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Old 01-02-2010, 05:18 PM   #251
Flyndaran
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Default Re: New Talents?

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Bad Boy

Brawling
Carousing
Driving
Forced Entry
Filch
Holdout
Intimidation
Mechanic
Sex Appeal
Streetwise
Those don't seem very connected to me.
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Old 01-02-2010, 05:43 PM   #252
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Default Re: New Talents?

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Talent (Mobility): You have a knack for moving around as long as it involves your own two hands and feet. Reaction bonus: Athletes. Talent adds to: Acrobatics, climbing, hiking, jumping, running, swimming. 5 point/level.
I like this though it seems odd that Aquabatics, Scuba/TL, Skating and Skiing aren't included.

LemmingLord is obviously following the role-based Talent design philosophy, which I don't subscribe to, but I regard it as a good idea for those who do.
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Old 01-02-2010, 06:17 PM   #253
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Default Re: New Talents?

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Those don't seem very connected to me.
they are all connected in that they are stereotypical of the highschool bad boy from 80s movies, especially 80s movies set in the 50s, 60s or 70s.
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Old 01-02-2010, 06:23 PM   #254
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Default Re: New Talents?

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How is that not like basic dexterity?
for one, several of those skills are Health based. Other than that, it is similar in the sense of being a somewhat narrow subset of what in GURPS is considered basic dexterity. Which to my mind makes it a very natural fit for a natural talent.
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Old 01-02-2010, 06:28 PM   #255
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Default Re: New Talents?

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I like this though it seems odd that Aquabatics, Scuba/TL, Skating and Skiing aren't included
I left out skiing, scuba and skating on account of it being with gear and not just one's 'own two hands and feet', ie what anyone at any Tech Level could show aptitude for by merely moving around in different ways.

But this is also an adjunct for the metagaming reason that it is more harmonious to restrict it to six skills and this set fits well together according to said logic.

Aquabatics is left out on account of being too obscure a skill to merit inclusion in anything but a maritime campaign.
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Old 01-02-2010, 06:32 PM   #256
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Default Re: New Talents?

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for one, several of those skills are Health based. Other than that, it is similar in the sense of being a somewhat narrow subset of what in GURPS is considered basic dexterity. Which to my mind makes it a very natural fit for a natural talent.
Oh yeah. I ignore health based skills as they are as unrealistic as strength based ones.
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Old 01-02-2010, 06:33 PM   #257
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they are all connected in that they are stereotypical of the highschool bad boy from 80s movies, especially 80s movies set in the 50s, 60s or 70s.
That makes it as unified as a generic thief template which isn't strictly kosher.
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Old 01-02-2010, 06:35 PM   #258
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That makes it as unified as a generic thief template which isn't strictly kosher.
I eat bacon cheeseburgers too.
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Old 01-02-2010, 06:45 PM   #259
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Default Re: New Talents?

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I eat bacon cheeseburgers too.
I don't understand. If you mean that you don't follow the rules as written, then ok. I just want to make that clear so we're all on the same page.
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Old 01-02-2010, 06:48 PM   #260
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Oh yeah. I ignore health based skills as they are as unrealistic as strength based ones.
don't ignore. Just use talents. :-p
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