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Progress Level 5: Though crude automata have existed before this era, PL 5 is the widely accepted dawn of robotics, due to the development of the programmable manipulator arm in 1954. The field rapidly advanced, hand in hand with computer technology, until a crude form of artificial intelligence allowed for the creation of robots with the ability to solve basic problems on their own. Such robots are still generally confined to military and scientific applications, but simple, programmable robots are available as high-tech “toys.” Humanoid robots exist, though they qualify only by dint of their general shape; robots in the shape of animals are also common.
Progress Level 6: The versatility of robots continues to improve throughout this Progress Level. Robots can make choices from among a multitude of options, and specific components like legs and hands become more commonplace. Emergency services routinely use specialized robots to handle dangerous situations, and many households include “smart” appliances that cook, clean, patrol, and even babysit. In some cultures, robots are more common than pets. Truly bipedal robots finally become feasible for widespread use, paving the way for the first androids—robots that resemble and behave more or less like humans (or animals), but which are still easily distinguishable from the real thing.
Progress Level 7: Robots have become so common by this era that they appear in nearly every sector of daily life. Robots teach schoolchildren, maintain hazardous equipment, and fight wars. Miniature electroflex technology—artificial muscles—arrives, paving the way for the first lifelike androids. Bioreplica robots are in limited use, however; they raise so many legal questions that most manufacturers stick to the more easily identifiable non-replica androids. The legal ramifications do not extend to animal bioreplicas, however, and “synthetic pets” are both common and popular.
Progress Level 8: Advances in metallurgy enable robotics designers to create “liquid-state” robots: machines that can alter their physical form into nearly any shape desired. Applications involving such robots are mostly confined to space exploration, but the military and intelligence communities show great interest.
This section presents two types of anthropomorphic robots that can be played as heroes: the biodroid (more commonly referred to as an “android”) and the bioreplica (also known as a “synthetic”). Although neither is truly sentient, their artificial intelligence allows them to make independent decisions and learn through experience. Biodroids are present in societies with technology of Progress Level 6 or higher, while bioreplicas are products of Progress Level 7 ingenuity.
A biodroid or bioreplica hero begins play as a 1st-level Strong, Fast, Tough, Smart, Dedicated, or Charismatic hero. Whereas other robots may only advance as Ordinary characters, biodroid and bioreplica heroes gain levels just as human characters do. They may even choose to take levels in advanced classes for which they’re eligible. There are advantages and drawbacks to playing a biodroid or bioreplica hero; these are discussed in-depth below.
BIODROID (“ANDROID”)
Biodroids exist in societies of Progress Level 6 or higher. They are typically modeled after their anthropomorphic creators. The technology that creates them is so versatile that virtually any living creature (except oozes and plants) can be emulated, at least in terms of movement and behavior. Under certain conditions, a biodroid can be mistaken for what it was made to resemble. However, reasonably close inspection of the biodroid reveals the presence of robotic parts in place of biological parts.
Some biodroids are built to serve their masters, while others are sold to interested buyers looking for loyal servants. As utilities, their usefulness is boundless, and most biodroids are content to perform their assigned duties without question. Biodroids make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies.
Much to the chagrin of their creators, some biodroids are not content to serve. Perhaps due to some flaw in their construction, they choose to pursue a different path and strive to gain experiences that will lend meaning to their existence. Although some agencies have an interest in capturing and demolishing free-willed biodroids, most societies in general have greater concerns to worry about. Consequently, many freethinking biodroids are given a chance to chase their dreams … if one assumes they even have them.
BIODROID TRAITS
Biodroids are constructs. They also share the following traits:
Size: Same as the emulated species, although only Small and Medium-size biodroids may be selected as player characters.
Speed: A biodroid has the same means of locomotion and speed as its emulated species (base speed 30 feet for human biodroids).
Ability Scores: A heroic biodroid has no Constitution score and a starting Charisma score of 5. Its remaining ability scores are determined normally, including the ability score modifiers of its emulated species (none for human biodroids).
Biodroids can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity).
Starting Occupation: Biodroids never get starting occupations. Starting occupations represent life experiences gained before becoming a hero, but robots have no such life experiences.
Hit Points: Regardless of class, a biodroid gains 1d10 hit points per level. At character creation, a 1st-level biodroid gets maximum hit points (10). It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 5, Medium-size 10. (For other sizes, see the Construct type description)
Armor: A biodroid hero can wear a suit of armor or have certain types of integrated armor attached to its frame (see Armor, below).
Critical Systems: Although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits.
