TEXT: Skills Rules and Tables 
  By: Paul S. Williams(GammaHammer) for Gamma World 3rd Ed. 
  gammahammer@yahoo.com 
  http://www.geocities.com/paforge/ 
   
   
  1.  Initial Skill Points 
   
  - PSHumans = Intelligence + Tech Level 
  - Mutants = 1/2X Intelligence(round down) + Tech level 
   
  2.  Humans gain (3) skill points per level which can be used to gain new skills at learning 
  centers or by finding someone with the skill of Instruction/Teaching and also having 
  the skill wanted or increasing current skill levels of skills already learned. You can 
  also allow the use of manuals or reference books to learn skills at your discretion. The 
  PC must have the appropriate tech level in reading, of course. Mutants gain (1) skill 
  points per level. 
   
  3.  All Human PC’s start the game with the ‘Trade Tongue’ skill at no cost. 
   
  4.  All PC’s start the game with the ‘Culture, Post’ at no cost. Good for the local area 
  only. 
   
  5.  No PC may purchase any skill that requires ‘Tech Use’ or ‘High Tech Use’ until the 
  2rd level and has learned the ‘Language, Read&Write Tech II’ or language 
  Read&Write III respectively. 
   
  6.  Skill Levels begin at (1) and progress to infinity. Level (1) is the beginning level. 
  Additional skill levels may be purchased at listed costs. Each additional purchase of a 
  skill results in a level increase of (1) point in that skill. (i.e. you spend (3) points to 
  purchase the Brawling skill, this results in a level of (3) in that skill). 
   
  7.  *Attack Column using skills = Skill level (+ Skill Ability Modifiers) + Rank  - 
  combat modifiers. 
   
  8.  *Skill Use = Skill level (+ Skill Ability Modifiers)+Rank: For skills that require 
  actual usage to perform a task. EX: Hiding or Track, anything requiring a roll against 
  a Difficulty Factor. 
   
  *Note: Some skills only allow the use of special equipment or weapons or the 
  ability to perform certain acts that anyone without the skills must use on column 
  A or not at all. No specialized skills or knowledge’s. Only physical non-technical 
  skills. 
  *Note: In order to gain the ‘Rank’ bonus a PC must first be ‘skilled’ in the 
  attempted action. 
   
   
   
   
   
   
   
  
   
   
   
   
   
  *Note: Alternative Skill Bonus Method 1 
   
  *Skill 
  Level 
  Bonus 
  Rank 
  +5 
  1-3 
  +4 
  4-5 
  +3 
  6-7 
  +2 
  8-9 
  +1 
  10 
  +0 
  11+ 
   
  a. + Ability Modifiers 
  6.  Skill Advancement 
   
  a. You may purchase additional skills or skill levels at any time you have the skill 
  points to do so. 
  b. Rank advancement is another way of increasing your skill level in a particular 
  skill, as Rank is always added to skill checks if a skill is possessed. 
   
  Current 
  Skill 
  Level 
  Difficulty 
  Factor to 
  Advance 
  Difficulty 
  Translation 
  18+ 
  Red 
  Extremely Hard 
  15-17 
  Orange 
  Hard 
  12-14 
  Yellow 
  Moderately 
  Difficult 
  9-11 
  Green 
  Moderately Easy 
  6-8 
  Blue 
  Easy 
  3-5 
  White 
  Extremely Easy 
  0-2 
  Black 
  Automatic 
   
   
  GammaWorld is a trademark of Wizards of the Coast who owns the rights to the entire TSR 
  GammaWorld line of products. No copyright infringement is intended in its mention in the context of this 
  document. It is mentioned only so that the user may identify the product and gaming system most 
  appropriate for its use. 
  
