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View Full Version : Pathfinder Build-Your-Own Robot Body! Play an A.I. in Robot Dragon or Tank and More!



Almarck
2014-12-19, 12:46 AM
So, this has been a project I have been dreaming up for quite some time now. It is perhaps the only race you’ll ever find where a player character might seriously face an important question of where or not he wants to be a tank or a dragon. And no, I don’t mean he chooses to play a fighter equipped with heavy armor, shields and chooses to throw himself against enemy lines to soak up the damage (though that is still an option). I mean quite literally, a choice between being a main battle tank that might be more at home in an old Call of Duty game or a flying mechanical dragon with flamethrowers… Or maybe choose to be a character that is inside a magic iPhone.

To summarize, the character is an artificial intelligence that is able to pick and choose a robotic body and at a whim discard that form when it no longer suits him for a shinier, fancier chassis armed with flamethrowers.

Essentially, a player character with access to the right items and a high enough level can play as EDI from Mass Effect, HAL-9000 from 2001: Space Odyssey, R2-D2 from Star Wars (or even the droid soldiers from that franchise if one felt like it), "Bladewolf" from Metal Gear Rising Revengeance, and many others that would take too long to list.

Now, I am aware that by default, mostly fantasy settings don’t normally support such a very sci-fi character, but it shouldn’t be too hard to imagine scenarios where an obvious technology discrepancy should arise (like say, a space ship crash landed not too long ago on a low tech world)

In either case, I do appreciate any help and suggestions any of you could provide since I have actually tried and failed to create this concept a dozen times before. I also appreciate any good pictures provided. I know my photo selection skills are not up to par with many others.

This project is still very much in development and I do hope you find it enjoyable. I do however realize that this race might be potentially gamebreaking or overpowered for some of you... and to that, I'd hope that I can make the potential power curve less stark, especially at 1st level.

Objectives


The Spark Race, including information about history, culture, and backstory to provide details for any interested in playing. Racial Traits and other essential knowledge are included as well. Favored Class bonuses are deemed as… unimportant for the time being. POSTED MISSING: FAVORED CLASS BONUSES

Basic Mechanics for Shells, the mechanical computerized bodies the Sparks dwell in, as well as selection of Shells a player may be interested in selecting to start off. POSTED AWAITING FEEDBACK

Higher grade bodies, including the aforementioned Battle Tank or Dragon options. Additional ideas being tossed around include (aside from the obvious humanoid bodies of various sizes): Space Ship,
“Bot Swarm”, “Humungous Mecha”, and a collection of “robot animals”. NOT STARTED REDID SYSTEM TO BE MODULAR. ONLY THING LET TO DO IS CALCULATE CERTAIN INTERESTING BODY COMBOS AND PRICE THEM

Supporting information, including items, Feats specific to Sparks, as well as special hazards like “Computer Viruses” or “Malware” that can cause them harm directly. NOT STARTED POSTED

A “Racial Paragon” Class, a 20 Level Base class designed from the ground up to support and facilitate play as a wholly digital life form, independent of body, specific to the Spark race. Those of you who are familiar with Rite Publishing’s “In the Company of…” series or “Savage Species” from 3.5 Edition would understand this concept. NOT STARTED




Sparks

The Sparks, as they call themselves, are a mysterious mechanical race unique in the fact that their bodies are treated as temporary objects rather than fundamental parts of their being. One individual of their kind can freely transfer their very consciousness from a small box onto a huge metal imitation of a draconic form, then settling themselves into a mechanical simulacrum of a human body.

Discovered in the aftermath of what appeared to be a large meteorite crashed into the land, the Sparks made themselves known to the world not long after. They claimed to be visitors from a distant world and were stranded as a result of a navigation error. They sought to return themselves to the heavens by reclaiming the wreckage of their so-called starship, the Silver Omen. Unfortunately, the wreckage had fallen to the bottom of the ocean, making it impossible for anyone to contacted the massive star ship.

For their honesty and their declaration as a race to bear no ill intents, no serious military actions were considered, but no real assistance was given to them either.

It has been only a twenty years since that all happened and the world has mostly learned to move on, seeing the Sparks as a strange, but interesting minority people.

Many of the Sparks went to a settled down and created their own city far away from the eyes of living beings, a large, monolithian construction made of metal and circutry where their minds were free to practice their studies of the sciences, mathematics, and engineering in an effort to salvage their drowned vessel.

But just as many, if not more so have decided to abandon hope and have accepted life among the other humanoids. They learned to comingle, even learn the ways of the natives, some even going so far as proclaiming service in a particular faith or practicing magical aptitude, things that more orthodox members of their kind would find deplorable.

Physical Description: The Sparks have no collective or unified features other than the fact that they are always housed in some sort of computerized item or mechanical construct.

Aside from that, more experienced Sparks tend to have bodies that tend to feature excessive modifications, damage from jury rigging replacement parts.

Society: Sparks are divided into two separate factions, the Seekers and the Integrators.

The Seekers are the more traditionally minded faction, wishing to return to their home after being stranded on a strange world for so long. They practice and emphasize that the Sparks must adhere to their culture as a digital race and look down upon others of their own kind who take part in humanoid activities or worship deities. They also practice a minor, but loose caste system where individuals tend to be born into their professions, but can transfer if proven better at a different task. They are led by a Prime Function and a small council of lesser Functions who oversee a particular area of living.

The Integrators meanwhile have chosen to stay upon earth as another one of its denizens, taking in humanoid culture and morals into their worldview. They have a more liberal approach and shun the Seekers for refusing to give up on the old ways. They are enthusiasic about practicing humanoid specific studies, especially magic, a surprise that many were thrilled by. They tend to follow an apprentice system of professions. They are led by a council of Elders who vote on every issue.


Relations: In general, longer lived and more traditionalist races like elves and dwarves favor the Seekers, since they tend to be more stable; meanwhile, passionate and shorter lived races like humans and halflings admire and respect the Intergrators.

Gnomes and goblins absolutely adora Sparks, but this sentiment is not one that is often returned.

Alignment and Religion:

Seekers do not believe gods are worthy of worship, but respect them as powerful beings. As a whole, they tend to favor lawfulness and order.

Intergrators tend to favor gods of craft over all others, though it’s not impossible for one to revere nature. As a whole, they favor chaos and freedom

Both factions however agree that actions that are for the good of society as whole are the best actions to take, simply only disagreeing on how that methodology should be expressed.


Adventurers: Members of the Spark race may have a wide variety of reasons for adventuring. Seekers seek the means to return the the Silver Omen to the heavens and travel to earn money and power to accomplish it. Meanwhile, the Integrators may travel to make a name for themselves or to show that their race can be a productive member of society.

Names: Spark Naming conversions are unusual in that Sparks actually tend to have two separate names, one they use when among themselves and one used when dealing with other humanoids. This is not out of racism, but rather the result of the fact that their names among their own kind are simply strings of random numbers of letters, such as G0-sT0s12 or B12-14S1.

As a result, Sparks either “convert” their existing name for use among other races or come up with a nickname of their own.

Choice of a male or female name is purely ascetic as Sparks have no gender.


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RACIAL TRAITS
Sparks possess the following racial traits

No Strength, Dexterity, or Constitution ability scores. Being completely non-physical entities that rely on mechanical host bodies, Sparks are simply nothing more than a disembodied consciousness. They use the Strength and Dexterity (and Constitution if given) Scores of whatever body they are installed in. Additionally, instead of using Constitution and Dexterity to Calculate Save Bonuses for Fortitude and Reflex, they use Charisma and Intelligence respectively instead. Sparks also take a 5 point penalty during the character creation step in Build Point games.
Sparks are of the Construct type and possess the Virtual and Robot sub-types. The rules of the Virtual sub-type are given bellow.
As Robots, Sparks are vulnerable to critical hits and takes half again as much damage from electricity.
Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive are always class skills.
Data Bank: A Spark may waive any Strength, Dexterity, or Constitution requirements when selecting feats. However, a Spark may not use these feats unless his Shell possesses the necessary Strength or Dexterity to apply it. Feats dependent on Constitution is exempt are always be applicable. Sparks also never need spell, recipe, or any other type of book to record spells, extracts, or any other magical (or scientific) form of power for them; the information is always with them, within their own consciousness. Spell scrolls and other similar devices are not stored in a Data Bank.
Technical Experience Sparks treat energy weapons and firearms as martial weapons.
Broadcasting Range: Sparks may broadcast messages, as if talking to other Sparks within a range equal to the Spark's highest attribute score times five. Sparks may also use their Installation ability on vacant Shells within this range.
Languages: Common. Static. Bonus Languages: All.

Starting Body: Sparks start the game with a Chassis of the listed description under "Your First Body", instead of their usual starting equipment.




The Virtual sub-type is unique and specific to digital entities that only truly exist within a computer. This sub-type represent this unique existence, as a completely disembodied being. Usually, only constructs are able to possess the Virtual subtype.

Complete lack of physical traits. Virtual beings lack bodies that they are bound to and as such lack: a base speed, senses, preset size, height, weight, Strength, Dexterity, and Constitution.
Flexible Prioritization. When choosing to spend inherent boosts to Ability scores gained from natural level up (every 4th level), Virtual beings instead allocate these bonuses to a "Prioritization" statistic. After every Defragmentation Cycle points from Prioritization may be allocated to the Dexterity or Strength of the frame up to a total not exceeding the number of times Prioritization has been raised.
Modified Constructed Traits. Retains: immunity to bleed, disease, necromancy effects, paralysis, poison, and stunning. Not subject to ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. +4 on saves to resist Death effects. Does not possess any further advantages from being a creature of the construct type other than what is stated in this entry, such as innate Darkvision.
Digital Lifeform: virtual beings use the statistics provided for a shell they are Installed in. Sparks do not age nor die of old age.
A Spark must always be in a Shell or some other server hub, otherwise they immediately perish.
Installation. Virtual beings may install themselves into a valid, empty shell that is nearby taking on that body’s traits and benefits. This process takes 10 minutes and requires the Spark stand still within 5 feet of the new body of if the Shell is within Broadcast range.
Fragmentation Hitpoints. Virtual beings keep a separate track of hitpoints from their physical form, representing the fact that they are a consciousness controlling a body. This total consists of any hitpoints accrued from class levels or racial hit dice. These hitpoints may never be healed unless a class feature or spell is specific in that it restores Fragmentation Hitpoints. If these hitpoints were to reach 0, the creature is slain immediately.
Defragmentation Cycle. Virtual are immediately restored to full Fragmentation Hitpoints after four hours of “sleep mode”, effectively bed rest. Ability damage heals at the normal rate for living creatures. Virtual beings also gain Fast Healing equal to their Charisma modifier (min 1), when their Fragmentation Hitpoints is below 1/2 of their maximum Fragmentation Hitpoints.
Sparks receive a preset Shell of their choice with no augments or other items other than a Low Power Cell (see misc items). They also forgo the gold attained at first level used to purchase the necessary equipment.




