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Anders 11-26-2008 02:07 PM

Got Talent?
 
I thought I'd collect all Talents that aren't present in the Basic Set in one list to avoid unnecessary duplication. I've discussed it with Kromm, and he says it okay. If anyone has any other Talents, feel free to share.

Alien Friend (S): Anthropology (any alien culture), Diplomacy, Expert Skill (Xenology), History (any alien specialization), and Psychology (any alien race). Reaction Bonus: aliens. 5 points/level.
Allure (F):
Dancing, Erotic Art, Make-Up, Sex Appeal, Singing. 5 points/level.
Bard (F):
Heraldry, Literature, Musical Influence, Poetry, Public Speaking, Singing. 5 points/level.
Born Sailor (MAFC):
Boating, Knot-Tying, Meteorology, Navigation (Sea), Seamanship, and Ship handling. Reaction bonus: other sailors. 5 points/level.
Born Soldier (MAFC):
Leadership, Savoir-Faire (Military), Scrounging, Soldier, and Tactics. Reaction bonus: other soldiers. 5 points/level.
Born Spacer (THS):
Aerobatics, Free Fall, Navigation (Space), Piloting (any spacecraft), Spacer, Vacc Suit. Reaction bonus: professional spacers. 5 points/level.
Born War-Leader (B):
Intelligence Analysis, Leadership, Savoir-Faire (Mili-tary), Strategy, and Tactics. Reaction bonus: military officers, tribal war-leaders, and veteran soldier. 5 points/level.
Close to Heaven (B):
Exorcism, Meditation, Religious Ritual, Ritual Magic, Symbol Drawing, and Theology. Reaction bonus: “religious professionals”. 5 points/level.
Computer Wizard (THS):
Computer Hacking, Computer Operation, Computer Programming, Electronics Operation (Communications or Media), Electronics Repair (Computers), Expert Skill (Arachnoxenology or Computer Security), Psychology (AI). Reaction bonus: computer professionals and SAIs. 10 points/level if Computer Hacking is permitted, 5 points/level otherwise.
Cybernetics (S):
Computer Hacking, Computer Operation, Computer Programming (AI), and Electronics Repair (Computers). Reaction Bonus: other computer professionals, AI systems, and robots. 5 points/level.
Devotion (F):
Autohypnosis, Exorcism, Meditation, Religious Ritual. 5 points/level.
Forceful Chi (MA):
Breaking Blow, Erotic Art, Flying Leap, Hypnotic Hands, Hypnotism, Invisibility Art, Kiai, Power Blow, Precognitive Parry, Pressure Points, Pressure Secrets, Push, Throwing Art, and Zen Archery. Reaction bonus: honorable opponents, those who practice “hard” or “external” styles (including potential students and masters), and lovers (past or pre-sent). 15 points/level.
Goodwife (F):
Cooking, Diagnosis, Gar-dening, Housekeeping, Sewing. 5 points/level.
Halfling Ranged Weapon Talent (B):
Bow, Sling, Throwing, Thrown Weapon (Dart), Thrown Weapon (Knife), and Thrown Weapon (Stick). Reaction bonus: archers and other ranged weapon users. 5 points/level. Only Halflings may take this talent, and that race has it by default at level 2. Unusual halflings may have higher or lower levels. Note that talents that include combat skills are generally unbalancing. The fact that this one is restricted to a specific race helps prevent abuse.
Hot Pilot (S): Gunner (any), Navigation (Air or Space), Piloting (all types). Reaction bonus: other pilots. 5 points/level.
Inner Balance (MA):
Autohypnosis, Blind Fighting, Body Control, Body Language, Body Sense, Breath Control, Dreaming, Immovable Stance, Light Walk, Lizard Climb, Meditation, Mental Strength, Mind Block, and Sensitivity. Reaction bonus: pacifists, ascetics, and those who practice “soft” or “internal” martial-arts styles. 15 points/level.
Mariner (F):
Boating, Crewman, Freight Handling, Knot-Tying, Meteorology, Navigation, Shiphandling. 10 points/level.
Master Builder (F): Architecture, Carpentry, Engineer, Forced Entry, Masonry. 5 points/level.
Memetics (THS):
Brainwashing, Diplomacy, Expert Skill (Memetics), Fast-Talk, Interrogation, Leadership, Merchant, Politics, Propaganda, Psychology (all specialties), Sociology, and Teaching. Reaction bonus: anyone else trained in memetics who can observe you using it (but note that some uses of these skills will be too subtle to observe!). 10 points/level.
Natural Copper (MAFC):
Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Shadowing, and Streetwise. Reaction bonus: other policemen, private investigators. 10 points/level.
Natural Diver (THS):
Aquabatics, Diving Suit, Scuba, Submarine (Free-Flooding Sub), Swimming. Reaction bonus: expert divers and aquatic beings. 5 points/level.
Pop Culture Maven (THS):
Connoisseur (Virtual Reality Arts), Current Affairs (People, Popular Culture, or Sport), Expert Skill (Memetics). Reaction bonus: obsessive pop culture devotees. 5 points/level.
Sage (F):
Archaeology, Expert Skill, Geography, Heraldry, Hidden Lore, History, Law, Literature, Occultism, Philosophy, Research, Theology. 10 points/level.
Stalker (MAFC):
Camouflage, Hiking, Navigation (Land), Stealth, and Tracking. Reaction bonus: hunters, trackers, etc. 5 points/level.
(B) = Banestorm; (F) = Fantasy (and yes, they lack reaction bonuses - an oversight in the book); (MA) = Martial Arts; (MAFC) = Martials Arts Fairbairn Close Combat Systems; (S) = Space; (THS) = TransHuman Space

