Steve Jackson Games GURPS – Generic Universal RolePlaying System

GURPS Basic Set, Third Edition Revised – Cover

GURPS French Skills


Copyright 1996 by Ken and Jo Walton


A player new to GURPS noticed that his character had a "Savoir Faire" skill. He hadn't been using it because he wasn't quite sure what the word meant . . . and besides he was a Celtic warrior! For some reason this led us to deduce a whole sub-hierarchy of not-quite-understood French skills, advantages and disadvantages, and we couldn't bear not to share them with you.

Skills

A la Carte (M/H)                defaults to Savoir Faire -4

You can always choose the best starter to go with the main course, and know exactly the right wine for the occasion.

A propos (M/H)                  defaults to Savoir Faire -2

Allows you choose the right thing to do in any situation.

Coup D'Etat (M/VH)

You can topple governments on a single dice roll. The GM may add penalties according to the size of the foreign government, etc.

Coup de Grace (P/E)

You have the ability to finish someone off with a single blow, when they're nearly dead anyway.

Contretemps (M/A)

You can cause a scene and get passers-by involved in arguments, etc. This is often useful for causing a distraction while other PCs rob the bank, escape from prison, etc.

Je ne sais quoi (M/A)

If you're not sure what skill to roll against in a given situation, use this one. It gives you a certain something...

Advantages

Avant Garde                             +5 points

You are always at the forefront of fashion. This gives you a +2 reaction on reaction rolls to most, but -2 to those with a traditional outlook on life.

Fait Accompli                           +10 points

Once per game session, you can say that an action or plan is successfully finished without needing to make a roll. e.g. PC: "I'm going to rob the bank, using my Fait Accompli Advantage." GM: "OK, you've done it. You now have $10,000 more than you had before."

Laissez Faire                           +50 points

You can do what you want, and no-one will stop you.

Disadvantages

Bric-a-Brac                             -10 points

You collect all sorts of useless knick-knacks. Your Encumbrance is always 1 higher than it should be. However, if you need to give someone a present in a hurry, you usually have something handy (unless you have the Greed disadvantage, in which case you will never give the stuff away).

Cul de Sac                              -10 points

The opposite of Intuition. You have a habit of taking decisions which get you nowhere.

Faux Pas                                -10 points

You always do the wrong thing in a social situation. You drink the finger bowl, ask the wrong question, and don't know when to shut up. Once people know you have this Disadvantage, you are at -5 to reaction rolls.

Fin de Siecle                           -5 points

You live as though every day might be the last. The GM may disallow this Disadvantage in mid-century.

Passé                                   -5 points

You are always five years behind in fashion. Everyone reacts to you at -2.

Sans Merci                              -5 points

You never say thank-you. This give you a -2 to all reaction rolls.


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