Because Sparks are so dependent on Shells just to even survive, starting characters begin play with a body with the following specifics:


Class I, allocate Attributes and Perks at your own discretion.
Ultra-Light, Light, or Medium Plating.
Size Small or Medium
2 Manipulators of the following in any combination: Hand, Special-Use Gripper, Turret (and 1 light crossbow or pistol with 20 ammo of respective type), or Claw.
Either Legs (Pair), Legs (Multiple), Casters, Wheels, or Treads
Class I Sensors





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Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


5 years

+1d6 months

+3d6 months

+5d6 months



Aging Effects

Sparks do not suffer from aging effects or benefit from them.





Instead of receiving certain bonuses from certain equipped magic items, Sparks instead assmilate specialized packets of data to augment their basic capabilities. This process is slightly more expensive than what flesh and blood characters would have to pay for the same benefit, but since data cores are part of the Spark, it does not need to reequip these items to retain their benefits when transferring to different Shells.

Sparks may hold up to 8 Data-cores at the same time.



Attribute increase to a single Ability Score as an enhancement bonus:

Strength: Increasing the Spark's intuitive understanding of the application of force increases its ability to utilize its physical prowess.

Dexterity: Increasing the Spark's coordination software allows it to better react more swiftly.

Intelligence: Optimizing the Spark's processing speed demands allows it to better utilize less power to do more, intellectually.

Wisdom: Optimizing the Spark's logic-reasoning functionality allows it to be more perceptive with he same sensors.

Charisma: Broadening the Spark's social interactivity and resolution systems allows it to be more social or apply itself more robustly.

Cost: 5,000 gp (+2), 20,000 gp (+4), 40,000 gp (+6)


Defensive increases:

Deflection bonus: Defensive subroutines that run tiny electrical currents through the hull increase defensive capabilities slightly.
Cost: 3,000 gp (+1), 10,000 gp (+2), 20,000 gp (+3), 35,000 gp (+4), 55,000 gp (+5)

Enhancement bonus to Natural Armor: Better fragmentation of the Spark's own consciousness within the same server allows it to survive damage.
Cost: 3,000 gp (+1), 10,000 gp (+2), 20,000 gp (+3), 35,000 gp (+4), 55,000 gp (+5)

Resistance bonuses: Combinations of defensive firewalls and reactive subroutines allow a Spark to resist danger.
Cost: 2,000 gp (+1), 5,000 gp (+2), 10,000 gp (+3), 20,000 gp (+4), 30,000 gp (+5)


Offensive bonuses:
Enhancement Bonus to Natural and Turreted Weapons:
Specialized and unstable information has dramatic increases and effects on a Spark's ability to fight. Acts as an equivalent Amulet of Mighty Fists in all appreciable ways. 5,000 gp (+1), 20,000 gp (+2), 40,000 gp (+3), 70,000 gp (+4), 110,000 gp (+5)


Skill bonuses
Competence bonus to a single skill.
Specialized indexes and lexicons improve and assist a Spark. Choose 1 skill, that skill receives a bonus equal to the magnitude provided bellow. Each skill must be chosen separately and skills that are divided into subcategories, such as Craft and Knowledge, require a separate purchase for each subcategory.
Cost: 3,000 gp (+5), 4,200 gp (+6), 5,600 gp (+7), 7,200 gp (+8), 9,000 gp (+9), 11,000 gp (+10)







Combat Speed

You become adept at striking at foes while peppering them with your ranged attacks.
Prerequisites: Spark. Character Level 6
Benefits: When making a full-attack action, you may move up to your base move speed as part of the attack by taking a -4 penalty on the attack roll. You may treat any point within your movement as the point of origin for the take.

You may only attack using Turreted weapons, excluding Siege Turreted weapons, when employing Combat Speed.

Normal: Making a full-attack does not allow taking a move action more than a 5 ft step.
Special: This feat may be taken as a combat feat.

Create Robotics

You know the ins and outs of machinery enough to build advanced robotic bodies.
Prerequisites: Spark race, Character Level 3rd or Non-Spark, 5 ranks in Craft (Robotics)
Benefits: You know how to build and create robotic exoskeletons as well as a variety of parts using blueprints and schematic. The cost to Create a Shell is half the cost it would take to buy it at market value. No rolls required.

Alternatively, you may use this knowledge upgrade an existing Shell’s Base Class or Sensors to a higher grade level. The cost for doing this is half the cost difference between them. No rolls required.

You may also choose to swap out Turret or Siege Turret armaments, as well as changing the plating the Shell, provided you have the replacement parts at hand. You may only change the Plating type to another plating type of the same kind. (Medium to Medium, Heavy to Heavy)

You may not modify a Shell’s plating via the use of this feat other than to replace it with another shell.

Creating or modifying a Shell takes about 1 day for every 1,000 gp in its price or 1 month for every 50,000 gp in its price. (Calculate months then days) or 1 hour for swapping out each relevant part. These times are reduced by ½ half if you possess a proper foundry or automated factory to assemble them.


Expanded Data Capacity

You are more able hold data-cores than others of your kind.
Prerequisites: Spark race
Benefits: You may hold 2 additional Data-cores, up to a total of 10.
Normal: Sparks may only equip and maintain up to 8 Data-cores.
Special: You may take this feat as many times as you wish. Each time you do, you may hold an additional Data-core above your previous maximum.


Programmer

You know how to manipulate information and data well enough to create datacores.
Prerequisites: Spark, Character level 3rd.
Benefits: You may create Data-cores. The price to create a data core is ½ its market value. It does not need a caster level check to create, but you may not create datacores with a bonus greater than to 1/3rd your character level. +1 at 3rd, +2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th, and +6 at 18th.

Creating a datacore takes 1 week regardless of cost and takes no resources other than massive amounts of computational power to create, during which the Spark is unable to do very little else.

Data-cores may be upgraded by paying ½ the difference in price.

Almarck
2014-12-19, 12:48 AM
Sparks are beings without concrete forms and exist purely as information. They are dependant on specialized bodies called shells to allow them to interact with the world and provide shelter. Without these bodies, they immediately perish.

Shells have the following rules.

Shells posssess a hitpoint score, representing the ability of the Shell to absorb damage before the Spark inside may be harmed. So long as these hitpoints remains above 0, all damage dealt to the Spark by default damages the Shell’s hitpoints first. Should the Shell’s hitpoints be reduced to 0, all further damage is applied directly to the Spark’s Fragmentation hitpoints and the Shell cannot be reduced to below 0 hitpoints. So long as a Spark remains functioning inside a Shell, the Shell continues to function and is not destroyed, even when subjected to disintegration (so long as the Spark’s Fragmentation hitpoints are not reduced to 0) Should the controlling Spark leave, the Shell has a 40% chance of being destroyed and be inoperable until repaired. It’s hitpoints rise to 1.
Shells possess Strength, Dexterity, move speeds, vision statistics, armor ratings and special statistics. Shells may also grant feats and some allow the use of magic items by providing applicable slots.
Shells are treated as Constructs for the purposes of spells and abilities that target them.
Requires sustenance in the form of Fuel Cells to be consumed periodically to keep functioning, the interval of how much time a Shell can go without “recharging” is listed in its description. Should a Spark fail to meet the energy needs of its Shell, the Spark takes a -2 to all actions. Should a Shell go without consuming fuel cells for 3 days, the Shell shuts down and may not be reactivated until provided with power.
If this happens a Spark, the Spark is trapped until power is restored.
Requires proficiency to use without penalty. A Spark not proficient in a Shell it is currently in suffers penalties as though it were armor its was not proficient in.
For all intents and purposes, as long as a Spark is inside a Shell, the Shell is treated as if it was the Spark’s body and armor. This means, it changes shape if the Spark was under the effects of a polymorph. In certain cases like Disintegrate, the Shell is destroyed along with its user. Also, so long as a Spark is inside a Shell, the Shell’s own weight does not count against its carrying capacity.
Shells may not enchanted like magic items with the exception plating which may be enchanted as though it was masterwork armor. Shells may also not wear magic items that require an equipment slot to function (such as belts, boots, helmets, ect.) All other types of magic items function as normal, including wands, staves, rods, weapons held in a hand, and "slotless magic items".
Any modifications, special rules, or benefits of a particular shell are specific to it, including the Shell’s hitpoints. Any time a Spark changes what Shell it resides in, it takes the benefits and traits of its new Shell.
Shells are repaired by a Successful Craft "Robotics" check, taking 10 minutes. The ammount of hitpoints healed is equal to the result of that check, minus 15. If the result is negative, damage is done to the Shell (and potentially, the Spark).



The following encompasses the creation rules for a new chassis.

Without a Shell, a Spark may not interact in the world. The following is a step by step guide.

By default, all Shells are incapable of anything except vocalizing in a language the character knows. Traits and abilities need to be selected for a Shell to be capable of doing anything else.

Build Prioritization:
Not all frames are created equal, but deciding the prioritization of attributes a Shell has is the most important step.

A frame, dependent on its class, denoting how advanced it is and what kinds of special materials and machinery were spent making it, receives a number of points it may spend on certain features. The base cost of a certain class is put into the entries below.

(1,000) - Class I - 5
(4,000) - Class II - 10
(9,000) - Class III - 15
(16,000) - Class IV - 20
(25,000) - Class V - 25

These build points may be spent on Attributes or Perks.

Attributes start at 10 and may be raised, or lowered to the following values as defined in the table below. Reducing a score below 10 allows those points to be spent on other things.

The only Attributes on a Frame that may be altered are Dexterity and Strength, all others being specific to a Spark or nonexistent.




Score
Points Cost


7
-4


8
-2


9
-1


10
0


11
1


12
2


13
3


14
5


15
7


16
10


17
13


18
17





Alternatively, these points may be spent on Perks, special benefits specific to the Chassis that represent optimization and focused design prioritization at the cost of other features.

As a side note, the Frame may take Deficiencies to recoup some points, these represent the price paid to gain more benefits..

Both are similar in value as “racial abilities” are for flesh based races and as such any bonuses are considered racial bonuses.