AmesJainchill 11-26-2008 09:38 PM

Re: Got Talent?
 
From GURPS: Martials Arts Fairbairn Close Combat Systems--

Born Sailor: Boating, Knot-Tying, Meteorology, Navigation (Sea), Seamanship, and Ship handling. Reaction bonus: other sailors. 5 points/level.
Born Soldier: Leadership, Savoir-Faire (Military), Scrounging, Soldier, and Tactics. Reaction bonus: other soldiers. 5 points/level.
Natural Copper: Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Shadowing, and Streetwise. Reaction bonus: other policemen, private
investigators. 10 points/level.
Stalker: Camouflage, Hiking, Navigation (Land), Stealth, and Tracking. Reaction bonus: hunters, trackers, etc. 5 points/level.

vicky_molokh 11-26-2008 11:23 PM

Re: Got Talent?
 
PM me when you're done - I'll link here from the uFAQ.

Phantasm 11-26-2008 11:26 PM

Re: Got Talent?
 
I heard (well, saw in the GCA files) that there was a Pop Culture Maven Talent in Transhuman Space: Changing Times, but the files are missing which skills it applies to. Anyone have details on this?

JAW 11-26-2008 11:47 PM

Re: Got Talent?
 
Quote:

Originally Posted by Asta Kask
Mariner (F): [/I]Boating, Crewman, Freight Handling, Knot-Tying, Meteorology, Navigation, Shiphandling. 10 points/level.
Master Builder (F): Architecture, Carpentry, Engineer, Forced Entry, Masonry. 5 points/level.
Sage (F):
Archaeology, Expert Skill, Ge-ography, Heraldry, Hidden Lore, History, Law, Literature, Occultism, Philosophy, Research, Theology. 10 points/level.

(B) = Banestorm; (F) = Fantasy (and yes, they lack reaction bonuses - an oversight in the book); (MA) = Martial Arts; (S) = Space

I suggest we do something about Close to Heaven and Devotion, which overlap a little too much for my taste. Suggestions?

Hmm mariner seems a bit expensive compared to others. Ad carousing? Or maybe carpentry, sewing etc- but only applied to ship repairs.. And/or maybe leadership (only onboard a ship/boat).

Anders 11-27-2008 12:56 AM

Re: Got Talent?
 
Duplicated Talents:
Born Sailor (MAFC) and Mariner (F)
Close to Heaven (B) and Devotion (F)
Computer Wizard (THS) and Cybernetics (S)

Kelly Pedersen 11-27-2008 01:08 AM

Re: Got Talent?
 
Quote:

Originally Posted by tbrock1031
there was a Pop Culture Maven Talent in Transhuman Space: Changing Times... Anyone have details on this?

Pop Culture Maven: Connoisseur (Virtual Reality Arts), Current Affairs (People, Popular Culture, or Sport), Expert Skill (Memetics). Reaction bonus: obsessive pop culture devotees. 5 points/level.

It also includes the following:

Born Spacer: Aerobatics, Free Fall, Navigation (Space), Piloting (any spacecraft), Spacer, Vacc Suit. Reaction bonus: professional spacers. 5 points/level.

