July 22, 2020

GURPS Character Sheet (GCS) is a stand-alone, interactive, character sheet editor that allows you to build characters for the GURPS 4th Edition roleplaying. 0. Name. Player. Point Total ______ 0. Ht ______ Wt ______ Size Modifier ______. Age ______ Unspent Pts ______. Appearance. CHARACTER SHEET. None (0)= BL: Light (1)= BL x 2: Med (2)= BL x 3: Hvy (3)= BL x 6: X-Hvy (4)= BL x BM x 1: BM x BM x BM x BM x Dodge: Dodge

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You’ll also find resources for other games near the bottom of the page. And if you’d like to know more about me, click here! To view or hide the content in a given section, just click on its header. F ourth Edition not only streamlined GURPSit fixed a lot dharacter rules and exceptions that were unbalanced or otherwise broken.

Of course, even an unashamed fanatic like myself has to admit that a few things can still use some tweaking.

All of my house rules here have been extensively playtested and have had a positive effect on the system. Click on the rule if you want to know the details, or the rationale behind it.

Many of these house rules are available in the GCA Files section below if you want to incorporate them into your own game. Both Per and Will are their own attributes. This is a big change, but an important one. Compared to the price of Talents, Magery, and even skills, that’s just too little. Now that mental skills cost more per level, it’s unbalancing to make IQ cost less. In addition, it makes themetic sense for Will and Perception to be divorced from IQ. Intelligence charqcter doesn’t affect alertness — look at any animal to see that.

And your strength of will isn’t related to how smart you are, otherwise nerds would intimidate jocks, not the other way around. Terminally Ill no longer exists, except when granted via an Affliction. These are what I call “flavor” traits. It’s neat to say that your elf is 1, years old, but that’s about it. In all but the most unusual campaigns, the game is unlikely to go on long enough that age comes into play. And Terminally Ill is a horrible example of a disadvantage.

It does nothing to inconvenience your character in any way, shape, or form, until one day when you just die and make up a new character. Adding a Mitigator is one step towards fixing the problem but a equally large step towards making it worse since now your timetable is indefinite. If 4ht have a horrible disease that’s going to kill you, buy appropriate disadvantages. If the only thing keeping you alive is an experimental drug, take a Dependency. If you’re morose over your situation, take Chronic Depression.

But you shouldn’t get any points for something that doesn’t affect you until it’s too late. I’d call that a Quirk “At some point, I’ll be replacing this character with 4tth new one.

Note that Destiny is unchanged, but there should be an emphasis on ensuring the destiny comes into play before the campaign ends. Arm DX costs 9 or 12 points for one or two arms. Arm ST costs 3, 4, or 6 points for one, two, or three arms. Regrowth costs 10 points. Arm DX appears to be priced in comparison to DX at 20 points per level. Otherwise, you’d be better off spending the 15 points to improve your overall DX instead of spending 16 points to only improve your two arms.

The easy way to fix this is to make the price comparable to “just DX” at 15 points per level and adjust the value of Arm DX proportionately. The simple solution is to again reduce the values proportionately. From experience, I can say that the utility of “One Arm” versus “Two Arms” versus “Three Arms” is about the same, edigion players will always use their strongest limb s unless forced not to.


Therefore, I rounded towards the value of “Two Arms”, to err on the side of keeping their prices similar. Regrowth is a sjeet issue. Essentially, it gives you a weaker version of Injury Tolerance No Eyes [5], No Vitals [5], and Unbreakable Bones [10] — you do take the injury, but can grow it back over a long period of time.

Considering that for 20 points you can be absolutely immune to dismemberment, it makes no sense to charge 40 points to be able to recover from dismemberment over a long period of time. Each level of Control can be used to give people in your area of effect DR 1 versus appropriate attacks.

But to me it seems logical dharacter make it a normal use of Control. And, with this rule in place, it then makes sense to allow a Power Block roll instead of the normal IQ roll to try to double the defensive effects of this ability. In my years of gaming, I have noticed that abilities with no energy cost whatsoever are immensely more useful than those with even a minor cost.

Take a super with a laser eye-beam. If he gets into a fight, there’s no reason he can’t use it 20 or 30 times in the span of a combat. Add even a 1 FP cost to it, and suddenly he can’t use it more than times without seriously imparing his ability to fight — and that’s shewt nothing else fatigues him or already has! Also note that there is no “Costs 2 FP per 10 seconds” limitation.

