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Friday, May 9, 2014

GURPS House Rules: Shields as Cover

What?

I've changed the way shields work so they're more in-line with the way armor works. Rather than granting a defense bonus, they provide DR against attacks that strike them.

Why?

Imagine this: you're a Greek soldier standing with your comrades facing off against a Persian army. You're in a field with grass up past your eyes. A cloud of dust so thick it blocks the noonday sun fills the sky. You have only your helmet, your shield, and your spear to protect you from the enemy. The arrows rain down upon you. You don't see them. You can barely see the men at your side. You raise your shield to protect you... and the GM speaks: "You don't see the arrows. No defense roll."

Your shield might as well not exist. It doesn't exist, as far as GURPS cares.

Another scenario: you're a Viking warrior. Much like the hoplite, you're armed only with your helmet, your shield, and your spear. You fight in much the same way as the Greek before you and the Sumerian before him: in a mass of men standing shoulder to shoulder with a shield in one hand and a spear in the other. Your foe is much the same, though unlike the Greek fighting the Persians, you fight your neighbors from across the river. There are no ranged weapons on either side, only spears and shields and the rare man on horseback. You march forward and press your spear toward your enemy, holding your shield close. Your brother is on your left, your uncle on your right. Not far off, you can see your father. As the mass of men collide, your brother takes a spear to the face. He falls to the ground. All thoughts of your own safety disappear and you enter a violent rage. You make your strongest thrusts at any opening, striking at maximum distance. Your shield is still there, though, between your chest and your enemy's spear. Your enemy stabs at your torso, and... again the GM speaks, "Yeah, he hits you in the torso. Four injury to your vitals."

In GURPS, any time you can't defend, or fail to defend, your shield is nowhere to be found. The space it occupies is considered empty by the game. Where there should be a large piece of wood and leather and metal, there is nothing. The enemy never accidentally strikes your shield. The enemy never takes deliberate action--at a penalty to hit--to get around your shield. Because it simply isn't there.


The rules:

Shields now provide DR as cover rather than a bonus to defend. Shield DB is no longer a thing. You may Block with your shield as normal, but it provides no bonus to your Block roll. It also provides no bonus when dodging or parrying. In this way, Blocking is in essence identical to parrying. Perhaps it would be best to abandon the notion of Blocking as a separate concept altogether and only have dodging and parrying, with shield parries being identical to parries with any other weapon.

Shields are treated as cover all the time. Whenever you have a shield near your body, it's providing cover against both melee and ranged attacks.

First: apply the "thin slab" rule for determining shields' cover DR. Ignoring this rule results in obvious nonsense cover DR values for shields. The Roman Scutum in Low-Tech has a Cover DR of 10. More than all but the thickest steel armors! There's no way that's right. So we'll be using its actual DR, without adding any of its HP, which gives us a DR of 4. Much better. This is a good place to note that these rules are intended to work with the realistic damage values of The Deadly Spring, and some theoretical similar treatment for melee weapons, slings, and so on.

Next, these work just like normal cover. It's a -2 penalty to bypass cover. This number may need to be revisited, but it works well enough for now. Note that massed missile fire never does this.

I've attempted to formalize what areas are protect by shields in different circumstances, but this will obviously need GM judgment to adjudicate at times. That's a feature rather than a bug. If you want to cover your shins with your shield, then the GM will have to determine how much your knee is protected. This is normal for cover! All the cover rules work this way. It's no different from if you kick over a table and stand behind it. I've given some examples, but these certainly aren't intended to be all-inclusive.

Also, for the sake of completeness, I've added protection chances for when you are presenting a single side of your body toward your opponent. We don't exactly have rules for this now, but these values will be useful later on when we do. I'll do another post on that some other time.

Otherwise, these work just like armor. You have a location and the shield provides DR for that location. Some of these provide only a chance. For instance, if a shield gives a 4/6 chance to protect an area, roll a six-sided die. On a one, two, three, or four, the shield protects. On a five or six, you receive no protection.

