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whitekeys

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  1. Updated Lightsaber Lightsaber: Hand Killing Attack 2d6, Reduced Endurance (0 END; +1/2), Armour Piercing (x2; +1/2), Penetrating (x2; +1)(90 Active Points); OAF (Personal Lightsaber; -1), Decreased Stun Multiplier (-2; -1/2), Real Weapon (-1/2), No STR Bonus (-1/2), No Knockback (-1/4)(24 Real Points) plus Ranged Based On Strength (+1/4), Constant (+1/2) for HKA based on 90 Active Points (67 Active Points); OAF (-1), Decreased STUN Multiplier (-2, -1/2), No STR Bonus (-1/2), No Knockback (-1/4)(18 Real Points) Total Cost: 42 Points Lightsaber Return: Telekinesis 1 STR (2 Active Points); Only works on Lightsaber (-1), Linked (Lightsaber Throw; -1/2), Extra Time (Extra Segment; -1/2)(1 Real Point) I'm not 100% sold on the Damage Shield. It says it takes a Zero Phase action to activate (when appropriate), so can you indeed use both powers, Ranged and HTH, at the same time, to make a HTH attack? The only reason I wouldn't take this is because, if you were prevented for as-yet-undecided reason from using the Ranged Killing Attack, your attacks would be reduced to only 2d6 in damage. Further, the Damage Shield doesn't apply when the PC makes the attack. Does the shield only apply to the Focus (Lightsaber), or does it come from the focus and applies to the whole character? What were you really trying to represent with the Damage Shield? I ask because I stated in my last post that characters are not going to be hit with melee weapons made of simple metal or wood. You mentioned blocking as well, but the same applies, in addition to the fact that Blocks produce missed attacks, and Penetrating doesn't come into the equation until you're rolling Damage Dice. It's still a great idea, but I need a little further explanation. Other powers: Force Blinding: Flash 2d6, Area of Effect (32m cone; +3/4)(17 Active Points); Requires Force Roll (-1/2)(11 Real Points) Droid Disable: Mental Blast 4d6, Does BODY (+1), Double Knockback (+1/2)(100 Active Points); Requires Force Roll (-1/2), Only Affects Machines (-1)(40 Real Points) [This is more for fun, really (remember VPP, so points don't matter). The only other way I could think to represent this is somehow doing damage with TK.] Detoxify Poison: Healing (BODY) 1d6, Expanded Effect (Three; +1), Variable Effect (Poisons, +½)(25 Active Points); Requires Force Roll (-½), Concentration (Half DCV; -¼), Extra time (1 Minute; -1½), Only Works on Poisons (-2)(5 Real Points)
  2. Re: The Force The initial thought on Armour Piercing vs. Penetrating was the there are weapons in existence that block lightsaber, completely. Even some that cause lightsabers to short-out when they come in contact. I think we're all forgetting the campaign setting: The Jedi PCs are not going to be engaged in hand to hand combat with enemies wielding either wooden or metal weapons. The point is almost moot. If HTH combat is to happen, it's going to be against enemies wielding either lightsabers, or lightsaber-equivalent hand-held weapons (like electrostaffs). The real question here should pretain to armour worn by the enemies. Penetrating could work, but there again, there are common (not really that common) armours that block completely, or otherwise are resistant to lightsaber attacks (like cortosis, or some energy shields). I thought it would be better to go with Armour piercing: it was effective, and applied in more circumstances. Even further to the argument, "cutting through" is a special effect. Depending on the way the defense power is constructed, you're either going to cause damage to the target anyway (by doing more BODY damage than it protects) or you're only going to cause BODY damage to the defense itself. Given the above examples, I'm going to stick with Armour Piercing for now, and I will play test it in the future. Penetrating is definitely still an option. (What about both? lol) Hyper-Man, I like your Damage Shield suggestion. I was unfamiliar with that rule. But Christopher's suggestions is also good (despite high cost). Given the above discourse on lightsaber resistant weapons/armour, and the simple fact that HTH combat is going to be rare, what do think? I'd also have to mention that Blocking a Penetrating attack renders the attack a miss, does it not? That wouldn't give damage. The special effects should guide the outcomes of such circumstances. Hyper-Man also brings up the question of Heroic vs. Superheroic campaigns. I can't say that I'm wholly