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Biofeedback is based on the concept of the Cramming Skill, and further extends the
concept with two new custom Skills which are described below, Improved Cramming,
and Martial Cramming
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IMPROVED CRAMMING:
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Improved Cramming: As Cramming, but a (CHAR/5) Skill Roll is granted rather
than the usual 8- Familiarity and the character can use any relevant Skill Levels
with the Crammed Skill. Alternately, up to 5 points of fluency in a Language can
be learned instead; Cost: 10 Character Points
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MARTIAL CRAMMING:
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Martial Cramming: As Cramming, but instead of the usual Skills available
to Cramming any Combat Skill or Martial Maneuver with a cost of 5 points or less
can be learned. Further the character can use any relevant Skill Levels or Damage
Classes with the Crammed Skill or Maneuver as applicable; Cost: 8 Character Points
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As with Cramming, the Skill learned via Improved and Martial Cramming fade after
a period of time as determined by the GM (at least a week of game time is recommended),
but once a character has learned a Skill via Cramming they can opt to spend Experience
Points to gain the Skill in the normal fashion, and thus this process can greatly
expedite the acquisition of new Skills.
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DOUBLING UP MARTIAL CRAMMING
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At the GM's discretion, a character with two Martial Cramming Skills could pool
them together to learn a 10 point Combat Skill such as Two Weapon Fighting or Defensive
Manuever IV. This is allowed in the MetaCyber setting by default.
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UPGRADING CRAMMING
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A character can upgrade a Cramming skill to either an Improved Cramming Skill or
a Martial Cramming Skill via the expenditure of experience points to cover the differences
in cost. A character cannot upgrade a Martial Cramming Skill to an Improved Cramming
Skill and vice versa.
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