Tag: skills

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  • Difficulty Level

    Some fields demand more study and practice than others. GURPS uses four “difficulty levels” to rate the effort required to learn and improve a skill. The more difficult the skill, the more points you must spend to buy it at a given skill level. Easy …

  • Buying Skills

    In order to learn or improve a skill, you must spend character points. When you spend points on a skill, you are getting training to bring that skill up to a useful level. Skills are easy to learn at first – a little training goes a long way! But added …

  • Skill Defaults

    Most skills have a “default level”: the level at which you use the skill if you have no training. A skill has a default level if it is something that everybody can do . . . a little bit. As a general rule, a skill defaults to its controlling attribute at …

  • Accounting

    IQ/Hard Defaults: IQ-6, Finance-4, Mathematics (Statistics)-5, or Merchant-5. This is the ability to keep books of account, to examine the condition of a business, etc. A successful Accounting roll (requires at least two hours of study, and …

  • Acting

    IQ/Average Defaults: IQ-5, Performance-2, or Public Speaking-5. This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. A successful Acting roll lets you pretend to feel something that you do …

  • Administration

    IQ/Average Defaults: IQ-5 or Merchant-3. This is the skill of running a large organization. It is often a prerequisite for high Rank (p. 29). A successful Administration roll gives you a +2 reaction bonus when dealing with a bureaucrat, and allows …

  • Animal Handling

    IQ/Average Default: IQ-5. This is the ability to train and work with animals. You must specialize in a category of animals – the more intelligent the animals, the narrower the category. Examples of interest to adventurers: Big Cats (jaguars, lions, …

  • Archaeology

    IQ/Hard Default: IQ-6. This is the study of ancient civilizations. An archaeologist is at home with excavations, old potsherds, inscriptions, etc. An Archaeology roll lets you answer questions about ancient history, or identify artifacts and dead …

  • Area Knowledge

    IQ/Easy Defaults: IQ-4 or Geography (Regional)-3* *You have an IQ default only for Area Knowledge of a place where you live or once lived. Geography only gives a default for Area Knowledge of the specialty region. "Geographical and Temporal …

  • Armoury

    IQ/Average Defaults: IQ-5 or Engineer (same)-4. This is the ability to build, modify, and repair a specific class of weapons or armor. (It does not include skill at design; for that, see Engineer, p. 190.) A successful roll lets you find a problem, …

  • Biology

    IQ/Very Hard Defaults: IQ-6 or Naturalist-6. This is the scientific study of the structure, behavior, and habitats of living organisms. You must specialize in the life of a particular planet type (see box). If you do not specify a planet type, your …

  • Bow

    DX/Average Default: DX-5. This is the ability to use the long-bow, short bow, and all similar bows. It also covers the compound bow, although a person who had never seen a compound bow would suffer a -2 unfamiliarity penalty.

  • Breath Control

    HT/Hard Defaults: None. This is the ability to breathe at maximum efficiency. On a successful skill roll, you can increase the time you can hold your breath for any reason (e.g., underwater) by 50%, or regain one FP in only two minutes (you cannot …

  • Flail

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Knife

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Main-Gauche

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Rapier

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Saber

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Shortsword

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Whip

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Camouflage

    IQ/Easy Defaults: IQ-4 or Survival-2. This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment. To see through your camouflage, an observer must win a Quick Contest of Vision …

  • Cartography

    IQ/Average Defaults: IQ-5, Geography (any) -2, Mathematics (Surveying)-2, or Navigation (any)-4. This is the ability to create and interpret maps and charts. Roll against this skill to map any location as you move through it. At TL7+, this skill …

  • Chemistry

    IQ/Hard Default: IQ-6 or Alchemy-3. This is the study of matter. A chemist can identify elements and simple compounds (but not necessarily drugs, magical substances, etc.). Given proper equipment, he could conduct complex analyses and syntheses.

