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#31 | |
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Join Date: Nov 2008
Location: Florida
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Quote:
Sorry, some of the perks are campaign specific. |
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#32 |
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Join Date: Apr 2010
Location: The Hall of Fallen Columns
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#33 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Actually no, I've included the styles shown here as well as Art of the Female Dragon (another dominatrix art) and Le Petite Mort (a style based on secretly attacking your opponent during the act of sex... sexual assassination if you will...) that and boatloads of perks.
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#34 |
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Join Date: Oct 2007
Location: Vermont
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Style Perks is where non-combat styles really pay off in my opinion.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
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#35 |
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Banned
Join Date: Apr 2008
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Hockey Player Style {3}
Core Skills: Sport (Hockey), Skating Highly recommended skill: Brawling Optional skill: Tactics (Hockey) Techniques: Skating Backwards, Bodychecking, Stickchecking, Wrist Shot, Slap Shot, Snap Shot, Targetted Attack (Goal Corners). Perks: Teamwork, Dirty Fighting, Shoves and Tackles, Sure-Footed (Ice). |
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#36 |
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Join Date: Aug 2008
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You mean this?
Parkour 5 Skills: Acrobatics, Climbing, Jumping, Running. Techniques: Acrobatic Stand, Balancing, Dive n Roll, Evade (Acrobatics), Scaling, Skidding, Sliding, Spinning, Tic-Tac. Cinematic Skills: Flying Leap, Lizard Climb. Perks: Sure-Footed (Slippery), Sure-Footed (Uneven), Technique Mastery (Balancing, Scaling, or Tic-Tac). Optional Traits Secondary Characteristics: Increased Move. Advantages: Catfall, Perfect Balance. Don't know enough about the culture to suggest disadvantages or optional skills.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#38 |
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Banned
Join Date: Apr 2008
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Mountebank
Core Skills: Fast-talk, Acting, Public Speaking Optional Skills: Merchant, Psychology Techniques: Reactive Improvisation (Fast-talk), Prepared Patter (Public Speaking), Spot Marks (Psychology), Horrify (Public Speaking and/or somehow Psychology), ...? Perks: Honest Face, Good With (Hypocondriacs), Penetrating Voice, Influence Schtick (various?), Dabbler (Pharmacy, Physician). Last edited by Figleaf23; 06-16-2011 at 12:57 PM. Reason: Added more perks. |
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#39 |
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Join Date: Nov 2004
Location: Flushing, Michigan
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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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#40 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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