How this page works

This page is designed to help you get up and running quickly with a new character build. All of the points and deductions are calculated automatically. You can hover over the question marks or expand the details sections by clicking on the arrow to get more information, but you never need to worry about how to calculate statistics, how many points you have left, etc. All of this will be handled automatically and reactively. As you change something, everything will update accordingly. Anything hidden in a details section will automatically be updated when you change the appropriate stats. If you can't see it, you don't need to worry about it.

Some attributes have a Greyish text like this on them. This means that you either lack a prerequisite or have an incompatible talent. There will be a question mark symbol that will explain what the prerequisite or incompatible talent is.

For a case of the former, you cannot be an expert in parrying in unarmed combat if you do not have an expert level in melee combat. In the case of the latter, you cannot be bloodthirsty and also be a pacifist. You also cannot stack the same types of advantages or disadvantages.

There are some differences in this ruleset. I.e. The Feedback Loop doesn't have any requirements for backpacks, and there's no indication of encumbrance statistics. Hence, we will not use them in our game, but they will still be included as reference material.

For this campaign, the player points will start at 100. Points and money will be awarded based on play.

When you are done with the character creation, print it out and send it to me. I will then input the scores into roll20 so that any rolls are done automatically.

If you find Bugs

Please report all bugs to The Github Issue Tracker. This will help me make improvements to this. Use Chrome, as I haven't tested this out very thoroughly in other browsers.

About Character Points
Feeble:
Small children, mindless thralls, zombies, etc.
Average:
Ordinary people
Competent:
Athletes, cops, wealthy people
Exceptional:
Star athletes, seasoned cops, military
Heroic:
Special Operations, world-class scientists, millionairres
Larger than life:
Think Crouching Tiger-hidden dragon, Harry Dresden, The Demon Accords
Legendary
Beowulf, Merlin, etc.
Supehuman
Gods.

Character Points

Character points
Level Feeble Average Competent Exceptional Heroic Larger than life Legendary
Points 0-25 26-50 51-75 76-100 101-200 201-300 301-500

Basic attributes

Alter your basic attributes, Strength, Dexterity, Intelligence and Health. Each point above 10 costs you 10 character points for Strength or Health and 20 character points for Dexterity or Intelligence. Each point below ten gives you that many points.

Secondary characteristics

Secondary characteristics are calculated automatically, which is to say they are automatically equal to the base level of their corresponding basic attribute. I.e. the number of hit points you have is directly related to how much health you have, and you cannot exceed or go below a certain limit for health points.

Image and Looks

If your character has an exceptional appearance, great charisma, a resonant voice or one or more odious personal habits then specify them here.

Wealth and influence

This relates to your character's position in society, their wealth, reputation and status.

Advantages and disadvantages

Choose the advantages and disadvantages your character has. Disadvantages total is limited to 50% of total points.

Finishing off

This is where you buy equipment and decide what your character will take into the campaign. There will be opportunities before most campaigns begin to get any additional equipment.

Glossary

Skills are rated in terms of difficulty to learn, from Easy through Average to Hard. Buying certain levels of a skill is dependant on the difficulty. Like most things, starting off skills are generally pretty easy to get, but mastery is exceptionally difficult.

