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#1 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
And to be honest, this seems sound. I'm familiar with the belly dancing community via my wife. Belly dancers all the world over seem to have a network, and giving your teacher's name and showing a few moves can get you in the door. Plus various arts councils and granting agents will provide limited resources for shows, setting up schools, etc. And of course there are "trademark moves" that don't get taught to casual dancers showing up for the beginners' course. The same goes for physicists. Those of us with graduate degrees can, provided we share a language, interact via the common culture of "being a physicist." The piece of vellum is grounds enough to apply for various fellowships and summer schools. And despite 16 years away from the field, I still have a gang of people who invite me to parties, let me stay at their place, etc. simply because we all have similar pieces of vellum hanging on our walls. Conversely, no matter how much you practice or self-teach, good luck convincing anybody that just because you have the right knowledge, you "belong." In game terms, that's having all the right skills, and maybe a few of the expected techniques or perks, but not the special SF perk. The SF perk represents witnessed, mentored learning of the right stuff in the right order, often with some variety of formal or informal certification (which may well travel by word of mouth only). Those without it frequently aren't taken seriously, even if they can demonstrate prodigious knowledge. And unlike the fighting arts, most real-world professions don't have anything equivalent to "sparring" where you can whup butt to change minds.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 |
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Join Date: Jun 2005
Location: Lawrence, KS
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#3 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
Edited to add: Which helps underline the reason for different SF perks, in a campaign where it matters. Dance-based entertainment styles like this differ at least as much as ways of punching people in the face, and can have fusions, odd subtypes, and even trademarked programmes . . . just like martial arts. Burlesque, belly dance, and American cabaret dance differ about as much as, say, boxing, karate, and kickboxing, and the baladi and sharqi varieties of belly dance are probably valid substyles, not unlike te vs. shotokan karate.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#4 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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In fact, you could have an interesting supplement dedicated to performing arts styles. But I'm not nearly knowledgeable enough to write it. I could see that as a Susan Koziel project, maybe. Bill Stoddard |
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#5 |
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Join Date: Nov 2008
Location: Florida
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I use styles for a number of "Professions" in my campaign, showing different techniques and specialties depending on the "clan" one comes from. The professions are "Provider", "Cook", "Crafter", "Chemist" and "Healer". By learning a clan style, you gain access to specialty techniques and Secret Perks, and it's worked out very well.
I do require Style Familiarity, but commute the bonus vs. Feints/Deceptive Attacks to +1 to Teamwork benefits. For Instance, here are three very different types of "Providers": -------------------------------------------- Long Beach Providers The Long Beach Clan is renowned for maintaing the largest orchards of fruits in the Moonsea, comprising orchards on seven outlying islands. They know more about soil, planting, harvesting and preservation of these fruit crops than anyother clan. Experts from this clan are often called upon when new orchards are established, and their advice is greatly appreciated. Skills: Climbing, Gardening, Natural Philosophy (Fruit Trees)*, Naturalist, Survival (Island/Beach), Weather Sense Techniques: Orchard Growing (Gardening) Perks: Efficient (Harvesting Fruit from Orchads)**, Coconut Farming, Papaya Farming, Banana Farming, Mango Farming, No Nuissance Rolls (Routine Tree Climbing), Unusual Posture (Harvesting Fruit While Climbing), Soil Recovery Advantages: Reputation (Master Orchard Growers) * If the optional specialty is not taken, then two points are required. ** This means they gain 25% more food per hour worked. Sand Shell Providers The Sand Shells are noted for gaining much food right along the beach line, by clamming and building complex artifical tidepools to trap fish. They excel at meeting their dietary needs through efficent and low energy techniques. Skills: Fishing, Naturalist (Clamming)*, Survival (Island/Beach), Swimming, Weather Sense Techniques: Hand Fishing (Hard, Fishing-5), Preservation (Island/Beach) Perks: Clammer, Efficient (Clamming)*, Efficient (Fishing in Coastal Corrals)*, Sustainable Harvesting (Island/Beach), DR1 (Tough Skin, Underside of Feet) Advantages: Resistant (Sunstroke) * If the optional specialty is not taken, then two points are required. ** This means they gain 25% more food per hour worked. Wing Shark Providers The providers of the Wing Shark clan are notable fishers, but specialize in hunting rays, skates and reef sharks. They often provoke