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View Full Version : A Megaman style futuristic setting



Randel
2009-09-30, 03:22 PM
Not sure if this would be best put in homebrew, but I've been thinking about making a setting for a magaman-like freeform game (most likely with dice or some limited number of stats to govern attack and defence and such).

After listening to several of the songs from The Protomen and The Megas, I've been thinking about just what a setting would look like. Here's what I've thought of so far:


Setting:

In an alternate world, there were many innovations made to robotics instead of desktop PCs like we have in our world. We got the Information age, they got the Automation age.

There are millions, if not billions of robots working worldwide.

Type 1 robots are simply stationary appliances that are good at doing their tasks automatically... they could easily be confused with dishwashers or arms on factory assembly lines.

Type 2 robots are mobile, like automated cars, planes, or tractors.

Type 3 robots are non-sapient humanoid robots that are 'smart' enough to be programmed to do a wide variety of tasks but have little in the way of learning ability or self-awareness. Their speach consists mostly of pre-recorded messages.

Type 4s are actually self-aware, they have varying degrees of human intelligence (much like humans have varying degrees of intelligence) and their own personalities and quirks. They are built with Combat Inhibitor Chips installed that prevent them from attacking or harming a human being, various programming built into their brains ensure that they don't even think about harming humans and generally do as they are told (but a butler robot is smart enough to not take orders from wandering hobos). They can desire to harm humans, either if they decide for themselves that they must or are programmed to do so, but unless they get the Combat Inhibitor removed then they are limited in how they can do so (putting poison in food or laying traps is a tactic that many rebel robts employ if they do go berzerk).



The economies of many industrial nations has come to rely heavily on robotic labor. Depending on the area, it could be that big businesses use skilled robot labor, are taxed heavily, and then social programs keep the unemployed housed and fed. Others have shifted so that humans take on jobs in artistic or engineering areas, and a few have split between ruling elite with robot servants and human guards and an impoverished lower class with no real place to go.


While in general, humanity as a whole has benefitted from the use of robots, it has become a growing concern that the ready use of cheap robot labor has made many people lazy and complacant... having never had to work for the necessities of life or simply feeling there is nothing they can do that robots can't do better.

The scientists and engineers who are experts in the robotic fields have a great deal of power... notably the ones who are sought at for their skill and the ones who have business savy people to make sure they get paid well (a few roboticists have even develops designs of a Lawyer-bot who is 100% loyal to its master and can wade through legalese faster than any human lawyer could... this alone has given them a big advantage in the legal world).


The Villains:

Mad Scientists (like Dr. Wily) who have the ability to reprogram robots or design their own loyal war machines. They are often motivated to get control of the supposedly complacent world and eliminate the corruption they see in world leaders or take control of the robots they have given the world.

Crimminals who know enough about robotics or have a roboticist on their team who can exploit the heavily automated society. In our world we have viruses, hackers, identity theft and such, in their world they can sabotage robots to cause damage or reprogram them to commit crimes.

Robot Mooks are the general grunts of most crimes, Type 1, 2, and 3 robots have no self-awareness and can be reprogrammed much like any machine. They also have Combat Inhibitors or varying types which limit the destruction they can do (much like security software in a computer), this usually keeps robots from directly attacking people (though indirect things like traps or poison work) or from causing major property damage (like they can't bash walls but some can be programmed to set fires). A robot that has its Inhibitor chips manually removed however is not limited in what it can do. Most robots have easily accesable emergency stop buttons that can be hit to shut them down if they are hacked, but most of their evil masters would disable this switch before sending them out. Also, robots are not prevented from attacking other robots in any way.

Rebel Type 4s are intelligent robots who have overcome their programming and don't answer to humans any more. This doesn't necessarily turn them evil but most Type 4s go rebel do have an axe to grind against humans. They are still limited by their Combat Inhibitors until they get them removed. Some rebel robots turned against humans of their own free will... and some were just programmed to rebel.

Mando Knight
2009-09-30, 03:57 PM
I've often given thought to settings like this. It could work. A new system that you're developing from scratch would go into Homebrew, though.

If I wanted to use an existing system to do this, I'd run it with SW SAGA edition, having each player as a droid, or perhaps Mutants and Masterminds or GURPS. Possibly the Hero system.

woodenbandman
2009-09-30, 04:26 PM
:D

Warforged party!

Randel
2009-09-30, 06:52 PM
My thoughts so far were to use a trimmed-down version of the DnD 4th edition rules. Basically using the rules for attack rolls, saves, powers, and such but instead of gaining encounter and daily powers by leveling then they are added on via upgrades.

Mostly having each player with a few at-will attacks (maybe with ammo) and a few encounter and daily attacks (which require a quick recharge or an extensive amount of maintenance after each use)