Advantage:
A useful trait that gives you an “edge” over another person with comparable attributes and skills.
Attributes:
Four numbers – Strength, Dexterity, Intelligence, and Health – that rate a character’s most basic abilities. Higher is always better!
Cinematic:
A style of play where the needs of the story outweigh those of realism, even when that would produce improbable results.
D:
Short for “dice.” “Roll 3d6” means “roll three ordinary six-sided dice and add them up.” Roll 4d20 means roll 4d20 dice. The GURPS system only uses d6 dice.
Dexterity (DX):
An attribute that measures agility and coordination.
Disadvantage:
A problem that renders you less capable than your other traits would indicate.
Enhancement:
An extra capability added to a trait. This increases the point cost of the trait by a percentage.
Fatigue Points (FP):
A measure of resistance to exhaustion.
Health (HT):
An attribute that measures physical grit and vitality.
Hit Points (HP):
A measure of ability to absorb punishment.
Intelligence (IQ):
An attribute that measures brainpower.
Limitation:
A restriction on the use of a trait. This reduces the point cost of the trait by a percentage.
Point:
The unit of “currency” spent to buy traits for a character. The more points you have, the more capable you are.
Prerequisite:
A trait you must have to qualify for another trait. If the prerequisite is a skill, you must have at least one point in it.
Skill:
A number defining your trained ability in an area of knowledge or broad class of tasks.
Strength (ST):
An attribute that measures physical muscle and bulk.
Trait:
An advantage, attribute, disadvantage, skill, or other character “building block” that affects game play and costs points to add, modify, or remove.
Note: You can lose abilities in the GURPS system.
Primary
About your Personal History
  • Where were they born and where did they grow up? Where do they live now?
  • Who were their parents? (Do they know?) Are they still alive? If not, what became of them? If so, do they get along with them?
  • What training do they have? Were they an apprentice? A student? Or are they self-taught?
  • What is their current occupation? What other jobs have they held?
  • What social class do they belong to? How wealthy are they?
  • Who are their friends? Their enemies? Their closest professional associates?
  • What were the most important moments of their life?
  • What are their likes and dislikes? Hobbies and interests? Morals and beliefs?
  • What are their motivations? Plans for the future?
Job Details.
It can be important to know what you do for a living when you’re not adventuring (unless adventuring is your job – lucky you!) and how long you spend doing it. This determines your income and on-the-job training opportunities. Military characters should keep a service record.
Life History.
If you write down your character story, keep it in a separate file so you can easily expand it as your adventures unfold.
Vital Statistics.
If you think your parents’ names, your place and date of birth (or zodiacal birth sign), your bloodline (or race – in some settings, you might need to specify that you are an ordinary human!), and similar traits are likely to matter, keep a separate “personnel file” on yourself that contains such details.
Personal
Attributes list
About Attributes
  • 6 or less: Crippling. An attribute this bad severely constrains your lifestyle.
  • 7: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for “ablebodied.”
  • 8 or 9: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 8 to active adventurers.
  • 10: Average. Most humans get by just fine with a score of 10!
  • 11 or 12: Above average. These scores are superior, but within the human norm.
  • 13 or 14: Exceptional. Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet you.
  • 15 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices.

The four basic attributes in GURPS are Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). Most skills are based either on IQ or on DX, which is reflected in the fact that these attributes are worth 20 points per level. ST and HT are worth 10 points per level. Note that this only starts counting when above 10. Any stats at 10 are just 0 cost. You gain back an equal number of points for each negative that you take.

8 is the minimum you should go for a primary stat. 10 is considered average. 13 is exceptional. It is recommended that you spend at least half of your points in basic attributes.

About Strength

Strength is very important because it equates to how much damage you can take, represented as Hit Points (HP). HP can be adjusted with 2 points per level, but you’ll rarely want to lower it. For any attack that uses the force of your hand or arm, ST directly relates to the amount of damage that you can inflict.

Encumbrance refers to how much weight you are carrying. The greater your Encumbrance, the slower you move. Most characters function at Light Encumbrance, which is twice your Basic Lift. Basic Lift equals the square of your ST divided by 5 (ST × ST ÷ 5).

Personal Appearance
Weight,Height and You
Height/Weight by Strength
Strength Height Skinny Average Overweight Fat Very Fat
<8 4'10"-5'8" (58-68) 60-100 lbs 90-150 lbs. 120-195 lbs. 135-225 lbs. 180-300 lbs.
9 5’1”-5’11” (61-71) 70-110 lbs. 105-165 lbs. 140-215 lbs. 160-250 lbs. 210-330 lbs.
10 5’3”-6’1” (63-73) 80-120 lbs. 115-175 lbs. 150-230 lbs. 175-265 lbs. 230-350 lbs.
11 5'5-6'3" (65-73) 90-130 lbs. 125-185 lbs. 160-240 lbs. 190-280 lbs 250-370 lbs.
12 5’8”-6’6” (68-78) 95-150 lbs. 140-220 lbs. 185-290 lbs. 210-330 lbs. 280-440 lbs.
13 5’11”-6’9” (71-81) 105-165 lbs. 155-245 lbs. 205-320 lbs. 235-370 lbs. 310-490 lbs.
>14 6’2”-7’ (74-84) 115-180 lbs. 170-270 lbs. 225-355 lbs. 255-405 lbs. 340-540 lbs.

