[Recruiting] the Cybernetic Revolution (IR spin-off)


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Gomez said:
Why would you ever put points into a Combat skill when you can spend those same 3 points to get a +1 BAB on all attacks or 2 points for a +1 to AC?

Specialization. You still can't raise your BAB faster then Good. But, if you wanted to become the worlds premiere naval superpower the skills are there.
 

Heh. No idea whether I'll have time for this, but let me say, pretty damn cool.

A question: how does one win a non-military victory? Barring NPC city-states, for example, Diplomacy doesn't seem to have much use... how does someone drive someone to ecomnomic ruin, for example? How do you "flood the market with low-priced imports", or what have you?
 

Oh yeah, there is no formula for how much food, clothes, ect, to make because everything is abstracted. You can get away with lower quotas if you have a good PR campaign. The population numbers are just to give you an idea of what you have to work with.
 

Thomas Hobbes said:
Heh. No idea whether I'll have time for this, but let me say, pretty damn cool.

A question: how does one win a non-military victory? Barring NPC city-states, for example, Diplomacy doesn't seem to have much use... how does someone drive someone to ecomnomic ruin, for example? How do you "flood the market with low-priced imports", or what have you?

Perhaps I should rename Diplomacy 'Mass Media' or even 'Spin'? :) Diplomacy is an odd skill that is as much RP as it is dice rolling. Normally I ask PCs to RP the attempt then I secretly roll and just use my judgement to decide how the NPC reacts. I think if you (as the AI) are negotiating directly with another AI I will dispense with the roll. But if those duties are being carried out by underlings then I will roll for you.

Trying to ruin another cities economy would be a series of contested skill checks. I think I am going to have one turn equal 3 months. So, over time you could do so. There is no money. Everything is in credits. The hard part is that robots are not consumers. While they do need things, they don't want things.
 

So... is this basically what I'll be doing for a first level character?

Strength: (This stat would be a measure of your nation’s military power): 14
Dexterity: (Your industrial manufacturing ability): 14
Constitution: (The overall toughness and redundancy of your systems): 12
Intelligence: (Research and development.): 16
Wisdom: (Foreign intelligence and espionage.): 14
Charisma: (Diplomatic skills and public relations with humans.): 10

Total: 80 / 2 = 40 points

BAB: +0 (0 points)
AC: +1 (2 points)
Will Save: +2 (2 points)
HD: d8 (2 points)
Skills: 8+Int Mod (2 points)
Feat (when added): (2 points)
Total = 10 points


Obviously, the feat thing is pending feats actually being added to the game. Also, how many points I spend on Skills will depend on the full skill list... This is just a basic idea of what I am thinking at this point.
 
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Vendetta said:
So... is this basically what I'll be doing for a first level character?

Strength: (This stat would be a measure of your nation’s military power): 14
Dexterity: (Your industrial manufacturing ability): 14
Constitution: (The overall toughness and redundancy of your systems): 12
Intelligence: (Research and development.): 16
Wisdom: (Foreign intelligence and espionage.): 14
Charisma: (Diplomatic skills and public relations with humans.): 10

Total: 80 / 2 = 40 points

BAB: +0 (0 points)
AC: +1 (2 points)
Will Save: +2 (2 points)
HD: d8 (2 points)
Skills: 8+Int Mod (2 points)
Feat (when added): (2 points)
Total = 10 points


Obviously, the feat thing is pending feats actually being added to the game. Also, how many points I spend on Skills will depend on the full skill list... This is just a basic idea of what I am thinking at this point.

Yeah, you got it. I don't think I will be adding any more skills unless I have a brilliant idea. I have to work today :( but when I get home I will mess with the feats.
 

Is this something like what you had in mind?


Basic Abilities:

Strength: 8
Dexterity: 18
Constitution: 18
Intelligence: 18
Wisdom: 10
Charisma: 8

Total: 80 / 2 = 40 points

---

Level One:

BAB: +0 (0 points)
AC: +0 (0 points)
Saves: +0 (0 points)
HD: d4 (1 point)
Skills: 8+int (2 points)
Constitution: +6 (3 points)
Intelligence: +8 (4 points)

Total = 10 points

---

Summation:

Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 24 (+7)
Intelligence: 26 (+8)
Wisdom: 10 (+0)
Charisma: 8 (-1)

HD: 1d4+7
HP: 11
BAB: +0
Attack: -1, By weapon
AC: 14 (10+0+4)
Fortitude: +7 (0+7)
Reflex: +4 (0+4)
Will: +0 (0+0)

Skillpoints: 64 (8+8 x4)
Skills: (max-ranks: 4)

Feats: 0

Equipment: 1 City, 3000 robots, 1000 humans, ?# weapons, ?# aircraft, ?# spacecraft, 0 naval vessels, ?# land vessels. Industrial Infrastructure: level 1.


Name of City/Computer:

Description of City: It doesn't look like much from the surface, merely a collection of scattered hydroponic domes and metal-ore warehouses connected with concrete roads. The colony stands on a 30 degree slope on the mountain-side above a highland valley gradually being filled with excavated stone. A small launching-pad for air-craft stands isolated a quarter-mile away from the settlement, it's underground hangars mostly empty.

Most of the city is located underground and an extensive network of tunnels connect the different facilities. Quarters consist of cramped concrete cells organized in clusters close to the surface, provided with meager (if practically sufficient) home-entertainment and communication systems. The central node of the colony's habitation-level is a large natural underground cavern, where most of the commerce and public social events take place. The humans work in the service-sector of the colony and spend most of their time entertaining and maintaining themselves and each others. Production and orgainzation is better managed by robots and computers.
Beneath the habitation level extends a vast and growing network of excavated tunnels, caverns and casms, probing deep into the planet's crust, where robotic mining-drones are busy adding to the metal-wealth of the colony.
The city's industry is being built in the lowest tunnels and caverns, a claustrophobic airless hell for a human it is an excellent working environment for the colony's industrial robots. Undisturbed by the elements they work tirelessly for the benefit of the colony.
Deeper still, basking in the gentle warmth radiating from far below, lies the guiding mind of the colony, secure in a titanium bunker. Connected to the city above with an intricate spiderweb of cables, the computer sees all, knows all, and rules all.


Surrounding geography: A vast mountainous plateau on the southern hemisphere, reminiscent of Tibet, bordering a desert-region to the south and a primitive rain-forest to the north.
The plateau is poor in indigenous life-forms, the vegetation consists mostly of hardy mosses in the highlands and in the lowlands tortured wind-scourged miniature trees. Most of the terrain completely lacks any vegetation and consists primarily of glaciers and icy deserts. Animal life is scarce, though in the lowlands mosqitos and other insect-life is plentiful in the summer.
Weather is harsh and highly seasonal. Tropical storms scour the foothills of the north during the summer and bring much needed warmth and moisture to the plateau, but blizzards are far more common in the other months and the dry winds from the south are predominant. Cold is the norm.

Imports: Self sufficient. The isolated location of the colony has required the computer to develop a diversified economy. Food and consumer goods are scarce and tie up a considerable part of the city's resources, but are hopefully sufficient for the moment.

Exports: The reason for placing the city in such an inhospitable terrain was to gain easy access to rich deposits of a wide range of minerals. The city may be able to export metal-products to the global markets, if there was a need for such products.
 
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