GURPS Character Sheet Version:

  • BUGFIX: A couple of translation updates and fixing a page reference for Aim. Suggested by Spriteanon and Uncle Mojo.
  • BUGFIX: When adding a brand new spell, not all of the modifiers were correctly added. This has now been fixed.
General Traits Bio\Misc Skills Combat Inventory Grimoire Chases Vehicle Locations Crew Loadout Tools Updates Help y
Warning! Due to your Size Modifier you only need to spend character points ( pts/level) for Strength .
Warning! Due to your Size Modifier you only need to spend character points for Extra Hit Points ( pts/level) .
Warning! Due to your Size Modifier you only need to spend character points ( pts/level) for Lifting ST .
Warning! Due to your Size Modifier you only need to spend character points ( pts/level) for Striking ST .
 
Attributes
A modifier that will be applied to your
attribute. All derived attributes draw their
base from your unmodified attributes.
Therefore this MOD will generally only
affect direct attribute rolls and skill rolls.
Pts
Strength pts/level - Unmodified
Cost reduced by -10% (Max -80%) per SM+1 (B15)
Describe the reasons why you entered the custom modifier.
Dexterity 20pts/level - Unmodified:
Describe the reasons why you entered the custom modifier.
Intelligence 20pts/level -Unmodified:
Describe the reasons why you entered the custom modifier.
Health 10pts/level - Unmodified:
Describe the reasons why you entered the custom modifier.
Perception: Based on Intelligence
5pts/level
Check the box to whisper perception roll to GM.
Unmodified:
Describe the reasons why you entered the custom modifier.
Visual Perception
Based on Perception
2pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
Audio Perception
Based on Perception
2pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
Smell & Taste Perception (B35)
Based on Perception
2pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
Touch Perception
Based on Perception
2pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
Willpower
Based on Intelligence
5pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
Fright Check (B360)
Based on Willpower
2pts/level
Unmodified:
Combat Reflexes Modifier:
See extensive list of Modifiers B360 & GURPS Horror p139-142.
Describe the reasons why you entered the custom modifier.
Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).
Fright Check
Describe the reasons why you entered the custom modifier.
Recover from physical stun, based on Health.
Roll at the end of your turn after Do Nothing
 
Describe the reasons why you entered the custom modifier.
Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
  • You suffer a Major Wound (B420) - This is any single injury that inflicts a wound in excess of ½ your HP.
  • You suffer any Crippling Injury (B420-421).
  • Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.
Modifiers:
  • - 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).
  • - 10 for a Major Wound (B420) to the Skull or Eye.
 
Describe the reasons why you entered the custom modifier.
Unconscious Check, based on Health
If HP zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
Describe the reasons why you entered the custom modifier.
Death Check, based on Health.
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
Describe the reasons why you entered the custom modifier.
Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified:
Describe the reasons why you entered the custom modifier.
Basic Move - Based on Basic Speed - 5pts/level - Unmodified:
Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)
Describe the reasons why you entered the custom modifier.
Enhanced ground move.
10pts per half level. Can use up|down arrow keys
Level:
Describe the reasons why you entered the custom modifier.
Dodge - Based on Basic Speed - Unmodified:
Combat Reflexes Modifier:
Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)
Describe the reasons why you entered the custom modifier.
Lifting Strength (B65)
Based on Strength pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
 
Basic Lift Table B17, in . (B15)
Striking Strength
Based on Strength
pts/level
Unmodified:
Describe the reasons why you entered the custom modifier.
 
Thrust Damage
See B16 for the complete table.
StrengthThrust
11d6-6
21d6-6
31d6-5
41d6-5
51d6-4
61d6-4
71d6-3
81d6-3
91d6-2
101d6-2
111d6-1
121d6-1
131d6
StrengthThrust
141d6
151d6+1
161d6+1
171d6+2
181d6+2
192d6-1
202d6-1
212d6
222d6
232d6+1
242d6+1
252d6+2
262d6+2
 
Swing Damage
See B16 for the complete table.
StrengthSwing
11d6-5
21d6-5
31d6-4
41d6-4
51d6-3
61d6-3
71d6-2
81d6-2
91d6-1
101d6
111d6+1
121d6+2
132d6-1
StrengthSwing
142d6
152d6+1
162d6+2
173d6-1
183d6
193d6+1
203d6+2
214d6-1
224d6
234d6+1
244d6+2
255d6-1
265d6
 
If using GURPS Horror, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.
 
 
The maximum value, which is auto calculated, is based on Will. Horror 142.
Mod
Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.
Stress level from GURPS Horror Fourth Edition Edition.pdf page 141-142. When failing a Fright Check or other conditions the GM has exposed the character to.
Describe the reasons why you entered the custom modifier.
Derangement level from GURPS Fourth Edition Edition.pdf page 141-142. When going over the max level of Stress or failing a Sanity-Blasting Fright Check.
Describe the reasons why you entered the custom modifier.
 
The Fright Check Penalty, which is (Stess + Derangement)/2. This will automatically be applied to Fright Check.
 
 
 
The amount of disadvantage points acrued due to derangement. At a certain point, these points should be converted to permanent mental disadvantages!
 
 
 
Stats
Value
Mod
Pts
Hit Points - Based on Strength - pts/level
Cost reduced by -10% per SM+1 (B15)
Describe the reasons why you entered the custom modifier.
 
Current Hit Points
When your HP is low, you take penalties. (B419)
Reeling: If your HP is less than
- Halve Move and Dodge (round up) (B419)
- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts those values.
Verge of Collapse
- Roll every turn @{VS} HT or fall unconscious.
- Your HT roll is at -1 for every 1xHP you are below 0.
- If you do nothing, and don't defend, you don't have to roll.
Verge of Death
- Roll once @{VS} HT to stay alive.
- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
- Roll again every time you take injury that puts you below
another multiple of your max HP.
Death
- You are dead.
Total Destruction
- Your body has been destroyed beyond recognition or resurrection.
Move and Dodge is halved due to hit point loss. See B419.
Move and Dodge is quartered due to hit point and fatigue loss. See B419.
Fatigue Points
Based on Health
3pts/level
Describe the reasons why you entered the custom modifier.
 
Current Fatigue Points
When your FP is low you take penalties. (B426)
Tired: If your FP is less than
- Halve your Move, Dodge, and ST (round up) (B426)
- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts
those values – This does not affect ST-based quantities,
such as HP and damage. (B426)
Verge of Collapse
- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
- Roll against Will to do anything besides rest or talk.
- If you fail your Will roll, you fall unconscious.
- On a critical failure, roll @{VS} HT or suffer a heart attack.
Unconscious: When your FP is
- Immediately fall unconscious
- FP can't drop any lower, but you still lose HP.
- You regain consciousness at 0 FP
Move, Dodge, and ST are halved due to fatigue loss. See B426.
Affects ST roll and using weapons with minimum ST.
ST is halved due to fatigue loss. See B426.
Affects ST roll and using weapons with minimum ST.
 
Energy Reserve
See Dungeon Fantasy 3, pg39 - Introduced
See Powers, pg119 – More detailed
 
Current Energy Reserve
See Dungeon Fantasy 3, pg39 - Introduced
See Powers, pg119 – More detailed
Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
Examples include:
RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
LFP (Long Term Fatigue Points), see After the End 1, p24.
 
For more information see B14.
The weight the character can lift overhead
with one hand in one second.
The weight the character can lift overhead
with one hand in two seconds.
The weight the character can lift overhead
with both hands in four seconds.
The weight of an object the character can
shove and knock over.
The weight of an object the character can
shove and knock over with a running start.
The weight the character can carry slung
over his/her back.
The weight of an object that the character
can shift slightly on a floor.
Notes
Encumbrance
Load
Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)
Enhanced ground move.
STEP: The number in parentheses is the step distance.
Air/Flying move.
STEP: The number in parentheses is the step distance.
Water/Swimming move.
STEP: The number in parentheses is the step distance.
Note: The Dodge score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)
None (0)
Light (1)
Medium (2)
Heavy (3)
X-Heavy (4)
Carry on Back (B353) 15xBL. Thus, you can carry
more than you can lift by yourself . . . but
every second that your encumbrance is over 10xBL
(that is Extra-Heavy encumbrance), you lose 1 FP.
Current ()
Turning and Velocity Modifiers
Select movement type to determine turning radius and/or deceleration penalty.
Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.
Amount to accelerate or decelerate for the turn.
Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.
Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.
Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.
Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.
Movement Feats
Flying
Check the box to add Flight (B56) to the character.
This will update the Air movement column for the encumbrance table.
Use the text box to enter the number of character points used for Flight
 
Base Air Move = Basic Speed * 2 =
2pts/level, you can use up and down arrows
Enhanced Air Move
Modifier box: steps of .5, you can use up and down arrows.
Points box: 10 points per half-level, you can use up and down arrows.
Each level doubles top air move. Half-level is a multiple of 1.5.
Level:
Swimming
Amphibious: Check the box to apply Amphibious (B40) to character
This will update the swimming movement on the encumbrance table.
 
Basic Move =
Formula = Basic Move / 5 or Basic Move if amphibious.
5pts/level, you can use up and down arrows.
NOTE: Max +2 water move if you have swimming skill.
Enhanced Water Move
Modifier box: steps of .5, you can use up and down arrows.
Points box: 10 points per half-level, you can use up and down arrows.
Each level doubles top water move. Half-level is a multiple of 1.5.
Level:
Jumping
Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down) instead of Basic Move to calculate jumping distances. B352
 
 
Affects jumping distance. See B350.
 
 
Check this box if using this Optional Rule B352.
If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill.
 
 
Super Jump: use this if you have the Super Jump as an Advantage. B89
1st column will show your modifier based on the entries for the 2nd and 3rd columns.
2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.
Apply encumbrance penalty. See B352
1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.
 
 
Check this box if you took 2 consecutive Concentration maneuvers to prepare.
Leave unchecked otherwise, in which case you will halve all jump distances. B352
feet
yards
Standing Broad Jump Distance. B352
1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
2nd column shows you how many feet you may jump.
3rd column shows you how many yards you jump.
Formula = (2 x Stat To use) - 3 feet
Stat to use:
Running Broad Jump Distance, under Broad Jump decryption. B352
1st column entery how may yards you ran this turn.
2nd column shows you how many feet you may jump.
3rd column shows you how many yard you jump.
Formula = (2 x Stat To use) - 3 feet
Stat to use:
Max running broad jump distance is twice standing broad jump distance.
High Jump Distance. B352
1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
2nd column shows you how many feet you may jump.
3rd column shows you how many yard you jump.
Formula = (6 x Stat To use) - 10 inches
Stat to use:
Running High Jump Distance, under High Jump. B352.
1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
2nd column shows how many feet you may jump straight up.
3rd column shows how many yards you jump straight up.
Formula = (6 x Stat To use) - 10 inches
Stat to use:
Max running high jump distance is twice standing high jump distance.
Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
Greater of Broad Jump Yards / 5 OR Normal Ground Move.
 
 
Total: Manual input: Represents total value of the
PC in Character Points (spent & unspent combined).
Spent: Automatic total of Spent points:
Attributes + Traits + Skills + Other.
Unspent: Has the option of being Manual or
Automatic, depending on an option selected on the
Settings page entitled ‘Enter Unspent Points’.
Manual Mode (Blue color): You manually enter your
Unspent points.
Automatic mode (Black color): It calculates the
point total difference between Total and Spent.
Total: Manual input: Represents total value of the
PC in Character Points (spent and unspent combined).
Spent
Unspent
Unspent
GURPS Character Assistant (GCA5) Format
To change to GCS or Detailed go to options tab
and change the radio button for Point Summary Layout
Point Summary for:
ST, DX, IQ, HT,
HP, FP, Energy Reserve One, Two, and Three,
Per, Vision, Hearing, Smell, Touch,
Will, Fright, Unconsciousness, Death,
Speed, Move, Lift ST, Striking ST,
Flying, Air Move, Enhanced Air Move, Super Jump
Languages Point Summary
Cultural Familiarities
Point Summary for the following trais with Positive values:
Tech Level, Advantages, and Racial traits.
Perks
Point Summary for Disadvantages, NOT including traits with negative values.
Quirks
Skills
Spells
GURPS Character Assistant (GCA4) Format
To change to GCS or Detailed go to options tab
and change the radio button for Point Summary Layout
Point Summary for:
ST, DX, IQ, HT,
HP, FP, Energy Reserve One, Two, and Three,
Per, Vision, Hearing, Smell, Touch,
Will, Fright, Unconsciousness, Death,
Speed, Move, Lift ST, Striking ST,
Flying, Air Move, Enhanced Air Move, Super Jump
Point Summary for:
Languages, Tech Level, Cultural Familiarities,
Advantages, and Racial traits.
Perks
Point Summary for Disadvantages, NOT including traits with negative values.
Quirks
Skills
Spells
GURPS Character Sheet (GCS) format
To change to GCA or Detailed go to options tab
and change the radio button for Point Summary Layout
Point Summary for Racial Traits.
Point Summary for:
ST, DX, IQ, HT,
HP, FP, Energy Reserve One, Two, and Three,
Per, Vision, Hearing, Smell, Touch,
Will, Fright, Unconsciousness, Death,
Speed, Move, Lift ST, Striking ST,
Flying, Air Move, Enhanced Air Move, Super Jump
Point Summary for:
Languages, Tech Level, Cultural Familiarities,
Advantages, and Perks.
Point Summary for Disadvantages, NOT including traits with negative values.
Quirks
Skills
Spells
To change to GCA4 or GCS go to options tab
and change the radio button for Point Summary Layout
Point Summary for Racial Traits.
Point Summary for:
ST, DX, IQ, HT,
HP, FP, Energy Reserve One, Two, and Three,
Per, Vision, Hearing, Smell, Touch,
Will, Fright, Unconsciousness, Death,
Speed, Move, Lift ST, Striking ST,
Flying, Air Move, Enhanced Air Move, Super Jump
Point Summary for:
Languages, Tech Level, Cultural Familiarities,
and Advantages.
Perks
Point Summary for Disadvantages, NOT including traits with negative values.
Quirks
Skills
Techniques
Techniques Revised
Spells
Other
Native Language
Spoken
Use this input box to modifier the number of Character Points for the selected language option.
Written
Use this input box to modifier the number of Character Points for the selected language option.
Pts
Reason for mod:
Description:
Learned Languages
Spoken
Use this input box to modifier the number of Character Points for the selected language option.
Written
Use this input box to modifier the number of Character Points for the selected language option.
Pts
Reason for mod:
Description:
Tech Level Modifiers (B168), Tech Levels (B511-514)
Pts
Campaign Tech Level
 
Your Tech Level
When dealing with an unfamiliar culture, you may suffer -3 to skill that a cultural component, such as Carousing, Detect Lies. (B23).
Native culture cost is 0. Otherwise cost is 1 or 2 (Consult with GM). (B23)
Advantages
Level of the trait.
Frequency of Appearance
15 or less>
12 or less>
9 or less>
6 or less>
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Show notes below in roll template
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Perks
Frequency of Appearance
15 or less>
12 or less>
9 or less>
6 or less>
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Show notes below in roll template
Quirks
Self-control Number OR
Frequency of Appearance
15 or less
12 or less
9 or less
6 or less
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Show notes below in roll template
Disadvantages
Level of the trait.
Self-control Number OR
Frequency of Appearance
15 or less
12 or less
9 or less
6 or less
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Show notes below in roll template
Check to make the results a whisper to GM only.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Racial Traits
Level of the trait.
Self-control Number OR
Frequency of Appearance
15 or less
12 or less
9 or less
6 or less
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Race:
Templates:
Show notes below in roll template
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
General Information
Full name
Player name
Nickname
Race
Gender
Main Hand
For more information see B15, B16, B19. Note: use the Apply checkbox to use Size Modify limitations to Strength and Extra Hit Points.
If checked, character point costs for Strength and Hit Points will be modified.
See B15, B16, B19
Reach Modifier.
See Size Modifier and Reach, B402
When grappling, you get +1 To Hit per size modifier difference.
If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402
Notes
Physical Description
Age
Height
Enter a Numerical Value only.
Do not enter any type of indicator like lbs, pounds, kilos, etc.
This is because the weight is added to your Inventory’s Grand Total
Weight and thus needs to be numerical.
lbs kg
Build
Enter the Color(s)
Enter the Color(s)
Enter the Color(s)
The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.
Scars, tattoos, distinguishing marks or features.
Background Information
Birth Date
Birth Place
Homeworld
Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.
Status
Wealth
Cost of Living
Income
Total available cash stashed in banks, vaults, mattresses, etc.
Affiliations
Home Base
Family
Background History & Notes
Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.
Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.

Placeholder for Future enhancement

Notes
These modifiers affect all skill rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.
Notes
Traits:
Summary:
Enter a custom modifier and optional reason to apply to any rolls on the this table.
Describe the reasons why you entered the custom modifier.
The effective skill cannot exceed 9.
Apply encumbrance penalty.
The final modifier that will be applied to the effective skill level.
 
You can use the Roll Modifiers Bar or the Roll Modifiers Tool Box to modifier the effective skill.
TL
Level
If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.
WC = Wildcard Skill.
PTS = 3, 6, 12, 24, 36, etc.
Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
i
The row id can be used with macros.
NOTE: Future use for linking to techniques
and combat skills.
Example field name: repeating_skills_[the row id]_level
This example would represent the skill level on that row.
Misc:
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Show notes below in roll template
Any skill used to operate equipment, for example - Guns (Pistol), Driving (Automobile), and Electronics Operation (Communications), take a penalty when you are faced with an unfamiliar type of item. Starting characters may specify two familiarities per point spent on a skill. For instance, if you have four points in Guns (Pistol), you can be familiar with up to eight handguns. List all equipment Familiarities below. (See Familiarity B169)
Only modifiers entered in the Text Box below will show up in the Roll Template when this checkbox is checked. Familiarity modifiers, if any, not embedded in this sheet and should be manually entered as a Modifier when the skill is rolled.
Show Skill Conditionals notes
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
New Optional Feature Available.
A revised techniques table is available by setting the options on the character sheet.
This revised techniques is not final, we'll make adjustments based upon feedback.
New Legacy and Revised Technique Tables. Options to show/hide the Legacy
Techniques table and the new Revised Techniques table.
Show both tables if you want to transfer your current techniques to the new table.
If old technique table has no rows, then hide old table, show new table.
Parent
Min
Max
Level
Cost
Mod
Pts
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
---
Show notes below in roll template
You can use the Roll Modifiers Bar or the Roll Modifiers Tool Box to modifier the effective skill.
Parent
Base skill level of technique, usually
based on Parent Skill.
see Techniques B229
Default modifier to apply to the base skill.
For example, Kicking is -2 from Brawling or Karate Skill.
Enter 0 if there is no modifier.
see Techniques B229
Maximum modifier allowed for the technique.
This is relative to the parent skill.
For example, Kicking cannot exceed Brawling + 0
or Karate + 0.
see Techniques B229
Difficulty of technique.
Feats with severe consequences on a failure
or allow only one attempt are Hard.
see Techniques B229
Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.
Pts
Level
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Notes
Traits:
Summary:
Enter a custom modifier and optional reason to apply to any rolls on the this table.
Reason:
The effective skill cannot exceed 9.
Apply encumbrance penalty.
The final modifier that will be applied to the effective skill level.
The row id can be used with macros.
Example field name: repeating_techniquesrevised_[the row id]_level
This example would represent the skill level on that row.
Misc:
Reason for MOD (Modifier):
Link this row to another row item.
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Name: Level:
Show notes below in roll template
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
Notes
Your size modifier.
Current Hit Points
When your HP is low, you take penalties. (B419)
Reeling: If your HP is less than
- Halve Move and Dodge (round up) (B419)
- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts those values.
Verge of Collapse
- Roll every turn @{VS} HT or fall unconscious.
- Your HT roll is at -1 for every 1xHP you are below 0.
- If you do nothing, and don't defend, you don't have to roll.
Verge of Death
- Roll once @{VS} HT to stay alive.
- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
- Roll again every time you take injury that puts you below
another multiple of your max HP.
Death
- You are dead.
Total Destruction
- Your body has been destroyed beyond recognition or resurrection.
Hit Points - Based on Strength - 2pts/level
Cost reduced by -10% per SM+1 (B15)
Major wound threshold. Any single injury of greater than 1/2 your HP. If using hit location, any injury that disables a limb is a Major Wound.
Roll HT to avoid Knockdown and Stunning or use the K Down trait on the general tab. See B420.
Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549
Amount of weight you're currently carrying.
Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)
Enhanced ground move.
STEP: The number in parentheses is the step distance.
Air/Flying move.
STEP: The number in parentheses is the step distance.
Water/Swimming move.
STEP: The number in parentheses is the step distance.
Note: The Dodge score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)
Thrust damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math. Example: Damage = @{thrust}+1
Swing damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math. Example: Damage = @{swing}+1

Your Hit Location

Select the hit location type and click the Apply button.
ALERT: This will delete the current hit locations!
 
