This document provides tables and guidelines for character creation in a roleplaying game, including costs and effects of attribute modifiers, damage and lifting calculations based on Strength, typical wealth and status levels, appearance and technology point costs, language comprehension costs, and guidelines for selecting basic attributes and skill levels. Character creation allows for customizing a character's abilities, strengths, weaknesses and other traits within the game system's parameters.
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GURPS - Character Creation Cheat Sheet
This document provides tables and guidelines for character creation in a roleplaying game, including costs and effects of attribute modifiers, damage and lifting calculations based on Strength, typical wealth and status levels, appearance and technology point costs, language comprehension costs, and guidelines for selecting basic attributes and skill levels. Character creation allows for customizing a character's abilities, strengths, weaknesses and other traits within the game system's parameters.
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CHARACTER CREATION CHEAT SHEET
Attribute/Secondary Damage/Basic Lift Table
Characteristic Cost Table ST 1 Thrust Swing BL 0.2 ST 27 Thrust 3d-l Swing 5d+l BL ST +/-10 points/level 1d-6 ld-5 146 DX +/-20 points/level 2 1d-6 ld-5 0.8 28 3d-l 5d+l 157 IQ +/-20 points/level 3 1d-5 ld-4 1.8 29 3d 5d+2 168 +/-10 points/level 4 1d-5 ld-4 3.2 30 3d 5d+2 180 HT HP +/-2 points per +/-1 HP 5 1d-4 ld-3 5 31 3d+l 6d-l 192 Striking ST 5 points per +1 ST 6 1d-4 ld-3 7.2 32 3d+l 6d-l 204 Lifting ST 3 points per +1 ST 7 1d-3 ld-2 9.8 33 3d+2 6d 218 Will +/-5 points per +/-1 Will 8 1d-3 ld-2 13 34 3d+2 6d 231 Per +/-5 points per +/-1 Per 9 1d-2 ld-1 16 35 4d-l 6d+l 245 10 1d-2 1d 20 36 4d-l 6d+l 259 FP +/-3 points per +/-1 FP Basic Speed +/-5 points per +/-0.25 Speed 11 1d-1 ld+1 24 37 4d 6d+2 274 Basic Move +/-5 points per +/-1 yard/second 12 1d-1 ld+2 29 38 4d 6d+2 289 13 1d 2d-l 34 39 4d+l 7d-l 304 14 1d 2d 39 40 4d+l 7d-l 320 Job's Monthly Typical 15 1d+1 2d+l 45 45 5d 7d+l 405 Wealth Pay Status 16 1d+1 2d+2 51 50 5d+2 8d-l 500 Level Multiplier Level 17 1d+2 3d-l 58 55 6d 8d+l 605 Poor 1/5 -2 18 1d+2 3d 65 60 7d-l 9d 720 Struggling 1/2 -1 19 2d-l 3d+l 72 65 7d+l 9d+2 845 Average 1 0 20 2d-l 3d+2 80 70 8d 10d 980 Comfortable 2 1 21 88 75 8d+2 10d+2 1125 2d 4d-l Wealthy 5 2 22 2d 4d 97 80 9d l1d 1280 Very Wealthy 20 3 23 2d+l 4d+l 106 85 9d+2 11d+2 1445 Filthy Rich 100 4 24 2d+l 4d+2 115 90 10d 12d 1620 Multimillionaire 1 1,000 5 25 2d+2 5d-l 125 95 10d+2 12d+2 1805 Multimillionaire 2 10,000 6 26 2d+2 5d 135 100 l1d 13d 2000 Multimillionaire 3 100,000 7 Multimillionaire 4 1,000,000 8 Cost of Living Table Status Status Examples Cost of Living Wealth Cost Cost Dead Broke -25 8 40 Emperor, god-king, overlord $600,000,000 Poor -15 7 35 King, pope, president $60,000,000 Struggling -10 6 30 Royal family, governor $6,000,000 Average 0 5 25 Great noble, multinational corporate boss $600,000 Comfortable 10 4 20 Lesser noble, congressional representative, Who's Who $60,000 Wealthy 15 3 15 Landed knight, guild master, big city mayor $12,000 Very Wealthy 30 2 10 Landless knight, mayor, business leader $3,000 Filthy Rich 50 1 5 