So I'm sifting through the aftermath of running my first EP game. Great fun for everyone, and a solid thumbs up on Continuity for an introduction to the system. I did run into a funky issue, though: most of the game's standard bots are the equivalent of target practice in a combat situation.
In Continuity, servitors, automechs, and two Dwarf bots have been left in dark corners and closed rooms, "programmed to attack" by the station's insane AI. However, the low skills for a standard AI means that they're only really capable of unarmed combat at the default SOM of 10. I had a player take more damage from missing a jump and hitting the wall than all of the robots combined. While it's true that they're industrial/helper bots, it seems like they should be a bit more of a threat, especially given the element of surprise. Any suggestions on how to accomplish this?
Options I've been kicking around:
- Assume the AI or infomorph is operating the drone remotely, and use its skills/aptitudes instead. This works in one of the adventure's settings but not the initial portions where the robots are least effective.
- Assume that the AI spent some quality time programming them for more aggressive behavior, giving them the equivalent of 20 or 30 Unarmed.
- Apply modifiers to account for the fact that they're getting the jump on the players (barring a successful perception test).
- Add a few bits of dual-purpose equipment to the shells (say, the equivalent of an industrial laser pulser or a laser cutter on a dwarf bot with an accompanying 20 or 30 in beam weapons)
- Accept that the robots aren't going to accomplish anything without an insanely lucky roll, and emphasize the RP value of formerly friendly bots turning on the PCs.