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EP Skills questions

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technoshaman technoshaman's picture
EP Skills questions
I have some for Academic skills. what are Astrobiology, Astrophysics and Astrosociology mean in EP setting? Does Astrophysics mean the same from other settings like Stargate SG-1?
Arenamontanus Arenamontanus's picture
Re: EP Skills questions
technoshaman wrote:
I have some for Academic skills. what are Astrobiology, Astrophysics and Astrosociology mean in EP setting? Does Astrophysics mean the same from other settings like Stargate SG-1?
No clue what it means in Stargate, but I assume it means the same as in real life - understanding the physical processes going on in space environments (everything from cosmology to stellar evolution to planetary geophysics). Astrobiology would be the biology of non-terrestrial biospheres, as well as comparative biology. Astrosociology would be the sociology of transhumans living in space and perhaps aliens too (although I would call that xenosociology). Note that academic disciplines overlap. An astrophysicist knows a lot of plain physics and astronomy, and can no doubt solve problems in these areas too.
Extropian
technoshaman technoshaman's picture
Re: EP Skills questions
What are some examples for Academics: Mathematics and Memetics that are used in the setting?
Xagroth Xagroth's picture
Re: EP Skills questions
Academics: matematics could be used, for example, to claim a +10 bonus on a roll when plotting an optimal curse for a spaceship. Or to help code/decode some file using mathematical algorithms. Academics: memetics could be used for making viral campaigns, instate new modes, or even to help with psichosurgery (neurolingüistic programming might be considered part of this skill, and it's extremely useful to transmite concepts to other people). Pesonally, I use the academics field skill to get a +10 bonus on active skills most of the time, the most clear example being nanotechnology rolls. I also allow for Academics: Firewall / Autonomists /etc..., to know about that faction (since there is no Knowledge skill, and Trivia strikes me as not really serious)
LostProxy LostProxy's picture
Re: EP Skills questions
The skills in themselves are useful even if they don't give bonuses when you pick the right ones. Interest: Black Market Drugs gave the group I run a major bargaining chip when negotiating with a constantly high AGI. Profession: Security Ops can keep you from walking into an obvious security choke point or have an idea of how the body guards will protect the target during transit. Inner System Law with a specialization in Loop holes kept me from landing in jail. My favorite is law skills. You never know when you'll need some knowledge of local procedure to keep you out of trouble.
Arenamontanus Arenamontanus's picture
Re: EP Skills questions
technoshaman wrote:
What are some examples for Academics: Mathematics and Memetics that are used in the setting?
Mathematics of course allows you to solve mathematical problems - and a surprising number of problems can be reformulated as math (e.g. space warfare strategy, optimal allocation of resources, understanding alien puzzles). In my games characters have been designing memetics to subtly influence societies by spreading certain ideas. One of the surprisingly useful skills we have used is Academics: Cognitive science - how do minds work, especially really odd minds? The most narrow skill that ever turned out to be relevant was Art: Nano-origami. Just how did that petal nanomachine do *that*, and who is behind it?
Extropian
Xagroth Xagroth's picture
Re: EP Skills questions
Arenamontanus, precisely because almost any situation can be reduced to some excuse to be used with a knowledge skill, I tend to use them as plain bonus to the roll (from one tenth of the knowledge skill to a full +10%, depending on what I think it's correct or not, and how general the skill is). For example, some fields of Academics I would not usually allow to grant more than their 1/10 of value (rounded down) would be maths, physics, chemistry, logic, computers, nanotechnology, the faction-related knowledges, biology... Basically because they can give a bonus to almost any roll of other skills. Anyway, all the knowledge skills can be used for theoretical intetions fully. For example, designing a new blueprint for an explosive package could require a physics roll (for the casing) with a bonus from chemistry (for the components).
technoshaman technoshaman's picture
Re: EP Skills questions
I am starting to think what type of usage and bonus could Academics: Psychology can give in a campaign, cause I see listed under the Smuggler sample character.
Yerameyahu Yerameyahu's picture
Re: EP Skills questions
It's also okay for these skills to have 'no use' (that is, no direct bonus to your Active skills).
