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.
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.
See Basic Set p. 547 for more detail.
The controls in the sections below create and display tables, drawn from and formatted to look similar to those found in GURPS rulebooks.
All links below will open tables in a new browser window.
Links open in a new browser window. Items from all currently loaded libraries will be included. These reports will be generated using this ruleset:
Many columns in these reports are sortable.
Click on column headers with these arrows:
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.
| Your Final | Difficulty of Skill | |||
|---|---|---|---|---|
| Skill Level | Easy | Average | Hard | Very Hard |
| Attribute-3 | – | – | – | 1 |
| Attribute-2 | – | – | 1 | 2 |
| Attribute-1 | – | 1 | 2 | 4 |
| Attribute+0 | 1 | 2 | 4 | 8 |
| Attribute+1 | 2 | 4 | 8 | 12 |
| Attribute+2 | 4 | 8 | 12 | 16 |
| Attribute+3 | 8 | 12 | 16 | 20 |
| Attribute+4 | 12 | 16 | 20 | 24 |
| Attribute+5 | 16 | 20 | 24 | 28 |
| Extra +1 | +4 | +4 | +4 | +4 |
| ST | Thrust | Swing | ST | Thrust | Swing | |
|---|---|---|---|---|---|---|
| 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 | 90 | 10d | 12d | |
| 25 | 2d+2 | 5d-1 | 95 | 10d+2 | 12d+2 | |
| 26 | 2d+2 | 5d | 100 | 11d | 13d | |
| Add 1d to both thrust and swing damage per full 10 points of ST above 100. | ||||||
|
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. | |
| Status | Examples | Cost of Living |
|---|---|---|
| 8 | Emperor, god-king, overlord | $600,000,000 |
| 7 | King, pope, president | $60,000,000 |
| 6 | Royal family, governor | $6,000,000 |
| 5 | Great noble, multinational corporate boss | $600,000 |
| 4 | Lesser noble, congressional representative, Who’s Who | $60,000 |
| 3 | Landed knight, guild master, big city mayor | $12,000 |
| 2 | Landless knight, mayor, business leader | $3,000 |
| 1 | Squire, merchant, priest, doctor, councilor | $1,200 |
| 0 | Freeman, apprentice, ordinary citizen | $600 |
| –1 | Bondsman, poor citizen | $300 |
| –2 | Serf, street person | $100 |
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 roll | 3 rungs/s | 1 rung/min |
| Ladder going down | no roll | 2 rungs/s | 1 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 | Attack | Defense | Movement |
|---|---|---|---|
| Standing | Normal | Normal | Normal; may sprint |
| Crouching | -2 | Ranged weapons -2 to hit; normal vs. others | +½ per hex |
| Kneeling | -2 | Ranged weapons -2 to hit; -2 to any active defense | +2 per hex |
| Crawling (2 hexes) | Only close attacks | Ranged weapons -4 to hit; -3 to any active defense | +2 per hex |
| Sitting | -2 | Ranged 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 | Normal | Normal | Normal | 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
| CURRENT | ||||||||||
| ST | [ | ] | HP | [ | ] | |||||
| DX | [ | ] | Will | [ | ] | |||||
| IQ | [ | ] | Per | CURRENT | [ | ] | ||||
| HT | [ | ] | FP | [ | ] |
| 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 | |||
|---|---|---|---|---|---|
| [ | ] | ||||
| [ | ] | ||||
| [ | ] | ||||
| [ | ] | ||||
| [ | ] | ||||
| TL: | [ | ] | ||
|---|---|---|---|---|
| Cultural Familiarities | ||||
| [ | ] | |||
| [ | ] | |||
| [ | ] | |||
| 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 |
| - | 16 | 1000 | yd |
| - | 17 | 1500 | 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 |
| - | 16 | 1000 | m |
| - | 17 | 1500 | m |
| HIT LOCATION | |
|---|---|
| Mod | Location |
| 0 | Torso |
| -2 | Arm/Leg |
| -3 | Groin |
| -4 | Hand |
| -5 | Face |
| -7 | Skull |
Imp or Pi attacks can target vitals at -3 or eyes at -9.
| HAND WEAPONS | |||||
|---|---|---|---|---|---|
| Weapon | Skill | Damage | Reach | Parry | Notes |
| Cost | Weight |
|---|---|
CHARACTER SHEET
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| CHARACTER NOTES |
|---|
| POINTS SUMMARY | |||||||
|---|---|---|---|---|---|---|---|
| Attributes/Secondary Characteristics | [ | ] | |||||
| Advantages/Perks/TL/Languages/ | |||||||
| Cultural Familiarity | [ | ] | |||||
| Disadvantages/Quirks | [ | ] | |||||
| Skills/Techniques | [ | ] | |||||
| Other | [ | ] | |||||
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| Item | Location |
|---|---|
| Cost | Weight |
|---|---|
| Item | Location |
|---|---|
| Cost | Weight |
|---|---|
| MORE ADVANTAGES AND PERKS | |||
|---|---|---|---|
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| MORE DISADVANTAGES AND QUIRKS | |||
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| Item | Location |
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| Cost | Weight |
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| Item | Cost | Weight |
|---|---|---|
| Item | Cost | Weight |
|---|---|---|
| Spell Name | Class | Time to Cast | Duration | Cost to Cast | Cost to Maintain | Notes |
|---|