into the idea of limiting the scope of the campaign by filing it into one of these categories. There are just too many instances where I feel that the standard rules for each of these types of campaigns are mixed and blurred together to get what I want. I'm opting to not consider it. If you have questions on which rules I'm using and which not, ask, preferrably in a PM. The STUN rules exist, and I'm going to use them: that warrants the value of the limitation. Real Weapon is a rule that I'm choosing to emply. Starcloud has explained it nicely I'm starting to see your point on adding damage with STR, but I'm confused by your DEX Mininum example. You seemed to say it wasn't a legit rule, but then gave a good example of someone not being able to utilize the weapon effectively beacuse of their low DEX. Either way, I'm open to scrapping this rule, but how shall we represent this skill? I like Personal Focus. I could easily say that the adega crystal is linked to a particular Jedi, and foreign force-sensitives are incapable of channeling their force powers through it, rendering it useless (or less effective). How does that sound?
  3. Re: The Force Starcloud is correct, in my opinion, although you do make a good point. OIF is also not correct, because it could be taken away, despite the fact that it would be hard. Given the campaign standard for Jedi powers, it might be more likely than you think for losing a lightsaber. It's not like Fantasy warriors loose their swords all that often, especially when they're holding them, so I disagree. For Constant, I agree with you, but Hyperman also makes a good point about cutting through things slowly. Could you explain more about continuing effects, keeping in mind this is 6E? Armour Piercing has been purchased twice, to offset levels of Hardened that other characters have purchased for their armour - it's the correct value. I disagree. I've simply replaced STR with DEX, utilizing all the same rules; it's been purchased at the correct value. An arbalest might be a rare weapon familiarity, but it still has a STR minimum. The opportunity for someone to critically miss and hurt themselves is present with any weapon, without an extra limitation. Since the rules for STR Minimum state that it is the minimum required strength to wield it effectively, not simply pick it up, I feel it's not too far-out to replace it with DEX; OCV Penalties are proportional to skill, etc. You might even replace this with EGO for mental powers/sentient magical weapons, or INT for high-tech weapons that are hooked directly to the synapses in your brain. Frankly, no offense to Steve, of course, but I'm surprised he didn't make mention of replacing STR with something else in the rulebook. Unless he did, and I missed it. What do you mean by this? Am I missing something, or is this good? Typo; I've changed the calculations: 30 points, total cost 55 Points. 2nd: The TK Power is representative of pulling the lightsaber back after having thrown it. It's Linked to the lightsaber because it's just for pulling it back after throwing: It must be used. Using telekinesis on your lightsaber in other cirumstances will be a regular TK Power that I haven't built yet. Thanks for the feedback and compliments!
  4. The Lightsaber! I'm proud of this one guys, but don't be shy in critiquing. Lightsaber: Hand Killing Attack 4d6, Reduced Endurance (0 END; +1/2), Armour Piercing (+1/2)(120 Active Points); OAF (Lightsaber; -1), Decreased Stun Multiplier (-2; -1/2), Real Weapon (-1/2), No STR Bonus (-1/2), DEX Minimum (15, Cannot add Damage; -1¼)(25 Real Points) plus Ranged Based On Strength (+1/4), Constant (-1/2) for HKA based on 120 Active Points (30 Active Points); OAF (-1), Decreased STUN Multiplier (-2, -1/2), No STR Bonus (-1/2)(10 Real Points) Total Cost: 35 Points Lightsaber Return: Telekinesis 1 STR (2 Active Points); Only works on Lightsaber (-1), Linked (Lightsaber Throw; -1/2), Extra Time (Extra Segment; -1/2)(1 Real Point) Only problem might be the Constant advantage on the Ranged ability. This is representing the fact that a Jedi can hold his lightsaber at range, using the Force (or at least so has been depicted in various videogames). But, really, the exact rules regarding Constant powers aren't quite consisten with a single lightsaber attack. However, assuming Linked works like I think, the Telekinesis must be used, effectively stopping the Constant power. Besides, most people will be dead after a hit with this things, anyway, requiring the Power be activated again at a different target.