  Gamma World 3rd Ed. Skill System Skill Directory
  Combat Skills
  #
  Skill
  Cost Ability Modifier
  Notes
  1
  Ambidexterity
  2
  DX
  No penalities for off arm use -2CS otherwise
  2
  Brawling
  1
  PS or DX +1 RF to base dammage
  3
  Defend
  1
  DX
  1st segment,-CS/RF attack,-1RS/RF damage
  4
  Distracting
  1
  WT or DX
  If successful opponent looses next attack & current if after 
  segment
  5
  Fencing
  1
  DX
  6
  Flexible Weapon
  1
  PS or DX
  (Entrap)Whips, Flails, Chains, Ropes, etc (Ropes base 
  Range=PSX1/2)
  7
  Knife
  1
  DX
  8
  Nunchaku
  1
  DX
  9
  Sai
  1
  PS or DX
  10
  Duo-Sword
  1
  PS
  2 hands to use
  11
  PoleArm
  1
  PS
  Halbard, Glaive & varients
  12
  Tonfa/Club
  1
  PS
  Sap, Staff
  13
  Axe
  1
  PS
  Includes hand, battle, and variants
  14
  Hammer
  1
  PS
  Includes mace, morning star, and varients
  15
  Spear
  1
  DX
  boar, trident, etc…
  16
  Long Sword
  1
  PS
  17
  Short Sword
  1
  PS
  18
  Scimitar
  1
  PS
  Sabre
  19
  Broad Sword
  1
  PS
  Machete
  20
  2-Handed Sword
  1
  PS
  21
  Wrestling
  1
  PS or DX
  If successful opponent is 'Pinned' and cannot do ANY physical 
  actions
  22
  Unarmed Combat (Martial Arts)
  1
  PS or DX
  PQ: Brawling - (Knockout- CN as save) -1RF damage f/ 
  opponent & +1RF damage to opponent, Dam=1/2xPS
  23
  Weapon & Shield
  1
  PS  
  No penalities for wpn & shld use (-2CS otherwise)
  Primitive Missile Weapons
  #
  Skill
  Cost Ability Modifier
  Notes
  1
  Blow Gun
  2
  CN or WT
  2
  Bola
  2
  DX or WT
  3
  Bow
  2
  DX or WT
  4
  Crossbow
  2
  DX or WT
  5
  Crossbow, Hand
  2
  DX or WT
  6
  Sling
  1
  DX or WT
  7
  Sling Shot
  1
  PS or DX
  Throwing
  Knives,darts,shuriken,spear,hand axe,hammer,spikes,rocks, 
  etc…
  8
  Misc. Melee
  1
  PS or DX Range = PS
  
  Small Arms Skills
  #
  Skill
  Cost Ability Modifier
  Notes
  1
  Pistol, Primitive
  2
  DX or WT Flintlocks, Cap & Ball, Muzzle Loaders, etc..
  2
  Pistol, Revolver
  3
  DX or WT
  3
  Pistol, Clip
  3
  DX or WT Autopistols
  4
  Rifle, Primitive
  2
  DX or WT Flintlocks, Cap & Ball, Muzzle Loaders, etc..
  5
  Rifle, Modern
  3
  DX or WT Sporting and Sniper rifles
  6
  Sub-Machine Gun
  4
  DX or WT Full auto pistols
  7
  Assault Rifle
  4
  DX or WT
  8
  ShotGuns
  3
  DX or WT
  9
  Machine Gun
  4
  DX or WT Light MG's only
  10
  Auto Rifle
  4
  DX or WT
  11
  Tech IV Handguns
  4
  DX or WT
  12
  Tech IV Rifles
  4
  DX or WT
  13
  Sniper
  3
  WT
  +1RF for sniper ambushes and +2X range Modifier
  Support Weapons Skills
  #
  Skill
  Cost Ability Modifier
  Notes
  1
  Breech Loading artillery
  4
  DX  
  Large Caliber Guns and Recoiless Rifles
  2
  Grenade Launchers
  4
  WT
  3
  Missle Launcher
  4
  WT
  PQ: Tech Use - Missles
  4
  Mortar
  4
  WT
  5
  Muzzle Loaded Artillery
  3
  PS
  6
  Heavy Machine Gun
  4
  DX
  7
  Primitive Siege Engines
  3
  PS
  Catipult, ballista, etc…
  8
  Rocket Launcher
  4
  WT
  Bazooka, anti-Armor etc…
  Non-Technical Physical Skills
  #
  Skill
  Cost Ability Modifier
  Notes
  1
  Balance
  1
  DX
  Walk on uncertain surfaces, -1RS to DF
  2
  Beast Riding
  1
  DX or WT
  3
  Bicycle Riding
  1
  DX
  4
  Bird Calls
  1
  WT
  5
  Boating
  1
  PS
  6
  Catching
  1
  DX or WT -1RS to DF
  7
  Climbing, Rock, Walls
  1
  DX or PS -1RS to DF
  8
  Climbing, Rope, Poles
  1
  DX or PS -1RS to DF
  9
  Climbing, Trees
  1
  DX
  -1RS to DF
  10
  Contortionist
  1
  DX
  -1RS to DF
  11
  Dancing
  1
  DX
  12
  Diving
  1
  DX or WT Meters = Rank + IN + Skill
  13
  Dodging
  1
  DX
  If successful following attack suffers -2CS (WT to save)
  14
  Drawing
  1
  WT or DX
  15
  Endurance
  1
  CN
  Holding Breath, Running, Etc…, +Skill level
  16
  Fire Building
  1
  DX
  Anywhere, anytime, if it's possible
  17
  Fishing, Hook
  1
  WT
  18
  Fishing, Net
  1
  DX
  19
  Fishing, Trap
  1
  WT
  
