## Savage Worlds: Power which increases Die type of skills

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• I m trying to create the following power (it would be a permanent effect.) - Bio-Mods Requirements: Novice Power Points: 1 Effect: Gain a plus one die bonus to
Message 1 of 7 , Oct 15, 2011
I'm trying to create the following power (it would be a permanent effect.)

- Bio-Mods
Requirements: Novice
Power Points: 1
Effect: Gain a plus one die bonus to a single skill to a maximum of d12+1 or a new skill at d4. The character must decide which when the enhancement is taken. He may increase these skills as normal. Available Skills: Climbing, Fighting, Notice, Stealth, Swimming, and Tracking.

I attempted to use the logic behind the Super Skills power in Necessary Evil, but the convoluted math in that may not even be giving correct results (A character with d4 Str and d4 fighting is only charged 2 points to increase his fighting die to d12? Shouldn't it be 4 points?)

So! Simple problem. 1 power point = 1 skill increase, regardless of stat/level up to a max of d12+1.

Help?
• You don t show what mechanism you re trying to use to give the die bonus, so I can t say why it doesn t work the way you expect it to. To give a die bonus to
Message 2 of 7 , Oct 16, 2011

You don't show what mechanism you're trying to use to give the die bonus, so I can't say why it doesn't work the way you expect it to.

To give a die bonus to Climbing use the following adjustment:
```b_climbing+2
```
Check out the help section on adjustment bonuses. The section on skills contains the following information:

## Permanent Skill Bonuses

To indicate a bonus to a skill that should always be displayed with the skill:

``"Skills:Swimming"+2``

This will cause the following display of the skill: Swimming d6+2.

See Bonus Stacking to add bonuses that don't stack.

To indicate a die type increase in a skill you must adjust a variable whose name is formed by "b_" and the skill name with all non-alphabetic characters removed. For example, the die-type bonus variable for Swimming would be `b_Swimming`; for Knowledge (Arcana) it would be `b_KnowledgeArcana`.

``````b_Swimming+2
b_KnowledgeArcana+2``````

Above d12 the adjustment must be by 1. This is how the Professional and Expert Edges increase the die type for skills and traits.

On 10/15/11 10:13 AM, Fyndhal wrote:
```I'm trying to create the following power (it would be a permanent effect.)

- Bio-Mods
Requirements: Novice
Power Points: 1
Effect: Gain a plus one die bonus to a single skill to a maximum of d12+1 or a new skill at d4. The character must decide which when the enhancement is taken. He may increase these skills as normal. Available Skills: Climbing, Fighting, Notice, Stealth, Swimming, and Tracking.

I attempted to use the logic behind the Super Skills power in Necessary Evil, but the convoluted math in that may not even be giving correct results (A character with d4 Str and d4 fighting is only charged 2 points to increase his fighting die to d12?  Shouldn't it be 4 points?)

