[Torg] Weird science question?

Steve Crow crow_steve at hotmail.com
Sat Nov 8 13:02:16 EST 2008


There's the rub. That same table has limit values for attributes. Which are different from the maximum attribute levels for human beings (or whoever you're building a gadget for).

So if you're using those limit values for skills from the NE table, shouldn't you use those limit values for attributes too...?

But to make sure we're understanding correctly, if we use the skill limits from the NE SB, you'd do this:

Create a Alteration Magic Gizmo (System Limit 1), using the Terra SB rules. Weird Scientist has a WS value of 18.

1) Make a Housing roll (pg 82). WScientist rolls a 18. His new skill-booster has a Housing value of 23.

2) Prepare to build a booster. WScientist rolls a 27. The skill has a result of 29. 29 minus system limit of 1 = 28. 28 on the Power Push table is... +6 (2) (1.5 rules, page 83: maybe the enhanced power push table in the Aysle book says something different)

3) The DN of all Alteration magic rolls is increased by 1 (Terra SB, page 86, left-hand column: "increase the DN of the system by +1 for each booster")

4) The gadget has a housing value of 23, so after 12 uses, 2 shock per use, the gadget will burn out and it'll have to be repaired.

5) Our WScientist decides to put in a compensator (Terra SB, pg. 83). The boosted value of the skill is 7 (1 system limit + 6 from the booster), so the DN to install the compensator is 7 (Ibid, pg. 83, third column). He rolls an 11 on his WS skill so that gives him a result of 9. On the power push table that is a result of 4, so he subtracts 4 from the shock, minimum of 0, so he now takes... 0 shock each use.

End result: An Alteration Magic gadget that takes no shock for usage, adds 6 to the user's Alteration skill use, has a Housing Value of 23, and adds +1 DN to all Alteration spells the person casts.

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For an Evidence Analysis gizmo, the Skill Limit is 8. Given the same rolls as above, you'd end up with a Housing Value of 23, Booster of +6 (5), and the compensator reduces the shock by 2 (roll of 18 - boosted skill value of 14 = 4, +2 so shock is reduced by 2). In that case, you have a +6 to Evidence Analysis, but DN of skill checks is increased by 1. And the gizmo takes 3 shock every time you use it, so after 8 uses it's repair time.

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Does that about sum it up...?


> 1) Decide what it is you want to enhance Climbing Skill, Jump Limit
> Value, Willpower skill).
> 2) Decide what the System Value you're trying to boost is. I usually
> use the relevant Limit Value (For attributes, 13, for things like
> movement or lifting ability, the human limit values for those, for
> skills the limit values from the table in NE.)


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Steve Crow

"Logic merely enables one to be wrong with authority."

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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