A crash course in changing the world.
If ye be intrepid, let ye be ready for a journey into the heart of a true nerd.
Game Name: Pilot (or possibly, Robots and Zombies)
Purpose: Practice self-acceptance (re weaknesses) and continence by playing a person inside a robot, where the robot exterior is semi-autonomous and doesn’t always do what you want.
Self-Mastery issues: each character has at least one of these issues (corrasponding to 1 letter)-
a. Inflated sense of entitlement (Mine!)
b. Servility (Your idea is better. I agree. As usual.)
c. Inaction (I could never do that.)
d. Something to prove (I will never back down!)
e. Naiveté (I don’t need the details... Sounds good!)
f. Cynicism (How could anyone believe such nonsense?)
g. Excessiveness (If one is good, I want a thousand.)
h. Severity (If one is good, a tenth is right.)
General Mechanic: skill level classified into four die-type: none (d4 – ie 4 sided die), basic (d6), advanced (d8), expert (d12). On top of skill level, skill roles are modified by bonuses (eg, +1s) from: knacks, training, experience, equipment, and advantageous situation. Performing difficult tasks requires rolling a target number with your skill die type. If a task is very difficult, the target to roll may be 9, meaning that only experts (rolling the d12) have a chance at the task without bonuses.
Primary Skills and abilities: [its sci-fi, so names are to be long but in a regular vocabulary, and inorganic]
Payload: carrying capacity
Grav(ity) Control: governs over agility, balance, jumping and climbing
Locomotion: speed (metres per game round of movement)
Force: strength (minimum rolls are ½ die type. Eg when rolling to check against a targeted outcome such as breaking through wreckage to save a comrade, if you get to roll a d8 a result of less that 4 becomes 4)
Surveillance: Spot things and such (broken down into soft and hard detection. Soft=through software, hard = through regular sense data such as visual)
Mobilization: Quickness to change action type; responsiveness and reflexes
Interpretation: Ability to listen including the detection of underlying motivations of actions and words
Communication: ability to express oneself according to one’s intentions; make an intended impression
Technology: Ability to get technology to do what you want; repair; programming; engineering
Counter-Detection: stealth; broken down into hard (avoiding detection by the senses) and soft (avoiding detection by software, eg signal jamming)
Data-Mining: Finding information on things (broken down into immediate information andprolonged research)
Martial Conflict: protecting/attacking/combat first-aid, fortification, 'sizing up' 'situations'
[Martial situations - hits are avoided by rolls referencing an evasion score; damage may be negated or reduced by armour quality and sci-fi shielding, where armour reduces damage by an absolute amount (eg 5) and shields by a relative amount (eg 5%), and where shields reduce damage before armour; damage that is not evaded or negated is subtracted from ones Hit Point (HP) total and will require repair to regain. 0 hp makes one immediately vulnerable to lethal danger.]
Continence: used for rolling vs self-mastery issues.
Continence rolls – When self-mastery situations arise that deal with one’s self-mastery issue, a continence target must be rolled (ie, if the target is 5 you must roll a 5 or higher) to keep control of one’s actions. A failed continence roll means the semi-autonomous robotic exterior hijacks action, reversing the usual input-output relation (creating situations where comrades will say, “That must be the robot talking again!”)
Support - Care and cajoling by friends may circ**stantially provide a bonus or a re-roll of a failed check. However, when a reroll fails, subsequent re-rolls in the near future become more difficult.
Acclimatization – When a continence roll succeeds three times for the same sort of task in temporal proximity (relative to the micro or macro nature of the task), that specific task no longer requires a check (except very occasionally to reassert vigilance or when a character has recently been subject to a dramatic emotional shift).
Zombies – robots whose inside person has lost all control
Zombification – Whenever a ‘1’ is rolled for a continence check, one’s zombification risk bar is increased by a cell; whenever a continence check beats its target by double or more, the risk bar is decreased by a cell. When The risk bar is full, a character becomes a zombie
Redeeming Zombies – With attention, care, empowerment, and time, characters can make special redemption rolls once per month. Zombie continence skill starts at none (d4) regardless of what a character’s continence score is before zombification. The target for a redemption check is the maximum roll the current level of continence allows (eg if the current level is none [d4], the target is 4). A successful redemption check moves the zombie's continence to the next level, eg from none to basic. A roll of 12 (the max roll for expert continence) redeems; the person inside the robot regains control. Upon redemption, roll continence again and take away that many cells from the character’s zombification risk bar.
That's as far as I've gotten. I imagine my next step will to describe a setting. I believe it will be post apocalyptic, giving the robotic suits a reason - you need them to go outside. If it is post apocalytic there get to be bio-dome cities which are beacons of hope and that would be cool.