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Skill Categories
The alphabetical skill list in the GURPS
Basic Set, Fourth Edition is ideal for looking
up specific skills by name . . . but not so handy
when you’re trying to create a character or a
template, and want to select a small handful of
suitable skills from among the hundreds of
options in the Basic Set . This document sorts
skills into categories that coincide with likely
career paths for adventurers.
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson
Games Incorporated. Pyramid , GURPS Skill Categories , e23 , and the names of all products published
by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson
Games Incorporated, or used under license. All rights reserved. GURPS Skill Categories is copyright
© 2005 by Steve Jackson Games Incorporated.
Compiled by ERIC B. SMITH
Edited by SEAN PUNCH
Based on GURPS, Fourth Edition by
STEVE JACKSON,
SEAN PUNCH, and DAVID PULVER
Illustration by BOB STEVLIC
The scanning, uploading, and distribution of this material via the Internet or via any other means
without the permission of the publisher is illegal, and punishable by law. Please purchase only author-
ized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted
materials. Your support of the author’s rights is appreciated.
STEVE JACKSON GAMES
®
Stock #82-0202
Version 1.0 June 24, 2005
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S KILL C ATEGORIES
This document sorts the hundreds of skills in the GURPS
Basic Set into 25 categories associated with common adven-
turing activities and areas of knowledge. Players can use it to
flesh out character concepts without reading the Basic Set ’s 55-
page skill list from A to Z. The GM can use it when creating new
Talents (p. B89), wildcard skills (p. B175), and character tem-
plates (p. B445) – all of which require a clear picture of which
skills are more-or-less associated with one another.
Each category below opens with a brief explanation of the
kinds of skills it covers, and then lists the relevant skills. The fol-
lowing information appears for each skill:
Skill: The name of the skill. Skills marked with a † require
specialization.
Attribute: The skill’s controlling attribute or secondary char-
acteristic (see p. B167).
Difficulty: The skill’s difficulty level (see p. B168) – E for
Easy, A for Average, H for Hard, or VH for Very Hard. Where
different specialties have different difficulties, this is given as
Var.
Page: The page in the Basic Set where the skill’s full descrip-
tion appears.
Finally, note that these classifications are suggestions, not
rules. If you disagree with a skill’s placement, change it!
About the Compiler
Eric B. Smith spends his nights working in retail. He
has been a GURPS player for 11 years now, and has
been active in various online GURPS discussion groups
for over 8 years. He lives in Binghamton, NY with his
cat, Fuzzy.
Skill
Attribute Difficulty
Page
Current Affairs/TL
IQ
E
186
(Popular Culture)
Dancing
DX
A
187
Electronics Operation/TL IQ
A
189
(Media)
Fire Eating
DX
A
195
Group Performance†
IQ
A
198
Makeup/TL
IQ
E
206
Mimicry†
IQ
H
210
Musical Composition
IQ
H
210
Musical Instrument†
IQ
H
211
Performance
IQ
A
212
Photography/TL
IQ
A
213
Poetry
IQ
A
214
A NIMAL
These skills let the user interact with animals in some way –
or, in the case of Mount, let a beast interact with his rider. To
study animals in the lab, learn Natural Sciences skills (p. 4)
such as Biology/TL, Paleontology/TL, and Physiology/TL.
Skill
Singing
HT
E
220
Sleight of Hand
DX
H
221
Stage Combat
DX
A
222
Ventriloquism
IQ
H
228
Writing
IQ
A
228
Attribute Difficulty
Page
A THLETIC
The skills below are useful to athletes and action heroes
alike, as they deal with surmounting physical obstacles and per-
forming feats of strength, speed, and endurance. See pp. B349-
357 for rules for such activities.
Skill
Animal Handling†
IQ
A
175
Falconry
IQ
A
194
Mimicry (Animal Sounds) IQ
H
210
Mimicry (Bird Calls)
IQ
H
210
Mount
DX
A
210
Naturalist
IQ
H
211
Attribute Difficulty
Page
Packing
IQ
A
212
Acrobatics
DX
H
174
Riding†
DX
A
217
Aerobatics
DX
H
174
Teamster†
IQ
A
225
Aquabatics
DX
H
174
Veterinary/TL
IQ
H
228
Bicycling
DX
E
180
Body Sense
DX
H
181
A RTS /E NTERTAINMENT
This list doesn’t attempt to answer the thorny question of
who’s an “artist” and who’s an “entertainer.” It simply gathers
together the professional skills of musicians, visual artists, and
screen, stage, and street performers – and the directors and
technicians who accompany them – and lets the show go on.
Skill
Breath Control
HT
H
182
Climbing
DX
A
183
Combat Art†
DX
Var.
184
Combat Sport†
DX
Var.
