures and lower in large.
  IQ: Not affected by Size for game purposes.
  HT: Not affected by Size, although may be 
  lower in very large creatures. Don't confuse HT 
  with HP; they're separate items.
  HP: Start with "base" HP (=HT by default) and 
  multiply by Linear Scale. Adjust as desired.
  DR: Start with "base" DR and multiply by Lin-
  ear Scale. (Do the same for free skull DR.)
  Weight: Start with "base" weight, taking into ac-
  count body shape, build, appendages, composi-
  tion, etc. Multiply by Volume Scale.
  Move: Multiply Move by Linear Scale.
  Reach: Multiply Reach by Linear Scale.
  Sustenance requirements: Multiply "base" sus-
  tenance requirements by Area Scale.
  Senses: Senses in very large or small creatures 
  may differ from ours, but not by default.
  Inconvenience: Add Inconvenient Size for diffi-
  culties with clothing, tools, housing, vehicles, etc.: 
  [-5 to -15] for either large or small Size. 
  Cost in a typical world: Dwarfism or Gigantism: 
  [-5] (included in traits); 1 or 2 Size lvls difference 
  from norm: [-10]; greater difference: [-15]. 
  In a world with some accommodation for odd-
  sized races, or little to offer in tools, clothes, etc. 
  (or a PC little able to use these anyway): 1 or 2 
  levels of difference: [-5]; 3 or 4 levels: [-10]; 
  greater differences: [-15].
  Cost of Size
  The cost of size is the cost of your final traits. 
  Your Size itself is bought as a trait, rolling several 
  modifications into one easy purchase.
  Attributes: Pay for DX, IQ, and HT normally. 
  Pay for Combat ST normally. Pay for Load ST 
  above or below Combat ST at half cost.
  Extrapolate costs for fractional ST, HP, or DR.
  HP: Purchase HP above/below base HP using 
  Extra/Reduced Hit Points.
  DR: Purchase DR normally.
  Size trait: Size 0 or smaller costs [0]; Size 
  greater than 0, [10/lvl]. This in-
  cludes TH modifier, effects on 
  Move, Reach, and sustenance re-
  quirements, and miscellaneous ef-
  fects of size.
  Other: Pay for any other size-re-
  lated traits (such as modified 
  senses) normally. There is no cost 
  for weight, other than that of asso-
  ciated natural encumbrance.
  2 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Size -3
  Option: Quad ST
  Quad ST is an alternate 
  method for handling ST:
  Set Combat ST, scaled 
  using Linear Scale, and 
  purchase normally.
  Now square Combat 
  ST, divide by 10, and 
  round 
  appropriately; 
  that's your automatic 
  Load ST. (Ex.: Combat 
  ST 15 yields Load ST 
  22.) It's free, is already 
  scaled for size, and isn't 
  adjusted further.
  Quad ST is easy, ele-
  gant, avoids inconsistent 
  pairings of Combat ST 
  and Load ST (possible 
  under GVER's method), 
  and lowers the cost of 
  high ST. Used by many 
  players, it's a highly rec-
  ommended replacement 
  for both GURPS' and 
  GVER's handling of ST. 
  Its only drawback is the 
  sole 
  reason 
  GVER 
  doesn't use it: It changes 
  lifting abilities for most 
  existing PCs. (You may 
  not find this bad at all!)
  Option: New Costs
  Extra HP: [5/lvl] for 
  first two, [2/lvl] thereaf-
  ter.
  Toughness and DR: 
  Either is [10] for first 
  level, [15] for second, 
  [3/lvl] thereafter.
  Benefits: With these 
  costs, large creatures' 
  HP, like their ST, costs 
  less. Any given DR will 
  cost 
  more 
  than 
  the 
  equivalent Extra HP, as 
  it should. The too-low 
  cost of DR (very valu-
  able in GURPS!) is 
  raised (while high levels 
  remain cheap). High lev-
  els of Toughness be-
  come possible (for Gi-
  ants, etc.). Toughness, 
  which differs slightly 
  from DR but offers 
  equal 
  utility, 
  is 
  no 
  longer more expensive 
  (though races like hu-
  mans can be limited in 
  how much of each can 
  be bought). 
  
  POWER AND MOBILITY!
  Extending GURPS' encumbrance rules to the ef-
  fects of any body weight – not just carried items, 
  excess fat, and weight from high density or grav-
  ity – simulates differences in large and small crea-
  tures' mobility better than any RPG has ever done.
  GVER uses one Table and set of encumbrance 
  rules to cover all creatures, environments, and 
  modes of movement, with no separate rules for 
  animals, fliers, or fast Supers.
  Computing Encumbrance
  WSR and MSR are weight and mass, respec-
  tively, over Load ST. It's MSR that determines en-
  cumbrance, but resisting the burden of WSR cuts 
  power available for mobility; you're stuck with a 
  higher effective MSR.
  Baggage: Carried items are simple to deal with: 
  Add their weight and mass right into yours. Take 
  your WSR or MSR from the combined weight or 
  mass of your body and carried items.
  The procedure: The Encumbrance Table gives 
  an encumbrance level for any combination of 
  WSR and MSR:
  1. Find WSR on the Table; note Enc Factor. 
  2. Multiply MSR by Enc Factor.
  3. Find encumbrance from this effective MSR.
  Encumbrance Table
  WSR Enc 
  Level
  Half 
  Mod
  Full 
  Mod
  Move 
  Mod
  Point 
  Cost
  Enc 
  Fact.
  MSR
  0.07
  Neg 10
  5
  10
  x20
  200
  1
  0.07
  0.15
  Neg 9
  4
  9
  x15
  170
  1
  0.15
  0.3
  Neg 8
  4
  8
  x10
  155
  1
  0.3
  0.7
  Neg 7
  3
  7
  x7
  125
  1
  0.7
  1.3
  Neg 6
  3
  6
  x5
  110
  1.1
  1.5
  2.5
  Neg 5
  2
  5
  x3
  80
  1.2
  3
  5
  Neg 4
  2
  4
  x2
  65
  1.4
  7
  10
  Neg 3
  1
  3
  x1.5
  35
  1.5
  15
  12
  Neg 2
  1
  2
  x1.2
  25
  1.6
  20
  14
  Neg 1
  0
  1
  x1.1
  5
  1.8
  25
  17
  None
  0
  0
  x1
  0
  2
  35
  19
  Light
  -1
  -2
  x4/5
  -10
  2.5
  50
  21
  Med.
  -2
  -4
  x3/5
  -20
  4
  100
  27
  Heavy
  -3
  -6
  x2/5
  -30
  7
  200
  35
  X-Hvy
  -4
  -8
  x1/5
  -40
  20
  700
  45
  S-Hvy
  -5
  -10
  x1/10
  -50
  65
  3000
  55
  Extr. 1
  -6
  -11
  x1/15
  -51
  inf
  7000
  65
  Extr. 2
  -6
  -12
  x1/20
  -52
  inf
  15K
  75
  Extr. 3
  -7
  -13
  x1/30
  -53
  inf
  30K
  85
  Extr. 4
  -7
  -14
  x1/50
  -54
  inf
  70K
  Shortcuts!
  For humans and other land creatures in 1-g 
  without Extra Encumbrance – i.e., nearly all 
  game situations – the process shortens to 
  simply looking up WSR; there's no need to 
  mess with mass and MSR. Easy as GURPS!
  In weightless situations, WSR doesn't mat-
  ter; just look up MSR.
  Notes: Encumbrance on a border of two levels 
  uses the better: WSR 21 is Medium, etc.
  Max encumbrance is renamed Super-Heavy. 
  Effective WSR and MSR may vary with envi-
  ronment, as follows:
  Land
  Most situations on land will fall under the short-
  cut above, making for very simple computation. 
  But situations involving changed gravity or un-
  usual resistance to the effects of weight (Extra En-
  cumbrance) may generate unique results.
  Space
  In 0-g, you only need to look up MSR. But 
  you'll need Free Fall control rolls to make use of 
  your newfound agility.
  Water and Air
  Find WSR and MSR using thrust (usually the 
  same as Load ST). Adjust WSR and MSR as fol-
  lows, then figure encumbrance normally:
  WSR: Weight of items may be lessened in wa-
  ter; it can be 0, or even negative (the item floats). 
  Eyeball weights, or compute from density: Weight 
  = (weight on land / item density) x (item density - 
  1), where 1 is water density. Density of a typical 
  creature is also 1, meaning no weight in water.
  Weight causes no encumbrance if you fall, sink 
  or float freely with it; effective WSR is 0. That in-
  cludes buoyant swimmers on the water surface, or 
  gliders. (The latter don't have thrust; compute 
  their encumbrance from MSR x 10 alone, or MSR 
  x 50 for the lesser gliders known as parachuters.)
  Normally, though, you fight gravity to swim or 
  fly in the opposite direction, or on a level. Weight 
  matters here – a lot. Multiply effective WSR in 
  water or air by 5 for lack of support beneath!
  MSR: In water, multiply MSR by 2 for the diffi-
  culty of moving through the medium. 
  Effects of Encumbrance
  Encumbrance of None or worse is "positive" en-
  cumbrance. Neg 1 or better is "negative" encum-
  brance. For any level, effects include:
  Move Modifier
  Multiply Move by Move Modifier. This replaces 
  GURPS' adjustments to Move, and applies to all 
  creatures, in any mode of movement.
  Modifiers to skills
  Half Modifier: Adds to Dodge, Stealth, Jump-
  ing, Dancing, sports skills, some martial arts, bal-
  ance rolls, and other DX rolls to move quickly.
  Full Modifier: Adds to Acrobatics, Climbing, 
  Flight, and Swimming.
  Modify skills like Swimming or Climbing for 
  control roll purposes, but not for Move purposes.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 3
  Simple Rule: Mass 
  vs Weight
  While finding encum-
  brance from WSR, Enc 
  Factor and MSR isn't  
  hard or needed often, 
  here's something even 
  simpler, if less precise:
   
  Look up encumbrance 
  from WSR alone and 
  from MSR alone, and 
  use the worse of the two.
   
  All special rules for en-
  vironment apply (WSR 
  x 5 in water or air, etc.).
  More on Buoyancy
  Positive weight sinks. 
  Treat negative weight as 
  positive weight, except 
  it floats instead of sinks.
  Swimming rolls to stay 
  put on the sea bed take a 
  free +1 for density of 
  1.05, +2 for 1.1, and +3 
  for 1.3 or greater.
  Swimming rolls to float 
  properly on the surface 
  receive a +1 for any 
  minuscule level of buoy-
  ancy, +2 for density of 
  0.99 or less, +3 for 0.97 
  or less, +4 for 0.94 or 
  less, +5 for 0.9 or less, 
  and +6 for 0.85 or less. 
  Charge [1] for each such 
  +1 to float.
  If you're really light, 
  you may be buoyant in 
  air! Air has about 1/800 
  the density of water; use 
  that in the formula (or 
  use 1 to represent den-
  sity of air, and set your 
  density relative to that).
  Fat and Swimming
  Assume Fat characters 
  gain 
  their 
  buoyancy 
  from negative weight in 
  water. This awards bo-
  nuses to float in water, 
  but not to Swimming 
  skill overall. And fight-
  ing that buoyancy means 
  encumbrance when not 
  on the surface. That, 
  plus slowness from the 
  mass of the fat, forces 
  Olympic swimmers un-
  der GVER rules to be 
  sleek, not chubby. 
  For simplicity, let flota-
  tion bonuses, changes in 
  aquatic 
  encumbrance, 
  and other miscellaneous 
  effects be no-cost spe-
  cial effects of Fat.
  
  Burden
  From mass: Any level of MSR is no burden on 
  the system (even with names like "X-Heavy" or 
  "Extreme"); it's only slowness.
  From weight: WSR does represent burden; low 
  levels are tolerable, high levels are dangerous. 
  Super-Heavy encumbrance: At this level you 
  expend all energy to stay standing, afloat, or aloft. 
  Extreme encumbrance: At this level you can no 
  longer fight gravity; you harmlessly fall in air or 
  sink in water until you hit bottom (or float upward 
  until you hit the water surface). 
  On land, you collapse and are slowly crushed. 
  Roll immediately vs HT and again every hour, at a 
  penalty equal to level of Extreme encumbrance. 
  Damage is the amount by which roll was missed, 
  times the level of Extreme encumbrance. Divide 
  damage over the hour.
  DR does not protect; Toughness protects with 
  half value. Reduce effective levels of Extreme en-
  cumbrance for soft support underneath, up to 50% 
  for a custom cushion or gravity sling. 
  Extra Encumbrance
  Large designs require modification to bear their 
  own weight. GVER reworks Extra Encumbrance 
  into a leveled trait. Each level costs [5] and in-
  creases WSR cutoffs for positive encumbrance:
  Extra Encumbrance Table
  levels of trait
  levels of trait
  levels of trait
  0
  1
  2
  3
  X
  None
  17
  18
  19
  21
  15+2X
  Light
  19
  21
  23
  27
  15+4X
  Medium
  21
  24
  27
  33
  15+6X
  Heavy
  27
  33
  39
  51
  15+12X
  X-Heavy
  35
  45
  55
  75
  15+20X
  S-Heavy
  45
  60
  75
  105
  15+30X
  Extreme 1
  55
  75
  95
  135
  15+40X
  Extreme 2
  65
  90
  115
  165
  15+50X
  Extreme 3
  75
  105
  135
  195
  15+60X
  Extreme 4...
  85
  120
  155
  225
  15+70X
  Extra Encumbrance lets your legs and back 
  carry much and can reduce the weight burden a 
  land creature feels, even if slowed tremendously 
  by mass. It has no effect in midair or floating in 
  water, or on negative encumbrance. Also, your 
  arms are no stronger; max lift does not change.
  A guide to the number of levels in a design: 
  Legs: One level for 3 to 5 legs (or other limbs 
  supporting weight), two for 6 or 7, three for 8+. 
  (This, not a separate chart, is GVER's accommo-
  dation for load bearing in multi-legged creatures.)
  A legless body may have up to three levels.
  Design: One level for efficient load-bearing de-
  sign (ox, elephant, Dwarf, etc.).
  Size: One level for Size +1 to +3, two for Size 
  +4 to +6, etc., for thicker-than-human bones.
  Stance: One level less for splay-legged, Very 
  Low stance (p 20).
  Other: Adjust for exotic structure, magic, etc. 
  Cost of Natural Encumbrance
  Natural encumbrance cost is based on naked en-
  cumbrance, without items that can be put down or 
  removed. See Encumbrance Table for costs.
  Encumbrance cost is based on final mobility, 
  i.e., burden from mass. If burden from weight is 
  different due to Extra Encumbrance, water, etc., 
  that's a special effect of build and environment.
  Encumbrance level may vary among modes of 
  movement; see p 19 to price. If a design has both 
  powered and unpowered flight with different lev-
  els of aerial encumbrance, base cost on powered 
  flight encumbrance alone, for simplicity.
  Option: Airfoils
  The x5 WSR multiplier in air places strict 
  limits on flight in big creatures. Reduce it to 
  allow cinematic bird-men, all the way down 
  to no multiplier – which lets a winged human 
  fly with as much load as he can walk with. 
  Alternately, get real and do what birds do: 
  gain lift from airfoils. 
  Simple rule: Ignore the weight multiplier. 
  Add Cannot Hover/Fly Backward [-20%] to 
  Powered Flight or Gliding. Lose flight ability 
  if you slow to under half Move.
  Detailed rule: Compute aerial encum-
  brance normally, with the weight multiplier. 
  You may even be too heavy to fly at all (if 
  so, add the above limitation to Powered 
  Flight). Pay for aerial encumbrance (p 19). 
  Decide how much lift airfoils generate – 
  80% of body weight is good. Figure new en-
  cumbrance and Move using total weight mi-
  nus this lift. Pay the difference for the im-
  proved encumbrance, but with a Requires 
  Forward Move limitation [-20%]: Slow to 
  between 2/3 and 9/10 full Move, and you 
  lose half the improved levels; between 1/3 
  and 2/3 Move, three-fourths of the levels; 
  slower than that, all improved encumbrance. 
  Added weight: Carried weight increases en-
  cumbrance, which lowers speed, which fur-
  ther increases encumbrance, which... Unless 
  you want to tackle computation of the com-
  plex equilibrium, use this shortcut: 
  Increase encumbrance normally if you take 
  on weight, then increase it again by half as 
  many levels (round down). 
  Takeoff: Some powered designs relying on 
  airfoils will need help to reach viable flying 
  speed for takeoff. You may need to run fast, 
  dive from a high spot, or face into the wind 
  (it's Move relative to the air that counts).
  Gliders: Most gliders use the Requires For-
  ward Move limitation too (p 20). If you slow 
  in mid-glide, you lose levels of Slow Fall as 
  above, and if under one-third full Move, all 
  ability to glide. A dive and pull-out may let 
  you restart things (if there's time...).
  Fortunately for gliders, added weight 
  doesn't slow forward Move; no problem 
  there. It does increase rate of descent (p 6).
  4 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Acceleration Hazard
  Systemic 
  effects 
  of 
  long-term 
  acceleration 
  (CII 141) should also 
  apply to high gravity, on 
  top of the crushing ef-
  fects described here. 
  The stresses of sudden 
  acceleration or decelera-
  tion are covered on CII 
  131. Add the Half modi-
  fier for encumbrance to 
  relevant HT rolls.
  Move Enhancements
  Move enhancements are 
  multipliers to Move: En-
  hanced 
  Move, 
  Super 
  Move, and, despite the 
  name, Reduced Move. 
  GVER uses multipliers 
  for Reduced Move, not 
  subtractions: 2/3, 1/2, 
  1/3, 1/5, and 1/10, for 1 
  to 5 levels.
  Limbs and Control
  A general rule for con-
  trol modifiers involving 
  number of limbs:
  One limb: -6*
  Two limbs: +0
  Three limbs: +1
  Four limbs: +2
  Five to six limbs: +3
  Seven to ten limbs: +4
  Eleven+ limbs: +5
  Examples include bal-
  ance and number of ap-
  pendages (usually legs) 
  on the ground, or Climb-
  ing rolls and the number 
  of limbs involved. 
  Multiple 
  wings 
  or 
  swimming 
  appendages 
  offer these modifiers on 
  Flight 
  or 
  Swimming 
  control rolls. 
  When in doubt, use +0.
  *Includes human bal-
  ance with leg grappled, 
  or after failed kick (p 8). 
  Extended Tables
  A "..." in a Table row 
  means to extend in that 
  direction as needed. Ad-
  ditional rows follow the 
  same progressions as 
  previous ones; the meth-
  ods should be obvious.
   
