Robot Character Class Darkworld The robot racial character class is like that of the cross-dimensional racial character class in that the player gets to build the desired character with points allowed. The difference here is that the robot is built with money and not creation points. The amount of money given for this wasn't chosen arbitrarily. Like the 70 points given for the CD RCC, the money amount given here was chosen because it allows a character to be built that maxes out in some areas while sacrificing other areas. Experience Table Used: Robots use the Dragon XP Table to advance in XP levels. Attribute Requirements: None Bonus Skills: 20 plus normal Darkworld starting skills New Skills: More skills can be programmed into the CPU at $50,000 each (a 2 skill point skill would cost $100,000, etc). True AIs get 1 skill Per Level Advanced while psuedo-AIs must be programmed (see psuedo-sentient description). Note that robots cannot use skills such as fourwinds. It is a chi power, and robots have no Chi. Combat: The robot uses power armor combat elite as if a focused armor pilot on itself (needs to spend no skills for this ability). It can supplement this by taking one of the four basic Darkworld Hand to Hand forms, but it cannot gain attribute or DAP points from them. The robot won't lose APM from the combat forms as an armor pilot does while piloting. The bonuses from PA Combat are for hand to hand and long range combat. DX is added to hand to hand combat, and half DX bonus is added to LR weapon combat. The WP Systems skill bonus is added to all attacks (+2 for robots). WP skill bonuses may be added to mecha weapons of their type (wp knife to knife held by a mecha, rifle, etc). This is the same as the rules for people piloting mecha/power armor. Intelligence: This is the robot's brain. Choose the type desired. Psuedo-Sentient: This is a computer programmed to emulate sentience as best a machine can. It may or may not be programmed to emulate emotions. The emulation of emotions can only be done poorly at best by this computer. An IQ (comprehension) check must be made to see if the emotion is sensed by others to be faked. Failure may give the impression that the robot is mocking those around it. This brain will have trouble dealing with new situations that weren't covered in its programming (make a comprehension check - on IQ). New skills may only be acquired by being programmed into the CPU by the builder of the robot. It can learn new things, but it cannot acquire anything as complex as a skill as described by game mechanics. Attributes: IQ 12, MS NA (none and cannot make saving throws against magic/psionics but isn't affected by things that would affect a living creature - it is a machine) This robot receives an extra $3,625,000 to work with. True Sentience: This is a computer and machine with the full range of human intellect. It can learn new things and gets a new skill every level past level one. A robot of this type has an alignment and an aura. It doesn't have any MSP or a lifeforce to speak of, however, and isn't affected by necromancer magic or any other kind of life affecting magic. In truth, the robot does possess an immature lifeforce that will grow stronger with age (gain 1d6 MSP per year and becomes affectable by lifeforce affecting magic but at +4 to save.) Note that the lifeforce will be in the CPU inside the robot which is not normally a place that magic can reach unless the spellcaster is inside the robot. It is forced to make saves against a ressurection with full bonuses if one is attempted to bring the sentience back into the CPU (must be an identical CPU). Psionics that affect the mind will affect it, however, the esper trying to get into the robots mind must make a save vs insanity to get past the strange computer- like configuration of the robot's CPU. Attributes: IQ 18, MS 24 True Emotions: Adding this to true sentience gives the robot the full range of human emotions. Raise MS to 29. Transferred Intelligence: This is a mind that has been transplanted from a living being into that of the robot. The USD Mechaborgs are an example of this. Starting Money: $94,250,000 This is for construction. The robot is an alien design that is from a sufficiently advanced civilization that isn't accessible during normal gameplay. The robot starts will all features available to USD mecha except targetting system and laser targetting which are handled in the System section. It should be noted that producing robots with true sentience (true AI) is beyond the capability of the USD until the mid Y2600s. To make a robot of common technology on Arcanar in the early 2400's or late 2300's, use $79,750,000 and note that true sentience and emotion is unavailable although something close exists (the M-66 Serbot). Also, power plant output can only be doubled once. To