  20
  Handicraft
  1
  WT
  Rope making, basket weaving, pottery making, etc Specify exact 
  skill
  21
  Hiding
  1
  WT
  -1RS to DF of seeker
  22
  Hunting, Net
  1
  DX
  23
  Hunting, Stalking/Ambush
  1
  WT
  Enough for one day for entire party
  24
  Hunting, Trap
  1
  WT
  25
  Jumping & Leaping
  1
  DX or PS Add skill level +1m to distance
  26
  Knot tying & untying
  1
  DX
  +2RS DF to escape bonds or to binding actions
  27
  Listening
  1
  WT
  -1RS to DF + skill level for distance
  28
  Nimbleness
  1
  DX
  +/-1RS from any dexterous action at players discretion
  29
  Pick Pockets
  1
  DX
  PQ: Slight of Hand or Nimbleness
  30
  Search, Rural/Urban
  1(2)
  WT
  PQ: WaterFind/Specify Urban or Rural
  31
  Shelter Building
  1
  DX
  Can find, build enough shelter for entire party for the day
  32
  Sighting
  1
  WT
  Add skill level+ Rank to encounter distance
  33
  Singing
  1
  WT
  34
  Sixth Sense
  1
  MS
  Can occasionally detect danger or proper path to take, etc…..
  35
  Skin Diving/Snorkling
  1
  CN
  PQ: Swimming
  36
  Sleight of Hand
  1
  DX
  -1RS to DF
  37
  Sound Mimicry
  1
  WT
  PQ: Bird Calls
  38
  Stealth/Scouting
  1
  WT
  PQ: Tracking, Hiding/Specify Urban or Rural
  39
  Survival, Rural/Urban
  1(2)
  WT
  PQ:Fishing or Hunting, Shelter Build or Woodcraft and 
  Waterfind; allows survival in any environment, enough food 
  water and shelter for one day for entire party
  40
  Swimming
  1
  CN
  41
  Tracking, Rural/Urban
  1
  WT
  If trail is lost you may continue to attempt to pick up trail = Skill 
  lvl+Rank
  42
  Ventriloquism
  1
  WT
  PQ: Sound Mimicry
  43
  WaterFind
  1
  WT
  Enough for one day for entire party
  Technical Physical Skills
  #
  Skill
  Cost
  Ability Modifier
  Notes
  1
  Armorer, Metal or Plastics
  2(2)
  WT
  PQ: Blacksmith for Metal or Plastics Forming for Plastic
  2
  Auto Driving
  2
  DX
  PQ: Tech Use
  3
  Auto Mechanic
  1
  WT or DX
  4
  Basic Research
  1
  WT
  to learn something, find knowledge
  5
  Blacksmithing
  1
  DX or PS PQ: Tech Use
  6
  Canoeing
  1
  PS
  7
  Defusing Explosives, Simple/Comp
  2(2)
  IN or DX specify Simple or Complex
  8
  Derigible Pilot
  2
  WT
  PQ: Tech Use
  9
  Escape Artist
  2
  DX
  PQ: Knot Untying, Lockpick, Contortionist
  10
  Firearms Repair, Primitive
  1
  IN or DX PQ: blacksmith or machining
  11
  Hand Loading
  1
  DX
  12
  Heavy Equipment Driving
  2
  WT
  PQ: Tech Use
  13
  Lab Technique
  1
  WT
  PQ: Tech Use, to apply knowledge or make something
  14
  Lock Picking
  2
  DX or WT
  15
  Machining
  2
  IN or DX
  16
  Magnalock Penetration
  2
  WT
  PQ: Tech Use
  17
  Marine Boat Mechanic
  1
  IN or DX
  18
  Motorcycle Riding
  2
  DX
  PQ: Tech Use
  19
  Plumbing
  1
  DX or PS
  20
  Power Boat Pilot
  2
  DX
  PQ: Tech Use
  21
  Sailing
  2
  DX
  Seamanship = 1/2 price
  22
  Technology Use
  1
  WT
  PQ: Language, Read&Write Tech II
  23
  Weaponsmithing
  2
  DX or PS PQ: Blacksmithing, Machining
  
