Skills for D&D-style games
Many new players are intimidated by GURPS’s
huge skill list. For me it did the opposite – I was attracted and fascinated by
it. Not every game should use all the skills though, and I’ve seen many times people
asking for skill lists for certain genres. In my opinion, this is a bit silly.
Do you really need to be told not to take Computer Operation in a medieval
historical game or Farming in a game about special ops in the jungle?
Nevertheless, genre books provide curated skill lists – GURPS Dungeon Fantasy
1: Adventurers, GURPS Monster Hunters 1: Champions, and so on. Most of the
time, I play fantasy games in D&D-style settings, but that does not mean
that I am using the Dungeon Fantasy skill list. Depending on the game itself, almost
any skill can be taken. Also, I have adjusted some of the skills, added new
specialties where I felt that they were necessary, and even introduced some new
skills. Let’s take a look at GURPS skills and see which ones are useful for D&D-style
games, and which ones either aren’t useful at all, or are extremely
situational.
Artifice: You possess knowledge about various clockwork devices, enchanted items, and constructs. A successful roll may allow you to identify a magic item, find a weak spot of a golem, or learn a clockwork device’s function. The optional specialties include constructs and enchanted items.
Bardic Lore: As the skill from GURPS Fantasy.
Oozes: You possess knowledge about various slimes, oozes, jellies, and molds.
Paragons of Law: You possess knowledge about various lawful outsiders, their abilities,
weaknesses, relations to each other. The optional specialties include formians,
inevitables, and modrons.
Phrenology:
Phrenology is an occult theory often practiced by psis and psychic
spellcasters. It originated in the following speculation: if the brain was the
organ of consciousness, then the specialized functions of consciousness
presumable were carried out by specialized brain centers, and the relative
sizes of these brain centers could reveal the character of the person they
belonged to. A physical examination of the subject’s skull takes one minute and
requires an Expert Skill (Phrenology) roll. A successful roll allows
identification of a major psychological trait: this includes most mental
advantages and disadvantages, IQ differences, psionic and psychic abilities.
The trait with the largest (positive or negative) point value will be
identified; each additional point of success allows identification of one
additional trait. A critical success will produce a complete diagnosis,
including many quirks. (It could identify that someone is Proud, or that he is
in love, but not with which specific person; it would not be needed to identify
that he whistles between his teeth.) Any success identifies the subject’s race,
age, and gender. This skill can be used on dead creatures or even on intact
skulls.
Planology:
Represents knowledge of the cosmology. This skill can be used to recognize
which plane of existence you are on, determine the plane of origin of an
outsider, and answer many other plane-related questions. The optional
specialties include demiplanes, the Inner Planes, the Outer Planes, and the
Transitive Planes.
Psionics:
The study of the psionic mind and brain. Can function as Biology, Diagnosis,
Physician, Physiology, or Psychology when dealing with psi phenomena in living
beings. Cannot substitute for Electronics Operation, Electronics Repair, and
Engineer specialties that deal with psychotronic artifacts, but can help
identify a psionically enchanted item.
Slaadi: You possess knowledge about the slaadi, their abilities, weaknesses, relations to each other.
Teratology:
You possess knowledge about various magical monsters that do not have an aberrant nature. The optional specialties include hags, lycanthropes, magical beasts, and rakshasas.
Thanatology:
As the skill from GURPS Dungeon Fantasy 9: Summoners.
Transitive Threats: You possess knowledge about various outsiders native to the Transitive
Planes, their abilities, weaknesses, relations to each other. The optional
specialties include ethergaunts, gith, and nerras.
Ultra-Tech:
Represents knowledge of ancient devices found in neogi or illithid ruins. A
successful roll allows the user to identify the device, its function, power
source, and method of use.
Unnatural Beings: You possess knowledge about various unnatural monsters, their abilities,
weaknesses, relations to each other. The optional specialties include
aberrations and Far Realm entities.
Explosives stays, but only Explosives
(Demolition) and Explosives (Fireworks) are widely used. Everything else is
only relevant is anachronistic tech is present.
Falconry should stay. I think you could even
introduce new specialties, such as archeopteryxes or small pteranodons, or
similar creatures. I will think about it.
