Warning: long. Time for some Technojacker-style revenge.
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- Wanderer
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Warning: long. Time for some Technojacker-style revenge.
From Dream Vision to Machine Nightmare....
Sir Jory Castle wasn't sure how he ended up where he did, or why his armor tried to kill him. He also wasn't sure why his living cyber armor had dissolved off his body, or why his robot horse exploded mere seconds after exiting the portal, destroying the majority of his gear and flinging him to the ground many feet away. These things had happened in a particular order, but for the life of him, he couldn't remember it.
He knew he was in pain, and he knew he was in Trouble. The Cyber-Knight staggered southwards, finding himself in a small village, where the people there saw to his wounds. They were human, each and every one, and they spoke American, even if they did so with a strange, almost ancient accent.
Jory listened and learned from these simple villagers. He learned about the Machine. He learned about the cusp of annihilation the people of this land stood upon.
He knew what he had to do, if not how. Luckily, he would have time, as the Machines seemed to not come to this village often, though he had been told that to venture more than five miles away from it would mean death.
As he healed, he meditated and trained, excercising his skills. Soon he found himself joined by people, a few at first, then more, as he taught them how to fight. These were good and noble people, if simple, farmers and teachers and weavers and thatchers. He was glad to know them, and they him.
He began to teach Lord Coake's ways to them, hoping to find some Candidates for Knighthood among them.
Years passed. Not a one of them showed the Inner Strength necessary to become a Cyber-Knight. None of them seemed able to generate the psionic energy necessary to create a Psi-Sword or Shield, though they all quickly embraced the Code and became excellent fighters. Jory knew this land needed the Knighthood, but with metal non-existant or non-usable, and the phantom "resistance" never showing its face within the village, he began to doubt and despair. He prayed.
His prayers were answered by an angry young girl with gray-green eyes named Jenn Saxon, who had long complained of nightmares, and of whispers that would not stop. Machine whispers. She showed him her prized possession and secret, an anklet made of stainless steel. It did not harm her. She was one of the Mutants, the Technojackers. She was deathly afraid of the village finding out, and he kept her secret, as any Cyber-Knight would.
He taught her and learned from her, and talked to her and listened, and they rode and trained together for long years. He had never seen the Machines in his time here, though he believed without question this truth the villagers told him.
Until a cold winter morning, when a single Machine came upon them on a ride. It was human in shape, if not in intent, and raised his weapon. In the blink of an eye, he charged, leaping from his horse and summoning his Psi-Sword, which clashed against the Machine's chest.
With no discernable effect.
Stunned, he was quickly dropped from his mount, and sent bleeding into the snow. Raising his head to face his attacker, he was flabbergasted at the sight of the woman he had trained. She had begun to extrude the Nanobots that lived within her, but not into a cable to take control over the robot, as lore indicated Technojackers could. From her left hand they formed a shield, and from her right hand they formed....
A Sword.
Lady Jenn Saxon, as she would come to be known in later years, attacked and defeated the robot as a Cyber-Knight would. With pride, nobility, and the Sword and Shield that came with it.
Sir Jory Castle died some years later, but not before revealing the secrets of Zen Combat to his new squire, the first of a new generation of Cyber-Knights.
OCC: Cyber-Knight (Splicer Variant)
The Splicer Variant Cyber-Knight is required to be of the "mutated" humans known as Technojackers. Instead of using their nanobots to control machines, they use them in other ways, which will be explained below. Fewer than 30% of the technojackers that try are able to complete the Cyber-Knight Training, leaving their numbers small and rare, roughly 3 out of every 1000 people.
Alignment:Theoretically any, but True Cyber-Knights should be of Principled, Scrupulous, or Unprincipled.
Attribute requirements: Minimum ME and PE of 11+. PS, PP, and IQ of 10+ recommended but not required.
Racial Requirement: Technojacker, the grey and grey-green eyes give them away.
Attribute Bonuses: +1d4 to MA, ME, PS, PE, and Speed
OCC Bonuses: +1 attack per melee, +3 to initiative, +2 to pull punch, +2 to disarm. +1 to save vs Horor Factor at levels 2, 5, 8, 12, and 15.
