Newsgroups: rec.games.frp.gurps From: [v--c--a] at [eskimo.com] (Tim & Christine Morgan) Subject: Rules for sex, Part Two (skills) Date: Tue, 13 Feb 1996 21:37:14 GMT Tim and Christine Morgan [v--c--a] at [eskimo.com] comments welcome Part Two -- Skills Sexual Skills (Note: Most Sexual Skills will be Mental, because attitude is everything Also, the Shyness disadvantage applies to all Sexual Skills.) Sex Appeal (M/A) See GURPS Basic, page 64. Flirting (Mental/Easy) 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. Kissing (Mental/Easy) This is the ability to kiss well, in a way that is pleasing to the subject. It includes kissing a lady's hand and being able to determine what sort of kiss is appropriate in a situation. A successful kissing roll will prevent unduly sloppy or suffocating kisses. A critical success on this skill may cause a lady to swoon! Height differences should be taken into consideration if attempting a standing kiss. If the subject is eight inches taller or shorter than you, a DX roll may be required. Modifiers: -1 or more if you have a cold or bad breath. Kissing in combat -- a character wishing to kiss his or her opponennt (like Bugs Bunny, or Sorcha in Willow, or Arnold's character in Red Sonja) must enter close combat and treat the kiss as a Grapple with a total DX modifier of -2 for the called shot. If the Grapple is successful, a Quick Contest of the kisser's Kissing Skill versus the victim's IQ is required. The victim is then Stunned for a number of seconds equal to the amount by which the Contest was failed. Should the victim win the Contest, there is no effect. Seduction (Mental/Hard) Defaults to Fast Talk -4 or Flirting -5. This is the ability to consciously seduce someone, possibly against his or her better judgement. It is treated as a Contest between the seducer's skill and the subject's IQ plus or minus Will. The subject also gets a +1 for each 5 points of disadvantages that would go against being seduced. For example, a vow of chastity (5 points), would give the subject a +1 to resist, while Fanaticism (15 points) to a religion that frowns on that sort of thing would give a +3 to resist. Modifiers: The seducer gets all bonuses for Appearance, Voice, and Charisma., a +1 if the seducer has the Psychology skill at 12 or better, a +2 for Psychology at 20 or better, and a +3 if the seducer has the Empathy advantage. Wearing down resistance -- Over a period of time, a determined seducer can win even the most reluctant lover. Treat this as a +1 to the seducer's skill for each attempt (one attempt per day in which at least one hour of contact occurs) or a -1 to the subject's reistance roll. This may be viewed in two ways, either that the seducer is learning what tactics are most effective and tailoring the seduction to fit, or that the victim is tiring of resisting. One of the best film examples of this skill is in Dangerous Liasions, in which the sly Comte pursues Michelle Pfeiffer's character relentlessly until he has overcome not only her Strong Will and good Christian piety but also her marriage vows. Of course, along the way he also falls in love with her, so this skill can be dangerous to the user as well. Foreplay (Mental/Average) Defaults to Intercourse -3 or IQ-5 This is the ability to arouse and satisfy a partner without actual intercourse. It covers everything between kissing and penetration, including the varieties of oral sex. Modifiers: +3 if you know your partner well, +1 for DX of 12 or higher, +2 if DX is 16 or above. There are no bonuses for Appearance or Charisma at this point, because the partner is obviously attracted to you enough to get this far. The DX modifiers assume that a graceful person will have better control of his/her body and be able to use it more efficiently. Default use -- the IQ default assumes that you have seen/read/heard enough about the topic to have a general idea of what to do. This may vary for characters depending on their background. A 20th century American will have a lot more available information than someone in Victorian England, for instance. Intercourse (Mental/Average) Defaults to Foreplay -3 or IQ-5 This is the ability to satisfy a partner and yourself in the complete act of sexual intercourse. It includes knowledge of basic sexual positions and techniques. Modifiers are the same as for Foreplay: +3 if you know your partner well, +1 for DX of 12 or higher, +2 if DX is 16 or above. If you wish to prolong the experience, the GM may require a roll of HT + Strong Will in addition to a skill roll. The explanation of the default use is the same as for Foreplay. Advanced Sexual Techniques (Mental/Hard) Defaults to Intercourse -6 Prerequisites: Intercourse at 12+, DX at 10+ This is the ability to successfully complete complicated sexual acts, including knowledge of athletic positions and other techniques. This skill is a rewrite of the skill Erotic Art from GURPS Callahan's. It is not generally available to the average person, since books or instruction may be required to learn it properly. Modifiers: +3 if you know your partner well, +2 if your partner also has this skill, +1 if DX is 16 or above, +1 if you have the advantage Double-Jointed. Dominance (Mental/Hard) Defaults to IQ-6, Acting -6, Interrogation -6 or Intimidation -3 This is the ability to be the dominant partner in a bondage relationship. It includes knowledge of ties and gags, familiarity with various equipment, and the ability to inflict slight pain without causing injury. Modifiers: +3 if you know your partner well and he/she is willing to go along with it, any bonuses for Strong Will. Note -- Characters with Sadism who are adept in this skill are likely to get carried away. Undressing (Physical/Easy) Defaults to DX-3 This is the ability to get out of your clothes smoothly and gracefully, and is also the ability to undress others. Modifiers: -1 to undress in the dark, -1 to undress in a hurry, -2 to remove unfamiliar or complicated garments. Stripping (Physical/Average) Defaults to DX-5 or Dancing -2 This is the ability to remove your clothes sensually to music and evoke an erotic response in an audience. Modifiers: +1 if you have Double-Jointed. Professional Skill, Courtesan (M/A) See GURPS Callahan's. Professional Skill, Prostitute (Mental/Average) Defaults to Streetwise -3 or Merchant -5 Prerequisites: Foreplay 12+, Intercourse 12+ This is the ability to be a common prostitute, streetwalker, gigolo, house girl, etc. You make take a house as a Patron, or a pimp as an Ally. You will have a -1 reaction modifier to any average person who knows you are a prostitute, and a -2 from anyone with strong moral, legal, or ethical objections. Occupational hazards include STDs, pregnancy, and arrest. Professional Skill, Madam (Mental/Average) Defaults to IQ-5 or Administration -4 This is the ability to organize a "house" of working prostitutes. It includes dealing with clients, collecting fees, and taking care of all of the details that go along with running any business. But, unlike other businesses, it also involves the ability to avoid legal problems. Professional Skill, Pimp (Mental/Average) Defaults to Streetwise -2 or Intimidation -3 This is the ability to operate a small ring of prostitutes and collect a portion of their earnings. continues in Part Three -- Ads and Disads