Thursday, September 26, 2024

Review of GURPS Power-Ups 10: Skill Trees

 This is really an Alternate GURPS type of Supplement. I personally love skills over classes, however skill lists can be pretty long - especially in a game system designed to support all genres and settings.

GURPS Power-Ups 9: Alternate Attributes offers ideas for adding to or replacing the primary attribute set and this does something similar for skills.

In GURPS you roll against attribute + skill to accomplish most tasks. Picking a good mix of skills lets you fine tune a character to suit your tastes and needs. This lets multiple characters of the same basic type or role feel very different. However, it can be overwhelming and new players often miss important skills.

Even experienced players can do this, or misremember a skill and what it does. Wildcard skills (introduced in GURPS Basic) are one way to deal with this problem but they are very cinematic. GURPS Power-Ups 7 Wildcard Skills explores and expands upon them.

GURPS Power-Ups 10: Skill Trees is another way of handling this issue, less cinematic and more like Talents. Skills are grouped into broad categories called Trunks with subcategories of Branches, Twigs, and Leaves.

This feels more like a narrative game if used and the concept is more intuitive than a long skill list.

For example you could have a Trunk called "Animal" (listed in the supplement) and animal skills are included in it. You can do the same with Talents but they have at least two drawbacks.

  1. If the affected list is large enough its often just as good to just buy the the primary attribute.
  2. With a high enough Talent you can be just as good using a skill at default plus Talent as a trained person. I never really liked that myself.
  3. In many cases the Talent does not cover as much as you would like, notably trivial rarely used skills are rarely explicitly included. Power-Ups 3:Talents  mentions the idea of simply including some of those for free but it can be a time taker at the game table.
It includes 26 skill trunks and enough guidance to make more that suit a specific campaign.
For example in an IOU or other college based campaign each major course of study could be its own skill Trunk. Each student would learn Scholar as a part of core academic training but also something like Natural Sciences or about half the other listed trunks would suit a Academic Divisions or Departments and each student would learn such a trunk but add detail of specific branches, twigs, and leaves that suited their interest and class schedule.

Some Examples

A specific martial style would typical be a branch and practioners could train up subcategories of twigs and leaves to represent their individual choices and flair.
This would suit Ritual Magic (optional version of the default magic system) rather nicely.

Lets say I wanted to use this for Shaman.
Shaman
Aptitude for interacting with spirits and peoples attitude towards them.

Main Skills: Autohypnosis, Diplomacy, Dreaming, Esoteric Medicine, Exorcism, Fortune-Telling†, Meditation,  Occultism, Public Speaking, Religious Ritual†, Ritual Magic†, Savoir-Faire†, Symbol Drawing†, Thaumatology, Theology†.
Other Skills: Any Current Affairs, Expert Skill, Hobby Skill, or Professional Skill relevant to gossip, rumor, paranormal activity, or anything that may be attributed to spirits.

That list took me less than 5 minutes to build using examples in the book, I took bits from two existing trunks.
It lets me build a shaman who is less cinematic than using a wildcard but results in a pretty clean sheet compared to buying and listing each skill separately.
If I wanted to give it more oomph, say in a campaign where spirits were real.
I could apply From Skills to Advantages (Pyramid #3/44 Alternate GURPS II) or simply apply modifiers to a trunk or subcategory. For example Add Cosmic and Reduced Time to do things faster. Most enhancements would likely be overpowered with a prerequisite Cosmic for each type. This might be a good thing to consider if doing this for a campaign or another edition of GURPS.

Summary

Overall I am not sure how much use this will see in my campaigns. Largely because were all used to the current method and changing will take some getting used to.
On the other hand I am considering partial implementations such as 
Skill Boosters such as some magic items and software that can enhance someone trained or not this can replace Talents in that roll. Its a bit broader but feels better to me, at least narratively.
Specific Training Programs or Martial Styles could benefit from this with no real hassle for my players or me as the GM in tracking something new. We just treat it roughly like a Talent. And I would include the Untrained Tasks section (p. 17) in this.

Offhand I would love to see this in GURPS 5e or perhaps a supplement bundled with Alternate Attributes and wildcards (which may need redoing for this as an Alternate GURPS GM Guide.
I also feel it is better for lower point campaigns where you want people to not be incompetent at related material.

