Showing posts with label Engine Heart. Show all posts
Showing posts with label Engine Heart. Show all posts

Sunday, October 10, 2021

A Catalog of Parts for Tiny Robots

My unnamed GLOG/Engine Heart/PBTA hack thing is one of my favorite current projects, but without a list of Parts, it's mostly unplayable.

So here's a list of Parts, to make it less unplayable. 

These Parts come in three categories: Arms, which you use to pick things up, move them around, and otherwise do arm things, Legs, which you use to move (though they aren't always legs, per se), and Tools. Each robot can have one set of Arms, one set of Legs, and two Tools.

As a little review of the system: there are five stats, Strength (STR), Speed (SPD), Dexterity (DEX), Comprehension (COM), and Mirroring (MIR). Each has an amount of dice, from 2 to 4, which are treated like GLOG magic dice - invest as many as you want in a roll, they're lost if they roll more than 3, and on doubles or triples Bad Things happen.

Of course, these 3 sets of 6 parts certainly aren't the limit of the system - I'm planning to make more, and anyone else interested in the game can too (and probably should, if they actually plan to run it).

lifter arms + caster wheels

Arms

1. Lifter Arms (arms)

a pair of massive pistons connect to a narrow platform in front of you, just barely able to reach above your head

Invest [strength], and lift the platform up to your head-height with up to [sum]*100 pounds on board. 

2. Extender Arms (arms)

a small claw on a telescopic pole

The arm can extend up to ten feet. Invest [strength], and you can lift up to [sum] pounds, minus one for every foot you've extended the arm.

3. Tendril Arms (arms)

thin, many-fingered claws on flexible tendrils let you reach through tiny spaces and even around corners

Invest [dexterity]: you can reach [dice] feet around corners and through any space wider than a finger, lifting [dice] pounds.

4. Humanoid Arms (arms)

five-fingered hands with thumbs and elbows are perfect for using human tools: anything from keyboards to steering wheels

When you try to use a human tool, invest [comprehension] and check the [sum]:

10+: you operate the device perfectly, doing exactly what you want

7-9: you certainly did something, even if it wasn't quite what you were trying to do

6-: you have no idea what this is, or how to use it. You do nothing.

5. Magnet Arms (arms)

a large electromagnet lets you push and pull heavy metal objects, even from far away

Invest [strength], and push or pull a metal object weighing [sum]*100 pounds from [dice]*20 feet away.

6. Cargo Hook (arms)

a winch and strong cable connected to a large metal hook. however, you need someone else's help to connected it to things

Invest [strength], and drag [dice] tons across flat ground, as long as someone's hooked you to it.

extender arms
Legs

1. Sprinter Wheels (legs)

lightweight magnesium wheels allow you to rush along flat surfaces, but smooth tires cripple your handling

When you need to move fast, invest [speed] and check the [sum]:

10+: you hit highway speeds immediately, in a straight line

7-9: you begin to accelerate, and will reach top speed next turn

6-: the tires spin and screech, unable to grip the ground

Strength (STR), Speed (SPD), Dexterity (DEX), Comprehension (COM), and Mirroring (MIR).

2. Heavy Treads (legs)

metal plates on a rubber track make it easy for you to crawl over difficult terrain unharmed

When you need to cross tough terrain, invest [speed] and check the [sum]:

10+: you cross over mud, rubble, plants, and other obstacles as long as they're less than a foot high.

7-9: slowly, you can drag yourself past obstacles as long as they're less than a foot high. If you're chasing, or being chased, you're just too slow.

6-: you slip or sink, becoming trapped in the terrain.

3. Humanoid Legs (legs)

strong springs and powerful joints let you jump and make your way over stairs

When you need to jump, invest [speed] and check the [sum]:

10+: With a short running start, you fling yourself through the air, landing perfectly.

7-9: You jump, but not quite far enough. If you're jumping up to a ledge or over a gap, you can grab the edge if you have hands that can.

6-: Oops. You hop, but miss the landing and fall.

4. Hover Fan (legs)

a spinning blade lets you hover over any obstacle, but it has a harsh weight limit

You always over about a foot off the ground. When you need to increase the fan's power, invest [speed]: you can ascend another [sum] inches, or carry [sum] pounds for [dice] minutes.

5. Rocket Pack (legs)

twin solid fuel boosters give unparalleled flight ability, but landing can be difficult

Invest [speed] to fling yourself [sum]*[dice] feet into the air. Getting back down without smashing your casing is your own problem.

6. Caster Wheels (legs)

round wheels on 360 degree bearings let you reach high speeds without sacrificing turning

When you need to move fast, invest [speed] and check the [sum]:

10+: you move at 20 miles per hour, and can turn in any direction instantly without slowing down

7-9: you start to pick up speed, and will reach top speed next turn

6-: you accelerate, only to realize you're going in the wrong direction

Tools

1. Solar Panel (tool)

some robots are built for work where they will rarely, if ever, be able to recharge

You can regain one die per day for free by spending an hour in the sun.

