Table of Contents

Basics/background

The skill packages may not include some of the adventuring skills and/or some of the skills you want to represent your background.

They may also not have some suitable advantages. So you buy them here with the remaining points.

Background Skills

“lacking more than one or two of these items would likely get you marked as a weirdo by most people, and missing three or more would probably suggest an exceptionally abnormal psychology.”

Everyman Skills

Relying on defaults is rarely fun. In GURPS, certain skills are necessary for adventurers, true action heroes or not, to keep the story flowing without annoying breaks caused by PCs being incompetent at tasks that adventure fiction commonly treats as “everyman” skills:

Action

I further suggest – strongly – that action heroes have most of this list as well:

Also note that you rarely need more than one of Vacc suit, NBC Suit and Battlesuit skills, if you have points in more than one you can move them all to the one you use most. The -2 similarity will allow you to use the others if needed at some point.

Group skills

Note Maintaining technology as it is usually a good idea to have one point in the repair skills of items that you use that require maintenance and skill. This is often the case for any large electronics/weapons and power armor.

Spaceship Repair:

Spaceship Operation:

Other Equipment maintain: (some of the spaceship maintain skills in addition for other equipment too)

Science skills, these are optional, but someone having a point in most of these and electronics operation(scientific) could come handy at some point.

Background/work advantages

Attributes:

Bionics

You can buy additional bionics, but they cost both points and money.

Optional style things

If you selected style training above in additional training, up to 5 points can be used for optional traits of the style.