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((With HUGE thanks to TSoY-Guru Eero Tuovinen.))

Secret of the Metal that Walks Like a Man
This character only has one Pool, Fuel. A player character starts at Fuel 3, but has five additional Advances to use on Fuel or other things in addition to normal free Advances. Note that the character cannot learn any of the Abilities that are based on Vigor, Instinct or Reason. In fact, this character cannot learn new Keys or Abilities due to his mechanical nature (except for those selected at character creation, representing things it was built with). Additionally, the character cannot learn any Keys that are not expressed as Protocols or Functions (see below). (OPTIONAL, DISCUSS: The character is not considered a character for purposes of another human character's pool refilling.) This Secret is mandatory for any Animatrons.

Fuel pool
An "animatron" (a mechanical character) has a Fuel pool, which represents the energy reserves of the machine. Low Fuel signifies a small machine, one with inefficient systems or with little or no energy storage. High Fuel signifies more efficient workings, larger furnaces, electricity, or significant energy storage, allowing longer ranges and utility. Fuel is renewed by maintenance done by another character, with the animatron partially shut down and helpless. (The animatron may advice the maintainer on what to do, should he be ignorant.) A Fuel pool is, as usual, required for a character to be able to learn Abilities associated with it. Fuel is improved like other Pools, including incrementally rising improvement costs (past a score of 10).


Abilities

NOTE: as with any character, the animatron starts with one skill at Adept and three at Competent, in addition to spending the free advances available (whatever norm is for the campaign, +5, due to Secret of Metal that Walks like a Man.

Adaptation (Fuel)
The ability to change the mechanical body, and to therefore learn Abilities, subvert other mechanical constructs, live in a strangely formed body and such. Ultimately, the ability to sustain sentience in a machine. The animatron can assign Advances to other Abilities only with a successful Adaptation check, and only up to the Adaptation success level. The speed of the process in a steampunk setting is nothing like you'd get in a scifi environment - days and weeks for anything complex and months for large-scale workings. Adaptation could be used to change/attack another animatron, but only if the character manages to be intimate with the other for hours (such as in Fuel maintenance).

Craftmanship (Fuel) ((Equivalent to "Endure, React, Resist", depending on context))
A passive ability connected to Fuel. How large/durable the automaton is, how high quality its materials, how efficient processor gears are and how strong it is. Craftmanship is is used to resist damage, to move in a purposeful manner, to survive low energy conditions, to resist outside programming, for example. Basically, anything having to do with passively surviving and resisting outside interference. Craftsmanship defaults to a starting level of Competent (1) for 'free'.

Martial Tools (Fuel)
An ability for violence, including motion detectors, weapons, tactical and strategic deduction and most of all, the ability to anticipate actions of organic individuals by comparing with known behavior patterns. This is limited compared to human abilities, because the animatron has great difficulty against inventive tactics or unknown opponents.

Analytical Tools (Fuel)
An ability for computing, including databases, punch card feeders and other necessities. Computing is useful for any mental tasks where the character has to deduct a solution from an existing and available mass of premises. This is very limited compared to human abilities, because no creative thought is involved in any systematic manner.

Crafting Tools (Fuel)
An ability for crafting with various materials, including high energy tools for shaping the material, as well as structural knowledge. This is very limited compared to human abilities, because no purposeful planning is involved.

Interface Tools (Fuel)
An ability for interacting with humans, including human-understandable language, human-like form and some rudimentary psychology. This is very limited compared to human abilities, because any human can do this better.


Secrets

Secret of Adaptation
The character may use the Adaptation Ability to remove Fuel Abilities or points in the Fuel pool, and to regain Advances. May remove Advances equal to the Adaptation ability check level, per check. Requirement: Secret of the Metal that Walks Like a Man.

Secret of Animatron Construction
The character is a skilled craftsman, able to create and change animatrons. The character may assign Advances to Abilities or Secrets for an animatron in his workshop with a successful Craftsman ability check, replacing the Adaptation check otherwise required. (He can do this against the will of the animatron, should his resisted degree of success suffice.) He can also create new animatrons: this works exactly like creating automatons with Secret of the Automaton: the new animatron has a Fuel pool at zero, Advances equal to success x3, and Secret of the Metal that Walks Like a Man as a bonus. (Note that this is a different from how a starting player character is created.) Notes: A character cannot construct himself. Requirement: Secret of the Automaton Cost: 2 Reason.

