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Mailing List Logs for ShadowRN

From: Chris Maxfield cmaxfiel@****.org.au
Subject: Physad
Date: Sat, 07 Aug 1999 12:39:25 +1000
At 19:12 6/08/99 -0500, Wolfchild wrote:
>Believe me, I really don't want to bring up the whole physad vs street sam
>thread, but for those who firmly believe that physads are underpowered or
>in some way need a boost to be viable characters, I have the following
>suggestion. Why not let them enhance other skills besides the basic combat
>skills? Can you imagine a MacGuyver-type character with enhanced B/R
>skills? What about a stunt driver who can go toe-to-toe with those riggers
>without a bit of augmentation (enhanced driving skills). Just about
>anything but social skills and knowledge skills could, in theory, be
>enhanced. The point cost would be similar to that of Firearms or Gunnery,
>or 1 point per level of enhancement as per SR2 rules. Convert that however
>necessary for SR3.

Yep. This is what we do. We allow Social skill ability boost at a cost .5
per die and all the rest .25 per die in our game - including knowledge skills.

The reason we decided this comes from the fact that the initiated physad
can buy the metamagic of Centering against any of these skill groups and,
therefore, it seemed consistent that the physad could also purchase Ability
Boost in any of the skills in these skill groups. Note, the physad ability
to Center against penalties in any skill area makes the physad potentially
very effective as a medic, negotiator, mechanic, etc. as well as a fighter.


Chris

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