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locomotion

Locomotion

How a robot moves is determined by its means locomotion. Most robots have only one means of locomotion, each of which comes with its own advantages and disadvantages, as shown below. To build a mode of locomotion from scratch, a character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its construction. A character without a mechanical tool kit takes a -4 penalty on the skill check. The character must also make a Wealth check against the purchase DC for the given mode of locomotion.

Base Speed: Each mode of locomotion has a base speed. This speed can be improved, but each 5-foot increase in speed also increases the purchase DC by +1. The base speed can never be increased more than double the listed amount; for example, a robot with multiple legs has a normal base speed of 30 feet and a maximum base speed of 60 feet.

Purchase DC: The cost of the components necessary to grant the robot this particular mode of locomotion. This cost is always a fraction of the base purchase DC of the robot's frame.

FORCED AIR (PL 5)

The robot takes in air through a vent and forces it out beneath itself, allowing it to hover about an inch off the ground. It handles poorly and moves at half speed over poor surface conditions.

Base Speed: Fly 30 feet (clumsy).

Purchase DC: One-half the base purchase DC of the robot's frame.

HYDROJET (PL 5)

The robot has one or more submersed hydro-jets for travel under or upon the water. It must have another mode of locomotion to travel on land.

Base Speed: Swim 30 feet

Purchase DC: One-quarter the base purchase DC of the robot’s frame.

LEGS (MULTIPLE) (PL 5)

The robot has three or more mechanical legs that allow it to walk, after a fashion. The robot moves at half speed when navigating obstructions, stairs, or poor surface conditions. Only robots equipped with legs can jump.

Base Speed: 30 feet.

Purchase DC: One-half the purchase DC of the robot's frame.

PROPELLER (AIR) (PL 5)

The robot has a propeller for air travel. It can-not travel on land without another mode of locomotion. If for some reason the robot's speed drops below its base speed during any given round, it falls.

Base Speed: Fly 40 feet (clumsy).

Purchase DC: One-quarter the purchase DC of the robot's frame.

PROPELLER (WATER) (PL 5)

The robot has one or more propellers for water travel. It cannot travel on land without an-other mode of locomotion.

Base Speed: Swim 20 feet.

Purchase DC: One-quarter the base purchase DC of the robot's frame.

ROTOR (PL 5)

The robot is equipped with a rotor, like a helicopter's. It doesn't move as quickly as a robot equipped with an air propeller, but it can hover without falling. Base Speed: Fly 30 feet (poor).

Purchase DC: One-quarter the base purchase DC of the robot's frame.

STATIONARY (PL 5)

The robot cannot move at all. It is most likely bolted or otherwise secured in place. Factory robots are usually stationary.

Base Speed: 0 feet. (This speed cannot be improved.)

Purchase DC: Not applicable. (This cost is included in the robot's base purchase DC.)

TRACK (PL 5)

The robot follows a preset track and cannot deviate from that course. If the robot is somehow separated from the track, it becomes effectively stationary. The robot can maneuver over an obstacle only if the track leads over the obstacle, but if something obstructs the track, the robot comes to a halt.

Base Speed: 10 feet.

Purchase DC: One-tenth the base purchase DC of the robot's frame (rounded down).

TREADS (PL 5)

The robot is equipped with a pair of tank-like treads that allow it to roll along over most terrain without significant difficulties. It can negotiate reasonably shallow steps, but stairs are beyond its abilities. Robots with treads cannot jump or swim.

Base Speed: 20 feet.

Purchase DC: One-quarter the base purchase DC of the robot's frame.

WHEELS (PL 5)

Wheels are somewhat more effective than treads on level ground, but the robot moves at half speed when navigating poor surface conditions. Most wheeled robots have four, six, or eight wheels. Robots with wheels cannot jump or swim.

Base Speed: 30 feet.

Purchase DC: One-half the base purchase DC of the robot's frame.

CASTERS (PL 6)

The robot moves about on spherical wheels, or casters. These are somewhat more efficient than wheels and enable the robot to change direction easily. Robots with casters cannot jump or swim.

Base Speed: 20 feet.

Purchase DC: One-quarter the base purchase DC of the robot's frame.

FINS (PL 6)

The robot emulates the underwater movement of sea creatures with an array of fins for guidance and thrust. It must have another means of locomotion to travel on land.

Base Speed: 20 feet

Purchase DC: One-quarter the base purchase DC of the robot’s frame.

LEGS (PAIR) (PL 6)

The robot is bipedal, walking on two legs as well as a human. Only robots equipped with legs can jump.

Base Speed: 20 feet.

Purchase DC: One-half the base purchase DC of the robot's frame.

ROLL-CHASSIS (PL 6)

The robot can collapse its frame into a sphere with inertial pendulums that allow it to roll in any direction. While in travel-mode, the robot cannot take any action requiring the deployment of another system or appendage, but receives a +2 equipment bonus to Defense. Collapsing into travel-mode or rising from the roll-chassis is a move-equivalent action.

Base Speed: 30 feet

Purchase DC: One-half the base purchase DC of the robot’s frame.

SLITHER (PL 6)

The robot uses scale-like plates in its under-carriage to mimic the undulating movement of a snake. These plates also include miniature grips to allow for a +4 bonus to Climb checks.

Base Speed: 20 feet

Purchase DC: One-quarter the base purchase DC of the robot’s frame.

THRUSTER (PL 7)

Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable the robot to fly and hover.

Base Speed: Fly 30 feet (poor).

Purchase DC: One-half the base purchase DC of the robot's frame.

WINGS (PL 7)

The robot includes both a lightweight design and realistic wings to emulate birds. Without another mode of locomotion it cannot travel on land. If the robot’s speed ever drops below its base speed for any reason during a given round, it starts to descend, gliding 15 additional feet for every 10 feet of reduced elevation.

Base Speed: 30 feet (average)

Purchase DC: One-half the base purchase DC of the robot’s frame.

locomotion.txt · Last modified: 2021/12/04 00:39 (external edit)