Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-05-2013, 08:24 AM   #1
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Skills, skills everywhere

Quote:
Originally Posted by Trigonomicon View Post
How many skills do your characters usually have,
My player's characters have a few dozen skills, usually; even when I'm allowing Wildcard skills in that campaign.

I encourage them to spend about two-thirds of their points in attributes and advantages, with the remaining one-third in perks and skills. (... in campaigns that have point budgets anywise.)

Quote:
Originally Posted by Trigonomicon View Post
and how do you choose which to take?
I give them a list of skills I expect everyone to be professionally competent at. They determine which skills their character needs to fulfill their core competencies, take those up to the campaign's suggested skill level and then spend the rest on fluff and background skills.
Sunrunners_Fire is offline   Reply With Quote
Old 07-05-2013, 08:54 AM   #2
Figleaf23
Banned
 
Figleaf23's Avatar
 
Join Date: Apr 2008
Default Re: Skills, skills everywhere

Starting skill list from a junior early-medieval noble (150pts):

Area Know. (Welsh march)
Bow
Brawling
Broadsword
Diplomacy
Disguise
Fast-draw (sword)
Hidden Lore: Family history
Leadership
Knife
Naturalist
Riding: Equine
Savoir-faire
Shield
Spear
Stealth
Streetwise
Survival (Forests)
Tactics
Tracking
Hiking
Teaching
Knife Throwing
Scrounging
Strategy (Cavalry)
Animal Handling (Equine)
Observation
Intimidation


Starting skill list from a Traveller adventure face-man (200pts):

Acting
Performance
Disguise
Prof.skill (Vid production)
Merchant
Mimic (speech)
Savoir Faire
Body Language
Carousing
Area Kn.(Sylean Federation)
Observation
Diplomacy
Leadership
Propaganda
Dancing
Singing
Beam Weapon (Pistol)
Guns (Gyroc)
Fast-draw (pistol)
Stealth
First Aid
Tactics (Space)
Knife
Computer Operation
Photography
Prospecting
Autohypnosis
Karate
Breath Control


A professor/amateur mage in a monster hunters campaign (300cp):

Acrobatics
Acting
Area Know: Europe
Area Know: Languedoc
Brawling
Carousing
Climbing
Connoisseur (Film)
Current Affairs (Headline)/TL7
Current Affairs (Pop Culture)/TL7
Diplomacy
Expert Skill (Conspiracy)
Fast-Talk
Guns/TL7 (Pistol)
Hiking
History (Classical era Gaul)
History (Roman Catholicism)
Knife
Linguistics
Naturalist
Observation
Occultism
Propaganda
Public Speaking
Savoir-faire (High Society)
Semiotics
Sex Appeal
Sleight of Hand
Sociology
Stealth
Streetwise
Teaching
Throwing
Wrestling
Archaeology
Architecture/TL7
Artist (Drawing)
Computer Operation/TL7
Computer Programming/TL7
Sewing
Math (Applied)
First Aid
Intel Analysis
Literature
Musical Instr (Lute)
Philosophy
Psychology/TL7
Research/TL7
Swimming
Writing
Figleaf23 is offline   Reply With Quote
Old 07-05-2013, 01:03 PM   #3
Xplo
 
Join Date: Apr 2006
Default Re: Skills, skills everywhere

Yeah, 20-30 skills to start is pretty normal for me.

If you really want to cut down on skills for some reason, you can think "what are the MOST important or frequent things the PC should be able to do?" and narrow the list down to just those skills. Of course, if you do that, you'll be relying on defaults for everything else, which is hard to do unless you have a GM willing to hand out bonuses for easy tasks, taking extra time, having helpers, etc. You can get away with that more in larger groups, too, because someone will probably have the skill you don't.
Xplo is offline   Reply With Quote
Reply

Tags
skills


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:22 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.