GURPS skills from the Net

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. None of the skills below are of my own creation, I have listed the sources as best I can.

 

Dodging (P/H) (This skill appeared on the GURPS FTP site long ago.)

Defaults to (DX + HT)/2

This skill is based on (DX + HT)/2, rounded down. It represents training in the skill of dodging attacks. Your actual Dodge score is equal to 1/2 of your Dodging skill. So now someone who's .5 points away from a higher Dodge score can raise Dodge for 8 points. Someone a point away can up it for 16 points. And so on. Please remember the old penalties; attacks from side hexes are at -2, acrobatic dodges get a +1 or -2, retreating or 'hitting the dirt' get a +3.

 

Flirting (Mental/Easy) (Tim and Christine Morgan)

(Defaults to Savoir-Faire -2)

This is the ability to flirt with the opposite sex. It includes making small talk, compliments, and flattery, sincere or not. It is also the ability to determine if someone is only flirting or is seriously making a pass. Modifiers: -2 for cultures very different from your own, +1 if you have the Poetry skill at 12 or higher, +2 if you have Poetry at level 20 or higher, and any bonuses for Appearance, Voice, or Charisma.

 

Sex    (P/E) (from otherwhere.org)

(defaults to Erotic Art, DX-4 if you're not a virgin, or Sex Appeal-3 even if you are)

This is the basic skill of being a good lover. A successful roll will allow you to comport yourself in a manner pleasing to yourself and your lover(s). A failed roll may mean that you were clumsy, appeared selfish or insensitive, or otherwise fouled things up. A critical success indicates a truly memorable experience, while a critical failure means an accidental injury (physical or emotional), frustration, rejection, etc.

You can gain a +2 to your roll for purposes of satisfying your partner if you elect to forgo most or all of your own pleasure (doing something they like, but you don't; doing all the work; faking an orgasm, etc.). This is only worthwhile if you have an ulterior motive, noble or otherwise.

If both (or all) people involved are making rolls, each person's enjoyment is determined by the other's degree of success. Also, regular lovers who both possess this skill can work toward becoming more adept at pleasing each other, gaining bonuses to their effective skill over time.

A successful roll against Erotic Art counts as a critical success, while a failure counts as a normal success. Critical successes and failures of Erotic Art used for this purpose are left to the GM's imagination.