Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-22-2019, 04:22 AM   #1
FuelDrop
 
Join Date: Oct 2013
Default Custom talent balancing advice

So long story short, am building up a fantasy campaign. Three major playable races (Humans, Elves, Dwarves).

Have custom combat styles ect for all of them, along with their own gimmicks, but decided to spice things up by giving each of them a custom talent that ties into their signature combat style. Am using alternate benefits from Powerups 3, and wanted to get opinions on the three alternate benefits I gave as far as balancing them is concerned.

If it is relevant, the current race with gunpowder weapons (humans) only has Matchlock weapons.

Musketeer Talent (5 points/level)
Requires: Human
Acrobatics, Guns (Musket), Smallsword, Fast Draw (ammunition), Running.
Secondary bonus: Reduces reload time on muskets by 5% per rank.

Ironwall Talent (5 points/level)
Requires: Dwarf
Axe/Mace, Hiking, Polearms, Shield, Armory (melee weapons)
Secondary bonus: Add rank to ST before determining knockback.

Skirmisher Talent (5 points/level)
Requires: Elf
Bow, Camouflage, Fast-Draw (Arrow), Running, Stealth.
Secondary Benefit: Reduce armour worn DR by rank for the purposes of determining stealth penalties (Low Tech 103)

Last edited by FuelDrop; 08-22-2019 at 05:31 AM. Reason: Humans had one less skill than everyone else. Because I is smart.
FuelDrop is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:42 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.