Re: Skills, skills everywhere
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Re: Skills, skills everywhere
It's not in Basic Set. I'm not sure where it was first introduced, but it's included in Power-Ups 2, pg 16. I find it instrumental in creating believable low-point characters.
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Re: Skills, skills everywhere
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Re: Skills, skills everywhere
Over the course of my campaign series I have trimmed the skill list down a great deal. My current skills chapter for my campaign sourcebook has only 98 skills listed in it, including all combat skills. Truth be told, I would like to see it trimmed down even further. As a GM, I have to create a lot of NPCs; and as an uptight, OCD weirdo, I tend to make complete characters. I rarely need to take more than 15 or so skills and still end up with pretty well-rounded characters. But I, like you, can often get carried away with the skill list and end up with 40+ skills.
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Re: Skills, skills everywhere
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Re: Skills, skills everywhere
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Which fits a GURPS skill level of 11-12. That's not something movie main characters have in the skills that they use to respond to the plot-significant problems. No, when it comes to that, you generally need 16+ to apply. The takeaway, I guess, is that most fictional heroes actually have reams of skills at high levels, regardless of their supposed backgrounds or informed attribute of being "normal people". A GURPS character with 30+ skills isn't a bloated monster of skill-inflation, he's a natural response to a system which has seperate skills for diving athletically through a window (Acrobatics), jumping over a table (Jumping) and rounding a corner efficiently (DX-based Running). *My experience of people who started careers at shipyards, gas stations, convenience stores or similar fields instead of getting any degree beyond the mandatory education (which ends at 15 here) is that in game terms, their highest job skill is pretty low. As in, lower than the default others may get from some of their secondary skills. |
Re: Skills, skills everywhere
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Re: Skills, skills everywhere
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Re: Skills, skills everywhere
My current character is a mage (Order of the Blue Star by MZB in the Sanctuary anthology) so <in theory> he could live until the end of time...if he does not get killed and his secret remains so.
Even tho he works very well in the party environment, due to the nature of the order, he has extreme reluctance to be dependent on anyone. Basically he is trying to learn/master anything that will give him an edge against Primal Chaos in the (hopefully) distant future. So thats the backround: At Character Start (150 pts/-50 dis/-5 quirks) he had 35 pts in skills, 34 pts in spells <all were 1pt so numbers=pts> and 16 pts in languages (for 10 spoken/8 written all at at least accented). He was basically a mage who had worked with a fantasy/low tech spec ops group for the last year or so during a war. (He covered mage/some ftr/pro soldier/pro mage skills/alchemy). Now (2-3ish years later) he is at (238 pts) 50 skills (60 pts), 54 spells (56 pts) and 19 pts languages (12 spoken/9 written). (he has added physican/legal skills/face skills/spy skills/hidden lore skills and a number of contacts). He is a whale of a lot of fun to play and is the most generalist character I've ever put together. |
Re: Skills, skills everywhere
For a given campaign, I usually mentally cut down the (massive!) skill list quite a lot, so it's probably only about a hundred for a specific setting. Even then, 30+ skills is not unusual for a given character.
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