Martial Arts Style Talent
Looking through the Martial Arts, some of them work well as Talents. These Talents would probably not represent an innate aptitude but rather extreme training and would give a bonus to the skills mandatory for the style, rounded out with Cinematic skills in a campaign that use it. Not all of them would fit - you would need at least 4 skills to motivate a Talent - but it would be an interesting addition. And probably give a reaction bonus to other practitioners of the style.
For instance, the High Medieval Knightly Combat Talent would be: High Medieval Knightly Combat 5 points Axe/Mace, Broadsword, Lance, Riding (Horse), Shield, Wrestling.Reaction Bonus: Other practitioners of the style. |
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It just becomes a bit of a point crock. I would suggest increasing the cost to 10 CP per level, adding the IQ-based skills of Animal Handling, Leadership, Strategy, and Tactics, and expanding the reaction bonus to members of the aristocracy, nobility, and royalty. It is less of a point crock and makes a more generally useful character. Such a principle could be extended to every such style talent.
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I would rather add the cinematic skills (Kiai and Power Blow). That makes it 10 points.
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That would be less useful in a realistic campaign though, so it would depend on the type of campaign that you would be running.
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I think the Talents book mentioned the idea of Martial Arts Style Talents, so it's not that implausible.
As for styles not always having enough realistic required skills, you could expand it with some related or optional skills. For example, Aikido (GURPS Martial Arts p149 text box) only has two required skills, and Aikijutsu (same page) has one, but both have six optional skills, and it would be pretty easy to justify adding a few of them to a Style Talent, or adding something related but not on the list (Aikido masters with Diplomacy and Meditation are almost a stereotype, for example). |
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Power-up 3 - talents specifically advice against this :
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An instant buy for any knight. Even at 10/lvl, it is a bargain. |
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A possible alternative would be a Courtly Knight Talent [5/level]. It might include Animal Handling, Dancing, Leadership, Poetry, and Riding. It would grant a reaction bonus from anyone of equal or higher Status than the character (Animal Handling, Leadership, and Riding would almost make it a mandatory purchase for knightly characters).
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If you start from the premise that a wildcard skill for the style (or for a profession in general, like 'Knight!') is valid, and remember that those ultimately settle on 12/level after the first couple, pricing it as a 12/level talent shouldn't break anything too badly.
Maybe bump it up to 15/level for the sake of pentaphilia, and attribute the extra points/level to the training and reaction bonuses. |
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For a style with all the skills based on DX (as many or most in the book are) I can't see paying 15 points for +1 to all its skills when 20 points would buy +1 to all DX-based skills and additional benefits besides. Throw in the cinematic skills (many of which are based on mental attributes) and I might begin to consider it, but that isn't an option in all campaigns. |
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You'd probably want to include some non-DX skills in this kind of talent, though, yeah. |
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There's a pretty lengthy discussion of the concept here from a few years back. Might be of interest.
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In general, I believe that weapon talents should only cover a group of related skills that default to each other, plus a single thematic skill. For example, a Sword Talent could easily cover Broadsword, Knife, Shortsword, and Two-handed Sword, as well as Shield, while a Fencing Talent could easily cover Main-Guache, Rapier, Saber, and Smallsword, as well as Shield (Buckler).
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10 points per level is probably fair price for this talent compared to attribute costs, really, but there's something about it that doesn't sit right with me. It feels like it's better to make it cost 15 and find some side-benefits to make it worth it. |
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Generally speaking, I find 10+pt cost talents to usually be overpriced. Attributes at 20pts cover 200+ skills each. One skill is 4pts. It's much more likely to be some sort of exponential growth instead of linear growth as the number grows. |
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What I meant was more like this: There are no martial arts style talents currently priced. There are martial arts wildcard skills. From the wildcard skills, we know that 12/level is considered a fair price for 'improve your rolls at everything in the style by +1', so it seems like a reasonable starting point for figuring out how to price an equivalent talent that improves your rolls at everything in the style by +1. There's definitely room for argument there. After some of the debate here I'm leaning toward a combination of 1) this isn't really what talents are for, but 2) if it is allowed, 10/level is probably closest to fair. Unlike the wildcard guy you're not getting all the free techniques and, as has been pointed out, 15/level is probably too much for a DX-focused talent even if you do consider the reaction bonus and training speed buffs as part of the value of the talent. |
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I should mention we actually have pricing guidelines for mundane talents (Power-Ups 3 - Talents pg 4, 25): Small (6 or fewer related skills): 5 points/level. Medium (7 to 12 related skills): 10 points/level. Large (13 or more related skills): 15 points/level. Smooth (minimum 5 points): 1 point/level per skill affected. The most expensive mundane talent (using smooth calculation) as of July 2011 is Beastmaster at 12/level. You have to go to Power Talents to find one more expensive that that: Cosmic at 15/level and is effectively a defacto wildcard talent that covers every skill in the game! (Powers p. 124-125) |
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The Cosmic Talent only gives a bonus to abilities that possess the Cosmic (+50% or higher) enhancement, it does not give any bonuses to skills (unless they are power skills used for abilities).