  5. Re: The Force Not sure, didn't read those, but this is supposed to be what a representation of what the wikia calls Comprehend Speech. It's Universal Translator, but the rules for that talent are too broad. Only to Understand, because the Force power doesn't enable Jedi to speak; Emotional Languages Only because it's part of how the language is spoken that makes it understandable. For example, they weren't able to understand the sand people because they were so primitive, and further, the UT rules say that you can also interpret hand language, smoke signals, etc. so i thought that was taking it too far; Double Negative Modifiers for those times when you do come across someone like the Sand people.
  6. Re: The Force Good ideas. I forgot about aid.
  7. Re: The Force That's too bad Sketchpad! In all likelyhood, I'm going to encounter the same thing, as my players aren't real big HERO players anyway, but that sucks. Also, I have to say.. I'm not interested in numericizing something that should be role-played: The Dark Side points idea. Alot of other star wars stuff that I looked at had similar systems. I'm trying to make this as simple as possible. If PCs want to fall to the Dark Side (given their complications) then they can. Thanks for the tips, though.
  8. Re: The Force I've also been contemplating attaching either an Advantage or a Limitation that enables other Force users to counteract Force Powers used by someone else. I'm sure you're familiar with what I'm talking about from various games, books, etc. So, adding another Defense that a power is effected by is... what? Like a NND, but in addition to the original. So, if a Jedi uses Force Push on a Dark Jedi, the Dark Jedi can make an EGO Roll to resist, negating the effect, unless he fails, in which case the attack goes through but his regular defenses apply still. Or might that be Damage Negation (The Force), Requires EGO Roll (-1/2)? Secondly, what's the best way to represent increased skill in any particular field (DEX, SPD, Acrobatics) that is a result of studying the Force, which takes effort or concentration to accomplish? Usually, those Powers are Persistent. Costs Endurance? Concentration? Nonpersistent? Basically, I just want it to be employing the force, rather than having it be a constant. It might make it more interesting, especially if I throw in Require Force Roll. Players will have to decide which Force Power they're going to use, and when, in order to get the best results.
  9. Re: The Force Ockham's Spoon, I like your idea. I shall implement it right away. I also like your Mind Scan power. Here are some sample powers I've got so far. Please critique, especially values of Limitations, as I have little experience with that. I have dispensed with giving them proper "force" names. Also, each of these powers has Concentration, but it could also be Costs Endurance. What's your take? Comprehend Speech: Universal Translator (20 Active Points) Double Negative Modifiers (-1/2), Only to Understand (-1/2), Only Emotional languages (-1/2)(8 Points) Precognition: Precognitive Clarsentience (Sight Groups)(40 Active Points); Precognition Only (-1), Only Through Dreams or Meditation (-½), Vague and Unclear (-½), No Conscious Control (-½)(11 Real Points) Connection to the Force: Mind Link (Alien Class: The Force), Additional Class of Mind (Jedi)(5 Active Points); Only Usable with Mind Scan (-1/2)(3 Points) Sensing the Force: Detect (The Force, +3 to Roll), Passive, Range, Sense, Increased Arc of Perception (360 degrees)(25 Active Points); Requires a Force Roll (-1/2), Concentration (Half DCV, -1/4), Vague and Unclear (-1/2)(11 Real Points) Notes: Various materials and energies that block lightsabers naturally also block the ability to sense The Force through them. Ex. cortosis, phrikk. Sensing the Dark Side: Detect (The Dark Side of The Force, +3 to Roll), Passive, Range, Sense, Increased Arc of Perception (360 Degrees)(20 