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Skills over 60 during creation

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glimmer glimmer's picture
Skills over 60 during creation
Transhuman (page 38) states: "Any skills with a final total over 60 (including the aptitude) are reduced by half the amount they exceed 60." It also provides a handy table on the same page, which gives some examples: 65 -> 63 70 -> 65 75 -> 68 80 -> 70 85 -> 72 90 -> 75 95 -> 78 100+ -> 80 Should you round up or down on a half-value?
  • For 65, the book rounds up
  • For 75, the book rounds up
  • For 85, the book rounds down
  • For 95, the book rounds up
By majority, I'm going to assume you round up and that the 85 calculation is a misprint.
Undocking Undocking's picture
I consider the 85->72 as a
I consider the 85->72 as a typo (it should be 73), as it does not follow the pattern.
nick012000 nick012000's picture
Personally, I'd say to round
Personally, I'd say to round down and award an extra CP at the end. That way, your character's more on a par with one made with the original chargen system.

+1 r-Rep , +1 @-rep

glimmer glimmer's picture
Thanks, that's quite an
Thanks, that's quite an interesting approach. The reason I ask is I'm working on a character generation tool, and I was coming up with some tests to ensure we are calculating skill values correctly. I think I'll stick with the rounding up approach for this scenario, as it's simpler and is as consistent as possible (given the typo) with the table in Transhuman.
glimmer glimmer's picture
Does a skill provided by a
Does a skill provided by a morph, if it raises an existing skill over 60, become affected by the penalty? For example, my character has SOM of 10 and Climbing of 50. Adding the Martian Alpiner morph will give me +5 to Climbing. Will this make the value 63 (5 + 50 + 10 = 65; 65 - 60 = 5; 5 / 2 rounded up = 3; 60 + 3 = 63), or 65?
uwtartarus uwtartarus's picture
AFAIK
Morph bonuses (+5 INT) or implants (+20 perception) and drugs (+5 INT), all apply afterwards, as they are effectively circumstantial. The weird halving is just for when you accumulate PP's that give you 30 and 30 and 20 in a skill, as well as your aptitude of 20, as the halving represents the double cost of skills beyond 60 in the original char-gen model. So in your example of a martian alpiner, it would be 65. As if you built the character using the 1000 CP model, you'd have spent 45 points to get Climbing to 50 (starts at 5), so the ego if resleeved still has 50 in Climb, then add the morph's +10 in SOM, and +5 in Climbing, to get 65, higher if the morph has grip pads, and then takes a drug that boosts SOM.
Exhuman, and Humanitarian.