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Saturday, October 5, 2019

Toward a Reconstruction of the Warp Advantage in GURPS

I'm removing all the weird stuff that comes packaged with the Warp advantage.

To make it easier to build specific desired advantages. The base version of Warp is weird. It comes with a lot of built-in weirdness with penalties and preparation time and FP costs. I want to remove those to make it more generic. Don't worry! You can add those back in later.

The Advantage:


By using a Concentrate maneuver, you can teleport up to two yards. Each additional level increases the distance using the Size and Speed/Range Table.

The Size column measures your additional levels and the Linear Measurement column measures your new distance. So +1 level increases distance from 2 to 3 yards. +2 levels is 5 yards. And so on.

The default version allows you to carry an amount of stuff equal to your Basic Lift. Use the Extra Carrying Capacity enhancement from Warp to increase that amount. Use Affects Others to carry other people with you.

If you want this to take penalties like Warp does, then add the Requires (Attribute) Roll limitation, and couple that with this new limitation:

New Limitation: Distance Penalties
Apply this penalty to the roll required to use this advantage.
-1/yard like a Regular spell, -30%
Size and Speed/Range Table, -20%
Long Distance Modifiers, -10%

As normal:
Affects Others

As normal:
Costs Fatigue
Emergencies Only
Nuisance Effect
Requires (Attribute) Roll
Takes Extra Time

You get the idea from looking at these which ones you can use and which ones you can't. The idea is that this now functions like a normal advantage, taking the same limitations as enhancements without all the special unique stuff that the default version of Warp uses.

Wednesday, July 10, 2019

Classic-Style Sanity rules for GURPS, Part 1

These rules add Sanity rules similar to those found in Call of Cthulhu to GURPS.

To those not familiar with these rules, I will first give an explanation of the basic concept: When characters encounter horrible things in the world, their sanity is tested. Often, they will become less sane, which makes them less able to resist future tests of their sanity, creating a death spiral leading to inevitable insanity.

The way this is achieved in classic Call of Cthulhu is by having a Sanity score that one attempts to roll under with a d100. If you fail, you become less sane, your sanity score is lowered, and then you are more likely to fail further sanity checks. In addition, the loss of sanity is accompanied by a variety of sorts of madness in the form of phobias and manias. That's it.

In this post, I will attempt to recreate these rules as nearly as I can for use in GURPS. In a future post, I will attempt my own version which will improve on these rules in certain ways (using 3d6 rather than the d100, and adding difficulty modifiers to the roll, so that it is not the same difficulty to resist seeing a rat gnawing on a body as it is to resist staring into something which man cannot comprehend, and also by having lost sanity impose a penalty on the 3d6 roll rather than rolling directly against the sanity score itself).

Core Concepts


Madness Tables from GURPS Horror 

Rather than figure out how to represent the various effects of madness mechanically in the game, I will be using the madness tables found on pages 143 and 144 in the fourth edition of GURPS Horror.

We're using these for now to exactly emulate the original rules.

New attribute: Sanity

Sanity begins at 50, goes from 1 to 99 (with the maximum possible score reduced by their Mythos Knowledge), and may be bought up or down as normal, at a cost of 2 character points for each 5 Sanity Points.

New skill: Hidden Lore (Mythos Knowledge)

This skill increases rapidly during play as the characters probe things man was not meant to know. A character's knowledge of the mythos reduces their maximum Sanity. Each character point a character has in Mythos Knowledge reduces their maximum Sanity by four points. For instance, Mythos Knowledge at a level of IQ+5 costs 20 character points, and thus reduces their maximum sanity by eighty points, from 99 to 19.

Sanity loss caused by mythos entities increases a character's Mythos Knowledge skill. If a character has no points in the skill, then their first encounter with a mythos entity gives them a point in the skill. Each encounter with a mythos entity beyond this gives a chance to increase skill. Make a sanity check. On a failed roll, the character gains one character point in Mythos Knowledge.

The primary source of Mythos Knowledge in the world are tomes such as the Necronomicon. Reading these gives points in the Mythos Knowledge skill. These range from 1 to 4 points. Reading such tomes risks sanity loss as normal, of course.

Sanity Check

A sanity check is a roll of 1d100 against the character's current Sanity score. If the character rolls under their Sanity score, they succeed.

