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some doubts

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hello again, i have new question 

 

1- in the core in the page 74, CHARACTERISTIC ADVANCES, explain when players buy a Characteristic Advance,

they add +5 to the Characteristic you can  buy Simple:• Intermediate: • Trained:• Expert: This means you can only go up to a maximum of 20 points per feature?  5 for ech 
 
if this is how I do it to raise more characteristics?
 
thanks

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I do not think that necessary. You got plenty of source to modify your characteristic test (Talents, skills, situation modifiers, equipment, drugs, implants, psychic powers etc..)

Do not bend the rules if it is not necessary. Learn them and all of their holes... 

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Usually further increases come from specific cases or gear.  Berserk charge is a great example.  It increases your charge to +30 from +20.  Do it with a best quality weapon and you up another +10.  

In my experience, players don't' buy the full +20 until late since the other bonuses are cheaper.

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I do not think that necessary. You got plenty of source to modify your characteristic test (Talents, skills, situation modifiers, equipment, drugs, implants, psychic powers etc..)

Do not bend the rules if it is not necessary. Learn them and all of their holes... 

 I forgot to mention 1 universally usable modifier: help from another character (Pc or Npc)

help also ad +10 to a test if the helper skilled in the particular situation (medicae, tech-use etc..)

In melee it also presented as "Teaming up" 

Edited by Athanatosz

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Lesser minions can be wonderful for providing assistance. +10 to 4 skills and Double Team from a weird gadget that sits in an armoured case when not required, all for 250xp.

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hello again, i have new question 

 

1- in the core in the page 74, CHARACTERISTIC ADVANCES, explain when players buy a Characteristic Advance,

they add +5 to the Characteristic you can  buy Simple:• Intermediate: • Trained:• Expert: This means you can only go up to a maximum of 20 points per feature?  5 for ech 
 
if this is how I do it to raise more characteristics?
 
thanks

 

 

 I believe the main reason there is that limitation is because skills are rolled off characteristics, and skills can be raised up to +30. So that is a total of +50 to any given skill, and I do believe the devs wanted to ensure there was at least a slight chance to fail any given skill check. Kinda stinks for WS/BS but as noted above, situational modifiers help with combat.

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In bc stats are more flexible than dh ir rt, mutations can change drastically your stats especially for humans that will accomulate a fair ammount of them, without a cap to modifiers and with skill bonuses up to +30 and equipment bonuses, rising directly the base stats too much has the potential of breaking everything.

If you consider infamy you are going to break things even further.

If you feel the need of rising more a stat probably the problem is in how you rolled your char to begin with, i usually go for a more powered character creation to give players less problems with rolls.

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