Most outdoor skills can be learned just as quickly by solo practiceas they can with a teacher (if you survive, of course). Theexceptions are Boating, Navigation, Seamanship and Tracking,which can be learned only at half-speed without a teacher. Countrycharacters will easily find teachers and opportunities for theseskills; urban folk may have difficulties.Area Knowledge See Social Skills, p. 62Boating See Vehicle Skills, p. 68Climbing (Physical/Average) Defaults to DX-5 or ST-5This is the ability to climb mountains, rock walls, trees, thesides of buildings, and anything else that may get in your way.Modifiers: +3 if you have the advantage of being double-jointed;minus your encumbrance level. Climbing is fully discussed on p.89.Fishing (Mental/Easy)Defaults to IQ-4This is the ability to catch fish - with net, hook and line, orwhatever method is used in your own culture. If you have properequipment and there are fish to be caught, a successful roll willcatch them. If equipment is not available, you can improvise.Modifier: -2 or more, depending on the circumstances, for improperequipment (trying to catch sharks with a bent pin is very hard).Hunting See Tracking, belowNaturalist(Mental/Hard) Defaults to IQ-6This is a general knowledge of animals and plants, and of nature inits various forms. It is the sort of knowledge you would expect froma good 20th-century biology teacher. A successful roll will let youidentify a plant and its uses or tell you something about an animal andits habits. Modifiers: +3 if you are in familiar territory; up to -5 ifyou are in a very unfamiliar environment.Navigation/TL (Mental/Hard)Defaults toAstronomy-5 or Seamanship-5This is the ability to find your position (on earth, not in space)by the stars, ocean currents, etc. A successful roll will tell youwhere you are, at sea or on land. Note that if you do not have theskill and are trying a default roll, you cannot default to SeamanshipOUTDOOR SKILLSunless you are actually at sea! Special note: if you have this ability,you have no penalty at any lower tech level.Modifiers: -3 if you are on land (you have no currents to guideyou); -3 if you are in a totally new part of the ocean (the currentsare new to you); -4 if you do not have the proper instruments foryour TL, be they compass-and-sextant or naviscope-and-wristcomp; -5 (and no use of Astronomy default) if the weather is badand the stars are hidden; -5 on a brand-new world (the stars are different);+3 if you have Absolute Direction.Seamanship/TL (Mental/Easy)Defaults to IQ-4This is the ability to man a large seagoing vessel. You will need itto crew a ship (or to captain it!). Modifiers: standard tech levelpenalties (see p. 185).Survival (area type) (Mental/Average) Defaults toIQ-5, Naturalist-3, or Survival(other area type)-3This is the ability to "live off the land," find good food andwater, avoid hazards, build shelter, etc. A different Survival skill isrequired for each type of terrain, including:DesertPlainsArcticMountainsRadioactive (no default use)WoodlandsJungleIsland/BeachSwamplandOne successful roll per day is required to live safely (if not comfortably)in a wilderness situation. One person with this ability canlook after up to ten others. A failed roll means each member of theparty takes 1 die of injury. Modifiers: -2 on an unfamiliar continent orplanet; up to -5 for extreme weather conditions; -5 if you arewholly without equipment.This skill also gives an "eye for country." It can be used to pickthe best direction of travel to find flowing water, a mountain pass, orwhatever other terrain feature is desired - assuming that it exists.This is also the skill used to trap wild animals. (A city-bred thiefcould use his Traps ability, but he's used to different game ... sothe roll would be at a -5.) Make one roll for each trap set. It takesabout 30 minutes to improvise a trap from ordinary materials, or 10minutes to set and hide a commercial steel trap. Pit traps for largegame, of course, take several hours to dig.Tracking (Mental/Average) Defaults to IQ-5or Naturalist-5This is the ability to follow a man or animal by its tracks. Makeone Tracking roll to pick up the trail, and one further roll for every 5minutes of travel. Modifiers: -5 if the trail is more than a day old, -10if it is more than a week old; +5 if you are following a man, +10 ifyou are following a group of men. Terrain also matters - forinstance, -3 in desert, -5 through parched rock, -10 along citystreets! All Vision bonuses also count here.This skill is also used if you want to cover your tracks. (Notethat your travel time is doubled if you are doing this!) A successfulroll means you have hidden your tracks well enough that they willnot be seen except by someone else with this skill. If you are followedby another tracker, the GM will roll a "contest of skills"between your ability and his, modified as above. One roll will bemade for every mile of travel. If at any time the follower loses thecontest of skills, he loses the trail.To stalk close to game once you have tracked it, use the Stealthskill (p. 67).