Farming should stay. Sure, it’s not a
dungeon delving skill, but not all games are about dungeon delving.
Fast-Draw definitely stays. Do not forget
that GURPS Martial Arts greatly expands the list of specialties with: Balisong,
Flexible, Shuriken, Stone, and Tonfa. Shields Up! also adds Fast-Draw (Shield).
I also add three more specialties.
Potion: This
specialty covers alchemical potions and grenades, poison flasks, and other
similar items.
Spell Component: This specialty covers material spell components. Pouches with such
components usually are worn on the belt.
Wand: This
specialty covers magical wands and psionic dorjes.
Fast-Talk definitely stays. Fast-Talk and
Acting is what Bluff in D&D does.
Filch should stay. Just like some medical
skills, I often see this skill combined with Sleight of Hand and Pickpocket. If
you do that, you’ll get the D&D Sleight of Hand skill.
Finance is another skill that should stay,
but that probably will be rarely used.
Fire Eating is one of those skill that you
forget about after reading. A weird skill, but I see no reason to remove it.
First Aid is another essential skill that all
adventurers should have. Please, put it on your character sheet, you won’t
regret it.
Fishing should stay.
Flight should stay.
Flint Knapping is another new skill from GURPS
Lands out of Time. Definitely could work for primitive people.
Flying Leap is another esoteric skill that fits
monks and ninjas. Just like Breaking Blow, it can have different power sources.
Forced Entry should stay.
Forensics probably shouldn’t exist in a
D&D world.
Forgery should stay. After all, even
D&D has the Forgery skill.
Fortune-Telling should stay, but you should also
decide if it’s real divination or not. I also add a new specialty.
Three-Dragon Ante: The popular Three-Dragon Ante card game evolved from the eponymous
fortune-telling system invented by the Tuilans.
Forward Observer can exist in a D&D world if
there are means to signal the artillery. Will be a rarely used skill anyway.
Free Fall should stay. It’s an extremely
situational skill that might be useful even without any anachronistic tech.
After all, there are spells that negate gravity!
Freight Handling should stay. Again, this is one of
the non-dungeoneering skills.
Gambling should stay.
Games definitely should stay. I found
many in-universe D&D games and can serve as specialties: Chaos and Strife;
Compass Points; Dragonchess; Lord’s Ladder; Merchant’s Dice; Middlin’; Rat,
Bug, Spider; Shelza Ir; Three-Dragon Ante; Treasure Chest; War’s Day; Wyrm
Poker; Xorvintaal.
Gardening should stay.
Garrote should stay.
Geography should stay.
Geology should stay. Instead of
specializing by planet type, a character may take a planar specialization, such
as Geology (Arborea) or Geology (Elemental Plane of Earth).
Gesture should stay.
Group Performance should stay.
Gunner should stay. Gunner (Catapult) and
Gunner (Rockets) exist on low TL, but the rest of them only work with
anachronistic tech. GURPS Fantasy-Tech 1 also introduces a new specialty.
Mirror: This specialty covers reflective
heat rays, including those installed on vimanas.
Guns should stay, but not all
specialties exist on low TL. Grenade Launcher, LAW, LMG, and SMG are only
useful with anachronistic tech. Gyroc, Musket, Pistol, Rifle, Shotgun – these can
work on TL3-4. Do not forget that GURPS Low-Tech and GURPS High-Tech introduce
new specialties that can work in D&D worlds.
Gonne: This
skill governs the use of gonnes. Defaults: DX-4 or other Guns-4.
Wrist Gun:
This skill governs the use of spring-loaded gauntlets and similar wrist-mounted
weapons. Defaults: DX-4, Guns (Pistol)-2, or other Guns-4.
Hazardous Materials has the Magical specialty that
might be useful. The rest of them should either be removed or be used with
anachronistic tech.
Heraldry is an important skill that is often
overlooked. Do not remove it – make it matter!
Herb Lore should stay.
Hidden Lore should stay. The available
specialties depend on the setting. I use the following ones.
Creation Lore:
You know the secrets of the multiverse, such as the Dimensional Vortex, the Old
Ones, the draedens, the Luminous Being, and the history of the multiverse’s
creation and development.