Squire, merchant, priest, doctor, councilor $1,200 Multimillionaire 50+25/level 0 0 Freeman, apprentice, ordinary citizen $600 -1 -5 Bondsman, poor citizen $300 Appearance Cost -2 -10 Serf, street person $100 Horrific -24 Monstrous -20 Hideous -16 How to Select Basic Attributes Ugly -8 The basic attributes you select will determine your abilities - your strengths and Unattractive -4 weaknesses - throughout the game. Choose wisely. Average 0 6 or less: Crippling. An attribute this bad severely constrains your lifestyle. Attractive +4 7: Poor. Your limitations are immediately obvious to anyone who meets you. This Handsome/Beautiful + 12 is the lowest score you can have and still pass for "able-bodied." Very Handsome/Beautiful + 16 8 or 9: Below average. Such scores are limiting, but within the human norm. The Transcendent +20 GM may forbid attributes below 8 to active adventurers. 10: Average. Most humans get by just fine with a score of 10! Technology Level: +/-5 points per +/-TL 11 or 12: Above average. These scores are superior, but within the human norm. Cultural Familiarity: 1 or 2 points 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. Language Comprehension Cost 15 or more: Amazing. An attribute this high draws constant comment and None 0 probably guides your career choices. Broken 2 All of the above assumes a human. For nonhumans, read each point above or Accented 4 below the human norm of 10 as a 10% deviation from the racial norm instead. Native 6 ChoosingYour Build Table Skill Levels Height Weight Range by Build Gauging what skill levels you need ST Range Skinny (-5) Average (0) Overweight (-1) Fat (-3) Very Fat (-5) to survive is no easy task. Determining 6 or less 4'4"-5'2" 40-80 lbs. 60-120 lbs. 80-160 lbs. 90-180 lbs. 120-240 lbs. how much skill is realistic can be tricky 7 4'7"-5'5" 50-90 lbs. 75-135 lbs. 100-175 lbs. 115-205 lbs. 150-270 lbs. as well. When creating a PC (or an 8 4'10"-5'8" 60-100 lbs. 90-150 lbs. 120-195 lbs. 135-225 lbs. 180-300 lbs. NPC), bear the following guidelines in 9 5'1"-5'11" 70-110 lbs. 105-165 lbs. 140-215 lbs. 160-250 lbs. 210-330 lbs. mind. 10 5'3"-6'l" 80-120 lbs. 115-175 lbs. 150-230 lbs. 175-265 lbs. 230-350 lbs. 11 5'5"-6'3" 85-130 lbs. 125-195 lbs. 165-255 lbs. 190-295 lbs. 250-390 lbs. Ordinary Folks 12 5'8"-6'6" 95-150 lbs. 140-220 lbs. 185-290 lbs. 210-330 lbs. 280-440 lbs. For an "average" person, it is rea- 13 5'11"-6'9" 105-165 lbs. 155-245 lbs. 205-320 lbs. 235-370 lbs. 310-490 lbs. sonable to assume attributes between 9 14 or more 6'2"-7' 115-180 lbs. 170-270 lbs. 225-355 lbs. 255-405 lbs. 340-540 lbs. and 11, and from 20 to 40 points in "life skills" (varying with education and ded- ication). Most people spread these points Technique Cost Table fairly evenly over roughly a dozen skills. This Your Final Difficulty of Technique will result in skill levels between 8 and 13. Skill Cost Table Skill Level Average Hard Skills used to earn a living tend toward the Difficulty of Skill Default 0 points 0 points upper end of this range (12 or 13), while lit- Your Final Very Default+1 1 point 2 points tle-used skills and those originating from Skill Level Easy Average Hard Hard Default+2 2 points 3 points long-forgotten college courses are at the Attribute-3 - - - 1 Default+3 3 points 4 points lower