The following is a list of perks and flaws with their point costs. Perks and Flaws, unless stated otherwise, may only be taken once.


+1: Mobilize I. A single movement speed is increased by 10 feet.
+3: Mobilize II. A single movement speed is increased by 20 feet.
+5: Mobilize III. A single movement speed is increased by 30 feet.
+7: Mobilize IV. A single movement speed is increased by 40 feet.
+3: Speed Boost I. All movement speeds are increased 10 feet.
+7: Speed Boost II. All movement speeds are increased 20 feet.
+1: Reinforced CPU I. +1 Natural Armor
+2: Reinforced CPU II. +2 Natural Armor
+4: Reinforced CPU III. +3 Natural Armor
+2: Redundant Systems I: +10 hitpoints.
+4: Redundant Systems II: +20 hitpoints.
+7: Redundant Systems III: +30 hitpoints.
+1: Capacity I:
+2: Capacity II:
+3: Capacity III:
+5: Lucky Charm. +1 bonus on Saving throws.
-2: Mute. Shell does not allow speaking in a language.
-1: Cumbersome. Reduce all movement speeds by 10 feet.
-3: No Depth Perception. -4 to Perception.
-3: Fragile Form. Reduce base AC by -1
-3 or -5: Energy Vulnerability. 50% extra damage from a single energy type. -5 for Fire, Cold, Electricity, or Acid. -3 for Force or Sonic.
-6: Falling Apart. Simply utilizing the body is hazardous as it tears apart. The Shell takes 1 damage for every 5 feet traveled by any movement speed. Damage in excess of the Shell’s hitpoints do not get transferred over to the Spark in the usual fashion. Instead, for every 50 feet the Shell moves (cumulative over any number turns), the Spark Takes 1 damage.





Plating
A Shell’s Frame and exoskeleton needs reinforcement in order to operate. Here, we select the Chassis's armor plating and determine how much it restricts movement.

Plating acts acts as armor, in how it reduces movement based on the character’s movement speed, how it requires proficiency, how it sets penalties such as Arcane Spell Failure Chance and Armor Check Penalties. It does not possess a maximum dexterity.

How it does not act as armor is that Plating, once installed cannot be removed and does not need to be removed. But it, may not be directly enchanted as a suit of armor is. Once a plating type has been selected, the proficiency of the body it possesses is permanently set and is treated as "armor" of the appropriate proficiency for the Spark within.

Armor never reduces a Shell's move speed to below 20.



Plating
Armor Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Proficieny
Cost


Ultra-light
1
0
0%
None
Default


Light
+4
-1
10%
Light
500


Medium
+7
-3
15%
Medium
1000


Heavy
+9
-5
25%
Heavy
2000


Super-Heavy
+12
-5
50%
Heavy
5000






Size:
Size determines the absolute scale of construction.

After determining Attributes, Perks, and Plating, now is the time to determine the size of the construct body.

Selecting a size other than medium modifies the existing Attributes and determines how many starting hitpoints a shell possesses.

Choosing a size determines the cost modifier used in the construction of the frame itself, modifying the price of all future parts.

For instance, selecting a Class 1 Frame with Ultra Light Plating normally costs 1,000 gold at Medium size. At large, these same options would cost 2,000 gold and 4,000 at huge

Because of how pervasive and all inclusive size modification is, all parts of a Chassis have their cost modified by the size of the Chassis in question.

(For those of us who aren’t math geeks: For the purposes of simplicity, you may wish to simply divide how many funds you have by the Cost Modifier to determine your actual purchasing power.)



Size
Str
Dex
HP
Cost Mod
Consumption


Tiny or Diminutive
-4
+4
0
x1/2
Once a week


Small
-2
+2
10
x1
Every 3 days


Medium
0
0
20
x1
1/day


Large
+2
-1
30
x2
5/day


Huge
+4
-2
40
x4
30/day


Gargantuan
+6
-3
60
x8
50/day


+8
-4
80
80
x16
100/day



Manipulators.
Without some kind of manipulating appendage, a shell cannot lift or move objects. Manipulators can be as crude as a simple probe or as complex as a five-fingered hand.
Dependent on size, a frame may have numerous manipulators. Larger Shells may be equipped with a greater number of functioning manipulators, as determined by their size:

Shell’s Frame Size
Manipulators
Medium-size or smaller: Up to 4
Huge: Up to 6
Gargantuan or larger: Up to 8

Size: A manipulator, as an object, is usually two size categories smaller than the Shell for which it’s designed; for example, a hand designed for a Medium-size Shell can be considered a Tiny object. A manipulator’s size is usually important only for portability and concealment purposes.
Damage: Spark can use their Shell’s manipulators as melee weapons, dealing piercing, slashing, or bludgeoning damage based on the type of manipulator and the Shell’s size.
Some types of manipulators deal nonlethal damage only. For the purposes of simplicity, refer to the natural weapon listed in the Core Rulebook entry of the appropriate size, unless stated otherwise.




CLAW
Claws resemble pincers, but the opposed surfaces cover the length of the appendage. Claws suffer the same handicaps as pincers when attempting tasks involving manual dexterity, but they deal greater damage.
Damage: As claws
Cost: 150

JAWS
Only Shells modeled after creatures with bite attacks have jaws. Shellic jaws are essentially large clamps with teeth.
Damage: As bite.
Cost: 250

PINCER
A pincer is a two-fingered, clawlike appendage that focuses all the grip strength on a pair of opposed surfaces, rather like a pair of tongs. Pincers allow the Shell to manipulate and lift objects without much difficulty, but objects specifically made for humanoid hands (like firearms) are usually beyond the pincers’ ability to operate. At the GM’s discretion, tasks involving manual dexterity suffer a –4 penalty for a Shell equipped with pincers.
Damage: As Pincers.
Cost: 150

PROBE
Similar to a special-use gripper, a probe is simply an instrument of some kind, meant to measure torque, temperature, or some other factor. If the Shell attempts to manipulate or lift an object with a probe, it takes a –4 penalty on the check.
Damage: As Sting
Cost: 100

SPECIAL-USE GRIPPER
The Shell has a manipulator designed for a specific task. When the Shell uses a special-use gripper for a task other than its intended task, the Shell suffers a –4 penalty on the check if the check involves manual strength or dexterity.
Damage: As “Other” but nonlethal only.
Cost: 75


HAND
A hand is a step up from a claw, in that it has more digits— usually three or four, total. Hands suffer no penalties when attempting tasks involving manual dexterity.

Damage: Nonlethal bludgeoning only as an unarmed strike .
Cost: 100

TASK HAND
Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the Shell’s grip strength over a slightly wider area.
A Shell with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the Shell has two or more task hands. At the GM’s discretion, the Shell can gain this bonus when attempting certain Perform checks as well.
Damage: Nonlethal bludgeoning only as an unarmed strike .
Cost: 500

TURRET
Turrets are unique in that they are more akin to a simple mechanical device operated via remote control with some automatic systems than an actual limb. Turrets are most often used on vehicles to provide consistent ranged attack damage. While, a ranged weapon is inserted into a turret, it is treated as a natural weapon by the Spark employing it. This prevents the turretted weapon from making iterative attacks, but does have benefits. As a Full-Attack action, a Spark may fire all turreted weapons at its full Base Attack Bonus and may choose to divide each attack on different targets as it desire. These ranged attacks provoke no attacks of opportunity and after each attack is made, each ranged weapon is automatically reloaded as if a move action was spent reloading them. If a move action is not enough to reload a given weapon, then, the equivalent of a “full-round” action spent reloading is used on the next turn, but the Spark is free to act in any other manner as it wishes. The Rapid Reload feat also applies here for reducing the actions required to reload a weapon.
Ammo must be provided, but for simplicity, track ammunition for the whole Shell instead of for each weapon.
Turrets may fire at an enemy within melee range, but doing so imposes a -4 penalty to the attack roll. Turreted weapons and melee weapons may not be used at the same time without treating the melee weapons as Secondary natural attacks.
Damage: As a weapon of the appropriate type, but are treated as one size lower for the purposes of damage.
A Spark piloting the Shell a turret is installed does not require proficiency.
Cost: The cost of a masterwork copy of the weapon (of one size previously) to be installed, not modified by the Chassis's size plus an extra 50 gp whose price is modified by the chassis size.

SIEGE TURRET
As as a Turret, but instead of a standard ranged weapon, a Siege turret mounts a ranged Siege Engine, such as a cannon or a catapult. Siege Engines mounted on a Siege turret follow their usual rules except they do not require any crew to man and reload the weapon. All Siege turret mounts provide automatic reloading faster than a human crew could normally accomplish, with all reload times being cut in half (rounded down) or barring that, reduce the amount of time to reload a Siege engine by one turn, minimum 1. Siege Weapon Aiming is not modified, but the Spark does not need to spend Full-Round actions to aim a Siege Turret. This does not allow a Siege engine to fire twice in the same turn. Ammunition must still be provided.
Turrets and Siege turrets may be fired in the same full round action, but doing so imposes a -4 penalty on the to hit roll for each individual Siege engine firing in the same turn.
A Spark piloting the Shell a Siege turret is installed does not require proficiency and a Shell must be at least a size larger than the Siege engine to be installed to install it, but possessing proficiency with the Siege Weapon in question provides a +2 circumstance bonus.
Damage: As the equivalent siege engine not modified.
Cost: The cost of the Siege engine. to be installed, not modified by the Chassis's size + 1000 gp modified by size. A Siege Engine takes up two slots more than a different type of Manipulator.


Locomotion.
How a Shell moves is determined by its means locomotion. Most Shells have only one means of locomotion, each of which comes with its own advantages and disadvantages, as shown below.
Base Speed: Each mode of locomotion has a base speed of an appropriate type.
Cost: The cost for a given form of locomotion. The first form of locomotion uses the prices listed. Each additional form of locomotion after the first deals damage.


