Robot RP
Robots are inorganic lifeforms. In the faux taxonomy, robots are of the family machinidae Machinidae are life forms that are inorganic and fabricated. Anthros, Aliens or other Robots can fabricate robots. The robots here are referee persona robots fabricated by the referee.
Record Sheet
You will not be able to keep track of everything that is needed for a referee persona. It is recommended that you print out a persona record sheet to keep track of stuff. Download the bare bones PDF (75K) at Robot Record v7
| If it’s worth creating, it’s worth writing down. |
Relevance
Not all RPs are created equal. Some personas are less important than others. The referee usually knows the importance of the persona before she starts generation. An RP’s relevance increases the more entangled they are with the expedition.
| How important is this referee persona (RP)? | ||
|---|---|---|
Die Roll (1d100) |
RP Relevance |
Example |
01-30 |
Cannon Fodder |
Background, transient, not storyful |
31-60 |
Cannon Fodder |
Engaging, transient, accidentally storyful |
61-00 |
Canonical RP |
Connected, Plotful, storyful |
Die Roll (1d100) |
RP Relevance |
Example |
Series
For player personas determining their robot type is a laborious process. The referee can use the Single Roll Robot Type Table below. One roll using a 1d1000 chooses the robot RP type. The referee should massage the robot type to suit her campaign’s milieu.
| Skip the tables. | ||
|---|---|---|
Die Roll (1d1000) |
ID |
Series |
001-005 |
A |
|
006-055 |
C-E |
|
056-095 |
C-L |
|
096-135 |
C-D |
|
136-137 |
C-H |
|
138-187 |
D |
|
188-202 |
E-X |
|
203-222 |
E-P |
|
223-262 |
H |
|
263-322 |
I-B |
|
323-382 |
I-L |
|
383-442 |
I-M |
|
443-482 |
J-C |
|
483-522 |
J-D |
|
523-562 |
M |
|
563-622 |
P-C |
|
623-662 |
P-R |
|
663-702 |
P-D |
|
703-742 |
R-C |
|
743-782 |
R-R |
|
783-845 |
S |
|
846-905 |
T-I |
|
906-920 |
T-X |
|
921-960 |
V-D |
|
961-999 |
V-I |
|
000 |
Choose |
|
Die Roll (1d1000) |
ID |
Series |
Fabricator
Where fabricator type does play a role is in delivering orders to the robot. If a fabricator type tells a robot what to do, it is more likely to comply. In short, the robot’s fabricator type is more successful at bossing the robot around. If a fabricator type makes a reasonable, on mission command to a robot, it would almost certainly result in a control factor roll. For more information about the implications of the fabricator type jump to Robot Fabricator.
| What is the image of the creator? | |
|---|---|
Die Roll (1d100) |
Fabricator Type |
Anthro |
|
01-02 |
Aquarian |
03-04 |
Avarian |
05-10 |
Canine |
11-15 |
Equine |
16-20 |
Feline |
21-25 |
Florian |
26-45 |
Humanoid |
46-50 |
Insectoid |
51-90 |
Purestrain |
91-92 |
Reptilian |
93-94 |
Rodentia |
95-96 |
Ursidae |
Alien |
|
97-98 |
Alien (tool using species) |
Robot |
|
99 |
Robot (same series but smarter) |
00 |
Autonomous Intelligence |
Die Roll (1d100) |
Fabricator Type |
Alien and Robot fabricators can be re-rolled if does not reflect campaign story. |
|
Attributes
Inverse to player personas, the RP robot’s series and model determines her attributes. While the table looks imposing, it is much faster than the player personas process. The attribute lookup table gives the direct attribute scores. The referee determines the robot’s prime attributes after her regular attributes.
