Robot RP

Robots are inorganic lifeforms. In the faux taxonomy, robots are of the family machinidae Machinidae are life forms that are inorganic and fabricated. Anthros, Aliens or other Robots can fabricate robots. The robots here are referee persona robots fabricated by the referee.

Robot RP Fabrication Checklist

Robot RP Relevance

Not all RPs are created equal. Some personas are less important than others. The referee usually knows the importance of the persona before she starts generation. An RP’s relevance increases the more entangled they are with the expedition.

Random Referee Persona Relevance
Determine the persona’s importance to the expedition and story.

Die Roll (1d100)

Relevance

01-20

Cannon Fodder

21-60

Canon Fodder

61-00

Canonical Persona

Die Roll

Relevance

Cannon Fodder

Cannon fodder are like movie extras that fill in the background. Robot cannon fodder are inorganic machines operating in the background. These robots are delivery drones, cashiers, or elevators.

Cannon Fodder
  1. offer no opposition

  2. have no useful information

  3. have no nutritional value, monetary value or useful parts.

Any combat contact will utterly destroy robotic cannon fodder. Destroying robotic cannon fodder is not without consequence. Cannon fodder is always property, and destroying it may anger a corporation or a powerful entity.

Canon Fodder

Canon fodder may have bit parts in the story but does not make the story. Robot canon fodder can be security sentries, attack drones, or angry shopping carts.

Canon Fodder
  1. could act in opposition to the expedition’s goals

  2. could injure or kill a player persona

  3. could accidentally alter the story of a campaign

  4. could have information or treasure

The referee usually predetermines the goal of canon fodder. The referee creates as much information as needed. For example, security sentries protecting a plantation may only have a lazer and bonus proficient on her combat table. The security sentries may all look the same, but with different id numbers.

Canon fodder can be extremely dangerous to the expedition. They are there to get in the way of the player’s goals. The referee should complete a persona record sheet for robot canon fodder. There are too many moving parts with robot RPs to make them on the fly.

Canonical Persona

Canonical personas are like supporting actors that make the story possible. These referee personas are integral participants in the campaign story. They can be powerful recurring enemies or comrades in arms. Canonical referee personas are the real deal. These referee personas utilize every step of persona creation. They have all the dressings of a player persona. Only the player personas are more important to the story.

Robot RP Type

For player personas determining their robot type is a laborious process. The referee can use the Single Roll Robot Type Table below. One roll using a 1d1000 chooses the robot RP type. The referee should massage the robot type to suit her campaign’s milieu.

Single Roll Robot Type
Skip the tables.

Die Roll (1d1000)

ID

Type

001-005

A

Android

006-055

C-E

Expendable Combot

056-095

C-L

Light Combot

096-135

C-D

Defensive Combot

136-137

C-H

Heavy Combot

138-187

D

Datalyzer

188-202

E-X

Exatmo Explorations

203-222

E-P

Planetary Explorations

223-262

H

Hobbot

263-322

I-B

Builder

323-382

I-L

Lifter

383-442

I-M

Mover

443-482

J-C

Commercial Janitor

483-522

J-D

Domestic Janitor

523-562

M

Maintenance

563-622

P-C

Civilian

623-662

P-R

Riobot

663-702

P-D

Detective

703-742

R-C

Containment

743-782

R-R

Retrieval

783-845

S

Social

846-905

T-I

Inatmo Transport

906-920

T-X

Exatmo Transport

921-960

V-D

Diagnostics

961-999

V-I

Interventional

000

Choose

Die Roll (1d1000)

ID

Type

Fabricator Type

Where fabricator type does play a role is in delivering orders to the robot. If a fabricator type tells a robot what to do, it is more likely to comply. In short, the robot’s fabricator type is more successful at bossing the robot around. If a fabricator type makes a reasonable, on mission command to a robot, it would almost certainly result in a control factor roll. For more information about the implications of the fabricator type jump to Robot Fabricator.

Robot Fabricator Type
What is the image of the fabricator?

Die Roll (1d100)

Base Anthro Type

01-02

Aquarian

03-04

Avarian

05-10

Canine

11-15

Equine

16-20

Feline

21-25

Florian

26-45

Humanoid

46-50

Insectoid

51-90

Purestrain

91-92

Reptilian

93-94

Rodentia

95-96

Ursidae

97-98

Alien

99-00

Robot

Die Roll (1d100)

Base Anthro Type

Robot RP Attributes

Inverse to player personas, the RP robot’s type determines her attributes. While the table looks imposing, it is much faster than the player personas process. The attribute lookup table gives the direct attribute scores. The referee determines the robot’s prime attributes after her regular attributes.

Robot RP Attributes
Attributes are based on robot type. MSTR = 0. SOC = 1d1000.