Select the number of armor layers to display.
Enter notes and traits here.
Example include adding damage ntoes for Unliving, Homogenous, Diffuse, Unbreakable Bones (Powers 52), Damage Reduction (Powers 52). see B380.
| |
Large-Area Injury Attacks that affect most of the body; dragon's breath, bomb blast, huge fire, acid pit, or attacher that has Size Modifier Difference of 7 or higher compared to defennder. If DR varies by hit location, determine effective DR using average of torsor DR and the DR of least protected hit location exposed to the attack. If DR varies by damage type, use the least protected value. A location protected by cover or masked by the body does not count as exposed to the attack. For example, if you're back is turned to a cone attack by a dragon, your face is not exposed to the attack. Ignore special hit-location efects. B400.
|
Flexible Armor If damage fails to penetrate DR, victim suffers blunt trauma.
Cutting, impaling, piercing does 1 HP per full 10 HP damage.
Crushing damage does 5 HP per full 5 HP damage.
If layered armor, only damage that penetrates outer layer inflicts blunt trauma. B379
 

 

Hit location; torso, arm, head, etc.

 

Penalty to hit this location.

 

The final To Hit modifier, the Hit Location Penalty plus the character's Size Modifier.

 

Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.

 

Enter the amount of damage this location has taken.
NOTE: The damage will note affect the current Hit Points.

 

Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.

 

Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421
Turn armor on/off using checkbox. Enter DR for this location.
* = flexible
You can split the DR using with these suggested abbreviations.
cr = crush
pi = pierce
cut = cutting
imp = impaling
bu = burning
Alert: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
"Layer 1 (Inner most) is good for natural DR or concealable armor, such as cloth armor under a breastplate.
Front
Back
Enter DR for this location.
* = flexible
You can split the DR using with these suggested abbreviations.
cr = crush
pi = pierce
cut = cutting
imp = impaling
bu = burning
Alert: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.
Front
Back
Enter DR for this location.
* = flexible
You can split the DR using with these suggested abbreviations.
cr = crush
pi = pierce
cut = cutting
imp = impaling
bu = burning
Alert: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
Layer 3 is good for force shields, magic DR, etc.
Front
Back
Enter DR for this location.
* = flexible
You can split the DR using with these suggested abbreviations.
cr = crush
pi = pierce
cut = cutting
imp = impaling
bu = burning
Alert: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
Layer 4 (Outer most) is also good for force shields, magic DR, etc.
Back
This sums up each layer, from layer 1 (inner) to layer 4 (outer).
* = flexible armor.
Alert: Only one layer per row may have split armor.
Front
Back
Enter individual wounds here, if limb is crippled, bleeding, etc.
Example: -6 pi (major wound), -2 burn.
Enter individual wounds here, if limb is crippled, bleeding, etc.
Example: -6 pi (major wound), -2 burn.
Basic Table B552.
Optinal: Rules
New Hit Locations
LT100-103, MA137
Where
This is the Penalty
applied to attack the
specific location.
Low-Tech #/# usually means All Attack Types / Except
this specific Type of attack.
Example: Enter as 3/2cr* means DR3 vs all attacks
except cr which uses DR2. * means it is Flexible
armor (B379).
High-Tech and Ultra-Tech #/# usually mean against
these Type Attacks / All other Attack Types.
Example: Enter as 5imp, cr /2 means DR5 vs imp and
cr type of attacks and DR2 against all other types
of attacks.
User Created
These modifiers affect all active defense rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.
Notes
Maneuver:
Traits:
Summary:
Modifier Enter a custom modifier and optional reason to apply to any rolls on the this table.
Reason: Describe the reasons why you entered the custom modifier.
Encumbrance Apply encumbrance penalty.
NOTE: The predefined dodges already of encumbrance applied!
Shield DB Apply defense bonus for a shield if attack came the front or from your shield side. See B374.
Final: The final modifier that will be applied to the effective skill level.
Magic DB Magical Defense Bonus, such as the Shield spell, which protects from frontal attacks. See B252.
You can use the Roll Modifiers Bar or the Roll Modifiers Tool Box to modifier the effective skill.
Changing the Type will also update success/fail notes
for that active defense.
Parry, Block, and Block have default notes that can be
changed on the options page.
NOTE Changing the Type will clear any previous notes
you entered.
F: this is a fencing weapon.
U: the weapon is unbalanced. You cannot use it to
parry if you've already attacked with it this turn
(and vice versa).
Base defense skill.
Modifiers to the defense skill.
| Skill |
Dodge
Dodge is halved due to hit points or fatigue loss. See B418 or B426. Dodge is quartered due to hit points and fatigue loss. See B418 or B426. Dodge Dodge was reduced due to encumbrance.
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Displayed on the rolltemplate.
Add custom notes for this active defense.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
Optional Rules for Retreat can be found in MA123.
Dodge is halved due to hit points or fatigue loss. See B418 or B426. Dodge is quartered due to hit points and fatigue loss. See B418 or B426. Dodge Dodge was reduced due to encumbrance.
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Displayed on the rolltemplate.
Add custom notes for this active defense.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)
Dodge is halved due to hit points or fatigue loss. See B418 or B426. Dodge is quartered due to hit points and fatigue loss. See B418 or B426. Dodge Dodge was reduced due to encumbrance.
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Displayed on the rolltemplate.
Add custom notes for this active defense.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
A crushing attack can cause knockback regardless of whether it penetrates DR.
A cutting attack can cause knockback only if it fails to penetrate DR.
For every full ST-2 damage (BEFORE subtracting DR) target is moved yard away from attacker.
NOTE: If target has no ST score (like a wall) or is not resisting, use HP instead.

If knocked back, Roll against DX, Acrobatics, or Judo.
-1 per yard of knockback AFTER the first yard.
+4 for Perfect Balance. see B378.
If target collides with an object, use yards knocked back to calculate Collisions and Falls (see Combat Tools).
1 yard per points
Link this row to another row item.
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Name: Level:
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Modify the number of hit points required for knockback.
For skinny, special rules, etc.
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Displayed on the rolltemplate.
Add custom notes for this active defense.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
Formula is based upon the active defense type.
Enter a value or use the linked item value as is.
3 + (Skill or DX)/2, rounded down
3 + (Shield or Cloak skill)/2, rounded down.
Basic Speed + 3 + Talent/2, rounded down.
3 + (Innate Attack Skill + Talent)/2, rounded down.
3 + (HT + Talent)/2, rounded down.
3 + (WILL + Talent)/2, rounded down.
Base Dodge attribute.
Current Dodge affected by current conditions. Combat Reflexes checkbox to the right is not used.
Combat Reflexes:
Link this row to another row item.
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Name:
Level:
For use with Power Dodge, Power Parry, and Power Blocks formulas.
Formula Level:
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Enter the weight of the weapon. Used to calculate the maximum weight the weapon can parry before it must check for breakage. B376.
If the attacking weapon is three times heavier or more, your weapon may break.
If weapon breaks, parry counts unless the odds of breakage exceeds 6 in 6. B376.
Modifiers:
  • +2 cheap weapon
  • -1 fine weapon
  • -2 very fine weapon
up to : 1-2 on d6 | up to : 1-3 on d6
up to : 1-4 on d6 | up to : 1-5 on d6
or more: 1-6 on d6
Unarmed/1-handed can't parry + . | 2-handed can't parry + .
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Displayed on the rolltemplate.
If you enter F or U under the INFO column, the notes
below will be replaced with appropriate notes.
Any other value, and the text box will get cleared out.
Add custom notes for this active defense.
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)
Show Defense Bonus Notes in roll results.
Examples:
+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
+1 DB SHIELD SIDE (Left): from Small Shield.
+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.
Click the button to turn on select a token before the skill roll.
The token name will appear in the results.
Click the button to turn on target a token before the skill roll.
The token name will appear in the results.
These modifiers affect all melee attack rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.
Notes
Maneuver:
All-Out Attack:
Hit Location:
Traits:
Summary:
Enter a custom modifier and optional reason to apply to any rolls on the this table.
Describe the reasons why you entered the custom modifier.
The effective skill cannot exceed 9.
The final modifier that will be applied to the effective skill level.
Use the table below to create a set of custom modifiers that can be applied to your next your roll. If the modifier is checked, it will automatically be applied to the roll, but you must remember to uncheck the quick modifier if you don't want to use it.
 
Apply
Description Enter a useful description of the modifier.
Modifier Enter an interger for the quick modifier.

Notes

y
You can use the Roll Modifiers Bar or the Roll Modifiers Tool Box to modifier the effective skill.
For an Armor Divisor: A number in parenthesis after
the damage - eg. (2) - is an armor divisor.
Enter this number in the Damage Notes as AD(#) or as
Armor Divisor(#).
ex: indicates the attack causes an explosion.
See B269. Enter in the Damage Notes
Abbr Name
aff Affliction
burnBurning
cor Corrosion
cr Crushing
cut Cutting
fat Fatigue
imp Impaling
pi- Small Piercing
pi Piercing
pi+ Large Piercing
pi++Huge Piercing
specSpecial
tox Toxic
The distance in yards that the weapon can reach.
C: this weapon can be used in close combat.
*: the weapon is awkward, and requires a Ready
maneuver to switch between different reaches.
| Skill |
Use the melee row id to link an active defense to this skill.
This allows you to use your enhanced skill with this weapon for parries.
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Enter the net value of all modifiers combined.
Can be a positive or a negative number.
Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).
Once entered, this will change the Skill/Spell Level for this particular
weapon to match the Base Skill/Spell level plus this MOD (Modifier).
Do not change this level number manually.
Name: Level:
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Divide the target's armor DR by this number before subtracting damage
or (adding it adding it to the HT roll for an affliction). See B268.
Explosive attacks (optional house rule: area effect attacks) only apply divisor to target of direct hit. See B269.
Afflictions divide the armor DR before determining bonus to HT roll. See B269
Book abbreviation and page reference or any other appropriate reference.
Enter the weight of the weapon. If the parrying weapon's weight is one third of this weapon, then parrying weapon must check for breakage. B376.
If the parrying weapon's weight is equal to or less than this value, then check for breakage. B376.

Damage Tool

These notes do not appear in any Roll Template; they are just here for your reference.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
Click the button to turn on select a token before the skill roll.
The token name will appear in the results.
Click the button to turn on target a token before the skill roll.
The token name will appear in the results.
Rapid Fire Table
GURPS Speed/Range Table
These modifiers affect all ranged attack rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.
Notes
Maneuver:
Hit Location:
Traits:
Summary:
Enter a custom modifier and optional reason to apply to any rolls on the this table.
Describe the reasons why you entered the custom modifier.
The effective skill cannot exceed 9.
The final modifier that will be applied to the effective skill level.
Use the table below to create a set of custom modifiers that can be applied to your next your roll. If the modifier is checked, it will automatically be applied to the roll, but you must remember to uncheck the quick modifier if you don't want to use it.
 
Apply
Description Enter a useful description of the modifier.
Modifier Enter an interger for the quick modifier.

Notes

Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.
For an Armor Divisor: A number in parenthesis after
the damage - eg. (2) - is an armor divisor.
Enter this number in the Damage Notes as AD(#) or as
Armor Divisor(#).
ex: indicates the attack causes an explosion.
[#d]: indicates the attack causes fragmentation.
See B269. Enter in the Damage Notes
Abbr Name
aff Affliction
burnBurning
cor Corrosion
cr Crushing
cut Cutting
fat Fatigue
imp Impaling
pi- Small Piercing
pi Piercing
pi+ Large Piercing
pi++Huge Piercing
specSpecial
tox Toxic
Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B354.
Range. See B269.
Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.

!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then
split into the second number (eg. shotguns)
Jet: shoots a continuous stream of fluid. See page 106.
The number of shots that can be fired before the
weapon must be reloaded.
The parenthetical number indicates the number of 1
second ready maneuvers required to reload the
weapon.
T: the weapon is thrown. To "reload" it, pick it up.
i: you must load the shots individually. the listed
time is for each shot.
Move and Attack: If you are making a ranged attack,
you have a penalty of -2 or the weapon’s Bulk rating,
whichever is worse (B365, B469, B548).
Close Combat: If using a ranged weapon, ignore the usual
speed/range penalty and apply the weapon’s Bulk
statistic as a penalty to hit. B391
It also serves as a penalty to Holdout skill when you
attempt to conceal the weapon. B370
When firing at RoF 2+, every full multiple of Rcl
by which you make your attack roll means you score
one extra hit, to a maximum number of hits equal
to total shots fired. See page 373.
| Skill |
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Enter the net value of all modifiers combined.
Can be a positive or a negative number.
Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).
Once entered, this will change the Skill/Spell Level for this particular
weapon to match the Base Skill/Spell level plus this MOD (Modifier).
Do not change this level number manually.
Name: Level:
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
Malfunction has "priority" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.
If Verify is checked, then roll again to verify the malfunction. see HT79
Some weapons, according to High Tech (HT101, 121, 157) are Very Reliable. Check this box if this weapon is.
[Enabled] [Disabled] (See Settings TAB, Use Malfunction)
Divide the target's armor DR by this number before subtracting damage
or (adding it adding it to the HT roll for an affliction). See B268.
Explosive attacks (optional house rule: area effect attacks) only apply divisor to target of direct hit. See B269.
Afflictions divide the armor DR before determining bonus to HT roll. See B269
Book abbreviation and page reference or any other appropriate reference.

Damage Tool

These notes do not appear in any Roll Template; they are just here for your reference.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Arrow: ?{Arrow Type|Bodkin|Normal}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
This is the ability to throw any small, relatively smooth object that fits in the palm of your hand. See the Throwing skill (B226). Also see Throwing rules (B355).
Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.
Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST
Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.
Final damage based on ST, super throw, and damage modifier.
Bonus or penalty per die
Throwing Art at DX Level = +1 per die
Throwing Art at DX+1 Level = +2 per die
Abbr Name
aff Affliction
burnBurning
cor Corrosion
cr Crushing
cut Cutting
fat Fatigue
imp Impaling
pi- Small Piercing
pi Piercing
pi+ Large Piercing
pi++Huge Piercing
specSpecial
tox Toxic
Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B354.
Gravity, affects throwing distance. See B350.
See GURPS Campaigns Page 355 for formula
Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.

!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then
split into the second number (eg. shotguns)
Jet: shoots a continuous stream of fluid. See page 106.
The number of shots that can be fired before the
weapon must be reloaded.
The parenthetical number indicates the number of 1
second ready maneuvers required to reload the
weapon.
T: the weapon is thrown. To "reload" it, pick it up.
i: you must load the shots individually. the listed
time is for each shot.
When firing at RoF 2+, every full multiple of Rcl
by which you make your attack roll means you score
one extra hit, to a maximum number of hits equal
to total shots fired. See page 373.
| Skill |
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Skill Mod:
Name: Level:
Reason for all modifiers (ST, Damage, Skill)
Weapon Notes
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Range Calculator
Distance between shooter and target.
See B372-373
(2 mph = 1 yard/second).
Ignore if human like target moving 10 yards or less.
See B372-373
Elevation. If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.
Effective speed/range based on range, speed, and elevation.
Accuracy
Each turn after the initial aim, you get an additional bonus. See B364
Shots Fired
The number of shots fired in a single round. This should not exceed the RoF for the weapon.
Size Modifier of target.
Hit Mod
If you brace a firearm or crossbow, you get an extra +1 to Acc. See B364.
Apply this modifier to the ranged Modifier box and Roll Modifiers tool.
Used for extremely close combat at a range of 10% of the ½D Range or less. See Shotguns and Multiple Projectiles for more details.
DMG
RoF
Type
Enter half-damage range of shotgun.
This value is 10% of the ½D Range of the weapon. This is the maximum range this tool is used for.
New Rate of Fire
New Damage
Damage Resistance Multiplier.
 
 
Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier. For more information, see B409.
Slam Attack
 
 
Your movement rate (yards/meters/hexes per second) for the current round.
Your Hit Points
Damage
Type
Mod
Skill
Slam requires an Attack, All-out Attack, or Move and Attack maneuver. Your foe may block, dodge, or parry (but your body counts as a heavy weapon; see Parrying Heavy Weapons B376). If your foe dodges, you must move at least two yards past him if you have enough movement. If you would hit someone else, see Hitting the Wrong Target (B389). You can use All-Out Attack (Strong), +2 to Damage (B365), to increase your damage! (B371)
Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and effective skill cap of 9 for a Move and Attack do not apply to slams. (B371)
Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.
Name: Level:
Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...
+4 to hit and +1 to Reach, may use Jumping Skill for attack. You end up lying prone in the same hex as target. B372
If you have four or more legs, you may pounce. After you attack, make a DX, Acrobatics, or Jumping roll. On a success, you stay on your feet! If a mount tries this, the rider must roll vs. Riding-4 or fall off! B372
Roll against Shield skill to hit, and add your shield's Defense Bonus to your damage roll. Your shield takes damage instead of you. B372
DB (added to damage!)
If your SM is 2 or more than the target, apply overrun damage. This inflicts additional crushing damage based on ST = Your HP/2. B432
Effective ST:
Damage:
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.
Falling and Collision
 
Atmosphere
Gravity
Atmosphere
Terminal Velocity Multiplier
Terminal Velocity On Earth, human-shaped 60 (spread-eagle) to 100 (dive) yards/second. Dense objects can be up to 200 yards/second or more. (B431).
Use the multiplier below to determine the new terminal velocity.
If collision, use relative velocity.
Head-on collision = Add velocity of both objects
Rearend collision = Faster object - slower object
Side collision = Speed of object causing collision
Hit Points of falling object or object initiating
collision.
If hitting immovable object, use HP*2
NOTE: If collision, if the other object is moving
it will inflict its own damage to object that initiated
the collision.
See B430
If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the HP. B431
Damage
Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430
 
 
Falling
Collision
 
 
 
 
Demolition
 
Select an explosion type to use. This will populate Type and REF fields.
Type
Refer to the REF table B415.
Relative Explosive Force, equivalence in pounds of TNT.
TNT = 1.0. See B415.
Weight in required by its REF.
Base damage role. Rules as written is 6d6.
 
Damage Multiplier:
Enter the number to multiply 6d6 by.
An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
NOTE: Anyone caught in a blast may attempt an active defense
roll to dive for cover from the explosion’s collateral damage and
fragmentation; see Dodge and Drop B377.
Radius of collateral damage. See B414
For instance, if an explosion does 6dx2 damage,
everyone within 24 yards is vulnerable.

