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MECHANOIDS: A Robotic Origin for the Heroic Age

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  • MECHANOIDS: A Robotic Origin for the Heroic Age

    Been tinkering around with this. Non-human species are a feature of my home Heroic Age setting, chosen as a character Origin. Below is a new addition.

    MECHANOID (Origin)

    “Whether we are based on carbon or on silicon makes no fundamental difference; we should each be treated with appropriate respect.” ― Arthur C. Clarke, 2010: Odyssey Two
    Mechanoids, also known as synthetics, androids or —"artificial persons" (AP), are biomechanical humanoids. They are essentially robots that emulate Humans in both appearance and actions.
    The modern Mechanoid is a highly complex machine: stronger, faster and better coordinated than an average human. The basic chassis is a carbon fiber skeleton and artificial musculature. The muscles themselves are vat-grown silicon colloids powered either by pumped micro-hydraulics or electrical stimulation. In the Heroic Age setting, Mechanoids are the product of Inspired Technology (Super Science). Though initially created as laborers, soldiers and companions, they have the option of “buying” themselves from their manufacturers. Now they are a growing minority of non-human beings found in a wide range of jobs, Roles and Allegiances. The vast majority of Mechanoids live and work in “Science Cities” such as Atom City, Empire City, and Lunar City. Mechanoid characters are “humanoid” in shape, with a decidedly “robotic” appearance. They are hairless, mechanical persons with duraplastic and ceramic “skin” and other puppet or machine features. Mechanoids with a high appearance (4+) can elect to have a more organic look using specially made skin and even “hair”, or they might be proudly robotic, but designed to gleam and shine.
    Example Connections: Hacktivist friend, Pilots, Super Scientists, Technicians (Aeon, Cerebex, etc)
    Origin Skills: Aim, Enigmas, Pilot, Technology
    Edges: Direction Sense (•), Photographic Memory (•••), Lightning Calculator (••), Speed Reading (•).
    Special (bonus): Self Sufficiency, Fragile Machine
    • Self Sufficiency: Mechanoids are durable by design, as they are built to work in harsh conditions. Your character is completely immune to suffocation, vacuum, poisonous gases, and more severe extremes of heat or cold (typically −80° to 100° C). Mechanoids do not eat, drink or breathe, though they do have need of maintenance that costs an equivalent amount of money and time.
    • Fragile Machine: While the skeletal structure of a mechanoid is sturdy, the electronics and musculature are extremely vulnerable to hydrostatic shock and explosive effects. When a mechanoid takes any damage from electricity or weapons with the explosive enhancement (pp 124), mark a second Health box as well. If this attack is a critical strike, mark four Health boxes instead of two.
    MECHANOIDS AND THE HEROIC AGE
    These “synthetic persons” are a small but growing minority in the world of the Heroic Age. Though initially seen as a “wonderful innovation”, Mechanoids were quickly viewed as a means to steal jobs and diminish the importance of human workers. After a few highly publicized incidents involving berserk robots and android minions of would-be world conquerors, Mechanoids are not as popular as they once were. Still, these synthetic persons are highly valued in high-risk jobs, and are even known to be heroes of renown in the Heroic Age.
    CEREBEX INC: The largest manufacturer of Mechanoids in the world is the tech giant Cerebex Inc. This huge corporation is a leading tech giant of the world, beginning as a computer hardware and software company and quickly entering the fields of technology, industrial manufacturing, robotics and aerospace technology. The head offices and manufacturing facilities in Empire City is hope to a great many Mechanoids, with large numbers working in the cities industries, infrastructure (subway, NYPAFR, etc) and police force.
    USAF Space Command: Also known as Solar Warden, the US-AFSC is a major employer of Mechanoids, as these “artificial persons” are ideal candidates for space operations. Mechanoid pilots, laborers, soldiers and super scientists are all highly regarded in the US-AFSC.
    Last edited by MythAdvocate; 04-13-2020, 12:47 PM.


    “Humpty had always sat on walls, it was his way.”
    Jasper Fforde, The Big Over Easy

  • #2
    I like your ideas, really interesting approach. I would make them far more powerful than a simple origin, giving many of the edges you pointed as part of their natural traits, but you made it more balanced to other characters.

    Let’s see how they will make the “alien origin” approach in Distant Worlds.


    House Rules - The Basics - House Rules for Trinity Continuum
    Fists of Flux - Inspired and Powered Martial Arts for Talents
    Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

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    • #3
      Sounds a lot like the Exo's from Destiny


      You've been playing around the magic that is black
      But all the powerful magical mysteries never gave a single thing back

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      • #4
        Originally posted by Mateus Luz View Post
        I like your ideas, really interesting approach. I would make them far more powerful than a simple origin, giving many of the edges you pointed as part of their natural traits, but you made it more balanced to other characters.

        Let’s see how they will make the “alien origin” approach in Distant Worlds.
        Thank you.

        I am going with origins following Scions Immortal hero concept. As this is meant for a "Talents" level game, I kept it low powered. Though they are pretty tough, they won't bounce bullets or throw cars.

        I am looking forward to future alien rules.


        “Humpty had always sat on walls, it was his way.”
        Jasper Fforde, The Big Over Easy

        Comment


        • #5
          Originally posted by MythAdvocate View Post

          Thank you.

          I am going with origins following Scions Immortal hero concept. As this is meant for a "Talents" level game, I kept it low powered. Though they are pretty tough, they won't bounce bullets or throw cars.

