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Old 06-13-2017, 04:18 PM   #10
NineDaysDead
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Default Re: What happens at Attribute 0

Quote:
Originally Posted by FuelDrop View Post
Just having issues finding the rules for this, but one of my players has picked up Leech (ST), so I want to know if there's anything significant that happens when ST hits 0.
See the FAQ:

Quote:
3.1.5 What do attribute levels of zero mean? (ST 0, DX 0, IQ 0, HT 0)

What does ST 0, exactly, mean in game terms?

ST 0 means you have Basic Lift 0 and can pick up nothing. If you have any encumbrance at all, even a gum wrapper, you collapse under its weight. You also have 0 damage, and can't even shove a door open or push aside a cobweb. However, you can walk and act, as long as your walking and acting doesn't involve doing anything other than moving your own body weight from A to B. Thus, air and fire elementals (p. B262) can have ST 0 without being immobilized, but can also be kept out by any barrier they can't penetrate by seeping around or burning. Note that overcoming air resistance, under normal circumstances, is considered negligible for game balance purposes.

What does DX 0, exactly, mean in game terms?

DX 0 mostly means that you have no useful ability to do anything DX-based at which you're not a dyed-in-the-wool, committed-to-muscle-memory master. At DX 0, even the most routine tasks that require DX rolls at +10 are a coin toss – 10 or less – so things that the GM normally waives rolls for now require rolls and fail half the time. Thus, the implied shove attack vs. a door or grapple attack vs. a doorknob, at +10 for utter simplicity and normally ignored, is now a 10 or less roll. You have a 50/50 chance of missing the door and fumbling around for a turn! Hurling yourself at the broad side of a barn has a 50% chance of failure, too, with a miss meaning you probably fell down trying to do it.

Default skill use is doomed. Your default level – not penalty, but level! – is -4 (E), -5 (A), or -6 (H) with DX-based skills. Under stress, you fail. Even in perfect circumstances with a +10, you have 6, 5, or 4, fail most of the time, and critically fail on 16+, 15+, or 14+. (Remember, you only get to try to roll a 3 or 4 on a defense!) This has important implications for people using, say, Driving by default, or recreationally shooting at their Guns default.

What does IQ 0, exactly, mean in game terms?

IQ 0 means you're a rutabaga. Per p. B15, at IQ 0, you're mindless and unable to act without somebody possessing you and operating you via remote control. You need at least IQ 1 to have a self and be able to perceive and act at all, which includes grunting and making gestures. You need at least IQ 6 to use tools and language – that is, to talk, wield weapons, etc. A human hit with -10 to IQ (making him IQ 0) is essentially a mindless clone body waiting to be possessed.

What does HT 0, exactly, mean in game terms?

What HT 0 means is that your HT roll is against 0. Almost all crippling injuries will be "lasting," and about half will be "permanent"; any major wound in combat is likely to knock you out (failing "0 or less" by five or more is about 98% likely); almost any lethal wound in combat will kill you (unless you roll 3-6, see the other FAQ entry); and afflictions, diseases, poisons, etc., will have their way with you. If you're at HT 0 for a long time, failed HT rolls to recover HP and resist the ravages of aging will kill you eventually. However, HT 0 doesn't mean instant death or even an instant coma . . . it just means inevitable infirmity, illness, decrepitude, and death unless you live in a bubble.

Also, mostly on machines: Numerous rules say, "Roll vs. HT or bust!" If a machine suffers enough damage to break down (p. B483) or fall apart (p. B484), is exposed to harsh conditions that could foul it (p. B485), is cinematically redlined (the "extra effort" option on p. 160 of Powers), is Fragile (esp. combustible, explosive, or flammable, p. B136) and exposed to damage that can trigger special injury effects, is Electrical and receives a dose of radiation (p. B436) or an electrical surge (p. 102 of Powers), is a vehicle that suffers a severe body hit that can cause power failure (p. B554), or needs to make a "structural integrity check" for any reason (to see if a rope snaps, a seal holds, etc.), then HT 0 means that, except by blind luck (a roll of 3-4), it is doomed to fail and come apart like a cheap toy.


Quote:
Originally Posted by Basic page 15
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 (see p. 168) or possess Languages (see p. 23) – 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, p. 458).
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