By Rob Pool (robert69@usa.pipeline.com)
I'm not 100% sure I can really call this a 'kith'. Robot PCs effectively function on glamour as their energy source using the G-tek methods presented in the Iron Nation -- a new secret society that I wrote not too long ago (and should be available at the same time as this is). Physically, the robot is a real robot (they don't have a seeming and aren't humans -- they don't have parents, they have makers. However, because they run on Glamour, they have the ability/weakness to be fully effected by cantrips/dooms/etc) and players should be encouraged to chooce every aspect on how the robot looks and talks. As noted above, Robots come in lots of different shapes and forms. Be as wild and strange as you want. Every Robot Player Character should be speacial and unique in its own speacial way.
When we get down to it, there are two types of sentient Robots: Droids and Replicants. Droids are visably robotic and have their own benefits and frailties. Replicants, pardon my stealing the term from Ridley Scott's masterpiece Bladerunner, are very human looking and if you passed on the street you would never know the difference. While making it easier to describe the robot types, it also has importance later on when taking special Gizmos.
Droids
Replicants
Gizmos: These make up for robot's lack of ability to use Cantrips, Gizmos can be installed by the Robot's maker that give him special abilities from seeing in the dark to shooting blast of Glamour.
Reason for existence (Seelie Robots): All robots have a purpose for life. For seelie robots, this commonly means the Robot must always protect a certain person or group of people from harm or must protect all humans from a certain type of creature (the most common ones are other robots and fomori). Storytellers should reinforce this frailty whenever possible as it's a major part of a Robot's Programming. Characters can change their Oaths, but only if the persons/people he cares for allows him.
Insanity (Unseelie Robots): All Unseelie robots have a slight problem with being insane. A twisted sense of humor, a bad temper, or even a god complex are fine to use. Be inventive as possible although it shouldn't be something that will interfere with how the character interacts with the other Players. Robots who switch over to Seelie will find they solace in their new Reason for life although the character's insanity likes to pop up in the character's personality.
Maker: This is a special background that Robot characters should take care in choosing how high they want. The character's Maker is who made him/her what they are today and brought them to life. PCs are encouraged to go into detail on how is the character's relationship with his maker. Is he treated like a son or a servant to do his bidding? This background details how 'good' of a maker the character has. Something around 1 means the character's life was a total accident while 5 might guarantee the character to have brothers/sisters. Without the background, the character's Maker is either dead or the character has no interaction with him/her. Having a high Maker background also makes it easier to get more gizmo parts later.
* | Your maker was an idiot human (Maker at least gives maintenance and has a home) |
** | Your maker was a human genius at robotics |
*** | Your maker was a established Nocker or a Einstein-class Human Genius (+1 extra gizmo point. +1 sibling) |
**** | Your Maker was a master Nocker engineer (+2 extra gizmo points) |
***** | Your maker was a legendary Nocker engineer (+3 extra gizmo points. +2 siblings/+1 twin- player's choice) |
Siblings: This Background determines whether or not the character had any siblings. While this might be strange for a normal changeling, Siblings can be important to a Robot. Siblings, for a robot, are similar robots that all have the same maker and tend to have similar relationships as human siblings. For the record, there are two types of sibling:
Sibling: Siblings are usually, but not always, of less quality than the PC. The robot starts off with 1/2 as many gizmo points as the PC. It is possible to have an 'older brother or big sister who has more experience/gizmo points.
Twins: Twins have as many gizmo points as his brother/sister. There is a max of 2 twins (triplets?) to one PC. These characters also (usually) will help out each other if need be.
Siblings/twins don't have to be like their brother/sister although they should be of the same design (all of them are either droids or replicants). This can be great chronicle filler if the character's siblings/twins are raising hell across the land and the only person who can stop them is dear ol' brother/sister. Most robot siblings don't hate each other violently but there have been a few cases of the opposite.
* | 1 sibling |
** | 2 siblings |
*** | 1 twin |
**** | 4 siblings |
***** | 2 twins |
Datajack: The almost standard universal mark of the Cyber-concious Robots. Allows both input and output to certain types of headware and bodyware among other things including computers. Someday maybe I'll make conversions for SR's Matrix rules so humans too can play in the net with the Virtual Adepts ;-)
Radio: This headware allows full-band, limited range communications. The signal quality is rarely as good as, say a telephone, but the ability to switch bands makes the system more popular with the military or anyone expecting active jamming. When transmitting, the user must speak although it may be in tones inaudible to those nearby. For the health conscious, a one way receiver is also.
Camera: The character can store a digital copy of any image viewed through the eye. If the eye(s) are linked a standard datajack they may be downloaded to any data system. Recording one second of video requires 1 Mp of storage. Otherwise, the image-storage chip must be removed through a port in eye.
