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<blockquote data-quote="Stormonu" data-source="post: 8998075" data-attributes="member: 52734"><p>Scotty/La Forge/Trip Tucker III/Han would be good models for abilities - faster repair, defensive or offensive boosts ("moar power to shields!"). A lot of tropes this come from has the one-shot modification; some "I'm not sure it'll work or blow us up" super power-up (read: spell) gimmick. Think <em>cloaking device</em> (invisibility), <em>Yamato gun </em>(disintegration), <em>Hyperjump</em> (Teleport) and the like. Hell, a sailing ship that can use a modified <em>animate dead</em> to create drones that act as crewmembers, gun crew or boarding marines sounds like a cool ability I'd consider for an Artificer.</p><p></p><p>I'm not too hot on the idea of a detachable gun (can't think of a vehicle off the top of my head that does it, primarily), but it would work on things like transformable mecha (thinking like the VF-1 Valkyrie from Robotech), battlesuits or possibly a "back-up weapon". Toting around a vehicle's main weapon, to me, is on the order of giving out a Buster Sword (or portable Ballista...) to someone in D&D. I think it should be an option/power/slot, but not necessarily an automatic ability.</p><p></p><p>I think a <em>personal conveyance</em> is a great ability that fits right along the steel defender and battle turret. I wouldn't put too much emphasis on it - treat it like the Paladin's mount for the most part so that the class can still operate in those places where a mount/vehicle wouldn't be prudent. Don't forget that a <em>personal conveyance</em> could be quite small - like a Segway, unicycle, <em>Tenser's Floating Disc</em> (the 4E version), iron man's battlesuit (even it's just the hand repulsors or a rocket pack like mandolarian or rocketeer) and the like.</p><p></p><p>On Intelligence, KITT was pretty freakin' intelligent, no reason not to allow the vehicle sidekick to not have access to it, even if an average/high intelligence costs a perk/slot. That could bring it up to a sort of sidekick/henchman level.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8998075, member: 52734"] Scotty/La Forge/Trip Tucker III/Han would be good models for abilities - faster repair, defensive or offensive boosts ("moar power to shields!"). A lot of tropes this come from has the one-shot modification; some "I'm not sure it'll work or blow us up" super power-up (read: spell) gimmick. Think [I]cloaking device[/I] (invisibility), [I]Yamato gun [/I](disintegration), [I]Hyperjump[/I] (Teleport) and the like. Hell, a sailing ship that can use a modified [I]animate dead[/I] to create drones that act as crewmembers, gun crew or boarding marines sounds like a cool ability I'd consider for an Artificer. I'm not too hot on the idea of a detachable gun (can't think of a vehicle off the top of my head that does it, primarily), but it would work on things like transformable mecha (thinking like the VF-1 Valkyrie from Robotech), battlesuits or possibly a "back-up weapon". Toting around a vehicle's main weapon, to me, is on the order of giving out a Buster Sword (or portable Ballista...) to someone in D&D. I think it should be an option/power/slot, but not necessarily an automatic ability. I think a [I]personal conveyance[/I] is a great ability that fits right along the steel defender and battle turret. I wouldn't put too much emphasis on it - treat it like the Paladin's mount for the most part so that the class can still operate in those places where a mount/vehicle wouldn't be prudent. Don't forget that a [I]personal conveyance[/I] could be quite small - like a Segway, unicycle, [I]Tenser's Floating Disc[/I] (the 4E version), iron man's battlesuit (even it's just the hand repulsors or a rocket pack like mandolarian or rocketeer) and the like. On Intelligence, KITT was pretty freakin' intelligent, no reason not to allow the vehicle sidekick to not have access to it, even if an average/high intelligence costs a perk/slot. That could bring it up to a sort of sidekick/henchman level. [/QUOTE]
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