ROBOTS ------ All costs are in credits Mount Types Distances (shortest to longest) ----------- --------- H = Head Touch - must touch target S = Shoulder Close - must be within 2m or length of weapon A = Forearm Short - must be within 20m F = Finger Long - must be within 10km P = Palm Vlong - must be within 1000km (very difficult to hit at this range) C = Chest B = Back Sizes T = Thigh ----- L = Leg Small - 1-4 feet high X = Foot Medium - 4-7 feet high W = Wrist Large - 7-10 feet high Robot characters start with 30 credits with which to build themselves. Start with rolling attributes and determining skills as normal. Then you proceed to build your robot character using your 30 credits. Power Points may be converted to credits for this purpose. Start with Main Body Type, then work out the rest of your parts, keeping track of how many slots you have to work with on your robot. Then, you may spend your remaining points on extra armor, weapons, or nifty gadgets. If you wish, you may also spend your Power Points normally on super powers, attribute enhancements, skill bonuses, or starting money, however it means you will have less to spend on the building of your robot. TRANSFORMABLE ROBOTS: First create your normal robot. This will be the base natural state for your character. Then create a 2nd robot using your remaining credits which will be your transformed state. The only limit on the number of different forms for your character is the credits you have to work with. Any weapons and accessories built on in one state are not shared with the other state(s). They must be bought separately. However, Super Powers and encanced skills and/or attributes are shared. Attribute bonuses are bought at a cost of 1 credit per 2 attribute points. The attribute and maximum boost capacity is determined by the type and class of the part. Also, Max Boost cannot go below 1 and Slots cannot go below 0 when modified by part type. Body ---- Type Cost Humanoid Crude Small 8 Medium 12 Large 16 Android Small 18 Medium 20 Large 22 Animal Small 5 Medium 7 Large 10 Humanoid Animal Small 16 Medium 18 Large 20 Non-Resemblant Small 3 Medium 5 Large 7 Vehicular See "Vehicles" Parts ----- Costs for "Arms", "Legs" and "Hands" are for pairs. If a character wishes to buy 1 extra arm, leg, or hand, divide cost by 2. Part Cost Notes Arms Normal 2 Extendable 4 Extend arms Distance: Short Insectoid 1 -2 Slots Legs Normal 2 Extendable 4 Extend legs Distance: Long Insectoid 1 No X Slots Treads 1 No Slots, speed x 2 Hands Normal 2 3-Fingered 1 -4 F Slots Extendable Fingers 4 Extend fingers Distance: Close Mitten-Style 1 normal # of F slots Head Normal 1 Extendable Neck 2 Extend neck Distance: Short Normal Slot Distribution ------------------------ This assumes the character has 2 arms, 2 legs, 2 hands, 1 head. For extra parts, look at "Distribution" to determine extra slots. Also, extra slots may be purchased at a cost of 2 per slot. Small Characters ---------------- Mount Slots Distribution Head 1 1 top Shoulder 2 1 each shoulder Forearm 6 1 top, and 1 each side, for each arm Palm 2 1 each palm Finger 6 1 each thumb and 2 fingers, for each hand Chest 1 1 center Thigh 2 1 each thigh Leg 2 1 each leg Feet 2 1 each foot Back 3 1 each side, 1 center Medium Characters ----------------- Mount Slots Distribution Head 3 1 top, 1 each side Shoulder 4 2 each shoulder Forearm 8 1 top, 1 bottom, and 1 each side, for each arm Palm 2 1 each palm Finger 10 1 each finger Chest 3 1 left, 1 right, 1 center Thigh 2 1 each thigh Leg 2 1 each leg Feet 4 2 each foot Back 5 2 each side, 1 center -=OR=- 1 each side, 3 center Large Characters ---------------- Mount Slots Distribution Head 5 1 top, 2 each side Shoulder 6 3 each shoulder Forearm 10 2 top, 1 bottom, and 1 each side, for each arm Palm 4 2 each palm Finger 10 1 each finger Chest 5 2 each side, 1 center -=OR=- 1 each side, 3 center Thigh 4 2 each thigh Leg 4 2 each leg Feet 6 3 each foot Back 7 2 each side, 3 center Non-Human Characteristics ------------------------- Humanoid animals require at least 2 animalish characteristics and Animals require at least 3. The only other robot type which may purchase animal characteristics is Non-Resemblant, however, they are restricted to a maximum of 2. Feature Cost Description Beak 1 +2 dmg bite Talons 1 +2 dmg kick Combat Claws 1 +2 dmg scratch Climbing Claws 1 +40 climb Tail 1 1 extra F slot Wings 2 allows flight Horns 1 +2 dmg headbutt Teeth 1 +2 dmg bite Shell 1 increase defense by 3 Advanced Ears 2 equal to super power Heightened Hearing Advanced Eyes 2 equal to super power Heightened Sight Advanced Nose 2 equal to super power Heightened Smell Opposible Toes 2 +10 climb, feet can be used as hands Fins 1 +30 swim, +20 speed in water Body Armor ---------- Cost and HP are -50% for Small robots and +50% for Large robots. Type HP Cost Range Notes Full Suit 05-95 Light 20 5 Heavy 40 10 Super 100 20 1/2 Suit 25-75 Light 20 2 Heavy 40 5 Super 100 10 1/4 Suit 37-63 Light 20 1 Heavy 40 2 Super 100 5 Energy Shield 01-00 Weak 20 8 Medium 40 16 Strong 100 40 1 dmg to atkr -- +5 Shield --- Light 10 2 +10 to parry Heavy 20 4 +20 to parry Reflective -- +5 reflects lasers Weapons ------- Weapon Damage Range Cost Mount Slots used Needle launcher 1 short 1 H,S,A,P,W 1 Finger Blades 3 close 1 F 1 Whips * 5 close 2 H 2 Electricity Blaster 7 short 5 H,S,A,P,F,C,W 1 Fist launcher 3 short 3 W 1 Chain Gun 15 long 15 H,S,A,P,C,B 1 Small Lazer 5 long 5 H,S,A,P,F,C,W 1 Lazer Cannon 10 long 10 H,S,A,P,C 1 Flame Thrower 10 short 10 H,S,A,P,C,B 1 Particle Gun 15 long 15 H,S,A,P,F,C,W 1 Particle Cannon 25 long 25 H,S,A,P,C 1 Plazma Blaster 30 long 30 H,S,A,P,C 2 Plazma Cannon 60 long 60 H,S,A,C 3 Mini Missiles ** 10 ea short 15 H,S,A,P,C,B 1 Heavy Missiles *** 40 long 50 H,S,A,C,B 3 Fission Missiles **** 500 vlong 800 H,S,A,C,B 4 Fusion Missiles **** 1000 vlong 2000 H,S,A,C,B 4 * Whips are mounted on the sides of the head, taking up 2 slots. Normal whips are bought in normal equipment with normal money. ** Mini Missiles are shot in bursts of 5, each missile doing 10 dmg for a total of 50 dmg per attack/burst. The launcher costs 20 and a pack of 30 missiles costs 150. It holds up to 5 packs at a time. Extra packs may be kept in storage units. *** Heavy Missile launcher uses 3 slots due to its sheer size and complexity and can hold up to 5 missiles at a time. Extra missiles may be stored in storage units, but due to the size of the missiles, are limited to 2 per storage unit. The launcher costs 100 and each missile costs 50. **** Fission and Fusion missile launchers use 4 slots for similar reasons with a maximum of 2 missiles per unit. Storage unit hold one missile and cost 50 credits. The launcher itself costs 200. The fission missile blast radius is 1km. The fusion missile blast radius is 5km. Accessories ----------- Item Cost Mount Notes Storage Unit 1 H,S,A,C,B,T,L,X,W Stores small items Energy Charger 2 with wpn Allows charging of energy weapons or flamethrower for up to 2 rounds: 1rd = 2x dmg 2rds = 3x dmg Hover Boots 1 X Allows hovering a few inches above ground Jet Pack 5 B(2) Allows flight up to 30000ft Wall Grip Boots/Gloves 1 X,P Allows adherence to walls Grappling Hook 1 H,S,A,P,C Up to 50 ft, retractable, 2 dmg if used as weapon Net 1 H,S,A,P,C,B,W large rope net with 4 weights Energy Net 2 H,S,A,P,C,B,W same, except energy instead of rope Fire Extinguisher 1 H,S,A,P,F,C,W puts out fires Glider 1 B(2) allows gliding Lock Pick 1 F opens locks with touchy stuff roll Screwdriver 1 F use with build Flashlight 1 F,H,P see in dark 10 ft Sonic Amplifiers 1 H(2) eqivalent of Advanced Hearing Infrared/UV visor 1 -- allows seeing IR/UV Targeting System 2 -- +25 to strike/1rd to lock Remote Internet System 1 -- allows internet access Super Jump Boots 2 X allows 2x normal jump height Rocket Boots 3 X allows flight up to 10000ft Electric Connector 1 F,P,C,W connects to any input, 1 dmg spark if used as weapon Utility Hand 2 H extra hand comes out of head Waterproofing 1 -- protects from water