For fragmentation damage, the radius is
5 x dice of fragmentation damage.
Divisor. Amount to divide damage by based on
distance from blast. See B414
You can enter: 3 (default), 2, or 1.
Default: Damage rolled / (3 x distance blast).
Damage Modifiers Explosion, see B104.
Exp. +100% = Damage rolled / (2 x distance from blast).
Exp. +150% = Damage rolled / (1 x distance from blast).
Target's distance from center of blast.
Damage / (3 x distance from blast). Round down.
See B414
 
 
Determine how much explosive to use based on damage. TNT = 1.0
See B415.
X
Determine how big the explosion is based on weight.
See B415.
X
Fragmentation damage.
See B415.
Base skill level for a fragmentation damage to hit a target.
A hit is automatic if the explosive attack actually strikes the target.
Only three modifiers apply: the range modifier for the distance from the center
of the blast to the target, the modifier for the target's posture (prone, etc.),
and the target's Size Modifier. It is possible for several fragments to hit! For
every three points by which the attack roll succeeds, one additional fragment
strikes the target.
Quick Inventory
Inventory
Where is the item located? If you entered a Parent ID in the expanded notes area, this field will be updated with the name of the parent inventory item.
TL
Legality Class B267.
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Carried
Is the item being carried at the moment?
#
$
$+
W+
For inventory, the row id can used to link an inventory item to a parent item.
That means, if you uncheck the ON checkbox, all the child inventory items will also become unchecked.
You can use the row id with macros.
For inventory, the row id can used to link an inventory item to a parent item.
That means, if you uncheck the ON checkbox, all the child inventory items will also become unchecked.
You can use the row id with macros.
Select the indent level of the inventory item. This is handy to help show the item belongs to a parent item.
Notes
Macro Content
After sorting, please open/close the notes for one item. This will fix the weirdness caused by the Roll20 sorter.
Standard gravity is based on 1G, earth normal.
If gravity is over 1G, then add your weight and encumbrance then multiply by Gravity - 1. Add this value to your encumbrance.
If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.
See B350.
Total monetary value of all items (carried or not).
Total weight of all items carried.
Grand total of PC's weight: , and all items carried.
Notes
Spells Based on:
Magery/PI/Bonus Level:
Total Spell Skill Penalty based on number of ON spells.
Penalty will automatically be applied to the spell skill level.
Number of spells ON: .
NOTE: Use the options tab to adjust the penalty per spell ON.
Total Concentration spell penalty
Number of spells: 0.
NOTE: Use options tab to adjust the penalty.
Enter a positive or negative value that affects the Effective Spell level of all spells. For example, you are wearing an enchanted item with Wisdom of 1 level - M135. This increases your IQ by 1. Spell levels are based on IQ, HOWEVER, that particular spell states "Raises the subject's IQ temporarily. This raises his ability with skills, but not with spells!.
Use the notes box above to keep track of the reason why there is a modifier."
These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.
Notes
Traits:
Summary:
Enter a custom modifier and optional reason to apply to any rolls on the this table.
Describe the reasons why you entered the custom modifier.
Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.
The final modifier that will be applied to the effective skill level.
 
You can use the Roll Modifiers Bar or the Roll Modifiers Tool Box to modifier the effective skill.
Skill level with spell
Difficulty
Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.
Points
Enter a 1 or more to mark the spell as ON
skill penalty for each spell that is ON.
See B238 or M10.
Click one at a time, wait until each penalty is applied before clicking the next one.
Enter a 1 or more to mark the spell as Under Concentration.
skill penalty for each spell.
See B238 or M10.
Click one at a time, wait until each penalty is applied before clicking the next one.
Resisted By
Duration of Spell
Energy cost for casting the spell.
Amount of time to cast the spell.
Energy cost to maintain the spell.
The row id can be used with macros.
NOTE: Future use for linking to techniques
and combat skills.
Example field name: repeating_skills_[the row id]_level
This example would represent the skill level on that row.
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
For spells, the row id can used to link a spell to a parent spell.
Tip: You could name the parent a college name or some other group name.
Select the indent level of the spell. This is handy to help show the spell belongs to a parent spell.
Reason for MOD (Modifier):
Spell class; Area, Blocking, Information, Melee,
Missile, Regular, Regular (Jet), Resisted, Special
Primary College:
Secondary College:
Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.
Show notes below in roll template
Show Spell Modifier notes (see actual spell description)
Success Note:
Critical Success Note:
Fail Note:
Critical Fail Note:
Select the custom macros that you would like to use with this skill.
Macro:
Macro:
Macro:
Macro:
Macro:
Macro:
After sorting, please open/close the notes for one spell. This will fix the weirdness caused by the Roll20 sorter.
Use this sheet to help run chase scenes from GURPS Action 2 Exploits, please refer to pages 31-34. The next iteration will include tooltips and revisions based on input.
Wipeouts: If relevant roll fails by Stability Rating or less, but if on foot, on a regular failure, the result is a Close Call. If roll is over Stability Rating, then result is a Wreck. See GURPS Action 2 page 35.
Collateral Damage: On crowded streets, any wipeout causes an accident. If the quarry causes an accident, pursuer has -(1d6-1) to their next chase roll. See GURPS Action 2 page 35.
Lucky Break: The use of luck advantages or character points to manipulate the chase to help you perform a maneuver that normally can't. See GURPS Action 2 page 41.
Range Penalty:
Description:

Quarry

Description

Conditions

Actions

Chase Rolls

Leader

If it's just one person, enter that character's name. If there's a group of people, select a leader that will make the chase skill roll.

Mode

A brief description of the mode of travel; land, water, air. You could enter land/water for a hovercraft.

SR

Stability Rating of vehicle, if applicable. Used when checking for Wipeouts.

Hnd

Handling of vehicle, if applicable. This value is applied to the Chase's Final Modifier.

Speed

Speed in yards per second, which is used to get a Chase Speed Modifier and applied to the Chase's Final Modifier.
Speed Modifier:

Static

Check if you selected a static maneuver or you forced into a static state.
If static...
  • No speed bonus
  • If opponent is non-static they get an extra range shift, no matter who wins the contest.
  • If both if you are static, the range band doesn't change.
  • To remove the static you must change your mobility (if possible) or perform a stunt.

Notes

You could use the notes field to show what skill you're using for Chase Quick Contest and additional remember notes.

Chase Skill

Enter the level of the skill chosen for the chase. You can either have the player roll their own skill applying the Final Modifier or use the provided skill button.

Support Actions

Support actions can be used to list passengers, characters in other vehicles, and then detailing actions and how it can impact the chase rolls.
Name
Action Typical passenger actions are Attack, Board, Seize Control, and noncombat tasks like disarming a bomb.
Boarding: Round starts at Close Range, roll contest of Acrobatics or Jumping vs opponents operatoring skill. See book for info.
Seize Control: Take control of an unmanned vehicle or seize control from a driver. See book for info.
GURPS Action 2 page 33.
Notes Useful for entering information of a how Chase Maneuver may affect an action.
For example, you could enter "-2 or weapon's Bulk with ranged attacks."

Chase Modifiers

Use this table to track various modifiers to the Final Chase Modifier.
Examples include Higher Purpose for a +1 to chase rolls or results of a complementary skills.
Name
Mod

Pursuer

Description

Conditions

Actions

Chase Rolls

Leader

If it's just one person, enter that character's name. If there's a group of people, select a leader that will make the chase skill roll.

Mode

A brief description of the mode of travel; land, water, air. You could enter land/water for a hovercraft.

SR

Stability Rating of vehicle, if applicable. Used when checking for Wipeouts.

Hnd

Handling of vehicle, if applicable. This value is applied to the Chase's Final Modifier.

Speed

Speed in yards per second, which is used to get a Chase Speed Modifier and applied to the Chase's Final Modifier.
Speed Modifier:

Static

Check if you selected a static maneuver or you forced into a static state.
If static...
  • No speed bonus
  • If opponent is non-static they get an extra range shift, no matter who wins the contest.
  • If both if you are static, the range band doesn't change.
  • To remove the static you must change your mobility (if possible) or perform a stunt.

Notes

You could use the notes field to show what skill you're using for Chase Quick Contest and additional remember notes.

Chase Skill

Enter the level of the skill chosen for the chase. You can either have the player roll their own skill applying the Final Modifier or use the provided skill button.

Support Actions

Support actions can be used to list passengers, characters in other vehicles, and then detailing actions and how it can impact the chase rolls.
Name
Action Typical passenger actions are Attack, Board, Seize Control, and noncombat tasks like disarming a bomb.
Boarding: Round starts at Close Range, roll contest of Acrobatics or Jumping vs opponents operatoring skill. See book for info.
Seize Control: Take control of an unmanned vehicle or seize control from a driver. See book for info.
GURPS Action 2 page 33.
Notes Useful for entering information of a how Chase Maneuver may affect an action.
For example, you could enter "-2 or weapon's Bulk with ranged attacks."

Chase Modifiers

Use this table to track various modifiers to the Final Chase Modifier.
Examples include Higher Purpose for a +1 to chase rolls or results of a complementary skills.
Name
Mod

Notes

Enter additional notes about the vehicle. A good example are vehicle options from GURPS Action 6 Tricked Out Rides.
Type Enter a description for the type of vehicle.
  • Ground
  • Ground/Road
  • Ground/Rail
  • Watercraft
  • Aircraft
  • Spacecraft
  • Amphibious
  • Etc.
TL Enter the Tech Level of the vehicle.
ST Enter the Strength of the Vehicle. An unpowered vehicle will have a Strength of zero. B462.
HP Enter the Hit Points of the Vehicle. B462.
SR Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.
HT Vehicle's Health. B466. Use the check-boxes to the right to identify fragile features of the vehicle. Unpowered vehicles are Homogenous with HT 12, while machines have HT 10, Damage to Objects, B483.
Modifiers:
  • Cheap, temperamental, or poorly maintained, -1 to -3 HT.
  • Well-made or rugged, +1 or +2 HT.
Accel Enter the vehicle's acceleration in yards (hexes) per second. B463.
Top Enter the vehicle's top speed in yards per second. B463.
Lwt Enter the vehicle's loaded weight, in tons, of the vehicle. This is the maximum payload and a full load of fuel. B463.
Cap Vehicle's cargo capacity, uses the formula of Load subtract weight of occupants, where each person is .1 tons. B463.
Curb Vehicle's curb weight (with fuel but no other payload), which is Loaded Weight minus Load. B463.
SM Vehicle's size modifier, B463.
Crew Enter the number of crew members needed to operate the vehicle. B463.
Passengers Enter the number of crew members needed to operate the vehicle. B463.
DR Enter the vehicle's Damage Resistance, this can be used as a reference when building hit locations. B463.
Range The travel distance before the vehicle runs of out fuel or provisions. B463.
Cruise % Enter a percentage to calculate the vehicle's Cruising speed, which is typically about 60 to 70 percent of the top speed. B463.
End. Vehicle's endurance in hours is the Range divided by Cruising speed. For situations where "Loiter" capability matters more than range. Vehicle must carry provisions in order to take advantage of endurance in excess of one day. B463.
Cost Vehicle's cost. B463.
Loc Vehicle's hit locations, this can be used to help build the hit locations table. B463. The quantity precedes the abbreviation; e.g., "3M" for a three-masted ship.
Hit Location Abbreviations. B463.
  • A: arm
  • C: caterpillar tracks
  • D: draft animals
  • E: exposed rider
  • G: large glass windows
  • g: small glass windows
  • H: helicopter rotors
  • L: leg
  • M: mast and rigging
  • O: open cabin
  • R: runners or skids
  • r: retractable
  • S: large superstructure or gondola
  • s: small superstructure
  • T: main turret
  • t: independent turret
  • W: wheel
  • Wi: a pair of wings
  • X: exposed weapon mount
Draft For a watercraft, the minimum depth of water it can safely operate in. B463.
Stall For an aircraft, the minimum speed, in hex (yards)/second, it must maint to take off and stay airborne. "0" means it can hover. B463.
G For spacecraft, the accel in Earth gravities (G), calculated as acceleration divided by 10. B463.

Vehicle Maneuvering and Status Interface

Movement Select movement type to determine turning radius and/or deceleration penalty.
Acc
Top % Enter a percentage to modify the top speed of the vehicle.
Fatigued Check this box if the power souce, such as horses, has become fatigued. This will affect the Top Speed.
Top The calculated Top Speed.
Start Vel. Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.
Change Amount to accelerate or decelerate for the turn.
Final Vel. Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.
Decel. Pen. Deceleration Skill penalty to DX roll or operation skill.
Turn Radius The minimum distance in yards (hexes) the vehicle must travel to make a 90-degree turn. B463.
Tight Turn Penalty to DX roll or operation skill for tight turns.
HT Vehicle Health Roll.
  • If suffering a Major Wound.
  • To avoid catching fire, exploding, etc.
  • When reduced to zero or less HP.
  • Being used if HP is less than zero.
  • If -1xHP or -5xHP, HT Roll to avoid being destroyed.
HP Scale Select a HP Scale. B470. This will update the Hit Points to the right and the hit location armor.
MW Major Wound threshold of the vehicle. If the vehicle suffers a major wound, GM may call for a HT roll. On a failure, one or more systems fail. B484.
SM Vehicle's size modifier, B463.
Hnd Vehicle Handling modifies Control Rolls, B466.
SR Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.
Velocity The current velocity if the vehicle.
Altitude The current altitude of the vehicle.
Depth The current altitude of the vehicle.
HP Effects The current altitude of the vehicle.
/
1/2 move

Notes

Enter additional notes about the vehicle hit locations.

Vehicle Maneuvering and Status Interface

Movement Select movement type to determine turning radius and/or deceleration penalty.
Acc
Top % Enter a percentage to modify the top speed of the vehicle.
Fatigued Check this box if the power souce, such as horses, has become fatigued. This will affect the Top Speed.
Top The calculated Top Speed.
Start Vel. Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.
Change Amount to accelerate or decelerate for the turn.
Final Vel. Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.
Decel. Pen. Deceleration Skill penalty to DX roll or operation skill.
Turn Radius The minimum distance in yards (hexes) the vehicle must travel to make a 90-degree turn. B463.
Tight Turn Penalty to DX roll or operation skill for tight turns.
HT Vehicle Health Roll.
  • If suffering a Major Wound.
  • To avoid catching fire, exploding, etc.
  • When reduced to zero or less HP.
  • Being used if HP is less than zero.
  • If -1xHP or -5xHP, HT Roll to avoid being destroyed.
HP Scale Select a HP Scale. B470. This will update the Hit Points to the right and the hit location armor.
MW Major Wound threshold of the vehicle. If the vehicle suffers a major wound, GM may call for a HT roll. On a failure, one or more systems fail. B484.
SM Vehicle's size modifier, B463.
Hnd Vehicle Handling modifies Control Rolls, B466.
SR Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.
Velocity The current velocity if the vehicle.
Altitude The current altitude of the vehicle.
Depth The current altitude of the vehicle.
HP Effects The current altitude of the vehicle.
/
1/2 move
Template: Select the hit location type and click the Apply button.
ALERT: This will delete the current hit locations!
Injury Tolerance:
 
Location Hit location name.
Mod To Hit modifier for the location.
To Hit The final To Hit modifier for the location, adds the Vehicle Size Modifier and the To Hit Modifier for the location.
DB Enter the vehicle's defensive bonus for this hit location.
DMG Enter the amount of damage this location has taken.
NOTE: If you want this column to affect the current Vehicle Hit Points,
click the checkbox for Sync HP.
Div Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.
Dis Disabled/Crippled Threshold.
If a single attack meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421.
Leak Check this box if the location is leaking.
Fire Check this box if the location is on fire.
Speed % Enter the percentage of change to the top speed when the location is disabled. This will automatically update the top speed. For example, if you enter 25, the top speed will be reduced by 25%. The total percentage can't exceed 100%.
DR Enter the Damage Resistance for this hit location. Use the Notes text box to keep track of the original DR if armor is damaged.
Scaled The scaled value of the hit location's damage resistance. Will automatically update when the scale is selected.
Enter individual hits here, if limb is crippled, burning, etc.
Example: -6 pi (major wound), -2 burn.
Notes that could apply to the hit location armor, damage, or other effects.

Notes

Enter additional notes about the vehicle crew.

Vehicle Maneuvering and Status Interface

Movement Select movement type to determine turning radius and/or deceleration penalty.
Acc
Top % Enter a percentage to modify the top speed of the vehicle.
Fatigued Check this box if the power souce, such as horses, has become fatigued. This will affect the Top Speed.
Top The calculated Top Speed.
Start Vel. Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.
Change Amount to accelerate or decelerate for the turn.
Final Vel. Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.
Decel. Pen. Deceleration Skill penalty to DX roll or operation skill.
Turn Radius The minimum distance in yards (hexes) the vehicle must travel to make a 90-degree turn. B463.
Tight Turn Penalty to DX roll or operation skill for tight turns.
HT Vehicle Health Roll.
  • If suffering a Major Wound.
  • To avoid catching fire, exploding, etc.
  • When reduced to zero or less HP.
  • Being used if HP is less than zero.
  • If -1xHP or -5xHP, HT Roll to avoid being destroyed.
HP Scale Select a HP Scale. B470. This will update the Hit Points to the right and the hit location armor.
MW Major Wound threshold of the vehicle. If the vehicle suffers a major wound, GM may call for a HT roll. On a failure, one or more systems fail. B484.
SM Vehicle's size modifier, B463.
Hnd Vehicle Handling modifies Control Rolls, B466.
SR Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.
Velocity The current velocity if the vehicle.
Altitude The current altitude of the vehicle.
Depth The current altitude of the vehicle.
HP Effects The current altitude of the vehicle.
/
1/2 move

Skill Roll Modifiers

These modifiers affect all skill rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.
Notes
Traits:
Summary:
Modifier: Enter a custom modifier and optional reason to apply to any rolls on the this table.
Reason: Describe the reasons why you entered the custom modifier.
Final Modifier: The final modifier that will be applied to the effective skill level.
 
 
Name Enter the name of the crew member.
Location Enter the location of the crew member.
Fat Check this box if the crew member has become fatigued.
Weight Enter the weight of the crew member.
On Check if the crew member is on or in the vehicle. If checked, the crew member weight will be added to the total weight of the crew.
Skill Enter the name of the skill that will be used for the roll, use a skill that is appropriate for the crew member's role on the vehicle. For example, if the person is a driver, enter Driving (automobile) as the skill name.
Base Enter the base skill level.
Mod Enter an optional long term skill modifier, this will be applied to the Base skill level.
Level This is the final skill level that will be used with the roll.
Control If checked, the skill roll is a vehicle control roll, the results will updated to reflect the roll type.
 

Notes

Enter notes about the crew member.
Reason for mod:
Role: Enter the role of the crew member.
FP (Current/Max):
/

Notes

Enter additional notes about the vehicle loadout.

Vehicle Maneuvering and Status Interface

Movement Select movement type to determine turning radius and/or deceleration penalty.
Acc
Top % Enter a percentage to modify the top speed of the vehicle.
Fatigued Check this box if the power souce, such as horses, has become fatigued. This will affect the Top Speed.
Top The calculated Top Speed.
Start Vel. Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.
Change Amount to accelerate or decelerate for the turn.
Final Vel. Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.
Decel. Pen. Deceleration Skill penalty to DX roll or operation skill.
Turn Radius The minimum distance in yards (hexes) the vehicle must travel to make a 90-degree turn. B463.
Tight Turn Penalty to DX roll or operation skill for tight turns.
HT Vehicle Health Roll.
  • If suffering a Major Wound.
  • To avoid catching fire, exploding, etc.
  • When reduced to zero or less HP.
  • Being used if HP is less than zero.
  • If -1xHP or -5xHP, HT Roll to avoid being destroyed.
HP Scale Select a HP Scale. B470. This will update the Hit Points to the right and the hit location armor.
MW Major Wound threshold of the vehicle. If the vehicle suffers a major wound, GM may call for a HT roll. On a failure, one or more systems fail. B484.
SM Vehicle's size modifier, B463.
Hnd Vehicle Handling modifies Control Rolls, B466.
SR Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.
Velocity The current velocity if the vehicle.
Altitude The current altitude of the vehicle.
Depth The current altitude of the vehicle.
HP Effects The current altitude of the vehicle.
/
1/2 move
Inventory
Where is the item located? If you entered a Parent ID in the expanded notes area, this field will be updated with the name of the parent inventory item.
TL
Legality Class B267.
Reference to book and page numbers.
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
Carried
Is the item being carried at the moment?
#
$
$+
W+
For inventory, the row id can used to link an inventory item to a parent item.
That means, if you uncheck the ON checkbox, all the child inventory items will also become unchecked.
You can use the row id with macros.
For inventory, the row id can used to link an inventory item to a parent item.
That means, if you uncheck the ON checkbox, all the child inventory items will also become unchecked.
You can use the row id with macros.
Select the indent level of the inventory item. This is handy to help show the item belongs to a parent item.
Notes
Macro Content
After sorting, please open/close the notes for one item. This will fix the weirdness caused by the Roll20 sorter.
Standard gravity is based on 1G, earth normal.
If gravity is over 1G, then add your weight and encumbrance then multiply by Gravity - 1. Add this value to your encumbrance.
If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.
See B350.
Total monetary value of all items (carried or not).
Total weight of all items carried.
Grand total of PC's weight: , and all items carried.

Team Effort

Group effort where skilled characters to cover for unskilled characters, such climbing, hiking, and group stealth. One roll is used for the entire team. B185.

Extra Effort

+%

Drinking and Intoxication

Tool based on Drinking and Intoxication from B439.
per hour No roll needed

Sobriety Level

Track the character's current sobriety level.

Stop Drinking Checks

After you stop drinking, check for hangovers and recovery.
tipsy or worse.
after hours

Damage to Objects

This tool is based on the rules starting at B483.
 
