Help with vrusk comprehension

Anonymous's picture
Anonymous
March 8, 2010 - 11:24am
What is the difference between a non-vrusk PER/LOG check and the vrusk comprehension check?

Below is an example scene and result how I would judge - but need your all input HUMANS! Surprised

Scene:
A computer operator displays critical data involving a stolen robot, spandex briefs, a Spacer Rest frequency card and a pair of yazirian sungoggles. The Referee ask for a LOG check from each player. The vrusk player ask if she can make a comprehension check in-place of the LOG check. The Referee agrees.

Result on a successful check:
LOG - The robot was stolen who's owner is a yazirian.
Comprehension - The robot has an improved AI and went quirky - donning his owners spandex and sungoggles he stole his Spacer Rest card, now you know the rest of the story
Comments:

TerlObar's picture
TerlObar
March 8, 2010 - 12:58pm
"Alpha Dawn Rules" wrote:

Intuition. A character's Intuition score is his percent chance to notice small details or hidden objects, to sense an ambush or trap and, at the referee's discretion, to make sense out of seemingly unrelated or illogical facts. When a character pases an Intuition check, the referee should tell the player that he notices something unusual, and describe what the character sees (or hears, smells, feels or tastes). The player must decide what to do with this information. Referees should urge players to figure out puzzles on their own; Intuition checks should not be allowed until after the players have tried (and failed) to solve the puzzle themselves.

Logic. A character's Logic score is his percent chance to follow complicated instructions, to figure out the best way to do something he has never done before or use something he is not familiar with, and to make accurate predictions from facts. The referee should roll Logic checks secretly. If the character fails the check, the referee can tell him either that he does not understand whatever he was studying, or can give him false information. A character's Logic score can be modified by the complexity of the situation and the amount of time the character spends studying it. The referee should encourage players to draw their own conclusions from information; like Intuition, Logic checks should be a last resort.

Comprehension. Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All Vrusk characters start with a Comprehension score of 15. This score is the character's percent chance to figure out any type of social dealing that the player himself can not. For example, a Vrusk is following a Human he thinks is a spy for another company. He follows the Human into a bar and sees him talking to a group of rough-looking Yazirians, occasionally glancing over his shoulder. Then the Human hands some money to the thugs and leaves the bar. The Vrusk player is not sure what the Human was trying to do, so he tells the referee he wants to use his Comprehension ability. If he rolls 15 or less on a d100, the referee will tell him that the Human paid the Yazirians to attack the Vrusk if he tried to follow the Human from the bar. A character's Comprehension score can be increased by spending experience points (see IMPROVING CHARACTERS).


To me it seems that they apply to different situations.  In the example you cite, Logic seems to be the roll of choice, not Vrusk Comprehension as the Vrusk racial ability deals with social situtations, not trying to understand a set of facts. 

I see Comprehension being more along the lines of something like:  You walk into the board room and see the three representatives.  The one in the middle begins talking.  After a few minutes of interaction, your Vrusk negotiatior, who makes his Comprehension roll, realizes that the person in the middle, the place normally reserved for the person in charge, is really just a mouthpiece and that the person on the right is the one with the real power.  Or, you walk into a bar.  Your Vrusk team mate makes his comprehension roll and immediately points out the booth holding the team's target (who you have yet to lay eyes on) based on the way the thugs are arranged around the room.

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Anonymous's picture
w00t (not verified)
March 8, 2010 - 2:06pm
Brain - I started this topic per our conversation so pip up shizzel!

@Tom - bad example on my part, I posted assuming conversation behind the site were evident. Embarassed
In your examples what ability would a human/dral/yaz use?
Do your vrusk characters use this special ability? How do you role play it?
Do your players use comprehension?

I'm working on expanding the vrusk ability, btw.
Thanks for the feedback.

jedion357's picture
jedion357
March 8, 2010 - 2:31pm
first off you can use it for a bonus on the empathy subskill. you know D'nn' Tr' ships councilor, "Talk to me about your problems."
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Imperial Lord's picture
Imperial Lord
March 8, 2010 - 6:18pm
Yeah, how about another example Larry?

ArtMic's picture
ArtMic
March 8, 2010 - 6:39pm
It's a genetic thing in my book, the whole hold over of chemical speaking they did in the past. They smell the chemical reaction and small body language clues. Since they been around all the major races they would start a catalog of know elements to actions. They meet new races it would take them a while to tune in on it.
Gold is for the mistress-silver for the maid-copper for the craftsman cunning at his trade.But Iron-Cold Iron- is master of them all