Thread: House Rules
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Old 04-19-2010, 06:07 AM   #15
JCD
 
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Join Date: May 2008
Location: Birthplace of the Worst Pizza on the Planet
Default Re: House Rules

Quote:
Originally Posted by Orlin View Post
It goes on to say that Celestial's must learn everything about the world, but I got to thinking about this...and I think that there are some skills should come naturally to Celestials. So, here goes something:

Area Knowledge/3 (Heaven or Hell, as appropriate)
Knowledge/2 (Celestial Lore)
Skill/2 (Appropriate to Choir or Band, see below)

Seraphim: Detect Lies/2
Cherubim: Tracking/2 Not so in love with this one
Ofanim: Acrobatics/1, Dodge/1 Prefer thehERAtic's version for lack on munchkinery
Elohim: Meditation/1, Emote/1 How about Logic instead? Or a science?
Kyriotates: Fast Talk/2 Think this is better in Impudites. I'm tempted to use a Traveller standby Jack of All Trades to figure out how to deal
Malakim: Fighting/2 or Large Weapon (any)/2
Mercurians: Savoire-Faire/2

Balseraphs: Lying/2
Djinn: Tracking/1, Move Silently/1
Calabim: Fighting/1, and Large Weapon: Club/1
Habbalah: Emote/1, and Interrogation/1 How about Whip from their time in the Soul Yards?
Shedim: Fast Talk/2 Psychology?
Lilim: Seduction/3 Three? Like Lilim much? (Who doesn't...)
Impudites: Savoire-Faire/2 Or Fast Talk
I'm converting my IN character to GURPS and he's sick! I've already topped 800 pts and that's after trimming a hundred or so off his attributes and with bare bones skills.
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