Base SDC: 2d4x10
Cyber-Knight OCC Powers:
1) Nano-Shield: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored shield suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. The shield may be used to parry all hand to hand combat attacks, including attacks from robots, but cannot be used to parry energy blasts and projectiles. It takes one attack to create the shield.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body
-MDC: 80
2) Nano-Sword: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored sword suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. It requires one attack to create the Nano-Sword.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body.
-Mega-Damage: 1d6 MD at level 1, plus an additional 1d6 MD at levels 3, 6, 9, 12, and 15
-At second level the Cyber-Knight can create any one-piece melee weapon, without moving parts. This would include knives, maces, spears, lances, clubs, and just about anything else. These creations require 2 attacks to create.
-At third level the Cyber-Knight can create two Nano-Swords, one for each hand.
3) Nano-Healing: The nanobots inside the Cyber-Knight's body travel about and repair damage constantly. This translates into a Medical Doctor's surgical skill of 78%, healing 2d6 SDC or Hit Points every ten minutes. They also provide a +30% bonus vs coma/death, and +3 to saving throws vs toxins, poisons, and disease.
4) Machine Meld: While not as impressive as the Technojacker's skill, the Cyber-Knight is capable of using (but not controlling or powering) tools, weapons, and non-intelligent machines. This Translates into the following:
- +20% on all piloting, pilot related, computer, electrical, or mechanical skills known by the character.
- +2 to strike with modern weapons including energy weapons.
- A 60% base ability to understand and operate unknown or alien machines.
5) Cyber-Knight Nano-Armor: Unlike their Technojacker Cousins, The Cyber-Knight is not able to create a full suit of armor. They instead have a permanent shell of nanobots covering various parts of their body. It has a special AR of 16, meaning that any strike above this number strikes the Cyber-Knight instead of their protective shell. Most Cyber-Knights will often wear other armor on top of this, for better protection or disguise. The armor provides no bonuses or penalties, and adds 20 pounds to the weight of the Knight.
MDC By Location:
Shoulders (2) : 8
Back/Shoulder Blades (2): 15
Forearms (2): 10
Thigh/upper leg (2): 15
Calf/lower leg (2): 10
Chest/Main Body: 50
-At level 4 the armor grows stronger, and can repair itself, at a rate of 1d6 MDC per hour until back to full strength and appearance. Also add 1d6 MDC per level starting at 4th to the main body, and 1 MDC per level starting at 4th to all other areas.
-At level 8 the special AR increases to 17.
6) Meditation: Even though they cannot learn Psionics, Cyber-Knights are taught to meditate. Each hour of meditation equals two hours of sleep/rest. Cyber-Knights do not enjoy sleep, which will be explained below.
7) Machine Nightmare: Instead of Dream Visions, Splicer-Variant Cyber-Knights experience the same effects as Crazies do, constantly hearing the whispers of the machine.
8) Immunity to the Nanobot Plague (obviously), but scorned and rejected by the majority of the humans they will come to protect and defend. Also can NOT use Bio-Tech of any kind.
9) Cyber-Knight Zen Combat: Modified some due to Technojacker's greater link to technology.
Level 1: All the basics. All skill bonuses, OCC bonuses and powers, Nano-Armor, -Shield, and -Sword learned.
Level 2: WP Paired Weapons, WP Shield.
Level 3: Combat Acrobatics: Ability to fight and strike when off balance or moving. No penalties.
Level 4: Mechanical Awareness: As the power in Powers Unlimited. Quick notes: All bonuses by tech using opponents are reduced to 0, +3 initiative vs living targets using tech, +4 initiative vs artificial intelligences, tech using opponents are -3 to dodge the Cyber-Knight's attacks, and lose 2 attacks compensating for the Knight's quickness. Sense technology 50' per level radius, +4 to Auto dodge vs tech using opponents.
Level 5: Nothing Special
Level 6: Cloud Sensors: Drones cannot figure out what they are sensing at all, and lose an additional 2 attacks every round they try to figure it out. Robots hesitate and lose 1 additional attack per round, and are -40% to evaluate and respond to the data.
Level 7: Nothing Special.
Level 8: Nothing Special.