Distant Worlds: You have detailed knowledge of worlds other than Karilan, be they different
planets or Alternate Material Planes. You may also know how to get to these
remote places.
Divine Mistakes: You have detailed knowledge of creatures that were deemed mistakes by
their divine creators. You may know the whereabouts of such abominations’
prisons, the abilities and weaknesses of such creatures.
Dragon Lore:
You know the secrets of the dragons that are unknown to most non-dragons. You
possess knowledge of the various unique offspring of Tiamat and Bahamut, the
lord of the ferrous dragons, dragon overlords, and dragon rulers.
Elder Evils:
Some beings are so powerful and/or unnatural that their mere presence may bring
the end of the world. You can recognize the signs of an upcoming apocalypsis
and have detailed knowledge of the Elder Evils.
Remote Planes:
You have knowledge of various planes that lie outside of the Great Wheel.
Hiking should stay.
History should stay.
Hobby Skill should stay.
Holdout should stay.
Housekeeping should stay.
Hypnotism should stay.
Hypnotic Hands is a new esoteric skill from GURPS
Martial Arts, and it’s a very cool one. Just like other esoteric skills,
different power sources are possible.
Immovable Stance is another esoteric skill. It
should stay, but you might want to allow other power sources.
Innate Attack should stay. Do not forget that
GURPS Furries adds a new specialty – Spray.
Intelligence Analysis should stay. Useful in military
campaigns.
Interrogation should stay.
Intimidation should stay.
Invisibility Art is another esoteric skill. It
should stay, but you might want to allow other power sources.
Jeweler should stay.
Judo should stay.
Jumping should stay.
Karate should stay.
Kiai is another esoteric skill. It
should stay, but you might want to allow other power sources.
Knot-Tying should stay. After all, Use Rope
was a D&D skill.
Lance should stay.
Lasso should stay.
Law should stay. You might even
introduce an esoteric specialty that covers dealing with devils and similar
things.
Leadership should stay.
Leatherworking should stay.
Lifting should stay.
Light Walk is another esoteric skill. It
should stay, but you might want to allow other power sources.
Linguistics should stay.
Lip Reading should stay. It used it be a skill
in D&D 3.0!
Liquid Projector should stay. Flamethrower exists on
low TL, but the rest might be appropriate only if anachronistic tech is in
play. However, I can imagine some tinkers coming up with devices that are used
with Sprayer, Squirt Gun, or Water Cannon.
Literature should stay.
Lizard Climb is a new esoteric skill from GURPS
Martial Arts, and it’s a very cool one. Just like other esoteric skills,
different power sources are possible.
Lockpicking definitely should stay.
Machinist should stay.
Makeup should stay.
Market Analysis should stay.
Masonry should stay.
Mathematics should stay, but only the Applied
specialty is really useful as a prerequisite for the Astronomy skill. Computer
Science, Cryptology, and Statistics probably should be removed.
Mechanic should stay, but not all
specialties will exist on low TL. The Vehicle Type specialty gets the following
new vehicle types: Flying Ship, Land Sailer, Ornithopter, and Vimana.
Meditation should stay. Meditation is also used
for hardcore improvisation by mystics, ur-priests, and shugenjas. In addition,
it can be used instead of Will, if higher, when checking for crippled chi powers
and abilities.
Melee Weapon skills should stay. The only one
that only works with anachronistic tech is Monowire Whip. The rest, even Force
Sword and Force Whip, can be used on low TL. Do not forget that GURPS Martial
Arts also has the Force Saber skill.
Mental Strength is another esoteric skill. It
should stay, but you might want to allow other power sources.
Merchant should stay.
Metallurgy should stay. This skill gets a new
specialty.
Crystal:
This is the study of crystalline materials, such as deep crystal, frystalline,
crysteel, and others. Defaults: Jeweler-6, Metallurgy-4, Smith (Crystal)-6.
Meteorology should stay as Weather Sense.
Mimicry should stay.
Mind Block should stay. GURPS Supers has some
nice new techniques for this skill.
Mount should stay.
Musical Composition should stay.
