Okay, so I have no idea about GURPS, but I took a quick look at the code. It seems that it's doing some kind of calculation that modifies strength based on fatigue, which messes up all the strength calculations. I guess strength is supposed to be halved when you are fatigued? Anyway, the way this is set up, it messes up the calculation because fatigue starts at max 10, and current fatigue effectively starts at 0, and 0 < 10/3. It's supposed to set fatigue_points to the current maximum if they don't exist, but that clause never seems to trigger because of a bug in the code (and anyway it's hard to detect if the field has never been set by the user). Knowing nothing about the ruleset, would it be sensible to start out fatigue_points at 10, same as the maximum? That should take care of the strength issues. EDIT: Ah, and you can fix things for now by entering your maximum number of fatigue points in the "current FP" box.