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#11 |
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Join Date: Jun 2006
Location: On the road again...
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IME, most of the wholly new skills are fairly niche: Imbuement skills in Power-Ups 1: Imbuements, Power skills in Psionic Powers, etc. New and revised specialties pop up all over the place, but are often (but not always) setting- or genre-specific*; plus, they can end up buried in side-boxes, such as Guns (Wrist Gun) getting buried in a side-box in High-Tech.
GURPS being a toolkit, it's entirely possible to alter the skills (see Power-Ups 10: Skill Trees for a total rework) for your campaign. I've done so several times, mostly in my space opera games (a lot of the changes I made in my custom space opera setting's skill list were tested nearly a decade and a half ago in a Star Wars game, when all I had was the Basic Set and Ultra-Tech). * I'm actually surprised Driving (Hovercycle), distinct from Driving (Hovercraft), hasn't shown up in an official book or Pyramid article yet, tbh.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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