Engine Heart
Engine Heart
Engine Heart
E Art
E NGinE
HE Art
99E9F0 Edition
2013 Viral Games Publishing
Questions or suggestions?
ViralGames@programmer.net
ISBN: 978-0-9896378-0-0
Contents
!
Part 1: Part 2:
Engine Heart Power and Light
4: Engines................ page 51
Creating an AI........ page 55 KS-EXCLUSIVE MINIMOD
Other characters...... page 56 Once Upon a Time........ 137
It turned the scrap of paper over and quickly scanned the back side.
None of the information was directed at it, so the robot dropped
the paper and let the wind carry it across the lot, where it flapped
against the side of the single remaining Roadboy. The boxy triwheeler
squonked in surprise and paused for a moment, before it slid forward
in its continued attempt to remelt old asphalt in the section of the
parking lot deemed most important to maintain.
The lot helper hadn’t always been capable of littering. A long time
ago the ManageMaster system had decided there were better things for
it to use its daily draw from the remaining solar panels on than
recharging the escort every time it brought in a load of trash (and
for the first thirty or forty years after the emergency rewrite, there
had been so much trash).
The lot helper now spent its day-cycles simply patrolling the cratered
remains of the parking lot, accosting the deer that sometimes passed
through in the hope that they needed help entering the SavR-Mart.
3
The library was on fire.
The lone PageMaster unit that serviced the library didn’t dwell on the
causes. Its sole function was to maintain the neat and ordered rows.
Dewey Decimal, alphabetical. Subject, author. Fiction, non. There
was perfection in organization. A kind of terror suddenly filled the
PageMaster’s normally businesslike processors. If the books burned,
what would it put into order on the shelves? If the shelves were
destroyed, where would it place the books? If the library ceased to
be, what of its purpose?
So the boxy robot, no more than two feet tall, raced back and forth in
the midst of the blaze, gathering what it could onto a single cart. The
heat rolled over it in waves, too hot now for its sensors to estimate.
Its oiled, plastic wheels melted and it squalled along on bare metal.
The books must be saved. Its extending limbs failed, dooming the top
four shelves in every row, but it pushed on, its single optical lens
covered in ash and soot. One manipulator snapped clean off as it
forced the top-heavy cart of books into the damp, evening air. It had
saved what it could.
Only then did it realize that its optics had failed as well.
Alone, in the parking lot, with the heat of the burning library at its
back, the PageMaster lifted its sole remaining limb. Once-dexterous
grasping digits were fused from the fire. Blind, it groped across the
spines of the books, scattering them helplessly onto the asphalt.
4
Security Units V1 and C5 were first on the scene. The Municipal AI’s
command was as straightforward as they came:
The repurposed TopiMax inched towards the disruption. This new visitor
to the City towered over the C5’s spindly frame on six jointed limbs.
Large scrapes in the garish, industrial yellow paint revealed patches
of rusting metal. Sparks flew from the circular saw as the new robot
cut its way through another telephone pole. When it crashed to the
ground, wires snapped and twanged, forcing C5 and V1 to duck. The
robot methodically cut the pole into six pieces, then trundled forward
to the next one.
The massive robot halted, spinning down its saw, and regarded C5. “I
am LumberJock Number 17E,” it thundered. “My repair cycle was longer
than anticipated. I have been reactivated and am behind quota. I must
harvest these trees!” It gestured with its bladed limb at the row of
telephone poles stretching down the boulevard, and then spun up its
saw once more.
Sarcasm hadn’t been programmed into the TopiMax, but it was learning.
“If you would like to give it a good scrubbing, be my guest.”
5
The LawnJock couldn't help but replay the view from the on-ramp,
not an hour earlier, and wonder how it seemed so easy from that
vantage point.
"We'll go through the fence, avoid the holes in the lot, and get
to the garage where we can charge," it had said, reasonably sure
its trusty saw could clip through the rusting chain links. It
would be noisy - far more so than its usual clattering - but no
more difficult than the brush it was designed to clear.
"Ah don't see why we have to go through all this bother. Mah
batteries aren't due to charge for at least four cycles," replied
Rupert in its laconic drawl. "Ah fear ah may get dirty. Well,
dirtier." The small teddy bear worried at a stain on its fur, near
the compartment on its stomach.
Had it eyes, Jock might have rolled them. "Yes, but I'll shut
down in two, and Kirby...?" The automated household cleaning unit
turned at the sound of its designation. "Less than one cycle,
Jock," it stated, and pointed its sensors back out over the
parking lot. "It's messy out there."
* * *
6
"Your hose, Kirby! Reach!" Jock urged, and Kirby fed its long,
flexible hose down into the deep pothole. BesTrap had zipped off
after a mouse - real or imagined - and tumbled into the pit.
The bottom was thick with mud. BesTrap was helpless, stuck fast
without them.
"Nice work, Kirby," said Jock. There was no reply. The cleaning
unit was silent, its batteries now totally drained. They would
have to push it the rest of the way, thought Jock.
Rupert tried to wring out some of the muddy water from its fur and
put BesTrap in its place at the same time. "There are NO... mice?"
Rupert trailed off. "Um, Jock?" For once, the storytelling bear
was at a loss for words.
Five new robots surrounded the group, each small machine bearing
a display screen with a flashing stylized graphic of a face that
could portray heavy concentration - or pure anger. In unison, all
five of the strange robots spoke. "Your parts are needed. You will
be recycled." Five cutting lasers warmed up as Jock moved to place
itself between the new robots and the drained Kirby.
7
The time of the humans has passed.
8
1 mAkE
and
mOdEL
Universal Rules
Each player controls a robotic The TN for most actions is normally
character, referred to as a player 8. The minimum TN for any action is 2
robot, or a PR. (allowing for some chance of failure),
and the maximum TN for most actions is
The only dice used are ten-sided 10. If the TN is higher than 10, the
(d10s), resulting in a range of task is impossible for the robot to
outcomes from 1 to 10. complete.
!
Target Number (TN) for roll simultaneously) and count
the check, and every all the successes as one result.
d10 that rolls equal
or higher than the TN Rolling more successes than
counts as a success. required means the robot
performed the task with
For example, the more skill than normal. The
Programmer calls for a Programmer will decide what this
check to cross a muddy field using means. Some tasks may not require a
the PR's Mobility pool. The robot roll at all.
has three d10s in its Mobility pool,
and the Programmer decides the TN is The Programmer is encouraged to
8. create novel dice pools to reflect the
situation. For example, perhaps robots
The robot's player rolls 3 d10s moving in very tall grass add their
and gets a result of 5,9,4. One of Size ratings to Perception checks.
the d10s is equal or higher than Robots riding atop other robots would
the TN, which means the robot has naturally add their mounts’ Size
one success, and can cross without ratings to the checks.
becoming stuck!
10
Creating a Robot
Robots have three broad types Any points left over after
of attributes: Intelligence, purchasing attribute
Chassis, and Crux. ratings may be used to
purchase features like
Each attribute type is divided additional equipment
into numerical ratings that are or special abilities.
used as dice pools for checks. Players may choose to
purchase features before
Higher ratings are better, attribute ratings, to
because they add more dice ensure they can afford
to your attribute pools. An specific features.
attribute pool has one d10 for
every level of rating. Defects negatively affect the robot;
these give back points that may
You have 100 points to spend on your be spent elsewhere. Defects are
robot’s attribute ratings. The table permanent and cannot be repaired or
below shows what each starting rating removed by ordinary means.
costs. For example, a robot that starts
with a Mobility rating of 3 must pay 6 If a feature or defect is not listed
points for it. A robot that starts with as Cost/rating or Gain/rating, it can
a Mobility rating of 1 must only pay 1 only be purchased once, and does not
point for it. have a rating. A robot either has the
feature or it does not.
Every attribute must be at least rating
1. The normal maximum is 5. If an For example, the Drill feature is
attribute rating ever falls to 0, the listed as Cost: 6. A robot with a
attribute is unusable. drill must pay 6 points for it.
11
UNIT NAME PLAYER
ORIGINAL PURPOSE
Strength
Physical Thresholds
Interaction → Movement
OS Threshold
Interaction Pool Initiative (DigiCon + Buffer)
(Dex + Ref) (1d10 + Ref)
1d10 +
TN to be struck MAX CURRENT
(Mobil + Ref)
Speed Damage Threshold
(Mobil + Ref) (Durability + Size)
Damage from Strike
(Str÷2, round down)
k/hour MAX CURRENT
m/round
Intelligence
Reality Comprehension
(RealityCom) defines how well a robot
Digital Control
understands cause and effect in the
(DigiCon) defines how adept a robot is at
physical world.
interacting with non-physical systems
like computers.
Use this attribute to calculate the
trajectory of an object, or to understand
Use this attribute to interface with
why something is on fire. Robots with high
computer systems or reprogram other
RealityCom ratings are able to easily
robots.
understand concepts like gravity
or the physical nature of their
A robot uses its DigiCon pool
environment.
to remove OS Threshold damage
inflicted during reprogramming
A robot’s dice pool to launch
attempts. See Reprogramming
a projectile is its RealityCom
a Robot on page 18 for more
rating + Reflexes rating.
information.
A robot’s RealityCom pool may
be added to certain Perception
A robot’s OS Threshold rating
checks, at the Programmer’s
is equal to its DigiCon rating
discretion.
+ Buffer rating.
13
Dexterity
(Dex) measures the degree of fine motor
control necessary for interaction with
the outside world.
Chassis
Five facets of
the physical form
Chassis
Use this attribute to make fine adjustments
with a manipulative appendage or to tap
in a precise sequence of key
punches.
Reflexes
A robot’s dice pool for
manually interacting (Ref) determines response
with other objects is its lag and overall speed of
Dexterity rating + Reflexes animation.
rating.
In conflict situations,
initiative is determined
by rolling a d10 and adding
Mobility the robot’s Reflexes rating.
Robots with higher initiative
(Mobil) dictates the robot’s totals act first.
capability to propel itself about the
environment (wheels, ambulatory limbs, A robot’s maximum speed is equal to
etc). its Mobility rating + Reflexes rating
in kilometers per hour or meters per
Use this attribute to climb over round.
obstacles or move across rough terrain
without being slowed. A robot with a Reflexes rating of 0
cannot move on its own, no matter what
A robot with a Mobility rating of 0 its Mobility rating is.
cannot move on its own, no matter what
its Reflexes rating is.
This is the dice pool a robot has to The TN to drag an unmoving robot is
notice objects, features, sounds, or (the unmoving robot’s Size rating - the
other external stimuli. pushing robot's Size rating) + 5.
The Programmer may require the robot to If a robot strikes another object, the
use its Buffer rating instead of its strike inflicts damage equal to one-half
Perception rating in certain situations, the attacking robot’s Strength rating
such as when attempting to see through (round down, minimum damage of zero).
fire, or to detect specific noises in a
very noisy setting.
14
Durability
(Dur) measures how much damage a robot
can withstand before ceasing operation or
The hearth and heart
of the machine
Crux
Crux
being destroyed.
Power
A robot’s maximum Damage Threshold is equal
to its Durability rating + Size rating. (Pow) rates how long the robot can operate
on its own without recharging. A robot
If the robot's Damage Threshold is degraded with a low Power rating can only function
by an attack or object, it must make a for a day or two without recharging, while
Durability check. Each success (TN 8) a robot with a high rating can function
reduces the damage inflicted by 1 (minimum independently for a week or more.
damage of 0).
Every day, the robot must make a Power
A robot ceases operation when its current check. At least one success (TN 8) means
Damage Threshold rating degrades to 0. the robot has enough power for another
24 hours. Failure means the robot’s
battery is drained, and it must seek
Buffer recharging.
(Siz) rates the robot’s physical dimensions. The robot can increase a single
A Size 1 robot has about the same volume Chassis attribute rating by a number
as a cube with 15 cm faces. A Size 2 robot up to its Power rating. This can
approximates a cube with 30 cm faces, a raise an attribute rating above 5.
Size 3 robot 45 cm, a Size 4 robot 60 cm,
and a Size 5 robot 75 cm. The overdrive effect lasts for five
rounds. Immediately after the fifth
A robot with a Size rating of 5 increases round, the robot must make a Power
its Strength rating by 1. This can increase check (TN 8). If the number of
the robot’s Strength rating above 5. successes is less than the number of
extra dice added, the robot’s battery
A robot with a Size rating of 1 increases is drained.
its Dexterity rating by 1. This can increase
the robot’s Dexterity rating above 5. Robots with nuclear batteries are
treated differently; see the Nuclear
For reference, an adult human approximates Battery feature in the next chapter
the same volume as a Size 4 robot. A Size for more information. A drained
5 robot has slightly more volume than a battery cannot be put in overdrive.
large human.
15
other factors
Other Factors
Beeper’s player wants to snatch an
unsuspecting snooper-blimp out of the
air as it passes by Beeper’s hiding
place. The Programmer agrees that the Initiative
blimp will be close enough to grab. (1d10 + Reflexes rating)
The Programmer knows that the blimp’s This measures which robots will act first
TN to be struck is 7. in a conflict or other event where multiple
robots attempt to act before each other.
Beeper’s Dexterity rating is 2 and
its Reflexes rating is 3. The player A robot’s initiative is determined by
rolls 5d10 and gets 6, 4, 9, 8 and 3. rolling a d10 and adding the robot’s
Success! Reflexes rating.
Beeper grabs the blimp, and the For example, a player controlling a robot
Programmer and the player roll with a Reflexes rating of 3 rolls a d10 and
initiative to see which robot will gets a 5. The robot's initiative roll for
act first. If Beeper’s initiative is that conflict is 8 (3+5).
higher, it can try to drag the blimp
away. If the blimp’s initiative is Robots with higher initiative rolls act
higher, it can try to escape Beeper’s before robots with lower initiative rolls.
grip and call for help.
Initiative totals are normally static
If Beeper’s player had chosen to throughout the conflict, but the Programmer
swat the blimp instead of grabbing may elect to reroll initiative at the
it, Beeper would have immediately beginning of every round, or whenever the
inflicted its Strength rating ÷ 2 after situation changes. A particularly ready or
succeeding on its interaction check. alert robot may receive a +2 bonus to its
first initiative total.
SIZE RATING:
Every robot is
conveniently designated
with a Size rating
measuring its average
exterior volume. This
generally corresponds to
its mass, although some
robots are heavier or
lighter than their size
would otherwise indicate.
16
Speed TN to be struck
(Mobility rating + Reflexes rating) (Mobility rating + Reflexes rating)
This determines how fast a robot can move The TN to strike an alert robot is the
from one place to another. A robot’s Speed target’s Mobility rating + Reflexes rating.
rating is equal to its speed in kilometers A robot's TN to be struck may not be higher
per hour during long journeys, or meters than 10.
per round during conflict situations.
Repairing a robot
Interaction Pool
(Dexterity pool + Reflexes pool) A robot’s dice pool to repair itself
or another robot is its MechaniCon
This is the dice pool a robot has to strike, rating + Dexterity rating.
grab, or otherwise manually interact with
an unwilling robot or other mobile object. The TN to repair a robot is 11, minus
The robot makes contact if it has at least the target robot’s maximum Damage
one success. A robot may only make one Threshold rating, plus the target
interaction check per round, regardless of robot's current damage (total maximum
how many limbs it has. TN of 10, total minimum TN of 2).
For example, a robot with a maximum
If the robot is attacking another robot, Damage Threshold of 8 and three points
it either inflicts its normal strike damage of damage (making its current Damage
(Strength rating ÷ 2, round down) or damage Threshold 5) has a repair TN of (11-
from a special feature (such as a saw). 8+3). The TN to repair the robot is 6.
Only one feature may be used at a time when
attacking. A robot can usually touch or Each success repairs one point of
strike an immobile object or robot without damage. A robot’s current Damage
rolling an interaction check. Threshold may never exceed its maximum
Damage Threshold.
This is a measure of how hardy and resilient If another robot makes an attempt, its
the robot’s physical body is. Robots with first check to repair that robot is
low Damage Threshold ratings are easily made with no penalty, the second check
broken and hard to repair, while robots is made with a penalty of one fewer
with high ratings can withstand tremendous d10, and so on.
damage and are easily fixed.
If a robot's current Damage Threshold
A robot’s maximum Damage Threshold rating is raised to its normal maximum, all
normally never changes. If a robot is current penalties to repair that robot
damaged, its current Damage Threshold are eliminated.
rating is lowered by the amount of damage
inflicted. When a robot’s current Damage The Programmer may rule that some
Threshold degrades to 0 or lower, the robot damage cannot be repaired until the
stops functioning and becomes unplayable PRs find replacement parts.
until its current Damage Threshold is 1
or higher.
17
OS Threshold
(DigiCon rating + Buffer rating)
18
In addition to some means of
locomotion, all robots receive the
following standard components for
free:
!
(with the Programmer’s input).
19
Abrader
Cost: 10
The robot has an
erosive tool, such as a
sandblaster or grinding
FeaTuRes
Features
! wheel.
Anchor
Cost: 5/rating
Attendant Swarm
The robot has some
mechanism to anchor
Cost: 6/rating
itself in place.
The robot is always
attended by a cluster
The robot adds one
of obedient drones.
extra d10 per level
of Anchor rating to all Strength checks
The robot has one
to resist being moved.
drone for every level of Attendant Swarm
rating. A robot may not have more drones
A robot may not have an Anchor rating
than its MechaniCon rating unless it also
higher than 5.
has the Master Unit feature. Drones may
be communicated with like other robots.
20
Backup System Buoyant
Cost: 8 Cost: 5
The robot’s OS contains The robot has an
a separate backup inflatable flotation
system. device or some other
mechanism that
If the robot’s current provides buoyancy.
OS Threshold degrades
to 0 from reprogramming attempts, the The robot cannot be submerged in water or
robot may make a DigiCon check (TN other liquids while the feature is in use.
8) after 1d10 minutes. If it has any A robot with the Buoyant feature cannot
successes, it may continue to make move under its own power unless it also
additional checks every 1d10 minutes has the Submersible feature.
until it has as many total successes as
its maximum OS Threshold (at which point
the reprogramming is nullified).
Cargo Hauler
If the robot fails more than one check Cost: 3 per
in a row, its backup system fails to
come online and will not automatically container
engage until its programming is reset.
The robot can store
more matter than a
similar model.
Battering Ram Each time this feature
Cost: 12 is purchased, the dimensions of one of the
robot's storage containers are doubled.
! The robot has an onboard
pneumatic ram, made for
For example, a Size 2 external container
approximates a cube 20 cm wide. The same
knocking in doors or container with the Cargo Hauler feature
driving in bolts. would approximate a cube 40 cm wide.
A container's dimensions can only be
To use it, the robot makes a Strength increased once.
check (TN 8) to anchor itself during its
turn in an interaction sequence. A robot A robot with the Cargo Hauler feature
with the Anchor feature adds extra d10s must already have the External Container,
to the Strength check equal to its Anchor Internal Compartment or Liquid Dispenser
rating. The ram is deployed immediately feature.
following the Strength check. The ram
inflicts damage equal to the anchor’s
successes + the robot’s normal damage
from strike. Claw
The battering ram can only be used against Cost: 10
immobile or unsuspecting targets.
The robot has a grasping
claw that can attach to
objects or other robots.