184
Flight
HT
A
195
Free Fall
DX
A
197
Hiking
HT
A
200
Attribute Difficulty
Page
Jumping
DX
E
203
Artist†
IQ
H
179
Lifting
HT
A
205
Connoisseur†
IQ
A
185
Mount
DX
A
210
Current Affairs/TL
IQ
E
186
Parachuting/TL
DX
E
212
(High Culture)
Running
HT
A
218
GURPS S KILL C ATEGORIES
1
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Skill
Attribute Difficulty
Page
Skill
Attribute Difficulty
Page
Scuba/TL
IQ
A
219
Monowire Whip
DX
H
209
Skating
HT
H
220
Parry Missile Weapons
DX
H
212
Skiing
HT
H
221
Polearm
DX
A
208
Sports†
DX
A
222
Rapier
DX
A
208
Swimming
HT
E
224
Saber
DX
A
208
Throwing
DX
A
226
Shield†
DX
E
220
Shortsword
DX
A
209
B USINESS
Executives, politicians, speculators, and traders aren’t typi-
cal “adventurers” . . . but money makes the world go round. A
hero who can pull the right strings will find that life is much
easier! These skills deal with money and influence. Career busi-
nessmen often have Social skills (p. 5) as well.
Skill
Smallsword
DX
A
208
Spear
DX
A
208
Staff
DX
A
208
Sumo Wrestling
DX
A
223
Tonfa
DX
A
209
Two-Handed Axe/Mace
DX
A
208
Tw o-Handed Flail
DX
H
208
Attribute Difficulty
Page
Tw o-Handed Sword
DX
A
209
Whip
DX
A
209
Accounting
IQ
H
174
Wrestling
DX
A
228
Administration
IQ
A
174
Current Affairs/TL
IQ
E
186
(Business)
Diplomacy
Ranged Combat
Skill
IQ
H
187
Attribute Difficulty
Page
Economics
IQ
H
189
Artillery/TL†
IQ
A
178
Finance
IQ
H
195
Beam Weapons/TL†
DX
E
179
Law†
IQ
H
204
Blowpipe
DX
H
180
Market Analysis
IQ
H
207
Bolas
DX
A
181
Mathematics/TL (Statistics) IQ
H
207
Bow
DX
A
182
Merchant
IQ
A
209
Crossbow
DX
E
186
Politics
IQ
A
215
Dropping
DX
A
189
Propaganda/TL
IQ
A
216
Fast-Draw†
DX
E
194
Public Speaking
IQ
A
216
Gunner/TL†
DX
E
198
Savoir-Faire (High Society) IQ
E
218
Guns/TL†
DX
E
198
Innate Attack†
DX
E
201
C OMBAT /W EAPON
Combat is deadly and complex enough that each form of
armed and unarmed combat merits its own skill. Most adven-
turers will have at least one of these skills. Professional warriors
will know several. For weapon statistics, see pp. B268-281.
Combat rules are on pp. B362-417. The unusual abilities of cin-
ematic martial-arts masters are Esoteric skills (p. 3).
Lasso
DX
A
204
Liquid Projector/TL†
DX
E
205
Net
DX
H
211
Sling
DX
H
221
Spear Thrower
DX
A
222
Throwing
DX
A
226
Thrown Weapon†
DX
E
226
Melee Combat
Skill
Attribute Difficulty
Page
C RAFT
Craft skills deal specifically with doing the work necessary to
turn raw materials – cloth, leather, metal, stone, wood, etc. –
into finished goods. Complex machines are the realm of
Design/Invention (p. 3) and Repair/Maintenance (p. 5) skills.
Skill
Axe/Mace
DX
A
208
Boxing
DX
A
182
Brawling
DX
E
182
Attribute Difficulty
Page
Broadsword
DX
A
208
Artist (Pottery)
IQ
H
179
Cloak
DX
A
184
Artist (Sculpting)
IQ
H
179
Fast-Draw†
DX
E
194
Artist (Woodworking)
IQ
H
179
Flail
DX
H
208
Carpentry
IQ
E
183
Force Sword
DX
A
208
Jeweler/TL
IQ
H
203
Force Whip
DX
A
209
Leatherworking
DX
E
205
Garrote
DX
E
197
Masonry
IQ
E
207
Jitte/Sai
DX
A
208
Sewing/TL
DX
E
219
Judo
DX
H
203
Smith/TL†
IQ
A
221
Karate
DX
H
203
Knife
DX
E
208
C RIMINAL /S TREET
Members of any profession might sell their skills for a dis-
honest buck, but a few skills are common among criminals and
Kusari
DX
H
209
Lance
DX
A
204
Main-Gauche
DX
A
208
2
GURPS S KILL C ATEGORIES
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rarely learned by honest folk. These often overlap Police (p. 5)
and Spy (p. 6) skills. In some times and places, being trained in
the technological skills on this list may be a Secret (p. B152) for
anyone but a government agent.
