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Magical Automation/Puppets


BhelliomRahl

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Good day.

 

Looking to run a Pulp/Fantasy game in which magic and science have combined in an interesting method; Automations/Puppets, commonly referred to a Dolls.

There are several types of Automations:

1) Basic Units which can only operate when directly controlled by Magician

2) Living Automation - Have a crystal core which houses there essence. Have emotions similair to humans.

 

Automation have extraordinary/magical abilities called Sorcery but need their magician present to supply the power. An Automation can only have one type of sorcery built into it; Sorcery concept are Primal Elements, Lesser Elements and Tershiary Elements (Will define these later). Their will be some exceptions to this rule.

 

Was wondering how to build them.

Key Points:

1) Automation Build

2) Crystal Core - Can a crystal be transfered to different dolls or are they fixed. What limitation are imposed on it (Obedience).

3) Sorcery - Limitations and Power transfer between Magician and Doll.

4) Control - Living Doll will have limited free will depending on limitations imposed during build. How will the magician control it.

5) Power

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My Ideas:

Both will be bought as followers. The basic unit as an automation but the living automation will be handled a little differently.

 

All the automation will have limitation on them that they can only use there special abilities in the presents of their magician. Was considering having the Magician have an END reserve to use to power the automation special abilities.

Maybe a skill for channeling the power to the automation also.

Same skill for controlling the doll.

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My concern was that the automations would be a lot more powerful than the players, probably built on more points. Thinking that if every automation is like this it will not be to much of a issue.

 

What are people ideas on the build?

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Re: Magical Automation/Puppets

 

It would generelly help a lot to know the Rules version you use.

 

There is a special Template (Automaton) and several Special powers (Automaton Powers) that are mostly Desigend for thigns Like Golems, "dumb" Robots, and Skeletons.

 

The lowest level is a Automaton, wich has only a very limited set of abilities. They are unaffected by mental power and Presence attacks. They can't even make a INT Roll to overcome obstacles.

 

The next level is a Automaton with Computer. The Intelligence is limited to the abilities of said Computers.

 

The third is Automaton with AI Computer.

 

The fourth is a normal (N)PC with Automaton Powers.

 

Variant 1) sounds like Level 1 or two

 

Variant 2) is either Level 3 or 4.

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Re: Magical Automation/Puppets

 

Good day.

 

Looking to run a Pulp/Fantasy game in which magic and science have combined in an interesting method; Automations/Puppets, commonly referred to a Dolls.

There are several types of Automations:

1) Basic Units which can only operate when directly controlled by Magician

 

Sounds like a Vehicle. Seriously. Maybe give the Driving Skill an Advantage like Ranged if it bothers you to have a Vehicle remotely controlled.If you don't want controlling the puppet to be an action, apply the Trigger Advantage.

 

Automaton is for things that, while only following programmed instructions, do act "automatically" thus the name.

 

2) Living Automation - Have a crystal core which houses there essence. Have emotions similair to humans.

 

Sounds like an AI controlling either a Vehicle or an Automaton.

 

Automation have extraordinary/magical abilities called Sorcery but need their magician present to supply the power. An Automation can only have one type of sorcery built into it; Sorcery concept are Primal Elements, Lesser Elements and Tershiary Elements (Will define these later). Their will be some exceptions to this rule.

 

Will the "power" come from the magician's own END or from an END Reserve?

 

Either way, you can give the magician's END or END Reserve a "Usable Simultaneously" Advantage. Make it a Naked Advantage with appropriate Limitations (i.e. can't just shift a bunch of END to another person - unless you decide you want magicians to be able to do that.)

 

Was wondering how to build them.

Key Points:

1) Automation Build

2) Crystal Core - Can a crystal be transfered to different dolls or are they fixed. What limitation are imposed on it (Obedience).

 

Using the AI/Vehicle model it should be easy to make them transferrable.

 

3) Sorcery - Limitations and Power transfer between Magician and Doll.

4) Control - Living Doll will have limited free will depending on limitations imposed during build. How will the magician control it.

 

With a Skill. "Computer Programming" is used for "conventional" AI, but you might want to rename it.

 

 

Lucius Alexander

 

Pulling a palindromedary's strings

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Re: Magical Automation/Puppets

 

Either way' date=' you can give the magician's END or END Reserve a "Usable Simultaneously" Advantage. Make it a Naked Advantage with appropriate Limitations (i.e. can't just shift a bunch of END to another person - unless you decide you want magicians to be able to do that.)[/quote']

Wasn't there an option to just build a Vehicles/Bases Power without an endurance Reserve to feed it, wich would lead to the character having to supply the Endurance (with all the advantages and Drawbacks).

 

For most other abilities, very dumb automatons tend to sell back Endurance to 0 and either have End reserve or bought 0 END for STR, Movement and whatever other End costign power they have.

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