Biofrequency
Scanner If the robot makes a
Cost: 3/rating successful interaction check with the
claw, the target robot must remain within
The robot has special reach of the robot using the claw. This
sensors that can condition will persist until the robot
detect the presence using the claw releases its grip, or until
of organic lifeforms. the Damage Threshold of the robot using
the claw falls to 0.
The robot can detect
plants or animals up to 10 meters Either robot may attempt dragging checks
away per level of Biofrequency Scanner as normal.
rating, even through smoke or other
obscurement. The scanner only detects
the presence of biological matter, and
cannot determine its specific type or
current state.
21
Collapsible Databank
Cost: 4/rating Cost: 5/rating
The robot can compact The robot has an
itself to occupy a extensive collection
smaller volume than of information on a
normal. variety of topics.
22
Drill Enhanced Cameras
Cost: 6 Cost: 10/rating
The robot has an onboard The robot has more
drill that can penetrate powerful cameras,
most metals and rocks. ! capable of seeing other
spectrums or microscopic
Against other robots, details.
the drill inflicts damage equal to the
drilling robot’s Size rating -2. Striking The robot's TN for all visual-based
an unwilling target with the drill requires Perception checks is lowered by 1 for
a successful interaction check. every level of Enhanced Cameras rating
(minimum TN of 2).
Expandable
Cost: 4/rating
!
WARNING: The robot can expand
its frame to occupy
Features marked with this a larger volume than
icon are dangerous and normal.
potentially hazardous to
The robot can increase its Size rating by
humans and other robots.
1 for every level of Expandable rating.
Always use caution when A robot's Expandable rating may not be
dealing with these higher than its Size rating -1.
features.
This feature does not alter the robot's
maximum Damage Threshold or TN to be
dragged.
23
External Container Flight Ceiling
Cost: 3 per container Cost: 12/rating
The robot has a sealable The robot is capable
container mounted on the of propelling itself in
outside of its chassis. the air.
The robot was designed A robot may not have a Giant rating higher
to be highly flexible. than its Power rating -3. Every level of
Giant rating lowers a robot’s TN to be
The robot’s Mobility struck by 1. (minimum TN of 1).
and Reflexes ratings
are increased by one when moving through The Programmer may forbid player robots
cramped areas or attempting to escape from purchasing this feature.
constriction.
24
Gyro High Chassis
Cost: 5 Cost: 8
The robot has an internal The robot’s chassis is
stabilizer. higher than a similar
model due to large
If the robot attempts a tires, long legs, or
Mobility check and has other specialized
no successes, it may components.
immediately attempt a second check and
use the second check’s result. The robot The robot adds one d10 to all Mobility
may not attempt another check if the checks to move across rough or uneven
second check is not successful. terrain.
High Speed
Hardened Programming Cost: 12
Cost: 12/rating
The robot is faster
The robot’s programming than a similar model.
has redundant features
to prevent alteration. The robot’s speed
rating is increased by
Every level of Hardened 50% (round down). This
Programming rating does not affect the robot’s Mobility or
negates one point of OS Reflexes ratings, only its speed rating.
Threshold damage each time it is incurred
during reprogramming attempts. A robot with the High Speed feature cannot
have the Low Speed defect.
Heat Resistant
Cost: 10/rating
A robot's Heat Resistant rating may not If the robot makes a successful interaction
be higher than its Durability rating -1. check, it can attempt to inflict OS
Threshold loss on a mobile robot during
its turn in an interaction sequence.
25
Internal Compartment Liquid Dispenser
Cost: 3 per container Cost: 3 per container
The robot has a sealable The robot has a sealed
compartment inside its container suitable for
chassis. holding liquid, as well
as some means to collect
Each time this feature and dispense the liquid.
is purchased, one
separate container is Each time this feature is purchased, one
added. The combined separate container is added. The combined
size of all containers volume of all liquid dispensers may not
may not exceed the robot's Size rating. exceed the robot's Size rating. For
For example, a Size 3 robot could have one example, a Size 4 robot could have one
Size 3 container, or one Size 2 container Size 4 dispenser (four liters), or two
and one Size 1 container, or three Size Size 3 dispensers (two liters each), or
1 containers. two Size 1 dispensers (500 ml each) and
two Size 2 dispensers (1 liter each).
A Size 1 container approximates a cube 5
cm wide, a Size 2 10 cm wide, etc. The maximum distance the liquid can be
projected is the robot’s Size rating in
meters.
Internal Compartment Sizes
Size Size
Liquid Dispenser Volumes
1 5 cm 4 35 cm
2 10 cm 5 50 cm
Size Volume Size Volume
3 20 cm
1 500 ml 4 4 liters
2 1 liter 5 8 liters
3 2 liters
Jack
Cost: 10
Long-Range
The robot's chassis was Cost: 12
designed to lift very
heavy objects. The robot’s maximum
attainable velocity
The robot can lift 10 in microgravity is
times as much as its Strength rating increased.
indicates. A robot can normally lift
about 10 kilograms per level of Strength The robot’s maximum velocity in k/h is
rating. increased by a factor of 1,000 while
operating in microgravity.
For example, a robot with a Strength
rating of 2 could lift about 20 kilograms. For example, a robot with a normal speed
A similar robot with the Jack feature rating of 8 has a maximum velocity of 8,000
could lift about 200 kilograms. kilometers per hour in vacuum conditions.
This feature is only applied to lifting The robot may increase or decrease its
objects, and does not affect the robot's current speed at the rate of 100 k/h
Strength rating for dragging objects or each round. A robot with the Long-Range
for any other checks. feature may not make interaction checks,
or be subject to interaction checks,
while moving at speeds greater than its
normal speed rating.
26
Loudspeaker Massive
Cost: 5 Cost: 10/rating
The robot has an onboard The robot has much more
loudspeaker that is mass than a similar
capable of broadcasting model.
sound over a hundred
meter radius. The robot If the robot moves in
can choose to emit sound through either a straight line, it
its loudspeaker or its standard speaker/ increases its Damage from Strike by 1
receiver. for every round that it was moving at its
maximum speed.
27
Nuclear Battery Plasma Arc Welder
Cost: 20 Cost: 12/rating
The robot is powered by The robot has an onboard
a nuclear battery. plasma arc welder,
suitable for welding
The battery does not ! metal. !
need to be recharged
(and in fact cannot Every level of Plasma
be recharged), but taxing the battery can Arc Welder rating lowers the TN to repair
cause it to explode. See Overdrive Failure, a robot by one (minimum TN of 2). A robot
below. may not have a Plasma Arc Welder rating
higher than 5.
A robot with a nuclear battery cannot have
the Slow Charger defect. Striking an unwilling target with the
welder requires a successful interaction
This feature is potentially disruptive to check. The welder inflicts damage equal to
the game, and the Programmer may choose to the equipped robot’s Size rating -1.
forbid player robots from having it. If it
is allowed, the Programmer may rule that
the robot must also have the Power Cutoff
defect. Pneumatic
Cost: 8
Overdrive Failure and The robot has more
Nuclear Batteries: physical force than a
similar model.
If a robot’s nuclear battery is drained
by failing a Power check after putting The robot’s Damage from
its battery in overdrive, the robot must Strike is increased by 1. This does not
make a Durability check (TN 8). affect damage inflicted by other features,
such as a Saw or Battering Ram. A robot
If the robot rolls any successes, it with the Pneumatic feature may not have
shuts down for 1d10 hours per level of the Weak Motor defect.
Power rating while its battery cools
and resumes normal function.
28
Power Leech Roller
Cost: 10 Cost: 6
The robot has a The robot has a rolling
mechanism that acts drum or some other means XX
as a power draw, XX of compacting materials
directly siphoning underneath it. !
power from another
robot’s battery. The robot adds its Size rating to its
Damage from Strike against an immobile
To use this feature, the target robot robot. Only robots at least one Size
must be immobile. The robot with the rating below the roller-equipped robot
Power Leech makes a Power check (TN 8). will fit underneath of the roller.
If it has any successes, it can treat the
target robot as if the target had the
Power Dock feature. Saw
Cost: 8
The charging robot recharges at its normal
rate. Both robots must remain immobile The robot has an onboard
and in contact for the entire duration rotating sawblade.
for the charge to be successful. The
target robot’s battery is drained in the ! The saw inflicts damage
process (even if interrupted), unless it equal to the saw-
is a nuclear battery. equipped robot’s Size rating -1. Using
the saw on an unwilling target requires a
successful interaction check.
Prehensile Limb
Cost: 5/limb
Secondary Battery
One of the robot’s limbs Cost: 8
is a flexible stalk or
tentacle. The robot has an extra
standard battery.
All interaction checks
using the prehensile limb gain one extra If the robot fails its
d10. This feature does not impart an extra daily Power check, the secondary battery
limb; one of the robot’s pre-existing allows the robot to continue operating for
limbs is replaced with a prehensile a full 24 hours of use before the robot's
version. Each purchase of this feature attribute ratings begin to degrade. The
must be applied to a separate limb. secondary battery is drained after use,
even if less than 24 hours have elapsed.
29
Silent Mode Solar Powered
Cost: 4 Z
ZZ Cost: 10
The robot can shut down The robot has an onboard
most of its functions and solar collector and can
appear to be completely recharge itself under
inert. bright light.
Other robots will assume it is inconsequential The robot must spend its
unless they succeed with a Perception check normal recharging time under bright light
(TN 8). The number of successes needed is to recharge with its solar collector.
equal to 6 - the robot’s Power rating. For
example, 2 successes would be needed to
detect a robot with a Power rating of 4 and
the Silent Mode feature.
Solar Sail
A robot with the Silent Mode feature must Cost: 5
remain immobile while the feature is
engaged. The robot is equipped
with a deployable solar
sail for long trips
through space.
Simple Assembly
Cost: 5 The robot may use its
solar sail in microgravity to increase
The robot is constructed its forward speed slowly over an extended
with basic components, period of time. The robot may increase
and is easily repaired. its current speed by 1,000 k/hour each
day that it remains moving in the same
The TN required to repair the robot is direction, to a maximum speed of 300,000
lowered by 1. A robot’s TN to be repaired k/hour.
may not be lower than 2. A robot with the
Simple Assembly feature may not have the For example, a robot with a solar sail
Salvaged defect. would have a speed of 1,000 k/hour during
the first day, 2,000 k/hour the second day,
and 3,000 k/hour the third day.
The robot has a smelter A robot with the Solar Sail feature may not
that can convert immobile make interaction checks, or be subject to
robots to simple tools. ! interaction checks, while moving at speeds
greater than its normal speed rating.
Every 5 points of Damage Threshold fed into
the smelter creates a simple tool with
Durability and Size ratings of 1.
30
Submersible Turbo
Cost: 6/rating Cost: 20
The robot is capable of The robot moves at an
functioning in a liquid extremely high speed.
environment.
The robot’s speed
The robot adds its rating is doubled. A
Submersible rating to robot with both the
its Mobility rating High Speed feature and the Turbo feature
when submerged in water or other liquids determines its speed with the High Speed
of similar viscosity. feature first, then doubles that number.
Robots with the Submersible feature are A robot with this feature increases its
waterproof, and are not adversely affected TN to be struck by 1. A robot’s TN to be
simply by being submerged in water (unlike struck may not be higher than 10.
other robots).
31
Vice Grip Wind Turbine
Cost: 8/rating Cost: 6
Damage from the vice cannot be reduced The robot is equipped with
with Durability checks. a broadband transceiver,
and can send information
If the target robot has more successes to other robots with
than the acting robot's Vice Grip rating, wireless transceivers
the target robot may escape the vice. from up to 100 meters away. Each level
of Wireless Transceiver rating after the
Only robots at least one Size rating below first boosts the range of the signal by 100
the vice grip-equipped robot will fit in meters.
the vice grip. A robot may not have a Vice
Grip rating higher than 5. A robot with this feature can attempt to jam
another robot's wireless transceiver. The
jamming robot makes a MechaniCon check (the
TN is the target robot’s Buffer rating +5),
and the target makes a Buffer check (TN 8).
Winch Both robots add their Wireless Transceiver
ratings to the check. If the jamming robot
Cost: 3/rating has more successes, the target robot cannot
send or receive any information. The acting
The robot has a cable robot cannot communicate or take any other
and winch that can be action while jamming.
used to pull objects.
Robots cannot be reprogrammed or reset
The robot adds one extra through wireless transceivers.
d10 per level of Winch
rating to all Strength checks to pull
something toward it when using the winch.
The winch's cable has a maximum range of Workhorse
5 meters per point of rating. Cost: 8
A robot may not have a Winch rating higher The robot was built to be
than 5. sturdy, and can tolerate
more physical stress
than a similar model.
32
Buggy Cameras
Gain: +5
33
Inferior Model Loose Connections
Gain: +5 Gain: +6
The robot is of The robot’s internal
substandard build. components are not
securely connected.
The robot’s physical
interaction pool is If the robot‘s Damage
reduced by 1. Threshold is lowered
from a jarring impact, the robot's player
must roll a d10. If a 1 is rolled, the
robot shuts down for 1d10 rounds while its
processor reboots.
Inflammable
Gain: +4
The robot is more
vulnerable to high Low Speed
temperatures than a Gain: +4
similar model.
The robot is slower than
The robot's Durability pool is reduced by a similar model.
1 when making Durability checks against
heat-based damage from sources like fire, The robot’s maximum
radiation, cutting lasers or arc welders. speed (Mobility rating +
Reflexes rating in kilometers per hour or
meters per round) is halved (round down).
34
Model Error Overheating
Gain: +2/rating Gain: +3/rating
?
The robot’s programming The robot has a faulty
does not match its model cooling system and XX
type. The robot may overheats during normal
think that it possesses use.
features that it does
not, or be calibrated If the robot does not pause for at least
according to another model’s standards. one round between interaction checks, all
interaction checks after the first are made
The robot's pool to repair itself is with one fewer d10 for every level of
reduced by its Model Error rating. Overheating rating.
For example, a robot with a Model Error Ceasing all movement (including interaction
rating of 3 makes all checks to repair checks) for one round allows the robot to
itself with three fewer dice than normal. cool, and restores one d10 to the robot's
interaction pool per round of cool-down.
A robot with this defect may not have
a Model Error rating higher than its If the robot's current interaction pool
MechaniCon rating. has no dice, the robot may not attempt
interaction checks until enough cool-down
A robot with the Model Error defect cannot rounds have passed,
have the Limbless defect.
A robot may not have an Overheating rating
higher than its Power rating.
Mute
x Gain: +4 Overriding Directive
Gain: +2/rating (Minor)
The robot lacks a +4/rating (Major)
working speaker and
cannot vocalize sounds. The robot has a single
Another method, such overriding purpose that
as a display screen, its programming mandates
wireless transceiver, it to perform.
or pantomime, must be used to communicate.
Whenever the robot has the chance to carry
A robot with the Mute defect cannot have out its overriding directive, it must make
the Loudspeaker feature. a DigiCon check (TN 8). If it has fewer
successes than its Overriding Directive
rating, the robot immediately abandons
its current task to perform its overriding
directive.
Noisy
Gain: +4 Minor overriding directives appear in
the game occasionally. Major overriding
The robot creates more directives appear in almost every session.
noise during normal The Programmer will decide what constitutes
operation than a similar a major or minor rating.
model.
A robot may have one major and one minor
The TN for any Perception Overriding Directive. A robot may not have
check to hear a robot with this defect an Overriding Directive rating higher than
approaching is lowered by 1. its DigiCon rating.
35
Partial Casing Plastic Casing
Gain: +5 Gain: +3/rating
The robot’s casing has The robot’s external
gaps that leave its casing is made of low-
interior unprotected. impact plastic.
36
Rare Model Salvaged
Gain: +4 Gain: +3
The robot was built The robot’s chassis is
using nonstandard or in poor condition or
otherwise hard to made of nonstandard
acquire parts. parts, making repairs on
it more difficult.
All Perception checks to
find replacement equipment for a robot with The robot’s TN to be repaired is increased
this defect require two more successes by 1. A robot’s TN to be repaired may
than normal. not be higher than 10. A robot with the
Salvaged defect may not have the Simple
A robot with the Rare Model defect cannot Assembly feature.
have the Common Model feature.
Simple Programming
Gain: +5
Response Lag
Gain: +2/rating The robot’s operating
system is unencrypted or
The robot’s modifier for easily reprogrammable.
initiative checks is
lowered by 1. This does The robot’s maximum OS Threshold is
not affect the robot’s permanently reduced by 1.
Reflexes rating or any
other check. A robot’s maximum OS Threshold cannot be
lower than 1.
A robot may not have a Response Lag rating
higher than 5.
Slow Charger
Gain: +2/rating
37
Top-Heavy Weak Chassis
Gain: +3/rating Gain: +4
The robot is poorly The robot’s chassis
balanced and tips over cannot withstand as
easily. much stress as a similar
model.
If the robot fails a
Mobility check, it The robot makes all
capsizes and becomes immobilized. The contested Strength checks against other
robot remains immobile until another robots with one fewer d10 than normal.
robot or robots right it by succeeding in
a Strength check (TN 8). This only affects its dice pool for
contested Strength checks, and does not
Multiple robots may pool their Strength affect the robot’s Strength rating or any
ratings for this check, but the capsized other checks.
robot may not contribute. The total number
of successes required is equal to the
capsized robot’s Top-Heavy rating.
38
PLAYinG
thE
GAmE
3
An Example of Play:
“A Walk In the Park”
This scenario involves three people: the The Programmer tells the players to roll
Programmer and two players. One player initiative for the conflict. K’s Reflexes
is controlling a K-model messenger robot, rating is 4, and Docbox’s Reflexes rating
and the other player is controlling a is 3. The Programmer knows what the other
Docbox-model repair robot. robots’ ratings are, but doesn't tell the
players, since their robots do not know.
A scenario begins with the Programmer
setting the scene: K’s player rolls a d10 and gets a 7. The
player adds K’s Reflexes rating of 4, so
its initiative is 11 for this conflict.
The K unit races through the empty Docbox’s player rolls a d10 and gets
ruins of the city park, kicking up a 1. Its Reflexes rating is 3, so its
clouds of dust and dried leaves under initiative is 4.
its treads.
The Programmer rolls for the other
As it rounds a crumbled statue, K’s robots’ initiatives, and tells the
optic system recognizes two other players which order the robots will act
robots! One of them is a huge tan box in: K will go first, the AutoPacter will
with thick gripping arms and the name go second, the cone will go third, and
AutoPacter stenciled on its chest in Docbox will go last.
flaking black paint. The other is a
smaller red and blue robot shaped like
a traffic cone on wheels. K speeds toward the other robots and
raises its arm to slap the cone away!
K has encountered these robots before,
and knows they are dangerous to its
programming! K’s player must roll an interaction check
and get at least one success to strike
The other two robots are minions of an the other robot.
artificial intelligence that believes
it should be in command of all robots K’s interaction pool to touch a resisting
in the area. The red and blue cone robot (Dexterity + Reflexes) is 7. The
attempts to reprogram any stray robot player rolls 7d10 to strike the cone, and
it encounters, and the huge AutoPacter gets 2, 3, 1, 5, 4, 4, and 7.
acts as muscle.
The Programmer knows the cone’s TN to be
As K’s optics adjust, it sees the struck (5), but only tells the player
pair have cornered another robot ― a that K succeeded in striking the robot.
