Building a Better Skelebot

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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Building a Better Skelebot

Post by Freemage »

Okay, so after I voiced some frustrations with the Skelebot design in Savage Foes of North America, there seemed to be a fair amount of agreement that the design is... lacking. So, I've volunteered to give this a shot, aiming at keeping it 'SFC-Legal', just to make life more difficult. Here goes:
Mods Log
Starting: 5 Mod Slots
-8 Skill Points: +3 Mod Slots
Hindrances (Not book-legal, but hey, if you're gonna list 'em...): +2 Mod Slots
+5 Attribute points: -1 Mod Slot
Sensor Suite: -1 Mod Slot
Alertness: -1 MS
Weapon Mounts: -2 MS
Armor: -2 MS
Pace: -1 MS
Edges: -2 MS
Skelebot Mark II
Attributes: Agility d6; Smarts d6; Spirit d4; Strength d12+1; Vigor d10
Skills: Fighting d6; Shooting d6; Notice d6; Survival d4
Cha: -4; Pace: 8/d10; Parry: 5; Toughness: 7
Hindrances: Ugly, Outsider, Vow (Major—Obey programming and Coalition commands)
Edges:
  • Rock'n'Roll!: Ignore Recoil Penalty for full auto
    First Strike: First opponent to move adjacent to the Skelebot in a round can be
    targeted with a free strike with the Vibroblade.
Advanced Alloy Construction: +4 Armor
Construct: +2 to recover from Shaken; does not breathe; immune to poison
and disease; ignores one level of wound penalties.
Pace: Pace 8; d10 Run Die
Sensor Suite: +4 Notice to detect designated types of targets such
as biological beings, chemical signatures, metal, etc. The targets do not have to be
visible, though dense materials may cause inaccurate or false readings at the GM’s
discretion. Range: 500 meters.
Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
Weapon Mount: Retractable, spring-loaded vibroblade (Str+d10, AP 4, Mega Damage, activates with First Strike)
Weapons (Roll a d4):
  • Odd: CV-213 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage, No Snapfire, Ignores Laser-resistance)
    Even: C-200 Deadman's Mini Rail Gun (Range 75/150/300, Damage 2d8+2, RoF 3, AP 4, Mega Damage, No Snapfire)
Notes: Okay, so I had to squib a bit.
1: Gave 2 Mod Slots in exchange for 4 points of Hindrances; there's nothing in the rules for that, but what's good for the PCs is fantastic for the nameless minions of evil.
2: Dropped the SFC Vulnerability to Electricity that all bots are supposed to get stuck with. This is the future, shielding and grounding are things.
3: Ignored the fact that Edges are supposed to be 1 Mod Slot per Rank, and just called it one Mod slot, period. Call it the "Born a Bot" rule and move on.
4: Looked at Pat's contributions and changed the carried weapon load-out, making Rock'n'Roll useful for at least some of the bots. And made the laser rifle a 213, with the only difference being that there's explicitly no Snapfire. The Deadman is just the TX-50 with a new coat of paint. I leave it to the purists to decide if the stats should be adjusted in some fashion.
5: Not a squib, I just felt that First Strike made more sense than Steady Hands. Sure, SH gives them the ability to run-and-shoot with only a -1 penalty, but FS means that charging a line of Skelebots to engage in close combat is a risky proposition.
6: Survival serves two purposes: It lets them provide basic foraging duty to assist troops in the field, and it also gives them a die to roll to recognize supernatural monsters common to central North America (per TLPG page 66).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Building a Better Skelebot

Post by Ndreare »

Needs more cow bell
  • 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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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Building a Better Skelebot

Post by High Command »

Added this to the CS Armory - changed the load out options to 1-3 Laser, 4, rail gun

P.S. - got a few more if you're feeling froggy
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Building a Better Skelebot

Post by Freemage »

So, been talking with Patrick about how to 'advance' the robots. I'm saying the one listed up top is a "Novice" model. To make a Hunter, we'll bump him up to Advanced.
Mods Log
Starting: 5 Mod Slots
-8 Skill Points: +3 Mod Slots
Hindrances (Not book-legal, but hey, if you're gonna list 'em...): +2 Mod Slots
+1 Size (gives +1 Strength, +1 Toughness): +1 Mod Slot
+10 Attribute points: -2 Mod Slot
Sensor Suite: -1 Mod Slot
Alertness: -1 MS
Weapon Mounts: -2 MS
Armor: -2 MS
Pace: -1 MS
Edges: -2 MS
"Advances": 2 Skill bumps, 1 Edge
Skelebot Mark II
Attributes: Agility d8; Smarts d8; Spirit d6; Strength d12+2; Vigor d12+1
Skills: Fighting d8; Shooting d8; Notice d6; Tracking d6; Survival d4; Stealth d6
Cha: -4; Pace: 8/d10; Parry: 6; Toughness: 13 (4)
Hindrances: Ugly, Outsider, Vow (Major—Obey programming and Coalition commands)
Edges:
  • First Strike
    Marksman
    Assassin
Advanced Alloy Construction: +4 Armor
Construct: +2 to recover from Shaken; does not breathe; immune to poison
and disease; ignores one level of wound penalties.
Pace: Pace 8; d10 Run Die
Sensor Suite: +4 Notice to detect designated types of targets such
as biological beings, chemical signatures, metal, etc. The targets do not have to be
visible, though dense materials may cause inaccurate or false readings at the GM’s
discretion. Range: 500 meters.
Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
Weapon Mount: Retractable, spring-loaded vibroblade (Str+d10, AP 4, Mega Damage, activates with First Strike)
Weapons (Roll a d4):
  • Odd: CV-213 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage, No Snapfire, Ignores Laser-resistance)
    Even: C-200 Deadman's Mini Rail Gun (Range 75/150/300, Damage 2d8+2, RoF 3, AP 4, Mega Damage, No Snapfire)
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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