sharks with blood, staring down the charging beast, dodging at the last momment to drive a blade into it's gills. Then they doggedly follow the beast until it gives out from pain and exhaustion. Skills: Breath Control, Knife, Fast-Draw (Knife) or Fast-Draw (Knife from Mouth), Fishing, Natural Philosophy (Sharks & Rays)*, Naturalist, Spear, Survival (Reef), Swimming Techniques: Butchering, Underwater Weapon Use (Short Spear), Preservation (Reef), Underwater Blood Tracking Perks: Sustainable Harvesting (Reef), Shark Lore, Ray Spotting Advantages: Combat Reflexes, Increased Perception, Enhanced Dodge (only vs. Sharks you see when taking a wait manuever, -80%), Luck (Defense vs. Sharks) * If the optional specialty is not taken, then two points are required. ---------------------------------------- New Techniques Butchering (Average) Defaults: Survival + 0 Maximum: Survival + 4 Effect: Use this in place of butchering rolls. Fish Corraling (Average) Defaults: Survival (Island/Beach) + 0 Maximum Default + 4 Effect: Roll in place of Survival when building fish traps on the coastline. Hand Fishing (Hard) Defaults: Fishing - 5 Maximum Default + 0 Effect: Roll in place of fishing without gear, cannot be used in conjunction with netting bonus. Orchard Farming (Hard)Defaults: Gardening - 3 Maximum: Default Prerequisite: one of the secret Farming perks (i.e., Coconut Farming) Effect: Allows the use of Gardening Skill as if it were Farming/TL3 for the crops covered by all secret Farming perks. Preservation (Environment) (Average) Defaults: Survival (Environment) + 0 Maximum Default + 4 Effect: Roll in place of the monthly rolls to maintain Environment level. Underwater Blood Tracking (Average) Defaults: Naturalist - 5, Perception -5, Tracking - 0 Maximum: Deafult + 0 Effect: You can track a wounded creature underwater that is bleeding. Roll every minute to stay on it's trail and roll at a penalty equal to twice it's SM if less than SM+0. Underwater Blood Tracking (Average) Defaults: Naturalist - 5, Perception -5, Tracking - 0 Maximum: Deafult + 0 Effect: You can track a wounded creature underwater that is bleeding. Roll every minute to stay on it's trail and roll at a penalty equal to twice it's SM if less than SM+0. Underwater Weapon Use (Short Spear) (Hard) Defaults: Spear - 4 Maximum: Default - 1 Effect: Use this inplace of Spear skill when weilding a Short Spear underwater for thusting attacks. When 3 or more points have been placed into this skill, you may ignore the -1 penalty to damage. Note that the Short Spear version of this technique allows improved effect, but does not cover spears more than 1 yard in length. ---------------------------------- New Perks Clammer: During Low-Tide, increase the amount of food gained by 1/2 a meal per point the Naturalist or Survival roll succeds by; at other times, a success by 3 or more increases the yield to 3 meals. Ray Spotting: Ignore up to -3 in penalties to find rays that are camouflaged or hiding. Secret Farming Knowledge: This allows you to use Gardening Skill at -3 as if it were Farming/TL3 for one specific crop. Examples include Coconut Farming, Papaya Farming, Banana Farming, Mango Farming. Shark Lore: You may treat your Natural Philosophy skill as Biology/TL4 when dealing with question of Sharks and Rays. This also gives a +2 to find any shark in the immediate area. Soil Recovery: On any critical success on a yearly Farming roll to avoid the loss of a level of Environmental abundance, you may recover one level for the specific regions that you have tended. Sustainable Harvesting (Environment Type): The time between checks for environmental level decrease is one year if all gatherers/hunters have this perk, otherwise if alteast one person has this perk the interval time is ((Number of Gatherers & Hunters with this Perk / Total Number of Gatherers & Hunters) x 10)) +2 months) rounded down. So if there are 6 Hunters/Gathers and two have this perk, then the interval between checks will be five months. Last edited by Trachmyr; 06-14-2011 at 03:23 PM. |
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#6 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Just a note: Farming always defaults to Gardening-3. So this perk doesn't really do anything. Maybe let Farming default to Gardening at no penalty for the one crop?
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#7 |
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Join Date: Dec 2010
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#8 | |
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Join Date: Nov 2008
Location: Florida
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Quote:
Sorry, some of the perks are campaign specific. |
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#9 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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#10 |
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Join Date: Feb 2009
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Any kind of gizmo building thing or gadgeteering. Traps included, maybe overally mad science.
It would be a cool to have a book of such styles with pre-made gadgets for each. For example 'Hollywood Mad Science','Superspy','McImprovisation','Masked Vigilante','Guerrilla booby traps','Whiz Kid','Civilization from scratch','Fake supernatural','Rope genius','Psycho clown','Crude, loud and awesome like NASCAR' and so on. |
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