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#1
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
Canon
Handgun B/R, SMG B/R, etc. Suggestion Weaponsmith A B/R skill that covers the following weapon groups: handgun, SMG, assault rifle, rifle, shotgun. -Siege |
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#2
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
You might want to recombine the weapon skills into 'Smallarm' that will cover pistols and SMGs and 'Longarm' that covers everything else. Then the B/R skills based off them are not as silly.
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#3
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Mechanic
A B/R skill that covers all the vehicle B/R skills. |
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#4
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
Fortune: was that sarcasm? I used to be better at detecting it, but you're so bloody subtle...:grinbig:
Crusher: I don't like the idea of combining the weapons skills, but that's a personal bias on my part. -Siege |
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#5
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
Maybe just let them default to each other at +1 TN?
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#6
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
You could take it as such. When I wrote it I was certainly intending for it to be somewhat sarcastic, but upon reflection, my suggestion makes as much sense as yours. I like both of them, but whether they unbalance the game or not is another matter. As to your Weaponsmith, it really should be Gunsmith, as he wouldn't necessarily know anything about melee weapons. On the subject of combining skills, I have almost always united Electronics and it's associated B/R skill into one skill. I have also done the same for Rifles and Assault Rifles. I'm considering adding a skill called Extreme Sports, which would be a catch-all category for anything sports-like that doesn't naturally fall under Athletics, such as Diving, Parachuting, Skiing, Surfing, and Rollerblading, etc. :) |
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#7
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 ![]() |
MacGuyver
A B/R skill that covers everything. |
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#8
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,012 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
But requires unusual materials such as chewing gum, tin foil, and three-week-old milk.
~J |
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#9
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
Fortune -- actually, I agree:
Mechanic: B/R car, bike, land transport AeroTech: B/R helicopter, AV, plane I just wasn't sure if you agreed. :grinbig: -Siege |
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#10
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Target ![]() Group: Members Posts: 56 Joined: 21-July 03 From: the Worcester Barrens Member No.: 4,997 ![]() |
i like unifying all those various i never take them and they're not really run-specific skills like the various Firearms B&R skills into one or two skills. but then, the scope of skills really... varies, with respect to game balance over comparable depth.
and one great big vehicle repair skills does seem... overbroad, but dividing it by propulsion method seems very reasonable. wheeled vehicles, rotorcraft, ground effect, fixed-wing(jet/prop seperate??), sailboats, etc... |
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#11
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
I was trying to aim for plausibility -- a gunsmith who can work on handguns would have the same technical skills to work on rifles, shotguns and so on.
By the same line of reasoning, a car mechanic could reasonably service cars, bikes, trucks and so on. But probably not Apache choppers. -Siege |
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#12
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,213 Joined: 10-March 02 From: Back from the abyss. Member No.: 2,316 ![]() |
Why not divide the vehicle B/R's into engine type? Working on a jet engine is a whole lot different hten working on a diesel, and electric is is different then both.
Maybe Gas/Diesel/Methan B/R, Jet/Vectored Thrust B/R, Electric/Fuel Cell B/R, Nucler B/R, and Sail B/R. But then again each engine could be used for different vehicles like Electric Fixed-Wing or Methan boat, which is completely different then electric cars. I guess there is no clean cut way to divide B/R skills to fit. |
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#13
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
I'll dig out my book and actually spend a few minutes on the subject and make a more coherent post tomorrow.
-Siege |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 216 Joined: 27-January 04 Member No.: 6,025 ![]() |
I belive that somewhere in the companion it says that you have an automatic background knowledge skill at 3 levels less than your active skill.
this could be a house rule but I have a rules-lawyer for a GM so we can usually find the rule we want. |
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#15
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,213 Joined: 10-March 02 From: Back from the abyss. Member No.: 2,316 ![]() |
Not to sound rude or anything, but can you explian this, I am having a hard time figuring out what you mean. Background Knowledge is just a set of dice you can use to talk to people with, like if they are talking about guns, you could roll this to see if you know what they are talking about, it would not allow you to roll anything to fix fix something would it? |
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#16
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Beetle Eater ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 ![]() |
The background skill is at half the active and it would give knowledge of manufacturers and suppliers, the trade and perhaps lingo.
