Skills

This page lists all published skills, as well as any techniques and further elaborations on using that skill. Exception: Due to space limitations, full write-ups of the combat skills are on another page.

Code Snippet:

* Skill Name (//**Full Book Title**//, p. 00), Attribute/Difficulty, //Defaults:// Default-0
 * //See also:// 
  * Topic (//**Full Book Title**//, p. 00)
 * //Other versions:// 
  * Skill Name (//**Full Book Title**//, p. 00)
 * //Specialties:// 
  * Specialty Name (//**Full Book Title**//, p. 00)
 * //Techniques://
  * Technique Name (//**Full Book Title**//, p.00), Difficulty, //Default:// Skill-0, //Maximum:// Skill+0

List of Skills

A

  • Accounting (GURPS Basic Set, p. 174; GURPS Fantasy, p. 220), IQ/Hard, Defaults: IQ-6, Finance-4, Mathematics (Statistics)-5, or Merchant-5
  • Acrobatics (GURPS Basic Set, p. 174), DX/Hard, Defaults: DX-6 or other version-4
    • Other versions:
      • Aerobatics (GURPS Basic Set, p. 174)
      • Aquabatics (GURPS Basic Set, p. 174), Prerequisite: Swimming, Amphibious, or Aquatic.
    • See also:
      • Acrobatic Attack (GURPS Martial Arts, p. 107)
      • Acrobatic Dodge (GURPS Basic Set, p. 375)
      • Acrobatic Movement (GURPS Martial Arts, p. 105)
      • Acrobatic Stand (GURPS Martial Arts, p. 98)
      • Chambara Fighting (GURPS Martial Arts, p. 128)
      • Feints Using Non-Combat Skills (GURPS Martial Arts, p. 101)
    • Techniques:
      • Acrobatic Stand (GURPS Martial Arts, pp. 65, 98), Average, Default: Acrobatics-6, Maximum: Acrobatics+0
      • Breakfall (GURPS Martial Arts, p. 68), Average, Default: Acrobatics+0, Maximum: Acrobatics+5
        • see also: Falling (GURPS Basic Set, p. 431)
      • Evade (GURPS Martial Arts, p. 71), Average, Default: Acrobatics+0, Maximum: Acrobatics+5
        • see also: Evading (GURPS Basic Set, p. 368)
      • Quick Mount† (GURPS Martial Arts, p. 78), Average, Default: Acrobatics-3, Maximum: Acrobatics+0
        • see also: Mounting Up (GURPS Basic Set, p. 396)
      • Risky Secret Technique (GURPS Martial Arts, p. 86), Hard, Default: Acrobatics-4, Maximum: Acrobatics+0
  • Acting (GURPS Basic Set, p. 174; GURPS Social Engineering: Back to School, p. 23), IQ/Average, Defaults: IQ-5, Performance-2, or Public Speaking-5
  • Administration (GURPS Basic Set, p. 174), IQ/Average, Defaults: IQ-5 or Merchant-3
  • Aerobatics (see Acrobatics)
  • Airshipman/TL (see Crewman skills)
  • Alchemy (GURPS Basic Set, p. 174; GURPS Banestorm, p. 186), IQ/Very Hard, Defaults: None
    • Extra Dose (Pyramid 3/28: Thaumatology II, p. 5), +50%/level
    • See Also: Alchemy Metallic (Pyramid 3/68: Natural Magic, p. 12)
    • Techniques:
      • Batching (Pyramid 3/28: Thaumatology II, p.7), Hard, Default: Any elixir technique
      • Identify Magic Item (Pyramid 3/28: Thaumatology II, p.8), Hard, Default: Alchemy-2. Cannot exceed Alchemy+2.
      • Identify Elixir (Pyramid 3/28: Thaumatology II, p.8), Hard, Default: Alchemy. Cannot exceed Alchemy+4
  • Animal Handling† (GURPS Basic Set, p. 175), IQ/Average, Defaults: IQ-5 or other specialty-2 to -6
    • See also: Animal Skills (GURPS Space, p. 224)
  • Anthropology† (GURPS Basic Set, p. 175), IQ/Hard, Defaults: IQ-6, other specialty-2 to -5, Paleontology (Paleoanthropology)-2, or Sociology-3
    • See also: Social Sciences (GURPS Space, p. 226)
  • Aquabatics (see Acrobatics)
  • Archaeology (GURPS Basic Set, p. 176), IQ/Hard, Defaults: IQ-6
    • See also: Social Sciences (GURPS Space, p. 226)
  • Architecture/TL (GURPS Basic Set, p. 176), IQ/A, Defaults: IQ-5 or Engineer (Civil)-4
  • Area Knowledge† (GURPS Basic Set, p. 176), IQ/Easy, Defaults: IQ-4, related specialty (variable), or Geography (Regional)-3*
    • See also: GURPS Fantasy, p. 134; GURPS Horror, p. 28
  • Armoury/TL† (GURPS Basic Set, p. 178), IQ/Average, Defaults: IQ-5, permitted other specialty-4 or Engineer (same)-4
    • See also: GURPS Low-Tech, p.10; GURPS Horror, p. 28
    • Specialties:
      • Battlesuits (GURPS Basic Set, p. 178)
      • Body Armor (GURPS Basic Set, p. 178), Defaults: also Smith (appropriate)-3 or Machinist-3
      • Force Shields (GURPS Basic Set, p. 178). This is the same skill as Electronics Repair (Force Shields)
      • Heavy Weapons (GURPS Basic Set, p. 178)
      • Liquid Projectors (GURPS Low-Tech, p. 10), Defaults: also Explosives (Fireworks)-4
      • Melee Weapons (GURPS Basic Set, p. 178), Defaults: also Carpentry (appropriate)-3, Smith (appropriate)-3 or Machinist-3
      • Missile Weapons (GURPS Basic Set, p. 178), Defaults: also Carpentry (appropriate)-3
      • Small Arms (GURPS Basic Set, p. 178), Defaults: also Machinist-5
      • Vehicular Armor (GURPS Basic Set, p. 178)
  • Artillery/TL† (GURPS Basic Set, p. 178), IQ/Average, Defaults: IQ-5
    • Specialties:
      • Beams (GURPS Basic Set, p. 178)
      • Bombs (GURPS Basic Set, p. 178)
      • Cannon (GURPS Basic Set, p. 178)
      • Catapult (GURPS Basic Set, p. 178)
      • Guided Missile (GURPS Basic Set, p. 178)
      • Torpedoes (GURPS Basic Set, p. 178)
  • Artist† (GURPS Basic Set, p. 179), IQ/Hard, Defaults: IQ-6, other specialty-6, or others below
    • Specialties:
      • Body Art (GURPS Basic Set, p. 179), Defaults: (Calligraphy, Drawing, Illumination, or Painting)-4
      • Calligraphy (GURPS Basic Set, p. 179), Defaults: (Drawing, Illumination, or Painting)-2 or (Body Art)-4
      • Drawing (GURPS Basic Set, p. 179), Defaults: (Calligraphy, Illumination, or Painting)-2 or (Body Art)-4
      • Illumination (GURPS Basic Set, p. 179), Defaults: (Calligraphy, Drawing, or Painting)-2 or (Body Art)-4
      • Illusion (GURPS Basic Set, p. 179), Prerequisite: appropriate illusion ability
      • Interior Decorating (GURPS Basic Set, p. 179), Defaults: (Scene Design or Woodworking)-4
      • Painting (GURPS Basic Set, p. 179), Defaults: (Calligraphy, Drawing, or Illumination)-2 or (Body Art)-4
      • Pottery (GURPS Basic Set, p. 179)
      • Scene Design (GURPS Basic Set, p. 179), Defaults: (Interior Decorating or Woodworking)-4 or Architecture-3
      • Sculpting (GURPS Basic Set, p. 179)
      • Woodworking (GURPS Basic Set, p. 179), Defaults: (Interior Decorating or Scene Design)-4 or Carpentry-3
  • Astronomy/TL (GURPS Basic Set, p. 179; GURPS Banestorm, p. 186; GURPS Low-Tech, p. 10), IQ/Hard, Defaults: IQ-6, Prerequisite: Mathematics (Applied)
    • Optional specialties:
      • (Observational) (GURPS Basic Set, p. 179) Does not require Mathematics as prerequisite.
  • Autohypnosis (GURPS Basic Set, p. 179), Will/Hard, Defaults: Meditation-4
    • see also: Autohypnosis (GURPS Martial Arts, p. 54; GURPS Social Engineering: Back to School, p. 15)
  • Axe/Mace (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, other impact weapon-3, or Flail-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Axe/Mace, Two-Handed (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, other impact weapon-3, Polearm-4, or Two-Handed Flail-4
    • (for detailed write-up, see Melee Combat Skills section)