| Attributes based on robot series and model | ||||||||
|---|---|---|---|---|---|---|---|---|
ID |
Series/Model |
AWE |
CHA |
CON |
DEX |
INT |
STR |
HPM |
A |
Android |
3d6 |
13+1d6 |
19+1d6 |
19+1d6 |
19+1d6 |
19+1d10 |
1d8 |
C-E |
Expendable |
3d6 |
3d6 |
7+2d8 |
19+1d6 |
1+2d8 |
19+1d10 |
5 |
C-D |
Defensive |
4d6 |
3d6 |
19+1d6 |
19+1d6 |
1+2d8 |
19+1d10 |
1d10+20 |
C-L |
Light |
3d6 |
3d6 |
19+1d6 |
19+1d6 |
1+2d8 |
19+1d10 |
15+1d10 |
C-H |
Heavy |
3d6 |
3d6 |
22+1d3 |
19+1d6 |
1+2d8 |
26+1d3 |
15+1d10 |
D |
Datalyzer |
3d6 |
3d6 |
1d12 |
1d12 |
19+1d6 |
1d12 |
1d2+2 |
E-P |
Planetary |
13+1d6 |
3d6 |
19+1d6 |
7+1d6 |
1d8 |
15+1d4 |
1d6+10 |
E-X |
Exatmo |
13+1d6 |
3d6 |
19+1d6 |
7+1d6 |
23+1d2 |
15+1d4 |
1d6+10 |
H |
Hobbot |
3d6 |
3d6 |
1d8 |
1d8 |
13+1d12 |
1d8 |
2d4 |
I-B |
Builder |
3d6 |
3d6 |
3d8 |
13+1d6 |
19+1d10 |
13+1d6 |
1d4+8 |
I-L |
Lifting |
3d6 |
3d6 |
3d8 |
13+1d6 |
13+1d6 |
19+1d10 |
1d4+8 |
I-M |
Moving |
3d6 |
3d6 |
3d8 |
19+1d10 |
13+1d6 |
13+1d6 |
1d4+8 |
J-C |
Commercial |
3d6 |
3d6 |
1d8 |
2d8 |
1d12 |
2d8 |
1d8 |
J-D |
Domestic |
3d6 |
3d6 |
1d8 |
2d8 |
12+1d6 |
2d8 |
1d4 |
M |
Maintenance |
3d6 |
3d6 |
2d8 |
8+1d10 |
8+2d8 |
1d8 |
1d4 |
P-C |
Civilian |
4d6 |
13+1d6 |
13+1d6 |
19+1d6 |
13+1d6 |
15+1d4 |
3d4 |
P-D |
Detective |
13+1d6 |
3d6 |
14+1d6 |
19+1d6 |
13+1d6 |
15+1d4 |
1d3+1 |
P-R |
Riot |
3d6 |
3d6 |
14+1d6 |
19+1d6 |
13+1d6 |
15+1d4 |
3d4 |
R-C |
Containment |
3d6 |
3d6 |
19+1d6 |
7+1d12 |
7+1d12 |
7+1d12 |
2d10+5 |
R-R |
Retrieval |
3d6 |
3d6 |
19+1d6 |
21+1d4 |
7+1d12 |
3d6 |
2d10+5 |
S |
Social |
3d6 |
19+1d6 |
2d8 |
2d8 |
14+1d10 |
1d8 |
1d3+1 |
T-I |
Inatmo |
3d6 |
3d6 |
1d8 |
1d8 |
1d8 |
1d8 |
1d4+8 |
T-X |
Exatmo |
3d6 |
3d6 |
1d8 |
21+1d4 |
21+1d4 |
1d8 |
1d4+8 |
V-D |
Diagnostic |
19+1d6 |
13+3d6 |
2d8 |
19+1d6 |
14+1d10 |
1d8 |
2 |
V-I |
Interventional |
3d6 |
3d6 |
2d8 |
22+1d3 |
20+1d4 |
1d8 |
2 |
ID |
Series/Model |
AWE |
CHA |
CON |
DEX |
INT |
STR |
HPM |
MND = 0 |
||||||||
SOC = 1d1000 |
||||||||
HPM is amount per CON |
||||||||
Primes
Some robot abilities depend on the robot’s prime attribute. For robot RPs the robot type determines the attribute ranges. Consult the lookup table below to record the attribute ranges.
Determine the prime attribute from the attribute score. |
||||
Attribute |
||||
Prime |
CON |
DEX |
INT |
STR |
1 |
1-8 |
1-8 |
1-8 |
1-10 |
2 |
9-13 |
9-13 |
9-13 |
11-15 |
3 |
14-19 |
14-19 |
14-19 |
16-19 |
4 |
20-25 |
20-25 |
20-25 |
20-29 |
Prime |
CON |
DEX |
INT |
STR |
A 12 DEX has a DEX Prime of 2. |
||||
Size
The robot size consists of the robot’s wate and the robot’s hite. The wate of the robot plays a role in ramming damage. Heavier robots inflict more damage. The hite of the robot determines its rough volume. Bigger robots don’t fit as well into anthro-sized spaces.