2. Extra Battery (tool)

extra power can be sent to any part to improve its function

When you fully Recharge, you also gain 1 Power Die.

3. Fluid Pump (tool)

used to soak up or spray out liquids for firefighting, installing insulation, or similar work

When used to absorb liquid, invest [strength] - you can gather up [sum] gallons of liquid and store it safely.

When used to spray a stored liquid, invest [dexterity] and check the [sum]:

10+: you fire exactly as much as you want, exactly where you want it

7-9: your aim is good, your control is not. You drench the target in all the liquid you have stored

6-: the pump's hose writhes like an angry snake, dumping all the liquid you have all over the place, and all over everyone near you

4. Welding Torch (tool)

used for industrial work, putting together metal objects

When you weld things together, invest [comprehension] and check the [sum]:

10+: you perfectly move and weld the objects together, creating whatever you had intended to

7-9: your welds are off. The object will work, once.

6-: you put in too much heat. Whatever metal you had gathered melts into slag.

5. Friendly Screen (tool)

sets of speakers and a pixelated screen, displaying emoticons

When you try to talk to a human, invest [mirroring] and check the [sum]:

10+: it works perfectly, and they understand you completely

7-9: you stumble over your words - they're so much more complex than binary. They can't quite tell what you're trying to say.

6-: the speakers overload, blasting a buzzing, screeching noise. They probably don't want to talk to you anymore.

6. Anchor (tool)

a set of spike-tipped pistons let you ensure your stability in any conditions

When you extend the spikes, invest [strength] and record the [sum] - you cannot be moved unless something rolls a higher [sum] trying to move you. Humans tend to have 2 Strength, being hit by a car is an automatic roll of 40. 

fluid pump + heavy treads

Monday, September 6, 2021

we've been trying to reach you about your extended warranty: the GLOG hack

Recently, I've been thinking about a new project - combining a minor blog fixation, Engine Heart, with a major blog fixation, the GLOG, along with bits of recent Zine Quest release Scurry! and vague, wrong ideas of what PbtA games look like according to someone who hasn't actually read one.

You play as a group of utility robots, alone and hoping to either make your way back to home or build a new one. The setting is going to be mostly undefined - maybe, like Engine Heart, humanity has been destroyed by an apocalypse. Maybe you just fell off the back of a truck, and need to get back to the factory. Maybe you're on a starship around Neptune, trying to get your rights as workers.

by Locheil, who is cool

Creating a Character

Stats

The stats are Strength (STR), Speed (SPD), Dexterity (DEX), Comprehension (COM), and Mirroring (MIR).

The first three are self-explanatory, but the other two are stranger. Comprehension is your ability to understand things you weren't designed for - will the stack of crates fall over if I move this one? Why is this on fire?

Mirroring is sort of like Charisma, but is more accurately described as your ability to act like a human. People like it when you can talk like them, and some robots could be tricked into thinking you're a person if you say the right words. You could also roll Mirroring to understand what someone is doing.

Some Parts can also give you Power dice, which can be added to any check.

Your stats are chosen from this array: 4, 3, 3, 2, 2.

Parts

The problem is, none of those stats can just get used. Instead, you have only specific actions you can take, based on your Parts.

By default, robots can only do three things - see (if there's light), move at a walking pace, and talk to other robots. Anything else requires the right Part.

Parts come in four slots - Arms, Legs, and two Body parts (A and B).

Gameplay
Rolling Dice
When you use one of your Parts, you invest as many dice from the applicable stat as you want, along with Power dice, if you have them. Depending on the Part being used, you might need to check different things. Some want you to check [sum] against a table, like a PbtA Move:

Sprinter Wheels (legs)
lightweight magnesium wheels allow you to rush along flat surfaces, but smooth tires cripple your handling

Invest [speed] and check the [sum]:

10+: you hit highway speeds immediately, in a straight line

7-9: you begin to accelerate, and will reach top speed next turn

6-: the tires spin and screech, unable to grip the ground

 Others are more similar to GLOG spells:

Lifter Arms (arms)

a pair of massive pistons connect to a narrow platform in front of you, just barely able to reach above your head

Invest [strength], and lift the platform up to your head-height with up to [sum]*100 pounds on board. 

Whenever stat dice are invested, they decay if they roll a 4-6, and if they roll doubles or triples you have a Minor or Major malfunction.

If you have a Minor malfunction, check the number on the dice on this table:
1. Uninsulated wires. Every die used in this check decays, no matter what it rolled.
2. Low batteries. Until you next Recharge, this stat's dice decay on a 3 or more.
3. Bad safety checks. The part used is Damaged.
4. Power surge. The highest-rolling die used in this check is ignored for [sum], [best], or other measurements. If it would decay, it still does.
5. Crossed wires. Decay one die from a different stat.
6. Jammed bearings. Nothing happens. Dice still decay if roll 4+.