Musical Influence, just like the Enthrallment skills,
are essential bardic skills. It definitely should stay.
Musical Instrument should stay. Check GURPS Low-Tech
Companion 1 for a multitude of specialties.
Naturalist should stay. Instead of
specializing by planet type, a character may take a planar specialization, such
as Naturalist (Beastlands) or Naturalist (Elemental Plane of Air).
Navigation should stay. Even Navigation
(Space) is useful in spelljamming campaigns. Navigation (Hyperspace) might work
with anachronistic tech. A new specialty is required - Navigation (Phlogiston)
is used to locate crystal spheres in the Flow. Navigation (Phlogiston) has no
default.
Net should stay.
Observation should stay.
Occultism should stay. I do not require any
specialization.
Packing should stay. I’ve actually seen
this skill being used not long ago!
Paleontology should stay, but probably only
Paleoanthropology, Paleobotany, and Paleozoology. Micropaleontology requires
anachronistic tech.
Panhandling should stay.
Parachuting is a rarely used skill, but rigid
parachutes, simple air brakes, and gliding cloaks do have a place in a D&D
world (GURPS Fantasy-Tech 1: The Edge of Reality, p. 18).
Parry Missile Weapons should stay.
Performance should stay.
Pharmacy should only have the Herbal
specialty.
Philosophy should stay. I found that the
Planescape factions work well as Philosophy specialties – Athar, Bleak Cabal,
Doomguard, Fated, Fraternity of Order, Free League, Godsmen, Harmonium,
Mercykillers, Revolutionary League, Sign of One, Society of Sensation,
Transcendent Order, Xaositects. I also found the following D&D specialties.
A Thousand Pins and Needles: Raw energy is the basis of all things. Every
creature, every landscape, every thought was forged long ago in basic elemental
energies. To escape the bounds of the world, one must understand this tapestry
of strange and powerful energies and learn to become a vessel for their proper
flow.
Elementalism:
This is the belief in all things and actions being composed or attuned to a
particular element – air, earth, fire, or water. A character with such a belief
might, for example, upon encountering a situation that is out of their control
(like fire), decide to just go along with whatever seems to be the easiest way
regardless of the consequences (like choosing to go with the flow of water) and
hope that this elemental counteraction will resolve the problem.
Fists of Zuoken: Zuoken was a human monk who achieved divinity and perfect harmony of
body, mind, and spirit through knowledge, meditation, and decisive action. The
disciples he gathered around him in life remain a significant monastic order
dedicated to preserving knowledge of the psionic arts. The Fists of Zuoken
believe that psionic powers are to be nurtured in all who possess them.
Guiding Hand:
The philosophy of the Guiding Hand teaches that psionic power is a gift from
the cosmos intended to help protect the universe from destruction. The natural
extension of this philosophy is that those who are blessed with psionic power
have a responsibility to protect the weak and innocent from marauding monsters
and other dangers.
Infinite Harmony: The path of Infinite Harmony teaches that enlightenment comes not in
distancing oneself from the world, but in realizing the seamlessness and
synergy of all things. Only through complete assimilation into the world can
one find a way to escape its limitations.
One Mind with Many Voices: The path of One Mind with Many Voices advocates the existence of a
collective unconscious that binds all sentient beings together and that is the
source of all thoughts and desires. To achieve enlightenment, one must join
with the primordial overmind, surrendering one’s own thoughts while
simultaneously adopting those of all thinking creatures.
School of Unmatched Excellence: The masters of this school teach that those
who wield psionic power are a superior class of beings. Their inherent
superiority gives them the right and even responsibility to assume dominion
over their lesser kindred.
The Path of Thirty-Seven Obstacles: This philosophy stresses the importance of
personal excellence and mastery, which is most clearly demonstrated by seeking
out and defeating powerful opponents. Most commonly, adherents of this path
live as adventurers, proving their worth against powerful monsters and claiming
the treasure and other trophies that rightfully belong to them.
The Return to Center: The path of the Return to Center teaches that there is no difference
between one point in time or space and the next. The passage of time, the
existence of distance between two things, and all such similar perceptions are
merely illusions that impose limits upon the untrained consciousness. Followers
of this path learn that one’s destination is no farther away than one’s will to
reach it.