Computer Wizard: Computer Hacking, Computer Operation, Computer Programming, Electronics Operation (Communications or Media), Electronics Repair (Computers), Expert Skill (Arachnoxenology or Computer Security), Psychology (AI). Reaction bonus: computer professionals and SAIs. 10
points/level if Computer Hacking is permitted, 5 points/level otherwise.

Memetics: Brainwashing, Diplomacy, Expert Skill (Memetics), Fast-Talk, Interrogation, Leadership, Merchant, Politics, Propaganda, Psychology (all specialties), Sociology, and Teaching. Reaction bonus: anyone else trained in memetics who can observe you using it (but note that some uses of these skills will be too subtle to observe!). 10 points/level.

Natural Diver: Aquabatics, Diving Suit, Scuba, Submarine (Free-Flooding Sub), Swimming. Reaction bonus: expert divers and aquatic beings. 5
points/level.

Anders 11-27-2008 01:35 AM

Re: Got Talent?
 
How about this:

Athlete: Bicycling, Boating (Unpowered), Combat Sport, Games, Hiking, Jumping, Riding, and Running. Reaction bonus: other athletes, sport journalists, sport fans. 10 points/level.

Phantasm 11-28-2008 06:05 PM

Re: Got Talent?
 
Quote:

Originally Posted by Asta Kask
(F) = Fantasy (and yes, they lack reaction bonuses - an oversight in the book)

While it is an oversight, it's not hard to figure out who would the bonus would apply to by comparing to the talents from other books that overlap.

Phantasm 12-02-2008 05:17 AM

Re: Got Talent?
 
Just wondering if this custom talent of mine is unbalancing:

Born Swordsman: Broadsword, Force Sword, Rapier, Saber, Shortsword, Smallsword, Two-Handed Sword. Reaction Bonus: Other swordsmen and sword-fighting affectionados. 10 points per level.

My reasoning behind this is that it is theoretically possible for someone to be a "natural" at swordfighting above and beyond what their overall DX would indicate. I priced it at 10/level because of the fact that it contains only combat skills, while wavering on the border between the 5/level and 10/level categories, consisting of 7 skills; I decided to err on the side of caution. (This talent was inspired by Errol Flynn, The Princess Bride, and the various Star Wars lightsaber duels, among other sources.)

Unlike the Halfling Ranged Weapon Talent, it is not limited to one racial package from one world setting (i.e. Banestorm Halflings).

Hannes665 12-02-2008 06:47 AM

Re: Got Talent?
 
Quote:

Originally Posted by tbrock1031
Just wondering if this custom talent of mine is unbalancing:

Born Swordsman: Broadsword, Force Sword, Rapier, Saber, Shortsword, Smallsword, Two-Handed Sword. Reaction Bonus: Other swordsmen and sword-fighting affectionados. 10 points per level.

My reasoning behind this is that it is theoretically possible for someone to be a "natural" at swordfighting above and beyond what their overall DX would indicate. I priced it at 10/level because of the fact that it contains only combat skills, while wavering on the border between the 5/level and 10/level categories, consisting of 7 skills; I decided to err on the side of caution. (This talent was inspired by Errol Flynn, The Princess Bride, and the various Star Wars lightsaber duels, among other sources.)

Unlike the Halfling Ranged Weapon Talent, it is not limited to one racial package from one world setting (i.e. Banestorm Halflings).

In a low Tech (or any Tech setting without the Force Sword) the Talent should only cost 5 points.

I dont see any problems with Weapon Talents, why they should be any more "un-balacing" then other Talents?

PS: Still with fever of 102-103.

vicky_molokh 12-02-2008 07:10 AM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
In a low Tech (or any Tech setting without the Force Sword) the Talent should only cost 5 points.

I dont see any problems with Weapon Talents, why they should be any more "un-balacing" then other Talents?

PS: Still with fever of 102-103.

Merely 38°C here, but the doc says they'll need to make a very very minor surgery on my throat to get the bad stuff out. Swallowing is awful - I wake up every 1-3 hours during nights because of it.

Anyway, Weapon Talents are about as scary as Medical Talents, Sneaky Talents, the Tough Guy Talent etc. I.e. as scary as any other talent for high-importance and frequent-use skills.

Anders 12-02-2008 08:04 AM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
In a low Tech (or any Tech setting without the Force Sword) the Talent should only cost 5 points.

