Wednesday, October 19, 2016

Robots Revised

So, we've updated how DR works, which means we need to revise all the point-costs for robots.  I've also noticed that I've been handling Modular Abilities wrong.  After looking at both, I've made some substantial revisions to Robots, noted below.





Robots in Psi-Wars are generally fully sapient and volitional, and are programmed to protect their masters. Most robots use a standard template from Ultra-Tech (with a reduced cost for Damage Resistance), combined with Volitional AI (UT 28) and the Neural Net perk.

Neural Net: The robot may exceed his complexity limited IQ or built-in DX via long-term learning (and earned character points). These improvements are lost if the robot ever goes through a memory-wipe.

Most robots have Modular Abilities(Computer-Brain) with pre-loaded programs. Computer Brain, with a short list of options costs 4 points per slot: Each computer brain “slot” is primed for a specific skill-set; Those skill points require a procedure that is lengthy, expensive and subject to external interference to change (2 points per point): The robot needs to be powered down, installed into a reprogramming station, where they need to remain for hours to reprogram. A generic four point slot comes in at 12 points.

Robots have programmatical traits in addition to their normal traits. These represet robotic software rather than hardware, and can be changed if a robot is memory-wiped or reprogrammed.
All robots in Psi-Wars are considered property, the equivalent of slaves, and cannot own property.
Robots may be purchased with the PC budget, or as signature gear. Such robots are tools. Alternatively, PCs can take robots as allies, in which case they should behave more like characters.

Androids

All the robots below are TL 10 androids, which are found on UT 41. In addition to fairly obvious traits, note that all Androids have Absolute Direction, a 10-mile range radio (though for psi-wars, radio is effectively short “short-range” ripple-comm), which is secured and over which the robot can communicate 10x faster than he could with normal communication, and an internal payload of 35 lbs. Androids require maintenance twice a month using Mechanic (Robotics), and consumes the equivalent power of 2D cells a day (can be recharged).

Standard Android Template: 90

Advantages: TL 10 Android [102], Volitional AI [32], Neural-net [1].
Disadvantages: Social Stigma (Subjugated) [-20], Wealth (Dead Broke) [-25].
Features: Complexity Limited IQ (10) [0]

Battle-Bot: 100 points

This simple combat android is a cheaper version of more elite versions found elsewhere. These units tend to bulk out the armies of second-rate rim warlords, or serve as muscle for technologically-minded crime cartels. Because of their combat programming, they serve a plug-and-play role in their military: A battle-bot assigned to infantry can turn around and serve in an artillery roll, etc. They excel at none of it, but they can at least carry a gun. Furthermore, the removal of their safeguards, to allow them to engage in combat, makes them even more controversial.

Battle-Bots use an up-armored TL 10 Android chassis with a scultped biomorphics.

Advantages: Standard Android [90], DR 20 (Cannot Wear Armor -40%) [+12]

Programmatical Advantages: Computer-Brain (1 slot, 4 points, Military Programs only) [12]

Programmatical Disadvantages: Sense of Duty (Master) [-2]. Choose another -15 from Berserk [-10], Bloodlust [-10*], Callous [-5], Clueless [-10], Delusion (“There is a conspiracy to get me scrapped”, “The enemy could be anyone in disguise!” “Master is in danger!”) [-10], Flashbacks [-5 or -10], Impulsive [-10], Gullible [-10*], Heartless Robot [-15], Honesty [-10*], Nightmares [-5*], No Sense of Humor [-10], Obsession (Defeat a particular enemy) [-5*], Odious Personal Habit (Constant military terms, excessive precision, referring to organics as “Meat-bags”) [-5], Pyromania [-5*], Truthfulness [-5*].

Skills: Savior-Faire (Military) (E) IQ [1]-10, Soldier (A) IQ [2]-10;

Notes: Military programs include Beam Weapons (Any), Guns (Any), Gunner (Any) all (E) DX+2 [4]-12, Drive (Any), Pilot (Any) both (A) DX+1 [4]-11, Artillery (Any) (A) IQ+1 [4]-11. The listed DR replaces the DR on the standard android: The up-armoring makes it incompatible with most armor (not a problem, as the droid is often cheaper than an armored person).
Cost: $60,000

Data-Bot: 150 points

This robot is a walking database of information, especially old information. Normally, such a database would be kept isolated in a computer, but by loading all of this data into a data-bot, it can travel with you, and identify interesting or important items in difficulty situations, such as in ancient ruins, or during a battle. Popular with archaeologists, scientists, and thieves.

