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.
-
RP ROLL PLAYING (Data)
-
-
Offensive
-
Defensive
-
Peripheral
-
-
-
Power Source
-
Sensors
-
Locomotion
-
-
-
Origin, Presence, Goal
-
Personality
-
-
-
Shape
-
Colour
-
Adornments
-
-
Have Fun!
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.
Determine the persona’s importance to the expedition and story. | |
---|---|
Die Roll (1d100) |
Relevance |
01-20 |
|
21-60 |
|
61-00 |
|
Die Roll |
Relevance |
Note the difference between CaNNon Fodder and CaNon Fodder. Author thought this was funny. |
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.
-
offer no opposition
-
have no useful information
-
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.
-
could act in opposition to the expedition’s goals
-
could injure or kill a player persona
-
could accidentally alter the story of a campaign
-
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.
Skip the tables. | ||
---|---|---|
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 |
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.
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.
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.
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 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 |
Calculation |
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.
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 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.
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.
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.
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 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.
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 |
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.
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 |
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.
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.
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.
Bespoke defences or misused peripherals, same difference. |
|
Die Roll (1d100) |
Defence |
01-06 |
|
07-12 |
|
13-29 |
|
30-35 |
|
36-41 |
|
41-47 |
|
48-53 |
|
54-59 |
|
60-76 |
|
77-82 |
|
83-88 |
|
89-99 |
|
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.
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 |
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.
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.
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.
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 |
Robot attack table. | ||||
---|---|---|---|---|
Type |
BP |
BNP |
MR |
DA |
A |
224 |
0 |
— |
16 |
B |
200 |
0 |
— |
8 |
C |
170 |
0 |
— |
0 |
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
-
RPs initial CR is 1
-
Add all the Pluses to the CR
-
Multiply all the Times to the CR
-
Combat ratio does not follow BODMAS
Robot Specific
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
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
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
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
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
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
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.
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.
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.
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.
The main method that the robot gets around. |
||
Die Roll (1d100) |
Locomotion |
Complementary |
01-11 |
None |
|
12-17 |
Yes |
|
18-25 |
None |
|
26-31 |
Yes |
|
32-39 |
None |
|
40-45 |
None |
|
46-55 |
None |
|
56-62 |
Yes |
|
63-66 |
Yes |
|
67-72 |
None |
|
73-74 |
None |
|
75-81 |
None |
|
82-98 |
None |
|
99-00 |
Ref’s Own Table |
Maybe |
Die Roll (1d100) |
Locomotion |
Complementary |
Sometimes one way to get around is just not enough. |
|
Die Roll (1d100) |
Complementary |
01-30 |
|
31-40 |
|
41-55 |
|
56-99 |
|
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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 |
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.
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 |
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 |
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 |
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.