Free tools for GURPS 4th Edition: calculators, character sheets from GCS, and a GM Board.
Tools
- Dice Roller Roll any dice: 3d checks, damage and more.
- Collision and Fall Damage B430 Damage from falls, crashes and being hit by vehicles.
- Demolitions B414 How much explosive it takes, and the damage it does.
- Hiking B351 How far a party walks in a day, by terrain and weather.
- Jumping B352 How far and how high a character can jump.
- Throwing B355 How far something can be thrown, and its damage.
- Improvement Through Study B292 How long it takes to learn a skill or a trait.
- Have a GCS character? Import it: log in or register.
What's new
Version 2.8
10/22/2026
Highlights
- Run a fight from the GM Board: encounters, a Bestiary with 18 starter monsters, turn order, and enemy cards that roll their own attacks.
- Shock, stun, knockdown and major wounds are tracked for you, on the character sheet and on the board.
- GM whispers: send a player a private note in Campaign Rolls.
- Manage campaigns, rebuilt, with an invite link you send to your players.
- A character sheet built for play: HP, defenses and attacks stay in reach, and attacks roll right where you tap them.
- Find anything (Ctrl+.) from any page.
- Thanks to everyone who supports the site: conditions, turn order and whispers were roadmap goals you paid for.
Encounters and combat
- Build encounters ahead of time for each campaign and make one active when the fight starts.
- Add combatant opens your Bestiary: every NPC and monster you've uploaded, from any campaign, searchable. Add one or several at once; several of a kind are numbered (Orc 1, Orc 2, Orc 3).
- 18 starter monsters, original stat blocks, are in the Bestiary for every GM. Copy one or add it straight to an encounter and you get your own copy, so your edits never touch the shared original.
- New combatant makes an NPC or monster from a stat block in a minute, no GCS file needed. Blank boxes fill in from the Basic Set. Edit it later, or copy it to make a variant.
- Enemy cards keep their own HP, FP and notes, with the same Reeling, Collapse and Death check notes as a character sheet. The fight never changes your NPC's sheet.
- Enemies attack with the options players have: hit location, skill and damage modifiers, target DR and armor divisor, positions, and shots, distance and recoil for a ranged attack. The result says where it hit and the injury after DR. Options are kept for the fight, through a reload and on your other devices.
- An enemy's name opens its full sheet in a window of its own. Rolls made there go to the campaign's rolls.
- Start combat puts the party and the enemies in turn order by Basic Speed, then DX, with ties rolled for you (as a private note). Next turn moves on past the dead and counts rounds, Back undoes a step, and Add combatant brings in more mid-fight. End combat puts the board back. The fight is saved, so a reload finds it where it was.
- Players see the round, whose turn it is, who's next and the whole order on their own character sheet, and it follows along live.
- HP and FP are coloured by how they're doing: well, under a third, 0 or less, and death checks.
Shock, stun and knockdown
- Losing HP brings shock, a penalty to DX and IQ rolls that fades by the end of your next turn (worse with Low Pain Threshold, skipped with High Pain Threshold). It shows on the skills it affects.
- A blow for more than half your HP calls for a knockdown roll, with a modifier for where it hit. Fail it and you're stunned and knocked prone; fail badly and you're unconscious.
- Stunned fights at -4 to defense and rolls to recover at the start of each of your turns.
- It all works on a character's sheet and on an enemy's card, posts to Campaign Rolls, and the GM or the player can set or clear a condition by hand. Hover a condition badge to see what it does.
GM Board
- The Party table shows how everyone is doing and how hard they are to hit (HP, FP, Speed, Move, Dodge, Parry, Block, DR). It sorts, and a character's name opens their sheet.
- Find, beside it, answers for each character on the same row: any check, skill (even ones nobody has, at their best default), trait or piece of gear. A roll rolls for everyone at once and the results stay on the board. Pin keeps a search for the campaign; Add column puts it in the table, up to four.
- The arrow before a name opens a peek under the row: their best skills, advantages, hooks and your own notes on them. Open all opens everyone's.
- Tools opens the calculators (Dice, Collision & Fall, Throwing, Jumping, Demolitions, Hiking) in a drawer on the left, and it can be pinned beside the page.
- Who's here tonight: mark a player away and they leave the party list and every check until they're back.
- The board no longer runs edge to edge on a big screen, and the combat buttons line up evenly on a phone.
Campaigns and accounts
- Manage campaigns is one page showing one campaign at a time, every change saved as you make it. Each campaign has an invite link: send it to your players, and opening it lets them join and bring a character. Reset link stops an old one working.
- The page lists your players and their characters, with Remove from campaign and Remove player. Players see the GM and the other players, add or take out their own characters, and can leave.
- A display name in Settings is what the people you play with see, on shared characters, in campaigns and on rolls. You still log in with your user name.
- Your account is a circle with your initials at the top right: Settings, Manage campaigns and Log out. About, Change Log, Report Bug and Patreon moved under Help.
- Trait Sorter is per campaign when you're signed in. The GM saves the list to the campaign and the players see it. Signed out, it works as before.
- The GM can open and play their players' characters: rolls go to Campaign Rolls (as "Mira · Jeff"), and HP, FP and counters can be changed. The player's notes stay theirs.
- GM notes, in a dialog on a character in your campaign, are only for you. History lists what changed on a character and who changed it, for the player and the GM both.