make a robot for Rips Earth, you get $65,250,000. You cannot increase engine output at all. True sentience is unavailable and nothing close to it exists except in rare cases. Transferred intelligences can be made by physically transplanting an organic brain into a robot body. To make the DDP more like existing mecha for the USD and Rips Tech, add only 15 DDP per foot of height past 10. USD can only doube power plant output once, and most current technology on Rips Earth not at all. Or you can use these three basic tech levels: 1st Class: $94,500,000; 40 DDP per foot of height [Gundam, super tech] 2nd : $79,750,000; 30-35 DDP per foot of height [highly rated mecha] 3rd : $65,250,000; 20-25 DDP per foot of height [old/low tech] You can make up new tech levels easily enough. There is a loss of $7.25 million every tech level below 3rd and a loss of 5 DDP per foot of height (or size unit [1.7'] if using that method, see Size). The same holds for going to classes above 1st (0th, -1st, -2nd). Robot Construction There are five sections necessary: Size, Speed, Armor, Misc. Systems, and Weaponry. Size: This is what size category the body fits into. Small Size: 1' to 15', Medium Size: 16'-25', Large Size: 26-35', Huge Size: 36-45'; Anything bigger is considered "Wow! Size" : 46-55' Wow One, 56-65' Wow Two, etc Size factor is the number that the size categories are designated. SF 1 = Small, SF 2 = Medium, SF 3 = Large, SF 4= Huge, etc Speed (Land & Air): per 100 MPH: $4,150,000 $41,500 per one MPH Aerial Flight: A/G System allows flying at double land speed, and jets allow flight at x4 land speed or x4 A/G speed if A/G System is present. They cost $7,250,000 each. Two increase the speed beyond this, costs $14,500,000 which doubles the speed again (more poweful jet/s). To double speed again, costs double what it did last time which means the price is now $29,000,000. This pattern continues until the robot has used all construction money. To use an A/G system for this would cost double. Jumping: Spd attribute x 1', $250,000 per amount of that distance To determine speed attribute for jumping, multiplay land MPH by 68%. Buying speed exclusively for the use of being multiplied by a flight system costs half. Armor: Dependant on size: The body of the robot receives 40 DDP per foot of height the robot is. This assumes that the robot is of a size that the width is at least 1/6 of body height and length is at least 1/3 of body height. To put it a different way, the body has 40 DDP per 1.7' feet in a measurement equal to Width + Height + Length. To use a humanoid example, DDP is assigned to the rest of the robot according body DDP: Arms (2) each has an DDP equal to 50% of the body, Legs (2) 60%, Head/Hands/Feet (and equally sized items) 40% The CPU is inside the body and has head DDP for protection. For every 1' of height over 8' until past 16', $1,812,500 must be paid. At 17' and larger, this need not be worried about (total $14,500,000). Extra DDP can be purchased at $1,000,000 for 40 DDP during construction. It can be sold at the same value. One DDP would cost or bring in $25,000 during construction. Features purchased for the robot during construciton automatically receive DDP based on what example part above it most likely equals in size. All special sensor/targeting equipment and vision-capabilities are in the head. Another head can be purchased as a limb or another sensor unit can be made by allocating DDP to it. Extra limbs can be created by simply allocating DDP to them, but a new limb (complete with starting DDP for a limb of that type) can be added by paying $3,625,000. New limbs purchased this way cannot have their DDP stripped for money. Plus, this cannot be used as a cheap way to add extra armor to a unit of different purpose (like head) i.e. you can't pay for a limb and then take all (or any) of the DDP and add to an already existing location. You can, however, pay double for a new limb and get double the DDP on it, etc (pay 3x and 3x the DDP). Systems: Power Plant Output: This is measured in energy per action it can produce. The type isn't important (should be alien to the gaming environment) unless there is an obvious restriction (such as argor is only usable in MX dimension). Output is directly usable to see how much damage in energy weapons can be fired per action. Projectile/Physical weapons use the listed energy cost under their description. The power plant's life costs $10,000 per year. When it runs out of power, the builders must be sought out. No other can comprehend the alien technology. Output is dependant on size: Small: 120, Medium: 240, Large: 480, Huge: 960, Wow: excetera Extra Power: This increases the power output of the power plant. $4,825,000 to double current amount (may be used repeatedly), This has a doubling effect on the power of the self-destruct system as well. Attribute Note: Attributes can be sold back for money, but no attribute can be drained to 0. Intelligence and Mental Affinity: Starting IQ is listed in the Intelligence section. Starting AP is 3d6. Cost to increase IQ or AP: $125,000 per 1 point. Mental Endurance: Extra MS can be purchased in packs of 5 points. Each five points cost $906,250. MS maximum is 34. Physical Prowess: DX starts at 18. The cost to increase it is $906,250 for every pack of 2 points up to 24. To increase it to 30 from 24, it costs $7,250,000. It costs $7,250,000 to raise it to 36 from 30. In other words, it costs $1,208,335 per DX past 24. 