Robot Type
The player uses her robotic attribute primes to determine her robot persona type. Determining robot type is byzantine, meticulous and painful. A player could generate a heavy offensive combot capable of annihilating entire cities. The system is delicate because robot personas can lead to profound game imbalance.
Rules maintain game balance and assist creativity. Do not let rules get in the way of the story or the fun. |
How To Use the Robot Determination Table
First, do not be afraid. Second, it is as bad as it looks.
Each prime attribute value has its own column. The player reads down each attribute column recording the robot IDs in that column. For example, reading down the CON 3 column, the player will encounter a P and T. The player records these letter IDs and repeats the process for all four of her robot’s prime attributes. Doing this generates a pile of letters representing robot types. The player sums the number of times each letter is present and determines the robot type. For example, if the total number of *H*s exceeded all other robot type IDs, the persona would be an H-Hobbot.
Use robot prime attributes to determine robotic type. |
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ROBOT ID |
ROBOT TYPE |
CON 1 |
CON 2 |
CON 3 |
CON 4 |
DEX 1 |
DEX 2 |
DEX 3 |
DEX 4 |
INT 1 |
INT 2 |
INT 3 |
INT 4 |
PSTR 1 |
PSTR 2 |
PSTR 3 |
PSTR 4 |
|||
A |
Android |
A |
A |
A |
A |
|||||||||||||||
C |
Combat |
C |
C |
C |
C |
C |
C |
|||||||||||||
D |
Datalyzer |
D |
D |
D |
D |
D |
D |
D |
||||||||||||
E |
Explorations |
E |
E |
E |
E |
E |
||||||||||||||
H |
Hobbot |
H |
H |
H |
H |
H |
H |
H |
||||||||||||
I |
Industrial |
I |
I |
I |
I |
I |
I |
I |
I |
|||||||||||
J |
Janitorial |
J |
J |
J |
J |
J |
J |
J |
||||||||||||
M |
Maintenance |
M |
M |
M |
M |
M |
M |
M |
M |
|||||||||||
P |
Police |
P |
P |
P |
P |
|||||||||||||||
R |
Rescue |
R |
R |
R |
R |
R |
R |
R |
||||||||||||
S |
Social |
S |
S |
S |
S |
S |
S |
S |
||||||||||||
T |
Transport |
T |
T |
T |
T |
T |
T |
T |
T |
|||||||||||
V |
Veterinarian |
V |
V |
V |
V |
V |
V |
|||||||||||||
ROBOT ID |
ROBOT TYPE |
CON 1 |
CON 2 |
CON 3 |
CON 4 |
DEX 1 |
DEX 2 |
DEX 3 |
DEX 4 |
INT 1 |
INT 2 |
INT 3 |
INT 4 |
PSTR 1 |
PSTR 2 |
PSTR 3 |
PSTR 4 |
Example
A robot persona has the following prime attribute scores: CON 2, DEX 2, INT 3 and PSTR 4.
Using prime attributes CON 2, DEX 2, INT 3, PSTR 4 |
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ROBOT ID |
ROBOT TYPE |
CON 1 |
CON 2 |
CON 3 |
CON 4 |
DEX 1 |
DEX 2 |
DEX 3 |
DEX 4 |
INT 1 |
INT 2 |
INT 3 |
INT 4 |
PSTR 1 |
PSTR 2 |
PSTR 3 |
PSTR 4 |
|||
A |
Android |
A |
A |
A |
A |
|||||||||||||||
C |
Combat |
C |
C |
C |
C |
C |
||||||||||||||
D |
Datalyzer |
D |
D |
D |
D |
D |
D |
D |
||||||||||||
E |
Explorations |
E |
E |
E |
E |
E |
||||||||||||||
H |
Hobbot |
H |
H |
H |
H |
H |
H |
H |
||||||||||||
I |
Industrial |
I |
I |
I |
I |
I |
I |
I |
I |
|||||||||||
J |
Janitorial |
J |
J |
J |
J |
J |
J |
J |
||||||||||||
M |
Maintenance |
M |
M |
M |
M |
M |
M |
M |
M |
|||||||||||
P |
Police |
P |
P |
P |
P |
|||||||||||||||
R |
Rescue |
R |
R |
R |
R |
R |
R |
R |
||||||||||||
S |
Social |
S |
S |
S |
S |
S |
S |
S |
||||||||||||
T |
Transport |
T |
T |
T |
T |
T |
T |
T |
T |
|||||||||||
V |
Veterinarian |
V |
V |
V |
V |
V |
V |
|||||||||||||
ROBOT ID |
ROBOT TYPE |
CON 1 |
CON 2 |
CON 3 |
CON 4 |
DEX 1 |
DEX 2 |
DEX 3 |
DEX 4 |
INT 1 |
INT 2 |
INT 3 |
INT 4 |
PSTR 1 |
PSTR 2 |
PSTR 3 |
PSTR 4 |
-
CON 2 (C, D, I, M, S, V)
-
DEX 2 (D, E, I, J, M, R, S)
-
INT 3 (C, H, M, P, R, S, V)
-
PSTR 4 (A, C, I)
The player adds up the robot IDs creating a list looking like this: A=1, C=3, D=2, E=1, H=1, I=3, J=1, M=3, P=1, R=2, S=3, and V=2. There is a tie between four robot types. The player may choose between C-Combot, I-Industrial, M-Maintenance, and S-Social robot types.
