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.

Referee Persona Relevance Table
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.

Robot Series Selection Single Roll Table
Skip the tables.

Die Roll (1d1000)

ID

Series

001-005

A

Android

006-055

C-E

Expendable Combot

056-095

C-L

Light Combot

096-135

C-D

Defensive Combot

136-137

C-H

Heavy Combot

138-187

D

Datalyzer

188-202

E-X

Exatmo Explorations

203-222

E-P

Planetary Explorations

223-262

H

Hobbot

263-322

I-B

Builder

323-382

I-L

Lifter

383-442

I-M

Mover

443-482

J-C

Commercial Janitor

483-522

J-D

Domestic Janitor

523-562

M

Maintenance

563-622

P-C

Civilian

623-662

P-R

Riobot

663-702

P-D

Detective

703-742

R-C

Containment

743-782

R-R

Retrieval

783-845

S

Social

846-905

T-I

Inatmo Transport

906-920

T-X

Exatmo Transport

921-960

V-D

Diagnostics

961-999

V-I

Interventional

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.

Robot Fabricator Table
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.

Robot Series/Model to Attributes Table
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.

Primes from Attributes Table

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 Wate by Series Table
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.

Robot Dimensions
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.

Basic Shapes Table

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.

Shape Distortion Table

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.

Robot Fancy Attachments Table
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 Movement Rate

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.

Robotic Wate Allowance Table
Wate Allowance (WA) is determined by Prime STR Strength Attribute.

Strength
(STR)

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.

Robot Systems By Series Table
How many rolls on each system table.

Offensive Systems

Defensive
Systems

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.

Robot Ramming Types Table
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.

Strike Attack Peripherals Table

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.

Robotic 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

Fling Attack Peripherals Table

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.

Robotic 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.

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.

Robotic Defences

Bespoke defences or misused peripherals, same difference.

Die Roll (1d100)

Defence

01-06

Aunty Missile

07-12

Aunty Personnel

13-29

Increase AR

30-35

Artifact Armour

36-41

Camouflage

41-47

Detect Ambush

48-53

Diffuse Bombs

54-59

Evasive Action

60-76

Force Field

77-82

Increase HPS

83-88

Psionic Mutation

89-99

Override Interrupt

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

Basic Peripherals Table
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

Fancy Peripherals Table

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.

Referee Persona Level Table
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

CF= (INT score) + (INT Prime* EXPS Level)

A 3rd level robot with a 15 INT score, and a 3 INT Prime has a CF = 24

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.

Robot Wear Appearance 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.

Many flying robots.

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.

Power Source Types Table

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.

Robot Sensors Table

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.

Primary Locomotion Type

The main method that the robot gets around.

Die Roll (1d100)

Locomotion

Complementary

01-11

Antigrav

None

12-17

Chemical Slide

Yes

18-25

Electromagnetic Legs

None

26-31

Jets

Yes

32-39

Magnetic

None

40-45

Pistons

None

46-55

Pods

None

56-62

Propellers

Yes

63-66

Sails

Yes

67-72

Skis

None

73-74

Slog Bag

None

75-81

Tracks

None

82-98

Wheels

None

99-00

Ref’s Own Table

Maybe

Die Roll (1d100)

Locomotion

Complementary

Complementary Locomotion Type

Sometimes one way to get around is just not enough.

Die Roll (1d100)

Complementary

01-30

Antigrav

31-40

Chemical Slide

41-55

Skis

56-99

Wheels

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.