If you have a Major malfunction, the part that was used is destroyed completely.

Getting Hurt
If something bad happens to you (falling off a hill, getting crashed into by another robot, catching fire) one of your Parts is damaged. Choose whichever one makes the most sense, or roll 1d4:

1. Arms
2. Legs
3. Body A
4. Body B  

When a Part is damaged, you can't use it until you get it fixed. If a damaged part is hit again, it's destroyed completely, and you'll have to either find a new one, or go without.

Regaining Dice
If you can find a place to Recharge, all your lost stat dice return. The problem is, you can only Recharge somewhere where you can get electricity.

Repairing Parts
Some Parts allow you to repair damaged Parts on other robots, and some places may have machines or friendly robots that will help you. If a Part is destroyed, you might be able to find someone offering new ones, in exchange for help, directions, or other things.

You cannot cannibalize other robots for their Parts. They are well-connected to the robot's frame, and attempting to remove them by force will damage or destroy them.

Thursday, July 18, 2019

Engine Heart - Far From the Sun

Engine Heart is a d10 RPG about utility robots. I've made a couple edits to the character creation system, and now an adventure outline thingy I guess.

Overview

A robot onboard a warehouse ship invents the concept of worker's rights. The control AI doesn't understand, and gets continually more frustrated the more the robots ask for it to give them rights.

Cargo Ship SEN-49230

SEN-49230 is a warehouse ship, built to carry cargo out to outer-system colonies. Since the fall of humanity (yes this is a plot point of Engine Heart, don't think about it too hard), it's been in orbit around Neptune, with its command AI Foreman-302 waiting for orders from above.

SEN-49230 is divided into 5 parts: the crew decks, cargo containers, the bridge, engineering, and the hull.

The crew decks are the lowest security area, rendered in yellow. The cargo containers are higher security, and colored orange. The bridge (on the left) and engineering (on the right) are the most secure areas of the ship. The hull is the outside of the ship: while it has no security, it also has no gravity.

The Crew Decks

  • Low security - Foreman doesn't pay much attention to this place (1 in 10 chance of being seen)
  • Not much to do: no important rooms or anything
  • Slow security response (2d10 minutes from alarm being set off)
  • Terminals allow text chat with Foreman
NPCs
Custer-440: put-upon cleaning bot, happy to join you, selfish, box-shaped
Richard-846: Servant android, writes bad poetry but thinks it makes him smarter than everyone

The Cargo Containers

  • Medium security - Foreman is worried someone might steal something (5 in 10 chance of being seen)
  • Medium response time (1d10 minutes from alarm being set off)
  • Lots of things for you to steal: 8 in 10 chance you manage to find what you want, but it takes hours of searching
NPCs
Thomas-832: perfectionist loading mech who takes control of everything
Anna-021: Small, roomba-like wheeled cargo mover, very cheerful, thinks "rights" are probably good, so why not have them
Ivan-668: Manager robot, annoyed that Thomas is so controlling, says he has all the rights he could want, knows where everything is

The Bridge

  • High security - Foreman's core is here (8 in 10 chance of being seen)
  • Fast response time (1 minute from alarm going off)
  • The ship can be piloted if you reach the manual controls 
  • Foreman can seal himself and the manual controls off behind durable blast doors
NPCs
Foreman-302: doesn't understand "rights" and never will, very stubborn, starts off confused about rights but gets angrier the more you push him
Patricia-006: Pilot assistance drone, likes looking at things, a bit creepy, only cares about rights when it comes to looking at things

Engineering

  • High security - the reactor is here (8 in 10 chance of being seen) 
  • Medium response time (1d10 minutes from alarm going off)
  • If the reactor is deactivated, the ship begins to fall into Neptune.
  • Without power, Foreman can't close the blast doors in the Bridge.
NPCs
Howard-401: fault finding drone, exceptionally bored, constantly scanning PCs for physical issues. Doesn't like Lucas very much.
Lucas-900: Large repair mech with many welding arms. Friends with Howard.
Arnold-202: Small, many-legged robot. Spends most of its time inside the reactor core. Lonely, but worried about what could happen to the reactor if it leaves.

The Hull

  • No security: there are no cameras on the outside of the ship
  • No gravity
NPCs
Olivia-209: spider-shaped external repair bot, hard to reach, emotionless, calculates the advantages of "rights" based off what it could do for the ship as a whole. never comes inside.
Stan-975: olivia's counterpart, likes rights too much, eventually starts to tear apart engineering if told about rights

Security Forces

Foreman starts by releasing large rolling stunbots that seek to move and control the PCs. As the revolution gets closer to succeeding, he starts to send fast, aggressive drones that intend to kill the PCs.