Skill
Master, even for skills that don’t specifically list such require-
ments.
Skill
Attribute Difficulty
Page
Autohypnosis
Will
H
179
Attribute Difficulty
Page
Blind Fighting
Per
VH
180
Carousing
HT
E
183
Body Control
HT
VH
181
Climbing
DX
A
183
Breaking Blow
IQ
H
182
Computer Hacking/TL
IQ
VH
184
Dreaming
Will
H
188
Counterfeiting/TL
IQ
H
185
Enthrallment†
Will
H
191
Disguise/TL†
IQ
A
187
Esoteric Medicine
Per
H
192
Electronics Operation/TL IQ
A
189
Flying Leap
IQ
H
196
(Security)
Escape
Immovable Stance
DX
H
201
DX
H
192
Invisibility Art
IQ
VH
202
Explosives/TL (Demolition) IQ
A
194
Kiai
HT
H
203
Fast-Talk
IQ
A
195
Light Walk
DX
H
205
Filch
DX
A
195
Meditation
Will
H
207
Forced Entry
DX
E
196
Mental Strength
Will
E
209
Forgery/TL
IQ
H
196
Mind Block
Will
A
210
Gambling
IQ
A
197
Musical Influence
IQ
VH
210
Holdout
IQ
A
200
Power Blow
Will
H
215
Intimidation
Will
A
202
Pressure Points
IQ
H
215
Lockpicking/TL
IQ
A
206
Pressure Secrets
IQ
VH
215
Observation
Per
A
211
Push
DX
H
216
Panhandling
IQ
E
212
Throwing Art
DX
H
226
Pickpocket
DX
H
213
Zen Archery
IQ
VH
228
Poisons/TL
IQ
H
214
Savoir-Faire (Mafia)
IQ
E
218
E VERYMAN
Most of these skills fall into other categories, too. What they
have in common is that in cultures and TLs where they exist at
all, almost everyone will know two or three of them – including
any hero who didn’t grow up under a rock!
Skill
Scrounging
Per
E
218
Shadowing
IQ
A
219
Sleight of Hand
DX
H
221
Smuggling
IQ
A
221
Stealth
DX
A
222
Streetwise
IQ
A
223
Attribute Difficulty
Page
Traps/TL
IQ
A
226
Area Knowledge†
IQ
E
176
Urban Survival
Per
A
228
Computer Operation/TL IQ
E
184
D ESIGN /I NVENTION
These skills deal with conceiving new artifacts and technol-
ogy; see pp. B473-479. Use Architecture/TL for buildings,
Bioengineering/TL for biotech, Computer Programming/TL for
software, Engineer/TL for machines, and Pharmacy/TL for
drugs. Maintaining technology calls for Repair/Maintenance
skills (p. 5); using it generally requires Combat/Weapon (p. 2),
Technical (p. 6), or Vehicle (p. 7) skills.
Skill
Cooking
IQ
A
185
Current Affairs/TL†
IQ
E
186
First Aid/TL
IQ
E
195
Housekeeping
IQ
E
200
Knot-Tying
DX
E
203
Savoir-Faire (Servant)
IQ
E
218
Sewing/TL
DX
E
219
Typing
DX
E
228
Weather Sense
IQ
A
209
Attribute Difficulty
Page
K NOWLEDGE
These skills represent knowledge of an activity, place, group
of people, or body of research. They needn’t be obscure; you
could find hundreds of people with Area Knowledge (U.S.A.),
Games (Card Games), and Professional Skill (Plumber) in
downtown New York! Expert Skills are by definition arcane,
though, and Hidden Lore might even require an Unusual
Background (p. B96).
Skill
Architecture/TL
IQ
A
176
Bioengineering/TL†
IQ
H
180
Computer
IQ
H
184
Programming/TL
Engineer/TL†
IQ
H
190
Pharmacy/TL†
IQ
H
213
Weird Science
IQ
VH
228
E SOTERIC
Esoteric skills let the user direct bioenergy, chi, psi, or anoth-
er force that originates within his mind or body. They are to
skills as exotic and supernatural advantages are to advantages.
The GM decides which Esoteric skills exist in his campaign. He
may require prerequisite advantages, such as Trained By A
Attribute Difficulty
Page
Area Knowledge†
IQ
E
176
Connoisseur†
IQ
A
185
Current Affairs/TL†
IQ
E
186
Expert Skill†
IQ
H
193
Games†
IQ
E
197
GURPS S KILL C ATEGORIES
3
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Skill
Attribute Difficulty
Page
Skill
Attribute Difficulty
Page
Heraldry
IQ
A
199
Scuba/TL
IQ
A
219
Hidden Lore†
IQ
A
199
Soldier/TL
IQ
A
221
Hobby†
DX or IQ
E
200
Strategy†
IQ
H
222
Professional Skill†
DX or IQ
A
215
Tactics
IQ
H
224
Savoir-Faire†
IQ
E
218
Traps/TL
IQ
A
226
M EDICAL
Medical skills are for treating injury and affliction; see pp.