Wate
| Robot RP Wate in Kilograms | |||
|---|---|---|---|
ID |
Series/Model |
Category |
Calculation |
A |
Android |
Medium |
Fabricator + 10% |
C-E |
Expendable |
Medium |
1d50+50 |
C-D |
Defensive |
Large |
5d100+100 |
C-L |
Light |
Large |
5d100+100 |
C-H |
Heavy |
Gigantic |
6d1000+600 |
D |
Datalyzer |
Small |
1d50 |
E-P |
Planetary |
Small |
1d50 |
E-X |
Exatmo |
Medium |
1d50+50 |
H |
Hobbot |
Tiny |
1d10-1 |
I-B |
Builder |
Medium |
1d50+50 |
I-L |
Lifting |
Large |
5d100+100 |
I-M |
Moving |
Gigantic |
6d1000+600 |
J-C |
Commercial |
Medium |
1d50+50 |
J-D |
Domestic |
Small |
1d50 |
M |
Maintenance |
Small |
1d50 |
P-C |
Civilian |
Small |
1d50 |
P-D |
Detective |
Medium |
1d50+50 |
P-R |
Riot |
Gigantic |
6d1000+600 |
R-C |
Containment |
Gigantic |
6d1000+600 |
R-R |
Retrieval |
Large |
5d100+100 |
S |
Social |
Medium |
Fabricator + 25% |
T-I |
Inatmo |
Small |
1d50 |
T-X |
Exatmo |
Small |
1d50 |
V-D |
Diagnostic |
Medium |
1d50+50 |
V-I |
Interventional |
Medium |
1d50+50 |
ID |
Series/Model |
Category |
Calculation |
Nano Bots
Any robot that has a wate of 4.2 kg or less has a chance of becoming an extremely small nano bot. The chance of the robot becoming a nano bot is 1 in 6 (1d6) Nano bots have a wate of 0 to 999 grams (1d1000-1). A nano bot cannot have a wate greater than a kilogram. Nano robots have no change to their attributes, abilities or combat values.
Mighty Machines
Any robot with a wate of 4200 kg or more has a chance of becoming a mighty machine. The chance of the robot becoming a mighty machine is 1 in 6 (1d6). Mighty machines have a wate of 6 to 600 tons (1d100 times 6). Mighty machines have no change to their attributes, abilities or combat values. However, in regards to ramming, mighty machines can increase their ramming ratio to 12 (versus 4).
Hite
Hite gives an estimation of the volume occupied by the robot. The referee rolls dimensions once for each of hite, width and length. A hexagon is 200 cm across.
| Look up wate to get size estimate in cms or hexes. | |||
|---|---|---|---|
Wate (kg) |
Hite |
Die Roll |
Hexes |
<1 |
3-18 |
3d6 |
- |
1-9 |
20-50 |
1d30+19 |
1/4 |
9-50 |
50-150 |
1d50+99 |
1/2 |
51-105 |
150-200 |
1d50+149 |
1 |
106-600 |
200-400 |
2d100+198 |
2-3 |
601-6600 |
400-800 |
4d100+396 |
3-6 |
>6000 kgs |
|||
@1000kg |
add 100 cm |
— |
add 1-2 hexes |
Wate (kg) |
Hite |
Die Roll |
Hexes |
Shape
The volume of the robot will fit into this shape.
Everything has to looks like something. |
|
Die Roll (1d100) |
Basic Shape |
01-05 |
Cone |
06-09 |
Decahedron |
10-15 |
See Junque |
16-60 |
Cuboid |
61-69 |
Disc/Saucer |
70-77 |
Octahedron |
78-85 |
Pyramid/Prism |
86-92 |
Sphere |
93-00 |
Ref’s Own Table |
Die Roll |
Basic Shape |
Contortion of Basic Shape
This table manipulates the basic shape of the robot. This step is optional and is present to help reflect the randomness that is commercial design.
Stretch it, bend it, squash it, extend it. |
|
Die Roll (1d100) |
Shape Adjustment |
01-20 |
Elongated/Stretched |
21-40 |
Flattened/Squashed |
41-49 |
Inverted |
50-85 |
Normal |
86-90 |
Involuted |
91-99 |
Add another shape |
Die Roll |
Shape Adjustment |
Attachments
Useless attachments.
