Robot Peripheral Systems

Peripherals give the robot the tools to perform its tasks. Some peripherals are entirely incongruous to the robot type, which is fine. Why wouldn’t a combat robot have a tea service built-in? Peripherals are not malfunctioning parts but baked in robot-controlled devices.

Every robot gets one roll on the Primary Peripheral Table. A percentage value indicates the chance of an extra roll. Some robots do not have peripherals, which is made clear on their fabrication info.

The peripherals rolled here can be used creatively but cannot be used in combat. Aroma production can not become a nausea attack, but it could help sell a house. An articulation could not strangle an opponent, but it could open a door.

Sometimes, the player and referee come to an impasse regarding the peripheral’s creative use. These creative impasses can be bridged using the decision aid Sphincter Rolls.

Primary Peripheral

Primary peripherals are not fancy. A primary peripheral will only mildly alter the robot’s function or value.

Primary Peripherals
Things that the robot has for doing things.

Die Roll (1d100)

Peripheral

01-16

Articulation

17-18

Air Conditioning

19-20

Alarm System

21-22

Amphibious

23-24

Aroma Production

25-26

Camo Detailing

27-28

Chairs

29-30

Communications

31-32

Copier

33-34

Copy Editor

35-36

Dance Choreography

37-38

Detect sadness

39-40

Fire Extinguisher

41-42

Food Production

43-44

Hairdressing

45-46

Horticulture

47-48

Hygiene

49-50

Languages

51-52

Lash

53-54

Leash

55-56

Laundry

57-58

Lights

59-60

Magnets

61-62

Mani-Pedi cures.

63-64

Music

65-66

Paint

67-68

Periscope

69-70

Plastics printer

71-72

Power Plug

73-74

Recording Equipment

75-76

Saw

77-78

Sewing

79-80

Storage Compartments

81-82

Scent improvement

83-84

Sport tactics

85-86

Timekeeping

87-88

Vacuum attachment

89-90

Video Playback

91-92

Hard Copy Printer

93-94

Choose

95-96

Extra Roll

97-00

Roll On Secondary Table

Die Roll (1d100)

Peripheral

Secondary Peripheral

Secondary peripherals can be game-changers. Mild-mannered robots can pursue a vocation. Most secondary peripherals represent a combination of hardware and software. These peripherals are not overly detailed as they are non-combat peripherals. A non-combat peripheral does not mean that it is not powerful. For example, a robotic mutation effect could allow a robot to manipulate time.

Robotic Secondary Peripherals

More cooler things to do things.

Die Roll (1d100)

Peripheral

Description

01-03

Vocation Computer

From Computers.

04-05

Cybernetic Part

See Mechanical insertion. No defects.

06

Vocation

Pursue a Vocation.

07-09

Damage Analysis

Like Mechanic level equal to INT score.

10-12

Detect Ammunition

1 km per point of AWE range.

13-15

Detect Mutations

1 hex per point of AWE range.

16-18

Detect Pharma

1 km per point of AWE range.

19-21

Detectors

From Detectors.

22-24

Exatmo Hardened

Atmosphere agnostic

25-27

Heightened CF

Double Control Factor

28-30

Identify Alien

2% per point of INT score times Prime INT

31-33

Identify Pharma

2% per point of INT score times Prime INT

34-36

Identify Value

2% per point of INT score times Prime INT

37-39

Identify Wate

2% per point of INT score times Prime INT

40-42

Identify Weapons

2% per point of INT score times Prime INT

43-45

Increase Speed

Increase Move 2-5 times (1d4+1)

46-48

Increase WA

2-7 times (1d6+1) wate allowance

49-53

Languages

Like a Social Robot

54-56

Medical Device

See Vet Equipment

57-59

Mental Mutation

Consult Mental Mutations. No defect.

60-72

Miscellaneous Device

From Misc. Equipment.

73-75

Multi-bot

Combine two bots.

76-78

Navigation

Replace navigator on land, sea and stars.

79-81

Pharmaceutical Effect

See Pharma

82-84

Physical Mutation

See Physical Mutations. No defects.

85-87

Robotic Override

Control other robots.

88

Robotic Drone

Control a smaller robot of any type.

89-93

Instant Acceleration

Deadly Rammer

94-95

Choose

96-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Peripheral

Description