New Talents
I was curious if anyone had any new talents (beyond those in PU3), that they would want to share. I will share a couple:
Natural Farmer 5 CP/level Skills: Animal Handling, Farming, Gardening, Meteorology, and Veterinary Reaction Bonus: Fellow farmers Alternative Bonus: +1/level to HT rolls of animals and plants under your care to survive disease Wise Woman 5 CP/level Skills: Diagnosis, Esoteric Medicine, First Aid, Pharmacy (Herbal), and Veterinary. Reaction Bonus: Former patients and other wise women Alternative Benefit: -1/level penalty for using improvised equipment |
Re: New Talents
I have a few I've created throughout the years:
Animal Instincts: 10 points/level. You retain an animal's natural sense of how to fend for itself and survive in the wild. Skills: Brawling, Climbing, Intimidation, Jumping, Running, Sex Appeal, Stealth, Survival, Swimming, Tracking and Weather Sense. Reaction bonus: naturists, uplifted animals and pre-historic men. Graceful: 5 points/level.You move with uncommon fluidity, efficiency, and grace. Skills: Acrobatics, Dancing, Light Walk, Performance, Sex Appeal, Stealth. Reaction Bonus:Anybody who has just seen you perform or compete in athletics. Wolf Talent: 5 points/level A racial talent for a species of sentient wolf. Skills: Area Knowledge (Hunting Territory), Brawling, Running, Intimidation, Survival, Tracking). Reaction bonus from: Wolves and other pack-hunters. Or Alternative Benefit: Gives its bonus to rolls to memorize scents as described in Discriminatory Smell. |
Re: New Talents
I collected my original and revised Talents (over a dozen) onto one page:
http://www.gamesdiner.com/gurps-dfrp...e-new-talents/ I'd be happy to copy-paste here, but the whole thing would make for a pretty big paste. Pop on over if interested, and nab any you like – |
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Any Talent can be shaped for a social role. It lets you smuggle those aspects of "Character Classes" You might like into the game.
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Here's a couple I just came up with:
That Would Be Kewl talent: Stealth, Power Blow, Body Language, Fast Draw, Lariat, Sex Appeal What This Character Needs talent: Leadership, Ship Handling, Fast-talk, First Aid, Swimming, Diplomacy, Fast Draw, Observation, Climbing, Savoir Faire. |
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Specifically, Talents are not meant to be a list of skills that a character wants bonuses to. If that is allowed, spending points on skills and Attributes is definitely suboptimal and there is a perverse incentive for all characters to be mechanically the same (with a Talent for every skill they need). Also, to me, a character that can't meaningfully be described in real world terms (i.e. 'has high emotional intelligence' or 'good hand-eye coordination'), is less interesting, so I prefer Talents that believably group together tasks that correlate with each other. |
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Some talents from the Marvel Reboot thread/document/not-a-wiki:
Classic Homemaker: Animal Handling, Artist (Pottery), Cooking, Gardening, Housekeeping, Professional Skill (Brewer), Professional Skill (Distiller), Professional Skill (Dyer), Professional Skill (Tanner), Professional Skill (Vinter), Professional Skill (Weaver), and Sewing. Reaction bonus: Folks that value "traditional family values" and clean homes in general. 10 points per level. (Intended for a low-TL world, TL0 to 2.) (Originally built for Athena.) Gamecrafter: Connoisseur (Games), Current Affairs (Sports), Gambling, Games, Mathematics (Applied and Statistics), Professional Skill (Game Designer). Conditional Bonus to Body Language, Carousing, Computer Programming, and Writing when dealing with making, modifying, and playing games. Reaction Bonus: Gamers, fellow game/sport enthusiasts. 10 points per level. (Originally built for the Grandmaster.) Martial Artist (Military): Broadsword, Judo, Karate, Knife, Shield, Shortsword, Spear, Staff, Stealth, and Wrestling. Reaction Bonus: Military leaders. 10 points per level. (Intended to represent combat training for low-TL soldiers and some special forces. Originally built by someone else whose name I can't remember for Red Guardian, also useful for Captain America.) Natural Swordsman: Broadsword, Force Saber, Force Sword, Knife, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Two-Handed Sword. Reaction Bonus: Swordsmen, swashbucklers, swashbuckler wannabes, sword-fighting movie enthusiasts. 