Re: New Skills
A lot of these would be GURPS-style advantages. And I weighed trying to add those to the system but decided "No." Or "not now," at least.
I really like advantages and disads, but every one is a new rule.
Streetwise I can definitely see.
Survival (terrain) maybe.
Heraldry, yes, but probably just in the list of mundane skills. Might be a 2-pointer.
Area Knowledge, maybe.
Artillerist, or just Gunner, makes sense, but is it worth adding when we don't have the weapons?
What about Spelunking? What might a talent by that name bring to the tble? Is it just Survival (Caves?)
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After deep meditation and reading comments, I have slid back to the "memory limit" camp - your IQ limits the number of spells/talents you can have.
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