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Saturday, February 19, 2011
Welcome to the Third age Of Dragonwright
Testing moving the old wordpress blog to this one... Wordpress gets too much spam!
Tuesday, February 15, 2011
Hugh-Bot Modified Dynabot Neuro-Net AI Cyberdoc
Hugh-bot started his life as a combat robot protecting Triax. He was subsequently stolen, reprogrammed, and sold overseas to some black marketeers. In exchange for a miraculous treatment they then traded Hugh to Healer Heath, the famous healer who could save anyone. After heath ran afoul with The Corn Company in Corn Heights, he was murdered and his deadman switch went off. This removed the combat restrains Heath had installed on Hugh. Heath really was a pacifist and tired of Hue’s many automated combat analysis rundowns using sensor data obtained detecting visitors to heaths clinic.
Heath had enough of learning that Hugh had a 98% chance of being able to terminate the sickly old man and his wife who had stopped by to check out his bunions.
So he decided to do something about it and put behavioral and physical restraining bolds on Hue, keeping him attached to a medical gurney for use restraining unruly patients.
Heath debated the bots AI long into the nights, trying to teach it non-violent conflict skills and philosphy. This didn’t really work but as the restraining bolts were in place Huebot continued his peaceful if miserable existence. What it did do is give Hue an unusually complicate personality for a standard combat bot. Heath tinkered with him relentlessly trying to get him to act more “human” and by the end of it had a Neural Net program running ontop of the simpler AI OS. The Neural net app allowed Hue to learn new ways of thought and he was then taught to be Heaths assistant Cyber Doc. Heath debated Hue about the existance of self and has convinced the Bot’s AI that he is indeed a person worthy of respect and dignity not just to be treated as a tool.
It is this kindness that motivates Hue to act when he receives the last orders he ever got from his master.
“The time for contemplation has ceased Hugh, and with this message I am afraid my life has also ceased. If you are getting this I am dead. Use whatever adventurers and resources at hand to track down my murderors and put them and their friends to death. Thank you for your service.”
Hue-bot is a Neuro-Net built ontop of a stock Triax DV-12 Dyna-bot frame. p45 SB1
Stock Combat Programs:
WP Sword, knife, auto rifle, epistol erifle paired
HTH Martial arts
Pilot Hover, jetpack, boat, radio basic intell, land nav track humans prowl gymnastics climb
speaks american, euro, technocan, basic math
Unmanned Bot Programs p56SB1
Mechanics Programs: Auto Mechanics, locksmith computer repair basic electronics
Special Piloting Programs (6)
Combat Driving, Pilot Auto, Pilot Truck, Helicopter, Airplane, Motorcycle
Medical Programs: Advanced Math, Chemistry, Bio, Paramedic, Cybernetic Medicine
+4 ini
attacks + 10th level wps
+6 unarmed strike +9 sword strike +7 knife strike +8 knife throw
defense:
+7 parry +10 sword/knife parry
+8 dodge
+6 dodge attacks from back arc by sensors alone
+6 aimed shots energyweapons/auto rifles +4 bursts
started with 2mil in gold bluey gave him
spent it on additional programming per p97 sb1 bought from Merl who stayed at the Army of Thunder base hughbot has been assigned to protect.
Black Market Programming from Merl the Guntersville Smuggler:
Technical: All Technical skills except literacy and writing at 80% -250k
Pilot Related: All Pilot Related at 94% -50k
Mechanical: All Mechanical Skills at 94% -250k
Electrical: All Electrical Skills at 94% -250k
Science: Chemistry, Botany, Artificial Inteligence, Biology, Chemistry Pharmaceutical -200k
Equipment:
NGE4 Plasma Ejector
Triax Ion Pistol
4 eclips
900 out of 900 main body sdc remaining
Self done Jury Rigs since buying Merl's programming:
x2 Jury Rigged Heat-Swords - Hughbot heats up jagged metal swords with his power source.
