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Old 06-13-2014, 06:52 AM   #81
Danukian
 
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Default Re: Gurps Modern Folks

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Originally Posted by Gold & Appel Inc View Post
that's how I punched way above my weight without trying very hard all through school.
I used some sort of weird advantage that allowed me to gain insight to standardized testing without gaining any real information, Maybe I'd stat it up as as IQ (Standardized Test Taking Only) [1/level]. Very useful for CLEP or any other "Test Out" programs!
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Old 06-13-2014, 06:53 AM   #82
Gold & Appel Inc
 
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Default Re: Gurps Modern Folks

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Originally Posted by Danukian View Post
I used some sort of weird advantage that allowed me to gain insight to standardized testing without gaining any real information, Maybe I'd stat it up as as IQ (Standardized Test Taking Only) [1/level]. Very useful for CLEP or any other "Test Out" programs!
I'd call that an IQ/E skill (which I think I had 1 point in that degraded years ago, because otherwise my CAT, PSAT, and SAT scores really have no explanation) - Basically a specialization of Games.
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Old 06-13-2014, 07:16 PM   #83
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Default Re: Gurps Modern Folks

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In my experience, addiction to Psychostimulants (like Adderal, Dexedrine and Ritalin) are common enough among the top students to keep it from being a taboo trait (but not so common as to make it an obvious choice I'd notice missing from the lens if it wasn't pointed out), and those that don't abuse them almost universally have Addiction (Caffeine) during the school year.
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Originally Posted by Gold & Appel Inc View Post
+1 on removing Taboo: Addiction, for the reasons Danukian listed. I'd definitely take out Lecherousness, too - Plenty of very studious but healthy and young kids rip each others' clothing off in various laboratories, libraries, media centers, etc every day, and it probably improves productivity in the long run by getting it out of their systems in a few minutes instead of wasting a whole all-nighter on flirting. Also, I'd add Eidetic Memory (Regular) as an option for the 5 discretionary points; that's how I punched way above my weight without trying very hard all through school.
I see your points about addiction and lecherousness, I was trying to call out those things that interfere with most students studies--but I can see that the disadvantages are too general.

And I agree that Eidedic Memory is a good option to add. However, this lens was definitely NOT intended to apply to those of us who succeeded without trying very hard.
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Old 06-24-2014, 10:47 AM   #84
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Default Re: Gurps Modern Folks

Take-My-Dough Instructor [25 points]

ST DX IQ HT all 10 [0]

Advantages
Style Familiarity (Own Style) [1] plus 20 points spent among: Raising Attributes, Attractiveness [varies], Charisma +1 [5], Fit or Very Fit [5/15], Languages [varies], Reputation [5/lvl], Talent [varies].

Disadvantages
-20 points spent among Alcoholism [-15]; Bad Temper [-10]; Bully [-10]; Code of Honor (Fight Fair) [-5]; Delusion (Martial Art Master) [-5]; Greed [-15]; Laziness [-10]; Overconfidence [-5]; Sense of Duty (Students) [-5];

Primary Skills
Teaching and Administration, both (A) IQ+1 [4], Savior-Fare (Dojo/Gym) (E) IQ [1] plus 5 points in Skills/Techniques from Style – Sports/Self Defense versions of Karate and Tae Kwon Do are most common, but many styles have McDojo versions.
.

Secondary Skills
5 more from Style Techniques (Useless Techniques are appropriate!), Increasing Savior-Fare, or Sports/Art Versions of Flail, Broadsword, Shortsword, or Staff.


Background Skills
5 points

---------------

Loss Prevention Specialist [25 points]

ST DX IQ HT all 10 [0]

Advantages
20 points spent among: Raising Attributes (especially PER), Attractiveness [varies], Charisma +1 [5], Contacts (Police) [Varies], Courtesy Rank [varies], Fearless [2/level], Fit or Very Fit [5/15], Languages [varies], Reputation [5/lvl], Talent [varies].

Disadvantages
-20 points spent among Bully [-10]; Code of Honor (Professional) [-5]; Curious [-5]; Honesty [-10]; Intolerance (Criminals) [-5]; Overconfidence [-5]; Workaholic [-5].

Primary Skills
Administration (A) IQ [2]; Law (Police) (H) IQ-1 [2]; Observation (A) PER+1 [4]; 4 points on either Judo or Wrestling and 1 point each on techniques Arm Lock and Handcuffing.

Secondary Skills
6 points between Acting, Criminology, Electronics Operation (Surveillance), Interrogation, Shadowing, Streetwise all IQ/A; Body Language Per/A; Detect Lies Per/H; Intimidation Will/A;


Background Skills
5 points
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Old 06-26-2014, 06:22 PM   #85
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Default Re: Gurps Modern Folks

Does anyone remember what Figleaf23's list of generic Modern Background Skills was, before he edited them out and then got banned for I-don't-know-what?
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Old 07-05-2022, 06:51 PM   #86
rpd
 
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Default Re: Gurps Modern Folks

Nice. Post to save.
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Old 07-06-2022, 05:00 AM   #87
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Nice. Post to save.
THREAD: RISE UP!

Shipping Warehouse Associate [25]:

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0];

Secondaries: Per +1 [5]

Advantages: CHOOSE 20 From: Eidetic Memory (Regular) [5]; Extra Fatigue 1-3 [3/Level]; Extra Per 1-3 [5/Level]; Fit [5]; Languages [Varies]; Less Sleep 1-2 [2/Level]; Night Vision 1-2 [1/Level]; Single-Minded [5];

Disadvantages: -15 Points in anything, really; you ended up here for a reason but what that could be is pretty broad. Dependents are common.