  • Climbing

    DX/Average Default: DX-5. This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details. _Modifiers_: +2 for Brachiator (p. 41); +3 for Flexibility or +5 for Double-Jointed (p. 56); +1 …

  • Cloak

    DX/Average Defaults: DX-5, Net-4, or Shield (any)-4. This is the skill of using a cloak or a cape as a weapon. It covers the use of two types of cloak: the waist-length “light cloak” (any cloak, cape, or coat weighing less than 5 lbs.) and the full- …

  • Cooking

    IQ/Average Defaults: IQ-5 or Housekeeping-5. This is the skill of being a chef – you do not need it to heat water and open boxes, or to cook rat-on-a-stick over your campfire. A successful skill roll allows you to prepare a pleasing meal. Many chefs …

  • Counterfeiting

    IQ/Hard Defaults: IQ-6 or Forgery-2. This is the art of duplicating banknotes and coins. It is only taught by the underworld and government agencies (although this is rare outside of rogue states, except in wartime). Time required varies from days …

  • Crossbow

    DX/Easy Default: DX-4. This is the ability to use all types of crossbows, including the pistol crossbow, prodd (which fires pellets or stones), repeating crossbow, and high-tech compound crossbow.

  • Detect Lies

    Per/Hard Defaults: Perception-6, Body Language-4, or Psychology-4. This is the ability to tell when someone is lying to you. It is not the same as Interrogation (p. 202); Detect Lies works in a casual or social situation. When you ask to use this …

  • Economics

    IQ/Hard Defaults: IQ-6, Finance-3, Market Analysis-5, or Merchant-6. This is the study of the theory of money, markets, and financial systems. It is mainly an academic skill, but a successful skill roll allows you to predict the economic impact of …

  • Electrician

    IQ/Average Defaults: IQ-5 or Engineer (Electrical)-3. This is the skill of building, maintaining, and repairing electrical systems. Make a skill roll to diagnose an electrical fault, wire a building or vehicle, etc. Adventuring uses include damage …

  • Carpentry

    IQ/Easy Default: IQ-4. This is the ability to build things out of wood. A successful roll lets you do one hour’s worth of competent carpentry. A failed roll means the work was bad. The GM may require DX-based Carpentry rolls for certain kinds of …

  • Skills for Design, Repair, and Use

    When choosing technological skills for your character, it can be helpful to bear in mind that such skills govern three distinct classes of activity: _Design_. An inventor, gadgeteer, or mad scientist requires skills that let him design and build new …

  • First Aid

    IQ/Easy Defaults: IQ-4, Esoteric Medicine, Physician, or Veterinary-4. This is the ability to patch up an injury in the field (see Recovery, p. 423). Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning …

  • Fishing

    Per/Easy Default: Perception-4. This is the ability to catch fish – with a net, hook and line, or whatever method is used in your culture. If you have proper equipment and there are fish to be caught, a successful roll catches them. If you lack …

  • Holdout

    IQ/Average Defaults: IQ-5 or Sleight of Hand-3. This is the skill of concealing items on your person or on other people (usually with their cooperation). An item’s size and shape govern its concealability. Some examples: '+4: A BB-sized jewel, a …

  • Search

    Per/Average Defaults: Perception-5 or Criminology-5. This is the ability to search people, baggage, and vehicles for items that aren’t in plain sight. The GM rolls once – in secret – per item of interest. For deliberately concealed items, this is a …

  • Jeweler

    IQ/Hard Defaults: IQ-6, Smith (Copper)-4, or Smith (Lead and Tin)-4. This is the ability to work with precious metals, make jewelry, decorate weapons, etc. A successful skill roll allows you to identify a precious metal or gem, or determine the …

  • Machinist

    IQ/Average Defaults: "IQ":https://a-path-to-steam.obsidianportal.com/wikis/intelligence-iq -5 or "Mechanic":https://a-path-to-steam.obsidianportal.com/wiki_pages/mechanic (any)-5. This is the skill of making and modifying mechanical parts and tools. …

  • Mechanic

    IQ/Average Defaults: "IQ":https://a-path-to-steam.obsidianportal.com/wiki_pages/intelligence-iq -5, "Engineer":https://a-path-to-steam.obsidianportal.com/wiki_pages/engineer (same)-4, or "Machinist":https://a-path-to-steam.obsidianportal.com/wiki_pages …