LostProxy LostProxy's picture
Re: EP Skills questions
technoshaman wrote:
I am starting to think what type of usage and bonus could Academics: Psychology can give in a campaign, cause I see listed under the Smuggler sample character.
Could be used as a bonus to Psychosurgery when used to repair mental damage. But really the biggest thing I could see the smuggler using it for is building a psych profile of someone he is doing business with which would help them figure out what kind of style of negotiation would be most effective.
CodeBreaker CodeBreaker's picture
Re: EP Skills questions
Psychology doesn't just grant a clinical understanding of the human mind, it also has practical applications. Being the son of a psychologist quickly leads to knowing that it can be very difficult to get away with lying to one. They also seem to develop an uncanny ability to guess what your next course of action is likely to be, which only grows stronger the more they know about you. There are also tricks and patterns the mind follows that allows you to get away with things you normally wouldn't. Understanding how to manipulate peoples pre-existing dispositions can be a powerful tool, and understanding what those dispositions are assists there. So for a smuggler with an academic and practical education in human psychology, there could be a couple of applications. Providing bonuses to rolls like Kinesics is the most obvious. Judging Emotions and Intentions rolls for example. Actually, you could argue that any roll involving people could be influenced by a bonus from psychology.
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Xagroth Xagroth's picture
Re: EP Skills questions
CodeBreaker wrote:
Actually, you could argue that any roll involving people could be influenced by a bonus from psychology.
Yup, and there are other knowledge skills that can do the same, opposed to Languages, which are quite useless thanks to muses (unless we are talking about "secret languages" that are not trusted to any computer, or xenolanguages, that need to be decoded the first time they are encountered). The most obvious use for a smuggler regarding the Knowledge: psicology, is bonus to lying, and reinforcing what he says with a corporal language (kinesics) that transmits honestity, and phrased in a way that the listener will think as sincere. He would also have general profiles of different kind of guards in different factions, allowing him to get of the hook easier. For these reasons, I usually only allow to apply a 10% of the knowledge skills value to any given task. Of course, I have to fight with the "stacking skill bonus", but it's easier because I can always say "no more than +10 from related skills as a bonus" or compensate it with "yeah, but the guard also knows about XXXX".
Re-Laborat Re-Laborat's picture
Re: EP Skills questions
There are situations, when the players know who they're dealing with well, have had time to absorb and study their kinesics, etc., that it might make sense to have Ac: Psych swing a larger hammer, just as there are situations when they've had enough time with a computer to make math a part of taking a long shot, but I'm disinclined to allow mathematics for, say, trick shooting on the fly, or psychology to grant massive bonuses against someone they players just met. As mentioned, these things become ludicrously powerful at that point. I'm especially disinclined to do it when it's taking the place of a skill the player doesn't have much of (80 psych and 25 persuasion, say...You understand the other person but you have a crappy time making them believe it. In this case, you can't just swap out persuasion for psych, IMHO.)
Xagroth Xagroth's picture
Re: EP Skills questions
Laborat, as far as I understood the rules, knowledge skills cannot be used in place of active skills, but they can be used to provide a bonus to them. In the case of psychology, for example, the player might ask for a 5% bonus of the skill to his social skills when he first meets someone, specially if his muse also has psychology as a knowledge (because the muse will be accessing the other person's public profile, and getting a rough estimation of his profile). Mathematics, while won't be really usefull for a sudden trick shoot (and frankly, physycs would fit best here), it will be useful for preparing a sniping fire. I still remember McGuyver's pool game using physics to win... (or at least, explaining how was he using physics knowledge to win). Of course, the only problem I find with all this stuff is that, since the players can do it, the NPC's can too... which means more work for the GM. So I cheat, adding a flat 5 to 10% in sinergy bonuses to several skills to the NPC's (the more important the NPC, the more it gets). And I don't really need to make enemies like payer characters, I use my player's character sheet to create a challenging group of enemies (or easy to defeat if that's what I require).
