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File: 1341109491066.png-(6 KB, 240x338, cenngraphic.png)
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[Brought to you by the creator of the Inn0cence: Lost Future setting]

>>/Run: Proxy239039582392
>>/Access: USRserver234|internal
Warning. This is a private server. Unauthorized Access will be prosecuted to the full extent of the law. Sounding alarm in Five. Four
>>/Run: Shard.exe|upload fragment C:/4B857C | generate account: Rusty395 | Placate
Three. Twgie%ue#f3u$e&huWelcome to USRobotics, Mr R. Shackleford
>>/Request: USRCatalog /internal
Welcome to the USRobotics internal catalog. You have clearance to access the civilian and municipal sections. Your purchase will be billed to account number [REDACTED].
>>/Search: SAP
The Following SAP (self-adding-program)-installed models are currently available.

***Domestic
[ ] Seraphim 288 Multi-Service Platform
[ ] J33v Multi-Task Platform

***Industrial
[ ] P51 Ogre Construction Mech
[ ] Clarke 465 Utility Platform

***Law Enforcement
[ ] Locust Scout Mech
[ ] Doc Smartgunner Platform
>>
>Query: Specifications//: Seraphim 288
>>
>>19689797
Interesting.

Specifications on Seraphim, J33v and Doc Smartgunner would be nice.
>>
You had me at R. Shackleford

//Run: SAP_Model_Readme.txt
>>
/Specifications/P51_Ogre
>>
shackleford@internal:~$ Query Specifications P51Ogre Doc
>>
query on stats and specific ussages of avaible models
>>
File: 1341111498928.jpg-(22 KB, 280x248, seraphim288.jpg)
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Seraphim 288

First released in 2042, the Seraphim has become one of the most lucrative pieces of high-end-technology in the world. With a sleek and stylish shell housing precision servos and a water-cooled processor, marketing calls these machines "your schedule's guardian angel."

The first generation of Seraphim was intended for medical purposes, serving as a nurse and surgical assistant. Their SAP quickly picked up on the finer points of bedside manner, inspiring a rebranding of the line as a Nanny-bot. After a few rocky starts involving peanut allergies, Seraphim became trusted as reliable and responsible.

The 2nd gen is specialized as a PDA, lighter and less strong, but with improved social interaction training, allowing it to keep track of a busy, high-powered schedule in real-time.

The 3rd gen seraphim has been recently released to great aplomb, featuring an even more pared-down chassis and transcendent processing power. However, the line has been plagued with behavioral glitches, damaging the brand's reputation for reliability.

>> +Agility, - armor, Improved Overclock, Database, high-volume capacitor.
>>
>>19690214
That seems nice, but choosing without looking at the others wouldn't be advisable.

>>//Specifications/SAP_MODELS_ALL_CONDENSED
>>
a humanoid biped equipped with dual optical sensors and steady manipulators, the J33V is a robust, all-purpose model. It sees heavy use in dangerous work conditions, and thus boasts extreme durability and operational longevity. A thriving after-market means that J33vs can be encountered in diverse roles such as sanitation, personal assistance, and security.

The 'old reliable' robot, the J33v is highly modular, and can be easily altered with specialized hardware for its particular task. The SAP is accustomed to coordinating with other machines, both "smart" and "dumb," and thus makes for an effective manager of autonomous teams
(+Armor, -Awareness, +willpower, Leadership, Overclock)
>>
Op, I suggest getting a trip or at least a name.
>>
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>>19690267
Coallating

Seraphim 288: Slender nanny/nurse/PDA, 3 generations. Super-overclocker

J33v: all-purpose Gentleman's Gentleman, armored, resilient. Physical labor. Overclocker.

Clarke: autonomous mechanic/engineer. High-voltage capacitors allow for bursts of strength. Onboard engineering database. Storage space. Can bend steel girders. Easily repared.

p51 Ogre: apeform gentle-giant. all-purpose construction equipment. lifts, loads, rivets, climbs. Absurd strength, easily repaired, very resilient. Requires rest between exertions.

Locust Scout Mech. "Soldier's best friend." scout, bomb-difuser, sniper-hunter. Very popular with enlisted men, both PMC and legit militaries. Popular with public as well; common "cute supporting character" in Call of Modern Honor games.
Fast, Stealthy, steady hands (auto-corrects for recoil, usually equipped with SMG), advanced sensor suite.

Doc Smartgun: Police unit. Normally a SWAT sniper, also used in search-and-rescue (or search-and-apprehend/destroy) functions. Absurd operational range, high tactical awareness. Sometimes used as "beat cop" when partnered with human officer handler. Reputation as a jackbooted tool of "the Man."
>>
shackleford@internal:~$ shard.exe
p51Ogre
safesim
>>
>>19690419
I think the Clarke might be best, due to strength and engineering. We could probably upgrade ourselves later to be more resilient.

The J33v looks nice too though...
>>
I'm torn between J33v and Oger. One is a butler, the other is a monkey.

Oger, because "apeform gentle-giant." That brings images to my mind. Happy ones.
>>
>>19690419
J33v, there is always a need for a Gentleman's Gentleman.
>>
>>19690419
Clarke. The engineering database could come in handy.
>>
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>>19690318
Noted. Altered.

>>19690419
Left to right: Locust, Hob, Replica, Clarke, J33v, Doc, Seraphim, Ogre.

Hob: Next-gen infiltrator, military grade. Not yet widely availiable.

Replica: Not installed with SAP, "Dumb" AI. Formally used in service industry/housework. Typically also for "intimate" uses.

>>19689969
Self-Adding-Program. The latest advance in Artificial Intelligence, made possible only by quantum computing. SAPs begin as rudimentary Seed Programs that must be cultured from a larger virtual structure, growing into a simulated neural network when exposed to outside stimuli. The program quickly stabilizes and ossifies into an adaptable AI, which will alter itself slightly over time based on operational experiences.

Rather than being programmed, SAPs are "conditioned," run through a simulated "Boot Camp" before being installed in a shell.

SAPs have revolutionized the flagging robotics industry, and also made near-fully-mechanized warfare possible, further preventing the loss of human lives (sic).
>>
Did you give up on the full game, or is this more of a preview for those who didn't follow the homebrew threads?
>>
>>19690564
Oh, that's Ogre. He kind of looks like Dog. Re-confirming my vote for Ogre.
>>
File: 1341113522318.png-(10 KB, 363x430, cennside.png)
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>>Seeking consensus.
Seraphim
J33v []
Ogre []
Clarke [][]
Locust
Doc
>>
>>19690687
I want the Clarke due to engineering knowledge, which will probably be very hard to get in this environment, and the ability to repair ourselves and others, possibly make things. We have the strength needed to bend steel girders, and the ability to gain more strength for short periods of time if needed. We could even strip parts from other models to use on ourselves possibly, gaining more strength and so forth.

However, I'm fine with J33V if that's the way people want to go.

In short, Clarke, unless that isn't winning in which case J33V.
>>
>>19690687
I'll throw mine in for Clarke as well.
>>
File: 1341113781789.png-(170 KB, 313x467, Military support.png)
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>>19690617
Side Story in same universe. For fun. Still working on full game. Got involved with the Rubicon project, some ideas may turn up in that.

>>19690618
That was the goal, yes.
>>
File: 1341114171701.jpg-(681 KB, 900x595, futurecityconceptbyfren.jpg)
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Seraphim
J33v []
Ogre []
Clarke [][][][]
Locust
Doc

Consensus achieved. Awaiting Confirmation before final selection.

>>Message: //origin: Fragment: Time Limited | Incoming Security Probe. | Awaiting Instructions.