  • Mathematics

    IQ/Hard Defaults: "IQ":https://a-path-to-steam.obsidianportal.com/wikis/intelligence-iq -6 and others. This is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols. You …

  • Familiarity

    Any skill used to operate equipment – e.g., Beam Weapons/TL11 (Pistol) or Driving/TL7 (Automobile) – takes a penalty when you are faced with an unfamiliar type of item. For instance, if you were trained on a laser pistol, a blaster pistol would be “ …

  • Escape

    DX/Hard Default: DX-6. This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes. The GM may apply a penalty for particularly secure …

  • Farming

    IQ/Average Defaults: IQ-5, Biology-5, or "Gardening":https://a-path-to-steam.obsidianportal.com/wikis/gardening -3. This is the skill of growing things. It is usually used to earn a living, but you can also use it to answer theoretical questions …

  • Filch

    DX/Average Defaults: DX-5, Pickpocket-4, or Sleight of Hand-4. This skill lets you steal objects that are sitting in plain sight . . . without being spotted. Roll against skill to shoplift, snatch documents off a desk, etc. If someone is actively …

  • Finance

    IQ/Hard Defaults: Accounting-4, Economics-3, or Merchant-6. This is the skill of managing money. It is a practical application of Economics (p. 189), much as Engineer skill is a practical application of Physics. A successful skill roll lets you …

  • Hiking

    HT/Average Default: HT-5. This skill represents training for endurance walking, hiking, and marching. It includes knowledge of how to pace yourself in different conditions, and how best to carry a pack. Make a Hiking roll before each day’s march; …

  • Pharmacy

    IQ/Hard Defaults: IQ-6 and others. This is the skill of preparing medicines to treat illness. (To work with noxious drugs, use Poisons skill, p. 214.) You must specialize: _Herbal_: The ability to make and administer remedies prepared from plants …

  • Physician

    IQ/Hard Defaults: IQ-7, "First Aid":https://a-path-to-steam.obsidianportal.com/wikis/first-aid -11, or Veterinary-5. This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery …

  • Poisons

    IQ/Hard Defaults: IQ-6, "Chemistry":https://a-path-to-steam.obsidianportal.com/wikis/chemistry -5, "Pharmacy":https://a-path-to-steam.obsidianportal.com/wikis/pharmacy (any)-3, or "Physician":https://a-path-to-steam.obsidianportal.com/wikis/physician …

  • Pickpocket

    DX/Hard Defaults: DX-6, "Filch":https://a-path-to-steam.obsidianportal.com/wikis/filch -5, or Sleight of Hand-4. This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him. If your victim is aware …

  • Swimming

    HT/Easy Default: HT-4. This is the skill of swimming (whether on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue while swimming or injury due to aquatic misfortunes. When racing …

  • Expert Skill

    IQ/Hard Defaults: None. An Expert Skill represents cross-disciplinary knowledge of a single, narrow theme. When answering factual questions on that theme, you may substitute a roll against your Expert Skill for any IQ-based roll against any skill …

  • Fast-Draw

    DX/Easy Defaults: None. This skill lets you quickly draw a weapon from its holster, sheath, or hiding place. A successful roll means you ready the weapon instantly. This does not count as a combat maneuver; you can use the weapon to attack on the …

  • Gardening

    IQ/Easy Defaults: IQ-4 or "Farming":https://a-path-to-steam.obsidianportal.com/wikis/farming -3. This is the ability to care for plants on a small scale. (For large-scale crops, use Farming skill, p. 194.) A skill roll lets you grow food, medicinal …

  • Knot-Tying

    DX/Easy Defaults: DX-4, "Climbing":https://a-path-to-steam.obsidianportal.com/wikis/climbing -4, or Seamanship-4. This is the ability to tie a wide variety of knots quickly and efficiently. A successful skill roll lets you make a noose, tie someone …

  • Makeup

    IQ/Easy Defaults: IQ-4 or "Disguise":https://a-path-to-steam.obsidianportal.com/wikis/disguise -2. This is the skill of using theatrical makeup to enhance a performer’s appearance. It is not just the ability to make someone look “pretty” – you can …

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