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SirDidymus

HERO Member
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    http://www.rimshot.org

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  1. Ghost-Angel: I really don't want to build the bonuses into the vehicles since conceptually it isn't the vehicle that gives the bonuses, but the VCR deck. Killer Shrike: That's the info I was missing, a simple computer link to do the job. It's so much simpler this way compared to the way I was doing it initially (The smartgun got very convoluted, with half the power in the link, half in the gun) Allrighty as it stands, I think I'll go with a char computer link -> ind focus -> vehicle computer link daisy chain, makes the most sense to me. Thanks for your input everyone! Sir Didymus
  2. Hi everyone, I'm trying to think about a way to create a Vehicle Control Rig (VCR) as presented in the Shadowrun world. For those of you unfamilliar with a VCR, it's a cybernetic link to a VCR rigged vehicle that enhances the driver's performance. Here's what I started with: Cost Power END Vehicle Control Rig Level II, all slots OAF (-1), Only with VCR rigged vehicles (-1), Side Effects (1d6 STUN when rigged vehicle destroyed; -1/2) 6 1) +2 SPD (20 Active Points); OAF (-1), Only with VCR rigged vehicles (-1), Side Effects (1d6 STUN when rigged vehicle destroyed; -1/2) 2 2) +2 DEX (6 Active Points); OAF (-1), Only with VCR rigged vehicles (-1), Side Effects (1d6 STUN when rigged vehicle destroyed; -1/2) 1 3) +2 with Combat Driving (4 Active Points); OAF (-1), Only with VCR rigged vehicles (-1), Side Effects (1d6 STUN when rigged vehicle destroyed; -1/2) 1 4) +2 with Combat Piloting (4 Active Points); OAF (-1), Only with VCR rigged vehicles (-1), Side Effects (1d6 STUN when rigged vehicle destroyed; -1/2) Powers Cost: 10 My problem is modeling the vehicular part of it, the place in the vehicle that the VCR plugs into. Vehicles don't come rigged standard, so it has to be represented by something. I'm also having problems with another 2 part system, Smartgun Cyberware and Gun attachments. Am I going about it all backwards? Thanks, Sir Didymus
  3. I've been toying with the idea as well, and settled on (pseudocoded: ) EDM w/ a sideeffect (Leaves Unconscious Meat Body Behind) and OIF (The plug in the back of the head), Matrix entry or exit points only at "land line" phones. "Matrix Powers" would all have the -1 Only usable in Matrix Limitation. I was also thinking about putting all the "powers" in an EC framework, aka Matrix Environment Control, but I haven't actually worked out the feasability of it all. Of course was also making the characters pay for matrix access so YMMV I'll re-edit this later on today when I have access to FREd. Sir "Whoa" Didymus
  4. Hey! I need that to live! *shakes fist in a cartoonish and ineffectual way* Sir Didymus
  5. Starting Soon as well Hi (i'm a long time lurker, 3rd time poster ), instead of starting another thread of this subject, I thought I'd just post my own questions here. But I'm getting ahead of myself. I too will be starting a Champs campaign as a newbie GM with newbie PCs. I'm thinking of the following method to get everyone's feet wet. I asked each player for a character concept around 1 of the archetypes listed in the Champs book. So for example, i've got one mystic, one brick, one Martial Art, one gadgeteer. To learn the system, I created the characters myself with heavy input from the players (essentially they came up with the power concepts and I fit Hero to them). Not too many disads tho, since they're just "concepts". Then told them that a "pilot" scenario will be palyed after which they will have to fill in the rest of their disads and may change their character sheet to make their character work the way they want. So now I know CharGen, but it still takes me an hour or 2 to make a character, but baby steps are required I think. Now i'm going to run a quickie with one of the players so get a hold of the combat rules. I'm thinking that one on one would be a better learning environment, and will create me a "helper" that knows a bit more of the system to help keep the game running smoothly. A full on "pilot" episode will be run with everyone, but I'm thinking of ditching the END costs for that introduction, to help players wrap their brains around the system. Then I'll have them flesh out their disads and make the changes as described above. Then I pop the END costs back in... and up, up, and away! So, compared to your own newbie experiences and teaching of new HERO disciples, so you think the above is a good way to get everyone's feet wet? Or is this a ticking problem bomb waiting to blow up in everyone's face? Sir "What…like a bunch of super friends?" Didymus
  6. Living Battery How about a living battery type deal where he could power electrical devices. I had a character designed with such a power along the lines of the Star Hero Power Plants, essentially an END reserve, only to power electrical devices. SirDidymus
  7. For magic attribute, I have an inkling of an idea. How about this, since Cyberware eats away at Magic, why not make it so that every X active points invested in cyberware take away from the campaign active points limit for anything Magic related? Maybe something like 30% For example, in a campaign with, say, a 50 active point limit to character abilites, a character with 90 total active points invested in cyberware would allow for only a maximum of 20 active points Magic abilities (50 - (90*0.3)) Of course, this is just off the top of my head without any playtesting or even deep thoughts behind it. SirDidymus
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