Lets say that character has morph bonus zero to some close combat skill. What is the skill number if character hits with fist or iron pipe? Assuming that he haven't developed the skill at all.
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Making skill test with no skill?
Tue, 2014-10-28 16:06
#1
Making skill test with no skill?
Tue, 2014-10-28 17:01
#2
Defaulting skills is done by
Defaulting skills is done by rolling just the flat base aptitude. So if you want to punch someone, but have no skill points in it, you roll base SOM. Some skills can't be defaulted though, you have to be trained in them.
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Wed, 2014-10-29 05:15
#3
Then I have got something
Then I have got something wrong from rules. So characters use their aptitude total in their skills, not aptitude morph bonus?
In character sheet it reads (in skills section) morph bonus and in morph it reads morph bonus too...so summa summarum, I have to use total aptitudes as a base change in skills?
Wed, 2014-10-29 08:00
#4
It goes Aptitude + Morph
It goes Aptitude + Morph bonus + skill ranks + other +specialization = skill total
You are doing the math twice on the character sheet as separate equations
Wed, 2014-10-29 12:09
#5
The way I explain it to my
The way I explain it to my players is that your Ego Aptitude is the BASE, then during CHAR-GEN you add CP into it (if you are using the Core char-gen system), this Skill total from char-gen plus your EGO's base are your TOTAL base that goes with the character regardless of Morph (which can change very often in the setting), which is why the character sheet has a column for Morph bonuses (gear and raw bonus to aptitudes).
E.g. I build a character with a REF of 15 (average for Transhumans, ala the Dilettante aptitude template), and then I spend 45 points from CP to raise the Fray skill to 60 (base of 15 for Ego aptitude), then I spend another 20 points to raise the skill further to 70 (as per the increased cost of skills over 60). So regardless of morph, my character's skill is 70 in Fray. If I sleeve into a Bouncer with a +5 to REF, than while in that morph the character is 75. Continuing with this example, if I deign not to put any points into Freerunning, than my Base is 15 (which is just SOM by itself), unless the morph provides any bonuses.
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Wed, 2014-10-29 14:17
#6
There's a simple way to
There's a simple way to handle it, though it may or may not be wholly accurate... I think this is book-accurate, though it's not how I handle it.
[EGO Aptitude + Morph Bonuses to Aptitudes|Morph Cap]+[Other Aptitude Bonuses|Hard Aptitude Cap]+[Skill Level|100 Cap]+[Other Bonuses]
So, your ego aptitude and the morph's bonuses stack up, to the morph's maximum attribute rating. IE, a Neotenic has a maximum Somatics aptitude of 20, so it won't matter if you've trained your SOM up to 30, you're capped at 20. Other aptitude bonuses exceed that cap, to the hard aptitude cap of 40, so if your Neotenic has been modified with Muscle Augmentation (+5), High-G Augmentation (+5), a Hardened Skeleton (+5) and a Cyberlimb Plus (+5), you're still going to be hitting the Hard Aptitude Cap of 40 - IE, your Neotenic is going to be more mighty than the average transhuman sleeved into a Diatya. (Personally, I treat Morph Bonuses in that second category, allowing them to exceed the morph's aptitude cap towards the hard cap.)
Then you have your Skill Level, the amount of training you have in a particular skill. As I understand it, this value cannot exceed 100. Even if you had Aptitude 20 and Skill 100, and spent enough Rez to raise your Aptitude to 40, that extra is wasted, as the EGO Aptitude + Skill Level cannot exceed 100. Other bonuses (smartgun links, skill specializations, Other Aptitude Bonuses,) can, I believe, allow you to exceed 100, which can be useful if, say, someone is throwing every negative penalty in the book at you.
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Wed, 2014-10-29 14:38
#7
The way I usually tell my
The way I usually tell my players to calculate their total skill value (using the column method of the character sheets, usually) is Base (Which is Linked Aptitude + Skill Points spent) + Morph Bonus + Equipment Bonuses/Psi Bonus/Specialization. Unless you players are being very munchkin-y and really overspecializing, you almost never have to deal with the hard or soft cap in terms of actually exceeding it. And since aptitude points are very expensive, anybody who hits a stat cap is probably doing so with some kind of morph or implant bonus. The SOM 20 limit for small morphs might come up slightly more, but I've yet to meet a character who had a native Ego aptitude over 20, that's a lot of specialization to have which is severely weakening other areas.
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Thu, 2016-10-13 21:38
#8
UnitOmega wrote:Defaulting
I would rather use total linked aptitude (ego+morph). Especialy in this example it seems plausible to me, that the morph bonus comes into play.
Fri, 2016-10-14 01:45
#9
Yeah, this is true.
Yeah, this is true. Technically, the way the game phrases this (and even when parsing it out later in this thread) is a bit confusing. Assuming I'm reading this stuff from two years ago correctly, there's a couple of original questions here. When you calculate your total skill rating in a skill, your morph bonus applies after you spend skill points, IIRC this is pretty clearly pointed out somewhere in the sections on skills or whatever. But yes, when you actually default, you roll your Ego base aptitude + the bonus from your morph. I guess the correct way to say this is you roll under "total aptitude". You'd also add bonuses from implants/gear, which is why owning traction pads isn't a bad idea if you have no Climbing. And skill bonuses from a morph too, for that matter.
The morph/ego split makes the language a bit messy, though.
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