Riding Dog

K 9's page

190 posts. Alias of Joynt Jezebel.


Full Name

K 9

Race

Robot

About K 9

Robodata:

Personal Goal-

To serve

Personality

Super-intelligent, K-9 has a tendency to remind his masters of his superiority, though he is fiercely loyal to them.

K 9 Mark I and Bryce's Upgrades

Spoiler:

This is the original K 9 Mark I who accompanied the fourth Doctor. After K 9 and the Doctor parted K 9 has accompanied Bryce for twenty years. During this time Bryce has upgraded and improved K 9's personality software and locomotion.

The personality upgrades have given the robot free will although there is a programmed ethical code against killing. K 9 remains a robot dog for all his intelligence and likes human company and loves walks. He normally obeys his masters but does not have to.

Bryce has improved k 9's locomotion which was previously restricted to walking pace on flat surfaces. The upgrades allow K 9 to move roughly as fast as a human can run. Secondly, there is now a hover system that permits K 9 to hover up to a metre above the floor, ground or surface of a liquid and move at his normal speed.

Attributes

Awareness 3

Co-ordination 2

Ingenuity 7

Presence 1

Resolve 3

Strength 3

Skills

Athletics 1

Convince 2

Craft 0

Fighting 1

Knowledge 6

Marksman 2

Medicine 3

Science 6

Subterfuge 1

Survival 1

Technology 6

Transport 2

Good Traits

Photographic Memory
Robot
Technically Adept

Bad Trait

Code of Conduct

Integral Gadgets

Natural Weapon- Nose Blaster/ Stunner
Open/ Close (Gadget)
Scan (Gadget)
Transmit (Gadget)

Details of Good Traits

Spoiler:

Photographic Memory (Major Good Trait)
With just a few seconds of concentration, the character can commit something to memory to be instantly recalled when needed. People with this trait rarely have problems passing exams, and can remember exact lines from books.
Effects: The Photographic Memory trait can be used in a couple of different ways. If the character knows they’re going to have to remember something at a later time, such as the combination to a lock or the instructions to program a computer, they can spend a moment to take the information in and commit it to memory. If they want to recall the information, they can without having to roll, but they must have declared that they’ve taken the time to concentrate and remember it at the time. Similarly, if they want to remember something that they haven’t actively committed to memory, there’s a chance it may be stored in there somewhere along with last week’s shopping list or what time that film is on they wanted to watch. To recall something vital that they may have only glanced at or possibly missed altogether, you can spend a Story Point.

Technically Adept (Minor Good Trait)
The character has an innate connection to technology, and can sometimes fix things just by hitting them! They’re skilled enough to operate and repair most things with limited tools, taking half the time it normally takes. Often, if the device stopped working within thirty minutes, it can be restarted just by thumping it. It may not last long, but long enough…
Effects: The Technically Adept trait provides the character with +2 to any Technology roll to fix a broken or faulty device, and to use complex gadgets or equipment. The bonus also applies to any gadgetcreating jiggery-pokery, and can be combined with the Boffin trait.

Natural Weapon - Nose Blaster [Major Trait]
The alien has some form of weaponry that is part of their form.

K 9's weapon is a nose laser that can also fire on a stun setting. Natural Weapons (Major): Nose blaster (Ranged) doing (4/8/L) damage or (2/4/S) damage when set on Stun. Roll Ingenuity + Marksman.

Details of Integral Gadgets

Spoiler:

Open/close(gadget)
(Minor Good Gadget Trait)
This Trait gives the Gadget the power to open locks, and to seal things shut again if necessary. If used with the Subterfuge Skill to pick a lock, it gives the character a +4 bonus to the roll. Locking a door is far easier than opening it, as most locks (mechanical or electronic) tend to lock when they are tampered with, giving the character a +6 bonus if the Gamemaster decides a roll to lock the door is necessary.

Scan (gadget)
(Minor Good Gadget Trait)
The Scan Trait means that the Gadget can investigate something from a range of a metre and see what’s going on inside it. Whether this is a medical function, checking inside someone to see what’s wrong or what species they are, or a technical function looking at the wiring and circuitry of a device, it all works on the same basic principal. In most cases, the user has to make an Awareness roll coupled with a suitable Skill (Medicine for a medical or biological scan, Technology to scan the workings of a device or computer). The Scan Trait provides a +2 bonus to this roll if the device is designed for general scanning.
If the Gadget is used only for a specific purpose, for example a Medical Scanner, then the Trait provides a +3 bonus when used for medical purposes, and +1 when used for anything else – Medical Scanners aren’t the best thing to look inside a computer, but it may help a little. If the Gadget is designed for a specific purpose, this should be discussed with the Gamemaster, and recorded on the Gadget’s sheet. It could be that using the Gadget outside of its specific purpose is useless, in which case it can be considered a Restriction.

Transmit (gadget)
(Minor Good Gadget Trait)
Transmit is a general Gadget Trait that means the device can pick up and/or send out signals, from picking up radio or phone transmissions, to intercepting calls, blocking the transmissions of a teleporter, or something similar. It can be used anywhere that signals are transmitted or received to block, listen in or alter the message. To use the Gadget like this will require an Ingenuity + Technology roll, the Gamemaster deciding the Difficulty depending upon the signal being intercepted or received, and how powerful or distant the signal is, and whether it is encrypted.

Details of Bad Traits

Spoiler:

Code of Conduct - K 9's programming will not allow him to kill sentient beings except in self defence or defending one of his masters or other sentient beings.