Super Robot Creation
Super robots are built almost exactly the same as normal supers.
The only difference is that they have several advantages and disadvantages
available only to them. Essentially, an organic super and a robot super are
designed the same; the only real difference between them is the use of Energy
instead of Fatigue (see below). Robots get no automatic advantages or
disadvantages, unless they are bought using normal GURPS Supers rules.
Inherent Advantages
Obviously, all robots will be noticed to be immediately different. In
the IST Ceres world background, most people view robots as unusual supers.
Most robots, however, can't even hope to blend in with a crowd.
Robots are about as varied as humans. The ``standard'' robot has
Doesn't Eat or Drink (10 points), Doesn't Breathe (20 points), and Cannot
Heal (-30 points), making a robot a 0-point character.
Robots don't take any extra damage from lightning, surges, water,
or any of the stereotypical ``robot killing'' attacks, unless they buy appropriate
Vulnerabilities.
Robot Attributes
Robots use the same attributes as other supers -- ST, DX, HT, and
IQ. Extra Hit Points are also common, although Extra Fatigue is not (see
below). Like other Supers, Robots may use the Enhanced ST advantage, or
the Robot ST advantage (see below). However, because robots tend to get
their increased ST from their reinforced robotic design, not a metahuman
gene, a robot's maximum ST is equal to five times its height. After 100 feet
tall, maximum ST is limited to ten times its height.
Energy
Robots do not have Fatigue, but they do have Energy, an attribute
that is used in the same way. Because Robots tend to have more endurance
than their human counterpart, all robots have an Energy score equal to triple
their ST. However, this advantage is made up with the fact that robots cannot
regain energy without ``charging up.'' Regaining a point of Energy requires
approximately 100 kilowatts! Recharging a robot's capacitors takes a half
hour per 100 KW. So, on average, once a day a robot will have to ``rest'' for
about five hours - the equivalent to sleep.
Extra Energy, like Extra Fatigue, costs 3 points/level.
The Robot Body
There are three basic robot bodies to choose from - Body of Metal,
Plastic, or Ceramic. Most other types of robot bodies will be variations of
these; Body of Titanium would simply be a high level of Body of Metal. If a
player comes up with a more creative one, the GM should examine it
carefully. Obviously, all robot bodies are not switchable.
Body of Metal 9 points/level
Your body is composed of a hard metal. You get PD 1 for every 3
levels (maximum PD 6) and DR 1 per level. Damage from your punches and
kicks is raised by +2, but your Move score is reduced by 20%. Sonic and
vibratory attacks automatically bypass 25% of your DR. You are considered
ferrous when affected by magnetism. Each level of Body of Metal increases
your weight by 20%.
Special Enhancement: Your body is non-ferrous. +10%.
Special Enhancement: Your body's metal is amorphous rather than
crystalline, and does not suffer any extra effect from sonic or vibratory
attacks. +30%.
Special Enhancement: Your body's metal is polished and laser-
reflective. Your body DR is doubled against lasers, and your body PD is
increased by 2. +30%.
Special Enhancement: Your body is made of liquid metal. You can
transform your body into anything roughly of the same size and mass,
including parts of your body. You cannot use this to transform into any sort of
machine, unless you buy it separately as a transformation. It takes 3 seconds
to transform your shape, but all physical skills are at -8 while you are in
liquid form. You cannot change your color (unless Chameleon is bought at
the same level as your Body of Metal), and you will always appear obviously
metallic, unless some sort of Illusion power is purchased. This advantage
requires the Rerouteable Circuitry and Decentralized System advantages. +75
points.
Body of Plastic 6 points/level
Your body is made of a strong, ultra-tech, resilient plastic. You get
PD 1 for every 4 levels (maximum PD 6), and DR 1 per level. Damage from
your punches and kicks is raised by +1, but your Move score is reduced by
10%. Each level of Body of Plastic increases your weight by 10%.
Body of Ceramic 7 points/level
Your body is made of durable ceramic. You get PD 1 for every 3
levels (maximum PD 6), and DR 1 per level. Damage from your punches and
kicks is raised by +1, but your Move score is reduced by 10%. Additionally,
you are vulnerable to electrical attacks. Any electric attack will bypass 25% of
your DR. Each level of Body of Ceramic increases your weight by 10%.
Special Enhancement: Your body is specially structured so that you
suffer no penalties from electrical attacks. +30%
Robot Body Enhancements
Robot bodies can be enhanced and changed a lot easier than organic
ones. Most of these enhancements, however, are not obvious - you won't be
able to tell a robot has a Decentralized System simply by looking!