| Mechanical accents. Purely descriptive. | |
|---|---|
Die Roll (1d100) |
Fancy Attachment |
01-04 |
Access Panels |
05-08 |
Antennae, Coiled |
09-12 |
Antennae, Straight |
13-16 |
Antennae, Up and Down |
17-20 |
Hoses, Dangling |
21-24 |
Hoses, Looped |
25-28 |
Indentations, Random |
29-32 |
Indentations, Round |
33-36 |
Indentations, Square |
37-40 |
Indentations, Triangular |
41-44 |
Knobs, Glowing |
45-48 |
Knobs, Inflating |
49-52 |
Monitor, Data Stream |
53-56 |
Monitor, Static |
57-60 |
Protuberances, In and Out |
61-64 |
Protuberances, Pointed |
65-68 |
Protuberances, Springs |
69-72 |
Protuberances, Wobbley |
73-76 |
Protuberances, Gnarled |
77-78 |
Random, Sparks |
79-80 |
Random, Squirts |
81-84 |
Random, Drips |
85-88 |
Random, Steam Shots |
89-90 |
Random, Whiz-Click |
91-94 |
Tubes, Liquid Filled |
95-98 |
Tubes, Pulsing |
99 |
Tubes, Solid |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Fancy Attachment |
Defence Rating
Robot RPs have an AR of 700. A robot AR is the same as any other persona AR. A successful attack roll damages the robot as it would any other persona. Robots are different from organic personas and damage differently. Robot RPs are easy to hit but hard to destroy.
Movement
The robot’s Dexterity score determines her movement rate. Robots are twice as fast as those other personas with the same DEX. Those robots which move faster than eight h/u must accelerate the same as vehicles. Robotic acceleration is one hex per unit per STR prime score.
Robotic DEX determines movement rate in hexes per unit (h/u). |
|
Dexterity |
Movement Rate (h/u) |
1-2 |
2 |
3-5 |
4 |
6-8 |
6 |
9-11 |
8 |
12-14 |
10 |
15-16 |
12 |
17 |
14 |
18 |
16 |
19 |
18 |
20 |
20 |
21 |
22 |
22 |
24 |
23 |
26 |
24 |
28 |
25 |
30 |
Dexterity |
Movement Rate (h/u) |
Wate Allowance
Bots are affected by encumbrance, though not as much as other referee personas. Strength determines the weight allowance of the robot. A robot with a STR level of 3 and a 17 STR would have a wate allowance of 75 kgs. Robot size does not affect a robot’s wate allowance. For more information about carry stuff, jump to Encumbrance.
| Wate Allowance (WA) is determined by Prime STR Strength Attribute. | ||||
|---|---|---|---|---|
Strength |
Strength (STR) Prime |
|||
1 |
2 |
3 |
4 |
|
1 |
4.5 |
9.0 |
13.5 |
18.0 |
2 |
5.6 |
11.2 |
16.8 |
22.4 |
3 |
6.8 |
13.6 |
20.4 |
27.2 |
4 |
7 |
14 |
21 |
28 |
5 |
8 |
16 |
24 |
32 |
6 |
10 |
20 |
30 |
40 |
7 |
12 |
24 |
36 |
48 |
8 |
13 |
26 |
39 |
52 |
9 |
14 |
28 |
42 |
56 |
10 |
15 |
30 |
45 |
60 |
11 |
16 |
32 |
48 |
64 |
12 |
17 |
34 |
51 |
68 |
13 |
18 |
36 |
54 |
72 |
14 |
19 |
38 |
57 |
76 |
15 |
20 |
40 |
60 |
80 |
16 |
22 |
44 |
66 |
88 |
17 |
25 |
50 |
75 |
100 |
18 |
28 |
56 |
84 |
112 |
19 |
31 |
62 |
93 |
124 |
20 |
34 |
68 |
102 |
136 |
21 |
39 |
78 |
117 |
156 |
22 |
45 |
90 |
135 |
180 |
23 |
52 |
104 |
156 |
208 |
24 |
60 |
120 |
180 |
240 |
25 |
69 |
138 |
207 |
276 |
26 |
79 |
158 |
237 |
316 |
27 |
90 |
180 |
270 |
360 |
28 |
102 |
204 |
306 |
408 |
29 |
115 |
230 |
345 |
460 |
STR |
1 |
2 |
3 |
4 |
STR Prime |
||||
Wate Allowance (WA) is measured in kilograms (kgs). |
||||
Systems
Robotic RPs may have offensive, defensive and peripheral systems. Generating systems for player persona robots is convoluted and fun. The referee can find the number of rolls for each system on the single lookup table below. The lookup table seems scary, but it is scientifically proven to be faster than the player robot persona method.
