From: | MAM1335@*****.TAMU.EDU |
---|---|
Subject: | RE: Enhanced articulation |
Date: | Tue, 8 Dec 92 00:57:19 CET |
>
>In the shadowtech book it says that it adds +1 dice to all active skills. Now
>doesn't this sound a wee bit much, especially when a power crazed sam thought
>he could use it on a street etiquette rolls (he hoped).
>
>Should the wording in shadowtech read +1 dice for any physical skill (just
>athletics and stealth) ?
>
>Is this is misprint or has FASA gone completly mad in giving every active
>skill +1 dice for a small bit of bioware ?
>
>Can anyone out there help ?
>
> -The Powerhouse
FASA went completely mad. The benefits of this piece of bioware give the
user (at least in my campaign) +1 die to all active skills. I do, however,
call active skills something other than what the books do. I.E., it only
helps in skills like: Stealth, Athletics, Armed/Unarmed Combat, Firearms,
Gunnery, Centering skills based on some manuver, and I think there are a few
others, but I can't remember (read--the books are not in front of me) all of
the benefited skills.
I don't think that the bonus to the Centering skills (ONLY if it uses some
sort of large movements or gestures) is a screw because of this:
You HAVE to buy your centering skill up from scratch when you get
your first initiate level.
By the way, this piece of bioware is especially a screw for Physical Adepts,
because it gives them that +1 die to everything they could buy extra dice for,
at the low-cost of only .6 essence (in my game, I also allow Physical Adepts
who get bioware/cyberware to use the fractional essence to buy stuff with
their magic), or .45 if they get it cultured.
The above thoughts are just my own views about Enhanced Articulation.
--Aahz