Sanity Loss

Horrific situations, encountering entities from beyond this world, learning unsettling truths about the nature of reality, etc. can all cause a character to lose sanity. Potential sanity loss is indicated by two numbers. The first number is the amount of sanity lost if the character succeeds on their sanity check. The second number is the amount lost if the character fails their sanity check.

Mental Break Threshold

Characters have a mental break threshold equal to their current sanity divided by 10 (rounded down).

Effects of Sanity Loss


Mental Break

Whenever a character suffers sufficient sanity loss from a single source to reach their mental break threshold (Their current Sanity divided by 10), they risk suffering a mental break. The GM chooses an appropriate skill related to the source of the lost sanity, usually Hidden Lore (Mythos Knowledge) and the character must roll against that skill (If Hidden Lore is chosen, but not possessed by the character, it may be made at a default of IQ-5). This is to test the character's understanding of what they have witnessed.

If the character fails the skill roll, then their comprehension was not sufficient to send them into a bout of temporary insanity. They come up with some plausible explanation or comforting lie. Whatever the case, they are able to carry on.

If, however, they succeed on the skill roll, they have grasped some truth about the nature of reality which their mind cannot reconcile with their understanding of the world. Ghosts are real, aliens walk among us, Nickelback won a Grammy. Whatever they have learned shatters their mind temporarily. They suffer from a bout of temporary insanity, represented by a roll on the Short-Term Conditions table.

Temporary Insanity begins with a bout of madness. Get out your copy of the most excellent fourth edition of GURPS Horror by Kenneth Hite, and roll on the Madness Table of your choice for a short-term condition. These are found on pages 143 and 144.

Also roll a d6. On a roll of 6, the character gains a Long-Term Condition. The GM may either roll on the table or choose from the list of Conditions on page 144 of Horror.

After the short-term condition has ended, the character continues to suffer from their temporary insanity for the next 1d10 hours.

During this time, the character suffers from delusions and hallucinations. Is that the harmless wail of a banshee as it approaches, or have Nickelback begun to practice nearby? You can't be certain...

If a player wishes to question one of these delusions or hallucinations, they may do so by making a reality check.

A reality check is simply another sanity check. If the player succeeds, they have seen past their delusion or hallucination and returned to normal... whatever that is for them now that they have glimpsed some fragment of the truth.

If they fail, then the delusion or hallucination continues, and for their effort the character suffers an additional point of damage to their Sanity, and suffer another temporary bout of madness (back to the short-term conditions table), and the delusion or hallucination intensifies.

Continuing Insanity

If a character loses more than a fifth of their total Sanity in a single day, they become insane until they are able to rest in a safe place for an extended period. The GM represents this as they see fit, perhaps by rolling on the Medium-Term Conditions table. The character should certainly be "out of commission" as it were while in this state. The player should roleplay this appropriately.

Permanent Insanity

When a character's Sanity reaches zero, their mind, essentially, is no more. Some physical semblance of what they once were might remain, but this is no more than a vessel containing shattered remains. A merciful GM might allow a recovery of a sort, perhaps enough to leave a mental institution to wander aimlessly for the rest of their days, but such is not at all to be expected.

Repeat Exposure

Characters become numb to horrors after experiencing them multiple times. The first time a character reads the terrible truths contained within the Necronomicon, their mind might shatter. Yet it does not shatter further with each subsequent read.

Once a character has taken the maximum result in sanity loss for exposure to a particular horror, they no longer suffer sanity loss from that horror. For instance, if the maximum sanity loss from seeing a shoggoth is 20, a character cannot take more than 20 sanity loss from that source. Beyond that point, additional exposure causes no more sanity loss.

Restoring Sanity


Merciful GMs may allow characters to restore some of their missing Sanity at the end of each session, or each campaign. 1d6 points might be restored.

This is only for the merciful, however. The less forgiving GM might require the characters to undergo extensive psychological treatment to be so restored--or deny its possibility outright!

After all, that which has been seen cannot be unseen...

