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GURPS Character Assistant 4

Name Player Point Total 241


Ht Wt Size Modifier 0 Age Unspent Points 9
Appearance
CHARACTER SHEET
CURRENT
Languages Spoken Written
ST 11 [ 10 ] HP 11 [ 0 ]

DX 13 [ 60 ] Will 15 [ 0 ]
DR TL: 8 [ 0]
IQ 15 [ 100 ] Per 15 [ 0 ] Cultural Familiarities
CURRENT 0

HT 11 [ 10 ] FP 11 [ 0 ]

BASIC LIFT 24 DAMAGE Thr 1d-1 Sw 1d+1 PARRY Reaction Modifiers


BASIC SPEED 6 [ 0 ] BASIC MOVE 6 [ 0 ]
Appearance:
9 Status: +0
ENCUMBRANCE MOVE DODGE
None (0) = BL 24 BM x 1 6 Dodge 9 Other: +0
DX Conditional: +2 from 'Sense of Duty (Team)' when in
48
Light (1) = 2 x BL BM x 0.84 8
Dodge - 1
BLOCK dangerous situations if Sense of Duty is known, +1 from
72
Medium (2) = 3 x BL BM x 0.63 7
Dodge - 2
'Honesty' when honesty becomes known, +3 from 'Honesty'
144
Heavy (3) = 6 x BL BM x 0.42 6
Dodge - 3
7 when a question of honor or trust is involved, -1 from
240
X-Heavy (4) = 10 x BL BM x 0.21 5
Dodge - 4 'Stubbornness', +1 from 'Smooth Operator' when Con artists,
ADVANTAGES AND PERKS DX politicians, salesmen, etc.
Acute Hearing 1 [ 2] SKILLS
SKILLS
Roll to hear: 16
Name
Name Level
Level Relative Level
Relative Level
Acute Vision 1 [ 2] Accounting 13 IQ-2 [[ 1
Roll to see: 16
Accounting 13 IQ-2 1 ]]
Body
Body Language
Language(Human)
(Human) 14
14 Per-1
Per-1 [[ 1
1 ]]
Contact Group (Investigative Agency) (Effective Skill [ 5 ] Criminology/TL8 14 IQ-1 [[ 1
12) (9 or less; Somewhat Reliable) Criminology/TL8 14 IQ-1 1 ]]
Diplomacy 15 IQ+0 [ 2 ]
Danger Sense [ 15 ] Diplomacy
Includes: +1 from 'Smooth Operator' 15 IQ+0 [ 2 ]
Includes: +1 from
Electronics 'Smooth Operator'
Operation/TL8 15 IQ+0 [ 2 ]
Roll to sense danger: 15
Intuition [ 15 ] Electronics
(Surveillance)Operation/TL8 15 IQ+0 [ 2]
Roll to guess correctly: 15 (Surveillance)
Expert Skill (Military Science) 13 IQ-2 [ 1 ]
Luck [ 15 ] Expert Skill (Military Science)
Forensics/TL8 13
14 IQ-2
IQ-1 [ 1
2 ]
Smooth Operator 1 [ 15 ] Guns/TL8 (Pistol)
Forensics/TL8 14 DX+1
IQ-1 [ 2 ]
Guns/TL8 (Rifle)
Guns/TL8 (Pistol) 13
14 DX+0
DX+1 [[ 1
2 ]]
Intelligence Analysis/TL8
Guns/TL8 (Rifle) 13
13 IQ-2
DX+0 [[ 1
1 ]]
DISADVANTAGES AND QUIRKS Karate 14 DX+1 [ 8 ]
Addiction (Tobacco) (Cheap) (Highly addictive; [ -5 ] Intelligence Analysis/TL8
Roll to Punch: 14, Roll to Kick: 12
13 IQ-2 [ 1 ]
Legal) Karate Art
Karate 14
13 DX+1
DX+0 [[ 8
3 ]]
Alcoholism [ -15 ] Roll to Punch: 14, Roll to Kick: 12
Lip Reading 14 Per-1 [ 1 ]
Bad Temper (12 or less) [ -10 ] Karate Art
Lockpicking/TL8 13
14 DX+0
IQ-1 [[ 3
1 ]]
Honesty (12 or less) [ -10 ] Lip Reading
Observation 14
15 Per-1
Per+0 [ 1 ]
Includes: +1 from 'Acute Vision'
Lockpicking/TL8 14 IQ-1 [ 1 ]
Obsession (Resolve Any Crime) (Short-Term Goal) [ -5 ] Savoir-Faire
(12 or less) Observation(Dojo)
Includes: +1 from 'Smooth Operator'
16
15 IQ+1
Per+0 [[ 1
1 ]]
Includes: +1 from 'Acute Vision'
Sense of Duty (Team) [ -5 ] Search 15 Per+0 [ 2 ]
Savoir-Faire (Dojo)
Stealth 16
13 IQ+1
DX+0 [[ 1
2 ]]
Stubbornness [ -5 ] Includes:
Tracking+1 from 'Smooth Operator' 14 Per-1 [ 1 ]
Search +1 from 'Acute Vision' when vision 15
Conditional: is a factor Per+0 [ 2 ]
Stealth
Techniques 13 DX+0 [ 2 ]
Elbow Strike (Karate)
Tracking 13
14 Per-1 [[ 1
1 ]]
Roll to : 13
Conditional: +1 from 'Acute Vision' when vision is a factor
Jump Kick (Karate) 13 [ 4 ]
Techniques
Roll to : 13
Elbow Strike
Kicking (Karate)
(Karate) 13
12 [[ 1
1 ]]
Roll
Knee to Strike
: 13 (Karate) 14 [ 1 ]
Jump
Roll Kick
to : 14 (Karate) 13 [ 4]
Spinning
Roll to : 13 Kick (Karate) 13 [ 3 ]
Stamp Kick
Kicking (Karate)
(Karate) 13
12 [ 3]
1
Knee Strike (Karate) 14 [ 1]
Roll to : 14
Spinning Kick (Karate) 13 [ 3]