B

  • Battlesuit/TL (see Environment Suit skills)
  • Beam Weapons/TL† (GURPS Basic Set, p. 179), DX/Easy, Defaults: DX-4, other specialty-4, similar Guns specialty-4
    • Specialties:
      • Pistol (GURPS Basic Set, p. 179)
      • Projector (GURPS Basic Set, p. 179)
      • Rifle (GURPS Basic Set, p. 179)
  • Bicycling (GURPS Basic Set, p. 180), DX/Easy, Defaults: DX-4, Driving (Motorcycle)-4
  • Bioengineering/TL† (GURPS Basic Set, p. 180), IQ/Hard, Defaults: other specialty-4 or Biology-5
    • See also: GURPS Space, p. 224
    • Specialties:
      • Biogadgets (GURPS Bio-Tech, p. 214)
      • Cloning (GURPS Basic Set, p. 180)
      • Genetic Engineering (GURPS Basic Set, p. 180)
      • Microbioengineering (GURPS Bio-Tech, p. 214)
      • Tissue Engineering (GURPS Basic Set, p. 180)
      • Uplift (GURPS Bio-Tech, p. 214)
      • Vaccines (GURPS Bio-Tech, p. 214)
  • Biology/TL† (GURPS Basic Set, p. 180), IQ/Very Hard, Defaults: IQ-6, other planet-type specialty-4, or Naturalist-6
    • See also: Planet Types (GURPS Basic Set, p. 180)
  • Blind Fighting (GURPS Basic Set, p. 180), Per/Very Hard, Defaults: None, Prerequisite: Trained By A Master or Weapon Master
    • see also: Blind Fighting (GURPS Martial Arts, p. 54)
  • Blowpipe (GURPS Basic Set, p. 180), DX/Hard, Defaults: DX-6
    • (for detailed write-up, see Ranged Combat Skills section)
  • Boating/TL† (GURPS Basic Set, p. 180), DX/Average, //Defaults: DX-5, IQ-5, or others below
    • See also: GURPS Space, p. 224
    • Specialties:
      • Large Powerboat (GURPS Basic Set, p. 181), Defaults: (Motorboat or Sailboat)-2, (Unpowered)-4, or Seamanship-4
      • Motorboat (GURPS Basic Set, p. 181), Defaults: (Large Powerboat)-2 or (Sailboat or Unpowered)-3
      • Sailboat (GURPS Basic Set, p. 181), Defaults: (Large Powerboat)-4 or (Motorboat or Unpowered)-3
      • Unpowered (GURPS Basic Set, p. 181), Defaults: (Large Powerboat)-4 or (Motorboat or Sailboat)-3
  • Body Control (GURPS Basic Set, p. 181), HT/Very Hard, Defaults: None, Prerequisites: Trained By A Master, Breath Control, and Meditation
    • see also: Body Control (GURPS Martial Arts, p. 54)
  • Body Language (GURPS Basic Set, p. 181), Per/Average, Defaults: Detect Lies-4 or Psychology-4
    • See also:
      • Physiology Modifiers (GURPS Basic Set, p. 181)
      • Medical Skills (GURPS Space, p. 224)
  • Body Sense (GURPS Basic Set, p. 181), DX/Hard, Defaults: DX-6, Acrobatics-3, Aerobatics-3, or Aquabatics-3
  • Bolas (GURPS Basic Set, p. 181), DX/Average, Defaults: None
    • (for detailed write-up, see Ranged Combat Skills section)
  • Bow (GURPS Basic Set, p. 182), DX/Average, //Defaults: DX-5
    • (for detailed write-up, see Ranged Combat Skills section)
  • Boxing (GURPS Basic Set, p. 182), DX/Average, //Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Brain Hacking/TL (GURPS Basic Set, p. 182), IQ/Hard, Defaults: Special, Prerequisite: Computer Hacking
  • Brainwashing/TL (GURPS Basic Set, p. 182; GURPS Social Engineering: Back to School, p. 23), IQ/Hard, Defaults: Special, Prerequisite: Psychology
  • Brawling (GURPS Basic Set, p. 182), DX/Easy, Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Breaking Blow (GURPS Basic Set, p. 182), IQ/Hard, Defaults: None, Prerequisite: Trained By A Master
    • see also: Breaking Blow (GURPS Martial Arts, p. 55)
  • Breath Control (GURPS Basic Set, p. 182; Pyramid 3/44: Alternate GURPS II, p. 11), HT/Hard, Defaults: None
    • See also: Holding Your Breath (GURPS Basic Set, p. 351)
  • Broadsword (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4
    • (for detailed write-up, see Melee Combat Skills section)

C

  • Camouflage (GURPS Basic Set, p. 183), IQ/Easy, Defaults: IQ-4 or Survival-2
  • Captivate (see Enthrallment skills)
  • Carousing (GURPS Basic Set, p. 183), HT/Easy, Defaults: HT-4
  • Carpentry (GURPS Basic Set, p. 183), IQ/Easy, Defaults: IQ-4
  • Cartography/TL (GURPS Basic Set, p. 183), IQ/Average, Defaults: IQ-5, Geography (any)-2, Mathematics (Surveying)-2, or Navigation (any)-4
  • Chemistry/TL (GURPS Basic Set, p. 183; GURPS Banestorm, p. 186; GURPS Low-Tech, p. 10), IQ/Hard, Defaults: IQ-6 or Alchemy-3
  • Climbing (GURPS Basic Set, p. 183), DX/Average, Defaults: DX-5
    • See also: Climbing (GURPS Basic Set, p. 349)
    • Techniques:
      • Rope Down (GURPS Basic Set, p. 233), Average, Default: Climbing-1, Maximum: Climbing+3
      • Rope Up (GURPS Basic Set, p. 233), Average, Default: Climbing-2, Maximum: Climbing+0
      • Scaling (GURPS Basic Set, p. 233), Hard, Default: Climbing-3, Maximum: Climbing+0
  • Cloak (GURPS Basic Set, p. 184), DX/Average, Defaults: DX-5, Net-4, or Shield (any)-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Combat Art or Sport (GURPS Basic Set, p. 184), DX/Varies, Defaults: Special
    • See also:
      • Combat Art or Sport (GURPS Fantasy, p. 135; GURPS Martial Arts, p. 55)
      • Combat Sport (GURPS High-Tech, p. 250)
      • Techniques and Combat Art/Sport Skills (GURPS Martial Arts, p. 64)
      • Untrained Fighters (GURPS Martial Arts, p. 113)
  • Computer Hacking/TL (GURPS Basic Set, p. 184), IQ/Very Hard, Defaults: None, Prerequisite: Computer Programming
  • Computer Operation/TL (GURPS Basic Set, p. 184; GURPS Social Engineering: Back to School, p. 16), IQ/Easy, Defaults: IQ-4
  • Computer Programming/TL (GURPS Basic Set, p. 184), IQ/Hard, Defaults: None
  • Computer Programming (AI)/TL (GURPS Basic Set, p. 184), IQ/Hard, Defaults: None
  • Connoisseur† (GURPS Basic Set, p. 185), IQ/Average, Defaults: IQ-5, appropriate other skills-3
    • Connoisseur (Fashion) (GURPS Thaumatology: Urban Magics, p. 17; GURPS Social Engineering, p. 80), Defaults: IQ-5, Artist (Body Art)-3, Jeweler-3, Professional Skill (Hairdresser)-3, Sewing-3
    • Connoisseur (Weapons) (GURPS Martial Arts, p. 56)
  • Cooking (GURPS Basic Set, p. 185), IQ/Average, Defaults: IQ-5 or Housekeeping-5
  • Counterfeiting/TL (GURPS Basic Set, p. 185), IQ/Hard, Defaults: IQ-6 or Forgery-2
  • Crewman skills (GURPS Basic Set, p. 185), IQ/Easy, Defaults: IQ-4
    • Separate skills:
      • Airshipman/TL (GURPS Basic Set, p. 185)
      • Oarsman/TL (GURPS Low-Tech, p. 10), Defaults: also Seamanship-2
      • Seamanship/TL (GURPS Basic Set, p. 185), Defaults: also Oarsman-2
      • Spacer/TL (GURPS Basic Set, p. 185)
        • See also: Spacer (GURPS Space, p. 226)
      • Submariner/TL (GURPS Basic Set, p. 185)
  • Criminology/TL (GURPS Basic Set, p. 186), IQ/Average, Defaults: IQ-5 or Psychology-4
    • Specialities:
      • Occult (GURPS Fantasy, p. 135)
  • Crossbow (GURPS Basic Set, p. 186), DX/Easy, Defaults: DX-4
    • (for detailed write-up, see Ranged Combat Skills section)
  • Cryptography/TL (GURPS Basic Set, p. 186), IQ/Hard, //Defaults: Mathematics (Cryptology)-5
  • Current Affairs/TL† (GURPS Basic Set, p. 186; GURPS Fantasy, p. 135), IQ/Easy, Defaults: IQ-4, other specialty-4, or Research-4
    • Specialties:
      • Business (GURPS Basic Set, p. 186)
      • Headline News (GURPS Basic Set, p. 186)
      • High Culture (GURPS Basic Set, p. 186)
      • People (GURPS Basic Set, p. 186)
      • Politics (GURPS Basic Set, p. 186)
      • Popular Culture (GURPS Basic Set, p. 186)
      • Regional† (GURPS Basic Set, p. 186)
      • Science & Technology (GURPS Basic Set, p. 186)
      • Sports (GURPS Basic Set, p. 186)
      • Supernatural (GURPS Horror, p. 28)
      • Travel (GURPS Basic Set, p. 186)

D

  • Dancing (GURPS Basic Set, p. 187), DX/Average, Defaults: DX-5
    • Other versions:
      • Dancing, Exotic† (Full Book Title, p. 187), Defaults: also Dancing-5
  • Detect Lies (GURPS Basic Set, p. 187), Per/Hard, Defaults: Perception-6, Body Language-4, or Psychology-4
    • See also: Physiology Modifiers (GURPS Basic Set, p. 181)
  • Diagnosis/TL (GURPS Basic Set, p. 187; GURPS Bio-Tech, p. 214), IQ/Hard, Defaults: IQ-6, First Aid-8, Physician-4, or Veterinary-5
    • See also:
      • Diseases, Diagnosis of (GURPS Basic Set, p. 443)
      • Medical Skills (GURPS Space, p. 224)
      • Physiology Modifiers (GURPS Basic Set, p. 181)
  • Diplomacy (GURPS Basic Set, p. 187; GURPS Social Engineering, pp. 30, 65-66), IQ/Hard, Defaults: IQ-6 or Politics-6
    • See also:
      • Influence Rolls (GURPS Basic Set, p. 359)
  • Disguise/TL† (GURPS Basic Set, p. 187), IQ/Average, Defaults: IQ-5, similar specialty-2 to -4, or Makeup-3
    • Specialties:
      • Animals (GURPS Basic Set, p. 187) No similar default.
  • Diving Suit/TL (see Environment Suit skills)
  • Dreaming (GURPS Basic Set, p. 188; Pyramid 3/83: Alternate GURPS IV, p. 32), Will/Hard, Defaults: Will-6
    • see also: Dreamlands (GURPS Fantasy, p. 34)
  • Driving/TL† (GURPS Basic Set, p. 188), DX/Average, Defaults: DX-5, IQ-5, or others below
    • Specialties:
      • Automobile (GURPS Basic Set, p. 188), Defaults: (Heavy Wheeled)-2 or other specialty-4
      • Construction Equipment (GURPS Basic Set, p. 188), Defaults: other specialty-5
      • Halftrack (GURPS Basic Set, p. 188), Defaults: (Tracked)-2 or other specialty-4
      • Heavy Wheeled (GURPS Basic Set, p. 188), Defaults: (Automobile)-2 or other specialty-4
      • Hovercraft (GURPS Basic Set, p. 188), Defaults: other specialty-5
      • Locomotive (GURPS Basic Set, p. 188), Defaults: other specialty-5
      • Mecha (GURPS Basic Set, p. 188), Defaults: other specialty-5 or Battlesuit-3
      • Motorcycle (GURPS Basic Set, p. 188), Defaults: Bicycling-4
      • Tracked (GURPS Basic Set, p. 188), Defaults: (Halftrack)-2 or other specialty-4
    • Techniques:
      • Quick Mount (GURPS Martial Arts, p. 78), Average, Default: Driving-3, Maximum: Driving+0
        • see also: Mounting Up (GURPS Basic Set, p. 396)
  • Dropping (GURPS Basic Set, p. 189), DX/Average, Defaults: DX-3 or Throwing-4
    • (for detailed write-up, see Ranged Combat Skills section)//

