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Post by engineer on Jan 12, 2010 21:07:00 GMT
Okay, here is the question:
I'm currently working on a character for our first outing in Time & Space, so to speak, and I'm encountering a hitch. The game will only feature the Doctor in a supporting role as no one is comfortable trying RP him yet. My character (unnamed as yet) is going to serve as a "Doctor-lite" character, specifically he will have a nanotech enhanced mind.
The catch is that I intend this character to have an Ingenuity higher than 6. The idea is that he only has access to 21st Century knowledge but his enhanced mind allows him to quickly absorb information and make incredibly intelligent deductive leaps.
I purchased Cyborg at three points to justify an almost completely hidden piece of cybernetics. Then I purchased Gadget for four Story Points, giving me four points for gadget traits.
My question is: I don't intend to actually buy gadget traits. The cybernetics really only increase his mental capacity and speed of thought, i.e. Ingenuity. Is it within the rules to spend those points on a direct bonus to Ingenuity? At a cost of 3 CP and 4 SP, it certainly feels like a fair trade, but I can't tell if I'm breaking the rules.
My DM doesn't have a problem with it, but I wanted to know whether it is or isn't technically rules legal.
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Post by allenshock on Jan 12, 2010 21:09:03 GMT
If the GM/Dm says its rules-legal, then it is. He's the rules Allen
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Post by Null and Void on Jan 12, 2010 21:29:41 GMT
Okay, here is the question: I'm currently working on a character for our first outing in Time & Space, so to speak, and I'm encountering a hitch. The game will only feature the Doctor in a supporting role as no one is comfortable trying RP him yet. My character (unnamed as yet) is going to serve as a "Doctor-lite" character, specifically he will have a nanotech enhanced mind. The catch is that I intend this character to have an Ingenuity higher than 6. The idea is that he only has access to 21st Century knowledge but his enhanced mind allows him to quickly absorb information and make incredibly intelligent deductive leaps. I purchased Cyborg at three points to justify an almost completely hidden piece of cybernetics. Then I purchased Gadget for four Story Points, giving me four points for gadget traits. My question is: I don't intend to actually buy gadget traits. The cybernetics really only increase his mental capacity and speed of thought, i.e. Ingenuity. Is it within the rules to spend those points on a direct bonus to Ingenuity? At a cost of 3 CP and 4 SP, it certainly feels like a fair trade, but I can't tell if I'm breaking the rules. My DM doesn't have a problem with it, but I wanted to know whether it is or isn't technically rules legal. The GM is the final arbiter of these things. Cubicle 7 won't come and kick in your door if you decide to do something 'against the rules' I would have the 'gadget' in question give you access to 'technically adept' as well. This would represent a more inuitive grasp of technology. You might even talk to the GM about perhaps increasing the bonus for a greater amount of story points invested in it. +4 or even +6 on the outside edge.
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Post by Curufea on Jan 12, 2010 22:59:56 GMT
As a gadget - much like the "focus" limitation in the Hero System - it should be a liability in that it can be disabled or taken away some how. So you may want to mention this to the GM as it would be a good plot hook at some stage to have something happen to the enhancement.
It became an important point in Voyage of the Damned for example.
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Post by sonoftherani on May 23, 2013 2:42:09 GMT
In the Unit Sourcebook there's a new trait called Augment, as a minor trait it improves two attributes by one point each, as a major trait it improves two attributes by two points, or one by three.
Yes, I realize I'm about three years late. Ah well..
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