Tuesday, July 12, 2016

GURPS Character Creation: Just the Basics! Part 7A

Howdy doody, gamelings, and thank you for taking a break from your Pokemon Go to read this!
This is our 7th (and LAST) installation Part A of GURPS Character Creation: Just the Basics!
This would be, by far, the longest post to date...So I am splitting it into two posts.

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Let's dive right in, shall we?
(Remember: If any skill seems to fit your character or catch your interest, write it down (WITH ALL OF THE INFO) so that you can add it to your character sheet later!

Alright, here we go.
I will write them out in this format: "Name/TL (base/difficulty)" Then I will add the default info (when available) and I will write a short blurb telling you about it.

Acrobatics (DX/Hard)
Default: DX-6
This is the ability to perform gymnastics, stunts, parkour, etc.

Acting (IQ/Average)
Default: IQ-5
This is the ability to fake moods, emotions, and voices, and to lie convincingly over a period of time.

Animal Handling (IQ/Average)
Default: IQ-5
This is the ability to train or work with animals. You must roll against the skill for every command you give the animal.

Area Knowledge (IQ/Easy)
Default: IQ-4
This is just how well you know the people, places, and things in a particular area. It is usually only applied to your "home base".

Armoury/TL (IQ/Average)
Default: IQ-5
This is your ability to craft, modify, and/or repair a certain class of weapons or armor. Your first successful roll lets you identify the problem (if it isn't glaringly obvious) and a second one lets you repair it.

Brawling (DX/Easy)
Default: None
This is your unarmed combat. Roll against Brawling for a punch and roll against Brawling-2 for a kick.

Camouflage (IQ/Easy)
Default: IQ-4
You can hid yourself and your stuff really well! You know how to use whatever is available near you to make yourself blend in to any surrounding.

Carousing (HT/Easy)
Default: HT-4
This is your ability to get your party on! Succeed a Carousing roll, under the right circumstances, and you could get a +2 bonus on a request for aid, information, or a general reaction. A failed roll means you made a fool of yourself; you get a -2 penalty on any reaction roll made by those you caroused with.

Climbing (DX/Average)
Default: DX-5
This is your ability to climb just about anything, you monkey you!

Computer Operation/TL (IQ/Easy)
Default: IQ-4
This is your ability to use a computer to do basically anything (much like you are doing right this very moment! DUN DUN DUUUUUUUUUUUUN)!!! Of course this is dependent on Tech Level. Jack the ripper couldn't use a computer (thank goodness).


Computer Programming/TL (IQ/Hard)
Default: None
This is the ability to write and debug computer software. You MUST roll to write, debug, or figure out a program.

Crewman/TL (IQ/Easy)
Default: IQ-4
This is the ability to serve as a member of the crew of a large vehicle of some sort. This skill includes familiarity with “shipboard life,” knowledge of safety measures, and training in damage control.
pirate

Criminology/TL (IQ/Average)
Default: IQ-5
This is you getting you CSI or NCIS on! You study crimes and criminals! Make a skill roll! If you succeed, the roll allows you to find and interpret clues, guess how criminals might behave, etc.

Diagnosis/TL (IQ/Hard)
Default: IQ-6
This is the ability to tell what is wrong with a sick or injured person, or what killed a dead person through hints or ruling out impossibilities.

Disguise/TL (IQ/Average)
Default: IQ-5
This is you getting your cosplay on! This skill is using clothing, makeup, prosthetics, etc. to make yourself look, feel, and sound like another person. A good disguise requires a Disguise roll
and 30 minutes to an hour of preparation.
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Electronics Operation/TL (IQ/Average)
Default: IQ-5
This skill lets you use electronic equipment. Make a skill roll in an emergency situation or for “abnormal” use of equipment.
tangled

Electronics Repair/TL (IQ/Average)
Default: IQ-5
This lets you figure out and fix what is wrong with specific electronic equipment.

Engineer/TL (IQ/Hard)
Default: None
This skill lets you design and build technological devices. If you make a successful roll, you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem. If you fail the roll then you...well... don't do any of that.

Environment Suit/TL (DX/Average)
Default: DX-5
This is training in the use of a specific class of protective suit.
Battlesuit/TL: All kinds of powered battle armor and exoskeletons.
Diving Suit/TL: All types of hard diving suits.
NBC Suit/TL: All forms of hazardous materials gear.
Vacc Suit/TL: Any kind of spacesuit.