1d6MD+5 each / 3d6+15SDC cost free
x2 jury Rigged 10mm forearm quad firing port zip guns
fires x4 10mm ramjet rounds each, requires manual reloading
8 rounds chambered, box of 100 spare rounds cost 10k each from merl
use wp auto rifle bonuses
Armor Jury Rig +200SDC (mb now 1100sdc) +100 lbs
Same bonuses as dogpack spikes, +1 parry from spikes on forearms
Expanded Memory Jury Rig
Hughbot wires into the alien technology of a duegar pipboy he finds in the rubble. The additional computer must remain connected to his mainbody (worn like a backpack at the moment) to gain skill programs merl added to Hughbot's consciousness)
6 attacks /melee
Heath had enough of learning that Hugh had a 98% chance of being able to terminate the sickly old man and his wife who had stopped by to check out his bunions.
So he decided to do something about it and put behavioral and physical restraining bolds on Hue, keeping him attached to a medical gurney for use restraining unruly patients.
Heath debated the bots AI long into the nights, trying to teach it non-violent conflict skills and philosphy. This didn’t really work but as the restraining bolts were in place Huebot continued his peaceful if miserable existence. What it did do is give Hue an unusually complicate personality for a standard combat bot. Heath tinkered with him relentlessly trying to get him to act more “human” and by the end of it had a Neural Net program running ontop of the simpler AI OS. The Neural net app allowed Hue to learn new ways of thought and he was then taught to be Heaths assistant Cyber Doc. Heath debated Hue about the existance of self and has convinced the Bot’s AI that he is indeed a person worthy of respect and dignity not just to be treated as a tool.
It is this kindness that motivates Hue to act when he receives the last orders he ever got from his master.
“The time for contemplation has ceased Hugh, and with this message I am afraid my life has also ceased. If you are getting this I am dead. Use whatever adventurers and resources at hand to track down my murderors and put them and their friends to death. Thank you for your service.”
Hue-bot is a Neuro-Net built ontop of a stock Triax DV-12 Dyna-bot frame. p45 SB1
Stock Combat Programs:
WP Sword, knife, auto rifle, epistol erifle paired
HTH Martial arts
Pilot Hover, jetpack, boat, radio basic intell, land nav track humans prowl gymnastics climb
speaks american, euro, technocan, basic math
Unmanned Bot Programs p56SB1
Mechanics Programs: Auto Mechanics, locksmith computer repair basic electronics
Special Piloting Programs (6)
Combat Driving, Pilot Auto, Pilot Truck, Helicopter, Airplane, Motorcycle
Medical Programs: Advanced Math, Chemistry, Bio, Paramedic, Cybernetic Medicine
+4 ini
attacks + 10th level wps
+6 unarmed strike +9 sword strike +7 knife strike +8 knife throw
defense:
+7 parry +10 sword/knife parry
+8 dodge
+6 dodge attacks from back arc by sensors alone
+6 aimed shots energyweapons/auto rifles +4 bursts
started with 2mil in gold bluey gave him
spent it on additional programming per p97 sb1 bought from Merl who stayed at the Army of Thunder base hughbot has been assigned to protect.
Black Market Programming from Merl the Guntersville Smuggler:
Technical: All Technical skills except literacy and writing at 80% -250k
Pilot Related: All Pilot Related at 94% -50k
Mechanical: All Mechanical Skills at 94% -250k
Electrical: All Electrical Skills at 94% -250k
Science: Chemistry, Botany, Artificial Inteligence, Biology, Chemistry Pharmaceutical -200k
Equipment:
NGE4 Plasma Ejector
Triax Ion Pistol
4 eclips
900 out of 900 main body sdc remaining
Self done Jury Rigs since buying Merl's programming:
x2 Jury Rigged Heat-Swords - Hughbot heats up jagged metal swords with his power source.
