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Patron advantage
How's everything?
Enjoying your Games Diner meal? Is the wait staff attentive? Is the chef bathed? (Then it must be a Sunday.) You do know that a little eggshell in the French toast adds calcium, right?
I asked about antitalents on the GURPS forum last year and got this from Sean "Kromm" Punch, GURPS' line editor: (sorry for the poor formatting) but it's also here: http://fedword.webnode.com/
You are naturally inept at an important adventuring activity, which is most often defined by a set of closely related skills. "Anti-Talents" come in levels, and have the following drawbacks:
· You have a penalty of -1 per level to success rolls associated with the activity covered by the Anti-Talent. This penalty effectively lowers your attribute scores for the purpose of the pursuit in question, and always affects any specific skills the GM lists for the Anti-Talent. The GM may apply it to other skill rolls, too, where their purpose overlaps the endeavour penalized by your Anti-Talent.
· You cannot learn any of the skills specifically listed for your Anti-Talent, regardless of how you attempt learn them. You're forced to function at default with these skills, and this is still subject to the penalty mentioned above. Even magical skill transference and cybernetic skill implants will somehow fail, thwarted by your brain's wiring. (The GM may permit you to buy off Anti-Talent with earned points in a campaign where it's actually possible to get your brain rewired!)
· You receive a penalty of -1 per level on all reaction rolls made by anyone in a position to notice your Anti-Talent, if he would regard your ineptitude as worthy of derision, or as a sign of weakness or inferiority (GM's judgment).
You may never have more than four levels of a particular Anti-Talent. However, overlapping Anti-Talents can give penalties -- to both success rolls and reaction rolls -- in excess of -4.
The GM sets the point value of an Anti-Talent to reflect the scope of the adventuring activities it impacts. He may opt to associate Anti-Talents with specific numbers of skills -- as is done for Talent (B89) -- if he feels that all of those skills are likely to be significant to the character and in the campaign. He should always forbid Anti-Talents that cover activities that would be irrelevant to a given character, or that are unlikely to play a role in the campaign.
· Small (An occasional adventuring activity, or 6 or fewer related skills) -5 points/ level.
· Medium (A common adventuring activity or 7 to 12 related skills) -10 points/ level.
· Large (A very common adventuring activity, or 13 or more related skills) -15 points/ level.
When counting skills, skills with multiple specialties are considered to be one skill for this purpose. You cannot have Anti-Talent in a single specialty of a skill; if you are inept with Guns, for instance, you are inept with all guns.
All rolls to interact with animals, including Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction penalty: all animals.
All rolls for non-combat athletics, including Acrobatics, Bicycling, Climbing, Hiking, Jumping, Lifting, Running, Skating, Skiing, Sports, Swimming, and Throwing. Reaction penalty: athletes, fitness nuts, and members of highly non-sedentary societies.
All IQ rolls the GM requires to recall trivia, as well as Area Knowledge, Connoisseur, Current Affairs, Expert Skills, Hidden Lore, and Hobby skills. Reaction penalty: anybody who values knowledge.
All social rolls, including Acting, Administration, Carousing, Connoisseur, Detect Lies, Diplomacy, Fast-Talk, Gambling, Gesture, Intimidation, Leadership, Merchant, Politics, Propaganda, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise, and Teaching. Reaction penalty: anyone you try to impress.
All combat rolls, including all combat skills. Base your active defences on your penalized defaults - don't penalize them directly. This doesn't affect your Dodge score. Reaction penalty: anyone who would react poorly to Cowardice (B129).
All rolls for stealth and concealment, including Camouflage, Disguise, Holdout, Shadowing, Smuggling, and Stealth. Reaction penalty: thieves, spies, and anyone who catches you in the act.
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I asked about antitalents on the GURPS forum last year and got this from Sean "Kromm" Punch, GURPS' line editor: (sorry for the poor formatting) but it's also here: http://fedword.webnode.com/
You are naturally inept at an important adventuring activity, which is most often defined by a set of closely related skills. "Anti-Talents" come in levels, and have the following drawbacks:
· You have a penalty of -1 per level to success rolls associated with the activity covered by the Anti-Talent. This penalty effectively lowers your attribute scores for the purpose of the pursuit in question, and always affects any specific skills the GM lists for the Anti-Talent. The GM may apply it to other skill rolls, too, where their purpose overlaps the endeavour penalized by your Anti-Talent.
· You cannot learn any of the skills specifically listed for your Anti-Talent, regardless of how you attempt learn them. You're forced to function at default with these skills, and this is still subject to the penalty mentioned above. Even magical skill transference and cybernetic skill implants will somehow fail, thwarted by your brain's wiring. (The GM may permit you to buy off Anti-Talent with earned points in a campaign where it's actually possible to get your brain rewired!)
· You receive a penalty of -1 per level on all reaction rolls made by anyone in a position to notice your Anti-Talent, if he would regard your ineptitude as worthy of derision, or as a sign of weakness or inferiority (GM's judgment).
You may never have more than four levels of a particular Anti-Talent. However, overlapping Anti-Talents can give penalties -- to both success rolls and reaction rolls -- in excess of -4.
The GM sets the point value of an Anti-Talent to reflect the scope of the adventuring activities it impacts. He may opt to associate Anti-Talents with specific numbers of skills -- as is done for Talent (B89) -- if he feels that all of those skills are likely to be significant to the character and in the campaign. He should always forbid Anti-Talents that cover activities that would be irrelevant to a given character, or that are unlikely to play a role in the campaign.
· Small (An occasional adventuring activity, or 6 or fewer related skills) -5 points/ level.
· Medium (A common adventuring activity or 7 to 12 related skills) -10 points/ level.
· Large (A very common adventuring activity, or 13 or more related skills) -15 points/ level.
When counting skills, skills with multiple specialties are considered to be one skill for this purpose. You cannot have Anti-Talent in a single specialty of a skill; if you are inept with Guns, for instance, you are inept with all guns.
All rolls to interact with animals, including Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction penalty: all animals.
All rolls for non-combat athletics, including Acrobatics, Bicycling, Climbing, Hiking, Jumping, Lifting, Running, Skating, Skiing, Sports, Swimming, and Throwing. Reaction penalty: athletes, fitness nuts, and members of highly non-sedentary societies.
All IQ rolls the GM requires to recall trivia, as well as Area Knowledge, Connoisseur, Current Affairs, Expert Skills, Hidden Lore, and Hobby skills. Reaction penalty: anybody who values knowledge.
All social rolls, including Acting, Administration, Carousing, Connoisseur, Detect Lies, Diplomacy, Fast-Talk, Gambling, Gesture, Intimidation, Leadership, Merchant, Politics, Propaganda, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise, and Teaching. Reaction penalty: anyone you try to impress.
All combat rolls, including all combat skills. Base your active defences on your penalized defaults - don't penalize them directly. This doesn't affect your Dodge score. Reaction penalty: anyone who would react poorly to Cowardice (B129).
All rolls for stealth and concealment, including Camouflage, Disguise, Holdout, Shadowing, Smuggling, and Stealth. Reaction penalty: thieves, spies, and anyone who catches you in the act.