end (8 or 9). Attribute-2 - - 1 2 Default+4 4 points 5 points Attribute-1 - 1 2 4 +1 + 1 point + 1 point Experts Attribute+0 1 2 4 8 Once your skill level reaches 14, addition- Attribute+1 2 4 8 12 al levels of skill don't improve your odds of Attribute+2 4 8 12 16 The 8 Steps of Character Creation success much. Furthermore, it can cost a lot Attribute+3 8 12 16 20 Starting Points (p. B10) of points to acquire higher skill levels. If you Attribute+4 12 16 20 24 Character Concept (p. B11) are an adventurer, though, the investment is Attribute+5 16 20 24 28 worthwhile, to help you overcome the penal- +1 +4 +4 +4 +4 Basic Attributes (p. B14) ties for difficult tasks. For instance, if you and Secondary Characteristics (p. B15) have Lockpicking-23, ordinary locks are no Build (p. B18), and easier for you - you fail on a 17 or 18, no mat- Age and Beauty (p. B20) ter what. But when you run into a hard lock Social Background (p. B22), that gives -6 to skill, your effective skill is 17 TechLevel and Wealth and Influence (p. B25), and you still only fail on a 17 or 18! Starting Wealth Friends and Foes (p. B31), Masters Typical and Identities (p. B31) If you are a "master" in your field, you Starting Monthly Advantages (p. B32) and Perks (p. 100) might be tempted to increase your skill levels TL Example Wealth Pay TL0 Stone Age $250 $625 Disadvantages (p. Bl19) and ad infinitum. However, a true master has a (Prehistory and later) Quirks (p. B162) detailed understanding of every aspect of his calling, best represented by stopping at a TLl Bronze Age $500 $650 Skills (p. B167) and Techniques (p. B229) masterful level (20 to 25) in the "main" skill (3500 B.C.+) and branching out into several "subsidiary" TL2 Iron Age $750 $675 skills. An extreme level (anything over 25) in (1200 B.C.+) Size Modifier Table TL3 Medieval $1,000 $700 Longest Size one skill tends to be excessive and (600 A.D.+) Dimension Modifier unbelievable - and is frequently less useful TL4 Age of Sail $2,000 $800 0.05 yard (1.8") -10 than a lesser level combined with one or (1450+) 0.07 yard (2.5") -9 more subsidiary skills. TL5 Industrial $5,000 $1,100 0.1 yard (3.5") -8 Masters should also consider putting Revolution (1730+) 0.15 yard (5") -7 some points into advantages that negate skill TL6 Mechanized Age $10,000 $1,600 0.2 yard (7") -6 penalties for adverse conditions. For (1880+) 0.3 yard (10") -5 instance, a kung fu master might buy Trained TL7 Nuclear Age $15,000 $2,100 0.5 yard (18") -4 By A Master (reducing his penalties for mul- (1940+) 0.7 yard (2') -3 tiple attacks and parries) and Combat TL8 Digital Age $20,000 $2,600 1 yard (3') -2 Reflexes (improving his chances of defending (1980+) 1.5 yards (4.5') -1 himself), extending his capabilities in ways TL9 Microtech Age $30,000 $3,600 2 yards (6') 0 that high skill alone cannot. (2025+?) 3 yards (9') +1 To encourage players to develop their TL10 Robotic Age $50,000 $5,600 5 yards (15') +2 characters laterally instead of sinking all (2070+?) 7 yards (21') +3 their points into just one or two skills, the TL11 Age of $75,000 $8,100 10 yards (30') +4 GM might wish to consider limiting PCs to Exotic Matter 15 yards (45') +5 skill levels in the 20-25 range. TL12+ Whatever the $100,000 $10,600 20 yards (60') +6 GM likes! 30 yards (90') +7