Re: Help! Skills Outside of the Core Books
IME, most of the wholly new skills are fairly niche: Imbuement skills in Power-Ups 1: Imbuements, Power skills in Psionic Powers, etc. New and revised specialties pop up all over the place, but are often (but not always) setting- or genre-specific*; plus, they can end up buried in side-boxes, such as Guns (Wrist Gun) getting buried in a side-box in High-Tech.
GURPS being a toolkit, it's entirely possible to alter the skills (see Power-Ups 10: Skill Trees for a total rework) for your campaign. I've done so several times, mostly in my space opera games (a lot of the changes I made in my custom space opera setting's skill list were tested nearly a decade and a half ago in a Star Wars game, when all I had was the Basic Set and Ultra-Tech). * I'm actually surprised Driving (Hovercycle), distinct from Driving (Hovercraft), hasn't shown up in an official book or Pyramid article yet, tbh. |
Re: Help! Skills Outside of the Core Books
There's an index to the Skill of the Week series of postings here.
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Re: Help! Skills Outside of the Core Books
Three sources which at least aspire to being complete lists below. I can't vouch for the completeness or correctness of any of them. (Not solely because I'm lazy, but also because I don't have all the published GURPS books, much less all the Pyramids.)
https://gurps.fandom.com/wiki/List_of_Skills https://gurpsland.no-ip.org/pdf/Comp...phabetical.pdf http://gurpswiki.wikidot.com/ind:skills |
Re: Help! Skills Outside of the Core Books
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Re: Help! Skills Outside of the Core Books
What Dagothdoom said. GCS has a large compilation of skills, advantages, equipment, notes, rule links, etc.
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