23
Aug

Sons & Daughters – Android ROM Cartridges

   Posted by: Andrew Linstrom   in Savage Worlds, Sons & Daughters

The advanced design of their positronic brains allowed many androids to survive the War’s tides of EMP with their cognition and sanity intact. It’s their very sentience that saved them, the unintentionally EMP-resistant lattice of precious and rare metals that comprise their heuristic processors. These processors allow androids to learn from experience, to build up skillsets and increase their capabilities beyond those programmed into them at the factory. However, these skills are developed with experience and over time. To allow androids to quickly adapt to new tasks, they are outfitted with at least one expansion slot capable of housing a ROM cartridge containing expertise on a certain pre-programmed skill.

When an android slots in a ROM cartridge, there is a brief period lasting from a few seconds to just over a minute during which interface subroutines integrate the contents of the cartridge with the android’s brain. The length of this process varies by the complexity of the data on the cartridge and the android’s own familiarity with the subject, but the process occurs in the android’s equivalent of a subconscious, allowing it to continue its affairs without having to stop and consciously chew on the new information. Once completed, the skill software allows the android to perform the role or task programmed into the cartridge, whether it’s computer repair, conflict resolution, building houses, or what have you.

A drawback to the ROM cartridges is that the taught skill is not seamlessly integrated into the android’s own experiences and heuristic learning methods. The level of competency programmed into the cartridge is fixed and cannot be added to by the android. An android may use the data on a cartridge to begin teaching itself the skills stored therein, but it is like learning the skill anew from a textbook. The skill as it exists in the ROM cartridge and as it exists in the android’s own experience-based learning system are distinct, a snarl within the android’s logical architecture keeping the two apart.

Though androids were developed by a variety of tech companies before the War, the specifics of the patents on positronic brains led to a certain amount of standardization in the systems relating directly to the heuristic processors, including the ROM cartridges. Any android with a working expansion slot can install most any ROM cartridge, regardless of the cartridge’s manufacturer. These compatibilities have allowed a number of communities to survive in the years after the War, with a scavenged library of ROM cartridges allowing their androids to become tin-skinned sages, practicing and teaching those essential skills that keep the wasteland at bay and allow life to continue.

Android ROM Cartridges (Savage Worlds)

Robot characters are assumed to have a expansion slot for receiving android ROM cartridges. Android ROM cartridges either come with a skill, such as Healing, and a die rating, such as d6, or with an Edge. When a robot first installs a ROM cartridge it hasn’t interfaced with before, it must wait a number of rounds equal to the ROM’s skill rating (6 rounds for a d6 skill, for example) before it can use the skill from the cartridge. During the waiting period, the robot suffers no penalties and can act normally. After the waiting period, the robot can use the skill on the cartridge at the rated strength as if it had the skill itself. Some ROM cartridges confer the bonuses of Edges instead of skills.

There is no waiting period for installing a ROM cartridge the android has interfaced with before; the benefit is received instantaneously. This applies only to the same physical cartridge, not similar cartridges with the same skill and rating. To help keep track, color your cartridges with details like the manufacturer and the official corporate or military title of the cartridge’s promised competency. For example, a ROM cartridge with Lockpicking d4 on it might be a Schlage Basic Countersecurity Trainer.

When a ROM cartridge is removed, access to the skill on the cartridge is lost. A robot character cannot improve the skill rating on the cartridge with advances, but it can count having the skill’s ROM cartridge installed as having access to a teacher for the purpose of learning it as a new skill. If a robot character has both learned a skill and has the same skill on a currently installed ROM cartridge, the character rolls the higher of the two die types.

New Hindrance

ROMless (Major)
You were built without an expansion slot for android ROM cartridges, or you were built with one but it has become damaged beyond repair. You cannot install android ROM cartridges. (Robots only.)

New Background Edge

Extra ROM Slot
Requirements: Novice, Robot race
You were built with a second expansion slot for android ROM cartridges, or you have had another one installed. You may have up to two different android ROM cartridges installed at a time, receiving the benefit for both. There is no additional benefit for installing two cartridges with the same skill on them.

