Converting something simple to something else
Tooth and Claw works.
I'm happy with it, and I can see was that the basic core mechanism can be used to reflect a variety of genres.
One of the things that seems to work well is the way that ferret emotions can influence how well they are able to perform different types of actions. If a ferret is confrontational, they gain a bonus to fighting, but might suffer a penalty to being sneaky (they're too busy wanting to bite the person they're supposed to be hiding from). Emotional stances are marked on a grid with two axes, on one hand you have the confrontational/empathetic axis, while on the other you have the considered/instinctive axis.
This idea could easily work for robots. On one axis you could get precision versus power, while on the other you might have an offensive/defensive axis, or maybe a sensor/servo axis.
Looking at specific types of actions with the first grid set-up...
Precision and offence might increase the chance of critical strikes
Power and offence might increase the damage
Defence is an issue in this axis setup, and I'm not quite sure on the best way to handle things outside of combat.
Perhaps with the second grid set-up...
Precision and Senses might still increase the chance of critical strike, but now it also reflects well on using sensor arrays to pick up specific details at close range.
Power and Senses now reflects the ability to perceive things at long range.
Precision and Servo allows for fine detail work, possibly things like repairs and
Power and Servo allows for massive output of power into movement effects like athletics or possibly even flight.
The conversion process still needs a bit of refinement, but don't see why it wouldn't work.
I'm also thinking of an alternate way to create characters using eight cards.
Two cards create the chassis of the robot; one for the power generation system and one for the frame.
The two chassis cards give a basic range of attributes, the assorted shell cards modify those attributes in some way. The only way to improve your attributes are to acquire better components with which to build your robot, and any new skills are programs installed into the robots memory banks.
When you take damage, you might damage or even lose components that construct the robot. Energy pulses might temporarily (or permanently) disrupt data integrity, thus removing skills.
The basic system still fits in a pocketmod, but now the character sheet is made up of a variety of cards (each of which might have special modifications to the rules).
It's quite a different style of game. and there are a lot of ideas here...now I just need to integrate them.
I'm happy with it, and I can see was that the basic core mechanism can be used to reflect a variety of genres.
One of the things that seems to work well is the way that ferret emotions can influence how well they are able to perform different types of actions. If a ferret is confrontational, they gain a bonus to fighting, but might suffer a penalty to being sneaky (they're too busy wanting to bite the person they're supposed to be hiding from). Emotional stances are marked on a grid with two axes, on one hand you have the confrontational/empathetic axis, while on the other you have the considered/instinctive axis.
This idea could easily work for robots. On one axis you could get precision versus power, while on the other you might have an offensive/defensive axis, or maybe a sensor/servo axis.
Looking at specific types of actions with the first grid set-up...
Precision and offence might increase the chance of critical strikes
Power and offence might increase the damage
Defence is an issue in this axis setup, and I'm not quite sure on the best way to handle things outside of combat.
Perhaps with the second grid set-up...
Precision and Senses might still increase the chance of critical strike, but now it also reflects well on using sensor arrays to pick up specific details at close range.
Power and Senses now reflects the ability to perceive things at long range.
Precision and Servo allows for fine detail work, possibly things like repairs and
Power and Servo allows for massive output of power into movement effects like athletics or possibly even flight.
The conversion process still needs a bit of refinement, but don't see why it wouldn't work.
I'm also thinking of an alternate way to create characters using eight cards.
Two cards create the chassis of the robot; one for the power generation system and one for the frame.
Six extra cards create the shell of the robot. 2 for the arms, 2 for the legs, 1 for the torso, and 1 for the head.
The two chassis cards give a basic range of attributes, the assorted shell cards modify those attributes in some way. The only way to improve your attributes are to acquire better components with which to build your robot, and any new skills are programs installed into the robots memory banks.
When you take damage, you might damage or even lose components that construct the robot. Energy pulses might temporarily (or permanently) disrupt data integrity, thus removing skills.
The basic system still fits in a pocketmod, but now the character sheet is made up of a variety of cards (each of which might have special modifications to the rules).
It's quite a different style of game. and there are a lot of ideas here...now I just need to integrate them.
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