Changeable Exterior 5 points each
This is a limited form of transformation. You can mechanically
change into a different-looking robot, although without the Chameleon
advantage, your basic color must be the same. Your mass must remain the
same, and you cannot vary your height by more than 25%. All your powers
will also be the same. Each level of this advantage allows you to transform
into one additional robot. This applies for each form that you have, including
actual transformations. For instance, if you were a robot that could transform
into a car, you could change into two different-looking robots and two
different-looking cars.
Special Enhancement: You can vary your forms infinitely; you
could change into basically any kind of robot you'd like. 30 points.
Decentralized System 40 points
Instead of having large vital processors located strategically
throughout your body, all of your functions are handled my millions of
microprocessors. Every internal function - your power containment, thought
fields, et cetera - is replaced. For game purposes, you do not have vital
organs, including the brain! However, you still have sensory parts - eyes, ears,
et cetera.
Special Enhancement: Your entire body is decentralized, meaning
you can sense (see, hear, smell, et cetera) from any non-damaged bodily part.
+75%.
Detachable Limbs 5 points/limb
You can detach your limbs without damaging yourself. This may
come in handy if a limb gets stuck in a life-or-death situation, or maybe if you
just don't trust the local mechanics and want to service your own limb
yourself.
Every detachable limb costs 5 character points. No tools are needed
to remove the limb. It takes 1 minute to remove a hand or foot, or 1d minutes
to remove anything larger. It takes the same amount of time to put a limb
back on. Theoretically, your head could be made removable, but you need a
Decentralized System or an alternate power source to survive this!
If, somehow, you manage to lose your limb, then you're in trouble!
Because every robot is unique, you must find a mechanic to create a custom
limb to replace the one that was lost!
Special Enhancement: You can remove your limbs quickly; it takes
1 second to take a hand or foot off, 1d seconds for anything larger. +50%.
Special Enhancement: Your limb can shoot off explosively and act
as a missile weapon! The attack does Thrust crushing damage. SS 12, Acc 1,
1/2Dmg: 1/2 ST, Max: ST.
Frame Reinforcement 25 points
This may be bought with any of the basic bodies. Your internal
systems are reinforced with a hardened endoskeleton, adding 5 hit points.
Your basic HT is unchanged, but you will have a split-HT score.
Rerouteable Circuitry 60 points
Your circuitry is made up of millions of optical superconductors,
rather than standard wiring. Within seconds, you can reroute power and
energy away from damaged or severed circuits to operable ones. You never
suffer extra damage from cutting or impaling attacks, and you can recover
from crippling or blinding injuries in a number of minutes equal to the points
of damage the limb took. Note that the limb won't actually be healed; it will,
however, function. Limbs that are totally severed or destroyed, however,
cannot be rerouted to work again!
Special Enhancement: You can reroute circuitry incredibly fast.
Limbs become operable at a rate of 1 second per point of damage it took!
+30%.
Advantages
Robots may use any of the advantages available to everybody else.
Robots get absolutely no advantages ``simply because they're robots.'' Sure, in
today's world, computers don't forget things, but that doesn't mean robots
don't either. Call it ``memory overload'' or whatever, that robot still needs to
get the Eidetic Memory advantage.
A few advantages will behave differently for robots.
Doesn't Breathe See p. SU39
Most robots do not breathe, although many of the older models
require an nitrogen-oxygen air mix to cool and revitalize their systems.
Robots that do not want to breathe, however, must get this advantage.
Doesn't Eat or Drink See p. SU39
Most robots do not eat or drink beyond their Energy requirements.
Several older model robots need metallic supplements to keep their healing
and energy absorption processes at their normal level. Therefore, robots that
do not want to Eat or Drink, must still get this advantage.
Doesn't Sleep See p. SU39
Robots do not have to sleep, but recharging Energy (see p.00)
usually takes a half hour per point recharged. A robot that buys Doesn't Sleep
can recharge energy at a rate of one point per minute, requiring virtually no
rest at all.
Immunity to Disease See p. B20
Robots don't have to worry about catching normal humanoid
diseases. However, there are several computer viruses that will affect robots.
Additionally, some microbes can invade a robot's system and cause disease-
like symptoms. Immunity from Disease, however, will protect a robot from
all of these effects.
New Robot Advantages
Most of these advantages are available only to robots, although the
GM may wish to create non-robot versions for other supers. Hoverjets might
be winged feet, for instance.
Alternate Energy Source 10/25/40 points
You can use electrical energy like other robots, but you can also
strain energy from other materials. Getting Energy from common materials,
such as water, earth, fire is a 40-point advantage. Less common materials -
wood burning, coal, gasoline - is a 25-point advantage. Rare materials, such
as antimatter, massive gamma rays, et cetera, is a 10-point advantage. How
much material you need is up to the GM. Usually, one gallon of liquid, or 1
yard of a solid is enough for 1 Energy point. If you need more of the source to
be charged, you may halve the cost of this advantage, but it has to be a lot
more (e.g. 300 gallons of water, a lb of antimatter, a ton of dirt).