ID

Name

AWE

CHA

CON

DEX

INT

PSTR

HPS

A

Android

3d6

13+1d6

19+1d6

19+1d6

19+1d6

19+1d10

1d8

C-E

Expendable

3d6

3d6

7+2d8

19+1d6

1+2d8

19+1d10

5

C-D

Defensive

4d6

3d6

19+1d6

19+1d6

1+2d8

19+1d10

1d10+20

C-L

Light

3d6

3d6

19+1d6

19+1d6

1+2d8

19+1d10

15+1d10

C-H

Heavy

3d6

3d6

22+1d3

19+1d6

1+2d8

26+1d3

15+1d10

D

Datalyzer

3d6

3d6

1d12

1d12

19+1d6

1d12

1d2+2

E-P

Planetary

13+1d6

3d6

19+1d6

7+1d6

1d8

15+1d4

1d6+10

E-X

Exatmo

13+1d6

3d6

19+1d6

7+1d6

23+1d2

15+1d4

1d6+10

H

Hobbot

3d6

3d6

1d8

1d8

13+1d12

1d8

2d4

I-B

Builder

3d6

3d6

3d8

13+1d6

19+1d10

13+1d6

1d4+8

I-L

Lifting

3d6

3d6

3d8

13+1d6

13+1d6

19+1d10

1d4+8

I-M

Moving

3d6

3d6

3d8

19+1d10

13+1d6

13+1d6

1d4+8

J-C

Commercial

3d6

3d6

1d8

2d8

1d12

2d8

1d8

J-D

Domestic

3d6

3d6

1d8

2d8

12+1d6

2d8

1d4

M

Maintenance

3d6

3d6

2d8

8+1d10

8+2d8

1d8

1d4

P-C

Civilian

4d6

13+1d6

13+1d6

19+1d6

13+1d6

15+1d4

3d4

P-D

Detective

13+1d6

3d6

14+1d6

19+1d6

13+1d6

15+1d4

1d3+1

P-R

Riot

3d6

3d6

14+1d6

19+1d6

13+1d6

15+1d4

3d4

R-C

Containment

3d6

3d6

19+1d6

7+1d12

7+1d12

7+1d12

2d10+5

R-R

Retrieval

3d6

3d6

19+1d6

21+1d4

7+1d12

3d6

2d10+5

S

Social

3d6

19+1d6

2d8

2d8

14+1d10

1d8

1d3+1

T-I

Inatmo

3d6

3d6

1d8

1d8

1d8

1d8

1d4+8

T-X

Exatmo

3d6

3d6

1d8

21+1d4

21+1d4

1d8

1d4+8

V-D

Diagnostic

19+1d6

13+3d6

2d8

19+1d6

14+1d10

1d8

2

V-I

Interventional

3d6

3d6

2d8

22+1d3

20+1d4

1d8

2

Type

Type Name

AWE

CHA

CON

DEX

INT

PSTR

HPS

Robot RP Prime Attributes

Some robot abilities depend on the robot’s prime attribute. For robot RPs the robot type determines the attribute ranges. Consult the lookup table below to record the attribute ranges.

Robotic Primes from Attribute Scores
Determine the prime attribute from the attribute score.

Attribute Score

Prime Score

CON

DEX

INT

PSTR

1

1-8

1-8

1-8

1-10

2

9-13

9-13

9-13

11-15

3

14-19

14-19

14-19

16-19

4

20-25

20-25

20-25

20-29

Prime Score

CON

DEX

INT

PSTR

+5<

Robot RP Size

The robot size consists of the robot’s wate and the robot’s hite. The wate of the robot plays a role in ramming damage. Heavier robots inflict more damage. The hite of the robot determines its rough volume. Bigger robots don’t fit as well into anthro-sized spaces.

Robot RP Wate
Robot RP Wate in Kilograms

ID

Name

Desc

Calculation

A

Android

Medium

Fabricator + 10%

C-E

Expendable

Medium

1d50+50

C-D

Defensive

Large

5d100+100

C-L

Light

Large

5d100+100

C-H

Heavy

Gigantic

6d1000+600

D

Datalyzer

Small

1d50

E-P

Planetary

Small

1d50

E-X

Exatmo

Medium

1d50+50

H

Hobbot

Tiny

1d10-1

I-B

Builder

Medium

1d50+50

I-L

Lifting

Large

5d100+100

I-M

Moving

Gigantic

6d1000+600

J-C

Commercial

Medium

1d50+50

J-D

Domestic

Small

1d50

M

Maintenance

Small

1d50

P-C

Civilian

Small

1d50

P-D

Detective

Medium

1d50+50

P-R

Riot

Gigantic

6d1000+600

R-C

Containment

Gigantic

6d1000+600

R-R

Retrieval

Large

5d100+100

S

Social

Medium

Fabricator + 25%

T-I

Inatmo

Small

1d50

T-X

Exatmo

Small

1d50

V-D

Diagnostic

Medium

1d50+50

V-I

Interventional

Medium

1d50+50

ID

Name

Desc

Extremely Tiny Robots

Any robot that has a wate of 4.2 kg or less has a chance of becoming an extremely small nanorobot. The chance of the robot becoming a nanorobot is 1 in 6 (1d6) Nanorobots have a wate of 0 to 999 grams (1d1000-1). A nanorobot cannot have a wate greater than a kilogram. Nano robots have no change to their attributes, abilities or combat values.

Extremely Gigantic Robots

Any robot with a wate of 4200 kg or more has a chance of becoming a mighty machine. The chance of the robot becoming a mighty machine is 1 in 6 (1d6). Mighty machines have a wate of 6 to 600 tons (1d100 times 6). MIghty machines have no change to their attributes, abilities or combat values. However, in regards to ramming, mighty machines can increase their ramming ratio to 12 (versus 4).

Hite

Hite gives an estimation of the volume occupied by the robot. The referee rolls dimensions once for each of hite, width and length. A hexagon is 200 cm across.

Robot Dimensions
Roll per dimension required Hite, width, length. Results in centimeters (cm).

Wate (kg)

Dimension (cm)

Die Roll

<1

3-18

3d6

1-9

20-50

1d30+19

9-50

50-150

1d50+99

51-105

150-200

1d50+149

106-600

200-400

2d100+198

601-6600

400-800

4d100+396

>6600

400-1600

4d4*100

Wate (kg)

Dimension (cm)

Die Roll

Robot RP Armour Rating

Robot RPs have an AR of 700. A robot AR is the same as any other persona AR. A successful attack roll damages the robot as it would any other persona. Robots are different from organic personas and damage differently. Robot RPs are easy to hit but hard to destroy.

Robot RP Movement Rate

The robot’s dexterity score determines her movement rate. Robots are twice as fast as those other personas with the same DEX. Those robots which move faster than eight h/u must accelerate the same as vehicles. Robotic acceleration is one hex per unit per PSTR prime score.

Robotic Movement Rate

Robotic DEX determines movement rate in hexes per unit (h/u).