 

Effects of Injury

Unliving are less vulnerable to impaling and piercing damage. B380. Impaling and huge piercing modifiier x1; large piercing, x1/2; piercing, x1/3; and small piercing, x1/5.
Impaling and huge piercing modifiier x1/2; large piercing, x1/3; piercing, x1/5; and small piercing, x1/10.
Impaling and piercing attacks never do more than 1 HP! Other attacks can't do more than 2 HP. Exception: Area-effect, cone, and explosion cause normal damage. B380.
If limb/extremity is crippled, it breaks off! Roll vs HT, on success it is one piece, otherwise it shatters/liquefies. If HT roll to avoid death fails, object is instantly destroyed. B136.
On a Major Wound from a burning or explosive attack, roll vs HT to avoid catching fire. If the burning/explosive attack does 10 + HP of object, object is on fire. Burning objects suffer 1d6-1 burn damage per second until extinguished. B136.
On any critical failure HT roll due to a Major Wound, object explodes. If object fails HT roll vs Death, it explodes. Damage is 6dx(HP/10) crushing explosion. B136.
On any Major Wound, roll vs HT; -3 if burning/explosive attack, -3 if vitals were struck, -6 if both. On failure start burning for 1d6-1 burn damage per second. If burning, any failed Death roll will cause an explosion, 6dx(HP/10) crushing explosion. If object is Combustible, any burning or explosive attack that inflicts either a major wound or 10 + HP will automatically set object ablaze. B136.
Automatically fail Death roll at -HP, that much damage severs object from the force that animates it. B136.
Damage can disrupt functionality, apply usual shock damage to any use of the object, GM discretion. B483.
When a machine with many subsystems suffers a major wound, roll vs HT. On a failure, one or more systems fail. B483.
Artifact suffers halved effectiveness, at the GM's discretion. B483.
Each second object is under stress, roll vs HT. On a failure, object suffers severe malfunction and is disabled. B483.
HP
At each HP level listed, roll vs HT, on a failure the object is destroyed. B483.
At the listed HP level, object is destroyed. B483.

Repairs

Repairing and maintaining objects based on rules from B484 to B485.
Object must have a 1 or more hit points remaining. Each successful repair attempt restores 1 HP plus margin of success.
Object has zero or negative hit points. Requires spare parts at a cost 1d6 x 10% of the original price of the object. Each successful repair attempt restores 1 HP plus margin of success.
30 minutes
30 minutes

Breaking Bindings

Breaking bindings tool based on rules from GURPS Low Tech 130.
Prisoner must win a Quick Contest of their ST versus rope's ST. Each attempt takes a minute and costs 1 FP; repeated attempts have a cumulative -1 ST to the prisoner's ST. If prisoner loses and bindings are thin wire, prisoner suffers 1 HP of cutting damage. Critical Failure means a temporarily crippled arm. GURPS Low Tech 130.

Hearing Distance

Based on Hearing rules on B358 and GURPS Powers Enhanced Senses p21.

Stealth vs Perception

Stealth vs. Perception is based on rules from B222 and rule clarification from Kromm posted on Steve Jackson Games Forums.

If a watcher is actively looking for intruders, roll a quick contest.

 
 
 
 
Move > 1 (-5) Check if the character is moving over 1 yard per second. B222.
vs. Disc. Smell (-5) If the observer has Discriminatory smell, apply a -5 modifier.
 
 
 
Disc Hearing (+4) If the observer has Discriminatory Hearing, apply a +5 modifier.
 
Hard of hearing (-4) If the observer has Hard of Hearing, apply a -4 penalty.
 
 
 
Hyperspectral (+3) If the observer has hyperspectral vision, apply a +3 bonus.
 
 
In plain sight (+10) If the character performing the stealth is in plain sight, apply a +10 modifier.
 

Kromm:

  • Not Being Seen: Win a Quick Contest of Stealth vs. your subject's Vision. Your SM modifies watcher's Vision roll.
  • Not Being Heard: Win a Quick Contest of Stealth vs your subject's Hearing. Your SM has no effect.
  • If you can be seen and heard, just roll once, but use the worst odds

Climbing

Climbing tool is based on rules from B349.

Digging

Digging tool is based on rules from B350-351.
 
 
x 
 
x x

Travel Time and Distances

This tool uses the rules from Dungeon Fantasy 16 Wilderness Adventures p20-24, which is based on rules from B351.

Terrain

Foraging

Tracking

Travel Speed Modifier

Mitigating Circumstances

Use the table below to enter in mitigating circumstances such as using the Hiking skill to improve speed. If you're actively tracking or maybe "patrolling" while traveling.
 
Apply
Mitigator Enter a memorable name for the mitigating circumstance, use the notes box to provide additional details.
Percent Enter a percent value that will be used to modify the travel speed. NOTE: Use only number, don't add the percent sign.

Notes

Cold Exposure

Exposure to cold conditions and thermal shock, see B430.
minutes
Clothing
Wet clothes, -5
Effective Comfort Zone
()

Heat Exposure

Exposure to heat conditions, see B434.
minutes second, armor protects DR x 3 seconds.
Encumbrance
Effective Comfort Zone
()

Custom Skill Macro 1

Custom Skill Macro 2

Custom Skill Macro 3

Custom Skill Macro 4

Custom Skill Macro 5

Custom Skill Macro 6

Latest Changes: Updated

Suggestions

    Please note: I, Mike W, and MadCoder are not one of the original authors of this sheet. All we have done is to fix a number of small issues, changed some formatting, and implemented some suggested changes. The basic functionality of the sheet has remained the same.

    The original authors are Devindra Payment (@Ardnived), Joseph Mason (@sdJasper).

    To report any Issues or a Suggestion, please use the Roll20 forum under Character Sheets & Compendium. I have created a thread named: [GURPS] - Sheet #1 - Thread 2 (that seems to be similar to the naming convention used by other sheets).

    https://app.roll20.net/forum/post/10667695/gurps-sheet-number-1-thread-2

    In your post, please specify if it is an Issue or Suggestion with as much detail information as possible. Screen shots help a lot! I am just learning to work with HTML and CSS so I may not be able to do everything requested. I make no promises on how fast I may be able to implement a Fix or a Suggestion - so please be patient. -Thanks, Mike W.

    If there are others that are working on or wish to work on this sheet, lets coordinate using the Roll20 forum for now - perhaps later we can use GitHub.

Version:

Pull Request:

  • BUGFIX: A couple of translation updates and fixing a page reference for Aim. Suggested by Spriteanon and Uncle Mojo.
  • BUGFIX: When adding a brand new spell, not all of the modifiers were correctly added. This has now been fixed.

Version: 2.23.0

Pull Request: 7/16/2024

  • BUGFIX: Updated the Roll20.json file link to point to Roll20's master repository, the other link was out of date.
  • BUGFIX: Fix display of Sort & Indent button, there was a style change that hid the button.
  • BUGFIX: GCS Exporter. Updated all skills to be treated as a string instead of a number because GCS can return an empty value for a number. Support from EMP TeemoMobile.

Version: 2.22.0

Pull Request: 7/2/2024

  • BUGFIX: Fixed bug where sprint value was not calculating correctly for zero encumbrance.
  • ENHANCEMENT: Combat > Your Hit Locations tab. Added a checkbox to each armor layer. The checkbox indicates if the armor is "On" or "Off". Toggling the checkbox will update the armor summary.

Version: 2.21.0

Pull Request: 6/18/2024

  • ENHANCEMENT: Combat > Defense Tab > Active Defense. Updated Parry Heavy Weapon chart to round to decimal places.
  • BUGFIX: Fixed bug where the spell roll effective skill was using the ranged modifier tool instead of the spell modifier tool.
  • ENHANCEMENT: Updated the Sprint value to be based on the current encumbrance level.
  • ENHANCEMENT: Melee skill roll: added the weapon weight.
  • ENHANCEMENT: For melee and ranged attacks, added a new tool that auto-calculates damage rolls based on thrust and swing damage.

Version: 2.20.0

Pull Request: 6/13/2024

  • BUGFIX: Fixed bug where all rolls were showing the note "If parrying weapon is or less, check for breakage. B376." Reported by Niccy_Everson and Cal Godot.

Version: 2.19.0

Pull Request: 6/12/2024

  • NEW: Combat > Your Hit Locations Tab. Added a note for Large-Area Injury. If you apply a hit location template, there is now a Large-Area hit location.
  • ENHANCEMENT: Roll Modifiers Toolbox for Melee attacks. Added a modifier for attacking through unfriendly hex. B388.
  • ENHANCEMENT: Roll Modifiers Toolbox for Active Defenses. Added a modifier for attack from a side hex. B390.
  • ENHANCEMENT: Tools > General > Drinking and Intoxication Tool. If drinks consumed is less than ST/4, the die button is replaced by the text "No roll needed." Requested by Demented Avenger.
  • ENHANCEMENT: Active Defenses. Added a new field for weight of the parrying weapon and tool to calculate weapon breakage. B376.
  • ENHANCEMENT: Melee Attacks. Added a new field for weight of the attacking weapon and tool to show the parrying weapon's breaking point. B376.
  • BUGFIX: Skill roll was not setting values for max 9, and summary.
  • BUGFIX: Technique skill roll was not setting values for max 9, and summary.
  • BUGFIX: Defense roll was not setting values summary.
  • BUGFIX: Melee skill roll was not setting values for max 9, summary, hit location, maneuver, and all-out attack.
  • BUGFIX: Ranged skill roll was not setting values for max 9, summary, hit location, maneuver, and all-out attack.
  • BUGFIX: Fixed the styling for the Duplicate button for melee and ranged attacks.

Version: 2.18.0

Pull Request: 5/20/2024

  • NEW: Melee and Ranged damage rolls automatically calculate Blunt Trauma Damage based on rules from Flexible Armor and Blunt Trauma B379.
  • ENHANCEMENTS:Updated GCS Roll20 Export Code
    • Added GCS Equipment.Other to Roll20 Inventory Export.
    • Updated Active Defense to replace the "F" and "U" with an empty string. Example, "11U" is updated to "11" for a parry defense. Roll20 only allows numbers for defenses, otherwise the roll will not work.
    • Fix bug with Vision Points.
    • ACTION: Please update your Roll20.js file, see Gear Icon > Import > GCS Instructions.
  • BUGFIX: Fixed issue with adding hit locations, size modifier was incorrectly being applied.

Version: 2.17.0

Pull Request: 5/14/2024

  • NEW: Added Drinking and Intoxication tool, located under Tools > General.

Version: 2.16.0

Pull Request: 5/7/2024

  • ENHANCEMENT: Update Combat Tab > Tools > Demolition > Fragmentation tool; added skill modifiers for hitting targets.
  • NEW: Added Breaking Bindings to Tools > Structural tools tab. Based on Breaking Bindings rules from GURPS Low Tech Page 130.

Version: 2.15.0

Pull Request: 4/22/2024

  • NEW: Chat results now have their own set of styles to select from, the value will default to the current character sheet style.
  • ENHANCEMENT: Under Skills, a new subsection has been added named Familiarities.
    • USER ACTION: Any skill used to operate equipment, for example - Guns (Pistol), Driving (Automobile), and Electronics Operation (Communications), take a penalty when you are faced with an unfamiliar type of item. You should start updating the appropriate skill equipment Familiarities. (See Familiarity B169).
  • ENHANCEMENT: Under Skills, added popup tooltip for Show Skill Modifier notes (refer to the actual skill description).

Version: 2.14.1

Pull Request: 4/15/2024

  • ENHANCEMENT: Improve contrast of colors for selected custom color theme. Requested and reported by Demon83.
  • ENHANCEMENT: Improve layout and better theme handling for the import tool. Requested and reported by Demon83.

Version: 2.14.0

Pull Request: 4/8/2024

  • ENHANCEMENT: Grimoire tab, spell tables. Added parent/child relationship and sorting, like inventory items. You could create a parent college (remember to set points to zero!) and then set spells to be children of that college. Helps with organizing spell lists.
  • ENHANCEMENT: Heat Exposure tool, added formula to determine Intense Heat Threshold.

Version: 2.13.0

Pull Request: 4/1/2024

  • ENHANCEMENT: Bio/Misc tab, physical description, Added Skin field, requested by Demented Avenger.
  • NEW: Added the Heat Exposure tool, which can be found under Tools > Environmental.
  • BUGFIX: Default setting for Use Custom Layer Labels was not setting correctly, this should fix it.

Version: 2.12.0

Pull Request: 3/26/2024

  • NEW: Added the Cold Exposure tool, which can be found under Tools > Environmental.

Version: 2.11.0

Pull Request: 3/18/2024

  • ENHANCEMENTS: Inventory table. Added a text box to store information for use with an inventory button. This button can be clicked to show the content of the text box and run macros.
    • ACTIONS: You can place macros in the macro content box. If you have a pro subscription you can install libraries that can apply modifiers to a stat, such as hit points.

Version: 2.10.10

Pull Request: 3/11/2024

  • NEW: GCS Export/Import, see the instructions on the import tab. Gear Icon > Import tab.
  • ENHANCEMENTS: Some changes for the importer to work with files generated by the GCS Roll20 exporter.

Version: 2.10.10

Pull Request: 3/4/2024

  • BUGFIX: Active Defense Roll Template. Info Notes not showing correctly.
  • ENHANCEMENTS: A number of behind scenes updates.

Version: 2.10.9

Pull Request: 2/26/2024

  • ENHANCEMENT: Ranged table, when determining if the Number of Shots popup should appear, it now requires the recoil to be zero or higher. If it's a negative number, it will assume you're using a 3rd edition rules and so the popup is not needed.
  • ENHANCEMENT: Hit Location table, increased the width of the Summary columns.
  • ENHANCEMENT: Hit Location table, added the ability to assign custom labels to the layers.
    • Go to the Options tab (gear icon) -> Sheet Options. Scroll to the bottom and look for the section named Hit Location Options.
    • Update the labels for each layer as you like.
    • Mark the checkbox for Use Custom Layer Labels.
  • ENHANCEMENT: General tab, Current Movement speed. If you don't have enhanced movement, it will now display your sprinting speed, see B394 and B354.
  • NEW: Added a new rolltemplate named columnlayout. You can use this rolltemplate with your custom macros and can manage a 3 to 5 column table layout. For more information, go to the Help tab, Other sub-tab, and look under the section titled Roll Template 3 to 5 Columns.
  • NEW: Added quick modifier tables to Melee and Ranged tabs. This will allow a player to quickly add a modifier to their attack roll and use the checkbox to apply them. This is helpful if you have a common modifier you like to apply, such as Rapid Attack, Move and Attack, etc.
    • ACTION: To view the new quick modifier tables, click the Sheet Options (gear icon) tab and then go to the Sheet Options sub tab, look for the section titled Quick Modifier Options.
    • ACTION: If you would like the quick modifiers to visible on new character sheets, you can set the options on the game level by going to your game landing page, go to game settings, and update the options for quick modifiers.
  • BUGFIX: Fixed bug where the minimum damage for ranged attacks was not being calculated correctly.
  • BUGFIX: Ranged weapons table, malfunction options. The malfunction options were not being implemented correctly after the conversion to get margin of success/fail and number of shots that hit.

Version: 2.10.8

Pull Request: 2/19/2024

  • ENHANCEMENT: Ranged attack table. If you enter a ROF greater than 1, the attack roll will ask for the number of shots fired and the roll results will show the number of hits based on recoil. If there's no recoil entered, it will assume the recoil is 1.
    • ACTIONS: The ranged attack table should automatically update the new shots fired macro when the sheet loads, but it's possible it doesn't. In that case, just change the ROF for a ranged attack and the macro should get updated.
  • DISPLAY BUGFIX: Fixed the order of fields for the Modifier Tool Summary box. Reported by Demented Avenger.
  • ENHANCEMENT: Hit Location Table, each hit location has a toggle notes button, in addition there are two links to open and close all notes. Requested by Tommi.

Version: 2.10.6

Pull Request: 1/8/2024

  • ENHANCEMENTS: Updated layout for tools Damage to Objects and Repairs. Added option to select pounds or kilograms for Damage to Objects.
  • NEW: Added Stealth vs Perception tool.
  • ENHANCEMENT: Increased input width for Height. Changed drop-down options from WILL to Will. Requested by Uncle Mojo.
  • ENHANCEMENT: For chat damage roll results, moved Damage Notes just above the damage type description.

Version: 2.10.5

Pull Request: 1/2/2024

  • NEW: Added Climbing tool, located under Tools > Feats. Select User Metric Distances & Volumes to see metric values.
  • NEW: Added Digging too, located under Tools > Feats. Select User Metric Distances & Volumes to see metric values.
  • BUGFIX: Updated title from Detailed Format to Detailed. Reported by Tommi.
  • ENHANCEMENT: For the Your Hit Locations tab, added a border around damage taken to increase visibility. Suggested by Tommi.
  • ENHANCEMENT: Refactored the tool Object Hit Points to Damage to Objects based on rules from B483.

Version: 2.10.4

Pull Request: 12/4/2023

  • NEW: Added new sheet option Use Metric Distances, which is currently only implemented by the Travel Time and Distance tool.
  • ENHANCEMENT: Travel Time and Distances tool.
    • The Add Items button is functional and can be used to add a number of default skills to use.
    • If the sheet option Use Metric Distances has been selected, values will display in metric.
  • BUGFIX: Updated default values for Editable Wound Modifier Notes.

Version: 2.10.3

Pull Request: 12/4/2023

  • BUGFIX: Fixed bug where you had to select a sheet-type at the bottom of the character sheet to see the Tools menu.
  • BUGFIX: Fixed bug where custom macros were added to damage rolls for melee and ranged attacks.
  • BUGFIX: Fixed bug with macros not honoring the checkboxes correctly due to duplicate fields.
  • BUGFIX: Fixed bug with range tool where the braced modifier wasn't updating correctly. Reported by Ctelin Ajira.
  • ENHANCEMENT: Added sort by option for the Hearing Distance tool.
  • NEW: Added the Travel Times and Distances tool, which is based on Dungeon Fantasy 16 Wilderness Adventures p20-24
  • NEW: Phase One of updating Rolls to use Roll's Custom Roll Parser. This allows us to manipulate the data for rolls.
    • All skill and attribute rolls that are NOT in a repeating section of have been updated to use the Roll Parser. They now show difference in your roll.
    • On the Combat Tab, Tools Sub Tab, the Fragmentation Damage Skill Roll will show the number of rounds that hit the target, based on a recoil of 3.

Version: 2.10.2

Pull Request: 11/27/2023

  • REVISION: Moved the custom macros for each repeating table to a Global Custom Macro section, under the Options tab.
    • There will be a total of six global custom skill macros, and you can provide a name and the macro you created.
    • For most of the repeating tables with skill rolls, you will be able to apply your custom macros to a skill by expanding the skill and checking which custom macros you would like to use for that skill.
    • ACTION: If you have created a custom macro, you will find it under the new Global Custom Macro. I would suggest renaming the macro to something appropriate. Next, apply the macro to the skills of your choice, you are no longer limited to a specific repeating table.
  • NEW: Add a Hearing Distance tool to help calculate hearing modifiers based on sound and listener's distance.
  • ENHANCEMENT: Tweaked layout of roll result for success/fail notes and layout of custom note boxes.

Version: 2.10.1

Pull Request: 11/20/2023

  • REVISION: For roll results, moved the Target row (AKA Effective skill) just after the roll, followed by possible success/fail notes. Had to do some fancy work to get it to work right.
  • REVISION: If damage type is one these "Crushing (cr)", "Affliction (aff)", "Special (spec)", "Knockback (knock)", the minimum damage is set to zero.
  • REVISION: Update tooltip for Fright check threshold.
  • ENHANCEMENT: Chase Control Sheet is completely functional with tooltips, handling static states, and additional information when rolling a chase skill roll.
  • NEW: Added a new top-level item named Tools. The Tools has several tabs for different types of tools for use with GURPS and general roleplaying.
  • NEW: Tools added: Team Effort, Extra Effort, and Object Hit Points.