Data-Bots use a TL 10 Android chassis with a sculpted humanoid biomorphics.

Advantages: Standard Android [90]

Programmatical Advantages: Antiquarian 4 [20] Computer-Brain (3 slots, 4 points each, Academics-Based programs) [36]

Programmatical Disadvantages: Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2]. Choose another -10 from Basic Move -1 to -2 [-5/level], Clueless [-10], Cowardice [-10*], Curious [-5*], Klutz [-5], Fearfulness [-2/level], Honesty [-10*], No Sense of Humor [-10], Obsession (Uncover specific secret) [-5], Odious Personal Habit (Boorish, Longwinded or Snooty) all [-5], Phobia (Loud Noises) [-10], Shyness [-5 to -10], Squeamish [-10*] or Truthfulness [-5*].

Features: Sculpted Body [0].

Skills: Research (A) IQ+4* [2]-14, Savoir-Faire (Servant) (E) IQ+4 [12]-14, Teaching (A) IQ+2 [8]-12;

Notes: Academics-Based Programs include the following Skills (with standard values noted for your convenience): Area Knowledge (Any) (E) IQ+2 [4]-12, Architecture, Connoisseur, Heraldry all (A) IQ+5* [4]-15, History (Any) and Literature (Any) both (H) IQ+4*[4]-14, provided it is reasonable the programmers could have known about the topic in question. Antiquarian adds to all skills except Area Knowledge. It takes 4 seconds to access a new programmed skill.

Cost: $55,000

Diplomacy-Bot: 150 points

This robot is a walking database of language and protocols for dealing with unusual species. In a galaxy full of strange creatures, having one around helps considerably if one should come across a strange species. Diplomats always have one on hand, as do many merchants, smugglers and pirates.
Diplomacy-Bots use a TL 10 Android chassis with a sculpted humanoid biomorphics.

Advantages: Standard Android [90]

Programmatical Advantages: Computer-Brain (2 slots, 4 points each, Linguistic programs only) [24], Efficient Linguist [1], Language Talent [10],

Programmatical Disadvantages: Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2]. Choose another -10 from Basic Move -1 to -2 [-5/level], Chummy [-5], Cowardice [-10*], Klutz [-5], Fearfulness [-2/level], Honesty [-10*], Squeamish [-10*] or Truthfulness [-5*].

Features: Sculpted Body [0].

Skills: Diplomacy (H) IQ+2 [12]-12, Expert Skill (Xenology) (H) IQ+2 [12]-12, Linguistics (H) IQ+2 [12]-12, Savoir-Faire (Servant) (E) IQ+3 [8]-13;

Notes: Language programs include all programs currently known to the makers of this bot. The Bot is able to maintain two languages, in addition to its own native language, at a time. A Diplo-bot uses Linguistics to identify the appropriate language (and ignores up to -2 in modifiers for having a highly limited access to a language, allowing the robot to identify it well after just a phrase or a fractured sentence). It takes 4 seconds to access a new language.
Cost: $55,000 : $50k for android body, +2k for neural net, +300 for base AI cost (becomes $1000)

Secretary-Bot: 150 points

This robot maintains her (a secretary-bot is usually, but not necessarily, given feminine features) master's schedule, and can summon up information on current events, the nicest places to eat or stay in the area he is attending, and helps manage the affairs of his current business. Businessmen, merchants and high-level officials often have a secretary-bot with them.

Secretary-Bots use a TL 10 Android chassis with a mannequin biomorphics.

Advantages: Standard Android [90], Appearance (Attractive, Off-the-Shelf) [2]

Programmatical Advantages: Business Acumen 2 [20], Computer-Brain (2 slots, 4 points each, Secretarial programs only) [24], Trivia Sponge 2 [10],

Disadvantages: Unnatural Features (Mannequin) [-2]

Programmatical Disadvantages: Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2]. Choose another -10 from Chummy [-5], Cowardice [-10*], Fearfulness [-2/level], Guilt Complex [-5], Honesty [-10*], Odious Personal Habit (“Makes everything about master,” or preening) [-5], Selfless [-5*], Shyness [-5 to -10], Squeamish [-10*] or Truthfulness [-5*].