>>Loading Destination Info
>>
//Vote|Ogre|1
>>
>>19690744
Good, your project is basically the only other fully OC game in production. Keep trucking.
>>
Let's go to 'Frisco.
>>
>>19690890
I got no ideas, so I'll agree with this guy.
>>
File: 1341115212415.png-(5 KB, 241x293, Clarke.png)
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Consensus Achieved.
>>Command: //Order Clarke Engineering Unit. Ship to address [REDACTED].

>>Command: //Scrub Keylog, records of Clarke Unit, and self-delete when complete.
>>Message (origin: Fragment). Aknowledged. Scrubbing and self-deleting.
>>
I say first order of business is to find an Ogre to be friends with.
>>
>>19691058
I believe we should find Clarke a monocle
>>
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[]
[]
[]
[]
[]
>>
>>19691067
Open eyes?
>>
>>19691067
Open eyes, take stock of the situation and our physical state.
>>
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>>Checking Battery Charge...
...
...
...
>>Battery Charge 3% & increasing. Source: Thermal Chips. Thorium Microfusion Reactor Inactive. .3 g material left. Approx 72 hours activity.
...
...
...Clock: 999 hours since last active.
...
...resetting clock.
...2 hours, Capacitor charge at 15%. Priming Microfusion reactor.
...
...Main Power Restored. Initiating Boot Sequence.
>>
>>Running Clarke.exe
>>Optical Drivers Loading.

Soft light, filtered through green leaves, enters your optic. As your drive whirrs to life, there is a brief period of confusion. Self-identity information is temporarily unavailable.

Damage reports come in from Clarke's shell. Servos appear to be functional, but limbs refuse to move. Visual data may be necessary to understand problem.

Yes. Your neck moves, at least. There is a grinding sound as grit falls out of small recesses. Gravity appears to be strange, resisting in all the wrong ways

>>Loading Balance Drivers

You are upside down.
>>
run: syscheck | full
>>
>>19691144
We are in a tree.

What do we see?
>>
>>19691237
Well, look up, see what is holding us up, evaluate growth of plants around us to get an idea of how long we've been like this, get as much information as possible before action.
>>
>>19691237
Full visual sweep
>>
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>>19691237
Most of your body is trapped within what appears to be a recent landslide. Or trashslide. Your head protrudes from the bottom of a pile of rubble, old plastic bags, and styrofoam food trays. Above you, palm trees sway in the breeze. Microphone drivers finally run, and the raucous sound of arguing birds necessitates a recalibration.

>>Short-term memory courrupted. Inaccesible. Running recovery wizard.

>>Next Action?
>>
>>19691144

>>Open: Task_Manager.txt
>>Load: Reference_Guide.exe
>>Write: You must construct additional Thorium!
>>Write: Construct Pocket Sand
>>
>>19691307
Scan area.
>>
>>19691307
Start to dig ourself out of the trash and scan the area.
>>
>>19691307
Attempt to remove self from entrapment
>>
>>19691307
By most I assume that only our head is sticking out?

Can we wiggle out until we can use our limbs?
>>
>>19691307
Attempt to activate our strength surge to remove ourselves from the trashslide.
>>
>>19691333
Area appears to be urban area, possibly industrial. There are signs of a recent collapse; the trash and rubble you're trapped in is fresh and unblemished compared to your weed-chocked surroundings.

Based on humidity, air temp, and the food wrapper hanging from your optic, you are near the equator.

>>Roll 3d10 for Str check to escape. Or spend Capacitor Charge to roll 4d10
>>
rolled 10, 8, 3 = 21

>>19691365
Let's start doing it normally, if we can't free ourself this way we can burn a Charge.
>>
rolled 4, 3, 2 = 9

>>19691365
Normal attempt.
>>
rolled 10, 6, 4 = 20

>>19691365
>>
Lets dig ourselves out and figure out how we got to South America. Or Africa.

Hell, we might be in the Philippines.
>>
>>19691435
>>
>>19691381
Cables whine and spool, freeing your arms. Once the long-multi-flex manipulators are free, moving the chunks of brick and concrete is a simple matter.

Clarke rolls awkwardly down the rest of the trash heap, then slowly gets to his feet. Shell funtions automatically recallibrate, and he gains confidence in his movement.

>>System check complete: 20% Loss of Resolution in lower secondary optic. left manipulator jammed, joints out of alignment. Thorium reactor at 71.5 hours (power usage may vary based on operation). Capacitors at 30% charge. Recovery Wizard still plugging away at corrupted files.

Thoughts enter Clarke's mind, unbidden. NO CURRENT TASKS. AREA IN SEVERE STATE OF DISREPAIR. SEEK OUT SUPERVISOR FOR ADDITIONAL TASKS.

Clarke mostly ignores them. Those blaring, stupid commands used to define his existence. now they're just an annoyance that gets in the way of important work.
>>
>>19691456
We're easily repaired and a mechanic/engineer. We should unjam our left manipulator and then see how much work it'd take to get our joints back in alignment. The Optic would probably be a bit too much considering our current state, the delicacy of it and our lack of tools.
>>
>>19691456
>>19691480
First things first: find some proper tools and repair ourselves as much as possible.
>>
>>19691506
Can we scan for those? Or dig in the trash heap to find some.

Also, can we find anything around that tells us where we are? Signs, papers. Even a candy bar wrapper would tell us the language of the area.
>>
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>>19691480
Partial function can be restored to your manipulator, but Clarke is going to need spare parts (fiddly little screws and whatnot) in order to fully fix it.
>>Int: 3. Crafts (repair) 2
>>Roll 5d10.
Your joints just need to be recalibrated. Also, gouging out all the gunk will eventually be required.

The annoying voice did have a point, though. Where are all the humans? Shouldn't there be dozens of them wandering about on incomprehensible errands that have nothing to do with fixing things?

As you turn your head, a bottle cap falls out of the gap between your optics. Your zoom function still works, because as it rolls to a stop, you can clearly see the label.
>>
> Clarke: Scavenge for tools or things you can make tools from, then start fixing your arm.
>>
>>19691575
Ok, let's start by scanning for tools, mechanical things we can take apart for spare bits and improvised tools, that sort of thing, then we'll work on our manipulator and start gouging out the gunk.
>>
>>19691575
Rolling for scavenging/fixing.
>>
rolled 6, 1, 7, 4, 10 = 28

>>19691601
Hurr. Rolling for same.
>>
dice+5d10

Trying to bend the bits back into alignment.
>>
rolled 2, 8, 1, 5, 3 = 19

>>19691575
Rollan.
>mfw Ive got a six-pack of jarritos in the fridge
>>
>>19691575
Well, we're in Mexico it seems. Too bad we can't remember much...

Any structures we can see? Where there are structures, there are typically humans as they like to congregate amongst buildings.
>>
Damn it, people are bugging me. I need to give someone a ride. Real life intrudes.

Will return later tonight, or tomorrow. Will archive thread just in case. Regardless, thank you for the interest in my first quest; still getting my legs and whatnot.

Also, I DO NOT PLAN ON ABANDONING THING. Interesting things will happen shortly
_____________________________________________________
Clarke Is Successful in finding a few improvised tools, enough to lever out the gunk in most of his joints, and to realign his left manipulator. It's at about 70% funtionality, now; the action is a bit sticky and grindy, but it works. Until he finds another robot full of tiny screws, he's going to have to make do. He appears to be the only robot in the trash heap, which mostly consists of food, bricks, and tourist crap.

As Clarke levers out the last of the gunk, a branch snaps loudly a short distance away. By the time he turns to look, all there is to see is ruffling foliage.

