Masteries

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Typical masteries are as follows:

(Current Rating x4)

''This power must be paired with an Ability (Firearms, Drive, Underwater Basket Weaving). As you raise it, it complements the affected ability, bringing it to superhuman proportion.''

 · Reduce the cost of purchasing the Ability by half (Typically to Current rating x1).

 ·· Lower the Difficulty of all rolls involving the Ability by -2 (If a Combat Skill, this modifier is reduced to -1).

 ··· Add a number of dice to all rolls involving the Ability equal to your rating in Ability Mastery.

'' ···· Re-roll “10's” on all rolls. Considered “Specialized” in all application of the skill.''

 ····· You may now raise the affected Ability to “6".

You may extend this effect to similar secondary skills at a cost of 10 xp per extension (Firearms Mastery could also cover Archery Mastery for 10 xp).

However, these masteries are somewhat unbalanced. They feature diminishing returns instead of typical INCREASING rewards. This can be solved, and also meshes well into the 6th dot abilities problem.