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APG 3 Ideal: AVLD Levels Beyond Rare.


steriaca

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  • 4 weeks later...
On 3/24/2022 at 9:45 AM, IndianaJoe3 said:

There are already options for Cramming in APG1.

Less "Cramming" but more like the officialising of a power like a skill designed to represent the stuff you can do with a skill with a "impossible" skill penalty (-10). Sure, you could simply buy, say, a random Science skill at a 26- roll and call it the "Science!" skill, or a Professional skill and call it the "Job!" or "Athletic!" skill, but...sometimes knowing everything is one of the heros powers ("Knowledge!").

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3 hours ago, steriaca said:

Less "Cramming" but more like the officialising of a power like a skill designed to represent the stuff you can do with a skill with a "impossible" skill penalty (-10). Sure, you could simply buy, say, a random Science skill at a 26- roll and call it the "Science!" skill, or a Professional skill and call it the "Job!" or "Athletic!" skill, but...sometimes knowing everything is one of the heros powers ("Knowledge!").

 

APG already has expanded Universals.  Universal Scholar is 20 points to make a roll for any Knowledge skill.  Universal Scientist, for any Science skill.  Not that fond of either of those;  they're too broad now.  That said, it doesn't seem likely they'll be disruptive.  True JOAT gets ya all Professional skills...that one I kinda like, altho it's still insanely broad.

 

I *tend* to treat this a little differently from something where I'd impose a -10 or even more...the true sci fi stuff.  Wanna figure out how to build a Zero Point Module from Stargate Atlantis?  That sort of thing is into the 'impossible' range to me.  And Universal won't help.  

 

Then again, even with the Universals, it's +1 to the roll for 1 point, so you can buy a 30- Universal Scientist.......

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9 minutes ago, steriaca said:

I forgotten about the Universal skill variations. And we kinda already have something like that with a big enough skill roll. But honestly you can't know the capital of Wisconsin with an amazing Acrobatic roll.

 

Acrobatics isn't a Knowledge skill.  

 

A 30- Physics roll as a science skill, lets you understand how to build a ZPM.  A warp or jump drive, or Babylon 5 or Stargate gates.  Integrate gravity into QCD?  No problem;  here's yer grand unified field theory.  Perfect comms via quantum entanglement.  It doesn't necessarily mean you *can* build them...but you know how.  (Why not?  The supporting tech or associated sciences or materials may not exist.)  It might not be understandable by anyone else;  it's just that complex.  But a 30- physics roll doesn't let you cure cancer;  the problem isn't a physics problem.

 

Universal Scientist at, let's say, 14- is like you've got a Masters in chemistry, physics, biology, astronomy, and psychology...and every intersection, crossover, and subset like materials science, biochem, physiology, pharmacology, etc. etc. etc.  You know, or can very quickly find out, anything known in any scientific field.  It doesn't let you do something seemingly impossible.

 

Since Fantastic Four was just on TNT before the games...Reed Richards arguably has Universal Scientist.  At an insane roll.  Tony Stark OTOH has some crazy high specific skills...power systems, materials science, computer programming, inventor.  At least for me, they embody those 2 different sides.

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  • 3 weeks later...

I know Acrobatic is not a knowledge skill. But...hey if your doing a Doom Patrol type game with wierd powers, then The Amazing Acrobat might be able to think more clearly when tumbling through the air. If he has a 30- in Acrobatics, and taking the Unusual Use Of Skill penalty and the GM's permission...can he make a 20- roll on a 3d6? (Well, the GM can make the roll harder by adding more to the penalty if he wishes, or simply say 'too silly...you do an spectacular triple standing summer salt into the air and land back on the ground, but you still don't know what the capital of Wisconsin is.')

 

By the way, it's Madison. 

 

And if your asking, why Doom Patrol? Cause Flex Mentalo exists. Basically a brick character, but he also has an amazing VVP based on him flexing his muscles. So if Flex can do anything based on the positions of his muscles, the Amazing Acrobat can at least flip his mind into the correct answer because comic books.

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I'm thinking this.

Penetaly for trying to do the impossible with the skill, but still in theory falling under the skill: -10.

Additional penalties for using the skill for things the skill was not ment to do (like answering the question "what is the capital of Wisconsin" using the Acrobatic skill): an additional -3 to -10, depending on GM'S good grace. Please note, skills should already be above 18- to even attempt something like this, and this is added to the skill penalty for doing something impossible with the skill already.

 

With the above example, a 30- Acrobatics skill would have to roll less then a 12 to get the right answer (-10 for impossibility, -8 additional for using the wrong stat and skill for the job for a total of -18). It should be noted that the GM is running a odd superheroes campaign, and actually encourages this more that normal campaigns. 

 

It's an option for appropriate campaigns. 

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