I dont see any problems with Weapon Talents, why they should be any more "un-balacing" then other Talents?

How many rolls do you normally make during a combat? I've been thinking about combat talent - they're probably realistic, and to make them more balanced you could either double the cost (making them comparable to e.g. Weapon Master and Trained by a Master) or a flat +5/level.

Harald387 12-02-2008 08:23 AM

Re: Got Talent?
 
Dungeon Fantasy includes the following:

Forest Guardian: Prerequisite: Elf. Includes Bow, Fast-Draw (Arrow), Stealth, Camouflage, and Survival (Woodland). Reaction bonus applies to Druids, faeries, and bunnies. [5 pts/level]

Pickaxe Penchant: Prerequisite: Dwarf. Includes Axe/Mace, Prospecting, Forced Entry, Two-Handed Axe/Mace, and Throw Weapon (Axe/Mace). Reaction bonus applies to miners. [5 pts/level]

Elder Gift: Prerequisite: Dark One or Elder Spawn. Includes Alchemy, Hidden Lore (all specialties), Occultism, and Thaumatology. Reaction bonus applies to Elder Things - lucky you. [5 pts/level]

Hannes665 12-02-2008 09:30 AM

Re: Got Talent?
 
Quote:

Originally Posted by Asta Kask
How many rolls do you normally make during a combat? I've been thinking about combat talent - they're probably realistic, and to make them more balanced you could either double the cost (making them comparable to e.g. Weapon Master and Trained by a Master) or a flat +5/level.

I as a GM roll allot of rolls during combat! :O

I use almost full Combat options. In a 1 second Combat Turn between 2 characters I would think that both roll between 2 to 3 rolls.

It would depend on the Talent. Like the -
Sword master Talent. All swords. Broadsword, Saber, Rapier, Shortsword, Two Handed Sword - 5 points per level.

You could add Knife, Main Gauche and Force Sword raising the cost to 10 pts per level.

Then there are the multiple sub-skill skills like Throwing. Should we charge them as a 1 skill?

Steady Eye Talent. Muscle powered missile weapons. Bow, Bolas, Crossbow, Throwing Weapon, Spear Thrower and Lasso.

Should this cost 5 pts per level or 10 pts per level, since Throwing Weapon would include, Axe, Knife, Spear, Throwing Stars and so on?

chris1982 12-02-2008 09:38 AM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
Sword master Talent. ...

This is too cheap for me for 5 points.

I wouldn't have any problems with Talent for all melee weapons for 10 points or all muscle powered weapons for 15 points...

Not another shrubbery 12-02-2008 12:30 PM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
I dont see any problems with Weapon Talents, why they should be any more "un-balacing" then other Talents?

;p I feel an "anti-Talent" rant coming on...

heh

giganerds 12-02-2008 01:06 PM

Re: Got Talent?
 
Quote:

Originally Posted by chris1982
This is too cheap for me for 5 points.

Less than 6 skills costs 5/level.
7 to 12 costs 10/level
13+ costs 15/level

jacobmuller 12-02-2008 03:44 PM

Re: Got Talent?
 
A listing of all official Talents - I love it.

Except I just spent a couple of days editing the list of unofficial talents (http://forums.sjgames.com/showthread.php?t=3127) for my own use. I'd got the idea into my head that a talent was "a set of closely related skills" but not a Job Description/ Career Template.

I'm surprised at how many of the official talents are the kind of thing I dumped... and I still ended up with 42!

chris1982 12-02-2008 04:15 PM

Re: Got Talent?
 
Quote:

Originally Posted by giganerds
Less than 6 skills costs 5/level.
7 to 12 costs 10/level
13+ costs 15/level

Yeah, that are the basic rules. I know. But they don't prohibit people from thinking (I hope).

Still its unbalanced for waepon skills so high that every 1 skill rise is another 4 points burnt.

That means you raise your highest skill for 1 point more but for this one point you get 4 other skill increases. So all your backup weapons also rule for 1 point. This is sooo munchkin sorry.

Flyndaran 12-02-2008 06:51 PM

Re: Got Talent?
 
Quote:

Originally Posted by chris1982
This is too cheap for me for 5 points.

I wouldn't have any problems with Talent for all melee weapons for 10 points or all muscle powered weapons for 15 points...

All swords already have generous defaults among themselves, so I don't see it as unrealistic let alone too cheap.
Unless you think of that as double dipping.