Dexterity

Movement Rate (h/u)

1-2

2

3-5

4

6-8

6

9-11

8

12-14

10

15-16

12

17

14

18

16

19

18

20

20

21

22

22

24

23

26

24

28

25

30

Dexterity

Movement Rate (h/u)

Robot RP Wate Allowance

Bots are affected by encumbrance, though not as much as other referee personas. Physical strength determines the weight allowance of the robot. A robot with a PSTR level of 3 and a 17 PSTR would have a wate allowance of 75 kgs. Robot size does not affect a robot’s wate allowance. For more information about carry stuff, jump to Encumbrance.

Robotic Wate Allowance
Wate Allowance (WA) is determined by PSTR score and range.

PSTR

Prime

Score

1

2

3

4

1

4.5

9.0

13.5

18.0

2

5.6

11.2

16.8

22.4

3

6.8

13.6

20.4

27.2

4

7

14

21

28

5

8

16

24

32

6

10

20

30

40

7

12

24

36

48

8

13

26

39

52

9

14

28

42

56

10

15

30

45

60

11

16

32

48

64

12

17

34

51

68

13

18

36

54

72

14

19

38

57

76

15

20

40

60

80

16

22

44

66

88

17

25

50

75

100

18

28

56

84

112

19

31

62

93

124

20

34

68

102

136

21

39

78

117

156

22

45

90

135

180

23

52

104

156

208

24

60

120

180

240

25

69

138

207

276

26

79

158

237

316

27

90

180

270

360

28

102

204

306

408

29

115

230

345

460

Score

1

2

3

4

PSTR

Prime

Robot RP EXPS Level

EXPS Levels improve the RP’s Control Factor, assist in saves and robot attributes.

Referee Persona Level
Determine the EXPS level of the referee persona.

Die Roll (1d100)

RP Level

01-09

One

10-29

Two

30-49

Three

50-64

Four

65-74

Five

75-82

Six

83-88

Seven

89-92

Eight

93-97

Nine

98-99

Ten

00

Ref’s Own Table

Die Roll (1d100)

RP Level

Robot RP Systems

Robotic RPs may have offensive, defensive and peripheral systems. Generating systems for player persona robots is convoluted and fun. The referee can find the number of rolls for each system on the single lookup table below. The lookup table seems scary, but it is scientifically proven to be faster than the player robot persona method.

Robot RP Systems Lookup Table
How many rolls on which system tables.

Offensive System Table

Defensive

Peripheral

ID

Name

One

Two

Three

Four

System

Primary

Secondary

A

Android

 — 

 — 

 — 

 — 

 — 

 — 

 — 

C-E

Expendable

1

1

 — 

 — 

1

1

 — 

C-D

Defensive

1

1

 — 

 — 

5

1

 — 

C-L

Light

 — 

2

2

 — 

2

 — 

 — 

C-H

Heavy

1

3

2

2

3

 — 

 — 

D

Datalyzer

1

 — 

 — 

 — 

1

1

1

E-P

Planetary

1

 — 

 — 

 — 

1

1

 — 

E-X

Exatmo

1

 — 

 — 

 — 

2

1

 — 

H

Hobbot

1

 — 

 — 

 — 

1

4

4

I-B

Builder

1

 — 

 — 

 — 

1

1

 — 

I-L

Lifting

1

 — 

 — 

 — 

1

1

 — 

I-M

Moving

1

 — 

 — 

 — 

1

1

 — 

J-C

Commercial

2

 — 

 — 

 — 

2

1

 — 

J-D

Domestic

1

 — 

 — 

 — 

2

1

 — 

M

Maintenance

1

 — 

 — 

 — 

1

1

 — 

P-C

Civilian

1

1

 — 

 — 

1

1

 — 

P-D

Detective

1

 — 

 — 

 — 

1

1

 — 

P-R

Riot

 — 

 — 

 — 

 — 

1

1

 — 

R-C

Containment

1

 — 

 — 

 — 

3

1

 — 

R-R

Retrieval

1

1

 — 

 — 

3

1

 — 

S

Social

 — 

 — 

 — 

 — 

 — 

1

 — 

T-I

Inatmo

1

 — 

 — 

 — 

1

1

 — 

T-X

Exatmo

1

 — 

 — 

 — 

1

1

 — 

V-D

Diagnostic

 — 

 — 

 — 

 — 

 — 

1

 — 

V-I

Interventional

 — 

 — 

 — 

 — 

 — 

1

 — 

ID

Name

One

Two

Three

Four

Defensive

Primary

Secondary

Offensive System Table

System

Peripheral

Offensive Systems

These are the systems that harm others. On the lower level tables, the robot is misusing and weaponizing malfunctioning peripherals. On the higher level tables, the robot is using weapons baked-in during fabrication. The referee will dance back and forth between the attack tables, creating a murderous melange of machinery.

Ramming

All robots can ram, but not without challenges. Only robots with ramming freedom can fling themselves around with self-destructive abandon. For more info about robot ramming, ram your way over to Robot Ramming.

Ramming Part and Damage
Ramming surface, appearance and damage.

Die Roll (1d100)

Description

Damage

01-45

Blunt and Flat

1d4 + 1d4 per 3 h/u

46-75

Blunt Protuberance

1d6 + 1d6 per 3 h/u

76-90

Edge

1d8 + 1d8 per 3 h/u

91-99

Sharp Protuberance

1d10 + d8 per 3 h/u

00

Ref’s Own Table

Die Roll

Description

Damage

Attack Table One

These attacks include ramming, and the robot is misusing and weaponizing malfunctioning peripherals. It is possible to get a roll on Attack Table Two to get more dangerous weapon systems. For details about these attacks jump to Attack Table One.

Attack Table One
Basic robotic attacks.

