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Celti 03-06-2011 01:56 AM

Re: Got Talent?
 
Quote:

Originally Posted by BaHalus (Post 1133879)
What would do a machinist and a mechanic in a TL3 or lower?

IIRC, Machinist is used at TL0 for flint knapping.

Anders 03-06-2011 03:39 AM

Re: Got Talent?
 
Quote:

Originally Posted by BaHalus (Post 1133879)
Artificer:

What would do a machinist and a mechanic in a TL3 or lower?

Machinist is any kind of tools - at TL 3 that's hammers, saws, drills, etc. These are not trivial to make, even if they're primitive by our standards. Mechanics is things like winches, block and tackle, archimedean pumps, etc.

BaHalus 03-06-2011 01:42 PM

Re: Got Talent?
 
Quote:

Originally Posted by Asta Kask (Post 1133948)
Machinist is any kind of tools - at TL 3 that's hammers, saws, drills, etc. These are not trivial to make, even if they're primitive by our standards. Mechanics is things like winches, block and tackle, archimedean pumps, etc.

These machinist skills are not included in the smith skill?

BaHalus 03-06-2011 02:19 PM

Re: Got Talent?
 
Some possibilities that came to my mind

Artificer:
1 Armoury,
2 Smith.
3 Carpentry,
4 Artist (Pottery, Sculpting, Woodworking)
5 Engineer,
6 Machinist,

Artisan (Mainly Artificer+Gifted Artist witout modern skills):
1 Armoury,
2 Smith.
3 Carpentry,
4 Artist (Any)
5 Engineer,
6 Machinist,
7 Leatherworking,
8 Masonry,
9 Mechanics,
10 Jeweler,
11 Sewing

Modern Artificer
1 Electrician,
2 Electronics Repair,
3 Engineer,
4 Machinist,
5 Mechanic,

Builder
1 Masonry,
2 Engineer,
3 Machinist,
4 Mechanic,
5 Architecture,

Modern Engineer
1 Masonry,
2 Engineer,
3 Machinist,
4 Mechanic,
5 Metallurgy

Reaction bonus:
Anyone you do work for and anyone evaluating or critiquing your work. 10 points/level.

Langy 03-06-2011 02:32 PM

Re: Got Talent?
 
All of those (aside from Artisan) would be 5 points/level, not 10. Also, the modern artificer should have the Armoury skill as well - it's not only useful in low-TL games.

Anders 03-06-2011 02:52 PM

Re: Got Talent?
 
Quote:

Originally Posted by BaHalus (Post 1134130)
These machinist skills are not included in the smith skill?

I don't know. The problem is, I don't really know what's left for a Smith without them - apart from nails, hooks and horse-shoes. Clarification would be welcome.

Edit: Anyway, that discussion belongs in a separate thread. Please keep this thread to Talents, not what individual skills cover.

BaHalus 03-06-2011 02:55 PM

Re: Got Talent?
 
oh yeah! Sorry for that, I would not put the point cost, I just copied and edited the reaction bonus. Forgot to take that out.

And yes, I forgot the armoury, it would be good for the modern artificer, since it has one more skill available.

You could add Artist (Interior decorating, Scene Design) to builder too.
Or you could transform the builder into mason (in the relevant scenarios) and add Hidden Lore too. What do you think?

I just didn't like the engineer idea very much, I think there should be something more there.


Modern Engineer
1 Masonry,
2 Engineer,
3 Machinist,
4 Mechanic,
5 Metallurgy
6 Electrician,
7 Electronics Repair,
8 Geology
9 Mathematics (applied, computer science, statistics, surveying)
10 Physics
11 Prospecting

Jinumon 03-13-2013 12:59 AM

Re: Got Talent?
 
I'm curious. According to BS: Characters, a Talent includes a whole skill (i.e. "Guns" not just "Guns: Rifles"). But in certain supplements (GURPS Space) there are Talents that do list specific skills (such as "Electronics Repair: Computers" in the Cyberneticist Talent).

I'm looking for a once-and-for-all answer. Can anyone help me out?

Anders 03-13-2013 01:34 AM

Re: Got Talent?
 
BS also states that Perks don't come in levels, yet in MA they clearly do... I'd say specific rules in a supplement trump the BS.

Kromm 03-13-2013 10:30 AM

Re: Got Talent?
 
On the topic of specialties:

Quote:

Originally Posted by GURPS Power-Ups 3: Talents, p. 4

If a Talent affects a skill that has multiple specialties, treat all of its specialties as one skill for the purpose of calculating cost. However, many Talents benefit only some specialties – those that suit the Talent! There's no discount for this, and a Talent never improves specialties that fall outside its area; subtract Talent before finding your default skill with specialties it doesn't cover, and don't add it back at the end.

Quote:

Originally Posted by GURPS Power-Ups 3: Talents, p. 5

Specialties: If a skill has specialties (pp. B169-170), then no matter how many there are or how many the Talent affects (one, some, all), it counts as one skill.

There's more, too, but those are the important parts.


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