36 is the absolute maximum. 24 is the normal limit for player characters lest the DM become angry. Physical Endurance: Not Applicable, automatically saves vs pain/death Physical Strength: Starting ST is based on the size category. Small: 40, Medium: 80, Large: 120, Huge: 160, and +40 for each additional size category (Wow 1, Wow 2, etc). Extra ST is purchased in packs of 40 PS. Each 40 ST costs $1,035,715. There is no limit. Robots use the 50/100 carry/lift ratio. Physical Beauty: Starting LK 8. Cost to increase +8 is $725,000. Cost to increase by one point is $90,625. Speed: See Speed section of construction. Anti-Gravity System (A/G Sys): This allows flight with a speed double that of land speed (double's land speed). The system is built onto the body in the form of a nacelle (or multiple with speed power split into them). DDP = arm DDP; Flight Ceiling: As high as speed allows (?); Cost: $7,250,000 Jet Propulsion: This allows flying at a rate equal to quadruple land speed (A/G system can increase land speed - see A/G System). This system works in space, in liquid environments, and in atmosphere. Cost: $7,250,000, Jetpack (leg DDP) or exhaust ports (each head DDP) or split into two units and built into the two legs or become large shoulder mounted thrusters (each equal to arm DDP) (or similar arrangement) Jet propulsion requires (in an atmosphere at least) aerodynamics. The robot is assumed to be 100% aerodynamic. This percentage must be divided among parts of the body (excluding body). If the aerodynamics are lowered to or under 50%, the robot goes out of control (ending in crashing). If the two arms are the only wings/stabilizers, then destruction of one lowers it to 50%. Only the starting limbs can be used this way (head, 2 arms, 2 legs). Additionally purchased limbs can only be one thing (a wing, stabilizer, limb, head, etc). Transforming Ability: This allows the robot to transform into an alternate form. The alternate form may be down to 1/20 of the original size, but cannot be bigger than the robot's paid-for size. ST, Weapon Damage, and speed are all reduced by the same factor as the size. The transformation requires 1 APM. This new form should be something drastic such as transformation from a humanoid robot into a car or cassette tape. This ability comes with an amount of DDP equal to the starting body. This can be allocated to new parts needed for the new form. For example: if the new form is a sports car, the DDP could spread across 4-wheels which will be needed for the new form. These will be fully functional and will supply movement during the new form. This DDP can't be sold or added to already existing parts. Additional forms can be purchased at $1,812,500 apiece, but no DDP is gained this time. Also, this can be completely purchased again at full cost for one more form and more DDP for the new disguise. Cost: $7,250,000 Anti-Magic/Psi System: This is only available for the psuedo-AI robot. This provides the ability to save vs magic and psionics at +5. This may be purchased twice for double the bonus (no more than that). The device is inside the body. Cost: $3,625,000 each Mystic Shield Generator: This device (inside the body) provides +1 to save vs magic and psionics. It can be purchased by any robot. Cost: $1,812,500 Crew Compartment: $3,625,000: This allows for people or cargo to be inside the robot. The robot may be piloted from here if the robot allows control to be switched to the pilot. One pilot is all that possible for a size Small robot (not even that depending how small). The number of human- sized people that can be inside is doubled for each increase in size category (i.e. size huge could hold 8 people). The DDP of the crew compartment is 50% of the body. Note: The crew compartment is not completely in the protective confines of the body. It is a target. If the cost is doubled, then it can be inside the body. Otherwise, a called shot can hit although $1,812,000 can raise the called shot needed to 24 from 12. Nanite Repair System: These nanites repair 1 DDP (per million spent on the system) per minute of the robot's inactivity. The microscopic robots will continue to functional as long as the CPU is