So!  Simple problem.  1 power point = 1 skill increase, regardless of stat/level up to a max of d12+1.

```

• At the moment, I ve reverted all my alterations and am using the code straight from Necessary Evil (albeit, with names changed where needed.) Here s the code
Message 3 of 7 , Oct 16, 2011
At the moment, I've reverted all my alterations and am using the code straight from Necessary Evil (albeit, with names changed where needed.)

Here's the code I'm using.
From the .cst file:
defile SavageWorlds.def list Skills catname Skills var Skills 0 listprompt
"%0l!Total Cost%-5rx|Skills|" levelprompt "Die Type" font "MS Sans Serif"
8 charset 0 pitch 0
loc -1 -1 253 288

From the .mds file:
\$\$superpower Bio-Mods 1/Level NoMaxSkill+1 ?clear \$@Ruleset='Outreach'::Character sheet must be based on Outreach.cst x>=0 ceil(x/2) 0
opt begin adj "Skill Points" availSkills+x 0 noprint keepold end end
textline script "EditSuperSkill();" editdlg 6

list "Genetic Engineering"
begin text "Super Skill Level" 4 dispexp "format('l: %d', showDie(o))" noprint keepold end

func SSLevToPts(lvl) {
if (lvl < 4)
return 0;
elseif (lvl = 4)
return 2;
elseif (lvl <= 12)
return lvl / 2;
endif
return lvl - 6;
}

func ssCost(lev, device, activation, slowActivation) {
local bc;
bc = ceil(lev/2) - (activation ? 1 : 0);
if (device)
return max(1,bc-ceil(bc/5)-slowActivation);
endif
return max(1,bc);
}

sub EditSuperSkill() {
var skills[0];
var selSkills[0];
var n, activation, tskills;
var nextState, state, btn, ind;
var autoParent, cost;
var skillList, lev;
var skillLvl, skillPts, baseCost, slowActivation;
array states[0];
var b_NewSkill = 100;
var b_removeSkill = 101;
var b_doneEditing = 102;

canceled = false;

activation = optPresent('Requires Activation');
slowActivation = optPresent('Slow Activation');
device = optPresent('Device');

autoParent = @autoID;
ind = \$+SelectedIndex(Powers);

state = 'Choose Skills';
while (state != 'Done')
switch (state)
'Choose Skills' ~
n = removeAllElements(skills);
item (Powers, ind)
cost = @cost;
lev = @level;
options
default ~
if (@optOrigName = 'Text')
n = addElement(skills, format('%s: %s', @optName, @optValue));
endif
end
endoptions
enditem
n = sortElements(skills, true);
skill = skills[1];
dialog btn, Super Skills;
displayexp "format('Super Skills Cost: %d', ssCost(lev, device, activation, slowActivation))";
text "Double-click skill to increase or click Add to add a new super skill.";
ctrlsize 100, 120;
numselections 1, 1;
listbox skill, &Skill:, \$\$skills;
checkbox activation, &Requires Activation;
checkbox slowActivation, Slow Ac&tivation;
checkbox device, &Device;
button b_doneEditing, " OK ";
button b_next, &Change;
button b_removeSkill, Remo&ve;
button b_cancel, Cancel;
button b_help, &Help;
end

skill = substr(skill, 1, strindex(skill, ':') - 1);
item (Powers, ind)
if (activation != optPresent('Requires Activation'))
if (activation)
option Requires Activation = activation;
else
deleteoption Requires Activation;
endif
endif
if (slowActivation != optPresent('Slow Activation'))
if (slowActivation)
option Slow Activation;
else
deleteoption Slow Activation;
endif
endif
if (device != optPresent('Device'))
if (device)
option Device;
else
deleteoption Device;
endif
endif
enditem

if (btn = b_cancel)
nextState = 'Done';
canceled = true;
elseif (btn = b_doneEditing)
nextState = 'Done';
elseif (btn = b_next)
nextState = 'Edit Skill';
elseif (btn = b_newSkill)
nextState = 'New Skill';
elseif (btn = b_removeSkill)
nextState = 'Remove Skill';
endif
btn = b_next;
end

'New Skill' ~
n = removeAllElements(selSkills);
foreach (*Skills)
if (!@sublist and index(skills, @name) <= 0)
endif
endforeach
n = sortElements(selSkills, true);

dialog btn, New Skill;
keyword New Super Skill;
text "Choose skill to make Super Skill.";
ctrlsize 100, 120; numselections 1, 1;
listbox skill, Skill:, \$\$selSkills;
button b_next, &Next;
button b_back, &Back;
button b_help, &Help;
end
nextState = 'Edit Skill';
if (btn = b_next)
tskills = \$@skills;
openwindow Skills;
if (itemPresent('Skills', skill))
item (Powers, ind)
option Text[\$\$skill] = 0;
enditem
else
item (Powers, ind)
option Text[\$\$skill] = 2;