Air Tanks 2 points/hour
You have an internal supply of air (usually oxygen, but can also be
any non-poisonous gas). You can use this air for yourself or for passengers
inside of you. Whenever you take impaling damage that bypasses your DR,
however, roll 3d. If you roll less than 8 (+1 for each additional hour of gas),
your Air Tank is punctured, and you will lose an hour worth of air.
Special Enhancement: You may pump the air outside of you, when
needed. +50%.
Cargo Spaces 2 points/level
You have a special compartment to hold cargo - one cubic foot per
level. The maximum number of levels you can have is equal to the square of
your height divided by 10'. Round up. So, if you are 6' tall, you can have only
one level. If you are 100' tall, you can have 100 cubic feet of cargo space.
After level 10, each level buys 10 cubic feet of cargo space. So, 100 cubic feet
costs 38 points.
Whenever you are hit in combat, and the damage bypasses DR, half
the damage will go to any cargo you are holding, the other half will go to you.
If you have no cargo, or all of it was destroyed, full damage goes to you.
Computer Interface 10 points
You may interact with computers and transfer data back and forth.
Each point of IQ gives you the capacity to store 100 mb of memory.
Additional memory can be bought for 1 point per 100 mb. To interact with a
computer, you need to physically connect with it via a standard jack. If you
decide to hack with your Computer Interface (see GURPS Cyberpunk), you
will half a Phase Length of 1,000, or 500 if you have IQ 15+. Interfacing
directly with a computer gives you +4 to your effective skill level.
Special Enhancement: You can connect to computers using
electronic signals passed through the air. You may do this at a range equal to
your IQ in yards (additional range may be purchased for 2 points/yard).
+100%.
Special Enhancement: You can interact with
computers incredibly fast. You have a Phase Length of 200. +200%. For a
Phase Length of 100, +500%. For a Phase Length of 10, +1000%.
Special Enhancement: You can use any telephone line as a modem,
and access any online computer system around the world. +50%.
Data Manipulation 10 points
Not only can you read raw data, but you can edit and change it
without a computer terminal. You can create, run, or edit a program inside
your head automatically. With a Computer Interface, you can copy your
program onto an actual computer. You can scan any sort of disk right into
your memory. With a successful Computer Programming roll, you can create
a 1 mb program in a day (2 mb with Computer Programming 15+). Editing
programs usually take less time, depending on the complexity of the changes.
Using this advantage takes concentration - you can't fight and
program a flight simulator at the same time!
Special Enhancement: You have an extremely fast processor, and
you can edit and create programs faster. +50% for each doubling of speed.
Special Enhancement: You can program and edit without thinking!
You essentially have a ``second brain'' which does it all for you. You don't
have to concentrate on the program at all. +100%.
Devouring 10 points/level
You can eat and digest almost anything! Many times, this is paired
with the Gluttony disadvantage. You can devour any ``non-hazardous''
material at a rate of 1-lb per minute per level. So, if you have level 5 of
Devouring, you can eat 5 lbs of metal in a minute! If used as an attack, each
level allows you to do 1d cutting damage in close combat. You may eat ST
lbs of material before you are ``full.''
Special Enhancement: You eat incredibly fast! Each level of this
enhancement halves your eating time! +25%.
Special Enhancement: You have a voracious appetite. Each level of
this enhancement allows you to double your eating capacity! +25%.
Disguised Transformation 5 points
You look like an ordinary robot that doesn't transform into
anything. Even people with the Identify Transformation skill will be at -5 to
notice that you are a transformer.
Energy Saving System 15 points/level
For each level purchased, you require 25% less energy to operate.
You require only 2,500 watts less per Energy point for a recharge. At level
four, you need no outside energy whatsoever, although you will still expend
Energy using Extra Effort, et cetera.
Fire Extinguisher 3 points/level
You can extinguish fires; perhaps you have liquid nitrogen,
chemical extinguishers, or just an internal water pump. Each level lets you
extinguish 1 hex of fire in a second, with a DX roll. Robots are limited to one
level per 250-lbs of body weight.
Special Enhancement: You have a super-powerful fire
extinguishing system. Each level allows you to extinguish seven hexes of fire
in a second! +100%.
Hoverjets 5 points/level
A limited form of Flight, Hoverjets are used to keep a robot
stationary in the air. The robot may stay at his current altitude for as many
seconds as he has Hoverjet levels.
When falling, Hoverjets will slow the fall. Subtract 2 yards from the
effective distance for every level of Hoverjets the robot has.
