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.
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 can 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.”
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 can 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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