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Sorry robo people, keep forgetting to add in the next part of robot building.
Manipulators : Manipulators are the hadns of the robot. They can be used as weapons, but the primary purpose is to lift, move and manipulate. They are often far more accurate and fine than even the best human can manage.
Manipulator sizes are only recommended, any size manipulator can be mounted to any robot, as long as it has the str to carry it and the power to power it. However, for every size the manipulator exceeds the size of the robot, the robot loses 2 points of dexterity. For example, a size 2 robot equipped with size 4 hands would have a basic dex score of 4.
Arms - Robotic arms consist of a series of segments ending with mechanical hands.
Size : 1/2/3/4/5
Slots : 1/2/4/6/10
STR : 4/8/12/16/24
DEX : 6/8/10/8/6
Slam Damage : 1d6/1d6/2d6/2d6*/3d6**
Mass : -/1/2/15/60 (in kg)
Cost : 500/1000/2000/3000/3500
*Close Range **Short Range
Tendrils - A tendril is a long manipulator made from a tough but flexible tube. The tube splits in the end to create a narrow hand with long sharp digits. Tendrils are slightly less effective at making fine manipulators (-1 DM to all checks that require precise movemetns). Tendril manipulators are capable of terrifying speeds, making them formidable weapons.
Size : 1/2/3/4/5
Slots : 1/2/4/6/10
STR : 2/4/8/12/20
DEX : 8/12/16/12/8
Slam Damage : 2d6/2d6/3d6*/3d6**/4d6***
Mass : -/1/2/10/40
Cost : 1000/1500/3000/4000/6000
*Close Range **Short Range ***Medium Range
OPTIONS :
Extending - The manipulator is mounted on a telescoping platform and can double it's range at the expense of losing one STR and one DEX per point of size. +50%
Hydraulic* - Hydraulic arms use pressurised liquid to create motion. They gain +4 Str and -2 Dex. +1,500 Credits
Magnetorestrictive - These manipulators use minute magnetic fields to achieve fine precision. These manipulators receive +4 DEX, -2 Str, and +1 DM to all precise checks. +1,500 Credtis
Mechatronic* - The arm has microchips at each segment, dedicated to recalculating motion based on current feedback. This increases arm precision. +2 DEX, +1000 Credits
Retracting - The manipulator is conscealed in the body of the robot. It can be extended or retracted as a minor action. +500 credits
Rocket Fist - The manipulator is equipped with a rocket propelled tip which can be launched at enemies. This casuses the same damage as the normal slam + 2 points of damage. Unless destroyed, it can be re-equipped as a Significant Action. If eqiupped with explosives, add explosive damage to the damage on a hit, and the manipulator is destroyed. This increases the limb cost by 20%. A new fist costs 10% of the manipulator's base price.
*These options are mutually exclusive.

Kobolum |

NAME: Keeth Blackstone
Age: 30
RACE: Human
BIRTHWORLD: Agricultural
ALLEGIANCE: Imperium Citizen
Bank Account :9,250
Stats
STR:9 (+1)
DEX:9 (+1)
END:12 (+2)
INT:7
EDU:7
SOC:5 (-1)
Skills
Animals 0
Athletics () 0
Battle Dress 1
Comms 0
Gun Combat (Slug Rifle) 2
Heavy Weapons (Launchers) 1
Leadership 2
Medic 0
Melee (Blade) 1
Stealth 0
Tactics () 0
Zero-G 1
Career
Marines (Star Marinesd Lance Sergeant)
Muster Out
Cash 5000
Cash 2 2000
Cash 3 30000
37,000 credits
Other +1 End
Tangible benefits
Ally Benjamin Fox: Keeth was assigned to Benjamin foxes unit after a short incarceration for a crime he didn't commit and was released for after being proven innocent. Under Benjamins command their first mission wind horrendously wrong leaving Benjamin and Keeth as the only survivors, however is Keeth did not out him, instead choosing to lie and say they were given misinformation.
When Keeth went to apply for the Marines his family laughed. when Keeth turned to say his goodbyes they cried, but he left despite their pleas for him to stay. The stars were his dream and he had finally found the way to reach them, and he wasn't going let tears stop him from achieving that dream.
Twelve years have done a great deal to change Keeth Blackstone from the starry-eyed young adults to the starry-eyed man. His family no longer contacts him, being told that he had committed a crime they probably never realizing that the crime he was accused of was false. He feels the strength of years and years of hours and hours of training and of a regimented lifestyle, but he feels the years raring on him as well. He has decided to leave the Marines and strike out on his own. And so if a modest sum of credits and strong ambition in his heart he he makes his way towards an unknown future with excitement.