Incapacity Override 10 points
This acts a ``cruise control'' for your body. If you are stunned or
rendered unconscious, this program module takes over active control of your
body. You can program it beforehand to do a single specific task when you
are knocked out. Usual ones include fleeing, fighting, hitting the ``eject''
button, et cetera. The task has to be relatively straight-forward, though. You
can't program it to ``hide behind the nearest building, duck for seven seconds,
throw a grenade at Destructobot, and then transform into a plane and retreat.''
Special Enhancement: You can program very specific and
complicated tasks, like the one above. Still, once you are knocked out, you
have no control of the program whatsoever. +100%.
Special Enhancement: A part of your conscious mind is transferred
to another memory center when you are knocked unconscious. The only thing
this thinking part can do, however, is cancel a command, and then give
yourself a very simple command - ``flee,'' ``fight,'' ``stand still.'' This might
come in handy when you realize that Destructobot terminates anybody who
even points a grenade at him, even though he's immune from them...
Machine Empathy 10 points
You have a natural affinity for machines. You can usually tell, right
away, if a machine is having problems, malfunctioning, or the like.
Complicated or subtle problems (a computer virus, for instance) take an IQ
roll. You get +3 to any skill which involves the use of machines, including
Engineering, Computer Operations, Electronics, Computer Programming,
Mechanic, and Electronics Operation. You don't like to see machines get
destroyed or abused, and will try to prevent anyone from doing so. Because
living robots are very different from machines, you only get +1 on any skill
involving the repair or building of a living robot.
Memory Storage 75 points
All of your memories and experiences are backed up in a separate
part of your body - you can specify what this part is and where it is located.
The storage unit has 10 hit points, and takes damage only after the robot has
died. Even after death, your memory storage unit will retain all your
memories indefinitely. You won't be able to think, feel, or even recognize
your own existence until your memory unit is placed into another robot body.
When the unit is placed into another body, you retain your IQ and
all your skills and mental advantages and disadvantages. Physical skills,
however, will be based on your new body's DX.
Special Enhancement: Your memory backup is transferrable! You
could put this in an ordinary computer (it takes up 5 mb per IQ point, +1 mb
per skill point), but often times it is passed down to another robot! Because no
two robots think alike, the new robot can only access your skills and
memories by concentrating for a turn and making an IQ roll. Subtract one for
each point the memory unit's IQ is higher than the user robot's. The user
robot can only use one skill from the Memory Storage at a time. +20%. Note
that this is also an advantage for the user robot. It costs 25% the cost of the
memory unit's character point total.
Example: Ultron is mortally wounded by Darkshell, and his broken
body floats in space for almost a year. His body is found by Camshaft, a
young robot, who discovers that Ultron had a Transferrable Memory Storage.
With the help of a medic robot, Camshaft installs the device. Camshaft has
an IQ 12; Ultron had an IQ 16. In a few days, Camshaft is trapped by
Darkshell in a vault. Camshaft concentrates on the Memory Storage and rolls
against IQ-4 (the difference in IQ). He rolls successfully, and discovers that
Ultron was trapped in the same vault, but escaped through a trap door in the
floor! Because the Memory Device has a total of 150 of Ultron's character
points, this is a 38-point advantage.
Special Enhancement: Not only can you transfer your memories to
another robot, but that new robot is able to use the Memory Storage device to
hold both of your memories! So, a long chain of "ancestors" could be created,
with each one's memories stored and being passed down! +20% for both the
robot with the original storage device and the robot who currently holds the
memories. Note that once more than one robot's memories are on the storage
device, the memories cannot be transferred to a single robot body to bring one
of the original robots ``back to life.''
Example: Camshaft dies and his memories would now be stored on
the Memory Storage. Before he dies, he passes it down to Cytech. Cytech
now has access to both Ultron and Camshaft's memories, skills, and
experiences. Ultron had 150 points on the Memory Storage, Camshaft had
100, for a total of 250 points. 25% of this is 63 points, but this cost is
increased by 20%, for a total of 76 points.
Passenger Spaces 5 points each
Some robots can actually hold people inside of them. For every full
10' in height the robot is, one human-sized passenger can fit inside of him.
When the robot is hit, half the damage bypassing DR will hit the passengers,
the other half will damage the robot. Good robots will use this to protect
humans - evil ones will keep humans hostage inside of them. Transformed
vehicle robots can hold four times as many passengers.
Passengers can breathe inside the robot, but only if there is
breathable air outside the robot. If the robot is planning on moving to a
hostile environment, Oxygen Tanks (see below) can provide air to the
passengers.
Note: If a robot is in a vehicular form, he may hold double the
standard number of passengers for his height.
