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04-02-2020, 12:51 PM | #1 |
Join Date: Feb 2016
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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 |
04-03-2020, 01:45 AM | #2 |
Join Date: Oct 2007
Location: Vermont
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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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My ongoing thread of GURPS versions of DC Comics characters. |
04-03-2020, 09:09 AM | #3 |
Join Date: Aug 2004
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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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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
04-03-2020, 10:20 AM | #4 |
Join Date: Jul 2007
Location: West Virginia
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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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Per Ardua Per Astra! Ancora Imparo |
04-03-2020, 11:28 AM | #5 |
Join Date: Aug 2014
Location: Snoopy's basement
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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. |
04-03-2020, 11:54 AM | #6 | |
Join Date: Mar 2006
Location: Iceland*
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Re: New Talents
Quote:
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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reaction modifiers, talent |
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