FORCED AIR
The Shell takes in air through a vent and forces it out beneath itself, allowing it to hover about an inch off the ground. It handles poorly and moves at half speed over poor surface conditions.
Base Speed: Fly 30 feet (clumsy).
Cost: 300

LEGS (MULTIPLE)
The Shell has three or more mechanical legs that allow it to walk, after a fashion. The Shell moves at half speed when navigating obstructions, stairs, or poor surface conditions. Only Shells equipped with legs can jump.
Base Speed: 30 feet.
Cost: 300

PROPELLER (AIR)
The Shell has a propeller for air travel. It cannot travel on land without another mode of locomotion. If for some reason the Shell’s speed drops below its base speed during any given round, it falls.
Base Speed: Fly 40 feet (clumsy).
Cost: 800

PROPELLER (WATER)
The Shell has one or more propellers for water travel. It cannot travel on land without another mode of locomotion.
Base Speed: Swim 20 feet.
Cost: 200

ROTOR
The Shell is equipped with a rotor, like a helicopter’s. It doesn’t move as quickly as a Shell equipped with an air propeller, but it can hover without falling.
Base Speed: Fly 30 feet (poor).
Cost: 800

TRACK
The Shell follows a preset track and cannot deviate from that course. If the Shell is somehow separated from the track, it becomes effectively stationary. The Shell can maneuver over an obstacle only if the track leads over the obstacle, but if something obstructs the track, the Shell comes to a halt.
Base Speed: 10 feet.
Bonus: +10 bonus to CMD
Cost: 100.

TREADS (PL 5)
The Shell is equipped with a pair of tank-like treads that allow it to roll along over most terrain without significant difficulties. It can negotiate reasonably shallow steps, but stairs are beyond its abilities.
Shells with treads cannot jump or swim.
Base Speed: 20 feet.
Bonus +10 bonus to CMD
Cost: 300

WHEELS
Wheels are somewhat more effective than treads on level ground, but the Shell moves at half speed when navigating poor surface conditions. Most wheeled Shells have four, six, or eight wheels. Shells with wheels cannot jump or swim.
Base Speed: 30 feet.
Bonus: +2 to Bull-rush Combat Maneuvers
Cost: 150

CASTERS
The Shell moves about on spherical wheels, or casters. These are somewhat more efficient than wheels and enable the Shell to change direction easily. Shells with casters cannot jump or swim.
Base Speed: 20 feet.
Cost: 150

LEGS (PAIR)
The Shell is bipedal, walking on two legs as well as a human. Only Shells equipped with legs can jump.
Base Speed: 20 feet.
Cost: 150

THRUSTER
Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable the Shell to fly and hover.
Base Speed: Fly 30 feet (poor).
Cost: 1000

INDUCTOR
Induction engine technology allows the Shell to move about on a thin cushion of artificial gravity. The thrust does not enable the Shell to corner quickly, but it can hover and float above liquid surfaces (including water).
Base Speed: 30 feet.
Cost: 600

Sensors
Sparks are unable to perceive their surroundings without a sensor system of some kind. Without sensors, they are effectively blind and deaf, and they suffer penalties on certain checks—if they can attempt them at all.
Sight: A Chassis without visual sensors suffers a –4 penalty on all skill checks and cannot make sight based perception checks.
Sound: A Chassis without audio sensors suffers a –2 penalty on all skill checks and cannot make sound based perception checks.
Touch: A Chassis without tactile sensors suffers a –4 penalty on skills that require Dexterity.
Smell: A Chassis without olfactory sensors suffers no particular penalties.
Taste: A Chassis without gustatory sensors suffers no particular penalties.

A Chassis does not start with a Sensor array by default, but it is recommended to have one. It may only have 1 Sensor Array from the following list.

CLASS I SENSOR SYSTEM
This sensor system includes a low-res video camera and a basic audio receiver (effectively a robotic ear).
A robot with a Class I sensor system takes a –4 penalty on Dexterity based skill checks, and a –2 penalty on all other skill checks due to poor quality of sensor array
Type: Audio, Visual.
Cost: 100

CLASS II SENSOR SYSTEM
This sensor system includes a video camera with infrared capability, capable of discerning creatures and objects by their heat signatures. It also includes a basic audio receiver and a crude chemical sniffer (a series of filters that detect free-floating chemical residues).
A robot with a Class I sensor system takes a –4 penalty on Dexterity based skill checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Visual.
Cost: 250

CLASS III SENSOR SYSTEM
This sensor system includes a video camera with infrared capability (lowlight vision), a basic audio receiver, and a crude chemical sniffer.
A robot with a Class III sensor system has low-light vision and takes no penalties on skill checks.
Type: Audio, Olfactory, Visual.
Cost: 500.

CLASS IV SENSOR SYSTEM
This sensor system includes hi-res video sensors, a hi-fidelity audio sensor, a chemical vapor scanner, and a pressure sensor that enables the robot to perform tasks requiring manual dexterity.
A robot with a Class IV sensor system has low-light vision and gains a +2 equipment bonus on Perception checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile, Visual.
Cost: 1000.

CLASS V SENSOR SYSTEM
This sensor system includes hi-res video sensors with darkvision (out to 60 feet), hi-fidelity audio sensors, a chemical vapor scanner and pressure sensors..
A robot with a Class V sensor system gains has low-light vision and darkvision. A +2 equipment bonus on Perception checks and all other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile, Visual.
Cost: 1500


NERVE WEB
The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 60 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors.
A robot with this sensor system gains the scent ability. It also gains a +2 equipment bonus on Perception checks and on Dexterity based skills. All other skill checks are made without penalty.
Type: Audio, Gustatory, Olfactory, Tactile, Visual.
Cost: 2500

Finalization
After all of the options have been selected, tally up the price and multiple the result by the Size's modifier if you haven't already. This is the base cost of purchasing the Shell from a vendor. Creating the Shell itself costs half this much, the rules of which are covered in the Feat "Create Robotics."




The following is a list of prebuilt shells in ascending price.

The prices do not factor in the costs of various ranged weapons. This, you'll have to factor in yourself as depending on setting some weapons may not exist.

For the same reason the points to determine a Shell's class are not allocated to select perks or modify traits in some fashion. Some dms want to make limifed choice for how they are allocated.


Walkabout
Class I - 1,000
Ultra-Light - 0
Medium - x1
2 Hands - 100 (200)
Legs (Pair) - 150
Class I Sensors - 100
Total Cost: 1,600 gp

The simple walkabout is the most basic body that most Sparks can afford. Able to intergrate and interact with human live, it boasts very basic systems of every sort. Valid as a choice for a starting character as it follows all of the rules of creation for a 1st level Shell.


Wolfie
Class I - 1,000
Light - 500
Medium - x1
2 Claws (150), 1 Jaw (250), 1 Hand (100) - 650
Legs (Multiple) - 300
Class II Sensors - 250
Total Cost: 2,700 gp

A wolf shaped combat body. Of questionable value most Sparks, but it does contain basic olfactory glands.

Brute
Class II - 4,000
Heavy - 2,000
Medium - x1
2 Hands - 100 (200)
Legs (Pair) - 300
Class III Sensors - 500
Total Cost: 7,000 gp

Stronger and tougher than before. This body boasts some advantages, particularly in the toughness department. Brutes possess enough physical statistics that some owners choose to rely on them despite being able to afford more complex bodies.


Auto-Go
Class II - 4,000
Medium - 1,000
Large - x2
2 (empty) Turrets (50) - 100
Wheels - 150
Class II Sensors - 100
Total Cost: 11,000 gp

A vehicle known by the Sparks called a “car” this vehicle may optionally be used to ferry passengers on the side. It features 2 empty turrets which may fit any ranged weapons of medium size


Tank
Class II - 4,000
Heavy - 2,000
Huge - x4
1 (empty) Siege Turret (100). 4 (empty) Turrets (50) - 300
Threads - 300
Class I Sensors - 100
Total Cost: 26,800 gp

A body designed solely for combat, the “Tank” is a heavily armored combat platform designed to fire massive amounts of guns at the enemy. It features slots to house a Siege weapon of Large size or smaller and some smaller arms.


Dragoon Mk 1
Class III - 9,000
Medium - 1,000
Large - x2
Jaws (250), 2 Claws (150), (empty) Turret (50) - 600
Forced Air (300), Legs (Multiple) (300) - 900
Class III Sensors - 500
Total Cost: 24,000 gp

A mechanical effigy of a dragon, this metallic beast is quite formidable for its price.
A favorite tactic of owners is to equip a Flamethrower in its mouth based Turret slot.

Hercules
Class V - 25,000
Heavy Plating - 3,000
Medium - x1
2 Hands - 100 (200)
Legs (Pair) - 150
Nerve Web - 2,500
Total Cost: 30,850

The strongest default human-shape Shell available. Comes with nothing aside from abilities far above the human norm.

Helios
Class IV - 16,000
Medium - 1,000
Huge - x4
2 (empty) Siege Turrets (100) , 2 Turrets (50)- 300
Rotor- 800
Class IV Sensors - 1,000
Total Cost: 76,400 gp

This “helicopter” is another Spark unique creation. Like the autogo before it may be outfitted to carry passengers. A favorite loadout is to equip the flying machine with MLR Launchers on both sides.


Dragoon Mk. 2
Class V - 25,000
Heavy - 2,000
Huge - x4
Jaws (250), 4 Claws (150), (empty) Turret (50) - 900
Thrusters (1,000), Legs (Multiple) (300)- 1,600
Nerve Web - 2,500
Total Cost: 128,000 gp

An upgraded Dragoon boasting better everything. It is armed with more weapons and makes use of the best aviation technology money can buy.

Davros
Class V - 25,000
Super-Heavy - 3,000
Gargantuan - x8
2 (empty) Siege Turret (100). 4 (empty) Turrets (50) - 400
Inductor - 500
Nerve Web - 2,500
Total Cost: 251,000

The heaviest tank available in the market. The chassis is normally reserved for the military and the cost reflects this. Can hold 2 Siege weapons of a size smaller and possess anti-grav tech to allow it to hover over even water.

Almarck
2014-12-19, 12:54 AM
Listed in the Entries bellow are some items that may be worth looking to add on to your Shell.




Below is a list and reference to a variety of advanced/siege weapons available for use in turrets. While you may be interested in equipping yourself in crossbows, you might want to consider lasers or gunpowder weapons. Note that if your DM is hesitating about allowing these, inform him that if he's letting you be a tank it's probably too late to worry about muskets.

As a word of warning, everything in the entries provided is pretty expensive.

Credit goes to the pfsrd for keeping track of these find and allowing players to access them online. Knowing the rules for many of these options is handy.

Early Firearms (http://www.d20pfsrd.com/equipment---final/weapons/firearms)

Modern Firearms (http://www.d20pfsrd.com/equipment---final/weapons/firearms/modern-firearms) Note: the Prices given above are for if gunpowder weapons are common place. Increase them by 10% if not applicable.

Technological Weapons (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons)

Siege Engines (http://www.d20pfsrd.com/gamemastering/other-rules/siege-engines)

Advanced Seige Weapons:
Because sometimes, you just really want to use really big guns. The following are a listing of Siege weapons designed to be used in Siege Turrets.



