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Help Requested with Machine Guy


Vestnik

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Here's the character I've been working on. The provisional background is that the character was working in some as of yet undefined way in some huge experimental computer complex conducting research on advanced computer intelligence, in the course of which all the megacomputers and gizamos and whatnot in the complex were connected. Some freak comic-booky accident occured that resulted in the machine network gaining sentience, and, indeed, a soul, or group of souls. However, just as the network was awakening, the accident destroyed the complex, releasing the anguished spirits of the dead machines, who are now haunting my guy. But in a nice way.

 

The character has control over "machine spirits," which means in effect cyberkinetic powers and the ability to supernaturally mold them into new forms. Most of his powers have been bought with a Focus limitation -- and this is something I'd actually like help with, as I'm not sure of Focus does it. His ability to rework machines is not infinite -- he could, if given a car, make a flamethrower, or with an electric generator make an electric blaster, but some of the initial product must be in the final version. He has a suit he has been absorbing material from various machines into. However, given no suit with him, he could animate for instance a nearby automobile to wrap itself around his body and create an improvised one, probably with less PD and ED than the typical one. I just bought the stuff with OIF, though perhaps Restrainable would be better. :confused:

 

I haven't done Disads yet.

 

Name suggestions would also be appreciated!

 

Here he is. I've broken the sample powers in the VPP into three classes, two of chich require the OIF/Restrainable limitation and one of which doesn't. The Regeneration with OIF indicates that if he is badly wounded, nearby machines (his suit or any machines nearby), will perform emergency repairs on his body, replacing damaged organs with temporary cybernetic surrogates and so forth.

 

Sadly I think he'd go down fast in a fight given his low DCV. :(

 

Cost CHA Val

---------------------------------

0 STR 10/40

24 DEX 18

22 CON 21

0 BODY 10

8 INT 18

6 EGO 13

8 PRE 18

0 COM 10

6 PD 8/24

6 ED 10/26

12 SPD 4

0 REC 6

3 END 48

5 STUN 31

---------------------------------

100

 

Cost Powers

---------------------------------

24 Armor Shell: 16 PD 16 ED Armor (48 Active Points), OIF (-1/2),

Full Phase Only to Activate (-1/4), Costs END Only to

Activate (-1/4)

16 Servos: +30 STR, 1/2 END (+1/4) (50 Active Points), OIF (-1/2),

No Figured Characteristics (-1/2), Linked to Armor Shell (-1/4)

7 Computer Spirits I: +10 INT (10 Active Points), OIF (-1/2)

6 Computer Spirits II: +1 SPD (10 Active Points), OIF (-1/2),

Linked to Armor Shell (-1/4)

90 Powers of the Machine Spirits: Variable Power Pool, 60 Point

Pool plus 30 Point Control Cost, Can Change Powers as a

Half-Phase Action (+1/2), Only Machine-Manipulation Powers

(-1/4), All Slots That Do Not Directly Target Machines Must

Take Limitation OIF (-1/4)

 

 

Suit Manipulation

Too Much Current: 6d6 Energy Blast, No Normal Defense

(Being Electrically Insulated; +1) (60 Active Points),

OIF (-1/2), No Range (-1/2) (30 Real Cost)

Way Too Much Current: 12d6 Energy Blast (60 Active Points),

OIF (-1/2), Limited Range (20"; -1/4) (34 Real Cost)

Power Drill: 3d6-1 HKA, Armor-Piercing (+1/2) (60

Active Points), OIF (-1/2), No STR Bonus (-1/2), No

Knockback (-1/4) (27 Real Cost)

Flamethrower: 2d6 RKA, Area Effect (12" Line; +1)

(60 Active Points), OIF (-1/2), No Underwater (-1/4),

No Knockback (-1/4), No Range (-1/2) (24 Real Cost)

Slugthrower: 2d6 RKA, Autofire (x5; +1/2), Reduced

Endurance Cost (1/2 END Cost; +1/2) (60 Active Points),

OIF (-1/2) (40 Active Points)

Jets: 15" Flight (30 Active Points), OIF (-1/2) (20 Real Cost)

Full Jet Propulsion: 15" Flight, 64x NCM (60 Real Cost),

OIF (-1/2) (40 Real Cost)

Waldoes: Extra Limbs (Up to 10) (5 Active Points), OIF (-1/2),

(3 Real Cost) plus 5" Stretching (25 Active Points), OIF (-1/2),

Only with Extra Limbs (-1/4) (14 Real Cost) (Total 30 Active

Points, 17 Real Cost)

 

Machine Animation

Attack of the Machines: 8d6 Energy Blast, Indirect (+1/2)

(60 Active Points), OIF (-1/2) (40 Real Cost)

Attack of the Pointy Machines: 3d6-1 RKA, Indirect (+1/2)

(60 Active Points), OIF (-1/2) (40 Real Cost)

Machine Grapple: 4d6 4 DEF Entangle, Indirect (+1/2)

(60 Active Points), OIF (-1/2)

Awaken the Spirit: Summon One 150-Point Machine Golem,

Fanatical (+1) (60 Active Points), OIF (-1/2)

 

