View Full Version : Cybermind interpretation.
Rechan
Mar 27th, '03, 10:48 AM
Okay, can someone explain a little more Cybermind's capabilities? Can he just interface with computers, or other electronical equipment all together?
For example, I'm using cybermind (But a teenage version), and I want to do some cool stuff with having him be chased through Millenium City, trying to take advantage of the vast technological stuff.
So using his powers to turn on electronical equipment, to screw with the greenlights and red lights and things like that.
Or is he generally limited to just computer interfaces and the like? And if so, how would I go about playing around with powers to control other electronical mechanisms? Because as it seems to me, right now he's just a hacker that does it mentally.
Steve Long
Mar 27th, '03, 10:56 AM
I've moved this to "Champions," since it's not a rules question.
Cybermind is, first and foremost, a "hacker who does it mentally," as you say. But there's more to him than that. He can take control of computers and similar technology and otherwise interface with them -- create false images for their sensory devices, for example.
His Telekinesis also lets him control machines and machine parts generally. He could, for example, remotely turn a machine on or off by telekinetically manipulating its off/on switch (assuming, of course, he could see it, or the GM let him do it at the penalty for not being able to perceive his "target").
Rechan
Mar 27th, '03, 10:58 AM
Yeah, I didn't mean to post it in the Rules forum (And for some reason the system wouldn't let me turn around and change it).
Thanks! THat helps a little more. :)
Tech
Mar 27th, '03, 11:18 AM
I'll throw in my question based on Rechan's original question: assuming I modify Cybermind so he can turn on/off electrical equipment within a certain distance of himself, whether he can see them or not or whether or not he even knows they exist, how would you do that? How could he also turn on an automobile/truck/bus/etc. the same way?
Steve Long
Mar 27th, '03, 01:51 PM
For the auto turn on/off, you'd probably need to apply Area Of Effect to the TK (possibly Selective), or buy Change Environment (activate/deactivate machines). That would work whether he knew the machines were there, much like a character's Fireball (Area Of Effect RKA) can hit targets he can't see as long as they're within the affected area.
I don't know enough about auto mechanics to answer the second question with any certainty. At a guess, I'd say that "inserting" Cybermind's telekinetic force into the ignition and turning it would suffice to start the vehicle. It doesn't seem unbalancing to me to allow that.
Rechan
Mar 28th, '03, 08:41 PM
Think he could place false images on televisions and the like? :)
Steve Long
Mar 29th, '03, 05:19 AM
Sure, that seems reasonable to me. It's an electronic device, it has computer chips in it. His description definitely contemplates things like false images on closed-circuit TV security monitors, so false images on normal TV goes hand-in-hand with that, IMO.
Rechan
Mar 29th, '03, 01:01 PM
Thanks! :)
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