e4 character
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The attributes, traits, and skills in this character sheet will be packaged into a template.
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    Speed/Range Mod Calculator

    Combined Speed/Range modifiers require that range must be converted to yards (meters), speed must be converted to yds/sec (m/s), and these two numbers added, followed by a lookup on the Speed/Range Table (B3E201 or B4E550). This tool lets you do all that using drop-downs instead. If you want to use values or units that aren't in the table, enter them in the inputs.

    or
    or
    Collision/Fall Damage Calculator
    An object in a collision inflicts dice of crushing damage equal to
    (HP × velocity)/100.
    If an object is bullet-shaped, sharp, or spiked, it does half damage, but this damage is piercing, cutting, or impaling, rather than crushing.

    Fall stats are optional; for other collisions just enter a Collision speed below.





    See Basic Set p. 131 for more detail.

    See Basic Set p. 430 for more detail.

    Melee Combat Modifiers Calculator
    To calculate your effective skill for a roll:
    1. Enter your base skill with the weapon or unarmed combat skill, or defense score (Dodge/Parry/Block) you are using.
    2. Check all relevant conditional modifiers below. Modifiers are cumulative, but combined visibility penalties cannot exceed -10 (-6, if used to blindness).
    Your effective skill will be calculated and displayed below.
    10
    If any modifier marked with an asterisk (*) applies, adjusted skill after all modifiers cannot exceed 9.

    See Basic Set p. 547 for more detail.

    Roller Tool
    Name Generator Tool
    Select a culture, then click on the Name, Family, Clan buttons to generate random names.



    Reports and Charts
    Character Reports for
    Lifting, carrying, pushing, pulling, digging, etc.
    Running, hiking, swimming, jumping, flying, etc.
    Throwing stuff; distances and damage
    Summary of character Spell College statistics

    The controls in the sections below create and display tables, drawn from and formatted to look similar to those found in GURPS rulebooks.

    Pop-Up Charts
    Tables from

    All links below will open tables in a new browser window.

    Combat Action Choices
    Comprehensive table of size/speed/range modifiers
    DR and HP for selected inanimate objects
    Full Ruleset Reports

    Links open in a new browser window. Items from all currently loaded libraries will be included. These reports will be generated using this ruleset:

      Note that some reports (e.g. Spells) may fail during generation, if required libraries are missing.

      Ads and Disads
      Table of Skills
      Table of Spells; grouped by
      Table of basic Equipment
      Table of Armor & Shields
      Table of Weapons
      Templates and Meta-Traits, with summaries

      Many columns in these reports are sortable. Click on column headers with these arrows:

      Character Art
      Copy/paste the path you navigated to above into this text box: You may use an absolute file path, or a relative path to a local file based on the location of this HTML file. The file browser above will likely not show the path to the file, but the file browser window it opens will. You may also use an internet URL.
      Edit Advantage or Disadvantage
      edit traits list
       
      Edit Skill
      Edit Equipment
       
      Number 
      Quality 
      Name 
      Detail 
      Description 
      Cost $ + $ Weight  lbs
      per 
      Tech Level  Legality 
      Notes 
      Reference 
      Quality Group  Weapon ST 
      Bulk 
       AD 
       Shots 
       Reload 
      Attack Options new attack option using skill
      PD DR / HP
       Protection  Shield Damage  /
      Skill 
      Passive Defense 
      Damage Resistance 
      Layering 
      Coverage full suit
      skull eyes
      face
      neck
      torso
      dom arm waist off arm
      groin
      dom hand off hand
       
       
      dom leg off leg
       
       
      dom foot off foot
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      Modify Character Information
      Name 
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      Race  Ruleset 
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      Modify Game Settings
      Player  Game Master 
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      Basic Starting Wealth $
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      Select Advantage / Disadvantage
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      Custom Advantage / Disadvantage
      If this section is open, stats entered here will be used with those above to create a custom advantage or disadvantage and attach it to the character.
      Filters
      Create a Quirk or Perk
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      Create a Talent group
      Talent Group name
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      Choose skills to include:
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      This Talent will cost 5 points/level
      Select
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      attribute / difficulty
      points:
      Custom Skill
      If this section is open, stats entered here will be used with those above to create a custom skill/spell and attach it to the character.
      Options
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      Define a Technique (ne'e Maneuver)
      Technique name 
      Default from 
      at
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      Cost table 
      Options
      Choose Language
      Language Options
      Language name 
       
      Language is 
      Language difficulty 
      Language comprehension 
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      Language comprehension 
      (1 point/level each)
      (3 points each)
      Choose Cultural Familiarities
      or specify a culture 
      Culture is 

      To completely remove a culture from your character,
      or edit a culture name, use the Edit Ads/Disads tool.

