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#31 | |
Join Date: Oct 2010
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Same deal when the 3rd Ed template has 6 points on a skill, like Tactics (CT) for Delta and DEVGRU or Navigation for SEALs. So having taken your (and Anders') suggestion to convert by comparing actually final skill rating to attribute and determining the cost under 4th, I get 72 points in skills for the SF Weapon's Sgt. That's a lot close to your 50 - 60 point suggestion, but still a decent bit over. |
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#32 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Some skills you might want to consider adding:
Administration: as all these guys are experienced NCOs, they will have some basic paperwork skills. NBC Suit: They will presumably have had basic NBC warfare training. Scrounging: You don't always have a full-function supply chain. The template also looks a bit light on practical intelligence collection skills: some of Acting, Fast-talk, Holdout, Interrogation, Research, Search, and Urban Survival would be plausible. |
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#33 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Quote:
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#34 | |
Join Date: Oct 2010
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What's the reason for the change? |
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#35 |
Join Date: Aug 2005
Location: Portland, Oregon
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For someone who might find himself say, negotiating with a Pushtun Chieftain to collect a bunch of tribalistic mercs for a raid on a Taliban camp? That's a more difficult job then many champagne sipping diplomats have.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#36 | ||
Join Date: Oct 2010
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Truth. From Wikipedia: Quote:
All of the other skills you have are worth 6 pounds of dick if you blow your diplomacy check with said tribal chieftain. |
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#37 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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If there's a detailed rationale, I don't know it. This isn't something where there's a demonstrable right answer.
One might hope to have a specialist along for that kind of challenge. |
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#38 | |
Join Date: Aug 2005
Location: Portland, Oregon
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__________________
"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#39 | |
Banned
Join Date: Oct 2007
Location: Europe
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(Alternatively, GURPS may have various Perks that can serve as alternatives to ordinary people experiencing themselves up to absurdly high skills after a few decades. I know that I often have a blind spot when it comes to Perks.) Many kinds of soldiers, and many adventurer-types (spies, ninja, artifact retrieval teams), differ from the above, in that they are continously challenged by new and different experiences, and so the 1:800 ratio may be reasonable to use for the time that they spend actively working. That's certainly the case for those many types of special ops soldiers who spend most of their non-missioning time on active training, constantly striving to improve themselves. So for those it's not just "actively working" time, but the total time they spend on their job, be that 20 or 50 hours/week. Also certain fictional characters, e.g. TV show police detectives who appear to almost always get tricky and complicated cases, may have some of that as well (they're "in the field" all the time, unlike special ops soldiers). |
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#40 | |
Join Date: Jul 2007
Location: Ann Arbor, MI
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They also don't want to draw any unwanted attention from their enemies. The fact that you're trying to kill somebody means that they're going to get very interested in killing you right back. Making yourself easy to identify is bad.
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Online Campaign Planning |
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Tags |
federal agencies, special ops |
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