Character Profile Picture:

Basic Stats:

Your Basic Speed is a calculated value that is used to determine how quickly you react to a situation, your Basic Move, and your Dodge. Basic Speed is calculated by adding Dexterity and Health and dividing by 4. Your Dodge defense equals Basic Speed + 3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. Basic lift is how much weight you can put over your head in 1 sec with one arm.

Basic Lift
{{basicLift}} lbs.
Damage
Thrown/Thrust: {{damageThrown}}
Swung: {{damageSwung}}
Basic Speed:
{{basicSpeed}}
Basic Move
{{basicMove}} m/s
Dodge:
{{dodge}}
Damage Table:

Damage is divided into three types: Thrust, Swing, and Thrown. This will just show the ratio between strength and thrust/swing. A thrust attack is a basic attack like a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier.

Swinging damage is any damage that uses a lever to increase force, an axe, club, baseball bat, hammer, sword, etc.

Strength Thrust Swing
1 1d-6 1d-5
2 1d-6 1d-5
3 1d-5 1d-4
4 1d-5 1d-4
5 1d-4 1d-3
6 1d-4 1d-3
7 1d-3 1d-2
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
14 1d 2d
15 1d+1 2d+1
16 1d+2 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
Strength and Encumbrance
Remember that encumbrance isn't used in this game, but the chart is handy to see where your character would have fallen. A tallied table will be kept.
Encumbrance
Strength None Light Medium Heavy X-Heavy
1 0.2 0.4 0.6 1.2 2
2 0.8 1.6 2.4 4.8 8
3 1.8 3.6 5.4 10.8 18
4 3.2 6.4 9.6 19.2 32
5 5 10 15 30 50
6 7.2 14.4 21.6 43.2 72
7 9.8 19.6 29.4 58.8 98
8 13 26 39 78 130
9 16 32 48 96 160
10 20 40 60 120 200
11 24 48 72 144 240
12 29 58 87 174 290
13 34 68 102 204 340
14 39 78 117 234 390
15 45 90 135 270 450
16 51 102 153 306 510
17 58 116 174 348 580
18 65 130 195 390 650
19 72 144 216 432 720
20 80 160 240 480 800
Your Character's Encumbrance Chart
Encumbrance Weight Move Dodge
None(0) 20 lbs 5 8
Light(1) 40 lbs 4 7
Medium(2) 60 lbs 3 6
Heavy(3) 120 lbs 2 5
X-Heavy(4) 200 lbs 1 4

Social
Reaction Modifiers
About the Wealth Ratings:

Note: Wealth in this game starts off at $30,000 for all players.

Dead Broke:
You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found. -25 points.
Poor:
Your starting wealth is only 1/5 of the average for your society. Some jobs are not available to you, and no job you find pays very well. -15 points.
Struggling:
Your starting wealth is only 1/2 of the average for your society. Any job is open to you (you can be a Struggling doctor or movie actor), but you don’t earn much. -10 points.
Average:
The default wealth level. 0 points.
Comfortable:
You work for a living, but your lifestyle is better than most. Your starting wealth is twice the average. 10 points.
Wealthy:
Your starting wealth is five times average; you live very well indeed. 20 points.
Very Wealthy:
Your starting wealth is 20 times the average. 30 points.
Filthy Rich:
Your starting wealth is 100 times average. You can buy almost anything you want without considering the cost. 50 points.
Advantages and Perks
Disadvantages
Skills
How Skills Work
Your points are a combination of two things. Your base attribute plus/minus the modifier. I.e. if you use acrobatics as an example, it uses Dexterity with a -6 for the untrained. So if you have a Dexterity of ten and attempt an acrobatics feat, you have a 10 for Dexterity, -6 for untrained, so a 4. Or a 1d-2 roll. Or a 1.9% odds of success.
Skills and Probability
Skill Probability
< 3 0.5%
4 1.9%
5 4.6%
6 9.3%
7 16.2%
8 25.9%
9 37.5%
10 50.0%
11 62.5%
12 74.1%
13 83.8%
14 90.7%
15 95.4%
> 16 98.1%
Skills
Skill level Easy cost Average cost Hard cost
Attribute-3 0 0 0
Attribute-2 0 0 1
Attribute-1 0 1 2
Attribute 1 2 4
Attribute+1 2 4 8
Attribute+2 4 8 12
Gear
Wealth Remaining: ${{wealth}}

GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games . All rights are reserved by Steve Jackson Games. This is a modified ruleset under the rules of The Feedback Loop by Harmon Cooper. This is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.

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