07-12-2013, 02:11 PM
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#7
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Join Date: Aug 2006
Location: L.I., NY
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Re: Updating/recreating GURPS Mage the Ascension to 4ed
Quote:
Originally Posted by Mr_Sandman
I'm leaning away from Wildcard skills, but might be convinced to use them if it turns out that character sheets are very crowded without them. Certainly there's a good argument for Sons of Ether to have Science!
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I've reconsidered wildcard skills. Right now I'm thinking of allowing each PC to have one wildcard skill that is appropriate to his or her tradition.
Examples: - Akashic Brotherhood - Fist!, Martial Artist!
- Celestial Chorus - Cleric! Holy Warrior!
- Cult of Ecstasy - Bard!, Perform!
- Dreamspeakers - Shaman! (This is borrowed with some alternations from the Druid! wildcard skill from DF and would cover Shamanic Religious Ritual and Theology skills, as well as Animal Handling (any), Disguise (Animals), Herb Lore, Hidden Lore (any natural lore), Lore (Spirits), Naturalist, Pharmacy (Herbal), Veterinary, and Weather Sense. Make a Per- based roll for Esoteric Medicine or any kind of Survival.)
- Euthanatos - Assassin!, Gun!
- Order of Hermes - Wizard!, Scholar!
- Sons of Ether - Inventor!, Science!
- Verbena - Medicine!, The Occult!
- Virtual Adepts - Computers!, Hacker!
Anyone have suggestions of other wildcard skills appropriate for particular traditions? In particular, I can't think of many for Dreamspeakers.
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