Level 9: Cloud Targeting and Weapons Systems: Additional -2 penalty to strike appllied to tech-based opponents.
Level 10: Nothing Special.
Level 11: Nothing Special.
Level 12: Nothing Special.
Level 13: Cloaking. As the Power in Heroes Unlimited. Basically the Knight is Invisible ( -8 to strike, parry, or dodge the Knight) to Tech based sensors of all kinds.
Level 14: Nothing Special.
Level 15: Cloaking Extended to one other person or large item, like a jet pack or motorcycle. Must be touching or within 3 feet of the Knight.
10) The Cyber-Knight Code: To Live, Fair Play, Nobility, Valor, Honor, and Courtesy are all still extremely important. The precepts of Poverty, Humility, Purity, and Generosity are also rewarded, each in their own way. Poverty is often preached as a means to never, ever bring metal items near other living things to avoid harming them unintentionally.
OCC Skills:
Common Skills: +20
Note: Cyber-Knights are trained in a certain way to know certain things. This is reflected in the skills below.
Languages: Other (3 of choice) +15%
Machine Lore +10%
History +7%
Paramedic +5%
Land Navigation: +6%
Horsemanship
Climbing +5%
Body Building
Gymnastics +2%
Swimming +5%
WP Ancient (2 of choice)
WP Modern (2 of choice)
HTH Martial Arts
Elective/Other Skills: 6, 1 must be physical, 2 must be WP's. Plus 1 at level 3, 6, 9, and 12, and 1 WP at level 5.
Secondary Skills: Select 6
Standard Equipment: Suit of non-metallic EBA, dress clothing, fatigues, gas mask with air filter, tinted goggles, tools, one weapon per WP (probably robot weapons), with 3 extra clips, first aid kit, knapsack, backpack, 2 canteens, 2 weeks food rations and some personal items.
Transportation can include old hover or motorcycles, but is usually horses or mega-horses to minimize the potential harm of humans.
The Upside: The Machine isn't even sure you exist, and if it was, it couldn't prove it. You are immune to the Nanobot plague, and can use the nanobots themselves to your advantage. Even the Dreadguard may respect you one day if you stick to the Code.
The Downside: You are feared and scorned by those you strive to protect due to your ability to use the nanobots. Some think the Machine doesn't attack you because you are in league with it. You also may slowly be losing your mind due to the Machine's ceaseless whispering.
For more information on the Cyber-Knights, you can check out RUE or SOT4. The Message is the same even if the Method is different.
This was fun to do. I have other ideas for the unappreciated Technojackers if this gets recieved well. They stem primarily from Rifts and HU, but I think they could work well. Some ideas include a Doctor, a Dreadguard/Power Armor type, an Archangel Type (Mega-wings, anyone?) and some others.
Some notes: I basically used the "anti-tech" Cyber-Knight, and applied the "major psionic rules" to it as far as penalties to skills and skill bonuses. Damage and stats are all really the same, and I bumped up the Zen Combat some based on some HU stuff. I hope you like it :)
Sir Jory Castle wasn't sure how he ended up where he did, or why his armor tried to kill him. He also wasn't sure why his living cyber armor had dissolved off his body, or why his robot horse exploded mere seconds after exiting the portal, destroying the majority of his gear and flinging him to the ground many feet away. These things had happened in a particular order, but for the life of him, he couldn't remember it.
He knew he was in pain, and he knew he was in Trouble. The Cyber-Knight staggered southwards, finding himself in a small village, where the people there saw to his wounds. They were human, each and every one, and they spoke American, even if they did so with a strange, almost ancient accent.
Jory listened and learned from these simple villagers. He learned about the Machine. He learned about the cusp of annihilation the people of this land stood upon.
He knew what he had to do, if not how. Luckily, he would have time, as the Machines seemed to not come to this village often, though he had been told that to venture more than five miles away from it would mean death.
As he healed, he meditated and trained, excercising his skills. Soon he found himself joined by people, a few at first, then more, as he taught them how to fight. These were good and noble people, if simple, farmers and teachers and weavers and thatchers. He was glad to know them, and they him.
He began to teach Lord Coake's ways to them, hoping to find some Candidates for Knighthood among them.