One more thing. The dueling buckler is a special case. It provides no cover, but gives DR 4 to the hand. It can block as normal.

All shields provide cover only against attacks from the shield side and the front. If other areas are protected, such as when on horseback, or when the shield is carried on the back, GM judgment will be necessary, as I have no formal rules for those situations as of yet.

The short version: shields give DR, just like armor. It's a -2 penalty on your attack to bypass the DR. This replaces all the other stuff shields did. You can still Block, but shields give no bonus to any of your defense rolls.


Here are my examples. These are meant to demonstrate the concept. I make no claims of their exact accuracy.


Hoplon or Scutum - DR 4
               Front/Weapon  Front/Complete
Skull               -           -
Face                -           -
Neck                -           -

Chest               - 3/6*      - 6/6
Abdomen             - 3/6*      - 6/6
Groin               - 6/6       - 6/6

Left Shoulder       - 6/6       - 6/6
Left Upper Arm      - 6/6       - 6/6
Left Elbow          - 6/6       - 6/6
Left Forearm        - 6/6       - 6/6
Left Hand           - 6/6       - 6/6
Right Shoulder      -           - 6/6
Right Upper Arm     -           - 6/6
Right Elbow         -           - 6/6
Right Forearm       -           - 6/6
Right Hand          -           - 6/6

Thigh               - 3/6*      - 6/6
Left Knee           -           -
Left Shin           -           -
Left Foot           -           -
Right Knee          -           -
Right Shin          -           -
Right Foot          -           -


*Increase to 5/6 if presenting shield side.



Kite Shield - DR 4  
               Front/Weapon  Front/Complete
Skull               -           -              
Face                -           -              
Neck                -           -              

Chest               - 3/6*      - 3/6*  
Abdomen             - 3/6*      - 3/6* 
Groin               - 3/6       - 3/6*

Left Shoulder       - 6/6       - 6/6          
Left Upper Arm      - 6/6       - 6/6          
Left Elbow          - 6/6       - 6/6          
Left Forearm        - 6/6       - 6/6          
Left Hand           - 6/6       - 6/6          
Right Shoulder      -           -          
Right Upper Arm     -           -          
Right Elbow         -           -          
Right Forearm       -           -           
Right Hand          -           -           

Thigh               - 3/6*      - 3/6*
Left Knee           - 3/6*      - 3/6*   
Left Shin           - 3/6*      - 3/6*  
Left Foot           -           -              
Right Knee          -           -              
Right Shin          -           -              
Right Foot          -           -

*Increase to 5/6 if presenting shield side.



Heater Shield - DR 4  
               Front/Weapon  Front/Complete
Skull               -           -              
Face                -           -              
Neck                -           -              

Chest               - 3/6*      - 5/6          
Abdomen             - 3/6*      - 5/6          
Groin               - 1/6**     - 1/6**        

Left Shoulder       - 6/6       - 6/6          
Left Upper Arm      - 6/6       - 6/6          
Left Elbow          - 6/6       - 6/6          
Left Forearm        - 6/6       - 6/6          
Left Hand           - 6/6       - 6/6          
Right Shoulder      -           - 6/6          
Right Upper Arm     -           - 6/6          
Right Elbow         -           - 6/6          
Right Forearm       -           - 6/6          
Right Hand          -           - 6/6          

Thigh               - 1/6**     - 6/6          
Left Knee           -           -              
Left Shin           -           -              
Left Foot           -           -              
Right Knee          -           -              
Right Shin          -           -              
Right Foot          -           -

*Increase to 5/6 if presenting shield side.
**Increase to 3/6 if presenting shield side.

Tuesday, April 8, 2014

GURPS House Rules: Size Modifier, Part 1

What?
I've broken down the price of the different components of a positive Size Modifier.

Why?
A positive size modifier acts as a large negative disadvantage. I've priced out its different components to see what it would cost if you priced those traits out individually. Thanks to Bruno on the forums for breaking down exactly what SM is.