 

Monday, September 9, 2024

Aersalus Season 1, Session 4 The Bloodbath

 

The Cast of B-Team (Aersalus)

Listens to Ocean aka Osprey (Rory) Halfling Magistrate, mage, healer, priest, historian.
Rhum Kaldalsson (Curtis) Minotaur artist.
Trapper (Chris D) Gremian, artificer, hunter, Armsmaster.
Unit 7 (Brice) A Cog, magical construct golem.
In Memorium Christian
NPC's
Altan ru Chuulaii the tax collector
Raito
Tesseikai Watersinger, healer

The Blood Filled Dawn

Tesseikai appears to have been the only survivor of the group that was at the farmhouse tending to people. Listens spends most of the night watching over her, waiting for her to be able to give a report on what happened and making sure her spirit is not damaged as well as tending to her physical wounds.
His Restoration spell fails to restore her finger and he thinks the magic of Blood Mama is the cause.
She does not want to stay but Listens orders her to stay, citing medical authority. Rhum seems to feel she should be allowed to do what she wants, leading to some tension but Rhum backs down as Listens asserts his rank and position to back up what Rhum seems to feel is minimal healing skill or status. He seems convinced she is the better healer, ignoring the the wisdom that healers make lousy patients.
Listens talks to  Raito and informs him that he intends to investigate the farm and would like additional backup. Raito has been moving people closer to town for increased safety, again impressing Listens with his leadership.

Come the dawn they for a small group of soldiers and the magisters team to investigate. Trapper seems to have spent much of the night making a clockwork prosthetic finger for Tesseikai, which she appreciatively takes.
Trapper is tasked to scout just ahead as the best tracker, Listens feels that others walking through first may erase some valuable clue that Trapper is best equipped to find. However, Rhum tries to rush ahead and go his own way. Listens notes the unwillingness to follow orders or perhaps work with the team and ponders solutions when things are not quite so urgent.

Blood, Lots of Blood

The group travels through an eerily quiet forest and reaches the farmstead.  They see lots of blood, everywhere but no bodies.  Trapper scouts the place around while Listens takes overwatch and switches his perception between the material and spirit worlds in hopes of spotting something, anything useful and keeping the group from being surprised.
It appears bandits raided the farmstead and likely the fighting attracted Blood Mama who then killed almost everyone.  Far as Listens and Trapper can tell a few bandits (likely 4) made it out alive. Trapper follows tracks and will come back to them later. Listens, not much of a tracker saw spiritual markers that helped him see more than most. Also the crops and plants in thee area are withered, as well as stuff in the root cellar which rapidly rotted.

Aftermath

We called it there, short game. good one overall but the group needs to develop more cohesiveness and desire to work together. Our background is that were new to each other, so that's ok but my job as character and player is to make that happen.



Friday, August 30, 2024

Aersalus Season 1, Session 3

 

The Cast of B-Team (Aersalus)

Listens to Ocean aka Osprey (Rory) Halfling Magistrate, mage, healer, priest, historian.
Rhum Kaldalsson (Curtis) Minotaur artist.
Trapper (Chris D) Gremian, artificer, hunter, Armsmaster.
Unit 7 (Brice) A Cog, magical construct golem.
In Memorium Christian
NPC's
Altan ru Chuulaii the tax collector

Wolftrap, Day 3 and 4

We continue to wander around fixing what is needed and seeing to supplies.
Listens heads to the cliffs, finding a good place for his morning meditations. Its high up, about a 100 yards above the water, he considers jumping but decides its too risky, it would likely not kill him but would be embarrassing and a waste of resources as he heals himself. Still he considers it a minor goal to work towards if this becomes main base.
He spends the predawn and after dawn time listening to the spirits, they are definitely around but seem very quiet for some reason. He also looks for the waterfolk, though its far too early for them to arrive if they choose to act on the captains message.
After awhile just listening and enjoying the fresh air and feel of the wind and sea air he heads to town to get started on the days work. 
On the way he stops by the hut of the town wise woman and healer. Jyrki iul Heino
They chat for awhile as she is cleaning bandages, he uses his magic to speed things up and dry them, she has skill but no apparent ability with songshaping. She mentions the plague that wiped out a town about 8 months ago, and children who broke their legs helping the foresters yesterday. She is quite wiling to share local news and advise Listens on what the town needs. He knows most of it already but the research is still good. She does not really believe him when he says they intend to take care of the bandits but is glad for the supplies and the work done so far. The town is very wary of promises and not trusting of the new duke. Not a surprise after the last one and it will take time to earn their trust.

He heads into town.
The rest of the team is up and about as he arrives, most having already headed out. Rhaum spends the day escorting Altan, not a fun duty but a needful one. Altan can be quite irritating and disrespectful and Rhaum tries to learn him some manners. They start at the Inn before heading out to the farms.

