Forum changes: Editing of posts has been turned off until further notice.
Started by Doyce, January 26, 2007, 10:09:32 AM
Quote from: Steve Segedy on January 26, 2007, 02:06:43 PMA classic pinocchio-like storyline would be that the automaton wants to be as "human" as possible ("Key of the Real Boy"); Alternately, the player could run with the "Kill all Humans" line and play an automaton who sees itself as the first example of an evolutionary change. Perhaps the automaton is special because it's creator imbued it with aspects of a real person (memories, a soul, etc.) that gives it drive and character. There are lots of examples of these kinds of robot character motivations, but you get the idea.
QuoteFor rules purposes, I'd be tempted to construct the character by defining a "culture" with a required secret (like many of the cultural secrets from the book) such as "Secret of the Automata". This might give some basic advantages ("-1 Harm from physical attacks", "doesn't sleep", whatever) but mostly it acts as an entry point for other specialty secrets and keys that you create. Perhaps he has a secret of refreshing pools differently (getting a tune up), or a kind of Secret of Imbuement that lets the player define his body as armor and weapons.
Quote from: Doyce on February 03, 2007, 01:47:49 PMI'll Save all the aether radio stuff until later -- I do like it quite a lot, but I'm not sure if we're at that level of technology.
Quote from: Eero Tuovinen on February 04, 2007, 12:49:17 AMWow, gratifying that you actually used that to create a character. Interesting choices in character generation, too. It's notable for the GM that Craftsmanship, just like other passive abilities, actually doesn't do anything... damn, I just realized that I didn't account for the assignation of passive ability levels in my write-up.
QuoteHowever, it seems that you're starting with fever than normal Advances, and are not using the rest of chargen structures. Is this intentional, or did I confuse you with my Secret description?
QuoteThat's important, because without the Secret of tool use the GM has unlimited opportunities for complicating life for the poor robot, whose tool Abilities are stilted, specialized and without rational context compared to what humans have. The character might have steel claws or a chainsaw from Martial tools, but that doesn't mean she's worth shit as a bodyguard, when she lacks such human capabilities as threat evaluation (an unarmed assassin gets past Martial tools without a blink), understanding of the client (Martial tools won't tell her that her ward might need to, say, breathe when she manages to hide him in a swimming pool) or simply hiding (Martial tools wouldn't help in getting the client into a safe place, it's all about hacking and slashing recognized threats into pieces).
Quote from: Doyce on February 04, 2007, 10:44:19 AMI'm curious how you could would work that in play: let's say you have a non-typical threat to the animatron's ward -- a unarmed assassin or something -- the animatron still HAS Analysis, it's just untrained/incompetent. Per the normal rules, it's possible to role that untrained to detect the assassin's intent -- are you thinking that 'untrained' animatron skills can't be used at all?
QuoteFurther, and more importantly, what about using broad "Fuel-based" Abilities that HAVE ranks, but no Secret of Tool Use Secret with it. Given your comments here, it seems that what you're thinking is something along the lines of assigning penalty-dice to the character's rolls for any use of the skill that simulates a human skill that they DON'T have that "Secret of Tool Use" for. One Penalty Die? Two? I'm just curious what you're envisioning there.