Examples of Sanity Loss

0/1d-2  Encounter a mutilated animal carcass
0/1d-1  Encounter a human corpse
0/1d-1  Encounter a stream which flows with blood
1/1d    Encounter mutilated human corpse
0/1d    Awake trapped inside a coffin
0/1d    Witness friend's murder
1/1d    Encounter someone you know to be dead
0/1d+2  Endure torture
1/1d+2  Watch a corpse crawl from its grave
2/2d+5  See a giant disembodied head fall from the heavens 

Sample Monsters 

Ghoul: 0/1d6
Shoggoth: 1d6/1d20
Great Cthulhu: 1d10/1d100

Wednesday, January 30, 2019

GURPS House Rule: New Advantage - Bestow


I'm introducing a new advantage that replaces the klunky Affliction method of doing things.


If you're asking, you must not have tried to use Affliction to accomplish this task. Affliction has a base cost of ten points. That means any modifiers apply only to that ten-point base cost. Beneficial afflictions are, by their very nature, enhancements. This makes limitations on expensive beneficial afflictions very poorly priced. You can add +10,000% in enhancements, which results in an extremely costly Affliction. Yet a crippling limitation totaling -80% still only provides eight points in exchange.

Also ease of use is a factor as well. I feel this method is much easier to understand and use. This is how I intuitively expected the ability to cast buffs on people to work. The RAW method makes this much, much more complicated than it needs to be. I would hope that in a future version of the game some other method such as I have provided here would be considered.

The advantage:  


Bestow is a new advantage. This replaces Affliction shenanigans. When buying this advantage, select another advantage. Bestow is always paired with another advantage or group of advantages. For instance, one might purchase Bestow (Flight) or Bestow (+5 ST and Claws). You can select modified advantages to Bestow. For instance, you could bestow DR with the Tough Skin limitation.

Bestow has a base cost equal to double the price of its associated advantage(s).

To bestow a trait requires a Concentrate maneuver. You must touch the target to receive the bestowed advantage(s).

When you bestow an advantage, the target gains the advantage if they want. It's just that simple. The default duration is that of the purchased trait. Modifiers that change this duration are applied to Bestow rather than to the advantage being bestowed. For instance, Limited Duration would be applied to Bestow, not to the advantage being bestowed.

The default version of Bestow ends when the bestower uses a Concentrate maneuver to remove the bestowed advantage (which they may do without touching the target), or when the bestower bestows the advantage on a new target.

A bestower can bestow themselves. This is part of why it costs twice as much as the default price. You gain a lot of utility.

Some potential modifiers:

Additional Targets
You can have multiple versions of the bestowed advantage going at once. With one additional target, you could give Flight both to yourself and to your friend.

Number of additional targets, and then price:

1   +50%
2   +100%
3   +150%
5   +200%
7   +250%
Unlimited +300%

Can't Bestow Self -25%
This one is obvious.

Conscious Buffs -10%
The buffs end if the bestower loses consciousness.

Tuesday, January 15, 2019

GURPS House Rule: Limited Use


I’ve changed the price of the Limited Use limitation, and added a variable cost based on how big of a hindrance the limitation is.


Because sometimes Limited Use gives back more points than it should and other times it doesn’t give back enough. Using the same price when limiting all traits is the cause of this.

As we already see in the RAW, not all modifiers have the same value when applied to each trait. Switchable, for instance, is worth +100% on Mana Damper. This is because being able to switch that advantage on and off is worth more than the usual +10% price of the modifier.

It is generally understood that Limited Use provides too few points in the cases where players would most commonly want to apply it (such as combat abilities), and too many points in some other cases (such as on abilities that only need to be used infrequently to begin with).

The Rules

Limited Use

Use Frequency


Use Frequency is based on how often the ability is useful. An ability that is useful many times a day receives a higher discount than an ability that is useful few times per day (or that one receives little benefit from using repeatedly). For instance, an Innate Attack is useful many times per day, whereas a Detect Oil Reserves spell which informs the caster of the location of the planet's oil reserves provides nearly the same utility in one use as in many uses. So the former would be discounted as a high frequency use ability and receive -60% for 1/day, whereas the latter would be classed as low frequency and be discounted at -10% for 1/day.

It is up to the GM to determine which use frequency applies to which traits. In most cases this should be fairly obvious. Combat abilities are high frequency, abilities which are used somewhat often but perhaps not many times per day are medium, and abilities that provide nearly the same benefit from a single use per day as multiple uses are low.

Saturday, July 1, 2017

GURPS House Rules: Attributes Without Skills


Rules for how to price and purchase the attributes once they’ve been divorced from any relation to skills.


