SKILLS

A “skill” is a particular kind of knowledge; for instance, karate, physics, auto mechanics, or a death spell. Every skill is separate, though some skills help you to learn others. Just as in real life, you start your career with some skills and can learn more if you spend time training.

A number called “skill level” measures your ability with each of your skills: the higher the number, the greater your skill. For instance, “Shortsword-17” means a skill level of 17 with the shortsword. When you try to do something, you (or the GM) roll 3d against the appropriate skill, modified for that particular situation. If the number you roll is less than or equal to your modified score for that skill, you succeed! But a roll of 17 or 18 is an automatic failure. For more on skill rolls, modifiers, success, and failure, see p. 2.

Controlling Attribute
skill is based on one of the four basic attributes. Your skill level is calculated directly from this “controlling attribute”: the higher your attribute score, the more effective you are with every skill based on it! If your character concept calls for many skills based on a given attribute, you should consider starting with a high level in that attribute, as this will be most cost-effective in the long run.


 * ST-based skills depend wholly on brawn, and are very rare.


 * DX-based skills rely on coordination, reflexes, and steady hands.


 * IQ-based skills require knowledge, creativity, and reasoning ability.


 * HT-based skills are governed by physical fitness.

Difficulty Level
Some fields demand more study and practice than others. GURPS Lite uses three “difficulty levels” to rate the effort required to learn and improve a skill. The more difficult the skill, the more points you must spend to buy it at a given skill level.


 * Easy skills are things that anyone could do reasonably well after a short learning period.
 * Average skills include most combat skills, mundane job skills, and the practical social and survival skills that ordinary people use daily.
 * Hard skills require intensive formal study or training.

Technological Skills
Certain skills are different at each tech level and are designated by “/TL.” When you learn such a skill, you must learn it at a specific tech level (TL). Always note the TL when you write down such a skill. Navigation/TL2 (consult the stars and an astrolabe) is nothing like Navigation/TL8 (get your location off a GPS receiver). You learn technological skills at your personal TL. You may also choose skills from a lower TL. You can only learn skills rom a higher TL in play – and only if you have a teacher and the skill is not based on IQ. To learn IQ-based technological skills from a higher TL, you must first raise your personal TL.

BUYING SKILLS
In order to learn or improve a skill, you must spend character points. When you spend points on a skill, you are getting training to bring that skill up to a useful level. Skills are easy to learn at first – a little training goes a long way! But added improvement costs more.

Skill Cost Table

'Final Skill Level 'Difficulty of Skill

The point cost of a skill depends on two things: its difficulty and the final skill level you wish to attain. Use the Skill Cost Table (above) to calculate a skill’s point cost.

The first column shows the skill level you are trying to attain, relative to the skill’s controlling attribute – DX for DX-based skills, IQ for IQ-based skills, and so forth. For instance, if your DX were 12, a level of “Attribute-1” would be DX-1, or 11; “Attribute+0” would be DX, or 12; and “Attribute+1” would be DX+1, or 13.

The next three columns show the character point costs to learn skills of different difficulties – Easy, Average, and Hard – at the desired skill level. Harder skills cost more points to learn!

SKILL DEFAULTS: USING SKILLS YOU DON’T KNOW
Most skills have a “default level”: the level at which you use the skill if you have no training. A skill has a default level if it is something that everybody can do. . . a little bit. As a general rule, a skill defaults to its controlling attribute at -4 if Easy, -5 if Average, or -6 if Hard. Some skills have no default level. For instance, Karate is complex enough that you cannot use it at all without training.

The Rule of 20
If a skill defaults to a basic attribute that is higher than 20, treat that attribute as 20 when figuring default skill. Superhuman characters get good defaults, but not super ones.

Who Gets a Default?
Only individuals from a society where a skill is known may attempt a default roll against that skill. For instance, the default for Scuba skill assumes you are from a world where scuba gear exists and where most people would have some idea – if only from TV – of how to use it. A medieval knight transported to the 21st century would not get a default roll to use scuba gear the first time he saw it!


 * SKILL LIST