Hot Topic (More than 10 Replies) Telemechanics and Cyberempathy (Read 4059 times)
John
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Telemechanics and Cyberempathy
Jul 13th, 2010 at 5:16pm
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Two new powers because one of my players is very interested in these, thus forcing me to make up some rules on the fly.


Pcionics:  Cyberempathy;  This power enables  the character to control computers and electronics with their mind.  They can do make an electronic device do anything that they can normally do via mental control.  Its more than Lightning Control, that just makes TVs go on an off. A Cyberpath can override programs, see through cameras, erase video, reprogrogram robots, etc...  Pr=4 per use. Range equals I inches.  Attacks as lighting control.   Each time the player makes an electronic device do something, they must roll their Id100.  If they have knowledge in computers, programing, electronics, etc... then the roll is Id20.


Telemechanics: Pr=1 per 10lbs of machinery controlled per turn.  Attacks as transmutataion.  The Character can control mechanical devices and even transform them at will.  They can make a car transform into a robot and fight for him.  The player must use their actions to animate the controled machinery, and it fights as them.    To make the obect move for the first time, the player must roll Ad20.  To transform it, they must roll Id20.   Range is W(will) inches.
  

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Re: Telemechanics and Cyberempathy
Reply #1 - Jul 13th, 2010 at 5:27pm
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Nice, I can think of a few comic book characters with powers like these.
  
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Re: Telemechanics and Cyberempathy
Reply #2 - Jul 14th, 2010 at 9:23am
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Madison Jefferies from Alpha Flight comes to mind
  

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dsumner
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Re: Telemechanics and Cyberempathy
Reply #3 - Jul 14th, 2010 at 3:35pm
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I like the concepts, and will probably tinker with them a bit.
  

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Re: Telemechanics and Cyberempathy
Reply #4 - Jul 14th, 2010 at 5:28pm
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OK, with John's permission, I've tinkered around with Cyberempathy, and came up with this.

Cyberpathy: The character can communicate and control electronics, and other electrical devices, with his mind. The character can cause an electronic device to perform any function it would normally be capable of performing, via mental control. For example, a Cyberpath could override programs, see through cameras, erase video, reprogram robots, etc... The maximum number of devices that a character can successfully control at once, is equal to the character's Intelligence. The GM may require the character to make a an attack roll, as per Lightning Control, to perform certain actions, such as overriding computers, or hacking into a database. Attacks as lighting control. PR=4 per use. Range = I inches.

I dropped the Intel save, as you don't see a lot of the guys in comics having to think what they want the machine to do, nor do they all necessarily have high intel scores. They all just seem to have the innate ability to control machines. Does this seem workable?
« Last Edit: Sep 3rd, 2010 at 10:47pm by dsumner »  

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John
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Re: Telemechanics and Cyberempathy
Reply #5 - Jul 14th, 2010 at 5:43pm
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I would add to D's rule if two Cyberpaths were battling over a device, then the Id20 vs Id20 save would show who the victor was.
  

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dsumner
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Re: Telemechanics and Cyberempathy
Reply #6 - Jul 14th, 2010 at 5:49pm
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John wrote on Jul 14th, 2010 at 5:43pm:
I would add to D's rule if two Cyberpaths were battling over a device, then the Id20 vs Id20 save would show who the victor was.


That would work too. Or since this is a Psionic power, C vs. C, as Charisma is supposed to simulate strength of will.
  

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Re: Telemechanics and Cyberempathy
Reply #7 - Jul 14th, 2010 at 6:31pm
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And here's Telemechanics

Telemechanics: The Character can animate and control mechanical devices or even transform them into other mechanical devices at will. For example, a character could transform a car into a robot, and then have the robot carry out his commands. The character must use an Action to animate the device or devices and expend an additional action to maintain control each turn. The character can animate and control 100 lbs. of machinery x Endurance x level. So, a 1st level character, with an Endurance of 10, could control 1000 lbs. of machinery. Attacks as Transmutation. R = I inches, PR=1 per 1000 lbs. controlled, per turn.
« Last Edit: Nov 4th, 2023 at 7:04pm by dsumner »  

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John
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Re: Telemechanics and Cyberempathy
Reply #8 - Jul 14th, 2010 at 6:43pm
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Cool, that works better.  Thanks for the help.
  

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Re: Telemechanics and Cyberempathy
Reply #9 - Jul 15th, 2010 at 9:51pm
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Interesting stuff guys. I have a NPC villain who is an android and I gave "her" the ability to communicate with computers directly and interact with the computers (which sort of fits in with what was being discussed here). I did it this way (even though the take control aspect of Lightning Control is a good way of doing it which I didn't consider - have to make that change):

Roll Inventing Percentage to bypass security/data encryption that is installed on a computer (+5% for each turn connected to the computer). Can download up to Int x 2 TB of data per phase when connected to a computer.