E

  • Economics (GURPS Basic Set, p. 189), IQ/Hard, Defaults: IQ-6, Finance-3, Market Analysis-5, or Merchant-6
  • Electrician/TL (GURPS Basic Set, p. 189), IQ/Average, Defaults: IQ-5 or Engineer (Electrical)-3
  • Electronics Operation/TL (GURPS Basic Set, p. 189), IQ/Average, Defaults: IQ-5, other specialty-4*, Electronics Repair (same)-5, or Engineer (Electronics)-5
    • Specialties:
      • Communications (Comm) (GURPS Basic Set, p. 189)
      • Electronic Warfare (EW) (GURPS Basic Set, p. 189)
      • Force Shields (GURPS Basic Set, p. 189)
      • Matter Transmitters (MT) (GURPS Basic Set, p. 189)
      • Media (GURPS Basic Set, p. 189)
      • Medical (GURPS Basic Set, p. 189)
      • Parachronic (GURPS Basic Set, p. 189)
      • Parapsychology (GURPS Horror, p. 28)
      • Psychotronics (GURPS Basic Set, p. 189)
      • Scientific (GURPS Basic Set, p. 189)
      • Security (GURPS Basic Set, p. 189)
      • Sensors (GURPS Basic Set, p. 189)
      • Sonar (GURPS Basic Set, p. 189)
      • Surveillance (GURPS Basic Set, p. 189)
      • Temporal (GURPS Basic Set, p. 189)
  • Electronics Repair/TL† (GURPS Basic Set, p. 190), IQ/Average, Defaults: IQ-5, other specialty-4*, Electronics Operation (same)-3, or Engineer (Electronics)-3
    • Specialties:
      • Communications (Comm) (GURPS Basic Set, p. 189)
      • Computers (GURPS Basic Set, p. 190)
      • Electronic Warfare (EW) (GURPS Basic Set, p. 189)
      • Force Shields (GURPS Basic Set, p. 189)
      • Matter Transmitters (MT) (GURPS Basic Set, p. 189)
      • Media (GURPS Basic Set, p. 189)
      • Medical (GURPS Basic Set, p. 189)
      • Parachronic (GURPS Basic Set, p. 189)
      • Parapsychology (GURPS Horror, p. 28)
      • Psychotronics (GURPS Basic Set, p. 189)
      • Scientific (GURPS Basic Set, p. 189)
      • Security (GURPS Basic Set, p. 189)
      • Sensors (GURPS Basic Set, p. 189)
      • Sonar (GURPS Basic Set, p. 189)
      • Surveillance (GURPS Basic Set, p. 189)
      • Temporal (GURPS Basic Set, p. 189)
  • Engineer/TL† (GURPS Basic Set, p. 190), IQ/Hard, Defaults: other specialty-4* or others below, Prerequisite: Mathematics (Applied) at TL5+
    • Specialties:
      • Artillery (GURPS Basic Set, p. 190), Defaults: Armoury (Heavy Weapons)-6
      • Civil (GURPS Basic Set, p. 190), Defaults: Architecture-6
      • Clockwork (GURPS Basic Set, p. 190), Defaults: Mechanic (Clockwork)-6
      • Combat (GURPS Basic Set, p. 190), Defaults: Explosives (Demolition)-6
      • Electrical (GURPS Basic Set, p. 190), Defaults: Electrician-6
      • Electronics (GURPS Basic Set, p. 190), Defaults: Electronics Repair (any)-6
      • Materials (GURPS Basic Set, p. 190), Defaults: Chemistry-6 or Metallurgy-6, Prerequisite: Chemistry or Metallurgy
      • Microtechnology (GURPS Basic Set, p. 190), Defaults: Mechanic (Micromachines)-6
      • Mining (GURPS Basic Set, p. 190), Defaults: Explosives (Demolition)-6 or Geology (any)-6
      • Nanotechnology (GURPS Basic Set, p. 190), Defaults: Mechanic (Nanomachines)-6
      • Parachronic (GURPS Basic Set, p. 190), Defaults: Electronics Operation (Parachronic)-6, Prerequisite: Physics
      • Psychotronics (GURPS Basic Set, p. 190), Defaults: Electronics Operation (Psychotronics)-6
      • Robotics (GURPS Basic Set, p. 190), Defaults: Mechanic (Robotics)-6
      • Small Arms (GURPS Basic Set, p. 190), Defaults: Armoury (Small Arms)-6
      • Temporal (GURPS Basic Set, p. 190), Defaults: Electronics Operation (Temporal)-6, Prerequisite: Physics
      • Vehicle Type† (GURPS Basic Set, p. 191), Defaults: Mechanic (same)-6
  • Enthrallment skills (GURPS Basic Set, p. 191; GURPS Fantasy, p. 135), Will/Hard, Defaults: None, Prerequisites: Charisma 1 and Public Speaking 12+
    • Separate skills:
      • Captivate (GURPS Basic Set, p. 191), Prerequisite: also Suggest 12+
      • Persuade (GURPS Basic Set, p. 191)
      • Suggest (GURPS Basic Set, p. 191), Prerequisite: also Persuade 12+
      • Sway Emotions (GURPS Basic Set, p. 192), Prerequisite: also Persuade 12+
  • Environment Suit skills (GURPS Basic Set, p. 192), DX/Average, Defaults: DX-5 or others below
    • See also: GURPS Space, p. 224
    • Separate skills:
      • Battlesuit/TL (GURPS Basic Set, p. 192), Defaults: Diving Suit-4, NBC Suit-2, Vacc Suit-2
      • Diving Suit/TL (GURPS Basic Set, p. 192), Defaults: Battlesuit-4, NBC Suit-4, Vacc Suit-4
      • NBC Suit/TL (GURPS Basic Set, p. 192), Defaults: Battlesuit-2, Diving Suit-4, Vacc Suit-2
      • Vacc Suit/TL (GURPS Basic Set, p. 192), Defaults: Battlesuit-2, Diving Suit-4, NBC Suit-2
  • Erotic Art (GURPS Basic Set, p. 192; GURPS Social Engineering, p. 29), DX/Average, Defaults: DX-5 or Acrobatics-5
    • See also: GURPS Space, p. 224
  • Escape (GURPS Basic Set, p. 192), DX/Hard, Defaults: DX-6
    • Techniques:
      • Slip Handcuffs (GURPS Basic Set, p. 233), Hard, Default: Escape-5, Maximum: Escape+0
  • Esoteric Medicine† (GURPS Basic Set, p. 192; GURPS Low-Tech, p. 10), Per/Hard, Defaults: Perception-6
    • see also: Esoteric Medicine (GURPS Martial Arts, p. 56)
  • Exorcism (GURPS Basic Set, p. 193; GURPS Banestorm, p. 186), Will/Hard, Defaults: Will-6, Religious Ritual (any)-3, Ritual Magic (any)-3, or Theology (any)-3
  • Expert Skill† (GURPS Basic Set, p. 193), IQ/Hard, Defaults: None
    • Specialties:
      • Advanced Technology ((Pyramid 3/72: Alternate Dungeons, p. 17)
      • Bardic Lore (GURPS Fantasy, p. 135; GURPS Social Engineering: Back to School, p. 23)
      • Computer Security (GURPS Basic Set, p. 193)
      • Conspiracy Theory (GURPS Basic Set, p. 193)
      • Cryptozoology (GURPS Horror, p. 28)
      • Demonology (GURPS Horror, p. 28)
      • Egyptology (GURPS Basic Set, p. 194)
      • Epidemiology (GURPS Basic Set, p. 194)
      • Hoplology (GURPS Martial Arts, p. 56; GURPS Thaumatology: Urban Magics, p. 17)
      • Hydrology (GURPS Basic Set, p. 194)
      • Memetics (GURPS Social Engineering, p. 80)
      • Military Science (GURPS Basic Set, p. 194)
      • Natural Philosophy (GURPS Basic Set, p. 194; GURPS Banestorm, p. 186)
      • Pneumatology (GURPS Horror, p. 29)
      • Political Science (GURPS Basic Set, p. 194)
      • Psionics (GURPS Basic Set, p. 194)
      • Thanatology (GURPS Basic Set, p. 194)
      • Tradecraft (Pyramid 3/48: Secret Magic, p. 9)
      • Ufology (GURPS Horror, p. 29)
      • Vampirology (GURPS Horror, p. 29)
      • Xenology (GURPS Basic Set, p. 194)
  • Explosives/TL† (GURPS Basic Set, p. 194), IQ/Average, Defaults: IQ-5, other specialty-4, or others below
    • See also: GURPS Space, p. 224
    • Specialties:
      • Demolition (GURPS Basic Set, p. 194), Defaults: (UD)-2, or Engineer (Combat or Mining)-3
      • Explosive Ordnance Disposal (EOD) (GURPS Basic Set, p. 194), Defaults: (NOD)-2, Prerequisite: DX 12+
      • Fireworks (GURPS Basic Set, p. 194), Defaults: Chemistry-3, Armoury (Liquid Projectors) (TL3-4)-4
      • Nuclear Ordnance Disposal (NOD) (GURPS Basic Set, p. 194), Defaults: (EOD)-2
      • Underwater Demolition (UD) (GURPS Basic Set, p. 194), Defaults: (Demolition)-2
    • Techniques:
      • Set Trap (GURPS Basic Set, p. 233), Hard, Default: Explosives (Demolition)-2, Maximum: Explosives (Demolition)+0

