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> The odd everyday skills, Post your odd skills
The Jopp
post May 30 2006, 07:55 AM
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What other kind of skills have you come up with? Post 'em.

Here's mine.

Plumbing (Logic )

Plumbers install, maintain and repair hot and cold water supplies, and sanitation and waste disposal systems in domestic, industrial and commercial premises. They also work with oil, gas and solid fuel appliances, and central heating systems.

Some jobs involve working on the outside of buildings, making and repairing weather-proof joints and flashings on roofs, chimneys and walls, and installing or clearing guttering and drainpipes.

Default: No
Skill Group: None
Specializations:

Ventilation & Heating (Including Oil, Gas and solid Fuel Appliances)
Hot & Cold Water Supplies (Repair and installation of piping and the like.)
Metal Working, Guttering and Drainpipes (Including Metalworks like cutting, fitting, sheeting)

See Plumbing at LearnDirect

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Edward
post May 30 2006, 08:02 AM
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I believe the intent was to include that in industrial mechanic. And you should be able to default, at least for basic tasks like replacing a tap fitting (I did that a couple of months ago, should have called a plumber, it took unskilled me 4 hours)

Edward
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The Jopp
post May 30 2006, 08:30 AM
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Well, i wonder about that, i couldn't find anything in the description since certain plumbing skills might be used for more things than everyday work, like planning how to get anasthetic gas into the main ventilations shaft of a building.

It doesn't sound like industrial mechanics.
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NightHaunter
post May 30 2006, 03:47 PM
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One of my groups actually had gardening and cooking skills.
Once.
Learned in game!
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ThreeGee
post May 30 2006, 04:13 PM
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My current character has Baking. As part of a long running background that runs through my troll anf orc PC's, they all spent some time working in a polish bakery in Berlin.
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-X-
post May 30 2006, 04:59 PM
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QUOTE (The Jopp)
What other kind of skills have you come up with? Post 'em.

Here's mine.

Plumbing (Logic )

Plumbers install, maintain and repair hot and cold water supplies, and sanitation and waste disposal systems in domestic, industrial and commercial premises. They also work with oil, gas and solid fuel appliances, and central heating systems.

Some jobs involve working on the outside of buildings, making and repairing weather-proof joints and flashings on roofs, chimneys and walls, and installing or clearing guttering and drainpipes.

Default: No
Skill Group: None
Specializations:

Ventilation & Heating (Including Oil, Gas and solid Fuel Appliances)
Hot & Cold Water Supplies (Repair and installation of piping and the like.)
Metal Working, Guttering and Drainpipes (Including Metalworks like cutting, fitting, sheeting)

See Plumbing at LearnDirect

How many bonus dice does one get for using Arcology Strength Draino? 8)
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TBRMInsanity
post May 30 2006, 05:47 PM
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I have often wondered if there should be major skills and minor skills.

This would mean you would get a number of minor skills (like plumbing) based on the levels in your attributes (simular to knowledge skills). Minor skills would have little to no impact on the game but could be used to add flavor to the game (ie skill in car modding).
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Shrike30
post May 30 2006, 06:12 PM
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Plumbing is something I'd almost certainly let a player take as a Knowledge skill. While it fits the description of an Active skill, it's such a niche thing that it seems a little odd to charge a player the Active rate. Basically, what TBRMInsanity said, except I just write them up as Knowledge skills rather than creating a third category.

I've had cooking, golf, biology/zoology, Medicine (Psychiatric), and a few other oddball skills in my time. Had a player a bit back with the Knowledge skills "Tasty Things" and "20th Century Porn Stars." Tasty Things was funny when he used it to ID stuff... 1 success would let him know "Tasty" or "Not Tasty," 0 successes usually got the answer "It tastes like chicken." Occasionally, whatever he was tasting was toxic or caustic... always amusing. He tried to use 20th Century Porn Stars to guess someone's age once... it got him the answer "She just turned 18" (she was 32).
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Akimbo
post Jun 13 2006, 12:47 PM
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My character (Akimbo) has both active and knowledge skills of Fashion. It's done absolutely nothing for me in game when I played. I GM now so the skill is even MORE pointless. I don't even know why I put her stats on a character sheet anymore. :(
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ornot
post Jun 13 2006, 01:15 PM
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QUOTE
Tasty Things was funny when he used it to ID stuff... 1 success would let him know "Tasty" or "Not Tasty," 0 successes usually got the answer "It tastes like chicken." Occasionally, whatever he was tasting was toxic or caustic... always amusing. He tried to use 20th Century Porn Stars to guess someone's age once... it got him the answer "She just turned 18" (she was 32).


