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Old 10-26-2013, 10:45 AM   #11
Dwarf99
 
Join Date: Nov 2006
Location: Fayetteville, Arkansas
Default Re: Contact Groups and Alternate Abilities

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Originally Posted by warmachine View Post
Does the player have an example of a concept he's trying to describe that RAW cannot? If so, a different house rule might be better. If not, it's a solution to a non-problem.
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Originally Posted by Peter Knutsen View Post
Exactly! Either the principle is valid, or the principle is not valid. There is no legitimate "it depends". It is a strictly game mechanical question.
What he said.
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Old 10-26-2013, 10:54 AM   #12
Celti
 
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Join Date: Jun 2007
Location: USA, Arizona, Mesa
Default Re: Contact Groups and Alternate Abilities

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Originally Posted by warmachine View Post
Please describe the concept behind the Contact Group.
The concept behind this particular Contact Group was affiliation with the Uplink Corporation, a anonymous group of hackers hired by various clients for various jobs (yes, it's ripping off the game Uplink in it's entirety). The variation was to represent that the most skilled agents have more demands on their time and aren't always available.
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Old 10-26-2013, 12:12 PM   #13
Celti
 
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Default Re: Contact Groups and Alternate Abilities

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Originally Posted by Dwarf99 View Post
I'd take it a step further and instead of writing out all those skill levels and activation numbers I'd make it a campaign enhancement

Varied Skill +40% (I assumed you meant both alternates to be 4 points, and 8/20 is 40%) to save character sheet clutter
I don't actually have it down like that on the character sheet, I just wrote it out in full for the forums to clarify the ability. The other alternate was indeed supposed to be 3 points, as it works out to [20], [20], and [15] for each of the base abilities.
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Old 10-26-2013, 12:27 PM   #14
Dwarf99
 
Join Date: Nov 2006
Location: Fayetteville, Arkansas
Default Re: Contact Groups and Alternate Abilities

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Originally Posted by Celti View Post
I don't actually have it down like that on the character sheet, I just wrote it out in full for the forums to clarify the ability. The other alternate was indeed supposed to be 3 points, as it works out to [20], [20], and [15] for each of the base abilities.
In which case the modifier for that would be 35%, though thanks for the clarification.
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