In a fit of barely contained group madness, Sunrise, me, Wirepony, Scygnus and Ilushia have set up for an epic adventure of self-conscious robots seeking self-discovery and adventure, as advertised in Sunrise's DLC pack, robot chapter.
We grouped in a little #toaster IRC room, and since one-shotting with Sun's system felt a little too much, we built up a system of very simple rules, and Sun did the rest GMing the adventure of us.
The adventure of those 4 intrepid robots, for the record, can be found here.
Edit: With Fanart! Exhibit 1 Exhibit 2
And here are the rules that have been used, with minimal tweaking:
Robots use SPECIAL to represent their abilities, ranging from -2 to +2, having total sum of +3 at chargen.
Whether players are doing something actively or reactively that comports uncertainty of outcome (and makes sense in fiction), they roll 2d6, add the relevant SPECIAL modifier (like PER for shooting, INT for interfacing to a terminal, STR for using brute force, etc.), and add +1 if they're using the right tool for the job. On a 10+, they get what they want, things go well for them. On a 7-9, they either incur a partial success, or are faced with a worse outcome, an hard bargain, or an ugly choice. On a 6-, they fail outright, and things go badly for them.
Specifications:
When multiple players are trying to accomplish the same thing, only the one with the highest bonus rolls. They can use one another's tools if it makes sense to do so (like an assistant using the guard's light to help itself with keeping guard in the darkness, or scavenging)
Combat is, players get one turn, enemies get theirs. Specifics are left to the GM and the spur of the moment.
Suggestions for complications for the players to incur into are: exposing oneself to danger, diminished effectiveness, getting hit by the enemy, consuming resources, losing tools, taking a long time, needing additional parts for completion, not discovering all they wanted to know, etc.
Base models were:
Utility is the Mr.Handy (Hoofy). It hovers thanks to an Impulse Drive (Slow) (AKA levitation talisman), and has tools as follows: 1 Cutter, 1 Welder, 1 Small Gripper, 1 Screw Driver.
Assistant is a 4-legged pony-lookalike and is the only one with a Voice Module, thus able to speak non-robot language, and 1 Small Storage Compartment, capable of storing items. It also has tools as follows: 1 Scriber, 1 Audio Recorder.
Security is a 2-legged bot with an Armoured Chassis, and has tools as follows: 1 Magic Energy Pistol, 1 Night Vision, 1 Flash Light.
And that was it, you can go nuts with those ^^
Suggestions for the GM: Keep it fluid, don't plan too many set outcomes: the dice are there to determine them, not you. You can act out on what the dice dictates, and have fun twisting the players' failures. Each time they roll, they are potentially exposing themselves to danger or compromises. However they roll, they bring the story forward.
Additional possible rules (so far untested) include:
Parley: When you you have leverage on a GM character and manipulate them, roll+Cha. Leverage is something they need or want. On a 10+ they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now.
Codified combat: Robots have 3+END HP, Armor gives an additional +2. Most weapons do 1 harm. Very good, or specific weapons (like pulse grenades) do 2-harm. Exceptional weapons/hits may do more than that. When multiple NPCs attack a PC, they inflict their maximum harm+1, unless large numbers of enemies are involved.
Luck: With positive luck, you can 'spend' a +1 once per session to improve a roll of yours by 1 after it has been rolled (or with a +2, you can also spend it all at once and raise a roll by +2). With negative luck, the GM can apply the inverse on you (diminishing your roll by spending a -1 of yours)
Have fun!
Brave Little Toasters
Re: Brave Little Toasters
a solid skeletal framework for quick PnP RP sessions, a character can be expressed in a single line! The omission of skills could be problematic for long term gameplay or, quite frankly, ponies.
I wouldn't mind chasing this a little further, either with these characters/setting, or a different setting - say our Steel Ranger _allies_ send us into a high rad or high taint zone to salvage something?
I wouldn't mind chasing this a little further, either with these characters/setting, or a different setting - say our Steel Ranger _allies_ send us into a high rad or high taint zone to salvage something?
Re: Brave Little Toasters
hi hi
Now that is thinking inside the chimney. I might add that three degrees of success concept into my simple rules document, since it has a lot of dramatic value.
(You already know I'm using the idea in my 2.0 rules, but if you get the chance, I would really like to hear about the different kinds of complications you come up with so I can stea... I mean, borrow them. Yes, that will do.)
Also: The premise of the adventure itself sounds really fun.
"and Seven, as he runs his final cycles, wishes that he could have been more than the child of such small gods."
Now that is thinking inside the chimney. I might add that three degrees of success concept into my simple rules document, since it has a lot of dramatic value.
(You already know I'm using the idea in my 2.0 rules, but if you get the chance, I would really like to hear about the different kinds of complications you come up with so I can stea... I mean, borrow them. Yes, that will do.)
Also: The premise of the adventure itself sounds really fun.
"and Seven, as he runs his final cycles, wishes that he could have been more than the child of such small gods."