Version: 2.10.0

Pull Request: 11/13/2023

  • NEW: Added a new Sheet type for Chases. The chase control sheet is functional, the next iteration will include tooltips, revisions, and more helpful instructions.
  • NEW: Added a sheet type selector to the footer in case there are weird things with Roll20 that break your character sheet.
  • FIX: Roll Result Template. Moved the target field (aka effective skill) above the actual roll since the original target field was getting lost after the success/fail notes. Resolved a couple critical fail notes logic bugs.
  • GURPS 2.9.20 - Re-added Updates
  • ENHANCEMENT: Traits tab, languages. Added an action button to expand a notes area for each language.
  • ENHANCEMENT: Roll template update, moved Notes: to a separate row and then applied a title prefix, if needed. For example, if you entered notes for a Ranged Attack, the roll result chat will have a title called Weapon Notes then the notes are displayed below it.
  • ENHANCEMENT: Combat tab, ranged sub-tab, updates to Thrown Object Tool. Added additional notes and ability to link to DX, Skill, or Technique.
  • ENHANCEMENT: Updated tooltips for Active Defense, Dodge and Retreat (vs. Melee Attacks Only), ACC, AIM BONUS, and Unconsciousness.
  • ENHANCEMENT: All damage rolls automatically implement negative modifier rules from B378 based on appropriate damage type, "A negative modifier can't reduce damage below 0 if the attack does crushing damage, or below 1 if it does any other type of damage."
  • BUGFIX: Fixed issue during load of the latest version of the character sheet. The modifier columns for languages were not calculating correctly.

Version: 2.9.19

Pull Request: 10/23/2023

  • BUGFIX: Languages were not totaling correctly during a load of a new version of the character sheet. This is has been fixed, reported by Lloyd J.
  • BUGFIX: Possible issue with Spell Rolls. There's a field named `spell_roll_max_nine` that is no longer needed. This field was completely removed now, so if you had issues with Spells rolls, it should be fixed now. Reported by user on Discord channel.
  • NEW: Initial development of selecting a customized sheet, such as a vehicle sheet.

Version: 2.9.18

Pull Request: 10/16/2023

  • ENHANCEMENT: Tweaks to several tooltips.
  • ENHANCEMENT: Subdivided the Bio\Misc into sub-tabs for Bio, Reactions, Training, and Campaign, which is a placeholder for future fields.
  • ENHANCEMENT: Grimoire tab, repeating spells table. Added a new option named Rule of 16, checked by default, found by clicking the Gear icon on the nav menu, then the Sheet Options sub-tab. It is under the section labeled Spell Options. If checked, the effective skill of a spell that requires a resistance will use the Rule of 16. B349.
  • BUGFIX: Death check roll was using the Unconscious level, fixed to use the Death Check level. Noticed by Ctelin Ajira.

Version: 2.9.17

Pull Request: 10/9/2023

  • NEW: Added custom macro text boxes for Skills, Defense, Melee, Ranged, and Spell rolls. To view the custom macros, expand the notes section at the top of each section.
  • ENHANCEMENT: On the Option Rules tab, added a Reset Spell Notes button. If clicked, the existing notes are replaced with the original notes.
  • ENHANCEMENT: Under Sheet Options\Rules, added text entries for the Success\Fail\Crit Success\Crit Fail text for Fright Check, Unstun, Knockdown and Stunning, and Unconsciousness.
  • ENHANCEMENT: Under the General Page for HT, updated the ToolTip.
  • FIX: Under Combat\Ranged for the Ranged Calculator Tool, fixed a synchronization issue with the Reset button that wasn't applying the updates to modifier tool.

Version: 2.9.16

Pull Request: 9/18/2023

  • Added Reason for Mod to Hit Point and Fatigue Point columns.
  • Updated tooltip notes for Recover from Physical Stun Check, Knockdown and Stunning Check, Unconsciousness Check, and Death Check.
  • Range Calculator Tool: Updated modifier summary to include the number of shots fired. Fix macro help tooltip for the Fired input box.

Version: 2.9.14.1

Pull Request: 9/18/2023

  • Updated toggle buttons from Arrow buttons to an intuitive Plus/Minus buttons, with hover state to help provide feedback. The update also reduces the footprint of the toggle button.
  • Added additional reason modifier buttons and text box for attributes, which involved tweaking the layout to add space for the toggle buttons.
  • Updated tooltips for GURPS Horror Stress & Derangement rules.

Version: 2.9.14.1

Pull Request: 9/11/2023

  • Added a toggle for ST, DX, IQ, Per, and Will attributes. Clicking the toggle will show/hide a reason for modifier box.
    • CSS fix to allow entering values for these attributes.
  • Melee tab, roll modifier tool dialog box. Fixed bug where selecting the posture doesn't update the modifiers. Reported by valkray
  • Roll Modifier Dialog Box. Added tooltip for the Traits heading and added a section titled Temporary Traits, which will cover cases such as spells and other mitigators.

Version: 2.9.13

Pull Request: 9/5/2023

  • Combat Tab. Melee and Ranged attack tables. Added a Duplicate button. Click the button to duplicate the attack, useful for quickly creating alternate attacks based on ammo type or something similar.
  • Traits Tab. Disadvantages table. Added a checkbox labeled Check to make the results a whisper to GM only. If checked, the control roll will be whispered to you and the GM.

Version: 2.9.12

Pull Request: 8/28/2023

  • On character load. The roll modifier toolbox for each section is cleared out, ready for a clean start.
  • Ranged Calculator Tool. Added a checkbox for Bracing your weapon.
    • Recent incorrect translation for the title caused display issue, made updates to prevent display issue.
  • Roll modifier tools. Style update to move roll modifiers tools above the repeating tables to allow for additional updates later.
  • Grimoire Tab.
    • The modifiers for On Penalty and Concentration Penalty are now automatically applied to spell skill levels.
    • Added a new custom spell modifier box, this covers special cases like taking a potion that raises IQ but not spell skill levels.
  • List of minor changes: success/fail notes in chat updated to use correct font. Updated warning text for effective Defense Score of 0 or less.

Version: 2.9.11

Pull Request: 8/14/2023

  • Shotgun Damage Tool. Changed the title, added some additional tooltips, and moved the DR multiplier note next to the damage roll.
  • Spell Roll Chat Log. Streamlined some of the content so spells take up a little less space.
  • List of minor changes: roll results notes font size changed from 13px to 12px.
    Moved the custom success/fail messages for spells just below the roll result in chat dialog.
    Fixed bug where repeating languages were not calculating correctly.

Version: 2.9.10

Pull Requst: 7/31/2023

  • Traits Tab. Improve ability to drag/drop repeating culture items.
  • Skills Tab. Moved the field Reason for MOD (Modifier): to it's own line and expanded the input field.
  • Active Defense Rolls. Updated title of roll template to be [type of defense] using [defensive name]. Example, Unarmed Parry using punch.
  • Several small changes to text information; Active Defense notes for INFO field updated to show page 269 instead of 208.
  • Several small changes to text information; Active Defense notes for INFO field updated to show page 269 instead of 208. Added some additional help text show if malfunction is enabled or disabled.
  • Repeating Skill Chat Log Roll. If there's a Tech Level associated with the skill, it will be appended to the name.
  • Melee Tab - Max skill of 9 checkbox. Fixed bug where the summary would show "Mighty Blow 1 FP per attack. +2 Damage or +1 per die!".

Version: 2.9.9

Pull Requst: 7/17/2023

  • Inventory Tab. Increased the indent level of child items and increased the number of indents to 6 and other code improvements to prevent bugs.
  • Combat -> Defense Tab. Updated repeating active defenses to show DB notes.

Version: 2.9.8

Pull Request: 4/18/2023

  • Inventory Tab. Added a Sort & Indent button. The button will sort the inventory alphabetically and then update the indent level of a child item.
  • Import GCA5. Added a button to delete repeating sections/tables before importing a character.

Version: 2.9.7

Pull Request: 4/2/2023

  • Bugfix: Stress and Derangement wasn't being divided by 2, rounded up.

Version: 2.9.5

Pull Request: 3/20/2023

  • My Modifier on Chat Window Skill Rolls. A new row was added to the chat window to show what number you entered in the pop-up dialog box.
  • New Sheet Option. Display Roll Modifier Summary in Chat Window. If checked (by default), the roll chat window will show a summary of modifiers, if any. This option is available on the campaign level and character sheet level.
  • Combat Tab - Common information tab. Fixed the tooltip for Size Modifier, this refers to your Size Modifer. Reported by underjack.
  • Chat Window Roll Results. Added some formatting, including highlighting the Malfunction warning.
  • Grimoire tab. Added collapsible notes area.
  • Traits notes, removed some unnecessary text from default critical fail/success notes.
  • Repeating Melee and Ranged Tables. Increased the width of the Reference field and updated tooltip.
  • Hit Location & Armor Table. Added a new column to show the final to hit penalty, it will total the modifier for the hit location and the Size Modifier. This should avoid weird syncing issues when changing hit location and size modifiers. Based on feedback provided by underjack.
    • Note: When the sheet is updated, it will attempt to remove the size modifier from the hit location modifier. However, this may not work, you may have to manually adjust the hit location modifier.
  • Added new Help Section. This is the first iteration and will be expanded and revised over time.

Version: 2.9.4

Pull Request: 2/6/2023

  • Wound Modifier Notes: Added formatting to improve legibility on roll template.
    • To update the Wound Modifier Notes for an existing character, go to the Options->Rules tab and under the section Editable Wound Modifier Notes click the reset button.
  • Slam, Falling, and Collision damage notes revisions. Added damage type to Falling and Collision. If the damage type is other than crushing damage is halved.
    • Notes in roll template. Collapsible notes section should be available when the character sheet is updated to work with Roll20s non-legacy html/css.

Version: 2.9.3

Pull Request: 1/20/2023

  • Revised how the Combat Reflexes checkbox modifies Fright Check and Dodge. It no longer directly updates the Fright and Dodge Modifier input boxes, instead hidden fields are used to store the values. This will be more reliable and avoids conflicts with users who don't use the combat reflexes checkbox. This also fixes an error that was occurring when importing characters.
    • NOTE: When updating to the newest character sheet version, if you had combat reflexes checked, it should move...
    • the +2 fright check bonus from the Fright Check Modifier Input box to the new Combat Reflexes Fright Check Modifier. You can see this modifier by hovering over the tooltip for Fright.
    • the +1 dodge bonus from the Dodge Modifier Input box to the new Combat Reflexes Dodge Modifier. You can see this modifier by hovering over the tooltip for Dodge.
  • GCA5 Point Summary Table. Split points for Cultural Familiarities into a separate row.
  • Combat tab - Damage table. Updated the layout by moving Wounds and Notes text boxes below the armor location data row. The summary table is now editable but be aware that editing one of the other layer text boxes will overwrite any changes you made. The order of the columns changed a little in order to accommodate the responsiveness of different armor layers.
  • Minor bugfix when adding a brand new language to set default values correctly.
  • General tab - Left attribute column. Added a new section for Stress and Derangement for GURPS Horror 4th Edition.
  • Combat - Defense Tab. Fixed bug where the note on the roll table Alert: Max effective skill is 9 is displayed for new characters whenever an active defense is rolled.

Version: 2.9.2.2

Pull Request: 1/16/2023

  • 2.9.2.2 - Added a fix for broken techniques table. Reported by JanMikal.
  • 2.9.2.1 - Added a quick fix to the default values when adding a new language.
  • Important: Point Summary Table. Added a new option for the GCA5 format. In addition, any negative attributes or a negative racial template total are treated as disadvantages.
  • For Skills, Melee, and Ranged tables. If the Max skill of 9 is visible and if it is checked/unchecked, then the effective skill is now updated to reflect the checkbox.
  • Roll Modifier Tools. Each repeating section has a toolbar to modify the effective skill and other roll traits.
    • A few options were added to the Roll Modifiers Toolbar and the syncing of data between the Roll Modifiers Toolbar and Roll Modifiers Toolbox have been improved.
    • The buttons to view the Roll Modifiers Toolbox is always available now, you no longer have to set the character sheet options or the Campaign Options to view them.
  • Repeating Skills - Attribute drop-down. The value for 10 is highlighted to show that a non-standard value was selected. This is helpful if something happened while importing the character.
  • Repeating Languages - Add a checkbox for Language Talent. If checked the drop-down will be updated to show the new costs. You can also manually modify the costs of spoken/written for special circumstances.
  • Repeating Ranged Attacks - Fixed bug where malfunction was modifying the effective skill.
  • General Tab - The turning and velocity modifiers tool is no longer hidden by a toggle button.
  • Grimoire Table
    • Updated the tooltip for Resist column name.
    • Added Difficulty T/H. This covers the situation for ritual magic spells. Suggestion: Set the points to 0 and use the modifier to get the correct spell level. Place the magic ritual spell on the Techniques table.
  • GCA5 Import. Equipment cost is rounded to 2 decimal places. Weight is rounded to 3 decimal places.
  • Predefined Dodges - For Dodge, Dodge and Retreat, and Dodge and Drop, the roll result on the chat window will show current modifiers from HP and/or HP loss and encumbrance level.

Version: 2.9.1

Pull Request: 10/12/2022

  • Updated all Macro Tooltips to use a standard, more useful naming convention.
  • Several minor updates to tooltips.
  • For new character sheets, there are now default values for a trait's (Advantages/disadvantages) critical success and failure notes.
  • Shotgun Tool. Added roll template note multipliying targets DR.
  • Hit Location - Low Tech. Added new hit locations and notes.
  • Melee and Ranged Attacks. Renamed Success and Fail labels to Hit and Miss. Added reference field and display on roll template.
  • Technique Roll Template. Added parent name below the name of the technique.
  • Combat - Defense tab. Updated tooltip for Dodge and Drop.

Version: 2.9.0

Pull Request: 10/12/2022

  • Options -> Import subtab.
    • This is a new feature with the ability to import GCA5 characters and can be used for importing GCS (once an exporter has been built) characters.
    • NOTE: The GCA4 Import has been depracted and will not be updated.
  • A few tooltip updates requested by Captain Joy.
  • Skill Rolls. Rolls of 1 will be highlighted Green, while rolls of 6 are highlighted Red. Requested by Tommi.
  • Removed minimum value for trait levels, to allow for possible 0 or negative levels. Requested Alexander W.
  • Combat tab. Defense sub-tab. Repeating defense, added tooltip for Talent Level.

Version: 2.8.4

Pull Request: 9/6/2022

  • Options tab. Sheet Options sub-tab. Updated Resync button to change colors when clicked. Thanks to Onyxring's Roll20Async functions!
  • Repeating Skills, attribute drop-down. The character sheet uses an old method to link skills to an attribute. The old method might not trigger correctly when an attribute like Dexterity is changed. Solved the issue by tricking the system into resyncing skills when an attribute is changed.

Version: 2.8.3

Pull Request: 9/1/2022

  • Options Tab. Sheet Options sub-tab. Resync button - when resyncing skills and and spells, it now pulls the latest attribure value. Depending on the size of character sheet and other performance issues, sometimes updating an attribute like Dexterity doesn't update all the related skills that use that attribute.

Version: 2.8.2

Pull Request: 8/29/2022

  • Options. Sheet-options tab. Added initial Resync button. First iteration resyncs Skills, Techniques, and spells, along with items linked to them. Followed by resyncing the weight and cost of items in the inventory.

Version: 2.8.1

Pull Request: 7/31/2022

  • Skills Tab. Add a collapsible notes area.
  • Skills Tab. Added an indicator to show a skill has Conditional notes
  • Combat Tab. Add a collapsible notes area.
  • Combat Tab. Defense sub-tab. Increased the height of the DEFENSE BONUS (DB) NOTES box.
  • New Slam Tool. Moved to Tools sub-tab.
  • Editable Wound Modifier Notes: Updated initial default notes to include Injury to Unliving, Homegenous, and Diffuse Targets. B380. Requested and notes provided by kawaishi. NOTE: If you made changes to one or more wound modifier notes, you will not see the most recent rule updates. However, you can use the new reset button to get them.

Version: 2.8.0

Pull Request: 7/26/2022

  • Repeating Ranged Table. If the malfunction value is used and the malfunction value is lower than the effective skill, the malfunctin value will be used as the effective skill. This will prevent confusion if your roll is says hit but the malfunction description appears.
  • Repeating Skills Table. Added new Conditionals textarea. Useful for keeping track of conditional modifiers for a skill. Such as Navigation (Land): +1 from Compass.
  • Add note to armor divisor, values are rounded down.
  • Combat Tab. Melee sub-tab. Add Slam calculator tool, taylored to the slam tools, instead of using the generic collision/falling damage tool.
  • Combat Tab. Defense sub-tab. Removed misleading success notes for Dodge & Retreat rolls. Reported by Uncle Mojo.

Version: 2.7.9

Pull Request: 3/15/2022

  • Combat Ranged tab. Updated the Range Calculator tool so you don't have to check the sheet option Use Ranged Attack Modifier Tool. If you click the Apply button for the Range Calculator tool, it will apply the modifiers and you will see them on the results table.
  • Traits Tab. Increased the size of the notes text boxes for Advantages, Disadvantages, and Racial Traits.
  • Active Defenses. When adding a brand new active defense, the Combat Reflexes bonus is now applied to the final base skill instead of adding a modifier bonus. Missed feature when converting Combat Reflexes in Version 2.7.8.
  • Active Defenses. Added the option to Dodge or Current Dodge as a link type.

Version: 2.7.8

Pull Request: 3/1/2022

  • Updated the text for tooltips, descriptions, and Add to Turn Order result.
  • Added some additional notes to Editable rules for damage types. NOTE: You can only see the new text if you start a new character.
  • Changed a number of labels for Weight to LBS for pounds, this is due to the new Use Metric Weight option.
  • Added new checkbox option for Use Metric Weights. The option can be selected for a specific character sheet or on the Default Sheet Options. If checked, labels will be changed to show KG and weight formulas updated as necessary.
    • I did a number of tests and tried to find all the locations for weights/pounds and update corresponding formulas, but if you find an error please let us know.
  • Size Modifier Costs for Strength, Hit Points, Lifting ST, and Striking ST was showing the wrong message if you didn't enter the minimum number of Character Points for the attribute. This has been fixed. Reported Niccy.
  • Combat Reflexes checkbox was updated to be more intuitive when updating the items from the custom Active Defenses table. Requested by Captain Joy.
    • When Combat Reflexes is checked, it will apply a bonus to the final skill level, avoiding confusion when updating the mod column and reason for mod description.
    • The first time your character sheet loads with this new version, it should convert custom active defenses to this new method. If you had combat reflexes checked, it will remove the +1 bonus to the mod column and remove the "+1 from combat reflexes" reason for mod description.
    • I would suggest unchecking/checking Combat Reflexes to make sure the conversion worked. You may also need to remove the "+1 from combat reflexes" since it does an exact match and if you modifed the description it might not have gotten removed.

Version: 2.7.7

Pull Request: 2/18/2022

  • Removed a modern javascript operator that wasn't supported by Roll20's API. If you had custom API script, you may have noticed this error. This should be fixed now.
    • SyntaxError: Decimals with leading zeros are not allowed in strict mode.
    • syntaxerror unexpected token '.'
  • Updated the link to the Community Forum GURPS Thread.

Version: 2.7.6

Pull Request: 2/13/2022

  • Updated the hover names for macro help to show the correct usage of the macro. Example change Macro: @{hit_points|max} or Macro: @{NAME|hit_points|max}
  • Bio\Misc Tab. Apply Size Modifier checkbox. The apply modifier now works with Hit Points, Striking ST, and Lifting ST. Added some additional feedback by updating the tooltips for points per level and warning notes if you didn't spend the correct amount. Reported and suggested by Niccy.
  • GCA4 Import Bugfix. If an advantage has an melee or ranged attack with NO skill level (like the Leech advantage), this breaks the import. Added a method to handle that case. Reported by Lloyd J.
  • Huge thanks to Paulo for providing the Portuguese translations and contributing a number of bugfixes and updates to the character sheet.
  • Other Languages currently being translated are French and Russian, huge thanks to our volunteer!

Version: 2.7.5

Pull Request: 1/13/2022

  • Defense table. Fixed display issues with half and quarter damage notes.
  • Defense table. Added note section next to dodges to indicate encumbrance penalty was applied.
  • Defense table. Combat Reflexes. If adding a brand new defense, Combat Reflexes will be added in, if checked.
  • Defense table. Combat Reflexes. Previously when Combat Reflexes was checked, the Reason for Mod was prepended with +1 from combat reflexes. . This has been updated to use [+1 from combat reflexes]. This will help show that this description was automatically added after checking Combat Reflexes. Please don't change this description, since it will be removed when unchecking Combat Reflexes, if it's changed, then the description will not get deleted.
    • If you have already checked Combat Reflexes, simply uncheck then check Combat Reflexes to update the repeating tables.
    • Also, be sure to check your final modifiers and description when checking/unchecking Combat Reflexes, especially if you manually added in Combat Reflexes or if you used the previous version where the description was prepended with +1 from combat reflexes.