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Robots
Transportation
Anti-Grav : Antigrav units allow the robot to move in 3 dimensions, flying or floating as needed. Placing it into the Frame further protects the unit from damage. The robot must have sufficient lift to cover it's entire body. Robots designed to break down must have one unit per broken down component if all are to fly. If not, then only a number of units equal to the anti-grav count can fly. An Anti-grav is considered Equipment, so it's slot rating is how many slots it takes up, not how many it has.
TL 11, slots 6, Lift 300 kg, speed 80kph, mass 25 kg, Cost 3000
Legs, Erect - The erect legs resemble one to three metre
high chicken legs. They make the robot significantly taller,
improving its line of sight and giving it combat advantages that
come from a higher position. The price listed in the table is for each leg. Leg Slots are similar to arm slots, which allow additional equipment to be added.
TL 8 All
Size : 1/2/3/4/5
Slots : 1/2/4/5/6
Lift : 10/25/100/500/1000 kgs
Speed : 6/12/60/120/80 kph
Mass : 1*/3*/15*30*100* kgs
Cost : 100/250/500/1000/1500
Legs, Sprawling - Legs, sprawling: Sprawling legs resemble segmented spider feet. Their main advantages are excellent all terrain capability and increased stability. All movement penalties to ranged attacks are halved. Difficult terrain decreases speed by a quarter instead of by half. This advantage stacks with the long and tube frames’ ‘Increased Stability’ quality. The price listed in the table is for each leg. Leg Slots are similar to arm slots, which allow additional equipment to be added.
TL 9 All
Size : 1/2/3/4/5
Slots : 0.5/1/2/2/3
Lift : 5kg/10/50/250/400 kgs
Speed : 4/8/40/80/40 kph
Mass : 0.5*/1*/2*/5*/15*
Cost : 100/250/500/1000/1500
Rotors - This archaic system is very rarely used at higher tech levels. It is slow and vulnerable to poor flight conditions and enemy fire. Its only advantages are a low price and the capacity to be used as a weapon on rare occasions. Rotors installed specifically to be used as weapons are sometimes sadistically referred to as ‘lawn mowers’ or ‘meat grinders’. Rotors used only as weapons are 20% cheaper because they do not have to be aerodynamic. Rotors are equipment, not limbs, and take up slots.
TL 5 All
Size : 1/2/3/4/5
Slots : 1/2/3/3/3
Lift : 5/50/300/1000/10000 kgs
Speed : 50/100/300/400/400 kph
Mass : 0.5**/1**/30**/100**/500** kgs
Cost : 500/1000/1500/3000/10000
Screw Propellers - screw propeller is a device similar to rotors that uses mechanical motions to propel the robot in water. Screw Propellers are equipment, not limbs, and take up slots.
TL 5 All
Size : 1/2/3/4/5
Slots : 1/1/2/2/3
Lift : 5/30/150/700/3000 kgs
Speed : 5/15/45/70/150 kph
Mass : 10/12/15/127/250
Cost : 200/500/700/1500/4000
Tracks - Tracks offer perfect all terrain capability and increased manoeuvrability at the expense of speed. Excluding some extreme environments, a tracked robot treats all terrain types as easy. In addition, due to their durability and excellent grasp of the ground, tracks grant +2 to the robot’s effective strength score when performing tasks that involve pushing or pulling objects. The same durability also contributes to protecting the robot’s frame, increasing its armour by two. The price listed in the table is for half a metre of tracks. Tracks are considered Equipment, not limbs.
Tracks : TL 5, Slots 1, Lift 50kg, speed 60kph, mass 1000 kg, cost 500
Water Jet - This is a much quicker and more powerful aquatic transportation system than the screw propeller. It works by pumping water and expelling it under very high pressure, propelling the robot in the opposite direction. Water jets are equipment, not limbs.
TL 7 All
Size : 1/2/3/4/5
Slots : 2/2/3/3/4
Lift : 7/50/250/1000/5000 kg
Speed : 10/30/90/150/300 kph
Mass : 1/2/50/200/1000 kg
Cost : 500/1000/1500/4000/8000
Wheels - Wheels are the fastest land-based transportation system. However, they offer no protection against difficult terrain and changing direction by 180 degrees requires a significant action during which the robot must drive in a wide arc at least as long as half its current speed. A successful Difficult Drive check enables the robot to change direction by 180 degrees without making the arc, however failure on this check results in an overturn and potential damage to the robot and its allies. The tyres used for robot wheels are monolithic, which cancels the risk of punchers and flat tyres. The price listed in the table is for a pair of wheels. Wheels are equipment, not limbs.
TL 4, Slots 1, lift 100 kg, speed 150 mph, mass 200 kg, cost 100
Note, wheels can be built as a 'monowheel'. Monowheels cost four times normal, and a robot can only have one monowheel. To increase the lift of the monowheel, double the mass and cost (including the x4). For example, a monowheel robot with a lift of 300 kgs would have a mass of 600 kgs and cost of 1200 for it's drive train. (Reconfiguring robots have segmented wheels that can reconfigure to smaller versions). Speed is doubled on roads and other smooth surfaces and +2 DM to change directions. Off road the robot has a -2 DM to change direction. Monowheels are never protected by armor, although the robot itself can be inside the monowheel.
Wings, flapping: Flapping wings offer an affordable compromise between the speed of the fixed wings and the manoeuvrability of the rotors. Like the rotors, they enable hovering, vertical take-off and rapid direction change. All these manoeuvres require a minor action to perform/maintain. Like the fixed wings, they enable gliding in case of mechanical failure. The latter is sometimes used as a form of a melee attack called diving. With a successful Flyer check, the robot can swoop down on an enemy, adding 2d6 points of damage to a single melee attack. Flapping wings are equipment, not limbs.
TL 10 All
Size : 1/2/3/4/5
Slots : 1/2/4/8/16
Lift : 3/30/150/500/5000 kg
Speed : 20/200/400/200/100 kph
Mass : 1**/10**/30**/50**
Cost : 500/1000/1500/3000/6000
Min Wingspan : 0.2/3/8/15/40
Fixed Wing - Wings, Set: Wings are in fact a stabilisation device. The throttle itself is provided by a jet located somewhere in the back of the robot. This is an incredibly quick class of transportation but also the least manoeuvrable. Changing direction by 45 degrees requires a significant action during which the robot performs an arc at least as wide as its current speed. It is impossible to hover or to move below minimum speed; attempting either results in falling 50 metres every combat round. Wings are limbs, and slots indicate how many slots they add to the robot.
TL 9 All
Size : 1/2/3/4/5
Slots : 2/3/5/9/17
Lift : 3/30/150/500/5000 kg
Speed : 20/400/800/2000/4000 kph
Mass : 1**/2**/50**/200**/1000**
Cost : 1000/2000/3000/6000/15000
Min Wingspan : 0.1/2/8/15/15 (Wings twice this size enables gliding in case of jet failure)
Min Speed : 5/40/100/400/400 kph
* Does not count toward robot weight when calculating transportation load
** Including engine weight
OPTIONS
High Performance - A transportation system can be enhanced to be 20% faster. This increases the price by 50%.
Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more. This is primarily used for Anti-Grav, but can be applied to any other equipment transportation method, indicating smaller but more powerful electric engines, gears made from light stronger materials, and other optimizations to free up room in the robot.

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INPUT SYSTEMS
Audio sensor : 0.5 kg TL 5 Slots (1) 100 Credits
Code reader : 0.5 kg TL 7 Slots (—) 500 Credits
Holographic recorder : 2 kg TL 12 Slots (2) 3000 Credits
Infrared vision : 2 kg TL 8 Slots (1) 500 Credits
Low-Light : 1 kg TL 8 Slots (1) 500 Credits
Medical Scanner : 3 kg TL 10 Slots (2) 2000 Credits
Microscope : 1 kg TL 9 Slots (1) 1000 Credits
Motion detector : 2 kg TL 7 Slots (1) 1000 Credits
Neural activity sensor (NAS) : 10 kg TL 15 Slots (5) 35000 Credits
Optics, Advanced : 0.5 kg TL 9 Slots (0.5) 500 Credits
Optics, Basic : 0.5 kg TL 8 Slots (1) 100 Credits
Parabolic microphone : 1 kg TL 9 Slots (1) 1500 Credits
RADAR : 5 kg TL 10 Slots (3) 5000 Credits
Radiation sensor : 2 kg TL 5 Slots (1) 250 Credits
Smell detector : 0.5 kg TL 10 Slots (1) 1000 Credits
Smoke Detector : 0.5 kg TL 8 Slots (—) 500 Credits
SONAR : 5 kg TL 10 Slots (4) 5000 Credits
Tactile sensor : 0.5 kg TL 10 Slots (1) 1000 Credits
Taste sensor : 0.5 kg TL 10 Slots (1) 1000 Credits
Wireless connection : 0.5 kg TL 8 Slots (1) 100 Credits
X-Ray Vision : 3 kg TL 10 Slots (2) 3000 Credits
OPTIONS :
Enhanced Sense: Each basic sensor (audio, optics, smell, touch and taste) can be upgraded. This increases their effective range and sensitivity eight times and their price by 1,000 Credits.
Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more.

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OUTPUT
Non-Transceiver
Encoder : 0.5 kg TL 9 Slots (1) 5000 Credits
Holographic Projector, Advanced : 1 kg TL 13 Slots (1) 10000 Credits
Holographic Projector, Basic : 2 kg TL 11 Slots (2) 2000 Credits
Loud Speaker : 2 kg TL 8 Slots (1) 750 Credits
Odour Emitter : 0.5 kg TL 12 Slots (1) 2000 Credits
Pheromone Emitter : 0.5 kg TL 12 Slots (1) 2500 Credits
Telepathic modulator : 10 kg TL 15 Slots (5) 50000 Credits
Ultrasonic Emitter : 2 kg TL 9 Slots (1) 1500 Credits
Vocoder, advanced : 0.5 kg TL 11 Slots (1) 5000 Credits
Vocoder, basic : 0.5 kg TL 9 Slots (1) 500 Credits
Transceiver
Radio, Distant : 1 kg TL 8 Slots (1) Range 5 km 600 Credits
Radio, Very Distant : 1 kg TL 9 Slots (1) Range 50 km 750 Credits
Radio, Regional : 1 kg TL 12 Slots (1) Range 500 km 1000 Credits
Radio, Continental : 2 kg TL 13 Slots (2) Range 5000 km 1500 Credits
Laser, Regional : 1 kg TL 11 Slots (1) Range 500 km 600 Credits
Maser, Regional : 1 kg TL 11 Slots (1) Range 500 km 750 Credits
Meson, Continental : 100 kg TL 13 Slots (5) Range 5000 km 5000 Credits
OPTIONS
Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more.

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COMPUTER
The computer is the robot’s brain. Drones have primitive computers capable of only the most primitive actions and possessing no self-awareness. The most advanced robots have ultra-powerful computers that enable them to perfectly imitate the living mind, including having an ego and emotions while surpassing it in all other fields.
Central Processing Unit
CPU : Linear/Parallel/Synaptic
Slots : 1/0.5/1
TL : 8/10/11
Power : 1/3/5
Mass : 1 kg all
Cost : 250/1000/5000
Note, Self Aware Robots must have Synaptic Computers.
Memory
Memory defines the robot’s Education Characteristic as well as how much space it has to install software. The price listed is for a single stick. A robot can have as many memory sticks as it has free slots. A 1,000 GB stick is called terabyte (TB). A 1,000 TB stick is called petabyte (PB). A 1,000 PB stick is called exabyte (EB). The latter is rarely used, even in highly advanced societies.
Memory varies by Tech Level :
TL : 8/9/10/13/15
Space : 200/500/1000/2500/4000 GB
DTR : 100/300/500/1000/5000 Megabytes per Second
Seek Time : 25/15/3/1/1 milliseconds
Cost : 100/150/700/1000/2500
OPTIONS
Inhibitor - Forces 3 laws of robotics at the hardware level. 100 credits
Radiation Hardened - Computer is especially hardened against radiation. It's PF (Protection Factor) is a divisor against which rad damage is applied. Thus if the computer had PF 20, and was exposed to 200 rads, it would take only 10 rads exposure.
PF : 4/8/30/70
TL : 5/8/10/12
COST : -/500/1500/4000

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GADGETS
Auto-Repair : — kg TL 13 Slots (2) 10000 Credits
Bio-cover : 1 kg TL 12 Slots (—) 15000 Credits
Black Box : 10 kg TL 8 Slots (1) 500 Credits
Blades/ Spikes : 2 kg TL 3 Slots (—) 100 Credits
Blow Dryer : 1 kg TL 7 Slots (1) 100 Credits
Breather : 12 kg TL 8 Slots (—) 300 Credits
Camouflage : 2 kg TL 6 Slots (—) 500 Credits
Chameleon, IR : 1 kg TL 12 Slots (1) 6000 Credits
Chameleon, visilight* : 1 kg TL 13 Slots (1) 55000 Credits
Circuit Protection : * kg TL 9 Slots (*) * Credits
Cooler : * kg TL 9 Slots (*) * Credits
Energy Shield : 5 kg TL 15 Slots (3) 1500000 Credits
Fire Extinguisher : 3 kg TL 8 Slots (1) 500 Credits
GPS, inertial : 3 kg TL 13 Slots (1) 5000 Credits
GPS, satellite : 1 kg TL 9 Slots (2) 700 Credits
Gyroscope : 1 kg TL 11 Slots (1) 6000 Credits
Hacking Device : 0.5 kg TL 10 Slots (2) 10000 Credits
Heater : * kg TL 8 Slots (*) * Credits
Hooks : 4 kg TL 4 Slots (—) 400 Credits
Household Cleaner : 5 kg TL 10 Slots (2) 500 Credits
Jamming Device, Large : 10 kg TL 9 Slots (4) 10000 Credits
Jamming Device, Small : 1 kg TL 10 Slots (1) 3000 Credits
Lightbar : 1 kg TL 8 Slots (1) 800 Credits
Lockpick, advanced : 1 kg TL 11 Slots (1) 2000 Credits
Lockpick, basic : — kg TL 8 Slots (—) 500 Credits
Magnetic Grapples : 2 kg TL 8 Slots (—) 500 Credits
Medical scanner : 5 kg TL 12 Slots (3) 7000 Credits
Medikit : 2 kg TL 10 Slots (1) 3000 Credits
Microwave Oven : 2 kg TL 9 Slots (3) 1000 Credits
Mini-fridge : 8 kg TL 10 Slots (3) 4000 (500 without cryogenic) Credits
Oxy-fuel cutter : 3 kg TL 8 Slots (1) 1000 Credits
Safe : 50 kg TL 8 Slots (4) 500 Credits
Self-Destruct, nuclear : 15 kg TL 12 Slots (3) 21000 Credits
Self-Destruct, personal : 5 kg TL 9 Slots (2) 3000 Credits
Self-Destruct, tactical : 7 kg TL 12 Slots (2) 5000 Credits
Sex Organs : — kg TL 9 Slots (—) 750 Credits
Slave Unit Silo : * kg TL 9 Slots (*) 500 Credits
Spotlight : 5 kg TL 7 Slots (1) 500 Credits
Timer : — kg TL 9 Slots (—) 300 Credits
Video Display : 5 kg TL 8 Slots (2) 1000 Credits
*Ask GM

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WEAPONS
Any weapon can be installed on a robot for 5000 credits. The weapon is automatically connected to the robots comptuer and enjoy any benefits that may be gained from combat software.
Some weapons are more specific to robots. Taser rifles, EMPs, Gas Tank, microwave emitters, thrown nets, neural disruptors, and spray guns.
Electroshock can be added to a limb for the cost of 3kg and 3000 credits with no slots required.
Other weapons can be added, ask the GM if you have specific questions.
ARMOUR
Construction Armour +4 Protection, +10% Base frame weight, +5% Base Frame Cost
Hazard Armour +6 Protection, +50% Base frame weight, +15% base frame cost
Combat Armour +8 Protection, +75% Base frame weight, +50% base frame cost
OPTIONS
Extra light armour halves armour weight (5%, 25%, 37.5% increase) while increasing the price by 50% (+7.5%, +22.5%, +75%).
Reflective Coating : Offers Protection 10 vs lasers, but no protection against other attacks. Cost is 500 credits per point of the robot's size.

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SOFTWARE
Software uses memory in the same way hardware uses slots. Software defines the robot’s mental characteristics, personality traits and skills.
Every program has a level. This rating is used in opposed checks involving the program the same way skills are used. Unless otherwise stated, a program uses Intelligence as its base Characteristic.
EGO Programs
Command Algorithm : Enables a robot to understand and follow verbal commands. How well it understands depends on the level of the program.
CA Level : 1/2/3
Intelligence : 1/2/5
Personality Program : This enables the robot to have a unique personality and free will. The more advanced the personality program is, the more lively the robot will be. Add the Robot's Personality Program level to it's SOC state. Level 3 or higher can only be run on a Synaptic computer.
PP Level : 1/2/3/4/5
Intelligence : 3/5/7/9/13
Advanced Reflexes : TL 12 Requires ( 500 GB, 5 GHz ) 6000 Credits
Antivirus Level 1 : TL 9 Requires ( 10 GB, 1 GHz ) 1000 Credits
Antivirus Level 2 : TL 11 Requires ( 50 GB, 3 GHz ) 3000 Credits
Antivirus Level 3 : TL 12 Requires ( 500 GB, 3 GHz ) 6000 Credits
Auto Correction : TL 13 Requires ( 2 Computers, 1 TB, 3 GHz ) 10000 Credits
Avatar Program Level 1 : TL 10 Requires ( 10 GB, 1 GHz ) 1000 Credits
Avatar Program Level 2 : TL 11 Requires ( 20 GB, 2 GHz ) 2000 Credits
Avatar Program Level 3 : TL 12 Requires ( 40 GB, 3 GHz ) 4000 Credits
Avatar Program Level 4 : TL 12 Requires ( 70 GB, 4 GHz ) 7000 Credits
Avatar Program Level 5 : TL 13 Requires ( 130 GB, 5 GHz ) 13000 Credits
AVS : TL 12 Requires ( 10 GB, 3 GHz ) 15000 Credits
Command Algorithm, Class 1 : TL 11 Requires ( 10 GB, 1 GHz ) 5000 Credits
Command Algorithm, Class 2 : TL 12 Requires ( 50 GB, 1 GHz ) 2000 Credits
Command Algorithm, Class 3 : TL 13 Requires ( 500 GB, 3 GHz ) 5000 Credits
Emotion Analyser : TL 14 Requires ( Emotion Generator, VRC ) 25000 Credits
Emotion Generator : TL 13 Requires ( 1 TB, 3 GHz ) 3000 Credits
Encyclopaedia Level 1 : TL 10 Requires ( 50 GB, 1 GHz ) 500 Credits
Encyclopaedia Level 2 : TL 11 Requires ( 100 GB, 1 GHz ) 2000 Credits
Encyclopaedia Level 3 : TL 12 Requires ( 500 GB, 1 GHz ) 6000 Credits
Encyclopaedia Level 4 : TL 12 Requires ( 1 TB, 3 GHz ) 12000 Credits
Encyclopaedia Level 5 : TL 13 Requires ( 10 TB, 5 GHz ) 30000 Credits
Experience Processor : TL 12 Requires ( 1 TB, 3 GHz ) 10000 Credits
Intrusion* Level 1 : TL 10 Requires ( 100 GB, 1 GHz ) 7000 Credits
Intrusion* Level 2 : TL 11 Requires ( 1 TB, 3 GHz ) 15000 Credits
Intrusion* Level 3 : TL 13 Requires ( 1 TB, 5 GHz ) 35000 Credits
IVA : TL 9 Requires ( 10 GB, 3 GHz, Multiple optical devices ) 7000 Credits
Language Pack : TL 11 Requires ( 500 GB, CA 1+ ) 10000 Credits
Lie Detector : TL 12 Requires ( VRC ) 10000 Credits
Personality Program, Class 1 : TL 11 Requires ( 500 GB, 5 GHz ) 7000 Credits
Personality Program, Class 2 : TL 12 Requires ( 500 GB, 5 GHz ) 9000 Credits
Personality Program, Class 3 : TL 13 Requires ( 1 TB, 5 GHz ) 15000 Credits
Personality Program, Class 4 : TL 14 Requires ( 1 TB, 5 GHz, Emotion Generator ) 30000 Credits
Personality Program, Class 5 : TL 15 Requires ( 5 TB, 5 GHz, Emotion Generator ) 50000 Credits
Religious Package : TL 10 Requires ( PP 2+ ) 10000 Credits
Security* Level 1 : TL 9 Requires ( 100 GB, 1 GHz ) 2000 Credits
Security* Level 2 : TL 11 Requires ( 1 TB, 3 GHz ) 5000 Credits
Security* Level 3 : TL 12 Requires ( 1 TB, 5 GHz ) 10000 Credits
Skill Pack Level 0 : TL 11 Requires ( 100 GB, CA 1+ ) 6000 Credits
Skill Pack Level 1 : TL 12 Requires ( 500 GB, CA 1+ ) 12000 Credits
Skill Pack Level 2 : TL 13 Requires ( 1 TB, CA 3+ ) 24000 Credits
Skill Pack Level 3 : TL 14 Requires ( 3 TB, PP 2+ ) 36000 Credits
Virtual Missionary Level 1 : TL 10 Requires ( Religious Package, 100 GB, 1 GHz ) 10000 Credits
Virtual Missionary Level 2 : TL 11 Requires ( Religious Package, 1 TB, 3 GHz ) 15000 Credits
Virtual Missionary Level 3 : TL 12 Requires ( Religious Package, 1 TB, 3 GHz ) 20000 Credits
Virus Attack : TL 9 Requires ( 10 GB, 2 GHz ) 2000 Credits
VRS : TL 10 Requires ( 10 GB, 3 GHz ) 5000 Credits
AVS : Advanced Vocodor Software
IVA : Independent Visual Analysis
VRS : Voice Recognition Software
Encyclopedia Level : 1/2/3/4/5
Education Stat : 5/7/9/13/15
Auto-correction: This program enables the robot to shut down one of its personalities and perform software maintenance on it. It is sometimes referred to as ‘sleep program’ or ‘dream emulator’ although both analogies are completely unscientific. A robot cannot modify it's own PP without this software.
OPTIONS
Firmware: This program cannot be erased or modified without restarting the computer and logging in safe mode. Firmware costs twice as much as normal software. Ego programs cannot be firmware.
If any of the programs aren't obvious from the name, ask the GM for clarification.

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Chosen for Game (Includes those with guaranteed slots)
Hotaru : Robot Started
Trawets71 : Terms in progress, socialite adventurer/archaeologist
Complete Entries
CucumberTree : Scandalous, Socialite and One-Hit Wonder, Zhodani
Kobolum : Keeth Blackstone, Retired Imperial Star Marine, Imperial
Ramarran : Omaltdoy'tsart Yuftro aka 'Malt', retired Naval Captain, Droyne Sport
Applicants and Status
Ancient Dragon Master : Terms Complete, Character being finalized
Chobo : Terms Complete, Character being finalized
Daniel Stewart : Dev Vorn, Imperial Human, Reformed Scum, Awaiting Background & Personality paragraph.
Havocprince : Robot built, 6 terms taken, character being finalized See note below
Infernal Zero : Robot Build in progress
Kobolum : Terms Complete, character being finalized
Lion Cleric : Terms Complete, character being finalized
MadCaster : Terms Complete, character being finalized
Peet : Stats Rolled, waiting on feedback about what careers
Spazmodeus : Terms complete, character being finalized
Tundran : Terms Complete, character being finalized.
WhtKnt : Jenny 'Glitch' Everson, Retired Navy Gunner/Mechanic Missing Equipment, not in correct format, was at one point
Confirmed and Status :
Lessah : Thinking, may not join due to RL busy busy stuff
@HAVOCPRINCE : We ended up maxing things out at 8 terms. That means that bots can only have 4 terms (4 terms for build, 4 terms for experience). So I need you to take the last 2 terms off if you don't mind. Thanks.

Tundran |

NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 3 - Serjeant
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1
Career Bonuses:
5,000 cr
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
Term 4 : Mercenary (Striker, Rifleman)
One of your assignments requires special training for its success, which the employer is willing to pay for.
Term 5 : Mercenary (Commando, Spec Ops)
You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale.
[dice=Service Skills]1d6 Remote Ops
[dice=Survival, END 7+]2d6+2 SURVIVE
[Dice=Event]1d6+1d6
You are assigned to provide protection for an alien ticket. Gain Advocate 1, Language 1, Streetwise 1 or Tactics 1. Might want to pick language so you can speak Terrangelo (common) without a computer translator.
[dice=Advancement, END 8+]2d6+2 Advancement!
Rank : 4 Pointman (No benefit for this rank)
[dice=Advancement Skill, Site defense: 1d6 ⇒ 4 Heavy Weapons (Any)
Aging: 2d4 - 5 ⇒ (2, 2) - 5 = -1 Reduce two physical characteristics by 1
*******
STR: 13 (+2)
DEX: 10 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 4 - Pointman
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 2
Heavy Weapons (Man Portable Artillery) 0
Language 1
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Remote Ops 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1
Career Bonuses:
5,000 cr
***********
I took Heavy Weapons (flamethrowers) 2. Is there a different speciality I should take at 1 instead?
Also, I didn't realize that having a 0 skill means that specialties don't matter. Can I change my Animals then to be (training) 1 and no veterinary? Would that be applicable to my Melee skills also, ie, should I just have taken (blade) 2 instead?
I'm ready to Muster Out of my mercenary career. It looks like I can get 7 rolls of which 3 can be Cash right? And those go on the Security table now is that correct? I kind of figured that one might have a little better payouts than Commando.
I will take a term in a civilian career after that. I'm not sure quite which one yet- I'm hoping my muster benefits will give me a good spur to decide.
Last question: Are we supposed to start the game still in a career? or do we always do a final muster out before the game begins?