A resource page for

This rewrite gives a fair point break while preventing the worst instances of abuse. If you can recover faster than that e. The fact that you have to pay the energy cost is still a minor limitation, on about editioh same level as a Nuisance Effect. This is a fair price in comparison to Cosmic Irresistable Attackwhich is more effective but is also stopped by Cosmic DR. Hardened DR reduces both enhancements normally.

Per recent clarification, the Cosmic Irresistable Attack enhancement is reduced by the Hardened enhancement exactly as if it were a higher level of Armor Divisor. So, the only “missing” level of Armor Divisor looking at the Hardened enhancement is Armor Divisor It’s not quite as effective as Cosmic, but it also isn’t affected by Cosmic DR, which seems like an even trade.

While building characters and helping others to do so, I’ve come up with several new “special modifiers” for various advantages, as well as a new advantage Indefatigable.

MyGURPS – A resource page for GURPS Fourth Edition

Unlike the other house rules, this will load as a separate page — it’s too long to do inline. For balance purposes, an Unusual Background is required to learn and use the four Enthrallment skills.

This costs 5 points, plus 5 points for each level of Charisma maximum 30 points. Even with a mere Charisma 1, the Enthrallment skills act as an easy Charm Person.

Sit down with someone at a bus station, tell him the story of your life, and suddenly he’s robbing the ticket window. This adds a surcharge which brings its cost inline with that of restricted Magery or limited, area effect Gurpz Control.

GURPS C-Sheet Package

The idea behind Temporary Enchantment is a good one, but why make it impossible or ridiculously expensive to make an item with a dozen or more charges?

Replace “HP” with “ST” for living beings in the formula for calculating the damage from slams. Use HP for inanimate objects and all other collisions or falls. If the type of Strength matters, use Striking ST. Hit Points can represent a lot more than just weight, and Strength is often a better gauge of mass and bulk. Just look at someone with Body of Air — they cannot pick anything up, punch you, or normally have an effect on the world, but they slam as well as a normal person!


The concept of falling damage seems to be that everyone is affected proportionately, so Hit Points work fine, there. Dustin Tranberg had a good suggestion.

Copy the following table and paste it onto your GM’s Screen. It makes slams much easier to deal with. Resistible is no longer a limitation. Instead, it is the first level of Static, with a cost of 15 points.

The normal advantage, as written, is the second level. The difference between, “You cannot use your power on him or in this area at all, period,” and, “It’s very difficult, but possible, for you to use your power,” is a significant one. In my experience, complete static is easily worth twice as much as resistible static. GURPS seems to agree, at first glance. I posit that if the ability to completely shut down every psi within yards, no matter how skilled or powerful they areis worth points, then the ability to merely make it difficult for them to use guurps psi should be closer to 75 dheet than to points.

The way to achieve this is to change the base cost, so Static Resistible charaacter 15 points and Static Complete is 30 points. The starting cash you get by trading in points now scales up using a similar progression to Wealth and is based on your starting wealth, not the campaigns. This makes it a fair deal for wealthy characters while chaeacter abuse from poor ones.

Signature Gear no longer provides funds; it simply adds plot protection to gear that you’ve already purchased. Because there’s a table involved, this house rule is located on its own page. A slash means that the languages are closely enough related that, for simplified game purposes, they count as a single language. The real sueet has thousands of active languages, but that doesn’t mean that a game should. In my experience, most cnaracter avoid investing heavily in languages even in a globe-trotting game because they realize that even if they learn a dozen languages, they can still only talk to a small fraction of the world.

Creating a GURPS Character – Modern, Part 1 – Game Geekery

This change attempts to fix that issue. Combining similar dialects broadens the scope of many languages. But more importantly, this rule is an agreement on the part of the GM that these languages are going to be the ones that come up in the game. This isn’t a statement that e. Obviously, hidden or secret languages are not on this list.

Also, there may be a valid in-game reason to intentionally give an NPC a different language, but if so, that automatically becomes a plot point — players should think, “Huh, that’s interesting that he speaks Lakota — I’ll have to make a note of that,” not, “Damn, that lying GM never told us that we had to learn Lakota, too!

And if your particular language or dialect is not on this list, sorry! It’s chosen from an American point of view; no offense is intended.

B for detailsyou may buy up the other two versions as an Average technique defaulting to your skill This change is due to equal parts game-balance and realism. As the rules are written now, if you know e.

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