option Skill Points = @`Skill Points` + (\$@skills - tskills);
set level = @level + 2;
enditem
AddHistory('New Super Skill', skill, 0, 0, \$@LevelsTaken);
openwindow Powers;
item (Skills, skill)
set autoParent = autoParent;
option Super Skill Level = @level;
enditem
endif
endif
end

'Edit Skill' ~
item (Powers, ind)
skillPts = optValue(skill);
basePts = skillPts;
skillLvl = listItemInfo('Skills', skill, '@v@');
baseCost = @level - basePts;
enditem

dialog btn, Edit Skill;
keyword Edit Super Skill;
text "Enter the number of skill points to spend on \$\$skill:";
updownbuttons;
number skillPts, Points;
ctrlsize 100, 0;
displayexp "format('Die Type: %s', dispSSDie(skillLvl, skillPts-basePts))";
displayexp "format('Super Skills Cost: %d', ssCost(baseCost+skillPts, device, activation, slowActivation))";
end

if (skillPts <= 0)
item (Powers, ind)
deleteoption \$\$skill;
set level = @level - basePts;
enditem
item (Skills, skill)
if (SSLevToPts(skillLvl) = basePts)
# Skill was added through this; delete it.
deleteitem;
else
# Skill no longer is super skill.
skillLvl = getSSLevel(skillLvl, -basePts);
if (skillLvl <= 0)
deleteitem;
else
deleteoption Super Skill Level;
set level = skillLvl;
endif
endif
enditem
else

# Set the new skill level. Record the level on the skill so that the user can't change it directly.
# Update the option that says how much was spent on this skill, and increase the level of this item
# so that the powers cost is correct.

skillLvl = getSSLevel(skillLvl, skillPts - basePts);
tskills = \$@skills;

item (Skills, skill)
set level = skillLvl;
option Super Skill Level = skillLvl;
enditem

item (Powers, ind)
if (optPresent(skill))
option \$\$skill = skillPts;
else
option Text[\$\$skill] = skillPts;
endif
set level = @level + skillPts - basePts;
option Skill Points = @`Skill Points` + (\$@skills - tskills);
enditem
endif

nextState = 'Choose Skills';
end

'Remove Skill' ~
skillPts = 0;
item (Powers, ind)
if (optPresent(skill))
skillPts = optvalue(skill);
deleteoption \$\$skill;
set level = @level - skillPts;
endif
enditem

if (skillPts)
tskills = \$@skills;
item (Skills, skill)
if (SSLevToPts(skillLvl) = skillPts)
# Whole skill is due to super skills; delete it.
deleteitem;
else
deleteoption Super Skill Level;
set level = getSSLevel(@level, -skillPts);
endif
enditem
item (Powers, ind)
option Skill Points = @`Skill Points` + (\$@skills - tskills);
enditem
endif
btn = b_back;
end

default ~
dialog btn, Internal Error;
text "Unknown state: \$\$state.";
end
canceled = true;
return;
end

endswitch
state = gotoNextState(btn, states, state, nextState);
endwhile
}

--- In cw@yahoogroups.com, Support <bkvam@...> wrote:
>
>
> You don't show what mechanism you're trying to use to give the die
> bonus, so I can't say why it doesn't work the way you expect it to.
>
> To give a die bonus to Climbing use the following adjustment:
>
> b_climbing+2
>
> Check out the help section on adjustment bonuses. The section on skills
> contains the following information:
>
>
> Permanent Skill Bonuses
>
> To indicate a bonus to a skill that should always be displayed with the
> skill:
>
> |"Skills:Swimming"+2|
>
> This will cause the following display of the skill: Swimming d6+2.
>
> See Bonus Stacking <#stacking> to add bonuses that don't stack.
>
> To indicate a die type increase in a skill you must adjust a variable
> whose name is formed by "b_" and the skill name with all non-alphabetic
> characters removed. For example, the die-type bonus variable for
> Swimming would be |b_Swimming|; for Knowledge (Arcana) it would be
> |b_KnowledgeArcana|.
>
> |b_Swimming+2
> b_KnowledgeArcana+2|
>
> Above d12 the adjustment must be by 1. This is how the Professional and
> Expert Edges increase the die type for skills and traits.
>
>
> On 10/15/11 10:13 AM, Fyndhal wrote:
> > I'm trying to create the following power (it would be a permanent effect.)
> >
> > - Bio-Mods
> > Requirements: Novice
> > Power Points: 1
> > Effect: Gain a plus one die bonus to a single skill to a maximum of d12+1 or a new skill at d4. The character must decide which when the enhancement is taken. He may increase these skills as normal. Available Skills: Climbing, Fighting, Notice, Stealth, Swimming, and Tracking.
> >
> > I attempted to use the logic behind the Super Skills power in Necessary Evil, but the convoluted math in that may not even be giving correct results (A character with d4 Str and d4 fighting is only charged 2 points to increase his fighting die to d12? Shouldn't it be 4 points?)
> >
> > So! Simple problem. 1 power point = 1 skill increase, regardless of stat/level up to a max of d12+1.
> >
> >
>
• Note that Super Skills give you more available skill points in order to make the numbers balance out. It sounds like the your new power is basically the same
Message 4 of 7 , Oct 16, 2011
Note that Super Skills give you more available skill points in order to
make the numbers balance out. It sounds like the your new power is
basically the same as Super Skills. What is the difference that you're

On 10/16/11 2:41 PM, Fyndhal wrote:
> At the moment, I've reverted all my alterations and am using the code straight from Necessary Evil (albeit, with names changed where needed.)
>
> Here's the code I'm using.
> > From the .cst file:
> defile SavageWorlds.def list Skills catname Skills var Skills 0 listprompt
> "%0l!Total Cost%-5rx|Skills|" levelprompt "Die Type" font "MS Sans Serif"
> 8 charset 0 pitch 0
> loc -1 -1 253 288
>
> > From the .mds file:
> \$\$superpower Bio-Mods 1/Level NoMaxSkill+1 ?clear \$@Ruleset='Outreach'::Character sheet must be based on Outreach.cst x>=0 ceil(x/2) 0
> opt begin adj "Skill Points" availSkills+x 0 noprint keepold end end
> textline script "EditSuperSkill();" editdlg 6
>
> list "Genetic Engineering"
> begin text "Super Skill Level" 4 dispexp "format('l: %d', showDie(o))" noprint keepold end
>
> > From the load.inc file:
> func SSLevToPts(lvl) {
> if (lvl< 4)
> return 0;
> elseif (lvl = 4)
> return 2;
> elseif (lvl<= 12)
> return lvl / 2;
> endif
> return lvl - 6;
> }
>
> func ssCost(lev, device, activation, slowActivation) {
> local bc;
> bc = ceil(lev/2) - (activation ? 1 : 0);
> if (device)
> return max(1,bc-ceil(bc/5)-slowActivation);
> endif
> return max(1,bc);
> }
>
> sub EditSuperSkill() {
> var skills[0];
> var selSkills[0];
> var n, activation, tskills;
> var nextState, state, btn, ind;
> var autoParent, cost;
> var skillList, lev;
> var skillLvl, skillPts, baseCost, slowActivation;
> array states[0];
> var b_NewSkill = 100;
> var b_removeSkill = 101;
> var b_doneEditing = 102;
>
> canceled = false;
>
> activation = optPresent('Requires Activation');
> slowActivation = optPresent('Slow Activation');
> device = optPresent('Device');
>
> autoParent = @autoID;
> ind = \$+SelectedIndex(Powers);
>
> state = 'Choose Skills';
> while (state != 'Done')
> switch (state)
> 'Choose Skills' ~
> n = removeAllElements(skills);
> item (Powers, ind)
> cost = @cost;
> lev = @level;
> options
> default ~
> if (@optOrigName = 'Text')
> n = addElement(skills, format('%s: %s', @optName, @optValue));
> endif
> end
> endoptions
> enditem
> n = sortElements(skills, true);
> skill = skills[1];
> dialog btn, Super Skills;
> displayexp "format('Super Skills Cost: %d', ssCost(lev, device, activation, slowActivation))";
> text "Double-click skill to increase or click Add to add a new super skill.";
> ctrlsize 100, 120;
> numselections 1, 1;
> listbox skill,&Skill:, \$\$skills;
> checkbox activation,&Requires Activation;
> checkbox slowActivation, Slow Ac&tivation;
> checkbox device,&Device;
> button b_doneEditing, " OK ";
> button b_next,&Change;
> button b_removeSkill, Remo&ve;
> button b_cancel, Cancel;
> button b_help,&Help;
> end
>
> skill = substr(skill, 1, strindex(skill, ':') - 1);
> item (Powers, ind)
> if (activation != optPresent('Requires Activation'))
> if (activation)
> option Requires Activation = activation;
> else
> deleteoption Requires Activation;
> endif
> endif
> if (slowActivation != optPresent('Slow Activation'))
> if (slowActivation)
> option Slow Activation;
> else
> deleteoption Slow Activation;
> endif
> endif
> if (device != optPresent('Device'))
> if (device)
> option Device;
> else
> deleteoption Device;
> endif
> endif
> enditem
>
> if (btn = b_cancel)
> nextState = 'Done';
> canceled = true;
> elseif (btn = b_doneEditing)
> nextState = 'Done';
> elseif (btn = b_next)
> nextState = 'Edit Skill';
> elseif (btn = b_newSkill)
> nextState = 'New Skill';
> elseif (btn = b_removeSkill)
> nextState = 'Remove Skill';
> endif
> btn = b_next;
> end
>
> 'New Skill' ~
> n = removeAllElements(selSkills);
> foreach (*Skills)
> if (!@sublist and index(skills, @name)<= 0)
> endif
> endforeach
> n = sortElements(selSkills, true);
>
> dialog btn, New Skill;
> keyword New Super Skill;
> text "Choose skill to make Super Skill.";
> ctrlsize 100, 120; numselections 1, 1;
> listbox skill, Skill:, \$\$selSkills;
> button b_next,&Next;
> button b_back,&Back;
> button b_help,&Help;
> end
> nextState = 'Edit Skill';
> if (btn = b_next)
> tskills = \$@skills;
> openwindow Skills;
> if (itemPresent('Skills', skill))
> item (Powers, ind)
> option Text[\$\$skill] = 0;
> enditem
> else
> item (Powers, ind)
> option Text[\$\$skill] = 2;
> option Skill Points = @`Skill Points` + (\$@skills - tskills);
> set level = @level + 2;
> enditem
> AddHistory('New Super Skill', skill, 0, 0, \$@LevelsTaken);
> openwindow Powers;
> item (Skills, skill)
> set autoParent = autoParent;
> option Super Skill Level = @level;
> enditem
> endif
> endif
> end
>
> 'Edit Skill' ~
> item (Powers, ind)
> skillPts = optValue(skill);
> basePts = skillPts;
> skillLvl = listItemInfo('Skills', skill, '@v@');
> baseCost = @level - basePts;
> enditem
>
> dialog btn, Edit Skill;
> keyword Edit Super Skill;
> text "Enter the number of skill points to spend on \$\$skill:";
> updownbuttons;
> number skillPts, Points;
> ctrlsize 100, 0;
> displayexp "format('Die Type: %s', dispSSDie(skillLvl, skillPts-basePts))";
> displayexp "format('Super Skills Cost: %d', ssCost(baseCost+skillPts, device, activation, slowActivation))";
> end
>
> if (skillPts<= 0)
> item (Powers, ind)
> deleteoption \$\$skill;
> set level = @level - basePts;
> enditem
> item (Skills, skill)
> if (SSLevToPts(skillLvl) = basePts)
> # Skill was added through this; delete it.
> deleteitem;
> else
> # Skill no longer is super skill.
> skillLvl = getSSLevel(skillLvl, -basePts);
> if (skillLvl<= 0)
> deleteitem;
> else
> deleteoption Super Skill Level;
> set level = skillLvl;
> endif
> endif
> enditem
> else
>
> # Set the new skill level. Record the level on the skill so that the user can't change it directly.
> # Update the option that says how much was spent on this skill, and increase the level of this item
> # so that the powers cost is correct.
>
> skillLvl = getSSLevel(skillLvl, skillPts - basePts);
> tskills = \$@skills;
>
> item (Skills, skill)
> set level = skillLvl;
> option Super Skill Level = skillLvl;
> enditem
>
> item (Powers, ind)
> if (optPresent(skill))
> option \$\$skill = skillPts;
> else
> option Text[\$\$skill] = skillPts;
> endif
> set level = @level + skillPts - basePts;
> option Skill Points = @`Skill Points` + (\$@skills - tskills);
> enditem
> endif
>
> nextState = 'Choose Skills';
> end
>
> 'Remove Skill' ~
> skillPts = 0;
> item (Powers, ind)
> if (optPresent(skill))
> skillPts = optvalue(skill);
> deleteoption \$\$skill;
> set level = @level - skillPts;
> endif
> enditem
>
> if (skillPts)
> tskills = \$@skills;
> item (Skills, skill)
> if (SSLevToPts(skillLvl) = skillPts)
> # Whole skill is due to super skills; delete it.
> deleteitem;
> else
> deleteoption Super Skill Level;
> set level = getSSLevel(@level, -skillPts);
> endif
> enditem
> item (Powers, ind)
> option Skill Points = @`Skill Points` + (\$@skills - tskills);
> enditem
> endif
> btn = b_back;
> end
>
> default ~
> dialog btn, Internal Error;
> text "Unknown state: \$\$state.";
> end
> canceled = true;
> return;
> end
>
> endswitch
> state = gotoNextState(btn, states, state, nextState);
> endwhile
> }
>
>
> --- In cw@yahoogroups.com, Support<bkvam@...> wrote:
>>
>> You don't show what mechanism you're trying to use to give the die
>> bonus, so I can't say why it doesn't work the way you expect it to.
>>
>> To give a die bonus to Climbing use the following adjustment:
>>
>> b_climbing+2
>>
>> Check out the help section on adjustment bonuses. The section on skills
>> contains the following information:
>>
>>
>> Permanent Skill Bonuses
>>
>> To indicate a bonus to a skill that should always be displayed with the
>> skill:
>>
>> |"Skills:Swimming"+2|
>>
>> This will cause the following display of the skill: Swimming d6+2.
>>
>> See Bonus Stacking<#stacking> to add bonuses that don't stack.
>>
>> To indicate a die type increase in a skill you must adjust a variable
>> whose name is formed by "b_" and the skill name with all non-alphabetic
>> characters removed. For example, the die-type bonus variable for
>> Swimming would be |b_Swimming|; for Knowledge (Arcana) it would be
>> |b_KnowledgeArcana|.
>>
>> |b_Swimming+2
>> b_KnowledgeArcana+2|
>>
>> Above d12 the adjustment must be by 1. This is how the Professional and
>> Expert Edges increase the die type for skills and traits.
>>
>>
>> On 10/15/11 10:13 AM, Fyndhal wrote:
>>> I'm trying to create the following power (it would be a permanent effect.)
>>>
>>> - Bio-Mods
>>> Requirements: Novice
>>> Power Points: 1
>>> Effect: Gain a plus one die bonus to a single skill to a maximum of d12+1 or a new skill at d4. The character must decide which when the enhancement is taken. He may increase these skills as normal. Available Skills: Climbing, Fighting, Notice, Stealth, Swimming, and Tracking.
>>>
>>> I attempted to use the logic behind the Super Skills power in Necessary Evil, but the convoluted math in that may not even be giving correct results (A character with d4 Str and d4 fighting is only charged 2 points to increase his fighting die to d12? Shouldn't it be 4 points?)
>>>
>>> So! Simple problem. 1 power point = 1 skill increase, regardless of stat/level up to a max of d12+1.
>>>
>>>
>
>
>
> ------------------------------------
>
> --------------
> Find out more about Metacreator by visiting Alter Ego Software at http://www.alteregosoftware.com.Yahoo! Groups Links
>
>
>
>
>
• To answer the direct question: I want each level of Bio-Mods to give +1 Die Size to the chosen skill, regardless of Trait or previous skill level. Examples: d4
Message 5 of 7 , Oct 16, 2011
To answer the direct question: I want each level of Bio-Mods to give +1 Die Size to the chosen skill, regardless of Trait or previous skill level.

Examples:
d4 Agility; d4 Fighting are base. Increasing Fighting to d10 via skill points would cost 6 points. Using the Bio-Mods power, it would only cost 3 power points.

d10 Agility; d4 Fighting are base. Increasing Fighting to d10 via skill points would cost 3 points. Using the Bio-Mods power, it would cost 3 power points instead.

Does that make sense?

--- In cw@yahoogroups.com, Bruce Kvam <bkvam@...> wrote:
>
> Note that Super Skills give you more available skill points in order to
> make the numbers balance out. It sounds like the your new power is
> basically the same as Super Skills. What is the difference that you're
>
> >> On 10/15/11 10:13 AM, Fyndhal wrote:
> >>> I'm trying to create the following power (it would be a permanent effect.)
> >>>
> >>> - Bio-Mods
> >>> Requirements: Novice
> >>> Power Points: 1
> >>> Effect: Gain a plus one die bonus to a single skill to a maximum of d12+1 or a new skill at d4. The character must decide which when the enhancement is taken. He may increase these skills as normal. Available Skills: Climbing, Fighting, Notice, Stealth, Swimming, and Tracking.
> >>>
> >>> I attempted to use the logic behind the Super Skills power in Necessary Evil, but the convoluted math in that may not even be giving correct results (A character with d4 Str and d4 fighting is only charged 2 points to increase his fighting die to d12? Shouldn't it be 4 points?)
> >>>
> >>> So! Simple problem. 1 power point = 1 skill increase, regardless of stat/level up to a max of d12+1.
• Yes, it s clear now. This has uncovered a problem with the way Super Skills works if you change the Linked Attribute after adding the super skill. That will
Message 6 of 7 , Oct 19, 2011
Yes, it's clear now. This has uncovered a problem with the way Super
Skills works if you change the Linked Attribute after adding the super
skill. That will require some changes to the way Super Skills works.

In the mean time, the easiest way for you to implement this is to make