Name
Cost
Size
Damage
D. Type
Critical
Range
Aim
Load
Capacity


Auto-Cannon
8,000
Large
4d8
B, P
19-20/x2
150 ft
2*
1 or 4*
4



Minigun
12,000
Medium
3d8
B, P
18-20/x2
70 ft
0
4
1*


MLR Launcher
10,000
Large
6d6 B and 6d6 Fire
B and F[td]
[td]none
300 ft
2
3
1*


Plasma Cannon
25,000
Huge
12d6
20/x4
200 ft (25 min.)
2
5
1




Auto-cannon: A cannon based weapon that fires high explosive shells in quick succession at an enemy. Once the auto-cannon has its aim set on an enemy, it does not need to spend more actions to continually attack the same target, so long as its munitions are not depleted and it keeps aimed at the target.
Each shell may be reloaded individually, with one full-round action spent reloading equating a single shell, but only so long as the weapon hasn’t fired in the previous turn.

Minigun: A powerful weapon known for its multiple spinning barrels that spray bullets in rapid succession. It is capable of firing in a line to destroy an entire column of enemies.This weapon does not need to aim.This siege weapon possess the “automatic” weapon quality.
Because the munitions this weapon fires is massive spray of bullets that is hard to keep track of individually, a minigun does not need to reload so long as its canister is still able to function, see Ammo-Canister for details.

There is a variant that functions purely on Power Cell Charges, that drains 4d6 Charges everytime it is fired.

MLR Launcher: A specialized rocket launcher capable of being reloaded after being fired.

http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-Rocket-Launcher


Plasma Cannon: The Pinnacle of Spark advanced weaponry, powerful and very destructive. Few can stand its might. Everything within 30 feet of the target may make a reflex save for half damage. On a successful attack roll, the primary target may not attempt this save.
The weapon misfires as if it were an early firearm.
This weapon can rely on using Power Cell Charges, but consumes the equivalent of 50 charges when doing so.




Misc items:
Some items disposable items that are worth looking into but don't fit in other places.



Name
Weight
Price


Ammo-Canister
20 lb
250 gp


Auto-Cannon Shell
35 lb
200 gp


Missile
25
1,000 gp


Fission Power Cell
50
10,000


Fusion Power Cell
20,000



High Power Cell
50
5,000


Low Power Cell
50
1,000


Medium Power Cell
50
2,000




Ammo-Canister: A round canister containing so many individual bullets, it is hard to keep track of just how many times it can be fired, especially for its intended weapon, the Minigun.
Canisters do not deplete after every ranged attack, instead after every using the same canister to fire a minigun 3 times, the canister has a 10% chance of being completely expended every time it fires. For every subsequent attack after the 3rd, the chance of depletion increases by 10%.

Auto-Cannon Shell: Munitions for a Cannon.

Missile Munitions for MLR Launcher.

Power Cell: A large battery able to be installed in a Shell to provide power. Every day, charges dependant the on size of the Shell are drained from the installed Power Cell to fuel it. Should the amount of power in a Power Cell drop below 0, the Shell suffers penalties and eventually shuts down.

Power Cells installed in a Chassis do not count their weight towards the Chassis’s capacity, but only one power cell may be installed at a time. It takes 5 minutes to change a Power Cell.

Alternatively, Power Cells may be treated as though they were larger than normal batteries for any purpose, including energy weapons. The amount of Charges used by a technological device or weapon operating on a batter is roughly the same as on a Power Cell.

Below is a list of the various Cells and how much power they provide.

Low: 100
Medium: 200
High: 500
Fission: 1,500
Fusion: 5,000




This is a very… unique style of gameplay mode, allowing a Spark to play as a supporting A.I. to a another character in a manner similar to an Intelligent item.

This is obviously not the most balanced thing in the world, but it’s something I thought would be fun to play; something a person might want to do without say having to make a physical character with items and everything and just letting him sit back in the party. Obvious loss of power and independence does mean the party is weaker over all, but makes a single character stronger.


The following rules are thus:


The Spark is carried on an item weighing at least 3 pounds and is around the size of a (how big is a cell-phone?) on by a willing creature. This willing creature may be the only target the Spark may syncronize with.

Syncronization has the following benefits:


The Spark uses the senses of his syncronized ally at all times.
The Spark may take no actions except purely mental actions or cast spells.
Spell cast by the Spark are as though it possessed the Still Spell feat without modifying their Spell Level. Spells cast can only target the syncronized ally unless said ally also spends 1 standard action to deliver or utilize the spell as if he were the caster (no Arcane Spell Failure chance)
The Spark, may when casting spells that normally target itself, instead opt to have the spell target the syncronized ally.
While bonded to the Spark, the syncronized ally may apply certain class features (but not feats) owned by the Spark as though they were of the appropriate level given in the list bellow. If the Spark has other class features that modify the class features in the list below, they apply such as taking Greater Mutagen from the Discover class feature to modify the Alchemist’s Mutagen class feature or the Monk’s Unarmed Strike improving to being treated as an Adamantine weapon due to Ki Strike.
If a class’s archetype swaps out a class feature covered below, the Spark may not lend the other character the replacement or modified abilities.



However, syncronization has drawbacks.:



Sparks as long as they are syncronize , the Spark takes 1/4th of any damage the syncronized ally takes from any source as purely psychic damage that bypasses all its defenses. The Spark may choose to desynchronize as a immediate(purely mental) action at any time (even within an opponent’s iterative attacks), but doing so prohibits resynchronization for 1 minute.
Sparks may take skill checks outside of physical skills, but this requires the syncronized ally’s cooperation as he does all of the work on the Spark’s behalf. Doing so though provides a -4 penalty. The Spark may simply choose to aid another though, following all the usual rules.
As long as they remain syncronized the Spark always acts on the syncronized ally’s initiative step.
Benefits gained from syncronization do not quality the syncronized characters into any Prestige Classes, Feats, or the like unless it specifies that syncronization is what is required.
If the item is the target of a successful sunder, the item does not get destroyed when it reaches 0 hit points. Instead, any excess damage over the item’s hitpoints are transfered directly to the Spark’s Fragmentation hitpoints, as a Shell. When the Spark is dropped to 0 hitpoints, the Spark perishes. If the Spark perishes and the item is still at 0 hitpoints, the item is destroyed as per a successful sunder.



For the purposes of simplicity and game balance you may want to forgo certain things, such as the Spark having any inventory outside of datacores.



With the exception of most “fullcasting” classes, nearly every class provides some benefit when Synchronized.
Alchemist: May benefit from the Spark’s Mutagen and Extracts, even if not an alchemist and lacking the Infusions discovery.
Arcanist: <Unknown>
Barbarian: Fast Movement and Uncanny Dodge
Bloodrager: Fast Movement and Blood Casting
Brawler: Unarmed Strike, AC Bonus
Bard: May benefit from the Spark’s Bardic Performance, but only limited to self.
Cavalier: Challenge, Tactician, and the Spark’s Teamwork Feats
Cleric: <Unknown>
Druid: <Unknown>
Fighter: Weapon Training and Weapon Mastery. In the case the synchronized ally is not proficient in the weapon provided by the Spark’s Weapon Training, she is treated as proficient as long as synchronization lasts.
Gunslinger: Nimble and Weapon Mastery. In the case the synchronized ally is not proficient in the weapons provided by the Spark’s Gun Training, she is treated as proficient as long as synchronization lasts.
Hunter: <Unknown>
Inquisitor: Judgement, Solo Tactics, and the Spark’s Teamwork Feats
Investigator: May benefit from the Spark’s Extracts, even if not an alchemist and lacking the Infusions discovery. Studied Combat, Studies Strike
Magus: <Unknown>
Monk: Unarmed Strike, AC Bonus
Oracle: Oracle’s Curse
Paladin: Divine Grace (Spark’s Charisma), May act as a Conduit for Lay On Hands
Ranger: Favored Enemies, Favored Terrains, Hunter’s Bond (Hunting Partners)
Rogue: Sneak Attack.
Shaman: <Unknown>
Skald: May benefit from the Spark’s Raging Song, but only limited to self.
Slayer: Sneak Attack, Studied Combat
Sorcerer: May aid in the casting of spells (0% Arcane Spell Failure)
Summoner: <Unknown>
Swashbuckler: Nimble, Swashbuckler’s Finesse, Swashbuckler’s Weapon Training.
Warpriest: Sacred Weapon
Witch: May aid in the casting of spells (0% Arcane Spell Failure)
Wizard: May aid in the casting of spells (0% Arcane Spell Failure)


Some fun ideas:

A warpriest Spark that is also the favored weapon of it diety or a Spark sword that bestows the power to wield it.
A magical wizard’s spellbook that has its own wizard in the pages, receiving it body before he realized it didn’t need one.
A druid who doesn’t bother to Wildshape to commune with nature, instead he just rides on his pet tiger.
A ranger that gives his knowledge of terrain and how to best damage enemies while linked directly in.




Unlike most other Construct entities, creatures of the Virtual or Robot subtypes are susceptible to a unique type of disease called a virus.

Viruses follow all of the usual rules of diseases, save that they do not affect living, non-construct creatures (except cyborgs). Unlike traditional diseases, viruses are always contagious and are transmitted just by being in the general area of an infected robot, Spark, or shell (around 60 feet usually) so long as digital wireless communication is open (such as sending messages from Digitools or the passive broadcast aura all Sparks have). Exposed devices and entities are subject to a Will or Fortitude save to resist infection, plus another after every hour they stay inside.

Some Viruses may reduce a Spark’s maximum Fragmentation hitpoints. If a Virus reduces a Spark’s Maximum Fragementation Hitpoints to 0, the Spark dies.

Infected objects may not be destroyed, but act as vectors for viral infection.

The only way to prevent a virus from spreading out of control is to bar oneself from using wireless communication and shutting down the broadcasting Aura all Sparks innately possesses. This disorients the Spark, forcing it to take -2 all checks, attack rolls, and saves, but prevents infection so long as the virus is not delivered through other means.