Skip the Tables
There is a single roll table if you find the byzantine, burdensome, and bloviated mechanism for robot type selection too much. The percentage chance of a robot type was calculated by computer programme fabricating 10000 robots. The single roll table makes certain dangerous robot types more likely.
Skip the tables. | ||
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Die Roll (1d1000) |
ID |
Type |
001-005 |
A |
|
006-055 |
C-E |
|
056-095 |
C-L |
|
096-135 |
C-D |
|
136-137 |
C-H |
|
138-187 |
D |
|
188-202 |
E-X |
|
203-222 |
E-P |
|
223-262 |
H |
|
263-322 |
I-B |
|
323-382 |
I-L |
|
383-442 |
I-M |
|
443-482 |
J-C |
|
483-522 |
J-D |
|
523-562 |
M |
|
563-622 |
P-C |
|
623-662 |
P-R |
|
663-702 |
P-D |
|
703-742 |
R-C |
|
743-782 |
R-R |
|
783-845 |
S |
|
846-905 |
T-I |
|
906-920 |
T-X |
|
921-960 |
V-D |
|
961-999 |
V-I |
|
000 |
Choose |
|
Die Roll (1d1000) |
ID |
Type |
Robot Type Fabrication Info
Each robot type has its own fabrication info. The fabrication info details what makes the robot persona unique. We will use the Datalyzer Fabrication Info as an example.
Number crunching, data analyzing, mad machines. |
|
Attributes |
|
Required Primes |
CON 1 or 2; DEX 1 or 2; INT 4; PSTR 1 or 2 |
Minimum Regular |
Nil |
Hit Points |
1d2+2 (1-3) HPS per point of CON |
Adaptability |
15% |
Size |
Small |
Value |
10000 times 1d6 |
Systems |
|
Offensive |
5% |
Defensive |
1 Auto |
Peripheral |
1 Auto. Plus 1 Secondary Peripheral |
Title
The title lists the name of the robot type, its ID, and a catchy blurb about it. The ID is the letter in brackets. The Datalyzer’s ID is D. For convenience, the ID is always the first letter of the robot type.
Attributes
All information about the robot’s attributes is listed here.
Primes
These are the attribute primes that are required by the robot type. They are NOT minimums. They are exact numbers. A datalyzer must have a PSTR Prime of 1 or 2. A datalyzer CANNOT have a PSTR Prime of 3 or 4.
Minimums
These are the attribute minimums that are required by the robot subtypes. A datalyzer has no subtypes, so nil is listed. Other robot subtypes require specific regular attribute minimums.
Combot has several subtypes. The persona’s regular attributes determine the subtype of combot. For example, a heavy offensive combot needs a PSTR of 27 and a PSTR prime of 4.
Hit Points
The range of hit points the robot type has is listed here. The player gets one roll per point of constitution using this value. If this datalyzer robot has a 10 CON, she gets to roll 1d2+2 ten times to generate her hit points. For more information, jump to Robot Hit Points.
Adaptability
Adaptability indicates how easy it is to modify the robot type. The higher the adaptability percentage, the easier it is to modify the robot type. The datalyzer has an adaptability bonus of 15%, which is a standard adaptability value. A heavy offensive combot has an adaptability penalty at -100%. For detailed information jump to Adaptability.
Size
The size of the robot type is self-explanatory. A medium-sized robot is about the same hite and wate as an anthro persona. The size of the datalyzer is small. For more information jump to Size.
Value
The robot value is entirely random and arbitrary. The value gives a relative value to other robot types in the same culture and tech level. A datalyzer robot with a 22 INT has a base value of 220000 eps.
The value listed is the base value. A robot’s value can increase dramatically with the installation of valuable systems. For more info jump to to Value.
Systems
Robotic systems are random abilities that accompany the robot at the fabrication point. The systems indicate weapons, defences, or tools that are part of the robot. Systems are baked in. Each robot has a chance at each of the three systems.
Offensive
Offensive systems are peripherals that the robot can use in combat to damage targets intentionally. The attack may be a baked-in weapon or a malfunctioning peripheral. The data table indicates None, Auto, or a percent chance. The Datalyzer has a 5% chance of having an offensive system from the level 1 Offensive Systems Table.
Defensive
Defensive systems are peripherals that the robot can use in combat to defend itself from damage. The defence may be a baked-in device or a malfunctioning peripheral. The data table indicates None, Auto, or a percent chance. The Datalyzer automatically gets one roll on the defensive peripheral table. There is a 24% chance that the datalyzer will get a second defensive system.
Peripheral
Peripheral systems are random peripherals that assist the robot in carrying out its tasks. The peripheral effect may be a baked-in device or a malfunctioning peripheral. The data table indicates None, Auto, or a percent chance. The random peripherals vary from the magnificent to the ridiculous. The data table indicates None, Auto, or a percent chance. The datalyzer automatically gets two peripherals.