Rocket Boosters 15 points/level
You are equipped with special rockets that allow you to shoot
straight into the air! Each level of this ability allows you to fly 5 yards straight
into the air. Every 5 yards of altitude takes 1 second to reach. It takes 1 turn
of concentration to activate Rocket Boosters. If a robot that transforms into a
plane or jet is equipped with Rocket Boosters, he can take off without a
runway, as long as he has enough levels of Rocket Boosters to be fully in the
air during the entire transformation (usually 3 levels).
If an enemy attacks you on the turn that your Rocket Boosters go
off, you defend at +2. Once you reach your maximum height, you had better
have a good way to get down!
Special Enhancement: You gain altitude incredibly fast. You will
reach your maximum altitude in a single second, and defend at +5 if someone
attacks you. +50%.
Special Enhancement: You can launch at up to a 45-degree angle,
so with big enough boosters, you can cross chasms or leap from building to
building. +30%.
Special Limitation: Everytime you use your Rocket Boosters, it
drains your Energy. For each level used, you will lose 1 Energy. -20%.
Solar Panel 2 points/level
These large fins absorb energy from sunlight, and help to recharge a
robot's Energy. Each full day in the sunlight recharges one Energy per Solar
Panel level. So, at 10 levels, you can recharge 1 Energy per hour. On a cloudy
day, Energy recharges half as fast. On a very cloudy day, Energy recharges a
quarter as fast.
A Solar Panel can be targeted at -3. It can be crippled like any other
limb, and will not function if it takes more than HT/3 hits.
Special Enhancement: Your solar panels are built into your exterior,
so they cannot be targeted, although if you take more than HT damage, they
will function at half their normal rate. +50%.
Tool Chest 5 points
Invaluable to any mechanically-inclined robot, this advantage
includes several standard tools - screwdrivers, wrenches, drills, et cetera - that
are stored inside the robot. Smaller tools are actually mounted as small servo-
mechanisms - the robot's finger might become a screwdriver, or a small arm
with a drill on it might appear from the robot's forearm. The GM's word is
final on which tools the robot can and cannot have on him.
Optionally, the Tool Chest can be composed of other types of tools -
surgical, chemical laboratory tools, a set of lockpicks, et cetera. Each type of
tool kit costs 5 points.
Special Enhancement: You have a more advanced Tool Chest,
containing more specialized tools. Small jigsaws, arcwielders, jacks,
soldering irons, et cetera would be included in this deluxe Tool Chest. If used
offensively, most of these tools can only be used in Close Combat, and do no
more than 1d damage. +100%.
Transformation Varies
This advantage is completely covered in Chapter 00.
Voice Manipulation 15/20 points
Your vocal unit has a built in mimicry device. You can mimic
others voices with a successful IQ roll. For 20 points, you can even imitate
and vary external sounds - car fans, music, bird calls, et cetera. You can
remember the same number of sounds or voices as half your IQ.
Special Enhancement: You have massive storage capability and can
memorize hundreds of sounds and voices. +100%.
Weapon Mount 5 points/each
You can mount a single weapon on your body. It cannot be dropped,
although it can be targeted and broken. You may only mount weapons that
weigh up to your No Encumberance level in your hands or feet; only the
lightest weapons can be mounted in a finger. Weapons that weigh more that
your No Encumberence level must be shoulder or back-mounted to be
supported. Only trained mechanics can remove or service the weapon; any
weapons located anywhere except for the arm or hand must be removed to be
reloaded. Most mounted missile weapons give a +1 to hit.
A separate specialization of a weapon skill is required to fire a
weapon from a Weapon Mount, e.g. Beam Weapons (Mounted).
Melee weapons can be mounted too, but usually these would have to
replace a hand! Get the One-hand disadvantage along with the Weapon
Mount.
Special Enhancement: Your weapon is concealable and gets +5 to
Holdout. Melee weapons will slide out from your forearm, eliminating the
need for the One-Hand disadvantage. +100%.
New Robot Disadvantages
Most of the normal advantages are appropriate for super robots.
Vulnerabilities to water and electricity are especially common, along with
any of the mental disadvantages. Like advantages, robots do not get any
``automatic'' disadvantages.
Cannot Heal -30 points
You lack the ability to repair yourself naturally. A trained mechanic
must ``fix'' you every time you're damaged. Most robots have this advantage;
only a few have auto-repair systems.
You also cannot combat computer viruses without outside
assistance. You can resist them, but once you have one you're stuck with it
until someone makes a Computer Programming (Robot) roll. This roll may
be penalized depending on the difficulty of the virus.
Cannot Swim -5 points
You lack the buoyancy modules that most other robots have, which
means that you cannot float on the water nor swim on its surface. You can,
however, walk on the bottom of the body of water, provided that the current is
not too strong. You can never get the Swimming skill, and instantly plunge
to the bottom if you fall into a body of water. You will still drown
Note: This can be bought as a 5-point advantage, which allows you
to both swim and walk on the ocean floor.
