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Skills: Buying and Improving Them
01-28-2016, 06:30 PM,
#1
Information  Skills: Buying and Improving Them
Below is the Master Skill List and the associating Characteristic that supports the skill. This thread will be devoted to Skills and how to buy them and improve them.

Master Skill List


Acrobatics (Athletic)
Administration (Mental)
Alternate Identity (Mental)
Appraisal (Mental)
Archery (Athletic)
Blade (Athletic)
Bureaucracy (Social)
Career Skill (Mental)
Climbing (Athletic)
Communication/Conventional (Mental)
Communication/HPG (Mental)
Computer (Mental)
Cryptography (Mental)
Demolitions (Mental)
Disguise (Mental)
Drive/Ground (Physical)
Drive/Naval (Physical)
Engineering (Mental)
Escape Artist (Physical)
Forgery (Mental)
Gambling (Mental)
Gunnery/Aerospace (Physical)
Gunnery/Artillery (Physical)
Gunnery/Battlemech (Physical)
Gunnery/Battlesuit (Physical)
Gunnery/Conventional (Physical)
Gunnery/Spacecraft (Physical)
Impersonation (Social)
Interrogation (Social)
Jump Pack (Athletic)
Leadership (Social)
Medtech(Mental)
Navigation (Mental)
Negotiation (Social)
Perception (Mental)
Piloting/Aerospace (Physical)
Piloting/Battlemech (Physical)
Piloting/Battlesuit (Physical)
Piloting/Conventional (Physical)
Piloting/Space (Physical)
Protocol (Mental)
Quickdraw (Physical)
Riding (Physical)
Running (Athletic)
Scrounge (Social)
Security System (Mental)
Seduction (Social)
Small Arms (Physical)
Special Interests (Mental)
Stealth (Physical)
Strategy (Mental)
Streetwise (Social)
Support Weapons (Physical)
Survival (Mental)
Swimming (Athletic)
Tactics (Mental)
Technician/Aerospace (Mental)
Technician/Battlemech (Mental)
Technician/Battlesuit (Mental)
Technician/Conventional (Mental)
Technician/Electronics (Mental)
Technician/Mechanic (Mental)
Technician/Spacecraft (Mental)
Technician/Weapons (Mental)
Throwing Weapons (Physical)
Tinker (Mental)
Tracking (Mental)
Training (Social)
Unarmed Combat (Athletic)
Zero-G Operations (Physical)
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02-02-2016, 04:07 AM,
#2
RE: Skills: Buying and Improving Them
So you have earned Adventure Points and/or Skill Points and now you don’t know what to do with them.

Before we talk about spending them, lets first talk about what they are.

Adventure Points (or AP) are awarded to characters for taking an active part in the campaign. AP rewards are granted on a scale between 1 (poor) to 7 (Incredible). AP’s are normally awarded after the campaign or at a break point (end of Chapters) within the larger campaign. Bonus AP’s could be awarded during game play based on a case by case basis.

Skill Points reflects a characters higher understanding of skills. Skill Points are directly linked to a character’s Learn attribute. Skill Points are awarded through dice rolls, at the same time AP’s are awarded, and during the passage of time (see below).

So what can you do with you awards?

You can:

Improve Attributes: You may raise your attributes at a rate of ten AP’s for each point of attribute you wish to raise. So to go from Build 3 to Build 4, you will have to spend forty (40) AP’s. If you desire to raise Intuition, the cost is doubled. So to go from INT 3 to INT 4 you will have to spend eighty (80) Adventure Points.

Greater Edge: You may buy additional Edge at a cost of ten times the next level of Edge. You may not skip levels of edge as you buy additional Edge.

Buying New Skills: You may purchase new skills at a cost of one (1) AP and ten (10) Skill Points. However, a character with the Training Skill may teach your character a new skill at a cost of one (1) AP. The teacher must have the skill to teach it.

Improving a Skill: You may buy new levels in a skill you have at a cost of ten (10) Skill Points and Adventure Points equal to the next level up. Thus buying a skill level of four would cost ten (10) Skill Points and four (4) Adventure Points. You may not skip skill levels! A Character with training may help a character to learn new skill levels at half the cost (round up). The teacher must have the two skill levels higher than what they are teaching. In the example above, the teacher would have to have skill level six to teach skill level four. The cost in this case would be five (5) Skill Points and two (2) Adventure Points.

Improving Skill without Spending AP: You may improve a skill by using only Skill Points at a cost of ten times the next level. For example, if you wanted to buy skill level three, you would have to spend thirty (30) skill points. You cannot use this method to buy skill levels higher than your Learn Score. You may not use a teacher for this method.

Improving Skill without Spending SP: You may improve a skill by using only Adventure Points at a cost of two times the next level. For example, if you wanted to buy skill level three, you would have to spend six (6) skill points. You cannot use this method to buy skill levels higher than your Learn Score. You may not use a teacher for this method.
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