Active Points); Requires Force Roll (-1/2), Concentration (Half DCV; -1/4)(11 Points) Notes: Various Materials and energies that block lightsabers naturally also block the ability to sense The Force through them. Ex. cortosis, phrikk. Sensing Another’s Feelings: Telepathy 4d6, Invisible Power Effects (+1/2)(30 Active Points) Receive Only (-1/2), Empathy (-1/2), Requires a Force Roll (-1/2), Concentraion (Half DCV; -1/4)(11 Points) Psychometry: Retrocognitive Clairsentience (Sight Group)(40 Active Points); One Sense Only (-1/4), Retrocognition Only (-1), Time Modifiers (-1/2), Vague and Unclear (-1/2), Must touch an Object (-3/4), Only to See Events Related to Object Touched (-1), Requires Force Roll (-1/2), Concentration (Half DCV; -1/4)(7 Real Points) Telepathy: Mind Scan 2d6, MegaScale (Galactic: +3¾)(48 Active Points); Cannot Attack Through Link (-1), No Range (-1/2), Require Force Roll (-1/2), Concentration (0 DCV; -1/2)(14 Real Points)
  10. On page 210, 6E1, it states that players must define what blocks their Detects, in similar fashion to things that block Sight. Firstly, does this mean that if something blocks your Detect you must define it or that every Detect must be blocked by something, as defined by the player? Assuming the latter: a lot of the other senses in the game are built with the Detect Sense, such as Mental Awareness, Active Sonar, etc. In the case of Mental Awareness, since it is a Detect, what blocks that sense? In my Star Wars campaign, Jedi have the following Power: Sensing the Force: Detect (The Force, +3 to Roll), Passive, Range, Sense, Increased Arc of Perception (360 degrees)(25 Active Points); Requires a Force Roll (-1/2), Concentration (Half DCV, -1/4), Vague and Unclear (-1/2)(11 Real Points) What would be your suggestion on what might block this sense, if anything at all? (I thought of using items that block lightsabers, like Cortosis and Phrikk metal, and simply extending them to effect sensing the Force as well).
  11. Re: The Force Hyper-Man, I hate to say it because I appreciated the effort greatly, but alot of that stuff (so far) is unfortunately useless to me, partly because alot of the links are Expired (-1), Not Found (-2), etc. anbd partly because that stuff goes back to 4th Ed and 5th... something which I have trouble deciphering personally. But I'll continue on and hopefully get a couple of templates up on my blog. Stay tuned and keeping sending ideas!
  12. Re: The Force Detect! Brilliant! That solves the issue for quite a few of the powers that I was struggling with. But there are more! lol I still like the idea of a Mind Link, because that also takes care of a lot of powers I was struggling with, especially thinking of the Force as a sentient being. So, I will repose my question to future readers: What's the best way can I overcome the ruling that everyone in the Mind Link can hear everyone else in the Mind Link? The book (6E1) says you can make an EGO roll to "talk quietly", but that seems unreasonable to be doing all the time. However, it does pique the possibility of accomplishing that task at all. Furthermore, in the expanded universe, with information taken from the Star Wars wikia, there are definitely powers capable of listening to others speak over long distances, similar in fashion to "sensing" them, I suppose, or even visions. Not to mention that each particular application of the force is a learned technique, as Starcloud vaguely alluded to, so I'm interested in building all these powers for my n00b PCs so they can choose which areas of the Force they're good at. Any other ideas on "It could be used to feel another being's feelings, the future, ripples in the Force caused by momentous or traumatic events, impending danger and the presence of the dark side." OR "This enables them to feel their environment, detect danger and the location of hidden beings or enemies even through barriers, as well as see in complete darkness".