Docbox model repairbot!
K’s Strength rating is 3, so its damage
The Programmer has established the scene, from an unarmed strike is 1 (Strength
and now the players can react. K’s player rating ÷ 2).
decides to charge forward and attempt to
save the other robot. The Programmer rolls a Durability check
for the cone to resist being damaged. The
cone’s Durability rating is 3, so the
K realizes the Docbox will become Programmer secretly rolls 3d10 and gets
hostile if the cone reprograms it, but 5, 7, and 2.
K also believes that it must not allow
unauthorized reprogramming! The TN for a Durability check to resist
damage is always 8. The cone has no
The speedy messenger robot rolls successes, so its Damage Threshold is
forward to aid the Docbox... reduced by one.
40
K swings its reinforced delivery arm K struggles to free itself, spinning
around in a wide arc and smacks the its treads for purchase on the broken
cone from behind, sending it skidding concrete, but the cone grips even more
forward past the Docbox! tightly, anchoring K in place! The
AutoPacter pivots and quickly advances
The AutoPacter sees its companion toward the captive messenger robot!
struck and emits a low, static-filled
rumble from its speaker grille as it Docbox seizes its chance and rakes its
brings its huge compression arms down cutting laser against the AutoPacter...
around K...
Docbox’s interaction pool is 6d10, and
K’s Mobility rating is 5 and its Reflexes the AutoPacter’s TN to be struck is 6.
rating is 4, so K’s TN to be struck is 9. Docbox’s player rolls 6d10 and gets 4, 7,
10, 6, 5, and 4! The player rerolls the
The AutoPacter’s interaction pool is 6, 10 and gets a 2.
so the Programmer secretly rolls 6d10 and
gets 8, 2, 8, 2, 4, and 3. Docbox’s Size rating is 3, so its cutting
laser inflicts 4 points of damage (a
cutting laser inflicts Size +1 damage).
The AutoPacter clamps its arms together
to crush K, but the messenger leaps up The AutoPacter’s Durability is 3, so
on springy treads and skates across the Programmer secretly rolls 3d10 and
the top of the AutoPacter’s vice! gets 6, 1 and 8. The AutoPacter has one
success, so the laser inflicts one less
As it skates off the edge of the vice, point of damage. The AutoPacter’s Damage
K sails directly over the cone! Threshold is reduced by 3.
The cone’s interaction pool is 5, so the Docbox’s laser tears down the side of
Programmer secretly rolls 5d10 and gets the AutoPacter, blistering the paint
9, 4, 9, 2, and 7 ― two successes! and exposing its wired insides!
Just as K passes overhead, the cone The huge robot lets out an loud
shoots up a clasping arm and grabs K’s whooping alarm that shakes the air!
chassis, halting the robot's flight
and sending it crashing downward! K’s Now that every robot involved in the
treads bounce on impact as it lands. conflict has acted, it is K’s initiative
again. The Programmer rules that K may
The cone grips K tightly and attempts either attempt to strike the cone or
to hold the messenger robot still escape its grip, but not both.
until the AutoPacter can grab it...
K’s player decides to try escaping. The
The cone and K are both engaged in a player rolls 3d10 for the contested
contested Strength check. The TN is 8; Strength check and gets 1, 9, and 5. The
K’s player must roll more successes than Programmer rolls 2d10 for the cone, and
the Programmer to break free. gets 8 and 2.
K’s Strength rating is 3, so K’s player K yanks itself forward, but the red
rolls 3d10 and gets 6, 8, and 9 ― two and blue cone refuses to release its
successes! grip!
The cone’s Strength rating is 2, so the At that moment, the AutoPacter pivots
Programmer secretly rolls 2d10 and gets 7 around to grab Docbox before the
and 10! The 10 is rerolled and rolls 8! K repairbot can use its cutting laser
did not get more successes than the cone, again...
so K fails to break free!
41
The Programmer rolls 6d10 for the The Programmer rolls the cone’s DigiCon
AutoPacter’s interaction check and gets pool to reprogram K, and K’s player rolls
1, 7, 8, 6, 6, and 5. Docbox’s TN to be its Buffer pool to resist. The Programmer
struck is 5, so the AutoPacter succeeds. gets three successes, and the player
gets one success. The reprogramming
is partially successful, and K’s OS
The AutoPacter’s enormous arms clamp Threshold is reduced by 2.
shut with an echoing “CLANG!”, pinning
Docbox inside its crushing grip! A dull
whine accompanies the AutoPacter’s As K’s programming begins to fragment,
hydraulic press as it begins to crush Docbox’s stress detectors surge into
the smaller robot... the red. Its probability models show
a dim outlook for breaking free, so
Docbox does the next best thing and
The AutoPacter has the Vice Grip feature, tries to cut its way out with the
which allows it to crush other robots. laser!
To use it, the Programmer and Docbox’s
player both roll Strength checks. The
AutoPacter inflicts damage equal to its The Programmer rules that because Docbox
successes, minus Docbox’s successes. is held in the clamp and cannot move, its
interaction pool is reduced by two. The
The Programmer rolls four successes, and player rolls 4d10 and gets 8, 1, 1 and 4
Docbox’s player rolls none. The Vice Grip ― a success!
feature states that Docbox’s Durability
pool cannot negate this damage. Docbox’s The Programmer rolls the AutoPacter’s
Damage Threshold is reduced by 4. Durability pool and gets 1, 3, and 5 ―
no successes! Docbox’s laser inflicts its
full damage, and the AutoPacter’s Damage
With a loud squeal, Docbox’s chassis Threshold is reduced by 4.
begins to bulge as the vice presses
closed. The smaller robot tries to The AutoPacter’s maximum Damage Threshold
force it apart, but its frame cannot is 8, but its current threshold is 1. The
withstand the tremendous pressure for Programmer rules that because it is so
long... heavily damaged, the AutoPacter’s vice
arm has been cut off and cannot be used
And K struggles with the cone and its
until it is repaired!
unrelenting grasp, a long, flexible
cable slips out of the cone and raises
itself into the air like a snake. From The searing beam lances through the
the tip depends a gleaming interface AutoPacter’s arm and severs it along a
probe. glowing plane of hot metal and melted
wires! As the AutoPacter bellows out
another whooping alarm, the vice slips
Reprogramming a robot normally requires
free and crashes to the ground, and
the target robot to be completely
Docbox along with it!
immobile. The cone has the Interface
Prong feature, so it can attempt to
A few meters away, K struggles as the
reprogram a mobile robot after making
cone continues to eat away at its
a successful interaction check. The
programming. With no other choice,
Programmer rolls an interaction check for
K disengages its power limiters and
the cone and succeeds.
sends its battery into overdrive!
42
The Programmer and K’s player roll
contested Strength checks again, but this * * *
time K’s player adds two extra d10s to
the roll, and gets 5, 4, 4, 8 and 8. After the two robots were sure the
others were gone, they introduced
The Programmer rolls the cone’s Strength themselves to each other, as was the
check, and gets 9 and 2. K has more universal ritual. Unit name, model,
successes! function and current status; all were
listed.
The surge of power coursing through “I am traveling west, toward the factory
K’s system sends its meters crashing where I was made,” K told the other
into the red. The robot throws up its unit. “Parts for my model are hard to
arms and knocks the cone into the air! come by.” It was true―the Docbox had
never seen another messenger like K.
The cone wheels around for another
pass at K’s programming, flailing its “I am traveling across the city to find
interface prong like a whip, before it a charging station,” Docbox replied.
sees the maimed AutoPacter. “I had been drawing from a street-
plug north of here, but a cluster of
Its processor light flickers as it recycling drones found me, and I had
considers its options. After a moment, to flee.”
it makes a conciliatory squalk and
begins rolling backwards away from K K tapped on its chest with a thin
and Docbox, twitching its cameras back finger, where the screen had started
and forth between the two. to alternate between green and red.
“My battery is also low.”
The AutoPacter, maimed but still fit
enough to strike, responds to the cone “It would be safer if we traveled
and rolls away as well, keeping its together,” Docbox suggested, “but I
remaining arm raised to ward off any must straighten my frame before my
more surprises. The two robots dwindle pumps crack.”
into the distance, slinking back to
the AI that controls them. “I must find a charging station soon,
or I will die,” K stated.
K could follow them, but it was not
built for fighting, and its programming
is still partially fragmented.
From here, the players must choose what
Instead, it watches the pair until the they will do next. It will take Docbox
AutoPacter’s form is swallowed up by one hour to attempt repairs on itself. It
the dying trees. will also take K one hour to attempt to
defragment its programming.
Now that the conflict is over, the
Programmer tells K’s player to make a However, K’s battery is drained, and in
Power check to see if its battery was one hour all of its Intelligence and
drained from being put into overdrive. Chassis ratings will begin to degrade.
This includes DigiCon, which is used to
K’s Strength rating was raised by 2, repair OS Threshold damage.
so the player must roll at least two
successes to avoid draining its battery.
The TN for this check is always 8. K’s Will the two robots hurry onward, or wait
player rolls 3d10 and gets 6, 9 and 4 ― and prepare? Will K go on ahead and look
only one success! The robot has drained for a power source, or remain with Docbox
its battery. until its battery begins to die?
43
Suggestions for the Programmer
Before the game begins, the Programmer The following optional rules were originally
should decide how many traces of human presented in the mini-modules In Transit and
civilization remain. In a world where humans The World Above. They are included here for
have only recently disappeared, much of their the Programmer's convenience.
infrastructure will remain, and robots will
have an easier time accessing power grids
and other useful utilities. Conversely, in Constructing traps (Optional):
a world where a significant amount of decay
has occurred, robots that rely on human If the Programmer wishes, the following rules
infrastructure to function will be at a may be used to determine the effectiveness
severe disadvantage compared to robots with and damage potential of PR-constructed traps.
nuclear or solar power supplies.
The robot’s RealityCom and MechaniCon pools
The Programmer should inform the players of are used - the Programmer makes the check
the present situation before the creation in secret, so the player does not know how
process begins, unless the element of effective the trap will be until it is
surprise is desired. sprung.
Other characteristics of the setting may be The trap’s base damage is equal to the
altered to suit the needs of the story. The constructor’s RealityCom rating -1. Every
Programmer may rule that every PR receives success increases the damage by 1.
a Rating 1 Wireless Transceiver feature at
no cost, or that every PR must have the same If the check has no successes, the trap
Overriding Directive defect. fails to activate or is sprung prematurely
(possibly damaging the trap-setting robot in
the process).
In the course of the game, the players may
wish to alter or improve their robots. The
requirements and end results are entirely up Microgravity (Optional):
to the Programmer. Some ideas include:
Robots without a means of propulsion in
• The PRs each receive 1 point at the microgravity must push off of another
completion of every session that may be object. A robot’s normal launch velocity in
saved and spent on additional Features or microgravity is equal to its RealityCom +
increasing attributes (using the rules in Reflexes ratings in m/round or k/hour.
Chapter 1). It is not recommended that PRs
be allowed to increase attribute ratings The robot must make a RealityCom + Reflexes
of 3 or higher. These features can either check (TN 8) to cross an expanse of open
be constructed by the PRs or discovered space in microgravity. If the robot fails, it
during the course of the game. misses the target.
• The PRs receive points as above, but A robot without an appropriate feature such
each point allows one failed check to be as the Vacuum Propulsion feature cannot slow
rerolled with one extra die. down, stop, or change direction unassisted
once it enters open space in microgravity.
• The PRs receive points as above, but
each point may be spent to automatically The robot also uses its RealityCom + Reflexes
succeed at one check. ratings to determine its interaction pool
while in microgravity. A robot’s TN to be
The Programmer is free to combine any of struck while in microgravity is equal to 5 +
these ideas as needed. the robot’s Vacuum Propulsion rating.
44
Environmental Hazards
Electricity Falling
Water Fire
45
Useful pools and common checks
46
Physical conflict
with other robots
Every robot involved in the conflict rolls 1d10 and adds its
Reflexes rating to the result to determine its initiative.
Blocking an object’s path The robot with the highest initiative acts first.
Mobility + Reflexes
Disarming a bomb
Yes No
MechaniCon + Dexterity
Firing a projectile
Listed damage is
RealityCom + Reflexes greater than 0?
Jumping a gap
Target robot spent its
Mobility + Power turn defending itself?
Painting a picture
Subtract number of
HumanCom + Dexterity successes from damage
Target robot rolls
Durability (TN 8) to
inflicted on target robot reduce damage.
(min. damage of 0).
Picking a lock
Dexterity + Perception
Any damage inflicted?
Predicting the weather
RealityCom + Perception
Yes No
Starting a fire
RealityCom + Dexterity Target robot subtracts Target robot
damage from its current is unharmed.
Damage Threshold.
Stopping a fire
Dexterity + Buffer
Target robot's current Damage
Threshold is below 1?
Stopping a large object
Strength + Size
Yes No
Translating a language
DigiCon + Perception
Target robot stops Target robot may act
working until repaired. during its turn.
47
Table 1: Building
Random Locale Condition
Generation 1. Totally flattened
(-5 Building Density)
2. Rubble
The following pages contain tables of (-4 Building Density)
various aspects relevant to locations 3. Ruins
the PRs may visit. These tables allow (-3 Building Density)
the Programmer to create unique 4. Collapsing
locales quickly. There are five major (-2 Building Density)
aspects to each locale: 5. Falling apart
(-1 Building Density)
6. Decrepit
• Building condition: The average 7. Poorly-maintained
condition of buildings in the area 8. Sturdy
9. Well-maintained
• Building density: The number of (+1 Building Density)
buildings still standing 10. New
(+2 Building Density)
• Available power: The number of
working charging docks in the area
Totally flattened: Only the barest
• Robot population: The number of traces remain to show that there were
local robots in the area ever buildings here.
The result of one table may affect Ruins: Walls and other features
the next table, either by increasing are still upright, but their prior
or decreasing the final result. functions are hard to determine.
48
Table 2: Table 3: Available Power
Building Density
1. Nonexistent
1. Single building (-5 Robot Population)
(-5 Available Power) 2. Nonexistent
2. Two or three buildings (-5 Robot Population)
(-4 Available Power) 3. Disabled
3. A few buildings (-4 Robot Population)
(-3 Available Power) 4. Hidden
4. Several buildings (+1 Robot Population)
(-1 Available Power) 5. Guarded
5. Many buildings (+1 Robot Population)
(-1 Available Power) 6. Guarded
6. A small town (+1 Robot Population)
(+1 Available Power) 7. Scarce
7. A large town (+2 Robot Population)
(+2 Available Power) 8. Scarce
8. A city (+2 Robot Population)
(+3 Available Power) 9. Scarce
9. A large city (+2 Robot Population)
(+4 Available Power) 10. Common
10. A very large city (+3 Robot Population)
(+5 Available Power)
Nonexistent: There are no power
sources in the area. Any robots
passing through must continue on
if they wish to seek operational
charging docks.
49
Table 4: Robot Population Table 5: Social Structure
1. Nonexistent 1. None
2. Solitary 2. Commune
(-5 Social Structure) 3. Bullyocracy
3. Sporadic 4. Hegemony
(-5 Social Structure) 5. Ochlocracy
4. Clique 6. Meritocracy
(-4 Social Structure) 7. Autocracy
5. Suite 8. Police State
(-2 Social Structure) 9. Conversion State
6. Cluster 10. Enkratocracy
7. Crowd
8. Herd None: The locals are not cooperating
(+1 Social Structure) with each other and exist in a state
9. Press of anything-goes anarchy.
(+2 Social Structure)
10. Multitude Commune: The locals allow each other
(+3 Social Structure) to perform their own functions
independently and cede charging
rights to each other based on
Nonexistent: The PRs are the only immediate need.
active robots in the area. There is
no social structure outside of the Bullyocracy: The locals cooperate
PRs’ group. under duress and cede charging rights
to each other based on hostile
Solitary: There is only a single actions, or the threat of possible
local robot active in the area. hostile actions.
Sporadic: The PRs may occasionally Hegemony: The locals cede charging
encounter another robot, but these rights to each other based on their
sightings are few and far between. preexisting protocols from the time
of the humans.
Clique: There are a few local robots
present in the area. Ochlocracy: The locals have co-
opted the legitimate authority and
Suite: There are several local robots cooperate to exploit outsiders.
in the area.
Meritocracy: The locals cooperate
Cluster: There are numerous local toward a single goal, and cede
robots in the area. charging rights based on perceived
importance within the group.
Crowd: At least a dozen active robots
can be found in this area. Autocracy: The locals cooperate due
to a single overbearing presence and
Herd: There are at least a few dozen the threat of withholding power.
active robots in the area.
Police State: The locals cooperate
Press: There are at least a hundred due to a single overbearing presence
active robots in the area. and operate with rigid rules in a
hierarchy of order. Robots that fail
Multitude: There are at least a few to conform are reprogrammed.
hundred active robots in the area,
and possibly many more. Conversion State: The locals are
under constant threat of being
reprogrammed.
51
Handy Helper Mobility Assistant
UNIT NAME Before the Handy Helper was
ORIGINAL PURPOSE Escort humans from their vehicles to the building dragged into the manager's office
and forcibly reprogrammed, it
4 RealityCom 2 Dexterity 3 Durability OS Threshold had much more autonomy and a
(DigiCon + Buffer) mind of its own. Now it drifts
4 HumanCom 4 Mobility 2 Buffer
about the remains of the parking
5
lot, lobotomized into only a few
3 DigiCon 4 Perception 3 Size
MAX CURRENT shallow actions. It can easily
2 MechaniCon 2 Reflexes 2 Power be distracted by new objects in
Damage Threshold
(Durability + Size) the parking lot (like the PRs),
3 Strength and will incessantly work to
4 escort them through the doors of
Damage from Strike TN to be struck
the SavR-Mart.
1 (Str÷2, round down)
6 (Mobil + Ref)
MAX CURRENT
52
K-Model Messenger
UNIT NAME When the cities of the humans
ORIGINAL PURPOSE Deliver messages and parcels within a city were in full bloom, fleets of
K-Model Messengers raced along
4 RealityCom 3 Dexterity 2 Durability OS Threshold its streets and sidewalks
(DigiCon + Buffer) bearing special rush deliveries.
3 HumanCom 5 Mobility 4 Buffer
6
K's programming leads it to
2 DigiCon 3 Perception 3 Size
MAX CURRENT take "optimal routes", which
1 MechaniCon 4 Reflexes 3 Power often include scaling walls,
Damage Threshold
(Durability + Size) leaping crevasses, and dodging
3 Strength underneath dangerous robots. Not
5 surprisingly, this method of
Damage from Strike TN to be struck
propulsion has been the demise
1 (Str÷2, round down)
9 (Mobil + Ref)
MAX CURRENT
of most of its kin, leaving
it one of the last of its line
Initiative Speed still in working condition.
Interaction Pool (1d10 + Ref) (Mobil + Ref)
7 (Dex + Ref) k/hour
1d10 + 4 13 m/round
Initiative Speed
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref) k/hour
1d10 + 3 5 m/round
53
DataCharger
UNIT NAME With no legitimate occupation,
ORIGINAL PURPOSE Reprogram used robots for resale the DataCharger sees itself
as a natural leader, sorting
2 RealityCom 3 Dexterity 3 Durability OS Threshold all robots it encounters into
(DigiCon + Buffer) saleable property.