Escape (DX/Hard)
Default: DX-6
This is your ability to Houdini your way out of pretty much any situation. Your first attempt takes 1 minute. Each attempt after the first takes 10 minutes!

Explosives/TL (IQ/Average)
Default: IQ-5
You can work with explosives! This includes the ability to set up, disarm, and dispose of bombs and other explosives.
atlantis

First Aid/TL (IQ/Easy)
Default: IQ-4
This is your ability to give medical attention in the field. Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc.

Forgery/TL (IQ/Hard)
Default: IQ-6
This is the ability to create fake official documents such as ID Cards, Passports, Birth Certificate, Building permits, etc. When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery.

Gambling (IQ/Average)
Default: IQ-5
This is your ability to play, and succeed, at games of chance! A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation.

Hiking (HT/Average)
Default: HT-5
This is how long and far you can travel by foot! Make a Hiking roll before each day’s march; on a success, increase the distance traveled by 20%.

Holdout (IQ/Average)
Default: IQ-5
This is your ability to hide items on you or someone with you (most of the time with their permission). An item’s size and shape govern its concealability, from +4 (BB-sized jewel or a postage stamp) to -6 (crossbow or a heavy sniper rifle).

Humanities (IQ/Hard)
Default: IQ-6
All Arts or Humanities (History, Literature, Philosophy, Theology, etc.) are their own separate skill so go ahead and add whichever ones you'd like.

Influence Skills (Varies)
Default: Varies

Diplomacy (IQ/Hard):
Default: IQ-6
Negotiation and compromise.

Fast-Talk (IQ/Average): 
Default IQ-5
Lying and deceit.

Intimidation (IQ/Average):
Default: IQ-5
Threats and violence.

Savoir-Faire (IQ/Easy):
Default IQ-4
Manners and etiquette. Mainly useful in “high society” situations.

Sex Appeal (HT/Average):
Default: HT-3
Vamping and seduction, usually of the opposite sex.

Streetwise (IQ/Average):
Default: IQ-5
Contacts and subtle intimidation. Only useful in “street” and criminal situations.


Interrogation (IQ/Average)
Default: IQ-5
This is your ability to question a prisoner! Roll Interrogation vs. the prisoner’s Will for each question. Each question requires 5 minutes. If you succeed, you get a truthful answer. If you tie or lose, the prisoner either says nothing or lies to you. If you fail the roll by more than five points, they tell you a good, believable lie!

Jumping (DX/Easy)
Default: None
This skill represents trained jumping ability.
parkour crazy skills

Karate (DX/Hard)
Default: None
This skill represents any advanced training at unarmed striking, not just the martial art of karate.
Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate-2 to hit with a kick.

Law (IQ/Hard)
Default: IQ-6
This skill is your knowledge of laws and codes of the places you are travelling to or through. A successful roll lets you remember, deduce, or figure out the answer to a question about the law.

Leadership (IQ/Average)
Default: IQ-5
This is your ability to lead a group of people. Make a Leadership roll to lead NPCs into a dangerous or stressful situation.

Lockpicking/TL (IQ/Average)
Default: IQ-5
This is your ability to open locks without a combination or key. Each try requires one minute. If you succeed the roll, each point over your success takes 5 seconds off of the required time.

Mathematics/TL (IQ/Hard)
Default: IQ-6
This skill makes you good with numbers and measurements!

Mechanic/TL (IQ/Average)
Default: IQ-5
You are able to diagnose and/or repair any mechanical object. A successful skill
roll will let you find or repair one problem.

Melee Weapon (DX/Varies)
Default: Special

This is a group of skills (one for each weapon type). Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard.

Fencing Weapons
Rapier (Average)
Smallsword (Average)

Flails
Flail including morningstars and nunchaku (Hard)

Impact Weapons
Axe/Mace (Average)

Pole Weapons
Polearm (Average)
Spear (Average)
Staff (Average)

Swords
Broadsword (Average)
Knife (Easy)
Shortsword (Average)
Two-Handed Sword (Average)

Merchant (IQ/Average)
Default: IQ-5
This is your skill in buying, selling, and trading goods.

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Okay. Intermission time. Go grab a bite to eat, a drink, a nap, etc. and meet me back here in a few for Part 7B: The Final Creation.


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