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%.
  
 



 

 






    Source: geocities.com/timessquare/9701

               ( geocities.com/timessquare)