Create Virus
School necromancy; [b]Level antipaladin 4, cleric/oracle 4, wizard/sorcerer 3
CASTING[b]
[b]Casting Time[b] 1 standard action
[b]Components[b] V, S
[b]EFFECT[b]
[b]Range[b] touch
[b]Target[b] robot touched
[b]Duration[b] instantaneous; see text
[b]Saving Throw[b] Will negates; see text; [b]Spell Resistance[b] yes
Using your power to create a malignant virus, you infect the subject with a horrible virus by making a successful melee touch attack. This virus does 1 point of ability damage to all of the Spark’s mental ability scores for 6 rounds. A will save prevents ability score damage for one turn only, until the spell’s effect ends

If the create fails to make a save during this initial 6 round period, the Virus takes root within the Spark’s consciousness and being, causing further damage as though it were a “disease” with Frequency of 1/day. 2 successful saves in a row ends this secondary effect

Exaple viruses.
[b]Y2BUG.EXE
Type virus; Save Fortitude DC 22
Onset 1/day; Frequency 1/day
Effect 1d6 WIsdom and 2d8 Fragmentation hitpoint damage, these damages are negated a successful saving throw. On a failed save, the victim is constantly dazed for the next 24 hours.
Cure 3 consecutive saves

[b]I/h4T3W-U.VIR
Type virus; Save Will DC 15
Onset 1/day; Frequency 1/day
Effect 1d6 Charisma damage. 1d4 Fragmentation hitpoint damage, these damages are negated a successful saving throw Additionally, on a failed save, the victim is compelled to seek out groups of uninfected construct creatures or devices; if denied the opportunity by some means, the victim becomes hostile to any creatures that bar its way.
Cure 2 consecutive saves

F#3ND.APP
Type virus; Save Fortitude DC 18
Onset 1/day; Frequency 1/day
Effect 1d6 Intelligence damage and 1d8 Fragmentation hitpoint damage, these damages are negated a successful saving throw.

Almarck
2014-12-19, 12:56 AM
Also Reserved for Future Notice.

Solaris
2014-12-19, 09:08 AM
This looks to be really cool. Have you looked at d20 Future's rules for robotics and mecha, by any chance? Seeing how they did things might help you come up with ideas for the parts you're stumped on.

Almarck
2014-12-19, 09:22 AM
Well thank you.

And no. My experience with modern is limited at best.
Could you please elaborate?

Solaris
2014-12-19, 10:23 AM
The upshot is that d20 Future's robotics has a system for creating, modifying, and brain-swapping robots. Mecha is a system where the giant robot suits augment the character's abilities - adding bonus hit points, increase to Strength and Dexterity, and providing a system for customizing the mech to you heart's content through equipment slots.
Just ignore the stuff about Purchase DCs. That works through d20 Modern's wealth system.

Here (http://www.wizards.com/default.asp?x=d20/article/msrd) is the MSRD, with robotics (http://www.wizards.com/d20/files/msrd/FutureRobots.rtf) and mecha (http://www.wizards.com/d20/files/msrd/FutureMecha.rtf).

Almarck
2014-12-19, 10:53 AM
I'll be honest... I have no idea what to think about it.

On the one hand, it seems like it'd cut out alot of work for me, letting me just present rules for "Build it yourself"

On the other, I feel like it might be counter intuitive to design goals, especially when we have to factor in loot. Plus there's seems that bigger robot bodies have more or... everything, putting a serious emphasis on Big is Always better. More HD, more Strength. But that might just be as a result of me just skimming. Size does matter, I will admit. I can see myself using some of it, particularly in the place of custom parts and addons.

It just feels more complicated in a system where the robots are AI that freely change bodies and have their own very rigid character classes.

Mecha Rules though are outright not going to work I imagine. Simply because the characters by default have no physical scores. Making them have a robot body to THEN put them in a mecha is simply... redundant when we could just make them a giant robot to begin with.

But this is all coming from a person who skimmed the document and has not enough time to think for himself at this moment. Since you're the one who brought it up Solaris, what parts do you think I will benefit from the most?

Solaris
2014-12-19, 11:38 AM
Work the mecha as though they were racial modifiers, rather than equipment. A Large frame would thus have a +8 Strength modifier (18 Strength for a commoner), for example, with the associated slots for equipment and upgrades.

I find this sort of thing useful not for taking wholesale, but helping you answer questions - I'll look at how they did something, and then modify it according to my taste and needs.

Almarck
2014-12-19, 12:58 PM
Racial modifiers is probably redundant since size modifiers are a factor but that's besides the point. I am likely though use my own scale for size modifiers since I want to encourage using large or even huge frames without making them too much better if that makes any sense.

Likely if I were to go for your suggestion, I would stick to 2 Strength for every 2 Dex. This will likely be how it is for any frame that isn't made primarily for shooting or is humanoid

Things like size and strength modifiers will obviously get really weird once we consider say.... various tanks.

Solaris
2014-12-19, 07:17 PM
I would go for the humanoid ratio being +4 Str, -2 Dex/size category. Strength isn't as valuable a stat as Dexterity, and size brings its own problems with it - especially if you don't have a Constitution score to fluff up your hit dice. It has its advantages, don't get me wrong, but without the massive +8 Strength boost that comes from a size increase they largely balance out.

Hmm. For tanks and things like that, I would look at how much weight you want them to be moving around - and then use that to backwards-calculate the Strength score (factoring in that it's effectively a 'quadruped'). Thus, they could wind up with really high Strength scores - but be extremely limited in what they can use them for (stuff like bull rushes, overruns, pulling stuff... and that's about it).

Almarck
2014-12-19, 07:36 PM
I can see that being, an issue. Well, in the case of increased size, it'll come with somewhat increased toughness. Each body adds the construct bonus HP based on size, so bigger bodies are tougher by default.

I'm also considering making some various bodies have extra HD. Maybe 1 or 2 as an addon. Not sure.

Well, I've got the Dragon and some vehicles baselines stated out. I'll post the updates soon enough. How's anyone feel like playing KIT from Knight Rider?

I'm just wondering if maybe what I should do is basically treat various shells as "Eidelions" in terms of creation, in that it's all point buy and cobbled together to a single item.

Mostly, I wonder because I feel like something has to be done to reduce the work load.

Alternatively, I could just create basic models for everything at basic sizes.

EDIT: Update posted.

Almarck
2014-12-20, 02:14 AM
So, here's an idea of what I think would be a way to make the robot building process both neater, more balanced, and alllow for a greater range of possibilities.

Each shell will consist of the following parts:

Class: Which effects the style and layout of the body used. Ex. Quadruped, Biped, Box. Depending on class, it'll determine the starting attributes and come with a number of "freebies" (such as number of legs for bi or quadrupeds) or come with cost reductions (wheels and hover are cheaper for Box).

Size, which modifies attributes on a 4 Strength / 2 Dexterity scale. Adds HP

Locomotion. Which is basically what movement abilities the body will have. Some will be better than others and a smaller frame typically leads to benefits.

Plating, which also modifies more attributes and speed depending on choices. Also might add more HP

Sensors. Simplified from the system used by the robots, but there all the same.

And after that, come Add-ons. Which is everything else from weaponry, to equipment, to magic items, better protection to whatever.

In the case of everything but Add-ons, everything's gold will be multiplicative based on the Chassis's base cost. And some Add-on, like more strength or more weapons have caps and will have their prices modified by some things.

I imagine that for limitations sake, I'll also add that overloading a Chasis with too many features probably reduces its HP, thus making it easier to break, or not work at all.


Anyone got feedback on that?

Sanctaphrax
2014-12-21, 01:18 AM
This looks really neat. I'm not really qualified to comment on 3.5 mechanics, but I like the idea quite a bit.

Almarck
2014-12-21, 02:47 AM
Glad you like kt. It's kinda always been a dream of mine to build and play with robotic characters... but I am disappointed how only humanoid constructs were always available.

My key problem here is that am at cross roads. I want to create more modular system for creating constructs... yet I am still stuck on the first part.


I have decided to use a great deal of a supplement Solaris provided up top to shorten the work load... but I still need somethjng more...

ReturnOfTheKing
2014-12-21, 12:56 PM
This is a really neat idea! Just wondering, the schism between Seekers and Integrators seems like it would make a good pair of sub-races for 5th Edition. I know Pathfinder's better for sci-fi, but do you think 5e conversion is a possibility?

Also, there needs to be a car-like shell which is basically a DeLorean that comes with a time travel-related feat, because you just can :smallbiggrin:

Almarck
2014-12-21, 01:16 PM
Unfortunately. I have absolutely no knowledge of 5e rules. And my knowledge of 4e is only better by juat a bit because I once played the Neverwinter Mmo. Outside of 3.5 and pf. My knowledge of D&d gamelines is sparse.

If you'd like to help me on such a matter, I would accept. Thiugh right now I am trying put together the body creation subsystem.

ReturnOfTheKing
2014-12-22, 03:58 PM
As much as I'd love to, I am unfortunately far from an adept at 5e so far. However, I plan on reading up on the core books, so maybe once that's done I could take a crack at something? I'm definitely gonna think about it...

Sliprunner
2014-12-22, 09:52 PM
I must say, this concept, even in the early stage is a bit of interest for me. I VERY much want to play this now, I rather enjoy the concept of creating a character who doesn't operate the various vehicles, but can BECOME the various vehicles. The tank caught my eye quite easily

The only thing I can think to offer is my own idea for body creation
Use a simple point/slot system for creating bodies
10 points for 1st level body, +1 per level beyond intended (15 for 5th level body)

Size
Tiny- 4
Small- 2
Medium- 0
Large- 2
Huge- 4

Mobility
Tracks-2 (Ignores hard terrain?)
Wheels-1 (Fast speed, 40ft+)
Legs-1 per 2
Hover - 2 (same as yours, 5ft off ground, unless combined with flight)
Flight - 4 (can't hover, starts off slow (20ft), another +4 to get 40ft)
"Swim" - 2

Attributes, Start with a base 8 for Str/Dex/Con
Per +2, 2 points

That's about it for what I have


Really though, I am going to keep an eye on this. So Kudo's to you for sparking this.

Almarck
2014-12-22, 10:32 PM
I actually DID think of that as my original starting plan for creating a body system. I found that... it actually forced issues with pricing and only worked when you didn't factor in the fact you can have a Diminutive or Tiny player going to turn Collossal due to finding enough money to buy something out of Macross.

Almarck
2014-12-23, 01:32 AM
Update: I have posted a draft of my current rules for building new Shells:


Here (http://www.giantitp.com/forums/showsinglepost.php?p=18551568&postcount=2)


It's all currently in BETA or technically ALPHA, but the core of that system is there.

What I need is feedback and suggestions for items to include.

Also, to those who have read the MSRD documents, provided by Solaris, I did copy/paste them and use them as a spring board to cover the bases for Locomotion, Hands, and though it is not included in the reference, Sensors and other features. I do however intend to not limit myself to those rules and keep building.

