SFC Construct Race/IF

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Ximena
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SFC Construct Race/IF

Post by Ximena »

The short, I've been working on a Robot/Construct race made with SFC. and I sorta messed up on something that I need to go back in and fix. I was recently also told that SFC is RAW (Rules As Written). But there also seems to be some misconception on how to handle the power level that the Construct Race from SFC can achieve.

My thought right now is that the SFC Construct Race IF should look like this

MARS Construct
Build Character using Unaltered SFC Construct Race
Begin with +5 Skill Points
Take Geared Up edge 2 times
Roll one additional time F&G table for a total of 4 times.
Begin with the starting gear of any one Iconic Framework of your choosing.

So basically it is the Personal Concept Option but forces the Geared UP edge from SFC to pay for the mod upgrades on Construct.

Construct
Constructs are any number of artificial beings. Those that can pass for human are generally called androids. Those that are obviously machines are robots.

Constructs must pay maintenance costs like all robots.
Note
This is part of why the Mods attribute is cheap.
Asimov Circuits: Some constructs are programmed with "Asimov Circuits" that prohibit them from causing, or by inaction allow to be harmed, sentient beings. If so, one of the character's Hindrances should be Pacifist (Major). This isn't a required Hindrance since not all robots are designed with this in mind.
Note
I don't feel Asimov Circuits are appropriate for Rifts settings.
  • Construct (+8): Artificial beings add +2 to recover from being Shaken, don't breathe, ignore one level of wound modifiers, and are immune to poison and disease. Constructs canot heal naturally. To Heal one requires the Repair skill- which is used like the Healing skill only with no "Golden Hour."
  • Dependency (-2): The being must recharge via strong electricity at least one hour out of every 24 hours. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level if recovered with an hour of recharging.
  • Mods (+1): Constructs may not use cyberware, but they may purchase Modifications from the Robot Modification Table. Like all robots, they have 5 Mod slots. The Geared Up Edge, might help you afford these upgrades. GMs should not normally allow characters to take Increased Size +3 or the hero will no longer fit into most adventures. Constructs may remove or install a Mod with a Repair roll and 1d3 hours (half that with a raise.) A critical failure means the Mod is destroyed and must be repaired.
  • Outsider Hindrance (Major, -2): Organic species often treat constructs as property rather then sentient beings. They have no rights in many systems, and suffer -2 Charisma when dealing with being who know their artificial nature (and aren't constructs themselves).
  • Vow Hindrance (Major. -2): Constructs are programmed with a particular purpose. Player character constructs have board directives such as serving a particular corporation or political faction. This counts as a Major Vow to that particular directive which must be followed. If this ever causes a conflict of interest, the player and GM must figure out what the construct's programming requires.
  • Environmental Weakness (Electricity, -1): Artificial beings suffer +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
Iconic Edges for SFC Constructs.
Geared Up (Background Edge)
  • Requirements: Novice
  • This Edge may only be taken at character creation. Your character has up to 100,000 credits worth of mods each time this Edge is taken. This is a one-time only benefit. If the mods are destroyed, they must be paid for out of new funding.
  • Note
    This edge has been reworded more specifically for the Construct IF. The If will start with 2 levels of this. Additional instances of this can be taken via hindrance or Heroic Journey Background edge allowance.
Maintenance: Each month of general use, the owner must pay 1% of the robot's base cost in maintenance. Thus a 810,000 credit robot cost 8,100 credits a month to maintain. If the maintenance cost isn't paid, the player must roll on the Glitch table.

Glitch Table
Roll 2d6
  • 2 - Breakdown: Something in the robot shorts out. It is Incapacitated (with three wounds if a Wild Card)
  • 3-4 - Fatigue: The Robot suffers from a Fatigue. Each level can be Repaired at half the cost and time of regular repairs. If the Fatigue leads to Incapacitation, the robot suffers a Breakdown.
  • 5-6 - Glitch: One of the Robot's Traits is lowered by a die type until Repaired at half the usual cost and time. Roll a d6:
    • 1=Agility
    • 2=Smarts
    • 3=Spirit
    • 4=Strength
    • 5=Vigor
    • 6=a randomly determined skill.
  • 7 - No Effect
  • 8-9 - Systems: One of the robot's Mods, determined randomly, no longer functions.
  • 10 - Power Leak: The robot's batteries begin to drain. Each time this result occurs, battery life is halved until they are Repaired (as a wound.)
  • 11 - Personality: The robot's AI develops a new personality trait. Use the Allied Personality Table from Savage Worlds. The extent of the trait depends on the robot's level of "intelligence," but even a relatively basic AI can be affected.
  • 12 - Prime Directive: The robot no longer obeys (or perhaps re-interprets) its primary function. The result should be dangerous and potentially deadly. The exact effect may not be apparent until a particular situation presents itself.
Under Basic Robots, it states that Extra robots have a base cost of 100,000 credits. Wild Card Robots have a base cost of 500,000 credits. This cost is not required to be paid for with the Geared Up edges.
Robots get 5 mods slots on the Robotics Modifications table. These have to be paid for with the Geared Up edge.
Note
This is another part of the reason why Mods is so cheap. They still have to pay for the mods.
Modification table is on page 38 of SFC.

If a Robots mod costs are less then 100,000 credits, they can use one of the 2 Geared Up edges to select another edge, ignoring rank requirements.
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Ximena
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Re: SFC Construct Race/IF

Post by Ximena »

reserved space for robotic modification table.
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Re: SFC Construct Race/IF

Post by Ximena »

looking for an official answer on the cost of Skill Points and Attribute points. 5 to 1 mod. It was confirmed in the following post that each skill point or attribute point has to be paid for. https://www.pegforum.com/forum/official ... constructs
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