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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17. FLIGHT.........................
- Page 5 and 6: Materials Needed for PlayThe GURPS
- Page 7 and 8: WHAT IS ROLEPLAYING?A roleplaying g
- Page 9 and 10: Character TypesThere are no "charac
- Page 12 and 13: Four numbers called "attributes" ar
- Page 14 and 15: You are free to set the physical ap
- Page 16 and 17: REPUTATIONSome characters are so we
- Page 18 and 19: These are character traits that are
- Page 20 and 21: Legal Enforcement Powers 5, 10 or 1
- Page 22 and 23: Rapid Healing5 pointsThis advantage
- Page 24 and 25: A minor deity as Patron to a travel
- Page 26 and 27: ReputationVariable (see p. 17)Socia
- Page 28 and 29: Lame-15,-25, or -35 pointsYou have
- Page 30 and 31: Bad Temper-10 pointsYou are not in
- Page 32 and 33: Dyslexia-5 or -15 pointsYou have a
- Page 34 and 35: Pacifism-15 or -30 pointsYou are op
- Page 36 and 37: Shyness-5,-10,-15 pointsYou are unc
- Page 38 and 39: You have a significant responsibili
- Page 40 and 41: A "quirk" is a minor personality tr
- Page 42 and 43: SpecializingRequired Specialization
- Page 44 and 45: MEANING OF SKILL LEVELSSo you have
- Page 46 and 47: Teamster (Mental/Average)Defaults t
- Page 48 and 49: Skiing (Physical/Hard)Defaults to D
- Page 50 and 51: Guns/TL (Physical/Easy)Defaults to
- Page 52 and 53: Any of these skills can be self-tau
- Page 54 and 55: Levels of Language SkillThis table
- Page 58 and 59: PSIONIC SKILLSThese are special men
- Page 60 and 61: Forensics/TL (Mental/Hard)Defaults
- Page 62 and 63: Few Hundred Acres: Knowledge of far
- Page 64 and 65: Many skills in this category are ta
- Page 66 and 67: Lockpicking/TL (Mental/Average) Def
- Page 68 and 69: Gunner/TL See Combat Skills, p. 50M
- Page 70 and 71: Now you need to decide what equipme
- Page 72 and 73: Each suit of "real" armor includes
- Page 74 and 75: Listing Weapons On Your Character S
- Page 76 and 77: Recording Encumbrance on YourCharac
- Page 78 and 79: Passive Defense. The first blank is
- Page 80 and 81: The longer (and the more skillfully
- Page 82 and 83: When you improve a skill, the cost
- Page 84 and 85: Not all the advantages and disadvan
- Page 86 and 87: But remember . . . some skills have
- Page 88 and 89: ClimbingTo climb anything more diff
- Page 90 and 91: SwimmingThe Swimming skill (p. 49)
- Page 92 and 93: WILL ROLLSWhen a character is faced
- Page 94 and 95: The GURPS combat system is designed
- Page 96 and 97: WaitDo nothing unless a foe comes w
- Page 98 and 99: You may only block one attack per t
- Page 100 and 101: Missile WeaponsMissile weapons are
- Page 102 and 103: At the end of your move, if you hav
- Page 104 and 105: The rules for attacking a foe are e
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tell you how long it will take. In
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You may normally parry only one att
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CLOSE COMBATUsing the Move, Step an
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(adjusted) ST! Note that a shield h
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Ranged Weapon StatsFor each ranged
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second. On the table, this rounds u
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If you are using the "hit location"
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Removing or folding the stock of a
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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HT: Health and Hit PointsFor a roug
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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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ANIMAL SPELLSThese are the spells r
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If the summoning spell is repeated,
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Cost: 1 for an object up to the siz
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Armor EnchantmentsThese spells work
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AuraInformationShows the caster a g
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Psionics, or "psi" abilities, are p
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GlossaryESP - Extra-Sensory Percept
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Psionics and MagicMagic and psionic
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PSYCHOKINESISThis power covers movi
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Pside EffectsPsi skills can have "s
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Limitations(Continued)Fickle: varia
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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Dealing with the PlayersArgumentsAs
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Time Use SheetsThe Time Use Sheet (
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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere