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#22 | |
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Join Date: May 2008
Location: CA
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Quote:
1. As a 'General' Perk. 2. As a 'Combat' Perk. 3. As a 'Style' Perk. These three ways all have different allotments. Let's use a random character with 100 CP total, 50 from combat skills and 30 in a single style. He can have 4 'General' perks, 2 'Combat' perk, and 3 'Style' perks. He currently has the following perks: Style Familiarity (Combat) Honest Face (General) Base (General) Cross-Trained Guns (Pistol) (General OR Combat) Off-Hand Weapon Training (Style) Akimbo (Style) He currently has up to 1 Combat perk slot, up to 2 General perk slots, and up to 1 Style perk slot, but only has 3 perk slots total. He wants to buy Concealed Carry Permit, which is one of the perks of his combat style. It can fit in any of his three slots. He buys it. His maximum slot numbers haven't changed, but he now only has 2 perk slots total. He next buys Grip Mastery, which is a Combat perk in his style. He now has up to 1 Combat perk, up to 1 General perk, and up to 1 Style perk - he can choose any perk. His current perks are: Style Familiarity (Combat) Concealed Carry Permit (General OR Combat OR Style) Honest Face (General) Base (General) Cross-Trained Guns (Pistol) (General OR Combat) Off-Hand Weapon Training (Style) Akimbo (Style) Grip Mastery (Combat OR Style) If we switched out Concealed Carry Permit for Ground Guard (Combat Perk not in his Style), he'd have 0 Combat perk slots, 1 General perk slot, and 0 Style perk slots left. Calculate 'perk slots left' by the most-beneficial arrangement for the character. Alternatively, have people state 'I'm buying this into my Combat perk allotment' or something, but that's a little silly. |
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| Tags |
| martial arts, perks |
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