We, Robots

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Re: We, Robots

Post  RavenscroftRaven on Sat Oct 13, 2012 3:12 am

You know, I agree with you there. That would also work, by my Fancy Maths skill, making the disadvantage actually a disadvantage and kicking the free utility would also work in balancing its overall power level, according to my scouter.
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Re: We, Robots

Post  Appkes on Sat Oct 13, 2012 10:41 am

Sure, I didnt really like giving robots more utilities anyway.

Editited.
Also dropped EEE to 2/day
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Re: We, Robots

Post  Cardbo on Sun Oct 28, 2012 2:40 am

Memory Wipe
Prerequisite - Robot
You don't know who you are, or where you came from. As such, this hampers your ability to make history checks. You make them at -10, but you start the day with an extra magic point.

Ridiculously Life-like
Prerequisite - Robot
You are, amazingly life-like. Anyone rolling a perception check against you, will only notice this fact, if they roll 30 or higher.
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Re: We, Robots

Post  Appkes on Sun Oct 28, 2012 10:15 am

Danger Detector
Prerequisite
- Robot
You are equipped with a device that can detect incoming danger. You gain a +10 to passive perception checks involving imminent danger, to you only.

Thinking of dropping Power to the People as a racial trait, as enforcing fluff is really quite stupid when looked at in the light of several weeks later.
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Re: We, Robots

Post  Masterweaver on Sun Oct 28, 2012 10:25 am

Actually, in combination with a couple of robot talents I managed to start out with THREE Magic points a day. So the whole "Can't use talents without power" might be worthwhile.
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Re: We, Robots

Post  Doc pseudopolis on Sun Oct 28, 2012 10:46 am

With 3 laws compliant, memory wipe and derp you start each day with a grand total of 4 magic points. However for those 4 points you have spent 3 utility talents, Critical fail 3 times as much, have a -10 modifier for history checks and have to follow the 3 laws or temporarily shutdown.
The fuel requirement for talents sounds fairly fair...on the other hand you could have it fill a position like derp, 3 laws compliant and memory wipe.

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Re: We, Robots

Post  Masterweaver on Sun Oct 28, 2012 12:27 pm

There's also the fact that the fuel is defined as "Whatever, boss!" I could say my robot runs on it own motion and, so long as it's flicking its tail back and forth, he could use his powers. How about you make the basic fuel have some limitations--"Must be something you have to purchase" for instance--and then have a utility talent for more useful fuels?
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Re: We, Robots

Post  Cardbo on Sun Oct 28, 2012 4:31 pm

I'm ambivalent of making about making it anymore complex than it needs to be. I would say that it has to be something that you could reasonably have a chance of running out of.
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Re: We, Robots

Post  Appkes on Sun Oct 28, 2012 6:30 pm

Okay, I'll just keep rewording it until you guys like it.
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Re: We, Robots

Post  Cardbo on Sun Oct 28, 2012 6:37 pm

Hmm...just thought of something. Do robots get a Cutie Mark? It would determine whether they get 3 trainings or 2.
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Re: We, Robots

Post  Appkes on Tue Oct 30, 2012 1:38 pm

They're non-pony constructs, so no CutieMark
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Re: We, Robots

Post  Masterweaver on Tue Oct 30, 2012 2:56 pm

Actually

Specialized Design
The robot may obtain a cutie mark bonus.
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Re: We, Robots

Post  Cardbo on Tue Oct 30, 2012 7:20 pm

Masterweaver wrote:Actually

Specialized Design
The robot may obtain a cutie mark bonus.

I was thinking of something like that, but wasn't sure how to put it in game. This works, I think.
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Re: We, Robots

Post  Appkes on Wed Oct 31, 2012 3:18 am

For a utility talent, a CM just seems... wrong, I guess?

Maybe it's just me, but whatever.
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Re: We, Robots

Post  Cardbo on Sat Nov 03, 2012 3:26 am

Appkes wrote:For a utility talent, a CM just seems... wrong, I guess?

Maybe it's just me, but whatever.

A CM in addition to 3 trained skills. OTOH, would that be unbalanced in the opposite direction, too strong, I mean.
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Re: We, Robots

Post  Appkes on Mon Nov 05, 2012 6:47 pm

I love this race so grilled much.




That's not intentional, it was autocorrect deciding that "Freaking" needed to be "Grilled"
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Re: We, Robots

Post  Whiteeyes on Thu Dec 06, 2012 3:55 pm

Any thoughts on this now that we've got genetics (ironically)? I was also thinking of taking a crack at making this with a mind toward the origin of robots in mythology: Magically Animated Bronze Statues! The idea of fuel, laws, moving parts, etc. are a result of modern thinking about robots. In the original Greek, they were simply living statues. In fact, they were just as smart, emotional, an free willed as anyone else. The only thing marking them as different was what they were made out of.

Is anybunny else interested in this idea?
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Re: We, Robots

Post  Cardbo on Thu Dec 06, 2012 6:33 pm

Sounds good. How about this.

Magical Attunement (1)
Sharp Eyes (1)
Mechanical (2)
Cutie-mark (2)

Well, granted, this is just a sample. I assume every robot is going to be different based on whoever made them.
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Re: We, Robots

Post  Whiteeyes on Thu Dec 06, 2012 7:04 pm

Nice, here is my own set.

Specialist (1)
Mechanical (2)
Best of the Breed (3)

Specialist and BoB let Robots set their stats at wild levels of fluctuation representing them being made for a purpose. The 8 point version also has Overachiver and Magical Attunement to allow them even greater specialization and to represent their connection to magic.
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Re: We, Robots

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