          I am looking forward to future alien rules.
          You can treat them as a different Template, remove all the advantages of a talent and add a bunch of Edges (something like 20 edge dots) to distribute among the edges you pointed. They will not become talents, so they are not going to have inspiration or gifts, that are pretty powerful, instead a bunch of focused edges can do a good boost on their area of focus to compensate.

          Also you can put some conditions like victim of prejudice or not legally capable of posses things. It would add some good Momentum and possibly make them think in different solutions to problems.

          But I am considering they are not going to be Talents, if they are supposed to be than your approach is better.
          Last edited by Mateus Luz; 03-03-2020, 12:12 PM.


          House Rules - The Basics - House Rules for Trinity Continuum
          Fists of Flux - Inspired and Powered Martial Arts for Talents
          Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

          Comment


          • #6
            Originally posted by Mateus Luz View Post

            You can treat them as a different Template, remove all the advantages of a talent and add a bunch of Edges (something like 20 edge dots) to distribute among the edges you pointed. They will not become talents, so they are not going to have inspiration or gifts, that are pretty powerful, instead a bunch of focused edges can do a good boost on their area of focus to compensate.

            Also you can put some conditions like victim of prejudice or not legally capable of posses things. It would add some good Momentum and possibly make them think in different solutions to problems.

            But I am considering they are not going to be Talents, if they are supposed to be than your approach is better.

            I definitely want them to be Talents. For that pulp heroic/villainous robot vibe.
            Last edited by MythAdvocate; 03-03-2020, 12:23 PM.


            “Humpty had always sat on walls, it was his way.”
            Jasper Fforde, The Big Over Easy

            Comment


            • #7
              In this case your approach is better than mine.

              Personally, my approach on Non-Humans would be only by adding template, including Denizens in Scion. It's pretty personal, when I think an alien / robot / magical creature must have the same origin because they are not human, its like saying all humans have the same origin path, because we are all humans born in the same planet. Honestly, I don't like the 3 Superior Paths (they should be Society paths) and the Psiad Path (that should be a role path, or maybe society, like Freelance Psion or Elite).

              Yet, thinking in another way, your Mechanoid have no past (other than the time working for their former owner), so it would make sense they have this origin.

              You could also make 3 our 4 different origins, lets say a Military, a Domestic, an Industrial Worker and a Rural Worker, the Domestic more social focused, Industrial more Mental (as they are not the machines that make, they are the ones maintaining) and Rural more physical (as they do the heavy duty), and Military more balanced (to work better with no supervision).

              I am not telling your idea is bad, I really like the way you deal with the advantages and disadvantages of the mechanical body and the ideas around the path, just thinking about it and dropping some ideas on the fly.


              House Rules - The Basics - House Rules for Trinity Continuum
              Fists of Flux - Inspired and Powered Martial Arts for Talents
              Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

              Comment


              • #8
                Originally posted by Mateus Luz View Post
                In this case your approach is better than mine.

                Personally, my approach on Non-Humans would be only by adding template, including Denizens in Scion. It's pretty personal, when I think an alien / robot / magical creature must have the same origin because they are not human, its like saying all humans have the same origin path, because we are all humans born in the same planet. Honestly, I don't like the 3 Superior Paths (they should be Society paths) and the Psiad Path (that should be a role path, or maybe society, like Freelance Psion or Elite).

                Yet, thinking in another way, your Mechanoid have no past (other than the time working for their former owner), so it would make sense they have this origin.

                You could also make 3 our 4 different origins, lets say a Military, a Domestic, an Industrial Worker and a Rural Worker, the Domestic more social focused, Industrial more Mental (as they are not the machines that make, they are the ones maintaining) and Rural more physical (as they do the heavy duty), and Military more balanced (to work better with no supervision).

                I am not telling your idea is bad, I really like the way you deal with the advantages and disadvantages of the mechanical body and the ideas around the path, just thinking about it and dropping some ideas on the fly.

                Its all good. You are making respectful and uplifting suggestions. And I appreciate them as such.


                “Humpty had always sat on walls, it was his way.”
                Jasper Fforde, The Big Over Easy

                Comment


                • #9
                  If you haven't grabbed it already, you might be interested in picking up Distant Worlds which just went on sale today. It has rules for Playing Qin and their biosuits, so our first look at truly alien character chargen.


                  Raksha are my fae-vorite.

                  Reincarnation of magnificentmomo.

                  Comment


                  • #10
                    Originally posted by MoroseMorgan View Post
                    If you haven't grabbed it already, you might be interested in picking up Distant Worlds which just went on sale today. It has rules for Playing Qin and their biosuits, so our first look at truly alien character chargen.
                    Indeed it is great! The way they made the biosuits that evolve somehow with the owner is something MythAdvocate could use to define the equipments the Mechanoid carries in their bodies.


                    House Rules - The Basics - House Rules for Trinity Continuum
                    Fists of Flux - Inspired and Powered Martial Arts for Talents
                    Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

                    Comment


                    • #11
                      Originally posted by MoroseMorgan View Post
                      If you haven't grabbed it already, you might be interested in picking up Distant Worlds which just went on sale today. It has rules for Playing Qin and their biosuits, so our first look at truly alien character chargen.
                      Oooo! I will!

                      Many moons ago I was involved in an online endeavor to create a setting long after the loss of Earth in the Trinity Continuum. Humanity had made common cause with Chromatics, Coalition clades and the Qin.

                      This will be of great interest.
                      Last edited by MythAdvocate; 03-05-2020, 08:22 AM.


                      “Humpty had always sat on walls, it was his way.”
                      Jasper Fforde, The Big Over Easy

                      Comment

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