Hotaru of the Society |

Do I need to buy separate equipment for each 'divided' bot? I.E. If I don't buy two optic sensors, only one bot will be able to see?
If I buy a size 2 arm, if I split into two size 1 bots, do they then take a penalty to use it?
What is the difference between basic and advanced optics?
What is a code reader necessary for?
What is a Vocoder and what is the difference between basic and advanced?
Maser/Meson?
Visilight Chameleon?
Edit: If I buy something that is TL 13 (I.E. 2.5TB Memory, or a PP Class 4) will that cause me problems in being repaired in normal space a significant amount of the time or just on the rare occasion my bot suffers 'brain damage'?
What is an avatar program?

mdt |

You have to have at least one computer per divided bot. You have to have at least one optic per bot, and one aural per bot (if you want them to hear/see).
Limbs divide, so a Size 2 Arm becomes two Size 1 arms. Same with legs. However, that may mean that some equipment may need to be split between legs, or may have to move to the torso. So if you buy two arms, then each smaller bot would have two size 1 arms. If you buy 1 size 2 arm, then each smaller bot would have 1 size 1 arm. If you want them to have a size 2 arm, then you can, but they'd take penalties to dex. You'll end up having to keep track of stats for both the Size 2 and Size 1 bots.
Basic Optics = Normal Humans
Advanced Optics = 20x magnfication and grants +1 DM to all sight checks.
Code readers read codes. Like bar codes at the store. It also reads magnetic strips, punch cards, etc.
A vocoder is a voice box. A basic allows the bot to talk, but the voice is mechanical and artificial, without emotions. Advanced versions have life like voices (and with the right software, can mimic specific voices)
Maser is Microwave Laser, a microwave version of a laser.
Meson is a Meson Laser, a high energy particle.
Visilight Chameleon is chameleon paint to the naked eye (+4 DM to stealth checks)

mdt |

Edit: If I buy something that is TL 13 (I.E. 2.5TB Memory, or a PP Class 4) will that cause me problems in being repaired in normal space a significant amount of the time or just on the rare occasion my bot suffers 'brain damage'?What is an avatar program?
Yes, you'll have issues in TL12 society getting repaired equipment if it's beyond TL12.
Note that the TL listed is the minimum TL, not the specific TL. So, your bot should have all parts at the same TL. So, your bot's starting TL is the TL of the highest component he has. If he has TL13 memory, then all his equipment is TL 13. In which case he'd have been an experimental unit.
Avatar Program: These programs are used in cinematic hacking. They include attack, defence, scan, stealth and decryption. Attack and defence programs cost twice as much as other programs.
Basically Avatar Programs are used to have a virtual body when hacking into a system. Think Cyberpunk or Shadowrun Matrix Combat (And yes, this stuff predated a lot of that).

Hotaru of the Society |

What are the following:
Experience Processor?
Intrusion? Security?
Is an AVS required to speak or to just not sound 'like a robot' or to perform mimicry?
How many languages does my character know if I don't buy a language pack? How many languages do you get per pack? How many languages typically come into play?
Do I have to buy each skill individually via skill packs?
Do I need enough memory to run everything 'simultaneously' (I know, computer intelligence should apply here, but ensuring game logic follows life logic)? What's a wise amount to have, if not?

mdt |

Experience Processor : The robot can reprogram itself. THis enables it to enjoy all non-material benefits gained from careers and any improvement of skills through experience. THis also enables the robot to develop it's personality over time, learn from mistakes, develop likes and dislikes, and so on.
Intrusion programs are hacking tools, they are usually illegal.
Security programs are designed to defend against intrusions, they are legal.
AVS is required to perform mimicry. Basic vocoder is required to talk. Advanced vocoder is required to not sound like a 1980's Apple Computer.
Your character understands Binary, and one Language per INT DM.
You get one additional language per pack.
Usually just Terranglo. Translators can be purchased if needed.
Yes, you have to buy each skill individually via packs.
You need enough memory to store all the skills you want to use. You can use 'offline storage' to store programs you don't want to use, but you will need to load them into memory before you can use them (that's why the transfer speed of memory is listed). For example, if you had 1000 GB of memory, but 1200GB of programs, you'd have to keep 200 GB in offline storage, and then delete 200GB of programs from active memory and upload the other 200GB to use that 200 GB of programs.
It is quite common for bots to have offline storage with petabytes of programs that are not all that useful except in certain situations (300 different cooking skills for example, one for each style of cooking).

mdt |

How to calculate Robot Stats :
Strength - Based on the Manipulators selected, with options.
Dexterity - Based on the Manipulators selected, with options.
Hull (Endurance) - Based on Frame, with increases from applied Units.
Intelligence - Based on Ego Program (CA or PP)
Education - Based on it's Encyclopaedia Program
Social Standing - Based on it's Personality Program

mdt |

Depending on your TL, this is where you'd originate :
TL 10 : Anywhere, with age varying greatly between 200 and 10000 years ago
TL 11 : Anywhere, with age between 100 and 1000 years ago
TL 12 : Anywhere, with age between 0 and 1000 years ago (New Imperium Robot, or antique Darrian Robot)
TL 13 : Imperium (Experimental Robot, less than 30 years old), Darrian (out-dated Darrian model, age 100 to 500 years)
TL 14 : Darrian (Modern Model droid, no more than 100 years old)

Hotaru of the Society |

Does my -everything- cost 25% more for being a TL 13 Imperium bot?
Edit: What is the cost of Circuit Protection for EAVE?
I really like the idea of EAVE being a prototype warmachine... or rather, a component thereof. I'm really concerned about the price increase of being a prototype, though - if there is one.
Is it better to start with some software or wait to see what I roll?
Is it an awful idea to start in the military and then move out of it?
Conceptually, I like the idea of EAVE being the 'head' of a Voltron type unit, which means being equipped with sensory software and hardware, but lacking in special mobility or other equipment for the most part.
Is it unwise to start without antivirus software?
Does each form of EAVE need its own set of PP software (or CA software and a parallel CPU, in the event that Master-Slave programming is viable), or is it viable just to reuse the same set of PP Software and instead buy a synaptic CPU?
I'm leaning heavily towards abandoning the morphball option; it's like 15k with my current multipliers to have it. What will I be giving up by losing the 'tube' option?

trawets71 |

If I am correct you can "retire" after 5 terms. If true that would be my goal unless something bad happens. Is there someplace I can see the tables being used so I know what it's possible to get? I still need 1 more End but I keep losing Soc. I love how everyone thinks he's a joke but he keeps getting promoted. It just proves it's who you know.

Infernal Zero |

Hmm. Just to be clear - as far as manipulators and transportation options go, the statistics listed are for just one, correct? For example, the statistics given for erect legs (I'm assuming that's the closest to humanoid legs you get.) and sprawling legs are for a single leg and not a set?
Is there any limitations on how many manipulators and transportation devices can be fitted onto a robot, other than Credits and Mass?
What impact does having Blades/Spikes have? How about Hooks? In what fashion are they applied to the robot, if specified?
What's the specific benefit of a Gyroscope? How about Advanced Reflexes?
What benefit do you get from being able to receive wireless input? Which input options correspond to the communication type used in the transceiver output types? How far are "Distant" and "Very Distant", respectively?
Is there any reason you might have both a Command Algorithm and a Personality Program? Does an Emotion Generator have more function than the obvious?
What's the benefit of IVA software? Is the weapon installation cost in addition to the actual weapon cost? (I'd expect it to be, but to be sure.) Do installed weapons require slots?
How drastically can a robot be altered after initial creation? What can and can't be added/removed/changed?
And probably most importantly, since it'll really affect costs - do the cost multipliers of your initial frame options only apply to the frame, or to your manipulators and transportation options too?
That's all the questions that occur to me at the moment. I'll continue working on my bot, and hoping I'm working within the correct budget.
Edit: A few more questions. Can a robot have both types of manipulator? If so, or perhaps just if for example one manipulator has Hydraulic and one does not, does the STR and DEX score you use depend on which manipulators are in use? Do retracting manipulators need to be individually extended or retracted?
How far are Close and Short range, respectively?