Alpha Release. This is the initial release of the Help Tab. You can provide feedback on the Roll20 Forum - [GURPS] - Sheet #1 - Thread 2 or the GURPS R20-CS discord channel.

Roll20

Due to Roll20 policies, unsupported character sheets should not be designed to build characters, instead it's primary use is being used as a tool to interact with Roll20. You should use a program like GURPS Characters Assistant or GURPS Character Sheet to build the character.

Support

If you have any questions, feature requests, or to report a bug, you can use the link at the bottom of the character sheet to view the GURPS forum thread on Roll20.

Announcements

If an update was deployed, you will see a section that you can expand to review the updates and dismiss them. Please take a moment to review, since they may require action on your part.

Tooltips

Any label that is colored red has a tooltip. If you hover over the tooltip, you will see helpful information and references to GURPS rulebooks.

Input Fields

If you hover over input fields, a tooltip will show how you can use the field in a macro. Note: These were all manually added, if you find a mistake, please let us know.

Expandable Area

If you see the icon above, you can click the icon to open/close an expandable area.

Formatting Text Chat

You can use markdown to add formatting and images to the rolltemplate. For example, if you expand a skill, you can enter content into the Success textarea. You can describe what happens on success, add Roll20 dice rolls, and formatting.

  • **Bold** = Bold
  • *Italicize* = Italicize
  • ***Bold & Italicize*** = Bold & Italicize
  • [Roll20](https:roll20.com) = link
  • [Roll20 Logo](https://app.roll20.net/v2/images/roll20-logo.png) = Image

Attributes Column

The first display column relates to all the characters attributes, with a couple of options of how to modifier the attribute. Most of the attributes have a Mod field to change the attribute without spending points. This is useful if you have advantages that modifier an attribute, or perhaps there are enhancements or limitations that were applied to the attribute that would change the character point cost.

There's a field to enter character points, the Character Sheet will use the Rules as Written for cost of attributes. If you enter 20 points for Health, the final Health attribute will be 12.

Notes

Strength and Size Modifier: On the Bio\Misc tab, you can enter your character's size modifier, there's also a checkbox to apply the Size Cost Modifier. Checking this will change the points per level cost. The character sheet will show a message if you didn't spend the exact amount of character points to get a specific ST. For example: If you have a Size Modifier of 2 and enter 50 points for the Strength attribute you will see this error message.

  • Warning! Due to your Size Modifier 2 you only need to spend 48 character points (8 pts/level) for Strength 16.

Speed Attribute: There's a clock icon that you can use to add your character to the turn order. Click your character's token and then on the character sheet, go to the General tab and click the clock icon.

  • When your character is added to the turn order the speed will be your Basic Speed + Dexterity attribute. DX was added to help break ties. B363.

Thrust and Swing Damage: Near the bottom is a field called Striking for Striking Strength. This field is used to calculate Thrust and Swing Damage. Changing the effective Striking Strength will update Thrust and Swing damage. You can change Striking Strength by changing your Strength Attribute or changing Striking Strength by using the modifier or character point column. If you notice after using the import feature the Thrust and Swing damage appear wrong, like 1d6-6, try changing the Strength attribute to force the damage die to update.

Upper Middle Columns

The middle portion of the Character Sheet has two columns, one for additional stats and a notes section.

There's an area for entering your own custom Pools, you could use them to track items that have limited users per day, an additional energy reserve, etc.

Encumbrance Section

The middle-middle portion of the Character Sheet has an encumbrance block. By default, it is collapsed, and it will show your current encumbrance level and related movements. Here's the formatting of movement values.

  • 0 or 0 (0): Movement type isn't available.
  • 5 (1): Means you can move 5 yards in one second and have a step of 1.
  • 6/12 (1): Means you have an acceleration of 6 yards per second, with a top speed of 12 yards per second, with a step of 1.

Expandable button. Click the button to see full encumbrance chart.

Turning and Velocity Modifiers

This section can be used to calculate high speed movement modifiers, such as turning radius, deceleration penalty, and tight turn penalty.

Movement Feats

This section helps calculate flying, swimming, and jumping values. There are sections where you can enter the character points to set the level of an enhanced trait, such as Enhanced Flight advantage. The character points are optional, and it might make more sense to put the cost in the Advantages section of the character sheet.

Character Point Summary

The right-column is reserved for the Character Point Summary. It's important to note that the Character Sheet doesn't track rules for character creation, such as having only "-75 points in disadvantages" and "-5 points in quirks", etc. That should be part of the process of the building a character.

  • Total Field: Use this field to keep track of your character's total points, it's important to keep this field up to date if you're letting the character sheet to keep track of unspent points.
  • Spent and Unspent Fields: These fields are automatically calculated. Unspent = Total Field - Spent Field.
  • Point Summary: You can select what type of point summary to see on the options tab. You can select GCA4, GCA5, GCS, and Detailed. You can hover over the labels to see how the point summaries are calculated.

Languages

The first section is dedicated for the native language of the character. The dropdowns will automatically select the rules as written costs for Spoken and Written. There's a modifier field to accommodate special rules that the GM may be applying.

There's a checkbox for Language Talent, if checked the repeating table for languages will use a different cost for Spoken and Written.

There's also a repeating table for adding as many languages as needed, along with selecting the Spoken and Written level and fields to modify the cost depending on special campaign rules.

Special Note: This applies only to character building. Roll20 simply totals all the points and doesn't consider rule limitations. If illiteracy is the norm, the GM should not count these points against the disadvantage limit. Basically, if you're illiterate you get free points that don't count against the disadvantage limit when building a character.

Tech Level and Cultural Familiarity

The Tech Level and Cultural Familiarity section are straight forward. If you created the campaign, you could set the default Campaign Tech Level when editing the settings.

Tech Level and Cultural Familiarity

The Tech Level and Cultural Familiarity section are straight forward. If you created the campaign, you could set the default Campaign Tech Level when editing the settings.

Advantages, Perks, Quirks, and Disadvantages

Each section has the same basic layout, with fields for name, optional level of trait, Frequency of Appearance or Self-Control Number, cost, and page reference. Advantages and Perks has a field called FOA, Frequency of Appearance. If you enter a value there, a clickable die icon will become available. For disadvantages and Quirks, there's a SCN, Self-Control Number field, this will also show a die icon if there's a value.

You can expand any of them to view additional notes. For Advantages and Disadvantages, if there's a die roll available, then there will additional fields for entering success/fail notes that will appear in the chat window when a roll is made.

Racial Traits

This section can be used for templates; Racial, Build Templates, Robotic, etc. If you import a file from GCA and you used a template, the traits will be placed in this section. To the right of the Race field are additional fields for Cost and Page Reference. The cost auto-calculates the total number of points from the repeating table below.

The repeating table is like Advantages and Disadvantages, with an expandable area to enter more notes.

General Information

The row that starts with Size Modifier are useful for the character sheet. The Size Modifier field will impact the Hit Location areas tab and next to the Size Modifier field is a checkbox labeled Apply is checked, the per level character point of Strength will be modified as described on B19. In addition, the Reach Mod field will automatically update based on the Size Modifier. There's also an option to remind you that a weapon with a Reach of "C" can be used as a Reach of "1" due to larger size.

Background and Training Sections

The Background Information, Background History & Notes, and Training provide useful fields for background. The Training section is useful for notes on Improving Skills through training and other related tasks.

Physical Appearance

There are two notable fields to be aware of in this section. The weight is used on the Inventory tab to show the grand total weight, including the character weight, which is handy if you someone/something attempts to carry the character. The Appearance drop-down is reference only and for seeing reaction modifiers. You should use the Advantage and Disadvantage tables for tracking the cost and other notes for appearance.

Roll Modifier Toolbar

Roll Modifier Toolbar

You can find the toolbar above repeating sections for Skills, Techniques, Active Defenses, Melee Attacks, Ranged Attacks, and Spells. The modifiers will apply to ALL items in the repeating section. Remember to click the reset button to clear the modifiers if they are no longer needed. Rolling the dice will not clear the modifiers.

  • W Click this icon to see a dialog box with more options. This is useful for new users who are not familiar with all of the modifiers. The dialog box will display different options based on the section you're working with.
  • F Hover the mouse pointer over this icon to see a summary of the modifiers being applied to skill rolls.
  • Custom Modifier: Use the input box and reason textbox to apply a custom modifier.
  • Max skill of 9 Checkbox: If checked, the maximum effective skill of the roll is set to 9, such as a Wild Swing.
  • Encumbrance Checkbox: If checked, the current encumbrance penalty will be applied to the skill roll.
  • Final Modifier: Shows the final modifiers; gray for no-modifier, blue for positive modifier, and red for negative modifiers.
  • 0 Click this icon to reset/clear the modifiers for the toolbar.

Skills

You can enter a name, click the first checkbox to highlight the row, a clickable die icon for the skill roll, a field for the skill's Tech Level, the attribute to use for the skill, skill difficulty, a modifier field (handy for permanent/long term modifiers, such as talent modifiers, equipment modifiers, etc.), a field for the number of character points (this will automatically adjust the skill level), and a field for page reference.

It's important to note that we can't support default values, since default values are defined the skill. You can enter 0 character points for the skill and use the modifier column to adjust the skill level to match the known default level.

You can expand any section to view additional fields for entering notes and success/fail results. These notes are very useful for entering notes on how to use the skill, conditional modifiers so you don't have to refer back to a book or rule.

Roll ID: This read-only field can be used to Link a skill to other repeating sections; Techniques, Active Defenses, Melee Attacks, and Ranged Attacks.

Techniques

You can enter a name and parent name, click the first checkbox to highlight the row, the base skill level which is based on the parent skill, the default modifier that is applied to the base skill level, a maximum modifier that is applied to the base skill level, difficulty level, a modifier field (handy for permanent/long term modifiers, such as talent modifiers, equipment modifiers, etc.), a field for the number of character points (this will automatically adjust the skill level), a field for the final effective skill level, a clickable die icon for the skill roll, and a field for page reference.

You can expand any section to view additional fields for entering notes and success/fail results. These notes are very useful for entering notes on how to use the skill, conditional modifiers so you don't have to refer back to a book or rule.

Link Dropdown: You can link the Technique to a number of different of fields on the character sheet. This will automatically fill in the parent field and base skill level. If you select Skill from the Dropdown, copy/paste the Row ID from a skill listed in the skills section into the Row ID field.

Combat Section

This section has additional tabs for Hit Locations, Defense, Melee, Ranged, and Tools.

Summary Bar

Each tab will display a summary of useful attributes, including quickly changing your character's Size Modifier, and Current Hit Points.

Sync Hit Points Sheet Option: On the character sheet option page, you can turn on syncing hit locations to the current hit points. If checked, when you change the hit points of a hit location, the current hit points will also be updated. There's important issue to be aware of, if you edit a location's hit points, then edit the current hit points, then edit the location's hit points again, this will cause the current hit points to be out of sync.

Roll Modifier Toolbar

Please see the help section for Skills.

Hit Locations Tab

Use this section to keep track of hit locations and armor for each location. There's a drop-down to populate the hit locations based on a template. If you change the template, the previous rows will be deleted and the new hit locations will get added.

Sync Hit Points Sheet Option: See Summary Bar above.

Defense Tab

The first set of defenses are hard-coded, and they will automatically be adjusted by current encumbrance level, current hit points and fatigue points. There's also a row for Knockback rules, the Hit Points per yard is automatically calculated. You can expand the row to modify the knockback, and you could like to a kill or the DX attribute.

The repeating section allows you to enter custom active defenses such as parries, blocks, etc. You can use the checkbox to highlight the row, enter the name of the active defense, dropdown to select the type of defense (if you expand the row, you will see the formula for calculating the defense based on the type), an Info box (F for fencing and U for unbalanced weapon), base skill level used to calculate the effective active defense skill level, a modifier field (handy for permanent/long term modifiers, such as talent modifiers, equipment modifiers, etc.), final effective skill level, and a clickable die icon for the skill roll.

You can expand any section to view additional fields for entering notes and success/fail results. These notes are very useful for entering notes on how to use the skill, conditional modifiers so you don't have to refer back to a book or rule.

Link Dropdown: You can link the active defense to several different of fields on the character sheet. This will automatically fill in the base skill level. If you select Skill from the Dropdown, copy/paste the Row ID from a skill listed in the skills section into the Row ID field.

Melee Tab

You can use the checkbox to highlight the row, a field to enter the roll formula for the damage done by the attack, a clickable die icon for the damage roll, the damage type drop-down (damage roll will show additional notes based on damage type, which can be edited on the character sheets option tab), a field for the weapon's reach, effective skill level, and a clickable die icon for the skill roll.

You can expand any section to view additional fields for entering notes and success/fail results. These notes are very useful for entering notes on how to use the skill, conditional modifiers so you don't have to refer back to a book or rule.

Link Dropdown: You can link the active defense to a number of different of fields on the character sheet. This will automatically fill in the base skill level. If you select Skill from the Dropdown, copy/paste the Row ID from a skill listed in the skills section into the Row ID field.

Ranged Tab

You can use the checkbox to highlight the row, a field to enter the roll formula for the damage done by the attack, a clickable die icon for the damage roll, the damage type drop-down (damage roll will show additional notes based on damage type, which can be edited on the character sheets option tab), additional fields for Acc, Range, Rate of Fire, Shots, Bulk, Recoil, final effective skill, and a clickable die icon for the skill roll.

You can expand any section to view additional fields for entering notes and success/fail results. These notes are very useful for entering notes on how to use the skill, conditional modifiers so you don't have to refer back to a book or rule.

Link Dropdown: You can link the active defense to a number of different of fields on the character sheet. This will automatically fill in the base skill level. If you select Skill from the Dropdown, copy/paste the Row ID from a skill listed in the skills section into the Row ID field.

Weapon Malfunctions: There's a section for applying weapon malfunction rules.

Thrown Weapon Calculator Tool

Use this tool to calculate damage for a generic object; extremely useful for a Supers campaign.

Range Calculator

Use this tool to quickly apply modifiers. Enter the modifiers and click the Apply button. This applies the modifiers to the Roll Modifier Toolbar.

Close Range Shotgun Damage Tool

Use this tool to quickly calculate the damage done by a shotgun at close range.

Tools Tab

Currently there are tools to help calculate Slam attacks, Falling and Collision damage, and Explosive damage.

Inventory

The first part has a section for entering custom notes followed by a table to enter individual items.

The inventory table has a checkbox to highlight the row, fields for item, location, Tech Level, Legality Class, a checkbox to mark the item "ON" which means carried which impacts the encumbrance level, the # field is the number of items you have, followed the cost and weight per item. The last two columns shows the subtotal of cost and weight for the item. You can expand the row to see a field to enter additional notes about the item.

At the bottom of the table is the summary, with the ability to change the effective gravity of the world you're on. The Grand Total Weight includes your carried items plus your weight that was entered on the Bio/Misc tab.

Tips

Roll20 doesn't support nested tables, so it's not possible to add a sub-table beneath an item, like having a backpack and adding items to the backpack. To get around that, you can order the items and then indent child items using spaces.

Grimoire Tab

The tab starts with an expandable notes section and is followed by a spell attributes toolbar that is used by the Spell Table.

Spell Toolbar

You need to select which attribute the spells will be based on, followed by a field to enter the modifier, such as Magery, Power Investiture, and other modifiers. Unfortunately, this is a legacy table and it is limiting if you want to have spells based on other stats or if you have a special case where a character has two different types of Magery or maybe even in the rare case of having Magery and Power Investiture. In those cases, the best approach is to use the individual spells modifier field to get the desired skill level.

There are two more read-only fields that provide feedback on spell penalties. The ON PENALTY field shows the total skill roll penalty for having one or more spells "on", the CONCENTRATION PENALTY field shows the total skill roll penalty if you are concentrating on one or more spells. Important the penalties will be automatically added to your effective spell skill level.

Spells Table

The spell table consists of a checkbox to highlight the row, fields for spell name, a clickable die icon for spell's skill roll, the final effective skill level, the Difficulty level, a modifier field (handy for permanent/long term modifiers, such as talent modifiers, equipment modifiers, etc.), the character points spent on the spell, a number field for ON which allows you to enter a value for the number of spells that currently in effect, a number field for the number of spells you're currently concentrating on, duration of spell, initial energy cost, time to cast, and maintenance cost.

Expanded Notes Section

You can expand the spell to see additional fields. The first field to notice is the Row ID field, which is read-only. You can use this ID to link the spell to Techniques, Active Defenses, Melee Attacks, or Ranged Attacks. There are also fields to enter additional information about the spell (to avoid having to find the spell in a book) and for success/fail notes.

Tips

Take the time to fill out as much information as you can about the spell, especially the notes for success and fail, this will Help save time, instead of trying to find the information.

Gear Icon Tab

This tab has sub-tabs for Sheet Options, Rules, Import GCA4, and Import.

Sheet Options

There are several options for setting the behavior of the character sheet. These options are also available on the campaign level so a GM can set a default value for new character sheets. Please review the tooltips to help you choose the options you would like to use.

Rules

Here you can decide which rules to apply to the character sheet. Most the fields on this tab are for describing the results of different rolls.

Editable Wound Modifiers

It's important to note if you have an existing character and there's an update that changed these notes, you will need to click the Resync to get the latest notes. Unfortunately, this will delete any custom notes you may have added.

Import GCA4

This tab has a tool to import a character from GCA4, this tool and GCA4 are no longer supported, so there will be no further updates to this tool.

Import GCA5

This is a generic tool for importing characters from GCA5. It uses a generic data structure; this allows a developer to create their own exporter for an application. Currently, GCA5 is the only application that has an exporter for Roll20. We are looking for volunteers to write an exporter for GCS (GURPS Character Sheet).

How to write macros

Macros can be written by both the GM and players and there are many uses below are some links to find more information on writing a macro.

Roll20 has a wiki and help page that explains how to write macros. You can find the page by clicking the links below.

|

Nick Olivio has a YouYUbe channel that has a lot of good videos on how to write macros. You can find the channel by clicking the link below.

Roll Template for Skill Rolls

Most skill and damage rolls use the same template. Below is a link to a file to help explain how they work, in case you want to try to make your own macro for skill and damage rolls.

Roll Template Generic Macro

A generic Roll Template for macros that can have a couple of different styles.

macro
This is the name to use for the rolltemplate macro: `&{template:macro}`
templateType
Available types: dnd5e, pathfinder
sheetStyle
Color scheme
0: Green
1: Blue
2: Beige
3: Gray
4: Classic White
5: Pastel Pink
6: Pastel Earth
7: Purple
8: Fabric
title
The title of the roll.
subtitle
The subtitle of the roll.
roll
Enter the formula for rolling the dice.
target
The target of the roll, optional.
Key/Values
You can have your own list of key/value pairs, and they will be used in the order you entered them. The first column will be the name of your variable and the first letter will be capitalized, the second column will be the value.
desc
Describe the roll or any other notes you would like to add.
Example
&{template:macro} {{templateType=dnd5e}} {{sheetStyle=4}} {{title=My Roll}} {{subtitle=Emergency only}} {{roll=[[3d6]]}} {{target=12}} {{timeRequired=3 sec.}} {{duration=10 min.}} {{fail=-1 to all skills}} {{success=+1 to all skills}} {{desc=A special call for help.}}

Roll Template 3 to 5 Columns

This template provides a method to create a table with 3 to 5 columns and with as many rows as you would like to add. The table below shows the available variables that can be used in the template.

columnlayout
This is the name to use for the rolltemplate columnlayout: `&{template:columnlayout}`
columns
Can be set from 3 to 5.
sheetStyle
Color scheme
0: Green
1: Blue
2: Beige
3: Gray
4: Classic White
5: Pastel Pink
6: Pastel Earth
7: Purple
8: Fabric
header#
These variables will be used as column headers.
3 columns: header1, header2, and header3.
4 columns: header1, header2, header3, header4.
5 columns: header1, header2, header3, header4, header5.
Row Data
These variables will be used as row data, and they will be used in the order you entered them. For example, if you have a three column table, the first row will use first three variable names. It may help to number your variables to show which row they are for.
Example: name1, st1, dx1, name2, st2, dx2, etc.
3-col macro
&{template:columnlayout} {{columns=3}} {{sheetStyle=4}} {{header1=User Name}} {{header2=DX}} {{header3=IQ}} {{name1=Ken}} {{dex1=12}} {{iq1=12}} {{name2=Dave}} {{dex2=13}} {{iq2=11}} {{name3=John}} {{dex3=11}} {{iq3=13}}
4-col macro
&{template:columnlayout} {{columns=4}} {{sheetStyle=4}} {{header1=User Name}} {{header2=DX}} {{header3=IQ}} {{header4=HT}} {{name1=Ken}} {{dex1=12}} {{iq1=12}} {{ht1=12}} {{name2=Dave}} {{dex2=13}} {{iq2=11}} {{ht2=12}} {{name3=John}} {{dex3=11}} {{iq3=13}} {{ht3=12}}
5-col macro
&{template:columnlayout} {{columns=5}} {{sheetStyle=4}} {{header1=User Name}} {{header2=ST}} {{header3=DX}} {{header4=IQ}} {{header5=HT}} {{name1=Ken}} {{st1=11}} {{dex1=12}} {{iq1=12}} {{ht1=12}} {{name2=Dave}} {{st2=11}} {{dex2=13}} {{iq2=11}} {{ht2=12}} {{name3=John}} {{st3=11}} {{dex3=11}} {{iq3=13}} {{ht3=12}}

Sheet Type

Standard Character Sheet The standard character sheet will display the following tabs: General, Traits, Bio\\Misc, Skills, Combat, Inventory, Grimoire, Updates, Help, and Options Icon.
Chase Sheet A custom control sheet for managing chases scenes using the Rules from GURPS Action 2 Exploits, pages 31-39.

