View Full Version : Universal knowlage
pinecone
Dec 9th, '04, 03:54 PM
I am thinking of building a super mage and I am tinkering with the idea of universal skill boosters that are simular to Universal translator...what I have in mind is "Citizen of Babylon" for 20 points, basicly this "Urban mage" is familiar (as per city knowlage) with all citys every where and every when...basicly a "cool power" that may come in handy....is 20 points about right? And would this cause convulsions if you saw it on a character sheet?....Thanx....
Edsel
Dec 9th, '04, 05:42 PM
Once upon a time in one of the pre-5th Edition supplements there was an example of "Universal Talents" such as you describe. I am sure I have the publication around here somewhere that inculded it but I just can't remember what it was published in.
I remeber there were things like "Universal Contacts" to simulate a person that knew someone just about everywhere and other examples that escape me right now. I do remember that most of these had a base cost of 20 points just like Universal Translator so I think you are on the right track.
Perhaps someone who remembers what I am talking about will read this and point you/me in the right direction.
Derek Hiemforth
Dec 9th, '04, 05:57 PM
This was never in a supplement, but it's a common "house rule". 20 points for the equivalent of 1-point worth of any KS or any SS or any AK (depending on what you pick).
Teflon Billy
Dec 9th, '04, 06:01 PM
I want to say there was a really very good post on these message boards that layed out a feature complete "Universal Blah" framework. I can't remember what the thread's title was.
Can anyone back me up on this, or am I just having a fever dream of some sort?
TB
Edsel
Dec 9th, '04, 06:11 PM
I was almost certain that I remembered seeing this in print somewhere, sometime. But perhaps I am just remembering something that was posted. I am lclear on remembering that Univeral Contact was one of them though.
JmOz
Dec 9th, '04, 07:21 PM
One house rule I have allowed in the past was that if you bought a skill enhancer you could give it an F/X once you had you could spend points in game as long as it made sense based on the F/X
Yours would be buying Traveler, then saving a few points...
Dr. Anomaly
Dec 9th, '04, 08:10 PM
When setting up to run a Time Lord (Dr. Who) solo campaign, I came up with these since Time Lords seem to have a boundless number of skills, contacts, knowledges, etc.
20 Universal Scientist (INT roll) - The character has at least a basic understanding of most sciences, even the most obscure. A successful USc roll will reveal what particular science is used in/by a given device or the basic principles and ideas of a given field of science. A roll made by a higher margin will allow the character to make Simple (by +1), Easy (by +3), or Difficult (by +5) evaluations/deductions about the probable outcome of a given application of the science, or a way to modify/defeat that particular application. Failed rolls may result in anything from just an unsuccessful attempt (-1) to destroyed devices/components (-3) to a major disaster in the making (-5).
20 Universal Traveler (INT roll) - The character has at least basic knowledge about practically any place and time they may visit. A successful UTv roll would tell them what planet (and possibly what country/city) they are on; a roll made by at least a margin of +1 will tell them what basic time frame they are in, as well. Rolls made by higher margins reveal more details about their surroundings and other significant points of interest of the local, relative to where they are. A failed roll may mean anything from a slight misjudging of local (-1) to a completely inverted conclusion about where and when they are (-5).
20 Universal Scholar (INT roll) - The character has at least basic knowledge about such a wide variety of subjects they often seem to literally "know everything." A successful USr check will reveal the sort of basic facts about a field/race/person that an interested and informed layman in the subject might know from extensive "armchair research"; rolls made by higher margins will result in more extensive and more detailed information. A failed roll may mean anything from a few 'commonly known' but incorrect pieces of information being taken as true (-1) to utter [and possibly disasterous] inversion of the facts (-5). [Example: "Daleks? Oh, yes...gentle scholars that happily answer any question put to them."]
**NOTE: I was tempted to include a "Universal Historian" talent, to include the character being able to know at least the general outline of history/historical events on any given world, so they can know when history is being tampered with, but decided against it; a combo roll in Universal Traveler / Universal Scholar should include this sort of thing already, I think.
20 Universal Tradesman (INT roll) - The character has been nearly everywhere and done nearly everything; as a result, they have at least a general idea of how to carry out just about any task or the basics of any job or profession. Rolls made by a higher margin indicate a job carried off with near-professional results; a failed roll could indicate anything from an ugly but workable solution (-1) to a near-disaster (-5) ["But I thought the poached eggs were SUPPOSED to be served by cleaning them with one's tongue before presenting them to the customer!"]
20 Universal Contact (PRE roll) - The character knows somebody in just about any time or place, since they've been nearly everywhere and everywhen. A successful UCt roll results in the character knowing a person in the time & place; actually FINDING that person may be another story [treat a successful roll as having a 1-pt. Contact -- the character must still make the Contact roll to actually find/meet with the person]. Rolls made by higher margins may indicate a Contact who is more useful/influential, easier to find, or more favorably disposed toward the character. A failed roll can mean anything from simply not knowing anyone here (-1) to an old acquaintance who is now hostile (-3) to a complete turn-around of the attitudes of the locals (-5) ["Dravidia VII? Oh, yes, they all love me here for throwing down their tyrant-king...What do you mean, 'Under arrest for high treason'?!?"]