      Use a Template/Metatrait
      Select Basic Equipment
      Sort by:
      To see only equipment from Tech Levels at or below that of the character, uncheck the Tech Level filter below.
      How many:
       
       
      Custom Equipment
      If this section is open, stats entered here will be used to create custom equipment.
      Filters
      Select Weapon
      Sort list by:
       
       
       
      How many:
      Select weapon quality:
      Custom Weapon
      If this section is open, stats entered here will be used to create a custom weapon.
      Filters
      Select Armor
      Sort list by:
       
       
       
       
      How many:
      Custom Armor
      If this section is open, stats entered here will be used to create customized armor.
      Filters
      Select Shield
       
       
       
      How many 
      Custom Shield
      If this section is open, stats entered here will be used to create a customized shield.
      Filters
      Select Equipment

       
      Sort list by:
       
       
       
      How many:
      Select equipment quality:
      Custom Equipment
      If this section is open, stats entered here will be used to create custom equipment.
      Filters
      Manage Equipment Collections
      All Owned Equipment
      Collection: 
       Click on an item to copy it into the collection.
       Click on an item to remove it from the collection.
         collections below to 
      Select Equipment Use Skill
      Select skill with which to use the weapon
       
      Choose Specializations
      Edit List

      Drag list items to rearrange the list. Use buttons to add headers or spacers. Double-click headers/spacers to remove. Items can’t be edited or deleted here.

      Skill Cost Table
      physical skills
      Your Final Difficulty of Skill
      Skill Level Easy Average Hard Very Hard
      DX-3½ point
      DX-2½ point 1 point
      DX-1½ point 1 point 2 points
      DX 1 point 2 points4 points
      DX+12 points4 points8 points
      DX+24 points8 points16 points
      DX+38 points16 points24 points
      DX+416 points24 points32 points
      DX+524 points32 points40 points
      Your Final Difficulty of Skill
      Skill Level Easy Average Hard Very Hard
      IQ-4½ point
      IQ-3½ point 1 point
      IQ-2½ point 1 point 2 points
      IQ-1½ point 1 point 2 points4 points
      IQ 1 point 2 points4 points8 points
      IQ+12 points4 points6 points12 points
      IQ+24 points6 points8 points16 points
      IQ+36 points8 points10 points20 points
      IQ+48 points10 points12 points24 points
      IQ+510 points12 points14 points28 points

        Further increases follow the same progressions: 8 additional points per level for physical skills, 4 per level for very hard mental skills, 2 per level for other mental skills. There is no limit (except lifespan) to the amount of improvement possible with any skill. But the useful maximum for most skills is in the 20 to 30 range, since problems to challenge a greater skill may not be common.

