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7/6/2025, 3:38:44 AM
>>96021636
>>96021715
Since you're new to GURPS, and also the GM, I might personally recommend Wildcard Skills. They act like super-skills, covering all the possible skill applications of a given niche or archetype (like Explorer!, or Doctor!, or Sailor!), Players can buy up a Wildcard skill or two relevant to their characters, and always feel confident that as long as it falls under one of their relevant Wildcards, they'll have the skill needed. And I've found it helps both player and GM get a sense for what kind of skills a given character needs even if you're not using them, since they each include a list of skills that the Wildcards cover by default. So if you wanna know what kind of skills a Pirate could or should have, just check out the Pirate! Wildcard.
That besides, here follows a succinct list of some of the "essential" skills. Skills with an asterisk (*) are skills that each player should at least consider taking. The rest are skills that at least one person in the party should probably have.
Acrobatics*; Area Knowledge (Any); Brawling (if a combat character)*; Climbing*; Detect Lies, Diplomacy and Fast Talk (if a social character); Driving or Riding (Depending on TL); Fast-Draw for your main weapon*; First Aid; Naturalist (unless the game takes place only in civilized environs); Navigation; Observation*; Occultism (if in a game with magic); Running*; Search; Stealth*; Surgery; Survival (relevant terrain); Tactics; Thaumatology (if in a game with magic)
>>96021715
Since you're new to GURPS, and also the GM, I might personally recommend Wildcard Skills. They act like super-skills, covering all the possible skill applications of a given niche or archetype (like Explorer!, or Doctor!, or Sailor!), Players can buy up a Wildcard skill or two relevant to their characters, and always feel confident that as long as it falls under one of their relevant Wildcards, they'll have the skill needed. And I've found it helps both player and GM get a sense for what kind of skills a given character needs even if you're not using them, since they each include a list of skills that the Wildcards cover by default. So if you wanna know what kind of skills a Pirate could or should have, just check out the Pirate! Wildcard.
That besides, here follows a succinct list of some of the "essential" skills. Skills with an asterisk (*) are skills that each player should at least consider taking. The rest are skills that at least one person in the party should probably have.
Acrobatics*; Area Knowledge (Any); Brawling (if a combat character)*; Climbing*; Detect Lies, Diplomacy and Fast Talk (if a social character); Driving or Riding (Depending on TL); Fast-Draw for your main weapon*; First Aid; Naturalist (unless the game takes place only in civilized environs); Navigation; Observation*; Occultism (if in a game with magic); Running*; Search; Stealth*; Surgery; Survival (relevant terrain); Tactics; Thaumatology (if in a game with magic)
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