Fnord wrote:
Based on a 2d6 system of Strength, Dexterity, Endurance, Intelligence, Education, and Charisma, I suggest the following Saving Throws:
Employment: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to get hired or remain hired. Roll once per week. Add 1 to the dice roll per failed meltdown roll within the last 7 days.
Impress: 2d6 vs. ((Dexterity + Intelligence + Charisma) / 3) or less to make a good first impression. Add 1 to dice roll for each point that your Education is less than the Education of the person you are trying to impress. A failed Meltdown roll negates a successful Impress roll.
Meltdown: 2d6 vs. ((Endurance + Charisma) / 2) or less to avoid. Roll once per minute per conflict.
Obsess: 2d6 vs. Intelligence or less to avoid obsessing about a failed saving throw or interest.
Quackery: 2d6 vs. ((Intelligence + Education) / 2) or less to avoid believing in a conspiracy theory, cult system, or pseudo-scientific nonsense.
Relate: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to maintain a personal relationship in good standing. Roll once per day. Add 1 to the dice roll per failed meltdown roll within the last 7 days.
While I'm not thrilled with the way they are worded......you're not that far off.
Except Quackery....I don't think that's so much an Aspie thing, as that Aspies occasionally get a special interest, and you see a dispornate number of posts/writings/rants/speechs about the matter.
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Our first challenge is to create an entire economic infrastructure, from top to bottom, out of whole cloth.
-CEO Nwabudike Morgan, "The Centauri Monopoly"
Sid Meier's Alpha Centauri (Firaxis Games)