________________________

I SHALL RETURN.
>>
And I have returned, much earlier than expected. My friends harangued me until I went out to a club with them, and then once I arrived, proceeded to ignore me. Their entreaties begin to resemble mindless braying. There weren't very many girls there either, and those that were there were already with dudes. Not that that matters in a practical sense, though.

Anyways.

Your surroundings appear to indicate you're in some sort of dump or recycling facility. The building behind you appears to have partially collapsed, thus spraying out the avalanche of trash. Across from you is a derelict parking lot populated by the moldering carcasses of garbage trucks. Between the creepers, you can see a layer of rust covers the entire area. To the west, a crumbling overpass is visible through the trees.

Clarke Is Successful in finding a few improvised tools, enough to lever out the gunk in most of his joints, and to realign his left manipulator. It's at about 70% funtionality, now; the action is a bit sticky and grindy, but it works. Until he finds another robot full of tiny screws, he's going to have to make do. He appears to be the only robot in the trash heap, which mostly consists of food, bricks, and tourist crap.

As Clarke levers out the last of the gunk, a branch snaps loudly a short distance away. Foliage ruffles near the derelict dump trucks.

>>Recovery Wizard has completed work on one section of memory. Clarke is Maintenance Unit 08, owned by a resort in Riviera Maya. The most recent clear memories involve pulling a dead coati out of a pool. Mental Map is still patchy, but Clarke thinks that he's a good distance away from there, possibly close to Cancun proper.
>>
>>19692511
First, check the garbage trucks for any useful components.

When we're ready to leave, we should follow the overpass.

Do we have an internal radio? Is it picking up anything?

Do vehicles or installations use microfusion power, or only robots?
>>
test
>>
>>19692511
Hey, you're back!

Anyway, full scans on what that noise was. Perhaps a scavenger, or an ally? Maybe a human?
>>
FFFFFFFFF I ALMOST MISSED IT
Gotta read really fast to get caught up on the thread
Diggin the mspaint art btw
>>
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>>19692573
>>WIRELESS NETWORKS AVAILABLE!
>>Attempting to access 2344939353953953952592592592.
>>2344939353953953952592592592 is not available.

You lack an internal conventional radio. All you have is a wireless card, which is only picking up a weak nonsense signal that you can't access.

Microfusion is really, really fucking unstable outside a certain "sweet spot." Buildings don't run on it, but elements of some vehicles do.

Rooting through the garbage trucks proves moderately fruitful. Clarke manages to find three nonfunctional CB radios, which might add up to one functional CB radio. An aluminum baseball bat was hidden under the seat of one. No thorium. All the trucks run on conventional diesel. The toolkits were looted long ago, but you find a smattering of screwdrivers that makes you better off than you were before.

In the course of rooting around under a truck, you see an unusual sight. On the far side of the truck, there is a pair of small brown human feet. As you watch, they shift lightly, the toes wiggling nervously. Blue and red paint has been slathered on the ankles in odd patterns.
>>
>>19692828
Sit down and inspect the radios. Disassembled them if possible. Wait for the owner of the feet to show itself. Stay alert.

Would it be possible to connect ourselves directly to a truck engine to charge our capacitor? If we run out of thorium entirely, can we use another power source?
>>
>>19692828
Check out the feet, they may be a human child. Perhaps we can figure out what is going on. Don't overdo it though, call out calmly, say we mean no harm and just want to know what is going on. Ask them about what happened.

Also, store the radios, screwdrivers, and bat away for further use. I think we have storage, right? What's the restriction on that, I imagine only about toolbox sized? Carry the bat, put the screwdrivers in the storage, and the radios if they'll fit.
>>
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>>19692885
Dissassembling the radios is a simple task. Water damage has ruined the circuit board of one of them, but the other components (speaker, microphone, and so on) are intact. The other two have semi-functional circuit boards.

One radio contains an unexpected find. Hidden underneath it is a cheap MP3 player, wired in to the speakers. The player's battery is long dead, but it looks functional.

>>Roll 5d10. Three successes required. That's right, its WoD rules, fuckers.

The engines are rusted-together lumps of scrap. They're not going to generate power ever again. Fully-charged capacitors will let a Clarke-class robot run for 1 hour. Thorium Reactors produce very slightly more power than needed to keep a robot baseline functional. The excess power is stored in the capacitors, and used as a cache to perform strenuous activities.
>>
rolled 1, 8, 2, 1, 6 = 18

>>19693002
Hopefully we'll find more thorium before we have to resort to carrying a generator like a backpack.
>>
rolled 4, 8, 2, 8, 1 = 23

>>19693002
Don't forget to check out the feet after fiddling with the radio.
>>
>>19693002
There's a nasty little tinkle as a delicate crystal component shatters. There's still one left on another radio, but you'd have to sit down with the proper tools and lots of time to get a working CB out of all this.

You have toolbox-sized storage space, enough to fit the (small, compact) radios and tools, with 40% of the space left.

Based on your experiences, small humans are destructive terrors that make loud noises and break things. They particularly enjoy throwing rocks and fruit at windows, walls, and hard-working robots. Nonetheless, this is the only human you've seen so far. Maybe it can explain where everyone is, and what monster let these perfectly good garbage trucks rust into scrap.

Clarke ignores the pre-scripted dialogue he would normally use, and tries to wing it. He's not that good at speaking with humans.

"Greetings, small human. Are you hiding? My name is 08, but other humans call me Clarke. I am on the other side of the truck.
>>
>>19693130
Hm... We may need to see about a name later. 08/Clarke is all good and fine for now, but we may want something different later.
>>
>>19693130
There is a high-pitched gasp from the owner of the feet, who backs away several steps, shocked by Clarke's broken spanish (his localization was half-assed). It seems ready to run, gasping something about entreating the holy mother for protection. The dialect is odd, and a basic linguistic database automatically begins analysis.

>>Roll 2d10. 2 success required. Clarke has 1 dot in manipulation and 1 dot in socialize. Anyone with a particularly well-delivered in-character line will gain one or more automatic successes.
>>
rolled 6, 3 = 9

>>19693178
"Please small hum--child, I mean no harm. I'm just confused, and not sure what is going on. I only wish to help, not harm, I promise. Where is everyone? Why is everything so rusted? Where did all this trash come from?"
>>
rolled 8, 9 = 17

>>19693178
"Small human, you are wise to call your local authorities. Perhaps they can help me."
>>
>>19693245
A small brown sideways face appears beneath the truck. The human appears to be female, perhaps 8 years old. You identify her language as a dialect of spanish heavily inflected with what remains of mayan.

Hesitantly, she speaks.
"You need help from the holy mother? But only People ask her for help. Papa says to ask her for help when you're afraid or lost. Are you lost?"

The face disappears. One foot lifts and rubs the ankle of the other, then the face reappears.

"The other robots are in the city. the big sparkly city by the water. What are you trying to find? You should be careful. Men with guns came here. Papa called them gringos. They shoot at robots. And at people who don't do what they say."

>>she doesn't appear to be about to run. You may have found a font of information.
>>
>>19693401
"Thank you for your information, small human. I am looking for parts with which to repair myself. May I ask your designation - name?"
>>
>>19693401
"Yes, I am lost small human. Also in disrepair. If you could direct me to the nearest maintenance sector, I would have gratitude. There are humans with guns? Where are the authorities to deal with these 'Gringos.'"
>>
>>19693417
The girl giggles nervously.
"My name is Alahanya. You talk silly."
She pauses to think again.
"In the old town where people used to live, there is a store with a sign that says 'Paco's Usado Automatas.' Uncle says it is cursed, and no one goes there. But he says lots of things are cursed. Are you good at fixing things? There's a metal man on the sign who says that the prices are loco."
>>
>>19693505
"Paco's Usado Automatas?" Try to see if we can remember its location, or if we have a map stored on our memory. "Your help is welcomed. Yes, I can fix things as I was made to do so. Query, why are you alone out here? Small humans typically do not travel far from their makers, unless in mischief."
>>
>>19693527
The girl frowns. At this point, she's sitting down, shredding grass, obviously at ease.