Die Roll (1d100)

Attack Type

01-10

Defensive System

11-25

Striking Peripheral

26-75

Ramming Freedom

76-00

Table Two Attack

Die Roll (1d100)

Attack Type

Striking Peripheral Attack

Determine Type A weapon that the attack is similar too.

Die Roll (1d100)

Weapon

Damage

01-07

Axe, Battle

1d10+2

08-14

Flail

1d8

15-21

Halberd

2d6

22-28

Fork

2d4

29-35

Hammer

2d6+2

36-42

Lance

1d6

43-49

Mace

1d6

50-56

Morning Star

1d6+1d4

57-63

Pick

1d10+2

64-70

Pike

2d6

71-77

Scimitar

1d8

78-84

Spear

1d12+1

85-91

Staff

1d6

92-99

Sword

1d12

00

Ref’s Own Table

Die Roll

Weapon

Damage

Attack Table Two

Slightly more dangerous attacks, but mainly consist of misused devices. It is possible to get several rolls on Attack Table One or move up to Attack Table Three. For details about these attacks jump to Attack Table Two.

Robotic Attack Table Two
Determine the robot’s attack type.

Die Roll (1d100)

Robotic Attack

01-10

Two Rolls on Table One

11-20

Ramming Freedom

21-40

Ranged Peripheral

41-45

Nausea Attack

46-50

Paralysis Attack

51-60

Powered Striking Peripheral, Electro

61-70

Powered Striking Peripheral, Inertia

71-80

Powered Striking Peripheral, Stun

81-90

Powered Striking Peripheral, Vibro

91-00

Table Three Attack

Die Roll (1d100)

Robotic Attack

Ranged Peripheral Attack

Determines the Type B weapon the peripheral is most familiar too.

Die Roll (1d100)

Weapon

Rounds

Damage

01-10

Arrow

2d1000

1d6

11-20

Axe Throwing

1d8 (retrievable)

1d8

21-29

Bolt (crossbow)

1d1000

1d12

30-38

Boomerang Bolo

1d8 (retrievable)

1d6+1

39-47

Bullet (sling)

2d1000

1d8

48-56

Dagger (point)

2d1000

1d3

57-65

Dart

2d1000

1d4

66-74

Javelin

1d8 (retrievable)

1d8

75-83

Spear

1d8 (retrievable)

1d8

84-92

Shuriken

2d1000

1d4

93-99

Whip

1 (attached)

1d6

00

Ref’s Own Table

Die Roll

Weapon

Rounds

Damage

Attack Table Three

Even more dangerous attacks. These attacks are a mix of baked-in weapons and misused devices. It is possible to get several rolls on Attack Table Two or move up to Attack Table Four. For details about these attacks jump to Attack Table Three.

Robotic Attack Table Three
Determines the attack type.

Die Roll (1d100)

Attack

01-15

3 Rolls on Attack Table One

16-30

2 Rolls on Attack Table Two

31-40

Nausea Attack

41-50

Paralysis Attack

51-60

Powered Ranged Peripheral, Electro

61-65

Powered Ranged Peripheral, Inertia

66-70

Powered Ranged Peripheral, Stun

71-75

Powered Ranged Peripheral, Vibro

76-80

Thermal Blast

81-85

Corrosive Mist

86-90

Gun

91-95

Aerosol

96-00

Attack Table Four

Die Roll

Attack

Attack Table Four

Even more dangerous attacks. These attacks are a mix of baked-in weapons and misused devices. It is possible to get several rolls on Attack Table Three. For details about these attacks jump to Attack Table Four.

Attack Table Four
Dangerous weapons.

Die Roll (1d100)

Attack

01-10

4 Rolls on Attack Table Two

11-20

3 Rolls on Attack Table Three

21-25

Lethal Jet

26-50

Gun

51-60

Aerosol

61-70

Bomb

71-80

Grenade

81-90

Combat Mutation

91-99

Disregard Fabricator Type

00

Ref’s Own Table

Die Roll

Attack

Defences

Robot defences can arise from misused peripherals or intentionally baked-in defensive systems. For more detailed explanations jump to Defensive Systems.

Robotic Defences

Bespoke defences or misused peripherals, same difference.

Die Roll (1d100)

Defence

01-06

Aunty Missile

07-12

Aunty Personnel

13-29

Increase AR

30-35

Artifact Armour

36-41

Camouflage

41-47

Detect Ambush

48-53

Diffuse Bombs

54-59

Evasive Action

60-76

Force Field

77-82

Increase HPS

83-88

Mental Mutation

89-99

Override Interrupt

00

Ref’s Own Table

Die Roll (1d100)

Defence

Peripherals

Peripherals are attachments that give the robot some additional flexibility in performing its tasks. Peripherals are not weapons. For more detailed explanations jump to Peripheral Systems.

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

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

Robot RP Control Factor

Calculate the persona’s control factor here. For more details jump to Control Factor.

Calculate Control Factor

CF= (INT score) + (INT Prime* EXPS Level)

A 3rd level robot with a 15 INT score, and a 3 INT Prime has a CF = 24

Robot RP Adaptability

If there is a need to know the referee persona’s adaptability check the fabrication info for the robot type.

Robot RP Value

Most referee persona robots do not like to talk about their value. If there is a need to know the referee persona’s value check the fabrication info for the robot type.

Robot RP Tech Level

Tech level alters the wate and size of artifacts. There is no mechanism in EXP for altering robots based on their tech level. Is a high tech level robot less able to ram because it is now lighter? Tech level could increase the value of a robot, improve its power plant, and overall alter its appearance. Would steam power a low tech level robot? For more info and the effects of altering tech levels, jump to Tech Level.

TOY Tech Level
Determines how technologically advanced (or not) the toy is.

