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World Sit-Mod Question

Started by Tadeusz · November 15, 2007

6 surviving posts. Original order and wording are retained; deleted and spam-marked entries are excluded.

Is it legitamate to make a world where the following could be said: "1@ Intelligences (or normal) receive a +10 Sit-Mod to Intelligence checks regarding Tech bias skills. Similarly, 2@(sizably above normal and up to world class) Intelligences get +20, and 3@(Superhuman--Only Jon Quick gets this advantage normally among the humans on Earth) gets +30 Sit-mod to Intelligence checks regarding Tech bias skills."

This is for my Teenager Super-Genius Inventor world.

Eric

I believe I've seen a world where all professional-level skills are considered "super-powers," and their SALs are doubled for the purposes of success chances. Given that, I don't see why you couldn't do something similar with Intellect and the BRA component of skill success; just say that the success chance for Tech skills is equal to 2x(lesser of world or character bias level) + SAL + BRA + decimalized Intellect. Thus, if Intellect is your BRA, you get to add it twice (after the fashion of doubled superhero SALs), but even if your Ed Level or Intuition is higher, you still get some benefit from the rule.

Obviously I'm not the final authority on what universe-specific rules are allowed in Multiverser, but if this one is - and I think it ought to be - that's how I'd do it. Sit-mods of +10x(Int lvl) could work too, though. On the one hand, that lessens the bonus somewhat, but on the other, it sharpens the distinction between level one, two, and three Intellects.

Thank you, I'll include both with a note to the GM that this allows him to choose precisely the effect he has in mind. In my opinion, this design choice of building variations even in the original text is a good thing. More choices, more precision is good. So thanks again.

I'm going to jump in and suggest that the way you phrased the question worries me. You do not mean that anyone gets +10 on an intellect check--that would be an attribute check, in which the range is zero to forty, and even +10 on a 3@1 supergenius would mean he could never fail such a check (his effective attribute being 4@1 and the maximum check roll being 40).

I have no problem with creating a +10/+20/+30 bonus to all tech skills (or particularly tech learning skills) for intellect in a particular world. If I understand aright, you are aiming at making a bonus specifically based on intellect (and not, as in Northgate, BRA), so I would suggest that the bonus be listed as "add 10xIntellect Level" to such rolls.

It might be easier, and more practical, simply to say that all indigs in this world always are bonused in such rolls by their intellect, whether or not it is their BRA, in addition to their BRA. Thus for a character with a 2@10 Intellect, he would get +30 for his intellect as his BRA and another +30 for his intellect as world bonus; for a character with a 1@5 Intellect and a 2@10 Education Level, he would get +30 for his education level and an additional +15 for his intellect.

I think, too, that you should consider whether this applies solely to learning such skills, solely to using them, or both. That's a hefty bonus either way, but particularly in connection with skill performance, as it boosts the average amateur's success rate from something near 50% to something near 65%, and creates a situation in which a 2@10 intellect will have a 60% chance of success in performing tech skills before adding his doubled bias and his SAL, which could easily be twenty points apiece, making for a no-fail situation for such a character in a large number of situations.

It would also impact combat, thus applied, since I've boosted my chance to fire the gun by the value of my intellect, and the target does not have a similar bonus to his defenses. This makes cover and defensive skills very important, as most shots will be very dangerous even from high level amateurs.

I'm not sure what you're after, but I'd say incorporating intellect into tech skill learning rolls probably does what you want: it increases the chance of learning new tech skills, raises the number of skills learned at 1@2 or 1@3, and makes those reaches for higher levels easier. It becomes the equivalent of always having a teacher when you attempt to learn something new.

Hope this helps.

--M. J. Young

What I'm after? Ever read Tom Swift? Boy genius who every three months invents something worthy of a Nobel prize.

Well, I've got Jon Quick, the smartest teenager/person in the world, and his various evil opponents who are more likely to be 2@5-2@8 Int, with him as 3@2 (Yes, I know, he's superhuman, but trust me, Tom Swift was too.)

Its a very bright, cheerful four-color world with shining heroes, and dastardly doctor villains.

I suspect I only want this bonus for the learning of the skill.

This is cool. It creates the potential for Design Doomsday Device TX@10 skills that are so heavily penalized for the effectiveness of the machine that the character can only perform them once - the bonuses on skill learning allow him one successful design, but after that, his -60 penalty on his 1@1 Design skill means he'll never have that "Eureaka!" moment again; once the heroes destroy his machine and burn the plans, he has to start over from scratch with a different scheme.