04-03-2020, 02:57 PM | #11 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New Talents
I added Disguise (Animal) and Weather Sense to Outdoorsman, because the vanilla version seemed a little underwhelming for me.
Knight Axe/Mace, Broadsword, Lance, Riding, Savoir-Faire, Shield. 5 points/level. This is also a power talent for the Chivalry power, making it worth 10 points per level in toto.
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04-03-2020, 03:04 PM | #12 |
Join Date: Dec 2012
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Re: New Talents
I thought about creating a thread like this, but dedicated specifically to martial talents. One that I've been working on in my head, but would like suggestions for:
Horse Archer, 5 points Skills: Animal Handling (Equines), Bow, Fast Draw (Arrow), Riding (Horse), Soldier. Reaction Bonus: +1 per level from other horse archers, and military commanders who use them. Alternative Benefit: <Not sure; suggestions?> Thought about adding Armory, but wasn't sure it would fit.
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04-03-2020, 03:05 PM | #13 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: New Talents
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04-03-2020, 03:49 PM | #14 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: New Talents
Las Vegas Dog Catcher talent
Animal Handling, Driving, Area Knowledge, Gambling, Net. Ironman Church Minister talent Running, Bicycling, Swimming, Religious Ritual, Theology, Public Speaking Singing Cowboy talent Singing, Performance, Musical Instrument (Guitar), Animal Handling, Sport (Rodeo), Survival (Plains) Last edited by Donny Brook; 04-03-2020 at 03:53 PM. |
04-03-2020, 04:36 PM | #15 |
Join Date: Jun 2006
Location: On the road again...
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Re: New Talents
Donny Brook, I must say, I am seeing a total *LACK* of common theme in the skills of your talents, excepting the singing cowboy one.
Could you explain the logic behind them, starting with your first collection? Thanks in advance.
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04-03-2020, 04:46 PM | #16 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: New Talents
You've caught me. I'm being a sarcastic instigator. I think that Talents have been allowed/encouraged to creep far beyond their original and appropriate mandate and restrictions. It seems like these days (certainly since PU3) any old collection of skills can be justified as a talent as long as some sort of moniker can be slapped on them.
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04-03-2020, 05:59 PM | #17 |
Join Date: Feb 2016
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Re: New Talents
In general, I forbid talents that do not have a narrative theme associated with them. Just grouping skills together so players can have cheaper PCs is a point crock (though it is less of an issue in my games because I give a -1 to penalties to a skill for every 4 CP invested in that skill and its associated techniques).
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04-04-2020, 02:00 AM | #18 |
Join Date: Aug 2004
Location: U.K.
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Re: New Talents
The fact that some people didn’t spot that immediately suggests a tragic shortage of awareness of irony round here...
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04-04-2020, 02:06 AM | #19 |
Join Date: Aug 2004
Location: U.K.
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Re: New Talents
I think a lot of those would really better be covered by Wildcard skills. Supers and other comic-book characters who are just arbitrarily really good at everything within their theme, with little logical justification but buckets of “because it’s what they do”, are really what Wildcards were made for. Whereas Talents are at least sonewhat realistic.
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04-04-2020, 02:27 AM | #20 | |
Join Date: Jun 2006
Location: On the road again...
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Re: New Talents
Quote:
IMO, the Classic Homemaker one is a case of "Job Training", with the "job" as "doing low-tech housework". Natural Swordsman is just as useful in a low-tech swashbuckling or swords-and-spaceships space opera game as it is in a superhero game. All that said, I think they have a better unifying theme for games that permit Talents but not Wildcards (I've been in a few of those) than some Talents in this thread.
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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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reaction modifiers, talent |
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