Years passed. Not a one of them showed the Inner Strength necessary to become a Cyber-Knight. None of them seemed able to generate the psionic energy necessary to create a Psi-Sword or Shield, though they all quickly embraced the Code and became excellent fighters. Jory knew this land needed the Knighthood, but with metal non-existant or non-usable, and the phantom "resistance" never showing its face within the village, he began to doubt and despair. He prayed.
His prayers were answered by an angry young girl with gray-green eyes named Jenn Saxon, who had long complained of nightmares, and of whispers that would not stop. Machine whispers. She showed him her prized possession and secret, an anklet made of stainless steel. It did not harm her. She was one of the Mutants, the Technojackers. She was deathly afraid of the village finding out, and he kept her secret, as any Cyber-Knight would.
He taught her and learned from her, and talked to her and listened, and they rode and trained together for long years. He had never seen the Machines in his time here, though he believed without question this truth the villagers told him.
Until a cold winter morning, when a single Machine came upon them on a ride. It was human in shape, if not in intent, and raised his weapon. In the blink of an eye, he charged, leaping from his horse and summoning his Psi-Sword, which clashed against the Machine's chest.
With no discernable effect.
Stunned, he was quickly dropped from his mount, and sent bleeding into the snow. Raising his head to face his attacker, he was flabbergasted at the sight of the woman he had trained. She had begun to extrude the Nanobots that lived within her, but not into a cable to take control over the robot, as lore indicated Technojackers could. From her left hand they formed a shield, and from her right hand they formed....
A Sword.
Lady Jenn Saxon, as she would come to be known in later years, attacked and defeated the robot as a Cyber-Knight would. With pride, nobility, and the Sword and Shield that came with it.
Sir Jory Castle died some years later, but not before revealing the secrets of Zen Combat to his new squire, the first of a new generation of Cyber-Knights.
OCC: Cyber-Knight (Splicer Variant)
The Splicer Variant Cyber-Knight is required to be of the "mutated" humans known as Technojackers. Instead of using their nanobots to control machines, they use them in other ways, which will be explained below. Fewer than 30% of the technojackers that try are able to complete the Cyber-Knight Training, leaving their numbers small and rare, roughly 3 out of every 1000 people.
Alignment:Theoretically any, but True Cyber-Knights should be of Principled, Scrupulous, or Unprincipled.
Attribute requirements: Minimum ME and PE of 11+. PS, PP, and IQ of 10+ recommended but not required.
Racial Requirement: Technojacker, the grey and grey-green eyes give them away.
Attribute Bonuses: +1d4 to MA, ME, PS, PE, and Speed
OCC Bonuses: +1 attack per melee, +3 to initiative, +2 to pull punch, +2 to disarm. +1 to save vs Horor Factor at levels 2, 5, 8, 12, and 15.
Base SDC: 2d4x10
Cyber-Knight OCC Powers:
1) Nano-Shield: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored shield suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. The shield may be used to parry all hand to hand combat attacks, including attacks from robots, but cannot be used to parry energy blasts and projectiles. It takes one attack to create the shield.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body
-MDC: 80
2) Nano-Sword: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored sword suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. It requires one attack to create the Nano-Sword.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body.
-Mega-Damage: 1d6 MD at level 1, plus an additional 1d6 MD at levels 3, 6, 9, 12, and 15
-At second level the Cyber-Knight can create any one-piece melee weapon, without moving parts. This would include knives, maces, spears, lances, clubs, and just about anything else. These creations require 2 attacks to create.
-At third level the Cyber-Knight can create two Nano-Swords, one for each hand.
3) Nano-Healing: The nanobots inside the Cyber-Knight's body travel about and repair damage constantly. This translates into a Medical Doctor's surgical skill of 78%, healing 2d6 SDC or Hit Points every ten minutes. They also provide a +30% bonus vs coma/death, and +3 to saving throws vs toxins, poisons, and disease.
4) Machine Meld: While not as impressive as the Technojacker's skill, the Cyber-Knight is capable of using (but not controlling or powering) tools, weapons, and non-intelligent machines. This Translates into the following:
- +20% on all piloting, pilot related, computer, electrical, or mechanical skills known by the character.
