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Superior Animal Companions

 
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farik
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Joined: 12 Mar 2008
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PostPosted: Wed May 02, 2012 4:52 pm    Post subject: Superior Animal Companions Reply with quote

So I'm working on our groups Savage Starship Trooper project and I've been trying to figure out how to handle Neo-Dogs. Which are these genetically engineered, cybernetically enhanced dogs with low level psionics. In the source material becoming a neo-dog handler is big deal you are psychologically (and maybe even psychically) bonded with this animal, Neo-dogs have to be put down if their handler is killed and handlers are often instituionalized if their neo-dog is killed.

This concept of an animal companion that is superior to it's "master" isn't really unique to this source material though so I'd like to hear other people's thoughts or experiences as well.

How would you handle this type of relationship? I've considered everything from a detailed professional background, to just desiging the dogs and having them be an animal companion, all the way to making the dog the player character and having the handler be an ally.

Thoughts?
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VonDan
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Joined: 08 Jul 2008
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PostPosted: Wed May 02, 2012 5:17 pm    Post subject: Reply with quote

In exchange for the tougher more capable animal you have a special mental connection that lets you more effectively give it command but also...

If there is a failure in a role or trait test that involves working with the dog you get a form of brain burn that is psycho feedback from the dog.

Make a list of the feedback results

You want to rip out someones neck and kill them

You crave fresh raw meat

You want to run wild and back at the moon

You want to mate with the bitches in the kennel
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farik
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PostPosted: Thu May 03, 2012 12:09 am    Post subject: Reply with quote

VonDan wrote:
In exchange for the tougher more capable animal you have a special mental connection that lets you more effectively give it command but also...

If there is a failure in a role or trait test that involves working with the dog you get a form of brain burn that is psycho feedback from the dog.

Make a list of the feedback results

You want to rip out someones neck and kill them

You crave fresh raw meat

You want to run wild and back at the moon

You want to mate with the bitches in the kennel


So are you endorsing it just be the animal companion edge?
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wanderingmystic
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PostPosted: Thu May 03, 2012 12:58 am    Post subject: Reply with quote

I would use Animal Companion and have the player also buy a profession as a neo-dog handler to represent all the extra abilities the neo-dog has.
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SteelDraco
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Joined: 09 May 2011
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PostPosted: Thu May 03, 2012 1:18 am    Post subject: Reply with quote

Are the neo-dogs fully sentient creatures with their own minds, agendas, and freedoms? Which of the pair is more significant? If the dog is sentient and the more important of the pair, with the human trailing along to use doorknobs and work the pooper-scooper, then set the neo-dog up as a PC race with the handler as an ally.

If the dog is mostly just a smart dog, but not sentient or a Wild Card, just call it an animal companion with some possible drawbacks if it dies.

If they're close to equals it's tricky. You can't have one Edge give a cool wild card animal that's at the same power level under the PC's control. You'd have to either tone down the dog, increase the cost, or unlock powers gradually. Roleplaying problems like VonDan is suggesting might work but I'm dubious that they'd be fun long-term unless the player thought it was fun to act like a dog. Personally I wouldn't be interested. A mindlink that you can't turn off could be dangerous mechanically, if they got Shaken together and couldn't be apart safely. You could also start with the basic animal companion and unlock additional depth and powers with later Edges. One edge gives a mindlink effect, another increases bonuses when fighting together, shared senses, that kind of thing.
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chillburn
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PostPosted: Thu May 03, 2012 9:23 am    Post subject: Reply with quote

Could you use AB: Super Powers as a basis with the Summon power? Give the neo-dog equivalent stats that get better as the character goes up in ranks (he figures out how to handle the dog better).

Trappings: the neo-dog is always present and can perform mundane actions, but also is vulnerable to attacks. To "order" the neo-dog to go into attack mode you activate the Summon power.
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Sadric
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PostPosted: Thu May 03, 2012 11:13 am    Post subject: Reply with quote

The fantasy compendium has an Edge inside that is made for familiars. They count as wildcard, and if they take this edge again you could choose from a list of animal-advantages (could use the animal senses, share powerpoints and so on). Both (human+animal) have automatic the loyal hindrance.

If you own it, you could take a look at this edge.
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VonDan
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PostPosted: Thu May 03, 2012 1:22 pm    Post subject: Reply with quote

Oh I had forgot about familiars and the upgradable animals

Start with animal companion and then use a variant of the familiar with sci fi trappings to add more abilities.

And on a double snake eyes use the animal psycosis

Neo Dog handlers should be recruited from terrain farm worlds ware the farm boys have no problem working with animals, sleeping in barns and getting crap on there boots.

And farm boys start with silver mylar overalls and a "Straw hat" wove from strips of mylar


I don't remember Neo Dogs from the book
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farik
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PostPosted: Thu May 03, 2012 10:05 pm    Post subject: Reply with quote

VonDan wrote:
I don't remember Neo Dogs from the book


The recruiter talks about them when Rico is "deciding" on a service branch. They are also mentioned occasionally throughout the book. I had one of those stereotypical "boy and his dog" childhoods so I felt resonance every time the neo-dogs were mentioned.
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wanderingmystic
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PostPosted: Fri May 04, 2012 2:26 am    Post subject: Reply with quote

The "K9 Corps" act as a reconnaissance units using "Neodogs" via an emotional bond with them. A Neodog is an "artificially mutated symbiote derived from dog stock", it is able to speak and has the average intelligence of a child aged 8 - 12 years

The MkI dogs have a danger sense, darkvision, scent, are linked with their handlers, as well as a bonus when they attack the same person their handler is and regeneration.

The MkII are bigger, stronger and have laser guns mounted on them.



I would first buy Familiar (its beast master only you cant get a new one if it dies, but it is a wild card and you can communicate with it)

The you could buy Danger Sense and it applies to both you and the dog.

Then I would focus on Leadership edges to reflect the training
(maybe raise the bonuses by +1 to compensate for the edges only working with the dog and no one else.)
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JackMann
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PostPosted: Fri May 04, 2012 4:17 am    Post subject: Reply with quote

Honestly, if the dog dies, not only do you not get a new one, the character is retired. Even if they're not actually institutionalized, the Service wouldn't want someone who was mentally unstable to still be serving. Especially since they can no longer perform their primary specialty.
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Zadmar
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PostPosted: Fri May 04, 2012 4:55 am    Post subject: Reply with quote

JackMann wrote:
Honestly, if the dog dies, not only do you not get a new one, the character is retired. Even if they're not actually institutionalized, the Service wouldn't want someone who was mentally unstable to still be serving. Especially since they can no longer perform their primary specialty.

You could treat it like the Responsibility to Others hindrance from WotC. If the dog dies you have to select a hindrance such as Death Wish, Delusional, Guilt, Haunted Memories, Mean, or Psychologically Unstable.
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Snate56
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PostPosted: Fri May 04, 2012 6:00 am    Post subject: Reply with quote

There are always desk jobs. If I remember right, there was just such a character in the book.



SteveN
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farik
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PostPosted: Fri May 04, 2012 8:30 am    Post subject: Reply with quote

So while the specifics seem to differ it seems the general consensus is that a detailed professional edge would be best.
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wanderingmystic
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PostPosted: Fri May 04, 2012 9:56 am    Post subject: Reply with quote

Most people cant stand the mental strain and crack. Their are those who can survive, those are who they a low to bond to the MkII since they have previous battle experience and have proven to be of a strong mind.
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