F

  • Falconry (GURPS Basic Set, p. 194), IQ/Average, Defaults: IQ-5 or Animal Handling (Raptors)-3
  • Farming/TL (GURPS Basic Set, p. 194), IQ/Average, Defaults: IQ-5, Biology-5, or Gardening-3
  • Fast-Draw† (GURPS Basic Set, p. 194), DX/Easy, Defaults: None
    • see also:
      • Fast-Draw (GURPS Martial Arts, p. 56)
      • Fast-Draw from Odd Positions (GURPS Martial Arts, p. 103)
      • Multiple Fast-Draw (GURPS Martial Arts, p. 103)
      • Quick-Readying Nearby Weapons (GURPS Martial Arts, p. 104)
      • Who Draws First? (GURPS Martial Arts, p. 103)
    • Specialties:
      • Ammo/TL (GURPS Basic Set, p. 195)
      • Arrow (GURPS Basic Set, p. 195)
      • Balisong (GURPS Martial Arts, pp. 56, 213)
      • Flexible (GURPS Martial Arts, p. 56)
      • Force Sword (GURPS Basic Set, p. 194)
      • Knife (GURPS Basic Set, p. 194)
      • Long Arm (GURPS Basic Set, p. 194)
      • Pistol (GURPS Basic Set, p. 194)
      • Shuriken (GURPS Martial Arts, p. 56)
      • Stone (GURPS Martial Arts, p. 57)
      • Sword (GURPS Basic Set, p. 194)
      • Tonfa (GURPS Martial Arts, p. 57)
      • Two-Handed Sword (GURPS Basic Set, p. 195)
  • Fast-Talk (GURPS Basic Set, p. 195; GURPS Social Engineering, p. 30), IQ/Average, Defaults: IQ-5 or Acting-5
    • See also:
      • Influence Rolls (GURPS Basic Set, p. 359)
  • Filch (GURPS Basic Set, p. 195), DX/Average, Defaults: DX-5, Pickpocket-4, or Sleight of Hand-4
  • Finance (GURPS Basic Set, p. 195), IQ/Hard, Defaults: Accounting-4, Economics-3, or Mechant-6
  • Fire Eating (GURPS Basic Set, p. 195), DX/Average, Defaults: None
  • First Aid/TL (GURPS Basic Set, p. 195), IQ/Easy, Defaults: IQ-4, Esoteric Medicine, Physician, or Veterinary-4
    • See also:
      • First Aid (GURPS Basic Set, p. 424)
      • Physiology Modifiers (GURPS Basic Set, p. 181)
      • Resuscitation (GURPS Basic Set, p. 425)
      • Treatment of poisons (GURPS Basic Set, p. 439)
      • Medical Skills (GURPS Space, p. 224)
  • Fishing (GURPS Basic Set, p. 195), Per/Easy, Defaults: Perception-4
  • Flail (GURPS Basic Set, p. 208), DX/Hard, Defaults: DX-6, other flail-3, or Axe/Mace-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Flail, Two-Handed (GURPS Basic Set, p. 208), DX/Hard, Defaults: DX-6, other flail-3, or Two-Handed Axe/Mace-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Flight (GURPS Basic Set, p. 195), HT/Average, Defaults: HT-5, Prerequisite: Flight advantage
    • See also: Flying (GURPS Basic Set, p. 354)
  • Flying Leap (GURPS Basic Set, p. 196), IQ/Hard, Defaults: None, Prerequisite: Trained By A Master or Weapon Master, and both Jumping and Power Blow
    • see also: Special Feats for Cinematic Skills (GURPS Martial Arts, p. 129)
  • Forced Entry (GURPS Basic Set, p. 196), DX/Easy, Defaults: None
  • Force Saber (GURPS Martial Arts, p. 215), DX/Average, Defaults: DX-5 or other fencing weapon-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Force Sword (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5 or other sword-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Force Whip (GURPS Basic Set, p. 209), DX/Average, Defaults: DX-5 or other whip-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Forensics/TL (GURPS Basic Set, p. 196), IQ/Hard, Defaults: IQ-6 or Criminology-4
  • Forgery/TL (GURPS Basic Set, p. 196), IQ/Hard, Defaults: IQ-6 or Counterfeiting-2
  • Fortune-Telling† (GURPS Basic Set, p. 196; GURPS Fantasy, p. 135, p. 220; GURPS Thaumatology: Urban Magics, p. 17, pp. 23-24), IQ/Average, Defaults: IQ-5, Fast-Talk-3, or Occultism-3
  • Forward Observer/TL (GURPS Basic Set, p. 196), IQ/Average, Defaults: IQ-5, Artillery (any)-5, or at TL7+ Electronics Operation (any)-5
  • Free Fall (GURPS Basic Set, p. 197), DX/Average, Defaults: DX-5 or HT-5
  • Freight Handling/TL (GURPS Basic Set, p. 197), IQ/Average, Defaults: IQ-5

G

  • Gambling (GURPS Basic Set, p. 197), IQ/Average, Defaults: IQ-5 or Mathematics (Statistics)-5
  • Games† (GURPS Basic Set, p. 197), IQ/Easy, Defaults: IQ-4
    • see also: Games (GURPS Martial Arts, p. 57; GURPS Fantasy, p. 135; GURPS Martial Arts: Yrth Fighting Styles, p. 27)
  • Gardening (GURPS Basic Set, p. 197), IQ/Easy, Defaults: IQ-4 or Farming-3
  • Garrote (GURPS Basic Set, p. 197), DX/E, Defaults: DX-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Geography/TL† (GURPS Basic Set, p. 198), IQ/Hard, //Defaults: IQ-6, other specialty-5, or others below
    • Specialties:
      • Physical† (GURPS Basic Set, p. 198), Defaults: Geology (same)-4 or Meteorology (same)-4
        • See also: Planet Types (GURPS Basic Set, p. 180)
      • Political (GURPS Basic Set, p. 198), Defaults: Economics-4
      • Regional† (GURPS Basic Set, p. 198), Defaults: Area Knowledge (same)-6
  • Geology/TL† (GURPS Basic Set, p. 198), IQ/Hard, Defaults: IQ-6, other planet-type specialty-4, Geography (Physical)-4, or Prospecting-5
    • See also: Planet Types (GURPS Basic Set, p. 180)
    • See also: Geology Matters (Pyramid #3/18 - Space Exploration, p. 27)
  • Gesture (GURPS Basic Set, p. 198; GURPS Social Engineering: Back to School, p. 24), IQ/Easy, Defaults: IQ-4
  • Group Performance† (GURPS Basic Set, p. 198), IQ/Average, Defaults: IQ-5 or others below, Prerequisites: any one of Diplomacy, Intimidation, or Leadership, plus others below
    • Specialties:
      • Choreography (GURPS Basic Set, p. 198), Defaults: Dancing-2, Prerequisite: Dancing
      • Conducting (GURPS Basic Set, p. 198), Defaults: Musical Instrument-2 or Singing-2, Prerequisite: any two Musical Instrument skills, or one and Singing
      • Directing (GURPS Basic Set, p. 198), Defaults: Performance-5, Prerequisite: Performance
      • Fight Choreography (GURPS Basic Set, p. 198), Defaults: Stage Combat-2, Prerequisite: Stage Combat
        • see also:
          • Faking It (GURPS Martial Arts, p. 130)
          • Group Performance (GURPS Martial Arts, p. 57)
  • Guidance Skills (Pyramid 3/65: Alternate GURPS III, p. 11-13), IQ/Hard, Defaults: None, Prerequisites: Charisma 2+, Natural Leader, and Leadership 14+
    • Instigation (Pyramid 3/65: Alternate GURPS III, p. 12), IQ/Hard, Defaults: None
    • Motivation (Pyramid 3/65: Alternate GURPS III, p. 12), IQ/Hard, Defaults: None, Prerequisites: Instigation-12+
    • Swift Action (Pyramid 3/65: Alternate GURPS III, p. 12), IQ/Hard, Defaults: None, Prerequisites: Motivation-12+
    • Unwavering Fortitude (Pyramid 3/65: Alternate GURPS III, p. 12), IQ/Hard, Defaults: None, Prerequisites: Swift Action-12+
  • Gunner/TL† (GURPS Basic Set, p. 198), DX/Easy, Defaults: DX-4 or other specialty-4
    • Specialties:
      • Beams (GURPS Basic Set, p. 198)
      • Cannon (GURPS Basic Set, p. 198)
      • Catapult (GURPS Basic Set, p. 198)
      • Machine Gun (GURPS Basic Set, p. 198)
      • Rockets (GURPS Basic Set, p. 198)
  • Guns/TL (GURPS Basic Set, pp. 198-9; Pyramid 3/65: Alternate GURPS III, pp. 16-19), DX/Easy, Defaults: DX-4, (GL, Gyroc, or LAW)-4, most other specialties-2, or Beam Weapons (same)-4
    • See also: GURPS High-Tech, p. 250
    • Specialties:
      • Grenade Launcher (GL) (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, p. 18)
      • Gonne (GURPS Low-Tech, p. 10)
      • Gyroc (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, p. 18)
      • Light Anti-Armor Weapon (LAW) (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, pp. 16, 18)
      • Light Machine Gun (LMG) (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, p. 17)
      • Long Arm (Pyramid 3/65: Alternate GURPS III, p. 18)
      • Musket (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, p. 17)
      • Pistol (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, pp. 17, 18)
      • Rifle (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, pp. 16, 17)
      • Shotgun (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, pp. 16, 17)
      • Submachine Gun (SMG) (GURPS Basic Set, p. 199; Pyramid 3/65: Alternate GURPS III, pp. 16, 18)
    • Techniques:
      • Dual-Weapon Attack (GURPS Basic Set, p. 230), Hard, Default: Guns (Pistol)-4, Maximum: Guns (Pistol)+0
        • See also: Dual-Weapon Attacks (GURPS Basic Set, p. 417)