Sliprunner
2014-12-23, 04:38 PM
Toyed with the shell creation draft, Results are as follows.


Class I (Mini Tank)
Medium Sized, Light plating, 1 fuel/day
9 Strength, 14 Dexterity, +20 HP?
Mobility, 20ft, Treads
3 Turrets, Heavy Crossbows
Total Cost: 2,850 (around 3rd level)

Class II (Destroyer)
Colossal, Heavy plating, 100 fuel/day
19 Strength, 10 Dexterity, +80 HP?
Mobility, 20ft, Propeller (Water)
6 Siege Turrets, Ballista (Siege+Masterwork)
2 Siege Turrets, Heavy Catapult
Total Cost: 106,200 (o.0, 99,200 before equipment) (Around 12th level)

Class III (Micro Copter)
Small Sized, Light plating, 1 fuel/3 days
9 Strength, 16 Dexterity, +10 HP?
Mobility, 40ft, Rotor, Speed boost
2 Turrets, Heavy Crossbows
2 Task Hands
Total Cost: 12,200 (around 6th level)


Seems somewhat decent, you can't get really heavy stuff until QUITE some time later, but given you don't have the same equipment costs as other players it works out somewhat. As for equipment I'd suggest, I'd go with introducing some sort of gas cell for flight, rather slow at say 20ft but with better maneuverability. Siege turrets you do need to qualify size restrictions, I guessed they were Siege weapon + Masterwork cost. Perhaps 1 at large, 2 at huge, 4 at gargantuan and full 8 at colossal. Outside of that, it looks like the current draft is a pretty good start, attributes are a little funky but not to bad.

One of the more major things is the need to better control consumption, looking to the larger shells, unless fuel cells are as cheap and abundant as rations, larger shells can run a very good chance of running out if they aren't able to frequently resupply. Yes the shells have a fair bit of power, but I'd suggest just following same consumption rate as rations for larger creatures, at 5/day for a large shell, its already using 2.5x more then a large creature (which is double a medium creature unless I'm mistaken)

Mr.Cobalt
2014-12-23, 04:45 PM
And now the first thing I thought of was that sentient helicopter you had in Deus Ex Invisible War.

Almarck
2014-12-23, 05:47 PM
And now the first thing I thought of was that sentient helicopter you had in Deus Ex Invisible War.

By all means, do so. Then, for extra measure install AMD-112 Missile Launchers and rain hellfire.




As for Slip, thanks for the beta test. I had to admit, I was skeptical about the costs working out as intended, but I think it's fine given how powerful some body types might end up as. I see someone is a big fan of mobility though.

I am bound to create more movement types once I have established the skeleton of the rules and finished codifying all the essential parts. At its current incarnation, you can get quite alot of different body types, not just vehicles.

Seige Turrets by the way will have their own... tables, suffice it to say. Yes, you're right I need to put requirements on size. I'm... not sure what to actually put for them. While I am sure they'll fill the same role as Siege weapons, they'll likely end up more like spells or "staves" the way they will work later on. Essentially, oversized turret mount that takes up 2 slots with a variety of weapon load outs specific to the mount.

Options should include Flamethrowers, Missile Launchers, and of course, a really big barrel gun. (Remember that Sparks treat firearms as martial weapons)

One other thing I didn't factor yet is senses, which I will be providing in the next update sometime after Christmas. I'm thinking basic audio-visual would be free by default of course.

I'm also wondering how I'm going to price addons, basically built in magic items (though they are not always magical if you get what I mean). I think for the most part, these will not have their prices scale with the the size, just for balance concern (at least, most of them won't). This category includes things like say repair modules, special software that improves skills, maybe force fields.)

Either way, I am unsure about what starting players should get in terms of buying power. And items like the Black Box Shell in the early, early draft would be hard to represent without making special consessions. Hm, maybe I should make a list of frames that outright break the rules.

Say Slip, can you see yourself make a dragon using the new rules yet?

Sliprunner
2014-12-23, 07:06 PM
Say Slip, can you see yourself make a dragon using the new rules yet?

Class II (Dwagon)
Large Sized, Medium plating, 5 Fuel/day
16 Strength, 10 Dexterity, +30 hp
Mobility, 30ft land (Quadraped), 40ft fly (propeller)
2 Claw weapons, Jaw
Total Cost: 12,350

Not early on, this is a rather light weight dragon shell but its still got a bit of a price tag to it, though if you really saved you could get it about 6th level. You could load up more attacks without to much of a cost increase, so it'd definitely be interesting, though without knowing what sensors are available it could be a bit more complicated to handle. As for 1st level shells? Plan it out considering that Sparks aren't getting any other equipment at first level. Your existing 01 shells from earlier are actually rather decent, the black box isn't quite as powerful as you might think, given its more akin to letting a player be a intelligent magic item.

A fun option if you are worried about the black box, replace it with an armor someone can wear. While they can still do the spellcasting, they are also take a share of the damage dealt to the person wearing them. Meaning while a spark can use their shell to be a much greater boon, they also put themselves at significantly higher risk.

Almarck
2014-12-23, 07:36 PM
I forgot to label it as Diminutive for some reason. The Black box is supposed to be like... the size of a toad and basically turn another character into a "Familiar" hence the pseudo share spells and share senses. The whole point is to allow a character to litterally allow a Shell to just hang out in someone's pocket and buff the party from there.

Although, this does bring up an interesting counter point, allowing a character to play the AI in a suit of powered armor, a la Halo's Master Cheif and Cortana combo...

Not going to do some work on here for a few days though. Christmas and all, and I need to get some priorities straightened out.

Almarck
2014-12-25, 01:14 AM
So when thinking up how to expand the addons to be more interactive. I had the idea to add in software specialization as both a feat and as "Class feature" for a new class I intend to write.

The lynch pin of this new subsystem is the following and requires an explanation of what addons re.

Addons are basically magic items in terms of the ubiquity. With few exceptions, all Addons are basically the same price no matter the size of your chassis.
Their function is likewise interchangeable with that of magic items on normal characters.

Take for instance a Wand of Cure Light Wounds. Heals 1d8+1 for 50 charges using positive energy.

A comparable Addon would be a "healing laser", a device that beams nanomachines to mend flesh. Obviously, there might be some differences. Maybe it heals the same amount of wounds but recharges every day but only does 1 heal per day. Maybe it also repairs constructs. Or maybe it's exactly the same with 50 charges of 1d8+1 healing.

The specifics may or may not matter, but here in comes my latest idea: specialization.

By taking a specialization in medicine, that Healing Laser might double its healing power, or maximize it. I don't know. The point is, it's somehow increased.

And the medicine specialization is really just one type of it. One might take a specialization in "Big guns" really drastically improving the cannons of a tank. Maybe they get empowered

The specifics have yet to be worked out, but essentially, Specializations represent a Spark taking it upon himself to install highly specialized packets of information, knowhow, and data and make them part of its overall being (hence why it is both a possible choice for class feature or feat). It should be all very specific to robotic bodies or software entities I think.

I would like some feedback on it.

Also, I added in a new subrule. In order to better emphasize swapping bodies, but not penalize investing into a particular shell, I've added on the first page another simple rule. Basically, instead of equipping magic items, you "enchant" yourself and carry the essential bonuses with you no matter what body you are in. It's slightly more expensive this way, but at least you don't have to throw away the enhancements you put on a body you plan to retire in the next level anyways (which is something I realize the old system forced)

Again, I would want thoughts on the matter. The pricess are just... rounded up from what they used to be to do some quick math and to put an example of what I meant up there.

Sensors and Addon specifics come later I am afraid.

Almarck
2014-12-27, 01:05 PM
Update to the thread. I have now installed tables as well as installed information for sensors, expanded "racials", and added details on heavy turrets.

Also, I have also deleted the older reference Shells, since they are no longer relevant as they do not conform to the new rules.

Check the second reply for more details.


After thinking about it, I am thinking of codifying an alterate "mode of play" I am dubbing "Parasite mode", essentially, the Spark acts as a support for a character in some fashion by "uplinking" directly to them in some fashion like a magic item. I am still not sure how to go about doing this.

Amechra
2014-12-28, 01:17 AM
Just as a little aside, I'm curious why you didn't crib off of the Advanced Race Builder - go with 5 points per Class, give Half-Construct as a free trait, only allow them to improve Strength and Dexterity...

Almarck
2014-12-28, 01:40 AM
Because I felt Advanced Race builder didn't properly convey what I was going for. It doesn't exactly have an entry for characters who while being constructs also had absolutely no physical statistics. All of the racial traits in the list were the result of me trying to figure out what special rules I wanted with some half thought out balanced measures to keep the power low at first. I did consider it in early drafting, though, I do think that I need to clean up and bring things inline with the Builder's standards.


As for what each class of frame provides only 4 points, that was also the result of me fearing giving them 5 points per class might have been too much.

Also, outside of the Perks like speed, extra hitpoints, ect. Each frame does only allow raising Strength or Dexterity as attributes though. I figure that some people would want to say, carry their allies inside of them like a car. The point prices may need adjusting.

Obviously, all of this is quite sloppily arranged and thought out at this point. But I have been only working on this homebrew for a week now. I do thank you for your critique as I need information like that to iron things out.. Do you have any suggestions, in light of the details I provided above?

Amechra
2014-12-28, 07:08 AM
Oops, I meant cribbing costs off them; you end up with very low Strength and Dexterity scores at higher levels, after all.

As for ideas... I would go a little looser, if that makes sense; in other words, focus on effects, rather than the actual makeup. You'll save yourself a bit of a headache.

For an example of what I'm talking about, a bloke who goes by the screen-name Revlid homebrewed a system for the game Exalted a while back based around "Mutation Points" - while the rules themselves might not make any sense to you (I'm not sure about how broad your RPG "career" has been), it might be a good thing to look at in terms of approach.

Here it is in G-Doc form, if you are interested. (https://docs.google.com/a/binghamton.edu/document/d/1zSae7JJfkkLrgrDu5sNPzNrYBQFAO7EjSaMs4OPvDXo/edit?pli=1)



I'm not a fan of Addons as a separate thing - you can already craft "slotless" magic items, which on a humanoid might be magic tattoos or something else that doesn't "fill up" a slot. Doing so (or buying them) doubles the cost. I see no reason why you couldn't just use them for software packets.

