03-29-2013, 09:30 PM | #1 |
Join Date: Aug 2011
Location: Huntington, West Virginia
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Machine Controlling Hero
I have an idea for a hero in a super campaign I am playing in. I am limited to the Basic set but my GM is fine with creating an advantage that meets this basic concept.
The idea is to have a hero who can awaken machine spirits and then talk them into helping him and his teammates out. I don't want complete control of the machine, but rather to have the machine help of its own free will. I figure this requires an advantage to actually awaken the machine. A second advantage to communicate with the machine. A third advantage granting machine empathy would be helpful. And then I will give him various skills to increase his ability to convince people and things to be cooperative. So, yeah, I'm not sure what to do here. |
03-29-2013, 09:52 PM | #2 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Machine Controlling Hero
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03-29-2013, 10:01 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Machine Controlling Hero
If all you can do is talk with them I would create a variant of SPeak with Animals and give it the sentient entrancement used for Plants.
The last is in Supers but might pass muster. If not then mak an Afflcition to give them sapience. Medium for calling and communciating and a Machine Empathy advantage would be good to.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
03-29-2013, 10:13 PM | #4 |
Join Date: Dec 2007
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Re: Machine Controlling Hero
So this guy leaves a trail of self-aware and potentially rebellious machines behind him? Well. I can't see any resulting problems there.
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03-29-2013, 10:16 PM | #5 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Machine Controlling Hero
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Dominance with a Cosmic Modular Ability for short term Allies may be a better route. Rather than a supernatural curse, they get supernatural sapience and mobility for as long as the points are in the Ally Advantage. Also, it would solve the issue of afflicting something so powerful that you have no business controlling, as you'd need to have sufficient points to buy it as an Ally (albeit temporarily) |
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03-29-2013, 10:18 PM | #6 | ||
Join Date: Aug 2011
Location: Huntington, West Virginia
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Re: Machine Controlling Hero
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03-29-2013, 10:33 PM | #7 |
Join Date: Sep 2004
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Re: Machine Controlling Hero
There's a number of options.
You could get TK w/Animation to make them come alive... Slap on independent and a nuisance effect and you even get some personality. You could use Psychometry to talk to machines and learn about them, who's used the, and other details they might have picked up. You could use summonable Allies and define them as local machines becoming animate (perhaps requiring machines as an environmental limitation). Sentient machines, are of course, subject to the normal control/contact abilities with the Digital modifier. |
03-29-2013, 10:50 PM | #8 |
Join Date: Dec 2007
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Re: Machine Controlling Hero
Then all you need is a modifier to say "Requires Reaction/Influence Roll to see if the power will obey you."
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03-29-2013, 11:32 PM | #9 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Machine Controlling Hero
Quote:
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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03-30-2013, 07:01 AM | #10 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Machine Controlling Hero
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I think I'd go with Allies (Machine spirits, summonable).
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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