Uniting Opposing Forces: Many paths of enlightenment encourage mind over matter: The body is
something to be escaped or transcended on the path to enlightenment. Students
of the Uniting Opposing Forces path hold that the opposite is true. Only by
understanding the connection between mind and body, and by achieving perfect balance
between the two, can true enlightenment be found. Those who follow this path
spend long hours conditioning their bodies and learning how the mind can affect
the physical frame.
Physician doesn’t really exist on low TL.
Physics should stay in its basic form.
Physiology should stay. D&D worlds are
populated with a wide variety of creatures with different physiologies.
Targeting vitals and brain sometimes is not straightforward. For example, a
character without Physiology (Aranea) would not know that the aranea’s brain is
located in the hump instead of the head and hence would not be able to target
it (unless by rolling the hit location randomly). By knowing an appropriate
specialty of Physiology, a character might be able to target special organs to
disable biological powers or abilities.
Pickpocket should stay. Many combine it with
Filch and Sleight of Hand.
Piloting is a rarely used skill in the
context of D&D worlds. Piloting (Glider) is used for gliding cloaks and
bird gliders (GURPS Fantasy-Tech 1: The Edge of Reality, p. 18). The rest only
make sense with anachronistic tech. This skill also gets new specialties.
Broom: Any
broom, staff or other pole enchanted with an appropriate spell. Requires two
hands on the broom/staff/pole's shaft, but a version of the Hands-Free Riding
technique (see p. MA73) called Hands-Free Piloting may be purchased to get
around this. Defaults: Carpet-3, Lighter-Than-Air-4, Vertol-4, or any other
Piloting at -5.
Carpet: Any
carpet enchanted with an appropriate spell. Requires two hands on the leading
edge of the carpet, but a version of the Hands-Free Riding technique (see p.
MA73) called Hands-Free Piloting may be purchased to get around this. Defaults:
Broom-3, Lighter-Than-Air-4, Vertol-4, or any other Piloting at -5.
Ornithopter:
Any aircraft that flies by flapping its wings. These rare devices can be found
in Teslos, but there are a few experimental models in Urai as well. Defaults:
Autogyro-2, Helicopter-2, Vertol-4, or other Piloting at -5.
Spelljammer:
Any vessel operated through a spelljammer helm. Only characters with magical,
divine or psionic abilities can learn this skill. Unlike other Piloting
specialties, Piloting (Spelljammer) is an IQ/Average skill. Defaults: IQ-6.
Vimana:
Ancient Jamani flying vehicles that range from a personal flying chariot to huge
aerial platforms with weapons. The technology and magic needed to construct
vimanas is considered lost, and now the only way to obtain a vimana is to delve
into the ancient Jamani ruins. Defaults: Contragravity-2, Vertol-3, or other
Piloting at -5.
Poetry should stay.
Poisons should stay. Drugs are created
using the default specialty. This skill gets new specialties, and I might add
even more when I get to Pathfinder poisons.
Magic-Infused Poisons: This specialty covers the knowledge of magic-infused poisons – special
drow-made poisons laced with magic. Prerequisite: any arcane magical abilities.
Defaults: Poisons-4.
Positoxins:
This specialty covers the knowledge of positoxins – special poisons laced with
positive energy designed to harm undead. Prerequisite: powers granted by a good
deity. Defaults: Poisons-4.
Psychic Poisons: This specialty covers the knowledge of psychic poisons – special
substances that poison spellcasters casting spells on creatures carrying the
poison on their skin or in their blood. Defaults:
Poisons-4.
Ravages:
This specialty covers the knowledge of ravages – special poisons designed to
harm only unholy creatures. Defaults:
Poisons-4.
Politics should stay.
Power Blow is another esoteric skill. It
should stay, but you might want to allow other power sources.
Precognitive Block is a new esoteric skill from Pyramid
#3-9. It should stay, but you might want to allow other power sources.
Precognitive Parry is a new esoteric skill from GURPS
Martial Arts. It should stay, but you might want to allow other power sources.
Pressure Points is another esoteric skill. It
should stay, but this one only makes sense as a chi skill.
