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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Mar 2014

    Default A.I. Companion/Gunship?

    I'm creating a 3E M&M PL10 character. He's an alien police officer assigned to protect Earth, who has an A.I. companion who functions as an assistant and pilot for his spaceship. Now I'll be taking ranks in the Sidekick advantage, but I've been a bit troubled with figuring out how exactly to stat it out.

    I was thinking I would just create the gunship and the A.I. as one character, with the ship being the "body" and the A.I. being the "mind". As for the A.I., I'm going for a sort of "dumb A.I." in terms of not being self-aware, but still being able to think and solve problems, to an extent. Think like Mass Effect dumb A.I. for reference. I'm not sure, however, how I'd stat that out, so any help would be appreciated.

  2. - Top - End - #2
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Nov 2006

    Default Re: A.I. Companion/Gunship?

    Tricky. Not something I've done myself or seen done. The "vehicle-as-sidekick" trope itself is cool (I loved Knightrider as a kid), but I'm not sure in M&M what the best way to do it is.

    How about building the vehicle using the Vehicle Rules, and the AI using Sidekick rules. Make the AI like a robot or construct, and take always-on Innate Insubstantial 4 to represent not having a body and being hard to affect (except by electrical or some other specific attack). The AI being part of the ship can be fluff rather than crunch.

  3. - Top - End - #3
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
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    Male

    Default Re: A.I. Companion/Gunship?

    I'd say stat the ship out as a sidekick and just give it a low Int score. Or maaaaybe even an entirely absent Int, if you want to to be unable to do much beyond follow orders. Feature ~2 ("Large Internal Compartment") and a good Strength ought to do the trick for having it carry you/others. If you want to be able to assume control of weapon systems and so on yourself, you could perhaps slap on Affects Also Others, Limited to those in cockpit? (Or maybe better, have an Affects Only Others version of the power as an alternate effect).
    Last edited by Grod_The_Giant; 2017-03-04 at 05:26 PM.
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  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Apr 2011
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    Default Re: A.I. Companion/Gunship?

    Thumb typing this, so it's going to be very brief...

    Stat out the mental stat's and skills. (M&M will let you stat out characters with no physical form)
    Take the "Possession" power.

    Build the ship for your A.I. to "possess".
    Build a remote "drone" for your A.I. to "Possess" if you want it to be able to help out on the ground.
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  5. - Top - End - #5
    Firbolg in the Playground
    Join Date
    Jul 2006
    Location
    where the wind blows

    Default Re: A.I. Companion/Gunship?

    Buy a ship equipment, buy a limbless, immobile, corporeal, or whatever robotic AI with high piloting, gunnery, or whatever skill you need it to operate the ship, and give it wireless communication power? Make sure the ship can be controlled wirelessly of course. Have the sidekick basically be the ship's "core." This also give you the advantage of, if the ship is destroyed but the core is intact, you can move it to a different compatible ship.
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  6. - Top - End - #6
    Bugbear in the Playground
     
    Imp

    Join Date
    Oct 2016
    Location
    Earth
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    Male

    Default Re: A.I. Companion/Gunship?

    Just add the feature "Artificial Intelligence" to the ship for 1PP. Most advanced ships have an auto-pilot feature. This one has a talking auto-pilot. It doesn't require any special effect because it doesn't do anything exceptional other than communicate.
    The single biggest problem in communication is the illusion that it has taken place.

  7. - Top - End - #7
    Troll in the Playground
    Join Date
    Jan 2006
    Location
    Protecting my Horde (yes, I mean that kind)

    Default Re: A.I. Companion/Gunship?

    Quote Originally Posted by PinkSpray View Post
    Just add the feature "Artificial Intelligence" to the ship for 1PP. Most advanced ships have an auto-pilot feature. This one has a talking auto-pilot. It doesn't require any special effect because it doesn't do anything exceptional other than communicate.
    That's actually a good way to have it work. The big question for your space captain (pirate?) what does the AI actually do? Then pick approrpriate effects.

    If its EDI from Mass Effect rather than the USS Enterprise's computer then you need sidekick. If the AI is just a fancy way of accessing the computer and ship functions a 1 point feature is more than sufficient.

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