I've just gone through PU3 and added all the talents (See attached
Library file) They all include their reaction bonus and alternate
benefit as modifiers so you can easily switch, and I've added another
modifier to make it use the alternate finer grained prices.
There are empty talent and anti-talent templates with all of that set up
There were a couple of things I couldn't quite make work without some
changes to the code:
Anti-Talents (and Incompetence perks for that matter) need to be able to
say a skill should not have any points invested in it. They can require
that the skill not appear, but not allow it to appear as long as it has
no points and is just at default.
The Noncombatant is so broad it's not practical to list every single
combat skill within it. It'd be nice to give a penalty based on a skill
category. And as above, to check that no points have been invested in
Noncombatant also needs to be able to reduce DX for the purpose of
Jack of all Trades needs to be able to raise all skill defaults based
directly off an attribute.
On a related but non Talent note, the Dabbler perk would benefit from
being able to raise individual skill defaults.
It would make sense to be able to select a group of skills, and then
have a command to create a talent for all those skills. This would be
faster and also reduce the chance of errors. Anti-Talents, Incompetance
Quirks, Dabbler Perks, and Racial Skill Bonuses could all be handled the
Being able to select several advantages and generate "must not have any
of the others" prerequisites would also be handy.
A feature to add a note to a skill would be good too for conditional
bonuses that don't always apply.
Street Smarts has the odd property that it applies to Area Knowledge,
Current Affairs, and Law skills that specialize in cities and Alien
Friend applies to Anthropology, History, or Psychology for alien
specializations. There isn't really any way to detect that Area
Knowledge (Toronto) or History (Classical Klingon) respectively should
Kevin Michael Smith