I'd like to apologize, my head hasn't been in the best spot recently. Also I think Unimaginative has dropped out?
I'm playing around with how learning new things will work. Right now I'm thinking that there is a skill penalty of X-1 which can be 'bought off' via either having taken X number of immediate prerequisites or skills with X-1 points in them, have a talent, or possibly previously taking or auditing the course.
Which is to say that a course with a 200's number is at -1 unless you took 2 100 courses on the same thing, have 1 closely related skill with 1 point in them. Thoughts?
- Pnec 101: Everything You Ever Wanted To Know About Zombies. (Teaches, as you can guess, the Zombie spell, along with the other related spells (Control Zombie, Mass Zombie, Turn Zombie, Zombie Summoning) at basic level.)
- Pnec 206: Modernized Mortuary Cult Methods & Teachings (Teaches Professional Skill (Mortician) with a familiarity of preserving bodies. Useful for making mummies.)
- Nec 204: Induced Material Possessions (Teaches Animate. Commonly mixed up with I&C 204: Inducing Material Possessions.)
- I&C 204: Inducing Material Possessions (Teaches Create Object. Commonly mixed up with Nec 204: Induced Material Possessions.)
- James wouldn't be talking this class deliberately. If however, I bungled a skill roll in signing up for classes...
You are taking two more classes than you need to as first semester freshthings all get some form of Orientation class (Survival IoU, Area Knowledge IoU). This will result in a -2 penalty to homework/project rolls to reflect your reduced time
The basic Medicine classes.
COUP School of Medicine
A first primer in alterante timelines and Dimoensions.
College of Temporal Happenstance, Ultimate Lies, and Historical Undertakings: Department of Orthodox Chronodisplacement Theory and Original Research
Or WUSE: Department of Temporal Engineering
A course in Fire spells, or in electricity
This also applies to you,
@Hakazin
the book said:
All the "Colleges" of magic listed in GURPS Magic and GURPS Grimoire
are departments within the College of Metaphysics – the "Weather College" is
split out and the Water department is still reeling from the recent formation of the
Ice department. Majors in a particular department often have One-College
Magery for that spell college.
College of Metaphysics: College of Fire or College of Air
There are classes for various styles of magic
CoM: Department of Alchemy
Magic self-defense made easy
Live Fire training exercises in COUP or CoM? School of Conservative Arts has a Physical Education department
SPCA: School of Performative Arts?
For Maya it's easy - hacking and robot construction is clearly WUSE, though I am not sure what level should she start at - 101 is clearly not it, especially taking into account tech level difference
She will also probably want side-dish of COUP - contracts and bank system operation mostly
If possible will choose practical shooting or something like it as PE
Sounds Solid.
Sam
is taking will be forced to take
WUSE
TcS 101: Talking My Language (Teaches Programing skill)
TcS 201: Lingua Franca (More Mathmatics skills)
Orientation