OAGS Robots

Robots are a type artificial being constructed originally by a human or xenoform. They are nearly always made from processed and inorganic materials such as metals and textiles, though any suitable material can be used. They must receive electrical power from some source, such as a battery or generator. Robots must also have a program of some sort that tells it what to do and how to behave. Robots do not have souls or brains, so are unaffected by telepathy, curses and some other certain rituals, as well as not being able to cast rituals of their own.

Rules

The inherent advantages and disadvantages in being a robot cancel out and the robot neither pays points nor receives points back for them

A robot is designed to move and operate much like an autonomous creature, but it is awkward and inhuman in its cognitive operation. Therefore, Robots do not have Intelligence, Socialize or Willpower unless programmed with a sufficiently advanced AI. Unless stated otherwise under the rules for their programming, Robots are Mindless.

All robots have the following Traits;

  • Curse type rituals directed at robots always fail and it is treated as an item rather than a person for the purposes of magick. Robots cannot be magickally altered, but can be imbued like an item. None of the above applies to True AIs.
  • Immunities: Telepathy, Poison & Disease.
  • Sleepless
  • Nonhuman appearance
  • Weakness: Electricity & Magnetism
  • Robot Soak: Robots start with 4 natural soak and can buy more at a rate of 1 level per cp to maximum of 10.
  • Suicide Breakdown: In case of emergency, a robot can use its remaining power to fry its own circuitry so not to be salvaged by the enemy. This obviously damages the robot beyond repair. Anything in melee with the robot takes electrical damage equal to its initial hp plus its remaining hp.
  • Vulnerable to EMPs: If an robot who is not hardened against EMPs is subjected to an electromanetic pulse, it takes Damage. All EMPs are Electrical, so robots without Insulated Wiring take double damage.

Advantages/Disadvantages: Some advantages may or may not be suitable for robot characters. Instead of magickal alterations, gear and so on they would have to be explained as enchantments or technological add-ons. For example: Regeneration would be called nano-repairbot attatchment.

Character Creation

When creating a robot, you must first set your Robot's parameters, paying the listed points cost. The robot must have a material, a power source and a program:

Chassis:
Turret- -7cp: No bonus. Immobile, No Hands.
Flesh Golem - -4cp: No Bonus. Does not start with any soak.
Aquatic Orb - -2cp: No Legs, Aquatic.
Standard Humanoid - 0cp: No bonus.
Sleek Humanoid - 1cp: Attractive.
Small Humanoid - 2cp: +1 Dodge and Stealth.
Drider/Centaur - 2cp: Quadrapedal, Large
Tracked Humanoid - 2cp: Speed 1, Takes no penalties for moving over uneven ground.
Rubber-Skinned Humanoid- 2cp: Replaces Nonhuman Appearance with Ugly and No Identity.
Synth/Bio-Skinned Humanoid- 3cp: Replaces Nonhuman Appearance with No Identity.
Sexbot- 4cp: Replaces Nonhuman Appearance with No Identity and Attractive.
Large Humanoid - 4cp: Large, +2 Strength, +1 Toughness.
Flying Disc/Orb - 5cp: No Legs, Flight

Power Source:
Chemical Battery (-2cp): 20 hours operational battery time, 1000 hours standby. 4 Hour full recharge.
Solar Battery (-1cp): Unlimited operational power in sunlight or bright artificial light. Unlimited standby in dim light. 4 hours operational and 400 hours standby backup battery when in near to perfect darkness.
Biological (-1cp): Using either synthetic blood or a hijacked biological systems, the robot is able to convert carbohydrates into energy and store vital minerals. Other nutrients are expelled from the body after processing. ~2 - 40 years operational time depending on quality, but your systems can easily be flushed and regenerated. Removes immunity to poison, and most diseases.
Tiny Nuclear Generator (1cp): ~100 years operational time. No need to ever refuel. Poor conditions may result in meltdown. Doubles damage done by suicide breakdown, and it deals damage in a large area centred on the robot.
Microfusion Reactor (1cp): Super-safe microfusion power cell. Provides power until the heat-death of the universe, barring accidents. Suicide meltdown wipes hard-drive and burns out circuits, but does no damage to those touching the robot.