Pressure Secrets is another esoteric skill. It
should stay, but this one only makes sense as a chi skill. The Pressure Secrets
skill (p. B215) can target physical chi abilities by striking the vitals, or
mental ones by striking the skull, at an extra -2 to hit. If the victim suffers
at least one point of injury, roll a Quick Contest of Pressure Secrets vs. the
subject’s HT (physical) or Will (mental). Victory cripples the target ability
for 2d seconds, after which it recovers automatically.
Professional Skill should stay.
Propaganda should stay.
Prospecting should stay.
Psychology should stay.
Public Speaking should stay.
Push is another esoteric skill. It
should stay, but you might want to allow other power sources.
Religious Ritual is altered in my games.
Religious Ritual has specialties based on
pantheons, i.e. Religious Ritual (Core Pantheon) will grant general knowledge
of divine dogmas of core deities, and Religious Ritual (Elven Pantheon) will
grant the same knowledge, but only about elven deities. Optional single-deity
specialties downgrade the skill’s difficulty from Hard to Average (for example,
Religious Ritual (Moradin) would be an Average skill).
In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Drow Pantheon, Dwarven Pantheon, Elven Pantheon, Fey Pantheon, Giant Pantheon, Gnome Pantheon, Goblinoid Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Kobold Pantheon, Neogi Pantheon, Orc Pantheon, Pharaonic Pantheon, Raptoran Pantheon, Tortle Pantheon, Tumephian Pantheon, Updu Pantheon, Warrior Pantheon.
For divine specialties, this skill is also used to sanctify or desecrate areas, creating zones of high or low sanctity. Most divine spellcasters use this skill to link up when combining powers.
The general worship of nature by the druids is covered by the Religious Ritual (Druidic) specialty. Nature spellcasters use Religious Ritual (Druidic) to link up when combining powers.
The general worship of spirits by the shamans is covered by the Religious Ritual (Spirit) specialty. Spirit spellcasters use Religious Ritual (Spirit) to link up when combining powers.
Each godmind has an optional specialty associated with it.
Research should stay.
Riding should stay. There might be many
different specialties in D&D worlds! I should explore this topic someday.
Ritual Magic skill exists in my games, but it is
not used for Ritual Magic from GURPS Magic. This skill has the following
specialties.
Blood Magic:
This is the ability to perform ritual sacrifices to gain power that can be used
to cast blood spells.
Channeling:
This skill covers channeling outsiders.
Gem Magic:
This skill covers crafting gem dust injections for gem magic.
Running should stay.
Savoir-Faire should stay. I also use a new
specialty – Savoir-Faire (Magical).
Scrounging should stay.
Scuba only works with anachronistic gear,
so you might want to remove this skill.
Search should stay.
Search and Rescue is a new skill from GURPS
Disasters: Hurricane. All of its specialty can be useful in a D&D world, I
can imagine.
Sensitivity is a new esoteric skill from GURPS
Martial Arts. It should stay, but you might want to allow other power sources.
Sewing should stay.
Sex Appeal should stay.
Shadowing should stay.
Shield should stay. Do not forget that
GURPS Low-Tech Companion 2 introduces a new specialty – Guige.
Shiphandling is a skill that can work in a
D&D world. Mostly, its Ship specialty, but Airship and Submarine can work
for cutting edge artificers. Spaceship and Starship are only appropriate for anachronistic
ultra-tech. I also added a new specialty from GURPS Vehicles: Transports of
Fantasy.
Flying Ship: This
skill covers xakhun windships and similar aerial vessels. Defaults: IQ-6, Flying Sailor-5.
Singing should stay.
Skating should stay.
Skiing should stay.
Sleight of Hand should stay. Many combine it with
Filch and Pickpocket.
Sling should stay.
Smith should stay. I also introduce a new
specialty.
Crystal: This is the ability to work
crystalline materials, such as deep crystal, frystalline, crysteel, by hand. Defaults: Jeweler-4, Professional Skill
(Glassblower)-6.
Smuggling should stay.
Sociology should stay.
Soldier should stay.
Spear Thrower should stay.
Speed-Reading might seem like a useless skill,
but it helps wizards prepare spells from their spellbooks better.