intact. They require spare parts and scrap to rebuild destroyed systems (0 DDP or lower). Nanites can also replenish ammunition. Ammunition is replaced at a rate of the weapons ammo capacity divided by 100 (x DDP it can repair per minute). Missiles must be constructed as normal systems. Replenishing ammunition requires spare parts (scrap) to convert into ammo. Each DDP per minute can only do one thing at a time (can't use it repair and replace ammo at the same time). Interface: $250,000 each: These are what the robot's builders can reprogram the robot through. Without one of these, the robot would have to be taken apart to interface with the CPU. This interface will only connect with the system like the one it was designed to connect with. Interfaces are concealed under movable armor on a pre-existing part of the robot. Also, power can be transferred to and from the robot and its systems through the interface. Adaptive Interface: This allows the robot to interface with any type of interface encountered. It can actually reshape its hookups to be able to connect with any system. Using this, an interface could even connect with a cyberplug system like those of Kuan Yin. This adds $250,000 to the cost of the interface being affected. Force Field: A force field completely surrounds and protects the robot from damage. The generator is within the body and has half-head DDP. The price of the FF is its DDP x2 (2 million per 40 DDP). A FF regains DDP at 5 per melee. A standard unit is available with 320 DDP for $14,500,000. Larger standard FFs can be bought in increments of the standard unit (i.e. a $29 million unit with 640 DDP). I or M -Field Generator: This has a generator like the FF. These work just as described in the I and M -Field descriptions listed in Darkworld's mecha section. The I or M -Field costs $7,250,000 and provides 240 DDP of absorbing protection. The field can be increased by 120 DDP per additional $7,250,000. Note: A FF, IF, and MF cannot all be used at once. Only one of those three can be in use at any given time. An I-Field's DDP value is subtracted for EACH energy attack that passes through it (from either side). This doesn't lower the I-Field's value. Non-damaging wavelengths and frequencies are allowed through (like enough visible light to see although even that can be blocked with the flick of a switch - will make the unit appear to be a blob of darkness). I-Fields block fire and gas as well (meaning I-Field humans and what not will want to have an aditional oxygen supply). An M-Field works on physical attacks from either side. Missiles are exploded on it. Any missile damage that gets through will do half damge to the mecha (blast radii do half damage). Energy missiles explosions aren't affected by M-Fields (plasma,positron,nuclear,etc). To see if a missile might punch through the M-Field, they do 20 DD puncture damage per Mach (mini-missiles half). Every hit to the mecha/robot's main body once it's below half DDP has a 50% chance of disabling one internal unit (like the I-F, M-F, or FF). Psionic True Sentience CPU: The robot is a master esper and gains all the abilities of a master esper without a Master Esper OCC. Cost: $29 Million Magic Power Plant: The output of the power plant is PPE. Cost: $3,625,000 Sorceror Unit: The robot can cast spells. The robot must pick a magic- type from the following: divine, necromancer, sorcery, mega-mage, and demonic. Spells are learned by picking them as skills. The robot can cast 3 spells a melee. Each spell uses 1 APM. A magic power plant is included in the cost of the Sorceror Unit which is where the robot gets its MSP from. Cost: $29,000,000 Mini-Mage/Esper Device: This device only supplies generic sorcery or esper powers. Each of these small devices (within the body) supply one spell/power. The cost is 1 Million per MSP or ISP. This also counts as one skill. Use of this spell/power takes 2 APM, but it is as no cost or drain on the robot's power. A magic power plant IS required for this to work, and one isn't included in the cost of a mini-mage device. Targetting System: All robots have this sensor and weapon's grid which adds +1 to strike for Long Range Weapons. It can be increased at cost of $1 Million for each +1. Maximus bonus from T.S. is +3. Laser Targetting: L.T. is a standard feature which adds +1 to strike with Long Range weapons. It can be increased by a max of +2 (to +3) at a cost of $1 Million per +1. Weaponry: Punch/Kick: This does half Super-ST damage. Super Servos: The robot now does Super-ST damage. $3,625,000 Shield: This hand held shield is 60% or more the height of the body. It has DDP equal to the standard body DDP (DDP as determined by size before any modification made) x10. As a bludgeon, it increases punch damage by 50%. Cost: $14,500,000, Every $7,250,000 beyond, doubles the DDP. A less