      Your Final       Difficulty of Skill      
      Skill Level Easy Average Hard Very Hard
      Attribute-31
      Attribute-21 2
      Attribute-11 2 4
      Attribute+01 2 4 8
      Attribute+12 4 8 12
      Attribute+24 8 1216
      Attribute+38 121620
      Attribute+412162024
      Attribute+516202428
      Extra +1 +4+4+4+4
      Basic Damage Table
      basic weapon damage
      Strength
      of attacker
      Thrusting attack
      (fist, spear, etc.)
      Swinging attack
      (sword, club, etc.)
      1* 1d-9 1d-9
      2* 1d-8 1d-8
      3* 1d-7 1d-7
      4* 1d-6 1d-6
      5 1d-5 1d-5
      6 1d-4 1d-4
      7 1d-3 1d-3
      8 1d-3 1d-2
      9 1d-2 1d-1
      10 1d-2 1d
      11 1d-1 1d+1
      12 1d-1 1d+2
      13 1d 2d-1
      14 1d 2d
      15 1d+1 2d+1
      16 1d+1 2d+2
      17 1d+2 3d-1
      18 1d+2 3d
      19 2d-1 3d+1
      20 2d-1 3d+2
      21 2d 4d-1
      22 2d 4d
      23 2d+1 4d+1
      24 2d+1 4d+2
      25 2d+2 5d-1
      26 2d+2 5d
      27 3d-1 5d+1
      28 3d-1 5d+1
      29 3d 5d+2
      30 3d 5d+2
      31 3d+1 6d-1
      32 3d+1 6d-1
      33 3d+2 6d
      34 3d+2 6d
      35 4d-1 6d+1
      36 4d-1 6d+1
      37 4d 6d+2
      38 4d 6d+2
      39 4d+1 7d-1
      40 4d+1 7d-1
      45 5d 7d+2
      50 5d+2 8d-1
      55 6d 8d+1
      60 7d-1 9d
      65 7d+1 9d+2
      70 8d 10d
      75 8d+2 10d+2
      80 9d 11d
      85 9d+2 11d+2
      90 10d 12d
      95 10d+2 12d+2
      70 8d 10d
      10011d 13d
      11012d 14d
      12013d 15d
      and so on: +1d for each full 10 points of added ST.

      * Printed editions show damage for ST 4 and below as “0.” PDF editions show the damage values given in the table above.

      STThrustSwing STThrustSwing
      1 1d-6 1d-5 27 3d-1 5d+1
      2 1d-6 1d-5 28 3d-1 5d+1
      3 1d-5 1d-4 29 3d 5d+2
      4 1d-5 1d-4 30 3d 5d+2
      5 1d-4 1d-3 31 3d+1 6d-1
      6 1d-4 1d-3 32 3d+1 6d-1
      7 1d-3 1d-2 33 3d+2 6d
      8 1d-3 1d-2 34 3d+2 6d
      9 1d-2 1d-1 35 4d-1 6d+1
      10 1d-2 1d 36 4d-1 6d+1
      11 1d-1 1d+1 37 4d 6d+2
      12 1d-1 1d+2 38 4d 6d+2
      13 1d 2d-1 39 4d+1 7d-1
      14 1d 2d 40 4d+1 7d-1
      15 1d+1 2d+1 45 5d 7d+1
      16 1d+1 2d+2 50 5d+2 8d-1
      17 1d+2 3d-1 55 6d 8d+1
      18 1d+2 3d 60 7d-1 9d
      19 2d-1 3d+1 65 7d+1 9d+2
      20 2d-1 3d+2 70 8d 10d
      21 2d 4d-1 75 8d+2 10d+2
      22 2d 4d 80 9d 11d
      23 2d+1 4d+1 85 9d+2 11d+2
      24 2d+1 4d+2 9010d 12d
      25 2d+2 5d-1 9510d+2 12d+2
      26 2d+2 5d 10011d 13d
      Add 1d to both thrust and swing damage per full 10 points of ST above 100.
      Long Distance Mods Table
        Use these skill modifiers for “Seek” spells, and for other specified spells which work over a long distance.

      Distance Penalty
      Less than 100 yards 0
      Up to a half-mile -1
      Up to a mile -2
      Up to 3 miles-3
      Up to 10 miles-4
      Up to 50 miles-5
      Up to 100 miles-6
      Up to 300 miles-7
      Up to 1,000 miles-8
       Another -1 for each additional 1,000 miles.
       Also, subtract 1 from effective skill for each “known” item you choose to ignore in your search. For instance, you would need to ignore the water in your canteen when you cast Seek Water in the desert!
      Use these modifiers for Information spells that work over long distances, such as “Seek” spells. Certain advantages also use these range penalties. If the distance falls between two values, use the higher.

