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Join Date: May 2013
Location: Tyler, Texas
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Some have expressed a desire for more talents to be available to characters. I've stated ad nauseum why I think that's a bad idea for most campaigns.
But, another way to approach the issue is to add "base talents". These talents represent a "serious hobbyist" or apprentice level of competence. General Rule. Many 2 point talents - called "full talents" - can be bought at a 1 point "base" level. Unless otherwise stated below, a base talent halves whatever penalty is applied when figures completely lack the full talent. Or, it halves any bonus received when a figure has full talent. If the full talent only grants a success roll (i.e., Thief) add 1 die to the success roll. A figure who has the base talent can acquire the full talent later for a cost of 1 IQ point. Base talents require the same IQ level as the full talent. Base talents are NOT sufficient to fulfill talent requirements for jobs, nor do they satisfy prerequisites for advanced talents. Talents available at base level are listed below. Most are covered by the general rule above, but I'm showing the effect for clarity. Talents with a base level can be indicated with a (b) or somesuch. Sword: -2 DX. Ax/Mace: -2 DX. Pole Weapons: -2 DX Bow: -2 DX Guns: No bonus to hit, but no penalty either. Thrown Weapons: +1 DX; cannot ready and throw in one turn though. Running: +1 MA; when determining half movement allowance, round fractions up. Priest: Basic familiarity with religious rites and doctrines, but not enough to regularly lead a congregation. Bard: +1 die for all success rolls; -2 from roll if you also have Sex Appeal; -1 if you have base Sex Appeal. Detect Traps: Roll 1 fewer die instead of 2 dice to detect traps; converts to full Detect Traps if you also have Alertness. Animal Handler: +1 die for all success rolls. Naturalist: 3/IQ to identify creatures; +1 die for other success rolls. Thief: +1 die for all success rolls. Mechanician: +1 die for all success rolls; includes base Remove Traps Physicker: heal 1 point with physicker's kit. Detection of Lies: +1 die for all success rolls. Ventriloquist: +1 die for all success rolls. Disguise: +1 die for all success rolls. You can extend this rule to 1 point talents, but I'm ambivalent about that. At some point, you're re-creating GURPS. If you insist, the following base talents cost 1/2 IQ point. Base talents with -2 DX: crossbow, knife, shield, Base talents with +1 die for all success rolls: Sex Appeal, Tracking, Horsemanship: -2 DX but no DX roll required to stay mounted. Swimming: 3d if you fall in water Climbing: takes twice as long as someone with Climbing skill; 3/DX roll every 5 minutes to avoid a problem. +1 die for any success rolls. Last edited by tbeard1999; 05-09-2018 at 09:08 PM. |
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