UnitOmega UnitOmega's picture
Re: EP Skills questions
Synergy is great, but sometimes knowledge skills are useful just as knowledge skills. Especially Academics. Art/Interest/Profession maybe less so, depends on the game your in. Gives you unique opportunities to solve problems though. Some academics are probably incredibly handy if you're Gatecrashing. "You stumble onto some ruins. Anyone have Xenoarchaeology? No? Then nobody knows if this was made 10,000 years ago by aliens, 5 years ago by Exumans/TITANs, or by the Gatecrashing team who was here before you last week". I'm guessing it would be rude to hijack this thread with "strangest knowledge skills you/your PCs have written in" so I'm going to make that thread.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Xagroth Xagroth's picture
Re: EP Skills questions
UnitOmega wrote:
Synergy is great, but sometimes knowledge skills are useful just as knowledge skills.
Never said they couldn't, just that players might hope to use them instead of active skills by having a high COG and spending few points. For example in my last group I have an AGI player with COG 40 (and 25 int and 20 will, with all the rest of the skills at 10. He bought adaptability lv2, though). That means 20 points per knowledge skill at 60... (of course, he bough the exceptional aptitude in COG for himself, and I'm waiting to see him paying for the extra creds of raising the top of his masked sttel morph's COG by antoher 10). Imagine if, instead of rolling pilot he asks to roll Knowledge: piloting, or instead of networking (faction), Knowledge: networking (faction). Also, that's the reason behind me not applying the 3 levels of bonuses from related skills, having a starting player with 80 in all cost-reduced skills for AGIs and 60 in related knowledge fields can mean an easy 110% level between the muse's support and the knowledge skill. Of course, NPC's can do the same... but that makes me create full characters for even the lesser mook, and frankly it's too much work to bother ^^
technoshaman technoshaman's picture
Re: EP Skills questions
What does it mean when a software says with a "It functions with [Name] skill of 40 or provides a +10 modifier to a Skill Name Test made by someone using it" ? I somewhat confuse by that.
Tyrnis Tyrnis's picture
Re: EP Skills questions
technoshaman wrote:
What does it mean when a software says with a "It functions with [Name] skill of 40 or provides a +10 modifier to a Skill Name Test made by someone using it" ? I somewhat confuse by that.
For most equipment, that's the presence of an AI with a skill of 40 that can use the skill on its own, or the AI provides a teamwork bonus to a character using it if they've got a higher skill rating. For software, I'd assume something similar -- your calculator app can run in the background and give the results to the character, in which case it has a mathematics skill of 40. If the character is using it to assist as they do computations, it just makes things quicker and easier for them, giving them a +10 on their own roll (which is presumably higher than what the program could do alone.)
technoshaman technoshaman's picture
Re: EP Skills questions
Are there any gear like implants, software or augmentations that give bonuses to skill ranks and not just a +10 modifier?
Tyrnis Tyrnis's picture
Re: EP Skills questions
Skillsofts provide you with a skill you might otherwise not have. Other than that, equipment can provide a bonus to an ego trait, but it doesn't actually change the ego trait. While these are almost identical from the IC perspective of the character (who has an effective skill 10 points higher than before), this avoids Rez/CP cost wonkiness and issues that would arise with resleeving.
technoshaman technoshaman's picture
Re: EP Skills questions
Are there any implants that boost certain skills for knowledge and social skills? I know there are several implants for active skills wanting to know ones to help with skills based smuggling and making deals like Deception, Kinesics, Persuasion and Protocol?
Yerameyahu Yerameyahu's picture
Re: EP Skills questions
Social skills are Active. There are several (mostly for biomorphs) that boost things like deception (via emotion self-control), but Knowledge skills aren't something a spare arm or a super-spleen can help with.
Xagroth Xagroth's picture
Re: EP Skills questions
technoshaman wrote:
Are there any implants that boost certain skills for knowledge and social skills? I know there are several implants for active skills wanting to know ones to help with skills based smuggling and making deals like Deception, Kinesics, Persuasion and Protocol?
