Dave's World GURPS
Background skills (new)
29 Dec 07


     I find that hard fast rules about background skills have too many exceptions and need too many explanations, so I've abandoned that approach.

     What I've found that works is the players spend point on skills, advantages, disadvantages, etc. that are relevant to that character in the campaign. Other skills, etc. can be added to as background at no cost. Note the same skill maybe relevant to one character and background to another! This implies that the GM must review each character very carefully, as to what is background and what is not. This may result in some "lopsided" point totals, the 500 point socialite and the 100 point dockworker in a jungle plane crash may each only have 75 points of relevant skills!  The GM must make sure that the players understand this. If during course of play you find a skill in the wrong category then the GM should make proper adjustments to that character.

Dave's World GURPS

 Old (not used)
PC and the “Rule of 12” background skills.

     In an effort to provide an easy way to have well rounded characters without spending valuable experience points I have adapted these house rules.  With these rules I hope to avoid any more of the infamous “dart throwing” incidents.

    Skills (advantages & dis-advantages too) not relevant to the campaign, but the character would have them given their background fall under the "Rule of 12" as modified below.

    1)  All characters must provide a background as to how they got to the starting point in the campaign. Their Social class, where you grew up, where you went to high school, if you went to college, in the army, etc.
     2) Background skills are skills (advantages & dis-advantages too) that the specific character will not use over the course of the campaign.
     3) If a background skill is needed, usually a one time per campaign event, use the “Rule of 12” as modified below. If you want to use (or need) a skill more then once per campaign then buy it with character points.
Example: Two characters in the same campaign using the same skill, one a gun fighter that needs a “Dancing” skill  roll once per campaign use the “Rule of 12”. The other a Companion that needs a “Dancing” skill every other game night should buy it.
     4) All background skills when used in combat are at the default skill level not the "Rule of 12" level.

The "Rule of 12" background Skill levels
 Easy skills are at a level 13.
 Average skills are at a skill level of 12.
 Hard skills are at a skill level of 11.
 Very Hard skills are at a skill level of 10.
    
 The GM may rule that a skill was last used a long time ago and subtract one or more levels. On the other hand the GM may rule your are an "expert" in  that skill and add one or more levels.


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