Because we like you. Wait, no. Because I removed the skills from the attributes and now need new prices for what’s left of the attributes.

The Rules

ST: Unchanged (If only they could all be this easy.)

HT: Unchanged (Covers a few skills that don’t matter—I suspect this is already underpriced as it is, even without the skills.)

Per: Its own thing. Costs 5/level as normal.

Will: Its own thing. Costs 5/level as normal.


Okay, so the obvious question here is: without skills, Per, or Will, what’s even left of IQ?

Here’s what I could find.

Rolls to remember things. This is the part of IQ that’s modified by Perfect Memory.

Rolls against surprise and mental stun. This is the part that’s modified by Combat Reflexes.

And general rolls for what I think of as reason. I don’t know how other GMs run things, but in my games, a player will often ask a question like, “Can I make a roll to help figure out what the original pattern in these scattered floor tiles was?” The response I give is, “Make an IQ roll.”

It’s obvious at this point that IQ is really nothing more than a Super Talent. It’s basically skills, Per, Will, and very little else. My inclination is to split what we have left into individual subattributes called Memory (used for remembering things; starts at 10 and costs 1/level) and Wittedness (what you roll against surprise and mental stun with ; starts at 10 and costs 1/level). Maybe have a third trait called Reason that is also 1/level and functions similarly to the Common Sense advantage, but that everyone would have. You could also use a separate trait for learning, since that’s something else you can rolI for, but most games don’t even use learning rolls. If you don’t want to separate IQ into those component parts, I recommend keeping it as a package that handles those few separate things and costs 2/level or 3/level. It’s really kind of useless, though, and not something anyone is going out of their way to buy.


Like IQ, this is basically a Super Attribute mixed in with some sub attributes.

Very similar to IQ. We have the bonus to Basic Speed (which really should be its own separate trait in the first place in the way that Per and Will should be) and… not much else. There are rolls to balance. And there are rolls to fetch items from your bags or whatever when you have a chance of failure at what you’re doing, but you aren’t using a skill. You might be on the fifth floor of a burning building that’s collapsing around you while you’re fighting a werewolf. When you go to pull that speedloader with your silver bullets from your bag, you’ll need to make some roll to get it out of your shaking bag. That’s one of the few things that DX does that isn’t a skill.

Like with IQ, I suggest splitting these things up into their own attributes. One attribute for Balance and one for these other odds and ends. I would call this attribute Motor Control.

So this could be as simple as removing all the skills and dropping DX to 7 points per level (which would be 5 points worth of Basic Speed, and then 1 point for Balance and 1 point for the odds and ends).

Once we’ve reached this point, maybe we should go another step and remove the Basic Speed portion of DX and make that its own separate thing.

The easiest way to do this

That would give you the following attributes:

ST – 10/level
DX – 2/level
IQ – 2/level
HT – 10/level
Per – 5/level
Will – 5/level
Basic Speed – 20/level

And then you just go on as usual. This is fairly noninvasive. You aren’t changing around a ton of rules.

In my full house rules, I go even further, breaking down all of the attributes into their component parts. I’ll save that for another post.

Friday, June 30, 2017

GURPS House Rule: Skill Pricing


I’ve separated the skills from the attributes. Skills are now completely separate from attributes. Each skill is now purchased individually as its own trait in the same way you would purchase, say, Less Sleep or Damage Resistance as their own standalone traits.


Six reasons.

1)   The perverse incentives created by tying the skills to the attributes.

GURPS makes it much more efficient to purchase skills by jacking up one attribute (either DX or IQ) and then receiving the concomitant skills at a low relative price.

The creates the incentive to focus entirely on one attribute and the skills it governs, greatly punishing characters whose concept would lead them to need multiple skills of different attributes.

Look at, for instance, the Dungeon Fantasy thief template. It has to spread its points across DX and IQ. This is inefficient. It is much better to have a character in the party with a high DX and another character in the group with a high IQ. These characters can easily dip into the thief’s skills. For a few points each, the DX- and IQ-based characters can easily surpass the thief in the skills controlled by their attribute. For instance, a swashbuckler who focuses entirely on raising their DX can far exceed the thief in DX-based skill levels, while the same is true of a scholar who focuses on their IQ and the thief’s IQ-based skills.

