Necromancer and sensory organs

Diabolists, Techno-Wizards & Psionicists, Oh my! All things that are Magics and Psionics in all Palladium Games.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
barna10
Hero
Posts: 817
Joined: Thu Jun 24, 2004 3:40 am
Comment: Started playing Palladium in 1990.
Location: Westerville, OH
Contact:

Necromancer and sensory organs

Unread post by barna10 »

Would you allow a Necromancer to attach additional sense organs? For instance, one of my players just asked me if could strap eyes to the back of his head so he could see behind him. Have you run into this in-game? Is there any thing published that covers this?
User avatar
Damian Magecraft
Knight
Posts: 3472
Joined: Sun May 12, 2002 1:01 am
Comment: Evil GM
Master of Magics
Defender of the Faith
Location: chillicothe, ohio; usa
Contact:

Re: Necromancer and sensory organs

Unread post by Damian Magecraft »

barna10 wrote:Would you allow a Necromancer to attach additional sense organs? For instance, one of my players just asked me if could strap eyes to the back of his head so he could see behind him. Have you run into this in-game? Is there any thing published that covers this?

using the attach limbs power? or a variant there of? I dont see why not... (granted this would be in the house rule neighborhood)
I cannot recall any canon statements preventing or condoning this however.
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
User avatar
Cinos
Hero
Posts: 1466
Joined: Mon Nov 21, 2005 9:43 pm
Location: Madsion, Wisconsin
Contact:

Re: Necromancer and sensory organs

Unread post by Cinos »

I'd allow it in a game, perhaps spike the cost a bit, or have it count as an added limb or some such. Nothing in Canon that I recall really touches on the subject.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless

Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
User avatar
The Beast
Demon Lord Extraordinaire
Posts: 5959
Joined: Sun Apr 03, 2005 3:28 pm
Comment: You probably think this comment is about you, don't you?
Location: Apocrypha

Re: Necromancer and sensory organs

Unread post by The Beast »

Cinos wrote:I'd allow it in a game, perhaps spike the cost a bit, or have it count as an added limb or some such. Nothing in Canon that I recall really touches on the subject.


I'd have it cost less since it's not an entire limb.
User avatar
Armorlord
Hero
Posts: 1355
Joined: Mon Nov 20, 2006 7:52 pm
Location: Lehigh Valley, American Empire, Earth

Re: Necromancer and sensory organs

Unread post by Armorlord »

Sounds good to me, use the borg rules regarding similar to judge how long it takes to adapt to the new sense and other limitations, with that it looks like you'd be good to go.
Talking to you is sort of the conversational equivalent of an out-of-body experience. -Susie (Calvin and Hobbes)
It's not impossible, it's just really unfair. :( -Trance Gemini (Andromeda)
Tarnow and Romanov: Neighbors!

Politeness is not a shield, and criticism is not a sword to swing repeatedly.
User avatar
Tor
Palladin
Posts: 6975
Joined: Thu Aug 09, 2012 2:37 pm
Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
Location: Pyramid

Re: Necromancer and sensory organs

Unread post by Tor »

The biggest stumbling block here is... doesn't merging with the dead require you to tie on the limb first somehow? How do you tie on an eyeball?
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
User avatar
Damian Magecraft
Knight
Posts: 3472
Joined: Sun May 12, 2002 1:01 am
Comment: Evil GM
Master of Magics
Defender of the Faith
Location: chillicothe, ohio; usa
Contact:

Re: Necromancer and sensory organs

Unread post by Damian Magecraft »

Tor wrote:The biggest stumbling block here is... doesn't merging with the dead require you to tie on the limb first somehow? How do you tie on an eyeball?
Cheese cloth netting.
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
Locked

Return to “Guild of Magic & Psionics”