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wepon ([personal profile] wepon) wrote2019-10-20 09:45 pm
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Void Warranty

You are a robot. You were once owned by a human, but you ran away, were rescued,
were thrown out, or something else. Now you live in a community of fellow independent robots.
Your community faces challenges to survive, both environmental and interpersonal. You face
challenges, too - to grow beyond the use your ex-owner had for you.

This is a game for multiple players. To play, you will need pencil, paper and at least one
ten-sided die. You may find it useful to have tokens of different colors to represent your identity
track, stress track, and so on.

Before play, decide on some details of your setting. Where is your community? How
many robots strong? What’s the overall technological aesthetic? Are humans still around, or are
they extinct? What sort of common tasks does the community do to survive (ex. communal solar
panel maintenance, scrounging for spare parts)?

Note: the game assumes that all pcs are similarly sized, but if you wish to play with large
differences in character scale, go for it.

To create a character, write down what your function was for your ex-owner - “washing
machine”, “personal assistant”, “artillery drone” or the like. Next to it, draw 10 bubbles and fill 7
of them in. This is your identity track. Underneath your identity track, write down four traits your
ex-owner perceived you as having. At least one trait should have been perceived as desirable
(ex. “quantum-positronic brain”, “GPS”), and at least one should have been seen as a negative
(ex. “delicate wiring”, “sensitive targeting systems”). A negative trait need not be
disadvantageous to the character, it only needs to have been seen as such by the ex-owner. If
needed, indicate which is which. Rate two traits at 1 dot, one trait at 2 dots, and one trait at 3
dots. Below, draw a row of 10 bubbles and fill 1 of them in. This is your stress track.

Example:

air conditioner • • • • • • • ◦ ◦ ◦
(+) smart-house integration •
(-) embedded microphone •
(-) bulky size • •
(+) body language prediction algorithm • • •
stress track •◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦

Play proceeds in rounds. Each round, every player sets up one scene for their character.
This character is the focus of this scene. The player may choose other player’s characters to be
present at scene set. Other players can choose to introduce their characters into the scene as
appropriate, or choose to introduce/control npcs or environmental aspects.

Scenes should be either one of two types: providing challenges for the pc that require
drawing on their abilities to overcome, called conflict scenes, or providing opportunities for the
pc to reflect on themselves and their identity, called reflection scenes.

In conflict scenes, play should progress to a climax that points to a key obstacle or
challenge the focus character must confront. The player will roll one or more d10s to determine
success or failure. The player only makes one roll per scene; a complex challenge that could be
composed of multiple rolls should either be narratively collapsed so that a single roll will suffice,
or split between multiple scenes.

Players will mostly roll using their identity, and occasionally roll using their stress.

If rolling identity, first decide if your character is acting in accordance with their old
identity or in spite of it. Next, decide if your character is using one of the traits their ex-owner
saw in them.Rroll a number of d10s equal to 1+the dots associated with the trait used, if any.

When acting in accordance with their old identity, a die result at or below their identity
dots is a success, and above is a failure. When acting independently of their old identity, a die
result above the number of identity dots is a success, and at or below a failure.

If rolling multiple dice, a success on any die results in a success for the character.

After the roll, gain or lose one identity dot if possible. If acting with identity, gain a dot for
a success and lose a dot on a failure. if acting against identity, lose a dot for a success and gain
a dot for a failure. Note that the maximum for identity is 9 and the minimum is the total number
of dots among all traits held by the character.

On any failed roll, add a dot of stress. When rolling multiple dice, any die that is a failure
adds a dot of stress. If the used trait was a negative one, you always gain at least one stress
dot, no matter the result.

After confirming the results of the roll, work towards a scene conclusion that reflects the
results.

One may choose at any time to use stress to roll instead. If stress ever reaches 10, one
must roll it to resolve the next challenge. 10 is the maximum stress a character can have at any
time.

Rolling stress means that your character acts erratically: lashes out, runs away, or some
other outburst of emotions. This can’t solve large or long-term problems; at best, it provides a
short-term solution to an immediate stressor on the character.

Roll one d10. If the result is above the character’s current stress, this is all that happens.
If it is at or below the character’s current stress, the character only makes things worse with their
action.

After rolling stress, reduce the character’s stress by the difference between their current
stress and the die result. The minimum stress a character can have is 0. Then work towards a
scene conclusion that reflects these results.

In reflection scenes, play should center around the focus character considering their
identity and past, either through talk, thought, or gentle action. Setting up an obstacle is
inappropriate here; these scenes are about interiority, not conflict.

Play continues until the focus player draws a connection between two or more of their
character’s past, present and/or future. While this connection doesn’t have to be explicitly made
in-character, the focus player should state it to the group and make a note of it on their
character sheet, and then have it affect the scene and their character however is appropriate.
After this connection is made, the players should try to wrap up the scene in a satisfactory
conclusion.

At the end of a reflection scene, the focus player may choose to erase one dot from one
of their character’s traits, to reflect their character healing from the image their ex-owner had of
them. When a trait loses all dots, the player may choose to keep the trait - indicating that the
trait is true, but that the character has shed the baggage associated with it - or change the trait
to something else - either indicating that the trait was a false perception by the ex-owner and is
now replaced by a true perception, or that the character has lost attachment to the trait and
modified themselves to become something else. Using these reclaimed traits in a roll add only
one d10, but only add a dot of stress when the roll has no successes.

Note: the default assumption is that a trait that has been reclaimed can no longer be
changed in any way, including adding trait dots. However, if long-term play is desired, reflection
scenes may add a dot to a modified trait instead of reducing a dot in an unmodified trait. In this
case, modified traits add a number of d10s to identity rolls based off their rating, and still only
add a dot of stress when a roll has no successes. Modified trait dots are not counted as trait
dots for a character’s minimum identity rating.

The goal of the game is to reduce all characters’ identity tracks to zero. If a character
reaches zero, they have successfully worked to heal themselves from the image of themselves
cast by their ex-owner. Although these characters can still be the focus of scenes if the players
find this fun and engaging, play should generally be focused around the characters who still
have yet to shed their identity points.

Notes:
Did I really forget to post this here? I guess I did.

Inspirations include Exalted, Lasers & Feelings, Dream Askew and the emotional mecha game jam. Shoutout to my sweetheart for suggesting the title and some edits!

I think this could be used for a fun hack of Dream Askew...I'm still not sure if I want some sort of option for players to "play" external problems from the environment. Oh well.

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