Chobo |

Mdt, I am finishing up my background on my Darrian Special Arm/Wanderer and need some ideas. The good/bad news is that there is only 20k to spend looking for items in this order:
1. Blade weapon (must have)
2. Stealth/Infiltration items (very important to the concept)
3. weapons (energy)
4. Armor -(very low on priority list which is good because I'm probably out of credits)

mdt |

Does my -everything- cost 25% more for being a TL 13 Imperium bot?
No, just the TL 13 portions. But, you'll still have issues repairing non TL 13 stuff. Think of the a Prius being pulled back in time to 1950.
Edit: What is the cost of Circuit Protection for EAVE?
5,000 Credits plus 1,000 credits per size increment (7,000 for Eave) weight and slots = robot size
I really like the idea of EAVE being a prototype warmachine... or rather, a component thereof. I'm really concerned about the price increase of being a prototype, though - if there is one.
See above...
Is it better to start with some software or wait to see what I roll?
Always better to start with software, otherwise you might fail an event or mishap.
Is it an awful idea to start in the military and then move out of it?
No, several people have done so.
Conceptually, I like the idea of EAVE being the 'head' of a Voltron type unit, which means being equipped with sensory software and hardware, but lacking in special mobility or other equipment for the most part.
Fine with me.
Is it unwise to start without antivirus software?
Yes.
Does each form of EAVE need its own set of PP software (or CA software and a parallel CPU, in the event that Master-Slave programming is viable), or is it viable just to reuse the same set of PP Software and instead buy a synaptic CPU?
Yes and no. If you want them to have personalities, then every sub unit must have a PP or CA. They do not have to match. One could be an Alpha unit while the other is a Beta unit. The beta could have a lesser computer/CA while the Alpha has a greater computer/PP. If you don't have at least a CA in the second, it can't have a personality.
I'm leaning heavily towards abandoning the morphball option; it's like 15k with my current multipliers to have it. What will I be giving up by losing the 'tube' option?
The ability to go into a snake like form for oozing through small areas.

mdt |

What do the following do?
Auto Repair?
Bio-Cover?
Black box?
Heater?
Cooler?
Auto-Repair : Nanites repair the CPU (or all CPUs) if it/they are damaged automatically. THey only repair the cpu.
Bio-Cover - It let's you wear an organic life form as a skin, heart, pulse, etc. Basically an Arny suit.
Black Box - Same as a plane's black box. Records the last 250 hours of what the bot saw before it got blown to bits.
Heater - It's a heater, it heats the bot to avoid cold issues.
Cooler - It's a cooler, it cools the bot to avoid heat issues.

mdt |

If I am correct you can "retire" after 5 terms. If true that would be my goal unless something bad happens. Is there someplace I can see the tables being used so I know what it's possible to get? I still need 1 more End but I keep losing Soc. I love how everyone thinks he's a joke but he keeps getting promoted. It just proves it's who you know.
Personal Development : +1 Dex, +1 End, +1 Int, +1 Edu, Athletics, Persuade
Service Skills : Animals (Any), Drive, Flyer, Recon, Science (Any), Survival
Advanced Education (Min Edu 8) : Advocate, Computer, Diplomat, Jack of all Trades, Science (Any Social), Streetwise
Archaeologist : Explosives, Investigate, Langauge (Any), Mechanic, Science (Any Social), Survival
Yes, you can retire after 5 terms with a pension. Let me know what tables you'd prefer to roll on and I'll do your terms until you get booted out or hit rank 5.

mdt |

Hmm. Just to be clear - as far as manipulators and transportation options go, the statistics listed are for just one, correct? For example, the statistics given for erect legs (I'm assuming that's the closest to humanoid legs you get.) and sprawling legs are for a single leg and not a set?
Went back and reread, the book doesn't specify (which is kind of annoying). It does call out that the legs table is by single leg. However, Arms are not specifically called out. I'm going to say they are per arm, since there's nothing saying they are by pair.
Wheels are by pair, not per wheel.
Is there any limitations on how many manipulators and transportation devices can be fitted onto a robot, other than Credits and Mass?
Nope, no limit.
What impact does having Blades/Spikes have? How about Hooks? In what fashion are they applied to the robot, if specified?
Blades/Spikes can be installed anywhere. If on a manipulator, they are treated as a melee weapon that cannot be disarmed. In which case, you pay for the weapon in question, plus 500 credits for a retraction mechanism. Blades/Spikes also grant +1DM to climb checks. If installed on non-manipulator sections, any creature making a melee attack against the bot must make a dex check or take 2d6 damage. The same damage is applied to anyone grappling/grappled by the bot, or anyone it runs over. The cost in the table is for 1 blade. For a defense system to be effective, the robt must have at least 8 blades.
What's the specific benefit of a Gyroscope? How about Advanced Reflexes?
Gyroscope = +2 DEX
Advanced Reflexes = +2 DEX
What benefit do you get from being able to receive wireless input?
You don't have to be at a control station to interact with your ship. You can interact with a PDA or other personal electronics device without getting it out of it's case. You can interact with any open network to access the glactic net. You need a trnasmitter to be able to talk back, but a receiver would keep you informed on anything that was being broadcast.
Which input options correspond to the communication type used in the transceiver output types? How far are "Distant" and "Very Distant", respectively?
INput and Output are not paired, you can input holographic vision and output a radio wave to transmit that data to a computer for storage or display. So there's no correspondence per say. Transcievers that use radio are send/receive (thus the transcieve, as in transmit and receive).
Distant : 5km
Very Distant : 50 km
You can get more expensive ones that do more by converting a standard transciever into a gadget (+1,500 credits) which would make a Regional (500 km) transceiver possible for 2000 credits.
Is there any reason you might have both a Command Algorithm and a Personality Program? Does an Emotion Generator have more function than the obvious?
Yes, if you had to Computers in one bot, you might want to have one be a parallel (running a CA) and the other a synaptic (running a PP), to allow you to modify your own CA/PP program. Alternately, you might have a backup CPU that was less capable and could only handle a CA. Finally, you might want two CPU's to pretend to be a 'servitor' bot instead of a self aware bot, allowing your PP CPU to cut itself off from the off the shelf Parallel computer so if anyone runs diagnostics they don't see you are a synaptic unit.
If you have multiple CPU's, you have to buy memory for them separately, unless they are both can use the same memory core (IE: A synaptic 4 and a Parallel 2 can't both use the maximum memory core a S4 can, but they could both share a very pitiful P2 memory core, but why would you?). You may need to have multiple copies of the same program (at different levels) if you have two cpus and they are not the same rating.
If you do not have an emotion generator running, your PP functions at level 1 only, no matter how powerful it is.
What's the benefit of IVA software? Is the weapon installation cost in addition to the actual weapon cost? (I'd expect it to be, but to be sure.) Do installed weapons require slots?
IVA : Allows 360 degree vision if you have enough optics to grant 360 degree. If you have the optics, but do not have IVA, you can only see 240 degrees at any moment.
Yes, the weapon costs must be paid in addition to the install cost. Unless it's a specific robot weapon gadget, then the weapon cost and install cost are combined in the table.
Yes, installed weapons require slots. They don't give specific slot costs, but it appears to be 1 slot per 5 kg of mass, based on the table, generally. You'd have to add in the weight of ammo as well. Energy weapons could use the bots power core, actually saving a tiny bit of weight.
Once modified to go into a bot, the weapon can't be used by a human anymore.
How drastically can a robot be altered after initial creation? What can and can't be added/removed/changed?
Gadgets can be added/removed/changed. Memory can be, CPU can be. Frame cannot be modified. Everything else can be modified, but may require heavy refit.
And probably most importantly, since it'll really affect costs - do the cost multipliers of your initial frame options only apply to the frame, or to your manipulators and transportation options too?
Only to the frame unless otherwise specified in the description.
That's all the questions that occur to me at the moment. I'll continue working on my bot, and hoping I'm working within the correct budget.Edit: A few more questions. Can a robot have both types of manipulator? If so, or perhaps just if for example one manipulator has Hydraulic and one does not, does the STR and DEX score you use depend on which manipulators are in use? Do retracting manipulators need to be individually...
Yes, you can mix and match manipulators. Your str/dex for any given check depends on which limb(s) you are using. If you mix two limbs of different types, you average the str/dex between them.
No, you can retract/extend all of them at once, but if it's more than one, it's no longer a minor action.
Personal : less than 1.5 m
Close : 1.5 m to 3 m
Short : 4 m to 12 m
Medium : 13 m to 50 m
Long : 501 m 250 m
Very Long : 251 m to 500 m
Distant : 500 m or farther

