Message:
It seems the skill is considerably Nerf'd in the parlance.
You can only use it the number of times of the rating of the skill (once for +1, twice for +2, etc.)
And, almost every boon has the restriction you can't take Jack.
Plus Jack doesn't work for combat skills.
Any one of those restrictions would limit taking it.
Also, as you noted, everyone can attempt every skill? (Not sure if I heard that right.) That basically means everyone has Jack 0. (Everyone is combat trained of course but being a Pilot or Medic would seem odd.)
The benefit of the Mod isn't game changing.
The stats:
Chance of Rolling 9+ = 28%
Chance of Rolling 8+ = 42%
Chance of Rolling 7+ = 58% (16% Difference)
Chance of Rolling 6+ = 72% (14% Difference)
Chance of Rolling 5+ = 83% (11% Difference)
Having Jack +1 only grants you 16% difference on a roll you are going to miss 40% of the time AFTER applying JoT.
You are solving a problem you don't have.
I would limit the DM of TASK rolls of players to +5 (the maximum of any skill) to avoid the swings. It can get whacky.
I WOULD consider things like cover / moving in combat. And Armor as well.
Dave hid behind crate, steadied and fired. If Dave were +4 because of Dex and skill, I would allow ADDITIONAL +2 for being steadied or prone.
When shooting back, bad buys would need at LEAST an additional -2 DM for the cover.
Yours,
IronConrad
27-Oct-2025