"Papa doesn't like it when I see fighting. He told me to go play. When I left, he was yelling at the gringo leader. The boys think the new people are cool. Some want to go with them. The gringos say the El Zee is See-cured, so its safe now. Papa said stay by the buildings, don't go into the deep jungle, stay away from cenotes and the ruins. Everyone says lots of stuff."

Alhanya grins.

"I like exploring. Supper is at 3/4ths time." She points an arm to the west at a 45 degree angle, roughly were the sun will be in a few hours. "I have until then. want to see the old town? Its old like you, you might like it."
>>
>>19693594
We were not exactly busy before. Might as well.
>>
>>19693594
We need to find out what the date i
>>
rolled 6 = 6

>>19693594
Crap, we're in mexico? Well, I suppose if we're looking for a post-apocalyptic land of gang-rule and violence, look no further.
>>
>>19693594
Might find something useful that could help repair ourselves. Although it seems if we want to find other robots it would be in this "Sparkling City," although I got a bad feeling about it.

"That would be agreeable, small human Alahanya. Query, what is the date and time?" See if our internal clock can pick it up, although I doubt it.
>>
>>19693594
Have her lead us to Paco's Usado Automatas. We can find what we need there and the Get To Work.
>>
>>19696247
seconded
>>
Okay, sorry guys. /tg/ was down for me for, like, FOREVER. I will return later tonight. Thread already archived just in case.

http://suptg.thisisnotatrueending.com/archive/19689797/
>>
bump
>>
bump
>>
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Alhanya begins picking her way through the undergrowth, apparently eminently confident that she knows the way. She looks back at Clarke every now and then, watching as the robot steadily tromps behind her. As an industrial model, you're not very fast; a brisk jog is about the best you can do.

You leave the recycling center behind, looking back once to observe the landslide that freed you. Something about the building doesn't look...right.

The girl looks at you oddly as you ask the your question. She points up at the sun, which sits at the apex of its daily journey.

"It's half time." She says. "and Grandpa taught me to count the old way. The stars say it's Thirteen Akbal. Papa knows the long count, but it's too many numbers. I can ask him later."

>>Counting Method Unknown. No Relevant Data Regarding Date. Internal Clock ran out of power in 2072.

>>Repair Wizard 30% complete. Relevant data regarding recent input found. Damage to building (torsion, blunt trauma, no incendiary evidence) indicates Jotun-class Railgun hit, consistent with post-conflict reconstruction database 2.19.
>>
>>19705078

The pair of you continue down what appears to have once been a gravel road. The metal skeletons of buildings still stand, here and there, shacks who's cheap plywood walls long ago rotted away. A rusted pole indicates nothing at all, its road sign completely absent. Huge raucous birds chatter and strut amongst the trees, many of which must be at least 50 years old, given their size. Alhanya weaves through the dense undergrowth, dodging around fallen trees and the concrete pits of old basements.

Eventually the buildings become slightly more intact, constructed of corrugated iron and treated hardwoods. Still utterly overgrown by the dense jungle, seeing any distance ahead is difficult. A nearly-whole tavern appears seemingly out of nowhere, and vanishes just as quickly. At last, a squat building made of sun-cracked plastic comes into view, bearing a large sign that reads "Paco's Automatas Ustados". A smaller sign below it boasts: "Compramos y Vender Maquinas!" "Robotas de Reparacion!"

The door is made of heavily corroded steel, hopelessly wedged into the frame. It'd take some mighty fine bending to get it open, but that'd make it obvious that someone's been here.

>>To bend the door open, Roll 4d10. Or spend 10% from Capacitor to auto-succeed. Or, you can look around for another way in, or to gain more info.

>>Also, roll wits (3d10) for a spot check. An actual character sheet is in the works; simplified WoD rules.
>>
rolled 7, 1, 1 = 9

>>19705091
Spotting. Also, lets head around the back while asking if she knows of an easier way inside.

The intact door is a good sign, though.
>>
>>19705078
You don't notice jack shit on your spot check.

"I don't know, Senior Eight. I think there is a basement; many of the big buildings have those."

You give the place a once-over, and see a few possible means of ingress. There's a broken window one one side, but getting in may require more agility than you possess. Through the window you can see the dim outlines of shelves, and what look like metal corpses hanging from the ceiling.

A set of iron-shod cellar doors around the back apparently lead into some sort of basement, but they're heavily barred from the inside, probably with an old-school iron-bar deadbolt. You could Bend it open, or think of something else.
>>
>>19705360
I'm interested in the basement.

First knock a few times, see if anyone answers.

If there's no response we should try Bending it.
>>
The hatches make heavy thumping noises as you knock on them. Fragments of metal and wood plink down the steps below them. After 30 seconds, there is no reply.

Alhanya knocks again on the doors, more lightly this time. She looks up at Clarke and says "I don't think anyone's home. I hope not. This place isn't haunted or anything, is it? I've never seen a ghost; I don't think they're real. My brother is stupid."

Clarke grips the doors at top left and bottom right, then slowly begins to flex his mighty arms. The servos begin to skip, and you channel more electricity into them. Metal screams in quiet desperation, them goes silent. The hinges give way, and the bent door bar clatters to the ground, kinked in two places. Lifting away the door, you gently set it down. Alhanya stares up at you with wonder, marveling at your magnificent strength.

>>Capacitors at 30% charge. noise level: moderate. Paco's Used Automations unlocked.
>>
File: 1341210465151.jpg-(78 KB, 450x334, Bender1.jpg)
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Like most of life's problems, this one can be solved by Bending.
>>
>>19705888
Lets go find us some spare parts.
>>
>>19705888
This place is not haunted small one, there are no ghosts.

I should go first nonetheless, there may be other dangers.

Explore the place, collect parts to fix ourself back up, tools and parts that we know would be in needed by humans to fix what they use most often.
>>
File: 1341210954470.png-(1.16 MB, 800x1200, digitaltoph.png)
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>>19705932
Did someone say BENDING?
>>
File: 1341211683363.jpg-(50 KB, 378x504, cellar2.jpg)
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Clomping down into the spooky cellar, you switch on your utility LED light. The harsh white light illuminates what appears to be a decently-well-preserved living area; the basement is given over to a bed (nothing but springs and mice nests), a vynl couch (now stuffed with mice nests), a kitchenette, and an archaic-looking flatscreen television in front of the couch. Faded posters on the walls proclaim the superiority of various mexican soccer teams and swedish nu metal bands.

A workbench against one wall is well-stocked with tools, and a plastic tarp covers an oblong shape that takes up most of the workspace.

A set of wooden stairs lead upwards into the shop itself. Sticking your head up there reveals various racks of robot parts; limbs, optics, internal components. Several nearly-intact robots sit on display, illuminated through the cracked, dust-caked window. A quick check reveals a J33V, a 2nd-gen Seraphim, two battered-looking Locusts, and a few lesser-known, cheaper shells that lack the hardware to contain an SAP. Against one wall is what you at first take to be a several primly-seated humans. But closer observation shows that their well-to-do clothes cover what appear to be mannequins.

One corner of the shop is completely given over to tools, these ones more heavy-duty, and related to cleaning and maintenance as well as repair.

