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buzz

HERO Member
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Everything posted by buzz

  1. Re: Mind link to a vehicle Asked and answered by LL and Mr. Long. Summary: you don't have to buy TF for a vehicle if you paid for the vehicle with points. Makes sense to me.
  2. Re: Mind link to a vehicle A small world! Yup, moquif is Skippy's player, and Barton is in our group, too. The general feeling seems to be that the Mind Link allows for communication with the mech computer. The computer, not being an AI, can only execute programs. Ergo, it needs more programs in order to allow the mech to attack or defend, and even then it's going to be pretty basic functionality. Barton also pointed out that Skippy would need TF: Mecha. I had assumed this was not the case since moquif paid the points, but 5ER actually doesn't say that the Vehicle Perk gives you TF with the vehicle you paid for.
  3. Re: Mind link to a vehicle Honestly, I didn't get the impression that the Mind Link he bought was designed ot replicate voice commands. I was under the impression from the actual use that it was literally a mental link with the mech computer.
  4. Re: Mind link to a vehicle Thanks, LL!
  5. The Mech Val Char Cost 50 STR 15 15 DEX 15 15 BODY 4 3 SPD 5 6" RUN 0 0" SWIM -2 0" LEAP 0 Characteristics Cost: 66 Cost Power 13 Tunneling 1" through 6 DEF material (20 Active Points); Costs Endurance (-1/2) 7 Clinging (normal STR) (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 7 Mineral Detector: Detect A Class Of Things 16- (Radio Group), Discriminatory, Telescopic: +10 (22 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) 7 Flight 10" (20 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Costs Endurance (-1/2), Limited Power Power loses about a third of its effectiveness (Freefall/Zero G Only; -1/2) 7 Endurance Reserve (60 END, 10 REC) (16 Active Points); OIF Bulky (-1), Only Powers Electricial Devices Power loses about a fourth of its effectiveness (-1/4) 3 Endurance Reserve (20 END, 5 REC) (7 Active Points); OIF Bulky (-1), Only Powers Electricial Devices Power loses about a fourth of its effectiveness (-1/4) 5 Life Support (Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Low Pressure/Vacuum) 9 Life Support (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (14 Active Points); Costs Endurance (-1/2) 5 Extra Limbs (4) 2 Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) 2 Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1) 5 High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense Sight (-1/2) 9 Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Telescopic: +4 (22 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 10 Multipurpose Mining Tool: Multipower, 30-point reserve, (30 Active Points); Extra Time (Full Phase, Only to Switch Slots; -1/2); all slots OAF Bulky (-1 1/2) 1u 1) Magnetic Cargo Lifters: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); Only to move metal (-1 1/2), OAF Bulky (-1 1/2) 1u 2) Laser: Killing Attack - Ranged 2d6 (30 Active Points); OAF Bulky (-1 1/2) 1u 3) Drill: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Penetrating (x2; +1) (30 Active Points); OAF Bulky (-1 1/2) 5 Second Mining Tool: Custom Power (5 Active Points) Powers Cost: 99 Total Character Cost: 165 Pts. Disadvantage 5 Distinctive Features: Optimal Insignia (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Destron 8- (Mo Pow, NCI, Watching) 20 Hunted: Optimal Intelligence 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 5 Physical Limitation: Needs extra maintenance/parts uncommon in some areas (Infrequently, Slightly Impairing) Disadvantage Points: 40 Base Points: 125 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  6. The Mech Computer Val Char Cost 15 DEX 15 10 INT 0 3 SPD 5 Characteristics Cost: 20 Cost Power 7 Mind Link , One Specific Mind, No LOS Needed (15 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) Powers Cost: 7 Cost Skill 2 PS: Astrominer 11- 3 Combat Piloting 12- 3 Systems Operation 11- 1 Language: Nebulonize (basic conversation) Skills Cost: 9 Cost Talent 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 1 Program: Pilot Mecha From A to B 1 Program: Report when fuel is low 1 Program: Report on Mineral Scan Talents Cost: 14 Total Character Cost: 50 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. The PC Skippy Arkenstone Val Char Cost 8 STR -2 15 DEX 15 8 CON -4 10 BODY 0 15 INT 5 12 EGO 4 10 PRE 0 11 COM 1 2 PD 0 2 ED 0 3 SPD 5 4 REC 0 16 END 0 18 STUN 0 4" RUN -4 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: 20 Cost Power Nebulon Abilities 10 +2 with DCV 