1d6MD+5 each / 3d6+15SDC cost free
x2 jury Rigged 10mm forearm quad firing port zip guns
fires x4 10mm ramjet rounds each, requires manual reloading
8 rounds chambered, box of 100 spare rounds cost 10k each from merl
use wp auto rifle bonuses
Armor Jury Rig +200SDC (mb now 1100sdc) +100 lbs
Same bonuses as dogpack spikes, +1 parry from spikes on forearms
Expanded Memory Jury Rig
Hughbot wires into the alien technology of a duegar pipboy he finds in the rubble. The additional computer must remain connected to his mainbody (worn like a backpack at the moment) to gain skill programs merl added to Hughbot's consciousness)
6 attacks /melee
Monday, February 14, 2011
Bluey
Bluey is from Loanstar, Mutated to serve the Coalition. While patrolling deep in magic zone territory he was cut off from his pack and badly wounded. He found himself outside the hut of Zee, then in a different host than Kash. Zee nursed Bluey back to health and showed him that all magic was not evil. In time he even convinced Bluey to listen to the magic of the Ley Lines and control his mind through meditation to avoid headaches while on them.
Bluey met the group shortly after they rifted back into ohio and found his dead master. Zee’s previous body’s murder has still not been solved.
Bluey the Mutant Blue Heeler
14 years old, 5′4″ 168lbs, has one Sister in Lonestar
IQ 17 +3%
ME 12
MA 13
PS 22
PP 15
PE 23
PB 9
SPD 46 ~32mph
37 HP 88 SDC 102PPE 55 ISP
5 attacks per melee
Bonuses:
+2 strike
+6 parry
+6 dodge
+4 vs poisons/magic
+4 initiative
Coaltion Training frozen at 3rd Level)
Intelligence 44%
Radio Basic 65%
Pilot Hover 60%
Read Sensors 50%
Weapons System 60%
Climbing 57%
Running
Land Nav 54
Wilderness Survival 55
Speaks American and Dragonese
Radio Scrambler 53
Demolitions 79
Boxing
Gymnastics
Lore Demons and Monsters 43
Pilot Jet Pack 58
HTH Expert
Wp Knife
Wp Epistol
WP Erifle
Secondary Skills:
Athletics
Hunting
Cook 50
Pilot Auto 67
Literacy American 68
Prowl 40
Powers:
Has all dogpack sniffing and magical detection abilities along with the mutation of a Disease smelling nose, can detect cancer and those about to die.
Zee’s teaching leaves him all Ley Line Walkers powers and these spells at 1st Level
Magic:
Blinding Flash Globe of Daylight Sense Evil Mystic Alarm Breath without Air Float in Air Impervious to fire, Carpet of Adhesion, Energy field, shadow meld, Extinguish Fire
Psionics:
Empathy Sense Evil Sense Magic Sixth Sense
Melee Weapons:
Vibroclaw, neuro mace, 4 Vibroknives
Ranged Weapons:
C14 1 eclip 60 c14 grenades on bandoleer
30-06 Hunting Rifle
Vehicle:
Corn Row ATV 200SDC 5SDC tires, 1 spare tire and 2 full 100mile tanks of alchol, 1 empty tank. Also has a trailor with 200SDC 5SDC tires that seats four.
Other gear of note:
Standard dogpack gear plus Coalition Identification papers that are in “MIA” status.
Palladium Cleanup
A few things I would clean up:
1) Standardize XP tables and use a ECL system similar to DND where if you are a lvl1Headhunter OCC with a high power RCC you level at the rate of a 3rd level. http://nwn.wikia.com/wiki/Effective_character_level
Seriously though the different XP tables are ridiculous and add nothing but tedium to looking up if its 2100 or 2200 xp to level your two classes. This is needlessly complicated.
2) SDC conversion with penetration values
1-100 MD/SDC conversion is crap. With these SDC conversion rules you can do 1/2 damage with modern weapons to MDC items, everything MD is between x2-x7 SDC instead of x100s. It also takes into account penetration using the old weapon compendium rules which can help end tedius battles between two oponents with 100s of MDC. Regardless of these or others, everyone agrees MDC is broken.