Emotionless -15 points
Very few robots have this disadvantage, and the ones that do are
usually feared assassins or the like. You feel no emotions whatsoever. You
have no sense of humor (that disadvantage cannot be taken if you have
Emotionless) and feel no happiness, fear, anger, sadness, or any other
emotions. You only crack a smile if you think that it will help you. You are
immune from Fright Checks and Reaction Rolls.
Loud -5 points
You are extremely loud; not when you talk, but when you walk,
move, or adjust your position. This might be because of rusty gears, or just a
heavy, unpadded and metallic step (``kat-ching! ka-chink! kat-ching!'').
Everyone will notice you when you walk into a building or down the street. If
you have a vehicle form, you sound like you lost a muffler. All uses of Stealth
are at -5.
Short Circuit Varies
Parts of your body tend to short circuit at random times. This could
be the result of old gears, misaligned circuits, or even an old war wound.
Whenever the robot is in a strenuous situation, or whenever the limb is
damaged, roll for the limb that has the problem. If a short circuit occurs, any
use of that limb will be at a penalty to use for the entire day. If a Critical
Failure is rolled, the limb may go wild, causing a lot of trouble for the robot!
This, of course, will happen at the GM's discretion.
The Short Circuit will repair itself automatically in 1d hours. The
cost of this disadvantage depends on the limb it affects, how likely it is to
short circuit, and how badly it is affected:
Body Part:
Whole body: -5 points
Arm or Leg: -2 points
Hand or Foot: -1 points
Short Circuit Roll:
14 or less: Double cost.
11 or less: Normal cost.
8 or less: Half cost.
Effect
Minor Inconvenience (-1 to rolls): Half cost.
Problematic (-3 to rolls): Normal cost.
Major Inconvenience (-5 to rolls): Double cost.
Crippling (Crippled): Triple cost.
Robot Skills
Robots use the same skills that humans do. A few of the skills will
have specializations, such as Computer Programming (Robot), Engineering
(Robot), et cetera. Anyone, robot or not, can use these skills.
Identify Transformation (Mental/Easy) Defaults to IQ-4
You can tell, simply by looking and making a skill roll, what a
robot can transform into. If a robot can transform into several things, you will
be at -1 for each additional form.
Robot Repair (Mental/Hard) Defaults to Mechanic-4, or
Engineering-4
This is the skill to diagnose and repair living robots. To repair a
robot, roll against your skill. For every two points by which you make your
skill roll, the robot is repaired 1 HT. Each attempt takes an hour. A failure
will do nothing to fix the robot, and a Critical Failure will do 1d damage to
the robot!
Anybody with any sort of mechanical background, even if it's just
connecting two VCRs, will be able to ``bandage'' a robot for 1 point of
healing with an IQ roll.
It is possible for a robot to repair himself, but this is difficult. He
rolls at a -3. If he has taken over HT damage, he rolls at -5. Anybody without
appropriate tools rolls at an additional -3. Likewise, if the problem is tricky
(say, a vital organ was hit), a penalty from -1 to -5 can be applied.
Robot Powers
Robots can use any of the powers available to normal supers. Many
of these powers will have different ``special effects.'' For example, while a
super might shoot a laser beam from her fists, a robot would have a shoulder-
mounted cannon that would do the same thing.
There are a few new powers available to robot supers. Again,
though, GMs may allow normal supers to acquire these powers.
Antimatter Missile (Ranged/Physical) LC: 9
You can shoot a small portion of antimatter at your enemies! This
attack can only be Dodged. Each level does 1d damage. If you ever critically
hit somebody with an antimatter missile, you will cause a chain reaction that
destroys the first inanimate object it hits. So, if you fire one at Darkshell and
roll a Critical Hit, you'll instantly destroy his prized battlesuit!
Drain Energy (Ranged/Mental) LC: 3
You can drain Energy from robots, causing it to dissipate
harmlessly. Each level allows you to drain 1 Energy per turn. Roll Power vs.
Will to resist. Note that if you want to absorb the other robot's energy, use the
Absorb Attribute power.
Earthquake (Area/Physical) LC: 8
You can cause earthquakes! Everyone within your earthquake area
must roll against their ST minus your Power. If they succeed, they manage to
stand on their feet. If they fail, they are thrown in the air and fall to the
ground. Each point by which they miss their roll indicates that they are
thrown 1 yard in the air. If they roll a Critical Failure, they fall into the earth,
take an additional 2d damage, and are trapped! If they are not rescued, they
will eventually suffocate.
Each level of power also lets you throw 1,000 lbs of inanimate
matter 1 yard into the air.