Þorkell 12-02-2008 07:18 PM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
I as a GM roll allot of rolls during combat! :O

I use almost full Combat options. In a 1 second Combat Turn between 2 characters I would think that both roll between 2 to 3 rolls.

It would depend on the Talent. Like the -
Sword master Talent. All swords. Broadsword, Saber, Fencing, Shortsword, Two Handed Sword - 5 points per level.

Fencing is a 3e skill.

How about Broadsword, Rapier, Saber, Shortsword, Smallsword, Two Handed Sword. Still at 5/lvl.

giganerds 12-03-2008 05:53 AM

Re: Got Talent?
 
Quote:

Originally Posted by chris1982
Yeah, that are the basic rules. I know. But they don't prohibit people from thinking (I hope).

Sure :)


Quote:

Still its unbalanced for waepon skills so high that every 1 skill rise is another 4 points burnt.

That means you raise your highest skill for 1 point more but for this one point you get 4 other skill increases. So all your backup weapons also rule for 1 point. This is sooo munchkin sorry.
I got your point.

Well, all talents are somewhat Munchkinisms. They are a quick path to save many points since you have need to spent more then 4 points in all skills. This days I do some maths on skill optimizations vs. attributes and I try to verify when a advantage who gives bonus interact with all.

jacobmuller 12-03-2008 09:07 AM

Re: Got Talent?
 
Are weapons-only Talents Munchkin?
IMHO, they're silly, e.g. a Talent for All Melee Weapons @ 15/lvl. How many melee weapon skills do you need? To me, buying such a talent would seem a waste of points.

That Swordsman Talent is a different matter - I don't know if I'd accept it. A melee weapon plus Tactics, Acrobatics and such, I'd definitely not like, but if such turns up in a GURPS book/PDF I'd assume it was balanced.

Warlockco 12-03-2008 09:16 AM

Re: Got Talent?
 
Quote:

Originally Posted by Kelly Pedersen
Born Spacer: Aerobatics, Free Fall, Navigation (Space), Piloting (any spacecraft), Spacer, Vacc Suit. Reaction bonus: professional spacers. 5 points/level.

Stupid question regarding Talents.
If someone has Born Spacer and Hot Pilot, do they stack for the bonus on Piloting and other overlapping skills?

jacobmuller 12-03-2008 09:21 AM

Re: Got Talent?
 
Questions are only stupid if you don't ask them.

Talent bonues stack for Skills only. If you had three level 4 talents and all of them included Pilot, you'd get +12 to Piloting Skill rolls but only +4 to Reactions and 40% discount for learning the skill. Bottom of B89.

Warlockco 12-03-2008 09:25 AM

Re: Got Talent?
 
Quote:

Originally Posted by jacobmuller
Questions are only stupid if you don't ask them.

Talent bonues stack for Skills only. If you had three level 4 talents and all of them included Pilot, you'd get +12 to Piloting Skill rolls but only +4 to Reactions and 40% discount for learning the skill. Bottom of B89.

Thanks!
Still trying to get familiar with the new rules.

Hannes665 12-03-2008 09:25 AM

Re: Got Talent?
 
Quote:

Originally Posted by Þorkell
Fencing is a 3e skill.

How about Broadsword, Rapier, Saber, Shortsword, Smallsword, Two Handed Sword. Still at 5/lvl.

Thanks fixed it.

I would most likley add Main Gauche and Knife (Force Sword in were it would fit) raising the cost to 10 points per level.

Swordman - Talent. 5 points per Level. Broadsword, Rapier, Saber, Shortsword, Smallsword, Two Handed Sword.

Handy with a Blade - Talent. 10 points per level. Broadsword, Rapier, Saber, Shortsword, Smallsword, Two Handed Sword, Knife and Main Gauche.

Axe Master - Talent. 5 points per level. Axe/Mace, Two handed Axe, Flail and Two handed Flail.

Long-Arm - Talent. 5 points per level. Spear, Staff, Polearm and Thrown Weapon Spear.

All Muscle Powered Weapons Talent for 15 points is basically buying DX without the Basic Speed. I would not allow that talent unless it was a very cinematic setting

Anders 12-03-2008 09:42 AM

Re: Got Talent?
 
Wordsmith: Fast-Talk, Poetry, Propaganda, Public Speaking, Writing. Reaction bonus: anyone listening to, reading or critiquing your work. 5/level.