H

  • Hazardous Materials/TL† (GURPS Basic Set, p. 199), IQ/Average, Defaults: IQ-5 or other specialty-5*
    • See also: //GURPS Fantasy, p. 135; GURPS Horror, p. 29
  • Heraldry† (GURPS Basic Set, p. 199; //GURPS Banestorm, p. 186), IQ/Average, Defaults: IQ-5 or others below
    • Specialties:
      • Athletic Uniforms (GURPS Social Engineering, p. 80), Default: Current Affairs (Sports)-3
      • Coats of Arms/Mon (GURPS Basic Set, p. 199; GURPS Social Engineering, p. 80), Defaults: Savoir-Faire (High Society)-3 or Savoir-Faire (Servant)-4 (GM's option)
      • Corporate Logos (GURPS Basic Set, p. 199; GURPS Social Engineering, p. 80), Defaults: Current Affairs (Business)-3
      • Graffiti Tags (GURPS Basic Set, p. 199; GURPS Social Engineering, p. 80), Defaults: Streetwise-3
      • Hallmarks (GURPS Social Engineering, p. 80), Default: Connoisseur (Jewelry)-3
      • Insignia and Uniforms (GURPS Social Engineering, p. 80), Default: Savoir-Faire (Military or Police)-3
      • Religious Iconography (GURPS Social Engineering, p. 80), Default: Religious Ritual-3
  • Herb Lore/TL (GURPS Basic Set, p. 199), IQ/Very Hard, Defaults: None, Prerequisite: Naturalist
  • Hidden Lore† (GURPS Basic Set, p. 199), IQ/Average, Defaults: None
    • Specialties:
      • Conspiracies (GURPS Basic Set, p. 200)
      • Demon Lore (GURPS Basic Set, p. 200)
      • Earth (GURPS Banestorm, p. 186)
      • Faerie Lore (GURPS Basic Set, p. 200)
      • Prison Lore (GURPS Social Engineering, p. 80)
      • Secret Styles (GURPS Martial Arts, p. 57)
      • Spirit Lore (GURPS Basic Set, p. 200)
  • Hiking (GURPS Basic Set, p. 200), HT/Average, Defaults: HT-5
    • See also:
      • Hiking (GURPS Basic Set, p. 351)
      • Extra Effort: Notes for Specific Physical Tasks (GURPS Basic Set, p. 357)
  • History† (GURPS Basic Set, p. 200), IQ/Hard, Defaults: IQ-6 or similar specialty-2 to -4
    • See also: Social Sciences (GURPS Space, p. 226)
  • Hobby Skills (GURPS Basic Set, p. 200), DX/Easy or IQ/Easy, Defaults: DX-4 or IQ-4
    • Feats of Strength (GURPS Martial Arts, p. 57), DX/Easy
  • Holdout (GURPS Basic Set, p. 200), IQ/Average, Defaults: IQ-5 or Sleight of Hand-3
  • Housekeeping (GURPS Basic Set, p. 200), IQ/Easy, Defaults: IQ-4
  • Hypnotic Hands (GURPS Martial Arts, p. 61), IQ/Hard, Defaults: None, Prerequisites: Trained by a Master and Hypnotism 14+
  • Hypnotism (GURPS Basic Set, p. 201), IQ/Hard, Defaults: None
    • See also: GURPS Space, p. 224

I

  • Immovable Stance (GURPS Basic Set, p. 201), DX/Hard, Defaults: None, Prerequisite: Trained By A Master
  • Innate Attack† (GURPS Basic Set, p. 201), DX/Easy, Defaults: DX-4 or other specialty-2
    • (for detailed write-up, see Ranged Combat Skills section)
  • Intelligence Analysis/TL (GURPS Basic Set, p. 201), IQ/Hard, //Defaults: IQ-6 or Strategy (any)-6
    • Optional specialties:
      • Traffic Analysis (GURPS Basic Set, p. 202)
  • Interrogation (GURPS Basic Set, p. 202), IQ/Average, Defaults: IQ-5, Intimidation-3, or Psychology-4
  • Intimidation (GURPS Basic Set, p. 202; GURPS Social Engineering, pp. 30, 68-69), Will/Average, Defaults: Will-5 or Acting-3
    • See also:
      • Influence Rolls (GURPS Basic Set, p. 359)
  • Invisibility Art (GURPS Basic Set, p. 202), IQ/Very Hard, Defaults: None, Prerequisites: Trained By A Master, and both Hypnotism 14+ and Stealth 14+

J

  • Jeweler/TL (GURPS Basic Set, p. 203), IQ/Hard, Defaults: IQ-6, Smith (Copper)-4, or Smith (Lead and Tin)-4
  • Jitte/Sai (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, Force Sword-4, Main-Gauche-4, or Shortsword-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Judo (GURPS Basic Set, p. 203; Pyramid 3/34: Alternate GURPS, p. 11), DX/Hard, Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Jumping (GURPS Basic Set, p. 203), DX/Easy, Defaults: None
    • See also:
      • Jumping (GURPS Basic Set, p. 352)
      • Acrobatic Movement (GURPS Martial Arts, p. 105)
      • Chambara Fighting (GURPS Martial Arts, p. 128)
      • Extra Effort: Notes for Specific Physical Tasks (GURPS Basic Set, p. 357)
      • Flying Attack (GURPS Martial Arts, p. 107)
    • Techniques:
      • Quick Mount† (GURPS Martial Arts, p. 78), Average, Default: Jumping-3, Maximum: Jumping+0
        • see also: Mounting Up (GURPS Basic Set, p. 396)

K

  • Karate (GURPS Basic Set, p. 203), DX/Hard, Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Kiai (GURPS Basic Set, p. 203), HT/Hard, Defaults: None, Prerequisite: Trained By A Master or Weapon Master
    • see also: Kiai (GURPS Martial Arts, p. 58)
  • Knife (GURPS Basic Set, p. 208), DX/Easy, Defaults: DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Knot-Tying (GURPS Basic Set, p. 203), DX/Easy, Defaults: DX-4, Climbing-4, or Seamanship-4
    • see also:
      • Knot-Tying (GURPS Martial Arts, p. 58)
    • Techniques:
      • Binding* (GURPS Martial Arts, pp. 82-3), Hard, Default: Judo+0, Maximum: Judo+4
  • Kusari (GURPS Basic Set, p. 208), DX/Hard, Defaults: DX-6, other whip-3, or Two-Handed Flail-4
    • (for detailed write-up, see Melee Combat Skills section)

L

  • Lance (GURPS Basic Set, p. 204; GURPS Low-Tech, p. 10), DX/Average, Defaults: DX-5 or Spear-3, Prerequisite: Riding
    • (for detailed write-up, see Melee Combat Skills section)
  • Lasso (GURPS Basic Set, p. 204), DX/Average, Defaults: None
    • (for detailed write-up, see Ranged Combat Skills section)
  • Law† (GURPS Basic Set, p. 204), IQ/Hard, Defaults: IQ-6, same regional or field specialty-4, or other specialty-6
  • Leadership (GURPS Basic Set, p. 204), IQ/Average, Defaults: IQ-5
  • Leatherworking (GURPS Basic Set, p. 205), DX/Easy, Defaults: DX-4
  • Lifting (GURPS Basic Set, p. 205), HT/Average, Defaults: None
    • See also:
      • Lifting and Moving Things (GURPS Basic Set, p. 353)
      • Extra Effort: Notes for Specific Physical Tasks (GURPS Basic Set, p. 357)
  • Light Walk (GURPS Basic Set, p. 205), DX/Hard, Defaults: None, Prerequisites: Trained By A Master, and both Acrobatics 14+ and Stealth 14+
    • see also:
      • Special Feats for Cinematic Skills (GURPS Martial Arts, p. 129)
  • Linguistics (GURPS Basic Set, p. 205; GURPS Social Engineering: Back to School, p. 16), IQ/Hard, Defaults: None
    • See also: GURPS Space, p. 224
    • Specialities:
      • Animal (GURPS Fantasy, p. 135)
  • Lip Reading (GURPS Basic Set, p. 205), Per/Average, Defaults: Perception-10
    • See also: GURPS Space, p. 225
  • Liquid Projector/TL† (GURPS Basic Set, p. 205), DX/Easy, Defaults: DX-4 or other specialty-4
    • Specialties:
      • Flamethrower (GURPS Basic Set, p. 205)
      • Sprayer (GURPS Basic Set, p. 205)
      • Squirt Gun (GURPS Basic Set, p. 205)
      • Water Cannon (GURPS Basic Set, p. 205)
  • Literature (GURPS Basic Set, p. 205), IQ/Hard, Defaults: IQ-6
    • See also: Social Sciences (GURPS Space, p. 226)
  • Lizard Climb (GURPS Martial Arts, p. 61), DX/Hard, Defaults: None, Prerequisites: Trained by a Master, Acrobatics 14+, and Climbing 14+
    • see also: Special Feats for Cinematic Skills (GURPS Martial Arts, p. 129)
  • Lockpicking/TL (GURPS Basic Set, p. 206), IQ/Average, Defaults: IQ-5
    • Techniques:
      • Work by Touch (GURPS Basic Set, p. 233), Hard, Default: Lockpicking-5, Maximum: Lockpicking+0