  Reduced Move 
  poster boy
  
  ACTION!
  All About Move
  All forms of movement – running, flying, swim-
  ming, climbing, etc. – use the same Move calcula-
  tion: (Base Move + adjustments) x adjustments.
  Adjustments include skills, encumbrance, adap-
  tation, enhancements, and size.
  Round Move for combat, but keep fractions for 
  long distance movement. Use the appropriate skill 
  or attribute for control rolls. 
  Computed scores
  Basic Speed: (DX+HT)/4. Also called Speed. 
  Speed and Move are not the same.
  Base Move: Basic Speed.
  Move: Computed below.
  Step: Move/5. Not necessarily a literal step.
  Sprint: Move + Step. Requires a second of full-
  speed Move to achieve. 
  Despite the terrestrial wording, Step and Sprint 
  apply to any mode of movement.
  Land Performance
  Skills and Move, terrestrial Creatures
  Short-term speed boost: Use Running.
  Long-term speed boost: Use Hiking.
  Tricky maneuvers: Use Acrobatics.
  Other: Jumping and Climbing are useful skills.
  Running Move: (Base Move + Running/8) x 
  Move Modifier x enhancements x Linear Scale. 
  Running control rolls: Roll vs DX or balance, 
  with Half modifier for encumbrance.
  Skills and Move, non-terrestrial creatures
  Use Crawling or Flopping (both P/E, default to 
  DX-4) to get about poorly. Other skills are gener-
  ally not possible. Take a -2 on combat and other 
  athletic actions, including Dodge.
  Move: Base Move x Crawling/5 x Move Modi-
  fier x 1/10 x enhancements (Reduced Move only) 
  x Linear Scale.
  Without legs, multiply Load ST by 1/2 for one 
  arm, 2/3 for two or more, for encumbrance pur-
  poses. With no limbs, halve Load ST and replace 
  Crawling with Flopping.
  Control rolls: Roll vs Crawling, with Full 
  modifier for encumbrance. Flopping requires skill 
  roll every turn to move in desired direction; roll 
  direction randomly otherwise.
  Current and Wind
  Movement in water is relative to the cur-
  rent, not to the ground. Current moves you 
  every turn whether you like it or not. After 
  you move normally from point to A to B, it 
  moves you from B to C in its direction, at its 
  Move. (Your actual path is a line drawn from 
  A to C.)
  Wind affects fliers in exactly the same way.
  Water Performance
  Skills and Move, aquatic creatures
  Swimming defaults to DX for aquatic creatures. 
  Short-term speed boost: Use Speed Swimming 
  (treat as Running).
  Long-term speed boost: Use Long Distance 
  Swimming (treat as Hiking).
  Tricky maneuvers: Use Swimming; or Water 
  Acrobatics (P/H) for acrobatic Dodges, water 
  "walking", etc. Let Water Acrobatics aid leaps 
  from surface (p 6) as Jumping skill does on land.
  Move: (Base Move + Speed Swimming/8) x 
  Move Modifier x enhancements x Linear Scale.
  Swimming control rolls: Roll vs Swimming, 
  with Full modifier for encumbrance.
  Skills and Move, non-aquatic creatures
  Only Swimming (defaults to DX-5, not to ST) 
  and Water Acrobatics (limit skill level to Swim-
  ming) are available, and represent far more lim-
  ited ability than the same in aquatic creatures. 
  Take a -2 on combat and other athletic actions, in-
  cluding Dodge.
  Move: Base Move x Swimming/5 x Move 
  Modifier x 1/10 x enhancements x Linear Scale. 
  (This looks different from GURPS, but gives the 
  same results for average humans.)
  Swimming control rolls: Roll vs Swimming, 
  with Full modifier for encumbrance. 
  Air Performance
  Skills and Move, powered fliers
  Flight defaults to DX for flying races, DX-4 for 
  others.
  Short-term speed boost: Use Speed Flight 
  (treat as Running).
  Long-term speed increase: Use Long Distance 
  Flight (treat as Hiking).
  Tricky maneuvers: Use Flight; or Aerial Acro-
  batics (P/H) for barrel rolls, acrobatic Dodges, etc.
  Move: (Base Move + Speed Flight/8) x Move 
  Modifier x enhancements x Linear Scale x 2. 
  Flying control rolls: Roll vs Flight, with Full 
  modifier for encumbrance.
  Skills and Move, unpowered fliers
  Relevant skills are Flight (Gliding) or Flight 
  (Parachuting), defaulting to DX for gliding races, 
  DX-4 for others, and cross-defaulting to each 
  other at -2 (the latter also to Parachuting at -2).
  There are no speed boost skills for gliders. 
  Tricky maneuvers use the above Flight variants, 
  or Aerial Acrobatics. (Many powered fliers can 
  also glide, using Flight for general control.)
   Move: Base Move x 1/10 if parachuter (p 20) x 
  enhancements x Linear Scale x 2. Skills and en-
  cumbrance do not affect Move. (See also p 17.)
  Gliding control rolls: Roll vs Flight variants, 
  with Full modifier for encumbrance.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 5
  Option: Control
  Your turning radius = 
  one 60° facing change 
  every ((current Move in 
  yards squared/10)/ Move 
  Modifier) yards. Mini-
  mum turn radius is your 
  length, unless you can 
  pivot in place.
  Make a control roll 
  (unmodified for encum-
  brance, which is already 
  factored into radius), at 
  a -2 to cut turning radius 
  up to 2/3, -4 for 1/2, -6 
  for 1/3, -8 for 1/5, -10 
  for 1/7, and -12 for 1/10.
  Option: Acceleration
  Acceleration or decel-
  eration in hexes per sec-
  ond is Move without En-
  hanced or Super Move.
  Make a control roll at 
  +2 to decelerate by 
  twice the normal amount 
  without tumbling.
  Space Acceleration
  Space fliers have an ac-
  celeration, not Move, 
  stat (BT 136).
  Find 
  maneuverability 
  from MSR (50 / accel-
  eration), to get skill and 
  Dodge modifiers (Move 
  Modifier is irrelevant).
  If there is gravity, you 
  need to fight it. Find En-
  cumbrance Factor from 
  WSR and divide accel-
  eration by that.
  Option: Substitution
  A neat trick: For all 
  Move that adds some 
  skill/8 to Base Move, let 
  that skill replace its base 
  attribute in Base Move 
  instead: e.g., (DX + 
  Running)/4 
  on 
  land. 
  This 
  eliminates 
  big 
  Move bonuses for a 
  mere half point in skill, 
  yet reduces the too-high 
  cost of Move bonuses at 
  the high end. 
  Dodging skill 
  Some 
  fighters 
  duck 
  blows rather than parry 
  or block them. Allow a 
  Dodging 
  skill 
  (P/E), 
  which replaces DX to 
  evade a slam or grapple, 
  and substitutes for DX 
  in the (DX+HT)/4 base 
  for your Dodge score.
  
  Other actions
  Climbing and diving: Use climbing and diving 
  rules from VE 155. On a dive, you'll keep gaining 
  speed until you reach the faster of diving terminal 
  velocity (p 17) or weightless forward flight speed. 
  Hovering: Only fliers that can hover can move 
  backward. Double cost for a rear or side hex.
  Descent: Simple rule: Find a glider's Move 
  Modifier from effective WSR only; rate of descent 
  is 1 yard/sec, divided by this Move Modifier. 
  Detailed rule: Find terminal velocity (p 17). 
  This will be based on your ratio of weight  to area 
  (see Slow Fall notes on p 19).
  Soaring: Thermals or other upward currents 
  confer a rate of ascent that offsets a glider's de-
  scent. Fliers not specialized as soarers (p 20) 
  benefit from only half as much lift.
  Taking off: Use a Change Position maneuver to 
  go from resting to flight. This can take longer for 
  encumbered creatures (use aerial encumbrance).
  Landing: Make a balance roll to maintain foot-
  ing in a high-speed landing, at -2 if landing speed 
  is your running Move or faster, -4 if twice as fast, 
  etc., for as many turns as it takes to decelerate. 
  Roll vs Flight upon touchdown; add the amount 
  by which you succeeded to those balance rolls.
  Dodge: Change fliers' Dodge bonus to +1 
  Dodge per full 8 levels of encumbrance-adjusted 
  Flight skill (max +3).
  Weapon use: Limit weapon Acc bonuses to 
  Flight skill (or half skill for a stricter rule). Other 
  penalties on weapon use in flight apply to users of 
  technology (including spells), not to natural fliers.
  Microgravity Performance
  Microgravity is 0.2-g or lower. Rules also apply 
  to creatures on land or seabed with weight re-
  duced to 1/5 mass or less by water, static lift, etc.
  Skills and Move in microgravity
  Free Fall handles control and tricky maneuvers, 
  and defaults to DX for space natives. Athletic DX 
  is limited by Free Fall skill; actions require a con-
  trol roll vs Free Fall to avoid leaving the surface. 
  No speed boost skills are available, though 
  Jumping helps you launch yourself at high speed. 
  Move along surface: Base Move x Move Modi-
  fier x 1/2 if using arms x Linear Scale x 1/2 for 
  grip-and-release movement or magnetic boots. 
  (Use x 1/3 for boots if no Vacc Suit skill.) 
  If using arms instead of legs, multiply ST per 
  crawling on land.
  Land movement or climbing enhancements may 
  apply, depending on style of movement.
  Control rolls along surface: Roll vs Free Fall, 
  with Half modifier for encumbrance. Modify con-
  trol for number of appendages gripping surface.
  Move in free flight: Use appropriate Move for 
  flight, or use acceleration (p 5) instead in vacuum.
  Control rolls in free flight: Roll vs Free Fall in 
  vacuum, with Full modifier for encumbrance.
  Climbing
  There's no "generic" climbing action; what's 
  climbing to us is just running up a wall to a lizard. 
  These rules cover all variations, telling whether 
  you can make a climb and how fast you climb.
  Skills and difficulty
  Climbing skill: Base skill and default on DX, 
  not ST. Skill (unadjusted for encumbrance) affects 
  Move in some climbers. 
  WSR: Multiply WSR for slope: 15° = x1.2; 30° 
  = x1.4; 45° = x1.6; 60° = x1.8; 75° = x1.9; 90° = 
  x2; over 90° (overhang) = x3. 
  Multiply WSR for holds: Excellent (ladder) = 
  x1; Good (tree or rock pile) = x1.1; Moderate 
  (stone wall or rope-up) = x1.2; Poor (wall, mini-
  mal footholds) = x1.5; Very poor (wall, narrow 
  finger-cracks) = x2; None (sheer wall) = no climb. 
  That's for humans. Geckos have excellent holds 
  on all the above; squirrels, good or better on most.
  Encumbrance from new WSR determines skill 
  and Move modifiers for climb.
  Move and control
  Grip: Grip determines holds, above. Claws may 
  be able to grip where hands or feet cannot, if they 
  can "dig in". (This replaces GURPS' +2 skill for 
  claws.) 
  Posture: Multiply Move by 1 to 1/20 for an ob-
  vious change in posture or way of moving. A liz-
  ard on a wall (no change from normal running 
  posture) uses 1. A human uses 1/2 for a ladder, 
  1/5 for a tree or rock pile, 1/20 for a wall.
  Move enhancements: If multiplier for posture 
  is 1, climbing is just vertical running; use normal 
  land movement enhancements. Otherwise, only 
  special climbing enhancements (p 20) apply.
  Move: Base Move x multiplier for posture x 
  Climbing skill/5 if multiplier for posture is not 1 x 
  Move Modifier x enhancements x Linear Scale. 
  Climbing Move may not exceed running Move.
  Control rolls: Roll vs Climbing -2, but modi-
  fied for total number of limbs gripping (i.e., +2 for 
  a human's four limbs, p 4). Add Full modifier for 
  encumbrance and other appropriate modifiers, 
  such as a penalty for slick-soled dress shoes. 
  If slope is 45°, extreme maneuvers (including 
  Dodge) force control rolls, at -3 per additional full 
  15°. This replaces skill modifiers from BS. 
  Solid footing: The above rules assume precari-
  ous footing. If weight is able to rest on sturdy 
  footing below, such as a human on a ladder or 
  stout branches, halve any increases in encum-
  brance level. Extreme maneuvers take a +3 bonus 
  on control, instead of the penalties above. 
  Swinging from arms: WSR multiplier for slope 
  is 2. Move multiplier for posture is 1/5. Control 
  rolls stay at -2, for only two limbs involved (p 4).
  With the Brachiator advantage [5], Move multi-
  plier for posture is 1/3. Add +2 to Control rolls. 
  Climbing at DX and Acrobatics at DX-2 are free.
  6 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  No Maneuverability
  A non-flier in a fall 
  (including mid-jump) or 
  floating in space can not 
  maneuver. Defenses and 
  athletic actions are at -4, 
  or may be impossible.
  Climbing and Weight
  The rules make climb-
  ing very difficult and 
  slow, or impossible, for 
  an unathletic WSR. But 
  if a climb seems possi-
  ble despite the numbers, 
  set encumbrance at an 
  arbitrary S-Hvy or X-
  Hvy and move on.
  Simple Climbing
  For a simpler climbing 
  Move: 
  Convert 
  BS 
  climbing times into a 
  Move score. Multiply by 
  Base Move/5 x Move 
  Modifier 
  x 
  Climbing 
  skill/10 x Linear Scale. 
  Multiply by 2 if no un-
  usual position is re-
  quired (a squirrel or liz-
  ard climbs in normal 
  running position; a hu-
  man doesn't). Climbing 
  Move may not exceed 
  running Move. 
  That's more detail than 
  GURPS, 
  though 
  it 
  doesn't reflect the huge 
  importance of WSR as 
  the full GVER rules do.
  Simple Jumping
  For quicker rules: Jd = 
  Move Modifier x Linear 
  Scale x enhancements. 
  (There's no ST here; it's 
  part of Move Modifier.) 
  Boost Jd for skill, per 
  main text.
  Add your leg length to 
  Jd. You now have your 
  base broad jump dis-
  tance; your high jump 
  height is half that. In-
  crease for Move per 
  main text. That's that.
  Fish jumping
  To "jump" from water, 
  swim fast to the surface. 
  Js is Move; Jd is (Js 
  squared)/10. Figure re-
  sults normally from Jd 
  and angle, with no bo-
  nuses 
  for 
  movement, 
  body position, or Jump-
  ing skill.
  
  Jumping
  Base jumping ability
  Base ability, Jd, is the lower of:
   
  Load ST x Linear Scale x 15 x enhancements 
  / mass; or
  Speed x Linear Scale x enhancements
   
  Creatures with non-muscle acceleration mecha-
  nisms [10], like fleas, use the higher of the two.
  Enhancements include Enhanced Jump, Super 
  Jump, Poor Jumper, etc.
  Increase for skill
  Increase Jd by 10% per 2 full levels of Jumping 
  skill (unadjusted for encumbrance) over 10. 
  Rolling: Optionally, roll vs Jumping. Every 2 
  full points of success increase Jd by 10% 
  (minimum 10% boost for any success). Failure of-
  fers no bonus; critical failure is a fall or injury.
  Angle and base distance
  For any angle, multiply Jd as follows to get base 
  height and base distance:
  Jumping Angle Table
  angle
  height
  distance
  90°
  x1/2
  x0
  75°
  x9/20
  x1/2
  60°
  x3/8
  x9/10
  45°
  x1/4
  x1
  30°
  x1/8
  x9/10
  15°
  x1/20
  x1/2
    0°
  x0
  x0
  High jump: At 90°, base height is Jd/2 yards. 
  Long jump: At 45°, base distance is Jd yards. 
  Add height or distance for movement
  Choose one of the following bonuses:
  Height: Add Move/18 to height, using the same 
  units. (That's 2" per yard of Move.) Or:
  Distance: Add Move/2 to distance, using the 
  same units.
  Add height or distance for body position
  Results so far measure how far center of mass 
  moves. Leg length also matters in height cleared, 
  or in footprint-to-footprint broad jumps. Add a bo-
  nus as below, attaining up to double height or dis-
  tance computed so far:
  Height cleared: Add: 
  No roll: 1/3 leg length (a foot for a tall human).
  Jumping roll: 1/2 leg length.*
  Jumping -4 roll: Full leg length.** This is a flat-
  on-back high jumper's pose. Roll vs Jumping, bal-
  ance, or Acrobatics, at -4, to land on your feet.
  Clearing an obstacle requires forward momen-
  tum; a flatter jump (60° or so) is realistic.
  Footprint-to-footprint distance: Add:
  No roll: Half leg length (a foot and a half for a 
  tall human).
  Jumping roll: Full leg length.*
  Jumping -4 roll: Leg length x 1.5.** Roll vs 
  Jumping or balance to avoid falling upon landing.
  * Requires momentum: Move >= linear dimension. 
  ** As above, but Move >= twice linear dimension. 
  Jumping skill
  Base Jumping on DX, defaulting to DX -4 or 
  Acrobatics -4. Do not base Jumping skill or its de-
  fault on ST, or let skill replace ST. 
  Add Half modifier for encumbrance to Jumping 
  rolls for control, including body position, maneu-
  vers, landings, etc. Do not modify for Jd boost. 
  Maneuvers: The body position rolls to add 
  height and to add distance can be improved sepa-
  rately as maneuvers (max: Jumping +4). 
  Throwing
  Below is one set of rules for all throws: weap-
  ons, baseballs, sacks of concrete, anything. 
  Note distinction between TH penalties (affect 
  TH only) and skill penalties (affect skill for all 
  purposes, including TH and distance).
  Arm mass
  Throwing performance is limited not only by the 
  mass of the thrown object, but by a portion of arm 
  mass. For throwing purposes:
   
  Arm mass = body mass / 50.
   
  Round appropriately. For the average human, it's 
  an easy 3 lbs. For simplicity, use the same body 
  mass / 50 even with more than one arm throwing.
  Base throwing ability
  Base ability, Td, is the lower of:
   
  Load ST x Linear Scale x 10 / (arm mass + ob-
  ject mass); or
  Speed x Linear Scale x 10
   
  Enhancements that modify Td would mirror 
  jumping enhancements in cost and effect. 
  Two-handed throws: You can throw heavier 
  weights – slowly. Give Load ST a 50% boost in 
  the first formula, but lower multiplier from 10 to 2 
  in the second formula. 
  More arms: As two-handed throw, but for each 
  arm over two add 10% to Load ST, and reduce 
  multiplier in second formula by 0.5, down to 1.0.
  Weight limits: Thrown object weight is limited 
  to max lift for the number of arms involved.
  Misses
  Close targets allow very flat angles. A miss 
  won't fly far: no more than twice the target’s 
  distance from you, up to – but no less than 
  one-fourth – the max range for the throw. 
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 7
  Jump/Throw Speed
  Throwing 
  speed 
  in 
  yards/sec upon release, 
  Ts, is the square root of 
  (Td x 10). For a flat an-
  gle, forward Move also 
  adds to Ts.
  Jumping takeoff and 
  landing speed in yards/ 
  sec, Js, is the square root 
  of (Jd x 10).
  Speed in mph is twice 
  Ts or Js.
  Gravity
  Divide jump/throw dis-
  tances and heights by g. 
  In 0-g, a spacer can 
  launch objects from a 
  surface at a speed of Ts, 
  or herself at Js! Either 
  would travel at that 
  Move 
  forever 
  unless 
  stopped by something.
  Hang Time
  The time a jumper or 
  thrown object spends in 
  the air can be realisti-
  cally computed as twice 
  the time to fall from the 
  jump's or throw's height. 
  But calculating flight 
  times of missiles will in-
  troduce strange "time 
  delay" attacks in com-
  bat, something RPGs ig-
  nore for simplicity!
  Advanced Stuff: Dis-
  tance and Move
  Jump and throw dis-
  tance bonuses for Move 
  are simplifications. A 
  more 
  accurate 
  bonus 
  multiplies hang time by 
  Move. A distance bonus 
  of (Move x 0.9 x square 
  root of height), where 
  Move and height are in 
  yards, comes close. 
  Throw Maneuvers
  Range (Hard; defaults 
  to skill; max skill+4) re-
  places skill for Td bonus 
  purposes. Indirect Fire 
  (Hard) reduces TH pen-
  alties for high angles. 
  Adding bonuses
  Percent bonuses to Jd 
  or Td are additive, i.e., a 
  20% Td bonus from 
  AOA, 30% bonus from 
  skill, and 10% bonus 
  from Extra Effort com-
  bine to a 60% bonus. 
  
  Increase for skill
  For any throwing skill and the appropriate ob-
  ject, increase Td by 10% per 2 full levels of skill 
  over 10. 
  Rolling: Optionally, roll vs skill. Every 2 full 
  points of success increase Td by 10% (minimum 
  10% boost for any success). Failure offers no bo-
  nus; critical failure is a slip or injury.
  Increase for All-Out-Attack
  You can use All-Out-Attack to throw harder: In-
  crease Td by 20% as an AOA option. 
  This is the normal way to throw in sporting 
  events or at a faraway foe – any time combat de-
  fenses are not a worry.
  Angle and base distance
  If throwing for maximum distance, a 45° throw 
  flies Td yards. For other angles, compute height 
  and distance of throws per jumps. 
  Add distance for movement
  Add forward Move x 2 to distance, using the 
  same units, up to double distance. 
  Throwing on the run is possible but hard: Take a 
  -4 skill penalty. Some sports skills may reduce 
  this penalty; others may disallow running (p 9).
  Angles and combat
  Define a "direct" throw as 15° or flatter. That 
  angle halves maximum range. 
  For simplicity, let this range double as 1/2 Dam-
  age Range. Targets outside 1/2 Damage Range re-
  quire a higher angle and become indirect fire: 
  Lose Acc bonus, and take a -1 TH per 15° of an-
  gle above 15° (i.e., -2 TH at 45°, or max range). 
  This is in addition to normal range penalties. 
  Throwing skills
  Throwing: The Throwing skill adds a distance 
  bonus as above (replacing GURPS' ST bonus) for 
  any thrown (one-handed) object.
  Allow a Two-Handed Throwing counterpart to 
  the Throwing skill, cross-defaulting at -3. 
  Other combat skills: Any throwing skill boosts 
  distance for the appropriate object: Spear Throw-
  ing lets you hurl a spear or javelin farther, etc. 
  New combat skill: Use Grenade/Rock Throw-
  ing (P/E) for any small, round object. 
  Option: Throws and Damage
  Factors boosting throwing distance should 
  boost damage too – ideally in proportion to 
  boosts in Ts, but this is hard to work with. 
  A fudge: For a Td bonus of +100% or less 
  (from skill, etc.), apply half that bonus as a 
  damage bonus. Treat extra distance from 
  movement as a +40% Td if significant Move 
  (GM call) and a flat throw, +20% if a higher 
  throw, no bonus if not significant Move.
   