3) Standardized templates published with all the RCC/OCCs used. I have written alot of templates based on these:
http://members.cox.net/fiona_mclaud/riftsmain.htm
But really, who has the time? It is time consuming to calculate bonuses for npcs considering the many powers that come into play. Having basic templates premade for the more interesting classes highlighting their powers and listing them along with commonly used tactics would make it more useful as a description than mere dice roll stats. Palladium’s games are quite simply harder to play than say DnD 3.5 (dont talk to me about 4th edition). The ability to quickly throw together stats in with some of the many many toybook creatures published in rifts is there, but you can’t really do it justice without a lot of meticulous rules checking. DND3.5 published templates for stats for basic classes per level which made throwing these into your game a cinch. Not so with Palladium.
4) STOP ADDING RCCS AND OCCS. We have too many. TOO MANY. What rifts needs is more story. Do you know in all of Psyscape there is only 1 PAGE describing Psyscape itself and the rest is toys and new RCCs?
5) Adopt publishing standards not used in the 70s. Modern books look so great but palladiums are just so predicable inside its a shame as some of the material is top notch, but the presentation could be sooooo much better.
6) prune duplicate skills/occs
id plants/fruits is already taken care of by wilderness survival/botany/holistic medicine
demolitions could cover disposal as well
Fencing is basically overpowered wp sword (no other weapon gets this special bonus, why?
Read Sensors, TV Video, Surveilance Systems are all basically the same thing.
Chemistry/Analytic
The skills just seem awkwardly tacked on and don’t really add much to the game experience other than making character generation a chore.
1) Standardize XP tables and use a ECL system similar to DND where if you are a lvl1Headhunter OCC with a high power RCC you level at the rate of a 3rd level. http://nwn.wikia.com/wiki/Effective_character_level
Seriously though the different XP tables are ridiculous and add nothing but tedium to looking up if its 2100 or 2200 xp to level your two classes. This is needlessly complicated.
2) SDC conversion with penetration values
1-100 MD/SDC conversion is crap. With these SDC conversion rules you can do 1/2 damage with modern weapons to MDC items, everything MD is between x2-x7 SDC instead of x100s. It also takes into account penetration using the old weapon compendium rules which can help end tedius battles between two oponents with 100s of MDC. Regardless of these or others, everyone agrees MDC is broken.
3) Standardized templates published with all the RCC/OCCs used. I have written alot of templates based on these:
http://members.cox.net/fiona_mclaud/riftsmain.htm
But really, who has the time? It is time consuming to calculate bonuses for npcs considering the many powers that come into play. Having basic templates premade for the more interesting classes highlighting their powers and listing them along with commonly used tactics would make it more useful as a description than mere dice roll stats. Palladium’s games are quite simply harder to play than say DnD 3.5 (dont talk to me about 4th edition). The ability to quickly throw together stats in with some of the many many toybook creatures published in rifts is there, but you can’t really do it justice without a lot of meticulous rules checking. DND3.5 published templates for stats for basic classes per level which made throwing these into your game a cinch. Not so with Palladium.
4) STOP ADDING RCCS AND OCCS. We have too many. TOO MANY. What rifts needs is more story. Do you know in all of Psyscape there is only 1 PAGE describing Psyscape itself and the rest is toys and new RCCs?
5) Adopt publishing standards not used in the 70s. Modern books look so great but palladiums are just so predicable inside its a shame as some of the material is top notch, but the presentation could be sooooo much better.
6) prune duplicate skills/occs
id plants/fruits is already taken care of by wilderness survival/botany/holistic medicine
demolitions could cover disposal as well
Fencing is basically overpowered wp sword (no other weapon gets this special bonus, why?
Read Sensors, TV Video, Surveilance Systems are all basically the same thing.
Chemistry/Analytic
The skills just seem awkwardly tacked on and don’t really add much to the game experience other than making character generation a chore.
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