Campaign Rolls
- Rolls appear the moment they're made, for everyone in the campaign. Each is a small card: who and when, what was rolled, then the dice and target beside the outcome in words ("Success by 3", "Critical success").
- A player's roll shows their name beside their character's, and the GM's shows theirs beside "GM".
- Who sees your rolls is one button by Playing as. Players choose Everyone, Me + GM or Just me (nothing is posted). The GM chooses Everyone or Just me. It covers sheet rolls, attacks, the dice button and the calculators.
- A roll only the GM and whoever rolled it can see has a dashed card and a Private tag.
- GM whispers: Whisper, by Roll 3d, sends one or more players a private note of up to 500 characters. Nobody else sees it, and you can delete one you sent, for both sides.
- The GM's trash button clears every roll in the campaign, after you confirm.
- Each campaign keeps its newest 100 rolls for up to a year, up from 30 days, so a group that meets once a month still finds last session's.
- Pin the panel on a computer and it pushes the page aside instead of floating over it. With it closed, only other people's rolls float up.
Character sheet
- On a wide screen the sheet is a fixed grid of cards: Description, Attributes, Attacks, Equipment, Traits, Skills (spells are in there too) and Notes. The long ones scroll inside their own card. On a phone, a dropdown with arrows moves between the cards.
- Attacks roll in place. Tap one and the result shows under it, with where it hit and the injury after DR. They're grouped by weapon. A strip above sets hit location, target DR, positions and enemy type for the whole fight, and each attack has its own skill, damage and armor divisor boxes (plus shots, distance and recoil for a ranged attack). Anything changed is outlined and Reset clears it. They're kept with your character.
- Defenses (Dodge, Parry, Block and DR by location) are chips under HP and FP that stay on screen and roll when tapped. Posture is a control for the whole character, next to Conditions.
- Equip and unequip gear with the boxes in Equipment. An equipped weapon's attacks become usable and equipped armor counts in your DR. Characters imported before this need Update from GCS file for gear that was unequipped.
- Skills and Traits take two lines: the name with its level on top, page reference and default below. Shock and Default are icons with the explanation on hover, and a roll's result lands under the value.
- The Skills card has a search. It filters your skills and lists matching skills you don't have, at your default level (Climbing at DX-5) with a Roll, or no default.
- GCS Reactions, Conditional Modifiers and Other Equipment are shown, and a roll says which modifiers changed it.
- The portrait opens full size when you tap it. Advantages and disadvantages show a coloured dot instead of a letter.
Find anything
- Ctrl+. (Cmd+. on a Mac) opens a box over any page that searches tools, pages, things to do, what's on this page, your characters and campaigns (and their attacks and equipped gear), the Bestiary and the Book Index, plus Patreon and PayPal.
- Typos are fine, and it knows other names for things: "hp" finds Hit Points and "account" finds Settings.
Characters page and import
- Import from GCS takes up to 20 .gcs files at once, as player characters or NPCs and monsters, into the campaign you pick. A file for a character you already have asks whether to update it (keeping its HP, FP and notes) or add it as a new one. The separate upload page is gone.
- One search box for name, campaign or player, and Mine / Shared / All in place of the checkboxes.
- NPCs and monsters are two kinds, and a character's Manage dialog switches between them.
Calculators and Treasure
- Calculators show a result when you press Roll or Calculate, not as you type. Change a field and the old result greys out until you roll again.
- A roll's line in Campaign Rolls, and under the result on the page, shows what you ran it with. Demolition adds its collateral damage table. Hiking's distance or time now starts at 1 instead of 0.
- Treasure Generator: tick Keep on an item and it survives the next Generate while the rest reroll. If you run a campaign, Share posts your kept items to Campaign Rolls as one entry. The treasure types show up front instead of after a slow lookup.
- Trait Sorter is a 7 step wizard: pick your books, go through each category, finish on the Final List.
Visitors and the site
- Signed out, the top bar has Log in and Register buttons and a sun/moon toggle. Your first visit follows your device's light or dark setting, and it carries over when you register.
- The top bar leads with the Dice Roller and Treasure Generator, which work without an account, and the home page says what an account adds.
- Opening a character while signed out sends you to log in and then back to it, not to a dead page. Error pages are the site's own.
- Added security headers, and browsers now remember to use HTTPS for a year.
Fixes
- Clicking a button quickly over and over no longer leaves it showing something different from what was saved, and buttons that roll, add or export run once per click.
- Quick rolls on the GM Board answer at once instead of after a pause.
- Removing an enemy just after changing its HP no longer reports that the change couldn't be saved.
- A new theme shows the moment you pick it, without reloading Settings.
- Pay what you want closes properly after you choose.
- The top bar's Find has a full 44px hit area on tablets, and the bar no longer wraps between 768 and 991px wide.
Support
GURPS Calculator has been free, with no ads, since 2015. That's over ten years, kept running by people who chip in. Help keep it going for ten more.
This month covered
Next up: Attack enemies from your sheet, with automatic damage
✓ Running costs covered: $15 of $15
- Encounters on the GM Board Funded · now being built
Coming later
- Defense prompts when the GM attacks you
- One-tap attacks and defenses on the character sheet
- Conditions and the rolls they trigger
Anything past this month's running costs goes to the next feature.