02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Needlecraft (Physical/Average) Defaults to DX-4<br />

This is the ability to sew decoratively. It is not just used to<br />

accent clothing and furnishings; it is a form of fine art. In<br />

medieval settings, it is common among ladies of good breeding, as<br />

well as those who make their living at it. Nothing more is<br />

required than a fine needle and colored thread.<br />

Netmaking (Physical/Easy) Defaults to DX-6<br />

This is the ability to make and repair fishing nets out of<br />

strong cord. It is used primarily as a source of income in<br />

seashore towns. It may also be used to make nets used as<br />

weapons, common in gladiatorial arenas.<br />

Shipbuilding/TL (Starship) (Mental/Average)<br />

Defaults to IQ-5 or Shipbuilding-S<br />

At TL8+, construction of spaceships and starships is routine<br />

enough to default to IQ. It has just enough in common with<br />

ocean shipbuilding of the same TL to let the skills default to<br />

each other at -5. Roll against this skill to design a ship, to identify<br />

a ship and learn something about it, or to aid in damage<br />

control.<br />

Stone Knapping (Mental/Average) Defaults to IQ-5<br />

This is Armoury/TL0 (see p. B53). It is the ability to fashion<br />

tools and weapons from stone, wood and bone.<br />

ESOTERIC SKILLS<br />

This new skill category covers mystical and cinematic skills<br />

that actually allow one to do things that are "impossible" in reallife.<br />

This definitely includes all cinematic martial arts skills! Note<br />

that Magical and Psionic skills have their own entries (beginning on<br />

pp. 148 and 155 respectively), while most esoteric knowledge skills<br />

are treated as either Scientific skills or Knowledge skills.<br />

Many Esoteric skills require an Unusual Background of some<br />

sort. One specific Unusual Background is Trained By A Master,<br />

required to learn any of the cinematic fighting skills below.<br />

Eidetic Memory is of no help whatsoever when learning any<br />

skill that has Trained By A Master as a prerequisite.<br />

Tanning (Physical/Average) Defaults to IQ-4<br />

This is the ability to create leather out of animal hide. It is<br />

very useful in wilderness areas, or as a source of income for<br />

trappers and other game hunters. A tanner will be able to find<br />

everything necessary to make good, serviceable leather by walking<br />

through the forest, although fine suede, dyed leather, etc., may<br />

require special ingredients. A professional tanner will have a shop<br />

and large vats, on the downwind side of town; tanning is the<br />

smelliest of all medieval professions.<br />

Tattooing (Mental/Average) Defaults to IQ-5<br />

This is the skill of using tattooing equipment safely, choosing<br />

pigments and needles, etc. The aesthetic quality of the tattoo<br />

depends on the tattooist's Artist skill.<br />

Weaving (Physical/Easy)<br />

Defaults to DX-2<br />

This is the ability to weave fabrics from yarn. In societies<br />

where this skill is primarily artistic, treat Weaving as a<br />

Mental/Easy skill that defaults to IQ-4 or DX-4. In such societies,<br />

it is often believed that the character of the woven article<br />

reflects the character of the person who created it.<br />

In societies which use the loom, this skill is usually a Craft<br />

skill, and is used primarily as a source of income. In this case,<br />

treat Weaving as a Physical/Easy skill that defaults to DX-2.<br />

A weaver would know how a loom is constructed, but actually<br />

building one would be a job for a mechanic.<br />

Increase Will for the purposes of resisting torture, phobias or<br />

psionic attack. The roll is made at -2. Success adds 2 to Will for<br />

one hour. Critical success adds 5 to Will for one hour.<br />

Compare this to the Meditation skill, p. 142.<br />

Augury (Mental/Very Hard)<br />

Defaults to<br />

Theology-4 or Occultism-3<br />

This skill is useful for interpreting omens or dreams. The latter<br />

can be used by the GM as a means of dropping hints to his players.<br />

The interpreter must specialize in one culture. For cross-cultural<br />

defaults, use the same penalties as with Savoir-Faire.<br />

Autohypnosis (Mental/Hard)<br />

No default<br />

This is a specialty of Hypnosis. It allows one to tap inner<br />

reservoirs of strength. Entering an autohypnotic state requires a<br />

skill roll and 3d minutes of concentration. The character cannot<br />

talk or move during the initiation of the trance state. A success<br />

ful roll allows the character to do one of the following:<br />

Improve concentration to aid performance of lengthy mental<br />

tasks (study, decryption, a long repair job). The task must be a<br />

relatively sedate one, done in a quiet place (library, lab or placid<br />

wilderness). Success gives a +1 bonus; critical success gives a<br />

+3 bonus.<br />

Negate pain/fatigue. Cancels the effects of being at ST or HT 1-<br />

3. The roll is made at -4. Only one attempt may be made per<br />

hour.<br />

137

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!