Secret of Human Skills
The character can learn to replicate a human ability using one of its Fuel-based skills. A human ability is one connected to Vigor, Instinct or Reason. Without this Secret the tool sets are a poor and distant second to functional human abilities (they can only do pretty simple things, and aren't easy to improvise into 'outside of scope' tasks), but with this Secret the character can use the selected tool set to replace the chosen ability in all ways. The GM makes the call as to which tool sets can replicate which abilities, but in principle any human ability should be possible (inventing new tool sets if necessary). The same tool can be overloaded with multiple human Abilities, but this increases the cost of using the tool set, which now takes more energy to operate. Requirement: Secret of the Metal that Walks Like a Man. Cost: 1 Fuel per Ability check, per each Secret of Human Skills after the first, that is using the same Fuel-ability.

Secret of the Protocols
The character is a skilled programmer, able to work even with sentient animatrons. A successful Craftsman ability check allows the character to 'force' the target animatron (usually restrained or compliant, depending on available tools) to buy any one Protocol or Function Key, even one previously bought off. If the animatron does not have enough experience, he simply goes into debt. Furthermore, the programmer's ability check level is noted down as the "strength" of the program - the animatron has to beat this check to act against the Protocol or Function (defined as acting in a manner that does not gain experience available from the Key; penalty dice for ignoring the Key altogether) each time until and unless it's bought off. The same Protocol or Function can be programmed multiple times, but the Key is only bought if the character does not already have it. A character with conflicting Protocols is paralyzed and unable to act as long as the condition persists. Protocols always override Functions in this regard. The stronger Function (programming check -wise) overrides the weaker Function. Equally strong Functions cancel each other (insofar as forcing character to act is concerned; they still act as Keys). A character can program itself (if an animatron). Requirement: Secret of the Automaton Cost: 2 Reason.

Secret of Going from Machine to Man
The animatron with this Secret gains one pool of Vigor, Instinct or Reason at zero. It is able to learn Abilities related to these like a human, as well as develop and refill the pools in a normal manner. It can refill his "human" pools by interfacing with with both animatrons and humans. The animatron may gain this Secret several times. Requirement: Heavy-duty biotech, obviously, or magic. Secret of the Metal that Walks Like a Man

Secret of Going from Man to Machine
The character loses the pool of either Vigor, Instinct or Reason. He gains a Fuel pool equal to the lost pool. He loses all abilities associated with the lost pool. If the character takes this Secret a second time, he loses another pool, gets Fuel equal to the higher of his Fuel or the lost pool, plus one, and again loses related abilities. The character is also considered to have Secret of the Metal that Walks Like a Man after taking this Secret twice, but does not lose any Keys for it. Requirement: Heavy-duty biotech, obviously, or magic. Also, can't already have Secret of the Metal that Walks Like a Man.

Secret of the Soul
This character can learn Keys (Protocols, Functions and Human) and Abilities normally and cannot be programmed with Secret of the Protocols . The character is considered a character for purposes of human pool fulfillment. Requirement: Secret of the Metal that Walks Like a Man. All players at the table agree unanimously that the character does, in fact, have a soul.


Keys

Good keys from the book:

  • Key of Faith -- heh... maybe just for Cylons, as a secondary "Protocol" key
  • Key of the Guardian -- a perfect "Function" key for Nannies
  • Key of the Mission -- a good "Function" key
  • Key of the Vow -- although that's simply a broadly defined version of the some of the Protocols below.

In addition, here's some options:

Key of the Asimov Protocols
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character survives a dangerous situation.
  • 2xp: each time the character obeys a human.
  • 5xp: each time the character prevents harm befalling a human being.
  • Buyoff: Kill a human being.

Key of the Cylon Protocols
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character proves he is better than humans.
  • 2xp: each time the character slays a human.
  • 5xp: each time the character manages to come closer to God.
  • Buyoff: Falls in love with a human being.

Key of the Frankenstein Protocols
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character tries to connect with humanity.
  • 2xp: each time the character escapes human contact.
  • 5xp: each time the character manages to befriend a person.
  • Buyoff: Find an animatron mate.

Key of the Fight/Flee Function
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character fights a threat.
  • 3xp: each time the character flees a threat.
  • Buyoff: Find another solution to a situation.

Key of the Flee/Fight Function
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character flees a threat.
  • 3xp: each time the character fights a threat.
  • Buyoff: Find another solution to a situation.

Key of the Propagation Function
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character recognizes a propagation opportunity.
  • 3xp: each time the character propagates his Keys, Abilities or Secrets.
  • Buyoff: Destroy your kin.

Key of the Pleasurebot Function
The character has to be an animatron to be programmed with this one.

  • 1xp: each time the character pleases a human.
  • 3xp: each time the character mates with a willing human.
  • Buyoff: Learn self-respect.

Blank Animatron Sheet

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Page last modified on April 14, 2007, at 03:38 PM by DoyceTesterman

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