| How many rolls on each system table. | ||||||||
|---|---|---|---|---|---|---|---|---|
Offensive Systems |
Defensive |
Peripheral Systems |
||||||
ID |
Series/Model |
One |
Two |
Three |
Four |
Basic |
Fancy |
|
A |
Android |
— |
— |
— |
— |
— |
— |
— |
C-E |
Expendable |
1 |
1 |
— |
— |
1 |
1 |
— |
C-D |
Defensive |
1 |
1 |
— |
— |
5 |
1 |
— |
C-L |
Light |
— |
2 |
2 |
— |
2 |
— |
— |
C-H |
Heavy |
1 |
3 |
2 |
2 |
3 |
— |
— |
D |
Datalyzer |
1 |
— |
— |
— |
1 |
1 |
1 |
E-P |
Planetary |
1 |
— |
— |
— |
1 |
1 |
— |
E-X |
Exatmo |
1 |
— |
— |
— |
2 |
1 |
— |
H |
Hobbot |
1 |
— |
— |
— |
1 |
4 |
4 |
I-B |
Builder |
1 |
— |
— |
— |
1 |
1 |
— |
I-L |
Lifting |
1 |
— |
— |
— |
1 |
1 |
— |
I-M |
Moving |
1 |
— |
— |
— |
1 |
1 |
— |
J-C |
Commercial |
2 |
— |
— |
— |
2 |
1 |
— |
J-D |
Domestic |
1 |
— |
— |
— |
2 |
1 |
— |
M |
Maintenance |
1 |
— |
— |
— |
1 |
1 |
— |
P-C |
Civilian |
1 |
1 |
— |
— |
1 |
1 |
— |
P-D |
Detective |
1 |
— |
— |
— |
1 |
1 |
— |
P-R |
Riot |
— |
— |
— |
— |
1 |
1 |
— |
R-C |
Containment |
1 |
— |
— |
— |
3 |
1 |
— |
R-R |
Retrieval |
1 |
1 |
— |
— |
3 |
1 |
— |
S |
Social |
— |
— |
— |
— |
— |
1 |
— |
T-I |
Inatmo |
1 |
— |
— |
— |
1 |
1 |
— |
T-X |
Exatmo |
1 |
— |
— |
— |
1 |
1 |
— |
V-D |
Diagnostic |
— |
— |
— |
— |
— |
1 |
— |
V-I |
Interventional |
— |
— |
— |
— |
— |
1 |
— |
ID |
Series/Model |
One |
Two |
Three |
Four |
Basic |
Fancy |
|
Offensive |
Defensive |
Peripheral |
||||||
Offensive Systems
These are the systems that harm others. On the lower level tables, the robot is misusing and weaponizing malfunctioning peripherals. On the higher level tables, the robot is using weapons baked-in during fabrication. The referee will dance back and forth between the attack tables, creating a murderous melange of machinery.
Ramming
All robots can ram, but not without challenges. Only robots with ramming freedom can fling themselves around with self-destructive abandon. For more info about robot ramming, ram your way over to Robot Ramming.
| Ramming surface, appearance and damage. | ||
|---|---|---|
Die Roll (1d100) |
Description |
Damage |
01-45 |
Blunt and Flat |
1d4 + 1d4 per 3 h/u |
46-75 |
Blunt Protuberance |
1d6 + 1d6 per 3 h/u |
76-90 |
Edge |
1d8 + 1d8 per 3 h/u |
91-99 |
Sharp Protuberance |
1d10 + d8 per 3 h/u |
00 |
Ref’s Own Table |
|
Die Roll |
Description |
Damage |
Table One
These attacks include ramming, and the robot is misusing and weaponizing malfunctioning peripherals. It is possible to get a roll on Attack Table Two to get more dangerous weapon systems. For details about these attacks jump to Attack Table One.
Determine Strike weapon that the attack is similar too. |
||
Die Roll (1d100) |
Weapon |
Damage |
01-07 |
Axe, Battle |
1d10+2 |
08-14 |
Flail |
1d8 |
15-21 |
Halberd |
2d6 |
22-28 |
Fork |
2d4 |
29-35 |
Hammer |
2d6+2 |
36-42 |
Lance |
1d6 |
43-49 |
Mace |
1d6 |
50-56 |
Morning Star |
1d6+1d4 |
57-63 |
Pick |
1d10+2 |
64-70 |
Pike |
2d6 |
71-77 |
Scimitar |
1d8 |
78-84 |
Spear |
1d12+1 |
85-91 |
Staff |
1d6 |
92-99 |
Sword |
1d12 |
00 |
Ref’s Own Table |
|
Die Roll |
Weapon |
Damage |
Table Two
Slightly more dangerous attacks, but mainly consist of misused devices. It is possible to get several rolls on Attack Table One or move up to Attack Table Three. For details about these attacks jump to Attack Table Two.
