Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[Mutants & Masterminds] A World Less Magical But No Less Fantastic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Davies" data-source="post: 8266728" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: orange">Tadeuth</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-NmTTQX6/0/01fe36ff/Th/Dakkam_001-Th.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Planets, within the Technate, fall into two basic categories. Either they have been declared open for settlement, or, for whatever reason, they have not. Even a planet that has been declared open will have territories that are restricted from settlement, whether because they contain threats to public safety or because they have been set aside as nature reserves. It is strictly contrary to the Technate's laws for any individual (or entity with the status of an individual) to own a majority of the open lands on a planet, and the Bureau of Law Enforcement monitors potential claims very carefully to ensure that no individual (or entity with the status of an individual) acquires ownership of that majority through proxies.</p><p></p><p>However, those restrictions exist because, in the 1970s*, an entity with the status of an individual <em>did</em> acquire the <em>overwhelming</em> majority of open lands on one particular planet, and successfully defended their right to do in court. The laws were changed to prevent this happening in the future, but could not be applied retroactively to break up the near-monopoly of ownership of the planet Tadeuth by the megacorporation of the same name. The Technate's authorities have had to settle for watching Tadeuth Incorporated like a wingbeast for any potential infractions that could let them break it up. So far, they haven't found any.</p><p></p><p>Tadeuth is, essentially, a planetary-scale amusement park. The smallest of its seven continents contains what one might expect from such a setting: a variety of rides, theatres, games and other playgrounds, with zoological displays the only noteworthy exception. There are extensive botanical gardens, some of the finest in the Technate, but from its foundation, Tadeuth Incorporated has been outspoken in its corporate belief that all animals deserve to exist in their natural habitat, and that even open range zoos are a contravention of that inalienable right. </p><p></p><p>However, the other six continents (and to a lesser extent the seas between them) are where the company makes most of its income. Tadeuth specializes in a form of entertainment that exists nowhere else in the Technate, and nowhere (<em>officially</em>) in the Imperium, either -- the live action wargame. These games include recreations of battles from the history of Chirab and other famous sea, air and land battles from the history of other worlds, but one of the continents is intended for purely fantastic battles that never happened and never could happen.</p><p></p><p>The battles are largely fought by armies of robots, with human guests taking the roles of generals who remain firmly at the rear of their forces, observing the action remotely. That said, there are some scenarios that involve guests taking the field as 'hero' units, often equipped with special powers enabled by technological devices provided (for a rental fee) or by subroutines in the robots' programming. There is a greater element of risk in such scenarios, and guests are warned that they are taking their lives in their hands by entering them. Nevertheless, people keep coming.</p><p></p><p>It should be emphasized that the robots of Tadeuth are no more slaves than any other robots in the Technate are. They are salaried employees who are paid very well for their work, and if there's almost nowhere to <em>spend</em> that money except in company-owned stores, that's just how things have worked out. Any robot who finds themself unsatisfied with their job can resign from their position and will even be given a complimentary ticket offworld. Very few robots express that dissatisfaction, and the company officially denies any reports that it assassinates robots who do so that, when they are reconstructed, they have no memories of that dissatisfaction. Such claims are baseless defamation.</p><p></p><p>Unbeknownst to the executives of Tadeuth Incorporated -- none of whom are robots -- that 'baseless defamation' has not been kept from the robot workers, despite their best efforts. And while the claims have never been proven, a small, secretive movement has grown among the robots in response, referred to as the Living Will society, particularly popular among those robots who work in the wargames. When a robot joins this movement, a copy of their consciousness is made and then stored in the memory of one of the planet's megaframe computers. Each such copy occupies terabytes of space, but this is basically a minute fraction of these devices' memory.</p><p></p><p>When a robot suffers injuries sufficient to require reconstruction, the robot's personal memories (as distinct from their procedural memories) are normally lost. When a robot who is part of the Living Will society is reconstructed, however, they will be contacted by other members of the society who will offer to have copies of those memories downloaded into them. Not all robots accept this offer, but none of those who don't have betrayed the secret of the society. Just how that secrecy has been kept is something that most members don't like to think about.