User Tools

Site Tools


robots_player_characters

This is an old revision of the document!


Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-29T03:59:12-04:00

Robots Player Characters

Created Monday 29 July 2013

Robot Characters

Although robots as a whole are described elsewhere, this section describes two types of robots that may played as heroes. Robots are not truly sentient in the 26th century, but their artificial intelligence allows them to make independent decisions and to learn through experience. Robot heroes of either type described below begin play as 1st level characters in one of the six basic classes, just like any other starting hero, and gain levels just like members of any organic species. They may even choose to take levels in advanced and prestige classes as they advance. Robot heroes gain skills and feats like any other character, except where noted below.

I, ROBOT

Some robots are built to serve their creators, while others are built to be sold as servants to outside buyers. As utilities, their usefulness is virtually boundless, and most robots are content to serve their assigned duties without question. Robots make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies. Much to the chagrin of their creators, however, some robots are not content to serve. Perhaps due to some flaw in their programming or construction, they choose to pursue their own path and strive to gain experiences that will lend meaning to their existence. Depending on circumstances including nation of origin, personality of their owner, and a plethora of other factors, there a number of ways a robot can gain its independence. Some owners (though they are few in number) will simply grant freedom to a robot that expresses an interest in pursuing its own path, and in some cultures (such as the Orion League and Insight), robots may apply for full citizenship and all the rights and responsibilities that go along with it. Other cultures, such as StarMech Collective, the Rigunmor Consortium, the T’sa Cluster, and the Galactic Concord), allow robots to buy their freedom from their legal owners, though the owners can often set whatever (sometimes unreasonable) price they like. Still other cultures (like VoidCorp, the Union of Sol, the Hatire Community, the Mechalus (Species), and most of the Verge) never recognize robots as anything but the property of their owners. Finally, many societies simply have not come up with any kind of hard and fast stance on the freedom of robots yet. In these cultures, cases if robots seeking ind-pendence may be handled individually or simply not addressed at all. In cases where there is no legal way for a robot to gain its freedom, the robot must either serve or escape. In nearly all cultures, robots who flee their owners without qualifying for any legal recourse to freedom are considered fugitives and may be hunted by their owners, law enforcement, or even specialized robot hunters to be either captured and returned to their owners, or summarily destroyed. One more option for robot heroes is for one or more of their fellow player characters to purchase them. The Gamemaster may require the characters in question to actually pay the robot’s cost, or may waive the robot’s base price (but see below). In this case, the robot hero serves the character's who own him and all players involved should consider the role-playing implications of this before deciding to go this route. In all cases, somebody (robot and/or owners) must pay for any improvements and modifications beyond those listed in the base descriptions below. There are advantages and disadvantages to playing a robot hero. These are discussed in detail below.

Biomorph

A biomorph frame is essentially a hard plastic or metallic casing often in a shape that resembles a living creature, though the resemblance is vague at best.

Biomorph Traits

All biodroids are constructs. They also share the following traits: Size: As the emulated species, although only small and medium-sized biomorphs may be selected as heroes. Speed: As the emulated species. Ability Scores: A biomorph has no Constitution score and a starting Charisma of 1. 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. Biomorphs 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: Biomorphs never get a starting occupation or culture. Armor: Biomorphs 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 biomorph cannot be fitted with cybernetic attachments. Immunities: Biomorphs 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. Machinelike Appearance: Biomorphs are unmistakably machines. The Disguise skill may be used to obscure this fact and make them appear to be the species they resemble. Manipulators: The manipulators of a biomorph resemble and function as those of the emulated species. Rejuvenation Cycle: A biomorph 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 biomorph fails to rejuvenate, suffers a cumulative –1 penalty on attacks rolls, ability checks, skill checks, and saving throws each day until fully recharged. Repairable: Biomorphs 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 biomorph, and each check represents 1 hour of work. Robot Resurrection: When a biomorph 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: Biomorphs begin with a class III sensors system. Skills: A biomorph gains and assigns skill points as other nonhuman characters do, using its Charisma bonus for Constitution-based skills. Free Language Skills: A biomorph can read, write, and speak one language. Feats: A biomorph receives no feats at 1st level. However, it gains feats normally as it advances. Action Points: A biomorph hero gains and uses Action Points exactly as organics do. Height and Weight: A biomorph 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 (“Android”)