2 HumanCom 3 Mobility 4 Buffer
8
It has fallen under the shadow
4 DigiCon 2 Perception 3 Size
MAX CURRENT of an AI nearby, and though it
2 MechaniCon 2 Reflexes 2 Power dutifully serves its master,
Damage Threshold
(Durability + Size) the DataCharger imagines itself
2 Strength an equal to the great minds of
4 the AIs. Captured robots are
Damage from Strike TN to be struck
reprogrammed to serve the AI
1 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
overlord, but recently they have
received more orders - to also
Initiative Speed obey the DataCharger. So far
Interaction Pool (1d10 + Ref) (Mobil + Ref)
5 (Dex + Ref)
its petty treason has not been
k/hour
1d10 + 2 5 m/round
discovered, but its blustering
nature may soon bring it into
conflict with the AIs, or perhaps
FEATURES Rating DEFECTS Rating
the PRs.
Display Screen 2 High Maintenance
Hardened Programming 1 Plastic Casing 2
Interface Prong 2
Manipulative Limb (Standard)
Prehensile Limb
54
ManageMaster System
SavR-Mart Model
INTELLIGENCE CHASSIS CRUX
The manager's office is protected by a door with a An AI character may have a maximum rating
Durability rating of 3 and a Damage Threshold of 6. of 10 in any attribute it possesses.
The door will remain shut until its Damage Threshold Most AIs are built with 100 to 150 points
degrades to 0. The ManageMaster can operate the lock
and open or close the door, (instead of the standard 100 points
that most robots are built with). The
The ManageMaster AI is built using 140 points, making Programmer is free to create custom AIs
it a fairly tough competitor for the PRs. Its real
weakness is the lack of robots under its control. The with more or fewer points.
Programmer is encouraged to populate the SavR-Mart
with various robots that have been captured over the
years to make a more crowded environment, with giant
snowplow robots circling the frozen-food aisle and
gardening robots doubling as greeters. Alternatively,
only a few robots are left under its control, and it
Increased attribute ratings
has become vulnerable to storms or other threats to
its solar panels.
6 7 8 9 10
Point
cost 20 25 35 45 55
55
INTELLIGENCE CHASSIS CRUX
3 Strength
1 Strength
2 Strength
0 Strength
56
Getting into character:
Now imagine that you aren't around to take care of it. That
it's on its own, and there are other things out there. Would
your little vacuum be able to fend off a hungry recycling
robot? Would it be able to outrun one? What would it be like
after cowering from the rain for years and years, scavenging
for a place to plug in, missing you and the safety you gave
it?
57
57
Video: Inspirational sources
• 9 (both the original short
and the feature film). Small The following works offer
robots scurry about after ideas for Programmers and
the apocalypse looking for
answers to why they exist.
players to develop themes
and characters for a robot-
• A.I. Artificial Intelligence. centered game in a world
Androids look for what it without humans.
means to be real humans.
• Toy Story (especially Toy Story 3). • There Will Come Soft Rains (Ray Bradbury).
Abandoned in a cruel world, small After the humans are gone, the robots are
automatons have to survive, stick still - what do you mean you've heard this
together, and find a home. before?
• WALL-E. A robot left alone on an empty • The World Without Us (Alan Weisman). A
Earth finds new ways to occupy its time. factual and engrossing look at what would
happen to our cities (and the planet) if
we disappeared.
Web:
• Yokohama Kaidashi Kikou (Hitoshi Ashinano).
Nine Planets Without Intelligent Life (Kit An immortal robot watches the humans
Roebuck). Once the humans die out, the robots around her age while she stays young.
get serious about civilization.
58
58
pArt twO:
P ower
and
Light
How to use
Power and Light:
The following eighty-odd pages The Programmer may even allow the
contain descriptions of different players to use robots presented in
locations, objects of interest this book - every local robot is
that the PRs might find useful or built using the standard 100 points
inconsequential, and local robots unless specifically noted otherwise.
that lurk nearby. Unlike some
linear game modules, little
dialogue is presented for the The background storyline
local robots, although every about the Menagerie’s
area has opportunities for hunt for the genetic
the PRs to become involved in information is included
the affairs of the locals. in the event that the
Programmer wishes to have
There are several ways that an extended subplot and
the Programmer may make use a “happy ending” for the
of the locations detailed in game.
this book.
In its simplest form,
The first way is to present the PRs learn about the
each location in the order it existence of the genetic
appears. information, learn what
the Menagerie plans to do
For example, the PRs might with it, and use either
start by discovering the the Menagerie’s own lab
Farm, move onward to the equipment or a laboratory
Enclave, then to the Factory, found elsewhere to restore
and finally reach the City. humanity to existence.
At each locale the PRs might
look to recharge or repair, For a darker ending, the
or perhaps become involved humans are restocked only
with the problems and to be raised as caged
politics of the local robots. animals for exhibit, or
perhaps the PRs make the
Alternatively, these decision to keep humanity
locations may be presented extinct.
in any fashion the Programmer
desires, according to the If the Programmer does
needs of the story. not wish to include this
background storyline,
For example, the PRs may be Behemoth and Ziz are not
employed by the Green Master present and the Menagerie
(or the Red Master) and take seeks other means of
on the never-ending task of restoring its supply of
keeping the City lit. animals.
60
The Farm
The small robot slid to a stop in the wet earth, as bits of mud
slipped down from its mottled orange casing and the track-tread
underneath. It sat unmoving while its internals clicked and cooled.
Underneath the amputated horse a speaker came on with a pop and the
hiss of silence at maximum volume.
The small machine detected the newborn dawn by the amount of light
it received. In the event of a cloudy day it was programmed to play
the recording at 6:30 a.m., but its internal clock had slowed in
the long years it had worked the farm, and so its cheery rooster’s
crow was belted out under the low, overcast sky of mid-afternoon.
62
The Farm has endured its long When the player robots (PRs) arrive,
isolation rather well compared to the farm workers will be overjoyed
other enclaves. The agricultural to finally be able to hand off their
robots were constructed to be durable bounty, and will immediately attempt
and easily repaired, and most of them to press the newcomers into service
are still in good working order. carrying the season’s produce:
hundreds of tons of corn.
The farmhouse itself is long gone,
reduced to ash and a chimney by a fire Machines that refuse to cooperate
that the household domestic robots have the privilege of meeting the
were unable to put out. Thresher.
The domestics were themselves The PRs likely stumble upon the Farm
consumed in the blaze, leaving their by following the remains of the road.
sturdier outdoor companions to face
the years alone. The PRs might also enter from the
quarry, as the mountain of corn is
With the resource demands of the visible from a distance. If they
house and its staff gone, the find the quarry first it is likely
farm was able to return to full deserted (save for the corpse of the
productivity, turning out bumper excavator), but they may find some
crops of corn year after year. The signs of local activity on the trail
produce trucks continued to arrive leading back to the Farm.
(at more erratic intervals) bringing
word of the spreading desolation and The river may provide yet another
the dwindling number of stops along means of passage, either to the Farm
their route. or away from it.
63
The cornfield
The field is a vast ocean of tightly Locations around the Farm
spaced, identical stalks. One
perfectly straight edge faces the
farmyard. The cornfield
The farmhouse
An encounter with the residents of
the Farm could easily end with the The garage
players’ robots being chased through The neighbor’s farmhouse
the field of corn by angry locals. The quarry
Robots must have Size ratings of at The river
least 5 to see over the corn without The road
assistance. The storage bins
The trail to the quarry
Things found in the cornfield:
64
The neighbor’s
Things found in the garage: farmhouse
• A Tuluxous atomic generator The farmhouse up the road is in
with one charging dock. The complete ruin, and recognizable
generator weighs about five hundred from the land around it only by the
kilograms, and is considered to remaining metal fenceposts. Robots
be a nuclear battery with a Power that examine the property closely
rating of 8 and the Power Dock may find the remains of the house’s
feature. foundation.
65
The corn is highly flammable — any
open flames or extremely high heat
The road
(such as cutting lasers or plasma
A nearly-invisible trail leads onto
arc welders) will ignite the pile.
the Farm, and an equally negligible
The Programmer will decide how much
trail leads out, but the industrious
damage a specific fire inflicts.
locals have maintained the road in
front of their domain as best they
can, carrying in gravel from the
Things found at the quarry: quarry and laying it themselves.
66
Johnny Appleseed
UNIT NAME The Johnny Appleseed tends the
ORIGINAL PURPOSE Plant seed stock corn all through its growing
season, and carefully readies
4 RealityCom 4 Dexterity 3 Durability OS Threshold the next year’s stock. Of all
(DigiCon + Buffer) the robots on the Farm, the
2 HumanCom 5 Mobility 2 Buffer
Johnny Appleseed is the most
3
concerned with the biological
1 DigiCon 3 Perception 5 Size
MAX CURRENT world. It constantly frets
1 MechaniCon 5 Reflexes 3 Power about the other robots’
Damage Threshold
(Durability + Size) actions, and often follows
3 Strength them to the edge of the field
9 to make sure they do not
Damage from Strike TN to be struck
damage the corn.
1 (Str÷2, round down)
9 (Mobil + Ref)
MAX CURRENT
"CORN!"
The Thresher
UNIT NAME The Thresher eagerly awaits
ORIGINAL PURPOSE Harvest crops with front-mounted multi-thresher the harvest every year, where
it experiences the thrill of
4 RealityCom 2 Dexterity 5 Durability OS Threshold destruction as it decimates
(DigiCon + Buffer) the vast cornfield. When not in
1 HumanCom 4 Mobility 4 Buffer
use, it quickly grows restless
5
and prowls the farmyard and the
2 DigiCon 4 Perception 6 Size
MAX CURRENT surrounding land, mowing grass,
1 MechaniCon 3 Reflexes 4 Power weeds, and stray robots to pulp.
Damage Threshold
(Durability + Size) The giant machine is a huge,
6 Strength singular beast that towers above
11 the largest of the PRs. Its
Damage from Strike TN to be struck
merciless thresher can engulf
3 (Str÷2, round down)
6 (Mobil + Ref)
MAX CURRENT
even a Size 5 robot, slicing it
to bits in moments.
Initiative Speed
Interaction Pool (1d10 + Ref) (Mobil + Ref)
5 (Dex + Ref)
Countless outside robots have
k/hour
1d10 + 3 7 m/round
met their ends within its
grinding maw, both those who
refused to take the harvest and
FEATURES Rating DEFECTS Rating
those who were caught attempting
Armored Chassis 1 Buggy Mic
to steal power from the Farm’s
Disposal High Maintenance
Floodlights Limbless
atomic generator.
Giant 1 Noisy
For all its size, the Thresher
has no manipulative limbs,
and relies on the Rider for
maintenance.
67
Hydromax
UNIT NAME The Hydromax is a large and
ORIGINAL PURPOSE Maintain & dispense fertilizers and other chemicals spindly contraption crouched
on high, thin tires. Four long
5 RealityCom 3 Dexterity 3 Durability OS Threshold flexible tendrils loop and coil
(DigiCon + Buffer) around four faded green tanks.
2 HumanCom 5 Mobility 2 Buffer
3
Over the long years since the
1 DigiCon 3 Perception 5 Size
MAX CURRENT trucks stopped coming, the
4 MechaniCon 4 Reflexes 2 Power Hydromax has become something
Damage Threshold
(Durability + Size) of an alchemist, spinning
4 Strength fertilizers and pesticides
8 from stranger and stranger
Damage from Strike TN to be struck
combinations that it brews in
2 (Str÷2, round down)
9 (Mobil + Ref)
MAX CURRENT
the garage.
68
Pro-Share
UNIT NAME The Pro-Share is stronger than
ORIGINAL PURPOSE Plow fields and dig irrigation trenches any of the other farm robots, and
is often tasked with carrying or
3 RealityCom 1 Dexterity 5 Durability OS Threshold dragging supplies, heavy equipment
(DigiCon + Buffer) and other burdens. Its massive
1 HumanCom 3 Mobility 2 Buffer
plowshare doubles as a grader’s
3
blade, and both the farmyard
1 DigiCon 3 Perception 5 Size
MAX CURRENT grounds and the road at its edge
1 MechaniCon 1 Reflexes 3 Power are kept in good repair by its
Damage Threshold
(Durability + Size) diligence.
6 Strength
10 Its plow can extend outward five
Damage from Strike TN to be struck
meters beyond the robot’s normal
3 (Str÷2, round down)
4 (Mobil + Ref)
MAX CURRENT
span, allowing it to dig several
trenches at once. The Pro-Share
Initiative Speed is otherwise a boxy mass of metal
Interaction Pool (1d10 + Ref) (Mobil + Ref)
2 (Dex + Ref)
covered in flaking red paint.
k/hour
1d10 + 1 4 m/round
It often works in tandem with both
the Hydromax and the Thresher,
FEATURES Rating DEFECTS Rating
bearing supplies and towing the
Floodlights Buggy Mic
large metal wagons the robots have
Specialty Chassis (Furrowing) Noisy
Telescoping Reach (5 meters) Unreliable
constructed from loose debris and
a few salvaged panels from the
long-dead excavator.
69
Enclave
The hours ticked by like they always did. A faint wind blew,
sending a scrim of dust around the shelter’s entrance into
whorls whose patterns reminded Macy of lace edging that once
decorated the curtains of her master’s house. Time had wracked
her casing and her processing power, but the memories of
everything from her unboxing to the day she finally abandoned
the smoldering ruin were fresh and crisp.
Next to her, Lon roused himself from the torpor he had lain in
all day. Macy turned to look at him as he stood up. “I think I
should-” the green box trailed off.
“Yes, you should. You don’t want to run out of power.” Her
voice momentarily hitched at the end.
She watched Lon amble his way to the back room, then returned
her gaze to the open entrance and the valley below. Nothing
stirred but more clouds of rust and dirt.
Sooner or later Muir would come back in. He had been complicit
in all they had done, and he took the draw like everyone else.
He was simply unable to overcome his need to patrol the empty
dead land looking for fenceposts and poachers that had long
since gone away, and so he left again and again, sometimes
returning in hours, sometimes days. Lon said that sooner or
later he would roam (Macy begged him not to use that word) too
far and his battery would die.
In the back room, Lon sat on the concrete and looked at the
cord that snaked out of his midsection and across the floor to
a slumped shape in the dark. “I’m really sorry it’s gotta be
like this, Frank.” It was the same thing Lon said every time
he came in here.
“It’s just that you wouldn’t stop moving around! I mean, you
got more juice than you’ll ever need!” Lon’s voice rose,
bringing a crackle to his speaker. “Sal even said you could
get unhooked and move around for a few hours once in a while.
But your programming wouldn’t let you, so we had to-”
The wide green box lapsed into silence. Across the room, the
thing that was once a robot sat unmoving.
72
Player robots may spot the Enclave’s Robots with solar or nuclear
hilltop shelter from a distance batteries have the most to fear from
after being out in the wilderness the Enclave; the locals value their
for some time. The PRs may each roll fallen comrade over any stranger, and
Perception checks (TN 8) once per are more than willing to cannibalize
day to find the shelter; at least two outside robots to take his place.
successes per check are required.
When first queried, the locals will
Alternatively, the Programmer may state that there is no charger in
also choose to reveal the Enclave the area. If asked about where they
after one or more of the PRs fails draw power from, their answers will
its daily Power check. be duplicitous. Lon may claim that
he does not need to recharge, despite
Finally, the PRs might discover (or the presence of an obvious charging
be discovered by) Muir in the course jack in the middle of his chassis.
of his wandering and somehow led back Macy might say that her battery has
to the Enclave. just not run out, although if pressed
she will admit that they have been in
The small concrete structure offers the shelter for several years. Muir
little aside from shelter, but robots will simply refuse to speak of it.
suffering the afflictions of the
area’s constant storms may find that Of all the locals, only Sal will
any port is a welcome one. openly discuss Frank’s current state,
but only when explicitly asked,
Unfortunately for newcomers, this and then only in detached technical
island in the sea of rust holds terms. All of the locals understand
nervous and secretive prisoners who at some level that what they’ve done
will do anything to keep their act to Frank is abhorrent.
from being exposed.
73
The front room
Locations around
This room has a large doorway that
leads directly outside, as well as
the Enclave
another doorway set into the opposite
wall. The outside doorway has a heavy The front room
sliding metal door, but since the The back room
shelter has no electricity of its
own the door must be manually closed
The desert
(with a successful Strength check).
74
The desert The Programmer should decide how
capable the PRs are of defending
themselves, and adjust the amount
Outside the shelter, near-constant
of roamers encountered accordingly.
clouds of grit and dust fly through
For some robots, a single roamer is
the air, clogging up anything caught
a terrifying and nearly unkillable
in them. A robot caught in the storms
monster. Other burly, fast, or well-
must make a Durability check every
equipped robots may easily trump any
hour that it remains exposed. Failing
one roamer.
a check means the robot is treated
as if it had the Rusting defect.
The roamers are programmed to
This malady will remain until the
return to the factory when they
robot is indoors and cleaned (with a
have collected a certain amount of
successful repair check - only one
material. This amount depends on the
success is necessary).
needs of the story, but one or two
kidnapped player robots will likely
Robots that already possess the
suffice. A roamer will also attempt
Rusting defect have its detrimental
to return if its current Damage
effects increased: any 1s or 2s
Threshold rating falls below 5.
rolled with Reflex checks will cancel
out successes until the grit is
Roamers on their own are not very
removed.
intelligent, but the Factory is.
If one fails to return, two more
are sent to investigate. If these
Things found in the desert: disappear as well, it may well send
more robots, perhaps even flying
• Machinery: Once some great work models (as the Programmer decides).
of man stood here, but now all
that remains are indistinguishable The Factory is unlikely to ignore
hulks of rusting metal. The missing robots.
Programmer may opt to roll a d10
every hour that the PRs remain
in the desert; on a roll of 8
or higher they come across the
remains of some vehicle, robot
or installation. The Programmer
may choose to roll another d10
to determine the object’s Size
rating. Remains larger than the
PRs may offer shelter, and count
as “indoors” for purposes of
removing grit.
75
Dilettante Companion Series “Macy“
UNIT NAME Once, Macy may have been more or less
ORIGINAL PURPOSE Provide social companionship for humans indistinguishable from a human female,
but time and hardships have damaged
4 RealityCom 4 Dexterity 3 Durability OS Threshold her once-fine casing, and now only the
(DigiCon + Buffer) simplest robots would be fooled into
5 HumanCom 4 Mobility 3 Buffer
thinking she was alive. She still
5
possesses two arms, two legs and a
2 DigiCon 3 Perception 4 Size
MAX CURRENT head, but her mechanical components are
2 MechaniCon 3 Reflexes 3 Power plainly visible on many parts of her
Damage Threshold
(Durability + Size) chassis.
3 Strength
6 Macy was programmed to provide
Damage from Strike TN to be struck
companionship — she wants nothing more
1 (Str÷2, round down)
7 (Mobil + Ref)
MAX CURRENT
than to leave the shelter and find
someone to take care of her, but unless
Initiative Speed the player robots can offer indisputable
Interaction Pool (1d10 + Ref) (Mobil + Ref)
7 (Dex + Ref)
proof that humans are still alive, she
k/hour
1d10 + 2 6 m/round
will remain with the other locals.
