Skill Groups, Skill Groups in life modules |
Skill Groups, Skill Groups in life modules |
Jun 16 2017, 09:50 PM
Post
#1
|
|
Moving Target Group: Members Posts: 180 Joined: 16-February 12 From: Minnesota Member No.: 50,147 |
Human
White Collar Military school Military academy UCAS TOD - medic Mercenary TOD - medic Street Doc Age 31, 230 Karma left Question, with these choices got bio skill group at +8 Now the rules mention skills cap at 7 I assume groups do also. However do you have to take Natural Aptitude in the skills? even if they are at 7? Heh, don't know if this set of choices are even viable with the karma I have left. Haven't done the math yet. |
|
|
Jun 16 2017, 10:22 PM
Post
#2
|
|
Moving Target Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
Run Faster Pg 65.
QUOTE Note that no active skill may be raised above 7 in this system. If a module is selected that would raise an active skill above 7, the module can be selected, but ranks in a skill over 7 are lost. Knowledge skills can be raised to a maximum of 9. If a skill group is selected but previous selections have made skills in the group have different value, simply add one rank to each skill in the group.
|
|
|
Jun 17 2017, 06:49 AM
Post
#3
|
|
Running Target Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 |
OP, you uh, got a little over excited pressing the post button didn't you. (IMG:style_emoticons/default/wink.gif)
|
|
|
Lo-Fi Version | Time is now: 19th April 2024 - 03:38 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.