Primary Skills: Hiking (A) HT [2]; Lifting (A) HT+1 [4]; Search (A) Per+1 [4];

Secondary Skills: 5 Points in Driving (A) (Loader); OR any leisure activity, or a Language.
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Old 07-07-2022, 01:45 AM   #88
Pursuivant
 
Join Date: Apr 2005
Default Re: Gurps Modern Folks

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Originally Posted by Prince Charon View Post
Does anyone remember what Figleaf23's list of generic Modern Background Skills was, before he edited them out and then got banned for I-don't-know-what?
No, but I might have copied and modified them once upon a time. And I promise not to delete them in a fit of pique.

My list of generic "Everyman"/Background Skills is:

TL0: Area Knowledge (IQ/E); Artist (IQ/H); Boating (DX/A); Carousing (HT/A); Climbing (DX/A); Dancing (DX/A); Fast Talk (IQ/A); Games (DX/ or IQ/E); Gardening (IQ/E); Gesture (IQ/E); Heraldry (IQ/A); Hiking (HT/A); Housekeeping/TL (IQ/E); Knot-Tying (DX/E); Lip-Reading (IQ/A); Meteorology (Weather Sense) (IQ/A); Musical Instrument (IQ/H); Observation (IQ/A); Navigation (IQ/A); Naturalist (IQ/H); Professional Skill (Childcare, Food Preparation, Spinning, Tanning, Weaving, etc.) (IQ or DX/E or A); Religious Ritual (IQ/A); Running (HT/A); Savoir-Faire (IQ/E); Search (Per/A); Sex Appeal (HT/A); Singing (HT/E); Stealth (DX/H); Survival (Per/H); Swimming (HT/E).

TL1-5: As above, but add Animal Care (IQ/E); Animal Handling (IQ/A); Current Affairs (IQ/E); Farming (IQ/A); First Aid/TL (IQ/E); Hobby Skill (DX or IQ/E); Merchant (IQ/A); Professional Skill (Many possibilities) (DX or IQ/E or A); Riding (DX/A); Savoir-Faire (IQ/E); Scrounging (Per/E); Sport (DX/A); Teamster (IQ/A); Theology (IQ/H); Urban Survival/TL (Per/A); Writing (IQ/A).

TL6-7: Area Knowledge (IQ/E); Artist (IQ/H); Bicycling (DX/E); Boating/TL (DX/A); Carousing (HT/A); Current Affairs (IQ/E); Dancing (DX/A); Driving/TL (DX/E); Fast Talk (IQ/A); First-Aid/TL (IQ/E); Games (DX or IQ/E); Gardening (IQ/E); Gesture (IQ/E); Heraldry (IQ/A); Hiking (HT/A); Hobby Skill (DX or IQ/E); Housekeeping/TL (IQ/E); Knot-Tying (DX/E); Lip-Reading (IQ/A); Merchant (IQ/A); Meteorology (Weather Sense) (IQ/A); Musical Instrument (IQ/H); Mechanic/TL (IQ/A); Naturalist (IQ/H); Photography/TL (IQ/A); Professional Skill (IQ/E or A); Religious Ritual (IQ/A); Running (HT/A); Savoir-Faire (IQ/E); Scrounging (Per/E); Scuba/TL (IQ/A); Sex Appeal (HT/A); Sport (DX/A); Singing (HT/E); Survival (Per/A); Swimming (HT/E); Theology (IQ/H); Typing (DX/E); Urban Survival/TL (Per/A); Writing (IQ/A).

TL8: As above, but add Computer Operation (IQ/E); Electronics Operation (Media) (IQ/E).

TL9+: As above, but add Crewman (IQ/E); Environmental Suit/TL (DX/E); Free Fall (DX/A); Piloting/TL (DX/A); Survival (Hostile or Underwater)/TL (Per/A).

At any TL might have a more extensive list of Influence skills: Carousing (HT/A); Diplomacy (IQ/H); Fast Talk (IQ/A); Intimidation (Will/A); Leadership (IQ/A); Sex Appeal (HT/A); and possibly others.

Last edited by Pursuivant; 07-07-2022 at 01:50 AM.
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Old 07-07-2022, 02:10 AM   #89
Pursuivant
 
Join Date: Apr 2005
Default Re: Gurps Modern Folks

[QUOTE=Gold & Appel Inc;2441181]
Shipping Warehouse Associate [25]:

Advantages: Add increased ST, HT, and Fit as options.

Disadvantages: Add reduced IQ or Will; reduced Language (Spoken or Written) ability [-1 to -3]; Poverty (Struggling/Poor) [-10/-15]; Secret (Illegal Immigrant, Illegal Activity, Violations of Company Policy, etc.) [-5 to -15]; Social Stigma (Minority Group, Second Class Citizen, Uneducated) [-5 or -10]; as likely options.

Primary skill should be Freight Handling/TL or Professional Skill/TL (Warehouse Worker) (IQ/E), which would cover routine lifting and hunting for stuff on shelves. Freight Handling would cover use of things like pallet jacks, scissors lifts, forklifts, etc., so no Driving skill needed unless break-time activities include forklift racing.

Demote Search to a Secondary or Background skill unless employees are actively looking for contraband or have to go through security procedures. Possibly add Administration, Computer Operations/TL, Mechanic/TL (Warehouse Equipment), or PS (Logistics) (IQ/A). Hazardous Materials/TL skill would be appropriate for some types of warehouse work.

Taboo Traits: Absent-Minded; Bad Back; Berserk; Blindness; Chronic Pain; Lame; One Arm (One Hand acceptable with Mitigator limitation).
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Old 07-07-2022, 09:20 AM   #90
Donny Brook
 
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Default Re: Gurps Modern Folks

It seems like some good stuff is missing from this thread. From what I can see, the idea of 'pump' and 'bump' lenses was very useful.
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