mdt |

Mdt, I am finishing up my background on my Darrian Special Arm/Wanderer and need some ideas. The good/bad news is that there is only 20k to spend looking for items in this order:
1. Blade weapon (must have)
2. Stealth/Infiltration items (very important to the concept)
3. weapons (energy)
4. Armor -(very low on priority list which is good because I'm probably out of credits)
Darrians aren't really into melee weapons, their frames aren't built for it. However, special ops teams like to keep daggers on them, and might have a monofilament dagger (TL 12, Melee (Small Blade), damage 1d6+3, heft -1, 30 credits, 0.1 kg, armour halved.
They do like compound bows however, as they are quiet, deadly, and most motion sensors ignore the arrows thinking they are small animals.
Compound Cam Bow, TL 5, Rifle Range, Athletics (Bows), Damage 2d6, recoil 1, cost 200 credtis, 0.75 kg
Items :
Lockpick set : CR 10
Intrusion Kit, Basic : CR 300 (Includes lockpick set)
Lockpick set, Electronic : CR 200
Intrusion Kit, Improved : CR 500 (Basic Intrusion Kit + Electronic Lockpick set)
Laser Microphone : range 500m, CR 475
Intrusion Kit, Advanced : CR 1500 (Includes Improved Intrusion Kit, plus additional specialized electronics for high security electronic secruity systems)
Bug : Audio/Visual/Data/Bioscan CR 400
Motion Sensor : CR 1000
High Quality Digital Camera : CR 100
Scrambler Unit : CR 200
Comm scanner : CR 250
Translator : CR 500
Field Surveilance Radar : range 500m, CR 5000
Bug Detector : CR 1000
Bugging Kit : CR 4,750 (TL 14, TL 13 available at 2,750)
Forensic Sweeper : CR 7,500 (Abby Schuto in a box)
Software :
Security 0/1/2/3 : CR -/200/1000/20000
Intrusion Software 1 : 1000
Automated Intrusion 1 : 5000
Agent 0 : CR 500
Agent 1 : CR 2000
Weapons :
Laser Pistol, Cartridge : TL13, Pistol Range, Gun Combat (Laser Pistol), 4d6 damage, 14 shots, not auto, 2500 credits, 2.5 kgs, 55 credits per cartridge pack
Armour :
Tailored Vacc Suit : TL 14, protection 8, vaccsuit 0 required, 13000 credits, 4 kgs
Improved Cloth : TL 10, Protection 5, no skill required, 500 credits, 1 kg, can be worn under other armour
Toros Protector : TL 9, Protection 8, no skill required, 1000 credits, 8kg, -1 DM to all non-mental skill checks.

mdt |

Are bots able to use legs that are too large for them? If so, what happens? (I.E. a size 2 bot with size 3 sprawling legs)
Does a bot become faster with each leg or is each leg the indicative of the full speed of the bot?
No, bots cannot use legs larger than their size, it would torque the frame apart.
No, the speed is the speed, there's an option for the speed increase. Each leg adds weight and improves lift. Your lift must at least equal the weight of the bot (not counting the legs, but counting OTHER transportation modes).

mdt |

Extra transportation just effects lift. Which, I may have to fix on my bot now that I think of it. I gained weight at some points after transportation.
Legs add weight as well, but don't count toward lift requirements for the legs. Their weight DOES increase lift requirements for OTHER forms of transportation (which can get complicated as you keep having to up the transportation lift until all transportation can lift all weights except themselves).

trawets71 |

trawets71 wrote:If I am correct you can "retire" after 5 terms. If true that would be my goal unless something bad happens. Is there someplace I can see the tables being used so I know what it's possible to get? I still need 1 more End but I keep losing Soc. I love how everyone thinks he's a joke but he keeps getting promoted. It just proves it's who you know.Personal Development : +1 Dex, +1 End, +1 Int, +1 Edu, Athletics, Persuade
Service Skills : Animals (Any), Drive, Flyer, Recon, Science (Any), Survival
Advanced Education (Min Edu 8) : Advocate, Computer, Diplomat, Jack of all Trades, Science (Any Social), Streetwise
Archaeologist : Explosives, Investigate, Langauge (Any), Mechanic, Science (Any Social), Survival
Yes, you can retire after 5 terms with a pension. Let me know what tables you'd prefer to roll on and I'll do your terms until you get booted out or hit rank 5.
I'd like to continue to at least five. I'd like to roll on Personal Development until I geta +1 End. Once I get that switch over to archaeologist.

mdt |

So with bio-Cover you wear beings? Could you carry and preserve the skin somehow?
It's basically a Terminator artifical human suit (or droyne suit, or vargr suit). A cloned body with no brain and all the bot parts inside the organs.
No, you couldn't carry and preserve the skin, unless you mean making leather out of it.

mdt |

@Trawets
Term 3 Status
Age : 30
STATS
STR 03 (-1)
END 04 (-1)
DEX 09 (+1)
INT 10 (+1)
EDU 10 (+1)
SOC 08 (+0)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Science (Any Social, suggest Archaeology?) :)
Rank 2 : Prospecter
Term 1 : Archaelogist
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing. However, there was enough acknowledgement of your deeds that you made some advancement in your career.
Term 2 :
You continued to toil away at your career, and made a new contact who is a naval officer. Unfortunately, your toil went unrecognized amongst your peers.
Rank : 1 Prospector
Term 3 :
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing.
Term 4 :
Term Benefit: 1d6 ⇒ 4 Personal Development, +1 EDU
Survival, EDU 5+: 2d6 + 1 ⇒ (6, 6) + 1 = 13 SURVIVED (AND THEN SOME)
Event: 1d6 + 1d6 ⇒ (5) + (6) = 11
Your career is highly dangerous this term, wiping out several other high profile expeditions. You have a –1DM to your next Survival roll but gain a +2DM to your next Advancement roll.
Advancement, INT 7+, +2DM: 2d6 + 1 + 2 ⇒ (3, 3) + 1 + 2 = 9 ADVANCEMENT
Rank 3 : Historian, Gain +1 EDU
Advancement Check, Per Dev: 1d6 ⇒ 2 +1 End
Aging: 2d6 - 4 ⇒ (4, 2) - 4 = 2 You age gracefully.
Term 4 Ending
STATS
STR 03 (-1)
END 05 (+0)
DEX 09 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 08 (+0)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Science (Any Social, suggest Archaeology?) :)
Rank 3 : Historian

