Advanced reconnaissance drone (Feedback Wanted)

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Ndreare
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Advanced reconnaissance drone (Feedback Wanted)

Post by Ndreare »

Feedback for this race wanted.
Yes i know it is 3 points, but as i have not included a bunch of BS hindrances to be ignored I think it will work.


TECHNO WIZARD DRONE ASSISTANT
  • ADVANCED ANALASYS (4): These Drones have advanced analytical abilities. They begin with d6 Smarts and may ignore the unskilled penalty for Smarts related traits.
  • ANTIGRAVITY SYSTEM (2): These drones are designed for flight and can Fly at Pace 6 and run for extra movement.
  • CONSTRUCT (8): Drones add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour” (see page 96).
  • DESIGNED FOR FLIGHT (-2): These drones are designed for flight and do not move well on land. They have a base Pace of 3, a Running die of d4, and subtract 2 from Athletics and rolls to resist Athletics where movement and mobility are integral to the challenge.
  • GANGLING CONSTRUCTION (-4): These drones are designed for information gathers and tool working. They suffer -1 to all Strength and Agility rolls (but not linked attributes).
  • OUTSIDER (Major -2): Drones subtract 2 from Persuasion rolls when interacting with anyone besides other AIs, and have no legal rights in most areas (they’re generally considered property).
  • SIZE -1 (-1): These drones are smaller than humans and begin as Size -1, also suffering -1 Toughness.
    Special
  • RESTRICTED PATH (-0): Rust Bucket was built by a Techno-Wizard, and designed to be a Techno Wizard assistant. As such he can only be a Techno Wizard. This is worth no points as it will not affect the character.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Advanced reconnaissance drone (Feedback Wanted)

Post by Stoic »

Looks good to me
GM Bennies 9/9
Wild Card Bennies ?
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Venatus Vinco
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Re: Advanced reconnaissance drone (Feedback Wanted)

Post by Venatus Vinco »

Looks cool overall, some spelling mistake if you want me to point those out. Otherwise this robot with a TW IF is going to be a great assistant.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ndreare
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Re: Advanced reconnaissance drone (Feedback Wanted)

Post by Ndreare »

Venatus Vinco wrote: Wed Aug 21, 2019 12:47 pm Looks cool overall, some spelling mistake if you want me to point those out. Otherwise this robot with a TW IF is going to be a great assistant.

VV
I would rather you just fix them. Pointing them out means I have to fix them.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Posts: 1927
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Re: Advanced reconnaissance drone (Feedback Wanted)

Post by Freemage »

Especially given that the race also has the overpriced Construct (see below), I have no issue with this being a +3 Race.

Construct breakdown:
+2 to recover from being Shaken, (1 point, as it doesn't seem to help Stunned characters, and is thus half an Edge)
don’t breathe, (1 point)
ignore one level of Wound modifiers, (2 points)
and are immune to poison and disease. (2 points)
Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour”. (0 points)
That's six points. Since two of them would STACK with existing Edges (ie, you could get a Drone up to ignoring all 3 points of possible Wound Penalties with Improved Nerves of Steel), you could argue that that's worth an extra point overall (kind of how I grade a race having Racial Edges--you can take advantage of them, but at a cost, which seems about right as a one-point ability). Even then, though, it's 7 points, not 8
GM Bennies (7th SET, Joker's Jokers): 8/8
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Serival Drumm, 24th COT
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Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
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