What is in the Super Sleuth update in Rifter 81?

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gaby
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What is in the Super Sleuth update in Rifter 81?

Unread post by gaby »

What is in the Super Sleuth update in Rifter 81?

What are the all New Special skills?

What do you think is the best parts in it?
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Warshield73
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Re: What is in the Super Sleuth update in Rifter 81?

Unread post by Warshield73 »

gaby wrote:What is in the Super Sleuth update in Rifter 81?
What are the all New Special skills?

Well you start with some game mechanics including evidence colection and interrogation.
Notes on skills like streetwise Gunsmithing and a new one Lore: Criminal which I think is kind of cool but not sure I would classify it as lore.
New special skills including criminal insights and digital intrusion

A couple of dozen special skills that you get to choose those you want.

All and all the character can be way more specialized than before.

Also some new equipment and 3 sample characters.

gaby wrote:What do you think is the best parts in it?

I like the new Special abilities that you can get as you advance. The old Sleuth was kind of generic, as are most of the skills PCs, but this really allows you to create a unique, and in his/her own way, a powerful hero.
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Re: What is in the Super Sleuth update in Rifter 81?

Unread post by zerombr »

I normally wouldn't make new skills since we happen to have a ton of them, but I added one for Criminals because that's sort of the go-to, its meant to be like, histories of crime families and such, a deeper dive than Streetwise.
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Re: What is in the Super Sleuth update in Rifter 81?

Unread post by Warshield73 »

zerombr wrote:I normally wouldn't make new skills since we happen to have a ton of them, but I added one for Criminals because that's sort of the go-to, its meant to be like, histories of crime families and such, a deeper dive than Streetwise.

The only place that I have a problem with too many skills is like Weapons Proficiencies, piloting and tech skills. I think there could be some combining there. Lore, history, and knowledge skills I think you can always add more because as a GM if your players don't have it you just don't use it or give them other ways to find it (the local scholar/wise man, it's a classic for a reason) and encourage your players to add those skills later.

I just already have skill like this that I just call "Streetwise: Criminal Networks" that is regional (region picked by player) and it covers history and conflicts of crime families/syndicates/street gangs.
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Re: What is in the Super Sleuth update in Rifter 81?

Unread post by zerombr »

if it were up to me, I'd at least halve the amount of skills out there, but thats another conversation! Of course most of those are Tech I am sure, so we're on the same page there. :D
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Re: What is in the Super Sleuth update in Rifter 81?

Unread post by Warshield73 »

zerombr wrote:if it were up to me, I'd at least halve the amount of skills out there, but thats another conversation! Of course most of those are Tech I am sure, so we're on the same page there. :D

I come nowhere close to that number of skill reduction, especially not in Heroes. I am OK with lots of skills because again there is no rule you need to take them all. I also don't want a situation were you have one roll to see if you know about computers and magical lore. I like limiting players.
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