Here's what I get for SM+1 or Gigantism for a normal human:

[Varies] Buy ST, Arm ST, Lifting ST, Striking ST at reduced cost
[5] +1 Move
[2] Immune to Constriction Attack (Relative SM +1 or more)
[1] Easier to intimidate, harder to be intimidated (Relative SM +1 or more)
[1] Easier to pin, harder to be pinned (Relative SM +1)
[1] Can squeeze torso (Relative SM +1)
[1] Increased reach (Only for unarmed attacks)
[1] Easier to hit when you grapple (Relative SM +1 or more)
[1] Can trample/overrun (Relative SM +2 or more)
[1] Longer poison delay

Negative

[-5] Easier to be hit
[-1] Easier to be noticed by Vision
[-1] Harder to be camouflaged
[-5] Eat more food overall
[-1] Require more space and life support
[-20] Larger equipment costs more and weighs more
[-1] Harder to fit under low hanging ceilings and doorways without crouching or crawling, or through narrower cracks/holes (or even doors) without an Escape roll.



That works out to a total of -20 points before applying the discount for high ST, which, realistically for a human-sized creature, will give back around four points or so. My preference is to abandon the rule that gives larger creatures a discount on ST. I don't see what purpose it could serve other than to mask the fact that high levels of ST are overpriced. I'll address that in another post. I also strongly dislike that as a method of balancing size modifiers because not all large creature have a high ST or HP. You can have ghostly creatures that are very large but have no mass at all, similarly with large nanoswarms, balloon-like creatures, jellyfish, and weird aliens and supers. If their 0-point size modifier is supposed to be balanced by cheaper ST, then creatures who aren't buying ST are getting a bum deal. Even with SM+1 creatures, the ST 10 giant is suffering much more from his size than the ST 20 giant. I don't like how the value of the trait varies like that based on which other traits you've purchased.


In Conclusion

I would turn Gigantism or SM+1 into a [-20] disadvantage, and remove any reduced cost for a high ST.

Wednesday, April 2, 2014

GURPS House Rules: Parrying Unarmed Attacks

What?
I've changed what happens when you parry an unarmed attack with a weapon.

Why?
In the RAW, when you parry an unarmed attack, you immediately get to make a free attack against the limb of the person who attacked you. Furthermore, the soon-to-be-limbless attacker doesn't receive a defense roll against this free attack. This is a problem, first, because it breaks the action economy of the game. If you have the time to make a full-strength attack any time you can parry, then why are you limited to doing so only when you can parry someone's unarmed attack? Second, that they have no chance to defend makes unarmed attackers unrealistically vulnerable. They can't pull their hand back when they see their opponent's sword coming for their hand?


The new rule:

Whenever you parry an unarmed attack, on your next turn you can choose to attack the body part you parried at no penalty, with an attack maneuver, using your maneuver for the turn. The body part's owner can defend as normal.


I believe this makes unarmed attackers, like martial artists or tigers, function much better as both player characters and enemies. No longer do unarmed monsters get eaten alive by men with swords.

Tuesday, April 1, 2014

Sample GURPS Supers character: Donatello

I thought it might be helpful to some people to see a familiar superhero made in GURPS. This is my very cinematic, crazy zany cartoonish version of Donatello from the Teenage Mutant Ninja Turtles.

Name: Donatello

Attributes [330]
ST 14 [40]
DX 16 [120]
IQ 16 [120]
HT 14 [40]

HP 14
Will 16
Per 12 [-20]
FP 14

Basic Lift 39
Damage 1d/2d

Basic Speed 8 [10]
Basic Move 8

Social Background
TL: 10
Cultural Familiarities: Western
Languages: English (Native/Native)