You can use roundabout means to get bonuses. The muse being able to get information of the person you try to deceive would qualify as a +10 bonus from Teamwork (at the least, if the Muse's roll is good enough you could get a higher bonus, from juicy details that can be used as blackmail, manipulation, etc...). Boosting other skills, also, per RAW, could give you really high bonuses: for example, Kinesis could give you a boost to Decive (if you are meeting personally), but of course the other person would get a bonus from his kinesis skill. Allies and Contacts can also boost Persuasion and Deception rolls ("look, I drink tea with your Oyabun every second tuesday. Why would I lie to you?"). Implants to directly boost active skills are listed, you only need to look for them in the gear list (for example, feromones), while for the knowledge skills the only options you have are to rely on your Muse or other expert program, or get the implant that lets you have up to 100 points in skills (top of 40 in each skill) with a name I cannot recall right now ^^U
Arenamontanus Arenamontanus's picture
Re: EP Skills questions
I would just add implants as needed. Here are a few examples: Multidimensional visuo-spatial scratchpad: a boosted visual working memory, allowing the character to not just keep complex 3D objects in mind, rotate them and treat them as in a CAD program, but to visualize higher dimensional objects. This gives a +10 or more bonus to Academics: Mathematics, Pilot: Spacecraft (spacecraft dynamics is pretty simple in a symplectic phase space) and other skills relying on handling multidimensional data. Statistics cortex: Add-on to the intraparietal sulcus, giving the user ability to perform statistical manipulations easily. This helps make quick estimates by glancing at data, perform financial or sociological calculations and detect pattern in numbers. Physics simulator: Implant that connects to frontal visualisation networks, allowing the user to run accurate physics simulations in their mind. This is useful for engineering work but also for figuring out tricky movements (freerunning, dodging). Motion stabilizer: Partial override of the pyramidal tract and enhancement of muscles/actuators that "downshifts" movement. Movement becomes slow, fluid and precise, with no shaking. Useful for surgery, fine crafts, disarming some bombs and certain dances.
Extropian
Xagroth Xagroth's picture
Re: EP Skills questions
Arenamontanous,I think most of those things are software (or some hardware expansions at best) that can be easily installed on the ectos / mesh implants. To make it simple, you can look at them like a program that helps you. The 3D system, for example, could be simply a quick CAD-like program, while the stadistical implant could be simply a statistical program. Pairing them with the Multitasking or Mental Speed implants would yield the same results. I'd simply say that you can get a +10 equipment bonus to almost any knowledge skill and some active skills by buying some software that require a full round of use to give the bonus (so it would take one action for the previously mentioned implants), and get done with this part. The cost would vary from 50 credits (statistical data, for example) to even 1000 credits for the most complete 3D programs that can help with starship design, CM programming, etc...
Arenamontanus Arenamontanus's picture
Re: EP Skills questions
Xagroth wrote:
Arenamontanous,I think most of those things are software (or some hardware expansions at best) that can be easily installed on the ectos / mesh implants.
Maybe, but then your mesh implants need pretty root access to your brain. For example, to itemize (to directly know how many of something there are) you need the right neurons in the parietal cortex, not just a convenient count ("There are 459 enemies in the room."), so the mesh implants need to be always on and act as extra parietal cortex. To understand the rotations of an 8 dimensional objects it is not enough to have a nifty 3D picture, you need an additional visuospatial system. And so on. Nice AR is useful, but only to a point.
Extropian
Decivre Decivre's picture
Re: EP Skills questions
Arenamontanus wrote:
Maybe, but then your mesh implants need pretty root access to your brain. For example, to itemize (to directly know how many of something there are) you need the right neurons in the parietal cortex, not just a convenient count ("There are 459 enemies in the room."), so the mesh implants need to be always on and act as extra parietal cortex. To understand the rotations of an 8 dimensional objects it is not enough to have a nifty 3D picture, you need an additional visuospatial system. And so on. Nice AR is useful, but only to a point.
