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Old 07-28-2020, 12:16 PM   #10
Join Date: Sep 2004
Default Re: A Different Take on Imbuements

Here's another idea:

Treat each Imbuement as a skill but instead of specializing in a weapon, you use the lower of either your modified Imbuement or the relevant combat skill as a cap on your effective combat skill level.

Example: The character has Guns(Pistol)-14, Knife-12, and Armor Breaker-18. Armor breaker can get AP/2 at a -5, giving an effective skill of 13. Attacking with a Knife, the attack is AP/2 at skill 12 (Armor Breaker at 13 is higher than Knife at 12). Attacking with a Pistol would be skill 13 (Armor Breaker at 13 is lower than Pistol at 14).

You could further specialize the Imbuement skill as an Optional Specialty (usually saves 2 points) to go with just one weapon skill. The ability to imbue multiple weapon types could be further limited by the UB taken to allow Imbue skills.

Last edited by naloth; 07-28-2020 at 12:33 PM.
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