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Working in those unusual skills


Mike W

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There are certain skills that characters use all the time(stealth, KS: Supervillains, breakfall, etc). But then there are skills that, while they fit the character's background, don't come up as much in game play such as transport familiarities, languages(especially ones that are a bit less common. You can usually expect Spanish or Japanese to come in handy occasionally but when was the last time knowing Swedish or Malay helped out), weapon familiarities for weapons the character doesn't carry but which he/she would have had training for(the ex-spy who learned how to shoot a gun but then got powers that made conventional weaponry wussy), and the like. Those of us who tend toward "skill monger" type characters often find ourselves dropping 80-100 points on skills initially only to go the first six months of a campaign making use of maybe a third of the skills on our sheet. So what are some of the ways you've worked in some of these "oddball" skills?

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Re: Working in those unusual skills

 

The most simple and effective way to use them, is to build scenarios around them as a GM. If the players have built a good character background and have actually purchased a decent set of skills, there should be no reason why a GM couldn't build off of this.

 

For example: Yuri Kalisimov, born in the farmlands of far Russia (Kasikstan, whatever) had learned Chinese from the border crossing chinese mob. The mob had been let in, usually by the border patrols with payoffs making it easy for visits to corrupt the local population and bring in black market goods. Yuri's character sheet reflects: Language: Chinese, completely fluent and literate, Trading 11-, Bribery 12-. But also shows Hung Tu Mau clan as a hunted because in the end Yuri had to put a stop to this.

 

Now a good GM with such a blessed player should have no problems getting Yuri's hunteds to use his Language. Even Trading and Bribery can be used against his hunteds.

 

Of course, it goes beyond triggering hunteds. A GM must generally know the player's skills. Writing down a list of thier known ones throughout the group of players is a good start. When building a scenario, the GM can look at the list and find any appropriate skills.

 

For instance, the Hung Tu Mau are getting into a position to buy off a one of a kind artifact from an auction. They themselves cannot steal it without raising an alarm and a general attack against them, so they prefer to use thier ill-gotten blood money (or counterfeit money) to make seemingly fair bids at the auction. There are a lot of skills a GM can possibly allow in his and must compensate for. Characters with Forgery and Computer skills can see where all thier money suddenly appeared from. Beaurocratics and even Bribery on the players part can influence officials to try and bar the Hung's presence from the auction. Trading would allow the characters to find a way to influence the auction in thier favor by bidding appropriately (if they have the cash).

 

But even if all things are perfect, the GM should never be expected to mention the fact that thier skills could be handy here. The players paid the points for these skills, they should remember they have them and try to use them. The GM can only subtley clue the players in so many times, or even remember who has what skill so often before it becomes a chore for the GM.

 

So mainly, the task is on the head of the GM. But the players must use thier heads about it.

 

If the GM has done nothing more than, Dr. Finebottom is robbing the First Internation Bank of Wealthy Folk, "We must stop him" type of scenarios from game to game, it doesn't really manufacture the environment for players to use, want or even build thier characters with useful skills. A GM has to show and state that skills will be useful in his game before players can be talked into buying them.

 

Just never forget to make it fun and intriuging for all your players. Just because one player has the useful skills doesn't mean you should ignore the combat-mongers in the scenario.

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Re: Working in those unusual skills

 

Excellent Post GaryB!

 

All I would add is that the players, when making their characters, should talk with the GM and discuss the type of game that is going to be played. While it is true that the GM should be able to come up with scenarios that would allow the use of the player's skills, the type of campaign the GM has planned will make some skills easier to work in, and may preclude the use of other skills.

 

For example, if the characters are playing a local super team, who the GM doesn't plan to have leave Campaign City for a while, it might be difficult to work in some obscure languages, and most AK's beyond Campaign City and the surrounding area would be a waste. Talking with the GM will allow characters to buy skills that will be appropriate for the type of campaign planned.

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Re: Working in those unusual skills

 

Personally I look for opportunities to reward players that take unusual skills.

 

For languages, nothing works quite as well as the cleaning crew that doesn't speak English :D

 

One of the PC's in the campaign took PS: Waiter to reflect the job his character had before his origin story kicks in. So when I was looking for challenges for the PC's during the "Sidekick" session (imagine "The Apprentice" for superheroes), one of the challenges was to see who could earn the most tips during a charity dinner. Guess who walked away with this one?

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