Trapper continues learning the lay of the land and hunting for food for the Inn. The innkeeper Meiri and him are building a good relationship. He brings her a rare bird (super large bird of prey, nearly the size of an adult human) and she asks him to find its nest and bring her the contents.

After talking with the quartermaster to make sure Jyrki gets her supplies Listens looks for the forester. He is curious about what is going on in the area, the spirits are too quiet and of course he has to talk about the injured kids. He expects Riato has already worked to prevent more accidents but still Listens should offer his help. Listens casts a spell and asks the spirits for directions, they should easily find a group of wood cutters chopping down trees after all. The spell works, but at first he does not see the spirit that arrived. Eventually it gets his attention, a land crab. They introduce themselves, the crab is named Myrk the Lurk, though he prefers Myrk.
Murk leads him to the foresters and they have a shirt discussion. Apparently the children were overly excited and trying to be helpful. Getting too close to falling trees.
Riato points out something odd about a stand of dead tress. As a woodsinger, any tree he considers odd is worth paying attention too. The trees have had all the moisture drained out of them and then just broke off. Also moisture has not returned, even though its been months and the rains should have affected the wood. Myrk thinks it reminds him of something and he agrees to ask around. He vanishes into the ground.
Listens wanders around a bit before heading back to town and Myrk pops out of the ground with news.  They head to the inn for beer and mutton (two things Myrk expressed love for) and talk. Meiri is still less than thrilled to see Listens but is at least polite and welcomes his coin. Listens finds a table at the back and sets the land crab on the table, ordering meals for them both. Meiri is rather surprised to hear a talking crab and quickly fetches their food. Listens was expecting her to tell him he could not sit on the table, but supposes she was unwilling to insult a talking crab. Others in the inn take notice as ell and the table remains theirs till Raum and Altan come in.

Raum and Altan had a good day collecting taxes, though some of it was in barter rather than coin. Raum appears to have made a deal with a local spirit, return a kana crystal to it that as stolen by bandits. Listens anticipates a problem from Altan over the matter but will address it then.
They all head back to the constable station. 

Unit 7 is back after scouting unsuccessfully for the bandit camp but found a bonecarver. The bone carver and the corpse appear to not be getting along. Listens looks at the corpse, politely asking if it wants to talk but is ignored and so lets it be. Not really his area as much as nature spirits and even those he tends to leave be if they so desire.
The corpse does however seem to have taken a definite shining to Trapper. It turns its head to look at him periodically.

Raito calls listens outside for a chat. He explains to Listens that his hand is turning blue, a sign of big trouble. Listens bandages it to cover up indication and offer some pain relief. They hear a scream form the wilderness and run to investigate. 
Tesseikai come stumbling into town, gravely wounded.  Listens shouts for help, using his best sailor voice and tends to her wounds with a quick Lesser Succor spell.
Earlier Myrk had warned him about Blood Mama a vampire like spirit that drains blood form groups of people and was imprisioned but somehow released and its making all the spirits nervous. They are not her favorite prey but hungry enough she will go after anything. Listens is worried as the group goes into the forest to see who attacked Tesseikai but they need to check for other survivors as she was not alone.
She is missing a finger but likely she can repair that herself, if not Listens has a Restoration spell.

Aftermath

A few other things happened but Listens is unlikely to know about them so you'll have to read about them in the GMs recap. Myrk expressed an interest in becoming a companion and Listens said to wait a week, make sure he is making a good choice as Listens lives a dangerous life and will be traveling.
A land crab is not my first idea of an allied spirit but its a cool direction and I like Myrks personality.












Wednesday, August 28, 2024

GURPS High Dives and Cliff Diving

 I have a character in a campaign who is part water spirit and one of his gimmicks is being a great swimmer and diver, also a water mage sailor.

For reference he has Swimming -17; Amphibious; Breath Holding 2; Catfall (Accessibility, only to land in water, -50%); Temperature Tolerance 2; and the perk Smooth Diver. The latter lets him dive without making a splash.

We came across a cliff over the water outside town and he wanted to cliff dive from it. The skill penalty appeared to make this an impossible task. Since it was a 100 yard tall cliff that irked me a bit but not by much as it is a ridiculously high height to jump form. However, it appeared that normal heights also seemed way too hard to do. So I went to the forums!

After a few days reviewing the rules and discussing them on the Steve Jackson Games GURPS forums I came up with a reasonable chance at making more normal cliff dives.

The results are....

