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Old 03-02-2021, 06:37 PM   #1
Kesendeja
 
Join Date: Jul 2013
Default Expanding Action 4 - Specialists

In the game Iím preparing to run, think TV level monster hunters, Iím toning-down the default version of Monster Hunters.

While the templates are more powerful than Iím using the section on Skill Sets in Action #4 Specialists works perfectly.

Now for the meat of my question, have any of you fine forum goers made your own Skill Sets for Action, or Monster Hunters, that you would be willing to share.

Iím specifically needing ones for non-combatants, and very low level supernaturals.
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Old 03-02-2021, 06:48 PM   #2
awesomenessofme1
 
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Default Re: Expanding Action 4 - Specialists

Do you have Pyramid #3/112 - Action II? It has an article, "More Skill Sets for Specialists" that could definitely be useful if you don't already have it.
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Old 03-03-2021, 03:58 AM   #3
Phantasm
 
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Default Re: Expanding Action 4 - Specialists

I have one meant for a fantasy setting, which may be useful for MH:

Alchemist
25 points
Skills: Alchemy (IQ/H) [12]; Hazardous Materials (Magical) (IQ/A) [4]
Techniques: 9 points in alchemical elixirs.

Note: When doubling up, only put 8 points in Alchemy and put the other 4 in elixir Techniques.
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Old 03-03-2021, 07:21 AM   #4
Kesendeja
 
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Default Re: Expanding Action 4 - Specialists

Quote:
Originally Posted by awesomenessofme1 View Post
Do you have Pyramid #3/112 - Action II? It has an article, "More Skill Sets for Specialists" that could definitely be useful if you don't already have it.
Completely missed that one, thanks. I've got the Pyramid, but missed the article on my first go through for the game.
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Old 03-03-2021, 07:23 AM   #5
Kesendeja
 
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Default Re: Expanding Action 4 - Specialists

Quote:
Originally Posted by Phantasm View Post
I have one meant for a fantasy setting, which may be useful for MH:

Alchemist
25 points
Skills: Alchemy (IQ/H) [12]; Hazardous Materials (Magical) (IQ/A) [4]
Techniques: 9 points in alchemical elixirs.

Note: When doubling up, only put 8 points in Alchemy and put the other 4 in elixir Techniques.
Thanks, this will be useful when I let them have their supernatural abilities.
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Old 03-03-2021, 12:59 PM   #6
ericthered
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Default Re: Expanding Action 4 - Specialists

I love expanding the BAT package collection. Most of mine aren't terribly useful for you, because I've focused on Ultra tech, Low Tech, and after the End, rather than expanding in the core action area. I do have a few that are less cinematic versions of existing packages.



Computer Intrusion (realistic) 25 points

Born to Be Wired 2 [10]
One of Cheaper Gear (electronics) or Equipment Bond (computer) [1]
Computer Operation (IQ/ E) [4]
Computer Programming (IQ/ H) [2]
Cryptography (IQ/ H) [2]
Electronics Operation (Communications) (IQ/ A) [1]
Electronics Repair (Computers) (IQ/ A) [2]
Expert Skill (Computer Security) (IQ/ H) [2]
Scrounging (PER/ E) [1]


Robotics 25 points

Equipment Bond (one tool set) [1]
Electrician (IQ/A) [2]
Machinist (IQ/A) [2]
Five of the following:
  • Armoury (body armor) (IQ/A) [4]
  • Computer Programming (IQ/H) [4]
  • Expert Skill (Robotics) (IQ/H) [4]
  • Mechanic (Robotics) (IQ/A) [4]
  • Electronics Repair (communications) (IQ/A) [4]
  • Electronics Repair (computers) (IQ/A) [4]
  • Electronics Repair (sensors) (IQ/A) [4]
* its probably best to get the GM to approve a talent for robotics, spend 10 points in it, and drop the cost of each skill choice to [2]



Cowboy (skills) 25 points
Fit [5]
Guns (Pistol or Riffle) (DX/E) [2]
Riding (horse) (DX/A) [2]
Survival (plains) (Per/A) [4]
Tracking (Per/A) [2]
Animal Handling (horse) (IQ/A) [2]
Three of the following:
Animal Handling (cattle) (IQ/A) [2]
Animal Handling (horse) (IQ/A) [2]
Cooking (trail food) (IQ/A) [2]
Guns (Pistol or Riffle) (DX/E) [2]
Naturalist (IQ/H) [2]
Hiking (HT/A) [2]


Paranormal Researcher 25 points

Cultural Familiarity (Weird place)
Research (IQ/A) [8]
Writing (IQ/A) [2]
One of:
  • Thaumatology (any) (IQ/H) [4]
  • Weird Science (any) (IQ/H) [4]
  • Expert Skill (psionics) (IQ/H) [4]
One of:
  • Electronics operation (scientific, or weird specialization) (IQ/A) [2]
  • Hazardous Materials (any) (IQ/A) [2]
  • Physics (any weird specialization) [2]
  • Occultism (IQ/E) [2]
  • Mind Block (Will/H) [2]
*This template was build for infinite worlds, and thus has some built-in assumptions


For Infinite worlds, I built a bunch of 15 point templates designed to replicate civilian jobs (but mostly low-tech). I have:

  • Nobility
  • Low Tech Scribe
  • Urban Scrounger
  • Low Tech Soldier
  • Herdsman
I've also got:
  • Construction (skills)
  • Construction (civilian)
  • Caravan Life
  • Desert Training (skills)
  • A bunch of packages for Melee weapons packages, mostly historical
  • Scientist (Acedemic)
  • Scientist (Wastelander)
  • Parachronic Theory
  • Conspiracies (Infinite Worlds)
  • A guide on how to convert Starship crew lenses into BAT packages



I don't want to type all of them out, so let me know which sound good enough to look into.
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