Under my proposed rules, this isn’t the case. A skill is a skill is a skill. If you want the Stealth skill, you have to pay the points specifically for the Stealth skill. These perverse incentives (which favor certain character concepts—those concepts which focus entirely on skills governed by a single attribute which they have raised to the heavens) are no more. You can purchase the mix of skills that make the most sense for your character without having to worry about attributes. This brings the incentives faced by characters who would have formerly required a mix of attributes or a hodge-podge of makeshift Talents into alignment with the characters whose builds don't face these same issues.

Further, it removes the incentive for players to make characters that are focused entirely on the skills governed by a singular attribute. No longer will characters be their choice of IQ or DX. They will instead be characters, each with their own unique combination of skills.

It just doesn’t make sense to purchase IQ or DX scores of 11 or 12. Middling scores are nearly useless. Those levels of attributes don’t even raise the skill level you receive when you spend a single point to a desirable level. With IQ 12, my scientist still has to spend four points to get a professional level in their main skill. The effect is that players pour all the points they can into a single attribute to the detriment of everything else—or they are punished when they have to work in a group where the other characters have done so and then have higher defaults in skills that are intended to be the primary focus of the other characters. My physician might end up well-rounded, with all of their attributes at a slightly above average level, and then skills at the low end of what is professional. Meanwhile, the character in the party who purchased as high an IQ as possible is better at my character’s niche than my character is. This creates a sort of arms race between the characters where each character is little more than a mess of points thrown into a single attribute. Only the rare character spends a large number of points in a single skill, and when they do, it is invariably a combat skill, which are the few skills in the game that are actually worth the four points per level that GURPS charges for all skills. Which leads us into…

2)   To allow for pricing individual skills differently.

Guns. In most games where characters have access to modern firearms, this is the most powerful skill in the game. Hobby Skill (Cup Stacking). In most games where characters have access to modern firearms, this is the worst skill in the game.

But you know what these two skills have in common? They both have the exact same character point cost. To get either of these two skills at the same level costs the same amount of character points.

This is bizarre. It makes no sense. Nowhere else in the game do traits of such vastly different usefulness have the same cost. Imagine if all leveled advantages had the same character point cost! Temperature Tolerance and Altered Time Rate, for instance. Clearly this would be absurd. It is my belief that what we have with the skill prices is exactly this absurdity.

Under my rules, the difference between the worst skills and the best skills is that they cost a different price per level, exactly as with Temperature Tolerance and Altered Time Rate. The difference is not so great as between those two, of course, but the skills are priced according to the same design philosophy.

3)   So that we can vary the price of skills by game.

Guns. In most games where characters have access to modern firearms, this is the most powerful skill in the game. But not always. There are plenty of game types where proficiency in the use of firearms is almost entirely useless. Where a hundred sessions might go by without a single opportunity for a character to touch a gun, let alone fire one. Romance games, games about high school students, or even most games set in modern countries where the characters just won’t have access to firearms.

In different types of games, different skills are useful. In some genres, a certain skill is the best skill in the game, while in other genres, it’s completely useless. Perhaps my starship captain is an expert swordsman. That’s little more than a bit of color buried in his background. Yet GURPS charges the same price for this skill in a game about starships as it does in a murder mystery and a game about samurai duelists. This is problematic. With my rules, the GM can easily change the price of a given skill to reflect its usefulness in their game. If they want to run a game entirely about surfing competitions, they can charge a

4)   So you can make the character you want to make.

This might just be me and the way I build characters, but whenever I build a character, I have an idea of what they look like in my head before I sit down to work up their character sheet. I know what their life has been like. I know what skills they've learned and what skills they haven't. And so when I sit down and begin work on my character sheet, one of the first things I do is write out what skills I want and at what levels. GURPS makes it very unpleasant to get those skills at those levels. I have to go through all the rigamarole of working out attributes, Talents, often multiple different skills defaulting to one another. It's such a drag. This process is at least ninety percent of the time it takes to build a character. And then, when I'm done, I often find that rather than ending up with the character I wanted, the incentives of the trait prices (namely DX and IQ) have pushed me away from a character who knows the skills I had in mind at the levels I wanted... to being a generalist with a high DX or a high IQ. And once you have a high attribute, you either have a high default in skills you didn't want to be good at, or (and I think this incentive is even worse) you end up facing the very small opportunity costs of expanding into skills you never wanted, but where the benefit you gain from changing your character concept (perhaps radically altering their backstory--in effect turning them into a different person) is so enormous that you end up doing it anyway. Once you reach the point where you can gain the most powerful skills at high levels for only a single character point each, then you're put into an impossible position. Either you buy them and destroy your character concept, or you don't buy them and feel like you're just wasting your character points. "Yeah, I guess I could have a high Guns skill essentially for free, but I won't." That's such a terrible position to be put in. It feels so bad. I think it's bad game design. I want to be able to build the character I want the way that I want and not get punished for it. In my house rules, I can do that.

