GURPS is probably the best RPG on the market today. It allows gamers to role-play in any setting and supports virtually any style of play. It's modular design allows players and referees to pick and choose the type of game that they want to play. It also allows for an infinite number of skills to be used. Because it is so well written and designed, it is relatively simple to add new skills to the game system. This page includes a few of my own inventions. You can also find a few rules relating to skills and skill usage in general on my rules page. If you have a skill or skill rule you'd like to see included here, also, if you playtest any of these rules or have any comments or criticism, send e-mail to atomicat@geocities.com
Those skills shown with this symbol have not completed playtesting
and are subject to change here almost daily.
Herding(type)(Mental/Hard)![]() | Defaults to IQ-6, Animal Handling-6, or other Herding see below |
This is the skill of gathering, keeping, or driving animals in a group. Modifiers: Just as with Riding skill, herding unfamiliar animals, defaults to your closest Herding skill. E.g. If you're familiar with cattle, you would be at -3 for sheep. |
Fashion(Mental/Hard)![]() | Defaults to IQ-6 |
This is the ability to design attractive and stylish clothing. |
Waterskiing(Physical/Hard) | Defaults to DX-6 |
This is the ability to waterski. Default skill users require a roll to put on the skis properply. The GM should roll in secret. The failure will not be known until the waterskier actually gets up on the skis; the skis may then fall off at any time. Default users also require a roll to get up on the water skis. Modifiers: -2 to jump a wake; -4 to jump a ramp; -4 to ski on one ski; -6 to ski barefoot. |
Boomerang(Physical/Hard)![]() | Defaults to DX-6 or Throwing-4 |
This is the ability to hurl a flat, curved missile so that it returns to the thrower. The advantage to this weapon is that, if you miss your target, you might be able to throw the weapon again. |
Crafts!(Physical/Hard) |
No Default Prerequisites: see below |
This cinematic skill allows a character a broad base of skills in the area of crafts. The character is considered to have studied a large number of crafts and possesses rudimentary skill in almost all crafts. The character could not design and create a new item using Crafts!, but would be able to reproduce a reasonable facsimile of one that he has seen. The GM is free to use this skill as deus ex machina. To obtain Crafts! skill, a character must first possess Appreciate Beauty at 13 or higher and must have spent at least 2 points each in three craft skills. The character's Crafts! skill can not be higher than two levels below the lowest prerequisite craft skill. Armoury and Mechanic cannot be used as prerequisite skills, nor can these skills be approximated by the Crafts! skill. |
Philatelics(Mental/Average)![]() |
Defaults to IQ-5 or appropriate Theology-3 |
This is the collection and study of postage stamps, postmarks, and related materials. A character could use this skill to determine the value of a postage stamp or even an entire collection. |
Scripture(Type)(Mental/Average)![]() | Defaults to IQ-5 or appropriate Theology-3 |
This is the ability to recall passages from the Bible or another Holy Book, chapter and verse. It does not include any understanding of the text, just the ability to recite, from memory, various quotes. On a successful roll, the skill user will be able to recall a passage that, at least superficially, applies to the current situation. The GM may also modify the roll either way for particularly unusual or ordinary situations. This skill also covers the ability to identify the chapter and verse that someone else is citing. Obscure verses may entail a penalty and the more common verses, a bonus. This skill also covers the knowledge of the numerous biblical codices and the differences between various translations. Each Holy Book would be considered a separate skill. |
Semaphore(type)(Mental/Easy)![]() | Defaults: see below |
This is the skill of communicating visually over long distances with flags, lights, or mechanically moving arms. Each set of codes is a different skill. This includes Morse Code and standard semaphore. If a character has Telegraphy skill and is attempting to send or receive a message in Morse code visually, they may use Telegraphy-2. Modifiers:+1 receive if you're familiar with the sending style of the sender; +2 or more for simple or short messages; -1 or more for poor visibility; -2 or greater (perhaps impossible) to receive if the signals are not being sent in your direction. |
Triage(Type)(Mental/Average)![]() | Defaults to IQ-5, Physiology-5, Physician-3, First Aid-3, or Diagnosis. |
This skill enables a character to prioritize the injured when limited medical treatment facilities are available. This skill might not exist in some backgrounds and is usually taught or learned by medical personnel serving the military. By mid-TL7, some large city trauma centers include this as part of their disaster training. |
The following skills allow for specialization in a military campaign. While the rules in GURPS basic and Compendium I are more than enough for most campaigns, those games that have the characters involved with military decision making require a greater level of detail. For other games, this system is, quite frankly, a point sink and a waste of time.
Military Science has four distinct levels in this system, each of which is a separate skill in it's own right. First, Grand Strategy concerns itself with the direction of military efforts on the largest scale possible. At it's most narrow focus, it will involve concerns of an entire theater of war. This is the domain of the generals, admirals, and politicians.
Somewhat more focused is the skill of Strategy, that is the planning and conducting of large scale military activities. Strategy takes the directives and materiel supplied by Grand Strategy and refines and focuses these broad guidelines. At it's widest focus, it will involve concerns of an entire theater of war; it's smallest focus would be a single battle.
The next level of detail is Operations, which takes the directives of the Strategists and interprets them in an attempt to achieve its goals. It's widest focus is an individual battle, while it's narrowest focus involves company-sized units.
Tactics, the most narrowly focused of the military science skills, is concerned with the actual deployment of of troops and how they interact. This skill is learned by the lowest ranking NCO. Tactics, at it's widest focus, involves a company team, while at it's narrowest could involve a two man fire team.