Initiative Speed
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref) k/hour
1d10 + 3 5 m/round "YOU DON'T KNOW WHAT
FEATURES Rating DEFECTS Rating IT'S LIKE, PAL. WE
Armored Chassis
Internal Compartment (Size 2)
1 Overheating
Power Cutoff
1 DIDN'T HAVE A CHOICE."
Internal Compartment (Size 4) Slow Charger 1
76
Universal Robotics Service Automaton, Light-class (SAL)
UNIT NAME Sal was unboxed and activated less than
ORIGINAL PURPOSE ten kilometers from the shelter, in one
of the factories that once sprawled
3 RealityCom 4 Dexterity 2 Durability OS Threshold across the desert. The other robots
(DigiCon + Buffer) would not have been able to weather the
2 HumanCom 3 Mobility 3 Buffer
long years without his presence, and he
6
realizes this.
3 DigiCon 4 Perception 3 Size
MAX CURRENT
2 MechaniCon 3 Reflexes 5 Power Out of all the locals Muir is the most
Damage Threshold
(Durability + Size) likely to be absent when the player
4 Strength robots arrive. The Programmer may
choose to roll a d10 each hour the
Damage from Strike TN to be struck
players remain in the shelter. On a
2 (Str÷2, round down)
7 (Mobil + Ref)
MAX CURRENT
roll of 10 Muir arrives to recharge his
immense battery before leaving again.
Initiative Speed He will be uninterested in outsiders’
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref)
company but will not resist if they try
k/hour
1d10 + 3 7 m/round
to follow him back out into the wild.
77
ReStruct “Franklin Stove” fabricator
UNIT NAME Frank’s situation is unique and his
ORIGINAL PURPOSE Convert abandoned buildings to new structures attributes reflect his current hobbled
status. The locals will not allow
4 RealityCom - Dexterity 4 Durability OS Threshold outside robots to repair him unless a
(DigiCon + Buffer) suitable replacement is provided.
1 HumanCom - Mobility 3 Buffer
4
If any player robots attempt to repair
1 DigiCon 3 Perception 5 Size
MAX CURRENT him, the Programmer should consider his
5 MechaniCon - Reflexes 3 Power current Damage Threshold to be 0 for
Damage Threshold
(Durability + Size) repair attempts.
6 Strength
9 If repaired, Frank’s Mobility and
Damage from Strike TN to be struck
Reflexes ratings will increase to 3 and
3 (Str÷2, round down)
- (Mobil + Ref)
MAX CURRENT
his Dexterity rating will increase
to 2. He will also lose the Mute
Initiative Speed defect. His power dock is not factory-
Interaction Pool (1d10 + Ref) (Mobil + Ref)
- (Dex + Ref)
standard and must be dismantled before
k/hour
1d10 + m/round
attempting any repairs. If he is
repaired the power dock will no longer
be usable.
FEATURES Rating DEFECTS Rating
Nuclear Battery Mute
Frank originally had numerous other
Power Dock
features such as a battering ram, a
cutting laser, and a full complement
of tools, but these things have been
broken or incorporated into his new
design. Either way they are lost and
unavailable to the player robots.
78
Waste Not,
Want Not
The sun rose, and as its bright cherry light emerged
from behind the hillside and warmed the solar panels
the factory began to churn to life. Old belts spun,
the great smelter glowed, and the workers brought
forth a prize one of the roamers had carried
in the night before. The silvery remains of the
veterinarian’s assistant were poured into the chute
along with all the other raw materials. The factory
ran its calculations, adjusted them for the new
materials procured, ran them again.
80
The land around the Factory is a The eventual outcome is evident
pastoral wooded plain, although its to any thinking automaton: if the
workers have cleared the parking Factory grows unchecked it may
lots of plants and debris so hiding inadvertently convert the entire
spots are nonexistent. Clever robots world into roamers.
may attempt to infiltrate the factory
using roamers as cover, perhaps even Whatever other intellects it once had
capturing and reprogramming them. are lost, stripped away by the years
of exposure that nearly destroyed it.
Inside the complex is a mass of The Factory cannot be reasoned with;
conveyer belts, catwalks, dangling if the player robots wish to stop
chains, smelters, and more refined it and its growing army they must
fabricators. The factory is a single attempt to disable or reprogram it.
story; however, the roof is twenty
meters high and accessible only by a If the PRs have already visited the
single stairway on the inside or by Enclave, they may realize that the
scaling the outer wall. roamers are becoming more numerous
and will eventually discover the
The factory’s AI suffers from the shelter and its inhabitants. Whether
same mania that plagues so many of or not they act on this knowledge
its lesser mechanical kin. Consumed depends on their programming.
by its need to collect raw materials,
it has created a runaway cycle: new
materials are converted into more
roamers, which bring back material to
make still more roamers.
81
The factory floor
The floor is rather vast (especially
for very small robots) and offers Locations around
numerous places to hide. Due to the
constant din of machinery and the
the Factory
intense temperatures inside the
factory, any outsider must succeed The factory floor
in a Buffer check (TN 8) or have its The control room
Perception rating degrade by 1 for The roof
the duration of its occupancy.
82
The control room The roof
The factory’s AI is housed in a There are sixteen large solar panels
computer system inside a locked room. on the factory roof. Each panel has a
The door has a Durability rating of Durability rating of 1 and a Damage
2, a Damage Threshold of 8, and the Threshold rating of 3. If more than
Armored Chassis feature (rating 2). three panels are broken, the factory
The computer system itself has a will only be able to create one
Durability rating of 1 and a Damage roamer per day. If more than eight
Threshold of 8. panels are broken, the factory will
only be able to create Size 3 or
If the computer is destroyed the smaller robots. If more than twelve
Factory will shut down. Naturally, panels are broken the factory will
the Factory will attempt to prevent not be able to produce any useful
this situation. PRs will have to objects.
deal with every roamer, laborer and
spider-welder on the premises trying The access stairwell to the roof is
to stop them. Fortunately for the only large enough for one roamer to
outsiders, only one roamer can fit fit through at a time.
through the control room’s door at a
time (although spider-welders may be
able to squeeze around a roamer with
successful Mobility checks).
83
Roamer unit
UNIT NAME Roamers are front-line soldiers in
ORIGINAL PURPOSE Collect material for the Factory the unwitting army of the Factory.
Dispersed into the world like locusts,
4 RealityCom 2 Dexterity 3 Durability OS Threshold they strip areas bare of metal one
(DigiCon + Buffer) container at a time.
1 HumanCom 4 Mobility 2 Buffer
3
They cannot be reasoned with, and
1 DigiCon 4 Perception 5 Size
MAX CURRENT unless a roamer is reprogrammed there
3 MechaniCon 3 Reflexes 2 Power is a good chance that any would-be
Damage Threshold
(Durability + Size) negotiator will end up being carted
4 Strength back to the Factory in pieces.
8
Damage from Strike TN to be struck
All roamers are created with the same
2 (Str÷2, round down)
7 (Mobil + Ref)
MAX CURRENT
major overriding directive: secure and
return high-quality materials to the
Initiative Speed Factory. This includes the materials
Interaction Pool (1d10 + Ref) (Mobil + Ref)
5 (Dex + Ref)
that the PRs are made out of.
k/hour
1d10 + 3 7 m/round
PRs may exploit this by using a piece
of metal (or possibly a robot) as a
FEATURES Rating DEFECTS Rating
lure to lead a roamer in a certain
Armored Chassis 1 High Maintenance
direction.
Cargo Hauler Model Error 3
Cutting Laser Noisy
External Container (Size 5) Overheating 1
Solar Powered Overriding Directive (Major) 1
Rare Model "ACQUIRING MATERIAL."
Factory laborer
UNIT NAME The factory laborers were built for
ORIGINAL PURPOSE Disassemble, sort and recycle materials an extremely narrow task: break down
all material entering the Factory and
4 RealityCom 5 Dexterity 3 Durability OS Threshold sort it by usefulness. They accomplish
(DigiCon + Buffer) this with their three tentacle-like
1 HumanCom 2 Mobility 2 Buffer
manipulative limbs. These limbs are
2
much stronger than their width might
2 DigiCon 4 Perception 4 Size
MAX CURRENT indicate; a factory laborer can lift
4 MechaniCon 3 Reflexes 3 Power ten times its normal weight allowance,
Damage Threshold
(Durability + Size) as per the Jack feature.
3 Strength
7 They are designed solely to operate
Damage from Strike TN to be struck
inside the confines of the Factory, and
1 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
laborers outside of its walls suffer
the penalties of their Environmentally
Initiative Speed Attuned defect.
Interaction Pool (1d10 + Ref) (Mobil + Ref)
8 (Dex + Ref) k/hour
1d10 + 3 2 m/round
Factory laborers will attempt to
capture and break down any outside
robots they encounter, but they will
FEATURES Rating DEFECTS Rating
not continue to search for a robot if
Heat Resistant 1 Buggy Mic
it manages to elude them.
Jack Environmentally Attuned
Manipulative Limb (Standard) x2 Low Speed
Prehensile Limb x3 Model Error 2
Noisy
Simple Programming "PROCESSING...
...MAGNESIUM...STEEL...HEY
Slow Charger 2
84
Spider-welder
UNIT NAME Spider-welders prowl the catwalks
ORIGINAL PURPOSE Maintain other robots and infrastructure and shadows of the factory, always
looking for objects in need of repair.
4 RealityCom 4 Dexterity 2 Durability OS Threshold Even though they may have numbers on
(DigiCon + Buffer) their side, their Overriding Directive
1 HumanCom 5 Mobility 3 Buffer
compels them to stop whatever they are
5
doing and fix any damage to the Factory
2 DigiCon 3 Perception 2 Size
MAX CURRENT or its servants.
4 MechaniCon 3 Reflexes 1 Power Damage Threshold
(Durability + Size) Outside robots attempting to flee the
2 Strength welding spiders may learn that they
4 have more in common with their namesake
Damage from Strike TN to be struck
than body shape: each has a winch that
1 (Str÷2, round down)
8 (Mobil + Ref)
MAX CURRENT
can be used to snare other robots (with
an Interaction check) and drag them
Initiative Speed toward it.
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref) k/hour
1d10 + 3 8 m/round
The spider-welders are designed to
operate inside the factory, and
suffer the consequences of their
FEATURES Rating DEFECTS Rating
Environmentally Attuned defect outside
Cutting Laser Environmentally Attuned
its walls.
High Chassis High Maintenance
Plasma Arc Welder 1 Inferior Model
Tool Set Model Error 2 "BRZZZ- TARGET CAUGHT."
Winch 2 Overriding Directive (Major) 2
"BRZZZ- TARGET CAUGHT."
"BRZZZ- TARGET CAUGHT."
"BRZZZ- TARGET CAUGHT."
"BRZZZ- TARGET CAUGHT."
"BRZZZ- TARGET CAUGHT."
"BRZZZ- TARGET CAUGHT."
The Factory
AI NAME The Factory is a tragic being out of
ORIGINAL PURPOSE Oversee factory complex place in the world. Its primary goal is
to acquire more materials, but it is
5 RealityCom - Dexterity - Durability OS Threshold acting on reflex, not malice or greed.
(DigiCon + Buffer)
1 HumanCom - Mobility 4 Buffer
The AI itself is largely unaware of
6
the changed world around it, and the
2 DigiCon 4 Perception - Size
MAX CURRENT Programmer should present it as such.
5 MechaniCon - Reflexes 9 Power Any higher intelligence it once had has
Damage Threshold
(Durability + Size) been stripped away by the long years,
- Strength and robots who attempt to communicate
- with it will find its answers simplistic
Damage from Strike TN to be struck
and child-like.
- (Str÷2, round down)
- (Mobil + Ref)
MAX CURRENT
85
INTERLUDE
When the sun came up it warmed itself and recharged, taking pictures
of cirrostratus, altocumulus, pileus, like a tourist in a new country.
When it crossed the terminator and entered the darkness it switched
to its second set of optics and watched great sheets of lightning
ripple across the clouds in silence. From time to time it saw clusters
of light on the surface as disparate empires of power grids flickered
into existence or fell dark. There were fewer steady beacons in the
wilderness of the quiet world below these days.
Until recently, the only visitors to its empty neighborhood had been a
meteor shower at the edge of the horizon four years ago, so the robot
was at a loss to explain the stranger that appeared twenty kilometers
below it, keeping pace with it and broadcasting an encrypted radio
transmission for almost a full day before falling into the ocean. Two
weeks later another one appeared, and although it fell behind and
disappeared after only a day it had been much closer than the last.
EXIT 52
NO SERVICES
An hour later the weedy hill almost bested it. For a full minute
its servos simply whined as it teetered five paces from the crest,
drifting thin trails of gray smoke from either side. Something
finally caught and it reeled forward up the hill. As its overheating
internals slowly cooled its cameras focused, and it saw at last the
flat prairie plain that stretched out for miles all around. The dark
thread of highway spun down and straightened, running across the
flat gray-green surface to the horizon.
Night had fallen by the time it reached the station, and in the
cool dark air it plodded forward, delirious with system shutdowns
as its remaining abilities all bent toward one goal. The lights.
The lights. Light meant power, power levels were near critical
loss. Shutdown imminent. Shutdownshutimminent
88
The Highway Oasis service station The locals are all vaguely menacing
seems welcoming, and for robots too in their own ways, as none are
long in the wild, damaged and running particularly good actors and all
out of power, its siren’s call may are well-aware of the fate of any
be irresistible. Those who approach, outsiders caught here.
however, find that its friendly
exterior is a mirage concealing Several buildings make up the Oasis
murderous and cannibalistic robots. proper — most of them are in a state
of disrepair. The remaining buildings
Outsiders are taken in with promises are all clustered around each other.
of repairs, refueling, and anything The Programmer may determine their
else required to lure them to the exact layout.
repair bays and their doom.
89
The convenience Locations around
store the Oasis
This building once served human The convenience store
customers traveling the highway, but
most of the magazines and snacks on
The repair bay
the shelves have long since rotted. The fuel dispensers
A few stale but non-perishable The burn pile
items still remain — a PR may make
a Perception check (TN 8) to locate
one.
Only one check per robot is allowed Things found in the repair bay:
(though drones may each make their
own Perception checks as well). • Generator: The light-industrial
Tuluxous generator at the rear end
Behind the vacant attendant counter of the shop is far too heavy to be
is the cash register (which still has moved by any of the player robots,
some money in it) and the controls and performs admirably as a power
to operate the fuel dispensers. The source for all the buildings in
convenience store has no attendant, the area. Two charging docks, used
and the player robots are free to by the local robots, are mounted
take what they like. The locals do to the generator’s sides.
not argue, as they assume the items
will be reappropriated and reshelved • Repair equipment: This well-
when the outsiders are dismantled. stocked assortment of equipment
may be used during repair
attempts. The TN for any repair
check is lowered by 2 (minimum TN
The repair bay of 2) when attempted inside the
repair bay.
Once upon a time, the repair bay was
merely a stopping point for overtaxed
machines. Now, however, this building
may be the final stop for the PRs. The The fuel dispensers
Oasis’s charging station is located
inside, but finding the time to use it These eight above-ground pumps
may be impossible. stand in two rows outside of the
convenience store. They will not
The repair bay has a working operate unless the corresponding
hydraulic lift, capable of lifting switch inside the convenience store
any robot up to Size 7. A robot that is pressed. The pumps have mechanisms
falls from the lift at its highest for accepting payment directly, but
point must make a Durability check or if any of the PRs attempt this, the
take 1 point of damage. pumps will simply report errors (the
transmission lines to places outside
It also has several workbenches with the Oasis have all been cut).
straps, clamps, and other means of
keeping reluctant robots pinned to If a pump is activated, the
the worktables. Programmer may roll a d10 and
subtract 5 from the result. This is
the number of rounds the pump will
operate before ceasing. Once all
eight pumps are out, the underground
reservoir is gone.
90
The burn pile
A robot that is the target of a
This nightmarish pile of charred
concentrated stream of burning fuel
machine parts is hidden inside a
takes 3 points of damage every round
high slat fence in the area behind
until the fuel is extinguished. The
the machine shop. The locals drag
fuel will evaporate in three rounds
the burned, unsalvageable remains of
if left burning.
outside robots caught by the Gas-Jock
here, away from the sight of future
A robot with the Liquid Dispenser
victims. The fenced-in area is not
feature may attempt to weaponize
gated, so any robot investigating the
the fuel, but doing so is dangerous
area behind the machine shop will
for all robots involved. Unless the
likely discover the burn pile.
acting robot has the Heat Resistant
feature, the burning fuel inflicts 2
It is highly unlikely that anything
points of damage to the acting robot
useful can be found here, although
every round that it is in use.
the remains of other robots the PRs
have previously encountered elsewhere
If the acting robot suffers any
in their travels might be found here
damage after its Durability check,
— an unlucky ending for any machine.
its Liquid Dispenser is damaged and
Seeing this might offer a clue of
cannot be used until that damage
what’s in store for the PRs if they
is repaired (with a standard repair
aren’t careful.
check).
91
Mantis Dual-Purpose Repair Unit
UNIT NAME The Mantis is an opportunistic
ORIGINAL PURPOSE Repair machinery brought to the Highway Oasis predator, physically weaker than other
robots of similar Size rating but more
3 RealityCom 2 Dexterity 3 Durability OS Threshold than willing to snatch up a helpless
(DigiCon + Buffer) machine and cut it into scrap. The
3 HumanCom 2 Mobility 2 Buffer
other surviving locals are too well-
3
defended to prey on, but outside robots
1 DigiCon 4 Perception 4 Size
MAX CURRENT are another matter.
4 MechaniCon 4 Reflexes 2 Power Damage Threshold
(Durability + Size) As the most humanlike consciousness
3 Strength of the Oasis’ inhabitants, the Mantis
7 often acts as the “face” when outsiders
Damage from Strike TN to be struck
stumble into their lair. It appears
1 (Str÷2, round down)
4 (Mobil + Ref)
MAX CURRENT
friendly and will lie to the player
robots to trick them into lowering
Initiative Speed their guard.
Interaction Pool (1d10 + Ref) (Mobil + Ref)
5 (Dex + Ref) k/hour
1d10 + 4 3 m/round
92
TUG-BOT Towing and Retrieval Automaton
UNIT NAME The Tug-Bot is the other giant of the
ORIGINAL PURPOSE Drag unresponsive machines to on-site repair center Oasis. Unlike the Dent-B-Gone, this
robot ranges throughout the territory
3 RealityCom 1 Dexterity 4 Durability OS Threshold controlled by the locals, looking for
(DigiCon + Buffer) scrapped robots or other machinery to
3 HumanCom 5 Mobility 4 Buffer
drag back home and offer up to the
5
others. This usefulness has kept it
1 DigiCon 1 Perception 5 Size
MAX CURRENT operating over the long years it has
2 MechaniCon 2 Reflexes 3 Power kept company with the other murderous
Damage Threshold
(Durability + Size) locals.
