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Old 09-05-2020, 08:52 AM   #5
AlexanderHowl
 
Join Date: Feb 2016
Default Re: (Another) World of Superhumans

When it comes to innate ability distributions, let us assume that 80% have 100- points in innate abilities, 16% 101-200 CP, 3.2% 201-300 CP, and so on (each +100 CP of abilities being a fifth as common as the previous level of abilities). That distribution means that there are less than a dozen people with over 1,000 CP of innate abilities, and no one exists with more than 1,200 CP of abilities.

To simplify things, and to prevent the TL from skyrocketing, we will assume that the Gadgeteer advantage only allows for the creation of superscience gadgets and technological procedures. It would actually function as a form of RPM, with each Path representing a H science or H scientific specialty, and each ritual repenting a technological procedure. Gadgeteer would cost as much as Magery, and follow similar rules as Magery (RPM), though the Superscience modifier would replace the Magic modifier and Weird Magic replaces Thaumatology. Paths default from scientific skills/specialties at -6 (with no maximum default), but scientific skills/specialties default to Paths at -2. Energy points become Creation Points, but they otherwise function the same way.

For example, the Gene Raider is a Mad Scientist with IQ 20, Gadgeteer 8, Biology-20 and Weird Science-20. With her skills, she receives a default of 14 in Biology-related Paths and a 12 (since that is the maximum allowed default from Weird Science) for other Paths. With a pool of 24 Creation Points, she is capable of completing minor technological procedures on the fly with no major issues, though depriving her of her laboratory (trapping) will limit her.

Last edited by AlexanderHowl; 09-05-2020 at 09:42 AM.
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