Advantages [381]
Ally (April; 25%; 12 or Less) [2]
Ally (Casey Jones; 50%; 6 or Less) [1]
Ally (Splinter; 100%; 15 or Less) [15]
Ally (Leonardo; 100%; 12 or Less) [10]
Ally (Michelangelo; 100%; 15 or Less) [15]
Ally (Raphael; 100%; 9 or Less) [5]
Ambidexterity [5]
Breath-Holding 5 [10]
Combat Reflexes [15]
Common Sense [10]
DR 1 (Tough Skin, -40%) [3]
DR 2 (Still Suffers Shock Penalties, -20%; Torso Only, -10%) [7]
DR 1 (Still Suffers Shock Penalties, -20%; Torso Only, -10%; Directional, Back only, -40%) [2]
Enhanced Parry 3 (Staff) [15]
Extra Attack 1 (Multi-Strike, +20%) [30]
Flexibility [5]
Gadgeteer [25]
High TL 2 [10]
Injury Tolerance (No Head; No Neck; Reflexive, +40%; Temporary Disadvantage, Blindness, -50%) [11]
Luck [15]
Metabolism Control 9 [45]
Perfect Balance [15]
Peripheral Vision [15]
Precognition (Meditating, -70%; Passive Only, -20%) [5]
Single-Minded [5]
Trained by a Master [30]
Unusual Background (Weird Science) [10]
Very Fit [15]
Wealth (Comfortable) [10]
Weapon Master (Staff) [20]

Disadvantages [-76]
Chummy [-5]
Code of Honor (Ninja) [-5]
Dependent (April; 25%; 6 or Less; Friend, x1) [-5]
Dependent Group (Family: Leo, Raph, Michelango, and Splinter; 100%; 6 or Less; Loved One, x2) [-1]
Disciplines of Faith (Ninja) [-5]
Enemy (Foot Clan; 9 or Less) [-30]
Secret (There's Mutant Turtles living in the sewers.) [-20]
Sense of Duty (Family) [-5]

Quirks [-3]
Hero When Able
Likes Pizza
Likes Rock and Roll Music

Skills [302]
Area Knowledge (New York City) (E) IQ [1]-16
Area Knowledge (New York City Sewer System) (E) IQ [1]-16
Blind Fighting (VH) Per+4 [24]-16
Breath Control (H) HT+2 [12]-16
Computers! (VH) IQ [24]-16
Connoisseur (Pizza) (E) IQ [1]-16
Disguise/TL8 (A) IQ-1 [1]-15
Encyclopedist! (VH) IQ-3 [3]-13
Fist! (VH) DX+2 [48]-18
Hidden Lore (Dimension X) (A) IQ-1 [1]-15
Hidden Lore (Mutagens) (A) IQ-1 [1]-15
Hidden Lore (Psionics) (A) IQ-1 [1]-15
Hidden Lore (Utroms) (A) IQ-1 [1]-15
Inventor! (VH) IQ+5 [84]-21
Move! (VH) DX [24]-16
Scholar! (VH) IQ-3 [3]-13
Science! (VH) IQ [24]-16
Thief! (VH) DX [24]-16
Throw! (VH) DX [24]-16

Equipment
Ninja Gear
Scavenged Science Equipment
Well-Furnished New York Sewer Apartment

Attributes [330] Advantages [381] Disadvantages [-96] Quirks [-3] Skills [302] = Total [914]

Saturday, March 29, 2014

GURPS House Rules: Influence Skills Examined


Okay, so let's take a look at these influence skills and what I've done with them.

Here's the list we're starting with, from the rules as written:

Acting
Carousing
Diplomacy
Fast-Talk
Intimidation
Leadership
Panhandling
Politics
Public Speaking
Savoir-Faire†
Sex Appeal
Streetwise


And now what I've shortened this down to:

Deception
Diplomacy
Intimidation
Oratory
Savoir-Faire
Sex Appeal


What I've tried to do here is separate these into the means you're employing to influence the person. There was a lot of overlap on these before.

The means are:

Deceit. (Deception)
Appeal to mutual benefit. (Diplomacy)
Threats. (Intimidation)
Bamboozlement, eloquence, stirring of the emotions through powerful language, whatever you want to call it. (Oratory)
Appeal for in-group favoritism. (Savoir-Faire)
Sex appeal. (Sex Appeal)

Each of these skills employs a different means of achieving the desired end. This isn't the case with the RAW skills, which are often about the desired ends rather than the employed means.