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"It doesn’t have a single focus – by definition, it deals with anything and everything – and the only countermeasure it faces is itself." (sic). "Any advantage can be a Cosmic ability, as long as it has the Cosmic modifier." Advantage not skill. "Talent with a power acts as a bonus to all success rolls against attributes, secondary characteristics, or skills to use the power’s abilities." (Powers p. 158) None of those are advantages. The highest other talents (Magery and Power Investitue) are 10/level which the +50% bonus would result in 15/level which is exactly what the Cosmic Talent has. This is the pricing that any talent that "encompass nearly anything (e.g., “Cosmic Talent”), or that otherwise transcends the normal limitations of source" has. (Powers p. 29) Quote:
So Power s explains that while similar mundane and power talents are different things. The best canonal example is "Mundane" Magery vs Magery (Ritual Path). The first adds to skill level the second does not. Of course Magery (Ritual Path) has issues because as written you should be able to go from normal magery to it via enchantments and limitations...but you don't know how. |
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The key phrase is 'to use the power's abilities'. In order for an ability to be under the Cosmic Talent, it must possess the Cosmic modifier, otherwise it is not part of the power. It also does nothing to give a bonus to non-ability attribute, secondary characteristic, skill, etc. rolls (like any power talent, it modifies most rolls to use its abilities). To read it otherwise is to suggest that a 15 CP talent can completely replace 60 CP worth of attributes.
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And if you want a total points bonanza try Wildcard Magery and College! sometime. As the GURPSwiki points out: Unlike other forms of Magery which do not add to wildcard spells (GURPS Power-Ups 7: Wildcard Skills pg 16, 24) Wildcard Magery expressly does("Wildcard Colleges", Thaumatology pg 75) . It is the only exception to the general rule that a Talent doesn’t improve skills covered by or defaulted to the wildcard. Because of this difference great care must be taken in allowing Wildcard Magery in a campaign. Comparison Example Morgan Silvercloak has IQ 15, Magery 2, and 12 points (attribute-1) in the Air College! skill . He therefore has Air College!-14, and can cast Purify Air at skill 14, Shape Air at 13, and Lightning at 12. "Thaumaticus-Z6G has IQ 15, Wildcard Magery 2, and 12 points in the Air College! skill. He therefore has Air College!-16, and can cast Purify Air at skill 16, Shape Air at 15, and Lightning at 14." (Thaumatology pg 75) Just because something can be a total point give me doesn't mean it isn't valid per the RAW. |
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By RAW, power talents explicitly only give bonuses to ability rolls, whether they involve attributes, secondary characteristics, or skills (Powers, p. 158). The Cosmic Talent specifically only gives bonuses to ability rolls for abilities with the Cosmic power modifier (Powers, 125). It does not benefit any roll except for those associated with abilities with the Cosmic modifier.