20 Universal Favor (PRE roll) - In nearly every time and every place, there is SOMEBODY who owes the character a favor in return for past aid. A successful UF roll means there is someone there who owes the character a minor favor (1 pt worth); a roll made by a wider margin means the favor is more valuable or the person owing the favor is willing to go to greater lengths and/or dangers to fulfill the obligation. A failed roll can mean anything from there being no favor-owing person in this place and time (-1) to finding a person who owes the character, but they have grown bitter and resentful and refuse to "remember" the obligation (-3) to the tables being turned and the character being hit up for a favor HE owes to somebody (-5). ["Oh, yes...you DID save me from being incinerated in Belfalitin's attempted coup a few years ago...(sigh)...Now, what did you say your current problem is?"]
Rapier
Dec 9th, '04, 09:00 PM
When setting up to run a Time Lord (Dr. Who) solo campaign, I came up with these since Time Lords seem to have a boundless number of skills, contacts, knowledges, etc.
[snip -- universal plethora]
Can I assume that it is 2pt for +1 to increase a Universal? Or can you not buy them up at all? I can see it going either way.
Dr. Anomaly
Dec 9th, '04, 09:19 PM
Sorry I didn't cut-and-paste that part of it...the intention is they could be bought up just like Universal Translator (same point cost, etc.) the way the base talent costs the same as the base Universal Translator.
Rapier
Dec 9th, '04, 09:22 PM
Sorry I didn't cut-and-paste that part of it...the intention is they could be bought up just like Universal Translator (same point cost, etc.) the way the base talent costs the same as the base Universal Translator.
Coolio. Although these would need the Stop Sign just like the Universal Translator. You could buy Universal Scientist up so high that you would know EVERYTHING. But, of course, you already know that.
I'm stealing these, btw. :)
Dr. Anomaly
Dec 9th, '04, 10:13 PM
Coolio. Although these would need the Stop Sign just like the Universal Translator. You could buy Universal Scientist up so high that you would know EVERYTHING. But, of course, you already know that.
I'm stealing these, btw. :)
Yup, of course. Like I said, I was designing these to be able to make a Time Lord character on a "reasonable" amount of points. Of course, if you've got all these plus Universal Translator, that's 140 points just in Talents, not counting Attributes, specific non-knowledge skills (piloting, stealth, inventor, etc.) not to mention equipment (TARDIS) and so on and so forth.
And you know what they say...imitation (or "theft") is the sincerest form of flattery! :D
Edsel
Dec 10th, '04, 04:18 AM
You know this would make a good Digital Hero article. Just something to consider.
Dr. Anomaly
Dec 10th, '04, 08:54 AM
You know this would make a good Digital Hero article. Just something to consider.
I have in fact thought about it (and also a couple of other ideas I've posted that have been very well received) but considering they've already been posted "for free" here in public, I doubt they're eligible for publication in DH.
That Masked Man
Dec 10th, '04, 02:35 PM
Maybe something like this would make sense as an ability for HyperMan to buy with experience considering the talents he brought up in another thread (speed reading, cramming, and eidetic memory).
pinecone
Dec 10th, '04, 02:47 PM
Cool...thanx for the input, I seem to remember seeing something in an old article but not super clear, what was the old hero system mag called? I'm going to plan on using this, assuming the GM dosen't have a problem of course...I think that 20 points is just a starting point as some universal skill may be worth More than others. I might let someone take Universal handyman (All PS) for 15 as I don't see it being such a big deal in supers...but I might feel differantly for fantasy or heroic level play....basicly a universal skill is priced as the skill enhancer plus 17 skills so I think just saying "Dude you know all of it " sounds fair...after al I don't think I could come up with 17 languages off the top of my head, so if you wish to dump in 20 points...I'm down with it...:)
Edsel
Dec 10th, '04, 04:27 PM
Cool...thanx for the input, I seem to remember seeing something in an old article but not super clear, what was the old hero system mag called?
Adventurers Club was the old printed magazine. There was also a previous electronic magazine called EZHero once upon a time.
Rapier
Dec 10th, '04, 04:29 PM
Adventurers Club was the old printed magazine. There was also a previous electronic magazine called EZHero once upon a time.
I've got a very nearly complete run of AC. I'm only missing two issues, if you want me to look for it.
Edsel
Dec 10th, '04, 04:45 PM
I've only got a couple of the old AC issues handy. I think the others are hopelessly misplaced, probably in the attic. It seems to me that I remember seeing the article about Universal Skills in an old AC issue. However I am perfectly happy with the posting that Dr. Anomoly made on the subject.
AlHazred
Dec 10th, '04, 05:11 PM
You may be thinking of one of Dave Mattingly's Power Point articles for the Haymaker! APAzine. Apparently he took them offline (dammit!) but I remember one where he breaks down different takes on the "Universal" talent. Perhaps we could prevail on him to share with us some of his notes?
pinecone
Dec 11th, '04, 01:03 PM
Ohhh might be Haymaker...I thought it was in the old AC though...Mr. M may have taken the stuf down because of his association with the digital hero stuf he does now...I'm guessing EZ Hero may be gone for the same reason...I agree this should be revisited in the spirit of 5ER.......
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