M

  • Machinist/TL (GURPS Basic Set, p. 206; GURPS Low-Tech, p. 10), IQ/Average, Defaults: IQ-5 or Mechanic (any-5
  • Makeup/TL (GURPS Basic Set, p. 206), IQ/Easy, Defaults: IQ-4 or Disguise-2
  • Main-Gauche (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, other fencing weapon-3, Jitte/Sai-4, or Knife-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Market Analysis (GURPS Basic Set, p. 207), IQ/Hard, Defaults: IQ-6, Economics-5, or Merchant-4
  • Masonry (GURPS Basic Set, p. 207), IQ/Easy, Defaults: IQ-4
  • Mathematics/TL† (GURPS Basic Set, p. 207, GURPS Fantasy, p. 220), IQ/Hard, Defaults: IQ-6, other specialty-5, or others below
    • Specialties:
      • Applied (GURPS Basic Set, p. 207), Defaults: Engineer (any)-5 or Physics-5
      • Computer Science (GURPS Basic Set, p. 207), Defaults: Computer Programming-5
      • Cryptology (GURPS Basic Set, p. 207), Defaults: Cryptography-5
      • Pure (GURPS Basic Set, p. 207)
      • Statistics (GURPS Basic Set, p. 207)
      • Surveying (GURPS Basic Set, p. 207), Defaults: Cartography-3 or Navigation (any)-4
  • Mechanic/TL† (GURPS Basic Set, p. 207; GURPS Low-Tech, p. 10), IQ/Average, Defaults: IQ-5, other specialty-4, Engineer (same)-4, or Machinist-5
    • Specialities:
      • Optical Instruments (GURPS Low-Tech, p. 10)
  • Meditation (GURPS Basic Set, p. 207), Will/Hard, Defaults: Will-6 or Autohypnosis-4
  • Melee Weapon skills (GURPS Basic Set, p. 208), DX/Varies, Defaults: DX-4 if Easy, DX-5 if Average, or DX-6 if Hard, plus others below
    • (for detailed write-ups, see Melee Weapon skills section)
  • Mental Strength (GURPS Basic Set, p. 209), Will/Easy, Defaults: None, Prerequisite: Trained By A Master, Weapon Master, or appropriate power
    • see also: Mental Strength (GURPS Martial Arts, p. 58; GURPS Martial Arts: Yrth Fighting Styles, p. 27)
  • Merchant (GURPS Basic Set, p. 209; GURPS Social Engineering, pp. 25, 46), IQ/Average, Defaults: IQ-5, Finance-6, or Market Analysis-4
    • Merchant (Slaves) (Pyramid 3/47: The Rogue's Life, p. 21), IQ/Easy; Defaults: IQ-5, Finance-6, Market Analysis-4, Merchant-2
  • Metallurgy/TL (GURPS Basic Set, p. 209), IQ/Hard, Defaults: Chemistry-5, Jeweler-8, or Smith (any)-8
  • Meteorology/TL† (GURPS Basic Set, p. 209; GURPS Low-Tech, p. 11), IQ/Average, Defaults: IQ-5
    • See also: Planet Types (GURPS Basic Set, p. 180)
    • Other versions:
      • Weather Sense (GURPS Basic Set, p. 209)
  • Mimicry† (GURPS Basic Set, p. 210), IQ/Hard, Defaults: IQ-6 or others below
    • Specialties:
      • Alien Speech (GURPS Space, p. 225)
      • Animal Sounds (GURPS Basic Set, p. 210), Defaults: (Bird Calls)-6 or Naturalist-6
      • Bird Calls (GURPS Basic Set, p. 210), Defaults: (Animal Sounds)-6 or Naturalist-6
      • Speech (GURPS Basic Set, p. 210), Defaults: Acting-6 or Linguistics-4
    • Techniques:
      • Impersonate† (GURPS Basic Set, p. 233), Average, Default: Mimicry (Speech)-3, Maximum: Mimicry (Speech)+0
  • Mind Block (GURPS Basic Set, p. 210; Pyramid 3/83: Alternate GURPS IV, p. 32), Will/Average, Defaults: Will-5 or Meditation-5
  • Monowire Whip (GURPS Basic Set, p. 209), DX/Hard, Defaults: DX-6 or other whip-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Mount (GURPS Basic Set, p. 210), DX/Average, Defaults: DX-5
  • Musical Composition (GURPS Basic Set, p. 210), IQ/Hard, Defaults: Musical Instrument-2. or Poetry-2 for songs, Prerequisite: Special
  • Musical Influence (GURPS Basic Set, p. 210), IQ/Very Hard, Defaults: None, Prerequisites: Musical Ability 1 and either Musical Instrument 12+ or Singing 12+
  • Musical Instrument† (GURPS Basic Set, p. 211), IQ/Hard, Defaults: Special

N

  • Naturalist† (GURPS Basic Set, p. 211), IQ/Hard, Defaults: IQ-6, other planet-type specialty-4, or Biology-3
    • See also:
      • Foraging (GURPS Basic Set, p. 427)
      • Planet Types (GURPS Basic Set, p. 180)
  • Navigation/TL† (GURPS Basic Set, p. 211), IQ/Average, Defaults: Special
    • Specialties:
      • Air (GURPS Basic Set, p. 211), Defaults: (Land or Sea)-2, or Astronomy-5
      • Hyperspace (GURPS Basic Set, p. 211), Defaults: (Space)-5, Astronomy-4, or Mathematics (Applied)-4
      • Land (GURPS Basic Set, p. 211), Defaults: IQ-5, (Air or Sea)-2, Cartography-4, or Mathematics (Surveying)-4
      • Sea (GURPS Basic Set, p. 211), Defaults: (Air or Land)-2, Astronomy-5, or Seamanship-5
      • Space (GURPS Basic Set, p. 211), Defaults: (Hyperspace)-5, Astronomy-4, or Mathematics (Applied)-4
  • NBC Suit/TL (see Environment Suit skills)
  • Net (GURPS Basic Set, p. 211), DX/Hard, Defaults: Cloak-5
    • (for detailed write-up, see Ranged Combat Skills section)//

O

  • Oarsman/TL (see Crewman skills)
  • Observation (GURPS Basic Set, p. 211; GURPS Social Engineering: Back to School, p. 16), Per/Average, Defaults: Perception-5 or Shadowing-5
  • Occultism (GURPS Basic Set, p. 212), IQ/Average, Defaults: IQ-5
    • See also:
      • GURPS Horror, p. 29
      • Social Sciences (GURPS Space, p. 226)

P

  • Packing (GURPS Basic Set, p. 212), IQ/Average, Defaults: IQ-5 or Animal Handling (same)-5
  • Paleontology/TL† (GURPS Basic Set, p. 212), IQ/Hard, Defaults: Biology-4, other specialty-2, or others below
    • See also: GURPS Space, p. 225
    • Specialties:
      • Micropaleontology (GURPS Basic Set, p. 212)
      • Paleoanthropology (GURPS Basic Set, p. 212), Defaults: Anthropology-2
      • Paleobotany (GURPS Basic Set, p. 212)
      • Paleozoology (GURPS Basic Set, p. 212)
  • Panhandling (GURPS Basic Set, p. 212), IQ/Easy, Defaults: IQ-4, Fast Talk-2, or Public Speaking-3
  • Parachuting/TL (GURPS Basic Set, p. 212), DX/Easy, Defaults: DX-4
  • Parry Missile Weapons (GURPS Basic Set, p. 212), DX/Hard, Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Performance (GURPS Basic Set, pp. 212-3), IQ/Average, //Defaults: IQ-5, Acting-2, or Public Speaking-2
  • Persuade (see Enthrallment skills)
  • Pharmacy/TL† (GURPS Basic Set, p. 213), IQ/Hard, Defaults: IQ-6 or others below
    • Specialties:
      • Herbal (GURPS Basic Set, p. 213), Defaults: Biology-5, Herb Lore-5, or Naturalist-5, Prerequisite: Naturalist
      • Synthetic (GURPS Basic Set, p. 213; GURPS Fantasy, p. 135), Defaults: Chemistry-5 or Physician-5
  • Philosophy† (GURPS Basic Set, p. 213), IQ/Hard, Defaults: IQ-6
    • See also: (GURPS Martial Arts: Yrth Fighting Styles, p. 27)
  • Photography/TL (GURPS Basic Set, p. 213), IQ/Average, Defaults: IQ-5 or Electronics Operation (Media)-5
    • See also: GURPS Horror, p. 29
    • Techniques:
      • Motion-Picture Camera (GURPS Basic Set, p. 233), Average, Default: Photography-3, Maximum: Unlimited
  • Physician/TL (GURPS Basic Set, p. 213; GURPS Horror, p. 29; GURPS Low-Tech, p. 11), IQ/Hard, Defaults: IQ-7, First Aid-11, or Veterinary-5
    • See also:
      • Diseases, Diagnosis, and Treatment of (GURPS Basic Set, p. 443)
      • Medical Care (GURPS Basic Set, p. 424)
      • Physiology Modifiers (GURPS Basic Set, p. 181)
      • Poisons, Treatment of (GURPS Basic Set, p. 439)
      • Resuscitation (GURPS Basic Set, p. 425)
      • Medical Skills (GURPS Space, p. 224)
      • Specialties:
        • Physiotherapy (GURPS Bio-Tech, p. 132)
  • Physics/TL (GURPS Basic Set, p. 213), IQ/Very Hard, Defaults: IQ-6, Prerequisite: Mathematics (Applied) at TL5+
  • Physiology/TL† (GURPS Basic Set, p. 213), IQ/Hard, Defaults: IQ-6, Diagnosis-5, Physician-5, or Surgery-5
  • Pickpocket (GURPS Basic Set, p. 213), DX/Hard, Defaults: DX-6, Filch-5, or Sleight of Hand-4
  • Piloting/TL† (GURPS Basic Set, p. 214), DX/Average, Defaults: IQ-6 or others below
    • Specialties:
      • Aerospace (GURPS Basic Set, p. 214), Defaults: (High-Performance Airplane)-2 or other specialty-4
      • Autogyro (GURPS Basic Set, p. 214), Defaults: (Helicopter)-3, any Airplane specialty-4, or other specialty-5
      • Contragravity (GURPS Basic Set, p. 214), Defaults: (Vertol)-3 or other specialty-5
      • Faster-Than-Light (GURPS Space, p. 225)
      • Flight Pack (GURPS Basic Set, p. 214), Defaults: (Vertol)-4 or other specialty-5
      • Glider (GURPS Basic Set, p. 214), Defaults: (Light Airplane or Ultralight)-2 or other specialty-4
      • Heavy Airplane (GURPS Basic Set, p. 214), Defaults: (High-Performance Airplane or Light Airplane)-2 or other specialty-4
      • Helicopter (GURPS Basic Set, p. 214), Defaults: (Autogyro)-2, (Vertol)-4, or other specialty-5
      • High-Performance Airplane (GURPS Basic Set, p. 214), Defaults: (Aerospace, Heavy Airplane, or Light Airplane)-2, or other specialty-4
      • High-Performance Spacecraft (GURPS Basic Set, p. 214), Defaults: (Aerospace)-4 or (Low-Performance Spacecraft)-2
      • Hyperspace (GURPS Space, p. 225)
      • Light Airplane (GURPS Basic Set, p. 214), Defaults: (Glider, Heavy Airplane, High-Performance Airplane, or Ultralight)-2, or other specialty-4
      • Lighter-Than-Air (GURPS Basic Set, p. 214), Defaults: other specialty-5
      • Lightsail (GURPS Basic Set, p. 214), Defaults: (Low-Performance Spacecraft)-4
      • Low-G Wings (GURPS Basic Set, p. 214), Defaults: (Glider)-4
      • Low-Performance Spacecraft (GURPS Basic Set, p. 214), Defaults: (Aerospace)-4 or (High-Performance Spacecraft)-2
      • Ultralight (GURPS Basic Set, p. 214), Defaults: (Glider or Light Airplane)-2, other Airplane specialty-4, or other specialty-5
      • Vertol (GURPS Basic Set, p. 214), Defaults: (Contragravity)-3, (Helicopter)-4, or other specialty-5
    • Techniques:
      • No-Landing Extraction (GURPS Basic Set, p. 233), Hard, Default: Piloting-4, Maximum: Piloting+0
  • Poetry (GURPS Basic Set, p. 214), IQ/Average, Defaults: IQ-5 or Writing-5
  • Poisons/TL (GURPS Basic Set, pp. 214-5), IQ/Hard, Defaults: IQ-6, Chemistry-5, Pharmacy (any)-3, or Physician-3
  • Polearm (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Politics (GURPS Basic Set, p. 215), IQ/Average, Defaults: IQ-5 or Diplomacy-5
  • Power Blow (GURPS Basic Set, p. 215), Will/Hard, Defaults: None, Prerequisite: Trained By A Master or Weapon Master
    • see also:
      • Power Blow (GURPS Martial Arts, p. 58)
  • Power Skill† (GURPS Powers, p. 162), Varies/Hard, Defaults: (controlling attribute)-6, Prerequisite: appropriate power
  • Precognitive Parry (GURPS Martial Arts, p. 62), IQ/Hard, Defaults: None, Prerequisites: (Trained by a Master or Weapon Master), (Danger Sense or Precognition), and one melee combat skill at 18+
  • Pressure Points† (GURPS Basic Set, p. 215), IQ/Hard, Defaults: None, or Esoteric Medicine-4*, Prerequisite: Trained By A Master or Weapon Master
    • See also:
      • Physiology Modifiers (GURPS Basic Set, p. 181)
      • Pressure Points (GURPS Martial Arts, p. 58)
      • Medical Skills (GURPS Space, p. 224)
  • Pressure Secrets (GURPS Basic Set, p. 215), IQ/Very Hard, Defaults: None, Prerequisites: Trained By A Master and Pressure Points 16+
    • See also:
      • Physiology Modifiers (GURPS Basic Set, p. 181)
      • Pressure Secrets (GURPS Martial Arts, p. 59)
      • Medical Skills (GURPS Space, p. 224)
  • Professional Skills (GURPS Basic Set, p. 215), DX/Average or IQ/Average, Defaults: Special
    • Separate skills:
      • Bartender (GURPS Basic Set, p. 216), IQ/Average, Defaults: IQ-5 or Carousing-3
  • Propaganda/TL (GURPS Basic Set, p. 216), IQ/Average, Defaults: IQ-5, Merchant-5, or Psychology-4
    • See also:
      • Psychological Warfare (GURPS Basic Set, p. 359)
  • Prospecting/TL (GURPS Basic Set, p. 216), IQ/Average, Defaults: IQ-5 or Geology (any)-4
  • Psychology (GURPS Basic Set, p. 216), IQ/Hard, Defaults: IQ-6 or Sociology-4
    • Optional rule: (GURPS Basic Set, p. 216; GURPS Social Engineering, p. 80)
      • Psychology (Applied), IQ/Hard, Defaults: IQ-6, Psychology (Experimental)-5, or Sociology-4
      • Psychology (Experimental), IQ/Hard, Defaults: IQ-6 or Sociology-4
    • See also:
      • Psychological Warfare (GURPS Basic Set, p. 359)
      • GURPS Horror, p. 29
  • Public Speaking (GURPS Basic Set, p. 216), IQ/Average, Defaults: IQ-5, Acting-5, Performance-2, or Politics-5
  • Push (GURPS Basic Set, p. 216), DX/Hard, Defaults: None, Prerequisite: Trained By A Master
    • see also: Push (GURPS Martial Arts, p. 59)