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#17
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
I use Small Arms B/R. The same as your suggested Weaponsmith skill, except that it includes anything up to and including MMGs. I see no reason to extend into B/R the game balance tool of breaking up the firearms-skills.
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#18
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
What you said, but I thought it was the Active skill level -3. :) |
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#19
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Senior GM ![]() ![]() ![]() Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 ![]() |
Fortune and sidartha have it right. It's at Active Skill Rating - 3, and it's an optional rule for GMs. See "Background Knowledge" on SR3 p. 90, last paragraph.
If you have pistols 8, with this rule you'd get 5 dice to identify the type of some pistol pointing at you and attempt to remember if it is capable of burst fire, for example. Or you get 5 dice to discuss with others the merits of different Pistols. Background Knowledge skills don't help with B/R tests. Maybe someone could design a Skill Web, with other ways of defaulting, so if you have Pistol 6 you'd find Pistols B/R just one dot away and for B/R tests you could default to your Pistols at +2. ;) |
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#20
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
Alright, here goes:
Gunsmith B/R: Covers assault rifle, pistol, rifle, shotgun, SMG and all MGs. Also covers manufacture of shells and ammunition. Heavy Munitions B/R: Covers Gunnery/heavy weapons except MGs, launch weapons. This covers rounds although creating explosive warheads require Demolitions. GroundTech B/R: Covers Bike, Car skill groups AeroTech B/R: Covers Fixed Wing, Rotorcraft, Vectored Thrust and LTA skillgroups Hovercraft B/R: This one is so unique I left it isolated Nautical B/R: Covers Motorboat, sailboat, ship and submarine skill groups -Siege Edit: As others have suggested: Electronics: covers Electronics, Electronics B/R and Computer B/R |
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#21
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,213 Joined: 10-March 02 From: Back from the abyss. Member No.: 2,316 ![]() |
That sounds good, but(there is always a but) Sails and nuclear should still be by themselves some how.
I would not let nuclear training come that easy, even though it will probably never come up. I just don't like the idea of my fellow runners knowign that much about nuclear power with out a lot of trianing and a good background story, not just tat they worked in a marina during the summer as a kid. Also Sailing is a very different animal all together, rigging (use of ropes, not VCR) of a boat is a monumantal task and only gets worse as the sail area increases. I don't know much about hover craft, but they basically use big fans to push air sort of like an up-side-down helicopter. Just my 2 cents. |
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#22
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
A B/R skill doesn't cover all aspects of modifying, repairing or upgrading a particular thing.
Car B/R (by canon) doesn't include tasks involving parts of the car covered by Electronics B/R and Computer B/R. Submarine B/R doesn't cover servicing the nuclear reactor. I'm just afraid to include "Nuclear Reactor B/R". :grinbig: -Siege |
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#23
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
I'd like to consider working with ammunition (especially manufacturing it) a separate skill though, or at least separate from Gunsmith. Also, if you really want an exact line to draw, I'd like Gunsmith to cover any personal firearm (measured more by design intent than actual use) the internals of which are similar to those of any revolver, pistol, rifle, shotgun or LMG. This would include, among other things, assault cannons, but would rule out autocannons. Damnit, putting such things to words is hard...
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#24
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
I thought that MGs are more or less similar in design, meaning someone who could service a LMG could service a HMG.
Whereas the mechanisms of the Panther Assault Cannon and the autocannon and similarly large weapon systems are complex enough to warrant seperate skills. Granted, I don't have any hands-on experience with a Browning .50 caliber HMG, so it's sheer speculation on my part. -Siege |
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#25
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,213 Joined: 10-March 02 From: Back from the abyss. Member No.: 2,316 ![]() |
I know that certain aspects of building and modifying cars has several skills involved, but so far the body and engine seem to fall under the Whatever B/R skill, leaving the electronics to Electronics B/R and Computers to Computer B/R, I think some were Cybernetics B/R or Microtronics B/R is required for something in there also (I don't remember what but I remember soem skill I needed but didn't have come up once while playing a very skillful rigger a while ago). So far that would leave Nuclear engines in the Submarine B/R or Ship B/R.
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