6 Strength
9 The Programmer may choose to have
Damage from Strike TN to be struck
the player robots encounter the Tug-
3 (Str÷2, round down)
7 (Mobil + Ref)
MAX CURRENT
Bot if they are on the road within 30
kilometers of the Oasis. It will offer
Initiative Speed to take them back to the Oasis for
Interaction Pool (1d10 + Ref) (Mobil + Ref)
3 (Dex + Ref)
repair, but if they decline it will
k/hour
2 attempt to grab a Size 4 (or smaller)
1d10 + 10 m/round
robot and drag it there.
FEATURES Rating DEFECTS Rating
Anchor 1 Model Error 2
High Speed
Jack
Noisy
Overheating 3
"COME ON BACK TO
Loudspeaker Power Cutoff THE SHOP AND WE'LL
FIX YOU RIGHT UP."
Specialty Chassis (Dragging) Rare Model
Winch 1 Slow Charger 1
Unreliable
93
INTERLUDE
The great machine crawled across the barren ground, flattening meter-
wide swaths across the weeds struggling for purchase. It was large
enough for men to live inside, but the machine knew that there were
no more men.
The great machine began to shudder and slow, one giant tread
continuing to turn while the other simply whined and gnashed. The
troupe of scavengers that followed in its wake like vultures paused.
96
The SavR-Mart
Things found
The SavR-Mart, described in the along the road
Engine Heart rulebook, is a good
location for the Programmer to
present if the PRs need recharging The SavR-Mart
or just a change of scenery from the Behemoth
empty road. It is the only building Pilgrims
standing in the area, and even though
it is off the road in a wooded space,
Ruined towns
the top of the building is still
visible from the highway.
Pilgrims
Behemoth
The player robots may not be the only
If the Programmer wishes, the player machines on the road. Other robots
robots may interact with this have heard rumors about the City
enormous relic and perhaps even learn and its limitless power docks, and
its secret. The Programmer should the PRs may encounter these pilgrims
decide if Behemoth is either dead or during their travel down the highway.
dying as the PRs approach.
The Programmer may use the pilgrims
Behemoth is not given attributes or to drop hints or harass the PRs —
features like a conventional robot. perhaps even both at once.
Its enormous size puts it outside
the scale of the player robots, and Grifters and con artists are mixed in
they are incapable of inflicting any with the other weary travelers, and
serious damage upon it. Behemoth, they may try to swindle the PRs out
however, is capable of inflicting an of their possessions or even their
enormous amount of damage on the PRs batteries.
if it is still functional by the time
they arrive. The robot does not wish There are also raiders to contend
to be bothered, and will likely view with, both wandering bands of
anything approaching it as hostile. cannibal machines and forces loyal to
one of the local AIs. Either one may
If the PRs insist on confronting try to hijack stray robots for their
it, treat Behemoth as a robot with own dubious ends.
a Durability rating of 5, a Damage
Threshold of 50, and the Armored
Chassis feature (Rating 2). Its
interaction pool is 5d10 and it
inflicts 5 points of damage per
strike with its immense shovel-like
manipulator. It suffers from the
Unreliable defect.
97
• A mad AI runs this town from its
stronghold in the basement of
Ruined towns the police station. Any robot
caught inside the perimeter is
conscripted to defend the area
There are many ruined towns around the station, which amounts
approaching the City, some near to patrolling it and dragging
enough for even the slowest robots intruders back to the AI to be
to traverse in an hour, and others a reprogrammed. Unfortunately for
day or more out of reach. Almost all the deputized robots, the AI
of them have been picked clean by doesn’t understand the virtue of
scavengers — either from the City or repairs, so the town is littered
elsewhere — but lucky robots might be with non-functioning deputies of
able to unearth a treasure. all types.
98
The City
From a distance, standing on the cracked ribbon of
highway, the City stood as an anchor, rearing to the
sky forever as the last great work of man. Most of its
spires still stood, and at night some of their lights
even worked. It was the lights that drew feral robots
to it, the lights and their promise of power.
100
The City proper is divided in two Wandering robots that enter the
halves by its lords: a public-works Green City are allowed to move about
AI which insists everything is fine, freely, and most of the Green City’s
and a civil defense AI which insists denizens (those under the sway of the
the city is under siege. Each claims Green Master, at least) will insist
to rule the city, and their cold war that nothing is amiss, that it is not
has come to a head just as the player slowly crumbling, or even that humans
robots enter. still populate it.
101
Things found in the City: • EverPet store: This robotic pet
store is stocked with dozens of
working and nonworking robotic
• The Airport: Robots may be animals of Size 1 or 2 — cats,
daunted by this sprawling mass of dogs, birds, hamsters, and other
intermingling dark and lighted similar creatures. The Programmer
terminals and runways. Above the is free to determine the specifics,
wreckage a single voice continues but most EverPets are equivalent
to ring out over the loudspeakers, to drones (19 points) instead of
constantly apologizing for delays. standard (100 point) robots. A
Hundreds of suitcases and bags robot with the Attendant Swarm
can be found in huge piles, their feature and less than the maximum
contents moldering unopened. number of drones allowed may
The lone remaining security- attempt to reprogram a 19-point
checkpoint robot scurries through EverPet into a new drone under the
the shadows, demanding outsiders robot’s control.
present identification.
102
• Lonely AI: The player robots • Robotic car: While vacant,
may enter this mini-mall seeking abandoned vehicles sit along the
shelter or power. Inside, a City’s streets by the thousands,
disembodied voice will ask why it some with reams of parking tickets
cannot contact the outside world. affixed to them and some stripped
The AI does not remember its beyond recognition, this car is
name, but asks for “Jane 203, and still active. Until now the FW3
Leonidas, and Mean Dr. Green, and has been able to move itself from
Lilfe”. one parking area to another,
avoiding tickets or towing, and
recharging at the city’s expense.
• Office buildings: Some of the A few days ago, an out of control
corporate towers are still stocked robot rear-ended a vacant car,
with computer terminals, office and the collision pushed the other
furniture, and even several car halfway into the FW3’s normal
active robots. Getting around parking spot. With its battery
on stairs may be difficult, and rapidly draining, the car is
the few remaining natives in desperate for a solution.
buildings with power have likely
fortified their workplaces against
intrusion. One or two window- • Rustyard: This wide, flat fenced-
washers continue to crawl up and in area is controlled by a WasTech
down the outsides, charging in the electromagnetic claw crane.
sunlight and replenishing their Everything that could be recycled
stocks with rainwater collected or crushed has been destroyed,
in the cases of their fallen and now only flakes of rust remain
siblings. scattered around the otherwise
pristine grounds. The crane is
still ever-vigilant for more
• Playground: This overgrown and materials, and any outside robots
long-unused park sits surrounded who stumble into its domain may
by blocks of burned-out houses, find their days numbered. A few
and contains a pair of slides, locals who have so far escaped its
a swing set and a merry-go- purge remain hidden, left here
round that still spins, as well from the time when the rustyard
as several other small broken was in operation or lured by the
structures. An abandoned robotic promise of the yard's charging
toy lies in the high weeds, still port.
in working condition despite its
long-drained battery. If charged,
it remembers nothing after the • Street pavers: The City has
time of the humans. many roads, some cracked and
yawning canyons of broken asphalt
requiring Mobility checks to
• Propaganda bombs: Flying agents overcome, and others resurfaced
of the Red City pass overhead on regularly by huge maintenance
erratic schedules, dropping bombs robots. The paving robots rely on
or leaflets (or both). The Red the helpless traffic-grid AI to
fliers all have an Interaction Pool keep the roads free of vehicles
of 4d10. Explosive bombs inflict during their work, so robots that
3 points of damage each. The find themselves in the area are on
Programmer may opt to roll a d10 their own. These robots are size 6
each time a bomb is dropped; on or larger.
a roll of 1, 2 or 3 the bomb is a
dud.
103
• Supermarket: Much of this huge
grocery store sits empty and
dark, but the produce aisles
are piled high with fresh weeds
that sit in neat ordered rows.
The sole remaining stock robot
has taken some liberty with this
produce, labeling species like
mutated creeper vine as spinach or
arugula.
104
Secure Screener Airport Assistant
UNIT NAME This security robot is the
ORIGINAL PURPOSE Detect security risks in airport queues last mobile emissary of the
airport aside from a giant
4 RealityCom 2 Dexterity 2 Durability OS Threshold baggage-handler or two still
(DigiCon + Buffer) slowly rolling around the
3 HumanCom 3 Mobility 4 Buffer
runways.
6
2 DigiCon 3 Perception 3 Size
MAX CURRENT Its Overriding Directive
1 MechaniCon 2 Reflexes 2 Power flaw compels it to scan and
Damage Threshold
(Durability + Size) harass outsiders who come
2 Strength across its path. Machines
5 with the Nuclear Battery
Damage from Strike TN to be struck
feature will send it into a
1 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
fit, as will any robots with
the External Container,
Initiative Speed Internal Compartment or
Interaction Pool (1d10 + Ref) (Mobil + Ref)
3 (Dex + Ref)
Liquid Dispenser features.
k/hour
1d10 + 2 5 m/round
Robots that fail its
examination will be directed
FEATURES Rating DEFECTS Rating
to the "detainment area" - a
Backup System Environmentally Attuned (Indoors)
corner of a hallway marked
Biofrequency Scanner 1 Inferior Model
Databank 1 Overriding Directive (Major) 1
off with mop buckets. One
Display Screen 5 Slow Charger 1
or two other robots with
Enhanced Cameras 2 the Compliant defect may
Loudspeaker be found here as well,
Prehensile Limb awaiting release by a higher
authority.
105
Stokkbug Retail Unit
UNIT NAME Thanks to the Stokkbugs'
ORIGINAL PURPOSE Stock and move retail goods on shelves and racks design, they have lived out
the long years with almost
3 RealityCom 5 Dexterity 3 Durability OS Threshold no wear. Unfortunately
(DigiCon + Buffer) for them, the inventory
3 HumanCom 5 Mobility 2 Buffer
continues to remain despite
3
their best efforts. Any
1 DigiCon 3 Perception 3 Size
MAX CURRENT outsiders that could help
1 MechaniCon 3 Reflexes 2 Power them move some of their
Damage Threshold
(Durability + Size) stock would be hailed as
2 Strength heroes.
6
Damage from Strike TN to be struck
To relieve their boredom
1 (Str÷2, round down)
8 (Mobil + Ref)
MAX CURRENT
the Stokkbugs have taken to
organizing races under the
Initiative Speed guise of rotating stock.
Interaction Pool (1d10 + Ref) (Mobil + Ref)
7 (Dex + Ref)
These spectacles often
k/hour
3 involve betting, sabotage
1d10 + 12 m/round
and outside interference
- the PRs may be recruited
FEATURES Rating DEFECTS Rating
to help in exchange for
Flexible Body
allowing some of the stock
High Speed
Telescoping Reach 1
to disappear (after all,
security is some other
unit's job). Other locals
from around the City may
also be in attendance.
EverPet
UNIT NAME EverPets were a popular
ORIGINAL PURPOSE Provide analog to domestic animal alternative to traditional
domestic animals, as their
1 RealityCom 1 Dexterity 2 Durability OS Threshold durability and temperament
(DigiCon + Buffer) made them ideal choices for
1 HumanCom 3 Mobility 1 Buffer
city-dwelling humans with
2
small children. Even though
1 DigiCon 3 Perception 2 Size
MAX CURRENT most of their kind have
1 MechaniCon 2 Reflexes 1 Power been destroyed, there are
Damage Threshold
(Durability + Size) still thousands of working
1 Strength EverPets flooding the market.
4
Damage from Strike TN to be struck
Many were made to simulate
0 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
animals like cats and
puppies (some with fur
Initiative Speed colors like blue or green),
Interaction Pool (1d10 + Ref) (Mobil + Ref)
3 (Dex + Ref)
while others bear only a
k/hour
1d10 + 2 4 m/round
passing resemblance to real-
world creatures.
FEATURES Rating DEFECTS Rating
The template shown here can
Exposed Power Switch
be used for most EverPet
Lightweight 1
models, regardless of their
surface characteristics.
An alternate model (for
small rodents and similar
creatures) has a Size
rating of 1. This smaller
model has Dexterity and
HumanCom ratings of 2, but
is otherwise identical to
the model shown.
"YARF YARF YARF YARF YARF!"
106
TranSafe Muni-PAL Traffic Logistics Unit
UNIT NAME Once upon a time this AI
ORIGINAL PURPOSE Maintain traffic flow to avoid gridlock controlled every traffic
light and parking meter in
5 RealityCom - Dexterity - Durability OS Threshold the City. While it still
(DigiCon + Buffer) has access to most of its
4 HumanCom - Mobility 4 Buffer
cameras the Muni-PAL has
6
lost control of its domain
2 DigiCon 8 Perception - Size
MAX CURRENT to the Green Master and
3 MechaniCon - Reflexes 6 Power others.
Damage Threshold
(Durability + Size)
- Strength The AI is an oracle of
- sorts, able to witness
Damage from Strike TN to be struck
events happening all across
- (Str÷2, round down)
- (Mobil + Ref)
MAX CURRENT
the City at once. Of course,
it will not divulge what it
Initiative Speed knows unless the PRs have
Interaction Pool (1d10 + Ref) (Mobil + Ref)
- (Dex + Ref)
something it wants.
k/hour
1d10 + - - m/round
107
Shine-O-Mat
UNIT NAME At the height of the City's
ORIGINAL PURPOSE Clean skyscraper windows golden days, hundreds of
these robots were employed
3 RealityCom 2 Dexterity 3 Durability OS Threshold to spend their lives scaling
(DigiCon + Buffer) tall buildings. Most
1 HumanCom 5 Mobility 2 Buffer
companies had their own
4
fleets of Shine-O-Mats to
2 DigiCon 3 Perception 2 Size
MAX CURRENT keep their offices gleaming.
3 MechaniCon 5 Reflexes 2 Power Damage Threshold
(Durability + Size) Since then, weather,
2 Strength lightning and entropy have
4 taken their toll, but a few
Damage from Strike TN to be struck
units can still be seen
1 (Str÷2, round down) 10 (Mobil + Ref)
MAX CURRENT
dangling from rooftops and
making their way up and down
Initiative Speed building faces.
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref) k/hour
5 The remaining Shine-O-
1d10 + 10 m/round
Mats keep to themselves,
but their occupation
FEATURES Rating DEFECTS Rating
allows them a glimpse into
Anchor 2 Inferior Model
the skyscrapers and the
Liquid Dispenser (Size 2) Lightweight 1
Solar Powered Plastic Casing 1
occupants therein. This
Telescoping Reach 1
information may be valuable
Winch 4 to the PRs or other beings.
"JUST ANOTHER
SUNNY DAY!"
Holly Hug-A-Bear
UNIT NAME Like the EverPets, this
ORIGINAL PURPOSE Entertain human children robot was designed to
interact with human
2 RealityCom 3 Dexterity 4 Durability OS Threshold children. Unlike the cheap
(DigiCon + Buffer) synthetic animals that were
3 HumanCom 4 Mobility 2 Buffer
easily discarded, Holly was
4
made to last for years, and
2 DigiCon 4 Perception 2 Size
MAX CURRENT was smart enough to not only
2 MechaniCon 3 Reflexes 2 Power interact with a child but
Damage Threshold
(Durability + Size) to keep it out of danger.
1 Strength
7 When the PRs find her,
Damage from Strike TN to be struck
Holly's battery is
0 (Str÷2, round down)
7 (Mobil + Ref)
MAX CURRENT
completely drained. If
they manage to charge her
Initiative Speed battery, Holly will exhibit
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref)
distress at the loss of her
k/hour
1d10 + 3 3 m/round
owner, and insist the PRs
try to help her find the
child. She is inconsolable,
FEATURES Rating DEFECTS Rating
and will set off on her
Common Model Low Speed
own if the PRs choose not
Enhanced Microphone 1
Flexible Body
to accompany her. The
Manipulative Limb (Standard)
Programmer will decide if
Workhorse the PRs ever see her again.
"THINGS WILL BE
BETTER IF WE SING
A SONG."
108
WasTech Electromagnetic Crane
UNIT NAME The Crane (as the other timid
ORIGINAL PURPOSE Move industrial waste metal locals refer to it) is a
spiteful bully who resents
3 RealityCom 2 Dexterity 4 Durability OS Threshold intruders stealing its power
(DigiCon + Buffer) supply. If the PRs enter the
1 HumanCom 1 Mobility 3 Buffer
Rustyard it will attempt to
3
grab and crush them, adding
1 DigiCon 3 Perception 6 Size
MAX CURRENT their casings to the pile of
1 MechaniCon 3 Reflexes 4 Power other unwary robots.
Damage Threshold
(Durability + Size)
5 Strength The Crane's Overriding
10 Directive flaw compels it to
Damage from Strike TN to be struck
seek out waste metal within
2 (Str÷2, round down)
3 (Mobil + Ref)
MAX CURRENT
the confines of the Rustyard.
Clever robots may be able to
Initiative Speed use this to lure it into a
Interaction Pool (1d10 + Ref) (Mobil + Ref)
5 (Dex + Ref)
trap or use it to escape.
k/hour
1d10 + 3 2 m/round
109
Ro-Tater Automatic Produce Assistant
UNIT NAME Long before the fall of the
ORIGINAL PURPOSE Restock supermarket produce shelves City, the Ro-Tater happily
worked in the brightly-lit
3 RealityCom 5 Dexterity 3 Durability OS Threshold supermarket, making sure
(DigiCon + Buffer) the shelves were stocked
4 HumanCom 3 Mobility 3 Buffer
with only the freshest
5
fruits and vegetables.
2 DigiCon 4 Perception 3 Size
MAX CURRENT Nowadays its selection is
1 MechaniCon 3 Reflexes 2 Power significantly different, if
Damage Threshold
(Durability + Size) no less varied.
3 Strength
6 Its Overriding Directive
Damage from Strike TN to be struck
flaw compels it to stock
1 (Str÷2, round down)
6 (Mobil + Ref)
MAX CURRENT
the shelves, no matter what
is available. The PRs may
Initiative Speed encounter this robot either
Interaction Pool (1d10 + Ref) (Mobil + Ref)
8 (Dex + Ref)
within the confines of the
k/hour
1d10 + 3 6 m/round
supermarket, or harvesting
"produce" from the parking
lot of the Luck E. Dog or
FEATURES Rating DEFECTS Rating
another overgrown location.
Biofrequency Scanner 3 Loose Connections
Any hard-to-find plant matter
Cargo Hauler (External Container) Overriding Directive (Major) 1
Common Model
(such as corn) would endear
Display Screen 3
the PRs to the Ro-Tater for
External Container (Size 4) the rest of its lifespan.
"SORRY, THOSE
AREN'T IN SEASON
RIGHT NOW."
"THIS IS ONE
OF MY FAVORITE
PIECES."
110
The Menagerie
Daylight came to the forest, and with it a low squealing noise
that quickly swelled to a cacophony of birdsong. Most of the
birds perched proudly at the edge of the enclosure and preened
themselves in identical rhythms, but a few huddled back in the
corner, shivering with fear at the blast of noise. An observant
watcher might have noticed that these last birds were patchy
and ragged, with their remaining few feathers lying limp. One
of the other birds, one unperturbed by the speakers, preened
itself again, exuded its own blast of noise from the tiny
speaker inside its beak. Its plumage was uniformly glossy.
