Page 1 of 1

Top-Level Skills and Penalties

Posted: Tue Feb 09, 2016 9:48 pm
by Hotrod
Sorry if this topic is a redux, but I can't seem to find a good answer on this.

You have a Level 12 Juicer with the prowl skill using Juicer Assassin Body Armor. The base prowl skill is 25% +5% per level of experience. He gets +15% to prowl as an O.C.C. bonus, and he gets another 5% from having Acrobatics. At Level 12, this tallies up to 100%. His armor makes him -5% to prowl.

What must he roll at or under to pass his prowl skill check? Should he get 100-5=95%? 98-5=93%?

In other words, can a Juicer ever get so good at prowling that he can prowl in armor with no effective penalty? Can or should this also apply to all skills?

Re: Top-Level Skills and Penalties

Posted: Tue Feb 09, 2016 10:20 pm
by Tiree
There are several instances where skills can go above 100. There are skills that give you bonuses to tackle penalties.

With that, I go with any skill can go over 100, but it effectively has a 98% chance of success no matter what. Anything over 98% is used to tackle penalties. So if you had 130% in a skill, you roll 1d100 and 98 or less your going to pass. But that 99 and 100 you will fail. If you had 130% in a skill and a 30% penalty, you would have an effective skill of 100%, but still it's 98 or less for a success.

I hope that makes sense.

Re: Top-Level Skills and Penalties

Posted: Tue Feb 09, 2016 11:29 pm
by Shawn Merrow
I would go with 95% myself.

Re: Top-Level Skills and Penalties

Posted: Wed Feb 10, 2016 12:35 am
by eliakon
Officially by the rules your skills cap out at 98% unless you have a special ability that lets you go over this (this is one of the reasons that those classes that have this ability are special, and get this ability called out). Thus RAW his roll would be a 93.
However a very common house rule is to let skills keep on increasing and let the additional points be used to offset penalties. In that case his roll would be a 98.

Re: Top-Level Skills and Penalties

Posted: Wed Feb 10, 2016 1:00 am
by Fermat
I go with 93%. There are some specific categories from HU that have skills that go beyond 98% (Hardware and Natural Genius) and the Extraordinary IQ minor power lets one go beyond on a specific pair of skills. Everyone else is stuck at 98% as their max. That's RAW and is consistent throughout the Megaverse, AFAIK.

Personally, I have a few options to allow Physical Training to go above 98% for some of the physical skills like prowl, but that's a personal house rule.

Re: Top-Level Skills and Penalties

Posted: Wed Feb 10, 2016 10:08 am
by ShadowLogan
Unless otherwise specifically indicated I treat Skills at topping off at 98%, since even skills that go over 100% when doing checks have to obey that limit as "failure is always an option". Off hand I don't think Prowl is one of those skills with an exception, and I don't recall the Juicer creating an exception for the skill either. So it would be 98% Skill -5% Penalty = 93%.

Re: Top-Level Skills and Penalties

Posted: Wed Feb 10, 2016 11:57 am
by Glistam
By the rules, unless the character has an ability that lets this skill increase past the 98% cap, they would have a 93% to Prowl.

Re: Top-Level Skills and Penalties

Posted: Thu Feb 11, 2016 3:19 pm
by The Dark Elf
Glistam wrote:By the rules, unless the character has an ability that lets this skill increase past the 98% cap, they would have a 93% to Prowl.

This imho

Re: Top-Level Skills and Penalties

Posted: Tue Feb 23, 2016 12:07 am
by Axelmania
Skills only go past 98 in pre-2nd Palladium or if you're a Hardware/Sleuth from Heroes Unlimited 2nd Edition or a Natural/Genius from Powers Unlimited 2.

Re: Top-Level Skills and Penalties

Posted: Sun Mar 06, 2016 4:35 pm
by Killer Cyborg
eliakon wrote:Officially by the rules your skills cap out at 98% unless you have a special ability that lets you go over this (this is one of the reasons that those classes that have this ability are special, and get this ability called out). Thus RAW his roll would be a 93.
However a very common house rule is to let skills keep on increasing and let the additional points be used to offset penalties. In that case his roll would be a 98.



^^^This is the correct answer.

Re: Top-Level Skills and Penalties

Posted: Sun Mar 06, 2016 5:20 pm
by say652
House rule.

For skills.
Total all levels and bonuses, then subtract penalties.

Skills over 100% are possible in heroes unlimited but since Rifts its a different animal all together, I say run it.

Re: Top-Level Skills and Penalties

Posted: Tue Feb 11, 2025 3:13 pm
by Valpurgius
This is from RUE pg 301 at the top left:
Note: The maximum success ratio for any skill is 98%, regardless
of how far the character advances or what modifiers he may
enjoy. Humans are not perfect, so there is always a margin for error.

This is the ONLY place I can find a reference to skill cap using a search on the RUE pdf looking for "98"

The wording implies that the skill can go above 98% but success chance caps out at 98%. It does seem odd that this is a note under 'New Skills"

Re: Top-Level Skills and Penalties

Posted: Thu Feb 13, 2025 2:07 pm
by Marcethus
Unless your OCC specifically states that your skills can go above 100% the max is 98% so in the example given by the OP the answer is 93% or lower on the dice equals success. 94% or higher is failure.

In my games I sometimes allow specialized skills for some OCC's to go over 100% and use everything above 98% to offset penalties. I used to have a talent chart but it seems I lost it in my many computer crashes. The talent chart allowed players special abilities similar to Robotech: Shadow Chronicles chart in the main book under Character Creation section. In my version of the chart I had some options for Natural Ability in a couple of skills that would allow a character to go over 98% and everything above that was used to offset penalties.