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Robots as characters (Read 113 times)
Starwolf
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Robots as characters
02. Dec 2007 at 20:26
 
In all of the Traveller literature, there has been only one real robotic character, and that is AB-101 from DGP's Traveller Digest. However, as David Nilsen briefly mentioned on CotI robotic characters was planned as the more stable versions of the Virus would make characters more viable as they wold be truly intelligent.

Any suggestions on how to go around to make such a character?
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coz
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Re: Robots as characters
Reply #1 - 16. Mar 2008 at 04:39
 
start off with a construction chart of a basic model. insteed of career generation it becomes program generation (assumeing it is self aware it picks up skills normally) the robot would be picked by referee and player and instead of wealth it could increase it self a rough example would be a virises maintenance robot becomes self aware and over time learms programs itself and of course modifys itself. one problem is in virus times a robot is a very dangerous thing to have around. and keep in mind the player for his more powerful character has the constant risk of becoming infected (loseing his cool character) if he say gets outa hand.
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Starwolf
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Re: Robots as characters
Reply #2 - 17. Mar 2008 at 06:38
 
One of the things that conserns me is that a self aware robot character can be too strong character to play. A few levels of armor and the character got very little to fear from most other threats

Normally generated characters usually have a few fail safes buildt in, death. Even for the riddiculous amount of punishment TNE character may take, they can die. A tobot character may not fear death and when more or less bullet proof combat is soon tipped in the player favour all the time. I prefer it the other way, so that the players think before they act.

When it comes to design/character generation process I think it would be smart to give the player a budget and then pre-design a few basic chassises. Leave room for a few options. Programming will usually be the most expensive part of a robot.
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Skaran
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Re: Robots as characters
Reply #3 - 18. Mar 2008 at 17:46
 
Hmm the GM says. The base robot you have rolled up was prior to virus a garbage bot supervisor unit Smiley

As for overpowered robotic characters not really a problem since the introduction of the plasma basooker.
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Starwolf
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Re: Robots as characters
Reply #4 - 19. Mar 2008 at 08:42
 
There is a few other high powered weapons too available, but not very likely to be encountered in a urban setting.

One thing I came to think about is that robots have something that can limit their operation, much like aging for humans. Wear value. trying to lift something that is close to the limit? Rollf against wear value for checking if some gear or joint doesn't bust.
Old chassis? Maybe rain will be a problem. Rust? and so on. Life won't be easy as a robotic character. However they may operate in environments that "lfesh" characters can't enter. Pain is unknown, however for thrue AI robots fear of death may be scary.
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Dirk
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Re: Robots as characters
Reply #5 - 02. Nov 2008 at 18:06
 
Your robot character could bring you a LOT of trouble, imagine landing on an xenophobic world and you and your robot buddy walk down the ramp, how long would it be before you were running up that ramp with a lynch mob in hot pursuit?  A cyborg might be a better way to go (I picture the movie West World), build a robot to human size, cover it with human-like skin.  Programing it could be the biggest glitch, even the best robot brain only allows a handful of skills to be programed into the robot.  To get around this we just state that when a robot becomes self-aware it gains and improves skills like a human.  Below is a robot from a previous campaign.
   ROBODINE'S CHAMBERS CYBORG
TL-15                                Tr Move:20/20
Price: MCr 2.1                   Com Move: 2/ 10/ 20/ 30
Mass: 60  kg                     Fuej Cap: 1.2 ltrs
Power: 0.004mw PNF         Fuel Cons: 0.008 ltrs/ hour
Maint: 1/ 100 weeks          Armor Value: Head: 2
                          Attributes
STR: 2D6    AGL: 2D6    CON: 2D6     INT: 5+D6
EDU: INT +D6/2     SOC: 2D6-2
                     Basic Programing
Carousing: 2   Computer: 2   Liaison: 2    Observation: 2    
Service: 2   Streetwise: 2            
                  Advanced Programing
Basic programing is barely enough to allow the cyborg to function in society so Robodine offers an additional programing package equivalent to first term skills in any field plus 5 additional skills.  Cost: Cr 24,000
                 Far Trader Companion
Electronics 1, Ev Suit 1, Gravitics 1, Liaison 1, Mechanic 1,
Pilot(Interface/ Grav) 1, Cargo Handling 1, Security 1, Service 1, Ship's Engineering 1, Zero-G 1.

Finally we added this stipulation:  Due to their unique computer brains cyborgs are virus-proof and are self aware and capable of learning as any other human.
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