Anders 12-03-2008 09:43 AM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
All Muscle Powered Weapons Talent for 15 points is basically buying DX without the Basic Speed. I would not allow that talent unless it was a very cinematic setting

Why not? It's a lousy deal, because it doesn't give you skill and default bonuses to any non-weapon DX-based skills - and there's a ton of those.

Hannes665 12-03-2008 09:49 AM

Re: Got Talent?
 
Quote:

Originally Posted by Asta Kask
Why not? It's a lousy deal, because it doesn't give you skill and default bonuses to any non-weapon DX-based skills - and there's a ton of those.

Because it is too wide of a concept. If someone has Talent that allows hims to be better at all Muscle powered weapons how come he is not just as handy with skills like Guns, Driving, Acrobatics and so on?

That is why I would not allow it in any campaign unless it is highly CINIMATIC that´s the point, that it is a very cinematic Talent rather than a “bad” talent.

It would fit well in game were Wild card skills are common like Sword! Or Guns! Or Pilot!

vitruvian 12-03-2008 01:37 PM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
Because it is too wide of a concept. If someone has Talent that allows hims to be better at all Muscle powered weapons how come he is not just as handy with skills like Guns, Driving, Acrobatics and so on?

That is why I would not allow it in any campaign unless it is highly CINIMATIC that´s the point, that it is a very cinematic Talent rather than a “bad” talent.

It would fit well in game were Wild card skills are common like Sword! Or Guns! Or Pilot!

Thing is, it's actually less wide of a concept than another construct that costs the same and is definitely rules legal - buying up DX and selling back Basic Speed. To my mind, being willing to get less bang for one's CP buck in order to fit a character concept is actually the antithesis of being a munchkin.

Not another shrubbery 12-03-2008 11:48 PM

Re: Got Talent?
 
Quote:

Originally Posted by vitruvian
Thing is, it's actually less wide of a concept than another construct that costs the same and is definitely rules legal - buying up DX and selling back Basic Speed. To my mind, being willing to get less bang for one's CP buck in order to fit a character concept is actually the antithesis of being a munchkin.

It could be just different degrees, you know...

Anders 12-04-2008 01:57 AM

Re: Got Talent?
 
Quote:

Originally Posted by Hannes665
Because it is too wide of a concept. If someone has Talent that allows hims to be better at all Muscle powered weapons how come he is not just as handy with skills like Guns, Driving, Acrobatics and so on?

That is why I would not allow it in any campaign unless it is highly CINIMATIC that´s the point, that it is a very cinematic Talent rather than a “bad” talent.

It would fit well in game were Wild card skills are common like Sword! Or Guns! Or Pilot!

Excellent point.

BaHalus 03-05-2011 12:48 AM

Re: Got Talent?
 
What do you think of artificers' talent?
I think it is a bit overpriced.
It should be split in "Ancient artificer" and "modern artificer" or something like that. Keeping the full talent only for intermediate TL where all the skills would apply.

Anders 03-05-2011 05:52 AM

Re: Got Talent?
 
I personally wouldn't charge points for Electronics Repair or Electrician in a low-tech game. I'm not sure that would change the point cost, though.

Kalzazz 03-05-2011 06:10 AM

Re: Got Talent?
 
Would it be possible to update this thread toward current talents? Seems would be a very convenient resource in chargen, but not sure on kosherness

Anders 03-05-2011 06:31 AM

Re: Got Talent?
 
I had actually forgotten all about this thread...

Err, give me some new talents and I will update.

Þorkell 03-05-2011 06:42 PM

Re: Got Talent?
 
I did a thread like this one a while back. It just had the names of the Talents and where they could be found.

BaHalus 03-05-2011 11:32 PM

Re: Got Talent?
 
Quote:

Originally Posted by Asta Kask (Post 1133354)
I personally wouldn't charge points for Electronics Repair or Electrician in a low-tech game. I'm not sure that would change the point cost, though.

Artificer:
1 Armoury,
2 Carpentry,
3 Engineer,
4 Masonry,
and
5 Smith.

1 Electrician,
2 Electronics Repair,
3 Machinist,
4 Mechanic,

Reaction bonus:
anyone you do work for. 10 points/level.

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

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.

Anders 03-13-2013 11:19 AM

Re: Got Talent?
 
Thanks Kromm. I would also like to know what Smith covers if it doesn't cover tools?


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