KarmaInferno
Feb 21 2004, 04:52 AM
Have a question about Cyberlimbs as presented in M&M and how they interact with attribute-boosting magic.
Let's say you have a Quickness 4 character with a Quickness 8 cyberarm, averaging to a Quickness 5.
You cast Increase Cybered Quickness on him for, let's say +2 Quickness.
Which of these occurs?
1) His normal Quickness becomes 6 but his cyberarm stays at 8.
2) His normal Quickness becomes 6 and his cyberarm becomes 10.
3) His normal Quickness stays at 4 but his cyberarm becomes 10.
4) The individual Quickness ratings do not change but his "average" Quickness becomes 7.
5) Something else happens.
I really am confused, help!
-karma
Kanada Ten
Feb 21 2004, 04:54 AM
~3 with an increase in the average. IMO+TBSFMA
Crusher Bob
Feb 21 2004, 06:02 AM
I'll got for 2.
There is nothing preventing you from casting 'increase cyber quickness' on non-cyber people, it'll work just fine, but you'll need to deal with the higher drain.
KarmaInferno
Feb 21 2004, 08:37 PM
Now that begs another question:
If it raises both the cybered and non-cybered attributes, wel, we have two different target numbers involved here, a 4 and an 8.
Since how big a boost you get is based on number of sucesses, what happens if you get 4 successful dice for TN 8 (the cyberarm) and 8 successful dice for TN 4 (the natural rating)?
Hmm...
-karma
Corywn
Feb 22 2004, 08:11 PM
well, if the spell is "Increase Cybered Attribute" I would have to say the target number should be the cybered attribute...so it'd be 8, in this case.
RedmondLarry
Feb 23 2004, 09:11 AM
Since different parts of the body can have different Quickness, and there are already rules for how that works, I would just give the one spell different TNs for the different parts. In much the same way that one Manaball, with one Spellcasting roll by a magician, can have different TNs for different people within the area of affect.
The Increased Cyber Quickness spell might then have 7 successes on the main part of the body, and only 2 successes on the Quickness-8 Cyberlimb. This one spell would then raise the Quickness of the main part of the body by 3 (half the successes) and the limb by only 1.
Just a suggestion.
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