5)   Because that’s how real people learn skills.

Real people do not have attributes that govern their skills. Humans have no intelligence score that makes them better at mathematics, chess, piano, and diplomacy. You can’t get better at playing the piano by working to become more intelligent. You can only become better at playing the piano by practicing the piano.

And the same is true of the other attributes as well. People who are more perceptive aren’t better at fishing or reading lips. People who are good at fishing or reading lips are good at those things because they have practiced those particular skills.

I think GURPS has this backwards. Someone isn’t good at playing piano and giving speeches because they are intelligent. They are intelligent because they have practiced many different skills, if we want to think of intelligence as a meaningful concept at all.

Real people have skills that are at the level they have practiced the skill up to.

As such, if you want to build a character that resembles a real person, that’s very difficult in GURPS. It isn’t cost effective to build a character who has a few skills at an increased level. The rules incentivize you to buy up an attribute instead.

For example, if I had a character who was very good at Fishing and Lip Reading, let’s say skill level 16 in each, then it is much more cost effective for me to buy up their Perception than to purchase both skills individual—even if that high Perception score doesn’t match my character concept. The concept might be for a deaf fisherman who can read lips but who is not otherwise super perceptive. GURPS penalizes this character concept by making you pay more character points for less (you only receive the two skills if you buy them alone, which should cost much less than buying up Perception, which includes many other abilities, and also includes the two fairly useless skills that you’re after here).

This becomes rather extreme in the case of IQ and DX, where GURPS very strongly incentivizes the building of hypercompetent characters.

6)   Streamlined Rules

Purchasing skills in GURPS is extremely complicated. You must first decide what skill levels you desire and then reverse-engineer the most cost-effective means of purchasing those skill levels. This likely results in a morass of attributes, Talents, and skill purchases. This is by far the most complex and time consuming part of creating a character. The complexity of the way purchasing skills works is by far the biggest hurdle for new players entering the game. They must learn how skills relate to attributes and Talents and then internalize the incentives created by these arcane price schemes.

The Rules

Skills are now separate from attributes. Attributes have nothing to do with your skill level. Each skill is instead assigned its own price per level. You get all skills at a skill level of 8 and you buy them up from there. The GM decides what the cost of each skill is per level based on what they think it should cost for their game.

That’s it.

What? You’re still here? Fine. I guess I’ll go into a little more detail.

First, these rules are meant to work with my house rules where I greatly simplified the skill list. This isn’t going to work well (at all maybe) with the default GURPS skill list. There are just too many skills that relate to each other through defaults and there would be far too many skills you would need to go through and determine your skill level in. It would turn into a huge mess.

So, why a skill level of 8? The logical place to start is, well, zero. I considered that. I think that would make the most sense. There are a few problems there, though. First, there isn’t much mechanical difference between a skill level of 1 and 6. Someone with that level of a skill isn’t going to be able to effectively use it. The two are functionally the same. As such, it would require a complex pricing scheme that would require a look up table. It shouldn’t cost the same number of character points to go from skill 1 to skill 2 as it does to go from skill 11 to skill 12. I wanted to avoid that. Another reason is that, at least for humans, it’s really trivially easy to practice a skill up to a skill level of 8. If you look at my house rules, which are based on the best empirical evidence I was able to gather, you’ll see that it only takes five hours of practice to get to a skill level of 8. There is a real difference there between a skill level of 7 and 8. My view is that pretty much everyone who grew up in a society where the skill is regularly practiced will have absorbed a skill level of 7 through osmoses. Someone who has never touched a gun will have a skill of 7 just off what they’ve picked up through watching movies and television. Someone who’s never argued a case in front of a jury will have a skill of 7 from what they’ve picked up from… watching television and movies. And so on. It’s just so easy to get to a skill of 7, that I think we can treat everyone as having a skill level of 7 in every skill. Note that this is much more generous than the rules as written, which give 0-point characters skill defaults ranging from 4 to 6 (with the strange case of Brawling at skill 10). So I can see the argument for starting characters with skill levels of 7 instead. It’s just so easy to go from 7 to 8, and of so little consequence in most cases, and not worth even a character point, that I’ve decided to forego all the hassle and just start the characters with skill levels of 8 in all the skills. If the GM thinks you shouldn’t even have that high a level of a skill, they can toss a familiarity penalty at you. I think that’s the best way to handle that. If the GM looks at your backstory and determines that your character has literally never touched a gun in their life, they can give you a familiarity penalty to bring your skill level down to a 6 or 7 if they think that’s warranted.