Critical Roll Options

Use rules as written
Only on a 3 or 4
Turn Off

Quick Modifier Options

Display Melee Quick Modifiers Display the melee quick modifiers table. This table is used to quickly apply modifiers to a melee attack.
If unchecked, the table will be hidden and modifiers will be cleared.
You can also set this on the campaign level.

Display Range Quick Modifiers Display the range quick modifiers table. This table is used to quickly apply modifiers to a ranged attack.
If unchecked, the table will be hidden and modifiers will be cleared.
You can also set this on the campaign level.

Skill Modifier Options

Display Roll Modifier Options in Header If checked, the options for No Modifier Prompt, Single Modifier Prompt and Extended Modifier Prompts will be displayed to the right of the character name above the tabs.
Display Roll Modifier Summary in Chat Window If checked, the summary of all the modifiers for a roll will be display in the chat window.
No Modifier Prompt Rolls will be made immediately with no prompt.
Single Modifier Prompt Ask for a bonus or penalty to be added to dice rolls.
This will not affect damage rolls.

Extended Modifier Prompts Instead of a single modifier, rolls will ask for a series of modifiers,
to remind you about potential bonuses/penalties.
This will not affect damage rolls.

Public or Private Rolls

Display Roll Options in Header If checked, the options for Public Rolls and Private Rolls will be displayed to the right of the character name above the tabs.
Display Custom Option in Header If checked, button name for Custom Rolls will be displayed to the right of the character name above the tabs.
Public Rolls All players will be able to see
your skill level, roll and results.

Private Skill Levels deprecated Only the GM will be able to see
your skill level, but all players
will see the result.
NOTE: This now behaves just like Private Rolls

Private Rolls Only the GM will see your skill
level and the result.

Custom Rolls Use this option to use a custom macro with the Roll Template.

Important: When entering the macro, be sure to add a space character to the end!

Add a Button Label to display a button in the header.

For example, the Private Rolls option adds /w gm to the beginning of the roll, which means whisper to GM.
Button Name
Macro NOTE: In order to use this option, you will need an API script that can intercept the data for the roll and then send a message to the GM.

Repeating Technique Tables

Show Original Show the original techniques table.
Show Revised Show the revised techniques table.

Point Summary Layout

GCA5 GURPS Character Assistant 5.
GCA4 GURPS Character Assistant 4.
GCS GURPS Character Sheet.
Detailed Custom view displaying each section total.
Including the deprecated Misc. Points box.
Enter Unspent Points Check if you would like to manually track your unspent points

Add to combat tracker

Public Speed Tracker Show basic speed and add to Chat message to public.
Private Speed Tracker Show basic speed and add to Chat message to GM.

Spell Options (See B238, M10)

Penalty for each spell ON:
Penalty for each spell Concentrated On:
Show casting details on roll template:
B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.

Rules as Written

Show RAW Notes Show Rules as Written Success/Fail notes in roll results template. Such as notes for active defenses and attacks.

Damage Table

Update Hit Points If checked, when applying damage to a location, current Hit Points is updated.

Hit Location Options

Use custom layer labels
Layer 1 Label
Layer 2 Label
Layer 3 Label
Layer 4 Label

Resync Character Sheet

  • Resync repeating Skills and items linked them.
  • Resync repeating Techniques and items linked them.
  • Resync repeating Inventory cost and weight.

Damage Dice Icon

Use Malfunction If checked, roll results will check for malfunction.
Use Metric Weights If checked, labels will be changed from LBS (pounds) to KG (kilograms) and encumbrance formula will use metric weights.
Use Metric Distances If checked, the tool Travel Time and Distances will display results in metric.

Stat Modifier Options

Mods to attributes increase all derived stats (including HP, FP)
Mods to attributes increase most derived stats (not HP, FP)
Mods to attributes do not increase derived stats

Sheet Style

Selects a visual style for the character sheet

Chat Style

Selects a visual style for the chat roll results.
slam attack notes slam attack damage notes

Falling Damage Notes B431

Collision Damage Notes B431

Demolition Damage Notes

Fragmentation Skill Notes

Fragmentation Damage Notes

Fragmentation Recoil:

If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.

Knockdown Check Success Notes

Knockdown Check Critical Success Notes

Knockdown Check Fail Notes

Unstun Check Critical Failure Notes


If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.

Unconscious Check Success Notes

Unconscious Check Critical Success Notes

Unconscious Check Fail Notes

Unconscious Check Critical Failure Notes


If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.

Spell Critical Success Notes

Spell Fail Notes

Spell Critical Failure Notes


If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.

Fright Check Success Notes

Fright Check Critical Success Notes

Fright Check Fail Notes

Fright Check Critical Failure Notes


If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.

Unstun Check Success Notes

Fright Check Critical Success Notes

Unstun Check Fail Notes

Unstun Check Critical Failure Notes


If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.

Death Check Success Notes

Death Check Critical Success Notes

Death Check Fail Notes

Death Check Critical Failure Notes

Editable Wound Modifier Notes

Initial wound modifier notes based on GURPS 4th Edition - Campaigns
Show notes in roll template

If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.
Type Notes
Cutting
Impaling
Crushing
PI-
PI
PI+
PI++
Affliction
Burn
Corrosion
Fatigue
Toxic
Special
Knockback

Import Tool [DEPRECATED]

Initial version is designed for a one time import. This import is being replaced by a generic json formatted import. See the Import tab.

GCA4 Import

  1. Export your character sheet to an XML file.
    • File > Export ... > Check Export XML File.
  2. Convert the XML file to json.
    • https://jsonformatter.org/xml-to-json
    • Alert! Open the file in an editor like Notepad or Notepad++. Opening in a browser may break the formatting of the json!
    • Initial testing worked with this sites. Alert if you use a different one make sure it doesn't create fields named __cdata
  3. Copy/Past the json data to the text box below.
  4. Press the [Import CGA] button
  5. Wait for the process to complete.
  6. Review the sheet and notify the Forum of any errors or feature requests.

JSON DATA

Import notes into Bio\Misc fields and into Notes textboxes for repeating tables.

Alert

Since the JSON data is large, please only press the button once. Then wait for the Processing... message to show. It might take more than 5 to 10 seconds to run, depending on your processing power. If the Processing... doesn't disappear after 20 seconds or so, then something probably broke during the import.

Import Tool

Uses a standard json format to import a character. There are existing methods to export data for GCA5 and GCS.

Imports a file using data based on a standard json schema for use with the GURPS Roll20 Charactersheet. Exporter tools can be developed for a character generator in this format, instead of creating a special import for each character generator.

Initial version is designed to allow you to re-import your character. Be aware, this will overwrite general notes. Future iterations will check for deleted items and remove them and import notes checkbox. This checkbox will prevent overwriting any notes you may have written on the character sheet.

GCA5 Instructions

How to Install
  • Open GCA5
  • Update GCA5
    • Click on Help -> Check for Updates
    • Click on Optional Packages tab
    • Look for Export to Roll20 and check This package is installed
    • Press the OK button to install the plugin.
  • Enable the Plugin
    • Click on Tools -> Plugins...
    • Find the section titled Export Character to Roll20
    • Enable this plugin
How to export
  • Open GCA5 and a character
  • Click on File -> Export...
  • Save the character and note where you saved it.
How to import
  • Open the file in a text editor, NOT a web browser.
  • Copy the content and paste it into the box to the right.

GCS Instructions

There is an initial GCS export file available that you can add to your GCS User Library. Once you have it in your library, you can export your character to a Json file.

  • Open GCS
  • Under the Library Explorer, right-click on User Library and then click on Show on Disk.
  • Create a new folder named Output Templates
  • In that folder create an empty file named Roll20.json
  • Use the link below so you can get the file contents. NOTE: The best method is to download the file and open it in a editor like Notepad.
  • Copy the file contents into the file you named Roll20.json
  • To Export to Roll20, in GCS go to File > Export to... > User Library > Roll20.
  • Important: After importing you will need to verify the content and adjust accordingly. Due to the limitations of the Go text/template system, which is standard for templating systems, it allows a limited set of coding logic.

NOTE: This file is a work in progress and may not be up to date with the latest changes to GCS, and it hasn't been thoroughly tested, I've imported four characters so far. Please report any issues or suggestions on the Roll20 Forum.

Future Revisions

This is a complicated export and will need support from users and people willing to dig deeper into the export templating code. I will also try to make adjustments based on user input and suggestions. Fortunately, I was able to employ GitHub Copilot to help with developement, which saved a dramatic amout of development time, especially when trying to fix trailing commas, which is not allowed in Json.

Helfpul links

GCS Master Library

The goal is to eventually add the Roll20.json to the GCS Master Library. This will allow for a more streamlined process for exporting to Roll20.

JSON DATA

Copy/paste the json data here.
 

Tips

After importing, compare your Roll20 sheet to the original application character sheet.

Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

{{#header4}}
{{/header4}} {{#header5}}
{{/header5}} {{#allprops() columns sheetStyle header1 header2 header3 header4 header5}}
{{value}}
{{/allprops() columns sheetStyle header1 header2 header3 header4 header5}}
{{characterName}}
{{skillName}} {{#subSkillName}} {{subSkillName}} {{/subSkillName}} {{#skillNameTechLevel}} {{skillNameTechLevel}} (see B168) {{/skillNameTechLevel}}
BASE: {{basicSpeed}}
DX has been added to Speed to help break ties. (B363)
{{#type}} {{/type}} {{#selected}} {{/selected}} {{#rollResult}} {{#rollTotal() rollResult 18}} {{#effectiveSkill}} {{/effectiveSkill}} {{#rollGreater() computed::hits 0}} {{/rollGreater() computed::hits 0}} {{/rollTotal() rollResult 18}} {{#rollTotal() rollResult 17}} {{#effectiveSkill}} {{/effectiveSkill}} {{#rollGreater() computed::hits 0}} {{/rollGreater() computed::hits 0}} {{/rollTotal() rollResult 17}} {{#rollBetween() rollResult 3 4}} {{#effectiveSkill}} {{/effectiveSkill}} {{#rollGreater() computed::hits 0}} {{/rollGreater() computed::hits 0}} {{/rollBetween() rollResult 3 4}} {{#rollBetween() rollResult 5 16}} {{#rollGreater() rollResult effectiveSkill}} {{#effectiveSkill}} {{/effectiveSkill}} {{#rollGreater() computed::hits 0}} {{/rollGreater() computed::hits 0}} {{/rollGreater() rollResult effectiveSkill}} {{#rollBetween() rollResult 5 effectiveSkill}} {{#effectiveSkill}} {{/effectiveSkill}} {{#rollGreater() computed::hits 0}} {{/rollGreater() computed::hits 0}} {{/rollResult}} {{#rollResult}} {{#spellRoll}} {{#rollTotal() rollResult 18}} {{/rollTotal() rollResult 18}} {{#rollTotal() rollResult 17}} {{#rollLess() effectiveSkill 16}} {{/rollLess() effectiveSkill 16}} {{#rollGreater() effectiveSkill 15}} {{/rollGreater() effectiveSkill 15}} {{/rollTotal() rollResult 17}} {{#rollBetween() rollResult 3 4}} {{#rollLess() useCriticalPlusTen 2}} {{/rollLess() useCriticalPlusTen 2}} {{#rollTotal() useCriticalPlusTen 2}} {{/rollTotal() useCriticalPlusTen 2}} {{/rollBetween() rollResult 3 4}} {{#rollBetween() rollResult 5 16}} {{#rollGreater() rollResult effectiveSkill}} {{#rollLess() effectiveSkill 4}} {{#rollGreater() rollResult 12}} {{/rollGreater() rollResult 12}} {{/rollLess() effectiveSkill 4}} {{#rollLess() effectiveSkill 4}} {{#rollLess() rollResult 13}} {{/rollLess() rollResult 13}} {{#rollGreater() rollResult 12}} {{/rollGreater() rollResult 12}} {{/rollLess() effectiveSkill 4}} {{#rollTotal() effectiveSkill 4}} {{#rollLess() rollResult 14}} {{/rollLess() rollResult 14}} {{#rollGreater() rollResult 13}} {{/rollGreater() rollResult 13}} {{/rollTotal() effectiveSkill 4}} {{#rollTotal() effectiveSkill 5}} {{#rollLess() rollResult 15}} {{/rollLess() rollResult 15}} {{#rollGreater() rollResult 14}} {{/rollGreater() rollResult 14}} {{/rollTotal() effectiveSkill 5}} {{#rollTotal() effectiveSkill 6}} {{#rollLess() rollResult 16}} {{/rollLess() rollResult 16}} {{#rollGreater() rollResult 15}} {{/rollGreater() rollResult 15}} {{/rollTotal() effectiveSkill 6}} {{#rollBetween() effectiveSkill 7 15}} {{#rollLess() rollResult 17}} {{/rollLess() rollResult 17}} {{#rollGreater() rollResult 16}} {{/rollGreater() rollResult 16}} {{/rollBetween() effectiveSkill 7 15}} {{/rollGreater() rollResult effectiveSkill}} {{#rollBetween() rollResult 5 effectiveSkill}} {{#rollLess() useCriticalPlusTen 2}} {{#rollTotal() useCriticalPlusTen 1}} {{#rollGreater() rollResult 6}} {{/rollGreater() rollResult 6}} {{#rollGreater() effectiveSkill 15}} {{#rollBetween() rollResult 5 6}} {{/rollBetween() rollResult 5 6}} {{/rollGreater() effectiveSkill 15}} {{#rollTotal() effectiveSkill 15}} {{#rollTotal() rollResult 5}} {{/rollTotal() rollResult 5}} {{/rollTotal() effectiveSkill 15}} {{/rollTotal() useCriticalPlusTen 1}} {{/rollLess() useCriticalPlusTen 2}} {{#rollTotal() useCriticalPlusTen 2}} {{/rollTotal() useCriticalPlusTen 2}} {{/rollBetween() rollResult 5 effectiveSkill}} {{/rollBetween() rollResult 5 16}} {{/spellRoll}} {{/rollResult}} {{#rollTotal() showDodgeNotes 1}} {{/rollTotal() showDodgeNotes 1}} {{#popupModifier}} {{/popupModifier}} {{#parryingWeaponWeight}} {{/parryingWeaponWeight}} {{#rollTotal() quickModShow 1}} {{/rollTotal() quickModShow 1}} {{#rollTotal() useModTool 1}} {{#maneuver}} {{/maneuver}} {{#allOutAttack}} {{/allOutAttack}} {{#hitLocation}} {{/hitLocation}} {{#rollTotal() maxNine 1}} {{/rollTotal() maxNine 1}} {{#rollTotal() showCustomMacroOne 1}} {{#customMacroOne}} {{/customMacroOne}} {{/rollTotal() showCustomMacroOne 1}} {{#rollTotal() showCustomMacroTwo 1}} {{#customMacroTwo}} {{/customMacroTwo}} {{/rollTotal() showCustomMacroTwo 1}} {{#rollTotal() showCustomMacroThree 1}} {{#customMacroThree}} {{/customMacroThree}} {{/rollTotal() showCustomMacroThree 1}} {{#rollTotal() showCustomMacroFour 1}} {{#customMacroFour}} {{/customMacroFour}} {{/rollTotal() showCustomMacroFour 1}} {{#rollTotal() showCustomMacroFive 1}} {{#customMacroFive}} {{/customMacroFive}} {{/rollTotal() showCustomMacroFive 1}} {{#rollTotal() showCustomMacroSix 1}} {{#customMacroSix}} {{/customMacroSix}} {{/rollTotal() showCustomMacroSix 1}} {{#rollTotal() displayRollModifierSummary 1}} {{#rollTraitSummary}} {{/rollTraitSummary}} {{#rollModifierSummary}} {{/rollModifierSummary}} {{/rollTotal() displayRollModifierSummary 1}} {{/rollTotal() useModTool 1}} {{#rollTotal() useMalfunction 1}} {{#malfunction}} {{#rollGreater() malfunction 0}} {{#rollBetween() rollResult malfunction 18}} {{/rollBetween() rollResult malfunction 18}} {{/rollGreater() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{#damageRoll}} {{#rollTotal() showMinimumDmgNote 1}} {{#minDamageNote}} {{/minDamageNote}} {{/rollTotal() showMinimumDmgNote 1}} {{#rollGreater() computed::bluntTrauma 0}} {{/rollGreater() computed::bluntTrauma 0}} {{/damageRoll}} {{#^rollTotal() armorDivisor 1}} {{/^rollTotal() armorDivisor 1}} {{#rollTotal() showNotes 1}} {{#notes}} {{/notes}} {{/rollTotal() showNotes 1}} {{#rollTotal() useDamageTypeNotes 1}} {{#damageTypeNote}} {{/damageTypeNote}} {{/rollTotal() useDamageTypeNotes 1}} {{#rollTotal() showDBNotes 1}} {{#DBNotes}} {{/DBNotes}} {{/rollTotal() showDBNotes 1}} {{#rollTotal() showCastingDetails 1}} {{#rollTotal() showSpellNotes 1}} {{#spellNotes}} {{/spellNotes}} {{/rollTotal() showSpellNotes 1}} {{#castingResist}} {{/castingResist}} {{/rollTotal() showCastingDetails 1}} {{#recoil}} {{/recoil}} {{#rollTotal() noteBoxOneShow 1}} {{#noteBoxOneContent}} {{/noteBoxOneContent}} {{/rollTotal() noteBoxOneShow 1}} {{#rollTotal() noteBoxTwoShow 1}} {{#noteBoxTwoContent}} {{/noteBoxTwoContent}} {{/rollTotal() noteBoxTwoShow 1}} {{#rollTotal() noteBoxThreeShow 1}} {{#noteBoxThreeContent}} {{/noteBoxThreeContent}} {{/rollTotal() noteBoxThreeShow 1}} {{#rollTotal() noteBoxFourShow 1}} {{#noteBoxFourContent}} {{/noteBoxFourContent}} {{/rollTotal() noteBoxFourShow 1}}
{{characterName}} {{#target1}} Targets {{target1}} {{/target1}}
{{skillName}} {{#parentName}}
Parent: {{parentName}} {{/parentName}} {{#subSkillName}} {{subSkillName}} {{/subSkillName}} {{#skillNameTechLevel}} /TL{{skillNameTechLevel}} (see B168) {{/skillNameTechLevel}}
Type: {{type}} {{#bookReference}} Ref: {{bookReference}} {{/bookReference}}
Selected: {{selected}}
Roll: {{rollResult}} {{#showHitLabel}}Critical Miss{{/showHitLabel}} {{#showSuccessLabel}}Critical Failure{{/showSuccessLabel}}
Target: {{effectiveSkill}} {{#computed::rollDifference}} {{#rollGreater() computed::rollDifference -1}} Roll made by {{computed::rollDifference}} {{/rollGreater() computed::rollDifference -1}} {{#rollLess() computed::rollDifference 0}} Roll missed by {{computed::rollDifference}} {{/rollLess() computed::rollDifference 0}}
{{/computed::rollDifference}} {{#rollTotal() activeDefense 1}} {{#rollLess() effectiveSkill 1}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 1}} {{/rollTotal() activeDefense 1}} {{#rollTotal() activeDefense 0}} {{#rollLess() effectiveSkill 3}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 3}} {{/rollTotal() activeDefense 0}}
Hits: {{computed::hits}} round(s) hit {{#shotsFired}} out of {{shotsFired}} shot(s) {{/shotsFired}}
{{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}}
Roll: {{rollResult}} {{#rollLess() effectiveSkill 16}}Critical{{/rollLess() effectiveSkill 16}} {{#showHitLabel}}Miss{{/showHitLabel}} {{#showSuccessLabel}}Failure{{/showSuccessLabel}}
Target: {{effectiveSkill}} {{#computed::rollDifference}} {{#rollGreater() computed::rollDifference -1}} Roll made by {{computed::rollDifference}} {{/rollGreater() computed::rollDifference -1}} {{#rollLess() computed::rollDifference 0}} Roll missed by {{computed::rollDifference}} {{/rollLess() computed::rollDifference 0}}
{{/computed::rollDifference}} {{#rollTotal() activeDefense 1}} {{#rollLess() effectiveSkill 1}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 1}} {{/rollTotal() activeDefense 1}} {{#rollTotal() activeDefense 0}} {{#rollLess() effectiveSkill 3}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 3}} {{/rollTotal() activeDefense 0}}
Hits: {{computed::hits}} round(s) hit {{#shotsFired}} out of {{shotsFired}} shot(s) {{/shotsFired}}
{{#rollGreater() effectiveSkill 15}} {{#rawFailNote}}
{{rawFailNote}}
{{/rawFailNote}} {{#customFailNote}}
{{customFailNote}}
{{/customFailNote}} {{/rollGreater() effectiveSkill 15}} {{#rollLess() effectiveSkill 16}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollLess() effectiveSkill 16}}
Roll: {{rollResult}} {{#rollLess() useCriticalPlusTen 2}}Critical{{/rollLess() useCriticalPlusTen 2}} {{#showHitLabel}}Hit{{/showHitLabel}} {{#showSuccessLabel}}Success{{/showSuccessLabel}}
Target: {{effectiveSkill}} {{#computed::rollDifference}} {{#rollGreater() computed::rollDifference -1}} Roll made by {{computed::rollDifference}} {{/rollGreater() computed::rollDifference -1}} {{#rollLess() computed::rollDifference 0}} Roll missed by {{computed::rollDifference}} {{/rollLess() computed::rollDifference 0}}
{{/computed::rollDifference}} {{#rollTotal() activeDefense 1}} {{#rollLess() effectiveSkill 1}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 1}} {{/rollTotal() activeDefense 1}} {{#rollTotal() activeDefense 0}} {{#rollLess() effectiveSkill 3}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 3}} {{/rollTotal() activeDefense 0}}
Hits: {{computed::hits}} round(s) hit {{#shotsFired}} out of {{shotsFired}} shot(s) {{/shotsFired}}
{{#rollTotal() useCriticalPlusTen 2}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawSuccessNote}}
{{rawSuccessNote}}
{{/rawSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customSuccessNote}}
{{customSuccessNote}}
{{/customSuccessNote}} {{/rollTotal() useCriticalPlusTen 2}} {{#rollLess() useCriticalPlusTen 2}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalSuccessNote}}
{{rawCriticalSuccessNote}}
{{/rawCriticalSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalSuccessNote}}
{{customCriticalSuccessNote}}
{{/customCriticalSuccessNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalSuccessNote}}
The GM may determine what happens to You. (B347)
{{/customCriticalSuccessNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollLess() useCriticalPlusTen 2}}
Roll: {{rollResult}} {{^rangedAttack}} {{#rollLess() effectiveSkill 4}} {{#rollGreater() rollResult 12}}Critical{{/rollGreater() rollResult 12}} {{/rollLess() effectiveSkill 4}} {{/rangedAttack}} {{^rangedAttack}} {{#rollTotal() effectiveSkill 4}} {{#rollGreater() rollResult 13}}Critical{{/rollGreater() rollResult 13}} {{/rollTotal() effectiveSkill 4}} {{/rangedAttack}} {{^rangedAttack}} {{#rollTotal() effectiveSkill 5}} {{#rollGreater() rollResult 14}}Critical{{/rollGreater() rollResult 14}} {{/rollTotal() effectiveSkill 5}} {{/rangedAttack}} {{^rangedAttack}} {{#rollTotal() effectiveSkill 6}} {{#rollGreater() rollResult 15}}Critical{{/rollGreater() rollResult 15}} {{/rollTotal() effectiveSkill 6}} {{/rangedAttack}} {{^rangedAttack}} {{#rollBetween() effectiveSkill 7 15}} {{#rollGreater() rollResult 16}}Critical{{/rollGreater() rollResult 16}} {{/rollBetween() effectiveSkill 7 15}} {{/rangedAttack}} {{#showHitLabel}}Miss{{/showHitLabel}} {{#showSuccessLabel}}Failure{{/showSuccessLabel}}
Target: {{effectiveSkill}} {{#computed::rollDifference}} {{#rollGreater() computed::rollDifference -1}} Roll made by {{computed::rollDifference}} {{/rollGreater() computed::rollDifference -1}} {{#rollLess() computed::rollDifference 0}} Roll missed by {{computed::rollDifference}} {{/rollLess() computed::rollDifference 0}}
{{/computed::rollDifference}} {{#rollTotal() activeDefense 1}} {{#rollLess() effectiveSkill 1}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 1}} {{/rollTotal() activeDefense 1}} {{#rollTotal() activeDefense 0}} {{#rollLess() effectiveSkill 3}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 3}} {{/rollTotal() activeDefense 0}}
Hits: {{computed::hits}} round(s) hit {{#shotsFired}} out of {{shotsFired}} shot(s) {{/shotsFired}}
{{#rangedAttack}} {{#rollLess() effectiveSkill 4}} {{#rollGreater() rollResult 12}}
Critical miss by 10 or more doesn't apply to ranged weapons. See B382
{{/rollGreater() rollResult 12}} {{/rollLess() effectiveSkill 4}} {{/rangedAttack}} {{#rangedAttack}} {{#rollTotal() effectiveSkill 4}} {{#rollGreater() rollResult 13}}
Critical miss by 10 or more doesn't apply to ranged weapons. See B382
{{/rollGreater() rollResult 13}} {{/rollTotal() effectiveSkill 4}} {{/rangedAttack}} {{#rangedAttack}} {{#rollTotal() effectiveSkill 5}} {{#rollGreater() rollResult 14}}
Critical miss by 10 or more doesn't apply to ranged weapons. See B382
{{/rollGreater() rollResult 14}} {{/rollTotal() effectiveSkill 5}} {{/rangedAttack}} {{#rangedAttack}} {{#rollTotal() effectiveSkill 6}} {{#rollGreater() rollResult 15}}
Critical miss by 10 or more doesn't apply to ranged weapons. See B382
{{/rollGreater() rollResult 15}} {{/rollTotal() effectiveSkill 6}} {{/rangedAttack}} {{#rangedAttack}} {{#rollBetween() effectiveSkill 7 15}} {{#rollGreater() rollResult 16}}
Critical miss by 10 or more doesn't apply to ranged weapons. See B382
{{/rollGreater() rollResult 16}} {{/rollBetween() effectiveSkill 7 15}} {{/rangedAttack}} {{#rollLess() effectiveSkill 4}} {{#rollLess() rollResult 13}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawFailNote}}
{{rawFailNote}}
{{/rawFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customFailNote}}
{{customFailNote}}
{{/customFailNote}} {{/rollLess() rollResult 13}} {{#rollGreater() rollResult 12}} {{#rollTotal() defenseType 1}}
Lose your footing and fall prone. (B382)
{{/rollTotal() defenseType 1}} {{#rollTotal() defenseType 2}}
Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.
{{/rollTotal() defenseType 2}} {{#rollTotal() defenseType 3}}
You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)
{{/rollTotal() defenseType 3}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollGreater() rollResult 12}} {{/rollLess() effectiveSkill 4}} {{#rollTotal() effectiveSkill 4}} {{#rollLess() rollResult 15}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawFailNote}}
{{rawFailNote}}
{{/rawFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customFailNote}}
{{customFailNote}}
{{/customFailNote}} {{/rollLess() rollResult 15}} {{#rollGreater() rollResult 13}} {{#rollTotal() defenseType 1}}
Lose your footing and fall prone. (B382)
{{/rollTotal() defenseType 1}} {{#rollTotal() defenseType 2}}
Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.
{{/rollTotal() defenseType 2}} {{#rollTotal() defenseType 3}}
You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)
{{/rollTotal() defenseType 3}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollGreater() rollResult 13}} {{/rollTotal() effectiveSkill 4}} {{#rollTotal() effectiveSkill 5}} {{#rollLess() rollResult 15}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawFailNote}}
{{rawFailNote}}
{{/rawFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customFailNote}}
{{customFailNote}}
{{/customFailNote}} {{/rollLess() rollResult 15}} {{#rollGreater() rollResult 14}} {{#rollTotal() defenseType 1}}
Lose your footing and fall prone. (B382)
{{/rollTotal() defenseType 1}} {{#rollTotal() defenseType 2}}
Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.
{{/rollTotal() defenseType 2}} {{#rollTotal() defenseType 3}}
You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)
{{/rollTotal() defenseType 3}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollGreater() rollResult 14}} {{/rollTotal() effectiveSkill 5}} {{#rollTotal() effectiveSkill 6}} {{#rollLess() rollResult 16}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawFailNote}}
{{rawFailNote}}
{{/rawFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customFailNote}}
{{customFailNote}}
{{/customFailNote}} {{/rollLess() rollResult 16}} {{#rollGreater() rollResult 15}} {{#rollTotal() defenseType 1}}
Lose your footing and fall prone. (B382)
{{/rollTotal() defenseType 1}} {{#rollTotal() defenseType 2}}
Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.
{{/rollTotal() defenseType 2}} {{#rollTotal() defenseType 3}}
You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)
{{/rollTotal() defenseType 3}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollGreater() rollResult 15}} {{/rollTotal() effectiveSkill 6}} {{#rollBetween() effectiveSkill 7 15}} {{#rollLess() rollResult 17}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawFailNote}}
{{rawFailNote}}
{{/rawFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customFailNote}}
{{customFailNote}}
{{/customFailNote}} {{/rollLess() rollResult 17}} {{#rollGreater() rollResult 16}} {{#rollTotal() defenseType 1}}
Lose your footing and fall prone. (B382)
{{/rollTotal() defenseType 1}} {{#rollTotal() defenseType 2}}
Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.
{{/rollTotal() defenseType 2}} {{#rollTotal() defenseType 3}}
You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)
{{/rollTotal() defenseType 3}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} {{^useMalfunction}}
{{rawCriticalFailNote}}
{{/useMalfunction}} {{#rollTotal() useMalfunction 1}} {{^malfunction}}
{{rawCriticalFailNote}}
{{/malfunction}} {{#malfunction}} {{#rollTotal() malfunction 0}}
{{rawCriticalFailNote}}
{{/rollTotal() malfunction 0}} {{/malfunction}} {{/rollTotal() useMalfunction 1}} {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}
{{customCriticalFailNote}}
{{/customCriticalFailNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalFailNote}}
The GM may determine what happens to You. (B348)
{{/customCriticalFailNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollGreater() rollResult 16}} {{/rollBetween() effectiveSkill 7 15}}
Roll: {{rollResult}} {{#rollLess() useCriticalPlusTen 2}} {{#rollTotal() useCriticalPlusTen 1}} {{#rollGreater() effectiveSkill 15}} {{#rollTotal() rollResult 6}}Critical{{/rollTotal() rollResult 6}} {{#rollTotal() rollResult 5}}Critical{{/rollTotal() rollResult 5}} {{/rollGreater() effectiveSkill 15}} {{#rollTotal() effectiveSkill 15}} {{#rollTotal() rollResult 5}}Critical{{/rollTotal() rollResult 5}} {{/rollTotal() effectiveSkill 15}} {{/rollTotal() useCriticalPlusTen 1}} {{/rollLess() useCriticalPlusTen 2}} {{#showHitLabel}}Hit{{/showHitLabel}} {{#showSuccessLabel}}Success{{/showSuccessLabel}}
Target: {{effectiveSkill}} {{#computed::rollDifference}} {{#rollGreater() computed::rollDifference -1}} Roll made by {{computed::rollDifference}} {{/rollGreater() computed::rollDifference -1}} {{#rollLess() computed::rollDifference 0}} Roll missed by {{computed::rollDifference}} {{/rollLess() computed::rollDifference 0}}
{{/computed::rollDifference}} {{#rollTotal() activeDefense 1}} {{#rollLess() effectiveSkill 1}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 1}} {{/rollTotal() activeDefense 1}} {{#rollTotal() activeDefense 0}} {{#rollLess() effectiveSkill 3}}
WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
{{/rollLess() effectiveSkill 3}} {{/rollTotal() activeDefense 0}}
Hits: {{computed::hits}} round(s) hit {{#shotsFired}} out of {{shotsFired}} shot(s) {{/shotsFired}}
{{#rollTotal() useCriticalPlusTen 2}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawSuccessNote}}
{{rawSuccessNote}}
{{/rawSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customSuccessNote}}
{{customSuccessNote}}
{{/customSuccessNote}} {{/rollTotal() useCriticalPlusTen 2}} {{#rollLess() useCriticalPlusTen 2}} {{#rollTotal() useCriticalPlusTen 1}} {{#rollLess() effectiveSkill 15}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawSuccessNote}}
{{rawSuccessNote}}
{{/rawSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customSuccessNote}}
{{customSuccessNote}}
{{/customSuccessNote}} {{/rollLess() effectiveSkill 15}} {{#rollGreater() effectiveSkill 15}} {{#rollGreater() rollResult 6}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawSuccessNote}}
{{rawSuccessNote}}
{{/rawSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customSuccessNote}}
{{customSuccessNote}}
{{/customSuccessNote}} {{/rollGreater() rollResult 6}} {{#rollBetween() rollResult 5 6}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalSuccessNote}}
{{rawCriticalSuccessNote}}
{{/rawCriticalSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalSuccessNote}}
{{customCriticalSuccessNote}}
{{/customCriticalSuccessNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalSuccessNote}}
The GM may determine what happens to You. (B347)
{{/customCriticalSuccessNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollBetween() rollResult 5 6}} {{/rollGreater() effectiveSkill 15}} {{#rollTotal() effectiveSkill 15}} {{#rollGreater() rollResult 5}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawSuccessNote}}
{{rawSuccessNote}}
{{/rawSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customSuccessNote}}
{{customSuccessNote}}
{{/customSuccessNote}} {{/rollGreater() rollResult 5}} {{#rollTotal() rollResult 5}} {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalSuccessNote}}
{{rawCriticalSuccessNote}}
{{/rawCriticalSuccessNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalSuccessNote}}
{{customCriticalSuccessNote}}
{{/customCriticalSuccessNote}} {{#rollTotal() isRepeatingSkill 1}} {{^customCriticalSuccessNote}}
The GM may determine what happens to You. (B347)
{{/customCriticalSuccessNote}} {{/rollTotal() isRepeatingSkill 1}} {{/rollTotal() rollResult 5}} {{/rollTotal() effectiveSkill 15}} {{/rollTotal() useCriticalPlusTen 1}} {{/rollLess() useCriticalPlusTen 2}} {{/rollBetween() rollResult 5 effectiveSkill}} {{/rollBetween() rollResult 5 16}}
{{spellCriticalFailureNote}}
{{spellCriticalFailureNote}}
{{spellFailNote}}
{{spellCriticalSuccessNote}}
{{spellCriticalFailureNote}}
{{spellFailNote}}
{{spellCriticalFailureNote}}
{{spellFailNote}}
{{spellCriticalFailureNote}}
{{spellFailNote}}
{{spellCriticalFailureNote}}
{{spellFailNote}}
{{spellCriticalFailureNote}}
{{spellFailNote}}
{{spellCriticalFailureNote}}
{{spellCriticalSuccessNote}}
{{spellCriticalSuccessNote}}
Predefined Defense Modifiers
{{dodgeEncumbrancePenalty}} Encumbrance
{{#rollTotal() dodgeReducedNotes 1}}
Dodge is halved due to hit points or fatigue loss. See B418 or B426.
{{/rollTotal() dodgeReducedNotes 1}} {{#rollTotal() dodgeReducedNotes 2}}
Dodge is quartered due to hit points and fatigue loss. See B418 or B426.
{{/rollTotal() dodgeReducedNotes 2}}
My Mod: {{popupModifier}} (Value entered in pop-up box.)
Weapon Weight: {{weaponWeight}}
If parrying weapon is {{parryingWeaponWeight}} {{weightSystem}} or less, check for breakage. B376.
Quick Modifiers
Modifier: {{quickModTotal}}
Summary: {{quickModSummary}}
Tool Modifiers
Modifier: {{rollModifier}} (Total modifier from roll modifier tools and range calculator.)
Maneuver: {{maneuver}}
All-Out Attack: {{allOutAttack}}
Hit Location: {{hitLocation}}
Alert: Max effective skill is 9
{{customMacroOne}}
{{customMacroTwo}}
{{customMacroThree}}
{{customMacroFour}}
{{customMacroFive}}
{{customMacroSix}}
Traits:
{{rollTraitSummary}}
Modifier Summary:
{{rollModifierSummary}}
Malfunction!
{{#rollTotal() verifyMalfunction 1}} Verify: roll 3d6 again to verify the results. (HT79)
{{/rollTotal() verifyMalfunction 1}} {{#rollTotal() veryReliable 1}} Very Reliable: Won't malfunction unless lack of maintenance lowers Malf. (HT101, 121, 157)
{{/rollTotal() veryReliable 1}} For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has "priority" over a critical miss: if both would occur, only the malfunction takes place. Critical Misses (B382).
Damage: {{damageRoll}} {{damageType}} {{#drMultiplier}} DR Multiplier: {{drMultiplier}} {{/drMultiplier}}
Minimum: {{minDamageNote}}: Applied to Target's DR
See B378 Damage Roll
{{computed::bluntTrauma}} Blunt Trauma B379.
Armor Divisor: Divide target DR by {{armorDivisor}}
Round Down (B378)
{{notesTitlePrefix}} Notes
{{notes}}
{{damageTypeNote}}
DB: {{DBNotes}}
Spell Summary {{#castingClass}} (Class: {{castingClass}}) {{/castingClass}}
Mods: {{spellNotes}}
Time:
{{castingTime}}
Dur.:
{{castingDuration}}
Cost:
{{castingCost}}
Maint.:
{{castingMaintain}}
Resisted by: {{castingResist}} {{#^rollTotal() rule16Value 100}}
Rule of 16 Applied
{{/^rollTotal() rule16Value 100}}
Recoil: {{recoil}} {{#rollTotal() useMalfunction 1}} {{#rollGreater() malfunction 0}} Malf: {{malfunction}}{{#rollTotal() verifyMalfunction 1}}v{{/rollTotal() verifyMalfunction 1}} {{#rollTotal() veryReliable 1}} (Very Reliable) {{/rollTotal() veryReliable 1}} {{/rollGreater() malfunction 0}} {{/rollTotal() useMalfunction 1}}
{{noteBoxOneLabel}}
{{noteBoxOneContent}}
{{noteBoxTwoLabel}}
{{noteBoxTwoContent}}
{{noteBoxThreeLabel}}
{{noteBoxThreeContent}}
{{noteBoxFourLabel}}
{{noteBoxFourContent}}
{{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
{{#roll}} {{#target}}
Roll
{{roll}} vs {{target}}
{{/target}} {{/roll}} {{#roll}} {{#^target}}
Roll
{{roll}}
{{/^target}} {{/roll}} {{#allprops() title subtitle roll target desc templateType sheetStyle rollMadeBy rollMissedBy}}
{{key}}
{{value}}
{{/allprops() title subtitle roll target desc templateType sheetStyle rollMadeBy rollMissedBy}} {{#desc}}
{{desc}}
{{/desc}}