Look at the Politics skill for example. It doesn't tell you what sort of means you're employing, only the ends you're acting toward. I think it makes more sense to have politicians engage in Diplomacy and Oratory--the means--than to give them a skill designed specifically for their ends. It's the same with skills like Leadership and Panhandling. Now, of course those uses will take familiarity penalties. Alexander won't be as good a panhandler as Diogenes, even if they both have the same skill levels, but I think that should be because Alexander is unfamiliar with the task and not because he's employing a different skill entirely.

I find the Acting and Fast-Talk skills particularly confusing. They both employ deception as their means, but you sometimes use one and you sometimes use the other. It's not at all clear what the difference is between the two, and I've seen this cause considerable confusion in the game. A character with a high skill level in one skill and a low level in the other will do something expecting to use their high skill level only to be told to use their lower one. These two skills are intended to be very dissimilar, judging by their lack of default, but they're nearly indistinguishable.

Thursday, March 27, 2014

GURPS House Rules: Hit Location Penalties

What?
I've changed the hit location penalties to be in line with the size modifiers of the locations.

Why?
That the hit locations receive arbitrary penalties rather than penalties consistent with other creatures causes problems. The RAW penalties also make some locations, such as the skull, too hard to hit, and other locations, like the vitals, too easy to hit. This creates unrealistic incentives, such as reducing the desire for low-tech characters to wear helmets.

Imagine a robot that's the size of a human skull that floats around and shoots lasers from its eyes. You're at a -5 penalty to shoot this SM-5 robot with your own laser gun. In contrast, you're at a -7 penalty to shoot a human skull. This makes no sense.

The reasoning for the higher penalty to hit a human skull than a floating robot is that the human skull can move around. This falls flat for a few reasons. One, this should also apply to creatures like the floating robot; if it can move as quickly as the human skull, then it should be at an additional penalty to hit. Two, this doesn't seem consistent with the rest of the system--other things that move fast aren't at a penalty to hit. And three, the penalty doesn't disappear when the head is motionless.

I think there are two ways to represent the quick movement of the skull in the rules that aren't an arbitrary penalty to hit the skull. Either certain parts of the body can receive a dodge bonus to represent the ease with which they can move out of the way of attacks, or you can employ some form of evasive action which will give a penalty to target the location only when it's moving. More on that some other time.

For the purpose of these rules, I've decided to give the more mobile locations a +1 dodge bonus. I don't know if this is realistic, but it seems like a reasonable compromise that allows for consistency between the human skull and the floating robot.


Going by only the size modifiers, we get the following for a SM 0 human:

Head, SM -4, eight inches, spherical, -4 penalty (roll 1d6; 1-3 is a skull hit, 4-6 is a face hit; Mobile, +1 to Dodge)
Skull, SM -5, five inches, spherical, -5 penalty (Mobile, +1 to Dodge)
Eye, SM -9, one inch, spherical, -9 penalty (Mobile, +1 to Dodge)
Face, SM -5, eight inches, elongated box, -5 penalty (Mobile, +1 to Dodge)
Neck, SM -7, three inches, elongated box, -7 penalty (Mobile, +1 to Dodge)
Arms, SM -3, two feet, -3 penalty
Hand, SM -6, ten inches, -6 penalty (Fist is an additional -2 SM and +2 for spherical shape, giving the same -6 penalty; Mobile, +1 to Dodge)
Torso, SM -1, two feet, elongated box, -1 hit penalty. (Fat increases to +0 penalty)
Vitals, SM -6, eight inches, -6 penalty
Groin, SM -6, eight inches, -6 penalty (Includes reproductive organs and bladder)
Legs, SM -3, two feet, -3 penalty
Feet, SM -5, twelve inches, -5 penalty

Sunday, March 23, 2014

GURPS House Rules: Skill List

What?
I've reduced and consolidated the number of skills in the GURPS skill list through combining skills, deleting skills, and creating new skills. I've also taken this opportunity to rename some of the skills to clear up confusion.

