Table of Contents
GURPS Core Resources: Basic Attributes
Four numbers called 'attributes' define your basic abilities: Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT).
A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember - negative point values mean you get those points back to spend on something else!)
Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible, but typically reserved for godlike beings - ask the GM before buying such a value. The exception is ST, which can range significantly beyond 20 even for normal humans. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.
How to Select Basic Attributes
The basic attributes you select will determine your abilities - your strengths and weaknesses - throughout the game. Choose wisely.
6 or less: Crippling. An attribute this bad severely constrains your lifestyle.
7: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for 'able-bodied.'
8 or 9: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 8 to active adventurers.
10: Average. Most humans get by just fine with a score of 10!
11 or 12: Above average. These scores are superior, but within the human norm.
13 or 14: Exceptional. Such an attribute is immediately apparent - as bulging muscles, feline grace, witty dialog, or glowing health - to those who meet you.
15 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices.
All of the above assumes a human. For nonhumans, read each point above or below the human norm of 10 as a 10% deviation from the racial norm instead.
Strength (ST): +/- 10 points/level
Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift, basic damage, and Hit Points, and affects your character's Build.
Lifting capacity is proportional to the square of ST. Compared to the average human adult (ST 10 - 10 x 10 = 100), ST 14 is about twice as strong (14 x 14 = 196), ST 17 is roughly three times as strong (17 x 17 = 289), and ST 20 is four times as strong. Likewise, ST 7 is about half as strong (7 x 7 = 49), ST 6 is approximately 1/3 as strong (6 x 6 = 36), and ST 5 is only 1/4 as strong (5 x 5 = 25 = 100/4).
Strength is more 'open-ended' than other attributes; scores greater than 20 are common among beings such as large animals, fantasy monsters, and robots. Even a human could have a ST over 20 - record-setting weightlifters can be very strong!
Those with nonhuman physiologies may, with the GM's permission, purchase their ST with one or both of the limitations below. You may not reduce a point cost by more than 80% through limitations; treat any total over -80% as -80%.
Special Limitations
No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators, you may purchase ST more cheaply. -40%.
Size: Large creatures may purchase ST more cheaply, see Build for details. -10% x Size Modifier, to a maximum limitation of -80% (for Size Modifier +8 or higher.)
Dexterity (DX): +/- 20 points/level
Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time) and Basic Move (how fast you run).
Those with nonhuman physiologies may, with the GM's permission, purchase their DX with the following limitation.
Special Limitations
No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators, you may purchase DX more cheaply. -40%.
Intelligence (IQ): +/- 20 points/level
Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all 'mental' skills - sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.
How GURPS Works: IQ, Sentience, and Sapience
Sentience is self-awareness. Any being with a GURPS IQ of at least 1 is sentient by definition. To create nonsentient beings - plants, brainless clone bodies, etc. - take IQ 0, for -200 points. Nonsentient creatures cannot learn skills or have any purely mental traits.
Sapience is defined as the ability to use tools and language. In GURPS, this requires at least IQ 6. Those with IQ 5 or less cannot learn technological skills or possess Languages - not even the initial Language that most characters get for free. They can still communicate primitive concepts (such as hunger or danger) through gesture or vocalization, and may be trained to respond to a few commands (see Pets and Trained Animals.)
Health (HT): +/- 10 points/level
Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc), and basic 'grit'. A high HT is good for anyone - but it is vital for low-tech warriors. HT determines Fatigue Points, and helps determine Basic Speed and Basic Move.
Handedness
Decide whether you are right-handed or left-handed. Whenever you try to do anything significant with the other hand, you are at -4 to skill. This does not apply to things you normally do with your 'off' hand, like using a shield.
GURPS assumes you are right-handed unless you decide otherwise or buy Ambidexterity. If you choose to be left-handed, any combat result that would damage your right hand affects your left instead, and vice-versa. Left-handedness is a feature worth 0 points.