Q

R

  • Rapier (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, other fencing weapon-3, or Broadsword-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Religious Ritual† (GURPS Basic Set, p. 217; Pyramid 3/83: Alternate GURPS IV, p. 32), IQ/Hard, Defaults: Ritual Magic (same)-6 or Theology (same)-4
  • Research/TL (GURPS Basic Set, p. 217; GURPS Social Engineering: Back to School, p. 16), IQ/Average, Defaults: IQ-5 or Writing-3, and any book-learned skill at -2 for that field only, Prerequisites: literacy, and at TL8+ Computer Operation
  • Riding† (GURPS Basic Set, p. 217; GURPS Fantasy, p. 135, p. 220), DX/Average, Defaults: DX-5, other specialty (variable), or Animal Handling (same)-3
    • See also:
      • Mounted Combat (GURPS Basic Set, p. 396)
      • Animal Skills (GURPS Space, p. 224)
    • Techniques:
      • Combat Riding (GURPS Martial Arts, p. 69), Hard, Default: Riding+0, Maximum: Riding+4
      • Hands-Free Riding (GURPS Martial Arts, p. 73), Hard, Default: Riding-3, Maximum: Riding+0
        • /see also:// Mounted Combat (GURPS Basic Set, p. 396)
      • Quick Mount (GURPS Martial Arts, p. 78), Average, Default: Riding-3, Maximum: Riding+0
        • see also: Mounting Up (GURPS Basic Set, p. 396)
      • Staying Seated (GURPS Martial Arts, p. 81), Average, Default: Riding+0, Maximum: Riding+4
  • Ritual Magic† (GURPS Basic Set, p. 218), IQ/Very Hard, Defaults: other specialty-5 or Religious Ritual (same)-6
  • Running (GURPS Basic Set, p. 218), HT/Average, Defaults: HT-5, Prerequisites: legs and being capable of land movement
    • See also:
      • Running (GURPS Basic Set, p. 354)
      • Extra Effort: Notes for Specific Physical Tasks (GURPS Basic Set, p. 357)