Why?
There's not a lot of consistency in determining what should be a skill and what shouldn't. There's overlap between some of the skills. Why is there a separate Performance and Fire Eating skill? Why is there one skill to learn all of Biology, but a seemingly endless number of different skills for wielding a sword? Why do some skills, like Housekeeping, include things that are part of other skills? This sprawl makes it difficult for new players to learn the game, makes it difficult to apply house rules (such as my skill pricing house rule, which I'll make a post on in the future), and it is often at odds with the verisimilitude I'm attempting to create when I run the game.




I'm attempting to apply a consistent method for determining what is and what isn't a skill. To do that, I first need to know what a skill is.

A definition: A skill is an activity that is trained through practice by the human brain. Skills aren't physical. If your brain is transplanted into a cybernetic body, the skill is fully retained. A skill is different from an attribute or an advantage in that skills are trained at the same rate by the brain. If you spend a thousand hours practicing any skill, ceteris paribus, you get the same final skill level. This isn't true of attributes. Training may raise Will, or give a level of a leveled perk, but not at the same rate as a skill. In this way, I'm able to draw a clear line between skills and not-skills.

For the sake of this exercise, I'm not including the supernatural skills such as Power Blow or Teleport. Those will need to be addressed separately, perhaps by attaching a skill option to the advantage rules.

The skills, by category:

Animals
Animal Handling†
Fishing

Art
Artist†
Dancing
Disguise/TL†
Erotic Art
Musical Composition
Musical Instrument†
Performance†
Singing
Writing

Business
Accounting
Administration
Business† - For conducting business of any kind. Example: Business (Financial Instruments) covers stocks, bonds, currencies, etc.

Combat
Melee Weapons† (Specializations are: Blade Weapons, Heavy Weapons, Pole Weapons, and Rope Weapons.)
Shields
Cloak
Unarmed Striking
Grappling
Blowpipe
Bow
Sling
Throwing
Dropping
Guns
Artillery

Computers
Computer Operation/TL
Computer Programming/TL

Craft
Armoury/TL†
Butchering
Carpentry
Cartography/TL
Cooking
Counterfeiting/TL
Electrician/TL
Electronics Repair/TL†
Engineer/TL†
Explosives/TL†
Farming/TL
Jeweler/TL
Leatherworking
Machinist/TL
Masonry
Mechanic/TL†
Prospecting/TL
Sewing/TL
Smith/TL†

Gaming
Games†
Hobby Skill†
Sports†

Influence Skills
Deception
Diplomacy
Intimidation
Oratory
Savoir-Faire†
Sex Appeal

Intellectual Inquiry
Anthropology†
Archaeology†
Architecture/TL
Astronomy/TL
Bioengineering/TL†
Biology/TL†
Chemistry/TL
Connoisseur†
Criminology/TL
Cryptography/TL
Economics/TL†
Expert Skill†
Forensics/TL
Geography/TL†
Geology/TL†
Hazardous Materials/TL†
Heraldry†
Hidden Lore†
History†
Law†
Linguistics
Mathematics/TL†
Metallurgy/TL
Meteorology/TL†
Paleontology/TL†
Pharmacy/TL†
Philosophy†
Physics/TL†
Physiology/TL†
Psychology
Religious Ritual†
Research/TL
Sociology
Theology†

Medical (Specialize by species; skills now include versions for animals, extraterrestrials, and genetically-engineered creatures.)
Diagnosis/TL†
Physician/TL†
Surgery/TL†

Military
Intelligence Analysis/TL
War Planning†
Battle Command

Movement
Acrobatics
Climbing
Escape
Free Fall
Jumping
Swimming

Stealth
Camouflage
Stealth

Survival
Foraging
Fire-Starting
Knot-Tying
Navigation/TL†
Tracking

Vehicles
Crewman/TL
Driving/TL†
Marine Vessel
Parachuting/TL
Piloting/TL†
Riding†
Scuba/TL
Skating
Skiing
Space Vessel

Miscellaneous
Area Knowledge†
Body Language
Fast-Draw
Holdout
Lip Reading
Lockpicking/TL
Teaching
Theft
Loading



Notes on specific skills:

Alchemy: Now part of Chemistry skill. Pick a lower TL to do lower TL chemistry. Fairly obvious.