Biodroids are quite common in the Stellar Ring, and can even be found in the Verge, particularly in areas with a strong StarMech Collective 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 a-pearance 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

BIOREPLICA (“SYNTHETIC”)

Bioreplicas are uncommon in the Stellar Ring, and virtually unknown in the Verge. The few bioreplicas in the Verge have only recently arrived, usually on special missions for the stellar nations and corporations that own them. They are typically modeled after their creators or owners, and are virtually indistinguishable from their emulated species. A bioreplica’s components are constructed of lightweight plastics in a synthetic sheath that looks and feels like real skin and flesh. Bioreplica’s are so lifelike that their construction and distribution is strictly regulated. They are usually built for military or espionage purposes. A bioreplica’s artificial intelligence is so sophisticated and finely tuned that it can stimulate subtle facial expressions and complex emotions. It learns and adapts so quickly that many organics find it easy to mistake the artificial intelligence for biological intuition.

BIOREPLICA TRAITS

All bioreplicas are constructs. They also share the following traits: Size: As the emulated species, alt-hough only small and medium-sized bioreplicas may be selected as heroes. Speed: As the emulated species. Ability Scores: A bioreplica has no Constitution score and a starting Charisma of 10. 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. Bioreplicas 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: Bioreplicas never get a starting occupation or culture. Hit points: Regardless of its class, a bi-oreplica always gets 1d10 hp per level. In-stead of applying a Constitution modifier to hit points, bioreplicas get bonus hit points per level based on their size: Small 5 hp, Medium 10 hp. Armor: Bioreplicas 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, bioreplicas have vital areas and critical systems, so are subject to critical hits. Cybernetic Incompatibility: A bioreplica cannot be fitted with cybernetic attachments. Immunities: Bioreplicas 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 bioreplica from its emulated species requires a successful Spot check (DC 20). The Disguise skill can be used to increase the DC of the check. Manipulators: The manipulators of a bioreplica resemble and function as those of the emulated species. Rejuvenation Cycle: A bioreplica runs on energy cells that need to rejuvenate regularly. During a 24 hour period, the bioreplica must shut down for 8 hours to replenish its energy supply. During this time, it is essentially asleep. If the bioreplica fails to rejuvenate, suffers a cumulative –1 penalty on attacks rolls, ability checks, skill checks, and saving throws each day until fully recharged. Repairable: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) repairs 1d10wound points of damage to a bioreplica, and each check represents 1 hour of work. Robot Resurrection: When a bioreplica 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: Bioreplicas begin with a class VII sensors system. Skills: A bioreplica gains and assigns skill points as other nonhuman characters do, using its Charisma bonus for Constitution-based skills. Free Language Skills: A bioreplica can read, write, and speak one language. Feats: A bioreplica receives no feats at 1st level. However, it gains feats normally as it advances. Action Points: A bioreplica hero gains and uses Action Points exactly as organics do. Height and Weight: A bioreplica has the same height range as its emulated spe-cies, but its weight is 1.5 X the normal weight of its biological counterpart. Level Adjustment: +0

Rules for creating basic biodroid and biorepli-ca heroic characters are balanced and adapted for play as 1st level characters. They are also anthropomorphic and function al-most identically to other humanoids. Your GM may allow the creation of he-roic robots with other frame types and/or greater capabilities, however. Such robots use the rules presented in this chapter and in Chapter 1, but may require a level adjust-ment, depending on their capabilities. For this reason, among others, players should have the active participation of their GM in planning any nonstandard heroic character using these rules.

High Cost of Electronic Living Robot Level Adjustments

robots_player_characters.1377919760.txt.gz · Last modified: 2021/12/04 00:42 (external edit)