      Distance Penalty
      Up to 200 yards 0
      ½ mile -1
      1 mile -2
      3 miles-3
      10 miles-4
      30 miles-5
      100 miles-6
      300 miles-7
      1000 miles-8
      Add another -2 per additional factor of 10.
      Monthly Cost of Living Table Table
      status and cost of living
      Level Fantasy/Medieval Example;
      Monthly Cost of Living
      Modern Western Example;
      Monthly Cost of Living
       8Divine ruler: $50,000+ No equivalent
       7King, pope: $20,000+ President: $20,000+
       6Prince, duke, archbishop: $10,000 Governor, senator: $10,000
       5Baron, count, bishop: $5,000 Corporate head: $8,000
       4Landed lord: $2,500 Who’s Who: $6,000
       3Lesser lord: $1,500 Large-city mayor: $4,000
       2Knight, mayor, great merchant: $800Mayor: $2,400
       1Squire, captain, merchant: $400 Doctor, councilman: $1,200
       0Freeman: $200 Ordinary citizen: $600
      –1Bondsman or servant: $100 Poor: $300
      –2Outsider, underworld: $50 Street beggar
      –3Street beggar: $50 No equivalent
      –4Serf or slave: $50 No equivalent
      Status Examples Cost of Living
       8Emperor, god-king, overlord $600,000,000
       7King, pope, president $60,000,000
       6Royal family, governor $6,000,000
       5Great noble, multinational corporate boss $600,000
       4Lesser noble, congressional representative, Who’s Who$60,000
       3Landed knight, guild master, big city mayor $12,000
       2Landless knight, mayor, business leader $3,000
       1Squire, merchant, priest, doctor, councilor $1,200
       0Freeman, apprentice, ordinary citizen $600
      –1Bondsman, poor citizen $300
      –2Serf, street person $100
      Climbing Table

      To climb anything more difficult than a ladder, roll against Climbing skill. Modifiers to the roll depend on the difficulty of the climb (see below). In all cases, subtract your encumbrance level from your roll as well.

      Make one roll to start the climb and another roll every five minutes. Any failure means you fall (see Falling rules). If you secured yourself with a rope, you will fall only to the end of the rope unless you rolled a critical failure.

      In most cases, use the speeds in the “Regular/Long Climb” column. The “Combat/Short Climb” column is for climbs inspired by rage or terror. Climbs in combat require a Move maneuver.
      GURPS 4th ed: "Combat" climbing always costs at least 1 FP – or double the FP cost given in an adventure or assessed by the GM.

      Type of Climb Modifier Combat/
      Short Climb
      Regular/
      Long Climb
      Ladder going up no roll3 rungs/s1 rung/min
      Ladder going down no roll2 rungs/s1 rung/min
      Ordinary tree +5 1 ft/s 1 ft/3s
      Ordinary mountain 0 1 ft/2s 10 ft/min
      Vertical stone wall -3 1 ft/5s 4 ft/min
      Modern building -3 1 ft/10s 2 ft/min
      Rope-up -2 1 ft/s 20 ft/min
      Rope-down
      (w/o equipment)-1 2 ft/s 30 ft/min
      (w/ equipment)-1 12 ft/s 12 ft/s
      Posture Table
      Posture Attack Defense Movement
      StandingNormalNormalNormal; may sprint
      Crouching-2Ranged weapons -2 to hit;
      normal vs. others
      +½ per hex
      Kneeling-2Ranged weapons -2 to hit;
      -2 to any active defense
      +2 per hex
      Crawling
      (2 hexes)
      Only close attacksRanged weapons -4 to hit;
      -3 to any active defense
      +2 per hex
      Sitting-2Ranged weapons -2 to hit;
      -2 to any active defense
      Cannot move!
      Lying Down
      (2 hexes)
      -4 except w/gun
      or crossbow +1
      Ranged weapons -4 to hit;
      -3 to any active defense
      only 1 hex/turn
      Posture Attack Defense Target Movement
      Standing NormalNormalNormal Normal; may sprint
      Crouching -2 Normal-2 2/3 (+1/2 per hex)
      Kneeling -2 -2 -2 1/3 (+2 per hex)
      Crawling -4* -3 -2†1/3 (+2 per hex)
      Sitting -2 -2 -2 none
      Lying Down-4 -3 -2†1 yd/s

      Attack: The modifier when making a melee attack from this posture. There is no effect on ranged attacks.
      Defense: The modifier to all active defense rolls.
      Target: The modifier to hit your torso, groin, or legs with a ranged attack. No penalty to strike other hit locations, if they are visible from that posture.
      Movement: The effect on movement. For tactical combat, movement point costs appear in parentheses, and note that a human occupies two hexes while crawling or lying down.