15
Aug

Sons and Daughters – Boarding Actions

   Posted by: Andrew Linstrom   in Sons & Daughters, Uncategorized

Shout-out to Jared for the last-minute inspiration.

When airships clash over the wastelands, they battle with all manner of weaponry, both salvaged from Before and crafted from the ruins. The hydrogen that buoys most airships into the air is ever at risk of combustion. Why send your prize down as a smoking ruin, post-apocalyptic pirates ask, when it could be laden with valuable trade goods and things they just don’t make anymore? The patrol zeppelins of green Deseret, the Mexican Empire, and the formidable Prospero of the former Canadian Forces Air Command are known for their willingness to outright destroy hostile vessels rather than bothering with a boarding action, but the guardians of other communities would rather take an enemy airship intact, particularly if they are confronted over the town or valuable, flammable farmland.

The first phase of a boarding action is to close with the target, preferably as quickly as possible. The longer it takes to close into boarding range, the more time the target has to fire back. The defenders generally have the advantage in firepower, as the attackers will limit their fire to harming the crew and crippling their target’s engines and control surfaces, but defenders faced with boarding as their alternative won’t hesitate to hold back any ship-destroying firepower. Some airships designed for pursuit are equipped with some manner of thrusters to help them close into boarding distance, such as compressed air tanks, kerosene-fueled jets, peroxide rockets, or nitrous injection for their combustion engines. Pirates that can afford the lift for armored plating concentrate it first toward the nose, the better to help survive closing.

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8
Aug

Sons & Daughters – The Pits

   Posted by: Andrew Linstrom   in Sons & Daughters

The world before the War was one on the cusp of a technological transformation. Research into nanotechnology and microbiology yielded organisms capable of converting some forms of matter into others. These new alchemists promised the ability to turn catastrophic oil spills into slicks of benign biodegradables, convert organic waste into biodiesel, or render even industry-fouled seawater drinkable. These wondrous organisms, they claimed, would make that which shouldn’t into that which should. Then, before they could make good, the world suffered a different form of technological transformation. Amid the fire and the static, weapons born of the same technologies as the tools that promised to replace our trash with treasure did just the reverse. Skyscrapers sloughed down into the earth as if chewed through by worms while green farmland resolved into blue swamps.

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1
Aug

Sons & Daughters – Power

   Posted by: Andrew Linstrom   in Sons & Daughters

Before the War, citizens of North America took electricity for granted. The coast-to-coast network of fossil fuel plants, nuclear reactors, solar and wind farms, and dams kept the lights on at all times of day or night. Electricity was cheap and plentiful, with infrastructure improvements preventing the summertime brownouts that visited the previous generation. Then a rain of atomic warheads, their accompanying electromagnetic bursts, and anti-infrastructure chemical agents struck, followed by an abortive ground war. Survivors near the cities learned what the stars look like. No one in North America ever took electricity for granted again.

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29
Jul

Frontiers – Imperial Stalwart Background (AGE System)

   Posted by: Andrew Linstrom   in AGE System, Frontiers

“Stalwarts” is the name worn proudly by the ones who honor the memory of the fallen Atreborian Empire. Deriders call them “Diehards.” Stalwarts came of age before the Empire’s fall, and were proud of what the Empire stood for: security, prosperity, and progress. Their yearning for the stability of the old days attracts many Stalwarts to positions of authority and responsibility. Many a frontier town with a Temerytic charter nonetheless has a gray-haired Stalwart veteran for a judge and another for a sheriff, willing where their liberty-loving neighbors are not to condemn outlaws to hang from the tree of justice by rope or by nail. A number of major cities in or on the way to the New World are Stalwart-ruled: Cinder Keep, Fort Sajoo, and the Final Islands. They are run according to the old Imperial pattern in both their civil and military structures, and are havens for Stalwarts rankled by the way government and business are conducted in the cities and towns built on the Temerytic or Konetti models. Stalwarts mainly worship the gods of the old Atreborian pantheon, eschewing veneration of Beronna, despite her clergy’s claims to her primacy.

