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biodroid

Biodroid (Android)

Biodroids exist in societies of Progress Level 6 or higher. They are typically modeled after their anthropomorphic creators. The technology that creates them is so versatile that virtually any living creature (except oozes and plants) can be emulated, at least in terms of movement and behavior. Under certain conditions, a biodroid can be mistaken for what it was made to resemble. However, reasonably close inspection of the biodroid reveals the presence of robotic parts in place of biological parts.

Some biodroids are built to serve their masters, while others are sold to interested buyers looking for loyal servants. As utilities, their usefulness is boundless, and most biodroids are content to perform their assigned duties without question. Biodroids make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies.

Much to the chagrin of their creators, some biodroids are not content to serve. Perhaps due to some flaw in their construction, they choose to pursue a different path and strive to gain experiences that will lend meaning to their existence. Although some agencies have an interest in capturing and demolishing free-willed biodroids, most societies in general have greater concerns to worry about. Consequently, many freethinking biodroids are given a chance to chase their dreams … if one assumes they even have them.

Biodroids are quite common in the Stellar Ring, and can even be found in the Verge, particularly in areas with a strong StarMech presence. They are typically modeled after their creators or owners, such that a human-owned biodroid looks like a human, and a t’sa biodroid looks like a t’sa. The technology that creates them is so versatile that virtually any living creature can be emulated (except for plants and oozes), at least in terms of appearance and basic behavior. Under conditions of poor visibility, a biodroid might be mistaken for the creature that it emulates, but a reasonably close examination makes it obvious that the biodroid is a machine.

BIODROID TRAITS

All biodroids are constructs. They also share the following traits:

  • Size: As the emulated species, although only small and medium-sized biodroids may be selected as heroes.
  • Speed: As the emulated species.
  • Ability Scores: A biodroid has no Constitution score and a starting Charisma of 5. The remaining four scores are calculated and assigned exactly as for other species. Any modifiers for the emulated species are applied after assigned these points. Biodroids can improve their mental ability scores (Intelligence, Wisdom, and Charisma) every four levels just as organic characters do, but cannot raise their physical characteristics this way.
  • Starting Culture and Occupation: Biodroids never get a starting occupation or culture.
  • Armor: Biodroids may wear armor exactly as their emulated race, or they have certain types of armor attached to their frames.
  • Critical Systems: Although they are constructs, biodroids have vital areas and critical systems, so are subject to critical hits.
  • Cybernetic Incompatibility: A biodroid cannot be fitted with cybernetic attachments.
  • Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save, unless that effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted below), energy drain, or the effects of massive damage.
  • Lifelike Appearance: Distinguishing a biodroid from its emulated species requires a successful Spot check (DC 10). The Disguise skill can be used to increase the DC of the check.
  • Manipulators: The manipulators of a biodroid resemble and function as those of the emulated species.
  • Rejuvenation Cycle: A biodroid runs on energy cells that need to rejuvenate regularly. During a 24 hour period, the biodroid must shut down for 8 hours to replenish its energy supply. During this time, it is essentially asleep. If the biodroid fails to rejuvenate, suffers a cumulative –1 penalty on attacks rolls, ability checks, skill checks, and saving throws each day until fully recharged.
  • Repairable: Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) repairs 1d10 wound points of damage to a biodroid, and each check represents 1 hour of work.
  • Robot Resurrection: When a biodroid is reduced to 0 hit points it is immediately destroyed, and cannot be repaired, although its “brain” may be removed and installed in a similar but intact frame. See Robot Resurrection
  • Sensors: Biodroids begin with a class IV sensors system.
  • Skills: A biodroid gain and assigns skill points as other nonhuman characters do, using its Charisma bonus for Constitution-based skills.
  • Free Language Skills: A biodroid can read, write, and speak one language.
  • Feats: A biodroid receives no feats at 1st level. However, it gains feats normally as it advances.
  • Action Points: A biodroid hero gains and uses Action Points exactly as organics do.
  • Height and Weight: A biodroid has the same height range as its emulated species, but its weight is 1.5 X the normal weight of its biological counterpart.
  • Level Adjustment: +0
biodroid.txt · Last modified: 2021/12/04 00:39 (external edit)