GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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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 />
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