ORE Superheroes
Tuumblor's self-aware spaceship | Tuumblor's self-aware spaceship |
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| Written by Greg Stolze | ||||||||||||
| Friday, 19 January 2007 | ||||||||||||
![]() But the Artificial archetype includes No Base Will, and when you have No Base Will you need a Willpower Battery to work the level-based Size Shift... feh. Plus, I think I overspent on hyperskills, so its TK (or "tractor beam") is pretty unreliable. I'm thinking I'll try it again without No Base Will, but the Super permission is kind of expensive without it... I wound up making him with 251 points. If I was a GM and someone needed one more point out of 250, I'd cough it up. Ah, the joys of minimaxy tinkering! Ship 2.0 Source: Construct Permission: Super-Equipment (+2) Intrinsic: Custom hit locations (+8) Okay, so instead of fooling around with no willpower/willpower battery, I'm just building all Ship's kooky powers as super-equipment attached to its custom hit locations. All of them have the "attached to focus" flaw, each with its own focus, and all the foci have the same qualities. Flaw: Focus -1/2/4 Flaw: Immutable -1/2/4 meaning Ship can never improve any of its powers. Flaw: Environment-bound. They only work when attached to Ship's Generator Core or to a similar weird power source. (This is really only logical, but should I really get away with this being a flaw? As I mentioned. Cheese.) -1/2/4 Body 1 (+5) Coordination 1 (+5) Sense 1 (+5) Cool 5 (+20) Command 2 (+10) Brains 5 (+20) Ship has no skills based on Body, Coordination or Command. It has no Sense skills outside of its Sensor Array gadget. Brains Skills Computer Hardware 4 (+8) Computer Programming 4 (+8) Cryptology 4 (+8) Education 2 (+4) Electronics 4 (+8) Navigation Sea/Air 4 (+8) Security Systems 1 (+2) Language: Alieneese 1 (+2) Language: English 1 (+2) Language: Mandarin 1 (+2) Cool Skills Lie 4 (+8) I figure that with the computer voice, he's pretty inscrutable. Resistance 4 (+8) Stability 4 (+8) Miracles Remember, all of these have a -3/6/12 Attachment flaw Telekinesis or "Tractor Beam" ADRU 2/4/8 This is pretty crazy. He can lift 12.8 tons within three miles, attack doing Shock (though if you can swing a ton of mass around, I suspect you'll think up some more effective attacks) and gobble incoming attacks. 9+WD (+26) Size Shift or "Dimensional Modulator" RU 1/2/4 He can change size between 3 inches and 3 ounces to 30 feet across and 12.8 tons. But this takes quite some time because each level of shift costs 2 Willpower points and he's only got Base Will 7. 10d (+10) Flight or "Suborbital Lift System" DRU 1/2/4 1024 yards/round or 1024 mph. Damn. 10d (+10) Sight 2HD and Hearing 2HD (+8) or "Sensor Array" Heavy Armor three levels (+18) and Inmune: Space one level (+10) or "Outer Hull" Extra Tough two levels (+8) and Health 2HD (+4) or "Inner Hull" 251 points (again!) The way I'd do this with the custom hit locations and gadgets is something like this. Location System 1 Outer Hull, 7 wound boxes. When they're full with shock, his armor fails and he can't go in space until repairs are made. 2 Inner Hull, 7 wound boxes. When they're full, he can't repair. (Would his two extra wound boxes fail too?) 3 Sensor Array, 7 wound boxes. When they're full, he's blind and deaf. 4 Suborbital Lift System, 7 wound boxes. Filling these paralyzes him. 5 Dimensional Modulator. 7 boxes. When filled, he can't change size. 6 Tractor Beam, 7 wounds. When filled, can't lift stuff. 7-9 Engine core. 21 boxes. Equivalent to the torso. 10 Central Processing Unit, 6 boxes, equivalent to the head. -G.
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