- +2 to strike with modern weapons including energy weapons.
- A 60% base ability to understand and operate unknown or alien machines.
5) Cyber-Knight Nano-Armor: Unlike their Technojacker Cousins, The Cyber-Knight is not able to create a full suit of armor. They instead have a permanent shell of nanobots covering various parts of their body. It has a special AR of 16, meaning that any strike above this number strikes the Cyber-Knight instead of their protective shell. Most Cyber-Knights will often wear other armor on top of this, for better protection or disguise. The armor provides no bonuses or penalties, and adds 20 pounds to the weight of the Knight.
MDC By Location:
Shoulders (2) : 8
Back/Shoulder Blades (2): 15
Forearms (2): 10
Thigh/upper leg (2): 15
Calf/lower leg (2): 10
Chest/Main Body: 50
-At level 4 the armor grows stronger, and can repair itself, at a rate of 1d6 MDC per hour until back to full strength and appearance. Also add 1d6 MDC per level starting at 4th to the main body, and 1 MDC per level starting at 4th to all other areas.
-At level 8 the special AR increases to 17.
6) Meditation: Even though they cannot learn Psionics, Cyber-Knights are taught to meditate. Each hour of meditation equals two hours of sleep/rest. Cyber-Knights do not enjoy sleep, which will be explained below.
7) Machine Nightmare: Instead of Dream Visions, Splicer-Variant Cyber-Knights experience the same effects as Crazies do, constantly hearing the whispers of the machine.
8) Immunity to the Nanobot Plague (obviously), but scorned and rejected by the majority of the humans they will come to protect and defend. Also can NOT use Bio-Tech of any kind.
9) Cyber-Knight Zen Combat: Modified some due to Technojacker's greater link to technology.
Level 1: All the basics. All skill bonuses, OCC bonuses and powers, Nano-Armor, -Shield, and -Sword learned.
Level 2: WP Paired Weapons, WP Shield.
Level 3: Combat Acrobatics: Ability to fight and strike when off balance or moving. No penalties.
Level 4: Mechanical Awareness: As the power in Powers Unlimited. Quick notes: All bonuses by tech using opponents are reduced to 0, +3 initiative vs living targets using tech, +4 initiative vs artificial intelligences, tech using opponents are -3 to dodge the Cyber-Knight's attacks, and lose 2 attacks compensating for the Knight's quickness. Sense technology 50' per level radius, +4 to Auto dodge vs tech using opponents.
Level 5: Nothing Special
Level 6: Cloud Sensors: Drones cannot figure out what they are sensing at all, and lose an additional 2 attacks every round they try to figure it out. Robots hesitate and lose 1 additional attack per round, and are -40% to evaluate and respond to the data.
Level 7: Nothing Special.
Level 8: Nothing Special.
Level 9: Cloud Targeting and Weapons Systems: Additional -2 penalty to strike appllied to tech-based opponents.
Level 10: Nothing Special.
Level 11: Nothing Special.
Level 12: Nothing Special.
Level 13: Cloaking. As the Power in Heroes Unlimited. Basically the Knight is Invisible ( -8 to strike, parry, or dodge the Knight) to Tech based sensors of all kinds.
Level 14: Nothing Special.
Level 15: Cloaking Extended to one other person or large item, like a jet pack or motorcycle. Must be touching or within 3 feet of the Knight.
10) The Cyber-Knight Code: To Live, Fair Play, Nobility, Valor, Honor, and Courtesy are all still extremely important. The precepts of Poverty, Humility, Purity, and Generosity are also rewarded, each in their own way. Poverty is often preached as a means to never, ever bring metal items near other living things to avoid harming them unintentionally.
OCC Skills:
Common Skills: +20
Note: Cyber-Knights are trained in a certain way to know certain things. This is reflected in the skills below.
Languages: Other (3 of choice) +15%
Machine Lore +10%
History +7%
Paramedic +5%
Land Navigation: +6%
Horsemanship
Climbing +5%
Body Building
Gymnastics +2%
Swimming +5%
WP Ancient (2 of choice)
WP Modern (2 of choice)
HTH Martial Arts
Elective/Other Skills: 6, 1 must be physical, 2 must be WP's. Plus 1 at level 3, 6, 9, and 12, and 1 WP at level 5.