Description

Desired

Any TL

Low Tech

Low TL Only

Range TL

TL Die Roll

01-02

Monolithic

01-15

1-2

1d2

03-24

Low

16-00

3-10

1d8+2

Normal

25-80

Mundane

10

 — 

High Tech

High TL Only

81-95

High

01-80

10-15

1d6+9

96-98

Ultra

81-95

15-20

1d6+14

99-00

Magical

96-00

20-25

1d6+19

Robot RP Age

Robots do not age. Unlike organic life forms, robots only decay from damage and not time. The longer it has been since fabrication allows for an estimate of how much damage the robot has experienced. The robot age table was previously called the decrepitude table.

Robot RP Age
QUalitative date since fabrication.

Die Roll (1d100)

Robotic RP Age

Percent of HPS Max

01-05

Freshly Minted

100%

06-15

Unboxed

90%

16-65

Broken In

80%

66-90

Past Warranty

60%

91-99

Beyond Maintenance

40%

00

Ref’s Own Table

Die Roll (1d100)

Robotic RP Age

Percent of HPS Max

Robot RP Combat Table

The combat table keeps track of the persona’s combat skills and increases with EXPS level. The referee may need two combat tables for her tool using aliens. For general info about combat tables, jump to Combat Tables in tactical combat. For a detailed explanation of the outline below jump to Robot Combat Table.

This combat table is for baked-in offensive systems and ramming freedom. Robot RPs only have a bonus proficient (BP) for their baked-in attacks. If a robot RP manages to use a gun, her BP is zero. If the robot type is Android (A), then the referee must make an anthro-like vocation-based combat table as well. For the vocation based combat table, jump to Anthro combat table.

A 3rd level robot has the following attributes: 12 AWE, 12 DEX, 10 INT, and 16 PSTR. Her robotic primes are DEX of 2, INT of 2, and PSTR of 3

Bonus Proficient (BP)

Attack Type A

5 * DEX + 5 * INT + Prime * PSTR + Level * Bonus

Attribute Bonus

5 * 12 + 5 * 10 = 110

Prime Bonus

(Prime * PSTR) = 3 * 16 = 48

Level Bonus

(PSTR * Lvl) = 22 * 3 = 66

BP for Type A

110 + 48 + 66

224

Attack Type B

5 * AWE + 5 * PSTR + Prime * DEX + Level * Bonus

Attribute Bonus

5 * 12 + 5 * 16 = 140

Prime Bonus

(Prime * DEX) = 2 * 12 = 24

Level Bonus

(DEX * Lvl) = 12 * 3 = 36

BP for Type B

140 + 24 + 36

200

Attack Type C

5 * AWE + 5 * DEX + Prime * INT + Level * Bonus

Attribute Bonus

5 * 12 + 5 * 12 = 120

Prime Bonus

(Prime * INT) = 2 * 10 = 20

Level Bonus

(INT * Lvl) = 10 * 3 = 30

BP for Type C

120 + 20 + 30

170

Bonus Non Proficient (BNP)

Attack Type A

Type A BNP = 0

BNP for Type A

0

Attack Type B

Type B BNP = 0

BNP for Type B

0

Attack Type C

Type C BNP = 0

BNP for Type C

0

Maximum Roll (MR)

Attack Type A

None

MR for Type A

None

Attack Type B

None

MR for Type B

None

Attack Type C

None

MR for Type C

None

Damage Adjuster (DA)

Attack Type A

PSTR

DA for Type A

16

Attack Type B

PSTR * 1/2

DA for Type B

16 * .5

8

Attack Type C

PSTR * 0

DA for Type C

16 * 0

0

Putting It All Together
Robot attack table.

Type

BP

BNP

MR

DA

A

224

0

 — 

16

B

200

0

 — 

8

C

170

0

 — 

0

Many flying robots.

Combat ratio can alter numbers.

Robot RP Combat Ratio

Combat Ratio (CR) is how tough the referee persona is. The CR is a number that pretends to measure how dangerous an RP is in combat. The higher the combat ratio, the more powerful an adversary the referee persona is. The CR is used to determine the EXPS value and number of attackers.

The Combat Ratio number indicates how many player personas represent a fair fight. For this process, a player persona is a level one anthro persona with a typical combat table.

A CR of 20 indicates that the solitary referee persona could handle 20 player personas. This referee persona is very dangerous. A CR of 1/10 indicates that ten referee personas are needed to fight one player persona. This referee persona is very weak in combat.

The combat ratio does not determine precisely how many referee personas show up in an encounter. The milieu and the story determine the number of referee personas., not the CR.

Calculating a Combat Ratio

  1. RPs initial CR is 1

  2. Add all the Pluses to the CR

  3. Multiply all the Times to the CR

  4. Combat ratio does not follow BODMAS

CR = (1 + all Pluses) * all Times

An RP with a Plus 1, Plus 4, Plus 2, Times 1.25, and Times 2.0
(1 + 1 + 4 + 2) * 1.25 * 2.0 = 20

Robot Specific

Robotic Referee Persona Combat Ratio Adjustment

Combat Ratio adjustments specific to robotic Referee Personae.

Robot

Combat Ratio Adjustment

Combat Robot

Plus 5; Times 2.0

Combat Heavy Offensive

Plus 10; Times 4.0

Disregard Base Race

Plus 5

Flying

Times 2.0

Over-ride Interrupt

Plus 7

Ranged Attacks

Plus 3 per attack

Android

Plus 4

Robot

Combat Ratio Adjustment

Bonus Proficient

Bonus Proficient (BP) Combat Ratio Adjustment
The more likely to hit the more dangerous.

Bonus Proficient (BP)

Combat Ratio Adjustment

<25

Quarter

26-50

Half

51-100

Nil

101-150

Plus 3

151-200

Plus 6

201-250

Plus 9

251-300

Plus 12; Times 1.5

301-350

Plus 14; Times 2.0

Above 350

Plus 16; Times 2.5

Bonus Proficient (BP)

Combat Ratio Adjustment

Attack Type

Attack Type and Combat Ratio Adjustment
Strange and range impacts combat ratio.