  Lifting
  Max lift is Load ST x 6 for one hand, Load ST x 
  25 for two, plus 10% for each arm above two.
  Lifting skill: Base on DX or HT, not ST. Boost 
  max lift by 5% per 2 full levels of skill over 10 (or 
  every 2 full points of success on a skill roll, mini-
  mum 5% bonus for any success). Failure offers no 
  bonus; critical failure is a fall or injury.
  Balance
  Modify per the sidebar, and for number of legs 
  on ground (p 4). Improved Balance adds +1/lvl; 
  Poor Balance, -2/lvl (p 20).
  When to check: Rules will indicate when to roll 
  vs balance to avoid falling: after significant 
  knockback, when walking on a narrow beam, etc. 
  Lesser perils may force a roll at +4 (GM call).
  Special: If balance is so poor that even a check 
  at +10 risks a fall (roll only if 14 or less, for sim-
  plicity), then even "normal" athletic actions, like  
  running, defending, or attacking, can cause a fall. 
  Make this special check for characters with Poor 
  Balance, or after a weighted blow (p 14). You can 
  ignore it in other situations, but it does nicely let 
  an encumbered oaf knock himself over with a too-
  heavy sword and an AOA, and that's a fun thing.
   Kicks: The GURPS balance roll after a missed 
  (human) kick is this same check: balance +10, -4 
  for missed attack, -6 for one leg. (Call a successful 
  kick only -2 as the leg returns quickly, -2 for an 
  attack, or net -4 – generally, no check needed.)
  Result of balance check: Failure by 3+ means 
  you fall; lesser failure puts you off-balance.
  Off-balance: Treat as 5 levels of Poor Balance: 
  -5 athletic DX, -2 AD, and -10 balance.
  Any athletic action will require a balance check 
  (+10 as above, but -10 for off-balance). Failure by 
  3+ is a fall; otherwise, you remain off-balance. 
  (Critical success moves you into balance.)
  Recovery: Roll vs balance per above at the start 
  of your next turn to recover, with a bonus for a 
  Step in the direction of leaning (GM call): +4 if 
  front hex, +2 if rear. 
  Success by 3+ is recovery, failure by 3+ a fall; 
  any other result indicates continued off-balance.
  Skill: Let Balancing (P/E; defaults to Acrobatics 
  -2, Body Sense -2) replace DX in balance rolls.
  Changing Position
  To vary time: Roll vs DX+3 with Full modifier 
  for encumbrance, or Acrobatics +3. Success 
  means a full second to make position change; 
  every 5 full points of success halves this. Failure 
  means two seconds; every 5 full points of failure 
  doubles this. (To make two position changes, roll 
  one after the other, or make one roll at -5.)
  A half-second change lets you go from kneeling 
  to standing in the first half of a second, and act 
  freely in the second half. Treat a quarter-second 
  change as "zero time" (like a Fast-Draw roll); two 
  of these make a half-second change.
  8 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Simple Throwing 
  GURPS' throwing rules 
  work okay – but GVER 
  may be even simpler, 
  with one set of rules for 
  all objects and no tables 
  for weapon ranges. For 
  typical 
  humans 
  with 
  normal weapons, maxi-
  mum range is an easy 
  (Load STx10) / (weapon 
  weight+3); 1/2 Damage 
  Range is half that. 
  Advanced Throwing
  For every full (max 
  lift/10) lbs. of object 
  wgt, cut Td as follows: 
  4/5, 2/3, 3/5, 1/2, 2/5, 
  1/3, 1/4, 1/5, 1/10, 0.
  This gives more realis-
  tic distances for one- vs 
  two-handed throws with 
  heavy weights. 
  Starting height
  If starting height mat-
  ters in a jump or throw, 
  use this fudge: Starting 
  height 
  adds 
  to 
  max 
  height reached. It in-
  creases distance by 50% 
  or by starting height, 
  whichever is less.
  An 
  overhand 
  throw 
  starts at your height, half 
  this if underhand (most 
  two-handed throws). A 
  high platform also offers 
  starting height.
  Balance Modifiers
  Modifiers are cumula-
  tive, and generally last 
  throughout your turn (or 
  as long as the cause re-
  mains in effect).
  Balance modifiers also 
  generally affect Contests 
  of Skill to avoid being 
  pushed, thrown, tripped, 
  grappled, etc.
  Encumb.: Half mod.
  Poor footing, or legs 
  otherwise hampered: -2 
  Legs stuck in place: -4 
  Surprised or stunned:-4 
  Up to 1/2 Move: -1 
  Up to full Move: -2 
  Sprint: add. -2 
  Just made attack: -2* 
  AOA; weighted blow; 
  too-big weapon; other 
  "heavy" attack: Addi-
  tional -2 balance*, -1 
  AD* each.
  *Double for a missed 
  blow!
  
  Stealth and Tracking
  See the sidebar for general modifiers.
  A big shadower is very conspicuous. Apply 
  Shadowing penalties: -2 for largish size, -4 for Gi-
  gantism, -8 for a full Size level larger than crowd, 
  no reasonable possibility for larger size.
  A large or heavy target is easy to track: Add half 
  your target's Size to your Tracking skill, and sub-
  tract its Half modifier for encumbrance. Also ap-
  ply modifiers for absolute weight, per Stealth.
  Extra Effort
  Extra Effort increases measurable abilities (such 
  as ST) by a percentage, and abstract abilities (like 
  a skill) by an absolute amount. Roll vs HT modi-
  fied for Will, not vs ST or other stats, with a pen-
  alty for each level of desired effect:
  Extra Effort Table
  action
  penalty
  extra effect
  lifting
  -1
  +10% Load ST
  movement
  -1
  +5% Move
  jumping
  -1
  +5% Jd
  throwing
  -1
  +5% Td
  Active Defense
  -2
  +1 AD
  generic athletic skill
  -2
  +1 skill
  Extra Effort costs a point of fatigue whether it 
  succeeds or fails. (Critical success costs nothing.)
  Critical failures indicate a fall, dropped item, 
  physical strain, wild throw, etc. 
  Full effort is required before Extra Effort: You 
  must first Sprint in a run, use AOA in a throw, 
  etc., before boosting effects with Extra Effort. 
  Sports
  GVER's rules for physical feats are detailed 
  enough that sporting events can be fun to play: 
  Triple Jump: Make the first jump normally. 
  The next two use Triple Jump (Easy maneuver; 
  default: Jumping -2; max: Jumping) to boost Jd, 
  travel only 2/3 distance, and only add up to x1 
  (not x1.5) leg length each. Add three distances.
  Slam dunk: Add height, 2/3 arm length, and 
  running high jump height (no leg length bonus). If 
  result is a foot higher than the rim, SLAM! No 
  special maneuvers are used, but roll vs Basketball 
  (+2 if hand can "palm" ball) to slam net, not rim.
  Special throws: Many throwing skills are spe-
  cialized for distance, not quickness or target accu-
  racy. The Td bonus for skill rolls is 10% per point 
  of success, but skill requires a Ready action and 
  suffers Half modifiers for positive encumbrance. 
  To hit a target, apply a flat -4 TH for a 45° throw, 
  with additional -1 per 15° higher or lower.
  Examples include Hammer Throw and Discus 
  Throw, whose Ready action is a spinning routine 
  that disallows Move. Javelin Throw uses a second 
  of full Move to Ready, but throwing on the run 
  adds only another -4 TH penalty, not skill penalty. 
  Pitching: Baseball's pitch is unique. Pitching is 
  P/H, increases Td by 20% per point of success on 
  a skill roll, raises AOA Td bonus to 50%, and 
  adds the equivalent of Basic Speed to speed 
  (boosting distance by Speed x 2). But it requires a 
  Ready for the wind-up and a Step for the pitch, 
  and suffers Half modifiers for positive encum-
  brance. There's no TH penalty for a 15° or flatter 
  pitch, but any steeper pitch suffers normal combat 
  TH penalties plus a -4 skill penalty.
  A pitch's speed in mph is (Ts + Speed) x 2.
  Pitching has maneuvers such as Fastball (Hard; 
  defaults to Pitching -4; max Pitching -2; boosts Td 
  bonus for skill roll to 25% per point of success). 
  Other: A quarterback uses what is essentially a 
  P/E combat throwing skill. 
  A few sports throwing skills, like Hammer 
  Throw and Caber Toss, are two-handed skills.
  Non-Athletic Feats
  Dealing with large animals
  Huge animals may ignore (or eat!) small charac-
  ters. Rules of thumb: Animal Empathy bonuses 
  are halved if you're 3 Size levels smaller, negated 
  if 6 levels. Every level of Size difference over 3 
  subtracts from Animal Handling skill. Every full 3 
  levels of difference reduce Riding by 1.
  Beast-Kin adds 1 to the above Size limits.
  Social abilities
  Base influence skills like Leadership (including 
  defaults) on IQ, not ST. Add Strong/Weak Will, 
  Charisma, and reaction modifiers.
  Power and Intimidation: Take +5 for one Size 
  level advantage, +1 per additional level; or up to 
  +4 for lesser height advantage. Take -3 if one Size 
  level shorter, -1 per additional level; or up to -2 
  for lesser height disadvantage.
  Take up to +5 for displays of superior ST up to 
  double target's, +2 per additional doubling. 
  These are guidelines for any power-related so-
  cial skills. Modify appropriately: Power may af-
  fect Leadership less in "civilized" situations.
  Other activities
  Pickpocketing: Against smaller targets, apply 
  Size level difference as skill penalty. Against 
  larger targets, there's no equivalent bonus.
  Holdout: Use relative Size modifiers: 8" Cidi 
  suffer -6 skill, but Cidi-sized guns allow a +6.
  Manual tasks: When appropriate, decide the 
  "correct" Size for a task (such as Size 0 to pick a 
  human-scale lock), and subtract Size differences 
  from skill. Limit bonuses from smaller Size to +2.
  Vehicles: Typical vehicle skills take a -3 penalty 
  if operator is one Size level too large, -6 if two, 
  normal operation not possible beyond that. 
  Cramped cabins are worse: -2 for somewhat tall, 
  -4 for Gigantism, -8 for one Size level difference, 
  normal operation impossible thereafter.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 9
  Stealth
  A list of modifiers 
  (V=vision, H=hearing):
  Movement (vs V, H)
  MV 1/10 or less: +4
  MV 1/5 or less: +2
  MV 1/2 or less: +0
  Up to full MV: -4
  Sprinting: -6
  Unadapted to Environ-
  ment: -2
  Range (vs V, H)
  Subtract Range modi-
  fier from Stealth
  Distraction, target fa-
  tigue (vs V, H)
  As GM determines
  Size (vs V)
  Subtract 
  Size 
  from 
  Stealth
  Hiding places, relative 
  to your size (vs V)
  Few hiding places: up 
  to -5 (more if directly in 
  field of vision)
  Many hiding places: up 
  to +5
  Carried items (vs H)
  Leather armor: -1
  Scale, chain armor: -2
  Plate armor: -4
  Packs, treasure, weapon 
  belts, etc.: -2 or worse
  Feet (vs H)
  Hard soles, hooves: -2
  Claws: -1
  Soft shoes/bare feet: +0
  Surface (vs H)
  Gravel, rocks: -2
  Dry grass, leaves: -4 or 
  worse
  Listener (vs H)
  Dogs: -5
  Geese: -1/bird (max -6)
  Weight (vs H)
  Encumbrance: add Half 
  modifier
  Absolute weight: +1 
  per x1/10 multiple of 
  human weight (max +5), 
  or -1 per x10 multiple
  Skill (vs H)
  Light Walk adds skill/5
  Light Walk
  Apply the Full modifier 
  for encumbrance to this 
  skill, plus a modifier for 
  absolute 
  weight, 
  per 
  stealth.
  
  FIGHT!
  Move and Attacks
  GVER allows missile attacks on the run (p 8), 
  though with heavy penalties. Actions while 
  Sprinting should also be possible, though messy. 
  Assume no defenses are possible while Sprinting 
  (think of it as "All-Out Move"), and any attack is 
  a Wild Swing. Anything goes on a critical failure!
   
  Melee Combat and TH
  GVER uses the same rules for melee and ranged 
  combat, including modifiers for size, speed, range, 
  and aiming. Differences remain: Melee attacks 
  have a default "minimum range" with restrictions 
  on getting closer, and very short max range, which 
  limits the TH bonus for a large target. Ranged at-
  tacks can't be "guided in" for the +4 TH bonus 
  from AOA (although throws can gain a distance 
  bonus for AOA).
  Shortcut!
  These rules' range and speed considerations 
  "drop out" in normal stand-up-and-fight me-
  lee combat, coming into play only to resolve 
  special situations. All that usually matters is 
  the difference in opponents' Sizes, as a TH 
  penalty to hit the smaller target and a bonus 
  to hit the larger.
  Size, speed, range, and aim
  Target speed: The speed of a target stopped to 
  fight in combat does not matter, but the speed of a 
  target taking Move maneuvers (fleeing, etc.) does.
  Range and speed: As with ranged weapons, to-
  tal target speed (when it matters) and range to find 
  a net TH modifier from the Scale Table.
  Default range: Default range is attacker's linear 
  dimension, regardless of actual distance. (See 
  sidebar to whack small targets at closer range.)
  Size: Apply target Size as a TH modifier in me-
  lee, just as in ranged combat. This is cumulative 
  with modifiers for target location: An Ogre (Size 
  +1) is +1 TH; her vitals (-3 TH) are a net -2 TH.
  Size and range: Together, target Size and de-
  fault range simplify to the difference in fighters' 
  Sizes, as a penalty to hit a smaller foe or a bonus 
  to hit a larger foe. 
  Example: A human attacks an Ogre at +1 TH, 
  for a Size +1 target at human (2-yd) range. The 
  Ogre strikes back at -1 TH, for a Size 0 target at 
  Ogre (3-yd) range. An Ogre strikes an Ogre at no 
  modifier, for a Size +1 target at 3-yd range.
  Max bonus: Limit bonus to hit a larger target to 
  +2 (or +3 with a long weapon) after Size, target 
  location, etc. Unlike ranged weapons, additional 
  target size is out of your reach and is irrelevant.
  Aiming: Allow normal "aiming" with hand 
  weapons (max +3 TH, defenses or disruptions can 
  spoil aim, etc.). Target must be within range of 
  weapon for aiming to be effective.
  Large weapons
  If a weapon is wide, add its width to target's lin-
  ear dimension. (Example: 6" target + 6"-wide 
  board = 12" target, or -5 TH.)
  The following Table shortens this, giving effec-
  tive target Size from the difference in weapon 
  width Size and target Size: 
  Huge Weapons Table
  weapon Size 
  minus target Size
  effective target SizeDodge 
  penalty
   -3 or smaller
  use target Size
   0
   -2
  use target Size +1
  -2
   -1
  use target Size +1
  -4
    0
  use target Size +2
  -6
  +1
  use weapon Size +1
  -8
  +2
  use weapon Size +1
  -10
  +3...
  use weapon Size
    -12...
  Most weapon width will be inconsequential 
  (Size difference of -3 or more). But a weapon like 
  a net is big even against a full-sized target.
  Ranged Combat and TH
  GURPS rules apply, with a few notes:
  Range: Thrown ranged weapons generally re-
  quire a minimum distance equal to (attacker's lin-
  ear dimension plus weapon length) to be used ef-
  fectively; otherwise, treat as a melee attack.
  Guns can generally fire even if touching target 
  (infinitely close range!). But for any ranged attack 
  against a moving target that's not stopped to fight, 
  minimum effective range is target's speed.
  Weapon size: Use the rules for large weapons if 
  a ranged attack has significant width: a wide 
  flamethrower jet against a tiny foe, etc.
  Defenses
  Dodge basics
  Dodge does not equal Move in GURPS, even if 
  the rulebooks don't get it. They share the same ini-
  tial base but are very separate stats.
  Dodge: Basic Speed + Half modifier for encum-
  brance + adjustments. Round down. This is for all 
  creatures; no special rules for animals are needed!
  Adjustments include Combat Reflexes, Boxing 
  skill, etc. But Size, Running skill, and Move en-
  hancements do not affect Dodge. 
  Retreat: Use Step as the distance of a Retreat.
  Part by part: Freely-moving limbs – arms, 
  head, etc. – can Dodge more nimbly. Halve any 
  Dodge penalties from encumbrance for these (or 
  give +1 Dodge if encumbrance is None or better). 
  The body (and legs supporting it) do not benefit.
  A freely-moving appendage with eyes (usually 
  the head!) also receives +1 Dodge vs attacks from 
  within the field of vision. These are cumulative.
  Position: Dodge penalties for sitting/kneeling: 
  Legs, lower body -4; upper body -2; mobile limbs 
  -1. Parries and Blocks use -2 regardless of target.
  10 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Getting Close
  You can get closer than 
  default range in melee, 
  but not closer than the 
  larger of 1) target's lin-
  ear dimension, or 2) tar-
  get's speed (for swings: 
  target's 
  speed 
  + 
  at-
  tacker's weapon length), 
  using same units.
  If this range exceeds 
  default, no bonus for 
  close range is possible; 
  use default range.
  Ready: Spend a Ready 
  action 
  to 
  get 
  close 
  (simultaneous with any 
  position changes). You 
  don't need to Ready be-
  fore every attack; only if 
  the target moves beyond 
  default range again.
  Position: Close range 
  melee attacks may re-
  quire kneeling, crouch-
  ing, or other clumsy 
  poses, as GM decides.
  Power: A close range 
  swing has damage re-
  duced by the same per-
  centage by which range 
  was reduced. Thrusts 
  have damage reduced by 
  only one-third as much. 
  Example: You can swat 
  a fleeing 1" (-11 TH) in-
  sect with a normal swing 
  from 
  default 
  range 
  (good luck!), or spend a 
  Ready to move in close. 
  Minimum 
  range 
  is 
  larger of target size (1"), 
  or speed (say 6"/sec) + 
  weapon length (12" for 
  rolled-up 
  newspaper). 
  Minimum range is 18". 
  Combined speed and 
  range is 24", or +3 TH. 
  Weapon is 4" wide; ef-
  fective target size is 5", 
  or -7 TH. 
  Net TH: +3 - 7 = -4. 
  Add the +4 from AOA 
  to even this up (you're 
  not going to defend 
  yourself against a bug!).
  Range is 1/4 the default 
  2 yards; reduce swing 
  damage to 1/4.
  Simple Melee Range
  Forget the main rules. 
  When fighting small tar-
  gets in melee, just halve 
  penalties for Size differ-
  ence with a Ready ac-
  tion. Assume this covers 
  close 
  range, 
  aiming, 
  everything complex.
  
  Dodge and size
  A large weapon leaves a small target little room 
  to dodge: no penalty if weapon width is 1/3 target 
  size or smaller, but -2 penalty per Size level of 
  difference above that (see Huge Weapons Table). 
  Retreat: This confers +3 on Active Defense and 
  subtracts Retreat distance from weapon width. 
  Example: A human Dodges a flung 2-yard crate 
  at -6 for size. But a one-yard Retreat to the side 
  adds +3 Active Defense and cuts effective weapon 
  width from two yards to one, for no size penalty.
  Diving Retreat: Diving for cover lets you use 
  broad jump distance as Retreat distance, which 
  may help get out from under a huge weapon. This 
  requires a Wait or AOD action, and a balance or 
  Acrobatics roll at -4 to remain standing.
  Parry, Block, and power
  The power behind a blow, not the size of the 
  weapon, can make these defenses difficult. 
  Breaking: When a big weapon hits a small one, 
  check whether the BS 111 breakage rule applies.
  Oomph: Compare the "oomph" of the attacking 
  blow and the defending parry or block, where 
  oomph = Load ST + weapon or shield mass.
  Add 50% to Load ST for a fighter using two 
  hands on a legitimate two-handed weapon, or 
  100% for a defender using two hands with a wide 
  grip (polearm, staff, etc.). Either way, add another 
  10% Load ST per hand over two on a weapon.
  High attack oomph results in a defense penalty:
  Parry/Block Penalty Table
  Ratio of attack oomph 
  to defense oomph
  Parry/Block 
  penalty
  less than x1.5
   0
  x1.5
  -1
  x2
  -2
  x3
  -3
  x5
  -4
  x7
  -5
  x10...
  -6...
     