Commune with the Machine Spirits

Talk to the Spirit: 12d6 Telepathy vs. Machine Class of

Minds (60 Active Points)

Domination: 9d6 Mind Control vs. Machine Class of Minds,

Telepathic (+1/4) (56 Active Points)

Soothe the Spirit: 9d6 Suppress, Any Technological Power

One at a Time (+1/4) (56 Active Points)

Release the Spirit: 16d6 Dispel, Any Technological Power

One at a Time (+1/4) (60 Active Points)

Envigorate: 6d6 Aid Endurance (60 Active Points), Only

vs. Technological END Batteries or Machines (-1)

(30 Real Cost)

 

8 Cannibalize Machines: 1 BODY Regeneration, Can Heal Limbs,

0 END (+1/2), Persistent (+1/2) (30 Active Points), Extra

Time (Post-Segment 12; -1 1/4), Self Only (-1/2), OIF (-1/2),

Only to 1/2 Original Body (-1/2)

15 Detect Type and Condition of Machines 14- (Unusual Sense Group):

Discrimination, Ranged

3 Infrared Vision (5 Active Points), OIF (-1/2)

3 Nightvision (5 Active Points), OIF (-1/2)

7 Radio Perception/Transmission (10 Active Points), OIF (-1/2)

4 100x Microscopic for Normal Sight (6 Active Points), OIF (-1/2)

4 +4 to Offset Range Modifiers for Sight Sense Group (6 Active

Points), OIF (-1/2)

10 Radar (10 Active Points), OIF (-1/2)

-----------------------------------------------

187

 

Cost Talents

-------------------------------------

2 Absolute Time Sense, OIF (-1/2)

3 Eidetic Memory, OIF (-1/2)

2 Lightning Calculator, OIF (-1/2)

5 x100 Speed Reading, OIF (-1/2)

-------------------------------------

12

 

Cost Skills

------------------------------------

9 +3 With Variable Power Pool

11 Power Skill (Int-Based) 17-/20-

3 Computer Programming 13-/16-

3 Cryptography 13-/16-

3 Electronics 13-/16-

3 Inventor 13-/16-

3 Mechanics 13-/16-

3 Security Systems 13-/16-

3 Systems Operation 13-/16-

---------------------------------------

41

350

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Re: Help Requested with Machine Guy

 

Just off the top of my head the name Deus-X comes mind (from the expression Deus Ex Machina or god from the machine).

 

You may wanna take a look at the Physical Manifestation Limitation in conjunction with the 1/4 version of Restrainable. Together they equal an OIF but may more closely simulate what you are looking for.

 

As a Disad, I would give him a Physical Limitation making him susceptible to Mental Powers that affect the machine classes of minds. A Vulnerability to Electricty or Magnetism may be appropriate too.

 

I hope that helps.

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Re: Help Requested with Machine Guy

 

A sneaky means of animating machines that I devised was a summon. The summoned beings are totally loyal and have Desolidification Always On. At your discretion they can be invisible as well. They have a batch of skills that let them operate vehicles and machines, and can only be summoned one at a time. Give them STR:15 that affects the Physical World, but only to operate vehicles or machines. They have a phys limit that they're destroyed if the device they're animating is destroyed.

 

If you desire to not try your GM's patience make it so you can only summon four of them at most.

 

In theme, from the stats, your character is just another power armor character. I think it'd be more interesting if the character had no FOCI at all. Instead, have all of the powers based on the machine spirits. Like they're ghosts that protect him (FF and Missile Deflection) carry him around or transport him through the Machine World (Flight, Teleport, and Dimension Travel) and of course the mental powers he's already got. Slap some electrical attacks on top of that and I think it'd be a lot more interesting.

 

Just me though.

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Re: Help Requested with Machine Guy

 

A sneaky means of animating machines that I devised was a summon. The summoned beings are totally loyal and have Desolidification Always On. At your discretion they can be invisible as well. They have a batch of skills that let them operate vehicles and machines, and can only be summoned one at a time. Give them STR:15 that affects the Physical World, but only to operate vehicles or machines. They have a phys limit that they're destroyed if the device they're animating is destroyed.

 

If you desire to not try your GM's patience make it so you can only summon four of them at most.

 

In theme, from the stats, your character is just another power armor character. I think it'd be more interesting if the character had no FOCI at all. Instead, have all of the powers based on the machine spirits. Like they're ghosts that protect him (FF and Missile Deflection) carry him around or transport him through the Machine World (Flight, Teleport, and Dimension Travel) and of course the mental powers he's already got. Slap some electrical attacks on top of that and I think it'd be a lot more interesting.

 

Just me though.

 

To be honest, the character started out conceptually as a power armor guy. I like the idea of power armor, but "a guy in a high-tech suit" is just BORING. So I tried to make it more interesting and so lo and behold Deus-X (thanks for the name!) was born.

 

Plus, I like the idea of an improvised battle suit made on the spot with hubcaps for shoulder guards, part of a laptop serving as a faceplate and part of a lamp sticking out of one side. (Whereas his actual "prepared" suit would be more polished but still with a steamtech look about it, with magical runes and glyphs (are runes and glyphs the same thing?) covering it to channel the spirits.

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