powerful shield costs $3,625,000 and has leg DDP. It increases punch damage by 50%. Long Range Weapon Range: The range of weapons must be purchased. Cost: $100 per one foot of range Weapon Range Increase: $250,000 to increase the range by an amount equal to its original range. Weapon Damage: This can be used for hand to hand weapons OR ranged weapons. Single - shot projectile (physical) weapons cost 75% of the normal cost, bursting projectile weapons are 125% of normal price, and charging energy weapons cost 50% of the normal amount. Bursting energy weapons cost 150% the normal cost. $2,416,665 per 1d4x10 DD of damage $3,625,000 per 1d6x10 DD of damage $4,833,325 per 1d8x10 DD of damage Projectile Weapons and Ammo: The ammo amount is based on the weapon's power: cost of weapon to nearest million divided by 10,000. Multiply the dividing number (normally 10,000) by x2 per die of damage used by the weapon. The robot will have to find some way to replenish its ammo supply or the weapon will become useless once the ammo is used up. A Nanite Repair System can replenish ammunition (see Systems). These weapons are single shot weapons. Bursting projectile weapons can fire bursts. A burst takes 2 APM, uses the ammo of 4 shots, and does double damage. That is all. The power that projectile weapons require is 75% of their damage unlike the 100% of energy weapons. Why do projectile weapons need power you ask? Projectile weapons like railguns need power for their magnetic mass drivers. Charging Energy Weapons: A weapon that can only fire after 15 seconds of charging up (and must fire the energy charged once charging is begun) costs only 50% of the normal cost. When the weapon is fired, it does quadruple damage. The weapon MUST fire within 15 seconds of the start of charging regardless of how much it has charged or the weapon burns out. As long as the robot can fire the weapon as if it were a normal weapon, the power output can handle it firing charged. Standard energy weapons can also do this with the same conditions, but they cost the normal amount (because they can be fired normally as well). WP DDP: Weapons generally have DDP based on the type of weapon they are: Handguns use head DDP, rifles use arm DDP (-2 to hit one-handed), and heavy weapons use leg DDP. Additional DDP must be purchased. One-handed hand to hand weapons use arm DDP while two-handed weapons use leg DDP. Please note, weapon DDP cannot be sold off or re-allocated. Bursting Energy Weapons: These weapons can fire a 2 APM burst that does double damage. That is all. Hand to Hand Combat Weapons: These add to punch (or kick if leg mounted - there is no WP skill to increase skill in leg mounted weapons - use normal kick bonus) damage. One-limbed weapons cost the normal amount while two-handed cost 75% the normal price (must use two-limbs - robots can't use fourwinds). Of course, the damage bonus may be applied directly to the hand or foot, but weapons are more skillful in combat (skills can be used to increase bonus with weapons). Missiles and Missile Launchers: Guided missiles costs 1/4 the normal cost of damage. Unquided missiles cost 1/8 the normal price. Guided missiles only use their stand-alone bonus of +5 and make one attempt to hit. Smart missiles cost x2 (or more) as much and make a number of attempts to hit equal to their price multiplier (if x2, make 2 strikes before running out of fuel). A smart missile can make up to 3 attempts per melee. Missile launchers. These come with the missiles purchased. The payload of a missile launcher is multiplied by the robot's size factor. The launchers are listed by the DDP of the body part they are assigned and are followed by the amount of missiles they can hold by dice amount. Missile Launcher Types: Head = 4, Arm = 8, Leg = 12. Range is purchased by assigning range to the missile launcher. Cost: $10,000 per mile Rate of fire: Missiles may be launched in any combination. Maximum volley is all from all launchers. Missile DDP: Missiles each have 25 DDP per die of damage they inflict. The Nanite Repair System can rebuild missiles. A missile needs only 1 DDP per die to be functional. Launching missiles uses 1 power of the power output per missile launched. Blast Radii: The blast radii for missiles is purchased per missile (per die of missile). A blast radius costs $625 per foot of blast radius per die of the missile (you can't pay for only part of a die). A blast radius does half damage to all struck. So, you could pay for a blast radius for half the dice of an 8d6x10 DD missile, but it would do half damage of half that amount of dice to the radius. The blast radius for weapons costs $2500 per foot of blast radius per die of weapon used in the blast radius, but the die used in a blast radius cost 150% of normal price. A blast radius that can be controlled costs double.