Skills: Administration (A) IQ+3* [4]-13, Propoganda (A) IQ+2 [8]-12, Savior-Faire (Servant) (E) IQ+4 [12]-14;

Notes: Secretarial programs include Administration (giving the secretary-bot +1 Administration), Area Knowledge (Any), Current Affairs (Any) both (E) IQ+4* [4]-14, Accounting (A) and Market Analysis (A) IQ+2* [4]-12. Secretary-Bots aren't programmed for Gaming, Hobby skills, Merchant, Gambling or Propaganda, but if they master on their own, they tend to do exceedingly well. Secretary-Bots are designed to be pleasing, but they tend to create a divided opinion: People either really like the look their going for (Classic Features of the purchaser's choice) or people find them unsettling (Unnatural features) due to the uncanny valley of their mannequin features.
Cost: $60,000

Tech-bots

All the robots below are TL 10 Tech-Bots, which are found on UT 41. In addition to fairly obvious traits, note that all Androids have Absolute Direction, a 10-mile range radio (though for psi-wars, radio is effectively short “short-range” ripple-comm), which is secured and over which the robot can communicate 10x faster than he could with normal communication, and an internal payload of 25 lbs. They have High Manual Dexterity 2, which helps with precision tasks, and Microscopic Vision equivalent to a high-powered microscope. Androids require maintenance twice a month using Mechanic (Robotics), and consumes the equivalent power of one D cell a day (can be recharged).

Standard Tech-Bot Template: 114

Advantages: TL 10 Tech-Bot [126], Volitional AI [32], Neural-net [1].

Disadvantages: Social Stigma (Subjugated) [-20], Wealth (Dead Broke) [-25].

Features: Complexity Limited IQ (10) [0]

Repair-Bot: 150 points

Repair-Bots are ubiquitous. Because they can repair nearly any complex, large-scale machine (Starships, hover cars, other robots, factories) that almost everyone has one of these on hand, though they seldom have the face-to-face human interactions that Androids have. As a result, this version has no ability to speak. It can make warbles and whistles, but it cannot actually communicate directly (except via radio), in which case it communicates data.

Attributes: ST 8 [0], DX 10 [0]; IQ 10 [0]; HT 11 [0]

Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs; HP 14 [0]; Will 10 [0]; Per 10 [0]; FP NA; Basic Speed 5.25 [0]; Basic Move 5 [0]

Advantages: TL 10 Tech-Bot [114]

Programmatical Advantages: Artificer 4 [40], Computer-Brain (1 slot, 4 points, Repair programs) [12], Efficient Repair [1]

Disadvantages: Cannot Speak [-15]

Programmatical Disadvantages: Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2]. Choose another -10 from Clueless [-10], Curious [-5*], Honesty [-10*], Gullibility [-10*], No Sense of Humor [-10], Odious Personal Habit (Excessively Technical, Foul-Mouthed, Insists on excessive precision) [-5], Shyness [-5 or -10], Workaholic [-5], Truthfulness [-5*]

Features: Sculpted Body [0].

Skills: Savior-Faire (Servant) (E) IQ+2 [4]-12 and two of Engineering (Civil, Contragravity, Starship, Robotics) (H) IQ+4* [4]-14,

Notes: Repair programs include Armoury (Any), Electrician, Electronics Repair (Any), Machinist, and Mechanic (Any), all (A) IQ+2* [4]-12. A Repair-Bot will generally use his Engineering skill to assess the problem, and then load the appropriate skill (takes 4 seconds) and begin repairs.
Cost: $15,000

Nursebots

All the robots below are TL 10 Nursebots, which are found on UT 202. Androids require maintenance twice a month using Mechanic (Robotics), and consumes the equivalent power of 2D cells a day (can be recharged).

Standard Nursebot Template: 210

Advantages: TL 10 Nursebot [210], Volitional AI [32], Neural-net [1].

Disadvantages: Social Stigma (Subjugated) [-20], Wealth (Dead Broke) [-25].

Features: Complexity Limited IQ (10) [0]

Nursebot: 250 points

Nursebots are found in all hospitals in psi-wars, whether they are in the elegant hospitals of the core world, the rough-and-tumble medical tents of the wastelands, or in a seedy back-alley clinic tending to a smuggler's blaster wound. Because of their high demand and the exacting detail to which they have been designed, they're amongst the most expensive non-military available on the general market. To assist with their bedside manner, they have mannequin sculpting. Second-hand ones (or stolen ones) often have lost some of their sculpting, making them partial mannequins (an additional -1). The complexity of the design sometimes means that some develop... problems that persist even after memory-wipes. These are often scrapped or sold on the black market.