http://www.sjgames.com/gurps/characterassistant/ v4.0.423
GURPS Character Assistant 4

HAND
HANDWEAPONS
HAND WEAPONS
WEAPONS
Qty Weapon
Qty
Qty Weapon
Weapon Damage
Damage
Damage Reach
Reach
Reach Lvl(Pry)
Lvl(Pry) ST
ST
Lvl(Pry)ST Notes
Notes
Notes Cost
Cost
Cost Weight
Weight
Weight
Bite
Bite 1d-2 cr
1d-2 cr C
C 13 (No)
13 (No)
Bite
Elbow Strike (Karate)
1d-2
1d+1
cr
cr
C
C
13
13
(No)
Elbow
Elbow Strike
Strike (Karate)
(Karate) 1d+1
1d+1 cr
cr C
C 13 (No)
13 (No)
(No)
CHARACTER SHEET Jump Kick (Karate)
Jump Kick (Karate) 1d+3
1d+3 cr
cr C,1-2
C,1-2 13
13 (No)
(No)
Jump Kick (Karate)
Karate 1d+3 cr C,1-2 13 (No)
Karate
Karate
Punch
Punch
1d cr
1d cr cr
C
C
14 (10)
14 (10)
Kick
Punch 1d+1
1d cr C,1
C 12 (No)
14 (10)
RANGED WEAPONS
Qty Weapon Damage Acc Range RoF Shots Lvl ST Bulk Rcl LC Notes Cost Weight
1 H&K USP Match, 9 2d+2 pi 3 165 / 1850 3 15+1 14 9 -3 2 3 1350 3
x19mm

SPEED/RANGE TABLE HIT LOCATION ARMOR & POSSESSIONS


For complete table, see p. 550. Qty Item Location Cost Weight
Modifier Location 1 Cell Phone 250 .25
Speed/ Linear 0 Torso 1 Flashlight, Mini 10 .25
Range Measurement -2 Arm/Leg
Modifier (range/speed) -3 Groin
0 2 yd or less -4 Hand
-1 3 yd -5 Face
-2 5 yd -5 Neck
-3 7 yd -7 Skull
-4 10 yd
-5 15 yd Imp or Pi attacks can
-6 20 yd target vitals at -3 or
-7 30 yd eyes at -9.
-8 50 yd
-9 70 yd This sheet printed from GURPS
Character Assistant.
-10 100 yd
-11 150 yd This and other GURPS forms
may also be downloaded at
-12 200 yd www.sjgames.com/gurps/resour
ces/.
-13 300 yd
-14 500 yd Copyright © 2004 Steve Jackson
Games Incorporated. All rights
-15 700 yd reserved.

CHARACTER NOTES

POINTS SUMMARY
Attributes/Secondary Characteristics [ 180 ]
Advantages/Perks/TL/Languages/ [ 69 ]
Cultural Familiarity
Disadvantages/Quirks [ -55 ]
Skills/Techniques [ 47 ]
Other [ ]

http://www.sjgames.com/gurps/characterassistant/ v4.0.423
GURPS Character Assistant 4

HAND WEAPONS (continued)


Qty Weapon Damage Reach Lvl(Pry)ST Notes Cost Weight
Knee Strike (Karate) 1d+1 cr C 14 (No)

http://www.sjgames.com/gurps/characterassistant/ v4.0.423

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