Sports should stay. I should find some
D&D sports to create a list of specialties.
Stage Combat should stay.
Stealth should stay.
Strategy should stay. Even the Space
specialty can be used in spelljammer combat.
Streetwise should stay.
Submarine should stay, but only the Unpowered
specialty that was introduced in GURPS Low-Tech. The rest of the specialties are
only appropriate for games with anachronistic gear.
Sumo Wrestling should stay.
Surgery should stay. D&D has a lot of
grafting going on, so I introduce the following specialties.
Elemental Grafting: Grafting “body parts” of elementals.
Embedding:
Implanting magical gems, dragonshards, etc. into the body.
Fleshgrafting:
Grafting body parts of living creatures.
Golemics:
Grafting construct parts. Use Mechanic or other appropriate skills when
grafting from one construct to another.
Necrografting:
Grafting undead or deathless body parts, even if insubstantial.
Phytografting:
Grafting plant body parts.
Vile Deformity: Intentional self-mutilation that grants some abilities.
Survival should stay.
Swimming should stay.
Symbol Drawing depends on the magic system in use.
I use this skill for the following purposes. This is a primary spellcasting
skill for binders, runecasters, and runepriests. Runepriests have specialties
that correspond to a single deity of the dwarven, elven, giant, and illumian
pantheons. Non-runepriest divine spellcasters can use these skills as well – by
taking two seconds to trace divine runes in the air with a free hand and making
a successful Symbol Drawing roll, such a spellcaster can improve the next
casting roll by 1, as long as it is made within five seconds. A failed roll
results in a -2 penalty to the casting roll instead.
In addition to deity-specific specialties for
runepriests, this skill has the following specialties.
Bereg-arnaadh: This specialty is used by the sigil carvers. This specialty requires the user to be literate in the High Elven language. Make an IQ-based Symbol Drawing (Bereg-arnadh) roll to identify a spell, but a DX-based roll to cast one.
Binding:
This specialty is used for pact magic.
Psioinic Glyphs: This specialty is used by aboleths and illithids to inscribe psionic
glyphs.
Qualithar: Qualithar
is an arcane lexicon used by the mind flayer runecasters.
Summoning Circles: This specialty is used to
mitigate planar distance penalties when summoning extraplanar beings.
Thuli-Vantu: Thuli-Vantu is an arcane lexicon used by the raptorans and the rock gnomes.
Tir’su:
Tir’su is the written script of the gith. The githyanki are known to empower
their tir’su words with magic to create rune spells.
Und-Rask:
Und-Raks is an arcane lexicon developed by the mountain dwarves of Stat-Und.
Nowadays, runecasters can learn runes of this lexicon in almost any magic
academy.
Tactics should stay.
Teaching should stay.
Teamster should stay. Again, there could be
many specialties in a D&D world, and I should explore this topic someday.
Thaumatology should stay. I also allow taking an
optional specialization for a type of magic, such as shadow magic, blood magic,
conjuration, evocation, etc.
Theology is altered in my games.
Theology has specialties based on pantheons,
i.e. Theology (Core Pantheon) will grant general knowledge of divine dogmas of
core deities, and Theology (Elven Pantheon) will grant the same knowledge, but
only about elven deities. Optional single-deity specialties downgrade the
skill’s difficulty from Hard to Average (for example, Theology (Moradin) would
be an Average skill).
In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Drow Pantheon, Dwarven Pantheon, Elven Pantheon, Fey Pantheon, Giant Pantheon, Gnome Pantheon, Goblinoid Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Kobold Pantheon, Neogi Pantheon, Orc Pantheon, Pharaonic Pantheon, Raptoran Pantheon, Tortle Pantheon, Tumephian Pantheon, Updu Pantheon, Warrior Pantheon.
The general worship of nature by the druids is covered by the Theology (Druidic) specialty.
The general worship of spirits by the shamans is covered by the Theology (Spirit) specialty.
Each godmind has an optional specialty associated with it.
Throwing should stay.
Throwing Art is another esoteric skill. It
should stay, but you might want to allow other power sources.