Energy Weapon (Special/Physical) LC: 4
You can conjure a melee weapon of pure energy. It automatically
has a reach of 1, and does 1d crushing damage per level. The weapon can be
anything you'd like - an axe, a flail, a sword, a tire iron, whatever. Energy
weapons will do damage to any normal weapon that it touches, like a force
sword. Only other energy weapons (super powered or not) can parry an
Energy Weapon. If GURPS Martial Arts rules are being used, Energy
Weapons can parry lasers, fireballs, and the like. However, the energy
weapon will short out for 1d hours if the Power of the attacking missile is
greater that the Energy Weapon's Power.
Special Enhancement: Your weapon has a long reach. +50% per
additional hex.
Infection (Ranged/Mental) LC: 5
For robots, this allows you to infect another robot with a computer
virus. The victim must roll a contest of HT versus your Power to resist. If the
person resists, he will not catch the disease and is immune from your virus
forever. If he fails the roll, one of his attributes (your choice when you create
your character) will be reduced by half your Power. He will also take 1 point
of damage per day, but this damage can never exceed your Power. Robots
need a Computer Programmer to cure a virus.
If this is used as a normal super power, humans can roll the original
HT versus Power contest to recover; roll once per day. This HT roll's penalty
is reduced by 1 every day.
Neutralize Antimatter (Area/Mental) LC: 3
All antimatter within your area is neutralized and converted to
normal matter. You won't take damage from antimatter as long as this is on.
Release Energy (Area/Mental) LC: 8
This super power is available only to super robots. You can release
your energy supply outward, damaging everybody within your area. This does
1d of damage per level. This, however, costs Energy; 1 point per level used.
Transformations
A staple of super robots is their ability to transform. Many
transform into vehicles, some transform into bizarre robot-vehicle
combinations, others may transform into metallic lions.
Transformation is always an advantage, regardless of what you
transform into. Transforming into a one-foot robotic slug may not be much of
an advantage, but it's an advantage nonetheless. Like other advantages, a
transformation costs character points. How many character points it costs
depends largely on what you transform into.
The first step of being able to transform is getting the Robot
Transformation advantage:
Robot Transformation 25 points
Transformation into an entirely different entity (vehicle, starship, et
cetera) always costs a flat 25 points. This is never lessened by the
Transformation Modifiers (see below), or any other Enhancements or
Limitations for that matter. This allows the robot to transform into one other
type of creature or vehicle. If, for example, you wanted to transform into both
a car and an airplane, you have to buy this advantage twice.
It takes 3-seconds to transform from robot to vehicle, and vice versa.
Increase this by 1 second for each level of Growth the robot has. To shorten
this time, make a DX roll at -3 for each second you want to ``shave'' off. For
example, if you wanted to transform in one second, it would be DX-6. No
time at all would be DX-9. If you fail this roll, you have to start over again,
and you've already wasted a second. If you critically fail, you are stunned! If
you roll a natural 18, not only are you stunned, but you damaged yourself for
1d damage!
The only Enhancements or Limitations you could use on this
advantage would be Reduced Time and Increased Time, to change the basic
transformation time.
The Conception
Now you have to decide what, exactly, you want to transform into.
The Robot Transformation advantage covers mechanical transformations -
hovercraft, cities, cars, jets, metallic dinosaurs, whatever. If you just want to
transform into a different looking robot, or an entirely different robot, use
either the Changeable Exterior advantage (see p.00) or the Multiple Forms
advantage from GURPS Supers.
Size Restrictions
Obviously, a 6' robot can't realistically transform into a full-sized
yacht. What a robot can transform into is limited only by his size. It gets
tricky trying to figure out exact size limitations, so GMs have to use their
judgement. Here are some basic size suggestions:
Motorcycle, snowmobile: 6' to 10'
Compact car: 15'
Midsized car: 20'
Luxury car: 25'
Van: 30'
Truck cab, bulldozer: 35'
Helicopter, train engine, biplane: 40'
Attack chopper, tank: 45'
10-wheeler, fire engine, jet fighter: 50'
Tractor-trailer: 60'
Cargo plane: 65'
Nuclear submarine: 75'
Space shuttle: 80'
Battleship: 100'
Aircraft Carrier: 200'
Small Space Station: 300'
Small building: 500'
City: 1000'+
If the GM wants to run a really cinematic campaign, he can ignore
all size restrictions. However, it is suggested that common sense be used
when deciding just what a robot can turn into!
Building the Transformation
A robot's transformed mode is constructed using standard GURPS
rules. All the normal Advantages and Disadvantages are open to the
transformed mode. If, for instance, a robot wants to turn into a submarine, he
should get several Air Tanks, Passenger and Cargo spaces, the Super
Swimming Advantage, and several levels of DR and PD.
All advantages from the robot body transfer over to the transformed
body. For instance, if you have DR 15 as a robot, you will have DR 15 as a
car, in addition to any other DR you get for the car. You won't necessarily
will be able to use all your advantages or skills as a car. For instance, you
couldn't use Clinging in car mode, nor Lockpicking, or Jumping for that
matter.