| Determine the robot’s attack type. | |
|---|---|
Die Roll (1d100) |
Robotic Attack |
01-10 |
Two Rolls on Table One |
11-20 |
Ramming Freedom |
21-40 |
Ranged Peripheral |
41-45 |
Nausea Attack |
46-50 |
Paralysis Attack |
51-60 |
Powered Striking Peripheral, Electro |
61-70 |
Powered Striking Peripheral, Inertia |
71-80 |
Powered Striking Peripheral, Stun |
81-90 |
Powered Striking Peripheral, Vibro |
91-00 |
Table Three Attack |
Die Roll (1d100) |
Robotic Attack |
Determines the Fling weapon the peripheral is most familiar too. |
|||
Die Roll (1d100) |
Weapon |
Rounds |
Damage |
01-10 |
Arrow |
2d1000 |
1d6 |
11-20 |
Axe Throwing |
1d8 (retrievable) |
1d8 |
21-29 |
Bolt (crossbow) |
1d1000 |
1d12 |
30-38 |
Boomerang Bolo |
1d8 (retrievable) |
1d6+1 |
39-47 |
Bullet (sling) |
2d1000 |
1d8 |
48-56 |
Dagger (point) |
2d1000 |
1d3 |
57-65 |
Dart |
2d1000 |
1d4 |
66-74 |
Javelin |
1d8 (retrievable) |
1d8 |
75-83 |
Spear |
1d8 (retrievable) |
1d8 |
84-92 |
Shuriken |
2d1000 |
1d4 |
93-99 |
Whip |
1 (attached) |
1d6 |
00 |
Ref’s Own Table |
||
Die Roll |
Weapon |
Rounds |
Damage |
Table Three
Even more dangerous attacks. These attacks are a mix of baked-in weapons and misused devices. It is possible to get several rolls on Attack Table Two or move up to Attack Table Four. For details about these attacks jump to Attack Table Three.
| Determines the attack type. | |
|---|---|
Die Roll (1d100) |
Attack |
01-15 |
3 Rolls on Attack Table One |
16-30 |
2 Rolls on Attack Table Two |
31-40 |
Nausea Attack |
41-50 |
Paralysis Attack |
51-60 |
Powered Ranged Peripheral, Electro |
61-65 |
Powered Ranged Peripheral, Inertia |
66-70 |
Powered Ranged Peripheral, Stun |
71-75 |
Powered Ranged Peripheral, Vibro |
76-80 |
Thermal Blast |
81-85 |
Corrosive Mist |
86-90 |
Gun |
91-95 |
Aerosol |
96-00 |
Attack Table Four |
Die Roll |
Attack |
Table Four
Even more dangerous attacks. These attacks are a mix of baked-in weapons and misused devices. It is possible to get several rolls on Attack Table Three. For details about these attacks jump to Attack Table Four.
| Dangerous weapons. | |
|---|---|
Die Roll (1d100) |
Attack |
01-10 |
4 Rolls on Attack Table Two |
11-20 |
3 Rolls on Attack Table Three |
21-25 |
Lethal Jet |
26-50 |
Gun |
51-60 |
Aerosol |
61-70 |
Bomb |
71-80 |
Grenade |
81-90 |
Combat Mutation |
91-99 |
Disregard Fabricator Type |
00 |
Ref’s Own Table |
Die Roll |
Attack |
Defensive Systems
Robot defences can arise from misused peripherals or intentionally baked-in defensive systems. For more detailed explanations jump to Defensive Systems.
Bespoke defences or misused peripherals, same difference. |
|
Die Roll (1d100) |
Defence |
01-06 |
|
07-12 |
|
13-29 |
|
30-35 |
|
36-41 |
|
41-47 |
|
48-53 |
|
54-59 |
|
60-76 |
|
77-82 |
|
83-88 |
|
89-99 |
|
00 |
Ref’s Own Table |
Die Roll (1d100) |
Defence |
Peripheral Systems
Peripherals are attachments that give the robot some additional flexibility in performing its tasks. Peripherals are not weapons. For more detailed explanations jump to Peripheral Systems.