mdt |

@Trawets
Term 4 Status
Age : 34
STATS
STR 03 (-1)
END 05 (+0)
DEX 09 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 08 (+0)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Science (Any Social, suggest Archaeology?) :)
Rank 3 : Historian
Term 1 : Archaelogist
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing. However, there was enough acknowledgement of your deeds that you made some advancement in your career.
Term 2 :
You continued to toil away at your career, and made a new contact who is a naval officer. Unfortunately, your toil went unrecognized amongst your peers.
Term 3 :
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing.
Term 4 :
Your career is highly dangerous this term, wiping out several other high profile expeditions. You have a –1DM to your next Survival roll but gain a +2DM to your next Advancement roll.
Term 5 :
Archaologist: 1d6 ⇒ 5 Science, Any Social
Survival, EDU 5+, -1 DM: 2d6 + 2 - 1 ⇒ (4, 1) + 2 - 1 = 6 SURVIVE
Event: 1d6 + 1d6 ⇒ (4) + (1) = 5
You publish the findings and experiences of your last expedition, only to discover that somebody else has plagiarised your work and printed
before you. Roll Advocate 8+ to prove the other author stole your work. Succeed and you receive an extra Benefits roll as compensation. Fail and the public assumes you are a glory stealer, lose one Social Standing. Either way, gain an Enemy.
No advocate, this doesn't bode well
Advocate, Untrained -3, Edu +2: 2d6 + 2 - 3 ⇒ (6, 4) + 2 - 3 = 9
Despite the lack of training, you manage to prove your knowledge is superior to the fraud's, and accolades accrue. +1 Benefit roll. Gain 1 Enemy (Eccentric Scientist).
Advancement, Int 7+: 2d6 + 1 ⇒ (5, 6) + 1 = 12 ADVANCE
Rank 4 -> Historian, Gain Diplomat 0
Archaeologist: 1d6 ⇒ 6 Survival
Aging: 2d6 - 5 ⇒ (5, 5) - 5 = 5 You age gracefully.
Term 5 Ending
STATS
STR 03 (-1)
END 05 (+0)
DEX 09 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 08 (+0)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Diplomat 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 1
Science (Any Social, suggest Archaeology?) :)
Science (Any Social)
+1 Benefit Roll
Retirement Package : 10KCr per year
Options : You may retire now, and begin the game, mustering out with 8 benefit rolls.
You may muster out (with 8 benefit rolls), and switch careers to a new career, but will have to qualify and make another aging roll.
You may continue in the career in an attempt to hit rank 5, which will gain an extra muster out roll, and a +1 DM to all benefit rolls with this career. This will increase your retirement package to 12KCr per year. This will result in aging check.

Hotaru of the Society |

In the quest to make EAVE work, I've sold off several things in my build that I'm working on.
With dividing, but without a CPU, am I to assume that EAVE is currently her 'smallest component part' until she gets an upgrade? I'm completely fine with this, and just paying dividing so she can create smaller components and merge with more components later, if that's possible/reasonable.
If I have that right, here's a link to the spreadsheet I used to determine costs and my 'wishlist'.
Is there anything I'm clearly missing or did wrong?
Is there anything you would recommend I change or make room for?
If no, then EAVE is ready to begin her life as a Darrian Military Bot! (Of some sort)
Is my current formatting okay? (I can add costs and such in whichever format you request; they're covered in the gsheet otherwise).
Slots: 10.5/14
Armour: 7 (10 v. Laser)
Strength - 2
Dexterity - 16
Hull (Endurance) - 5
Intelligence - 9
Education - 7
Social Standing - 5
Structure: 2
Mass: 27/40kg
Orientation: Long
Current Min Tech Level: TL14 (Darrian)
Total Frame Cost Multiplier : 295% (100% +10% +20% +20% +50% +20% +10% +50% +15%)
Base Cost : 3100C
Modified Cost : 9145C
Frame:
Head: Yes. 100C (Add 2 Slots, 1 Hull, 1 Structure, 1 Mass)
Options:
Artistic: EAVE thinks EAVE is cute and fluffy. +1 Soc
Divider: EAVE has multiple personality disorder. But that just means more people to talk to. Also, smaller ducts. And more ducts. All the ducts! EAVE can merge and split.
Floating: EAVE enjoys long walks on the beach and waterskimming. EAVE floats on waterlike liquids.
Hardwearing: EAVE can go ANYWHERE! (Take a look, it's in a primitive humanoid collection of thoughts pressed from the dead flesh of ancient plantlife!) EAVE can survive in harsh environments.
Light: EAVE is sleek. And Shiny. Top of the line, lightweight Mech. (No Headphone Jack, though.) EAVE weighs less.
Sealed: Yes, please. EAVE does not wish to be waterlogged. EAVE is water and gas-proof.
Strong: EAVE is the strongest. +2 Hull
Hazard Armor: EAVE's primary function is to not get murdered. +6 Protection
Hardware:
Reflective Coating
Size 2 Tendril
Size 2 Sprawling Legsx4
Magnetic Grapples
Audio Sensor +1 (x8 clarity)
Infrared Vision
Lowlight Vision
Advanced Optics
Wireless Connection
Vocoder (Basic)
Circuit Protection
Synaptic CPU
2x 2.5TB Memsticks
Total Cost: 23700C
Software:
PP4
Emotion Generator
Antivirus 2
Security 1
Encyclopedia 2
Experience Processor
Recon Skill Pack 0
Total Cost: 56000C
Final Cost: 88845C

Infernal Zero |

Would having TL13+ Software at creation bump up the hardware's TL as well? What if I wanted more advanced software/hardware after that point?
I still don't know what Hooks are used for. Think you missed that.
What would you recommend as far as weaponry goes, for different ranges? Versatility/multiple ranges? Cost effectiveness?
If I only fitted a single weapon, what's going to get me the best mileage?
Are more I/O devices going to end up requiring a major refit, to be certain on that?
Are Optics a single sensor, or a pair? (It an eye or eyes, basically.) Same apply to the other vision input options?

mdt |

In the quest to make EAVE work, I've sold off several things in my build that I'm working on.
With dividing, but without a CPU, am I to assume that EAVE is currently her 'smallest component part' until she gets an upgrade? I'm completely fine with this, and just paying dividing so she can create smaller components and merge with more components later, if that's possible/reasonable.
If I have that right, here's a link to the spreadsheet I used to determine costs and my 'wishlist'.
Is there anything I'm clearly missing or did wrong?
Is there anything you would recommend I change or make room for?If no, then EAVE is ready to begin her life as a Darrian Military Bot! (Of some sort)
Is my current formatting okay? (I can add costs and such in whichever format you request; they're covered in the gsheet otherwise).** spoiler omitted **...
Without the second CPU, you can still break down into the two bots, but only one will work. The other is 'broken', probably due to damaged CPU components. You'll have to split your componentes between the two bodies. Once you can get a new CPU you can fix the other half.
Other than that, it looks like it's done correctly. I'll do rolls shortly.

Hotaru of the Society |

Should I have background skills or only the programs I buy? If I get background skills, I'll swap out my recon program for a level 3 encyclopedia (and keep recon that way). I don't think I do, though... :(
If I do: Recon, Engineering, Mechanics, and Stealth are the skills I'm most interested in starting with.