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> Obscure Specializations, How many are there?
Panzergeist
post May 26 2004, 06:51 PM
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As I understand it, some specializations are so uncommon that you need to specialize in them for full effect, and you get a +2 TN modifier if you just have the base skill. Which skills are these? I know stealth(pick pockets) and electronics(electronic warfare), but what are the other ones?
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Nikoli
post May 26 2004, 06:52 PM
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What's the reference for this?
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Siege
post May 26 2004, 06:54 PM
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Sorry, I can't sayas I've ever heard of that either Panzer.

-Siege
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TinkerGnome
post May 26 2004, 06:58 PM
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As far as I know, there are no tests which require a specialization. The test is listed as the specialization as shorthand, but you can always use the base skill for the test at full effect.

As far as "obscure" specializations go, there are a few that you probably don't notice your first time through the rulebook. Electronics (maglocks) is important for hotwiring maglocks. Negotiations (fast talking) is another important one that sometimes gets overlooked. Stealth (alertness) is somewhat counter-intuitive, as well. Computer (hardware) helps deckers with SOTA. Launch weapons (Spotter) is another specialty often overlooked.
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Kagetenshi
post May 26 2004, 07:03 PM
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These dinnae exist. If it's obscure enough to warrant the effects you state, it's a whole new skill.

~J
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Arethusa
post May 26 2004, 07:04 PM
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It's never explicitly stated in canon, but this is similar to GMs forcing you to take a specialization in Etiquette because all the archetypes have one. It's not a viewpoint I agree with, however. Just make the TN harder for everyone; if you have more dice, you should be fine.
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Siege
post May 26 2004, 07:12 PM
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Actually, in 1st and 2nd edition, Etiquette was specialized by default.

Only recently have they grouped Etiquette into a general skill.

Both "The Face" and "The Investigator" have Etiquette skills without a specialization.

-Siege
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Arethusa
post May 26 2004, 07:27 PM
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Wasn't aware of either of those, actually. That's just what my GM told me, and I never really checked it out.
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A Rodent of Unus...
post May 26 2004, 07:29 PM
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As previously mentioned, when the rules make reference to something like Electronics (Maglocks) it's just telling you which standard specialization is involved, thus if you did specialize in that field, you get your higher Skill Rating instead of your base Skill Rating.
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kuroko
post May 26 2004, 08:09 PM
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QUOTE (A Rodent of Unusual Size)
As previously mentioned, when the rules make reference to something like Electronics (Maglocks) it's just telling you which standard specialization is involved, thus if you did specialize in that field, you get your higher Skill Rating instead of your base Skill Rating.

Someone with the book please double-check me on this (going from memory), but the mentioned case of electronics(e-warfare) is an exception to this rule. In Rigger3's e-warfare section it states that the MIJI test is made with electronics(e-warfare) and that defaulting to electronics is a +2 TN.

But I will be prefectly fine with my memory being off the mark.
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Person 404
post May 26 2004, 08:17 PM
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I don't see the +2, but I just did a quick scan.
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TinkerGnome
post May 26 2004, 09:42 PM
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I, also, can't find that in R3 anywhere... I did a fairly thorough scan, but I might still have missed it.
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Zeel De Mort
post May 26 2004, 10:10 PM
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I'm pretty sure there are no skills which demand a specialisation in order to make the test without penalties extra, but there ARE some pretty damn obscure (and mostly useless) specialisations in canon books. Let's see what we can come up with shall we..
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Herald of Verjig...
post May 26 2004, 10:16 PM
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The one case i can recal that supports the claim at the start of this thread was a quotefile entry. A troll had apparently specialized his clubs skill to "Municipal Property" (not a normally acceptable specialization) to avoid penalties such as would be associated with using parking meters as melee weapons.
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Zeel De Mort
post May 26 2004, 10:22 PM
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In that case I'd just let him roll more dice, due to the specialisation, but slap the modifiers on just like with anyone else.
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Siege
post May 26 2004, 10:35 PM
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Well, to be fair and a little silly, if the troll makes a conscious effort to learn how to use parking meters as weapons, he should be able to use them without the improv penalty.

But since an uprooted parking meter is nothing more than a giant mace, I don't see the problem.

-Siege
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Kagetenshi
post May 26 2004, 10:58 PM
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Maybe if he puts a good grip on that parking meter.

~J
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TinkerGnome
post May 26 2004, 11:03 PM
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There's a difference between an uprooted parking meter that you just grabbed and one that you've had for a while and been able to polish the edges on, as it were. If you just picked it up, you should still have penalties because it's probably quite damaged and poorly balanced ;)
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Luke Hardison
post May 26 2004, 11:09 PM
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QUOTE (Kagetenshi)
Maybe if he puts a good grip on that parking meter.

They should petition for the TDA (Trolls with Disabilities Act) to have ergonomic grips attached to the parking meters, for trolls with special needs.
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Phaeton
post May 26 2004, 11:27 PM
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:rotfl:
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A Rodent of Unus...
post May 26 2004, 11:43 PM
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Such a specialization just means the troll has done this enough times that his skill level is significantly improved compared to his skill (or more correctly, experience) at fighting with, say, an extendable baton. That doesn't give him any special bonuses while fighting with a parking meter, just a higher skill rating while doing so.
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mfb
post May 27 2004, 12:25 AM
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as a side note, don't bother with electronics (maglocks). get electronics (security systems); as of SOTA:63, this skill covers maglocks as well as other security thingies.
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BishopMcQ
post May 27 2004, 02:46 AM
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Panzer--I think you have the dynamic backwards.

Simple example:
Runner A has Electronics (Maglocks) 5 (9) and Int 6
When he needs to do any electronics test with maglocks, he is nigh unstoppable rolling 9 dice. For all other electronics he gets 5 dice.

Now Runner A meets his very first computer. Since Runner A doesn't have Computers he has 3 options.

He can default to intelligence at a +4 ( 6 dice TN 8)
He can default to Electronics at a +2 (5 dice TN 6)
He can default to a specialization at a +3 (in this case Maglocks thus 9 dice at TN 7)
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Zazen
post May 27 2004, 08:38 AM
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Funny you guys started talking about ripping up parking meters; I watched Cool Hand Luke just last night. :)
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Omega Skip
post May 27 2004, 08:44 AM
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TN 8) is usually too high for my characters, I'm more comfortable with TNs of maybe :( , :eek: , or :D
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