Next up: the attributes. What happens with those? This is a doozy. I’m saving that topic for another post. Suffice it to say that there isn’t much left of IQ and DX once you start trying to price them without their bonuses to skills. All in good time.

What else? How about an example. We’ll go with… hmm… what’s a common genre? Medical mystery? Situation comedy? How about… medieval fantasy? That work?

As I said earlier, I designed these rules with my skill list house rules in mind, so that’s how I’m presenting them here.

These prices are only meant to function as an example of what can be done with this skill pricing system, though I think there are certain guidelines we can follow toward good skill prices. I think the best skills should generally cost three or four points per level. Four points per level is what GURPS charges for all the skills already, and it’s often a good idea to spend a good many points raising one of the better skills. For instance, you don’t feel as though you’re being ripped off when you spend forty points on your swordsman’s sword skill. On the other end of the spectrum, we have the worst skills. These are the skills that have no adventuring value whatsoever. These are the skills that are of little use to characters who seek out and find uses for them. Games is a good example of a skill such as this. Regardless of how good your character is at playing chess, it’s not going to help that character accomplish goals in most games. It would take a game specifically tailored around playing chess to make the skill any good at all. Even in that sort of game, chess might be worth three or even four points per level, but other games, like go and backgammon, are still worthless.

So that gives us a pretty good guideline to work with, I think: the best skills are three or four points per level. The middle-of-the-road skills are two points per level. And the very worst skills are one point per level. That’s what I’ve gone with here:

 When looking at these prices, don’t forget that characters start off with a skill of 8. So the first level they purchase will raise their skill to 9, then 10, and so on.

Skill Name

Animal Handling†


Erotic Art
Musical Composition
Musical Instrument†


Business †


Melee Weapons †
Unarmed Striking




Hobby Skill†


Sex Appeal


Expert Skill†
Religious Ritual




Intelligence Analysis
Battle Command
War Planning†






Marine Vessel


Area Knowledge†
Body Language
Lip Reading

Now that we have the rules, let’s try a sample character. A quick fantasy background…

Our character is Gerald, a farmer-turned-mercenary who was drawn into a life of crime by one of his mercenary companions after the war. He now lives as a petty thief, pickpocket, and conman in the big city of Fantasiport.

So what I’ll do is look through the list of skills and jot down the ones I think I want to purchase for him. This would be much easier with a paper printout of the skill list with their detailed prices. I would need only make a mark next to each skill to indicate my desire to purchase that skill. Then I could later decide my skill level and write it down on the list. This way, I would be able to easily know my level in every skill with a mere glance at my sheet.

From his youth as a farmer I give him:
Animal Handling (Pigs)
Area Knowledge (Homeland)

From his days as a mercenary, I give him:
Melee Weapon (Edged Weapons) - 4/level
Shield - 4/level

And from his recent time as a ne’er-do-well in the city he has:
Games (Dice)
Area Knowledge (Fantasiport)

Now I need to decide on the skill level he has in these skills and how many points those are going to cost.

I decide on:

Animal Handling (Pigs)-9 [2]
Butchering-9 [2]
Farming-10 [2]
Area Knowledge (Homeland)-9 [2]

Melee Weapon (Edged Weapons)-11 [12]
Shield-10 [8]

Games (Dice)-9 [1]
Deception-11 [9]
Stealth-10 [6]
Area Knowledge (Fantasiport)-9 [2]
Theft-11 [6]

Bringing the total cost of his skills to 52.