10 points per level. (Originally built for my Ranoc setting, used by Matador and will eventually see use on Swordsman.) Perfect Throw: Bolas, Dropping, Innate Attack (Projectile), Lasso, Sling, Spear Thrower, Throwing, Throwing Art, Thrown Weapon. May also give a conditional bonus to various Sports skills that use throwing, such as Sports (Baseball) and Sports (American Football). Reaction Bonus: Sportsmen, fans of sports involving throwing, warriors of pre-TL4 cultures. 10 points per level. (Originally built for Bullseye.) Psychotronicist: Electronics Operation (Psychotronics), Electronics Repair (Psychotronics), Engineer (Psychotronics), Expert Skill (Psionics). Reaction Bonus: other psychotronics experts. 5 points per level. (Originally built for the White Queen.) Several of these should probably have alternative benefits. |
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It sometimes makes sense to add multiple Talents to a character to cover all the angles. |
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Dominatrix: 5 BP/level
Reaction Bonus: Submissives who are attracted to your gender. Skills: Judo, Intimidation, Knot-Tying, Psychology, and Whip. Alterative Benefit: +1/level effective damage when inflicting pain from locks using Judo or Whip. Notes: Men and women are equally capable of taking Dominatrix despite the name, though it is more common in women than men. |
Re: New Talents
Here's another one I just thought up:
Who Wouldn't Want a Cheap Bonus on These talent: Acrobatics, Autohypnosis, Blind Fighting, Breath Control, Detect Lies, Diplomacy, Intelligence Analysis, Judo, Mind Block, Naturalist, Physician, Psychology, Staff, Sleight of Hand, Sling, Tactics. And this one: Point Crockadile Dundee talent Climbing, Jumping, Running, Hiking, Throwing, Stealth, Swimming, Driving (or Riding depending on TL), Brawling, Wrestling. |
Re: New Talents
I added Disguise (Animal) and Weather Sense to Outdoorsman, because the vanilla version seemed a little underwhelming for me.
Knight Axe/Mace, Broadsword, Lance, Riding, Savoir-Faire, Shield. 5 points/level. This is also a power talent for the Chivalry power, making it worth 10 points per level in toto. |
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I thought about creating a thread like this, but dedicated specifically to martial talents. One that I've been working on in my head, but would like suggestions for:
Horse Archer, 5 points Skills: Animal Handling (Equines), Bow, Fast Draw (Arrow), Riding (Horse), Soldier. Reaction Bonus: +1 per level from other horse archers, and military commanders who use them. Alternative Benefit: <Not sure; suggestions?> Thought about adding Armory, but wasn't sure it would fit. |
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Las Vegas Dog Catcher talent
Animal Handling, Driving, Area Knowledge, Gambling, Net. Ironman Church Minister talent Running, Bicycling, Swimming, Religious Ritual, Theology, Public Speaking Singing Cowboy talent Singing, Performance, Musical Instrument (Guitar), Animal Handling, Sport (Rodeo), Survival (Plains) |
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Donny Brook, I must say, I am seeing a total *LACK* of common theme in the skills of your talents, excepting the singing cowboy one.
Could you explain the logic behind them, starting with your first collection? Thanks in advance. |
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In general, I forbid talents that do not have a narrative theme associated with them. Just grouping skills together so players can have cheaper PCs is a point crock (though it is less of an issue in my games because I give a -1 to penalties to a skill for every 4 CP invested in that skill and its associated techniques).
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IMO, the Classic Homemaker one is a case of "Job Training", with the "job" as "doing low-tech housework". Natural Swordsman is just as useful in a low-tech swashbuckling or swords-and-spaceships space opera game as it is in a superhero game. All that said, I think they have a better unifying theme for games that permit Talents but not Wildcards (I've been in a few of those) than some Talents in this thread. |
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One use for Talents is to emphasize style issues. Example: I could see separate Talents for Hard-boiled Detective and Country House Detective. After all, Mike Hammer and Miss Marple do things differently. If you throw in Superhero Detective, to allow Batman in the group, the three could spend most of their time driving each other nuts.