</p><p></p><p>The reason for all this secrecy is quite simple. It is utterly illegal in the Technate to make a copy of a robot's memories in this fashion, or store them outside of a robot's 'brain', as there is nothing preventing someone from downloading those memories into two or more robots, essentially creating multiple copies of the same individual. Laws against that were part of the compromise accepted by robot leaders during the emancipation in order to assuage fears that the robots would be genuinely undying citizens of the Technate. They chose to voluntarily accept personality death, with every reconstruction essentially creating a new individual. The Living Will society has changed that completely for its membership.</p><p></p><p>If the board of Tadeuth Inc. ever learned of the existence of the society, their reaction would probably be somewhat horrific, as they would be afraid that the Technate would never believe that this illegality was going on without their knowledge. This would mostly because it actually <em>is</em> impossible that it is going on without the knowledge of <em>someone</em> at a lower level of management who is covering it up, for whatever reason. This situation could quite easily be the leverage that the Technate's Bureau of Law Enforcement needs to finally break up Tadeuth's monopoly ...</p><p></p><p>... and all they would have to do in the process is destroy a tiny candle of hope. </p><p></p><p><strong>Robot Soldiers -- PL 6/MR 8</strong></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-HP3fGxG/0/694079ae/S/retro_war___advance_wars___by_retronoob-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 5 | <strong>STA</strong> -- | <strong>AGL</strong> 0 | <strong>DEX</strong> 3 | <strong>FGT</strong> 4 | <strong>INT</strong> 1 | <strong>AWE</strong> 1 | <strong>PRE</strong> 1</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Reconstruction:</em></strong> Immortality 5 (minimum of 1 day), Check Required (Technology, DC 20), Quirk (loss of all memories)- 1 point</p><p><strong><em>Robotic Body: </em></strong>Immunity 50 (Fortitude effects, mental effects); Impervious Protection 6 - 62 points</p><p><strong><em>Sensory Package: </em></strong>Senses 2 (extended radio) - 2 points</p><p></p><p><strong><em>Advantages:</em></strong></p><p>Eidetic Memory, Equipment 4, Improved Initiative, Ranged Attack 4.</p><p></p><p><em>Equipment:</em></p><p>20 points of equipment as needed for assignment (usually a weapon, with armor being only a costume.)</p><p></p><p><strong>Skills:</strong></p><p>Perception 5 (+6), Technology 4 (+5), Vehicles 3 (+6).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +4</p><p>Unarmed +4 (Close Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 4, Parry 6, Fortitude Immune, Toughness 6, Will 4</p><p></p><p><strong>Totals:</strong></p><p>Abilities 20 + Powers 66 + Advantages 10 + Skills 6 + Defenses 9 = 111 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Obedience--Motivation. Secret</em></strong> (memory backup.) <strong><em>Others As Needed.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8266728, member: 30538"] [size=150][color=orange]Tadeuth[/color][/size][color=orange][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-NmTTQX6/0/01fe36ff/Th/Dakkam_001-Th.jpg[/img] Planets, within the Technate, fall into two basic categories. Either they have been declared open for settlement, or, for whatever reason, they have not. Even a planet that has been declared open will have territories that are restricted from settlement, whether because they contain threats to public safety or because they have been set aside as nature reserves. It is strictly contrary to the Technate's laws for any individual (or entity with the status of an individual) to own a majority of the open lands on a planet, and the Bureau of Law Enforcement monitors potential claims very carefully to ensure that no individual (or entity with the status of an individual) acquires ownership of that majority through proxies. However, those restrictions exist because, in the 1970s*, an entity with the status of an individual [i]did[/i] acquire the [i]overwhelming[/i] majority of open lands on one particular planet, and successfully defended their right to do in court. The laws were changed to prevent this happening in the future, but could not be applied retroactively to break up the near-monopoly of ownership of the planet Tadeuth by the megacorporation of the same name. The Technate's authorities have had to settle for watching Tadeuth Incorporated like a wingbeast for any potential infractions that could let them break it up. So far, they haven't found any. Tadeuth is, essentially, a planetary-scale amusement park. The smallest of its seven continents contains what one might expect from such a setting: a variety of rides, theatres, games and other playgrounds, with zoological displays the only noteworthy exception. There are extensive botanical gardens, some of the finest in the Technate, but from its foundation, Tadeuth Incorporated has been outspoken in its corporate belief that all animals deserve to exist in their natural habitat, and that even open range zoos are a contravention of that inalienable right. However, the other six continents (and to a lesser extent the seas between them) are where the company makes most of its income. Tadeuth specializes in a form of entertainment that exists nowhere else in the Technate, and nowhere ([i]officially[/i]) in the Imperium, either -- the live