  13. Re: Asari's Joining: Mind Link vs Telepathy Thanks RexMundi!
  14. Well, I've started a Star Wars campaign, and I'm busy creating a Jedi template, complete with standard Force Powers. It was getting rather complicated with all the different ways Jedi "connect" to the force (in order to listen at distance, 'sense' things, sense people, receive visions, etc.) but then I had a bit of a brain wave in regards to "sensing" the force in general. I could define the Force as a person, or class of mind, which is omnipresent (always have LOS). I defined as a Mind Link, possibly Psychic Bond, which all the Jedi have with the Force. So, my dumb question is... if Person A establishes a Mind Link with Person B, and then Person A establishes a Mind Link with Person C, is there a Mind Link between Person B and C? If Obi-Wan is connected to the Force (defined as a Person) is he then connected to Darth Sidious in some way as well? Or does it matter who established the Mind Link to begin with? If they are all irreversibly connected, how can I overcome the fact that they'd then be able to hear each other speak all the time? Hopefully everyone can see the genius in this rule, since all the Jedi are connected through the Force anyway, and since the Force is a human, I can have it "communicate" to the Jedi whatever and whenever I want. Because originally, I was going to have Precognitive Clairsentience, No Conscious Control, etc. But then I got to thinking... if you don't have control over when the Force gives you visions, then why pay character points for it? Anyway... I'm going to have to come up with a bunch of other power that work through think Mind Link, or possibly on their own, representing all the different Force Sense powers. Your suggestions and advice on that would be much appreciated, along with answering my original question. Thanks guys!
  15. Re: Asari's Joining: Mind Link vs Telepathy Hey guys, I realize this is WAAAY old, but I was trying to find some info on Mind Link and came across this thread.. thought I'd throw my two cents in. If the power you're trying to create being is described as "something plain useless, and nothing more than a colorfull background rolplaying element.." then it shouldn't cost you any points at all! After-all, regular humans don't have to pay for their genitals, do they? Moreover, certainly not for the (role-playing) experience of sex. Your GM should at least be liberal in adjudicating this "memory" thing, since it could just as easily happen to another character that old memories come to her in a dream, or a vision. It doesn't seem like it should have very much of a game effect at all, since you really can't control when these memories surface, you can only control when you mate. The best example of this type of thinking is when using Life Support: Longevity. It's in the rules that it costs a certain amount of points, but truly, a character will never benefit, in games terms, for having a long lifespan. It simply has no game effect and thus should cost no character points.
  16. Re: Powers with Built-in Skill Roll penalties You're right, Kraven Kor, simplicity is a staple of HERO system and I've forgotten that. I'll just leave it up to the individual character how they purchase and assign Skill Levels, but really, that's all I was trying to do. Good advice Christopher, you make a good point, too, but my questions didn't really pertain to Martial Maneouvres. I got a chance to look at the books and I figured out the answer to my original question. In 6th Ed (because up until now, that was somewhat ambiguous, lol) you can reduce, or increase, your Required Roll to any number you want, each lower number getting more limitations. For example, you could define your RSR as the standard 11- for a -1/2 Limitation, but you could reduce that to be defined as a 8- Roll for 3/4 more Limitation, totalling -1 1/4. Or, you could increase it to 12- for a 1/4 less limitation totalling -1/4. That's what I was wondering. This way, each character can choose for themselves how hard it is to succeed in using their power, and get a commensurate amount of point from it. And, Required Rolls defined as Skill Rolls (as opposed to Unmodified Rolls) are subject to Skill Modifiers, penalties and even Skill Versus Skill Contests.
