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ZEBULOID COSMO KNIGHT
Posted: Fri Nov 03, 2006 3:28 pm
by Greyaxe
How munchkin is that. With 14 attacks per melee. Suck gas evil doers.
Posted: Fri Nov 03, 2006 8:16 pm
by Nekira Sudacne
darkmax wrote:CK can't use magic....
they don't have to. Someone else uses it on them for them.
not that it'd work, really. You have to physically SEW the ward into the skin. Imagine trying that with a cosmo knight...
Posted: Fri Nov 03, 2006 9:20 pm
by Aramanthus
What about a couple of itttsy bittsy tattoos.
Posted: Sun Nov 05, 2006 9:51 am
by cornholioprime
darkmax wrote:CK can't use magic....
No evidence whatsoever that they can't use magic.
They can't SAVE very well against Magic directed against them, but there really is no evidence that stops them from learning a spell or two over the course of their long existences....
Posted: Sun Nov 05, 2006 4:48 pm
by Greyaxe
The word "Vunlnerable" is used to generously to describe cosmo knights and magic. They dont take double damage or anything they are just not Invulnerable to magic like they are to energy and heat. They are no more vulnerable to magic than anybody el;se is.
And they can not learn magic they are not spellcasters, just like any other occ if its not part of your occ you cant do it.
Posted: Sun Nov 05, 2006 9:42 pm
by cornholioprime
Greyaxe wrote:The word "Vunlnerable" is used to generously to describe cosmo knights and magic. They dont take double damage or anything they are just not Invulnerable to magic like they are to energy and heat. They are no more vulnerable to magic than anybody el;se is.
And they can not learn magic they are not spellcasters, just like any other occ if its not part of your occ you cant do it.
"Not part of
your OCC" (and technically, they're more akin to an RCC) isn't quite the same as "Take up a
new OCC," now is it??
(In case you're wondering, thre ARE Rules for multi-classing in Palladium, except in this system -as opposed to D&D -Multi-classing is VERY cumbersome and not generally worthwhile.)
Posted: Sun Nov 05, 2006 9:48 pm
by Kryzbyn
May a CK take levels in another OCC as per the multiple OCC rules?
It would make sense, to solidify a cover-story.
Posted: Sun Nov 05, 2006 11:43 pm
by Kryzbyn
I'm not necessarily talking about picking up a magic OCC or a psychic PCC. As a Gm one would really be hard-pressed to convince me that a Ck wasn't learning these to enhance his power, and therfore making him fall.
But to learn operator skills, or some other non-uber OCC as a "cover".
'Course maybe magic skills if he specialized in healing or detection magics only, and the same with psionics, but this would not remove his supposed vulnerability to said magic or psionics...
Posted: Mon Nov 06, 2006 12:39 am
by GhostKnight
What book are Zebuloids in?
Posted: Mon Nov 06, 2006 2:31 am
by Kryzbyn
LOL
"Tack" him to it?
With his cosmic weapon
Besides I found the rules for Dual OCC's and the old OCC freezes at the level it was dropped.
http://forums.palladium-megaverse.com/viewtopic.php?t=51655
Posted: Mon Nov 06, 2006 3:27 am
by Kryzbyn
Kryzbyn wrote:May a CK take levels in another OCC as per the multiple OCC rules?
It would make sense, to solidify a cover-story.
This is what I was talkin about.
Posted: Mon Nov 06, 2006 3:40 am
by Kryzbyn
More than likely, yes.
As a GM, I may rule that if a CK truly does not fall, but wants to cease to be a CK, he would gain the fallen knight OCC, but without the stigma of having fallen. Then I'd have the player keep his old character sheet for when/if he decided to un-retire.
I don't think the Forge would have a problem with that. It's much more preferable than the CK actually falling, imho.
Posted: Mon Nov 06, 2006 3:44 am
by Kryzbyn
Yes. The ultimate retirement.
But I would think that if he was suicidal, then he'd fall and be stuck.
Posted: Mon Nov 06, 2006 3:54 am
by Kryzbyn
True...but after say a millenia or so of service?
This assuming they're immortal...
Posted: Mon Nov 06, 2006 4:55 am
by Kryzbyn
The Forge giveth...
The Forge taketh away...
Posted: Mon Nov 06, 2006 10:49 am
by LostOne
That would be one powerful CK.
However, if your GM subscribes to the whole "lose all racial abilities" theory of CK creation (I don't, then they're all pretty much carbon copies of each other and enemies familiar with them know exactly what to expect, vareity is the spice of life), this won't work. You'd lose the 14 attacks (it is a racial ability, due to their complex brains), compartmentalized multi-tasking brain, just be another faceless cosmo-knight clone out for justice.-
Posted: Wed Nov 22, 2006 9:51 am
by Kryzbyn
I don't care if it loses its compartmentalized brain...
A huge armored squid-thing flying the speed of light, thats just way cool man.
Posted: Wed Nov 22, 2006 12:50 pm
by LostOne
A metal covered flying squid...my group would automatically assume they're running into the squiddies from the Matrix movies.