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Aktuelle Version | Dein Text | ||
Zeile 220: | Zeile 220: | ||
Sources: GURPS Monster Hunters 1: Champions and GURPS Supers. | Sources: GURPS Monster Hunters 1: Champions and GURPS Supers. | ||
Notes: Monster Hunters uses this skill as a template building block (pp. 18-19). Supers spells out that “any skill roll required for inventing or gadgeteering” includes Armoury, Computer Programming, Electrician, Electronics Repair, Explosives, Machinist, Mechanic, Metallurgy, Smith, and Traps; any Expert Skills relevant to recognizing or identifying technological devices; and the technological applications of Weird Science. Compare Mechanism! (p. 33), which is better for settings that have yet to reach mature TL5. | Notes: Monster Hunters uses this skill as a template building block (pp. 18-19). Supers spells out that “any skill roll required for inventing or gadgeteering” includes Armoury, Computer Programming, Electrician, Electronics Repair, Explosives, Machinist, Mechanic, Metallurgy, Smith, and Traps; any Expert Skills relevant to recognizing or identifying technological devices; and the technological applications of Weird Science. Compare Mechanism! (p. 33), which is better for settings that have yet to reach mature TL5. | ||
===Handyman!=== | ===Handyman!=== |