ROFLMAO
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6thDragon
post Jun 13 2006, 02:45 PM
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My redneck merc has collectable belt buckles as a knowledge skill. That one has been my favorite so far.
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iron_ic
post Jun 13 2006, 07:15 PM
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My latest character (a TM/Face) knew everything about vending machines. I wanted to try out the new device rating-rules... haven't done so already, though.
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Toptomcat
post Jun 13 2006, 07:23 PM
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Ha- I win against all of you- I took ANTIQUE POLISH STAMP-COLLECTING 6!
Seriously, though, how about more mention about possibly tying to fit an odd Knowledge skill or two into an actual run?
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X-Kalibur
post Jun 13 2006, 07:37 PM
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Buddy of mine had on his mage the knowledge skill: Chess with a specialization in Stalemate. Sadly, he actually used this once in a run where we were stuck in a building. Stalemated Lone Star long enough until our rigger got there with an airlift.
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eidolon
post Jun 13 2006, 07:41 PM
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Oddly enough, I've had multiple characters learn to cook in game. Maybe it's that I make sure to throw in things like "well, today's soypaste isn't as good as yesterdays...maybe it expired?" :)

QUOTE (Akimbo)
My character (Akimbo) has both active and knowledge skills of Fashion. It's done absolutely nothing for me in game when I played. I GM now so the skill is even MORE pointless. I don't even know why I put her stats on a character sheet anymore. frown.gif


You're GMing now, so it might not be relevant, but have you tried talking to your GM about it? Sometimes it takes a while for a GM to get comfortable enough running a game to have the extra attention to spend on things that are mostly flavor, and some GMs I've had just don't expect players to "waste" points on stuff like that.
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knasser
post Jun 13 2006, 08:31 PM
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QUOTE (NightHaunter)
One of my groups actually had gardening and cooking skills.
Once.
Learned in game!


*snort*

Silly players. :rotfl:
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Moon-Hawk
post Jun 13 2006, 08:37 PM
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I give free points in knowledge skills to aware role-playing and character development. I feel I can hand out more "free karma" without unbalancing anything, and they get a numerical boost on their character sheet as a reward for good RPing. I end up with more developed characters for those who want to participate, better RPing all around, and the power level doesn't creep excessively.
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Kyoto Kid
post Jun 13 2006, 09:05 PM
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...Hurricane Hannah has Cajun Cooking and Billiards

..."Dynamo" Josie LeSarre has Zyedeco Music, Fishing, & RC Model Airplanes

...Dame Margo Grande has Iconography and Egyptian Hieroglyphics

...Dr Zanzibar has Big Game Hunting

...Violet has Mathematics [Chaos Theory]

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fool
post Jun 13 2006, 09:38 PM
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my latest character took acient prophesies at 4 (I think). But it really annoys the gm if I ask "So I make four successes on My acient prophecies roll, does any [whatever] fit into any ancient prophecies?"
Fool is going to take prophesy as a metamagic technique presuming that street magic has it again and I can find enough people to play with
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FanGirl
post Jun 13 2006, 11:23 PM
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My current character has points in knowledge of Classic Cartoons and of Music (with a specialization in Non-Top 40 Music). She gained her knowledge of the latter working in a small, independent music store.
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Glayvin34
post Jun 14 2006, 12:54 AM
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Anybody ever feel like taking the active skill
Chemist (Logic)
?
You could make drugs and/or toxins for half price like someone with hardware can manufacture Response upgrades and such.
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Teulisch
post Jun 14 2006, 01:22 AM
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on chemistry... you need medicine for drugs, and demolitions for explosives. with only chemistry you could work as a pharmacist, but not know what most those wonder-drugs did. just how to mix the orders.

Personaly, i have a tendancy to use the majority of my knowledge skill points to buy rating 1 skills in a bunch of different topics. the problem is there are just so many things you want/need, and so few points to do it with. If you have 18 points you could get 6 skills at 3... or a dozen at 1 and a couple at 3.

i like to get Rock& roll and literature for my ork sams. as a security gaurd, hes got to something while bored on duty... listening to music and reading are good ways to pass the time.
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Glayvin34
post Jun 14 2006, 02:06 AM
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QUOTE (Teulisch)
on chemistry... you need medicine for drugs, and demolitions for explosives. with only chemistry you could work as a pharmacist, but not know what most those wonder-drugs did. just how to mix the orders.

Demolitions is probably right for explosives.
But for drugs and toxins, which are similar enough to require more or less the same apparatus and skill, you would need to know general Laboratory Chemistry for simpler, non-specialized drugs. And you would need to be trained in Organic Chemistry or Biochemistry lab skills. Doctors don't know how to synthesize drugs, Chemists do.
Most Pharmacists have undergrad degrees in Organic Chemistry, Physiology, or a similar somatic discipline. Then they go to pharmacist school and learn about pharmacokinetics and the names of thousands of drugs. So Pharmacists, today at least, are very familar with the effects of every drug behind the counter. They know counter-indications, dosage levels, side effects, all that good stuff.
A Chemistry active skill should encompass both the processing of drugs and toxins, what else would you call it?
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Guest_MK Ultra_*
post Jun 14 2006, 03:22 AM
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QUOTE (Moon-Hawk)
I give free points in knowledge skills to aware role-playing and character development. I feel I can hand out more "free karma" without unbalancing anything, and they get a numerical boost on their character sheet as a reward for good RPing. I end up with more developed characters for those who want to participate, better RPing all around, and the power level doesn't creep excessively.

I did this while GMing for years, too, and found that it improved RPing, PC-depth and player´s motivation.

On a general note, it allways anoyed me a bit as a GM, when a pc would have no hobbylike knowledge skills at all.

My favourit interest skill is NERPS, I will probbably buy it a s askill soft for my next character :)
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Kyoto Kid
post Jun 14 2006, 03:32 AM
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...KK has Wild West Flatvids of the 20th Century and Bushido Philosophy.

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