Cheers,
Tim
  
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Re: Telemechanics and Cyberempathy
Reply #10 - Jul 16th, 2010 at 9:07am
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Black Bolt wrote on Jul 15th, 2010 at 9:51pm:
Interesting stuff guys. I have a NPC villain who is an android and I gave "her" the ability to communicate with computers directly and interact with the computers (which sort of fits in with what was being discussed here). I did it this way (even though the take control aspect of Lightning Control is a good way of doing it which I didn't consider - have to make that change):

Roll Inventing Percentage to bypass security/data encryption that is installed on a computer (+5% for each turn connected to the computer). Can download up to Int x 2 TB of data per phase when connected to a computer.

Cheers,
Tim


You know what, I didn't even consider using the character's Inventing %, as the basis for things like hacking. Not a bad idea. I also like the +5% per turn you're hooked in. So, once I get some sleep, I just may post a revision.  Cool
  

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Re: Telemechanics and Cyberempathy
Reply #11 - Jul 16th, 2010 at 4:29pm
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Cool stuff you guys have come up with; I like it!

For Telemechanics, what do you think of having the 'Transformer' attack at Level 4? (as so often seems to be the case in V&V for animals, mechanical things, etc.)
  
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Re: Telemechanics and Cyberempathy
Reply #12 - Jul 16th, 2010 at 4:32pm
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If it is artificially intelligent I would say level 4 would be a good starting point.
  
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Re: Telemechanics and Cyberempathy
Reply #13 - Jul 16th, 2010 at 6:00pm
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OK, here's attempt 2.1, this time I've integrated Black Bolt's ideas, into Cyberpathy.

Cyberpathy: The character can communicate with and control electronics, and other electrical devices, with his mind. The character can cause an electronic device to perform any function it would normally be capable of performing, via mental control. For example, a Cyberpath could override programs, see through cameras, erase video, reprogram robots, etc. The maximum number of devices that a character can successfully control at once, is equal to the character's Intelligence. In certain situations, such as overriding computers or hacking into a database, the GM may require the character to his Roll Inventing Percentage to bypass security/data encryption that is installed on a computer (+5% for each turn the character is connected to the computer). Attacks as Lighting Control. PR=4 per use. Range/Radius = I inches.
« Last Edit: Nov 4th, 2023 at 7:01pm by dsumner »  

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Re: Telemechanics and Cyberempathy
Reply #14 - Jul 17th, 2010 at 10:17am
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We had a chance to use Telemechanics last night during a gaming session. The initial creation of Wally's "Dark Sabres" from the destroyed remnants of Ellusions Energy Conversion Machine worked great!! Unfortunately I rolled a 20 in the second round of use and they crapped out.........just my luck. Embarrassed
  
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Re: Telemechanics and Cyberempathy
Reply #15 - Jan 28th, 2019 at 1:31am
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So have you guys had a chance to use this stuff in a game?
  

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Re: Telemechanics and Cyberempathy
Reply #16 - Jan 28th, 2019 at 8:55am
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Re-reading these, this is really cool stuff!  I think John should write out on a separate list all his new powers so when people roll up a new character they can use that chart to choose from as well.  I honestly just don't think of these because they aren't in front of my face.

  

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Re: Telemechanics and Cyberempathy
Reply #17 - Feb 3rd, 2019 at 4:29pm
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Paul wrote on Jan 28th, 2019 at 8:55am:
Re-reading these, this is really cool stuff!  I think John should write out on a separate list all his new powers so when people roll up a new character they can use that chart to choose from as well.  I honestly just don't think of these because they aren't in front of my face.



Did you see the PDF of new powers and optional rules I posted?
  

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Re: Telemechanics and Cyberempathy
Reply #18 - Feb 4th, 2019 at 12:55pm
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Yes good stuff. But I don't play often, let alone roll a new character often, so I just forget.
  

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Re: Telemechanics and Cyberempathy
Reply #19 - Feb 4th, 2019 at 2:39pm
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Paul wrote on Feb 4th, 2019 at 12:55pm:
Yes good stuff. But I don't play often, let alone roll a new character often, so I just forget.


No worries, I' just wondering what people think of this stuff, and do they find it useful.
  

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Re: Telemechanics and Cyberempathy
Reply #20 - Oct 29th, 2023 at 8:49pm
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bump, bump, bump...
  

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Re: Telemechanics and Cyberempathy
Reply #21 - Nov 4th, 2023 at 7:28pm
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I made a couple of tweaks to both writeups to clarify a few things. I'll post a PDF of these for download in a bit.
  

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Re: Telemechanics and Cyberempathy
Reply #22 - Nov 4th, 2023 at 9:53pm
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Here's a PDF of the two powers for you to use.
  

Cyberpathy___Telemechanics.pdf ( 40 KB | 9 Downloads )

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