gurps damage worksheet

Post on 22-Oct-2014

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I wanted a sheet for my Conspiracy X game, where I could put in the damage done, damage type, location hit, and get easy and quick total damage output. It also has basic notes on damage effects at the bottom, and you can make a custom sheet for each character in the game.

TRANSCRIPT

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)25 pi 1 6-7 Right Leg (-2) 12 13

0 8 Right Arm (-2)1 9-10 Torso (0) 12

22 pi 1 11 Groin (-3) 12 100 12 Left Arm (-2)

pi 1 13-14 Left Leg (-2) 120 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

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