Secondary Skills: Select 6
Standard Equipment: Suit of non-metallic EBA, dress clothing, fatigues, gas mask with air filter, tinted goggles, tools, one weapon per WP (probably robot weapons), with 3 extra clips, first aid kit, knapsack, backpack, 2 canteens, 2 weeks food rations and some personal items.
Transportation can include old hover or motorcycles, but is usually horses or mega-horses to minimize the potential harm of humans.
The Upside: The Machine isn't even sure you exist, and if it was, it couldn't prove it. You are immune to the Nanobot plague, and can use the nanobots themselves to your advantage. Even the Dreadguard may respect you one day if you stick to the Code.
The Downside: You are feared and scorned by those you strive to protect due to your ability to use the nanobots. Some think the Machine doesn't attack you because you are in league with it. You also may slowly be losing your mind due to the Machine's ceaseless whispering.
For more information on the Cyber-Knights, you can check out RUE or SOT4. The Message is the same even if the Method is different.
This was fun to do. I have other ideas for the unappreciated Technojackers if this gets recieved well. They stem primarily from Rifts and HU, but I think they could work well. Some ideas include a Doctor, a Dreadguard/Power Armor type, an Archangel Type (Mega-wings, anyone?) and some others.
Some notes: I basically used the "anti-tech" Cyber-Knight, and applied the "major psionic rules" to it as far as penalties to skills and skill bonuses. Damage and stats are all really the same, and I bumped up the Zen Combat some based on some HU stuff. I hope you like it :)
- The Baron of chaos
- Champion
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- Joined: Sun Nov 05, 2000 2:01 am
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- D-Bee
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- sHaka
- Hero
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This is good stuff
It could easily have been munchkin, but you've kept the power level just about right.
It could easily have been munchkin, but you've kept the power level just about right.
Northern Gun Weapons Technician, R&D Department
Reading: Savage Worlds / Savage Rifts
Playing: Nothing U_U
Advocating: A free, super-slick .pdf of Palladium's core system with sample characters and scenario
My Dead Reign Character Sheet
Palladium Books RPG Google+ Community
Reading: Savage Worlds / Savage Rifts
Playing: Nothing U_U
Advocating: A free, super-slick .pdf of Palladium's core system with sample characters and scenario
My Dead Reign Character Sheet
Palladium Books RPG Google+ Community
- TechnoGothic
- Knight
- Posts: 5179
- Joined: Mon Oct 02, 2000 1:01 am
- Location: Near Tampa Florida
COPIED< SAVED !!!!
I Really like this
If i can make one suggestion. New name : TECHNO-KNIGHTS (Technojacker/Cyber-knight varient).
This really impressed me.
It would a GREAT varient for HU2 (super-soldiers) and Rifts.
I Really like this
If i can make one suggestion. New name : TECHNO-KNIGHTS (Technojacker/Cyber-knight varient).
This really impressed me.
It would a GREAT varient for HU2 (super-soldiers) and Rifts.
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
-
- Wanderer
- Posts: 67
- Joined: Thu Nov 10, 2005 3:17 am
Wow, glad you guys liked it.
Couple responses: Yeah, I could have went munchkin on it, believe me, the temptation was SO there!
Far as the name, hey, change it if you like. A rose by any other name and all that.
What do you guys want to see next? I have ideas in my head for a Doc and a Dreadguard type, I mentioned that earlier. Got Archangel and Roughneck analogs in my head too. After flipping through my HU book I also got some borg ideas bouncing around (though I hate cyborgs and would probably do them last), and some other stuff.
I'd "like" to make some power armor and vehicles and things, but the problem I am running into intellectually is how to prevent them from being usurped by the Machine the moment a TJ is no longer in contact with them. Yeah, HU tells us that some things can be made from ceramics/plastic/etc (the partial reconstruction borgs ala N&SS), but they are still Machines. They might not freak out if a human touches them, but they're still subject to control by NEXUS.
Grr, and a "Technopath" continues to bounce around in my head too, but there's no Psionics on this world. Though, I'll "break canon" or convert to another type of "energy" if you ask nice.