       * Only reach “C” melee attacks are allowed.
       † If attacker is at the same or lower elevation and farther away than his own height, he attacks your torso as if it were half exposed (-2 to hit), and cannot attack your groin, legs, or feet at all. If you also have your head down, he cannot attack your neck, eyes, or face.

      CHARACTER SHEET

      Name
      Player
      Point Total

      Ht
       Wt
       Size Modifier
       Age
       Unspent Pts

      Appearance
                    CURRENT      
      ST   [ ] HP   [ ]
      DX   [ ] Will     [ ]
      IQ   [ ] Per   CURRENT [ ]
      HT   [ ] FP   [ ]
      BASIC LIFT (ST × ST)/5
        DAMAGE Thr
      Sw

      BASIC SPEED
      [
      ]
        BASIC MOVE
      [
      ]
      ENCUMBRANCE MOVE DODGE
       
      None (0) = BL BM × 1 Dodge
      Light (1) = × BL BM × 0.8   Dodge -1
      Medium (2) = × BL BM × 0.6   Dodge -2
      Heavy (3) = × BL BM × 0.4   Dodge -3
      X-Heavy (4) = × BL BM × 0.2   Dodge -4
      Languages Spoken Written
       
      []
      []
      []
      []
      []
      DR
      TL:[]
      Cultural Familiarities
      []
      []
      []
      PARRY
      BLOCK
      Reaction Modifiers
       
      Appearance
      Status
      Reputation
      RANGED WEAPONS
      Weapon Skill Damage Acc Range RoF Shots ST Bulk Rcl LC Notes
                             
                             
                             
                             
                             
                             
                             
                             
                             
                             
       
      Cost Weight
         
         
         
         
         
         
         
         
         
         
      SPEED/RANGE TABLE
      For complete table,
      see p. 550.
       
      Speed/
      Range
      Modifier
      Linear
      Measurement
      (range/speed)
      0≤ 2 yd
      - 1 3 yd
      - 2 5 yd
      - 3 7 yd
      - 4 10 yd
      - 5 15 yd
      - 6 20 yd
      - 7 30 yd
      - 8 50 yd
      - 9 70 yd
      -10 100 yd
      -11 150 yd
      -12 200 yd
      -13 300 yd
      -14 500 yd
      -15 700 yd
      -161000 yd
      -171500 yd
      SPEED/RANGE TABLE
      For complete table,
      see p. 550.
       
      Speed/
      Range
      Modifier
      Linear
      Measurement
      (range/speed)
      0≤ 2 m
      - 1 3 m
      - 2 5 m
      - 3 7 m
      - 4 10 m
      - 5 15 m
      - 6 20 m
      - 7 30 m
      - 8 50 m
      - 9 70 m
      -10 100 m
      -11 150 m
      -12 200 m
      -13 300 m
      -14 500 m
      -15 700 m
      -161000 m
      -171500 m
      HIT LOCATION
       
      Mod  Location
      0Torso
      -2Arm/Leg
      -3Groin
      -4Hand
      -5Face
      -7Skull

      Imp or Pi attacks can target vitals at -3 or eyes at -9.

      HAND WEAPONS
      Weapon Skill Damage Reach Parry Notes
                 
                 
                 
                 
                 
       
      Cost Weight
         
         
         
         
         
       ARMOR & POSSESSIONS
       Item
      Location
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
      Totals: 
       
      Cost
      Weight
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
      $
      Lbs.

      CHARACTER SHEET

      Name
      ADVANTAGES AND PERKS
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      DISADVANTAGES AND QUIRKS
      []
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      SKILLS
      Name Level Relative Level
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      CHARACTER NOTES
       
      POINTS SUMMARY
      Attributes/Secondary Characteristics [ ]
      Advantages/Perks/TL/Languages/
       Cultural Familiarity [ ]
      Disadvantages/Quirks [ ]
      Skills/Techniques [ ]
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       SUPPLEMENTAL TRAITS PAGE
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      grimoire of
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