  Losing your grip: If a defense fails because of 
  the above penalty, the attack overwhelmed it. 
  Check for breakage, as above. Roll vs weapon or 
  Shield skill (or Retain Weapon/Shield, but not vs 
  ST), minus the above penalty, at +4 if the weapon 
  also broke, to avoid dropping the item.
  Making the skill roll by only zero means the 
  weapon or shield is "turned" and will require an 
  extra second to ready. (A strapped-on shield can 
  only be "turned", not dropped.)
  Take note that a shield's high weight gives it 
  good oomph for defense – and attack!
  Shields and size
  Shield category is relative to user size: A shield 
  four Size levels smaller is a buckler (PD 1), three 
  levels smaller is a small shield (PD 2), two levels 
  smaller is a medium shield (PD 3), and one level 
  smaller is large shield (PD 4; -2 to attacks). A 
  shield the same Size as its user would be extra-
  large (potentially perfect cover, but blocks user's 
  vision, disallows attacks and Active Defense).
  A crouching target is effectively one Size level 
  smaller, raising effective Size and PD of shield. 
  Knockback
  Base: Use basic hits to figure knockback, with-
  out modifiers for damage type, target location, etc. 
  Knockback comes from bruising force; a bonfire 
  flame causes damage but no knockback. 
  Calculation: Start with the GURPS rule – 1 
  yard per 8 basic hits – and make these changes:
  a) Divide knockback by the square root of 
  (mass/150). (This is the same as multiplying dam-
  age needed to cause knockback, by that same 
  amount.) Round appropriately. 
  See p 24 for a quick estimate of this root. 
  b) The result is the speed of knockback, or Ks, 
  in yards/second.
  Example: For a 40-lb. PC taking 8 basic hits, Ks 
  is 2 (i.e., every 4 hits gives Ks of 1 yard/second). 
  c) If blow penetrates armor, Ks is 0 for impaling 
  attacks, halved for cutting attacks. 
  Bullets realistically cause no knockback, but do 
  full or double knockback in cinematic settings.
  Distance: For simplicity, the distance a target 
  knocked along the ground travels is also Ks; it 
  goes that far and stops in effectively no time.
  Special cases may differ: A target may fly back 
  at a Move of Ks for several turns if on ice, forever 
  if in space! 
  If precise "pop fly" distances matter, knockback 
  distance, Kd, is (Ks squared)/10. Guess at angle, 
  and use Kd in place of Td in the throwing rules.
  Collisions: Velocity change from a collision, 
  push, or slam is also knockback; see p 16 to deter-
  mine speed and other effects.
  Fall from knockback
   Make a balance check to keep your footing if 
  you suffer significant knockback: twice your Step 
  distance or more (two yards or more for humans). 
  Halve that distance if the knockback moves you 
  backward (a common situation). Lesser knock-
  back may also force a roll (GM call), at +4.
  Take a penalty on the balance roll for the 
  amount of speed change: -2 per full multiple of 
  your Move. Also take a penalty for your new 
  Move: -2 per full multiple of Move. (Remember 
  too that backward Move for a human is halved.)
  Other modifiers: -2 if force was centered on 
  your legs, -4 if below your knees.
  If a Contest of ST was involved in the collision, 
  the loser takes a -4 on any related balance rolls.
  Shock penalties apply if damage was involved!
  Fliers and swimmers: These usually can't move 
  backward; significant knockback in that direction 
  becomes automatic loss of control. Make the ap-
  propriate control roll every turn to regain control. 
  (Drag stops aquatic somersaults in a turn or so.)
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 11
  Advanced Stuff: Tar-
  get Dimensions
  Most targets
  One dimension longer 
  than other, up to 3x: 
  Base TH on the longer 
  (2 yards for humans).
  Long, thin targets 
  One dimension over 3x 
  longer than other: A 
  swing (i.e., sword vs 
  rope) can use the longer 
  dimension for TH, with 
  additional -1 for slender 
  width. A thrust or mis-
  sile attack uses shorter 
  dimension for TH, with 
  additional +2 for length.
  Blocky targets
  Both dimensions nearly 
  equal (square, circle): 
  Use 
  appropriate 
  TH, 
  with additional +1. 
  Size & TH Example
  To cut a 1/4" hang-
  man's rope Robin Hood-
  style, a 1/2" arrowhead 
  creates an effective 3/4" 
  target, or -12 TH. But a 
  2" frog-crotch arrow-
  head allows a 2-1/4" tar-
  get, for -9 TH. 
  Adding the advanced 
  rules for dimension, the 
  long rope allows a lot of 
  room for vertical error: 
  take +2 TH for length.
  Option: Close Calls
  An attack that would 
  have hit a small target 
  without a TH bonus 
  from weapon size is 
  dead-center. Otherwise, 
  it's a bit off: for each 
  point by which it would 
  have failed without the 
  TH bonus, reduce effec-
  tive weapon Size by 1 
  for purposes of making 
  Dodge difficult. 
  Option: Power & PD
  Powerful attacks can 
  ignore armor PD. Re-
  duce PD by 1 per full 
  (armor's DR) dice of 
  damage.
  
  Contests of ST
  Main rules
  Which ST: Run all Contests of ST using Load 
  ST. All references to ST in Contests or wres-
  tling are to Load ST. 
  Fixing: "Fix" all Contests of ST before rolling: 
  Multiply the lower score by some X to bring it to 
  (or fairly close to) 10, and multiply the larger ST 
  by that same X. Then roll the Contest. 
  Modifiers
  Preparation: A surprised, stunned, or otherwise 
  unprepared fighter gets half ST and -4 skill or DX 
  in Contests.
  Size: Small foes can be tough to wrestle, as only 
  your arms or even hands may be able to come into 
  play. When initiating takedowns, pins, and 
  throws, or resisting a small foe's attempts to break 
  free, reduce ST in proportion to the difference in 
  linear dimension: Use 1/5 ST against a foe 1/5 as 
  large, etc. Cut weight bonuses the same way, un-
  less you actually sit your weight on the little foe. 
  There are no penalties for the small wrestler, 
  with some exceptions. Small hands could not 
  choke a large neck efficiently; apply the above ST 
  penalties for Size difference to a small strangler.
  Limbs: Where indicated, adjust ST in wrestling-
  related Contests for number of arms used. One 
  hand (or a biting mouth) uses 2/3 ST. Two hands 
  use full ST, plus 10% ST for each hand over two.
  With no hands, claws, coils, jaws, or other 
  means of "grabbing", halve ST.
  For an unusual number of legs, add the control 
  roll bonus (p 4) x 5% to ST to make or resist take-
  downs, pins, and breaking free. (Use -10% for 
  One Leg, -33% for No Legs). Double this modi-
  fier when making or resisting pushes and slams.
  Unarmed Combat
  General close combat actions
  All-Out actions: Allow All-Out Attack and All-
  Out Defense in close combat, for any character. 
  These have normal game effects.
  AOA in unarmed combat: As new AOA op-
  tions, allow +4 on DX-based Contests to make 
  grapples, pushes, pins, slams, throws, etc., or 
  +33% Load ST for such purposes.
  However, any AOA removes Active Defenses 
  for the turn and reduces ability to resist unarmed 
  combat attacks: Take -4 on any defensive DX-
  based Contests (such as avoiding a grapple), and 
  half ST to resist any push, pin, slam, throw, etc.
  AOD in unarmed combat: Allow AOD ver-
  sions of the AOA options above, with +4 DX or 
  +33% Load ST for resisting the same actions. 
  You can not perform any other actions or offen-
  sive moves that turn, including Break Free.
  Hindrance: A tiny fighter in close combat 
  might not hinder a big foe's Feint, Aim, Concen-
  trate, etc. (GM call). As a rule of thumb, this cov-
  ers foes with 1/5 your Load ST or less, which are 
  not inflicting significant damage or pain.
  Wrestling basics
  Grapples: Roll vs DX, Judo, Wrestling, Sumo 
  Wrestling, or Brawling to grapple. Use a Contest 
  of Skill, or TH followed by Active Defense. Use 
  most melee TH modifiers, including Size.
  Take +3 for two hands, +5 for three, and +7 for 
  four; take +1 per additional hand only if matched 
  by a level of Full Coordination each.
  Takedowns: Use a Contest of ST. Adjust ST for 
  limbs used. Give the heavier foe a (weight differ-
  ence in lbs. /10) bonus to ST, before "fixing" the 
  Contest and rolling.
  A tie leaves the target standing but off-balance, 
  which will make further takedown attempts easier.
  If the attacker commits to dropping and falling 
  during the takedown, game as AOA, with an extra 
  (full weight /50) bonus to ST before "fixing".
  Option: The attacker also makes a balance 
  check (p 8) after any takedown attempt, unless he 
  won the Contest of ST by 5 or more.
  Making a pin: Once the foe is down, roll per 
  takedowns to apply a pin.
  Breaking Free: From grapple: Use a Contest of 
  ST, with +50% ST bonus for the grappler. Adjust 
  ST for limbs used. "Fix" and roll. Success by 10 
  or more shakes off grappler with no action spent.
  From pin: As above, but also give the pinner an 
  additional (full weight /30) bonus to ST, before 
  "fixing" the Contest and rolling.
  Choking and crushing
  General: All choking and crushing methods use 
  Contests of ST. Some methods boost ST; these are 
  bonuses to Load ST for Contests, not to Combat 
  ST and damage.
  Choking: Use a Contest of ST, not ST vs HT. 
  Adjust for number of hands. Target is at 2/3 ST if 
  unconscious. Reduce target's ST by 20% if at-
  tacker's hands are relatively very large, 10% if 
  large. "Fix" Contest and roll each turn. Results:
  Choker wins by 5 or more: Choker inflicts 
  thrust/crushing damage to throat, plus suffocation.
  Choker wins by 3 or 4: Choker inflicts half 
  thrust/crushing damage to throat, plus suffocation.
  Either side wins by less than 3: Target suffers 
  one second of suffocation, but no damage.
  Target wins by 3 or 4: No new ill effects, though 
  breathing is tight.
  Target wins by 5 or more: Target is unaffected, 
  and can speak, shout, or take a breath and "undo" 
  a second of suffocation already suffered.
  Garrotes: Use the same rules, treating garrote 
  as very large hands. Also add 20% to attacker's ST 
  for leverage (optionally, add (skill x 2%) ST). 
  Choke holds: Roll vs skill to set. Attacker 
  chokes with full ST using one arm, +30% ST for 
  two. Resisting breaking free receives usual +50% 
  ST for grapples, additional +50% for Choke Hold.
  12 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  More on Knockback
  Max knockback
  Max knockback speed 
  should be the speed of 
  the attack: perhaps 20 
  yards/sec for a thrust 
  weapon, 30 yards/sec for 
  a swung one. 
  The most damage a tar-
  get should take from any 
  blow is that from a colli-
  sion at that impact speed 
  (p 16). Double this for 
  cutting blows; no max 
  for an impaling blow or 
  bullet (other than blow-
  through), or a blow that 
  sandwiches the target 
  against a surface.
  These are rare consid-
  erations, but realistically 
  limit both knockback 
  and damage when a 
  powerful blow strikes a 
  very small target. In real 
  life, a punch that would 
  deck a human barely 
  fazes a flying insect!
  The calculation
  Why rework knockback 
  at all? Because these 
  rules handle targets of 
  any size, are consistent 
  with how GVER scales 
  power and damage, and 
  provide speed, which is 
  useful at times.
  For a typical human, an 
  8-point blow still causes 
  1 yard of knockback.
  Option: Easy Con-
  tests of ST
  Why "fix" a Contest of 
  ST? 
  Because 
  the 
  GURPS Contest mecha-
  nism doesn't measure 
  relative 
  difference 
  in 
  stats, which is what ST 
  requires. "Fixing" prop-
  erly turns ST 1 vs 2, 10 
  vs 20, and 1000 vs 2000 
  into the same Contest.
   But it looks clunky; ST 
  and the Contest mecha-
  nism just don't mesh. A 
  whole new mechanism 
  may work best, such as:
   
  Each side rolls 3d and 
  multiplies by Load ST. 
  The higher value wins.
  Winning a Contest of 
  ST by 10% with this 
  rule equals winning by 1 
  in the main rules; win-
  ning by 50% equals win-
  ning by 5, etc.
  
  Bear hugs: Attacker gains +50% ST for use of 
  arms instead of hands, and can "choke" large tar-
  gets like a torso (but not small targets like a neck).
  Constriction: Treat as choking, but double at-
  tacker's ST. Attacker can choke large targets, per 
  bear hugs.
  Target: As the target of choking or crushing, a 
  neck resists with normal ST but multiplies dam-
  age by 1.5. A hand resists with normal ST. "Solid" 
  parts like an arm or leg resist with double ST.
  A torso resists with +50% ST. Torso squeezing 
  pushes air out, adding an extra second of suffoca-
  tion for every full three points by which the at-
  tacker wins the Contest of ST.
  Rending
  Grapple the appropriate parts. Use a Contest of 
  ST. Adjust your ST for limbs used (but you need 
  to be able to pull in at least two directions).
  Base crushing damage to the limb on choking 
  rules, but subtract limb HP from damage rolled; 
  rending requires great strength to succeed. Tough-
  ness also protects fully, DR with half value.
  Accumulated damage can cripple. Extreme dam-
  age in one attack can remove limbs (p 15).
  Judo throws
  Handle as takedowns, but preceded by a Contest 
  of Skill for technique:
  Contest of Skill: Roll Contest of Judo vs foe's 
  balance, Judo, Wrestling, or Sumo Wrestling. Ju-
  doka may use the +4 skill AOA option; target may 
  use the +4 skill AOD option.
  Modifiers: Target takes all modifiers for bal-
  ance. Judoka takes -1 per level of Size difference, 
  whether larger or smaller, and adjusts skill for 
  positive encumbrance. 
  Judoka adjusts skill for number of arms, per 
  grapples, at -3 (i.e., -3 for one, +0 for two, etc.).
  Sutemi waza: Judoka drops to the ground during 
  the throw attempt. Treat as AOA, with extra +2 on 
  the Contest of Skill, and the previously-mentioned 
  takedown bonus (p 12) on the Contest of ST.
  Result of Contest of Skill:
  Failure on Judo roll and Contest: Complete 
  failure; turn over.
  Failure on Judo roll or Contest: Proceed with 
  normal takedown, with no benefit from Judo.
  Success on Judo roll and Contest: You can at-
  tempt a real throw, not just a takedown. Your de-
  gree of success is the lower of success on the Judo 
  roll and success on the Contest.
  Takedown: Use a normal takedown Contest of 
  ST. Judoka adjusts ST for number of arms used. 
  "Fix" the Contest, then add twice the above degree 
  of success to the judoka's ST. Roll. 
  Success on the Contest of ST takes down or 
  throws the target. Judoka can also add base punch 
  damage (without bonuses from Karate, etc.) if 
  success on both Contests was 5 or more. 
  Pin: A "judo pin" uses the same procedure 
  above to make a pin, following a takedown.
  Arm locks
  As with takedowns, anybody can make a lock 
  through brute force – but skill makes it easier. Use 
  judo throw rules, with following differences:
  Contest of Skill: Roll Arm Lock vs DX, Judo, 
  or Wrestling. Attacker takes same modifiers as ju-
  doka, but target takes only half balance modifiers.
  Result of Contest of Skill: As judo throw. 
  Lock: Use a Contest of ST to lock. Target uses 
  full ST. Weight does not matter. "Fix" the Contest 
  of ST, then add twice the Contest of Skill degree 
  of success to the attacker's ST. Roll. 
  Attacker success means the target is locked.
  Breaking Free: Use normal Breaking Free pro-
  cedures, but a locked target is at 2/3 ST in Contest 
  of ST. Attacker may repeat the Contest of Skill as 
  an action to further reduce target's ST, at +4 skill 
  for simply maintaining an existing lock.
  Finger locks: As Arm Lock, but use the Finger 
  Lock maneuver and reduce target ST by 20%.
  Unarmed Combat Skills
  Encumbrance: Apply the Half modifier for 
  positive encumbrance to Fencing, Karate, Judo, 
  Main Gauche, Katana, Short Staff, Tonfa, Boxing, 
  Wrestling, Sumo Wrestling, all combat art or 
  sport skills, and dynamic combat skills like Flying 
  Leap. This replaces and expands the rule limiting 
  certain skills to Light encumbrance or better.
  Skills and damage bonuses: Replace striking 
  damage bonuses from skills as follows. Figure 
  thrust damage from effective Combat ST 
  (remember: a punch does thrust -2 damage).
  Karate, Boxing: Each skill level over 10 adds 
  10% to Combat ST for damage purposes.
  Brawling: Each skill level over 10 adds 5% to 
  Combat ST for damage purposes.
  Maneuver damage: To match this system, turn 
  each +/-1 damage from a specific combat maneu-
  ver into a +/-20% Combat ST bonus, except for 
  damage bonuses related to weight (p 14).
  Skills 
  and 
  wrestling 
  bonuses: 
  Replace 
  wrestling-related bonuses from skills as follows:
  Wrestling: Each skill level over 10 adds 5% to 
  Load ST to perform or resist takedowns, pins, arm 
  locks, and breaking free. Also let skill replace DX 
  in any roll related to performing or resisting those 
  actions.
  Sumo Wrestling: Each skill level over 10 adds 
  5% to Load ST to perform or resist takedowns, 
  breaking free (except from pins), slams, and 
  pushes. Let skill replace DX in any roll 
  related to performing or resisting those 
  actions, or to evade a slam. 
   Ignore GURPS' bonuses for weight; 
  mass is already part of GVER's rules.
  Push (MA 40): Each skill level over 10 adds 
  10% to Load ST to perform pushes, slams, take-
  downs, pins, and throws. Let skill replace DX in 
  any roll related to performing these actions. 
  Optionally, an additional roll vs Push mystically 
  doubles knockback from pushes or slams.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 13
  Option: Part Sizes
  A revised list of size-
  based TH modifiers:
  Small targets
  Head: -5
  Eye: -10
  Brain: -7
  Ear: -8
  Nose, mouth or jaw: -8
  Nose/mouth area: -7
  Heart or kidney: -6
  Large 
  weapons 
  can 
  lessen penalties. With a 
  human fist (Size -7), an 
  eye becomes -7 TH, the 
  jaw -6, and the head -4.
  Torso
  Let untargeted blows 
  roll location randomly, 
  instead of hitting torso 
  automatically. As a tar-
  get, torso is -1 TH. Vi-
  tals are still -3 TH (not 
  cumulative); any blow 
  hitting torso has a 3 in 6 
  chance of hitting vitals.
  Crouch
  Let a crouch reduce tar-
  get Size by 1, for ranged 
  and melee combat TH.
  Mouth
  To throw or shoot into 
  an open mouth (or jam 
  an upright stick in there, 
  Luke 
  Skywalker-like), 
  target the location at an 
  additional -1 TH (a miss 
  by 1 hits the head or 
  jaw). Halve DR inside 
  the mouth. Throat or 
  brain hits (with no skull 
  DR) are possible.
  A shot "into" a closed 
  mouth uses an additional 
  -2 TH (a miss by 1 or 2 
  hits the head or jaw) and 
  must get through teeth. 
  Assume DR 2, HP 1 for 
  teeth, scaled for size.
   Gator Wrasslin'
  To stop an alligator – or 
  dragon – from chomping 
  down, roll a Contest of 
  your ST vs its jaw ST 
  (same as its Load ST by 
  default, but may differ), 
  with sundry modifiers 
  per choking rules.
  Muscles that open jaws 
  are weak: Roll the same 
  to keep closed jaws from 
  opening, but lower the 
  beast's ST, from 2/3 ST 
  for a blunt snout to 1/7 
  ST for a very long one.
  