Advantages: TL 10 Nursbot [210]

Programmatical Advantages: Computer-Brain (1 slot, 4 points, Physiology programs only) [12], Healer 4 [40],

Disadvantages: Unnatural Features (Mannequin) [-2]

Programmatical Disadvantages: Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2]. Choose another -10 from Charitable [-15*], Delusion (eg “Was once human,” “You're sick”, “Monsters are real”, “There's a conspiracy to scrap me”) [-10], Flashbacks [-5 or -10], Honesty [-10*], Nightmares [-5*], Selfless [-5*], Sense of Duty (Galactic Sapient Organics) [-15], Truthfulness [-5*], Vow (Refuse no request for medical aid) [-10], Workaholic [-5]

Skills: Savior-Faire (Servant) (E) IQ+1 [2]-11, all of Diagnosis, Pharmacy, Physician, Surgery all (H) IQ+4* [4]-14

Notes: Physiology programs include only Physiology (H) IQ+4* [4]-12. The Nursebot loads this up when it encounters a patient of a particular species, to ensure that “she” knows how best to go about healing them.
Cost: $120,000

Robot Modifications

Like all gear, robots can be modified. This can result in both a changed dollar cost or point cost. All cost-factors assume an increased cost to the total robot, not to individual aspects (that is, even though a prettier robot doesn’t have a superior computer or programming, the cost factor is based on the cost of the total robot, for simplicity).

Advanced Robots

A TL 11 version of an existing robot costs twice as much as the listed price. Thus, a TL 11 android is $60,000 (making it $10,000 more expensive than a TL 10 android).
Robots can also be designed with superior articulation. The costs below apply to the total cost of the robot (both hardware and software). The GM might rule that a particular robot already has some element of the precision bonus below. For example, the Combat Android might already have Perfect Precision.
  • Improved Precision: +1 DX [20], +1 CF
  • Superior Precision: +2 DX [40], +4 CF
  • Perfect Precision: +4 DX [80], +19 CF

Prettier Robots

Robots may have improved styling.
  • Attractive, Sculpted: Attractive (Impressive +0%) [4]. +0.1 CF cost.
  • Beautiful, Sculpted: Beautiful (Impressive +0%, Off-the-Shelf -50%) [6]. +0.4 CF cost.
  • Very Beautiful, Sculpted: Very Beautiful (Impressive +0%, Off-the-Shelf -50%) [8]. +0.9 CF cost.
  • Attractive, Mannequin: Attractive +1 [4], Unnatural Feature 2 [-2]. +0.2 CF cost.
  • Beautiful, Mannequin: Beautiful (Off-the-Shelf -50%) [6], Unnatural Feature [-2]. +0.5 CF cost.
  • Very Beautiful, Mannequin: Very Beautiful (Off-the-Shelf -50%) [8], Unnatural Feature 2 [-2]. +1 CF cost.

Robots in Disguise

We can create disguised items already using the standard rules, and we can even create transformable robots, both sets of rules found on UT 97. For robots that look like something else (say, a suitcase) that turn into a robot at the push of a button, add 4 CF. For robots that can turn into a different working gadget (or to a completely different robot-type), it's (minimum) +19 CF. Both of these are alternate forms [15]. Apply Uncontrollable -10%, Unconscious -20% and Trigger (Command) -10% if the robots transforms only because its owner initiates the transformation.

For robots that look like another robot type, this is cosmetic: A data-bot isn't largely different from a secretary-bot except for programming and perhaps some unique biomorphic features. Applying those features (“red racing stripes” or whatever) from one model to another costs nothing. But some robots have parts and equipment that give themselves away: A battle-bot has armor, an assassin-bot has claws, a secretary-bot has neither. To make one robot appear like another despite concrete template differences requires both be the same SM and rough shape, and then apply the disguised cost to the biomorphics.
  • Disguised, Sculpted: +0.4 CF
  • Disguised, Mannequin: +0.5 CF.