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From GURPS Horror: Ancient One ... Energy Reserve 300 (Cosmic; Accessibility, Only where Euclidean geometry is weak and when the stars are right, -80%) [180] (Horror p. 74). That is the only mention of cosmic in the write up. So if only things that themselves are Cosmic can be used with a Cosmic power than what in the sam hill good does that 300 Cosmic Energy Reserve do? The position you are presenting doesn't hold and is not supported by the examples I know of. Given how badly Partially Limited Magery (the examples show the opposite of how one would normally read the rules; yeh it's that badly written) they really should have given us better examples of how the Comic talent works but instead we have plenty of examples of how the Comic modifier works |
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One of the worst name in the book, as it is extremely confusing ! Cosmic can be 3 separate things in Gurps : -the variant of modular ability named "Cosmic Power" -the power modifier "Cosmic" -the rules breaking enhancement "Cosmic" (at the GM choice, it may also count as the power modifier "Cosmic" for free, but this is not mandatory) |
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EDit : I stand corrected, Power p119 explicitly say that. Only that the Power talent "Cosmic" only affect rolls for abilities with the cosmic power modifier, same as a darkness talent only affect rolls for abilities with the darkness power modifier, and the same with all duo power modifier-power talent. |
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Whee ain't that fun?, |
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Which does mean the ability in Horror meaningless. Weird. |
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By the way, Wildcard Colleges must be one of the worst purchases in the game. Either I can spend 24 CP for each College! at (IQ + Wildcard Magery) or I can spend 24 CP for each College at ([IQ + Magery] + 4). Unlike most traits, it actually get worse the more points you plow into the trait, as 120 CP can either give you ([IQ + Wildcard Magery] + 8) for College! or ([IQ + Magery] + 28) for College.
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Also normally College! means you know every spell in the College at skill level rather then College - Prerequisite count that Ritual Magic (and Magic!) does and the RAW are nasty in that regard. Even with the option Power-Ups 7: Wildcard Skills provides you are still looking at a generous 1/2 prerequisite count. Though the default is that unlike Magic! every spell is at the wildcard's skill level. For example, knowing Enchantment with Ritual Magery still means you have to pony up the points to eliminate the -10 Prerequisite count for the easiest spell in that College, Enchant (that is what that Prerequisite count column in Magic p. 223-237 is for) More over if I am reading B242 correctly Powerstone would still need to be raised from its -11 even if you knew Enchant at College level. There are 21 points right there. Enchantment! by contrast get you every spell at whatever skill level the wildcard is (15 at least obviously) and even with the 1/3 or 1/2 Prerequisite count option it is still cheaper in the long run. I should mention there is a bit of a conflict regarding Magic! in Magic and Power-Ups 7: Wildcard Skills vs how Wildcard skills work in the Basic Set. Magic and Power-Ups 7: Wildcard Skills state "With that single wildcard skill, he can cast any spell he wants, at a penalty equal to the spell’s prerequisite count." while the basic set states "Wildcard skills include and replace all specific skills within their area." (sic) Interestingly Wildcard Magery has a built in "Each spell defaults to the appropriate college skill at a penalty equal to 1/3 of its prerequisite count, rounded to the nearest whole number." (sic) This actual makes it more balanced than the way College! would normally behave though it is more generous then the 1/2 prerequisite count option of Power-Ups 7: Wildcard Skills. |
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Even with the requirement for Thaumatology, one could argue that College! is inferior to College, especially since Colleges default to Thaumatology-6. If we take the example of the 120 CP build, I can either purchase College! at ([IQ+Wildcard Magery]+8) or I can purchase Thaumatology at ([IQ+Wildcard Magery]+28) and receive every College at ([IQ+Magery]+22). Of course, you could use the optional rule that Thaumatology suffers from the Rule of 20 to artificially make College! a better choice, but it would just be manipulating optional rules to make one choice better than it would be by RAW.
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In fact, everything in that book that does have Costs Fatigue is decidedly non-Cosmic. |
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Though the way it is worded I don't think whoever wrote it realized that the larger the number divided by the lower the penalty would be. ie 1/3 is less then 1/2 not more. |
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Pricing Talents is pretty simple. The Talent should include all the Skills of the style and possibly some of the optional skills. So a Talent for La Verdadera Destreza would include Expert Skill (Natural Philosophy), Mathematics TL2 (Pure) and Rapier. That's 3 skills or a 5 point/level Talent. Maybe toss in Body Language as well. |
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Some styles have so few skills that a Talent is not much good and is actually counter productive. |
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And then you have Ultimate Combat which, while it requires Trained by a Master and a 20 CP Unusual Background, makes an awesome Style!. A 500 CP unpowered superhero character with DX 20 and Style! (Ultimate Style) at DX+10 will probably destroy most combat situations against other 500 CP characters.
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One of my players is going to love this idea and will totally use it. |
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The great thing about DX 20 is that the character can be a world class sniper with just 4 CP. While it would not be their preference, it is good to have options.
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