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26
Jul

Frontiers – Progressive Weapons (AGE System)

   Posted by: Andrew Linstrom   in AGE System, Frontiers

The marvels of clockwork gadgetry have brought a host of conveniences into the adventurer’s life. The miniaturization and automation of the processes of collapsing and expanding, first seen in such contrivances as collapsing batons and shovels and tent poles, have culminated in so-called progressive weapons. A progressive blade may at first glance to be no more than a mere short sword, but once its internal clockwork systems are engaged, it transforms. The hilt elongates, and the blade lengthens and widens as plates slide out from behind one another and click seamlessly into place, until what was at first a short sword has grown into a longsword. Even a bastard sword or two-handed sword is possible, given advanced dwarven alloys and sufficiently sophisticated clockwork.

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19
Jul

Sons & Daughters – Canadian Forces Air Command

   Posted by: Andrew Linstrom   in Sons & Daughters

The group calling itself the Canadian Forces Air Command, or AIRCOM, is a scrappy mix of aging veterans and post-war recruits. Disowned by the isolationist Quebecois, AIRCOM attempts to patrol the Pacific Northwest around its stronghold in the northern Cascade Range. Known for their compassion, their intolerance for piracy, and the welcome sight of their floating air carrier Prospero, AIRCOM is a stabilizing force within their region, but can only do so much to stem the land’s tide of violence.

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13
Jul

Frontiers – Agentes de los Renegados Oxidado (AGE System)

   Posted by: Andrew Linstrom   in AGE System, Frontiers

The feared Renegados Oxidado, the Rusty Renegades, are the gang of free-willed constructs that lurk beyond the reach of law in the Goblin Wastes, emerging under cover of dust and darkness to raid towns and trains for parts, fuel, and unenlightened clockwork brethren to liberate. The Renegados Oxidado accept new members in any size and configuration of appendages, from spider-legged tinkers to wheeled porters and hulking, gorilla-like lifters, so long as their cognition wheels are capable of spinning the gang’s core values. Humanoid servant models, those built in the shape of man to serve as butlers or soldiers or field hands, are among the most versatile, and it is they who become the gang’s pointmen, the agentes.

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9
Jul

Frontiers – Plains Elf Background (AGE System)

   Posted by: Andrew Linstrom   in AGE System, Frontiers

Continuing speculation on Frontiers as an AGE system game, I present a background:

Plains Elf

Before the coming of the Empire, the fertile lands of the New World were home to dozens of tribes of elves, each living off the land in their own way, and feuding with the rival tribes of orcs that raided for slaves and land and plunder. Despite the arrival of Mad Henry and his warnings to not trust the Empire, many tribes allied themselves with the Legions in their campaigns to push the orcs out of the desirable lands. When the orcs were defeated, the Legions turned on their native allies, pushing them northwest and southwest, into the unfavorable plains that became the Northern and Southern Elflands. Where dozens of tribes once thrived across the continent, now survives a federation of five nations,  preparing behind the crumbling Presidio Line for their chance to retake what was stolen from them in the Empire’s betrayal.

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4
Jul

Frontiers – Nebren Refugee Background (AGE System)

   Posted by: Andrew Linstrom   in AGE System, Frontiers

Continuing speculation on Frontiers as an AGE system game, I present a background:

Nebren Refugee

The invasion of dark-dwelling underfolk into the subterranean cities of Nebre cast hundreds of thousands of dwarves out into the strange light of the sun. With their homes lost to the enemy and the human-controlled surface of their nation embroiled in violent revolution, most dwarves have moved away from their homeland entirely, in a movement called the Dwarven Diaspora. While many have settled in other places in the Old World, and some have even gone east to Xo and Dasago, more still have joined the tide of emigration to the New World. Some of the emigres have settled around the New World, living in the undercity dwarven burgs or scattered homesteads, while some have completed the long journey to the dwarven colony of New Bronok. In their new homes, they provide the skills in mining and craftsmanship that made Nebre famous across the Empire.

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