an adjustment that modifies (for example) b_Fighting by 2 for each
increase in die type. In your example, you could have an adjustment
option with Expr.: set to "b_fighting+x" and a value of 6, which would
increase the die type from d4 to d10.

Probably the easiest way to do this is to define your Bio Mods item with
six adjustment options, one for each skill that can be increased. When
you add a skill through Bio Mods you'll want no cost associated with the
skill. This can be done a number of ways, but the most straightforward
with a value of -1. When you add the skill add this option, which will
make the d4 skill cost 0 points. That will also let you track which
skills were added by Bio Mods so you can set its cost appropriately.

Your edit script for Bio Mods will need to count up which skills and die
types you added, and then set the cost of Bio Mods accordingly, similar
to the way the Super Skills script sets the cost of the power (by
setting the level appropriately).

This way of doing it is more limited than Super Skills, but since Bio
Mods is constrained to a particular set of skills this shouldn't be a
problem. Also, changes that will be made to fix the problem with Super
Skills will not affect this kind of implementation.

On 10/16/11 4:57 PM, Fyndhal wrote:
> To answer the direct question: I want each level of Bio-Mods to give +1 Die Size to the chosen skill, regardless of Trait or previous skill level.
>
> Examples:
> d4 Agility; d4 Fighting are base. Increasing Fighting to d10 via skill points would cost 6 points. Using the Bio-Mods power, it would only cost 3 power points.
>
> d10 Agility; d4 Fighting are base. Increasing Fighting to d10 via skill points would cost 3 points. Using the Bio-Mods power, it would cost 3 power points instead.
>
> Does that make sense?
>
• Thanks a ton!
Message 7 of 7 , Oct 19, 2011
Thanks a ton!

--- In cw@yahoogroups.com, Support <bkvam@...> wrote:
>
> Yes, it's clear now. This has uncovered a problem with the way Super
> Skills works if you change the Linked Attribute after adding the super
> skill. That will require some changes to the way Super Skills works.
>
> In the mean time, the easiest way for you to implement this is to make
> an adjustment that modifies (for example) b_Fighting by 2 for each
> increase in die type. In your example, you could have an adjustment
> option with Expr.: set to "b_fighting+x" and a value of 6, which would
> increase the die type from d4 to d10.
>
> Probably the easiest way to do this is to define your Bio Mods item with
> six adjustment options, one for each skill that can be increased. When
> you add a skill through Bio Mods you'll want no cost associated with the
> skill. This can be done a number of ways, but the most straightforward
> with a value of -1. When you add the skill add this option, which will
> make the d4 skill cost 0 points. That will also let you track which
> skills were added by Bio Mods so you can set its cost appropriately.
>
> Your edit script for Bio Mods will need to count up which skills and die
> types you added, and then set the cost of Bio Mods accordingly, similar
> to the way the Super Skills script sets the cost of the power (by
> setting the level appropriately).
>
> This way of doing it is more limited than Super Skills, but since Bio
> Mods is constrained to a particular set of skills this shouldn't be a
> problem. Also, changes that will be made to fix the problem with Super
> Skills will not affect this kind of implementation.
>
> On 10/16/11 4:57 PM, Fyndhal wrote:
> > To answer the direct question: I want each level of Bio-Mods to give +1 Die Size to the chosen skill, regardless of Trait or previous skill level.
> >
> > Examples:
> > d4 Agility; d4 Fighting are base. Increasing Fighting to d10 via skill points would cost 6 points. Using the Bio-Mods power, it would only cost 3 power points.
> >
> > d10 Agility; d4 Fighting are base. Increasing Fighting to d10 via skill points would cost 3 points. Using the Bio-Mods power, it would cost 3 power points instead.
> >
> > Does that make sense?
> >
>
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