John wrote on Oct 25
th, 2009 at 7:03pm:
I always took the A options as something that can be either innate to a person or something that comes with special training. The B option is the stuff of super science/magic/what have you.
Nice summary. That's how we always read the charts too.
Doctor Foom wrote on Oct 25
th, 2009 at 3:46pm:
Polarboy, or anyone who knows the modules: Is there a pattern of how Heightened Intelligence A and B are used in regards to character origins? Thanks!
There's no discernable pattern, as so many of the published characters list heightened abilities without specifying A or B--and the origin/background section for many of these characters is ambiguous.
For starters,
Manta-Man from
Crisis at Crusader Citadel is 6th level with
Intelligence: 26. That is impossible in standard game terms without giving him heightened intelligence (which he doesn't have). And the module doesn't reveal how his score got so high.
Doctor Foom wrote on Oct 25
th, 2009 at 3:46pm:
One could argue that the real-world prodigy rolled a natural 18 on 3d6 for Intelligence. Then trained up his Intelligence another 2d10 through study. But in the real world, IQ isn't supposed to change as one ages. You can't increase your Intelligence.
Years of scientific research shows that real-world IQ scores, like almost all human ability, definitely can increase through training and practice. The notion that IQ "isn't supposed to change as one ages" was debunked. (This is one of my areas of study.)
Doctor Foom wrote on Oct 25
th, 2009 at 3:46pm:
I don't know if you need to be a full blown Mutant to have been born a genius in a comic book or in V&V.
The game doesn't require any degree of mutation to be born a genius because a genius-level IQ is possible by rolling 3d6.
Examples:
In
Opponents Unlimited, electronics expert George Ronky has an Intelligence of 17 and is described as an "genius." ... He is a ready source of repair for broken hero (and villain) devices.
Organized Crimes tells us that a robotics expert with 18 Intelligence (54% inventing chance) was smart enough to build a robotic duplicate of Troy Harrow. The invented Robotic Body has 100% human appearance, weight x 2, Strength + 12, 45% internal repair in 3 turns (once per day), and built-in Life-Support: PR = 1 per hour, to keep Troy's brain alive inside.
Doctor Foom wrote on Oct 25
th, 2009 at 3:46pm:
There are an amazing number of geniuses in comics. So it's hard for me to believe a game system designed to simulate comics would only have one way to gain Heightened Intelligence A (the Skill chart) and four charts to give Heightened Intelligence B, if the majority of comic book geniuses have Heightened Intelligence A. It wouldn't simulate comics very accurately.
Comments in the "What changes would you make to V&V" thread demonstrate that results from the random charts in the rulebook don't always match the distribution of heightened abilities that many V&V players see in comics.
http://www.villainsandvigilantesforum.com/cgi-bin/yabb2/YaBB.pl?num=1253221207/4...Three of the five villains in
Battle Above the Earth each have Heightened Intelligence A, along with exceptionally different power/device/item/skill/psionics sets.
The A-version of intelligence does make a stamp in the published sources.