Shadowrun

Shadowrun Play => Rules and such => Topic started by: Vareth on <09-10-20/1022:59>

Title: SR6 - Adept Power - Improved Ability (Skill)
Post by: Vareth on <09-10-20/1022:59>
Hoi omae,

I've got feew questions about Improved Ability (Skill).
Title: Re: SR6 - Adept Power - Improved Ability (Skill)
Post by: Stainless Steel Devil Rat on <09-10-20/1101:29>
Hoi omae,

I've got feew questions about Improved Ability (Skill).
  • What skills are "combat skills"? I think only Close Combat, Firearms and Exotic Weapons but what about Spellcasting?

This is an undefined delineation.  So, whatever your GM says is a combat skill is a combat skill.  For example, I'd personally include Athletics, since that's the skill you use to shoot people with bows as well as blow them up with grenades...  By the same logic, I'd probably also include Spellcasting since killing someone with a fireball is a hard sell to be labelled "non combat" in my book...


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  • Can I use it with Magic based or Resonance based skills like Spellcasting or Tasking?

Despite the ambiguity on pricing, there's clearly no restriction on which skills are compatible with the power. Your GM will just have to make a judgement call on whether any of them qualify as "combat skills".

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  • Skill levels go up only to 12, can I have more than 12 ranks in skill with Improved Ability?

Skill levels actually only go up to 9.  "Levels" of 10-12 are normally only attainable via specializations or expertises.  That being said: No, the power doesn't say anything about raising the maximum value the skill may have. For contrast, see Aptitude (Skill) pg. 70, as something that raises the maximum value a skill may have.
Title: Re: SR6 - Adept Power - Improved Ability (Skill)
Post by: Xenon on <09-10-20/1103:19>
What skills are "combat skills"?

Suggested house rule:

Improved Ability
Cost: Athletics, Close Combat, Exotic Weapons, Firearms, Astral Combat Sorcery, Conjuring: 1.0 PP per level; other skills 0.5 PP per level



Skill levels go up only to 12, can I have more than 12 ranks in skill with Improved Ability?

SR6 p. 39 Skills
They have a rank from 1 to 9. They can be modified by spells, gear, and other effects, but their augmented increase can never be more than +4.
Title: Re: SR6 - Adept Power - Improved Ability (Skill)
Post by: Stainless Steel Devil Rat on <09-10-20/1128:13>
Despite the ambiguity on pricing, there's clearly no restriction on which skills are compatible with the power.

This is something I want to come back and expound upon:

While there's nothing saying an Adept can't buy Improved Ability (Sorcery) or what-have-you, an adept can't HAVE those skills in the first place.

A Mystic Adept (not the same thing as an Adept!) can spend some of their limited PPs on this power to enhance Sorcery/Conjuring, sure.  But remember that Mystic Adepts don't have as many PPs as Adepts because MysAds don't gain PPs as their Magic increases.  Also, there's no way at all for a character to have both a Magic AND a Resonance attribute, so Improved Ability (Anything involving Technomancer stuff) isn't going to be possible because the base skill value will necessarily be 0 to begin with.

Unless of course... your GM is allowing Adept Technomancers, and in which case you're firmly in the realm of house rules and your GM will have to make those calls.
Title: Re: SR6 - Adept Power - Improved Ability (Skill)
Post by: Michael Chandra on <09-10-20/1611:06>
Improved Ability augments the skill, it doesn't raise the skill itself. So if you're at rank 9, and add +4 from Improved Ability, you're at 9(13). If you're 8(12), the cost to raise it would be based on the 8, not on the 12.