GURPS Diving

Quoth, p.B431 "When striking water or a similar fluid, a successful Swimming roll (or vehicle control roll, if “ditching” a vehicle) means a clean dive that negates all damage. This roll is at a penalty for
velocity; use the speed penalty from the Size and Speed/Range Table (p. 550)."
Normally it says to read the speed as column 3 on that table, so this wording led me to use column one instead.  At least two others feel that the normal usage is what was intended and I am going with that.
I might ask the line editor when he is back from vacation to be sure and to see if errata should be submitted.
So what is our penalty?
World Record is 60m (-36 skill original way or (-9) the other way)
Standard dive of 85-92 feet (-25 or -26) or (-7).
Reality check thus says use the more typical number.
Highest dive from a diving board is 192'10"* for (-8 to skill)
*Lazaro "Laso" Schaller (Switzerland/Brazil) in Maggia, Ticino, Switzerland, on 4 August, 2015. 
90' dive (Skill-7)
10m dive (about 33 feet) (Skill-5)
3m dive (Skill-4)
Standard diving boards (spring) from 1 to 3m high. (Skill -0 to -4)

If you make the skill you take no damage, fail and you take falling damage into a soft object. At these heights its unlikely to kill you, though the higher dives may very well knock you unconscious so better have someone in the water to rescue you!
Catfall subtracts 5y from falling distance, a great help[ at lower dives and about a +1 effect at higher distances. more importantly it allows a DX roll to grant half damage if you fail that clean dive Swimming roll.

Swimming is used to avoid damage and to move around in the water after your dive.
Sports (Diving) lets you know the rules for the sport, trivia such as record holders and famous diving spots, and perhaps most importantly to look good when diving. Use it or Acrobatics to do things like flips, tucks, and somersaults when diving. Modifiers as per Acrobatics, +1 for Perfect Balance, +2 for 3D Spatial Sense.
High Dive (H) is a technique that lets you buy off the penalty to Swimming when making a dive to avoid damage.

Catfall with Accessibility, only to land in water, -50% is a bit more realistic than regular Catfall so may be more easily allowed in a noncinematic game. Make no mistake, its still cinematic though!

A high diver will need Swimming and can benefit from Sports (Diving), a level of Temperature Tolerance for cold water, Fit or Very Fit, high HT and DX, and perhaps First Aid, Hiking, or even Climbing to get to out of the way spaces.
At Swimming -5 for an Olympic level athlete I think GURPS Diving is reasonably good at letting your character play a great athlete even in a realistic campaign.
Alien or non realistic campaigns may consider Amphibious, DR (Tough Skin), Breath Holding, and a few other things to spice it up.

Special Thoughts

At least 12 feet of water is advised for high dives and clear water is best to help avoid obstacles like high rocks or see other swimmers.
Telescopic Vision can help see what you are diving into from high above.
Good quality equipment and conditions such as a good platform, minimal wind, and clear area  might be good for +1 to +2 quality bonus.
Use Time Spent to help with those tougher dives. Though in a sport your unlikely to get more than a minute to set yourself up.
This is just another example of how GURPS can add to your campaign by giving players or NPCs something cool and fun to do without a lot of special rules or handwaving.



 

Saturday, August 24, 2024

Aersalus Season 1, Session 1&2

 The Cast of B-Team (Aersalus)

Listens to Ocean aka Osprey (Rory) Halfling Magistrate, mage, healer, priest, historian.
Rhum Kaldalsson (Curtis) Minotaur artist.
Trapper (Chris D) Gremian, artificer, hunter, Armsmaster.
Unit 7 (Brice) A Cog, magical construct golem.
In Memorium Christian
NPC's
Altan ru Chuulaii the tax collector


The Trek Begins

Duke Tellengeri has decided to fix up his territory. By beating his brothers, the duke (Tellengeri) gained legitimacy and additional funds and prestige. He leveraged the newfound wealth to create a merchant empire which he then used around 1/3 of to purchase the land from Duke Jutaharro who had no heirs after the Second War of the Ashen killed them all. The old Duke was more into graft than his people and there is a lot of poor sentiment among the citizenry. He has embarked upon a big renewal and rebuilding project.
Along with almost a hundred others the team is dropped off near Wolftrap which is the largest town in the area. This will make several teams

Forestry Team, led by Riato a woodsinger and forester

They will go off to check on the wilderness, primarily the huge forest called "The Great Green" which is an unusually temperate and warm forest for this near arctic area.

Mining Resources Team led by Jarrah?