Not necessarily. Mnemonic augmentations or implant-linked vision/sensors can feed the data straight to your mesh inserts so that your inserts can do such things as count the enemies in the room... at which point the information could be placed in your AR in simple terms. This could potentially do the calculations necessary for these things. It might have a delay as your inserts process the data then feed it to your AR overlay, but it's doable. Plus, with a direct feed into your mind, it's very possible to make you perceive multidimensional concepts. It might require rendered XP rather than AR to pull off, but I think it's an option. That said, an actual implant to handle it cuts out the middle man of needing your inserts to do it. Much like a math booster, this makes it so you can do the calculations yourself, or do the perceiving yourself, rather than having to use software to get it done. The only one I can't see done by your inserts is the motion stabilizer. Perhaps as a nanodrug or narcoalgorithm, however.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Arenamontanus Arenamontanus's picture
Re: EP Skills questions
*Knowing* the exact number, feeling the shape of a probability distribution or getting preattentional pop-outs of anomalous data in the middle of a massive spreadsheet can be worth getting an implant.
Extropian
The Doctor The Doctor's picture
Re: EP Skills questions
Arenamontanus wrote:
*Knowing* the exact number, feeling the shape of a probability distribution or getting preattentional pop-outs of anomalous data in the middle of a massive spreadsheet can be worth getting an implant.
Or in a file containing several billion packets of captured network traffic. Or a database of user accounts, geographic locations, and hashtags. Or in a file system.
technoshaman technoshaman's picture
Re: EP Skills questions
For doing booby traps in EP would these skills work: Demolitions, certain firearms like Kinetics/Beam/and others, engineering and Robotics? robotics is for remote control drone that has explosives and/or attached to ranged weapons. What do you think?
Arenamontanus Arenamontanus's picture
Re: EP Skills questions
technoshaman wrote:
For doing booby traps in EP would these skills work: Demolitions, certain firearms like Kinetics/Beam/and others, engineering and Robotics? robotics is for remote control drone that has explosives and/or attached to ranged weapons. What do you think?
Demolitions is likely the best skill, even if the booby trap is not explosive. But you can use any of them for different styles of traps. (Oh what fun I had yesterday with a factor leaving toxin-coated barbed finger-traps... that exploded when one tried to remove them. Got *both* hands of a PC - when he hurt himself on one, he went to the medical bay and caught the second :-) )
Extropian
Tyrnis Tyrnis's picture
Re: EP Skills questions
technoshaman wrote:
For doing booby traps in EP would these skills work: Demolitions, certain firearms like Kinetics/Beam/and others, engineering and Robotics? robotics is for remote control drone that has explosives and/or attached to ranged weapons. What do you think?
Firearms skills are probably going to be less useful except as a possible complementary skill, since it won't be you doing the shooting -- what you really want is hardware: armorer.
technoshaman technoshaman's picture
Re: EP Skills questions
Tyrnis wrote:
technoshaman wrote:
For doing booby traps in EP would these skills work: Demolitions, certain firearms like Kinetics/Beam/and others, engineering and Robotics? robotics is for remote control drone that has explosives and/or attached to ranged weapons. What do you think?
Firearms skills are probably going to be less useful except as a possible complementary skill, since it won't be you doing the shooting -- what you really want is hardware: armorer.
Which I have. :) The skills+level I have so far are: Academic: Engineering: 45, Demolitions: 30, Hardware: Armorer: 40/Industrial: 40/ Electronics: 40. Robotics: 40, Kinesics: 55 and possibly: Interfacing: 40 Would any of these skills help for bonuses and time for skill synergy?
Decivre Decivre's picture
Re: EP Skills questions
technoshaman wrote:
Which I have. :) The skills+level I have so far are: Academic: Engineering: 45, Demolitions: 30, Hardware: Armorer: 40/Industrial: 40/ Electronics: 40. Robotics: 40, Kinesics: 55 and possibly: Interfacing: 40 Would any of these skills help for bonuses and time for skill synergy?
Depends on the trap you try to produce. The Hardware skills are going to probably be the main skills you use for making traps... Electronics for computerized traps (perhaps also Robotics), Industrial for mechanical traps. Academic: Engineering would probably be a universal synergy bonus. Demolitions would affect any traps that utilize explosives.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
King Shere King Shere's picture
Re: EP Skills questions
Another mindset would to regard the skills as the preferred "theme" characters would solve a particular situation , the more bizarre & inappropriate skill the more bizarre solution. Spaceship piloting used instead of info-sec may mean using ship manifests, shipping schedules & captains log. Or crashing a ship into the section where a security door blocked - to "open" it.