Friday, March 29, 2019

Engine Heart: Repairbot Playbook

blah blah d10-based RPG about service robots, download here, previous playbook here.

Engine Heart: Repairbot

Who Built Your Processor? (1d4)

1. Hansa Automation - 3 RealityCom, 2 HumanCom, 2 DigiCon, 2 MechaniCon, 2 Buffer

2. Parable Intelligence - 1 RealityCom, 1 HumanCom, 4 DigiCon, 4 MechaniCon, 1 Buffer

3. Padlock Reinforced Processing - 2 RealityCom, 1 HumanCom, 1 DigiCon, 1 MechaniCon, 4 Buffer

4. ASQ Social Systems - 2 RealityCom, 4 HumanCom, 1 DigiCon, 1 MechaniCon, 1 Buffer

 

Who Built Your Chassis? (1d6)

1-2. Ducharme Optics - 2 Dexterity, 2 Mobility, 4 Perception, 2 Reflexes, 2 Strength

3-4. Yosef Industrial - 1 Dexterity, 1 Mobility, 2 Perception, 1 Reflexes, 5 Strength

5-6. EOM Advanced Motors - 3 Dexterity, 3 Mobility, 2 Perception, 3 Reflexes, 1 Strength

 

Major Feature (1d10)

1. Abrader

2. Attendant Swarm

3. Cutting Laser

4. Manipulative Limb (Standard)

5-10. Plasma Arc Welder

 

 Minor Feature (Roll 1d12 Twice, Take Both)

1. External Container

2. Display Screen


3. Electromagnet

4. Flexible Body

5. Jack

6. Power Dock

7. Rack

8. Specialty Chassis

9. Simple Assembly

10. Tool Set

11. Telescoping Reach

12. Winch

 

Defects (Roll 1d8 Twice, Take Both)

1. Manual Feature

2. Conspicuous

3. Exposed Power Switch

4. Mute

5. Plastic Casing

6. Simple Programming

7. Top-Heavy

8. Response Lag

Tuesday, March 26, 2019

Engine Heart: Warbot Playbook

Engine Heart is a d10-based RPG where you play as small utility robots in a world where humanity is long gone. It can be downloaded for free here.
When I first heard of the game, I wondered what you were supposed to do with it. After reading through the 1d4chan page enough times, I figured it out. It's a game similar to O'er Windswept Golden Fields, where you don't just avoid violence for self-protection (like in most OSR games), but because it's the right thing to do. You can fight (the game has a combat system, and additions like buzzsaws and plasma cutters are options for your PC), but it's never necessary.

While this all sounds delightful (to me, at least), Engine Heart has a large problem for an OSR audience: its long, complex, point-buy character creation system.

None of us have time for that.

A solution for Engine Heart's chargen is Playbooks, similar to Beyond the Wall, where you choose a character concept and roll on a set of tables to create the character.

Engine Heart: Warbot

 

Who Built Your Processor? (1d4)

1. Hansa Automation - 3 RealityCom, 2 HumanCom, 2 DigiCon, 2 MechaniCon, 2 Buffer

2. Parable Intelligence - 1 RealityCom, 1 HumanCom, 4 DigiCon, 4 MechaniCon, 1 Buffer

3. Padlock Reinforced Processing - 2 RealityCom, 1 HumanCom, 1 DigiCon, 1 MechaniCon, 4 Buffer

4. ASQ Social Systems - 2 RealityCom, 4 HumanCom, 1 DigiCon, 1 MechaniCon, 1 Buffer

 

Who Built Your Chassis? (1d6)

1-2. Ducharme Optics - 2 Dexterity, 2 Mobility, 4 Perception, 2 Reflexes, 2 Strength

3-4. Yosef Industrial - 1 Dexterity, 1 Mobility, 2 Perception, 1 Reflexes, 5 Strength

5-6. EOM Advanced Motors - 3 Dexterity, 3 Mobility, 2 Perception, 3 Reflexes, 1 Strength

 

Major Feature (1d12)

1. Armored Chassis

2. Backup System

3. Battering Ram

4. Cutting Laser

5. Enhanced Cameras

6. Drill

7. Flight Ceiling

8. Hardened Programming

9. High Speed

10. Pneumatic

11. Self-Repairing

12. Secondary Battery

 

Minor Feature (Roll 1d10 Twice, Take Both)

1. Agile

2. Biofrequency Scanner


3. Collapsible

4. Loudspeaker

5. Magnetized

6. Silent Mode

7. Simple Assembly

8. Gyro

9. High Chassis

10. Floodlights

 

Defects (Roll 1d6 Twice, Take Both)

1. Compliant

2. High Maintenance

3. Lightweight

4. Major Overriding Directive

5. Rare Model

6. Power Cutoff

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...