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Machine People SUBTYPE Development THREAD LIVE

Posted: Tue Mar 03, 2015 11:23 pm
by Hawk258
Machine People Homebrew ideas and discussion

The idea is that The Machine People develop some new classes, Based on their description and limitations it stands to reason that evolution and skill training is the only means for which this can be accomplished with in the outline of the story.

Here is the basis for my argument (See page 77 of The Dimensions Book Phase world for the machine Peoples description)

The Machinists had been attacked by the Starhive and a large portion of their race destroyed
The few remaining Machinists either committed suicide, fell into depression, or Worked toward revenge.
They Used every advancement they had and developed new ones to created the machine people.
Advanced AI's and brains allowing for emotions, self determination and personal choice.
they were built out of living metal. They are able to repair and adapt their bodies through this.
the machinist even gave them the ability to Procreate and give birth to living offspring TO COMBINE THE BEST ELEMENTS OF EACH PARENT.

And based on the Palladium books OFFICIAL page FAQ The machine people have souls.
http://www.palladiumbooks.com/index.php ... Itemid=200

As for the "Need" or want to evolve it is as varied for them as it would be for us.
Most of us STRIVE daily to become better people. We are competitive.
In Rifts Phase world they are doing much the same. in many respects these changes aren't beyond the extraordinary.

The idea of this thread it to provide a "DISCUSSION" to help expand on this class of character. AS Magic, Mental powers, and long term technological advancements are generally off the table for this race.

I want to keep in mind that they develop and grow based on their personal life style their body and physiology is going to adapt to the point that it will optimize and become very much second nature for those specific adaptions and may result in passing on the traits and/or the machine people's system will develop their own "Natural" adaptions to fill those "REPEATED NEEDS"

WHILE not Canon. It would work "WITH IN" canon as it is staying true to the origins and description. This would allow the community to contribute to a class of Character based on an existing template. It would allow GM's and Gamers alike to contribute and give everyone a standard for which these would be used.

There are 3 major goals I would like to work with in:

1: We need to keep the "Basics" of the machine people, While in game terms these would be "Focused" on their subgroup adaptions, I would like to keep it to a few stat changes, Skill focus, and specific adaption yet still share the "Base" of the Machine people. This isn't a "Quantum leap" so much as "acceptable, believable adaptions"

Example: The Behemoth MP. Focuses on general build, PS, MDC, and a weapons system. and maybe skills to reflect that focus
We don't need to do a "FULL" rewrite for them. Just focus on a few areas and aspects of their change. They still have the basis of their race in terms of resistance, and basic abilities

2: Keeping it balanced. we need something to offset the other attributes and changes. We aren't building the "Most powerful" of machine people. We want to build a subset within the race.

3: Stats and skills and adaptions. We want a "General" base for the "Subset" skill base. I want GM and player input as we all would like to keep it a fun build and balanced, as well as done in away that IF used in games GM's and Players would be in agreement in their usage.

Re: Machine People Variant Development THREAD

Posted: Tue Mar 03, 2015 11:33 pm
by Hawk258
To open up the discussion, I have 4 subtypes to suggest, you are welcome to add to that list, or build on them, If need be we can vote on them later on the top 3 out of everyone's suggestions as they are finished and fleshed out.

MP Behemoth (Combat oriented, Weapons system, Higher MDC, Heavier build. Skill focus "Military/Demolitions?")
MP Brute (heavy labor/front line combat: 4 arms, Tail, increased PS, PP, Attacks per round. Flexable skill focus (Combat/Construction?)
MP Silver Streak (Aerial specialist, wings flight system, Increased PP, Lighter build, Adaptable feet for air combat (Talons or Articulated feet?)
MP Gremlin (Starship engineering/Sabotage/infiltration?) Smaller build lighter PS/MDC? Adaptable hands that provide many commonly needed tools (For their job)

This list will be regularly edited as new ideas are made to the list. EACH Character class added will get it's own post as the skills/stats/additions are fleshed out.

Re: Machine People SUBTYPE Development THREAD LIVE

Posted: Wed Mar 04, 2015 7:59 am
by Hawk258
I will start with a "Theoretical" stat build (remember to use the "Base" template of the machine people and focus on the appropreate traits that would be effected.)

(Note: As the description notes "Best of the parents traits" I think that is rather perspective on what is being accomplished and would lead to a certain amount of selective breeding based on Occupation, environment, and life choices)

The Behemoth stats would likely look as follows.

PS: 6d6+5
PP: 5d6-5
spd: 5d6 (drop 1d6 due to size and build)
MDC: 6d6x10+60 The melding power adds 1d4+4x100 mdc (Max mdc 1220) (Math check!)
size 6-9 feet tall
weight 350-450
Life span: 150 years =1d6 (shorter lifespan due to weapons management and heavier MDC
Weapon system:

Energy weapon (Lazer? Ion? particle beam?)
and would it be a system in the hands? or maybe a hidden in the back (Slight hunchback look or compartment designed for such a "Heavy weapon?) 3d6 md = 1d6 per level of experience (Similar to Energy expulsion powers)

The Behemoth MP must eat 2.5 lbs of metal per 1d6 mdc needed for repair
and must eat a minimum of 8 lbs per week to maintain and sustain itself.

Re: Machine People SUBTYPE Development THREAD LIVE

Posted: Sun Mar 08, 2015 3:35 pm
by KLM
Sorry to pop Your balloon, but why not just manufacture az exoskeleton (even without power source) for the MAchine persons, who have to
move heavy crates or something?

I guess, all these modifications can be done within the "plain vanilla" MP RCC, so after a days' work, they can disconnect from the exoskeleton and go home to their metallic families, as a normal machine person.

Maybe tinker with the attributes. Like designate a minimum PS for the Behemoth "job"/OCC - ie. higher than the racial minimum - and pick some skills that are neccessary. And statting the "MP powered exoskeleton" - like MDC, giving some +10 - +15 PS, maybe a weapon system or two).

Re: Machine People SUBTYPE Development THREAD LIVE

Posted: Tue Jul 14, 2015 10:11 pm
by say652
Machine person Technowizard.
Stats unchanged but! Mdc is 1/2 then added to hp&sdc. Hp pe+bonuses+1D6 per level.

No explanation as to why the exposure to magical energies reconfigured the MP to an sdc object.

Skills and bonuses standard for rcc.