2d Damage
For purposes of determining damage, GURPS makes use one or several 6-sided dice. 1d6 gives you a flat random distribution. 2d6 gives you linear up --> peak --> linear down. 3d6 (or nd6 where n >= 3) gives you a bell curve. I.e. when you graph these results, 1d6 is flat, 2d6 looks like a pyramid, and 3d6 looks like a bell curve.
I prefer the distribution given by using two dice. Also, I want the minimum possible damage to be about 15% average and the maximum possible damage to be about 185% average. To that end, the following charts may be used to determine damage.
Damage Table
Use this table to determine your character's basic thrust and swing damage.
Thrust and Swing Damage based on ST
ST | 3d6 thr | 3d6 sw | 2d thr | 2d sw |
1 | 1d-6 | 1d-5 | 2d2-4 | 2d2-3 |
2 | 1d-6 | 1d-5 | 2d2-4 | 2d2-3 |
3 | 1d-5 | 1d-4 | 2d2-3 | 2d3-4 |
4 | 1d-5 | 1d-4 | 2d2-3 | 2d3-4 |
5 | 1d-4 | 1d-3 | 2d3-4 | 2d2-2 |
6 | 1d-4 | 1d-3 | 2d3-4 | 2d2-2 |
7 | 1d-3 | 1d-2 | 2d2-2 | 2d3-2 |
8 | 1d-3 | 1d-2 | 2d2-2 | 2d3-2 |
9 | 1d-2 | 1d-1 | 2d3-2 | 2d4-2 |
10 | 1d-2 | 1d | 2d3-2 | 2d4-1 |
11 | 1d-1 | 1d+1 | 2d4-2 | d4+d6-1 |
12 | 1d-1 | 1d+2 | 2d4-2 | d5+d6-1 |
13 | 1d | 2d-1 | 2d4-1 | 2d6-1 |
14 | 1d | 2d | 2d4-1 | d6+d8-1 |
15 | 1d+1 | 2d+1 | d4+d6-1 | 2d8-1 |
16 | 1d+1 | 2d+2 | d4+d6-1 | d8+d10-1 |
17 | 1d+2 | 3d-1 | d5+d6-1 | d8+d10-1 |
18 | 1d+2 | 3d | d5+d6-1 | d8+d10 |
19 | 2d-1 | 3d+1 | 2d6-1 | 2d10 |
20 | 2d-1 | 3d+2 | 2d6-1 | d10+d12 |
21 | 2d | 4d-1 | d6+d8-1 | 2d12 |
22 | 2d | 4d | d6+d8-1 | (d6+d8-1)x2 |
23 | 2d+1 | 4d+1 | 2d8-1 | (d5+d10-1)x2 |
24 | 2d+1 | 4d+2 | 2d8-1 | (2d8-1)x2 |
25 | 2d+2 | 5d-1 | d8+d10-1 | (2d8-1)x2+1 |
26 | 2d+2 | 5d | d8+d10-1 | (2d6-1)x3 |
27 | 3d-1 | 5d+1 | d8+d10-1 |
3d6 to 2d Conversion
This table shows statistics for the various damage amounts. Use this table to convert GURPS damage to 2d damage. In practice, it becomes a bit too unwieldy once damage exceeds GURPS 4d-1.
This table should also be used to find a new damage whenever there is a + or - modifier to the normal damage done. E.g. if the damage done has a +2 modifier, use the result two rows further down. So 2d4-1 +2 damage becomes d5+d6-1. Of course, to avoid having to access this table, one could simply use 2d4+1; but, +/-'s in excess of +2/-2 should be avoided.
