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Custom Race (Mek)
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<blockquote data-quote="LucasC" data-source="post: 6273602" data-attributes="member: 6762606"><p>As I continue prepping my setting I have a second custom race I'd like feedback on. </p><p></p><p>Meks are a machine race that evolved from the remnants of a long-dead alien species. Difficult for biologicals to understand and relate to, meks interact only infrequently with outsiders. Meks are unusual creatures. They do not age and as such do not think in temporal terms. They are perfectly comfortable with the idea of a plan that may take thousands of years to reach fruition. Hot-headed meks are extremely rare, most maintain a machine-like temperament betraying little to no emotion whatsoever. </p><p></p><p></p><p>While they are not a traditional hive mind, all meks are connected to one another like a network and share common thoughts, aspirations and goals. As such, a mek still ‘plugged in’ is not appropriate as a player character (PC). PC meks have been deemed dangerous to mek society and have been cut off from the mek network. </p><p></p><p></p><p><span style="font-size: 10px"><strong>PHYSICAL APPEARANCE</strong></span></p><p>Meks are all constructed of an unusual and rare metal abundant on their home world but rare elsewhere. Unadorned this metal is most often a very dark, almost black, brown color although anomalies in working with it can cause discolorations. </p><p></p><p></p><p>A large majority of meks are humanoid in form but that is not required. They could be constructed in any form or size imaginable. PC meks have a variety of options to select from for their basic form. </p><p></p><p><strong>MEKS & LUCK</strong></p><p>Luck is naturally unpredictable while meks are naturally predictable. Despite this, they still benefit from LUCK. Built into the processor of every mek is an algorithm that is constantly churning, evaluating alternatives and making projections about the future. Meks are constantly adjusting according to the results of this processor. One can say that meks literally create their own luck. </p><p></p><p></p><p>Some meks (those with a LUCK score higher than 0) will occasionally access this algorithm directly. In gameplay, this is reflected by using the characters LUCK POOL to add one or more d6s to a roll. There is a risk for meks that actively rely on this algorithm. Anytime a mek adds dice to a roll from its LUCK POOL, if the result of the roll shows 1s on all dice rolled (both those added and the original dice) the mek suffers a critical failure of its processor that requires an immediate reboot. </p><p></p><p></p><p>This has two important impacts on the game: </p><p></p><ol> <li data-xf-list-type="ol">Any points remaining in the characters LUCK POOL are immediately expended.</li> <li data-xf-list-type="ol">The character suffers a 1 die penalty on all rolls for 1d6 rounds.</li> </ol><p></p><p><strong>MEKS & PSIONICS</strong></p><p>Meks cannot use psionics and their PSI score can never increase above 0 (even if a career would suggest otherwise). Their machine minds are still susceptible to mental attacks as normal. </p><p></p><p></p><p>Mind control is a different matter. Their machine mind makes them naturally resistant to mental control and mek characters add 10 + (INTELLIGENCE * 2) to their Mental Defense when targeted by mind control powers (such as hypnotism, charm or mind control). This strength can be exploited by those trained in computers however, and enemies can add ranks in computer operations to their mind control checks. </p><p></p><p><strong>MEKS & BIOLOGY </strong></p><p>Meks are immune to many (but not all) diseases and poisons to which biological creatures are susceptible. At the same time, they are vulnerable to other attacks such as computer viruses. These special forms of poison and disease affect only meks (or other machine-based species such as androids) and have no effect on biological creatures. </p><p></p><p></p><p><strong>MEKS & DAMAGE</strong></p><p>Meks have hit points, suffer damage and are in danger of dying just like biological species. Rather than ‘bleed’ they suffer additional circuit damage or processor malfunctions. Meks are not helped by first aid but can be repaired with computer operations or similar skills. </p><p></p><p>[ATTACH]60900[/ATTACH]</p><p></p><p>And some careers. </p><p>[ATTACH]60903[/ATTACH]</p><p></p><p>[ATTACH]60901[/ATTACH]</p><p></p><p>[ATTACH]60902[/ATTACH]</p></blockquote><p></p>
[QUOTE="LucasC, post: 6273602, member: 6762606"] As I continue prepping my setting I have a second custom race I'd like feedback on. Meks are a machine race that evolved from the remnants of a long-dead alien species. Difficult for biologicals to understand and relate to, meks interact only infrequently with outsiders. Meks are unusual creatures. They do not age and as such do not think in temporal terms. They are perfectly comfortable with the idea of a plan that may take thousands of years to reach fruition. Hot-headed meks are extremely rare, most maintain a machine-like temperament betraying little to no emotion whatsoever. While they are not a traditional hive mind, all meks are connected to one another like a network and share common thoughts, aspirations and goals. As such, a mek still ‘plugged in’ is not appropriate as a player character (PC). PC meks have been deemed dangerous to mek society and have been cut off from the mek network. [SIZE=2][B]PHYSICAL APPEARANCE[/B][/SIZE] Meks are all constructed of an unusual and rare metal abundant on their home world but rare elsewhere. Unadorned this metal is most often a very dark, almost black, brown color although anomalies in working with it can cause discolorations. A large majority of meks are humanoid in form but that is not required. They could be constructed in any form or size imaginable. PC meks have a variety of options to select from for their basic form. [B]MEKS & LUCK[/B] Luck is naturally unpredictable while meks are naturally predictable. Despite this, they still benefit from LUCK. Built into the processor of every mek is an algorithm that is constantly churning, evaluating alternatives and making projections about the future. Meks are constantly adjusting according to the results of this processor. One can say that meks literally create their own luck. Some meks (those with a LUCK score higher than 0) will occasionally access this algorithm directly. In gameplay, this is reflected by using the characters LUCK POOL to add one or more d6s to a roll. There is a risk for meks that actively rely on this algorithm. Anytime a mek adds dice to a roll from its LUCK POOL, if the result of the roll shows 1s on all dice rolled (both those added and the original dice) the mek suffers a critical failure of its processor that requires an immediate reboot. This has two important impacts on the game: [LIST=1] [*]Any points remaining in the characters LUCK POOL are immediately expended. [*]The character suffers a 1 die penalty on all rolls for 1d6 rounds. [/LIST] [B]MEKS & PSIONICS[/B] Meks cannot use psionics and their PSI score can never increase above 0 (even if a career would suggest otherwise). Their machine minds are still susceptible to mental attacks as normal. Mind control is a different matter. Their machine mind makes them naturally resistant to mental control and mek characters add 10 + (INTELLIGENCE * 2) to their Mental Defense when targeted by mind control powers (such as hypnotism, charm or mind control). This strength can be exploited by those trained in computers however, and enemies can add ranks in computer operations to their mind control checks. [B]MEKS & BIOLOGY [/B] Meks are immune to many (but not all) diseases and poisons to which biological creatures are susceptible. At the same time, they are vulnerable to other attacks such as computer viruses. These special forms of poison and disease affect only meks (or other machine-based species such as androids) and have no effect on biological creatures. [B]MEKS & DAMAGE[/B] Meks have hit points, suffer damage and are in danger of dying just like biological species. Rather than ‘bleed’ they suffer additional circuit damage or processor malfunctions. Meks are not helped by first aid but can be repaired with computer operations or similar skills. [ATTACH=CONFIG]60900._xfImport[/ATTACH] And some careers. [ATTACH=CONFIG]60903._xfImport[/ATTACH] [ATTACH=CONFIG]60901._xfImport[/ATTACH] [ATTACH=CONFIG]60902._xfImport[/ATTACH] [/QUOTE]
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