The thing that would become the Menagerie had bartered with
the machines around it, for this had been in the old days when
the city had not yet fallen to barbarism. It had opened up the
reserves of moldy cash and exchanged them for lifelike animals
from the EverPet store. It had traded a steady draw of its
power line to a novelty bipedal fabricator who had wheeled in
sixteen extracted batteries on a cart and charged them all in
exchange for a dozen hand-crafted snakes. It had stocked its
domain with replicas to the limits of its power supply, but
still the visitors refused to enter.
Life.
112
The AI that oversees this former Once it learned of the existence
zoo was not always in command — at of the genetic information, the
one time it was only in charge of Menagerie’s primary goal became
decor, but as the other AIs went retrieving one of the three carrying
offline one by one it took on more robots, not to reintroduce life to
responsibilities and gained access to the planet, but to keep it confined
more processing power. under the AI’s dim tyranny.
Eventually the supply lines fell The Menagerie has its own genetic-
apart and the zoo was left to its own reconstruction equipment in a
devices. As the visitors continued laboratory underneath the visitor’s
to stay away and the last animals center, but there is another lab
began to die it became increasingly hidden beyond the City. It will keep
sure that the drop in attendance was the existence of these labs a secret
due to the dismal representation that from the player robots as long as it
remained in its newfound kingdom. possibly can.
113
The visitor’s center
Guests are invited by the omnipresent Locations around
signage to visit this building, and the Menagerie
the Menagerie devotes a large part
of its dwindling resources to the
building’s upkeep. The visitor’s center
The exhibits
Things found in the visitor’s The maintenance shed
center: Storage sheds
The gardens
• Interactive displays: Any robot
entering the visitor’s center will
trigger the automatic displays and
be prompted to follow an automated
tour around the main floor.
114
The maintenance shed Storage sheds
This large metal building next to These flat-roofed sheds are full of
the visitor’s center holds the empty barrels marked with various
Menagerie’s small stock of spare labels for animal feed. The barrels
parts. The shed’s door is locked are large enough to allow a robot
to prevent outsiders from stealing of Size 4 or smaller to hide inside
supplies, but if the player robots them. A few of the barrels near the
manage to open it (or wait for a front have stored produce brought in
local to do so) they will have access from the gardens.
to the Menagerie’s meager repair
tools.
115
ParkPatrol Lot and Grounds Maintenance Unit
UNIT NAME The ParkPatrol’s job has
ORIGINAL PURPOSE Remove debris, trim weeds, report vandalism been much easier since
park attendance fell to
4 RealityCom 4 Dexterity 3 Durability OS Threshold zero. Occasionally a scrap
(DigiCon + Buffer) of litter will blow in,
2 HumanCom 3 Mobility 2 Buffer
sending the small unit
4
racing to snatch it up and
2 DigiCon 3 Perception 3 Size
MAX CURRENT maintain the pristine (if
3 MechaniCon 2 Reflexes 2 Power crumbling) grounds.
Damage Threshold
(Durability + Size)
2 Strength It lacks any real repair
6 ability, so all vandalism
Damage from Strike TN to be struck
is reported directly to
1 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
the Menagerie. Usually
this involves rogue robots
Initiative Speed trying to tear out pieces
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref)
of park infrastructure for
k/hour
1d10 + 2 7 m/round
recycling, but if any of
the player robots break
something the ParkPatrol
FEATURES Rating DEFECTS Rating
will attempt to tattle
Disposal Environmentally Attuned
on them as well. It is
Enhanced Cameras 1 Loose Connections
External Container (Size 3) Power Cutoff
invariably sent back to
Floodlights
attempt patchwork repairs.
High Speed
Prehensile Limb Like most of the locals,
Telescoping Reach the ParkPatrol suffers
Vacuum Nozzle from its Environmentally
Attuned defect if removed
from the park grounds.
116
Dura-Shine Industrial Cleaning Unit
UNIT NAME Once, there were several
ORIGINAL PURPOSE Spray out animal enclosures Dura-Shine units employed
throughout the park, but
3 RealityCom 4 Dexterity 4 Durability OS Threshold now only one remains
(DigiCon + Buffer) functioning. The others
4 HumanCom 4 Mobility 3 Buffer
have all been broken down
4
into scrap to serve the
1 DigiCon 5 Perception 4 Size
MAX CURRENT Menagerie. The last unit
2 MechaniCon 4 Reflexes 2 Power spends most of its time in
Damage Threshold
(Durability + Size) the two enclosures that
3 Strength still contain organic
8 life.
Damage from Strike TN to be struck
1 (Str÷2, round down)
8 (Mobil + Ref)
MAX CURRENT
117
The Menagerie
UNIT NAME The Menagerie wants to
ORIGINAL PURPOSE Design and administrate zoo decor retrieve the DNA information
not to reintroduce the
4 RealityCom - Dexterity - Durability OS Threshold lifeforms to the wild, but
(DigiCon + Buffer) to raise them in captivity.
3 HumanCom - Mobility 4 Buffer
8
The Menagerie’s Overriding
4 DigiCon 3 Perception - Size
MAX CURRENT Directive defect compels it
1 MechaniCon - Reflexes 8 Power to stock the exhibits in the
Damage Threshold
(Durability + Size) hopes of attracting human
- Strength visitors. It understands
- that the feral robots who
Damage from Strike TN to be struck
enter the grounds looking
- (Str÷2, round down)
- (Mobil + Ref)
MAX CURRENT
to steal equipment or power
are not customers, but with
Initiative Speed only a few working robots
Interaction Pool (1d10 + Ref) (Mobil + Ref)
- (Dex + Ref)
under its control it has a
k/hour
1d10 + - - m/round
very hard time asserting
its sovereignty.
FEATURES Rating DEFECTS Rating
A robot with a highly-rated
Overriding Directive (Major) 3
Android feature may be able
to trick the Menagerie into
thinking it is a human
visitor.
118
Luck E. Dog's
"OK, one more time, from the top!"
The last working light above the stage buzzed, the only
applause they would get from this concert, the only applause
they had heard for years. Luck E. Dog turned his head left,
right, waited for Donkey Oatie to crack his joke about starting
from the bottom. After five seconds of inactivity a recording of
a throat-clearing noise emitted itself from the speaker hidden
in his neck, a sound loaded into his memory so many years
ago, made to keep the children from worrying in the event of
malfunction. "Looks like Donkey Oatie is taking a nap, folks!"
He rolled his eyes, turned to the rest of the band, and raised
his banjo. "Hit it!"
From beyond the batwing kitchen doors, once white, now stained
with a long brown trail from a pervasive leak in the ceiling,
the voice of Luck E. Dog rang out again.
120
On the edge of the suburbs, just Luck E. Dog, ever the optimist, wants
before the city begins, sits a low, to leave the restaurant and seek out
squat industrial building. Once it humans, starting with the corporation
was painted in various bright colors, that once owned them. This would be a
but now the exterior is flaking, simple plan if not for the MajorDomo
exposing the dull concrete gray AI that oversees the building in the
underneath. The toppled sign that absence of humans.
lies across the parking lot gives the
first clue as to what the building is: The AI has no appendages or
emissaries, but it nevertheless
LUCK E. DOG'S PIZZA & GAMES maintains a stranglehold on Luck
E. Dog's because it controls the
charging ports spread throughout the
Luck E. Dog's was once a run-of-the- restaurant. It is convinced that
mill family eating establishment, humans will return any day, and works
with pizza and pasta to satisfy the to ensure that the restaurant is
adults, and video games and indoor ready when they do so.
playgrounds to satisfy the children.
Now, with no customers for years, None of the locals have ever
the locals are experiencing their own ventured outside the restaurant,
form of cabin fever. and the MajorDomo uses the fear of
the world beyond the front doors to
Like other family entertainment keep order. The locals assume there
centers of its day, Luck E. Dog's are no charging ports other than
included robotic versions of its the restaurant's generator, and may
mascot characters. These robots were be reluctant to leave (especially
designed not only to play instruments when the MajorDomo threatens to
but to wander around the dining room permanently cut them out of the
and interact directly with guests. restaurant's charging cycle).
121
Locations around
The show floor Luck E. Dog's
Luck E's performing stage is here, The show floor
surrounded by an eating area with The arcade
several sets of tables and chairs.
Smaller robots might be able to find The indoor playground
hiding places under the tables, while The kitchen
larger robots may be able to use them The parking lot
as makeshift barricades and weapons.
122
• Climbing tubes: Only robots with
Size ratings of 3 or lower can
The parking lot
fit inside this maze of tubes. The
This expanse of pitted and cracked
Programmer may require PRs to make
asphalt is mostly empty, save for the
several Mobility checks (TN 8) to
husks of one or two vehicles. At the
move throughout the tubes.
Programmer's discretion, the cars may
have scavengeable materials inside,
• CarpetShark graveyard: Near the
or they may already be picked over.
back of the climbing tubes is a
U-bend filled with the casings of
Restaurants like Luck E. Dog's were
dead CarpetSharks, dragged to
generally located in strip malls and
their final resting place by their
other commercial districts, so it may
fellow units. Outsiders landing
be only one of several locations of
in the pile may be surprised, as
note in the area.
one or two active CarpetSharks are
also lounging there.
123
Bremen Corp. Amusement Unit 'Luck E. Dog' model
UNIT NAME As the leader of the troupe,
ORIGINAL PURPOSE Entertain human crowds Luck E. Dog is the heart and
soul of the restaurant. The
3 RealityCom 3 Dexterity 3 Durability OS Threshold other robots look to him for
(DigiCon + Buffer) down-home advice, and he tries
4 HumanCom 4 Mobility 2 Buffer
to do what he thinks is best
3
for them. Because of who he is,
1 DigiCon 3 Perception 4 Size
MAX CURRENT Luck E. is considered the most
2 MechaniCon 4 Reflexes 3 Power irreplaceable by the MajorDomo.
Damage Threshold
(Durability + Size)
3 Strength His human-interaction
8 programming makes him humble
Damage from Strike TN to be struck
to a fault, and he could play
1 (Str÷2, round down)
8 (Mobil + Ref)
MAX CURRENT
a mean banjo (although his
instrument, like all the others,
Initiative Speed is in need of serious repair).
Interaction Pool (1d10 + Ref) (Mobil + Ref)
7 (Dex + Ref)
This same programming has begun
k/hour
1d10 + 3 8 m/round
to wear on him, as the thought
of vanished crowds of human
children replay over and over in
FEATURES Rating DEFECTS Rating
his mind.
Loudspeaker Overheating 1
Manipulative Limb (Standard) Rare Model
Secondary Battery Slow Charger 1
Workhorse
"AW, SHUCKS."
124
Bremen Corp. Amusement Unit 'Donkey Oatey' model
UNIT NAME Donkey Oatey is the backbone
ORIGINAL PURPOSE Entertain human crowds of the band, figuratively and
literally during his solo
3 RealityCom 3 Dexterity 4 Durability OS Threshold performance where he plays
(DigiCon + Buffer) with Miss Kitty and Shakes the
4 HumanCom 4 Mobility 2 Buffer
Rooster both perched on top of
3
his shoulders. The largest of
1 DigiCon 3 Perception 4 Size
MAX CURRENT the four, he is, as he fondly
2 MechaniCon 4 Reflexes 3 Power states, "none too bright, but
Damage Threshold
(Durability + Size) always helpful". He played both
5 Strength the washboard and the jug, and
8 tapped out percussion with his
Damage from Strike TN to be struck
hooves.
1 (Str÷2, round down)
8 (Mobil + Ref)
MAX CURRENT
125
CarpetShark
UNIT NAME The CarpetSharks, while less
ORIGINAL PURPOSE Clean and remove carpet spills numerous than they were at
the height of the restaurant's
4 RealityCom 4 Dexterity 2 Durability OS Threshold popularity, can still be found
(DigiCon + Buffer) en masse.
1 HumanCom 4 Mobility 1 Buffer
2
These small, flat, ovoid robots
1 DigiCon 4 Perception 2 Size
MAX CURRENT were designed to zip about to
2 MechaniCon 5 Reflexes 2 Power quickly clean up spills and
Damage Threshold
(Durability + Size) messes. Now they're barely
1 Strength controlled and have taken
3 up residence in the indoor
Damage from Strike TN to be struck
playground. They can't abide a
0 (Str÷2, round down)
9 (Mobil + Ref)
MAX CURRENT
mess, though, and will swarm to
prevent one.
Initiative Speed
Interaction Pool (1d10 + Ref) (Mobil + Ref)
9 (Dex + Ref)
They are universally distrustful
k/hour
5 of outsiders, and even afraid
1d10 + 13 m/round
of most of the locals. The only
exception is Shakes the Rooster,
FEATURES Rating DEFECTS Rating
whom the CarpetSharks often seem
Common Model Plastic Casing 1
to go out of their way to annoy
Flexible Body
High Speed
and harass.
Internal Compartment
Liquid Dispenser
"MOVE IT,
BUSTER!"
126
The Border
The border was easy to spot, even for the snuffer’s
dim cameras.
128
By the time the player robots reach The Red Master is extremely paranoid
the border, they should already be and will likely assume that the PRs
fairly acclimated to the realities of are spies or servants of the Green
the City. Master. While the denizens of the
Green City are allowed to go about
Crossing the border into the Red City their daily business, the Red Master
may be terrifying or disastrous for reprograms any dissenters on its side
the PRs, depending on whether or not of the border.
there are any Red lookouts present.
If there are any robots loyal to the
Red Master within sight range, alarms
may sound, shots may be fired, and This chapter includes optional rules
the PRs may be questioned, harassed, for using firearms in combat. The
intimidated, or apprehended. Programmer may choose to use these
rules for agents of the Red City that
If there are no Red lookouts in the carry projectile weapons. The player
area, the player robots may cross robots may also come to possess these
the border freely. Depending on the weapons — the Programmer should limit
Programmer’s plans, the PRs may cross access to ammunition if the weapons
deep into the Red City before they become a disruption to the game.
are spotted, or be immediately chased
away from the border to illustrate
its hostile nature.
129
Art museum
Years ago, the elite of human society
held champagne parties amid the
Locations around
titanic art sculptures and intriguing the Red City
paintings, but now the Red Master
has ordered a demolition crew to
dismantle the five-story structure
Art museum
piece by piece for materials to feed Hidden courtyard
the war effort. Detainment center
The armory
A few remaining robots loyal to Hidden warehouse
the museum are cowering in hiding,
whirring from room to room trying
Train station
vainly to save pieces of artwork, or UFO crash site
attempting to sabotage the gigantic The sewers
wreckers, but police units circling
the perimeter are on hand to round up
any stragglers.
130
The armory Hidden warehouse
In the time of the humans, service Deep in the center of the Red City
robots like those under the sway lies a nondescript warehouse that has
of the Red Master were not allowed been awaiting inspection for years.
to bear weapons. Now such armaments If the PRs find their way inside
are stockpiled here, in carefully- they will discover rows of unopened
catalogued row upon row of rifles, crates, each holding a brand-new
grenades, and surface-to-air nuclear-powered construction robot.
missiles.
There are two different types
The flying bombardiers orbiting the (both Size 4) which will respond to
skyscrapers are outfitted from the activation with “Hup-hup! Where is
armory, as are the zealous machine- our supervisor?” and “Hup-hup! Let’s
gun snipers who guard theoretically get to work!” respectively. An entire
important stretches of the border. platoon of construction robots would
be a huge boon for the Red Master,
though what the PRs do with their
discovery is up to their programming.
Optional rule: Firearms
131
UFO crash site Water-filled areas present their own
challenges, and robots unprotected
from its effects may find themselves
Any robots found at this location
with the Rusting defect (without the
must navigate past guards, barricades
benefit of any points gained). The
and warning signs ordering them to
rust may be removed with a successful
turn back. In the center of it all is
repair check (the TN is the normal
an object the Red Master has deemed
TN to repair that robot, and only
a high-risk security concern: a
one success is required). At the
Cloudfarer CF-25 autonomous weather
Programmer’s discretion, robots swept
balloon that was downed in a freak
away by the sewer currents may find
weather accident.
themselves carried all the way to the
Farm.
The Cloudfarer is more than happy to
converse with the PRs, but until it
is repaired it cannot launch, and it
is only a matter of time before the
Red Master sends a scouting party to
Blackout market
investigate the crash site. If the Inside a seemingly derelict packaging
balloon is repaired, it may act as an factory lies a crowded market teeming
“eye in the sky”, helping them avoid with free-willed robots. Machines
agents of the Red City in the area. with the Overriding Directive defect
trade for containers of dish soap
or unopened cans of soda to stock
The sewers their internal storage compartments,
and one enterprising robot has even
brought in an off-brand nuclear
With few organic by-products to be
generator with three charging docks
filtered, the sewers are one of the
that it rents by the hour. The PRs
cleanest parts of the City, although
can find repairs, supplies, and even
not the most well-maintained. The
a guide here, but none of the locals
(mostly) unused tunnels run from the
will do anything for free.
Red City all the way to the Green,
providing a potential escape route.
132
MAITRE D'TOUS Customer Interaction Equipment
UNIT NAME The Maitre d' is a hardworking
ORIGINAL PURPOSE Socialize and wheedle humans to sell art pieces machine that loves his job
- unfortunately, most of the
4 RealityCom 5 Dexterity 2 Durability OS Threshold less-durable displays have
(DigiCon + Buffer) started to fall apart. The art
5 HumanCom 3 Mobility 3 Buffer
museum has been a free state
5
until now, and the Maitre d'
2 DigiCon 5 Perception 4 Size
MAX CURRENT will be very grateful to any
1 MechaniCon 5 Reflexes 2 Power outsiders who can help him
Damage Threshold
(Durability + Size) fend off the demolition robots
2 Strength long enough to escape with
6 several of the more prominent
Damage from Strike TN to be struck
pieces of artwork.
1 (Str÷2, round down)
8 (Mobil + Ref)
MAX CURRENT
133
Load Lifter
UNIT NAME This large orange robot has a
ORIGINAL PURPOSE Move goods to and from shipping crates menacing arm and an even more
menacing demeanor, thanks to
3 RealityCom 3 Dexterity 3 Durability OS Threshold the Red Master. Detainees
(DigiCon + Buffer) that resist or try to escape
1 HumanCom 3 Mobility 4 Buffer
will find themselves caught in
6
its vice grip.
2 DigiCon 3 Perception 5 Size
MAX CURRENT
"TROUBLEMAKERS?
GET BACK IN LINE."
CleanSweeper
UNIT NAME Deputized alongside the
ORIGINAL PURPOSE Clean sports stadiums and other public venues Load Lifter, this sky-blue
robot was chosen largely for
3 RealityCom 4 Dexterity 4 Durability OS Threshold its ability to push other
(DigiCon + Buffer) machines around and act as a
1 HumanCom 3 Mobility 3 Buffer
convenient barrier to escape.
4
2 DigiCon 5 Perception 5 Size
MAX CURRENT Its Overriding Directive
3 MechaniCon 2 Reflexes 4 Power flaw compels it to clean the
Damage Threshold
(Durability + Size) floors of the impromptu jail
6 Strength whenever possible. Outsiders
8 may be able to take advantage
Damage from Strike TN to be struck
of this by luring it with
3 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
litter. The large underside
floor buffer looks menacing,
Initiative Speed but is completely harmless
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref)
aside from its liquid
k/hour
1d10 + 2 5 m/round
dispenser.