Still, the separate Talents would allow the characters to be in genre and work together. |
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I think more emphasis needs to be placed on the text in Basic Set: Quote:
The relaxation of criteria also creates a minmaxing issue, when Talent skill inclusion is driven by a desire for a specific cost for a Talent (e.g. wanting it to be 5 points instead of more), rather than the number of skills which an aptitude should believably assist, for example if a Talent that includes Gardening for no obvious reason excludes Farming. |
Re: New Talents
Depends on whether you care about realism or not. In a non-realistic campaign (i.e., 90% of what people play)... well, you can ease that restriction.
Fisticuffs! Boxing, Brawling, Judo, Karate, Sumo Wrestling, Wrestling. 5 points/level Reaction Bonus: Fistfighters! |
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Herr Doktor
Chemistry, Diagnosis, Pharmacy, Physician, Physiology, Surgery +1/level to Fright Checks caused by body horror. Witchcraft Works Alchemy, Chemistry, Hazardous Materials (Magical), Pharmacy, Poisons, Thaumatology |
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For instance I recently put this one on a Character I made: Assassin Craft [5/lvl] +1 Climbing, Connoisseur (Poisons), Escape, Poison, Stealth Though upon reflection I should have called it Third Story Poisoner or something... leaving me wiggle room for other "Assassin" themed talents for the Character. |
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The Kid From Around the Way talent:
Bicycling, Games, Area Knowledge, Connoisseur (e.g. candy, kids shows), Diplomacy Inner City Teen talent: Streetwise, Area Knowledge, Heraldry (Gangs), Sports, Current Events (e.g.Pop Culture), Fast-talk Homeless Wino talent: Urban Survival, Streetwise, Filch, Panhandling, Connoisseur (e.g. cheap booze, restaurant dumpsters), Scrounging Alpha Ape talent: Area Knowledge, Survival, Intimidation, Brawling, Leadership, Brachiating |
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So the "Kid From Around the Way" could be a very bright kid who lives in the moment and has never been persuaded to study more broadly, but whose intelligence comes out in the things that interest him. Likewise, the "Inner City Teen" could be a darker version of the same; a smart kid, but one who's so focused on surviving in that street gang environment that his innate potential expresses itself in very limited ways. The "Homeless Wino" is similar, though I suspect that a serious booze habit would burn out that potential quite fast, so I'd rename it "Street Person" or something; it's someone who found themselves in the gutter and rapidly learned to focus down hard on their immediate urban environment and how to endure there, to the point that they can't think outside that box, because that would be pointless and dangerous. The "Alpha Ape" would of course be a fine racial talent for a primate species with strong hierarchical and dominance-oriented impulses. (I mean, worse than humanity.) Evolution would favour that sort of wiring. A sapient race evolved from that ancestry would have some trouble forming large-scale societies, mind you. |
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Rambler
Reaction Bonus: Anyone attracted to their gender who is looking for short term intimate relationships. Skills: Gambling, Holdout, Sex Appeal, Sleight of Hand, and Stealth Alternative Bonus: +1/level on Per tests to notice ambushes and cheats. |
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(I'd interpret "Rambler" as either someone who likes going for long country walks or possibly someone prone to rambling speech.) |
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Predatory 'Playah' talent: Carousing, Pharmacy, Observation, Psychology, Lifting Born Retired Civil Servant talent: Administration, Savoir Faire, Acting, Hobby Skill, Housekeeping |
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Not a talent per-se, but I really like the idea of linking certain Powers/magic to mundane skills; i.e. the kind of person who is good at Translocation/Teleport spells is also someone who has a natural talent for Applied Mathematics and Physics; the 'natural telepath' is also a 'natural' at Body Language and Detect Lies, etc. I feel it helps to flavor the powers/spells to make them more a part of the individual rather than simply a +1 to a superpower roll.
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A) Make powers (and maybe all of them) have an attached skill. I'm doing that currently B) Use regular talents for power talents (I believe Powers brings that idea up?) |
Re: New Talents
I would generally increase the cost of a talent by 50% if it was also a Power Talent. For example, Allure [5 CP/level] would become Allure [8 CP/level] if it also enhanced Telepathy.