The goal is to see how the known mines are doing, what needs to be done to get them back to full production, and possibly find new mines.

Mappers#1

Goal is to survey and map the area.

Mappers#2

Goal is to survey and map the area
Aid Team #1 (Us) led by Listens to Ocean

Our team is going to be based in Wolftrap but will circumnavigate the area. We are to bring justice to the towns, collect taxes, and increase prosperity and well being of the regions citizens. Listens is an accomplished spellsinger, Ministry trained healer, Shen (shaman), and magistrate so is leading the team. He also has good experience with working people, being a long time fisherman and sailor. The team also includes a taxman (Altan ru Chuulaii) to collect the taxes. Since dispensing justice and collecting taxes are not too popular we also have three capable bodyguard's and security people who are also good at other things, helping the teams versatility and overall mission.
Rhum and Unit 7 are both very strong and Trapper provides ranged support.
Aid Team #2

This team will head in the opposite direction as Aid Team #1. It includes one magical healer and several Ministry Trained healers as well as a couple of other spellsingers.
We know they have Water, Wind, Stone, and Wood covered.

 Wolftrap

We all roll into town after being dropped by airship a day or so away. Wolftrap has seen better days, it is a port town with a nice freshwater lake nearby. Fed by two aqueducts, one from the lake and another from the mountains. Listens spends the most of the second day checking the first one out and cleaning it.
We meet Meiri the innkeeper who promptly decides to price gouge us for rooms. Listens does not like that kind of corruption and mentions how if she is charging that much for her rooms she must be doing very well indeed - and our tax collector will be glad to hear of her prosperity.
Altan's ears perk up and he is quite pleased to have a conversation with her, she of course is less so.
(Tried to pull an Eastwood here, letting the towns people know we are not to be cheated or trifled with as a strong first impression. Eastwood would have done it better).
Much of the town is in ruins or burned out and we head over to the remains of the Constables station. It has most of the stone walls, a basement, and a few cells.  Trapper investigates the basement, bringing up a corpse and a couch for it to lie on. The corpse appears appreciative. Trapper also fixes the boiler and we get heated floors for the evening.
Next day Trapper does more work on the building, as well as some others from the large group and then goes hunting for food and supplies for the inn. He also meets Toragana, the local tanner and exchanges hides and such. He also makes friends with Tessikai, a young healer and water singer (probably part of Aid Team #2).
Unit 7 is unhappy at waking up to find Listens had already left and is talked into helping out on repairs.
Rhum makes friends, he talks Trapper into getting food for Meiri and the inn and visits the blacksmith Jetei iul to get supplies for hauling wood he cuts down from the forest for rebuilding. Also meets the local miller Molomo.
Listens has a chat with Kohana an Kekkonen about the town. Kohana advises that annoying Meiri was not wise as she is an important town figure. Listens explains what happened, letting him know he will not tolerate corruption but understands his advice and will see what he can do. While they are talking a ship sails into port and having a plan (GM coached) Listens excuses himself during a lull in the conversation saying as an old sailor he wants to meet the ship.
Turns out the ship is run by an old friend, Captain Junras who gives Listens the lay of the local ocean and mentions a community of waterfolk nearby. Listens appreciates that and hopes to get them trading with the town. Listens also buys the entire ships worth of grain for the town. It will help the largest town in the area get on its feet faster, especially with winter coming and helps out his friend who would have to sail it the rest of the way up the coast, trying to sell it as much as he could and possibly not selling it all. This also gets him back to main port faster for another run. he offers Listens an investment opportunity in a ship which Listens takes him up on. Ideally hoping to encourage more shipping to the area.


Player Summary

A good first two session, its been several months since we last played. One of our players who was supposed to rejoin us died recently and it would have been nice to see him again. The rest of us were dealing with personal issues as well, everything from losing a beloved pet, to surgery, pinched nerves (or minor stroke), to the normal maladies we seem to have. It was good ot get together, both sessions were short but we got a lot done and got to start digging into this world that Christopher has rebuilt.