Flare protection: Improves the eye's natural resistant to bright flashes of light that would normally be blinding or damaging to the eyes. -5 diff. on resisting damage.
Low-light: Allows the character to see normally with as little as star light or a lighter. In otherwords, no penalties when there's at least a little bit of light available. On the downside, sources of bright light (having a flashlight shining in your face) will temporarily blind you.
Thermographic vision: Allows the character to see things in the Thermographic spectrum and inherent body heat is visible. This is particularly useful as any form of invisibility caused by bending light will be fully visible to the character.
Damper: Protects the owner from sudden increases in sound level as well as providing partial protection from harmful sound levels. This translates -3 diff. to tests resisting sound-based attacks or loud-noises. Great for Rockers who don't want to loose their sense of hearing.
High frequency: The user can hear sounds of a higher pitch normally audible to humans.
Low frequency: The user can hear sounds of a lower pitch normally audible to humans.
Recorder: The user can record anything he can hear. The recorder can play back recordings in the user's head (with a cyberear or modification). If linked to a standard datajack, it can play them through a speaker.
Datasoft link: This gives the user mental access to any DLed Knowsofts he might have either on chipjack or cyber memory.
Display link: This allows the user to display data on the retina or cybereye, reading what is displayed in his head.
Data lock: This denies the user access to his own cyber memory space. Input or output through a datajack requires a special password. This piece is a favorite of couriers.
Data filter: This a special sensory block that prohibits wearers from absorbing sensory data into their own memory while retaining data in their cyber memory. A data filter effectively turns a character into an organic audio-visual recorder unaware of what he has heard or seen while the recording feature is active. This is very popular with confidential couriers and secretaries.
Skillsoft: More or less, memory on a chip. When utilized in conjunction with the proper headware and bodyware, skillsofts allow the user to know and do things she have never learned in the normal fashion. Because a skillsoft's "memory imaging" encoding differs actually from any actual memories or learned experiences the user may already have, the skillwire system must override the user's own reflexes, abilities, and memories, forcing a reliance on the encoded capablities. In other words, by using skillsofts, a character can use abilities (talents/skill/knowledges) without spending points in creation or gained experience points to buy them. Skillsofts come in three types.
Knowsofts replicate all knowledges and any skill that involves mental ability or complexity (such as the crafts/repair). A sub classification of Knowsoft is Linguasoft which allows language use and replicate speak language proficencies.
Datasofts are raw data, pure information, like that in a text book. No application or comprehensive ability comes with the datasoft, just the data. Datasofts vary heavily in size.
Activesofts replicate any skill or talent that involves physical actions (melee, firearms, brawling, etc).
Knowsofts can be accessed through a chipjack, or uploaded into cyber memory and accessed through a datasoft link. Datasofts can be accessed through a datajack or chipjack, sent to a display or datasoft link, or put into cyber memory and downloaded to a display link or datasoft link. Full skillwire systems are required for the use of activesofts. Additional chipjacks can accomodate additional skillsofts. Skillsofts are usually sold in 5 centimeter-long cylinders to protect the chip until it is inserted into a jack. once the is in, and the data transferred, the user can remove the chip. Skillsofts can be accessed just the same whether via a datajack or downloaded into cyber memory. If downloaded, the resulting program takes up the amount of space shown on the Skillsoft memory table. Keep in mind the higher the rating for the ability, the more memory required for using the skillsoft.
1 | 2 | 3 | 4 | 5 | |
Knowledges | 40 | 75 | 150 | 250 | 450 |
Linguisofts | 30 | 65 | 120 | 200 | 350 |
ActiveSofts | 50 | 90 | 180 | 300 | 500 |
One oddity about the use of skillsofts is that no abilities specific to a particular type of supernatural being (such as a Changeling's kenning or a Werewolf's Primal Urge) can be duplicated. Many of tried but all have (and will by decree of Lawyer, the god of gaming balance) failed miserably.
Hand razors: This cyberweapon requires the removal of the user's fingernails and in their place goes a 6 to 8 inch retractable claw. Think retractable freddy Krueger claws. Diff 5 and dmg Str+1
Hand spurs: This cyberweapon is inserted in the back of the characters hand and is basically 3 sets of 8 to 10 inch blades that extend out of the user's knuckles. Think wolverine claws. Diff. 6 Dmg Str+3
Smartlink: Since the smartlink system is essentially made for weapons (firearms) I'm counting it as a cyberweapon. In effect, the smartlink allows the user to take full advantage of a smartgun (a firearm with a smartlink system installed in it). When activated, a crosshair appears on the user's retina/cybereye that corresponds with the character's line of sight. Typical systems use a subdermal induction pad in the character's palm to link with the smartgun.