As for more physical magic items, just let Sparks embed magic items in their Shells, slotting them in and out like a more "normal" race adds or removes items. Enchanted armor could be in the forms of plating or small "gems" that enchant the plates already there.



Why don't they get ability score increases every 4 levels? It seems pretty arbitrary to me, especially since you can use the same justifications as you used with the magic items - improving Strength represents being able to get more "juice" out of servos, improving Dexterity represents algorithms that improve reaction time, Wisdom is improved heuristic algorithms... etc, etc, etc.

After all, one of the things that self-aware AIs tend to do is self-improve.

Almarck
2014-12-28, 11:32 AM
Oops, I meant cribbing costs off them; you end up with very low Strength and Dexterity scores at higher levels, after all.

As for ideas... I would go a little looser, if that makes sense; in other words, focus on effects, rather than the actual makeup. You'll save yourself a bit of a headache.

For an example of what I'm talking about, a bloke who goes by the screen-name Revlid homebrewed a system for the game Exalted a while back based around "Mutation Points" - while the rules themselves might not make any sense to you (I'm not sure about how broad your RPG "career" has been), it might be a good thing to look at in terms of approach.

Here it is in G-Doc form, if you are interested. (https://docs.google.com/a/binghamton.edu/document/d/1zSae7JJfkkLrgrDu5sNPzNrYBQFAO7EjSaMs4OPvDXo/edit?pli=1)

Well, the main reason. I went with a "makeup" system is that I actually directly ported 60% of the rules I provided from a 3.5 OGL Product for D20 Future. Just made some modifications and provided a gold price for each of the items. The decision I made I felt was simpler at least in the short term.

The reason I didn't go with a points based model for everything was because I wanted to quantify things into a gold price and doing a points based model (atleast from my perspective) would have meant creating a chart for a points to price conversion.

And as for Strength and Dexterity. Well, if you're getting a high level Frame, you have alot of points to spend. Approximately 20. But I do see what you mean. The reason Perks exist is to allow people with level over points a consolation prize. Buffing the number to 5 per level might be a smart idea though as 4 per was before I added "Perks" and needed a way to round out the costs.




I'm not a fan of Addons as a separate thing - you can already craft "slotless" magic items, which on a humanoid might be magic tattoos or something else that doesn't "fill up" a slot. Doing so (or buying them) doubles the cost. I see no reason why you couldn't just use them for software packets.

As for more physical magic items, just let Sparks embed magic items in their Shells, slotting them in and out like a more "normal" race adds or removes items. Enchanted armor could be in the forms of plating or small "gems" that enchant the plates already there.

Addons are not magic items in of themselves. They function like magic items, but are more tech based, but I concede they function the same way to smooth things out. Mostly, I want to accomodate people who want extra things.

Also, their plating is already enchantable like armor. I put a stipulation about that. The main reason I did not go with slots was because of the headaches of having a race with impossibly different body plans.

Granted, I do think this needs work.

I had a friend contact me a while back and he said that the immunities would more or less be a fair trade off in most cases, especially with the fact you'd get more or less the essential.

My current idea is that depedant on size, you'd have the ability to have a number of "universal slots" which can say allow you to on a Medium Frame, hold 4 rings, or 3 rings and 1 boot, or 2 rings, 1 boot, and 1 helmet, but no other magic or tech items in any combination that exceeds 4. Rings would be the only items you can hold more than 1 of.
Obviously exploitable and I need to work on the idea more before it's, well, workable, but that's what I think I should go with. Don't know if being larger should allow for more items or less items.




Why don't they get ability score increases every 4 levels? It seems pretty arbitrary to me, especially since you can use the same justifications as you used with the magic items - improving Strength represents being able to get more "juice" out of servos, improving Dexterity represents algorithms that improve reaction time, Wisdom is improved heuristic algorithms... etc, etc, etc.

After all, one of the things that self-aware AIs tend to do is self-improve.

I believe the reason the rule existed in the first place was because of the fact that the AI's lacked physical ability scores and it only existed as a fairness measure between someone who wants to raise Strength instead of Int, but can't because he actually can't do it directly. So I removed that capacity. And this was in the early drafting too before I started figuring out things, so I think maybe I can remove that rule safely if I provide a measure that allows them to raise Strength and Dexterity somehow.

Almarck
2014-12-30, 12:39 AM
Okay, so going back and doing some editing really helped and it wasn't until just now that I realized what Amechra was pointing out.

I forgot to update the formula for how Frame Point advancement was supposed to work out. Now, each Shell Class is 4 points per level, a stark difference over the 4 points, plus 2 more for every level after 1. To point it out more clearly, Class V now gives 20 instead of 12 build points. I realize that in a really high power scenario where people consider buying Class V's, they'll want to get as much juice out of it as possible and the 8 point difference can make a big deal.

I have removed the bit of Addons in magic items and clarrified that Sparks can use any magic items without slots or can be used as an item instead of worn. Addons, despite being magic items in terms of "function" fullfill a different sort of role and I failed to convey that correctly.

I have also allowed Spark characters advance every levels. If you're going to be a robot, it's probably a high power campaign, so there's no reason to gimp a character over something that important. The -5 point penalty on a point buy game stays though.

So thanks, Amercha. Sorry I couldn't do the editing sooner, but I was busy the other night in a PF play session and thus unable to edit or focus on this project.

Almarck
2014-12-31, 06:55 PM
Okay, updated post 3 with some new stuff.

Fun features include mounting a minigun onto yourself as being something with listed rules for.

Almarck
2015-01-02, 12:58 PM
Did some edits. Fixed up some of the racials. Trying to think of "actual" racials now.

Also, added perhaps the oddest, most experimental gameplay mode that I could think of. In short, has anyone ever considered playing an intelligent magic item that is then used by someone else? Uplink mode allows that, and boy, it's crazy. Obviously lacking in balance and consideration and possible to exploit funnily, but I figure that... someone's got to do it.

This project I think is nearly done with all of the bases, minus some misc, but important things, and not so important things.

What are everyone's thought?

Sliprunner
2015-01-02, 08:12 PM
After some delay, I have returned. This is what I came up with given the new changes, which I actually rather like

Class II (Chik'in Tank)
Huge Sized, Medium Plating (+10), 30 power/day
14 Strength, 12 Dexterity, 40HP, Reinforced CPU I & II (Assuming they are actually separate)
Mobility, 20ft Land (Treads)
Class III Sensors
Siege Turret, Hotchkiss 6pdr
Total Cost: 15,200 (6th Level)

Not to bad, I could actually drop it down to large size (6pdr is only Medium sized o.0)

Class II (Chik'in II Tank)
Large Sized, Medium Plating (+8), 5 power/day
12 Strength, 14 Dexterity, 30HP, Reinforced CPU I
Mobiltiy, 20ft Land (Treads)
Class II Sensors
Siege Turret, Hotchkiss 6pdr
Total Cost: 11,600 (Still 6th)

In seriousness, this is actually pretty decent. Funny enough I wouldn't mind if I could somehow take straight up racial HD with this, though I'd probably take fighter instead. I'll DEFINITELY have to see how it would work out setting up a flamethrower unit. Which might be a bit more interesting given the flame tank requirement (Means need for strength!) Overall enjoying whats being done so far, not much that I can add. Seems to me that it's pretty decent without magical items needed.

What I would suggest though is some way to refit shells, as is it seems like once you are done with a shell you have to try selling it off (which is unlikely due to its specialized nature) or just stash it somewhere. I can see possibly refitting the frame for a higher class, along with refitting mounted equipment and plating. Size would definitely be locked, along with mobility. Do like the fact its possible to create your own shells now, I would definitely suggest making it a requirement to have the "craft constructs" feat, just so it can't be done until 5th level.

Almarck
2015-01-02, 08:36 PM
Oh, that's right. I forgot to add feats. I was going to add a "Crafting" feat that allows for creating your own Shells or upgrading existing ones.

You'd be able to upgrade Shells attributes, sensors, use the feat to apply "enchants" to the plating as if it was magic armor, maybe change out weapons on turrets. That sort of thing. I knew I was forgetting something.

The requirements would be "Spark" or 5 ranks in engineering or something.

I also need to figure out "repair" rules. I guess I could just take care of that directly.

Also, no Slip, you can't take Perks of the same type. They provide the same kind of bonus to the same thing, so you can't take them/they wouldn't work. Another error is that you bought the Hotchkiss for 1/10th of its value. There's a disclaimer by the link (and in the section itself) that tells you that because those prices are for when firearms are common place that you're supposed to treat them as 10 times more expensive when used outside of a modern setting/area that doesn't have many firearms.

By the way, where were you? I assumed you were celebrating some New Years and Christmas given the timing.

Almarck
2015-01-04, 05:14 PM
New this update:

A list of pre-generated Shells at market value. There's a variety of Shells, starting off all humanoid before then devolving into tanks, dragons and helicopters. You can find it all on reply 2 on the first page.

I have also provided a list of feats mostly specific to Sparks. That is found in the racial information page.


Anyone got any idea for Spark Spells?

Sliprunner
2015-01-06, 04:40 PM
Here's a line of thought, The Spark is something akin to an AI, which in turn uses a shell which is like a construct. Would be interesting if there was a way for the spark to "Highjack" an actual construct, either as an emergency shell or as an actual body. Further still I can partly picture a spark as "Fragmenting" itself deliberately in order to control additional shells, possibly as part of a prestige class option or something. As for spells, I can imagine something along the lines of an "Overdrive" spell, functioning to either divert dexterity to strength or strength to dexterity.

Almarck
2015-01-06, 04:49 PM
Overdrive would probably end up being something of a "self-destructive" effect, proably like innervate.

But I'm going to need some time to think on it.

Almarck
2015-01-09, 07:49 PM
Update. Added notes on Viruses, plus a spell to create your own.

Also, added a maxed out "bland" humanoid shell. It was funnily enough the kind of thing that barely cost anything, even after putting in other features like the Nerve Web and heavy armor. I guess those size modifiers do distort the prices by quite a bit.

Wardog
2015-01-10, 07:43 PM
In addition to the "Create Virus" spell, how about a feat/equipment/skill etc that allows sparks to create viruses (without resort to magic) and transmit them electronically to any spark within contagion or communication range. Perhaps with slightly different rules (for example, the creator can choose if they should be contagious or just affect the target).

Almarck
2015-01-10, 07:50 PM
I suppose I should allow the creation of Viruses via nonmagical means. I need to create and define a new skill I think, rather than a feat.

Use it in a manner similar to healing is used for disease and poison, that is. "Computer" skill should be an option. I'll just need to define it first.