04-11-2020, 11:58 AM | #61 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New Talents
GM! also helps if you get food poisoning from leftovers served at the game.
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04-11-2020, 01:25 PM | #62 |
Join Date: Jun 2010
Location: Dreamland
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Re: New Talents
It also gets rid of familiarity penalties for new systems and even gives you impulse points for doing things like finding the right dice, getting a new player to show up, and even add a piece of history to the setting to find and use for a realistic campaign.
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10-05-2024, 05:38 PM | #63 |
Join Date: Dec 2012
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Re: New Talents
I'd mostly forgotten that this thread existed, and almost made a new one before finding it, as I have a few ideas for Talents that could use developing. Starting off, something that occurred to me while looking through GURPS Bio-Tech, relating to Biogadgets (pp95-101, and skills on p214):
Bioartificer, 5/level Skills: Armoury (Biogadgets?); Bioengineering (Biogadgets); Physiology (Biogadgets); Surgery; Veterinary. Reaction Bonus: People you do work for, and biogadgets that are both intelligent and independent enough to have game-relevant reaction rolls. Alternative benefit: <uncertain; maybe something like the ones from Green Thumb or Healer, but the ones from Artificer and Dungeon Artificer might make as much sense> Other things I'm uncertain about: Does 'Biogadgets' as an Armoury specialization work, and if not, what should replace it? The boxed text on Bio-Tech p95 suggests that Physician should be used for biogadgets, but it seems to me like Veterinary or 'Veterinary (Biogadgets)' makes more sense in context, especially given the expanded information on it in the skill thread. What do you think?
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10-06-2024, 03:42 AM | #64 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Talents
A somewhat meta talent I've created for my Occult WWII in India game: Devotion (religion). This gives +1/level reactions from members of the same religion, and boosts Theology (religion) and Religious Ritual (religion), plus three other religion-relevant skills, which vary by the religion, and sometimes by the worshipper's style within the religion.
For a rather mystic Sikh, they are Autohypnosis, Breath Control and Meditation. For a more worldly Muslim, they are History (Islam), Law (Islam) and Meditation. Others to be defined as the campaign needs them.
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10-09-2024, 10:21 PM | #65 |
Join Date: Dec 2012
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Re: New Talents
Something partly inspired by the Psientist Talent, but with a different focus (also, a Talent that an Inner martial arts style could be somewhat built around):
Mental Defence, 5/level (or higher, see below). Skills: Autohypnosis, Dreaming, Mental Strength, Mind Block, and (usually) one setting appropriate skill covering understanding the abilities you're defending against - Psientist Talent offers either Expert Skill (Psionics) or Hidden Lore (Psionics), but in settings with other powers, the appropriate skill might be Thaumatology or Weird Science, Hidden Lore (Spirits), (Mythos), (Dreamlands), or (Chi), Expert Skill (Super Powers), et cetra; in a setting with multiple power sources that could provide mind-affecting abilities, the skills could be something like Expert Skill (Mental Powers), or the GM might add more skills to the Talent, thus increasing the cost. Reaction bonus: Probably none, but you may get a reaction penalty from mind-controllers, or from dreamwalkers or mind-readers who are offended by attempts to protect your mental privacy. Alternative bonus: +1/level to mundane rolls to detect mental abilities being used on you. Thoughts?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
10-10-2024, 07:09 AM | #66 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: New Talents
I like that. I might want one more skill in the package, but I don't know what off-hand.
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10-10-2024, 04:38 PM | #67 | |
Join Date: Dec 2012
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Re: New Talents
Quote:
EDIT: One skill that I considered for both this and another Talent, then forgot about until randomly recalling it a little while ago, is Professional Skill (Military Psionicist). This is the skill of planning for the use of psionic abilities in a military context, by any side. It might be an Expert Skill instead, depending on the setting or the GM, but either way probably occupies the variable position like Hidden Lore (Psionics). I thought about it being a specialization of Tactics or Strategy, but decided that those were too narrow in application, since it effects a lot more than just combat. Similar skills probably exist in magical or other 'strange powers' settings.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 10-10-2024 at 08:22 PM. |
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10-10-2024, 10:36 PM | #68 |
Join Date: Apr 2005
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Re: New Talents
Another possible skill is Electronics Operations (Psychotronics or similar)
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10-11-2024, 06:16 PM | #69 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: New Talents
Not sure any of these are an exact fit, but in the general vein I note: Psychology, Meditation, Invisibility Art, Zen Archery and Body Control.
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10-11-2024, 09:20 PM | #70 | |
Join Date: Dec 2012
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Re: New Talents
Quote:
Maybe. Another that I considered for a while and then dropped as too cheesy was Acting, to defend against mundane 'mind reading' (Detect Lies, et al).
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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