Cybernetic Incompatibility: A biodroid cannot be fitted with cybernetic attachments.
Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a biodroid from members of its emulated species requires a successful Spot check (DC 10). It can use the Disguise skill to increase the Spot check DC.
Manipulators: The manipulators of a biodroid resemble the organic manipulating digits of its emulated species (a humanlike biodroid has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A biodroid runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the biodroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work.
Robot Resurrection: A biodroid reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details.
Sensors: A biodroid hero begins play with a Class IV sensor system. For more information on robot sensor systems, see Sensors, below.
Skills: A biodroid gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks).
Free Language Skills: A biodroid can read, write, and speak one language.
Feats: A biodroid receives no feats at 1st level. However, it gains feats normally as it advances in level.
Action Points: A biodroid hero gains action points just as organic heroes do.
Height and Weight: A biodroid has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart.
Level Adjustment: +0.
BIOREPLICA (“SYNTHETIC”)
Bioreplicas exist in societies of Progress Level 7 or higher. These anthropomorphic robots, modeled after their creators in most instances, are so convincingly lifelike that they are virtually indistinguishable from their biological counterparts. A bioreplica’s components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin. Bioreplicas are so lifelike that their fabrication and distribution are strictly regulated. Most bioreplicas are built for military needs, and they are frequently put to use as disposable soldiers, scouts, and spies. A few synthetics find roles in law enforcement and military-funded scientific expeditions.
A bioreplica’s artificial intelligence is so sophisticated and finely calibrated that it can simulate subtle facial expressions or complex emotions. It learns and adapts quickly, so much so that organic beings find it easy to mistake the artificial intelligence for biological intuition.
Although freethinking synthetics are hunted down in societies that feel threatened by robots with autonomy, other “enlightened” cultures prefer to treat bioreplicas with the same rights afforded to sentient biological species. Regardless of how everyone else perceives them, bioreplicas are generally more interested in finding answers to the big questions plaguing their synthetic existence, such as what it means to be sentient and what happens to a bioreplica after it “dies.”
BIOREPLICA TRAITS
Bioreplicas are constructs. They also share the following traits:
Size: Same as emulated species, although only Small and Medium-size bioreplicas may be selected as player characters.
Speed: A bioreplica has the same means of locomotion and speed as its emulated species (base speed 30 feet for human bioreplicas).
Ability Scores: A heroic bioreplica has no Constitution score and a starting Charisma score of 10. Its remaining ability scores are determined normally, including the ability score modifiers of its emulated species (none for human bioreplicas).
Bioreplicas can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity).
Starting Occupation: Bioreplicas never get starting occupations. Starting occupations represent life experiences gained before becoming a hero, but robots have no such life experiences.
Hit Points: Regardless of class, a bioreplica gains 1d10 hit points per level. At character creation, a 1st-level bioreplica gets maximum hit points (10). It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 5, Medium-size 10. (For other sizes, see the Construct type description)
Armor: A bioreplica modeled after a creature with natural armor does not gain the creature’s natural armor bonus.
Critical Systems: Although they are constructs, bioreplicas have vital areas and critical systems. Consequently, they are subject to critical hits.
Cybernetic Incompatibility: A bioreplica cannot be fitted with cybernetic attachments.
Immunities: Bioreplicas are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a bioreplica from members of its emulated species requires a successful Spot check (DC 20). It can use the Disguise skill to increase the Spot check DC.
Manipulators: The manipulators of a bioreplica resemble the organic manipulating digits of its emulated species (a humanlike bioreplica has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A bioreplica runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a bioreplica, and each check represents 1 hour of work.
Robot Resurrection: A bioreplica reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details.
Sensors: A bioreplica hero begins play with a Class VII sensor system. For more information on robot sensor systems, see Sensors.
Skills: A bioreplica gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks).
Free Language Skills: A bioreplica can read, write, and speak one language.
Feats: A bioreplica receives no feats at 1st level. However, it gains feats normally as it advances in level.
Action Points: A bioreplica hero gains action points just as organic heroes do.
Height and Weight: A bioreplica has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart.
Most robots exist to perform mundane, routine, or dangerous tasks without argument or ambition. Except for biodroids and bioreplicas with heroic class levels, all robots are treated as constructs and share the general traits outlined below.
Nonheroic robots don’t get class levels. However, they can receive factory-installed skill and feat software, allowing them to emulate specific skills and feats as part of their programming (see Skill Software and Feat Software).
As constructs, robots share the following traits that set them apart from organic beings:
Hit Die: d10.
Base Attack Bonus: 3/4 of total Hit Dice.