Battle Command: This skill replaces Tactics. I think the name better explains what Tactics actually does and how it's different from Strategy.

Bolas, Lasso, and Thrown Weapon: These are now part of the Throwing skill. Apply familiarity penalties.

Business: This skill replaces the Merchant skill, as well as the Finance and Market Analysis skills. Mandatory specialization. Use familiarity penalties.

Detect Lies: I don't think this is something humans can actually do, so I'm removing it. What I've read indicates that if someone trains at detecting lies for thousands of hours, they still detect lies at no better than chance level.

Falconry: Becomes a specialization of Animal Handling. I have no idea why this was a separate skill in the first place.

Fire Eating, Fortune-Telling, Group Performance, and Ventriloquism: These are all now Performance specializations. I'm not sure why these were separate skills.

Forgery: This skill is now part of Counterfeiting. Apply familiarity penalties.

Gardening: Now part of Farming. Apply familiarity penalties.

Gambling: Now Games specializations.

Herb Lore: Now part of Pharmacy skill.

Housekeeping: This is functioning as a wildcard. Instead buy low levels of its component skills.

Influence skills: There was a lot of overlap here. If there's interest on my reasoning on these, I'll do a separate post on these.

Literature: Now a Connoisseur specialty. We don't have a separate skill for Film study. Connoisseur is the skill for studying a particular form of art. If we were to have Literature as a separate skill rather than a specialization, we'd need to list a hundred separate skills for this.

Loading: This skill now includes Packing and Smuggling. Apply familiarity penalties.

Makeup: This skill is now part of Disguise.

Melee Weapons: I've rolled the different melee weapons into a single skill with different specializations. These will default to one another at a high level. More on that in another post.

Naturalist: This skill was more of a wildcard than an actual skill. Purchase low levels of Biology, Geology, and Meteorology to replicate the function of this skill.

Observation: This skill previously had three different functions. First, it was used as a replacement for Per when it was a higher level. Second, it was used to observe people without being noticed as doing so. Third, it was used to analyze sense data. To replace these functions, use Per rolls for the first, Deception or Stealth for the second, and IQ for the third.

Photography: This skill is now an Artist specialization. If Painting is part of Artist, then so is this.

Poetry: Now part of the Writing skill. Use familiarity penalties.

Poisons: Use either Chemistry, Pharmacy, Physician, or some other skill instead, depending on the particular use. I can't see any reason for this to be a separate skill.

Soldier: Like Naturalist, this skill was functioning more as a wildcard. Instead purchase low levels of Armoury, Electronics Operation, Engineer, or whatever. This doesn't make sense to have in addition to those other skills.

Theft: This skill covers picking pockets and grabbing things out of plain sight. Pickpocket and Filch were two separate skills.

Traps: Now part of Mechanic skill. Use Mechanic skill to build and operate on traps. Use an attribute roll to find traps.

Typing: Okay, so people can train and get better at this, but I don't know if this follows the same skill learning as everything else--that is, it might be better handled as something other than a skill, like a perk--and I think it might be below the level of resolution we can expect out of a roleplaying game.

Urban Survival and Regular Survival: These were both acting as wildcards. I've separated out their component parts as best I can. Purchase those instead.

War Planning: This skill replaces Strategy. I think the name better explains what Strategy actually does and how it's different from Tactics.



Not addressed here:
I intend to do a post in the near future explaining how I envision defaults, familiarity penalties, and task difficulty modifiers working with this new skill list.