  Physical High Tech Use
  #
  Skill
  Cost
  Ability Modifier
  Notes
  1
  High Tech Use
  1
  WT
  PQ: Tech Use, Laguage, Read&Write Tech III
  2
  Fixed Wing Pilot
  3
  DX or WT PQ: Tech Use
  3
  Submersable Pilot
  3
  WT
  PQ: Tech Use
  4
  Rotary Wing Pilot
  3
  DX or WT PQ: Tech Use
  5
  Spacecraft Pilot
  4
  WT
  PQ: High Tech Use, Zero G Training
  6
  Variable Wing Pilot
  4
  DX or WT PQ: Tech Use
  7
  SafeCracking
  2
  DX  
  PQ: Tech Use
  8
  Scuba Diving
  2
  WT or CN PQ: Tech Use, Skin Diving
  9
  Zero G Training
  3
  CN
  PQ: Tech Use
  10
  Modern Vehicle Repair
  1
  IN or DX PQ: High Tech Use, Plastics Forming, Computer Repair
  11
  Plastics Forming
  2
  IN
  PQ: High Tech Use
  12
  Aviation Mechanic
  3
  WT
  PQ: High Tech Use
  13
  AeroSpace Mechanic
  3
  WT
  PQ: High Tech Use
  14
  Ship Engineerman
  2
  WT
  PQ: High Tech Use
  Knowledge's
  #
  Skill
  Cost Ability Modifier
  Notes
  1
  Administration
  2
  IN or CH
  Allows the mechanics of governing a state or city
  2
  Advanced Farming
  1
  WT
  PQ: Dirt Farming
  3
  Animal Identify
  1
  WT
  4
  Animal Use
  1
  DX
  May recover, preserve and use animal parts
  5
  Barter
  1
  CH
  -2RS on Barter Results
  6
  Bowyer
  2
  DX
  7
  Carpentry
  2
  WT or DX
  8
  Commerce
  2
  CH or WT
  Know how to run a business/Find best deals on items, Barter 
  results      -1RS
  9
  Culture, Pre/Post
  2(0)
  CH or WT
  Culture, Post is free to PC's. Determines some of what the PC 
  gets told within the game
  10
  Dirt Farming
  1
  PS
  11
  Disguise
  1
  CH or MS PQ: Actor
  12
  Distillation
  1
  WT
  PQ: Fermentation, hard liquor and alcohol fuel
  13
  Fermentation
  2
  WT
  Beer, wines
  14
  First Aid
  1
  IN
  +1 Heal when using first aid kits or medical devices that heal
  15
  Gambling
  1
  WT or DX
  16
  Instruction, Simple/Modern
  1(2)
  IN or CH
  PQ: Modern = Tech Use (allows use of 
  dreammachines/instruction)
  17
  Interrogation
  3
  WL or CH
  18
  Language, Flag Signaling
  1
  WT
  19
  Language, Light Signaling
  1
  WT
  20
  Language, New Species/Local Dial.
  1
  IN or MS
  21
  Language, Read&Write Tech I
  1
  WT or WL
  22
  Language, Read&Write Tech II
  1
  WT or WL PQ: Language R&W Tech I
  23
  Language, Read&Write Tech III
  1
  WT or WL PQ: Language R&W Tech II
  24
  Language, Read&Write Tech IV
  1
  WT or WL PQ: Language R&W Tech III
  25
  Language, Silent Tongue
  1
  DX
  26
  Language, Smoke Signaling
  1
  WT
  27
  Language, Sound Signaling
  1
  WT
  
