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+0List 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
- Other versions:
- 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)
- Specialties:
- 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
- Specialties:
- 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.
- Optional specialties:
- 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)
- Specialties:
- 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)
- See also:
- 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)
- See also:
- 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 (Dance) (GURPS Basic Set, p. 185)
- 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 (Literature) (GURPS Basic Set, p. 185), Defaults: also Literature-3, Poetry-3, or Writing-3
- Connoisseur (Music) (GURPS Basic Set, p. 185), Defaults: also Group Performance (Conducting)-3, Musical Composition-3, or Musical Instrument-3
- Connoisseur (Visual Arts) (GURPS Basic Set, p. 185)
- Connoisseur (Weapons) (GURPS Martial Arts, p. 56)
- Connoisseur (Wine) (GURPS Basic Set, p. 185)
- 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)
- Separate skills:
- Criminology/TL (GURPS Basic Set, p. 186), IQ/Average, Defaults: IQ-5 or Psychology-4
- Specialities:
- Occult (GURPS Fantasy, p. 135)
- Specialities:
- 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)
- Specialties:
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
- Other versions:
- 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)
- See also:
- 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)
- See also:
- 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.
- Specialties:
- 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)
- Quick Mount (GURPS Martial Arts, p. 78), Average, Default: Driving-3, Maximum: Driving+0
- Specialties:
- 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)
- Specialties:
- 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)
- Specialties:
- 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
- Specialties:
- 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+
- Separate skills:
- 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
- Total Exhalation (GURPS Underground Adventures, p. 22), Hard, Default: Escape+1, Maximum: Escape+3
- Techniques:
- 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)
- Specialties:
- 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)
- see also:
- 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)
- See also:
- 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)
- See also:
- 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
- Physical† (GURPS Basic Set, p. 198), Defaults: Geology (same)-4 or Meteorology (same)-4
- Specialties:
- 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)
- see also:
- Specialties:
- 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)
- Specialties:
- 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)
- Dual-Weapon Attack (GURPS Basic Set, p. 230), Hard, Default: Guns (Pistol)-4, Maximum: Guns (Pistol)+0
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
- Specialties:
- 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)
- Chthonian Lore (GURPS Underground Adventures, p. 21)
- 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)
- Specialties:
- 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)
- See also:
- 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
- Rock Collecting (GURPS Underground Adventures, p. 21), 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)
- Optional specialties:
- 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)
- See also:
- 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)
- Quick Mount† (GURPS Martial Arts, p. 78), Average, Default: Jumping-3, Maximum: Jumping+0
- See also:
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
- see also:
- 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)
- See also:
- 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)
- see also:
- 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)
- Specialties:
- 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
- Techniques:
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
- Techniques:
- Bracing (GURPS Underground Adventures, p. 21), Average, Default: Masonry-3, Maximum: Masonry+0
- Hoisting (GURPS Underground Adventures, p. 21), Average, Default: Masonry-3, Maximum: Masonry+0
- Scaffolding (GURPS Underground Adventures, p. 21), Average, Default: Masonry-3, Maximum: Masonry+0
- Techniques:
- 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
- Specialties:
- 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:
- Aerospace (GURPS Basic Set, p. 207)
- Antimatter Reactor (GURPS Basic Set, p. 207) Submarine 223
- Autogyro (GURPS Basic Set, p. 207)
- Automobile (GURPS Basic Set, p. 207)
- Clockwork (GURPS Basic Set, p. 207)
- Construction Equipment (GURPS Basic Set, p. 207)
- Contragravity (GURPS Basic Set, p. 207)
- Diesel Engine (GURPS Basic Set, p. 207)
- Faster-Than-Light (GURPS Space, p. 225)
- Fission Reactor (GURPS Basic Set, p. 207)
- Flight Pack (GURPS Basic Set, p. 207)
- Free-Flooding Sub (GURPS Basic Set, p. 207)
- Fuel Cell (GURPS Basic Set, p. 207)
- Fusion Reactor (GURPS Basic Set, p. 207)
- Gas Turbine (GURPS Basic Set, p. 207)
- Gasoline Engine (GURPS Basic Set, p. 207)
- Glider (GURPS Basic Set, p. 207)
- Halftrack (GURPS Basic Set, p. 207)
- Heavy Airplane (GURPS Basic Set, p. 207)
- Heavy Wheeled (GURPS Basic Set, p. 207)
- Helicopter (GURPS Basic Set, p. 207)
- High-Performance Airplane (GURPS Basic Set, p. 207)
- High-Performance Spacecraft (GURPS Basic Set, p. 207)
- Hovercraft (GURPS Basic Set, p. 207)
- Hyperspace (GURPS Space, p. 225)
- Large Sub (GURPS Basic Set, p. 207)
- Legged (GURPS Basic Set, p. 207)
- Light Airplane (GURPS Basic Set, p. 207)
- Lighter-Than-Air (GURPS Basic Set, p. 207)
- Lightsail (GURPS Basic Set, p. 207)
- Locomotive (GURPS Basic Set, p. 207)
- Low-G Wings (GURPS Basic Set, p. 207)
- Low-Performance Spacecraft (GURPS Basic Set, p. 207)
- Mecha (GURPS Basic Set, p. 207)
- Micromachines (GURPS Basic Set, p. 207)
- Mini-Sub (GURPS Basic Set, p. 207)
- Motorcycle (GURPS Basic Set, p. 207)
- Nanomachines (GURPS Basic Set, p. 207)
- Optical Instruments (GURPS Low-Tech, p. 10)
- Pumping Equipment (GURPS Underground Adventures, p. 21)
- Reactionless Thrusters (GURPS Basic Set, p. 207)
- Robotics (GURPS Basic Set, p. 207)
- Rockets (GURPS Basic Set, p. 207)
- Steam Engine (GURPS Basic Set, p. 207)
- Tracked (GURPS Basic Set, p. 207)
- Ultralight (GURPS Basic Set, p. 207)
- Unpowered Submarine (GURPS Low-Tech, p. 11)
- Vertol (GURPS Basic Set, p. 207)
- Wheeled (GURPS Basic Set, p. 207)
- Specialities:
- 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
- Specialties:
- 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)
- See also:
- 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
- Underground (GURPS Underground Adventures, p. 21), Defaults: (Land)-2 or Mathematics (Surveying)-4
- Specialties:
- 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)
- See also:
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
- Specialties:
- 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)
- See also:
- 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
- Specialties:
- 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)
- see also:
- 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)
- See also:
- 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)
- See also:
- Professional Skills (GURPS Basic Set, p. 215), DX/Average or IQ/Average, Defaults: Special
- Separate skills:
- Antiquarian (Pyramid #3/47: The Rogue's Life, p. 13), IQ/Average, Defaults: IQ-5
- Barber (GURPS Magic, p. 39), DX/Average, Defaults: DX-5
- Bartender (GURPS Basic Set, p. 216), IQ/Average, Defaults: IQ-5 or Carousing-3
- Brewer (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 49), IQ/Average, Defaults: IQ-5, Cooking-3 or Professional Skill (Distiller)-4
- Brickmaker (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 49), IQ/Average, Defaults: IQ-5 or Artist (Pottery)-4
- Butcher (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 49), DX/Average, Defaults: DX-5, Cooking-3, or Housekeeping-4
- Charcoal-Burner (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 49), IQ/Easy, Defaults: IQ-4 or Professional Skill (Forester)-5
- Clothmaker (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), DX/Average, Defaults: DX-5
- Contractor (GURPS Thaumatology: Urban Magics, p. 23), IQ/Average, Defaults: IQ-5, Carpentry-2, Engineer (Civil), or Masonry-2
- Courtesan (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5, Carousing-3, or Streetwise-3
- Distiller (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5, Chemistry, or Professional Skill (Brewer)-4
- Dyer (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5, Chemistry-4, or Naturalist-3
- Editor (Pyramid #3/112: Action II, p. 5), IQ/Average, Defaults: IQ-5
- Field Technician (Pyramid #3/17: Modern Exploration, p. 50), IQ/Average, Defaults: IQ-5
- Firefighting (GURPS Mysteries, p. 112; GURPS Action 4: Specialists, p. 15; GURPS Action 5: Dictionary of Danger, pp. 34, 35), IQ/Average, Defaults: IQ-5