  Immovable Stance (MA 38): Each skill level 
  over 10 adds 10% to Load ST to resist pushes, 
  slams, takedowns, pins, and throws. Skill replaces 
  DX in any roll – including balance – related to re-
  sisting these actions. 
  Optionally, an additional roll vs Immovable 
  Stance mysteriously halves knockback from any 
  push or impact, including weapons.
  Tackling and Blocking: P/E; used in rugby, 
  American football, etc. Each skill level over 
  10 adds 5% to Load ST to perform or resist 
  takedowns, slams, and pushes. Skill replaces 
  DX in any roll related to performing or re-
  sisting these actions, or evasion.
  Notes on maneuvers: 
  Blinding Touch: The blow must be capable of 
  doing damage of at least HP/10 to the target, even 
  though it does no damage, to have its effects.
  Pressure Points: Use the notes from Blinding 
  Touch, or GVER shock rules. With the latter, let a 
  successful Contest of Pressure Points vs target HT 
  double shock value of damage. If both skill roll 
  and Contest succeed by 5 or more, treat a pulled 
  punch as non-pulled for purposes of shock.
  Eye-Gouging, Face Attacks: Instead of special 
  rules in MA, use GVER shock rules: Eye gouges 
  use a shock multiplier of x3, face attacks a x2.
  Neck Snap: Base technique on DX (defaults to 
  DX-4), not ST. Roll a Contest of ST; add 5% to 
  Load ST per skill level over 10. Attacker success 
  inflicts crushing damage to neck per choking, but 
  using swing damage instead of thrust. Toughness 
  subtracts from damage. Other details per MA 53.
  Retain Weapon: Skill replaces weapon skill or 
  DX, but not ST, for any purpose related to holding 
  on to weapon. Rather, each skill level over 10 
  adds 5% to Load ST in appropriate Contests.
  Drop Kick: You must be able to high jump at 
  least as high as the target area. Allow normal kick 
  damage, with bonus of (square root of weight) /5, 
  rounded down. The target can parry a small at-
  tacker, using p 11 rules for parrying big weapons.
  Roundhouse Punch: Use standard punch damage 
  with bonus for body weight, per Drop Kick.
  Stamp Kick: Damage bonus is (square root of 
  weight) /7 points.
  Flying Jump Kick: Treat as Drop Kick, with ex-
  tra distance allowed.
  Piledriver: Replace given damage with regular 
  punch damage. Add a 5% Combat ST bonus per 
  skill level of Wrestling over 10, plus damage bo-
  nus for body weight equal to that from Drop Kick.
  Biting and Clawing
  Combat ST /20 dice of damage (see p 15 to han-
  dle fractions) for Sharp Teeth [5] follows the BS  
  140 system with no table required. GURPS sug-
  gests this for claw damage too (though there's no 
  rule for buying that level of damage for limbs).
  Use Combat ST /40 for human and herbivore 
  teeth [0]. Allow Large Teeth [2] that inflict higher 
  damage per Sharp Teeth, but crushing, not cutting. 
  Weight and Damage
  Trampling
  Trampling damage dice = (square root of 
  weight) /20. Multiply damage for hardness of 
  ground, per falling. Damage is for a full turn of in-
  tentional trampling; halve damage when trampler 
  overruns target and moves through. Halve damage 
  if the trampling beast is only annoyed, not angry, 
  panicked, or charging. Halve damage for feet 
  softer than hooves (like most shoes); halve again 
  for soft, bare feet or paws.
  Size differences: You need to be your foe's size 
  or larger to overrun – slamming, knocking down, 
  and trampling him, all on the same turn. If you're 
  three Size levels or more larger, the GM can re-
  move the knockdown check, ruling that you auto-
  matically overrun your foe on a successful slam.
  Weighted blows
  Any fighter can throw extra weight into a blow, 
  whether barehanded or with hand weapons. 
  Roll the attack at -4. A hit adds (square root of 
  attacker's mass) /10 points of damage. The attack 
  is unbalancing; see p 8, including the sidebar, for 
  effects. Make a balance check at +2 if you miss.
  Fighters can learn Weighted Blows as an Easy 
  maneuver for each type of attack, reducing attack 
  and balance penalties by up to half.
  Attacking downward: For weighted blows di-
  rected toward the ground, halve all penalties, and 
  use a damage bonus of (square root of weight) /7 
  points. Depending on the attack, falling down 
  might not be a problem.
  Stomping: Treat as downward-directed kick, as 
  above, but it's a natural move; the only penalty is 
  a -1 TH. Any fighter may try this maneuver, but 
  only Karate and Brawling practitioners can im-
  prove it as a Stamp Kick.
  Other options
  Damage limit: Regardless of Combat ST, limit 
  a character's base thrust or swing damage to 
  (square root of mass) /2 dice. This places a realis-
  tic limit on punching ability in very small and 
  light creatures, or Supers without the mass to back 
  up mega strength. (Ignore in cinematic settings!)
  Higher damage: Weight-related damage in 
  GVER is kept low, in line with trampling in 
  GURPS. If it all seems too low, double all 
  weight-related damage bonuses or dice, including 
  trampling. (Ground softness and other factors will 
  keep trampling damages in line.) This adds oomph 
  to weighted combat blows and vehicle overruns.
  Shortcut!
  Some rules above call for the square root of 
  mass or weight; others in GVER call for the 
  square root of (mass or weight /150). The 
  Square Root Table on p 24 gives instant esti-
  mates for these, with no calculator needed.
  14 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Jet Attacks
  Jet attacks can easily hit 
  small foes (p 10). But 
  assume that all of a jet 
  has to hit a target to do 
  full damage; if the jet is 
  larger than the target, 
  some will "wash over". 
  Without worrying about 
  exact areas involved, cut 
  damage in proportion to 
  relative linear dimen-
  sions: All of a 1- or 2-
  yard wide jet hits a 2-
  yard human, for full 
  damage, but only a third 
  of a 6-yard wide cone 
  hits, for 1/3 damage.
  The exposure hazard 
  option (p 15) can further 
  affect damage taken. 
  The width of a flame 
  attack or sonic beam is 
  up to you. A dragon's 
  flame might have a 
  width of 2 feet x the 
  dragon's Linear Scale.
  Quick rule for cones: 
  Assume that basic width 
  of the attack applies be-
  tween 1/4 and 1/2 maxi-
  mum range. Halve width 
  at closer ranges; double 
  width at farther ranges.
  Blowthrough
  Set the blowthrough 
  damage 
  limit 
  to 
  10 
  points x Linear Scale, 
  rather than to HT or HP.
  Multiply 
  blowthrough 
  for bullet type and size. 
  Also multiply by 1/2 for 
  limbs, 1/3 for hands or 
  feet, and 3 for vitals or 
  the head (but not the 
  brain, which does not 
  use 
  damage 
  caps). 
  Beam, 
  fireball, 
  and 
  lightning attacks further 
  double blowthrough for 
  the torso, head, or vitals. 
  Creatures 
  with 
  odd 
  shapes or compositions 
  may 
  further 
  modify 
  blowthrough 
  levels: 
  raise for thick bodies, 
  lower for thin, flat ones.
  Option: Punches
  Instead of thrust -2 
  damage for punches, use 
  normal thrust damage, 
  but based on 2/3 Combat 
  ST (round down). 
  This is a better method 
  that "scales" properly 
  for any creature size. 
  
  DAMAGE AND DANGERS!
  ST and Damage
  Combat ST vs Load ST: Use Combat ST to de-
  termine damage dice. Load ST can still be used to 
  hurt (by throwing foes, etc.). 
  All-Out Attack: Use +33% damage, rounding 
  up, instead of +2 points.
  Low damage: Fractional damage matters if low 
  Combat ST and HP are involved. Where GURPS 
  fails to give damage scores, compute as a fraction 
  of higher ST: For ST 2, roll damage for ST 10 and 
  divide by 5, etc. 
  VE also suggests ways to roll low dice: Less 
  than 0.1 die = no damage; 0.1 to 0.2 die = 1d-4; 
  0.21 to 0.4 die = 1d-3; 0.41 to 0.6 die = 1d-2; 0.61 
  to 0.8 die = 1d-1; over 0.8 die rounds up to 1d. 
  Damage and Shock Meta-system
  Base the effects of all damage and shock on 
  their level relative to HP, not on absolute levels. 
  Use HT for rolls to avoid given effects of damage 
  and shock. These rules work for beings of any 
  size, and consolidate disparate GURPS rules.
  Effects of damage
  The following effects are the result of damage, 
  not shock. Strong/Weak Will does not affect HT 
  rolls here:
  Slowdown from injuries: Move and Dodge are 
  halved when HP is reduced to less than HP/3.
  Knockdown: Knocked down on damage of over 
  HP/2 and a failed HT roll. This is separate from 
  falling down due to knockback (p 8).
  Crippling: Arm or leg is crippled on damage of 
  over HP/2, hand or foot on damage of over HP/3, 
  in one blow. Excess damage is lost. Instead of 
  GURPS' automatic stunning rule, double shock 
  points and handle normally.
  Optionally, neck is "crippled" on damage of 
  over HP/2, body on damage of over HP, in one 
  blow. (Double these if you find them too deadly!) 
  Excess damage is not lost. Either paralyzes the 
  character (attempt recovery roll normally).
  Devastating damage: Devastating damage oc-
  curs on twice crippling damage (over HP for leg, 
  etc.) and a failed HT roll, or automatically on four 
  times crippling damage, in a single blow.
  Devastating cutting or rending attacks cause am-
  putation in limbs, decapitation in neck, and 
  Conan-style cleaving in twain for body (requires 
  sufficiently long blade). Actual damage to limbs is 
  limited to crippling damage.
  Devastating crushing blows hopelessly pulverize 
  bone and muscle in limbs (no recovery), fatally 
  snap spine in neck or body. 
   Double shock points and handle normally.
  Knockout: Roll vs HT each turn while at HP 0 
  or less to avoid unconsciousness.
  Death: Roll vs HT at -HP and every -HP/2 
  thereafter. Automatic death occurs at -HP x5.
  Measuring Shock
  Measure shock in points in all situations. Base 
  shock equals damage, after normal modifiers for 
  hit location, attack type, etc. Stunners, Pain spells, 
  etc. may inflict a set number of points or dice of 
  shock, with or without damage. Some multipliers:
  Body target:
  Crushing attacks to the vitals (including 
  kidneys): x1.5
  Crushing attack to the nose, jaw: x2
  Any attack to the brain: x2 (above and beyond 
  damage multiplier!)
  Any other attack to head: x1.5
  Any attack to the eyes: x3
  Any attack to the groin (males): x2
  Attack cripples or amputates: x2
  Attack aggravates an existing wound: Add dam-
  age from existing wound to new shock.
  Weapon Type: 
  Whip: x1.5, or x2 against limbs
  Fire, electricity: x2
  Target condition: 
  Target surprised or not in combat: x2
  "Bracing" for pain: x1/2 (requires Concentrate 
  maneuver and Will roll)
  Low Pain Threshold: x2
  High Pain Threshold: x0 (or see revision in B3)
  Stun weapons, spells, etc.: 1d for Pain spell, etc.
  Effects of Shock
  The following effects are the result of shock, not 
  damage. Adjust HT rolls for Strong/Weak Will:
  IQ/DX penalty: -1 per (HP/10) points of shock. 
  To round: Use -1 penalty per point of shock for 
  HP 8 to 14; per 2 points for HP 15 to 24; per 3 
  points for HP 25 to 34, etc. Use a -2 penalty per 
  point of shock for HP 4 to 7, -3 per point for HP 
  3, -5 per point for HP 2, -10 per point for HP 1.
  Stunning, general: Stunned automatically on 
  shock of over HP/2. 
  Optionally, stunning occurs on a failed HT roll 
  on shock of over HP/3, and is automatic on shock 
  of over 2/3 HP.
  Stunning, brain: Apply x2 shock multiplier to 
  brain hits and use general stunning rule.
  Stunning, limb: Arm or leg stunned on shock of 
  over HP/2, hand or foot on over HP/3. Items held 
  by stunned limb are dropped. (Allow HT roll to 
  maintain grip if shock is just enough to stun.) Ex-
  cess shock is not lost; total shock can cause over-
  all stunning.
  Knockout, general: Roll vs HT to avoid knock-
  out on shock of over HP. Knockout is automatic 
  on shock of over HP x2. 
  GM may ignore when shock comes mostly from 
  sharp pain with low damage (i.e., whip blow to 
  the hand), as opposed to high damage or stun gun.
  Knockout, brain: Apply x2 shock multiplier to 
  brain hits and use general knockout rule.
  Other: Modify for special effects and circum-
  stances: A stun gun or spell might not use shock 
  multipliers for target location, etc.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 15
  Heart Attack
  Apply a x4 damage 
  multiplier for bullet or 
  impaling damage to the 
  heart. Heart damage of 
  HP points or greater 
  (including 
  crushing!) 
  forces a roll vs HT to 
  avoid a heart attack (roll 
  at -4 for HPx2 damage;  
  -8 for HPx3 or greater).
  Failure is a minor heart 
  attack, failure by 4+ or a 
  critical failure is a major 
  heart attack, and failure 
  by 8+ is fatal. Minor at-
  tacks do (2d x Linear 
  Scale) damage, and stun 
  (roll HT each turn to re-
  cover; a critical miss 
  brings 
  on 
  a 
  major 
  attack). Major heart at-
  tacks do (6d x Linear 
  Scale), and incapacitate. 
  Make a HT roll for 
  crippling if you survive 
  a major heart attack. 
  Failure leaves behind 
  (1d x amount roll failed) 
  points of physical or 
  mental disabilities.
  A weak heart [-10, or    
  -15 if add. -4 on related 
  HT rolls] treats damage 
  to heart as double for 
  purposes of effect.
  Option: Exposure 
  Hazards
  Exposure hazards in-
  clude acid, flame, heat, 
  cold, sunburn, poison 
  gas, and electricity. The 
  effect of these varies 
  with exposure to the at-
  tack vs the amount of 
  substance to be affected 
  – i.e., the ratio of surface 
  area to mass.
  Assume stated damages 
  are for human-sized tar-
  gets. For other creatures, 
  multiply damage by the 
  square root of Linear 
  Scale. Depending on the 
  hazard, "damage" may 
  be fatigue, rads of radia-
  tion, etc.
  The net result is that 
  small creatures will take 
  less absolute damage 
  from exposure hazards, 
  but more relative to HP. 
  The reverse is true for 
  large creatures.
  When effects call for 
  HT rolls instead, apply 
  half of Size as a modi-
  fier to the roll. 
  
  Recovery
  Recovery from shock: Use normal rules for re-
  covery from knockout. Roll vs HT each turn to re-
  cover from stunning (whether overall or a limb). 
  IQ/DX penalty disappears after one full turn. 
  (Option: Make HT roll every turn; IQ/DX penalty 
  is reduced only by the amount of success. Re-
  maining penalty persists, cumulating with any 
  new shock penalties.) Effects of specific attacks, 
  such as high-tech stunners, may last longer. 
  Recovery from damage: A night of rest and a 
  HT roll heal HP/10 damage. (Regeneration also 
  uses this base.) Success by 10+ on the roll heals 
  twice as much; success by 20+, three times, etc.
  Regrowth: Divide speed of Regrowth by the 
  square root of Linear Scale.
  Lights
   A "generic" working of light and dark: 
  Light Level Table
   
  light level
  effect
  example
  Blinding
  blind
  Flash attack
  Near-blinding
  -8 V, -4 DX/IQ searchlight in face
  Harsh
  -4 V, -2 DX/IQ police interrogation
  Very bright
  -2 V, -1 DX/IQ sun in eyes
  Bright
  no penalties
  sunny day
  Normal
  no penalties
  shade, cloudy day
  Slightly dim
  no penalties
  ordinary indoor light
  Dim
  -1 darkness
  firelight, dim indoor
  Very dim
  -2 darkness
  dim firelight
  Dark
  -4 darkness
  moonlight
  Very dark
  -8 darkness
  starlight
  Total darkness
  blind
  no light
  "V" = Vision; "darkness" refers to normal Vi-
  sion and combat penalties for darkness.
  Each level of light beyond Blinding adds -2 to 
  related HT rolls and doubles duration of blinding.
  Bad Sight (light sensitivity) [-10/-25] from B3 
  boosts slightly dim or brighter light by two levels, 
  the milder version [-50%] by one level.
  Night Vision removes penalties except in total 
  darkness. The lesser version [5] from B3 reduces 
  darkness level by 1 between slightly dim and very 
  dark. Night Blindness increases the same by 1.
  Sunglasses reduce light level by 1, heavy wrap-
  around dark goggles or welder's goggles by 2.
  Collisions
  Mass
  Power: The ability to "push" into a collision 
  adds to effective mass for collision purposes: 
  Creatures: Add Load ST x 10 lbs. 
  Vehicle accelerating: Add engine rating kW x 
  50 lbs., or thrust x 5 lbs. to mass if in water, thrust 
  x 0.5 lbs. if in air. 
  Unpowered objects get no such bonus.
  Combined mass: Add the effective masses of 
  both colliding objects to get combined mass.
  Speed
  Combined speed: Add speeds in a head-on col-
  lision. Subtract the slower from the faster in a 
  rear-end collision. In a side collision, use the 
  speed of the object that hits the other (or average 
  speeds for truly simultaneous hits).
  Speed change: Figure how much each side's 
  speed changes, in one of two ways: 
  Mechanistic: This is appropriate when both ob-
  jects are inanimate. Look at each side's effective 
  mass as a percentage of combined mass. Split 
  combined speed in the same proportions – giving 
  the smaller mass the greater speed change.
  Example: Combined speed is Move 12. If of 
  equal mass, each side has its Move changed by 6. 
  If one side has twice the mass of the other, it 
  makes up two-thirds of combined mass; its Move 
  is changed by 4, the smaller side's by 8. 
  Contest: This method is more fun when one or 
  both sides are animate. Roll a Contest of effective 
  mass. (Tip: Dividing effective masses by 10 gives 
  a Contest of Load ST + (mass /10), which is the 
  exact same thing but looks more like the expected 
  Contest of ST.) "Fix" and roll. Split combined 
  speed between two sides as follows:
  Slam Table
  degree of 
  success
  loser's speed 
  change
  winner's speed 
  change
  less than 10
  x1/2
  x1/2
  10-19
  x2/3
  x1/3
  20-29
  x3/4
  x1/4
  30-49
  x4/5
  x1/5
  50-99
  x9/10
  x1/10
  100 or more
  x1
  x0
  Inanimate objects: Objects' resistance to top-
  pling or movement from embedded foundations, 
  friction with the ground, etc. is up to the GM.
  Falling down: See knockback rules (p 11).
  Damage
  Base: The base damage each side takes is 1d per 
  5 mph of own speed change. Don't apply yet. 
  Mass: Each object multiplies own damage taken 
  by square root of (own effective mass /150). 
  Dice: Take the two damage dice scores com-
  puted so far and apply the higher – usually the 
  damage indicated for the smaller side – to both 
  sides.
  Hardness: Multiply the damage dice each side 
  takes for the hardness of the other side:
  Collision Hardness Table
  surface hardness
  damage
  Very hard (stone, concrete, metal)
  x1.5
  Hard (packed soil)
  x1
  Yielding (soft soil, another character)
  x2/3
  Soft (mud, sand)
  x1/2
  Liquid (water)
  x1/3 or less
  Very soft (air bag, mattress)
  x1/5
  16 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Load Rating
  Regardless of thrust, 
  airfoil lift, or the ease of 
  gliding, wings can only 
  support so much weight. 
  Check WSR (no multi-
  pliers for air) using nor-
  mal Load ST. If Super-
  Heavy, your wings will 
  tire quickly; if Extreme, 
  they fold up or collapse!
  Advanced Stuff: 
  Torque
  Power systems have 
  greater acceleration at 
  low speeds. When add-
  ing a bonus for power to 
  vehicles' effective mass 
  in collisions, double bo-
  nus if traveling at less 
  than 1/4 top speed; halve 
  it if over 1/2 top speed. 
  Advanced Stuff: 
  Traction
  Extra effective mass 
  from power in collisions 
  only works if you can 
  push 
  forward 
  effec-
  tively. On the ground, 
  the bonus from power is 
  limited to some multiple 
  of the object's weight, 
  based on traction:
  Perfect (magic; ultra-
  tech): no limit 
  Excellent (spikes; slicks 
  on asphalt): weight 
  Good (studded tires): 
  weight x2/3 
  Standard (regular tires 
  on asphalt): weight/2 
  Poor (regular tires in 
  rain): weight/3 
  Very Poor (regular tires 
  on snow, mud): weight/5 
  Near 
  None 
  (regular 
  tires on ice): weight/10 
  Example: A 210 lb., 
  Load ST 15 tackler can 
  add a full Load ST x 10 
  (150 lbs.) to effective 
  mass in a slam, using 
  cleats on turf (excellent 
  traction). 
  With 
  street 
  shoes on wet road (poor 
  traction), his bonus from 
  ST is limited to weight/3 
  or 70 lbs. 
  Vehicles
  Further multiply vehi-
  cles' effective mass bo-
  nus from power by the 
  Off-Road Speed multi-
  plier (VE 130), from 
  Contact 
  Area 
  and 
  Ground Pressure. 
  