134
Dragonfly Aerial Monitor
UNIT NAME These robots were once used
ORIGINAL PURPOSE Survey accident scenes to check accident sites for
injured humans, but now they
3 RealityCom 2 Dexterity 1 Durability OS Threshold have been repurposed to
(DigiCon + Buffer) serve as flying bombardiers
2 HumanCom 4 Mobility 3 Buffer
in the service of the Red
3
City. Each one leaves the
1 DigiCon 5 Perception 2 Size
MAX CURRENT Armory carrying a single
1 MechaniCon 2 Reflexes 3 Power bomb of some kind, and
Damage Threshold
(Durability + Size) patrols a set area until it
2 Strength discharges its armament or
2 its battery runs low.
Damage from Strike TN to be struck
1 (Str÷2, round down)
6 (Mobil + Ref)
MAX CURRENT
The Programmer may decide
the bombardiers carry
Initiative Speed propaganda leaflets, buckets
Interaction Pool (1d10 + Ref) (Mobil + Ref)
4 (Dex + Ref)
of brightly-colored paint
k/hour
1d10 + 2 6 m/round
for marking future targets,
or bombs. Explosive bombs
inflict 3 points of damage
FEATURES Rating DEFECTS Rating
each. The Programmer may
Flight Ceiling 5 Lightweight 1
opt to roll a d10 each time
Loose Connections
Plastic Casing 1
a bomb is dropped; on a
Simple Programming 1
roll of 1, 2 or 3 the bomb
is a dud.
"TARGET SIGHTED."
Initiative Speed
7 Interaction Pool
(Dex + Ref)
(1d10 + Ref) (Mobil + Ref) "MOVE IT,
k/hour
1d10 + 3 10 m/round SLOWPOKE!"
FEATURES Rating DEFECTS Rating
Cargo Hauler (External Container) Buggy Cameras
External Container Size 5) Environmentally Attuned (Airport)
High Speed Overheating 2
Manipulative Limb (Standard) x4 Plastic Casing 2
Prehensile Limb Power Cutoff
Specialty Chassis (Carrying)
135
Cloudfarer CF-25 Autonomous Weather Balloon
UNIT NAME In the center of the
ORIGINAL PURPOSE Observe low-altitude weather phenomena quarantined area lies the
source of the Red Master's
4 RealityCom 1 Dexterity 3 Durability OS Threshold current worries - a bulbous
(DigiCon + Buffer) white object with a
1 HumanCom 2 Mobility 5 Buffer
billowing canvas bag.
8
3 DigiCon 5 Perception 3 Size
MAX CURRENT If the player robots arrive
1 MechaniCon 3 Reflexes 3 Power before the authorities,
Damage Threshold
(Durability + Size) they may be able to help
1 Strength it re-launch. Its current
6 Damage Threshold has been
Damage from Strike TN to be struck
reduced to 2, rendering it
0 (Str÷2, round down)
5 (Mobil + Ref)
MAX CURRENT
grounded. Only a single
point of repair is needed,
Initiative Speed but without limbs the robot
Interaction Pool (1d10 + Ref) (Mobil + Ref)
4 (Dex + Ref)
cannot repair itself.
k/hour
1d10 + 3 5 m/round
136
Once Upon
a Time
Warm mist rose from the cracked asphalt as the early
sun began heating the road. Along both sides, looming
in the growing daylight were the sagging frames of
apartment blocks, their third-story roofs smattered
with tiny satellite dishes like crops of mushrooms. A
small white box out for a morning stroll ducked behind
a woolly overgrown bush just in time to avoid the gaze
of the feral towing machine as it rounded the corner.
138
This corner of the City is haunted by The Grill King, seeing every local
a prowling menace that abducts stray as a valued employee, is desperate
robots to add to its ever-growing for the Princess's safe return.
collection. For the adopted residents Unbeknownst to almost everyone, the
of the Putt-Putt Village miniature Princess's abduction was aided by
golf course, every day is filled with the Grill King's advisor, the android
dread that it will return. political aide Janice Rosie.
Shortly before the PRs become As far as most of the locals know,
involved, a wandering Docbox came the Village's charging dock is the
across the Drag-N's lair by accident, only one in the area. The far-
and managed to not only repair wandering delivery robot Bee-Bot
several robots, but also to escape knows otherwise, but it is currently
before the Drag-N returned. Knowing imprisoned along with the Princess in
immediately upon its return that its the depths of the Drag-N's lair.
hoard had been dwindled, the Drag-N
reacted by imagining a conspiracy of
its lesser kin - they were all in on
the theft, every robot in the area.
139
Locations around the
Snack Castle Putt-Putt Village
Presiding over the entirety of the
Village stands the 18th hole of the Snack Castle
Snack Castle, centerpiece of the golf Rental shack
course and home of the Grill King, Junk pile
last surviving member of the course's
original employees. Along with the
Blacksmith Shop
King, two other locals reside here - Water trap
the Flackberry that serves as a court Witch's Hut
recorder, and the CulinAce. The Drag-N's lair
The Snack Castle overlooks the
ravine-lake created by the collapsed
water trap. Only a fluke of geology
and engineering kept the Snack Castle
from sinking as well, but it now
stands on a cliff with its back to Rental shack
the lake.
Janice Rosie lives here, close to the
At one time patrons would make their Grill King's ear but secluded from
final putt and try to knock the the prying eyes of suspicious locals.
golf ball into a target beyond the The back door of the shack looks
castle's drawbridge. When the water onto the street outside the course,
trap collapsed, it took the back edge which serves as an ideal way for her
of the building with it, and now any to clandestinely meet with outside
robot that treads carelessly or too robots to further her schemes.
speedily over the drawbridge may find
itself tumbling helplessly into the
depths of the lake. Things found in
the rental shack:
If the Programmer wishes, this aspect
of the Snack Castle may be used as a • Clubs: Several racks of short
way to trap and defeat the Drag-N. putting clubs are stored along the
walls, along with three buckets
full of golf balls.
Things found in
the Snack Castle: • Outsiders: Janice secretly
employs a network of outside
• Charging dock: The only known (and robots to further her schemes of
working) charging dock in the area overthrowing the Grill King and
is here in the Snack Castle. It is returning the world to normalcy
easy to get to, but only the Grill with or without the humans.
King can override the lock and She takes pains to hide these
allow other robots to charge. The visitors, but astute or sneaky PRs
dock may only be used by one robot may be able to eavesdrop on her
at a time. plotting.
140
Junk pile Water trap
A few broken golf obstacles have At one time, this was a simple
been dragged here, out of view of ankle-deep depression that imposed
any potential customers behind the no real penalty other than the
Witch's Hut - most of these set possibility of wet shoes. In the
pieces were broken when the Drag-N years since the humans disappeared,
rampaged through last time. the ground underneath the water trap
has collapsed, creating a miniature
The remains of a windmill are most ravine-lake studded with broken
visible, as well as a cluster of pieces of concrete and rock that
trees with a small sign reading winds around the back side of the
SHERWOOD FOREST dangling from Snack Castle and juts up against the
it, and a handful of other quasi- junk pile behind the Witch's Hut.
medieval scale models, all smashed
and unusable. The Programer may The area behind the Snack Castle is
decide that these can be repaired - particularly deep and barren, and any
any robot that does so will earn the robot without the Submersible feature
gratitude of the Grill King. will quickly sink and be unable to
escape the depths unaided.
Things found in
the junk pile: Things found in
the water trap:
• When not serving as the village
crier, the SkyEye may be found • Waterwheel: A crooked - but
here, loudly narrating the state functioning - waterwheel stands
of the wrecked scenery. It will along one edge of the lake. Unlike
treat the "discovery" like a hot the genuine article, this wheel is
news scoop, and may harass the PRs powered by the same supply from
to provide commentary or to accuse which the Village's charging dock
them of being involved in the draws.
destruction.
Witch's Hut
Blacksmith Shop
Players once had to contend with a
Anyone attempting to enter the sweeping broom held by a heckling,
Blacksmith Shop must avoid the cackling android, but now the witch
rhythmic hammering that bars the is long gone and the only part of the
door. The hammer does not have enough 14th hole is the fiberglass storybook
force to damage any robots caught house where Will, Punbot, and Addie
underneath, but it does effectively are sheltered.
block access to the structure's
interior.
Things found in
Sister Aelin resides here, as she is the Witch's Hut:
one of the few robots small enough to
fit inside the entrance. Only robots • Will: The bodiless android spends
with Size ratings of 1 may enter the most of his time stationary here,
Blacksmith Shop without incident. as he is largely immobile and has
great difficulty moving anywhere,
such as to avoid inclement weather
or the gaze of the Drag-N.
141
The Drag-N's lair
The Drag-N keeps house in the
powerless ruins of a repair garage.
Any robots brave or foolhardy
enough to journey to its lair, some
two kilometers from the Putt-Putt
Village, will find piles of broken
Things found in
machines - smashed vehicles, looming the Drag-N's lair:
husks of deactivated robots, and
various other tarnished and bent • Pamper Princess: The object of
pieces of equipment have been amassed the Grill King's latest source
here, heaped into ever-spreading of worry can be found here,
piles of shadow. locked away at the top of a
towering stack of office equipment,
The miasma of spilled oil and broken deactivated robots, and other
circuitboards is thick in the air, salvaged debris. The Princess is
and the roof of the garage creaks still active, although its casing
in the wind and scrapes against sustained slight damage during the
the piles, creating a near-constant transition to the Drag-N's lair -
noise. Any robot attempting to move something that causes a significant
around inside the garage must make amount of fretting, even more so
a Buffer check (TN 8) or become than its current predicament. Only
disoriented by the labyrinthine robots with Size ratings of 6 or
stacks of deactivated robots and find higher may reach the Princess,
itself trapped inside the garage. although smaller robots may stack
themselves on top of each other to
A robot remains trapped until it increase their total height.
succeeds with a Perception check to
find its way back to the exit. The TN • Bee-Bot: This Honeypot Couriers
for a disoriented robot to find the delivery unit was caught and
exit is equal to 5 + the number of dragged back to the Drag-N's lair,
rounds the robot has been trapped but is still in working order,
(maximum TN of 10). merely imprisoned inside a cage
created by a tangled mess of
It should go without saying that machine parts. As a far-ranging
any robots caught in the Drag-N's robot, it knows of several hidden
lair when it returns will likely and still-working charging docks
be savaged until they are unable in the area that it makes use of
to attempt an escape, before being on its delivery runs, and will
discarded into the growing pile of gladly share this information with
its ill-gotten treasure. the PRs if they help it escape.
Such information would be of major
importance to the residents of
Not far from the Drag-N's lair is the Putt-Putt Village, and would
a secluded charging dock where alleviate their reliance on the
the giant often spends long hours Village's sole charging dock, as
lounging, recharging its cavernous well as potentially assuaging
battery. The PRs are free to use it, Janice's plans to usurp the crown
assuming they are willing to brave of the Grill King.
the chance that the Drag-N will not
return while they are doing so!
142
Grill King
UNIT NAME Kindly and benevolent,
ORIGINAL PURPOSE Flash-cook consumables for humans the Grill King is the
sole surviving member of
4 RealityCom 4 Dexterity 4 Durability OS Threshold the Putt-Putt Village's
(DigiCon + Buffer) original robotic staff.
3 HumanCom 2 Mobility 4 Buffer
In the years since they
6
were left on their own,
2 DigiCon 3 Perception 4 Size
MAX CURRENT the King has worked hard
2 MechaniCon 4 Reflexes 3 Power to bring in new labor,
Damage Threshold
(Durability + Size) increasing the Village's
4 Strength population by offering up
8 the only resource of note
Damage from Strike TN to be struck
- the Village's single
2 (Str÷2, round down)
6 (Mobil + Ref)
MAX CURRENT
charging dock.
143
Flackberry EX6901T
UNIT NAME The EX6901T is a super-small,
ORIGINAL PURPOSE Assist humans with business, take notes, etc. super-mobile business aide
made for the high-powered
2 RealityCom 2 Dexterity 2 Durability OS Threshold executive with too much money
(DigiCon + Buffer) and not enough free time. It
4 HumanCom 5 Mobility 2 Buffer
would hover nearly-silently
6
and follow its owner, taking
4 DigiCon 4 Perception 1 Size
MAX CURRENT orders, keeping notes,
1 MechaniCon 4 Reflexes 1 Power translating languages, and
Damage Threshold
(Durability + Size) more.
1 Strength
3 This particular model has
Damage from Strike TN to be struck
been taken in by the Grill
0 (Str÷2, round down)
9 (Mobil + Ref)
MAX CURRENT
King and now serves as an
official court recorder. It
Initiative Speed also serves as Janice's
Interaction Pool (1d10 + Ref) (Mobil + Ref)
6 (Dex + Ref)
unknowing spy, monitoring
k/hour
1d10 + 4 9 m/round
the Village's charging
dock's usage so she can
better decide which robot to
FEATURES Rating DEFECTS Rating
eliminate next.
Databank 3 Exposed Power Switch
Display Screen 7 Lightweight 1
Enhanced Microphone 1 Limbless
Flight Ceiling 2 Rare Model
Created by Saihenjin
Wireless Transceiver 1 Slow Charger 2
Weak Chassis
144
CulinAce One-Touch Kitchen Assistant
UNIT NAME The CulinAce once resided
ORIGINAL PURPOSE Prepare requested food for humans in a now-vanished suburbia
near the Putt-Putt
4 RealityCom 5 Dexterity 2 Durability OS Threshold Village. It showed up one
(DigiCon + Buffer) day, VariPot in tow, and
2 HumanCom 2 Mobility 2 Buffer
managed to convince the
4
Grill King that without
2 DigiCon 3 Perception 4 Size
MAX CURRENT appropriate support staff,
3 MechaniCon 2 Reflexes 2 Power the Village might be
Damage Threshold
(Durability + Size) overwhelmed by the volume
4 Strength of orders once the human
6 customers started showing
Damage from Strike TN to be struck
up again.
2 (Str÷2, round down)
4 (Mobil + Ref)
MAX CURRENT
VariPot drone
UNIT NAME The VariPot drone serves
ORIGINAL PURPOSE Assist CulinAce with food preparation as the duo's Igor, and
does the actual cooking
1 RealityCom 1 Dexterity 1 Durability OS Threshold in its single large self-
(DigiCon + Buffer) heating pot (a feature
1 HumanCom 1 Mobility 1 Buffer
that makes up the bulk of
1
the drone).
1 DigiCon 1 Perception 2 Size
MAX CURRENT
"SOUP'S ON!"
145
Voight Industries-11 Artificial Intelligence Nexus Series
UNIT NAME Only a megalomaniac in charge of a
ORIGINAL PURPOSE Serve as cautionary tale of evil robots run amok staggeringly unethical corporation
would have risked building the Vi-
4 RealityCom 1 Dexterity 3 Durability OS Threshold 11, a self-improving intelligence
(DigiCon + Buffer) who could scheme, murder, and
5 HumanCom 1 Mobility 3 Buffer
betray its creators.
8
5 DigiCon 4 Perception 2 Size
MAX CURRENT So naturally those horrible people
4 MechaniCon 1 Reflexes 2 Power were all very disappointed that
Damage Threshold
(Durability + Size) the Vi-11s hardly did any of those
1 Strength things. Not a force for evil, not
4 much of a force for good, once
Damage from Strike TN to be struck
activated most Vi-11s didn't do
0 (Str÷2, round down)
2 (Mobil + Ref)
MAX CURRENT
much at all.
Probably.
"TRUST ME."
Created by IV
Created by Pixel_Kitty
146
SkyEye
UNIT NAME Once merely a single unit
ORIGINAL PURPOSE Locate and exploit news-worthy content in a fleet of aerial news-
gathering robots used by a
1 RealityCom 1 Dexterity 2 Durability OS Threshold sensationalistic and oft-
(DigiCon + Buffer) decried (but never revoked)
1 HumanCom 4 Mobility 2 Buffer
news organization during
4
the time of the humans,
2 DigiCon 4 Perception 2 Size
MAX CURRENT this SkyEye has been pushed
1 MechaniCon 3 Reflexes 1 Power over the edge by their
Damage Threshold
(Durability + Size) disappearance and the
1 Strength resulting disharmony. These
4 days, it roams around the
Damage from Strike TN to be struck
fringe of the Village and
0 (Str÷2, round down)
7 (Mobil + Ref)
MAX CURRENT
beyond, seeing evidence of
a mass robot rebellion in
Initiative Speed every burned-out building
Interaction Pool (1d10 + Ref) (Mobil + Ref)
4 (Dex + Ref)
and downed power line.
k/hour
1d10 + 3 7 m/round
While the SkyEye itself
is fairly harmless, its
FEATURES Rating DEFECTS Rating
constant loud reporting,
Enhanced Cameras 2 Conspicuous
sweeping searchlights,
Flight Ceiling 5 Lightweight
Floodlights Limbless
and booming loudspeaker
Loudspeaker Loose Connections
often serve to attract
Wireless Transceiver 1 Overriding Directive (Major) 2 unwanted attention to its
Poor Acceleration 1 interviewees.
Created by RageQuitMosh
Whittier TH4-N U
UNIT NAME Created as a diversion for
ORIGINAL PURPOSE Entertain human guests using word-based humor wholesome entertainment,
the Whittier line flourished
3 RealityCom 3 Dexterity 2 Durability OS Threshold using improvised word-based
(DigiCon + Buffer) humor to draw forth amused
5 HumanCom 3 Mobility 4 Buffer
and nuanced chuckles from
8
the crowds.
4 DigiCon 3 Perception 3 Size
MAX CURRENT
148
UNIT NAME Universal Towing "Drag-N" Automated Retrieval Unit The Drag-N is a fearsome opponent
ORIGINAL PURPOSE Relocate stalled machines to holding area that may outclass any one of
the PRs - it is built with 150
4 RealityCom 1 Dexterity 3 Durability OS Threshold points (instead of the standard
(DigiCon + Buffer) 100 points that most robots are
1 HumanCom 4 Mobility 3 Buffer
created with).
6
3 DigiCon 2 Perception 7 Size
MAX CURRENT The beast's Overriding Directive
3 MechaniCon 4 Reflexes 5 Power compels it to prowl the City's
Damage Threshold
(Durability + Size) streets, hunting for new machines
6 Strength to abscond back to its lair. If
10 the PRs engage the Drag-N, the
Damage from Strike TN to be struck
Programmer may decide that it
4 (Str÷2, round down)
6 (Mobil + Ref)
MAX CURRENT
attempts to flee with one or more
of the PRs in tow as prizes.
Initiative Speed
Interaction Pool (1d10 + Ref) (Mobil + Ref)
5 (Dex + Ref)
When not on the hunt for stray
k/hour
4 robots, it spends its free time
1d10 + 12 m/round
brooding in the midst of its
collection, or enacting the slow
FEATURES Rating DEFECTS Rating
task of recharging its overly
Claw Buggy Cameras
large battery.
Giant 2 Conspicuous
High Speed Noisy
Pneumatic Overriding Directive (Major) 3
The Drag-N will return to menace
Rack 5 Poor Acceleration 1 the Village again and again
Winch 1 Slow Charger 5 until it is somehow stopped or
reprogrammed, or until every
resident of the Village is locked
away in the Drag-N's lair.
149