Tuesday, July 23, 2024

GURPS Golfing

Watched Rising Impact, an anime on Netflix about golfing recently and decided to stat out Golf.
Sports (Golf) is an Average DX based skill.
The goal is to hit a ball into the hole in as few shots as possible.
There are three main types of swings in golf, the Drive, Slice, and Putt respectively.
.Average driving distance is 200 to 224 yards.  (ST 10 or 11); 70% of amateur golfers hit 250 (ST 12 to ST 13), Average PGA distance in the 2020's is 300 yards (ST  15) with the longest drive in history 787 (ST 39!). Various factors, especially wind can make a big difference in distance.
So lets set Driving distance at ST*20

Putts dramatically fail outside of 10 feet. A golf hole is 4.25" in diameter (SM-7) with -1 to hit at 9 feet, so that works. Skill 12 would be 5 or less under 9 feet to hit the hole. But Aiming should apply for +3 and club quality for Acc 1 (fine clubs) or Acc 2 (Very Fine).
A professional could get the +4 routine task modifier for another +4 (newcomers might cave under pressure and not get that).
So we have target -7, Aiming bonus of +3 to +5, routine for +4 meaning against a skill 12 we get an effective skill of 12 to 14 depending on club quality.
That works out rather nicely!

 A slice is the ball curing towards the dominant hand due to a slight spin on the ball. Normally you do not want to slice, but sometimes you need to angle the shot to avoid a hazard on the course or angle it to work with the wind. Sounds more like adjusting to the situation so we will ignore this kind of stroke in favor of circumstantial penalties.

So what does this give us?

Sports (Golf) (A) DX
This is the skill to play a good golf game. Driving distance is ST*20 with a bonus to ST of +1 for Skill DX+1 or ST+2 for DX+2. Wind speed may add or subtract from a drive, each 2 MPH is 1 or 2 yards. The golf hole is -7 to hit, plus range penalties (p. B550), and additional penalties for terrain or wind may apply. Treat rough or sand as -1 to -4. Add wind speed to the range penalty when making drives with a crosswind. When driving (rather than putting) add +4 to hit the hex and use the Scatter rule (p. B414) to determine where the ball landed. When putting assume you miss the hole by 1 foot per margin of error.
Trained golfers may opt to use the Precision Aiming rules (GURPS Gun Fu, p. 12. or GURPS High Tech, p. 84)
Note that professional golfers will also invest in Games (Golf) (E) IQ for a through understanding of the rules.

Useful perks include Bank Shot, Bend the Bullet, and Deadeye from GURPS Gun Fu; and Eye for Distance (GURPS Power-Ups 2: Perks).
A new perk also seems appropriate.
Read the Green
 Grants +1 skill and allows Time Spent modifiers (base time 1 turn) when making a putt.





Tuesday, June 11, 2024

Looking at GURPS Streetwise

 Streetwise is one of the influence skills, meaning it can be used to replace a reaction roll in the appropriate circumstances. It is an Average skill, typical of them, though Carousing is Easy and Diplomacy is Hard, the rest are all Average skills.

What do the rules say its used for?

GURPS Basic, p. 223 says its the skill to get along in rough company and "You may substitute an Influence roll against Streetwise for any reaction roll made in an underworld or “bad neighborhood”  situation; see Influence Rolls (p. 359)."

GURPS Social Engineering, p. 30 says "Streetwise isn’t the same as Intimidation; the latter makes you seem dangerous and hostile, while the former conveys that you know your way around. "

This can be a bit risky as a failed Influence roll (p. B359) can get you a worse reaction than not using an influence skill, and the roll is resisted by Will. So if you are going to rely on it its a good idea to be very good at it.

Additionally the skill lets you ask for information among criminals and seeming like you belong there rather than are an undercover enforcement officer or perhaps a criminal rival. Specifically it helps you find the criminal element, or those catering to it (such as corrupt police), know a good bribe price, and perhaps find the local "action".

It is not used to buy things (use Merchant) but at least it can help you seem like a legitimate customer and perhaps find venders of illegal wares. Also Streetwise at 12+ cancels the normal -3 to Merchant for buying illegal goods.

Overall a decent skill, but can be risky to use and perhaps lacks flavor and oomph for that cinematic expert. So here are some additional suggestions.

1) Allow Optional Specialization (p. B169) for certain types of criminal elements. Examples Docks/Ports; Gangs; Neighborhoods; etc.

2) Add techniques such as...

Fits In (H) Streetwise-3, purchased up to Streetwise (at 4 points) to offset the penalty for obviously being a stranger in the area.

Cutting Out (H) Streetwise-4 to pick an individual out of a group to use your skill on. Social Engineering, p. 81)

Hinting (H) Streetwise+0 (up to Streetwise +6) for being subtle enough in your questions that observers might not pick up on it. (Social Engineering, p. 81).

I really like this one as its often a good idea to be discreet when asking about illegal activities!

3) Certain perks and other advantages can of course also help. "In the Know" (Social Engineering, p. 79) grants +2 to finding an illegal connection, such as a fence.