Gurps Costs
ATTRIBUTES

STRENGTH: 10 Points per level.
DEXTERITY: 20 Points per level.
INGELLIGENCE: 20 Points per level.
HEALTH: 10 Points per level.

IMAGE AND LOOKS
ADVANTAGES
DISADVANTAGES
SKILLS

The cost of skills varies wildly between skills, and varies with your attributes and skill level, each skill will be marked EASY, AVERAGE, or HARD and that tells you where to look on the table.
Attributes determine the base level of your skill, an example being 10, your skill adds to that making it 10 +1, 10 +2, and so on.

Table: Skill Costs
SKILL LEVEL EASY AVERAGE HARD
Attribute -3 - - -
Attribute -2 - - 1
Attribute -1 - 1 2
Attribute +0 1 2 4
Attribute +1 2 4 8
Attribute +2 4 8 12
Attribute +3 8 12 16
Extra +1 Cost +4 Cost +4 Cost +4
List of Skills

Most skills have a default, meaning if you have not invested points in that skill; you may still use it at it's default value.

Acrobatics: (Dexterity, Hard) This is the ability to perform gymnastic stunts, roll, take falls, etc. Default: Dexterity -6

Acting: (Intelligence, Average) This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. Default: Intelligence -5

Animal Handling: (Intelligence, Average) This is the ability to train and work with animals. When working with a trained animal, roll against skill for each task you give the animal. Default: Intelligence -5

Brawling: (Dexterity, Easy): This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Default: None

Camouflage: (Intelligence, Easy) This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment. Default: Intelligence -4

Carousing: (Health, Easy) This is the skill of socializing, partying, etc. Default: Health -4

Climbing: (Dexterity, Average) This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. Default: Dexterity -5

Criminology: (Intelligence, Average) This is the study of crime and the criminal mind. A successful skill roll allows you to find and interpret clues, guess how criminals might behave, etc. Default: Intelligence -5

Diagnosis: (Intelligence, Hard) This is the ability to tell what is wrong with a sick or injured person, or what killed a dead person. It might not determine the exact problem, but it always gives hints, rule out impossibilities, etc. Default: Intelligence -6

Diplomacy: (Intelligence, Hard) Negotiation and compromise. Default: Intelligence -6

Disguise: (Intelligence, Average) This is the art of altering your appearance using clothing, makeup, and prosthetics. Default: Intelligence -5

Escape: (Dexterity, Hard) This is the ability to slip out of ropes, handcuffs, and similar restraints. Default: Dexterity -6

Fast-Talk: (Intelligence, Average) Lying and deceit Default: Intelligence -5

First Aid: (Intelligence, Easy) This is the ability to patch up an injury in the field. Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc. Default: Intelligence -4

Forgery: (Intelligence, Hard) This is the ability to create falsified documents (identity cards, passports, etc.). Default: Intelligence -6

Gambling: (Intelligence, Average) This is skill at playing games of chance. A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation. Default: Intelligence -5

Holdout: (Intelligence, Average) This is the skill of concealing items on your person or on other people (usually with their cooperation). Default: Intelligence -5

Interrogation: (Intelligence, Average) This is the ability to question a prisoner. Roll a Quick Contest of Interrogation vs. the prisoner’s Will for each question. This requires 5 minutes per question. If you win, you get a truthful answer. If you tie or lose, the victim remains silent or lies. If you lose by more than five points, he tells you a good, believable lie! Default: Intelligence -5

Intimidation: (Intelligence, Average) Threats and violence. Default: Intelligence -5

Karate: (Dexterity, Hard) This skill represents any advanced training at unarmed striking, not just the Okinawan martial art of karate. Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate-2 to hit with a kick. Karate improves damage: if you know Karate at DX level, add +1 per die to basic thrust damage when you calculate damage with Karate attacks: punches, kicks, elbow strikes, etc. Add +2 per die if you know Karate at DX+1 or better! Default: None

Leadership: (Intelligence, Average) This is the ability to coordinate a group. Default: Intelligence -5

Lockpicking: (Intelligence, Average) This is the ability to open locks without the key or combination. Each attempt requires one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time. Default: Intelligence-5

Mechanic: (Intelligence, Average) This is the ability to diagnose and fix ordinary mechanical problems. Default: Intelligence -5

Merchant: (Intelligence, Average) This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices. Default: Intelligence -5

Naturalist: (Intelligence, Hard) This skill represents practical knowledge of nature – notably, how to tell dangerous plants and animals from benign ones, how to locate a cave to shelter in; and how to “read” weather patterns to know when to take shelter. Default: Intelligence -6

Navigation: (Intelligence, Average) This is the ability to find your position through careful observation of your surroundings and the use of instrumentation. Default: Intelligence -5

Observation: (Intelligence, Average) This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching. Default: Intelligence -5

Pickpocket: (Dexterity, Hard) This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him. Default: Dexterity -6

Research: (Intelligence, Average) This is the ability to study in a library and file research. Default: Intelligence -5

Riding: (Dexterity, Average) This is the ability to ride a particular kind of mount. Default: Dexterity -5

Savoir-Faire: (Intelligence, Average) Manners and etiquette. Mainly useful in “high society” situations. Default: Intelligence -4

Search: (Intelligence, Average) This is the ability to search people, baggage, and vehicles for items that aren’t in plain sight Default: Intelligence -5

Sex Appeal: (Health, Average) Vamping and seduction, usually of the opposite sex. Default: Health -3

Shadowing: (Intelligence, Average) This is the ability to follow another person through a crowd without being noticed. Default: Intelligence -5

Shield: (Dexterity, Easy) This is the ability to use a shield, both to block and to attack. Your Block score with any shield is (skill/2) + 3, rounded down. Default: Dexterity -4

Smuggling: (Intelligence, Average) This is the ability to conceal items in baggage and vehicles. You can also use it to hide an object in a room or a building. Roll against skill to hide an item from casual inspection. Default: Intelligence -5

Stealth: (Dexterity, Average) This is the ability to hide and to move silently. A successful roll lets you conceal yourself practically anywhere, or move so quietly that nobody will hear you, or follow someone without being noticed. Default: Dexterity -5

Street Wise: (Intelligence, Average) Contacts and (usually) subtle intimidation. Only useful in “street” and criminal situations. Default: Intelligence -5

Throwing: (Dexterity, Average) This is the ability to throw any small, relatively smooth object that fits in the palm of your hand. Examples include baseballs, hand grenades, and rocks. Default: Dexterity -3

Tracking: (Intelligence, Average) This is the ability to follow a man or an animal by its tracks. Make a Tracking roll to pick up the trail, then roll every 15 minutes to avoid losing it, at a modifier ranging from 0 for soft terrain to -6 for city streets. Default: Intelligence -5

Weapon Skills

The difficulty of a weapon skill is unique per weapon type. As new weapon types are discovered their cost will be added in the list below.
Thrown Weapon: (Dexterity, Easy) This is the ability to hurl any one type of thrown weapon (This takes on the name of that weapon). Default: Dexterity -4

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