Mech and Cyborg Guidelines
May 4, 2011 19:14:48 GMT -8
Post by Azrael on May 4, 2011 19:14:48 GMT -8
In this thread, one shall find the current guidelines and restrictions for creating a Mech or Cyborg character. This list is not permanent, and can and will be updated with additional rules as the Admins feel fit.
BASIC GUIDELINES:
Mechs and Cyborgs fullfill important positions within Chorazin. As Mechs and most cyborgs tend to be more durable than the average human, they can often be found employed to do various jobs which could be considered extremely dangerous or something regarded with disgust by humans. This could range from something as simple as cleaning the outside of the highest skyscrapers of the city or working in the sewer system, to working as front line soldier, security officer, or bounty hunter.
CYBORG GUIDELINES:
Cyborgs are simply humans which have been augmented in some way by the addition of mechanical parts. These augmentations could be either done by choice, such as replacement of an eye with a mechanical sensor for better perception, or by neccessity, such as the replacement of a severed limb or failed organ.
The level of augmentation tends to vary from cyborg to cyborg, with some having bare minimum changes that would allow them to walk among regular humans, while others have had full body replacements, incasing their organs within a robotic vessel. The more obvious the augmentations, the more powerful cyborgs tend to be, though this is not always the case.
In character, Cyborgs essentially fill a roll similiar to that of a transfigured. Instead of supernatural powers granted by the various power of Heaven or Hell, cyborgs have powers granted to them by science. For instance, while a transfigured might be able to shoot fire from his hands, a cyborg could have a grafted flamethrower enabling him to do essentially the same thing.
Like Transfigured, Cyborgs are powerful characters and will be monitered closely. Please be aware that a cyborg will have additional weaknesses a human would not, for instance, attracting much greater attention or being shunned for looking different.
MECH GUIDELINES:
Mechs are robotic structures that have been granted self awareness. They tend to be as varied in purpose as humans are, with natural skill and talent replaced with programming, and so fall into catagories such as war mechs, maintanence mechs, ect.
The average robot is little more than a tool used to assist humans in their work. However, Mechs are advanced enough that they can be considered members of society. Mechs often are given a stock, rather bland personality at first. However, over time, mechs diverge and will begin to form their own quirks.
Personality with mechs generally stems from what their intended purpose was originally. A mech built for combat and equipted with the latest in military hardware is likely to be aggresive and stubborn in social situations, while a mech built for diplomacy would be more likely to be more friendly.
Mechs are similiar to both humans and transfigured. More aggresive mechs have the potential to be on par with cyborgs and transfigured, while less action orientated mechs would be more comparable to humans or transfigured with more passive abilities. Like cyborgs, they also have many weaknesses to compensate for their strengths, like the inability to function effectively in social situations if a combat mech, or the inability to fight effectively if a diplomacy mech.
BASIC GUIDELINES:
Mechs and Cyborgs fullfill important positions within Chorazin. As Mechs and most cyborgs tend to be more durable than the average human, they can often be found employed to do various jobs which could be considered extremely dangerous or something regarded with disgust by humans. This could range from something as simple as cleaning the outside of the highest skyscrapers of the city or working in the sewer system, to working as front line soldier, security officer, or bounty hunter.
CYBORG GUIDELINES:
Cyborgs are simply humans which have been augmented in some way by the addition of mechanical parts. These augmentations could be either done by choice, such as replacement of an eye with a mechanical sensor for better perception, or by neccessity, such as the replacement of a severed limb or failed organ.
The level of augmentation tends to vary from cyborg to cyborg, with some having bare minimum changes that would allow them to walk among regular humans, while others have had full body replacements, incasing their organs within a robotic vessel. The more obvious the augmentations, the more powerful cyborgs tend to be, though this is not always the case.
In character, Cyborgs essentially fill a roll similiar to that of a transfigured. Instead of supernatural powers granted by the various power of Heaven or Hell, cyborgs have powers granted to them by science. For instance, while a transfigured might be able to shoot fire from his hands, a cyborg could have a grafted flamethrower enabling him to do essentially the same thing.
Like Transfigured, Cyborgs are powerful characters and will be monitered closely. Please be aware that a cyborg will have additional weaknesses a human would not, for instance, attracting much greater attention or being shunned for looking different.
MECH GUIDELINES:
Mechs are robotic structures that have been granted self awareness. They tend to be as varied in purpose as humans are, with natural skill and talent replaced with programming, and so fall into catagories such as war mechs, maintanence mechs, ect.
The average robot is little more than a tool used to assist humans in their work. However, Mechs are advanced enough that they can be considered members of society. Mechs often are given a stock, rather bland personality at first. However, over time, mechs diverge and will begin to form their own quirks.
Personality with mechs generally stems from what their intended purpose was originally. A mech built for combat and equipted with the latest in military hardware is likely to be aggresive and stubborn in social situations, while a mech built for diplomacy would be more likely to be more friendly.
Mechs are similiar to both humans and transfigured. More aggresive mechs have the potential to be on par with cyborgs and transfigured, while less action orientated mechs would be more comparable to humans or transfigured with more passive abilities. Like cyborgs, they also have many weaknesses to compensate for their strengths, like the inability to function effectively in social situations if a combat mech, or the inability to fight effectively if a diplomacy mech.