I'm curious about the biases of a few skills I can't place in the bias trees.
Firstly, Mind-Machine interface. The rules address design, construction, installation, analysis, sabotage, and repair, but not the actual use of devices that operate via M/MI. An example would be 'Mech piloting in the Battletech universe, where neo-feudal 31st century knights control multi-ton bipedal battle machines with the aid of a Neural Net. Is this T13@1 Operate M/MI? The rules clearly state that the bias level doesn't obey the standard repair rule, so I can't go by that. Should operation be differentiated by the type of M/MI (hard-wired, external, scanning)? By the actual device (Battlemech, memory-extension database, thought-steered jetpack)? Both? Neither?
I was also curious about the biases of various games. The only games specifically listed are "Role-Playing Games," at M0@0, and "Computer Game Play," at T11@0. I'm thinking most games should be @0 - which leaves bias area and level. Sports are easy enough. I'm thinking most would be B3@0 (through running) or B5@0 (up through jumping), unless throwing and catching things requires a shift to level seven. It's chess that has me stumped.
On one level, I want chess to be a psi game - mind to mind competition. I can't make it fit, though, and I really want Intellect to be a relevant attribute for chess. Because, really, it's relevant. That leaves Tech and Magic (Bod was never in the running). RPGs are magic, and there's some appeal to games falling into that realm, but somehow, I can't see a chess wiz winning a game by force of his animal magnetism. Magic seems wrong. But is it really Tech? Manipulation of pieces with symbolic meaning as a method of honing strategic skill - treating the game as a kind of "competition simulation device"? Tech 0@0? Help me out here.