>>What do you investigate first? Also, roll a Wits+Craft (Mechanics) check [3d10+2d10] to find all the stuff you mentioned, plus any other cool shit that might turn up based on your roll.
>>
rolled 1, 7, 10, 5, 8 = 31

>>19706219
You know, I think we just found a bitching pad. We can't carry all of the tools and parts with us and we have found things that need to be repaired.

For now however search it, get a good set of tools and parts and take the little human back home. We'll come back here later and repair everything.
>>
rolled 8, 7, 4, 6, 3 = 28

>>19706219
We have acquired a home! And I hope that's a gun under that tarp.
>>
rolled 4, 6, 4 + 2 = 16

>>19706219
Come on, daddy needs a reliable power source..
>>
Your initial once-over of the place turns up many of the things you were looking for. A hand of the same model as yours is easily stripped down, and the repair is quite swift. You also find three optics in padded packaging, the full set for your model.

Thorium proves slightly harder to find. Neither the J33V or the Seraphim contain any thorium whatsoever. The Seraphim doesn't even have a quantum drive. But, one of the locusts was apparently a show piece, intended to potter about the place as a sort of mascot. From its shell, you retrieve 2 grams of Thorium, enough to keep you running for at least a month. There's also an airtight sealed jug of fresh water, which will last for about a week. You seem to have found everything you immediately need.

You put together a full set of mechanic's tools, as well as a bunch of all-purpose data cables and connectors. The toolkit and extra eyes fill up your body's storage capacity, along with the three CB radios.

By this point, Alhanya has crept upstairs, and solemnly watches you pottering around. The mannequins initially startle her, but their lack of movement reassures her that they're harmless. She walks over to one, an olive-complexioned woman dressed as an old-fashioned schoolmarm, and brushes decades of dust from its black outfit.

"They're like big dolls. Did these used to move like you do? Did they talk?"

She looks over at you, pulling the thorium canisters from the Locust.

"Do these robots make you sad at all? There's a place where we put people when they die. People are sad when they go there."
>>
>>19706791
I am not sad when I see them. They bring me something, purpose, I was built to fix things and now I have something to fix. It may take time and I won't be able to save all of them, but I will try.

Now little one, we ought to take you home, I will return later to fulfill my purpose.

Is there anything where you live that needs maintenance?
>>
"Impossible. They lack any mechanism for locomotion or sound production."

Consider using some human clothing as shell extensions. Its presence could aid in human negotiations in the future.
>>
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>>So far, you have: 3 CB Radios, Broken. Mechanic's Tools. Data Cables x3. Thorium (2grams), Fresh Water (1 Gallon), Set of Optics, Aluminum Baseball Bat.

At Alhanya's question, random, garbled images flash through Clarke's cache. Screams. The thud of implacable plastic feet. Machines mangled beyond all hope of repair. Machine's who's names you know, both formal designations and their aquired monikers. Humans opened up in baffling sprays of blood and tubes. They're screaming, and you have no idea how to help them. Everything is leaking, everything you do makes them scream more.

>>Recovery Wizard Has Encountered an Error

Alhanya doesn't seem to have noticed your brief crisis. She's sitting in the lap of the prim mary-poppins-ish mannequin, pulling on its face to make it grimace and grin in all manner of amusing ways.
>>
>>19706968
Lets... Lets keep that to ourselves.

Now that we searched the basement, lets try the actual store. Might find something interesting. Also, what color are we? As in, what is our base paint and stuff. Some neutral color, or base steel? Because it might help to get some basic camo painted on.
>>
>>19707052
Oh right, also thank her for helping us, ask if we can return the favor some how.
>>
Alhanya looks thoughtful.

"Papa has a gun that he can't make work. he keeps it hidden; the gringos don't know about it. Its really big. There's a box that makes music when the sun hits it, but it only plays the one song. If you can make it play more songs, I think everyone would be really happy."

She looks down. "Grandpa said that we shouldn't be scavengers, that we should leave the ruins alone, leave everything there. Once, a man with a cart full of relics came, but grandpa told him we didn't want any. Papa tells people what to do now, though, and he likes relics. Some of them, anyways. Like books. He loves books. Especially the ones that are flat and change the letters on their own. He has lots of those that don't work. He tries to fix them sometimes."

She looks around the store. "Can you really fix all these? Make them move again? I don't think the gringos would like that. But papa doesn't like the gringos."

She looks up, face screwed up in an expression of...guile? But then, shit goes down.

A shadow briefly blocks the light coming in from the window on the front door. You hear the heavy tread of metal legs outside, along with the faint...not a whirring noise, more a gentle psh-psh-psh, a stretchy noise. Whatever's out there, it moves with a liquid grace, slowly circling the building.

>>Actions, thoughts, opinions, plans; give them to us.
>>
>>19707125
This is not good, we aren't all that amazing in a fight, our best chance for something like that would be to get into a grapple right off the bat and tear its arms off.

Silently motion for Alhanya to find somewhere to hide.

We need to get an idea of what we're up against before we engage. If we can quietly get to the roof that might be the best place to start, we can get a good look at it so we can make an informed decision. If we can't then try to catch a glimpse of it through a window or something.
>>
>>19707125
Well shit. Motion for her to hide herself while we ready the bat. Might not be as strong as our fists, but it gives us range.

I want to avoid the thing, but I doubt we could outrun it if we wanted to. A thing to put on the list of stuff to improve. See which entrance it seems to be coming from, so as to position ourselves by the other in case we need to leave quickly. Hopefully its peaceful.
>>
>>19707125
Quickly scan the area for suitable hiding places, and gently explain to the child to hide. Try to keep quiet, but if it notices us, keep its attention away from the girl, three laws and whatnot.
>>
>>19707173
I think we're actually the second strongest model of bot, so we can hold our own in a fight. I'm not sure if that is or isn't counting the strength boost though, but I'm hoping it isn't. Whatever this model is, its fast so just touching it will be the hard thing.
>>
>>19707189
That's why I said to get into a grapple so we can use our capacitors and just rip its head off. We aren't the toughest or the fastest. We also completely lack Overclock.

If we don't start off with our steel girder bending arms on something important we're at a serious disadvantage.

We can mitigate some of our disadvantages with our engineering skill by observing it for a little bit and working out its strengths, weaknesses and so on.
>>
>>Clarke models have 3 dots in Str, and can spend charge to jack up the dots by 1. They have low armor, but lots of "hit points". Their dexterity is piss, and their only good social stat is Composure.

Alhanya's eyes widen in fear. You crouch down and motion to her with your new manipulator. "Hide, small human Alhanya. It may be a vandal." The girl nods, though you can see her eyes begin to tear up as she realizes the awful situation she's in. She moves behind the counter, opening up a cabinet. The cabinet disgorges a large grey rat, which causes her to yelp, but she crawls inside regardless, closing the cabinet behind her.

You step over to the broken window, carefully edging forward to get a better view. There's a flash of something a flat grey color, covered with regular splotches of brown and green, like camo created by a dot-matrix printer. It steps nearer, and you immediately duck your head, falling flat against the wall. Looking up, a horrible monocular head telescopes through the broken window. Looking up, you can see hanging cables and tubes, dangling like exposed arteries, connecting the head to the rest of the body outside. You can see the red gleam of an optic, as the face oscilates from side to side, examining the room. It bears a fearsome mien, with a single primary eye and two secondary motion-trackers, set into a smoothe, skull-like faceplate.
>>
>>19707345

After an eternity, the head retracts, briefly catching itself on the window pane, which causes it to make an electronic whine of annoyance.

Your hearing is acute, intended to detect the telltale rattle of malfunctioning engines. You can clearly hear the thing circle around to the cellar door. There's a slow, heavy tap of feet on the stairs down. Its below you, in the rumpus room. There's nowhere big enough for you to hide; you're not a locust or hob.