  A sharp point will be very hard, and further in-
  flict impaling damage. 
  Roll: Roll and apply damage for each side.
  Absorption: If object can absorb impact over a 
  large area (a full-body impact), subtract its HP 
  from damage rolled. Subtract only HP/2 if damage 
  is localized (human hit by a car or slam); subtract 
  nothing if damage is very localized (vehicle with a 
  ram plate; collision with a specific body location).
  Rigid objects, including vehicles, generally 
  won't get full HP subtraction; use HP/2 at most. 
  Armor protects as described in GURPS.
  Sandwiched: A target slammed between collid-
  ing object and another unyielding object takes 
  damage based on the speed and effective mass of 
  the colliding object. Also modify for hardness. 
  Slams
  Game slams as collisions. Notes:
  General: There are no special considerations for 
  Fat, Skinny, or superdense fighters; mass is an in-
  tegral part of the rules. Adjust Contest for shields 
  after "fixing", per BS 112, but not for movement 
  (already part of the rules) or for rear attack (give 
  the target half or no Load ST instead).
  Hitting: Make a DX or skill roll followed by 
  Active Defense, or game as a Contest of Skill. 
  Use general TH modifiers in either case. 
  Speeds: Any Move – even a Step – allows an at-
  tacker to slam. Opposing movement by the target 
  will help resist the slam (while painfully adding to 
  combined speed).
  Speed change: The Contest method is more fun 
  in slams.
  Damage: Ignore damage for simplicity, or cal-
  culate normally. Slams can hurt!
  Flying tackle: Attacker may take extra attack 
  distance of half linear dimension. Roll TH; suc-
  cess by 4 or more is also a successful grapple. De-
  fender can Dodge, though outstretched arms count 
  as a large weapon. Attacker automatically falls.
  Low tackle: A flying tackle, or a Wait, kneel, 
  and tackle defense against a charging foe, can tar-
  get a foe's legs. Halve target's effective mass and 
  ST; after balance penalties for a leg attack (p 8), 
  the target is likely to go down. But also halve any 
  speed change of the target; it's likely to topple 
  over the tackler, rather than fly backward.
  Pushing: Combined speed is 2, plus Steps from 
  either side. Determine results using the Contest 
  for slams. Ignore damage in a push.
  Advanced rules: Combined speed of the 
  "collision", Ps, is the lower of:
   
  square root of (pusher's Load ST x Linear Scale x 
  100 / lighter of the two effective masses); or
  square root of (pusher's Speed x Linear Scale x 10)
   
  Adjust Load ST for limbs used (p 12). 
  Unlike throwing, complications like arm mass 
  can be ignored, and there's no limit to the mass 
  you can attempt to push. 
  Add Steps from either side to Ps. Split Ps using 
  the Contest for slams, and take it from there.
  Falling
  Use the collision rules for a fall. Damage comes 
  from impact speed, the falling object's own mass, 
  and the hardness of the ground. Absorption of 
  damage is important: A flat surface allows full-
  body impact; rocky ground, localized impact.
  Speed
  Approximations of speed, distance, and time:
  Falling Table
  speed 
  (y/sec)
  speed 
  (mph)
  yards 
  fallen
  time 
  (sec)
  damage 
  0.5
  1
  0.01
  0.05
  1d/5
  1
  2
  0.05
  0.1
  1d/3
  1.5
  3
  0.1
  0.15
  1d/2
  2
  4
  0.2
  0.2
  1d-1
  2.5
  5
  0.3
  0.25
  1d
  3
  6
  0.5
  0.3
  1d+1
  3.5
  7
  0.6
  0.35
  1d+2
  4
  8
  0.8
  0.4
  2d-1
  4.5
  9
  1
  0.45
  2d
  5
  10
  1.25
  0.5
  2d
  6
  12
  2
  0.6
  2d+1
  7.5
  15
  3
  0.75
  3d
  10
  20
  5
  1
  4d
  12.5
  25
  7
  1.25
  5d
  15
  30
  10
  1.5
  6d
  17.5
  35
  15
  1.75
  7d
  20
  40
  20
  2
  8d
  22.5
  45
  25
  2.25
  9d
  25
  50
  30
  2.5
  10d
  27.5
  55
  35
  2.75
  11d
  30
  60
  45
  3
  12d
  32.5
  65
  50
  3.25
  13d
  35
  70
  60
  3.5
  14d
  37.5
  75
  70
  3.75
  15d
  40
  80
  80
  4
  16d
  42.5
  85
  90
  4.25
  17d
  45
  90
  100
  4.5
  18d
  50
  100
  125
  5
  20d
  55
  110
  150
  5.5
  22d
  60
  120
  180
  6
  24d
  65
  130
  210
  6.5
  26d
  70
  140
  245
  7
  28d
  75
  150
  280
  7.5
  30d
   
  Or, to do the numbers yourself: speed =
  10 x seconds fallen x g; or 
  10 x square root of (2 x distance /10) x g
  in yards/sec. Multiply by 2 to get mph. 
  Speed is limited by terminal velocity. 
  Subtractions from impact speed:
  An Acrobatics roll or Catfall subtracts 20 mph.
  A DX, Judo, Wrestling, or Breakfall maneuver 
  roll (choose one) subtracts 10 mph. A Breakfall 
  skill roll (P/E; use Half modifier for encumbrance) 
  subtracts 20 mph plus 2 mph per point of success.
  Landing neatly on feet subtracts jumping speed 
  (Js). This may require a roll vs DX, Jumping, Ac-
  robatics, Breakfall skill, or Bouncing skill.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 17
  Advanced Stuff: 
  MAR and WAR
  You don't need to mess 
  with these stats, but they 
  do allow the tricks be-
  low. 
  Actual calculation of 
  the ratios is on pp 18-19, 
  and a no-math shortcut 
  for what you really want 
  – square roots – on p 19.
  Terminal Velocity
  Terminal velocity (tv), 
  the fastest you fall, is 
  Move 50 (100 mph) x 
  the square root of WAR 
  x the square root of air 
  density (1 at sea level). 
  For a human, tv will be 
  100 mph, or about 150 
  mph "diving".
  Slow Fall (found in any 
  flier that can glide) fur-
  ther reduces tv (p 20).
  Air brakes: Powered 
  flight keeps you aloft at 
  up to WSR 45, after 
  which it only slows fall. 
  Multiply tv by 1/7 at 
  WSR 46, 1/5 at 47, 1/4 
  at 48, 1/3 at 50, 1/2 at 
  60, 2/3 at 80, 3/4 at 100, 
  4/5 at 120, 9/10 at 240, 
  and 1 at 480 or greater.
  Drag and ftv
  Real-life top speed in 
  air or water is the point 
  at which deceleration 
  from drag negates accel-
  eration. GVER doesn't 
  compute Move in that 
  much detail, but drag ef-
  fects can be added:
  "Forward tv" (ftv) is  
  Move 10 x the square 
  root 
  of 
  MAR. 
  This 
  made-up stat does not 
  cap Move, but it's hard 
  to move faster than ftv. 
  If Move exceeds ftv, 
  take the average of the 
  two; that's your actual 
  Move. Buy enough Re-
  duced Move to approxi-
  mate the reduction. 
  Drag will likely cut 
  Move in a fast flier or 
  swimmer, or a very fast 
  runner. It can even limit 
  a Super's jumps, using 
  ftv and Js in the same 
  way to cut high Js.
  Glider Move
  The simple rule for un-
  powered flight Move 
  rule (p 5)  isn't likely too 
  accurate. A better calcu-
  lation: Move = ftv.
  
  Damage
  Surface hardness: Per collisions. Use 1/3 dam-
  age for a belly flop into water, or half that with a 
  successful Diving skill roll (P/E, defaults to Acro-
  batics -2, Swimming -2, or Breakfall -2; use Half 
  modifier for encumbrance).
  Falling objects: Use "sandwiched" collision 
  rules for an object falling on a character. A skillful 
  catch can "cushion" impact by a speed equal to 
  throwing speed (Ts) for that object.
  Other topics
  Tripping: Treat a trip as a fall from height equal 
  to your linear dimension, or half that height on a 
  balance or Breakfall roll. Multiply distance by 2/3 
  for semi-upright posture or low stance, and 1/2 for 
  horizontal posture or very low stance (p 20). 
  These are cumulative.
  Critical failure: On any roll to reduce damage 
  in a fall or trip, this can mean a very localized im-
  pact on a randomly rolled body location. 
  Fatigue
  Let Fatigue (capitalized) mean pool of energy to 
  be drawn from (similar to HP); let fatigue mean 
  points of energy lost (similar to damage). Either 
  Combat ST or HT works as the base for Fatigue, 
  as long as missing bits of rules are filled in.
  General rules
  Apply fatigue per BS 134.
  ST loss: As in GURPS, don't recalculate dam-
  age or encumbrance as ST is lost to fatigue.
  Movement: For any type of movement, Move 
  and fatigue are connected as follows.
  Move and Fatigue Table
  Move is greater 
  than. . .
  type of Move
  fatigue 
  interval
  0
  slow ("walking")
  hour
  x1/3
  brisk ("jogging")
  10 minutes
  x1/2
  very brisk
  1 minute
  x2/3
  fast ("running")
  20 seconds
  x1
  sprint
  10 seconds
  x1 + Sprint bonus
  Extra Effort sprint
  1 second
  Treat unpowered flight (including soaring) as 
  slow movement for fatigue purposes.
  Extra Effort: Costs 1 fatigue per turn. 
  Heat: In a hot environment, add 1 point to any 
  fatigue assessed, twice that much if very hot or if 
  in heavy clothing or armor.
  Non-ST losses: A drop in Fatigue to 2/3 ST or 
  less costs -1 IQ/DX; ST/2 or less, -2 IQ/DX; ST/3 
  or less, -3 IQ/DX. The penalties affect skills, Will, 
  and other rolls as appropriate.
  Lack of sleep: Take 1 fatigue for a half night of 
  lost sleep, 3 for a full night. In addition to normal 
  fatigue penalties, take -1 IQ/DX, including Will, 
  per point of fatigue from lost sleep. Will rolls may 
  allow temporary halving of these penalties. In 
  quiet periods, Will rolls may be necessary to 
  avoid nodding off. Recovery requires sleep.
  Magic and psionics: See p 23.
  Recovery: Recover Fatigue at a rate of 
  Fatigue/10 points per 10 minutes of rest. Double 
  recovery rate per full 5 points of success on a HT 
  roll; halve it per full or partial 5 points of failure.
  Encumbrance: Ignore BS rules. Divide fatigue 
  for movement and physical exertion by Move 
  Modifier for encumbrance. (That's the same as 
  multiplying fatigue time intervals by Move 
  Modifier.)
  Air and water: Movement in air and water car-
  ries two separate fatigue components. Apply both: 
  a) standard fatigue for movement, as above; and
  b) the cost of fighting weight, if any, to keep 
  from falling or sinking. Find Move Modifier from 
  effective WSR only; take 1 point of fatigue, di-
  vided by this Move Modifier, every 5 minutes.
  Super-Heavy encumbrance: Super-Heavy en-
  cumbrance from effective WSR (not mass) is a 
  special case. Take an extra 1 fatigue per turn from 
  efforts to remain standing on land, or level in air 
  or water. Sitting or lying down may relieve this.
  Basing Fatigue on ST
  Set Fatigue to Combat ST. Limit cost of 
  Extra/Reduced Fatigue to half cost of raised or 
  lowered ST. Make the following changes:
  Energy use: Rules need to consider different 
  rates of energy expenditure among creatures of 
  varied power. For all situations of physical fatigue 
  (including lost sleep), apply Combat ST/10 points 
  of fatigue wherever rules call for 1 fatigue.
  ST loss: Lose Combat ST and Load ST in pro-
  portion to lost Fatigue.
  HT: Let a HT roll halve fatigue for any physical 
  exertion. Every full 5 points of success further 
  halves it; every full 5 points of failure doubles it.
  Fatigue 3 rule: Halve Move and Dodge when 
  Fatigue is reduced to full Combat ST/3, not to 3 or 
  less. Collapse when Fatigue reaches full Combat 
  ST/10, and pass out at Fatigue 0.
  Basing Fatigue on HT
  This is arguably the easier method. Set Fatigue 
  to HT. Use normal costs for Extra/Reduced Fa-
  tigue. You don't need to account for HT in loss, or 
  modify fatigue for energy use. The GURPS Fa-
  tigue 3 rule works fine as is (halve Move and 
  Dodge when Fatigue reaches 3; collapse at Fa-
  tigue 1). Other items work per general rules 
  above, with one change: 
  ST loss: To account for effects on ST, lose 
  Combat and Load ST in proportion to lost Fa-
  tigue.
  HP base: Most players using this option also 
  change the base for HP from HT to Combat ST. If 
  you do, you can still set HP anywhere (even con-
  tinuing to use HT x Linear Scale as typical HP), 
  but you pay for HP above or below Combat ST 
  with Extra/Reduced HP.
  18 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Water and Drag
  In water, tv (the speed 
  at which you sink, or 
  float upward) and ftv are 
  greatly slowed. Com-
  pute per p 17, but use 
  800 for air density. (Or 
  ignore that, and divide 
  final tv or ftv by 30.)
  Be sure to base WAR 
  on weight in water. 
  Computing MAR
  Area differs between a 
  full-body, "flat" posi-
  tion, and a head-first 
  "forward" position.
  A bird travels and dives 
  in the "forward" pose, 
  but presents "flat" area 
  downward for gliding 
  descent. A human runs 
  in "flat" position, swims 
  in "forward". And so on.
  Really quick shortcut
  MAR = Linear Scale. 
  Forward: x2. Flat:  x1/2 
  with wings spread.
  Detailed method
  MAR = mass / area, 
  where area = Area Scale 
  x 150. Modify area as 
  follows (be rough; preci-
  sion isn't needed):
  Default (human) crea-
  ture:  Flat: No change. 
  Forward: x1/2. 
  Round / blocky shape: 
  Area is small: x2/3 or 
  so, in any position.
  Thin or streamlined 
  shape: Flat: x1.5 or 
  more. Forward: x1/3 or 
  less (such as x1/5 for a 
  sleek fish). However, lit-
  tle streamlining is possi-
  ble in tiny creatures.
  Limbs: Extra limbs in-
  crease mass and area: 
  say, +10% mass, +15% 
  area for an extra arm. 
  Small or no limbs cut 
  mass appropriately, and 
  area to x2/3 or so.
  Wings: Two wings add 
  area of 450 "flat", 75 
  "forward", x wings' Area 
  Scale (same as creature's 
  by default, but differs in 
  larger or smaller wings). 
  Two default wings gen-
  erally quadruple area 
  and confer +1 (almost 
  +2) to Size as a target 
  with wings spread wide.
  Other: Horns, long fur, 
  a tail, etc. can add to 
  both area and mass.
  
  DESIGN!
  Design and Points
  General
  Non-PCs: If your design isn't a PC, point costs 
  don't matter a bit! Don't bother with them at all.
  Rule of -5: To keep leveled disadvantages in 
  rein, GVER limits many to 5 levels, often adding 
  further effects to the final level. 
  Limitations: GVER sets the maximum value of 
  limitations to a neat -80%. However, allow -100% 
  if limitations remove all benefit from a trait.
  Overlapping disadvantages: Group disadvan-
  tages into those whose effects overlap: multiple 
  vision deficiencies, multiple mobility deficiencies, 
  even paired Impulsive and Overconfidence. 
  Allow full value for a group's largest disadvan-
  tage, 1/2 for its next largest, 1/4 for its next, etc.
  Total value of disadvantages is limited to 80% 
  of the worst possibility, i.e., 80% of [-50], the 
  value of Blindness, for all sight-related disadvan-
  tages combined. (These could total [-50] if they 
  remove all sight, essentially becoming Blindness.) 
  Environment
  Types of Environments
  Environments in which you operate "natively" 
  are home Environments (HE). If you have more 
  than one (like an amphibious creature), pick one 
  anyway as your primary Environment (PE).
  Land and water: Land or water as a PE costs 
  [0]. Add the other as a HE through Amphibious 
  [10]. Add air as a HE through flight traits. 
  Air: A truly aerial creature might have air as its 
  PE [-10 + cost of flight traits]. Add land and water 
  as HEs for [10] each. No Earth creature has air as 
  its PE, but do allow it for a very competent flier 
  (45+ points in flight traits, levitation ability, etc.), 
  to prevent such a PC from taking many points for 
  Lame or other land- or water-based disadvantages 
  that will rarely inconvenience him. 
  Default abilities: Creatures have poor default 
  mobility in water or on land even if it's not a HE, 
  but have no mobility in air without flight traits.
  Cost of traits
  Advantages affecting one Environment (ex. 
  Enhanced Move): Buy separately for each Envi-
  ronment, at full cost.
  Disadvantages affecting one Environment (ex. 
  Reduced Move): Take separately for each Envi-
  ronment. PE: full value. Non-PE: 1/5 value.
  Advantages affecting all Environments: (ex. 
  Negative encumbrance): PE only: 4/5 cost. Non-
  PE only: 1/2 cost if one, 2/3 if two. 
  Disadvantages affecting all Environments (ex. 
  Reduced Dodge): PE only: 1/2 value (1/3 if you 
  have two non-PEs to fall back on). Non-PE only: 
  1/5 value, 2/5 if two.
   Mobility: Mobility in your PE is worth a "free" 
  [50]. Mobility-related disadvantages may total up 
  to -80% of [50] (or -100% if all mobility is lost).
  In a non-PE, cut those values to 1/5: An aquatic 
  PC gets 1/5 value for land-based disadvantages, 
  up to [-8] with any ability to crawl or flop, or up 
  to [-10] if completely immobile (i.e., a whale PC 
  with No Legs and horrid land encumbrance). 
  "Free" default mobility in air applies only to true 
  aerial PCs with air as PE; otherwise, the max 
  value of aerial mobility disadvantages is -80% the 
  cost of flight traits (-100% if no benefit remains). 
  Upkeep
  Below are suggested defaults for sustenance re-
  quirements and life span. They can vary tremen-
  dously, so customize with wild abandon. Purchase 
  final levels normally using appropriate traits 
  (Increased Life Support, Short Lifespan, etc.).
  Sustenance Requirements
  Base: Start with human requirements and adjust: 
  Size: Multiply by Area Scale, or (mass/150)
  0.75 
  for an advanced calculation. This sets require-
  ments relative to body mass high for small crea-
  tures, low for large, and is part of the Size trait. 
  Metabolism: As an option, multiply by (Basic 
  Speed/5), or the square root of that in humanoids. 
  Also tweak for unusually high or low base ST.
  Diet: Base is for omnivores or fruit/nut-eaters; 
  halve for meat-eaters, double for grass-eaters.
  Lifestyle: Multiply by 1.25 for high activity 
  (hard manual labor), 1 for mixed activity 
  (adventuring), 4/5 for low activity (white collar 
  lifestyle), 2/3 for minimal activity (couch potato), 
  and 1/2 for near inactivity (bedridden). 
  Cold-blooded: Further multiply by 1/5 at rest, 
  1/2 when mildly active, no cut if fully active.
  Lifespan
  Base: Start with human milestones (onset of ag-
  ing, increase in frequency of rolls, etc.). 
  Size: Multiply by the square root of Linear 
  Scale, or (mass/150)
  0.2 for an advanced calcula-
  tion. This is correct for birds and humanoids; di-
  vide by 2.5 for other creatures. 
  Metabolism: Multiply by the square root of 
  (5/Basic Speed).
  Cold-blooded: Multiply by 2 in cool climes, 1.5 
  in temperate, 1 in hot.
  Aging: When aging rolls indicate the loss of a 
  point of ST or HT, scale losses of Combat ST, 
  Load ST, and HP appropriately for Size. 
  New and Revised Traits
  B3 offers dozens of new and revised traits, in-
  cluding existing ones reworked into "package 
  traits", with costs based on exact effects. On the 
  next page are a few basic and useful options. 
  ("Add-ons" refers to suggested extras for pack-
  ages, bought at normal cost.) 
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 19
  Computing WAR
  Find WAR or its square 
  root per MAR, but re-
  place mass with weight. 
  How Slow Fall works
  Slow Fall multiplies tv 
  by some fraction, X. 
  To get technical: Unless  
  it slows falls via magic 
  or some such, Slow Fall 
  does one (or some com-
  bination) of the below: 
  a) It divides "flat" area 
  by X squared: SF x1/50 
  multiplies area by 2500.
  b) Lift from airfoils  
  multiplies body weight 
  by X squared: SF x1/50 
  multiplies body weight 
  by 1/2500 (before added 
  weight of carried items).
  Computing Square 
  Root of MAR or WAR
  Calculate stat normally, 
  and take its square root. 
  Or use this rougher, no-
  calculator shortcut:
  1) Find your mass or 
  weight on p 24's Square 
  Root Table.
  Move up or down levels 
  on the Table, as follows:
  2) If finding tv from 
  WAR: Up one level per 
  level of Slow Fall. 
  If Slow Fall is based on 
  airfoils, start with body 
  weight, go up X levels 
  to get your new (very 
  low) weight, then add 
  carried weight. Continue 
  from this new level.
  3) Up one level for each 
  Size level below 0, down 
  one level for each Size 
  level above 0.
  4) For shape, position:
  Default (human): For-
  ward: Down one level.
  Blocky / round: Down 
  one level, in any pose.
  Streamlined: Forward: 
  Down two or more lev-
  els. Flat: Up one level.
  5) Adjust for wings: 
  Flat: Up one level for 
  small wings, two levels 
  for default, three levels 
  for larger. Forward: Up 
  one level only if larger-
  than-default wings. 
  Result: The multiplier 
  in Col 2 is your  square 
  root of MAR or WAR.
  
