GURPS Kirinioth - Skills

December 31, 2019

Tonight I wrapped up my first draft of skill breakdown by attributes. Strength and Power will not have any associated skills, but the remaining attributes each receive between seven and 24 skills. I'll probably have to revisit these lists in the future (sometime after making a few characters and templates). Not noted below, a few skills have been combined (i.e., Farming, Gardening, etc. have been combined in Naturalist) and I may combine a few more. Several skills were turned into specializations (see Science and Crafting below).

Agility (12): Acrobatics, Brawling, Climbing, Cloak, Holdout, Jumping, Lance, Melee Weapons, Riding, Shield, Stage Combat, Stealth.

Coordination (16): Blind Fighting, Boating, Escape, Fast-Draw, Filch, Forced Entry, Innate Attack, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Ranged Weapon, Sewing, Sleight of Hand, Throwing, Thrown Weapon.

Health (9): Body Control, Body Sense, Breath Control, Carousing, Hiking, Lifting, Running, Sex Appeal, Swimming.

Charm (21): Acting, Animal Handling, Bartender, Connoisseur, Dancing, Diplomacy, Enthrallment, Fast-Talk, Fortune-Telling, Gambling, Gesture, Interrogation, Leadership, Merchant, Panhandling, Performance, Politics, Propaganda, Public Speaking, Savoire-Faire, Singing.

Creativity (24): Artist, Camouflage, Cooking, Counterfeiting, Crafting, Forgery, Hypnotism, Linguistics, Literature, Makeup, Mimicry, Musical Composition, Musical Influence, Musical Instrument, Naturalist, Packing, Poetry, Symbol Drawing, Strategy, Tactics, Teamster, Thaumatology, Ventriloquism, Writing.

Logic (24): Administration, Armoury, Boat Captain, Cartography, First Aid, Hidden Lore, History, Intelligence Analysis, Law, Poisons, Prospecting, Psychology, Research, Ritual Magic, Science, Siege, Smith, Sociology, Soldier, Speed-Reading, Surgery, Teaching, Theology, Veterinary.

Perception (22): Area Knowledge, Body Language, Current Affairs, Detect Lies, Diagnosis, Disguise, Esoteric Medicine, Falconry, Fishing, Herb Lore, Lip Reading, Observation, Parry Missile Weapons, Scrounging, Search, Shadowing, Smuggling, Streetwise, Survival, Tracking, Traps, Weather Sense.

Will (7): Autohypnosis, Dreaming, Intimidation, Meditation, Mental Strength, Mind Block, Power Blow.

Melee Weapons, Ranged Weapons, Science and Crafting skills each require specialization.

Science Specializations: Alchemy, Archaeology, Biology, Economics, Geography, Mathematics, Medicine.

Crafting Specializations: Architecture, Carpentry, Jeweler, Masonry.

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