  17. Re: Powers with Built-in Skill Roll penalties Those are all great suggestions! And, indeed, I was kind of hoping there might already have been a rule about that, but at the time of asking the question, I was away from my books! I would have to put that into practice to see how it works, but already it seems to not be what I'm looking for. I'm not arguing the validity of the rule, I was just thinking more along the lines of picking and choosing which Force Powers your character was good or bad at, regardless of active points, and having that be the reason for penalties on Required Rolls. Think I could scrap the regular Active Point Penalty rule on Required Rolls and substitute my own? Also, not to be rude, of course, but I'm not down with your other suggestions of the Skill Roll and Skill Level approach. But I'm also not that experienced. Here's a better (and long) explanation of what I was talking about: Suppose an acrobatic sword-fighting character. He has a number of acrobatic moves which he employs in battle, each defined as a particular Skill Roll. Twirl, 12-; Flip, 12-; the Splits, 12-; Somersault Trip, 12-. We can think of each of these skills as having a 'parent' Skill: Acrobatics for Twirl and Flip, and Breakfall for Splits and Somersault. So, now a hierarchy appears: DEX --Acrobatics --Twirl -- Flip --Breafall --Splits --Somersault This heirarchy is important for applying Skill Levels (and correct me if I'm wrong on this). Suppose he had the following Skill Levels: +1 w/ all DEX Rolls (6 points); +1 w/ all Acrobatics Rolls (2 points); +2 w/ Twirl (2 points); +1 w/ Somersault (1 Point). So, when attempting a Twirl Skill Roll, he can apply a total of +4 to his roll, from his DEX, Acrobatics and Twirl Skill Levels; and when attempting a Somersault, he can apply a total of only +2, since he has no Breakfall Skill Levels to add. I assume Steve Long included these rules of Skill Levels so characters can accomplish the same prowess but with less points, since creating separate skills purchased at such a high level would wind up costing much more than one Skill Level applied to many different rolls. So, assume the same heirarchy for the Force. FORCE --Control ----Tutaminis ----Force Defense ----Curato Salva -----Force Healing ----Detoxify Poison --Sense ----Tai Vordrax ----Psychometry etc, etc. Assuming I leave the cost structure of Skill Levels unchanged, I assume this would be the best way of representing varying skill levels within the vast applications of the force, while keeping it the cheapest for the character. Again, these would all be modifying the skill roll Force Power Skill. (All info on force powers cited from the star wars wikia.org)
  18. I have recently started GMing a Star Wars campaign on Herocentral.net (Star Wars: Fading Light). My first order of business is to complete a character, which I will also be playing, as a good example of how I want the other Pcs to build theirs. Here are some details. All jedi powers will most likely be part of a VPP; all jedi powers will most likely require a Force Power Skill Roll, which can me modified by Skill Levels; there is one force skill, but multiple types of Skill Level, each pertaining to a different aspect of the Force - +1 with control, sense, alter, or +1 with Tutaminis, psychometry, or telekinesis; each of your Jedi powers would fall into one of these categories. For example - Force Push: Telekinesis (30 Str) blahblah, Requires a Force Skill Roll. Then, you would roll your force power skill with only the option of adding Skill Levels of Telekinesis, or the Alter aspect. My question is, can you put a Negative Skill Roll Modifier limitation on a power that has Requires A Skill Roll? Can you actually have it built into the power to reduce the cost? In the case of Force push, there are varying degrees of power, with advanced powers called Force Whirlwind and Force Wave. If your character hadn't mastered Force Wave, it seems reasonable to assume that the force adept could still attempt to try it but probably fail in producing the right effect. I think the best way to represent this is to purchase the power for your character, but make it difficult or unwieldy to attempt to use, represented by the negative modifier. This way, you can even choose the level to which your Jedi character has mastered certain force powers and which ones are beyond him/her. It would also allow the limitation to be "bought off", lessened or removed, as your powers are honed and practiced - it could reduce the modifier. What do people think?