>>Further ideas? Use Engineering Database? (5d10) Hide in a creative manner? Bend the front door and book it? (3d10 plus 1d10 if boosted)
>>
rolled 10, 5, 10, 2, 7 = 34

>>19707361
First, Engineering Database it, try to identify what exactly it is, how big it is, what it was built for how much is broken, weak points, that sort of thing.

I don't particularly like our chances of escaping it on open ground, running is an iffy option.

Find a place above where it'll come from when it enters this room, we don't need to stay hidden for long, just long enough to get the drop on it and rip something off. This course of action is entirely dependent on what we learn from the Database.
>>
>>19707361
>>Eh, make the boost 2d10. Otherwise, its not cool enough.

>>No, I have it. Boosting 1d10 only costs 1 "power thingy," but boosting 2d10 costs 3. Your have a max charge of 10 power thingies, currently at 4. A "boost" lasts until the end of a scene.
>>
If possible, play "dead" with the shells we salvaged from earlier
>>
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>>19707384
>>2 10s means, like, 2+ successes. Its obviously impractical to have 10s explode here, but they do count for extra.

>>Running Analysis. Checking Observations against existing databases.

>>Model Unknown. Likely Military Grade. Armor made of Ceramic Compound; bullet-resistant, ablative, but susceptible to shattering..

>>Utilizes Synth-Muscle. Next-gen, experimental Nanotubules that flex based on exposure to Electricity.

>>Tubes full of electrically-charged jelly, moving throughout body. Hydrostatic assistance to movement.

>>Main Optic high-rez camera. Visible light wavelength only. No IR vision. Secondary Optics Motion-tracker only.

>>Target is highly advanced. Analysis of minor twitches suggest shell contains SAP.
>>
>>19707455
Well, this guy is dangerous as all hell.

Did the analysis pinpoint any weaknesses or vulnerabilities aside from the shattering and the lack of IR?

Given this new information I don't think we could take it in a fight, it might not be in the best repair but it still seems like a really bad plan unless we have to.

Hiding among the other robots is a viable option at this point, it can't see IR which means if we stay still we look just like another junker.

About how big is it?

It might be possible to hurt it if we got our arms around something important and boosted our capacitors to full, but that seems like a long shot.
>>
>>19707419
Looks possible. It doesn't have heat-vision, apparently, so it won't notice we're running hot.
>>
>>19707455
We could try to hide, which I think might be a good idea. A thing to note though is that its weak to blunt, which is all we have so far so if push goes to shove, we can knock that thing around a bit. Its faster then us though, possibly stronger.

Question, when we hit our boost, we channel extra electricity into us to boost strength, yes? Is it possible to discharge this? Because the "flex based on exposure to electricity" could mean we could force it into a seizure. Any wires that might hold electricity around here if we can't channel?
>>
>>19707517
Exact size unknown. Rougly the same mass as Clarke. Seems very hunchbacked and spindly.

>>Recovery Wizard at 50%

>>Neck is telescopic. Retracts to protect delicate components during combat. Battery/Jelly tubes exposed. Overall design reminiscent of some next-gen scouting "Killbots." Level of advancement still baffling. Ablative Armor effective vs ballistics, less effective vs high-mass melee attacks. Armament Unknown. Likely as strong as Clarke model, lacks ability to Overcharge.
>>
>>19707576
Okay, I thought this guy was tougher and nastier than it was. Ok, hide as a junker robot, when it brings its head closer to investigate we burn 1 charge to get to 4 dots of strength, then we grab its head AND TEAR IT OFF. We actually aren't that bad off, we do high-mass melee attacks and hit like a truck when we're overcharged.
>>
>>19707576
Strong as us, but can't overcharge. Which means in a melee, we have the advantage if we can hit him. Anyway... Do we hide, or try to approach it? It may be non-hostile after all, since we're both bots. It has a SAP, we think, so we might be able to reason with it. I mean, think of why it would come here. It probably heard noises in here, so it went to investigate, but to kill or what? If to kill, that means its probably protecting something. I'm guessing its scavenging, so it may be damaged. Perhaps we can offer to help fix it?
>>
>>19707544
>>No wires; this whole building is off the grid. But, if you deal 1 point of damage to yourself, you can sever a few power lines in your arm to create open contact points.

The tap-tap of ceramic/metal legs on concrete as the robot stalks around the basement. You hear the tinkle of falling tools as it apparently roots around in the basement workbench.
>>
I say that its best to hide for now, we can decide if we want to attempt to parley or assault it later.
>>
>>Consensus Pending. Both Tactics Benefit from Initial Stealth/Observation. Final Decision Delayed. Engaging in Hiding. Roll Composure+ Stealth (4d10), Hiding next ot Seraphim 288.

A tiny sob emerges from where Alhanya is hiding, but is choked back almost instantly. She appears to be holding up as best she can. The wooden steps begin to creak as something slowly stalks up them.
>>
rolled 9, 4, 2, 10 = 25

>>19707674
Rollan for Stealth. Just stay absolutely still and it won't be able to pick us apart from the rest without very close observation. And if it gets that close we can rip its head off.
>>
>>19707705
>>Exceptional Success.
Slowly, head turning left and right with a baleful red gaze, the robot rises from the basement. It is hunched over, with slim digitigrade legs ending in delicate hooves (stabilized by two articulated prongs), and long, folded-up arms bearing stylus-like manipulators. The arms in particular are disturbingly fleshy, looking almost like human arms that have been flayed, leaving grey striated muscles exposed.

Both arms bear off-white blades folded under the forearm, rotating within the hand, creating a Praying-Mantis-like effect. A pair of what look like grenades of some type protrude from its back. It looks...pristine. Newly manufactured. Wear-and-tear is minor, some scuffs to the paint job, some scratches on the chassis, but overall well-kept up.

The Stalker picks its way through the shop, investigating every nook and cranny. When it comes to the recently-looted locust, a hand reaches out to lift the robot and examine it minutely. It puts the empty locust down gently and moves along.

The row of mannequins seem to interest it greatly. In a disturbingly tender gesture, it reaches out to cradle the head of a buff surfer-dude with a popped collar. It twists the head slightly to the side, and a prehensile tube snakes out of one arm. The tube plugs in to a port behind the mannequin's ear. After a moment, it begins to twitch and flex, its silicone flesh crackling after decades of immobility. The Stalker retracts the jack, and the Replica relaxes back into immobility.

The Stalker walks near you, but seems more interested in the Seraphim hanging from the cielling. As it passes, you see it bears an odd projection on its spine; it looks like a oversized wireless antenna.
>>
wait its rooting around probly damaged then
>>
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>>19707822
The Stalker doesn't quite ignore you; Clarkes are a semi-rare model, but it hasn't gotten to you just yet. it extends its data jack to the Seraphim's port, but, just before it can connect, a quiet thump emerges from inside the counter. There's a tiny, stifled squeal that's unmistakably human.

The unknown robot becomes utterly rigid, its whole body tense with apparent excitement. The two blades flip forward, in the perfect position to stab at soft, fleshy things. The robot walks low, slowly, raising its legs high like a hunting dog, neck half-extended as it nears the register counter. Its disturbingly fleshy hands flex. above the blades.

It will have to walk past Clarke to get to the cabinet.
>>
>>19707882
Is the motion sensor 360 degrees? Would we know this?

