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Skillsofts and Knowledge Skills?

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Ferretz Ferretz's picture
Skillsofts and Knowledge Skills?
On page 332 of the Eclipse Phase core book, it says that Skillsofts can be used Active Skills. But what about Knowledge Skills? Can you have a Skillsoft for Language, for example? -E.

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nerdnumber1 nerdnumber1's picture
Ferretz wrote:On page 332 of
Ferretz wrote:
On page 332 of the Eclipse Phase core book, it says that Skillsofts can be used Active Skills. But what about Knowledge Skills? Can you have a Skillsoft for Language, for example? -E.
I think knowledge skillsofts (especially for languages) would be more common. I have seen at least two 3rd-party web publications linked to the EP sight (the Farcast blog and a Sander's adventure) that specifically refer to using language skillsofts to rapidly learn new constructed languages. It seems like, if anything, getting a skillsoft of a knowledge skill might be easier and a nice thing to get prepare an agent for a mission in an unfamiliar setting or involving an unfamiliar subject of subculture.
DivineWrath DivineWrath's picture
In another thread, I think I
In another thread, I think I made a knowledgeware augmentation. It had a limit of 200 points in knowledge skills, and knowledgesofts could get as high as 80. The gear were priced the same as their active skill equivalents (I think). My reasoning was, I observed that there was a limit of 40 on skillsofts, which happens to be the same limit as Limited AIs have on active skills. I therefore reasoned that limit might have something to do with Limited AIs, so I used the 80 limit AIs had on knowledge skills as the base (I recently checked and the limit for Limited AIs is actually 90, but I still think 80 is still reasonable for knowledge softs). Since I was doubling the size of the softs, I also doubled the capacity of the ware as well. So 200 capacity on knowledgeware, 80 limit on knowledgesofts.
Wyvernjack Wyvernjack's picture
Speaking of. How does that
Speaking of. How does that work. You get a skillware with 100 cap, and then you can put in three skillsofts with 40 points each. There's always extra 20 points if you want to use the whole Skillware capacity.
nerdnumber1 nerdnumber1's picture
40 is the skill soft cap, but
40 is the skill soft cap, but there can be less effective skillsofts at 20, 30 or other numbers, but I'm not sure how useful they really are as they, apparently, cost the same as 40 point skill softs.
Wyvernjack Wyvernjack's picture
So far, the idea we had was
So far, the idea we had was to think of em as bars which you could tune between 0-40. So potentially you could have a skill at 100 by taking same skill 3 times (40+40+20). Or something like five skillsofts set at 20, and when one is lost, the others can go up as the player wants within the 100 point limit (they are software after all).
godmoney godmoney's picture
just to point out...
that that is a rating of 40 points total including aptitude, not 40 plus aptitude. so you are rolling at 40 plus modifiers. skillsofts are good in a pinch but having the real thing in your head is better.
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DivineWrath DivineWrath's picture
There has been some
There has been some discussions as to how skillsofts should work on these forums. Unfortunately, the core rules don't account for everything regarding skillsofts, hence why this topic seems to come up again and again. I happen to use the following house rules (avoid these problems at the gaming table): Skillsofts replace the rating of existing skills. They do not stack with existing skills or aptitudes. So you can't get a skill rating of 60 because you are using a 40 skillsoft with a 20 linked aptitude. You get a rating of 40 in that skill because skillsofts are a whole package deals. They replace your existing skill rating while in effect. Skillsofts are usually ranked at 40. They can come in smaller ratings, or can down scale from higher ratings to function at lower ratings so they can fit into crowded volumes of skillware. Dangerous skillsofts do exist (often 60 or higher), but they often suffer defects (like implanting behaviors, not just skills, while in use). Skillsofts can be swapped quickly, quickly changing which ones are active and at what ratings. This change may happen once per turn, at the beginning of a character's turn. This is a quick action.
nerdnumber1 nerdnumber1's picture
If the skillsofts can be
If the skillsofts can be switched quickly, the 100 point cap really isn't much of a limit. Not saying that's a bad thing.
godmoney godmoney's picture
might be if the only place to
might be if the only place to store skillsofts is in skillware...??? now as for knowledge SS... you should be able to carry around a wiki/the mesh is at your fingertips in your head wherever you go. even gatecrashers take chunks of knowledge with them.
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DivineWrath DivineWrath's picture
nerdnumber1 wrote:If the
nerdnumber1 wrote:
If the skillsofts can be switched quickly, the 100 point cap really isn't much of a limit. Not saying that's a bad thing.
When you say it like that, I suppose its not much of a limit. However, the limit of 40 on skillsofts still applies, so you aren't likely to be doing anything well or quickly relying on skillsofts. Also it is possible for you to have augmentations that allow multiple action phases per turn and multiple actions per action phase, so this limitation might apply for many actions until you can swap out skillsofts again. However, digital egos can be loaded and activated from inactive states quickly, and egos residing in cyberbrains can also be swapped out quickly. One could argue that its better to use a cyberbrain and bring a few friends with you (friends with skills higher than 40), than to use skillware and skillsofts.
LatwPIAT LatwPIAT's picture
DivineWrath wrote:However,
DivineWrath wrote:
However, digital egos can be loaded and activated from inactive states quickly, and egos residing in cyberbrains can also be swapped out quickly. One could argue that its better to use a cyberbrain and bring a few friends with you (friends with skills higher than 40), than to use skillware and skillsofts.
I'm not sure that's a very good solution. Every time you're swapping egos in and out of that cyberbrain, you're going to be making integration and alienation tests for whichever is currently active, which risks putting them on the fast track to a spiralling descent into madness... and if you're constantly loading inactive states, Continuity tests enter into it too.
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DivineWrath DivineWrath's picture
If stress from being booted
If stress from being booted up and integration checks don't work well, then perhaps multiple ghost rider modules and puppet sock augmentation might work better. All egos (or most of them) could reside in the ghost rider module, and then the person who is in control uses the puppet sock module to Jam or Remote Control the morph or shell.
Baalbamoth Baalbamoth's picture
I mostly don't use them
At 40 cap that can never be improved, players saw it as a waste of points, I do too generally.
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godmoney godmoney's picture
another question
do you allow complementary skill bonuses to skillsofts?
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Lorsa Lorsa's picture
Yes, I would do that at least
Yes, I would do that at least.
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