  Basic Body Structure
  Inconvenient Form, Inconvenient Size [-5 to -15 ea.]: Clothes, ar-
  mor, tools, etc. are difficult to use. Together should not exceed [-15].
  Hybrid form [varies]: Centaurs etc. combine two "halves", each 
  with different Size and HP. Average the costs of the two halves' Size, 
  HP, DR and Toughness. Buy Combat ST and Load ST of lower half 
  with Legs Only limitation [-50%]. Base encumbrance on Load ST of 
  load-bearing half. Base overall TH on larger half. To specifically tar-
  get one half, use its Size, at an additional-1; a miss by 1 hits the other 
  half. Use the larger half's HP as the overall HP pool. Damage to that 
  half has normal effect. Apply damage to the other half to the same HP 
  pool, but with a damage multiplier of (large half HP/small half HP).
  Posture [0]: How you hold your body (horizontal, semi-upright, up-
  right, fishlike, etc.) is a special effect; points may come from associ-
  ated traits, such as limitations on arm usage. See also Stance below.
  Modified TH [10 ea. for first two -1; 5 ea. per add. -1. -10 ea. for 
  first two +1; -5 ea. per add. +1]: Included with purchase of Size; use 
  to buy TH modifiers beyond what Size confers. Halve value if modi-
  fier affects only swing attacks, or only thrust/missile attacks (p 11). 
  Invertebrate [0]: Appendages can be crippled, but do not suffer bro-
  ken bones. Lower resistance to amputation vs cutting blows: Treat HP 
  as 2/3 normal, and HT rolls to resist are at -2. No free skull DR. +2 on 
  Escape, rolls to resist or escape from locks and holds, or recover from 
  crippling injuries. Add-ons: Flexibility traits, reduced Load ST.
  Flexibility traits: Double-Jointed [5]: As BS, add. +1 to resist or 
  break free from pin, +2 to resist arm lock and effects (AD penalty in 
  lock reduced by 1). Mechanic "bonus" only reduces penalties for 
  cramped spaces (including vehicles, p 9) by up to 3. Extra Flexibility 
  [5 for one limb, 10 for whole body]: Includes Double-Jointed, allows 
  unusual positioning, neck can turn 180°. Flexibility [15]: More pow-
  erful Double-Jointed (cannot be combined); reduce penalties for 
  cramped spaces by up to 5; double other bonuses of Double-Jointed. 
  Neck turns 360°. Squishy [5]: Buy one of the above as prerequisite. 
  Add +2 Escape, +1 to break free from pin or resist arm lock and its 
  effects. Slow, minor deformation possible (stretch up to HTx2%; put 
  head through opening half its width); takes two minutes, halved on 
  DX (or P/A Change Control) roll. A good add-on for Invertebrate.
  Fat [varies]: Base cost is that of reaction value: Overweight [0], Fat 
  [-5], Obese [-10]. Add cost of encumbrance, which varies by charac-
  ter. Treat all other effects as 0-point effects for simplicity.
  Dwarfism [varies]: Mix and match reaction modifiers, Short Legs, 
  Short Arms, a lvl of reduced Size, Inconvenient Size, etc.
  Legs
  Single Leg [0]: One leg (or snake "tail", fish "tail", etc.) acts like 
  two, providing normal default functionality. Use 2/3 HP, not HP/2, 
  for the stout limb's HP (but there's no "backup" if it's lost). Add-ons: 
  No Kick, No Jump, Inconvenient Form, etc.
  Extra Legs: Provide stability, "backups" for injuries, power for 
  pushing. Cost is [5 ea.] for "kicker", adjusted as follows: Back Legs 
  (can kick, but not rear up), [x1/2]; Horizontal (1/5 Mv, 3 lvls Poor 
  Balance reared), [x2/3]; Semi-Upright (1/2 Mv, 2 lvls Poor Balance 
  reared), [x4/5]; Upright (can rear with no penalty), [x1]. 
  Add [1.5 ea.] to Extra Leg to get base cost. Includes free Improved 
  Balance for legs that remain on ground (p 4). 
  Adjust cost for number: First 2 Extra legs are full cost; next 2 [x1/2], 
  next 4 [x1/4], next 8 [x1/8], next 8 [x1/16], next 8 [x1/32]... 
  Can also be used to buy extra wings or swimming limbs [1.5 ea.].
  Stance [0]: How you position your legs on land. Default is straight-
  legged High Stance (humans, most mammals). Low Stance is spread 
  or bowed legs (bulldog, fly); includes free lvl of Improved Balance 
  (but net -1 to balance on a narrow perch). Very Low Stance is wide-
  splayed legs (salamander, roach), lowering body almost to ground; 
  double effects of Low Stance, legs may hinder movement in tight 
  spaces, "falling down" may mean you're flipped onto your back. 
  Poor Kicker [-1/lvl, max 5 lvls]: Each lvl gives kicks -20% Combat 
  ST, -1 TH (-2 TH for targets higher than waist). 5 lvls give No Kick.
  Long Legs [2.5/lvl/pair]: Each lvl increases length by one Size lvl. 
  Add-ons: Enhanced Move, Enhanced Jump, Poor Balance.
  Short Legs: Short: One Size lvl short [-1.5/pair]. Very Short: Two 
  Size lvls short [-2.5/pair]. Add-ons: Poor Jumper (x2 for Short, x4 for 
  Very Short), Reduced Move, Improved Balance, Poor Kicker.
  Enhanced Jump [5/lvl]: +100% Jd per lvl (+50% for half-lvl [3]). 
  Poor Jumper [-1/lvl, max 5 lvls]: Each lvl cuts Jd using progression 
  2/3, 1/2, 1/3, 1/5, 0 (No Jump). 
  Flight
  The first three traits below assume use of winglike structures. 
  Slow Fall [5 + 1.5/lvl]: Each lvl cuts falling speed using progression 
  2/3, 1/2, 1/3, 1/5, 1/7, 1/10, 1/15, 1/20, 1/30, 1/50... See p 19 for more. 
  Parachuting, the natural ability to float down with little forward 
  movement, is bought as Slow Fall.
  Gliding [5 + Slow Fall]: Adds ability to move forward during Slow 
  Fall. Effect relies on airfoils in most gliders: Add Requires Forward 
  Move [-20%] (p 4); lose ability as you slow down. Standard purchase 
  is 10 lvls [5 + 5 + 15 = 25, -20% = 20], cutting fall to 1/50 speed.  
  Small gliders fall slowly to start with, and need few lvls of Slow Fall. 
  Powered Flight [30]: Add Slow Fall or Gliding at half cost. Insects, 
  hummingbirds pay [30] (no gliding; wings don't stop beating); other 
  birds typically pay [40] (add standard Gliding purchase above).
  Wingless Flight: Buy one of the above flight methods and add Inac-
  cessible Propulsion (air) [10]. 
  Soaring [5]: Ability to locate, effectively use thermals or updrafts. 
  Replaces Controlled Gliding limitation; add to any form of flight. 
  Manipulators
  Base costs: First two fine manipulators are "free" [15 ea.]; first two 
  "punchers" (weak strikers) [5 ea.]. Thus: No Arms [-40]; No Fine Ma-
  nipulators [-30] (leaves 2 punchers); One Arm [-20]; One Hand [-15] 
  (leaves 2 punchers); other combinations possible. No Manipulators   
  [-50] is No Arms + No Kick [-5] + no crude manipulator at all [-5]. 
  Option: Also use above manipulator disads as limitation on cost of 
  ST (i.e., -40% limitation for No Arms, -20% for One Arm, etc.). 
  Extra Arms: Arms above default two cost [5] for fine manipulators, 
  [5] for puncher, = [10 ea.] Adjust cost for number, per Extra Legs.
  Long Arms [5/lvl/arm]: Lvl increases length by one Size lvl, adds 
  +1 to grapple (max +4), +10% Combat ST with a swing (max +40%).
  Short Arms: Short [-2 for one, -4 for two, -20% limitation on Extra 
  Arms]: One Size lvl short; -1 grapple; 1/2 Td, Combat ST with swing. 
  Very Short [-5 for one, -10 for two, -50% limitation on Extra Arms]: 
  Two or more Size lvls short; -2 grapple; 1/5 Td; cannot swing wpn.
  Other
  Inaccessible Propulsion (Environment): Mobility relies on propul-
  sion not easily hampered or injured. For [5], loss of propulsors has 
  half normal effects; keep half mobility even with no propulsors 
  (snake, fish moving with body after losing Single Leg). For [10], pro-
  pulsors cannot be lost; mobility is entirely from torso, jets, magic, etc.
  Environmental Intolerance (needs air) [-20]: You're purely 
  aquatic, but must surface regularly to breathe air. Getting caught un-
  derwater will be fatal. Defining trait of whales, dolphins, etc.
  Enhanced Move (climbing) [3/lvl]: Each lvl adds 100% to climbing 
  Move. Replaces Super Climbing. Double cost if creature has Cling-
  ing; [-33%] if applies to brachiating only.
  Poor Climber [-1/lvl, max 5 lvls]: Each lvl acts as Reduced Move 
  (climbing), also gives -2 on Climbing. 5 lvls give No Climbing.
  Tail [varies]: -3 TH, HP/3; or -2 TH, HP/2 if large. Cost is that of 
  add-ons: Improved Balance; Flight, Swimming, Acrobatics, or Jump-
  ing bonus [2/+1]; striker [add cost of tail and striker, -10% on cost of 
  cheaper]; counterweight [+1 DX, athletic skills and rolls only, -30%]. 
  Improved Balance [2/lvl]: Lvls add to balance rolls. No benefit if 
  associated limb(s) are crippled or hampered; half benefit if you are 
  knocked through air or otherwise lose contact with ground. Internal 
  sense of balance [+50%] always works fully.
  Poor Balance [-5/lvl, max 5 lvls]: Land-specific. Each lvl gives -1 
  athletic DX (half this penalty, rounded down, on defenses), -2 bal-
  ance, adds lvl of Poor Kicker. Athletic actions may cause falls (p 8). 
  Effects may be halved by kneeling, negated by sitting or lying down.
  20 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  
  Creatures
   Below are basic stats for some creatures; B7 has complete write-ups. 
  Animal Move in GVER is correctly termed Move, not Speed. 
  Abbreviations: Mv = Move; enc = encumbrance; EE = Extra Enc; 
  Dod = Dodge; con = control; EM = Enhanced Move; EJ = Enhanced 
  Jump; CR = Combat Reflexes; CST = Combat ST; LST = Load ST; 
  eff = effective; T = Toughness. ST lists CST followed by LST. 
  Character Example: Basic Stats and Performance
  Here’s a deliberately complex example: Ak, a child-sized, flying, 
  amphibious alien, built like a stout barrel with two wings, two thin 
  arms, and four thin legs. Most designs will be much easier!
  Basic stats
  Size -1 [0], DX 10 [0], IQ 10 [0], HT 12 [20]. At human size, Ak 
  would be a spindly base ST 9, base HP 12, DR 3, and 265 lbs. (thanks 
  to wings, extra legs, armor, and thick body). But at Size -1, multiply 
  weight by Volume Scale: 88 lbs. Multiply ST, HP and DR by Linear 
  Scale: Combat ST 6 [-30], HP 8 [-20, from Reduced HP x4], DR 2 
  [6]. Multiply ST by Area Scale: Load ST 4.5. There's no problem us-
  ing this fractional stat (cost is midway between Load ST 4 and 5), but 
  for simplicity round to Load ST 4 [additional -10, half the cost differ-
  ence between Combat ST 6 and 4]. GM sets Inconvenient Size at [-5]. 
  PE is land. Add water as a HE through Amphibious [10], air through 
  flight traits [Powered Flight + Gliding w/ Slow Fall x10 = 40].
  Add Extra Enc x1 [5] for four legs [two "back" Extra Legs, 8], and 
  Enhanced Move (land) x1 [10].
  Encumbrance
  Ak has 20 lbs. of gear, but purchases enc based on naked weight. 
  Land: MSR, WSR = 22. With EE, WSR burden is Light, not Med. 
  But eff MSR = 22 x Enc Factor 2.5 = 55: mobility of Med enc [-20]. 
  With gear: MSR, WSR = 27. WSR burden = Med. Eff MSR = 27 x 
  Enc Factor 4 = 108: mobility of Hvy enc.
  Water: If weightless in water, eff MSR = 22 x 2 for water = 44: 
  Light enc [would be 10 for diff. from Med in PE, x1/2 for non-PE = 
  5]. But Ak's gas-filled organs give him density 0.95 [3 for +3 on float-
  ing rolls] and about 5 lbs. of negative weight, or eff WSR 1.25 x 5 for 
  water = 6.25. Eff MSR = 22 x Enc Factor 1.5 x 2 for water = 66: Med 
  enc [no change from enc in PE = 0] swimming downward or level un-
  derwater, Light if swimming or floating upward or on the surface. 
  With gear: MSR = 27. Gear = 17 lbs. in water (GM call); negative 
  and positive weight total positive 12 lbs. Eff WSR = 3 x 5 for water = 
  15. Eff MSR = 27 x Enc Factor 2 x 2 for water = 108: Hvy enc if Ak 
  swims upward, level, or on the surface; Med (eff MSR = 27 x 2 for 
  water = 54) if Ak lets himself sink with weight. 
  Air: Assume powerful thrust of Load ST 8. WSR, MSR = 11. Eff 
  WSR = 11 x 5 for air = 55: Extreme 1 enc [-31 diff. from PE, x1/5 for 
  non-PE = -6] and no flight (though "air brakes" cut tv to 1/3 in a fall). 
  Add -20% limitation (Cannot Hover/Fly Backward) to flight traits. 
  Use airfoils: Assume lift equals 80% of body weight, leaving 17.6 
  lbs. Eff WSR = 2.2 x 5 for air = 11. Eff MSR = 11 x Enc Factor 1.6 = 
  17.6: Neg 2 aerial enc (8 lvls better!) [45 diff. from PE, x1/2 for non-
  PE = 23]. Difference due to airfoils is [-6 + 23 = 29, -20% (Requires 
  Forward Move) = 24]. Ak pays a net [-6 + 24 = 18] for Neg 2 enc in 
  air, which can drop to as much as Extreme 1 if he slows down.
  With gear: MSR = 13.5. WSR is now 4.7 x 5 for air = 23.5. Eff MSR 
  = 13.5 x Enc Factor 4 = 54, which would be Med enc, a drop of 4 lvls 
  – but add another 50% loss (2 lvls) for the additional loss of lift from 
  airfoils (p 4), giving X-Hvy. 
  Unpowered: WSR burden is 0 when gliding. Eff MSR = 11 x 10, or 
  MSR 13.5 x 10 with gear: Hvy enc either way, worth nothing. 
  Load Rating: Ak's OK; his wings can support up to LST 4 (not thrust 
  8) x 35 = 140 lbs. before load hits Super-Hvy and trouble begins. But 
  it's a moot limit – he can't fly anyway with that weight. 
  Performance 
  Ak’s Basic Speed and Basic Move are 5.5. Without gear:
  Land: Mv = 5.5 x 3/5 for enc x 2 for EM x 2/3 for Size = 4.4. Round 
  to combat Mv 4, Step 1. Control: -2 for enc, +2 for Extra Legs = 0.
  Water: As an aquatic creature, Ak’s Swimming defaults to DX. Mv 
  = 5.5 x 3/5 for enc x 2/3 for Size = 2.2. Control: -4 for enc.
  For [1.5] ea., limbs beyond first two legs could add Extra Legs' bene-
  fit in water, adding to Swimming control rolls.
  Air: Flight defaults to DX. At full speed: Mv = 5.5 x 1.2 for enc x 
  2/3 for Size x 2 for flight = 8.8 (round Step to 1); control: +2 for enc.
  Gliding: 5.5 x 2/3 for Size x 2 for flight = 7.3. Control: -6 for enc.
  Takeoff: Running Mv 4.4 lets airfoils kick in for only 1/4 effect and 
  X-Hvy enc, for a clumsy, slow takeoff. Mv 5.9 would allow Med enc.
  Landing: Mv 8.8 will require a balance roll at -4 to avoid falling.
  Jumping: Jd is 4 x 2/3 x 15 / 88 = 0.45. Leg length is 0.67 yd.
  Throwing: Rounding arm mass to 2 lbs., Td with Ak's 1-lb. razor-
  rang = 4 x 2/3 x 10 / (2 + 1) = 9. 1/2 Dam distance rounds down to 4.
  Dodge: 5 + modifiers for encumbrance. 
  Advanced and optional stuff
  Tv: Body weight after Slow Fall = 88/2500 = 0.035. "Flat" area = 
  100 (blocky body) + 50 (extra legs) + 450 (wings), each x Area Scale, 
  = 300. Glide descent = Mv 50 x sqrt (WAR = 0.035/300) = 0.5 y/sec.
  Ftv: "Forward" area = 100 (blocky body, no change from "flat" pose, 
  but ignore extra legs) + 75 (wings), each x Area Scale, = 88. Ftv = 
  Mv 10 x sqrt (MAR = 88/88) = 10. Glide Mv = Mv 10. Powered aer-
  ial Mv 8.8 is below ftv, avoiding slowdown from drag. 
  New costs: Using p 2 cost options, Ak’s DR costs [25]. Using Quad 
  ST, Load ST = Combat ST squared /10 = 3.6 (round to 4), at no cost.
  New game world: If the game is based on Ak's 0.8-g, 0.9-air density 
  world, his encumbrance, performance stats, and cost will all change...
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 21
  name
  Size
  mass
  ST
  DX
  HT/HP DR
  enc
  Mv
  Dod con Jd  notes
  cheetah
    0
  120
  12/  12
  12 13/  13
  0
  Neg 3 30.4
  8
  +4
  1.5  EE x1; EM x2 (but tires quickly); CR
  elephant
  +4 15000
  75/300
  12 12/  60
  3
  X-Hvy
  12
  2
  -2
  0  EE x3; EM x1. Wgt burden is Hvy.
  tiger
  +1
  600
  24/  32
  13 13/  20
  0
  Light 11.7
  6
  +2
  2.4  EE x1; EM x1/2; EJ x1; CR
  cat
  -3
  10
  4/ 1.2
  14 12/    4
  0
  Neg 3
  9.8
  8
  +4
  1.2  EE x1; EM x2; EJ x1; CR
  horse
  +2
  1200
  26/  52
  10 13/  26
  0
  Med
  13.8
  3
  0
  1.3  EE x2; EM x1
  dolphin*
  +1
  500
  18/  24
  12 12/  18
  T1
  None
  9
  6
  0
  –  Thrust 30. On land: Super-Hvy enc, No Legs
  t. rex
  +4 11500
  90/360
  13 13/110
  5
  Hvy
  13
  3
  -2
  2.6  EE x3. Jaw CST 100. Med. burden. Add +1 DX from tail.
  rabbit
  -4
  4
  2/ 0.5
  12 12/    2
  0
  Neg 3
  9
  7
  +3
  1.1  EE x1; EM x3, Running-12; EJ x2
  shark*
  +2
  1300
  26/  65
  10 14/  30
  2
  Light
  9.6
  5
  -2
  –  Jaw CST 35. On land: Super-Hvy enc, No Legs
  orca*
  +3
  6000
  36/120
  11 12/  36
  T2
  Med
  10.3
  3
  -4
  –  Thrust 150. On land: Extreme enc, No Legs
  hawk**
  -3
  4
  3/    1
  12 12/    3
  0
  Neg 4
  16
  8
  +5
  0.4  Enc Neg 2 w/o airfoils. On land: Leg LST 0.6, Neg 3 enc
  Centaur
  0/+2
  1300
  26/  52
  10 12/  24
  T1
  Med
  13.2
  3
  0
  1.3  EE x2; EM x1. Upper body: CST/LST 13, HP 12
  Ellyllon
  -6
  1.5
  3/ 0.3
  13 10/    3
  0
  Neg 4
  1.2
  7
  +2
  0.3  Wgt, ST high for size. In air: No enc, Mv 2.3
  Giant
  +3
  4500
  42/150
  9 14/  42
  T3
  X-Hvy
  3.8
  2
  -4
  1.5  EE x2. Wgt burden is Hvy.
  Merfolk*
    0
  195
  10/  10
  10 10/  10
  0
  None
  10
  5
  0
  0  Thrust 15, EM x1. On land: X-Hvy enc, No Legs
  Ogre
  +1
  500
  21/  28
  8 14/  21
  T2
  Light
  6.6
  4
  -1
  1.4  In water: Light enc, MV 0.66 x Swimming/5, Dod 2, con -2
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  *aquatic performance stats. **aerial performance stats. 
  
