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Old 10-03-2015, 02:02 PM   #31
Celti
 
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Default Re: GURPS Action 4: Specialists

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Originally Posted by johndallman View Post
It's definitely related to the Specialties section of that document.
And then some, it would seem — this is the book that describes how to make the entire document, from the basic template to required skills and disadvantages.

I have been waiting for this for years and I didn't even realise it.

...so, what extra skill sets need to be created for a space opera Action game? Battlesuit Operations and Spacer immediately come to mind. Flight School gets expanded for space pilots. I think Psy-Ops covers memetics well enough. What else?

And for other genres: Hey, Ghostdancer! When are you writing the definitive Monster Hunters version of this? :D

Last edited by Celti; 10-03-2015 at 02:05 PM.
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Old 10-03-2015, 08:27 PM   #32
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Default Re: GURPS Action 4: Specialists

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Originally Posted by Langy View Post
Car thieves in Action don't use Lockpicking. They used Forced Entry and a special tool for opening car doors that they slide in around the window. Dealing with tracking devices is more of a concern.
That will cut the electronic wires in modern cars, now there are window shims and an arm to unlock the door.
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Old 10-03-2015, 08:31 PM   #33
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Default Re: GURPS Action 4: Specialists

One can do a lot with this supplement, it can tweek templates a bit to fit right.
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Old 10-03-2015, 08:31 PM   #34
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Default Re: GURPS Action 4: Specialists

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That will cut the electronic wires in modern cars, now there are window shims and an arm to unlock the door.
Note that I said 'in Action', which only bears a slight resemblance to reality. You never see someone use lockpicks to open a car door in Action movies; it's either breaking a window, using one of those specialized car-breaking-in-bars, or using a device (probably a cell phone) to somehow remotely open the door.
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Old 10-03-2015, 09:34 PM   #35
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Default Re: GURPS Action 4: Specialists

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Note that I said 'in Action', which only bears a slight resemblance to reality. You never see someone use lockpicks to open a car door in Action movies; it's either breaking a window, using one of those specialized car-breaking-in-bars, or using a device (probably a cell phone) to somehow remotely open the door.
Police used to be able to get rings of master keys for cars as well, the could open most of the makes and models.
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Old 10-04-2015, 01:53 AM   #36
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Default Re: GURPS Action 4: Specialists

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Police used to be able to get rings of master keys for cars as well, the could open most of the makes and models.
Extremely limited, but yes.

And of course some of the keys fell into wrong hands...
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Old 10-04-2015, 08:26 AM   #37
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Default Re: GURPS Action 4: Specialists

I got this, about 20% for the possible future use in an Action campaign and 80% because it seems like a brilliant idea to adapt for other campaigns.
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Old 10-04-2015, 11:43 AM   #38
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Default Re: GURPS Action 4: Specialists

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Originally Posted by Celti View Post
...so, what extra skill sets need to be created for a space opera Action game? Battlesuit Operations and Spacer immediately come to mind. Flight School gets expanded for space pilots. I think Psy-Ops covers memetics well enough. What else?
I did 3 sets: Flight School (Space: Military), Spacer (Military) & Space Ops.
The first two are kind of messy. Spacer (Military) I based off Sailor (Military).

Space Ops:
Adv:
1 of: Immune (Space Sickness) [5], G-Experience [5], or Improved G-tolerance [5]
Skills:
Free Fall (DX/A) [8], Vacc Suit (DX/A) [8], Spacer (IQ/E) [4]
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Old 10-04-2015, 01:41 PM   #39
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Default Re: GURPS Action 4: Specialists

Here's my own versions of some space opera skill sets. I plan to add more as I think of them, and will probably do some skill sets and power-ups for Monster Hunters specialists on a finer-grained scale than the templates from Sidekicks.
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Old 10-04-2015, 01:54 PM   #40
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Default Re: GURPS Action 4: Specialists

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Originally Posted by Celti View Post
Here's my own versions of some space opera skill sets. I plan to add more as I think of them, and will probably do some skill sets and power-ups for Monster Hunters specialists on a finer-grained scale than the templates from Sidekicks.
I'd add Soldier to Battlesuit Operator. There should also be a zero-G training skill set; maybe 'Zero-G Combat', but a civilian version also would be useful. It'd include things like the use of EVA packs, Free Fall, etc.

I can't think of anything else that's really required for a generic Space Opera game that's not already in the basic book.
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