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The green row is a quick way to remember the cost section of the table.
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For example if you only know Shortsword at default you do not get the -3 cross default for Saber or Smallsword but rather have to use the DX default. "The essential point here is that highly-skilled character concepts can be realized in GURPS through the artful use of reasonable skill levels that do not break the system." Skill Cost and Defaults Table The warrior should be a master (level 20) in their base weapon skill, have the Blind Fighting skill (which negates darkness penalties), High Pain Threshold, and the techniques Ground Fighting, Hit Location and Off-Hand Training (removing penalties for position, hit location and off-handedness respectively).
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27 or more (Godlike): greatest mythic figures, gods, etc.24-26 (Superhuman): outstanding mythic figures.22-23 (Legendary): "typical" mythic figures.20-21 (Larger-than-Life): top experts from all of history.Time (and points) is better spent in “subsidiary” skills, related advantages, or Techniques. 20-25 (Master): it is counter productive to go for a skill this high.17-19 (Expert/Heroic): extraordinary world-class experts generally the best in their field for that generation.14-16 (Exceptional/Expert/High-risk professional): the most seasoned of ordinary folks such as commandos, field surgeons, and ace pilot.12-13 (Competent/Low-risk professional): most job skills for ordinary folks including cops, doctors, pilots, and soldiers.10-11 (Average): most non-job/secondary and hobby skills for ordinary folks primary draftee skills.8-9 (Feeble/Novice): beginners, humorous bumblers, old School day skills.Note skills can degrade if not used while Taking Extra Time can improve effective skill. Climbing, languages, gambling, haggling over prices, and socializing are all examples of skills. They include the talents that identify a character archetype and are the attributes that allow you to test against for certain feats. Skills can be improved with training or experience. Skills are traits that a character can learn giving them the power to do something competently.