![]() Perception has been placed in its own Skill Group (the Perception Skill Group), and has an innate Factor Cost of 0. Meaning that it may always have as many APs as the APs of the Skill Group. As such, it is unnecessary to denote the Perception Skill and the Perception Skill Group separately. ![]() ![]() The Skill with the greatest number of APs in the Accuracy Skill Group receives a –1 FC modifier. All Skills in the Performance Skill Group.All Skills in the Occultist Skill Group.Skills that have Synergy to each other include: Unlike the Factor Cost modifier from Linking, however, the Factor Cost modifier from Synergy must be applied to the Skills with the lowest APs in the Skill Group. Some Skills are extremely similar to other Skills in their Skill Groups. These Skills are said to have Synergy with each other. A Character who possesses at least four Synergistic Skills receives a –1 Factor Cost modifier to some of his Synergistic Skills. The number of Synergistic Skills that receive this modifier is summarized in the following table. If a Character wishes to have both Linked and un-Linked Skills – or Skills with different degrees of Linking (see above) – from the same Skill Group, he must purchase the Skill Group separately for the different degrees of Linking, though he need not pay the Base Cost for any repeated Skill Group beyond the first. However, the Factor Cost modifier for Linking any repeated Skill Group is 1 less than the modifier for the first Skill Group (2 less, if the Character has Intensive Training). If a Skill Group is Attribute-Linked, then not only are the above effects in place, but each Skill in the Skill Group must also have APs equal to the APs of its Link Attribute. It is unnecessary to list the APs for individual Skills in an Attribute-Linked Skill Group it is sufficient just to note the Attributes to which the Skills are Linked. If a Skill Group is Linked, then all Skills in the Skill Group are tied to their Link Attributes such that if the APs of an Attribute are ever reduced, then so are the APs of every Skill in the Skill Group that has that Link Attribute, on a 1-for-1 basis. If any Skills in a Linked Skill Group have more APs than their Link Attributes, and if the Link Attribute is reduced to 0, then any effect that would target the Link Attribute may also target those Skills with no Multi- Attack penalty and using the same OV and RV as for targeting the Link Attribute. Indicate that a Skill Group is Linked by placing an L after its listed APs indicate that it is Attribute- Linked with an A. Skill Groups may be purchased with one of two Linking Limitations - Linked or Attribute-Linked - which provide a –1 or a –2 Factor Cost modifier, respectively, to the cost of the Skill Group. These modifiers are doubled if the Character also possesses the Intensive Training Advantage. If this Skill is reduced to FC 0, and if there is still excess modifier, it may be applied to the Factor Cost of the Skill with the next highest APs, and so on. The Factor Cost of a Skill Group may not be reduced below 1. If, however, the Factor Cost modifier to a Skill Group is greater than is necessary to reduce the Factor Cost of the Skill Group to 1, any excess Factor Cost modifier beyond that which reduces the Factor Cost of the Skill Group to 1 may be applied to the Factor Cost of the Skill with the highest APs in the Skill Group. The costs for Skill Groups are : Skill group To purchase a Skill, a Character must first purchase the Skill Group to which the Skill belongs. APs in a Skill Group are the maximum APs allowed for any Skill in that Skill Group. If a Character wishes to increase the APs of a Skill to more than the APs of the Skill Group to which it belongs, they must first increase the APs of the Skill. When using the APs of a Skill as a Value (AV, EV, OV, or RV) in a Dice Action, the maximum Expenditure is limited by the Skill’s Link Attribute rather than by the APs of Skill. Unlike most Abilities, the Factor Cost of a Skill may be reduced to 0. If this is the case, the APs of the Skill may be freely increased up to the APs of the Skill Group (see below). Unless otherwise noted, individual Skills have no Base Cost. You can check our Unpublished on Worg article (specifically the “Eric L.’s rules variants” part) for the whole package. A variant powers documents is also on its (slow) way. Much of this information can be reviewed by viewing the quick reference table at the end of this document. Descriptions of new Skills or major changes also appear toward the end of this document. Others have been moved to Skill Groups other than those corresponding to the original MEGS Skills.Some have had their Link Attributes changed.Some Skills (formerly Subskills) have been renamed.For clarity’s sake, what the rulebook calls Skills will be renamed “Skill Groups”, and what the rulebook calls Subskills will become “Skills”.
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