Basic
| Things that the robot has for doing things. | |
|---|---|
Die Roll (1d100) |
Peripheral |
01-16 |
Articulation |
17-18 |
Air Conditioning |
19-20 |
Alarm System |
21-22 |
Amphibious |
23-24 |
Aroma Production |
25-26 |
Cammo Detailing |
27-28 |
Chairs |
29-30 |
Communications |
31-32 |
Copier |
33-34 |
Copy Editor |
35-36 |
Dance Choreography |
37-38 |
Detect sadness |
39-40 |
Fire Extinguisher |
41-42 |
Food Production |
43-44 |
Hairdressing |
45-46 |
Horticulture |
47-48 |
Hygiene |
49-50 |
Languages |
51-52 |
Lash |
53-54 |
Leash |
55-56 |
Laundry |
57-58 |
Lights |
59-60 |
Magnets |
61-62 |
Manipedi cures. |
63-64 |
Music |
65-66 |
Paint |
67-68 |
Periscope |
69-70 |
Plastics printer |
71-72 |
Power Plug |
73-74 |
Recording Equipment |
75-76 |
Saw |
77-78 |
Sewing |
79-80 |
Storage Compartments |
81-82 |
Scent improvement |
83-84 |
Sport tactics |
85-86 |
Timekeeping |
87-88 |
Vacuum attachment |
89-90 |
Video Playback |
91-92 |
Hard Copy Printer |
93-94 |
Choose |
95-96 |
Extra Roll |
97-00 |
Roll On Secondary Table |
Die Roll (1d100) |
Peripheral |
Fancy
More cooler things to do things. |
||
Die Roll (1d100) |
Peripheral |
Description |
01-03 |
Vocation Computer |
From Computers. |
04-05 |
Cybernetic Part |
See Mechanical insertion. No defects. |
06 |
Vocation |
Pursue a Vocation. |
07-09 |
Damage Analysis |
Like Mechanic level equal to INT score. |
10-12 |
Detect Ammunition |
1 km per point of AWE range. |
13-15 |
Detect Mutations |
1 hex per point of AWE range. |
16-18 |
Detect Pharma |
1 km per point of AWE range. |
19-21 |
Detectors |
From Detectors. |
22-24 |
Exatmo Hardened |
Atmosphere agnostic |
25-27 |
Heightened CF |
Double Control Factor |
28-30 |
Identify Alien |
2% per point of INT score times Prime INT |
31-33 |
Identify Pharma |
2% per point of INT score times Prime INT |
34-36 |
Identify Value |
2% per point of INT score times Prime INT |
37-39 |
Identify Wate |
2% per point of INT score times Prime INT |
40-42 |
Identify Weapons |
2% per point of INT score times Prime INT |
43-45 |
Increase Speed |
Increase Move 2-5 times (1d4+1) |
46-48 |
Increase WA |
2-7 times (1d6+1) wate allowance |
49-53 |
Languages |
Like a Social Robot |
54-56 |
Medical Device |
See Vet Equipment |
57-59 |
Psionic Mutation |
Consult Psionic Mutations. No defect. |
60-72 |
Miscellaneous Device |
From Misc. Equipment. |
73-75 |
Multi-bot |
Combine two bots. |
76-78 |
Navigation |
Replace navigator on land, sea and stars. |
79-81 |
Pharmaceutical Effect |
See Pharma |
82-84 |
Phenomic Mutation |
See Phenomic Mutations. No defects. |
85-87 |
Robotic Override |
Control other robots. |
88 |
Robotic Drone |
Control a smaller robot of any type. |
89-93 |
Instant Acceleration |
Deadly Rammer |
94-95 |
Choose |
|
96-99 |
Extra Roll |
|
00 |
Ref’s Own Table |
|
Die Roll (1d100) |
Peripheral |
Description |
EXPS Level
EXPS Levels improve the RP’s Control Factor, assist in saves and robot attributes.
| Determine the EXPS level of the referee persona. | |
|---|---|
Die Roll (1d100) |
RP Level |
01-09 |
One |
10-29 |
Two |
30-49 |
Three |
50-64 |
Four |
65-74 |
Five |
75-82 |
Six |
83-88 |
Seven |
89-92 |
Eight |
93-97 |
Nine |
98-99 |
Ten |
00 |
Ref’s Own Table |
Die Roll (1d100) |
RP Level |
Control Factor
Calculate the persona’s control factor here. For more details jump to Control Factor.
Calculate Control Factor
Adaptability
If there is a need to know the referee persona’s adaptability check the fabrication info for the robot type.
