Attributes

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Attributes are the basic characteristics of a GURPS character.
==Basic Attributes==
Each of these Basic Attributes have Components some of which are modified via Secondary Characteristics. Based on its components Health may be under priced.
* Strength [ST] (±10 points = ±1 ST)
* Dexterity [DX] (±20 points = ±1 DX)
* Intelligence [IQ] (±20 points = ±1 IQ)
* Health [HT] (±10 points = ±1 HT)
==Secondary Characteristics==
Defined on the next few pages, along with information on Size Modifiers, Wealth, Tech Levels, and other basic statistics.
* Hit Points [HP]: normally equivalent to ST (±2 points per ±1 HP)
* Will: normally equivalent to IQ (±5 points per ±1 Will)
* Perception (Per): normally equivalent to IQ (±5 points per ±1 Perception)
* Fatigue Points [FP]: normally equivalent to HT (±3 points per ±1 FP).
* Basic Speed: normally (HT+DX)/4 (±5 points per ±0.25 Speed)
* Basic Move: normally Basic Speed less all fractions (±5 points per ±1 yard/second)
==Special Limitations==
===Strength===
*No Fine Manipulators (-40%)
*Size Modifier (-10% x Size Modifier; max -80%)
===Dexterity===
*No Fine Manipulators (-40%)
==Meaning of Attributes==
While classic had Meanings of attribute levels there we enough changes in the rules that they were kind of useless. The below table 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.
Attribute Score	General Meaning	details
6 or less 	Crippling 	An attribute this bad severely constrains a 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 “ablebodied.”
8 or 9 	Below average 	Such scores are limiting, but within the human norm. Attributes below 8 cannot be 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 the person
15 or 16 	Amazing 	An attribute this high draws constant comment and probably guides the person's career choices
17 or 18. 	Legendary 	historical “bests” and remarkable fictional heroes
19 or 20 	Mythic 	astounding even among great heroes in fiction and folklore. Physically possible for real people, but no one's ever really gotten there
21+ 	Superhuman 	off-limits to humans, barely suitable for great heroes, okay for deities
=== GURPS Ultra-Lite Levels ===
The GURPS Ultra-Lite uses "Levels" for attributes with each level having a meaning related to that attribute.
Value	ST 	DX 	IQ 	HT
8 	Weak 	Clumsy 	Dull 	Sickly
10 	Normal 	Normal 	Normal 	Normal
12 	NA 	Agile 	Smart 	NA
14 	Strong 	Very Agile	Very Smart	Hardy
16 	NA 	Extreme 	Genius 	NA
18 	Very Strong	NA 	NA 	Very Hardy
FAQ: What do attribute levels of zero mean?
==Attributes outside the Below-Above average range==
Classic: Who's Who 1 and Classic: Who's Who 2 stat several people outside the Below-Above average range in their Attributes. Due to changes between Classic and 4e regarding ST, HT, HP, and FP only DX and IQ are listed below.
===Exceptional Attribute (13-14)===
*DX 13: King David; William Marshal; Mozart; Lola Montez; Sir Richard Burton; Nikola Tesla
*IQ 13: Akhenaten; Cyrus the Great; Ch'in Shih Huang Ti; Justinian I; Theodora; Sei Shonagon
*DX 14: Shaka Zulu, Roger de Flor; John Wesley Hardin
===Amazing Attribute (15-16)===
*DX 15: Harry Houdini
*IQ 15: Benjamin Franklin; Nikola Tesla; Albert Einstein; Maimonides; Johann Wolfgang von Goethe
*IQ 16: Cardinal Richilieu; Archimedes; St. Augustine of Hippo; John von Neumann
===Legendary Attribute (17-18)===
*IQ 17: Aristotle
*IQ 18: Leonardo Da Vinci; Sir Isaac Newton
==Additional Information==
*GURPS Only the parts you need #1 - ST Systems Comparison, Magic Systems Comparison
*caps
==References==
*Basic Set: Characters pg 14
*GURPS Lite pg 4
*Template Toolkit 1: Characters p 9
ja:能力値
Category:Concepts