GURPS Damage vs. 2d Damage
GURPS | GURPS Avg. | 2d | Min | Max | 2d Avg. | Min/Avg. | Max/Avg. |
1d6-6 | 0 | 2d2-4 | 0 | 0 | 0 | n/a | n/a |
1d6-5 | 0.2 | 2d2-3 | 0 | 1 | 0.25 | 0.00 | 4.00 |
1d6-4 | 0.5 | 2d3-4 | 0 | 2 | 0.44 | 0.00 | 4.50 |
1d6-3 | 1 | 2d2-2 | 0 | 2 | 1 | 0.00 | 2.00 |
1d6-2 | 1.7 | 2d3-2 | 0 | 4 | 2 | 0.00 | 2.00 |
1d6-1 | 2.5 | 2d4-2 | 0 | 6 | 3 | 0.00 | 2.00 |
1d6 | 3.5 | 2d4-1 | 1 | 7 | 4 | 0.25 | 1.75 |
1d6+1 | 4.5 | d4+d6-1 | 1 | 9 | 5 | 0.20 | 1.80 |
1d6+2 | 5.5 | d5+d6-1 | 1 | 10 | 5.5 | 0.18 | 1.82 |
2d6-1 | 6 | 2d6-1 | 1 | 11 | 6 | 0.17 | 1.83 |
2d6 | 7 | d6+d8-1 | 1 | 13 | 7 | 0.14 | 1.86 |
2d6+1 | 8 | 2d8-1 | 1 | 15 | 8 | 0.13 | 1.88 |
2d6+2 | 9 | d8+d10-1 | 1 | 17 | 9 | 0.11 | 1.89 |
3d6-1 | 9.5 | d8+d10-1 | 1 | 17 | 9 | 0.11 | 1.89 |
3d6 | 10.5 | d8+d10 | 2 | 18 | 10 | 0.20 | 1.80 |
3d6+1 | 11.5 | 2d10 | 2 | 20 | 11 | 0.18 | 1.82 |
3d6+2 | 12.5 | d10+d12 | 2 | 22 | 12 | 0.17 | 1.83 |
4d6-1 | 13 | 2d12 | 2 | 24 | 13 | 0.15 | 1.85 |
4d6 | 14 | (d6+d8-1)x2 | 2 | 26 | 14 | 0.14 | 1.86 |
4d6+1 | 15 | (d5+d10-1)x2 | 2 | 28 | 15 | 0.13 | 1.87 |
4d6+2 | 16 | (2d8-1)x2 | 2 | 30 | 16 | 0.13 | 1.88 |
5d6-1 | 16.5 | (2d8-1)x2+1 | 3 | 31 | 17 | 0.18 | 1.82 |
5d6 | 17.5 | (2d6-1)x3 | 3 | 33 | 18 | 0.17 | 1.83 |
Non-standard Die
- A d2 can be any die: odd values = 1, even values = 2; or just flip a coin
- A d3 is a d6 / 2 then round up, i.e. : 1,2 -> 1; 3,4 -> 2; 5,6 -> 3
- A d5 is a d10 / 2 then round up, i.e. : 1,2 -> 1; 3,4 -> 2; 5,6 -> 3; 7,8 -> 4; 9,10 -> 5
- 2d2-2 is the same as d2-1 + d2-1: roll two dice, odds = 1, evens = 0
Example
Your character has ST 11, so his basic thrust damage is 2d4-2 and his basic swing damage is d4+d6-1. Punch damage is thrust-1 [B271]. Looking at the above tables shows 2d3-2 to be the next lower damage level before 2d4-2, so his Punch damage should be entered as 2d3-2. Kicking damage is straight thrust [B271], so that is 2d4-2.
Vulcan Neck Pinch
The Vulcan Neck Pinch is a martial technique developed by the Vulcans.--Vulcan neck pinch - Memory Alpha
Related to neuropressure, the Vulcan neck pinch involves applying pressure near the base of the neck, at the shoulder, and nearly instantly renders the target unconscious, often so fast that the target is unable to cry out, but not always (TOS: "Day of the Dove").
The Vulcan neck pinch requires two rolls to accomplish.
- Roll DX-6, Judo-6, Sumo Wrestling-6, or Wrestling-6 to grapple the target’s shoulder near the neck.
- Roll Vulcan Neck Pinch technique to causes unconsciousness.
Techniques
Vulcan Neck Pinch is required to preform a Vulcan neck pinch. The other techniques will make your Vulcan neck pinch more successful.
Vulcan Neck Pinch
Hard Technique
Pressure Secrets-2
Vulcan, Trained By A Master (30 pts), Pressure Points at 16+, and Pressure Secrets; cannot exceed Pressure Secrets skill
On the same turn after you successfully grapple the proper nerve cluster, roll your Vulcan Neck Pinch technique. On a success, your foe falls unconscious for minutes equal to your margin of success. If you succeed exactly, your target may cry out before falling unconscious. You may also choose to inflict damage equal to your margin of success (but without any double bonus).
