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buzz

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Posts posted by buzz

  1. 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.

  2. Re: Mind link to a vehicle

     

    Doesn't matter. Voice command' date=' mental command, my point earlier was, when someone gives a complex command to a machine, either the user has to control it directly (Mind Control) or - as has been pointed out - the machine has to have the on board capability of interpreting and executing a command.[/quote']

    Oh, I get that. I was responding to Shaft, who was assuming it was voice command.

     

    There's actually a lot about this guy's PC that's off. I'll need to work on that.

  3. Re: Mind link to a vehicle

     

    If your PC's mech is programmed to recognise the voice commands that the PC gives...

    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. 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

  5. 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

  6. 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

  7. Re: Mind link to a vehicle

     

    How can I? Because I dont let slavish attention to the letter of the rules get in the way of modeling a concept when the pros of an approach outweigh the cons.

    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...

  8. 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?

  9. Re: Algernon Files 2.0 previews

     

    Are there any conversions rules for M&M to HERO? I haven't been able to find any of the HERO books for Mutants & Masterminds so I finally broke down and bought the M&M version as well as the rules and Freedom City. I do not regret it' date=' but some conversion rules would be nice if anybody has any.[/quote']

    I've attached Kenson's original HERO 4th writeups for a bunch of Freedom City characters. The setting was originally designed for HERO.

  10. Re: Algernon Files 2.0 previews

     

    The print book will not be in color' date=' since a color book going through the distribution channel discounting would retail for $117, according to our standard formula.[/quote']

    Any possibility of a book+PDF bundle, then?

     

    We do not plan on releasing Hero Designer packs. It's not that we're stingy or anything' date=' it's just that we write our characters by hand.[/quote']

    Insanity! :eek:

     

    ;)

     

    Wouldn't using HD save you a lot of time and proofreading effort? I'm just curious.

     

    BTW... any chance we'll see Future Armada products in hexes ever?

  11. Re: "Encounter level"

     

    I agree that more guidance on how to measure Hero combat effectiveness would also be nice' date=' but implying judgement need not remain a key component is, in my opinion, a serious error.[/quote']

    I am in no way trying to imply that, Hugh. As a veteran D&D player, I know how subjective CR can be. I also know that it's still a very useful tool.

  12. Re: "Encounter level"

     

    It's not that there's no way to make an assessment. It's that it really has to be done on a case by case basis. Making it very difficult' date=' at best, to come up with a written set of guidelines.[/quote']

    I might not be making myself clear about what I mean by "guidelines."

     

    I'm not asking for a universal CR-like system that applies to all possible variations/implementations of HERO; I agree there are far too many variables for that. What I'm talking about is a general approach and/or process for making assessments once the campaign limits have been set in place. As evidenced by this thread, GMs do this all the time. I just think it'd be cool for Hero Games to codify this knowledge in the hopes of fostering more "virtuoso" GMs. I'd love to see Steve, Darren, or whomever break down a scenario and build it up again. "Okay, let's assume we're in a Standard Superheroic campaign, and our PCs are the Champions. Let's build an adventure where they face off against Grond and VIPER. First off..." I'd totally pay money for that. Even just an example like that would give people a lot of direction, IMO.

     

    (And, heck, if someone wants to give that a go right here, please do so.)

     

    And to make a point about D&D... D&D is far less formalized than HERO. D&D design is about making stuff up out of thin air, eyeballing it, and saying, "Yeah, that seems about a CR2." D&D has no finite set of components from which everything in the D&D universe is built. It's effects-based and very subjective.

     

    HERO otoh, does. It's powers-based, as we all know. Every HERO construct, by definition, tells you what it is and how it interacts with the system. This is a primary strength of HERO. Ergo, if anything, it should be easier to gauge for challenge than D&D.

     

    My point is simply that there's very little published guidance on this front, and I'd like to see more.

  13. Re: "Encounter level"

     

    To echo KS . . . given that the system tells you to pick power levels and adjust to taste' date=' how could it possibly provide guidelines as you start to mix Active Point Levels, OCV/DCV Levels, Damage Classes, Movement Levels (and Types), Point Totals (especially if you mix them!), Advantage limits and types . . .[/quote']

    I think it's a given that, while there may be some general techniques a GM can use (e.g., looking at average rolls and damage classes), you really need to have the campaign guidelines in place before getting specific. I.e., once you've "set the dials" and gotten to the "cookie cutter" stage, as Killer Shrike puts it. I'm not claiming that there's a single metric/method you could apply equally to a supers game and a gritty horror game.

     

    I dunno. I think that if one can assess whether a PC is minmaxed or fits within a campaign (which the text near the "Rule of X" sidebar in Champs addresses), one should be able to assess challenges, too.

     

    I dunno. I'm sure that you and KS have GM'ed a lot more HERO than I have. I'm running a Star HERO game in a few weeks and this subject has been on my mind. I'm simply looking for insight and thinking aloud how I wish there was more on this subject in the published books. It's entirely possible I'll come out at the end of this campaign and realize that there is really no way to make any assessment, but the simple fact that numbers are involved makes me doubtful. Yes, even accounting for the human factor. :)

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