Tougher Robots

For robots with additional DR or HT:
  • Minimal Armor: +20 DR (Cannot wear armor -40%) [12], $2500
  • Light Armor: +30 DR (Cannot wear armor -40%) [18], $3000
  • Medium Armor: +45 DR (Cannot wear armor -40%) [27], $5000
  • Heavy Armor: +60 DR (Cannot wear armor -40%) [36], $7500
We can also use the Ruggedized Gadget rules for additional HT
  • Rugged: +2 HT [20]. +1 CF.

Robot Gadgets

Robots with payload can be equipped with additional gadgetry. Some examples exist below. The maximum weight of all total gadgets that may be installed on a robot is its payload.
  • Neural Veridication Software: Simply give the robot the Detect Lie skill
  • Mini Holoprojector: UT52. Accessory (Holoprojector) [1]. Note that this holoprojector is not generally good enough to fool anyone. For a holoprojector that is, take a substantially more expensive item and take the Illusion advantage.
  • Infrared Optics: UT 61 (Infrared Visor). Infravision [10]
  • ESM: UT 62 (Tactical ESM). Detect (Communications and Ultrascanners, Precise +100%) [20]
  • Radscanner: UT 63 (Small radscanner). Detect (Energy Fields, Precise +100%) [40]
  • Flashlight: UT 74 (Any). Accessory (Flashlight)[1]
  • Multispectral Chameleon: UT 99. Chameleon 4 (Extended, Infravision +20%) [24] $6000.
  • Claws: $1000. Sharp Claws [6]
  • Stinger Claws: $1500. See Stinger (UT211-212) for rules. Sharp Claws [6], Extra Arm (Weapon Mount -80%, Switchable +10%, Takes Recharge -10%) [2].
  • Vibro Claws: $6000. Sharp Claws (Accessory: Vibro+10%) [16]with armor divisor 5 (For ST 14: [+18]; for ST 20: [+23]).

Additional Modification

Robots might have additional, more specific problems or disadvantages beyond their intended design, and into odd, but story-rich, possibilities.

Memory Wiped [-10]
You've been memory-wiped… but incompletely. You retain fragments of your core code and you might slowly start to put them back together. Partial Amnesia [-10].

Reprogrammed Memory [-5 to -15]
A robot can be reprogrammed beyond a switch of master. It can be programmed with false memories too. Delusion [-5 to -15]. See Horror 23-24 for suggestions.

Dual-Boot System [9]
A robot can be designed with more than one personality in their head, and the personality switched over by a simple command, either a verbal command or the press of a button, to switch over to their secondary personality. This is most common in “disguised” robots. This trait is dangerous: Sometimes the robot will switch over all on their own during times of stress, and the personalities might start to bleed over (the robot begins to purchase shared traits until the personalities have merged).
To create a dual-boot robot, simply purchase the dual-boot system and choose two programming templates. The cost is both templates combined and then doubled.
Alternate Form (Programming only, Uncontrollable -10%, Unconscious -20%, Trigger (Owner command) -10%) [9]

Glitchy Voiceboxes: Robots often have unusual vocal capabilities. Those with inhuman sounding voices have Disturbing Voice [-10]. Those with a glitchy voice system, such as bursts of static interrupting their speech, or momentary slowing of the voice, or rapidly repeated “glitch” statements all have Stuttering [-10]. Robots who cannot vocalize at all can at least make beeps and warbles and have Cannot Speak [-15].

Note that all robots have radio systems, but no robot can use this to get around its vocal disadvantage: A robot with a disturbing voice sounds disturbing over the radio, and a robot that Cannot Speak cannot speak over the radio. They may send text or images over the radio, but a human character will need a screen to understand what they are saying. Two robots with radios can always understand each other, even if one (or both) Cannot Speak.

A human with the perk “Feel for Robots” understands roughly what a robot with Cannot Speak is trying to say with a successful IQ roll, while a character with “Beep Fluency” can understand what a robot with Cannot Speak is trying to say without making a roll. In both cases, they can understand the robot as well as someone with a Perk like Intimidating Gaze or Haughty Sneer ca
n communicate: They can understand things like “Help me” or “Get out of my chair” or “It's a trap!” but not things like “The blond guy's name is Frederick and he's going to try to betray you because he's been bought out by the Empire.”
  • Glitchy Vocal System and Disturbing Vocal System are -5% to the total robot cost
  • Cannot Speak is -10% to the total robot cost.

Skeletal: Borrowed from the combat android, any robot can be build as very streamlined frame. GainNumb [-20], and apply a -20% to cost and -10% to weight.

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