fmitchell Posted June 9, 2014 Posted June 9, 2014 (edited) Continuing my obsession with robots in BRP, I threw together a "Major Malfunction Table", a Major Wound Table for technological or pseudo-technological constructs. | d100 Result | Effect |-------------|--------- | 01-10 | Cosmetic damage; if the construct has APP, lose 1D6 APP, otherwise no effect. | 11-20 | Armor breach; reduce Armor Points by 1D3 AP (or one die type: 1D12 -> 1D10 -> 1D8 -> 1D6 -> 1D4 -> 1D2 -> 0). | 21-30 | Locomotors (legs, treads, etc.) impaired; reduce ground MOV by 1D3 | 31-40 | One manipulator performs its function(s) at half skill until repaired. | 41-50 | One manipulator loses all function. | 51-60 | A sensor system is impaired; any skill dependent on it is at half value. If the same system is hit again, it is destroyed. | 61-70 | Construct loses 1D6 STR | 71-80 | Construct lose 1D6 DEX | 81-90 | Construct lose 1D6 INT | 91-94 | One randomly chosen special ability is disabled; if the construct has none, roll again. | 95-96 | Construct loses its ability to speak. | 97-98 | Construct loses use of one non-combat skill, chosen randomly. | 99 | Construct goes berserk and lashes out blindly at anything nearby; anyone who gets too close must make a Luck roll to avoid getting hit. | 00 | Construct loses all power and is deactivated. Manipulators: "Manipulator" is fancy robot talk for an arm. Some constructs have only two arms, others have a dozen arms, each specialized for a task. The construct's description should include how many arms it has. For "manipulator" results, choose randomly among those still functioning. If the same manipulator is "impaired" twice, it is disabled. Sensors: A sensor provides information about the construct's environment: vision, hearing, touch, taste/smell, radar, sonar, radio communications, and so forth. Again, choose randomly from the list of functioning systems. For the purposes of these rules, assume each sense has exactly one system; one hit affects the entire circuit, not a specific area. Repair A qualified technician can repair each of these malfunctions, given time and the right parts. In a world of predominantly Iron Age technology, qualified technicians and parts may be a long time coming. Rarely, constructs have self-repair systems that restore hit points. Assuming damage hasn't disabled this special self-repair ability, the construct will fix all malfunctions when it reaches its maximum HP. *** Any suggestions or additions? Would this be useful at all? Edited June 9, 2014 by fmitchell reorder options, clarify Quote Frank "Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG
clarence Posted June 10, 2014 Posted June 10, 2014 Oh, I like this! And as a consequence, I discovered your "Constructs in BRP" - it looks very interesting. I haven't had the time to read it yet though. Any more bits and pieces here on the forum you have added to the rules that's not in the document? Quote FrostByte Books M–SPACE d100 Roleplaying in the Far Future Odd Soot Science Fiction Mystery in the 1920s
clarence Posted June 11, 2014 Posted June 11, 2014 I have read "Constructs in BRP" now and I enjoyed it very much, it's very clear and concise. The major malfunction table above fits in perfectly. Any additions would perhaps be some pointers on how to implement other typical Powers from BGB? While reading, I realized these rules would be a very fine addition to BRP Starships. Are you interested in contributing? I have material from Atgxtg and Jason Durall so far. Final work on version 2.0 is underway, and I would really like to include your rules. Quote FrostByte Books M–SPACE d100 Roleplaying in the Far Future Odd Soot Science Fiction Mystery in the 1920s
fmitchell Posted June 13, 2014 Author Posted June 13, 2014 I have read "Constructs in BRP" now and I enjoyed it very much, it's very clear and concise. The major malfunction table above fits in perfectly. Any additions would perhaps be some pointers on how to implement other typical Powers from BGB? While reading, I realized these rules would be a very fine addition to BRP Starships. Are you interested in contributing? I have material from Atgxtg and Jason Durall so far. Final work on version 2.0 is underway, and I would really like to include your rules. Sure, I don't mind if you add stuff from Constructs in BRP and the Major Malfunction Table. It probably needs some playtesting and editing. No other content on constructs/robots, except the golem stuff probably needs work. (You probably wouldn't use it anyway, though.) Quote Frank "Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG
clarence Posted June 14, 2014 Posted June 14, 2014 Ok, thanks! I will keep it almost intact, with the exception of Golems and perhaps a sentence or two. You will be credited of course. I hope to finish it in a week or so, and will upload it here on BRP Central as before. And again: Good work! Quote FrostByte Books M–SPACE d100 Roleplaying in the Far Future Odd Soot Science Fiction Mystery in the 1920s
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