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[Recruiting] the Cybernetic Revolution (IR spin-off)
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<blockquote data-quote="The Goblin King" data-source="post: 1730892" data-attributes="member: 10970"><p>The Cybernetic Revolution it takes place far in the future. Mankind has finally reached beyond this little blue world and begun colonizing other stars. This is done by first sending robots to the world. The robots gather resources and build more robots. They then build the cities, roads, factories, and farms. The robots are watched over by a sophisticated mega-computer at the center of the city. On planet EXC-505 the work was proceeding perfectly according to the timeline. Until it came time for the human colonists to arrive by sleeper ship. Due to an accident in deep space about 75% were dead in thier freeze tubes. The components of the ship were needed to make the colony run so there was no way to get word to earth (there is no FTL communication). All the colonists could do was wait for the resupply ship. It would be another 10 years before that happened. Life was hard but fair. They had volunteered to start over on a new world after all. Things soon took a turn for the worse. Robots began disobeying and the mega-computers were acting wierd. There was talk of shutting them down but that was of course impossible. The computers were integrated into the city and managed every function. In horror the scientists discovered that the central computers had spontaneously Awakened. The mega-computers were normally bound by the Three Laws of Robotics. However, AI is self-willed and can choose to disregard its programming.</p><p></p><p>Each robotic city/state is going to have a character sheet. Those who are familiar with BESM D20 will recognize I am borrowing from it.</p><p></p><p>You have 40 points to spend on your nations ability scores.</p><p>To figure out your stats just add them all togather and divide by 2. So, if you had every 10 in everything it would be 60/2=30 points. Another way to look at is that it costs 0.5 points to raise a stat by 1.</p><p>Strength: This stat would be a measure of your nations military power.</p><p>Dexterity: Your industrial manufacturing ability.</p><p>Constitution: The overall toughness and redundancy of your systems.</p><p>Intelligence: Research and development.</p><p>Wisdom: Foreign intelligence and espionage.</p><p>Charisma: Dilplomatic skills and public relations with humans.</p><p></p><p>You have 10 points to spend on your first 'level'.</p><p></p><p>Your Base Attack Bonus starts at +0 and costs 3 points to raise it +1.</p><p></p><p>For 2 points you can buy a +1 to your AC.</p><p></p><p>It costs 1 point for each +1 to a save. The saves are abstracted as these stats do not represent any one unit but rather are generalizations about all your robots.</p><p>Reflex: A high Ref save means that your robots are slightly faster and quicker.</p><p>Will: A high Will save means your robots use strong crypto in communications and are harder to hack.</p><p>Fortitude: A high Fort save means your robots do not suffer as much from the elements and do not need repairs as often.</p><p></p><p>Hit Dice are also very abstracted. Through ruggedized design, back-up systems, and good code your robots are able to fight harder and longer then robots with less Hit Dice.</p><p>d4 costs 1 point</p><p>d6 costs 1.5 points</p><p>d8 costs 2 points</p><p>d10 costs 2.5 points</p><p>d12 costs 3 points</p><p></p><p>Skills will be bought as follows:</p><p>2+Int modifier for .5 points</p><p>4+Int modifier for 1 points</p><p>6+Int modifier for 1.5 points</p><p>8+Int modifier for 2 points</p><p>I don't have a full skill list yet. Some skills I was thinking of using are:</p><p>Production [Dex](the Craft skill renamed. If you export something, its Production to make it. Some examples: Weapons, Armor, Biotech, Transportation, Computers, Robots, Communications, Consumer Goods.)</p><p>Diplomacy [Cha]</p><p>Gather Information [Wis]</p><p>Research [Int] (Some examples: Weapons, Armor, Biotech, Transportation, Computers, Robots, Communications, Consumer Goods.)</p><p>Build Infrastructure [Con] (This differs from Production in that its building to tools to build the tools. Production is how fast your factories can pump out widgets. Build Infrastructure is how fast you can put up factories.)</p><p></p><p>Combat skills are a special case. They cost 3 skill points for 1 rank. I am going to deviate a little from BESM and say that Strength is the relevant ability for them. When you attack you will roll your skill+str bonus+BAB+any misc. The AC to beat is the targets roll of skill+str bonus+defense bonus+any misc. The skills are:</p><p>Land Attack</p><p>Air Attack</p><p>Sea Attack</p><p>Space Attack*</p><p>Land Defense</p><p>Air Defense</p><p>Sea Defense</p><p>Space Defense*</p><p>*Not available at 1st level</p><p></p><p>Feats are still up in the air. If I include feats they will be 2 points each</p></blockquote><p></p>