Vulcan Neck Pinch Technique Default Penalty (-2 pts)
Default Penalty |
-1 | | Special Benefit | only requires a grapple, not a lock, to initiate (G:MA p91) |
-1 | | Special Benefit | causes unconsciousness instead of doubling damage (G:MA p91) |
-2 | | TOTAL |
Looking at it another way, the whole point of this technique is to quickly render a foe unconscious after an attack to a rather specific hit location. As such, it differs little from a targeted attack to the face or skull, which can result in a knockdown-and-stunning roll (possibly at -5 (-10)). (B552).
Any Zorski Interspecies Compatibility off species penalty when used on a species outside of your specialty for this technique. (Vulcan is your assumed specialty.)
Vulcan Neck Pinch Attack
Hard Technique
DX-6, Judo-6, Sumo Wrestling-6, or Wrestling-6; cannot exceed DX-2, Judo-2, Sumo Wrestling-2, or Wrestling-2
Vulcan Neck Pinch technique
This technique allows you to buy off the -6 grappling penalty when setting up a Vulcan Neck Pinch. All of the Pressure Secrets, but only half the hit location penalty (round up), can be bought off (MA68). For this reason, your Vulcan Neck Pinch technique cannot exceed your attack skill-2. E.g. Spending 5 points on the Vulcan Neck Pinch technique allows you to make grapple attacks that initiate a Vulcan Neck Pinch at -2 instead of -6.
Vulcan Neck Pinch Technique Default Penalty (-6 pts)
Default Penalty |
-0 | | Based on Grapple attack | Judo, Sumo Wrestling, Wrestling, or DX (G:MA p137, 90) |
-4 | | Hit Location | specific nerves in the shoulder are -8 to target, halved to -4 for a grapple (B370) |
-2 | | Pressure Secrets Attack | (G:MA p87) |
-6 | | TOTAL |
Looking at it another way, the whole point of this technique is to attack a location that might quickly render a foe unconscious. As such, it differs little from a targeted attack to the face or skull. The face (skull) is -5 (-7) to target.
Any Zorski Interspecies Compatibility off species penalty when used on a species outside of your specialty for this technique. (Vulcan is your assumed specialty.) In noncombat/surpise situations, a +5 situation modifier should be applied to the initial roll to hit; if the victim wants to be neck pinched, +10.
Special Exercises (Vulcan Neck Pinch Attack on Species)
Average Technique
Vulcan Neck Pinch Attack-off species penalty and Vulcan Neck Pinch-off species penalty; cannot exceed Vulcan Neck Pinch Attack or Vulcan Neck Pinch
Vulcan Neck Pinch technique
This technique allows one to buy off the penalty for attempting the Vulcan neck pinch on a species outside your specialty. (Vulcan is your assumed specialty.) This technique is unusual in that can effect two techniques: Vulcan Neck Pinch Attack if you have it, and Vulcan Neck Pinch. I.e. it effects both the grapple roll to initiate the Vulcan neck pinch, and the Vulcan Neck Pinch roll to cause unconsciousness. In the absence of this technique, a successful Physiology roll for a species can be made to avoid its off species penalty, but this would need to be done before every attempt to apply the Vulcan neck pinch to a member of a species you're not specialized in nor have this Special Exercise perk for. E.g. Spending 3 points on the Special Exercises (Vulcan Neck Pinch on Humans) technique would allow a Vulcan to make the initial grapple and cause unconsciousness on a Human without any off-species penalty.
Perks
Unusual Training (Vulcan Neck Pinch)
The prerequisites for the Vulcan neck pinch techniques assume the Vulcan neck pinch is part of a Vulcan martial arts style. Many Vulcans learn the Vulcan neck pinch by itself. (Some Vulcans don't learn it at all.) Taking the Unusual Training (Vulcan Neck Pinch) perk allows a Vulcan to take the Vulcan Neck Pinch technique without having the Pressure Secrets skill or any other prerequisites. When this perk is taken, the Vulcan Neck Pinch default becomes IQ-9; cannot exceed IQ. (-2 from the usual Vulcan Nerve Pinch technique penalty, -7 for defauting from a very hard skill) Non-Vulcans may acquire this perk, but must purchase a 5 point Unusual Background to do so.
Technique Mastery (Vulcan Neck Pinch)
This perk increases the maximum allowed level in your Vulcan Neck Pinch technique by +4: so Pressure Secrets+4 (or IQ+4 if you have the Unusual Training (Vulcan Neck Pinch) perk). It has no effect on your Vulcan Neck Pinch Attack technique.