Value
Most referee persona robots do not like to talk about their value. If there is a need to know the referee persona’s value check the fabrication info for the robot type.
Tech Level
Tech level alters the wate and size of artifacts. There is no mechanism in EXP for altering robots based on their tech level. Is a high tech level robot less able to ram because it is now lighter? Tech level could increase the value of a robot, improve its power plant, and overall alter its appearance. Would steam power a low tech level robot? For more info and the effects of altering tech levels, jump to Tech Level.
Age
Robots do not age. Unlike organic life forms, robots only decay from damage and not time. The longer it has been since fabrication allows for an estimate of how much damage the robot has experienced. The robot age table was previously called the decrepitude table.
| Qualitative assessment combining age, maintenance and luck. | ||
|---|---|---|
Die Roll (1d100) |
Appearance |
HPM Drop |
01-05 |
Freshly Minted |
100% |
06-15 |
Unboxed |
90% |
16-65 |
Broken In |
80% |
66-90 |
Past Warranty |
60% |
91-99 |
Beyond Maintenance |
40% |
00 |
Ref’s Own Table |
|
Die Roll (1d100) |
Appearance |
HPM Drop |
Attack Table
The attack table keeps track of the persona’s combat skills and increases with EXPS level. The referee may need two attack tables for her tool using aliens. For general info about attack tables, jump to Attack Tables in tactical combat. For a detailed explanation of the outline below jump to Robot Attack Table.
This attack table is for baked-in offensive systems and ramming freedom. Robot RPs only have a Skilled Bonus (Skilled) for their baked-in attacks. If a robot RP manages to use a gun, her Skilled is zero. If the robot type is Android (A), then the referee must make an anthro-like vocation-based attack table as well. For the vocation based attack table, jump to Anthro attack table.

Combat ratio can alter numbers.
Spec Sheet
Qualitative details about how the robot moves, sees, and powers itself.
Power Source
Robot power sources are sciency fiction supercells that allow the robot to operate. Recharging may be necessary. For more detailed information, jump to Power Source.
Determine power source type. |
|
Die Roll (1d100) |
Power Cell Type |
Basic Cells |
|
01-10 |
Gas |
11-20 |
Liquid |
21-30 |
Solid |
31-40 |
Plasmoid |
41-50 |
Dynamo |
Recharging Cells |
|
51-55 |
Gravitational |
56-65 |
Solar |
66-75 |
Magnetic |
Continuous Cells |
|
76-88 |
Broadcast |
89-98 |
Nuclear |
99 |
Psionic |
00 |
Ref’s Own Table |
Die Roll |
Power Cell Type |
Psionic fuel cell drains MND from nearby organics. |
|
Sensors
Robot sensors allow the robot RP to hear and see like any other persona. The higher the RPs Awareness, the more sensors they have. For more detailed information, jump to Sensors.
One sensor set per 4 points of Awareness. |
|
Die Roll (1d100) |
Sensor Type |
01-70 |
Video |
71-76 |
Optical |
77-83 |
Vibration |
84-90 |
Sonar |
91-96 |
Radar |
97-00 |
Ref’s Own Table |
Die Roll |
Sensor Type |
Locomotion
Robot locomotion allows the RP to get anywhere she can fit. For more detailed information, jump to Locomotion.
The main method that the robot gets around. |
||
Die Roll (1d100) |
Locomotion |
Complementary |
01-11 |
None |
|
12-17 |
Yes |
|
18-25 |
None |
|
26-31 |
Yes |
|
32-39 |
None |
|
40-45 |
None |
|
46-55 |
None |
|
56-62 |
Yes |
|
63-66 |
Yes |
|
67-72 |
None |
|
73-74 |
None |
|
75-81 |
None |
|
82-98 |
None |
|
99-00 |
Ref’s Own Table |
Maybe |
Die Roll (1d100) |
Locomotion |
Complementary |
Sometimes one way to get around is just not enough. |
|
Die Roll (1d100) |
Complementary |
01-30 |
|
31-40 |
|
41-55 |
|
56-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Complementary |
Name
The robot should have a name like any other persona. Robot names can become complicated because they may need a persona name, model name and fabricator name. For more details on naming shenanigans, jump to Robot Name.
Story Cues
There are all manner of story cues that the referee may wish to generate. All are optional. For setting up story cues for this referee persona jump to Story Cues.
Combat Ratio
The combat ratio determines how dangerous a referee persona is. Combat ratio is partially optional, but plays a roll in assigning combat experience. To generate a danger number for this persona jump to Combat Ratio.