Attack Type

Combat Ratio Adjustment

Type A Attack

 — 

Type B Attack

Plus 3

Type C Attack

Plus 6

Type D Attack

Plus 9

Type E Attack

Plus 12; Times 1.5

Type F Attack

Plus 12; Times 2.0

Area of effect Type A

Times 1.5

Area of effect Type B

Times 2.0

Area of effect Type C

Times 3.0

Mental Mutation Attacks

Times 2.5

Invisible Attacks

Times 2.5

Time altering attacks

Times 4.2

Attack Type

Combat Ratio Adjustment

Number of Attacks

Number of Attacks Combat Ratio Adjustment
The number of attack rolls each unit, regardless of Attack Type.

Number of Attacks (unit)

Combat Ratio Adjustment

<1 per unit

Half

1

 — 

2

Plus 2

3

Plus 4; Times 1.25

4

Plus 6; Times 1.75

5

Plus 8; Times 2.25

6

Plus 10; Times 2.75

Number of Attacks (unit)

Combat Ratio Adjustment

Damage per Unit

Damage Combat Ratio Adjustment
The total damage delivered in one unit, regardless of attack type.

Damage Per Unit

Combat Ratio Adjustment

<1

Consider Times 0

1-5

Quarter

6-10

Half

11-20

 — 

21-30

Plus 1

31-40

Plus 2

41-50

Plus 4

51-60

Plus 5

61-70

Plus 6; Times 1.25

71-80

Plus 7; Times 1.50

81-90

Plus 8; Times 1.75

91-100

Plus 9; Times 2.0

101-125

Plus 10; Times 2.25

Above 125

Plus 12; Times 2.5

Damage Per Unit

Combat Ratio Adjustment

Movement

Movement Rate Combat Ratio Adjustment
The combat table movement rate of the persona. Does not include vehicles.

Movement Rate (hu)

Combat Ratio Adjustment

<2

Quarter

3-4

Half

5-6

 — 

7-8

Plus 2

9-10

Plus 3

11-12

Plus 5

13-14

Plus 7

Above 15

Plus 9

Movement Rate (hu)

Combat Ratio Adjustment

Hit Points

Hit Points (HPS) Combat Ratio Adjustment
The more Hit Points the harder it is to stop.

Hit Points Max (HPS)

Combat Ratio Adjustment

<10

Quarter

10-20

Half

21-40

 — 

41-50

Plus 1

51-60

Plus 2

61-70

Plus 3

71-80

Plus 4

81-90

Plus 5

91-100

Plus 6

101-125

Plus 8

126-150

Plus 8; Times 1.25

151-175

Plus 8; Times 1.50

176-200

Plus 8; Times 1.75

201-250

Plus 10; Times 2.0

251-300

Plus 10; Times 2.25

301-350

Plus 12; Times 2.5

Above 350

Plus 12; Times 3.0

Hit Points Max (HPS)

Combat Ratio Adjustment

Mental Strength

The more mental strength the more resilient the higher the combat ratio.

Mental Strength (MSTR) Combat Ratio Adjustment
Better the mental strength the more challenging the encounter.

MSTR

Combat Ratio Adjustment

<4

Quarter

4-7

Half

8-12

 — 

13-15

Plus 2

16-17

Plus 4

18-19

Plus 6

20-21

Plus 8

22-23

Plus 10

Above 23

Plus 12

MSTR

Combat Ratio Adjustment

Robot RP Technology

Qualitative details about how the robot moves, sees, and powers itself.

Robot RP Power Source

Robot power sources are sciency fiction supercells that allow the robot to operate. Recharging may be necessary. For more detailed information, jump to Power Source.

Robotic Power Cell Type

Determine power cell type for this robot.

Power Cell Type

Die Roll (1d100)

Basic

01-10

Gas

11-20

Liquid

21-30

Solid

31-40

Plasmoid

41-50

Dynamo

Recharging

51-55

Gravitational

56-65

Solar

66-75

Magnetic

Continuous

76-88

Broadcast

89-98

Nuclear

99

Psionic (footnote)

00

Ref’s Own Table

Die Roll

Power Cell Type

A psionic powered robot would kill nearby organic personas. This fuel type is a campaign choice.

Robot RP Sensors

Robot sensors allow the robot RP to hear and see like any other persona. The higher the RPs awareness, the more sensors they have. For more detailed information, jump to Sensors.

Additional Robot Sensors

One roll per 4 points of awareness.

Die Roll (1d100)

Sensor Type

01-70

Video

71-76

Optical

77-83

Vibration

84-90

Sonar

91-96

Radar

97-00

Ref’s Own Table

Die Roll

Sensor Type

Robot RP Locomotion

Robot locomotion allows the RP to get anywhere she can fit. For more detailed information, jump to Locomotion.

Primary Locomotion Type

The main method that the robot gets around.

Die Roll (1d100)

Locomotion

Complementary

01-11

Antigrav

None

12-17

Chemical Slide

Yes

18-25

Electromagnetic Legs

None

26-31

Jets

Yes

32-39

Magnetic

None

40-45

Pistons

None

46-55

Pods

None

56-62

Propellers

Yes

63-66

Sails

Yes

67-72

Skis

None

73-74

Slog Bag

None

75-81

Tracks

None

82-98

Wheels

None

99-00

Ref’s Own Table

Maybe

Die Roll (1d100)

Locomotion

Complementary

Complementary Locomotion Type

Sometimes one way to get around is just not enough.

Die Roll (1d100)

Complementary

01-30

Antigrav

31-40

Chemical Slide

41-55

Skis

56-99

Wheels

00

Ref’s Own Table

Die Roll

Complementary

Robot RP Story

The referee persona’s story is a skeleton to help the referee create a backstory. The past, present, future and personality of the persona give the referee a skeleton to hang the story meat. Cannon, and canon, fodder do not have detailed stories at all. Canonical personas may need a lot more.

