Re: What else can we define as a 'style'?
Not trying to rain on anyone's parade, but I think we want to watch out for "style creep." Nothing has to be a style. A style should offer something above and beyond what the skills already offer.
Musical Instrument (Guitar) would let you play jazz guitar without any trouble. A Jazz Guitar technique or three would let you specialize above your base skill level. I'm not sure there are "secret techniques" for jazz guitar that would be impossible to learn if you were not "one of the initiated." So what does Style Familiarity (Jazz Guitar) give you?
Even if the only thing offered by the perk are social benefits--you know a few people, the fact that you know people can open other doors for you at times, etc.--that's reasonable, but there should be a reason why someone needs a style instead of simply needing a skill.
Having said that, almost any skill or activity might be connected with a style. This would certainly be true of guilds or special schools, where there might well be secret techniques of some kind. The social benefits would be worth something, although the perk might be called something else if the social benefits are the only benefits ("Clique"--you know several people, not as well as a perk-based Friend, but well enough to get some benefit from knowing them--maybe?). I'm sure you could build styles for Piloting, Surgery, Writing, anything you wanted, really.
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