Grand Strategy/TL(Mental/Hard) | Defaults to IQ-6, Strategy -4, or Operations -8 |
This is the skill of determining military goals. A Grand Strategist could use this skill to determine the best course of action for a nation. |
Strategy(type)(Mental/Hard) |
Defaults to IQ-6, Grand Strategy-3, appropriate Operations-4, appropriate Tactics-8, or other Strategy-4 |
This skill replaces the skill listed on p. B64. It is the skill of planning and conducting large-scale military activities. It covers the military tasks associated with Military Rank advantage at levels 7-8 and politcal leaders involved with the military. Characters must specialize in a type of operations; some possibilities include: land, air, naval, space, interplanetary, interstellar. Modifiers: -2 for deployment of unfamiliar weapons on each side (cumulative), e.g. jets when you're familiar with props. |
Operations(type)(Mental/Hard) |
Defaults to IQ-6, Grand Strategy-6, appropriate Strategy-3, appropriate Tactics-4, or other Operations-4 |
This is the skill of planning and directing organized military units to achieve limited goals. It covers the military tasks associated with Military Rank advantage at levels 4-8. Characters must specialize in a type of operations; some possibilities include: land, amphibious, riverine, airborne, air-to-surface, air-to-air. Modifiers: -2 for deployment of unfamiliar weapons on each side (cumulative), e.g. steam when you're familiar with sail. |
Tactics(type)(Mental/Hard) |
Defaults to IQ-6, appropriate Operations-3, appropriate Strategy-6, or other Tactics-4 |
This is the skill listed on p. B64. It covers the military tasks associated with Military Rank advantage at levels 1-4. A tactician must specialize in a type of tactics; the same specialties for Operations exist for Tactics. Modifiers: -2 for deployment of unfamiliar weapons on one side (cumulative), e.g. tanks when you're used to infantry. |
Pioneering(Mental/Average) | Defaults to IQ-5 or appropriate Survival-3 |
This is the ability to build primitive structures and simple wooden tools. A pioneer knows how to make rope, carve wood into useful implements, and create simple towers and bridges. In desert and artic regions, where wood is scarce, apply modifiers as necessary. Modifiers: some simple hardware +2; full tool kit +2; no knife -3. All modifiers are cumulative. |
Adding Machine(Physical/Easy) | Default DX-4 |
This skill covers the speedy use of a mechanical adding machine. Characters with this skill can add, subtract, multiply, and divide a large amount of numbers in a relatively short period of time if a working mechanical adding machine is present. The character does not need to be able to see the adding machine, so working in the dark is possible if the raw data is otherwise available to them. This skill is very rare once computers become common in the workplace. |
Psionic Tutor(Mental/Average) | Defaults to IQ-6, Paraphysics-3, or Psionics |
This is the ability to teach others to use psionic powers. The tutor does not have to possess psionic ability. Modifiers: -4 for an unfamiliar psionic skill; -6 for an unfamiliar psionic power. The tutor must roll once each day to see if he successfully trained the student for that day. The GM is free to determine the number of students each tutor may train at one time. This skill should only be available where there is at least a working knowledge of psionics. |
Proxemics(Mental/Average)![]() |
Defaults to IQ-6, Achaeology-3, or Anthropology-5 |
This is the study of the relationships between objects and their placement in space. A character may use this skill to determine the use of a room simply by looking at how the furniture is arranged. |
Chameleon!(Mental/Very Hard)![]() |
No Default Prerequisites: see below |
This is the skill of seeming to fit into any number of social situations. It could be applied to almost any setting. Chameleon! allows the character not only to know how to behave in certain social situations, but also how others might act. To obtain Chameleon! skill, a character must first possess Anthropology at 13 or higher and must have spent at least 2 points each in two different specialties of Savoir-Faire and at least two points in Streetwise. The character's Chameleon! skill can not be higher than two levels below the lowest prerequisite skill. |
Boating(type)(Physical/Average) | Defaults to IQ-5, DX-5, or other Boating-5 |
This skill replaces the Boating skill on p. B68. It is the skill of handling small boats under 5 yards in length. A character with this skill must specialize. Some speciaties include: canoe, rowboat, gondola. A roll is required to enter the boat and another to get the boat moving. A roll is required during potentially hazardous situations. Modifiers: -2 if the craft is an unfamiliar type; foul weather will give a -3 or greater penalty. |
Sailboat(Physical/Average) | Defaults to IQ-5, DX-5, Boating-5, or Sailing-3 |
This skill replaces the Boating skill on p. B68. It is the skill of handling small sailboats under 5 yards in length. A roll is required to enter the boat and another to get the boat moving. A roll is required during potentially hazardous situations. Modifiers: -2 if the craft is an unfamiliar type; foul weather will give a -3 or greater penalty. |
Sailing(Physical/Average) | Defaults to IQ-5, DX-5, or Boating(Sailboat)-3 |
This is the ability to handle sailboats and sail yachts from 5 to 15 yards in length. A roll is required to when starting the craft in motion and in any potentially hazardous situation. Modifiers: -4 if the craft is an unfamiliar type; foul weather will give a -3 or greater penalty. |
Waterbike(Physical/Average) | Defaults to IQ-5, DX-5, or Powerboat-3 |
This is the ability to operate personal watercraft. Default skill users must roll when starting the craft in motion. A roll is required, by all skill users, to climb onto the craft while swimming and in any potentially hazardous situation. Modifiers: -2 if the craft is an unfamiliar type; foul weather will give a -4 or greater penalty. |