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GURPS - Basic Set 3r..

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PROFESSIONAL SKILLSThis is a general term for those skills that are useful for making aliving, but will (almost) never have any other use in the game.Such skills are not given individual listings here - but you can stilllearn them if you want to! For a character whose "adventuring"skills aren't worth much money, a professional skill is a great way toqualify for a job (see p. 192) and a steady income.If a character is created specifically as a professional, the GMshould require him to take the appropriate professional skill at alevel of at least 12, unless the character is supposed to beincompetent!Professional skills include barber, construction worker, gamedesigner, journalist, law enforcement officer, mason, salesman,stockbroker, stock clerk, tailor, vintner, weaver, zookeeper ...Important professional skills for a specific game world will belisted in that gameworld book. Players can work out and use asmany professional skills as they like, with the consent of the GM.As a rule, professional skills will be Mental/Average, and default toIQ-5 or thereabouts. A specific professional skill may also default toan already-listed skill (e.g., Journalist would reasonably default toWriting-3) or have a skill as a prerequisite (Animal Handling forZookeeper, for instance). This, too, is up to the GM.Most professional skills are only learned in school or "on thejob." A few professional skills of value in game terms:Accounting (Mental/Hard) Defaults to IQ-10,Merchant-5 or Mathematics-5Prerequisite: LiteracyThis is the ability to keep books of account, to examine the conditionof a business, etc. Mostly useful as a job skill. However, asuccessful Accounting roll (requiring about two hours of study) cantell you whether financial records are correct - which can sometimesbe important! Modifiers: -5 if you only have a hurried glance atthe figures; +5 if you have all day; +5 if you have theMathematical Ability advantage.Computer Operation/TL (Mental/Easy) Defaultsto IQ-4This is the ability to operate a computer, call up data, run existingprograms, play video games, et cetera. This is not the same asprogramming - that is a separate and harder skill. Modifiers: -3 ormore for an unfamiliar computer or unfamiliar program. This skill isonly available at TL7 and above. Characters from tech levelsbelow 7 cannot even use it by default unless they have had time togain some familiarity with computers!Electronics Operation/TL (Mental/Average)Defaults to IQ-5 or appropriate Electronics-3This skill allows use of all electronics gear within a known specialty.For normal, everyday use of equipment, no skill roll isrequired. Rolls should be required in emergency situations, or for"abnormal" use of equipment, or for use of complex gear by theunskilled.A successful roll will also let you perform repairs on knowntypes of equipment. Time required for each attempt is up to theGM. Modifiers: -2 without plans or schematics; -5 without propertools; -4 when working outside your specialty. Note: Electricalmotors are covered by the Mechanic skill, not by Electronics.Examples: Someone is jamming your radio transmission. Roll aContest of Skills in Electronics Operation (Communications) -radio vs. jammer - to see whether or not you can get a clear signalout.You're trying to pick up a speedy target on radar. Make yourElectronics Operation (Sensors) roll. The GM might also assess (forinstance) a penalty due to t he target's ECM gear.Characters with Electronics Operation skill may attempt toimprovise new gadgets (like an engineer), at a -4 penalty in theirspecialty, or a -8 outside it.A specialty must be chosen. Some samples include:Communications. Long-range radios, FTL radio and satellitereceivers. The Communications specialty also encompasses knowledgeof any standard, current communications codes appropriate tothe character's background. No skill roll is necessary for these,though attempting to understand or use unfamiliar codes doesrequire a roll.Computers. Aiming and fire control systems, calculators, robotbrains, artificial intelligence.Force Shields. Personal, portable, vehicular, base and starshipforce shields and deflectors.Holographies. Holographic projectors.Matter Transmitters. All matter transmitters, teleporters or transporters.Medical. Cloning tanks, life support equipment and bionics.Security Systems. This is the electronic version of theLockpicking skill! Useful for designing (and circumventing) hightechtraps and alarms.Sensors. Detection gear of all types, plus ECM and ECCM gear.Weapons. High-tech personal weapons such as lasers. This is,for game purposes, very similar to Armoury skill specializing inthese weapons.Heraldry (Mental/Average) Defaults to IQ-5or Savoir-Faire-3This is the skill of recognizing and designing coats of arms, colorsand devices, plaid setts and other emblems. On a successful roll, aherald could recognize a knight or noble by the banner or shieldbeing borne, and describe it in proper heraldic terms; create attractiveand proper arms for a new noble (without conflicting withexisting designs), and so on. Heraldry is also important in some sciencefiction backgrounds!The herald's roll would be modified based upon whether thedesign is well-known (up to +5), rare (-1 or more), or from a landwholly foreign to the herald's own experience (at least -5).Law (Mental/Hard)Defaults to IQ-6Modifiers: +4 if dealing with the law of your specific area. Asuccessful roll lets you remember, deduce or figure out the answer toa question about the law. But remember that few legal questions havea clear-cut answer - even an expert will hedge his advice. Manylawyers specialize in one particular field (e.g., patent andtrademark; contract; criminal defense).A successful Law roll may also be required if you (or yourclient) wind up in court. This depends largely on the legal system ofyour particular game world. In some worlds, being a lawyer is aserious offense ...

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