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Old 04-06-2020, 08:52 AM   #31
AlexanderHowl
 
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Default Re: New Talents

Rambler

Reaction Bonus: Anyone attracted to their gender who is looking for short term intimate relationships.

Skills: Gambling, Holdout, Sex Appeal, Sleight of Hand, and Stealth

Alternative Bonus: +1/level on Per tests to notice ambushes and cheats.
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Old 04-06-2020, 12:00 PM   #32
Þorkell
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Default Re: New Talents

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Originally Posted by Donny Brook View Post

Alpha Ape talent:

Area Knowledge, Survival, Intimidation, Brawling, Leadership, Brachiating
Where can Brachiating be found?
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Old 04-06-2020, 12:45 PM   #33
Phil Masters
 
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Default Re: New Talents

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Rambler

Reaction Bonus: Anyone attracted to their gender who is looking for short term intimate relationships.

Skills: Gambling, Holdout, Sex Appeal, Sleight of Hand, and Stealth

Alternative Bonus: +1/level on Per tests to notice ambushes and cheats.
Uh, pardon? Was that meant to be "Gambler", or is this some regional or generational slang I've missed?

(I'd interpret "Rambler" as either someone who likes going for long country walks or possibly someone prone to rambling speech.)
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Old 04-06-2020, 01:04 PM   #34
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Actually, some of those aren't entirely bad.
You've thrown down a gauntlet, sir! :)


Predatory 'Playah' talent:

Carousing, Pharmacy, Observation, Psychology, Lifting



Born Retired Civil Servant talent:

Administration, Savoir Faire, Acting, Hobby Skill, Housekeeping
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Old 04-06-2020, 02:41 PM   #35
Abrasax
 
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Not a talent per-se, but I really like the idea of linking certain Powers/magic to mundane skills; i.e. the kind of person who is good at Translocation/Teleport spells is also someone who has a natural talent for Applied Mathematics and Physics; the 'natural telepath' is also a 'natural' at Body Language and Detect Lies, etc. I feel it helps to flavor the powers/spells to make them more a part of the individual rather than simply a +1 to a superpower roll.
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Old 04-06-2020, 03:51 PM   #36
AlexanderHowl
 
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Default Re: New Talents

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Originally Posted by Phil Masters View Post
Uh, pardon? Was that meant to be "Gambler", or is this some regional or generational slang I've missed?

(I'd interpret "Rambler" as either someone who likes going for long country walks or possibly someone prone to rambling speech.)
Slight cultural differences between the UK and the USA. In the UK, a rambler is someone who takes long walks. In the USA, a rambler is a drifter or vagabond.
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Old 04-06-2020, 03:54 PM   #37
kirbwarrior
 
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Default Re: New Talents

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Originally Posted by Abrasax View Post
Not a talent per-se, but I really like the idea of linking certain Powers/magic to mundane skills; i.e. the kind of person who is good at Translocation/Teleport spells is also someone who has a natural talent for Applied Mathematics and Physics; the 'natural telepath' is also a 'natural' at Body Language and Detect Lies, etc. I feel it helps to flavor the powers/spells to make them more a part of the individual rather than simply a +1 to a superpower roll.
There's actually two nice ways to do that;
A) Make powers (and maybe all of them) have an attached skill. I'm doing that currently
B) Use regular talents for power talents (I believe Powers brings that idea up?)
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 04-06-2020, 03:59 PM   #38
AlexanderHowl
 
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I would generally increase the cost of a talent by 50% if it was also a Power Talent. For example, Allure [5 CP/level] would become Allure [8 CP/level] if it also enhanced Telepathy.
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Old 04-06-2020, 04:12 PM   #39
Abrasax
 
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I would generally increase the cost of a talent by 50% if it was also a Power Talent. For example, Allure [5 CP/level] would become Allure [8 CP/level] if it also enhanced Telepathy.
It's much easier than that. In Powers-Ups 3: Talents there is a section on page 4 that explains how much Talents are worth based on the number of skills they cover.

Find the point cost of your Power Talent unmodified, i.e. if it is a 5-point Power Talent it's equivalent to a small group of skills (6 or less), which means adding 6 skills to it makes it equivalent to a large group (10 points). It is the exact same cost as though you had gotten one level in the base Power Talent and one level in a Talent covering a small-group (6 or less) skills, so there's no reason not to just make them one ten-point advantage. Alternately, you could make them two Linked Advantages to make them even cheaper (if Linked is allowed for Talents?)

Last edited by Abrasax; 04-06-2020 at 04:16 PM.
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Old 04-06-2020, 04:18 PM   #40
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Default Re: New Talents

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I would generally increase the cost of a talent by 50% if it was also a Power Talent. For example, Allure [5 CP/level] would become Allure [8 CP/level] if it also enhanced Telepathy.
Found it, Powers p29. It even calls out using Magery, which is underpriced for being a skill talent (it covers more skills than the number of mundane skills!) but properly priced as a power talent. If anything, I'd rather get rid of Power Talents and make sure every power set has an appropriate mundane talent. It requires more work, but generally speaking will fit my campaigns better.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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