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Author Topic: Automatons  (Read 1332 times)

Offline copeab

  • Bookworm
  • Posts: 70
Automatons
« on: February 02, 2014, 12:50:09 AM »
Or, robots ;)

I know there is a clockwork hound in IHMN, but it doesn't have an attack like other figures.

For a humanoid walker, I was thinking of just taking it's cost and adding cost for Pluck, SV and FV. Any other factors worth considering?
Brandon

Offline Dewbakuk

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  • Galactic Brain
  • Posts: 5775
Re: Automatons
« Reply #1 on: February 02, 2014, 06:40:12 AM »
You'll also need to add the relevant Talents too. Fearless and Antivenom are obvious ones but it might need more depending on design.
So many projects..... so little time.......

Offline Eisenfaust

  • Scientist
  • Posts: 393
  • Gamer geek, itinerant cyborg and Viking shaman
    • My blog: Dispatches from the Rim
Re: Automatons
« Reply #2 on: February 03, 2014, 02:31:24 AM »
As I'm working on a list for my Miss Rossum's Anthropomorphic Automatons, I pondered the Antivenom issue. I really didn't want to work that points cost into the troopers, so consider this. Any company facing automatons is likely to know that they're going up against machines, so, where they would normally equip poisons, they have instead equipped themselves with acids and abrasives that will foul the gearwork or burst the pneumatics used by the automatons. A pure fluff explanation to keep points costs from soaring, but one I think makes sense.
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Offline Curufea

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Re: Automatons
« Reply #3 on: February 03, 2014, 03:17:42 AM »
Sounds reasonable - I've been wondering how to stat up my Clickers from EotD
\"This is my timey wimey detector. Goes ding when there\'s stuff.\"

Offline copeab

  • Bookworm
  • Posts: 70
Re: Automatons
« Reply #4 on: February 03, 2014, 04:43:23 PM »
Looking through the Talents lists in IHMN and HVF, here are what I think might be "standard" (almost all have these) and "common" (many have these) Talents for automatons, as well as "prohibited" Talents (those an automaton is quite unlikely to have):

Standard:
Fearless, Iron Will, Numb, Tough*

Common:
Antivenom**, Coldproof**, Fanatic, Fireproof**, Immortal, Strongman, Terrifying

Prohibited:
Leadership, Master of Disguise, Part of the Crowd, Rapier Wit, Swimming

* I would also generally not allow automatons to have a Pluck better than 4+, but that's personal taste

** if an automaton has all three of these Talents, it is considered waterproof at no extra cost. It still cannot swim, but may walk underwater without flooding internally

This could also be used for mystical constructs, like the golum.
« Last Edit: February 03, 2014, 05:41:06 PM by copeab »

 

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