Couple responses: Yeah, I could have went munchkin on it, believe me, the temptation was SO there!
Far as the name, hey, change it if you like. A rose by any other name and all that.
What do you guys want to see next? I have ideas in my head for a Doc and a Dreadguard type, I mentioned that earlier. Got Archangel and Roughneck analogs in my head too. After flipping through my HU book I also got some borg ideas bouncing around (though I hate cyborgs and would probably do them last), and some other stuff.
I'd "like" to make some power armor and vehicles and things, but the problem I am running into intellectually is how to prevent them from being usurped by the Machine the moment a TJ is no longer in contact with them. Yeah, HU tells us that some things can be made from ceramics/plastic/etc (the partial reconstruction borgs ala N&SS), but they are still Machines. They might not freak out if a human touches them, but they're still subject to control by NEXUS.
Grr, and a "Technopath" continues to bounce around in my head too, but there's no Psionics on this world. Though, I'll "break canon" or convert to another type of "energy" if you ask nice.
- Mudang
- Adventurer
- Posts: 744
- Joined: Thu Nov 18, 2004 11:36 pm
- Comment: life of lively to live to life of full life thx to shield battery
Arachknight wrote:Grr, and a "Technopath" continues to bounce around in my head too, but there's no Psionics on this world. Though, I'll "break canon" or convert to another type of "energy" if you ask nice.
Actually, there is mention of Psionic bio-genetic experiments being included in a future sourcebook on page 167 of the Splicers main book.
- TechnoGothic
- Knight
- Posts: 5179
- Joined: Mon Oct 02, 2000 1:01 am
- Location: Near Tampa Florida
Arachknight wrote:Wow, glad you guys liked it.
Couple responses: Yeah, I could have went munchkin on it, believe me, the temptation was SO there!
Far as the name, hey, change it if you like. A rose by any other name and all that.
What do you guys want to see next? I have ideas in my head for a Doc and a Dreadguard type, I mentioned that earlier. Got Archangel and Roughneck analogs in my head too. After flipping through my HU book I also got some borg ideas bouncing around (though I hate cyborgs and would probably do them last), and some other stuff.
I'd "like" to make some power armor and vehicles and things, but the problem I am running into intellectually is how to prevent them from being usurped by the Machine the moment a TJ is no longer in contact with them. Yeah, HU tells us that some things can be made from ceramics/plastic/etc (the partial reconstruction borgs ala N&SS), but they are still Machines. They might not freak out if a human touches them, but they're still subject to control by NEXUS.
Grr, and a "Technopath" continues to bounce around in my head too, but there's no Psionics on this world. Though, I'll "break canon" or convert to another type of "energy" if you ask nice.
No prob
I changed a few things already.
#1 Added to machine Merge, ablity to power hand held energy weapons such as energy pistols/rifles.
#2 Nano-cyber-armor. Always heals itself at a rate of 1d6 mdc per melee round.
I'm thinking about adding to the Zen-combat the a another varient of the TJ Nano-armor. Just the normal version, 1d8x10+25 MDC. Takes a complete melee action to summon it up. 2 actions to retract it. Not allowing the holding together of metal scrap body armor however...
Thought about changing the cyber-armor to be always "on" however. Or a free action armor.
This is looking very good indeed
Thanks, for the inspiration...
TechnoGothic
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"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
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"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
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Arachknight wrote:Technogothic: The cyber-armor is always on, i should have been more clear, and I apologize for that.
Also, stay tuned for some weapon powering and armor options for other occ's in my head.
Ahh cool.
My retooling of what you wrote was for a HU2 game though
A New Super-Soldier Sub-type.
I'll be watching
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
Rabidredneck wrote:NOICE!!!
I am with Rabidredneck, Noice, very Nice!!!
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
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Very Nice!!!
Splicers is an environment where, if not for the cyber-armor, a CyberKnight's anti-tech abilities should come into their own....and to combine them with the TechnoJacker....stark, raving genuis!
This has been hardcopied to my collection...
Splicers is an environment where, if not for the cyber-armor, a CyberKnight's anti-tech abilities should come into their own....and to combine them with the TechnoJacker....stark, raving genuis!
This has been hardcopied to my collection...
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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