Good Saving Throws: None.
Skill Points: None.
Feats: None.
Starting Occupation: Robots never get starting occupations. Starting occupations represent life experiences gained before acquiring 1st level. Robots have no life experiences before rolling off the assembly line; before then, they were nothing but parts.
Weapon and Armor Proficiency: Robots are proficient with their manipulators only. They are not proficient with armor.
Ability Scores: Robots have no Constitution score and usually no Intelligence score. A robot’s size and frame determines its ability scores, as shown on Tables 10–1 to 10–5.
Extra Hit Points: Robots gain extra hit points according to their
size, as shown on the tables below.
Manipulators: A robot typically has two functioning manipulators, although Large or bigger robots can have a higher number of functioning manipulators based on their size (see Manipulators).
Immunities: As constructs, robots are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Robots with armature, biomorph and liquid-state frames are not subject to critical hits. Biodroids and bioreplicas, like the creatures they imitate, have vital areas and critical systems that can be attacked; consequently, they are susceptible to critical hits.
Repairable: Robots cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a robot, and each check represents 1 hour of work.
Robot Resurrection: A robot reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection for details.
Weight: A robot is generally heavier than an organic creature of similar size by 1.5.
A robot’s core programming and experiences are contained within its central processor—its brain. The brain’s “drive to survive” is determined by its force of personality, as represented by the robot’s Charisma.
Whenever a robot is destroyed (reduced to 0 or fewer hit points), some brain degradation occurs. Each time its body is destroyed, the robot suffers a permanent drain of 1 point of Charisma. The brain ceases to function and the robot “dies” if its Charisma drops to 0 as the result of a permanent ability drain.
If a robot has at least 1 point of Charisma left after its body is destroyed, its brain can be removed and transplanted into another robot of the same size and frame. Removing a robot’s brain from a destroyed frame and installing it in a similar but intact frame requires 10 minutes of work, a mechanical tool kit, and a successful Repair check; the Repair check DC varies by frame type (see below). Not using a tool kit imposes a –4 penalty on the Repair check.
A robot that gains a new body retains the memories of its previous “life,” as well as any previously installed skill software and feat software. It also retains any previously installed mental ability score upgrades (see Ability Upgrades). It does not retain the previous frame’s armor, locomotive means, manipulators, sensors, physical ability score upgrades, accessories, or mounted weapons, as these were all destroyed.
Robot Frame
Armature or Biomorph
20
Biodroid
30
Bioreplica
40
Liquid-State
50
A robot’s frame is the basic form the robot takes, from a simple barebones armature to a convincingly lifelike replica or metallic liquid. It includes both the robot’s chassis and its internal power source. The frame determines a robot’s base statistics and base purchase DC, as shown on the tables below.
Frame Size: The size of the frame, which determines the robot’s base purchase DC, base Hit Dice, and ability scores.
Base Purchase DC: The purchase DC of the frame (or its components). The base purchase DC does not include the cost of accessories (modes of locomotion, manipulators, armor, sensors, or equipment) or increased Hit Dice.
Base Hit Dice: The robot’s Hit Dice, not counting any additional Hit Dice that may be added (see below).
Extra Hit Points: Additional hit points gained due to the robot’s size.
Base Ability Scores: The robot’s ability scores, before improvements. Robots that do not have Constitution or Intelligence scores cannot improve these abilities.
Maximum Hit Dice/Purchase DC Modifier: The maximum Hit Dice the robot can have, and the amount by which the robot’s purchase DC increases for each Hit Die added to its base Hit Dice. A dash (—) indicates that the robot cannot have its Hit Dice increased.
ARMATURE (PL 5)
The most basic of robot designs, armatures are essentially mechanical skeletons.
To build an armature frame from scratch, a character must succeed at a Craft (mechanical) check (DC 20) after investing time in the frame’s construction: 12 hours for a Tiny or smaller frame, 24 hours for a Small to Large frame, or 48 hours for a Huge or larger frame. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the frame’s purchase DC.
Table: Armature Robot Frames provides the base purchase DC, Hit Dice, and ability scores for factory-model armature robots, as well as purchase DC modifiers for improving ability scores.
Immunities: Robots with armature frames have all the normal construct immunities, including immunity to critical hits.
Restriction: None.
Table: Armature Robot Frames (Pl 5)
——— Base Ability Scores ———
Robot Size
Base Purchase DC
Base Hit Dice
Extra Hit Points
Dex
Con
Int
Wis
Cha
Maximum Hit Dice/
Purchase DC Modifier
Colossal
44
32d10
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