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Old 07-22-2021, 07:11 PM   #21
thrash
 
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Join Date: Aug 2004
Location: traveller
Default Re: Bang Skills

Quote:
Originally Posted by Kromm View Post
Consider a GURPS Action-style campaign. The GM requires that everybody have three wildcards:
  1. A personal wildcard, named for them. ...
  2. The ultimate template wildcard for their role. ...
  3. A wildcard for general action-adventure tasks, named BAT! in homage to GURPS Action 4: Specialists. ...
And that's it for skills!
How do you imagine assigning levels to these? Do the players select how many points to invest in each, as usual, or are there campaign standards or guidelines?

It's hard to see how one character could have a higher personal wildcard skill than another. Is the former "more themselves" than the latter? More self-actualized? Or just older or more experienced?

Similarly, what do differences in BAT! skill level represent? A greater or lesser inclination towards polymathy or dabbling, or perhaps what Traveller used to call Jack-of-all-Trades skill?
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bang skills, kromm explanation, power-ups 7, wildcard skills


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