Atlantian Bio Wizard item

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Hondo
Daniel (Lars)
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Atlantian Bio Wizard item

Post by Hondo »

From Rob: taking cyber tolerance to Edge and the cybernetic that lets you operate avehicle would work. I do not know what the strain would be. You could have a signature item that provides a similar ability basically making it where an Altaran can work as a cybernetic pilot. Effectivly a TW harness Splugorth use with "Cyber Tolerance, Electronics, Piloting, and +2 piloting" all wrapped together?

Goal- to have an interface method to pilot space ship. I have Piloting skill and Ace/Combat Ace Edges.

Thinking of a Parasite or something similar to allow Altara to interface with ship.

Open to ideas.

WIP

Monza
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Venatus Vinco
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Re: Atlantian Bio Wizard item

Post by Venatus Vinco »

Bio-Hacker
Splugorth Bio Wizard Parasite
Concept Art 1
Concept Art 2

The bio-hacker parasite is a bizarre bio-wizardry fusion of an animalistic silicon based life form from the Thudercloud Galaxy that is grafted onto the brain stem of a sentient carbon based life form. The parasite can extend tendrils from the the face/head of the host and allow the sentient to directly interface with computers, vehicles, and machines. This connection is more efficient then even the most advanced cybernetics as it uses the body's natural pathways to communicate information.

Simple Way: Use the “Magic Items & Equipment” sidebar on page 46 of Arcana & Mysticism to re-trap this is a magic version of the vehicle interface implant. Keep Strain penalty as it is implanted and have the player take cyber-psychic alignment.

Complex way: make it an implanted Enchanted item, still have it cost strain but build everything in
Major: add an Edge Ace
Major: Psychic-Cyber Alignment
Minor: +1 Electronics when interfaced
Minor: +1 Piloting when interfaced
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Daniel
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Re: Atlantian Bio Wizard item

Post by Daniel »

Thanks! I like it. Either.
Image
way to fly a space ship. Rob @Ndreare as you are the GM you have any thought on it?

Thank you guys.
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Re: Atlantian Bio Wizard item

Post by Ndreare »

Lars wrote: Fri May 29, 2020 10:10 am Thanks! I like it. Either.
Image
way to fly a space ship. Rob @Ndreare as you are the GM you have any thought on it?

Thank you guys.
I like it.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Atlantian Bio Wizard item

Post by Imperator »

Looks good
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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