S

  • Saber (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, other fencing weapon-3, Broadsword-4, or Shortsword-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Savoir-Faire† (GURPS Basic Set, p. 218; GURPS Social Engineering, p. 30), IQ/Easy, Defaults: IQ-4 or others below
    • See also:
      • Influence Rolls (GURPS Basic Set, p. 359)
      • GURPS Space, p. 225
      • GURPS Martial Arts: Yrth Fighting Styles, p. 27
    • Specialties:
      • Dojo (GURPS Basic Set, p. 218), Defaults: relevant Games skill-3
        • see also: Savoir-Faire (GURPS Martial Arts, p. 59)
      • High Society (GURPS Basic Set, p. 218), Defaults: (Servant)-2
      • Mafia (GURPS Basic Set, p. 218), Defaults: Streetwise-3
      • Magical (GURPS Fantasy, p. 135)
      • Military (GURPS Basic Set, p. 218)
      • Police (GURPS Basic Set, p. 218)
      • Servant (GURPS Basic Set, p. 218), Defaults: Savoir-Faire (High Society)-2
  • Scrounging (GURPS Basic Set, pp. 218-9), Per/Easy, Defaults: Perception-4
  • Scuba/TL (GURPS Basic Set, p. 219), IQ/Average, Defaults: IQ-5 or Diving Suit-2, Prerequisite: Swimming
  • Seamanship/TL (see Crewman skills)
  • Search (GURPS Basic Set, p. 219), Per/Average, Defaults: Perception-5 or Criminology-5
  • Sensitivity (GURPS Martial Arts, p. 62), Per/Very Hard, Defaults: None, Prerequisites: Trained by a Master or Weapon Master
  • Sewing/TL (GURPS Basic Set, p. 219), DX/Easy, Defaults: DX-4
  • Sex Appeal (GURPS Basic Set, p. 219), HT/Average, Defaults: HT-3
    • See also:
      • Influence Rolls (GURPS Basic Set, p. 359)
  • Shadowing (GURPS Basic Set, p. 219), IQ/Average, Defaults: IQ-5, Observation-5, or Stealth-4 (on foot only)
  • Shield† (GURPS Basic Set, p. 220), DX/Easy, Defaults: DX-4 or other specialty-2
    • (for detailed write-up, see Melee Combat Skills section)
  • Shiphandling/TL† (GURPS Basic Set, p. 220), IQ/Hard, Defaults: IQ-6 or others below, Prerequisites: Leadership, and others below
    • Specialties:
      • Airship (GURPS Basic Set, p. 220), Defaults: Airshipman-5 or Piloting (Lighter-Than-Air)-5, Prerequisites: Airshipman and Navigation (Air).
      • Ship (GURPS Basic Set, p. 220), Defaults: Seamanship-5, or Boating (either Large Powerboat or Boating, as appropriate)-5, Prerequisites: Navigation (Sea) and Seamanship.
      • Spaceship (GURPS Basic Set, p. 220), Defaults: Spacer-5 or any spaceship Piloting-5, Prerequisites: Navigation (Space) and Spacer.
      • Starship (GURPS Basic Set, p. 220), Defaults: Spacer-5 or any spaceship Piloting-5, Prerequisites: Navigation (Hyperspace) and Spacer.
      • Submarine (GURPS Basic Set, p. 220), Defaults: Submariner-5 or Submarine (Large Sub)-5, Prerequisites: Navigation (Sea) and Submariner.
  • Shortsword (GURPS Basic Set, p. 209), DX/Average, Defaults: DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Singing (GURPS Basic Set, p. 220), HT/Easy, Defaults: HT-4
  • Skating (GURPS Basic Set, p. 220), HT/Hard, Defaults: HT-6
    • See also: Hiking (GURPS Basic Set, p. 351)
  • Skiing (GURPS Basic Set, p. 221), HT/Hard, Defaults: HT-6
    • See also: Hiking (GURPS Basic Set, p. 351)
  • Sleight of Hand (GURPS Basic Set, p. 221), DX/Hard, Defaults: Filch-5
  • Sling (GURPS Basic Set, p. 221), DX/Hard, Defaults: DX-6
    • (for detailed write-up, see Ranged Combat Skills section)
  • Smallsword (GURPS Basic Set, p. 208), DX/Average, //Defaults: DX-5, other fencing weapon-3, or Shortsword-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Smith/TL† (GURPS Basic Set, p. 221), IQ/Average, Defaults: IQ-5, other specialty-4, or others below
    • Specialties:
      • Copper (GURPS Basic Set, p. 221), Defaults: Jeweler-4
      • Iron (GURPS Basic Set, p. 221)
      • Lead and Tin (GURPS Basic Set, p. 221), Defaults: Jeweler-4
  • Smuggling (GURPS Basic Set, p. 221), IQ/Average, Defaults: IQ-5
  • Sociology (GURPS Basic Set, p. 221), IQ/Hard, Defaults: IQ-6, Anthropology-3, or Psychology-4
    • See also: Social Sciences (GURPS Space, p. 226)
  • Soldier/TL (GURPS Basic Set, p. 221), IQ/Average, Defaults: IQ-5
  • Spacer/TL (see Crewman skills)
  • Spear (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, Polearm-4, or Staff-2
    • (for detailed write-up, see Melee Combat Skills section)
  • Spear Thrower (GURPS Basic Set, p. 222), DX/Average, Defaults: DX-5 or Thrown Weapon (Spear)-4
    • (for detailed write-up, see Ranged Combat Skills section)
  • Speed-Reading (GURPS Basic Set, p. 222), IQ/Average, //Defaults: None
  • Sports† (GURPS Basic Set, p. 222), DX/Average, Defaults: DX-5, or for some sports ST-5
    • see also:
      • Sports (GURPS Martial Arts, p. 59)
      • Techniques and Combat Art/Sport Skills (GURPS Martial Arts, p. 64)
  • Staff (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, Polearm-4, or Spear-2
    • (for detailed write-up, see Melee Combat Skills section)
  • Stage Combat (GURPS Basic Set, p. 222), DX/Average, Defaults: Combat Art or Sport-2, an actual combat skill-3, or Performance-3
    • see also:
      • Faking It (GURPS Martial Arts, p. 130)
      • Stage Combat (GURPS Martial Arts, p. 59)
  • Stealth (GURPS Basic Set, p. 222), DX/Average, Defaults: DX-5 or IQ-5
    • See also:
      • Attack from Above (GURPS Basic Set, p. 358)
      • Backstabbing (GURPS Dungeon Fantasy 2: Dungeons, p. 7)
      • Hearing someone who is moving silently (GURPS Basic Set, p. 358)
      • Sneaking (GURPS Dungeon Fantasy 2: Dungeons, p. 7)
    • Techniques:
      • Disappear (GURPS Dungeon Fantasy 11: Power-Ups, p. 35), Hard, Default: Stealth-10
  • Strategy† (GURPS Basic Set, p. 222), IQ/Hard, Defaults: IQ-6, other specialty-4, Intelligence Analysis-6, or Tactics-6
  • Streetwise (GURPS Basic Set, p. 223; GURPS Social Engineering, p. 30), IQ/Average, Defaults: IQ-5
    • See also:
      • Influence Rolls (GURPS Basic Set, p. 359)
  • Submarine/TL† (GURPS Basic Set, p. 223), DX/Average, Defaults: IQ-6 or others below
    • Specialties:
      • Free-Flooding Sub (GURPS Basic Set, p. 223), Defaults: (Large Sub)-5 or (Mini-Sub)-4, Prerequisite: Diving Suit or Scuba
        • See also: Submarine (GURPS Space, p. 226)
      • Large Sub (GURPS Basic Set, p. 223), Defaults: (Free-Flooding Sub)-5 or (Mini-Sub)-4
      • Mini-Sub (GURPS Basic Set, p. 223), Defaults: (Free-Flooding Sub or Large Sub)-4
      • Unpowered (GURPS Low-Tech, p11)
  • Submariner/TL (see Crewman skills)
  • Suggest (see Enthrallment skills)
  • Sumo Wrestling (GURPS Basic Set, p. 223; Pyramid 3/34: Alternate GURPS, p. 11), DX/Average, Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Surgery/TL (GURPS Basic Set, p. 223; GURPS Bio-Tech, p. 214; GURPS Low-Tech, p11), IQ/Very Hard, Defaults: First Aid-12, Physician-5, Physiology-8, or Veterinary-5, Prerequisite: First Aid or Physician
    • Techniques:
      • Bonesetting (GURPS Low-Tech, p12)
      • Cataract Surgery (GURPS Low-Tech, p12)
      • Cutting for the Stone (GURPS Low-Tech, p12)
      • Trepanning (GURPS Low-Tech, p12)
    • See also:
      • Amputation ((Pyramid #3/01: Tools of the Trade: Wizards, p. 13)
      • Attaching undead arms ((Pyramid #3/01: Tools of the Trade: Wizards, p. 13)
      • Infection (GURPS Basic Set, p. 424)
      • Medical Skills (GURPS Space, p. 224)
      • Physiology Modifiers (GURPS Basic Set, p. 181),
      • Removing infections (GURPS Basic Set, p. 444)
      • Repairing Lasting Crippling Injuries (GURPS Basic Set, p. 424)
      • Repairing Permanent Crippling Injuries (GURPS Basic Set, p. 424)
      • Stabilizing a Mortal Wound (GURPS Basic Set, p. 424)
      • Surgery equipment modifiers (GURPS Basic Set, p. 424)
  • Survival† (GURPS Basic Set, p. 223), Per/Average, Defaults: Perception-5, other specialty (varies), or Naturalist (same planet)-3
    • See also:
      • Foraging (GURPS Basic Set, p. 427)
    • Subterranean (Pyramid 3/50: Dungeon Fantasy II, p. 5)
  • Sway Emotions (see Enthrallment skills)
  • Swimming (GURPS Basic Set, p. 224), HT/Easy, Defaults: HT-4
    • See also:
      • Swimming (GURPS Basic Set, p. 354)
      • Extra Effort: Notes for Specific Physical Tasks (GURPS Basic Set, p. 357)
    • Techniques:
      • Lifesaving (GURPS Basic Set, p. 233), Hard, Default: Swimming-5, Maximum: Swimming+0
        • See also: Lifesaving (GURPS Basic Set, p. 355)
  • Symbol Drawing† (GURPS Basic Set, p. 224, GURPS Fantasy, p. 220), IQ/Hard, Defaults: None, or Ritual Magic (same)-4

T

  • Tactics (GURPS Basic Set, p. 224), IQ/Hard, Defaults: IQ-6 or Strategy (any)-6
    • See also:
      • Tactics (GURPS Martial Arts, p. 60)
      • GURPS Space, p. 226
  • Teaching (GURPS Basic Set, p. 224), IQ/Average, Defaults: IQ-5
    • See also: Improvement Through Study (GURPS Basic Set, p. 292)
  • Teamster† (GURPS Basic Set, p. 225), IQ/Average, Defaults: IQ-5, other specialty-3, Animal Handling (same)-4, or Riding (same)-2
    • See also: Animal Skills (GURPS Space, p. 224)
  • Thaumatology (GURPS Basic Set, p. 225), IQ/Very Hard, Defaults: IQ-7*
  • Theology† (GURPS Basic Set, p. 226; Pyramid 3/83: Alternate GURPS IV, p. 32), IQ/Hard, Defaults: IQ-6, similar specialty-4, (Comparative)-5, or Religious Ritual (same)-4
  • Throwing (GURPS Basic Set, p. 226), DX/Average, Defaults: DX-3 or Dropping-4
    • (for detailed write-up, see Ranged Combat Skills section)
  • Throwing Art (GURPS Basic Set, p. 226), DX/Hard, //Defaults: None, Prerequisite: Trained By A Master or Weapon Master
    • see also:
      • Throwing Art (GURPS Martial Arts, p. 60)
  • Thrown Weapon† (GURPS Basic Set, p. 226), DX/Easy, Defaults: DX-4 or others below
    • (for detailed write-up, see Ranged Combat Skills section)
  • Tonfa (GURPS Basic Set, p. 209), DX/Average, //Defaults: DX-5 or Shortsword-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Tracking (GURPS Basic Set, p. 226), Per/Average, Defaults: Perception-5 or Naturalist-5
  • Traps/TL (GURPS Basic Set, p. 226), IQ/Average, Defaults: IQ-5, DX-5 (disarming/resetting only), or Lockpicking-3
  • Two-Handed Axe/Mace (GURPS Basic Set, p. 208), DX/Average, Defaults: DX-5, other impact weapon-3, Polearm-4, or Two-Handed Flail-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Two-Handed Flail (GURPS Basic Set, p. 208), DX/Hard, Defaults: DX-6, other flail-3, or Two-Handed Axe/Mace-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Two-Handed Sword (GURPS Basic Set, p. 209), DX/Average, Defaults: DX-5, Broadsword-4, or Force Sword-4
    • (for detailed write-up, see Melee Combat Skills section)
  • Typing (GURPS Basic Set, p. 228), DX/Easy, Defaults: DX-4, or any skill involving typing at -3

U

  • Urban Survival (GURPS Basic Set, p. 228), Per/Average, Defaults: Perception-5
    • See also: GURPS Space, p. 226

V

  • Vacc Suit/TL (see Environment Suit skills)
  • Ventriloquism (GURPS Basic Set, p. 228), IQ/Hard, Defaults: None
  • Veterinary/TL (GURPS Basic Set, p. 228), IQ/Hard, Defaults: Animal Handling (any)-6, Physician-5, or Surgery-5

W

  • Weather Sense (see Meteorology)
  • Weird Science (GURPS Basic Set, p. 228), IQ/Very Hard, Defaults: None
    • See also:
      • Weird Technology (GURPS Basic Set, p. 479)
      • GURPS Space, p. 226
  • Whip (GURPS Basic Set, p. 209), DX/Average, //Defaults: DX-5 or other whip-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Whip, Force (GURPS Basic Set, p. 209), DX/Average, Defaults: DX-5 or other whip-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Whip, Monowire (GURPS Basic Set, p. 209), DX/Hard, Defaults: DX-6 or other whip-3
    • (for detailed write-up, see Melee Combat Skills section)
  • Wrestling (GURPS Basic Set, p. 228; Pyramid 3/34: Alternate GURPS, p. 11), DX/Average, Defaults: None
    • (for detailed write-up, see Melee Combat Skills section)
  • Writing (GURPS Basic Set, p. 228), IQ/Average, Defaults: IQ-5

X

Y

Z

  • Zen Archery (GURPS Basic Set, p. 228), IQ/Very Hard, Defaults: None, Prerequisites: Bow 18+, either Heroic Archer or ((Trained By A Master or Weapon Master) and Meditation)
    • see also: Zen Archery (GURPS Martial Arts, p. 61)
  • Zen Marksmanship (GURPS High-Tech, p. 250), IQ/Very Hard, Defaults: None
  • Zero-Gravity Acrobatics (GURPS Space, p. 224), DX/Hard, Defaults: DX-6, Aerobatics-2, Acrobatics-6
    • See also: Acrobatics (GURPS Basic Set, p. 174)