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Automail

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hey /tg/ i want some help over here. I'm going to be running a game, likely fantasy NOT-scotland, and i want to throw in a little something extra in my game Automail! i love the two and want to put them together.

I was just wondering if there was any advice you could give me about Automail in Tabletops. have you done it? are there any major flaws? suggestions?
>>
self bump before bed?
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>>49218287
Any idea what system?
More generally I suppose, you should make maintenance an important part of automail, and if it breaks in a fight it should be fairly hard or expensive to replace, as it's very complicated machinery. Might even be necessary for users of automail to have some kind of skill to use it, or at the very least a low amount of engineering skill to maintain it.
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>>49218287

So, metallic prosthetics that are controlled by magic to have a wider range of motions that would otherwise be possible for the time period, yes? Sadly, nobody seems to lose limbs in my games. If noting else though, I'd try and see how it fits into the world's industry; you probably aren't going to get something like that from the village blacksmith, and the world of FMA is set anywhere from the late 19th century to some time in the 20s - certain alloys and materials (like aluminum - important if you don't want it rusting) were available then that might or might not be readily available in whatever your setting is, though since it's your setting, there's nothing saying that native aluminum isn't a boatload more common.

Basically, figure out the logistics behind it - if you want your players to actually USE them though, you might have to get...creative. Players are far more adverse to getting their characters permanently marred than they are having them killed, oddly enough.
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Replacement limbs are a thing in pretty much every RPG I can think of. Even DnD has that sort of thing in ebberon.

I can't think of anything about full metal alchemist's version of it that's particularly different than others though.
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>>49218731
Also maybe keep in mind the things that it can't replicate - maybe it's hard to use because you don't have proprioception (knowing where your limbs are instinctually) over that arm, or you can't feel things with that arm, so you could have it disabled in the dark without you knowing.
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I've used replacement mechanical limbs extensively, what kind of rules you have for them greatly depends on the rest of your system however.
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>>49221274
Actually I'll post something.

OP determine a few things,
- era (swords and arrows/cars and guns?)
- system (I happen to like anima)
- cost/upkeep of such a technological advancement in this setting
- the physical cost, what negative implications does this machine have on the body?
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>>49218287
Just take Cyberpunk 2077/Shadowrun and dumb down the abilities of some of the augments
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>>49218287
What's wrong with scotland?
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>>49224375
nothing, i love it a lot. I'm turning it into my setting, but Its NOT Earth so its NOT Scotland, but its scotland with a new name.

Am i using that phrase wrong?
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>>49224645
Commonly it would be Not![thing], though I can't really see how someone could be confused
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>>49224645
call it Notland
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Look at Shadowrun artificial limbs

Essentially you spend points/money to crank up the stats of that specific limb and each limb comes with space for you to put stuff in
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>>49218287
I always liked the idea that those things are fueled up by blood pressure/flow.

So they can build up power for a fight, but burn through quickly and need a few days/hours until they are re-charged.
Thread posts: 15
Thread images: 1


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