B423-425. They are the job skills of medical professionals – doc-
tors, nurses, psychiatrists, etc. – and first responders such as
army medics and paramedics. In some settings, barbers,
herbalists, midwives, and even torturers will know some of
these skills.
Skill
N ATURAL S CIENCES
These skills attempt to explain the natural world, from sub-
atomic particles to galaxies. Those who study manmade artifacts
have Design/Invention skills (p. 3), those who study medicine
have Medical skills (above), and those who study the cultures of
sapient beings have Social Sciences/Humanities skills (p. 6).
Skill
Attribute Difficulty
Page
Attribute Difficulty
Page
Alchemy/TL
IQ
VH
174
Diagnosis/TL
IQ
H
187
Astronomy/TL
IQ
H
179
Electronics Operation/TL IQ
A
189
Biology/TL†
IQ
VH
180
(Medical)
Esoteric Medicine
Chemistry/TL
IQ
H
183
Per
H
192
Expert Skill
IQ
H
193
Expert Skill
IQ
H
193
(Epidemiology)
Expert Skill (Hydrology) IQ
(Epidemiology)
First Aid/TL
H
193
IQ
E
195
Expert Skill
IQ
H
193
Hypnotism
IQ
H
201
(Natural Philosophy)
Geology/TL†
Pharmacy/TL†
IQ
H
213
IQ
H
198
Physician/TL
IQ
H
213
Mathematics/TL†
IQ
H
207
Physiology/TL
IQ
H
213
Metallurgy/TL
IQ
H
209
Poisons/TL
IQ
H
214
Meteorology/TL†
IQ
A
209
Psychology
IQ
H
216
Naturalist
IQ
H
211
Surgery/TL
IQ
VH
223
Paleontology/TL†
IQ
H
212
Veterinary/TL
IQ
H
228
Physics/TL
IQ
VH
213
Physiology/TL
IQ
H
213
M ILITARY
Military forces often have members with every skill imagi-
nable, but a few skills are rare outside the armed services. The
GM may make Military Rank (p. B30) or Security Clearance (p.
B82) a prerequisite for certain technological skills on this list.
Most military personnel also know Combat/Weapon skills (p. 2)
and a few Technical (p. 6) and Vehicle (p. 7) skills.
Skill
Attribute Difficulty
Page
O CCULT /M AGICAL
Occult/Magical skills deal with gods, magic, spirits, and sim-
ilar otherworldly forces. They are the professional skills of
priests, shamans, and wizards – any of whom might also learn
spells or other working magic. Unusual forces that originate
within the user are the focus of Esoteric skills (p. 3).
Skill
Attribute Difficulty
Page
Armoury/TL†
IQ
A
178
Alchemy/TL
IQ
VH
174
Brainwashing/TL
IQ
H
182
Exorcism
Will
H
193
Camouflage
IQ
E
183
Expert Skill (Psionics)
IQ
H
193
Cryptography/TL
IQ
H
186
Herb Lore/TL
IQ
VH
199
Electronics Operation/TL IQ
A
189
Hidden Lore (Demon Lore) IQ
A
199
(Electronic Warfare)
Electronics Repair/TL
Hidden Lore (Faerie Lore) IQ
A
199
IQ
A
190
Hidden Lore (Spirit Lore) IQ
A
199
(Electronic Warfare)
Expert Skill
Occultism
IQ
A
212
IQ
H
193
Religious Ritual†
IQ
H
217
(Military Science)
Explosives/TL†
Ritual Magic†
IQ
VH
218
IQ
A
194
Symbol Drawing†
IQ
H
224
Forward Observer/TL
IQ
A
196
Thaumatology
IQ
VH
225
Intelligence Analysis/TL
IQ
H
201
Interrogation
IQ
A
202
O UTDOOR /E XPLORATION
Heroes often travel vast distances, living off the land and
pushing back the frontiers. The skills below are useful for these
purposes and common among explorers, pioneers, prospectors,
and rangers. Most outdoorsmen also know Animal (p. 1) or
Leadership
IQ
A
204
NBC Suit/TL
DX
A
192
Observation
Per
A
211
Parachuting/TL
DX
E
212
Propaganda/TL
IQ
A
216
Savoir-Faire (Military)
IQ
E
218
4
GURPS S KILL C ATEGORIES
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