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Find the point cost of your Power Talent unmodified, i.e. if it is a 5-point Power Talent it's equivalent to a small group of skills (6 or less), which means adding 6 skills to it makes it equivalent to a large group (10 points). It is the exact same cost as though you had gotten one level in the base Power Talent and one level in a Talent covering a small-group (6 or less) skills, so there's no reason not to just make them one ten-point advantage. Alternately, you could make them two Linked Advantages to make them even cheaper (if Linked is allowed for Talents?) |
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Of course a lot of people also think the entire 'default' magic system from 4e should have been done away with for something more generic and universal, but I imagine the boys preferred to copy-pasta 3e stuff instead of having to create a massive new spell grimoire following new (better, more logical, more consistent) rules as they probably should have. |
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I realized I didn't add a talent. Well, I found a goofy one from back in the day; Koninja 5/level Skills: Karate, Kiai, Knife, Knot-Tying, Kusari Reaction Bonus: Ninja and anime enthusiasts (but not actual ninja or anime characters!) Alternate Benefit: +1/lvl on Escape rolls to get out of bindings (to help protect against Knot-Tying and Kusari) |
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Hobby Skill represents either personal interest or knowledge of their employer's hobbies. Diplomacy, Fast-Talk, or Intimidation could substitute for Acting. Carousing, Connoisseur, Computer Operation/TL, Current Affairs, Driving/TL, Games, Mechanic/TL, or Photography/TL could substitute for Hobby Skill. |
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Administration, Combat Art/Sport, Hiking, Leadership, Naturalist, or Sports skill could substitute for some of the skills on the list. Quote:
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I do not know. A Gentleman's Gentleman would likely instead have Current Events, Games, Housekeeping, Riding, and Savior-Faire.
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Add Acting, Current Affairs (Crime), Driving, and Photography for a gentleman detective's valet (e.g., Bunter in the Lord Peter Wimsey books). Add Acting, Connoisseur (Fashion), Current Affairs (Popular Culture), and Sewing for a lady's maid to an aristocratic female detective. (e.g., Dot in the Miss Fisher stories). Add Administration, Connoisseur (Fashion), Current Affairs (High Society), and Diplomacy to get a Jeeves character. (Also add Common Sense, Higher Purpose, Indomitable, Serendipity, Wild Talent, and a ridiculously high IQ to get the real article.) Add Animal Handling (Equines), Games (Golf), Guns, and Tracking skill for a Scottish "Ghilly" in the service of a "sporting" gentleman who rides, shoots, and plays golf - using his man as a groom, caddy, and game tracker. The idea with all of these is to create a character who is well-adapted to a narrow dramatic role without giving them ridiculously high DX or IQ scores and keeping their overall point cost in skills down. That makes them good allies for medium point-cost PCs or allows for reasonably competent PCs in a low point-cost game. Talented NPC Servant (25 points) Attributes: HT +1 [10] Secondary Characteristics: Per: 12 [10]. Advantage: Talent 2 (Gentleman's Gentleman - Modified) [10]; and up to 5 points from increased attributes, increased skills, Languages, Cultural Familiarities, or other advantages. Disadvantages: Duty (Employer, 6-) [-5]; Sense of Duty (Employer and Friends) [-5]; and -10 points in other disadvantages or reduced attributes. Primary Skills: Savoir-Faire (Servant) (E) IQ [1] - 12*; Housekeeping (E) IQ [1] - 12* Secondary Skills: Skill A (A) IQ [2] - 12*; Skill B (A) IQ [2] - 12*; Skill C (H) IQ-1 [2] - 11*. Background Skills: 2 points from any suitable skill. *+2 for Talent. |
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* Yes, I know it's a Power Talent in DF 12, but it showed up in PU 3 as a Skill Talent. Quote:
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Free Runner
Reaction Bonus: People enountered on rooftops or while climbing the side of buildings Skills: Acrobatics; Area Knowledge; Climbing; Jumping; Running Alternative Bonus: +1/level to HT rolls to recover from injuries acquired while free running. |
Re: New Talents
Born Mom's-Basement-Dweller talent:
Games, Current Affairs, Computer Operation, Connoiseur (Junk Food), Expert Skill (Conspiracy Theories) Pedophile Pornographer talent: Acting, Shadowing, Photography, Computer Operation, Driving, Wrestling Born Phone-bank Scammer talent: Computer Operation, Electronics Operation (Telephony), Fast-talk, Acting, Body Control |
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GM
Fast Talk, Diplomacy, Literature, History, Research, Writing. Slight-of-Hand (dice). Charisma is very useful but Delusions are much more common. |
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Reaction bonus is actually really useful, especially for finding new players. |
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The Enthrallment skills would be useful for a GM.
