Kkat wrote:In the course of looking at this, I've expanded the write-up on the Speech and Barter skills.
Viewing_Glass wrote:Hrm... I like the idea of having it be a trait that gives +10 to a specific usage of a skill (Such as bartering with spirits for barter, or inventing with an Earth Pony's special talent) and to allow it to break a skill cap. The trait should also be subject to GM Approval.Sounds like people are already using variants of this idea.SilverlightPony wrote:For Hellgate Canyon group, my character is supposed to be talented with raw magic, but rather lost when it comes to arcanotech. The GM gave me a custom trait that gives me +15 to Science when casting or otherwise dealing with spells, but -15 when dealing with arcanotech (no change for other applications of the Science skill).
How does this sound:
Specialized: You are particularly adept at a focused area of expertise within a skill. Choose an area of knowledge, an application of the skill, or a sub-category of what that skill allows you to use (subject to GM's approval). You gain +10 skill points to that skill when it applies to your specialization, but -5 skill points to that skill for any other use of that skill. These skill points affect whether you meet the requirements for skill rolls. Likewise, your skill level cap is 10 higher for you area of specialization, and five lower for all other applications of the skill. Examples include: Survival (cooking), Barter (spirits), Firearms (shotguns), Speech (reading others), Science (Manipulation spells) and Medicine (cybernetics).
Is there any reason a perk version of this couldn't be done?