Past

L33t Un1t is an expendable combot left on the planet from a past war. She has no command and control and wanders around the desert near the expedition’s home base.

Referee Persona Origin
Is she from away or far away?

Die Roll (1d100)

Origin

01

Off Planet

02-10

Very Far away

11-30

Far away

31-90

Nearby

91-95

At home

96-99

Knows expedition

00

Ref’s Own Table

Die Roll (1d100)

Origin

Present

L33t Un1t still misses the organizational elements of an organized military force. She would be happy to take direction from anyone with military training. L33t Un1t will work with the expedition if they offer this kind of direction to her.

Referee Persona Presence
What is the referee persona’s frame of reference to the expedition. Friend or foe?

Die Roll (1d100)

Presence

01-03

Want’s to harm

02-10

Want’s to deceive

11-30

Curious and not trusting

31-90

Plain curious

75-84

Has fair business

85-95

Curious and trusting

96-99

Wants to Help

00

Ref’s Own Table

Die Roll (1d100)

Presence

Future

L33t Un1t desires nothing more than to find meaningful leadership. She will leave the expedition to follow any combot or military brass from her previous campaign.

Referee Persona Goal
May be internalized or externalized.

Die Roll (1d100)

Goal

01

Reorder the universe

02-10

Provide for family

11-30

Provide for self

31-90

Make it to tomorrow

91-95

Find meaning for self

96-99

Find love and understanding.

00

Ref’s Own Table

Die Roll (1d100)

Goal

Personality

Robot personalities are accidental and arise from malfunctions and damage to their processes. If the robot RP was to be appropriately 'repaired,' she would lose her personality.

Introverted Personality Trait
Subtle personality traits that influence the referee persona’s actions and choices.

Die Roll (1d100)

Introverted Trait

01

Aloof

02

Altruistic

03

Amoral

04

Arrogant

05

Barbaric/Foul

06

Callous

07

Capricious/Impulsive

08

Careless

09

Cautious

10

Cheerful

11

Compassionate

12

Contrary

13

Covetous

14

Cowardly/Craven

15

Curious

16

Deceitful

17

Diplomatic

18

Driven

19

Easy Going

20

Egotistical

21

Even-Tempered

22

Exacting

23

Fanatical

24

Fearless

25

Foppish/Haughty

26

Forgiving

27

Friendly

28

Hedonistic

29

Hot Tempered

30

Humble/Retiring

31

Iconoclastic

32

Immoral

33

Imposing

34-60

Insane - mild

61

Iquisitive

62

Insensitive

63

Irreverent

64

Jealous

65

Kindly

66

Loquacious

67

Lustful

68

Lusty

69

Malevolent/Mean

70

Mischevious

71

Miserly/Avaricious

72

Moody

73

Morose

74

Obsequious

75

Obsessive

76

Opinionated

77

Optimistic

78

Perverted

79

Pessimistic

80

Pious

81

Ponderous

82

Proud

83

Sadistic

84

Scheming

85

Scrupulous

86

Secretive

87

Sensitive

88

Slothful

89

Sober

90

Studious

91

Suspicious

92

Taciturn/Reclusive

93

Thrifty

94

Trusting

95

Truthful

96

Unforgiving

97

Vengeful

98

Violent

99

Wasteful

00

Ref’s Own Table

Die Roll (1d100)

Introverted Trait

Robot RP Appearance

Shape, colours, locomotion type, and peripherals contribute to the robot RP appearance. These tables are for inspiration and fun and should not replace referee creativity.

Basic Shape

The basic shape is fit into the dimensions of the robot.

Robotic Basic Shape

Everything has to looks like something.

Die Roll (1d100)

Basic Shape

01-05

Cone

06-09

Decahedron

10-15

See Random Junque

16-60

Cuboid

61-69

Disc/Saucer

70-77

Octahedron

78-85

Pyramid/Prism

86-92

Sphere

93-00

Ref’s Own Table

Die Roll

Basic Shape

Contortion of Basic Shape

The referee can contort the shape above for fun and randomness.

Robot Shape Adjustment

Stretch it, bend it, squash it, extend it.

Die Roll (1d100)

Shape Adjustment

01-20

Elongated/Stretched

21-40

Flattened/Squashed

41-49

Inverted

50-97

Normal

98

Involuted

99

Add another basic shape

Die Roll

Shape Adjustment

Attachments

Useless attachments.

Fancy Attachments
Mechanical accents. Purely descriptive.

Die Roll (1d100)

Fancy Attachment

01-04

Access Panels

05-08

Antennae, Coiled

09-12

Antennae, Straight

13-16

Antennae, Up and Down

17-20

Hoses, Dangling

21-24

Hoses, Looped

25-28

Indentations, Random

29-32

Indentations, Round

33-36

Indentations, Square

37-40

Indentations, Triangular

41-44

Knobs, Glowing

45-48

Knobs, Inflating

49-52

Monitor, Data Stream

53-56

Monitor, Static

57-60

Protuberances, In and Out

61-64

Protuberances, Pointed

65-68

Protuberances, Springs

69-72

Protuberances, Wobbley

73-76

Protuberances, Gnarled

77-78

Random, Sparks

79-80

Random, Squirts

81-84

Random, Drips

85-88

Random, Steam Shots

89-90

Random, Whiz-Click

91-94

Tubes, Liquid Filled

95-98

Tubes, Pulsing

99

Tubes, Solid

00

Ref’s Own Table

Die Roll (1d100)

Fancy Attachment

Colour Your Robot

Colour makes the world go round.

Giant Colour Table
Colour your world.

