Intuition
#advantage #character_option #rules_analogue
15 points, mental
You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices.
- On a critical success, he tells you the best choice.
- On a success, he steers you to a good choice.
- On a failure, he gives you no information.
- On a critical failure, he steers you toward a bad choice.
The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed.
The GM should never allow Intuition to short-circuit an adventure – for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don’t think they can control Intuition should not allow it in their games.