5 Life Support (Immunity: Alcohol; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week) Cybernetics 7 1) Mind Link , Machine class of minds, One Specific Mind, No LOS Needed (15 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) Powers Cost: 22 Cost Skill 3 Acting 11- 3 Armorsmith 12- 3 Combat Piloting 12- 3 Computer Programming 12- 3 Cryptography 12- 3 Deduction 12- 3 Demolitions 12- 3 Electronics 12- 3 Jack of All Trades 2 1) PS: Astrominer (3 Active Points) 12- 1 2) PS: Brewer (2 Active Points) 11- 1 3) PS: Intelligence Agent (2 Active Points) 11- 1 4) PS: Operate Displace Drive (2 Active Points) 11- 1 5) PS: Starship Engineering (2 Active Points) 11- 0 6) PS: Merchant Engineer 8- 3 Mechanics 12- 5 Language (idiomatic; literate) 3 Scientist 2 1) SS: Astrogeology 12- (3 Active Points) 2 2) SS: Chemistry 12- (3 Active Points) 1 3) SS: Hyperdimensional Physics 11- (2 Active Points) 2 4) SS: Mechanical Engineering 12- (3 Active Points) 2 5) SS: Minerology 12- (3 Active Points) 1 6) SS: Starship Engineering 11- (2 Active Points) 3 Security Systems 12- 3 Systems Operation 12- 3 Teamwork 12- 3 Trading 11- 3 Weaponsmith (Energy Weapons, Missiles & Rockets) 12- Everyman Skills 0 1) AK: Nebulos 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) KS: Nebulon Mecha 8- 0 5) KS: Nebulon History 8- 0 6) Language (idiomatic; literate) (5 Active Points) 0 7) Paramedics 8- 0 8) Persuasion 8- 0 9) Shadowing 8- 0 10) Stealth 8- 0 11) TF: Personal Use Spacecraft Skills Cost: 69 Cost Perk 25 Vehicles & Bases 10 Follower 1 Contact 8- 1 Fringe Benefit: Starship License 1 Custom Perk Perks Cost: 38 Total Character Cost: 149 Pts. Disadvantage 0 Normal Characteristic Maxima 10 Social Limitation: Agent for Optimal Intelligence, Subject to Orders (Occasionally, Major) 10 Hunted: Destron 8- (Mo Pow, NCI, Watching) 20 Hunted: Optimal Intelligence 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 5 Physical Limitation: Small, half human size (Infrequently, Slightly Impairing) 10 Psychological Limitation: Loyal to Optimal Nebulon Alliance (Uncommon, Strong) 5 Psychological Limitation: Bad Attitude (Uncommon, Moderate) 15 Social Limitation: Minority Species (Frequently, Major) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  8. Re: Mind link to a vehicle Understood. I'm just trying to understand a "letter of the law" interpretation as my starting point. Some additional info: My player did buy a mech computer as a Follower, and the computer does have the reciprocal Mind Link. The computer is not an AI, however, so it has no EGO. Also, its programming is limited to: "Pilot Mecha From A to B," "Report when fuel is low," and "Report on Mineral Scan" (it's a mining/loader mech). So, I'm still curious whether, by the book, this lets him contact the mech computer and have the mech attack his opponent. I'll post the builds...
  9. Re: Mind link to a vehicle KS, I guess I'd have the same question about the PCs you posted. Mind Link requires an EGO attack and a target with an EGO score. How can you have a Mind Link to a vehicle, or vice-versa?
  10. Re: Mind link to a vehicle Thanks for the input guys; I'll check out the USPD.
  11. I have a player in a new Star HERO campaign who bought a mecha as a perk (i.e., a vehicle) for his PC. He bought a Mind Link with the mecha in order to control it remotely. Mind Link , Machine class of minds, One Specific Mind, No LOS Needed (15 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-¼) In the last session, he used this to have the mech attack an opponent while he was Entangled. I didn't really notice (or remember) this on his sheet until it came up in-game. I want to say that this is wrong, as the mech is built as a vehicle and has no INT. I'd think what he needs to do is built it as a follower AI. Thoughts?
  12. Re: Algernon Files 2.0 previews
  13. Re: Algernon Files 2.0 previews It's for HERO, too.
  14. Re: Algernon Files 2.0 previews
  15. Re: Algernon Files 2.0 previews Just tell me who I have to kick.
  16. Re: Algernon Files 2.0 previews
  17. Re: Algernon Files 2.0 previews Ditto.
  18. Re: Algernon Files 2.0 previews Gorgeous stuff, Dave! Question: is the print product going to be in color? I wish Hero Games could produce books this nice-looking.
  19. Re: "Encounter level" Cool. Apologies to everyone if I derailed the thread in the process of explaining what the heck I meant.
  20. Re: "Encounter level" Exactamundo! An "Okay, you've set all the point guidelines and rules for your campaign; let's look at ways you can gauge what kinds of opponents you can throw at your players" kind of thing.
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