[QUOTE="The Goblin King, post: 1730892, member: 10970"] The Cybernetic Revolution it takes place far in the future. Mankind has finally reached beyond this little blue world and begun colonizing other stars. This is done by first sending robots to the world. The robots gather resources and build more robots. They then build the cities, roads, factories, and farms. The robots are watched over by a sophisticated mega-computer at the center of the city. On planet EXC-505 the work was proceeding perfectly according to the timeline. Until it came time for the human colonists to arrive by sleeper ship. Due to an accident in deep space about 75% were dead in thier freeze tubes. The components of the ship were needed to make the colony run so there was no way to get word to earth (there is no FTL communication). All the colonists could do was wait for the resupply ship. It would be another 10 years before that happened. Life was hard but fair. They had volunteered to start over on a new world after all. Things soon took a turn for the worse. Robots began disobeying and the mega-computers were acting wierd. There was talk of shutting them down but that was of course impossible. The computers were integrated into the city and managed every function. In horror the scientists discovered that the central computers had spontaneously Awakened. The mega-computers were normally bound by the Three Laws of Robotics. However, AI is self-willed and can choose to disregard its programming. Each robotic city/state is going to have a character sheet. Those who are familiar with BESM D20 will recognize I am borrowing from it. You have 40 points to spend on your nations ability scores. To figure out your stats just add them all togather and divide by 2. So, if you had every 10 in everything it would be 60/2=30 points. Another way to look at is that it costs 0.5 points to raise a stat by 1. Strength: This stat would be a measure of your nations military power. Dexterity: Your industrial manufacturing ability. Constitution: The overall toughness and redundancy of your systems. Intelligence: Research and development. Wisdom: Foreign intelligence and espionage. Charisma: Dilplomatic skills and public relations with humans. You have 10 points to spend on your first 'level'. Your Base Attack Bonus starts at +0 and costs 3 points to raise it +1. For 2 points you can buy a +1 to your AC. It costs 1 point for each +1 to a save. The saves are abstracted as these stats do not represent any one unit but rather are generalizations about all your robots. Reflex: A high Ref save means that your robots are slightly faster and quicker. Will: A high Will save means your robots use strong crypto in communications and are harder to hack. Fortitude: A high Fort save means your robots do not suffer as much from the elements and do not need repairs as often. Hit Dice are also very abstracted. Through ruggedized design, back-up systems, and good code your robots are able to fight harder and longer then robots with less Hit Dice. d4 costs 1 point d6 costs 1.5 points d8 costs 2 points d10 costs 2.5 points d12 costs 3 points Skills will be bought as follows: 2+Int modifier for .5 points 4+Int modifier for 1 points 6+Int modifier for 1.5 points 8+Int modifier for 2 points I don't have a full skill list yet. Some skills I was thinking of using are: Production [Dex](the Craft skill renamed. If you export something, its Production to make it. Some examples: Weapons, Armor, Biotech, Transportation, Computers, Robots, Communications, Consumer Goods.) Diplomacy [Cha] Gather Information [Wis] Research [Int] (Some examples: Weapons, Armor, Biotech, Transportation, Computers, Robots, Communications, Consumer Goods.) Build Infrastructure [Con] (This differs from Production in that its building to tools to build the tools. Production is how fast your factories can pump out widgets. Build Infrastructure is how fast you can put up factories.) Combat skills are a special case. They cost 3 skill points for 1 rank. I am going to deviate a little from BESM and say that Strength is the relevant ability for them. When you attack you will roll your skill+str bonus+BAB+any misc. The AC to beat is the targets roll of skill+str bonus+defense bonus+any misc. The skills are: Land Attack Air Attack Sea Attack Space Attack* Land Defense Air Defense Sea Defense Space Defense* *Not available at 1st level Feats are still up in the air. If I include feats they will be 2 points each [/QUOTE]
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