  28
  Language, Trade Tongue
  1
  WT
  Universal Language 50%, Human PC's get this for free
  29
  Leather Working
  2
  DX
  30
  Masonry
  1
  PS
  PQ: Rock use
  31
  Negotiation
  2
  CH or WT Barter result -1RS
  32
  Nutritionist
  1
  WT
  33
  Pilfering
  2
  DX or WT Bonuses to Other thieving skills +2 (ie lockpick, hiding, etc.)
  34
  Plant Identify
  1
  WT
  Type and use of plants
  35
  Plant Use
  1
  WT
  36
  Repair muscle powered vehicles
  2
  DX
  37
  Rock Identify
  1
  WT
  Type and use of rocks
  38
  Rock Use
  1
  WT
  39
  Salvage Food
  1
  WT
  40
  Seamanship
  1
  WT
  41
  Tactics
  2
  WT
  42
  Tailor
  1
  WT or DX
  43
  Weaver/Spinner
  1
  WT or DX
  44
  Woodcraft, Temp/Wetlands/Jungle
  1(1)
  WT
  PQ: Hunting, Shelter build. Woodland Survival, basic needs met 
  for PC
  45
  Cartography, pre/post
  1
  WT
  Can read and draw maps
  46
  Make-up Artist
  1
  WT
  47
  Painting
  1
  WT or DX
  *High Tech Skills/Knowledge's
  #
  Skill
  Cost
  Ability Modifier
  Notes
  1
  Actor
  2
  WT or CH
  skill lvl added when trying to deceive & assumption of alternate 
  id's
  3
  Advanced Medical
  2
  WT
  PQ: Lab Use, First Aid
  4
  Aerial Photography
  2
  WT or DX PQ: Photography
  5
  Aerial Recon Interpretation
  2
  WT
  PQ: Aerial Photography, Cartography
  6
  Aerial Surveyor
  2
  WT
  PQ: High Tech Use
  7
  Agrologist
  2
  WT
  PQ: Advanced Farming
  8
  Architecture
  2
  WT
  PQ: Mathematics
  9
  Biologist
  2
  IN
  PQ: Lab Use, Basic Research
  10
  BioMechanic
  2
  WT
  PQ: Lab Use, HighTech Use. Allows the repair of Cyborgs and 
  Androids.
  11
  Botany
  2
  WT
  PQ: Basic Research. Specify pre or post holocaust
  12
  Chemistry
  2
  WT
  PQ: Lab Use, Basic Research
  13
  Computer Design
  2
  WT
  PQ: High Tech Use, Mathematics
  14
  Computer Repair
  2
  WT
  PQ: High Tech Use, Computer Science/Prog/Oper
  15
  Computer Science/Program/Operation
  2
  WT
  PQ: High Tech Use, Mathematics
  16
  Cryogenics Technologist
  2
  WT
  PQ: High Tech Use, Advanced Medical
  17
  Decontamination, Biological
  2
  WT
  PQ: Lab Use
  18
  Decontamination, Radiological
  2
  WT
  PQ: Lab Use
  19
  Distillation
  2
  WT
  PQ: Tech Use
  20
  ECM Operation
  2
  WT
  PQ: High Tech Use
  21
  Electrician
  2
  WT
  22
  Electronics Tech
  2
  WT
  PQ: High Tech Use
  23
  Encryption
  2
  WT
  PQ: High Tech Use
  24
  Explosives, Complex
  1
  WT
  PQ: Simple Explosives
  25
  Explosives, Simple
  1
  WT
  PQ: Chemistry
  26
  Fire Arms Repair, Modern
  2
  WT or DX PQ: HighTech Use, Primitive Fire Arms Repair
  27
  Fire Arms Repair, Primitive
  1
  WT or DX PQ: Blacksmithing or Machining
  28
  Genegeneer
  2
  WT
  PQ: Advanced Medical
  
  29
  Geologist
  2
  WT
  PQ: Rock Identify
  30
  Internal Combustion Engine Design
  2
  WT
  PQ: Physics or Mathematics, High Tech Use
  31
  Laser Technology
  2
  WT
  PQ: High Tech Use
  32
  Mathematics
  1
  WT
  33
  Operational Command
  2
  WT or CH PQ: Tactics - Tech Use
  34
  Pathology
  2
  WT
  PQ: Advanced Medical, Basic Research
  35
  Pharmacy
  2
  WT
  PQ: Chemistry
  36
  Photography
  1
  WT or DX
  37
  Physics
  2
  WT
  PQ: Mathematics
  38
  Plastic Synthesization
  2
  WT
  PQ: Plastics Forming
  39
  Power Generation, Broadcast
  2
  WT
  PQ: HighTech Use
  40
  Power Generation, Chemical
  2
  WT
  PQ: Chemistry
  41
  Power Generation, 
  Electromechanical:Hydro\Wind
  2
  WT
  PQ: HighTech Use
  42
  Power Generation, Nuclear
  2
  WT
  PQ: HighTech Use
  43
  Power Generation, Solar
  2
  WT
  PQ: HighTech Use
  44
  Production of Fuel, Hydride
  2
  WT
  PQ: High Tech Use, Chemistry
  45
  Production of Fuel, Petroleum
  2
  WT
  PQ: Lab Use, Chemistry
  46
  Radio Communications
  2
  WT
  PQ:High Tech Use
  47
  Robotics
  2
  WT
  PQ: Computer Science, Electronics
  48
  Strategic Command
  2
  WT
  PQ: Operational Command
  49
  Telegraphy
  1
  WT or DX
  50
  Telephone Communications
  1
  WT
  51
  Television Communications
  1
  WT
  PQ: Electrician or Electronics Tech
  52
  Therapy
  1
  WT or PS PQ: Advanced Medical
  53
  Zoology
  2
  WT
  Specify pre or post Holocaust
  
SOURCE: textdata/thevault/Gamma World [multi]/Gamma World Web and Fan Supplements/Gamma World 3e Skills Rules & Tables.pdf