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Old 04-02-2020, 12:51 PM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default New Talents

I was curious if anyone had any new talents (beyond those in PU3), that they would want to share. I will share a couple:

Natural Farmer 5 CP/level

Skills: Animal Handling, Farming, Gardening, Meteorology, and Veterinary

Reaction Bonus: Fellow farmers

Alternative Bonus: +1/level to HT rolls of animals and plants under your care to survive disease

Wise Woman 5 CP/level

Skills: Diagnosis, Esoteric Medicine, First Aid, Pharmacy (Herbal), and Veterinary.

Reaction Bonus: Former patients and other wise women

Alternative Benefit: -1/level penalty for using improvised equipment
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Old 04-03-2020, 01:45 AM   #2
aesir23
 
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Join Date: Oct 2007
Location: Vermont
Default Re: New Talents

I have a few I've created throughout the years:


Animal Instincts: 10 points/level. You retain an animal's natural sense of how to fend for itself and survive in the wild.

Skills: Brawling, Climbing, Intimidation, Jumping, Running, Sex Appeal, Stealth, Survival, Swimming, Tracking and Weather Sense.

Reaction bonus: naturists, uplifted animals and pre-historic men.

Graceful: 5 points/level.You move with uncommon fluidity, efficiency, and grace.

Skills: Acrobatics, Dancing, Light Walk, Performance, Sex Appeal, Stealth.

Reaction Bonus:Anybody who has just seen you perform or compete in athletics.

Wolf Talent: 5 points/level A racial talent for a species of sentient wolf.

Skills: Area Knowledge (Hunting Territory), Brawling, Running, Intimidation, Survival, Tracking).

Reaction bonus from: Wolves and other pack-hunters.
Or Alternative Benefit: Gives its bonus to rolls to memorize scents as described in Discriminatory Smell.
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Old 04-03-2020, 09:09 AM   #3
tbone
 
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Default Re: New Talents

I collected my original and revised Talents (over a dozen) onto one page:
http://www.gamesdiner.com/gurps-dfrp...e-new-talents/

I'd be happy to copy-paste here, but the whole thing would make for a pretty big paste. Pop on over if interested, and nab any you like –
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Old 04-03-2020, 10:20 AM   #4
Astromancer
 
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Join Date: Jul 2007
Location: West Virginia
Default Re: New Talents

Any Talent can be shaped for a social role. It lets you smuggle those aspects of "Character Classes" You might like into the game.
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Old 04-03-2020, 11:28 AM   #5
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: New Talents

Here's a couple I just came up with:

That Would Be Kewl talent:

Stealth, Power Blow, Body Language, Fast Draw, Lariat, Sex Appeal


What This Character Needs talent:

Leadership, Ship Handling, Fast-talk, First Aid, Swimming, Diplomacy, Fast Draw, Observation, Climbing, Savoir Faire.
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Old 04-03-2020, 11:54 AM   #6
Icelander
 
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Join Date: Mar 2006
Location: Iceland*
Default Re: New Talents

Quote:
Originally Posted by Donny Brook View Post
Here's a couple I just came up with:

That Would Be Kewl talent:

Stealth, Power Blow, Body Language, Fast Draw, Lariat, Sex Appeal


What This Character Needs talent:

Leadership, Ship Handling, Fast-talk, First Aid, Swimming, Diplomacy, Fast Draw, Observation, Climbing, Savoir Faire.
Those are thematically rather problematic.

Specifically, Talents are not meant to be a list of skills that a character wants bonuses to. If that is allowed, spending points on skills and Attributes is definitely suboptimal and there is a perverse incentive for all characters to be mechanically the same (with a Talent for every skill they need). Also, to me, a character that can't meaningfully be described in real world terms (i.e. 'has high emotional intelligence' or 'good hand-eye coordination'), is less interesting, so I prefer Talents that believably group together tasks that correlate with each other.
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