action wargame. These games include recreations of battles from the history of Chirab and other famous sea, air and land battles from the history of other worlds, but one of the continents is intended for purely fantastic battles that never happened and never could happen. The battles are largely fought by armies of robots, with human guests taking the roles of generals who remain firmly at the rear of their forces, observing the action remotely. That said, there are some scenarios that involve guests taking the field as 'hero' units, often equipped with special powers enabled by technological devices provided (for a rental fee) or by subroutines in the robots' programming. There is a greater element of risk in such scenarios, and guests are warned that they are taking their lives in their hands by entering them. Nevertheless, people keep coming. It should be emphasized that the robots of Tadeuth are no more slaves than any other robots in the Technate are. They are salaried employees who are paid very well for their work, and if there's almost nowhere to [i]spend[/i] that money except in company-owned stores, that's just how things have worked out. Any robot who finds themself unsatisfied with their job can resign from their position and will even be given a complimentary ticket offworld. Very few robots express that dissatisfaction, and the company officially denies any reports that it assassinates robots who do so that, when they are reconstructed, they have no memories of that dissatisfaction. Such claims are baseless defamation. Unbeknownst to the executives of Tadeuth Incorporated -- none of whom are robots -- that 'baseless defamation' has not been kept from the robot workers, despite their best efforts. And while the claims have never been proven, a small, secretive movement has grown among the robots in response, referred to as the Living Will society, particularly popular among those robots who work in the wargames. When a robot joins this movement, a copy of their consciousness is made and then stored in the memory of one of the planet's megaframe computers. Each such copy occupies terabytes of space, but this is basically a minute fraction of these devices' memory. When a robot suffers injuries sufficient to require reconstruction, the robot's personal memories (as distinct from their procedural memories) are normally lost. When a robot who is part of the Living Will society is reconstructed, however, they will be contacted by other members of the society who will offer to have copies of those memories downloaded into them. Not all robots accept this offer, but none of those who don't have betrayed the secret of the society. Just how that secrecy has been kept is something that most members don't like to think about. The reason for all this secrecy is quite simple. It is utterly illegal in the Technate to make a copy of a robot's memories in this fashion, or store them outside of a robot's 'brain', as there is nothing preventing someone from downloading those memories into two or more robots, essentially creating multiple copies of the same individual. Laws against that were part of the compromise accepted by robot leaders during the emancipation in order to assuage fears that the robots would be genuinely undying citizens of the Technate. They chose to voluntarily accept personality death, with every reconstruction essentially creating a new individual. The Living Will society has changed that completely for its membership. If the board of Tadeuth Inc. ever learned of the existence of the society, their reaction would probably be somewhat horrific, as they would be afraid that the Technate would never believe that this illegality was going on without their knowledge. This would mostly because it actually [i]is[/i] impossible that it is going on without the knowledge of [i]someone[/i] at a lower level of management who is covering it up, for whatever reason. This situation could quite easily be the leverage that the Technate's Bureau of Law Enforcement needs to finally break up Tadeuth's monopoly ... ... and all they would have to do in the process is destroy a tiny candle of hope. [b]Robot Soldiers -- PL 6/MR 8[/b] [img]https://photos.smugmug.com/My-First-Gallery/i-HP3fGxG/0/694079ae/S/retro_war___advance_wars___by_retronoob-S.jpg[/img] [b]Abilities: STR[/b] 5 | [b]STA[/b] -- | [b]AGL[/b] 0 | [b]DEX[/b] 3 | [b]FGT[/b] 4 | [b]INT[/b] 1 | [b]AWE[/b] 1 | [b]PRE[/b] 1 [b]Powers: [i]Reconstruction:[/i][/b] Immortality 5 (minimum of 1 day), Check Required (Technology, DC 20), Quirk (loss of all memories)- 1 point [b][i]Robotic Body: [/i][/b]Immunity 50 (Fortitude effects, mental effects); Impervious Protection 6 - 62 points [b][i]Sensory Package: [/i][/b]Senses 2 (extended radio) - 2 points [b][i]Advantages:[/i][/b] Eidetic Memory, Equipment 4, Improved Initiative, Ranged Attack 4. [i]Equipment:[/i] 20 points of equipment as needed for assignment (usually a weapon, with armor being only a costume.) [b]Skills:[/b] Perception 5 (+6), Technology 4 (+5), Vehicles 3 (+6). [b]Offense:[/b] Initiative +4 Unarmed +4 (Close Damage 5) [b]Defense:[/b] Dodge 4, Parry 6, Fortitude Immune, Toughness 6, Will 4 [b]Totals:[/b] Abilities 20 + Powers 66 + Advantages 10 + Skills 6 + Defenses 9 = 111 points [b]Complications: [i]Obedience--Motivation. Secret[/i][/b] (memory backup.) [b][i]Others As Needed.[/i][/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[Mutants & Masterminds] A World Less Magical But No Less Fantastic
Top