You must designate where, exactly, your powers go when you are
transformed. If you are normally able to shoot lightning from your hand, you
might be able to shoot it from your headlight when you're a motorcycle. But if
someone's behind you, you couldn't fire at them. . .
If you transform into a vehicle, you need a skill to be able to drive or
pilot yourself. You get a +5 to this skill, because you actually are the vehicle!
This +5 doesn't transfer over to any passenger that happens to be driving you.
Additional transformation Advantages and Disadvantages are
available on p.00.
Transformation Modifiers
Because transformations are inherently limited (see above), each
transformation will receive a Limitation bonus. Once the total cost of the
transformation is computed, apply the transformation modifier. The modifier
depends largely on how limited the form is:
A large and immobile complex, such as a building, space station,
satellite, or city receives a -50% Limitation. This also applies to a very
limited form of transportation -- aircraft carriers, battleships, space shuttles,
trains that require tracks, submarines, et cetera.
Most vehicles - trucks, cars, jets, aquajets, motorcycles -- receive a -
30% Limitation.
Creatures - metallic lions, tigers, eagles, prairie dogs, dinosaurs --
receive a -10% bonus.
The GM should use his judgement on the total Limitation bonus.
Most transformations will fall into the -30% range.
Vehicular Advantages
These new advantages apply mostly for vehicles. Other important
ones include DR, PD, Passenger and Cargo Spaces, and others that will vary
on the type of vehicle. Players may use GURPS Vehicles as basic guidelines,
but the player is free to make modifications to his own liking.
Accessories and items from GURPS Vehicles may be bought and
installed on you. Each item costs 1 character point per $5,000 it normally
costs. The GM may rule some items inappropriate. Whenever and advantage
covers a vehicle accessory, use the advantage. Of course, these accessories
actually count as equipment, so if you want a spoiler and airdam, you'd better
be able to carry them!
Acceleration 5 points/level
Every vehicle starts with an acceleration of 5 mph/second. Each
increase of 5 mph costs 5 points. After three levels (acceleration 20 mph),
each level of Acceleration will increase acceleration by 10 mph/second.
Deceleration 5 points/level
Every vehicle can decelerate up to 20% of its top speed in one
second safely. Each 5 mph increase costs 5 points. Beyond level three, each
level of Deceleration increases maximum deceleration by 10 mph.
Handling 5 points/level
Each level gives you (or anyone that drives you) a bonus of +.25
MR.
Passenger Controls 15 points
This allows a passenger to take control of the robot and pilot or
drive him normally. This may come in useful when the robot is stunned or
rendered unconscious.
Speed 5 points/level
This advantage is appropriate to ground vehicles. Each level allows
a maximum speed of 10 mph. Flying vehicles should get the appropriate
levels of Flight, Super Flight, and Hyperflight. You may push your top speed,
using the rules for Extra Effort. Always roll against DX, though.
Animal Advantages
Robots that turn into animals are much less limited than their
vehicular counterparts; they can use many of their physical skills, are able to
directly participate in combat, and aren't as limited to the places they are able
to travel.
All animal robots do cutting damage based on their ST; see p.B140.
All animals have two forms of attacks, usually a claw and a bite. For more
attacks, horn impales, tail sweeps, et cetera, use the rules for Strikers in
GURPS Supers. Animals do not need the Claws advantage. To change this
type of damage, see Natural Attack, below.
Especially appropriate advantages would be multiple limbs (see
GURPS Supers), Catfall, Increased Speed, DR, PD, Peripheral Vision, Night
Vision, as well as increased ST and DX.
Increased Damage 2/5 points/level
You do extra damage when you bite, claw, or use any one of your
attacks. Each level adds +1 to your basic damage, for only one type of attack.
For 5 points, all of your natural attack forms get the bonus.
Natural Attack Varies
By default, all animal forms do cutting damage. Crushing damage,
which would include most hoofs, head butts, or blunt paws, is a -10 point
disadvantage. Impaling damage, which would mostly include horns, would
be a 15 point advantage. For half cost (either 8 points or -5 points), only one
type of attack would be either crushing or impaling.
Spikes 5/10 points
One area of your body is covered with sharp spikes. Whenever
you're in close combat with someone, he must make a DX roll or take 1d
cutting damage from your spikes! For 10 points, your entire body is covered
with spikes. The roll is DX-3, and the spikes do 1d+2 cutting damage.
Special Enhancement: You can shoot your spikes! This is a
Physical/Average skill. SS 12, Acc 1, 1/2Dmg: 10, Max: 20. It takes ten
seconds to ``reload'' your spikes. +100%.
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