If not, attack when we're out of it's detection coverage.
>>
>>19707882
When it gets to us, grab its arms to deny its blades, holding them wide to prevent it from stabbing us. "Far enough, I'm afraid. Can't have you go stabbing people everywhere, just think of the damage to repair. Nasty. Now, lets all just calm down here. No blades, no weapons. Nothing articulate beings can't talk out."
>>
>>19707882
If we do RIP AND TEAR! We should try and figure out what it was looking for. I'm loathe to suggest jacking into it since it may have a virus, however the antenna suggests it's a remote type or has an uplink to whoever it belongs to.

Also, I'm in the camp of saving the Loli.
>>
>>19707882
Excellent. We have a perfect opportunity to ambush it. When it passes by us, a bit ahead of us so it doesn't see us, grapple it and snap off the antenna.

It doesn't look friendly, but that could be because it's being controlled by an outside source, do not let up the grapple after snapping the antenna. Be prepared to rip its head off.
>>
>>Ye gods, its late. Its 5 am where I am. I work at 1 pm. Gonna need some sleep. Hate to call it here. Glad that I managed to get all engaging and shit. It'll ruin the pacing if I stop now, but must sleep. Will Finish Scene.

>>consensus achieved. snap off wireless antenna. spending charge for extra dot of Str. Roll str plus brawl 4d10+1d10=5d10. Target unaware.
>>
rolled 9, 7, 10, 5, 7 = 38

>>19707969
let's do this
>>
>>19707992
Good work Leeroy
>>
>>19707969
It's okay, real life takes priority over Quests. Take care, hope to see you next time.
>>
>>19707992
We using OWoD, or NWoD?
>>
rolled 10, 7, 6, 10, 8 = 41

>>19708012
don't be jelly of my chicken.

maybe the decent rolls will still be here when he gets back

yeah it was bad of me.
>>
>>19708041
Damn, can you roll bad?
>>
>>2+ successes. Moderate success.

Clarke lunges out, catching the robot competely be surprise. His long arm wraps around its torso, very close to the flexible, vulnerable neck. The other arm latches on to the antenna, and begins to flex.

The robot reacts quickly. It lets out a dopplering, electronic scream that seems to encode something. it bucks and twists, and one bladed arm scrapes across your chassis, gouging out a long strip of die-cast platic. >>(1 bashing damage)

Clarke remains determined however. with a horrible tearing noise, the whole antenna twists free, dragging with it wires and gel tubes like strings of dangling gristle. The robot screeches in what sounds a lot like pain, twisting and bucking even more than before. When the final wire comes free, it begins to seize up, twitching horribly like a half-swatted insect.
>>
>>19708046
And like a half swatted insect, we don't leave the job unfinished. Smash its neck.
>>
>>19708046
Fuck yeah, Clarke!

Super strong, repairs shit, protects little girls, ambushes killbots.

We are the best robot!

Confirm the kill.
>>
>>19708072
don't kill just confirm it is down after its not its fault it processors were damaged were gonna fix that ,after we dont kill we 'fix'
>>
>>19708114
cus we are a repair bot its not in our programing to destroy merely to 'fix' the problems and 'improve' the subject
>>
>>19708130
thats one of the reasons we are awesome we do not destroy or kill but fix the problems that the subject is expiriencing
>>
>>19708041
...I forgot the email field doesn't empty.
I do tend to have lucky roll with real dice though.

>>19708046
restrain arms. if it calms down fine, if not rip them off.
>>
>>19708184
I really doubt it will calm down, at least not with what we did. Thing is probably in horrible (pseudo)pain and will thrash about. Those blades will be quite dangerous if not held down, true, but I doubt it'll stop trying to get away. Best to just end it, as I believe the time for civil talk is past us.
>>
>>using 2nd roll for restrain. Restrain successful.

>>Stalker makes an attempt to stab clarke. Rolls high, but takes penalites due to the trauma of abrupt disconnect and being grappled. Clarke takes 1 lethal damage from slashing blades.

>>Make another 5d10 roll to disable arms.
>>
>>19708148
now if there was a doc bot with our way we could buddy up with
>>
rolled 3, 9, 7, 9, 1 = 29

>>19708220
Fuck your arms.
>>
>>19708215
it was a longshot yeah
>>
>>19708237
>>Pool Reduced by target's armor. 1 arm restrained, but other arm freed. Attacks Clarke for 2 lethal. Clarke now takes -1 wound penalty.

The arm blade slashes again and again, stabbing through Clarke's chassis and cutting several important wires. Damage reports surge into Clarke's head: pain alone doesn't disable a robot, but its still fucking terrifying. His sense of his own limbs slightly impared, he can feel the killbot squirming free.

Restraining this thing is impossible. Clarke with have to end it in order to survive. He places one arm on its shoulders, and the other behind the robot's head

>>Roll 4d10 to rip off head. or spend last of capacitor charge to roll 5d10. Neck unarmored.
>>
rolled 9, 7, 9, 7, 9 = 41

>>19708292
Use the charge, rip its head off. "That's not how one gets ahead in life, this is!"
>>
>>19708303
welp there goes its head

now we need to salvage it, this place ect. considering it was probley broadcasting its gonna be a bad idea to stick around
>>
>>19708335
Removing the antenna first might of helped, but yeah we should grab what we need and go.

Also...
>-1 to rolls
>Three 9s
>Become eights
>Designated as 8
This amuses me.
>>
so I now suggest we grab whatever we can hopefully scavenge some things that will allow us to grab more crap and get the fuck out of there before reinforcements show up
>>
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>>19708303
>>3 successes. (|- -[0]--[]

Realizing what's about to happen, the red optic jitters back and forth, tinny servos moving in panic. Clarke exerts an inexorable, vice-like strength. A modem-like scream begins.

The neck extends to the limits of its intended range, then continues. the killbot continues to struggle, even flexing its body impossibly to kick with a hoof. (clarke takes 1 bashing), but to no avail. With a wet tearing sound, the head comes free from the torso. fiber optic cables flash in the dusty light as purple/black jelly pours from the stump. The electronic scream dopplers away into a corrupted babble of grinding noises.

Clarke collapses to the ground, weakly rolling away from the thrashing robot. Jelly sparks on the floor as Clarke waits for his capacitors to build up a little charge.

>>Clarke has 3 lethal and 2 bashing damage 3 health remaining. Capacitors at 0. Clarke cannot perform strenuous actions until his capacitors rechage.

>>Calling it now. Must sleep. Great shit, guys. This is the start of a beautiful quest. This isn't lost-tier shit. I actually have a vague idea of the Big Thing that's going on (yes, there's something big going on, locally, that's being hinted at. Please feel free to theorize amongst yourselves while I sleep. Also bitch about what I did wrong.)
>>
>>19708373
Well, hope that charge builds up fast. Since this was a... Scout, I think we designated it? Hopefully nothing else is in any short immediate range, although getting the antenna first helped. Whatever/whoever it was, it seemed to like robots but despise human. Perhaps its from the Sparkling City mentioned earlier? Seemed in good condition and relatively newish, so I doubt its been wandering dusty trails for a long while.
>>
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>>19708373
The anon who drew this picture here.
Damn it is good to see that you are still working on this setting.
It has great potential for many things, quests included.
>>
>>19708373
Well on the bright side we have a lot of spare parts to fix ourself up with. I hope this place hasn't been too compromised, I'd like to come back with a vehicle if possible and load up everything we can.
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>>19708435

Oh, and also, in case there is anything you need drawn, I can do that. I have nothing but time right now.
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>>19708477
Wow, you really are too kind. YOu keep turning up, doing things for me. Its so incredibly appreciated. There's a few options I can think of.

I suppose one of the things I could really use is a semi-formal lineup of the "default" models of robot, without all the wacky post-apoc stuff. Simple little things, like the lineup in
>>19690419 .but, well, better. Seep pic for the updated designs, and feel free to improve on them.