Enhanced Strength: The robot has been gifted with incredible strength. Each level increases the character's strength attribute by one point to a max. of level 4 (min. str. 5). Keep in mind that this strength bonus is only for one limb. Let's say I have a lv. 4 cyberarm installed where my right arm used to be. If I try to kick someone, I'd roll my original strength + 1 for damage.
Vehicle Control Rig: This gizmo is effective when the character is wired with a vehicle that has rigger control gear installed. Effectively, it gives the pilot a +1 per level bonus die to any tests involving driving a car (such as dodging obstacles or ramming into a pedestrian's car). Although it might be ahead of its time, STs may allow characters VCRs access to built-in weaponry installed on the car/vehicle. Characters who want to utilitze a control rig must also install Rigger Gear on the vehicle to get the bonuses. Remember, however, that off of his vehicle the user loses any bonuses he gains.
Skillwires: In order to fully use active skill softs, a skillwire system must be installed in the character's nervous system. It essentially carries out command from the skillsoft to accomplish the skill.
Name | Gizmo cost |
Communications: | |
Chipjack | .4 |
Datajack | .4 |
Radio | 1 |
Synthlink | .4 |
Eyes: | |
Cyber-eyes | .6 |
Low-light | .5 |
Thermo-veiwer | .5 |
Flare protection | .5 |
Recorder | 1 |
Ears: | |
Cyber-ears | .4 |
Low freq. | .3 |
High freq. | .3 |
Damper | .2 |
Recorder | 1 |
Internal headware: | |
Data filter | .5 |
Data lock | .3 |
Datasoft link | .2 |
Display link | .2 |
Memory | Mp/10 |
Cyberweapons | |
Hand Razor | .4 |
Hand Spur | .6 |
Smartlink | 1 |
Cyberarm | |
Lv1 | 1 |
Lv2 | 2.5 |
Lv3 | 4 |
Lv4 | 5.5 |
Skillwires | Rating |
Vehicle Control Gear | |
Lv1 | 2 |
Lv2 | 3 |
Lv3 | 4 |
Rating | Damage |
1 | 6 |
2 | 8 |
3 | 10 |
4 | 12 |
5 | 15 |
Rating | Speed (mph) | Tackle Dmg |
1 | 40 | +1 |
2 | 60 | +2 |
3 | 80 | +3 |
4 | 100 | +4 |
5 | 150 | +5 |
Name | Gizmo cost |
Arm Cables | 0.8 |
G-tek blaster | |
1 | 2 |
2 | 4 |
3 | 6 |
4 | 8 |
5 | 10 |
Heal Beam | 4 |
Heavy armor | |
1 | 1 |
2 | 2.5 |
3 | 4 |
4 | 5.5 |
5 | 7 |
Jet system | |
1 | 2 |
2 | 3 |
3 | 4 |
4 | 5 |
5 | 6 |
Mace Fist | 0.8 |
Rank | Effects |
1 | Basic telekinesis, alter gravity |
2 | kinetic shield, kinetic punch |
3 | Kinetic blast |
4 | Flight |
5 | Max rating. |
Effect descriptions:
Basic Telekinesis: You can manipulate things almost as if they were by invisible fingers. max. lift starts at 50 lbs. at rank 1 and increases by 100 lbs. each rank afterwards to a max of 450 lbs. at rank 5.
Alter Gravity: By concentrating, the character can shift the way gravity effects him. To this point, he can fall as much as 20' x his rating without taking damage and jump twice as high as normal (4' up & 8' across per success).
Kinetic shield: By concentrating and spending a point of temp. glamour, the character creates a barrier of kinetic energy. This effectively adds on to the character's stamina for soaking damage equal to the character's telekinetic manipulation rating + any extra glamour the character wishes to spend to resist damage.
Kinetic Punch: By focusing on the momentum and gravity around the character's fist, the character can increase the amount of damage he can do. Damage is str + rank.
Kinetic blast: One of the trademarks of anime espers, Kinetic blasts creates an invisible blast of force that can strike out and damage whatever the character is trying to hit. The diff. is 7 and damage is wits+rank.
Flight: With this, the character can fly like a bird after using 1 pt. of temporary glamour. STs may or may not institute a 'duration' of how long the replicant can actually maintain flight.
Rank | Cost |
Machine Telepathy | |
1 | 1.5 |
2 | 3 |
3 | 4.5 |
4 | 6 |
5 | 7.5 |
Regeneration | 4 |
Telekinetic Man. | |
1 | 2 |
2 | 4 |
3 | 6 |
4 | 7.5 |
5 | 9 |
Wired reflexes | |
Lv1 | 2.5 |
Lv2 | 4.5 |
Lv3 | 6.5 |