Simple

Fancy

(1d12)

Colour

(1d100)

Colour

1

Black

01-04

Black

5

Carbon

6

Charcoal

7

Midnight

8

Oil

2

Blue

9-12

Blue

13

Blueberry

14

Cyan

15

Cobalt

16

Denim

17

Navy

18

Robin

19

Sapphire

3

Brown

20-22

Brown

23

Coffee

24

Oak

25

Mocha

26

Taupe

4

Gray

27-29

Gray

30

Fog

6-10

Granite

31

Silver

32

Slate

33

Smokey

5

Green

34-36

Green

37

Apple

38

Avocado

39

Emerald

40

Forest

41

Jungle

42

Lime

43

Olive

44

Sage

45

Seaweed

6

Orange

46-48

Orange

49

Gold

50

Dijon

51

Spice

7

Pink

52-54

Pink

55

Blush

56

Daisy

57

Violet

58

Watermelon

8

Purple

59-61

Purple

62

Eggplant

63

Grape

64

Indigo

65

Magenta

66

Maroon

67

Plum

68

Violet

9

Red

69-72

Red

73

Burgundy

74

Cherry

75

Scarlet

76

Lava

77

Ruby

78

Violet

10

White

79-81

White

82

Milk

83

Shell

84

Vanilla

11

Yellow

85-87

Yellow

88

Corn

89

Goldenrod

90

Macaroni

91

Manilla

92

Mustard

93

Peach

12

Choose

94-00

Ref’s Own Table

(1d12)

Colour

(1d100)

Colour

Simple

Fancy

Colour Affect
Optional roll to change how the colour appears.

Die Roll (1d20)

Affect

1

Bright

2

Clear

3

Dark

4

Dirty

5

Drab

6

Dull

7

Florescent

8

Grizzly

9

Iridescent

10

Light

11

Metallic

12

Muted

13

Normal

14

Punchy

15

Ruddy

16

Shimmering

17

Shiny

18

Sparkly

19

Transparent

20

Choose

Die Roll (1d20)

Affect

Colour Pattern
Roll to see how the two colours interact.

Die Roll (1d20)

Pattern

1

Accents

2

Bolts

3

Cammo

4

Digicam

5

Diamonds

6

Dots

7

Hexagons

8

Ovals

9

Patchy

10

Plaid

11

Polka Dots

12

Poke A Dots

13

Splashes

14

Splotches

15

Spots

16

Squares

17

Squiggles

18

Stripes

19

Tartan

20

Triangles

Die Roll (1d20)

Pattern

Robot RP Beliefs

The robot RP can have beliefs similar to an anthro persona. The robot may be randomly expressing these beliefs due to the damage that gave her consciousness. The robot may intentionally express these beliefs because they were programmed in by the fabricator type or corporation.

Depth of Beliefs
How much she believes. Add INT.

Die Roll (1d100)

Religion

Politic

Philosophy

01-12

Yes

 — 

 — 

13-24

Yes

Yes

 — 

25-36

Yes

 — 

Yes

37-48

Yes

Yes

Yes

49-60

 — 

Yes

 — 

60-72

 — 

Yes

Yes

73-84

 — 

 — 

Yes

85-00

None

Die Roll (1d100)

Religion

Politic

Philosophy

Referee Persona Religious Belief
This table lends a broad stroke to the Persona’s religious belief.

Die Roll (1d100)

Religious Belief

01-10

Anonymous writings.

11-20

Charismatic leader.

21-30

Icon object or creature.

31-40

Universal conjoining force.

41-50

Many creators.

51-60

Holy martyrs.

61-70

Messiah.

71-80

One creator.

81-90

One creator plus hierarchy.

91-00

Ref’s Own Table

Die Roll (1d100)

Religious Belief

Referee Persona Political Belief
This table lends a broad stroke to the Persona’s political belief.

Die Roll (1d100)

Belief

Description

01-05

Anarchism

Organization is evil.

06-10

Aristocracy

Governed by the 'best' people. Small privileged class.

11-15

Bananarchy

Peaceful non-regulated existence amongst tropical fruits.

16-20

Bureaucracy

Administration by complexity. Efficiencies are condemned.

21-25

Capitalism

Money and biz is king. Laissez Faire.

26-30

Communism

Classless society. Common ownership.

31-35

Democracy

Random selection of most popular person.

36-40

Despotism

Rule and control by singular person.

41-45

Egalitarianism

Belief in equality of all.

46-50

Environmentalism

Protect environment above all.

51-55

Fascism

All power to one party and charismatic leader.

56-60

Feudalism

Numerous lords and indebted vassal.

61-65

Imperialism

Power through colonial acquisitions.

66-70

Ma/Pa triarchy

Inheritance of power via gender lines

71-75

Militarism

Exaltation of military virtues and ideals.

76-80

Monarchy

One person inherits throne of power for life.

81-85

Technocracy

Governed by technicians, scientists and computers.

86-90

Theocracy

Governed by immediate divine guidance.

91-95

Totalitarianism

State controls all activities of people.

96-00

Ismism

Ref’s own table.

Die Roll (1d100)

Political Belief

Description

Referee Persona Philosophical Belief
You think therefore you are. If you think too much…​

Die Roll (1d100)

Philosophy

01-05

Atomism

06-10

Cynicism

11-15

Deism

16-20

Enthalpism

21-25

Excessivism

26-30

Existentialism

31-35

Hedonism

36-40

Idealism

41-45

Ismism

46-50

Materialism

51-55

Mechanism

56-60

Metaphysicism

61-65

Monetarianism

66-70

Pantheism

71-75

Pragmatism

76-80

Rationalism

81-85

Realism

86-90

Stoicism

91-95

Technocracy

96-00

Ref’s Own Table

Die Roll (1d100)

Philosophy

Robot RP Name

The robot should have a name like any other persona. Robot names can become complicated because they may need a persona name, model name and fabricator name. For more details on naming shenanigans, jump to Robot Name.