Health

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Cost: [±10] for ±1 (see components)
Health (HT) attribute is a measure of energy and vitality representing stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.”
==Components==
These actual make sense if one considers HP underpriced. Based on these [±12 to ±14] for ±1 is more "fair"
*Fatigue Points: ±1 FP for [±3]; this is normally equal to the unmodified HT score
*Basic Speed: ±0.25 for [±5]
*HT-based skills: +1 for [1-2]
*HT rolls: +1 to HT rolls [3-4]
==High HT==
Since a Success Roll of 17 and 18 is always a failure and the existence of Fit/Very Fit, Hard to Kill, and various Immunities there is little reason to have a HT above 16.
==Restoring Lost HT==
B485 Breakdowns mentions that HT lost to Maintenance failure is recovered using Repair rules, each point being a Major Repair
This also applies when HT is lost instead of FP for Machines and Extra Effort aka Extra Effort costs HT
==GURPS Ultra-Lite==
GURPS Ultra-Lite uses "levels" to denote attributes. For HT they are:
*Sickly: 8
*Normal: 10
*Hardy: 14
*Very Hardy: 18
==Classic==
In Classic HT related secondary attribute was Hit Points
Some historically healthful individuals...
GURPS Who's Who 1:
*14: Alexander the Great (p24); Harald Hardradi (p44); Elizabeth I (p70)
GURPS Who's Who 2:
*14: Granuaile (Grace O’Malley) (p48); Captain James Cook (p72); Johann Wolfgang von Goethe (p74)
Split HT in 3e (Roleplayer)
==References==
*Power-Ups 9: Alternate Attributes p 7, 12
Category:Basic Attributes
ja:生命力