Thanks for all of that.
Scott is right--and in fact when I do character sheets individually I just say "+1" without the M. The problem is when I do character sheets individually (as I do for people who play at my home) I have multiple columns, |SAL Level@Intensity|Skill name and description|Bias area|Bias level@intensity|Origin, and then I just put a notation for marks at the end. When I do people in the online game, unless I already have a computer character paper for them (as I do for John 1 and Kyler and Ryan), I give them a single column on a spreadsheet along with everyone else. Thus it's |SAL Level@Intensity Skill Name Bias Area Level@Intensity Skill Description including Sit-mods Skill Marks| all as a single entry, and I edit the entry when there's a change.
Scott, I abandoned hash marks for skill marks because when someone reaches 1@10 you've got to collect twenty-six of them before rolling over to 3@1, and that was just too cumbersome. Thought I'd let you know the problem I found with your method; works well as long as no one is going for expert level skills.
And that's exactly right: you need to persuade me that what you did is distinctly different. You never used your boxing against a professional martial artist before (or if you did, I have to revoke that mark) so you got one for fighting Lauren. You would not now get another for fighting some other martial artist, but you would get one if you boxed a bear or a lion--but not one for boxing a bear and another for boxing a lion. In essence, as your level rises, you either have to become truly creative at devising new uses for a skill or you have to resolve yourself that the only way to become expert is the same way you get to Carnegie Hall.
Let me address posts from Harry, John 3, Scott, and John 2, if I can squeeze all of that into the time remaining.
Harry catches something I did quite unintentionally, and has me laughing at it. I had even forgotten that they were dressed in red shirts--and just tonight we saw a Star Trek crewman in a red shirt killed by a terrorist. He rolls 72 on his visual accuity (long term), and 96 on the short-term one, which would be a botch--but since he didn't say he was going to use that, I'll ask him, and go from there.
John 3's situation is a bit chaotic at the moment, since the alarm was sounded but most people don't know why--only that the alarm would be sounded if the camp was taken by surprise.
Scott rolls 92 on a new skill, which he describes as Deflect Notice M5@1* Caster mutters the following in Spanish (sound necessary): "El sonido de un abancio, mientras enfria; el poder de una locomotra, mientras viaja; el trabajo de un mago, mientras asombra; ¿qué calidad comparto con éstos, por ahora? / Los cuatro estan mejor cuando desapercibidio.", which roughly translated means, "The sound of a fan, as it cools; a locomotive's power, as it travels; a magician's labor, as he astounds; what quality do I share with these, for now? / All four are best, unnoticed." On the final line the caster raises four fingers of his right hand in front of his face, then draws his hand to one side as he turns his face to the other side and casts his eyes downward. Prevents casters activities from being noticed by others not directly involved, terminates automatically at the end of the current situation, maximum duration 1:30:00, TF 0:24, -19 SM and says is no fail on learning due, presumably, to his 15@ bias (he just learned to create a holy symbol, and that's a 15@1 skill, so I am not surprised). He has a 1@3 SAL at this new skill, which will shield him from detection by most normal and abnormal means.
The back of my head tells me that a psionic detect magic is something around a P3@10 skill, and finding it there I'm satisfied that Scott is doing something reasonably baseline. He rolls 54 on learning this, and has a 7@1 bias plus 2@1 BRA in a world with a 15@ psi bias (I hope that's right, don't know where those notes are at the moment), so we've got 107-40=67, and he's got a 1@2 Detect Active Magical Power P3@10 ten yard radius of targeted point skill, and of course he detects his own skill.
John 2 rolls a successful 25 on his jump. I think he needs a really strong GE roll for a canteen that draws water out of the air, and 19 is not that roll.
And no offense intended, but I've got to run.
--M. J. Young