  19. On page 241 of the first volume Hero Sixth Edition rulebook, there is an example of a Killing Attack. The Dagger entry reads like this: HKA 1d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum (6; -¼), Real Weapon (-¼) (total cost: 9 points) plus Range Based On STR (+¼) for HKA built on 22 Active Points (5 Active Points); OAF (-1), 1 Recoverable Charge (-1¼) (total cost: 1 point). Total cost: 10 points. How are the 5 Active Points calculated for the Range Based On STR advantage in the second part of the entry? Are they calculated like a Naked Advantage, like on page 315? I'm trying to write up a wookiee bowcaster, which functions as a regular crossbow PLUS Area Of Effect (Cone). There is another set of advantages and limitations on this particular function of the bowcaster, so I wanted to write it up similarly to the Dagger example in the book (which represents HTH and Ranged functions of the weapon), but I'm not sure how to initially calculate the Active Points.
  20. Re: The Treasure Thread I'm gonna say... A back scratcher or a shoehorn. Always useful to the weary traveller. Leather-bound, gold leaf tome, with a picture of a large oak tree tooled on the front cover. It's filled with information on all the flora and fauna of the forests, as well as strange creatures that you don't recognize... A ceremonial dagger, with a silver hilt and a wicked curve. One of those medieval weird-science doo-hickies, that the PCs don't know what it is, so they have to go find some wizard, or alchemist, or engineer who can tell them. Then it turns out to be some thing powerful or important.
  21. Re: Quote of the Week from my gaming group... In a space-ish campaign (mixed with western genre, like Firefly) my PCs are subject to a certain type of reconstituted mush, dispensed from a machine that serves as the only type of food out in space. The only upside to it is, with advanced food-technology, you can get it in any flavour you want. So Carl goes.. "I'll have .. French fries, please." Out of character, Brennan says "French fires!? Do you even know what french fries taste like? We drink out of a goo-machine!"
  22. Re: Need a GM ruling Are you assuming, that the pseudo-full shield (as a product of his danger sense) is providing full coverage to his body from AOE attacks? What power are you using to define these shields in the first place? That should tell you your answer: if the power normally provides full protection from AOE attacks, and you want to represent the power being less effective against AOE attacks, then probably something around -1/4; but if the power doesn't provide protection from AOE attacks in the first place, then no limitation should be awarded.
  23. Re: All Kinds of stuff Well, luckily I managed to convince him to not be a parasitic alien life form, but instead, I let him be an AI construct within a robot body, since that fits much better into the Cyberpunk campaign setting. It's going to work in much the same way, in that he can take over other things... they just have to be computers and robots. It's created a number of problems. It's tough making the AI into a character. I let him build his robot body as a Vehicle, and I'm making sure that certain powers that are the ability of the AI or the robot get spent with the appropriate character points. Any suggestions on how to make this work? 1. AI's don't have any vision. How would I make a power that just let him use the vision modes of which ever computer/robot he happens to be inhabiting? 2. Can we define the AI as having a physical body, that being a small computer chip? I thought it would be appropriate if there could actually be a change that he dies, if the computer chip gets lost and crushed or something. It's also the means that his teammates plug him into various computers so that he can hack them from the inside. Mostly I think it would be cool if he got lost. 3. How should I enable him to take over other robots? Assuming he gets plugged in, I mean.. there could be any number of varying situations in which that could happen, but assuming he has to "fight" for control... should it be a Mind Control power? Or a simple Computer Programming Roll? 4. How should I run computer vs. computer battles? If he comes up against another AI construct in a mainframe computer.. how should they duel it out? More questions later
  24. Re: All Kinds of stuff My friend wants to be an alien creature for our next Star Hero campaign. But.. he wants to be a parasitic life form, that takes over the body of living humans, like a symbiod. Any suggestions on how to build that? I was thinking, to start of, he would make his creature how he wanted, and then would have to purchase the body of the human he was infecting, just like you would buy for a vehicle. But then it gets infinitely more complicated if he leaves that body and enters a new one. I could make him buy a set of body, and depending on who he infects, I would automatically make them fit one of the templates. The only other thing I could think of was intense mind control, along with some sort of... hiding power to symbolize being inside the body. The mind powers are a little beyond me, though. Any other things that you might add? Like... he has to find a new body in a certain amount of time or he dies.
  25. Re: The Last Word What do you teach?
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