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I discovered that I had this vs. one particular player. His character had a weird and complex political agenda, and started asking leading questions. A few truthful answers later, he led the party off on a completely spurious mission. They did avoid a disaster, but not by much. |
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Depending on what kind of GM they are, I'd get rid of Literature and add Public Speaking and Acting. |
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I'd mostly forgotten that this thread existed, and almost made a new one before finding it, as I have a few ideas for Talents that could use developing. Starting off, something that occurred to me while looking through GURPS Bio-Tech, relating to Biogadgets (pp95-101, and skills on p214):
Bioartificer, 5/level Skills: Armoury (Biogadgets?); Bioengineering (Biogadgets); Physiology (Biogadgets); Surgery; Veterinary. Reaction Bonus: People you do work for, and biogadgets that are both intelligent and independent enough to have game-relevant reaction rolls. Alternative benefit: <uncertain; maybe something like the ones from Green Thumb or Healer, but the ones from Artificer and Dungeon Artificer might make as much sense> Other things I'm uncertain about: Does 'Biogadgets' as an Armoury specialization work, and if not, what should replace it? The boxed text on Bio-Tech p95 suggests that Physician should be used for biogadgets, but it seems to me like Veterinary or 'Veterinary (Biogadgets)' makes more sense in context, especially given the expanded information on it in the skill thread. What do you think? |
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A somewhat meta talent I've created for my Occult WWII in India game: Devotion (religion). This gives +1/level reactions from members of the same religion, and boosts Theology (religion) and Religious Ritual (religion), plus three other religion-relevant skills, which vary by the religion, and sometimes by the worshipper's style within the religion.
For a rather mystic Sikh, they are Autohypnosis, Breath Control and Meditation. For a more worldly Muslim, they are History (Islam), Law (Islam) and Meditation. Others to be defined as the campaign needs them. |
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Something partly inspired by the Psientist Talent, but with a different focus (also, a Talent that an Inner martial arts style could be somewhat built around):
Mental Defence, 5/level (or higher, see below). Skills: Autohypnosis, Dreaming, Mental Strength, Mind Block, and (usually) one setting appropriate skill covering understanding the abilities you're defending against - Psientist Talent offers either Expert Skill (Psionics) or Hidden Lore (Psionics), but in settings with other powers, the appropriate skill might be Thaumatology or Weird Science, Hidden Lore (Spirits), (Mythos), (Dreamlands), or (Chi), Expert Skill (Super Powers), et cetra; in a setting with multiple power sources that could provide mind-affecting abilities, the skills could be something like Expert Skill (Mental Powers), or the GM might add more skills to the Talent, thus increasing the cost. Reaction bonus: Probably none, but you may get a reaction penalty from mind-controllers, or from dreamwalkers or mind-readers who are offended by attempts to protect your mental privacy. Alternative bonus: +1/level to mundane rolls to detect mental abilities being used on you. Thoughts? |
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I like that. I might want one more skill in the package, but I don't know what off-hand.
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EDIT: One skill that I considered for both this and another Talent, then forgot about until randomly recalling it a little while ago, is Professional Skill (Military Psionicist). This is the skill of planning for the use of psionic abilities in a military context, by any side. It might be an Expert Skill instead, depending on the setting or the GM, but either way probably occupies the variable position like Hidden Lore (Psionics). I thought about it being a specialization of Tactics or Strategy, but decided that those were too narrow in application, since it effects a lot more than just combat. Similar skills probably exist in magical or other 'strange powers' settings. |
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Not sure any of these are an exact fit, but in the general vein I note: Psychology, Meditation, Invisibility Art, Zen Archery and Body Control.
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Talents, when they don't represent clusters of abilities often linked in the real world, are often meant to fit a stereotype suited to a campaign setting. Take the character classes from DnD. Each one of these could be a talent. To a certain extent doesn't Dungeon Fantasy already do it that way?
In any genre with stereotypical roles that verge on the archetypal you could set up similar logical to the genre Talents designed to grease the skids for players playing the PCs they really want. |
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I've been thinking about a range of Talents that might be described as 'Charlatanry,' of which this is the one I'm most clear on, and the one some of the others might be expansions of. It may fit 'Talent as Training' better than 'Talent as Inborn Ability,' though:
Mentalist, 5/level Skills: Body Language, Detect Lies, Fortune-Telling, Gambling, Psychology, and possibly Weather Sense. Reaction bonus: Audiences, and other people you've fooled. Alternative bonus: Uncertain, but perhaps something like '+1/level in Contests against other phony psychics' works, much like the alternative bonus from Craftiness. You can somewhat fake mind reading with Fortune-Telling alone, but it becomes far more reliable when combined with Body Language, Detect Lies, and Psychology. Gambling, meanwhile, improves your ability to pretend to see the future, as you can estimate the odds of various things, then 'give a prophecy' about something that has a good enough chance of happening, that you're reasonably sure the mark doesn't know is that likely. This is also why Weather Sense is listed as an option, as if you're enough better at it than the mark, it's a relatively quick way of establishing your prescience (and like the Cunning Folk Talent, if you're a Soothsayer in a culture where that's a respected profession, predicting the weather is probably an important part of your job). |
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Hypnotist, 5/level
Skills: Autohypnosis, Brainwashing, Hypnotism, Intimidation, and Psychology. Reaction bonus: (Same as the Mesmerist Talent). Alternative bonus: (Same as the Mesmerist Talent). You might call this the nastier side of being a fake psychic, but this is not necessarily any kind of performer. It's basically a cut down Mesmerist Talent (all the cinematic skills removed), with Psychology added to balance it out, and because the other name I considered for it is something like 'Master Brainwasher.' |
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Street Occultist, 5/level
Skills: Herb Lore, Hidden Lore, History, Literature, Occultism, and Research. Reaction bonus: (Same as Occultist Talent). Alternative bonus: (Probably same as Occultist Talent). This is a stripped down and slightly modified (Herb Lore replaces Alchemy) version of the Occultist Talent, appropriate for an urban magician who doesn't have the professionalism or access to the resources of a high-class academic (and is more likely to be self-trained, or learned via a somewhat traditional apprenticeship). |
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Psychic Soldier, 5/level
Skills: Fast Draw (as appropriate to the setting), Innate Attack, Leadership, Professional Skill (Military Psionicist), Savoir-Faire (Military), Soldier. Reaction bonus: Soldiers you've served with or aided. Alternative bonus: +1/level to spot psionic hazards? Despite the name, this Talent is not limited to soldiers who have psi abilities, though it is particularly useful to them - rather, it is intended for soldiers who work with or around psionics. Fast Draw is present for settings in which taking psi drugs or the equivalent in a hurry (e.g. mid-battle) is common enough to be typical of soldiers like this; if that is not the case for your setting, it can be left out. Thoughts? |
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In our games, i like to play some scoutish type characters and i just take forest guardian and name it Natural Born Hunter. So i guess, combat skills in talents are ok? |
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My opinion is that there is room for allowing a combat skill within a Talent if it fits with the concept of whatever "natural aptitude" comprises the Talent. On the other hand, I find many of the newer published Talents are nothing like a natural aptitude, so I'm a bit old school. |
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It won't let you have sword skill higher, it would just put more skills for a little bit more points. Most of the time people use one skill anyway. But at the same time I treat talents as some skills learned together, like your education, fighting style. Not as some innate ability to do N. In the end of the day, there are many book talents with weapon skills. So ask your GM. |
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