  PLAY!
  GVER rules are designed to be universal, work-
  ing without modification for all creatures, even 
  where tiny fractional stats are involved. 
  But working with ST 0.07 just isn't as smooth as 
  handling ST 7. Happily, you can make it so:
  Scaling the Game
  GVER rules work regardless of measures – you 
  can change units freely. Examples:
  Weight: A man has Load ST 10 for use with 
  pounds, or Load ST 160 in ounces. 
  Damage: Your sword strikes a 40 HP Giant for 
  8 points of damage – or, reworked, hits a 10 HP 
  Giant for 2 points of damage.
  Move: Move 10 in yards is also Move 30 in feet, 
  Move 360 in inches, and Move 0.0057 in miles.
  Just be careful with exponents. If a rule calls for 
  the square root of weight in pounds and you want 
  ounces, take that root and then multiply by 16.
  Base scale
  For games centered on odd-sized PCs, set PC 
  size as "base scale", or Size 0. Scale PCs' stats to 
  easy-to-use numbers; scale hexes and other char-
  acters to match. Keep units straight: A rule adding 
  body weight in lbs. to Load ST works in ounces 
  too, as long as both are equally multiplied by 16. 
  Example: Most PCs are 2" (Size -9) mini-peo-
  ple; average stats are Combat ST and HP 0.3, 
  Load ST 0.01, weight 0.005 lbs., and Move 1. 
  Make their size the Base Scale: The PCs are 
  Size 0. Combat ST and HP are 10, measured in 
  tiny-sized damage units; Load ST is 10, measured 
  in tiny "millipounds". Weight is 5 millipounds. 
  Running speed is Move 36 in 1" combat hexes. 
  An inch-long (Size -11) insect is now Size -2, 
  with roughly Combat ST 5, Load ST 2. A normal 
  human is Size +9, with Combat ST and HP 300, 
  Load ST 10,000, and a Move of 180 in 1" hexes.
  Costs
  Point costs are relative to base scale, i.e., to the 
  "size" of the game. The above PCs start with the 
  above stats for 0 points. Pay the usual [10] for +1 
  ST at that base scale (a tiny +0.03 Combat ST, 
  +0.001 Load ST to us). A 4" PC is a giant: Charge 
  normal costs for Size +2, Combat ST 20 or so, 
  Load ST 50 or so, etc.
  Combat
  Combat works the same regardless of base scale 
  or units. TH modifiers based on Size differences 
  do not change. Ranged combat TH is the same 
  whether a 2" target is Size -9 (-9 TH) at a distance 
  of a yard-long hex (+2 TH), or Size 0 (+0 TH) at a 
  distance of thirty-six inch-long hexes (-7 TH). 
  (Results may vary slightly with base scale, only 
  because of rounding of numbers or level cutoffs.)
  Superpowers in odd-sized games
  The "correct" way to scale magic, psi, or super-
  powers under a new base scale depends on the de-
  sired effect: Does the game call for 2" PCs to 
  throw full-size fireballs or little smoke puffs? 
  You'll normally want to scale powers to the base 
  scale, multiplying size and effect by Linear, Area, 
  or Volume Scale as appropriate, such as Linear 
  Scale for damage effects: A minihuman's fireball 
  does 3d damage in tiny HP units. 
  But some scalings require consideration. Exam-
  ple: Given the high mobility of tiny creatures, the 
  square root of Linear Scale may be the best way 
  to scale actual linear dimensions, like spell ranges 
  or the height of an Ice Wall. See B8 for more.
  Superpowers in odd-sized PCs
  What about PCs whose size is odd for the base 
  scale (including normal human games)? Again, 
  powers should be matched to the base scale: By 
  default, a 2" PC in a normal-sized game pays for 
  and throws the same big fireballs that 6' PCs hurl. 
  Exceptions are up to the GM's sense of what's 
  "right" in the game. The PC could be given scaled 
  versions of his powers, at changed cost. But one 
  suggested no cost effect: When a small PC uses a 
  power against a large target, allow the target +1 
  per level of Size difference on any resistance rolls. 
  Game Worlds
  Small worlds
  Facts of life for thumb-sized PCs: Environmen-
  tal dangers will have harsh effects (p 15). Food 
  needs are high. Kinetic force is ineffective with 
  tiny weights; punches and hurled pebbles won't 
  have much effect. Clothing will be relatively thick 
  and stiff, a tiny "campfire" will burn out in sec-
  onds, and mini guns or machines are questionable.
  Feel free to ignore all that, as fiction does. Do 
  keep the fun things that fiction also ignores: Tiny 
  PCs will have excellent natural encumbrance and 
  mobility, jumping and climbing everywhere. 
  (Unmapped basic combat may be a good idea.) 
  They can heft what look like ridiculously large 
  (but are really just amazingly light) objects, and 
  are almost immune to falls. Scaled-down equip-
  ment will be remarkably sturdy for its weight. 
  Size -9 is fun: The physics are different but not 
  too strange. And one hex really equals one inch!
  Big worlds
  Life for giants is just the opposite. Despite huge 
  strength, the weights of tools and giants' own bod-
  ies are even more ponderous. Climbs and jumps 
  are tough; falls are deadly. Weapons and other 
  tools will need to be small relative to wielder size. 
  Fiction usually gets this backward, with giants 
  wielding props overly large for their size. Allow 
  this in cinematic games by boosting ST, cutting 
  weights, or simply invoking visual special effect.
  22 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Powers and Fatigue
  Fatigue for superpowers 
  and psi usually occurs in 
  small doses and can be 
  handled normally. But 
  GURPS has trouble with 
  fatigue and magic. 
  If fatigue is actual use 
  of body energy to power 
  a spell, Giants should be 
  huge 
  spell 
  batteries. 
  Base Fatigue on ST; 1 
  fatigue from spellcasting 
  is a straight 1 Fatigue 
  lost, not 10% of ST. This 
  is easy and is in line with 
  GURPS, but lets Giants 
  power lots of spells, 
  while tiny PCs may not 
  be able to cast any.
  In a tiny base scale 
  game, scale both effects 
  and fatigue down. Giant 
  (i.e., 
  normal 
  human) 
  wizards will wield huge 
  reserves to fuel several 
  giant fireballs, or count-
  less scaled-down ones.
  But if fatigue is the 
  mental cost of control-
  ling magic, then a Giant 
  and Ellyl should cast the 
  same number of spells. 
  HT works as the base for 
  Fatigue, as does ST if 1 
  fatigue = 10% of ST. 
  But Giants now have no 
  advantage over Pixies, 
  throwing the same num-
  ber of identical fireballs.
  As a solution, a spell 
  could carry fatigue costs 
  for both the mental strain 
  of casting and the fuel-
  ing of physical effects. 
  Spells like Detect Magic 
  carry the former cost 
  only, paid from a HT- 
  (or 
  optionally, 
  Will-) 
  based Fatigue pool; Gi-
  ants and Pixies would 
  cast the same number. 
  Spells that scale physi-
  cally carry both the men-
  tal cost and a physical 
  cost, the latter applied 
  against a ST-based Fa-
  tigue pool. Casters can 
  throw fireballs appropri-
  ate to their size, for ap-
  propriately 
  modified 
  physical cost (but still 
  limited by unchanged 
  mental cost). 
  Done right, such a sys-
  tem should work for any 
  caster under any base 
  scale, but it needs further 
  development.
  
  MORE TOYS!
  Optional Rules for Defenses
  High skill in GURPS too often leads to elite 
  fighters choosing some tiny vital target on the foe 
  (with TH to spare, why not?), over and over, wait-
  ing for the critical hit that's the only way to get by 
  the foe's "unbeatable defenses". Optional fixes: 
  Smart tactics
  Use feints, rear attacks, missiles, wrestling, and 
  other intelligent tactics to get by high defenses.
   Fast blows
  Skilled fighters may throw faster-than-normal 
  blows, reducing a foe's defenses by -1 for every -2 
  taken on TH. Fast blows can be used together with 
  any melee skill, maneuver, AOA option, Feints, 
  etc., but may not reduce TH below 12.
  Benefits: This rule replaces CII's "Only the Best 
  Shall Win" rule. It boosts the power of skilled 
  fighters less than that rule does, and only comes 
  into play if a fighter chooses the option, rather 
  than complicating every attack by every fighter.
  Declaring defenses
  GURPS allows all fighters the mysterious abil-
  ity to foretell whether an attack will hit or not, and 
  base defense decisions on that knowledge.
  Remove that ability. Defenders must declare a 
  specific defense after an attack is launched (the 
  sword moves, the gun barrel points, etc.) but be-
  fore TH is rolled. 
   The defense is used up whether the blow turns 
  out to be accurate, misses, or never comes (i.e., is 
  a Feint – though if you win the feint Contest, you 
  see the ruse and don't waste the defense).
  If you don't defend and the blow misses, you 
  lucked out. If it is accurate, you are about to be hit 
  and may make a last-chance panic defense, at -1 
  vs a melee attack, -2 vs a thrown weapon, -4 vs a 
  missile like an arrow, -8 vs a bullet, -16 vs a hy-
  pervelocity round, and no chance vs a laser.
  Benefits: Whether to spend or save defenses be-
  comes a tougher choice. Also, there is a distinc-
  tion between defending against the perceived path 
  of a missile vs Dodging the missile itself.
  Precognition: Precognitive abilities let you use 
  normal GURPS rules, i.e., declare a defense after 
  TH is confirmed, with no "last second" penalties.
  Limits on Dodges and Retreat
  Apply a cumulative -1 penalty to each Dodge af-
  ter the first in a turn.
   A Retreat for the full +3 AD bonus requires full 
  Move remaining (backward movement prior to 
  Retreat does not count against this). With between 
  half and full Move remaining, the bonus is only 
  +2; with less than half Move remaining, +1. A 
  fighter who has used all his Move can not Retreat.
  Separate AD and PD
  Instead of adding Passive Defense (PD) to Ac-
  tive Defense (AD), keep them separate:
  AD roll = 2 + the chosen Active Defense score.
  PD roll = 2 + the total of all passive defenses.
  If an AD roll fails, a PD roll provides a second 
  chance. Non-defending targets get a PD roll only.
  Shields: With a Block, shield PD adds to the AD 
  roll only; without a Block, to the PD roll only.
  Benefits: GMs know instantly how a blow was 
  avoided. Minimum defense rolls become 3 if a 
  character has any defenses at all. Active Defense 
  rolls are boosted for non-fighters, but lowered to 
  manageable levels for armored, skilled warriors.
  Critical hits
  Do not increase the chance of critical hits for 
  skilled fighters; use 3 or 4 on 3d for all fighters. 
  Let skilled fighters beat defenses through skill – 
  i.e., smart tactics and fast blows – not dumb luck.
  Optional Rules for Damage
  New Toughness trait
  Rename GURPS' Toughness "Soft DR", or toss 
  it out. The Toughness below is a different animal: 
  Every creature has automatic, free Toughness 
  equal to Combat ST /5, rounded down. (Halve for 
  hands, feet, groin, nose, and throat. Eyes have no 
  Toughness, and the brain has DR instead.)
  Multiply basic hits that get through DR for dam-
  age type, location, etc., as always. Now subtract 
  Toughness from remaining damage – but only 
  from basic hits that got through, representing 
  bruising force, and not from extra hits for damage 
  type or location (Toughness doesn't reduce these).
  Benefits: This realistically models how big mus-
  cles can shrug off a punch, but lessen a slash only 
  partly, a knife to the vitals very little. On the down 
  side, it adds an extra stat, and all damage gets re-
  duced by Toughness, affecting play balance. 
  Revised ST damage
  Rework thrust damage from Combat ST, per the 
  sidebar: 1d per ST 10. For higher ST, keep the 
  same progression, adding 1d per additional ST 10: 
  ST 52 = 5d+1, ST 639 = 63d+3, etc.
  For swings, use damage for Combat ST x 1.5. 
  (However, limit additional damage dice from a 
  swing to the square root of weapon weight in lbs.)
  Benefits: Damage scales neatly with Combat 
  ST; that mini table is all that's needed for any ST 
  score! On the down side, damage gets raised for 
  all combat blows, affecting play balance. 
  Both rules together
  The higher damage from the ST Table and the 
  reduction from Toughness balance each other per-
  fectly. Together the two rules add a great realistic 
  feel to combat, and more reasons to buy high ST.
  GULLIVER Rules Upgrade for GURPS
   
     GULLIVER LITE v1.0 | 23
  Die, Monster, Die!
  Does it seem wrong 
  that slavering huge mon-
  sters swoon and pass out 
  in fights just like PCs, 
  instead of raging up to 
  the killing sword stroke? 
  If so, try this: 
  For monsters with IQ 
  below 10, allow a +1 per 
  point of IQ under 10 on 
  rolls to resist uncon-
  sciousness from injury. 
  But multiply effective 
  "knocked out" HP below 
  0 by (IQ/10), for all pur-
  poses. 
  Example: A HP 120, IQ 
  2 giant mauve worm re-
  sists passing out from 
  wounds at +8. But while 
  it has full HP above 0, it 
  has only 1/5 as much – 
  effective HP 24 – below 
  0. It makes death rolls at 
  -24 HP and every -12 
  HP thereafter, with auto-
  matic death at HP -120. 
  Size Without Natural 
  Encumbrance
  If you don't use natural 
  encumbrance rules, mul-
  tiplying Move by Linear 
  Scale is too drastic an 
  adjustment for size. In-
  stead, multiply Move as 
  if Size were half what it 
  is. Round favorably. 
  Change the cost of Size 
  to [3/level], for either 
  large or small Size.
  Example: Without natu-
  ral encumbrance rules, a 
  Size -5 creature adjusts 
  Move 
  using 
  Linear 
  Scale for Size -2, or 
  x1/2. Its Size costs [15].
  New ST Table
  Damage is 1d per 10 
  Combat ST:
  Combat 
  ST
  thrust 
  dmg
  10-11
  1d
  12-13
  1d+1
  14
  2d-2
  15-16
  1d+2
  17
  2d-1
  18-19
  1d+3
  20-21...
  2d...
  For ST under 10, take 
  damage for a multiple 
  above 10 and divide ap-
  propriately. Or use the p 
  15 low damage rolls.
  
  USEFUL TABLES!
  24 | GULLIVER LITE v1.0
   
                  GULLIVER Rules Upgrade for GURPS
  Size
  Spd/
  Rng
  Linear 
  Dim.
  Linear 
  Scale
  Area 
  Scale
  Volume 
  Scale
  +10
  -10
  100 yds x50
  x2000
  x100K
  +9
  -9
  70 yds
  x30
  x1000
  x30K
  +8
  -8
  50 yds
  x20
  x500
  x10K
  +7
  -7
  30 yds
  x15
  x200
  x3000
  +6
  -6
  20 yds
  x10
  x100
  x1000
  +5
  -5
  15 yds
  x7
  x50
  x300
  +4
  -4
  10 yds
  x5
  x20
  x100
  +3
  -3
  7 yds
  x3
  x10
  x30
  +2
  -2
  4.5 yds
  x2
  x5
  x10
  +1
  -1
  3 yds
  x1.5
  x2
  x3
  0
  0
  2 yds
  x1
  x1
  x1
  -1
  +1
  1.5 yds
  x2/3
  x1/2
  x1/3
  -2
  +2
  1 yd
  x1/2
  x1/5
  x1/10
  -3
  +3
  2 ft
  x1/3
  x1/10
  x1/30
  -4
  +4
  1.5 ft
  x1/5
  x1/20
  x1/100
  -5
  +5
  1 ft
  x1/7
  x1/50
  x1/300
  -6
  +6
  8 in
  x1/10
  x1/100
  x1/1000
  -7
  +7
  5 in
  x1/15
  x1/200
  x1/3000
  -8
  +8
  3 in
  x1/20
  x1/500
  x1/10K
  -9
  +9
  2 in
  x1/30
  x1/1000 x1/30K
  -10
  +10
  1.5 in
  x1/50
  x1/2000 x1/100K
  Scale Table
  levels of trait
  levels of trait
  levels of trait
  0
  1
  2
  3
  X
  None
  17
  18
  19
  21
  15+2X
  Light
  19
  21
  23
  27
  15+4X
  Medium
  21
  24
  27
  33
  15+6X
  Heavy
  27
  33
  39
  51
  15+12X
  X-Heavy
  35
  45
  55
  75
  15+20X
  S-Heavy
  45
  60
  75
  105
  15+30X
  Extreme 1
  55
  75
  95
  135
  15+40X
  Extreme 2
  65
  90
  115
  165
  15+50X
  Extreme 3
  75
  105
  135
  195
  15+60X
  Extreme 4
  85
  120
  155
  225
  15+70X
  Extra Encumbrance Table
  angle height distance
  90°
  x1/2
  x0
  75°
  x9/20
  x1/2
  60°
  x3/8
  x9/10
  45°
  x1/4
  x1
  30°
  x1/8
  x9/10
  15°
  x1/20
  x1/2
    0°
  x0
  x0
  Jumping Angle Table
  activity
  penalty
  extra effect
  lifting
  -1
  +10% Load ST
  movement
  -1
  +5% Move
  jumping
  -1
  +5% Jd
  throwing
  -1
  +5% Td
  Active Defense
  -2
  +1 AD
  generic athletic skill
  -2
  +1 skill
  Extra Effort Table
  weapon Size minus 
  target Size
  effective target 
  Size
  Dodge 
  penalty
  -3 or smaller
  use target Size
    0
  -2
  use target Size +1
  -2
  -1
  use target Size +1
  -4
  0
  use target Size +2
  -6
  +1
  use weapon Size +1
  -8
  +2
  use weapon Size +1
  -10
  +3 or larger
  use weapon Size
    -12+
  Huge Weapons Table
  Ratio of attack oomph 
  to defense oomph
  Parry/Block 
  penalty
  less than x1.5
   0
  x1.5
  -1
  x2
  -2
  x3
  -3
  x5
  -4
  x7
  -5
  x10
  -6
  Parry/Block Penalty Table
  Move is greater 
  than. . .
  type of Move
  fatigue 
  interval
  0
  slow ("walking")
  hour
  x1/3
  brisk ("jogging")
  10 minutes
  x1/2
  very brisk
  1 minute
  x2/3
  fast ("running")
  20 seconds
  x1
  sprint
  10 seconds
  x1 + Sprint bonus
  Extra Effort sprint
  1 second
  Move and Fatigue Table
   Throwing distance (Td) = lower of:
   Jumping distance (Jd) = lower of:
   a) Load ST x Linear Scale x 10 / (arm mass + object mass)
   b) Speed x Linear Scale x 10
   (arm mass = body mass/50)
   a) Load ST x Linear Scale x 15 x enhancements / mass
   b) Speed x Linear Scale x enhancements
  Formulae
  Column 1 gives the square 
  root of the value; Column 
  2, a multiplier for the 
  square root of (value/150).
  Use to find square roots 
  involving mass, weight, or 
  any value.
  Square Root Table
  value
  Col 1
  Col 2
  0.01 – 0.02
  0.12 x1/100
  0.02 – 0.05
  0.15
  x1/70
  0.05 – 0.1
  0.25
  x1/50
  0.1 – 0.2
  0.4
  x1/30
  0.2 – 0.5
  0.5
  x1/20
  0.5 – 1
  0.8
  x1/15
  1 – 2
  1.2
  x1/10
  2 – 5
  2
  x1/7
  5 – 10
  3
  x1/5
  10 – 20
  4
  x1/3
  20 – 50
  6
  x1/2
  50 – 100
  8
  x2/3
  100 – 200
  12
  x1
  200 – 500
  18
  x1.5
  500 – 1K
  25
  x2
  1K – 2K
  40
  x3
  2K – 5K
  50
  x5
  5K – 10K
  80
  x7
  10K – 20K
  125
  x10
  20K – 50K
  175
  x15
  50K – 100K
  250
  x20
  100K – 200K 400
  x30
  200K – 500K 500
  x50
  500K – 1M
  800
  x70
  1M – 2M
  1200
  x100
  Slam Table
  degree of 
  success
  loser's 
  change
  winner's 
  change
  less than 10
  x1/2
  x1/2
  10-19
  x2/3
  x1/3
  20-29
  x3/4
  x1/4
  30-49
  x4/5
  x1/5
  50-99
  x9/10
  x1/10
  100 or more
  x1
  x0
  Encumbrance Table
  WSR Enc 
  Level
  Half 
  Mod
  Full 
  Mod
  Move 
  Mod
  Point 
  Cost
  Enc 
  Fact.
  MSR
  0.07
  Neg 10
  5
  10
  x20
  200
  1
  0.07
  0.15
  Neg 9
  4
  9
  x15
  170
  1
  0.15
  0.3
  Neg 8
  4
  8
  x10
  155
  1
  0.3
  0.7
  Neg 7
  3
  7
  x7
  125
  1
  0.7
  1.3
  Neg 6
  3
  6
  x5
  110
  1.1
  1.5
  2.5
  Neg 5
  2
  5
  x3
  80
  1.2
  3
  5
  Neg 4
  2
  4
  x2
  65
  1.4
  7
  10
  Neg 3
  1
  3
  x1.5
  35
  1.5
  15
  12
  Neg 2
  1
  2
  x1.2
  25
  1.6
  20
  14
  Neg 1
  0
  1
  x1.1
  5
  1.8
  25
  17
  None
  0
  0
  x1
  0
  2
  35
  19
  Light
  -1
  -2
  x4/5
  -10
  2.5
  50
  21
  Med.
  -2
  -4
  x3/5
  -20
  4
  100
  27
  Heavy
  -3
  -6
  x2/5
  -30
  7
  200
  35
  X-Hvy
  -4
  -8
  x1/5
  -40
  20
  700
  45
  S-Hvy
  -5
  -10
  x1/10
  -50
  65
  3000
  55
  Extr. 1
  -6
  -11
  x1/15
  -51
  inf
  7000
  65
  Extr. 2
  -6
  -12
  x1/20
  -52
  inf
  15K
  
SOURCE: textdata/thevault/GURPS [multi]/3rd Party [Non-Steve Jackson Games]/gurps 3e - gulliver lite.pdf