- Forester (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50; GURPS After the End 1: Wastelanders, pp. 6, 34), IQ/Average, Defaults: IQ-5 or Carpentry-3
- Glassblower (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5
- Journalist (Pyramid #3/42: Noir, p. 8; Pyramid #3/65: Alternate GURPS III, p. 27; GURPS Social Engineering, p. 46), IQ/Average, Defaults: IQ-5, Writing-3
- Kite Operator (GURPS Vehicles: Transports of Fantasy, p. 32, 33), IQ/Average, Defaults: IQ-5
- Law Enforcement (GURPS Mysteries, p. 112), IQ/Average, Defaults: IQ-5
- Librarian (Pyramid #3/59: Conspiracies, p. 11), IQ/Average, Defaults: IQ-5
- Luthier (Pyramid #3/86: Low-Tech III, p. 29), IQ/Average, Defaults: Artist (Woodworking)-5 or appropriate Musical Instrument specialty-5
- Masseur (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5 or Esoteric Medicine
- Midwife (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5 or Diagnosis-4
- Miller (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 35), IQ/Average, Defaults: IQ-5 or Mechanic (Mill Equipment)-3
- Modeling (Pyramid #3/112: Action II, p. 5), IQ/Average, Defaults: IQ-5
- Mortician (GURPS: Zombies, p. 50; GURPS: Magical Styles: Dungeon Magic, p. 37), IQ/Average, Defaults: IQ-5
- Publishing (Pyramid #3/59: Conspiracies, p. 13), IQ/Average, Defaults: IQ-5
- Scribe (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50; Pyramid #3/65: Alternate GURPS III, p. 28), IQ/Average, Defaults: IQ-5 or Artist (Calligraphy)-3, Prerequisite: Accented or Native fluency in a written language
- Security Professional (Pyramid #3/86: Organizations, p. 10), IQ/Average, Defaults: IQ-5
- Sericulturist (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5 or Gardening-5
- Server (GURPS Dungeon Fantasy 11: Taverns, p. 7), IQ/Average, Defaults: IQ-5
- Student (Pyramid #3/107: Monster Hunters III, p. 33), IQ/Average, Defaults: IQ-5
- Tanner (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 50), IQ/Average, Defaults: IQ-5 or Leatherworking-3
- Torturer (GURPS Dungeon Fantsy 15: Henchmen, p. 14), IQ/Average, Defaults: IQ-5
- Typesetter (GURPS High-Tech, p. 17), IQ/Average, Defaults: IQ-5, Prerequisite: Accented or Native fluency in a written language
- Separate skills:
- 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)
- See also:
- 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
- Optional rule: (GURPS Basic Set, p. 216; GURPS Social Engineering, p. 80)
- 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
- See also:
- 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)
- See also:
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
- Dojo (GURPS Basic Set, p. 218), Defaults: relevant Games skill-3
- See also:
- 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
- Techniques:
- Penetration Diving (GURPS Underground Adventures, p. 22), Average, Default: Scuba-2, Maximum: Scuba+0
- Techniques:
- 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)
- See also:
- 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.
- Specialties:
- 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
- Specialties:
- 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)
- see also:
- 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)
- see also:
- 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
- See also:
- 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)
- See also:
- 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, p. 11)
- Free-Flooding Sub (GURPS Basic Set, p. 223), Defaults: (Large Sub)-5 or (Mini-Sub)-4, Prerequisite: Diving Suit or Scuba
- Specialties:
- 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, p. 11), IQ/Very Hard, Defaults: First Aid-12, Physician-5, Physiology-8, or Veterinary-5, Prerequisite: First Aid or Physician
- Techniques:
- Bonesetting (GURPS Low-Tech, p. 12)
- Cataract Surgery (GURPS Low-Tech, p. 12)
- Cutting for the Stone (GURPS Low-Tech, p. 12)
- Trepanning (GURPS Low-Tech, p. 12)
- 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)
- Techniques:
- 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)
- Underground (GURPS Underground Adventures, p. 21)
- See also:
- 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)
- Lifesaving (GURPS Basic Set, p. 233), Hard, Default: Swimming-5, Maximum: Swimming+0
- See also:
- 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
- See also:
- 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)
- see also:
- 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
- See also:
- 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)
page revision: 118, last edited: 20 Aug 2025 01:25