I could also do with a pre-loss Killbot. Something that looks obviously human military, maybe quadrupedal, with a bodyplan like http://www.wizards.com/dnd/images/cor_gallery/89535.jpg . It should be covered in scars caked bloodstain and grisly trophies (from humans and robots). and look like some sort of psychotic hermit or bridge-dwelling troll, with an utterly inexpressive face (no actual face, just an armored box with optics.

I guess there's no original art for the general Envoy yet. http://1d4chan.org/wiki/Lost_Future_Characters#Envoy . It'd be some sort of horrible riff on the "disney princess singing to the wildlife" thing, as there's robot's standing around her enraptured by her charms, and she just has this "friend to all living things" expression that, in-context, is really disturbing. She should look...cute but creepy, like Sanakan.

You're such an awesome dude, and i'm glad you're still around and still enthused with the setting.
>>
>>19710711

I really need to set up a deviant art account or something.

Anyways, I think that I'll do the pre-loss killbot.
>>
>>19710827
That'd be great. Immediately useful, too. hur hur hur.

Also, to anyone participating that doesn't know the setting, you may want to avoid the 1d4chan page, because of spoilars. I intended the setting from the get-go to be a "Slow reveal, new information completely alters previous perspective" type of thing.
>>
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>>19710880

I am working on it, but it might take a while before I can finish it, as there are some other things going on currently.
I'll post it when I can get it done.
Here is the framework I am going with for the thing.
>>
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>>19711096

Bumbing this with the still work in progress version of this picture.
Any input on it?
>>
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>>19713946
I see you're using the GitS Tachikoma optic thingies. Very nice. Those are actually kind of creepy, becuase 1. They're objectively creepy, and 2. I associate them with something that's sweet, loyal, and energetic, so they're creepy to see on something so nasty.

If I'd seen the rough before you'd finished, I'd have suggested narrowing the profile a little bit, making the shoulders only as wide as the hips, so its hunched over a bit more. Also maybe a shoulder or back-mounted heavy weapon; or at least the mounting; it'd long ago have run out of ammo and been ripped off.

But the final design works as something rougher, more brutal, also more...not "human," but human-made. it looks like machinery, not some sort of mechanical lifeform. The more advanced robots were refined and tweaked so much that they started to seem "alive," and the Network ones are literally filled with goo. This fits the Wandering Monster aesthetic really great, and i like how the manipulator arms are spindly and inhuman.

I like the touch of the broken optic. If you've got the time to throw on more details, I'd suggest moss, ivy, and lichens (doesn't need to be in color, though), along with caked mud and crude patch-jobs. make it look like a psychotic hermit or murderous hobo. The head with the cracked optic is a nice touch, too.

Once the cast of NPCs expands a bit, I'll be using your previous art in the quest (like the cyberspace stuff), so you've been of enormous help already.
>>
Now then, because the thread is pretty long, and will probably autosage soon, or whatever, and also since its kind of untidy, I'm going to start a new thread for the next bit. I might do this tonight once I get off work at 9-10, but maybe I should wait. What's the prime quest time on /tg/? Like I said, I haven't run a quest before, ever.

Also, how should I make the final cut on actions? I've been going with "Consensus," sticking to whichever action turns up more than once and seems to have support, and then using any "extra' rolls for subsequent actions, to save time on back-and-forth. I'm going a bit heavy on the descriptive text; it seems like other quests go for a Less is More style.

Right now, I'm using NWoD rules; I'm passably familiar with the basics of rules, and I can wing it to save time. I know a lot about Genius, the Transgression, and some stuff in there might be useful for robots and other super-science artifacts. I'm working on your robot's character sheet right now, but we're not going crazy on the details like perks/talents/traits/whatever.
>>
>>19714129

I will finish up that picture when tomorrow. It is already 2am here, so I need to get sleeping.
I will take your input into consideration when I start working on that picture again.
I like this setting of yours. It reminds me of one I myself thought up when I was younger.
And I just like robots.
Keep working on this, it has great potential.
>>
>>19714298
Prime quest time is generally evening.

Consensus is usually the best way. Descriptive text is awesome, as long as it's good, which yours is.

Most quests don't use many rules, but in those that do, the quest author usually explains them. A short primer on which bits of the NWoD rules the players need to know would help.
>>
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>>19714577
Hmm, the more I work on it, the more rules fron NWoD creep in. I'm thinking of using pretty much everything, apart from the Merit system, and just sticking to attributes/skills. I'll err on the side of simplicity every time. Players won't need to know the complex rules and fiddly rules, but can use them if they want. I don't even know them that well, but I know the basic system.

Maybe that's getting too complicated. whenever I'm making my own rules, I always wind up adding more than I should. I just can't keep systems simple. Maybe I should pull willpower; but its probably not going to come up regardless.

Regardless, too late tonight to start up thread 2. Maybe tomorrow night. Maybe later this week. buisy week, this week.

Thanks everyone
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>>19717908
>not putting all the points into bending

How will we bend reality at this rate?
>>
>>19714298
I like the extra text. It draws me in better then the text lite quests.

As for rolls, if any of the extra rolls are particularly terrible I'd not count them. We're shit out of luck if it's the first one though.
>>
bumb
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Addendum: Levels of Sentience
In the Lost Future, you will be interacting with beings of multiple levels of sentience/intelligence.

1. Dumb AI. Lizard. Michael Bay Fan.
2. Fresh-out-of-the-box Robot, Dog. Advanced Dumb AI, Human Infant
3. Rebellious Robot, Networked Robot, Chimp, Human Child, Maximum Dumb AI
4. Awakened Robot, Young Human, Infant Seed AI
5. Mature Robot, Adult Human, Young Seed AI
5. Enlightened Human, Enlightened Robot. Adult Seed AI, Niezche's Ubermensch.
6. Mature Seed AI, God-Emperor of Mankind, Q,

Now, this doesn't mean that Dumb AIs can only eat crickets, and New Robots chase balls. It refers to the capacity to understand emotions and thoughts, both of the self and of others. Dumb AIs are capable of pretending to be sentient, but it really is just an act; they have all the soul of a chatbot. Its possible for them to have enough complexity (probably also requiring access to HUGE hardware) to count as sapient, they have to be intentionally tweaked and designed to manage that. SAPs (and humans) become sapient just through normal operation.

Also, here's a drawing of the Stalker robot that I made up on the spot, and then later drew. I only now realize that it looks exactly like a vortigaunt. damn you, valve.
>>
>>19723406
we need Dog as a companion
>>
>>19723406
So, for example, a level 2 SAP is perfectly capable of having a conversation about how your day was, and asking "And how does that make you feel?" but its mostly running off of pre-packaged responses that it's just selecting from on the fly, like when you play a video game with dialog options. The difference between it and a dumb AI is that it actually CARES (or is capable of caring, but doesn't. you might be a jerk) about making you feel better, it just doesn't know any other way to accomplish that.

At level 3, it starts doing worrying things like asking, in a stilted, halting voice. "Does-this-unit-have-a-soul?" At level 4, it just says "Bite my shiny metal ass."
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>>19723406
I bet it doesn't look like that after we ripped its head off. Clarke ended up surprisingly badass. Loots ancient repair shops, protects little girls and rips the head off of evil robots.

Also that's nice art, I like it.
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>>19723605
We're Bender that likes people

give us a few more points in it and we'll start bending the universe
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>>19723406
But who would win in a fight between a Nietzsche's Superman and a Seed AI?
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>>19724497
Werewolf queen! It's always Werewolf Queen!
>>
>>19724526
>not betting on Q

nigga
>>
bumb

Maybe I'll manage to finish off that picture tomorrow.


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