Programming:
One Track Mind - -3cp: The Robot's program is sophisticated, but only in one capacity. It is programed for one purpose, and can only serve that one purpose when ordered to. It can take basic voice commands: Such as moving to a directed location or co-ordinate, retrieving an object and very basic combat and communication actions.
Basic SI - 0cp: The robot is equipped with operational simulated intelligence. It still acts in accordance to a flowchart of predetermined parameters, so true intelligence cannot be claimed by any means. It can operate autonomously and react to stimuli. It is equipped with necessary human skills and knowledge. It is treated as having an Intelligence of 1 and is not Illiterate, but is otherwise treated as having Mindless.
Basic AI - 3cp: The robot is equipped with a complex program that emulates true intelligence. It is not Mindless, and its Intelligence is 2 but cannot be increased, save for reprogramming. It has No Free Will, but is open to persuasion by manipulating the data input. It fails all Socialize tests.
Advanced AI - 6cp: The robot is equipped with a cutting edge program that emulates true intelligence. It is not Mindless, and its Intelligence is 4 but cannot be increased, save for reprogramming. It has No Free Will, but is open to persuasion by manipulating the data input. It fails all Socialize tests.
Polymorphic AI - 9cp: The robot is equipped with an impossibly advanced and probably top secret program capable of learning and analysis. It is not Mindless. Its Intelligence is 5, Socialize is 1, Willpower is 3 and can be increased by spending points in the usual way.
True AI - 12cp: The robot has a complete mind. It is not Mindless. It's Intelligence starts at 6, it's Socialize at 2 and it's Willpower at 4. These scores can be increased by spending points in the usual way. It has a True Name and is treated as a living thing by magick.

Upgrades

Integrated Equipment: 0cp/item
Any mundane, slightly enchanted, or slightly technological piece of equipment can be permanently attached to the robot's body at no cost. The robot only loses this item unless its coveter is going to great effort to do so, and the robot is unable to resist. The robot still requires the relevant hands to use the item.

Integrated Special Equipment: 1cp Minor, 2cp Moderate, 3cp Major
Any magick or technological item that the robot has paid points for can be permanently attached to the robot's body at the listed cost. Whether or not it can use the item may be a different matter altogether. The robot only loses this item unless its coveter is going to great effort to do so, and the robot is unable to resist. The robot still requires the relevant hands to use the item.

Integrated Heavy Weapon: 4cp
Any heavy weapon that the robot meets the Strength Requirement for may be integrated into the robot's body at the listed cost. As well as the usual benefits of integrating equipment, the robot may also use his full Defence score when firing the weapon.

Insulated Wiring: 2cp
The robot is likely to face electrical and magnetic dangers, and so its sensitive working parts are insulated. Weakness: Electricity is removed.

EMP-Hardened: 3cp
The robot is immune to EMPs and other forms of magnetism. This advantage includes insulated wiring.

EMP-Immune: 5cp
The robot is immune to all kinds of electrical and magnetic attacks, including EMPs.

Polyharmonic Alpha Wave Receptor: 2cp
The robot has certain biological components in its processor. It loses immunity to telepathy and it uses its intelligence to try and resist telepathic attacks. It can receive telepathic communication from telepaths and return simple messages.

Deluxe Airwire Interface: 3cp
The robot can plug into a computer and communicate with it at machine code level, affording incredible efficiency. It is at +2 to computer usage checks and does not require any interface tools other than itself to access wireless and wired data where possible.

Aggressive Coding: 12cp
The robot is equipped for digital warfare. It holds information on how to hack other computers and robots, as well as a selection of viruses which it can unleash. This advantage includes the hacker advantage, and can use the following attacks when not in combat and connected to another robot or computer:
Datamine involves the AI forcibly invading the deeper levels of the subject's storage and memory. The subject is only aware of what is being done if its programming is more sophisticated than the hacker's and automatically resists if they detect it. If they fail, they are incapable of acting while the hacker plumbs the depths of their knowledge. The hacker may find out anything the target knows. A datamine takes 10 minutes.
Destructor Virus, Repatch is the forcible alteration of the target's memory and programming. The subject is aware of what is being done and rolls its intelligence against yours to resist. If they fail, they are incapable of acting while the hacker rewrites their program. The hacker may destroy or create memories, may alter the target's program and may lower (but not raise) the target's Defence, Marksmanship, Melee, or Perception. The targets program may also be rewritten to be an exact copy of a pre-prepared program.
Blue Virus of Death bombards the victim with massive amounts of high priority dummy information, overloading its processing power and causing its program to hang. The blue virus of death can be resisted with an intelligence check of 5 or more, and takes a number of rounds equal to the victim's intelligence to work. After the virus has taken hold, the computer or robot locks up and continues to use power at full rate until an outside influence reboots it.