Thrown Weapon should stay. Do not forget that
GURPS Low-Tech introduces a new specialty – Disc. GURPS Low-Tech Companion 2
introduces a new specialty – Sword. And Shields Up! introduces a new specialty –
Shield.
Tracking should stay.
Traps should stay.
Typing is one of those skills that can be
safely removed, in my opinion.
Urban Survival should stay.
Ventriloquism should stay.
Veterinary should stay.
Weird Science should stay? I have never seen it
used, but I think it has a place in a D&D world.
Wrestling should stay.
Writing should stay.
Zen Archery is another esoteric skill. It
should stay, but you might want to allow other power sources.
I also introduce two new skills.
Use Enchanted Item
(IQ/Average)†
Defaults: None.
This skill lets you use enchanted items. Some
items might require a successful roll of this skill to be used, but most do
not. Use Enchanted Item may be substituted for most of the required rolls for
enchanted items – IQ rolls to “cast”, Innate Attack rolls to aim (use a
DX-based roll for that), etc. However, Use Enchanted Item cannot be used in
place of a weapon skill – you still have to roll against Broadsword to hit with
a magical sword. In addition, if an item has special requirements, such as
possessing the Sorcerous
Empowerment advantage, this requirement can be circumvented with a Use Enchanted Item skill roll at a -2 penalty per restriction.
You must specialize by power source – magic, divine, psi, etc.
Zen Spellcasting
(IQ/Very Hard)
Defaults: None.
Prerequisites: Trained By A Master or Weapon
Master, Innate Attack at 18+, and Meditation.
This skill allows you to strike difficult
targets with ease with spells that use the Innate Attack skill, including
enchanted items that produce similar effects. On a success, add up the
penalties for size and speed/range, and then divide them by three (round down).
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
In the end, you can see that I barely remove
anything from the skill list. The point of this post is not to give a specific
skill list, but to show that almost any skill can be used in an appropriate
game. The skill list depends less on the genre, but on the game itself. I still
find the idea of pre-written skill lists puzzling, so I do not know why the
hell I even wrote this post.
In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Drow Pantheon, Dwarven Pantheon, Elven Pantheon, Fey Pantheon, Giant Pantheon, Gnome Pantheon, Goblinoid Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Kobold Pantheon, Neogi Pantheon, Orc Pantheon, Pharaonic Pantheon, Raptoran Pantheon, Tortle Pantheon, Tumephian Pantheon, Updu Pantheon, Warrior Pantheon.
For divine specialties, this skill is also used to sanctify or desecrate areas, creating zones of high or low sanctity. Most divine spellcasters use this skill to link up when combining powers.
The general worship of nature by the druids is covered by the Religious Ritual (Druidic) specialty. Nature spellcasters use Religious Ritual (Druidic) to link up when combining powers.
The general worship of spirits by the shamans is covered by the Religious Ritual (Spirit) specialty. Spirit spellcasters use Religious Ritual (Spirit) to link up when combining powers.
Each godmind has an optional specialty associated with it.
Bereg-arnaadh: This specialty is used by the sigil carvers. This specialty requires the user to be literate in the High Elven language. Make an IQ-based Symbol Drawing (Bereg-arnadh) roll to identify a spell, but a DX-based roll to cast one.
Thuli-Vantu: Thuli-Vantu is an arcane lexicon used by the raptorans and the rock gnomes.
In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Drow Pantheon, Dwarven Pantheon, Elven Pantheon, Fey Pantheon, Giant Pantheon, Gnome Pantheon, Goblinoid Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Kobold Pantheon, Neogi Pantheon, Orc Pantheon, Pharaonic Pantheon, Raptoran Pantheon, Tortle Pantheon, Tumephian Pantheon, Updu Pantheon, Warrior Pantheon.
The general worship of nature by the druids is covered by the Theology (Druidic) specialty.
The general worship of spirits by the shamans is covered by the Theology (Spirit) specialty.
Each godmind has an optional specialty associated with it.
Defaults: None.
Empowerment advantage, this requirement can be circumvented with a Use Enchanted Item skill roll at a -2 penalty per restriction.
You must specialize by power source – magic, divine, psi, etc.
Defaults: None.
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
Great rundown on the uses of these skills!
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