UPDATED
ROBOT SECTION
Part X of the Revised GAMMA WORLD®
game rules is an introductory section on robots and their use and generation in
Gamma World. That section, and the Revised GAMMA WORLD Errata Supplement, provides
a number of examples of useful robots and lays the foundations for the creation
of robots. The purpose of this section in this modules is to flesh out that information,
give a more complete robot generation system, and offer the GM suggestions how
his players can generate player character robots for use in his campaign.
Before attempting to use the Updated
Robot Information, the GM should first reread Part X of the original
rules to refresh himself on the terms. At the end of this section is a Robotics
Glossary which will clarify and expand some of those terms and introduce
new terms. Certain concepts such as wild and controlled modes are identical
to the original concepts and so are not repeated here.
DESIGNING
ROBOTS
The process of designing a
player character robot (hereafter also referred to as a PCbot) is different
from designing a non-player character robot (hereafter referred to as an
NPCbot).
NPCbots are custom built
by the GM, who picks the robot's options to fulfill a specific need.
PCbots are built randomly
by the player, with game balancing decisions made by the GM. The PCbot
usually is a cyborg or, if enough parts have been added, an ultraborg.
The history of how the character came about is up to the GM.
Die Roll Robot's
Original Design
Ultraborg
01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30 |
Athletic Competitor
Computer Specialist
Craftsman
Entertainer
Instructor
Scholar
Scientist
Supervisor
Warrior
Worker |
Cyborg
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70 |
Athletic Competitor
Explorer
Hunter
Law Enforcement Officer
Simple replacement, no special purpose
to the design
Tracker
Warrior
Worker |
Programmed
Machine
(artificial intelligence if desired by
the GM)
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89-90
91
92
93
94
95-96
97
98
99-00 |
Cargo Lifter
Cargo Transport
Agricultural
Arctic Exploration
Desert Exploration
General Exploration
Jungle Exploration
Mining
Mountain Exploration
Timberer
Waterways Maintenance
Wilderness
Wildlife Preservation
Construction (different types)
Demolition
Maintenance (different types)
Repair (different types)
Firefighting
Medbot (different types)
Veterinary
Military Guard
Military Heavy Assault
Military Scout
Military Trooper
Security Guard
Security Tracker
Security Trooper |
SPECIFIC
DESIGN STEPS FOR NPCbots (Standard-Type Bots)
-
Decide the robot's type, size, general purpose
and duties.
-
Decide how the robot is controlled and the
type of ID to which it will respond.
-
Select average scores for the robot. Borgs
and ultraborgs will have high MS (12 + 1d4) and Program Ratings (PR) (12
+ 1d10). Intelligent robots will have high PR (12 + 1d6) and DX (12 + 1d12)
and may possess PS in the range of 12 to 125 (depending on size and function).
Programmed machines will have high PS (25 + 10d10), low MS (1d6), and low
PR (1d6).
-
Select Hit Dice for the robot. Begin by assigning
1 Hit Dice per 2 PS points. If the model type is built to last (like construction
or exploration), the amount should be 1 Hit Dice per PS point. Hit Dice
are also used to indicate the robot's CN.
- Roll on or select from the Locomotion
Table for the robot's type of movement.
- Refer to the Armor
section in the Robotics
Glossary to determine the base type of armor for the robot's type. Then
roll on or select from the Armor
Table for modification of that armor. If unusual armor is indicated, refer
to it in the Robotics
Glossary.
- All robots are considered to have broadcast
power receptors. Roll on or select from the Power
Source Table for any additional power sources the robot may have. Cyborgs
must have at least one power source for their bionic parts.
- Roll on or select from the Limb
Table for the robot's manipulative members.
- All robots have sensor type H (human visual
and audio). Roll on or select from the Sensors
Table for any additional sensors the robot might have.
- The GM must decide if a robot has built-in weapons
or tools used as weapons. Then he must decide on the number based on the robot's
type and size. These weapons should be rolled on or selected from the Weapons
Table.
- Roll on or select from the Robot
Enhancement Table for any enhancements that might have been designed into
the robot.
- Roll on or select from the Miscellaneous
Robot Addition Table. The GM should decide what the base number of miscellaneous
additions the robot would have before rolling. Cyborgs usually have only one
addition, while ultraborgs have two or three. Artificial intelligence machines
and programmed machines could have many, many more, depending on their function
and size. Refer to any type chosen or rolled in the Robotics
Glossary.
-
The GM should select a range for the number
of NPCbots that may be encountered together.
-
The GM should list any program limits and
traits peculiar to this type of robot. He should also now change any facet
of the robot that does not fit in with the overall image and function of
the robot.
- Write a description of the robot using the same
format as that found in this module's New
Robots Section.
-
Determine the mode status (programmed, wild
or controlled) for each robot encountered.
DESIGN
STEPS FOR PCbots (Borgs)
Player character robots must be designed differently
and very carefully, as a PC will hopefully be around a lot longer than an encounter.
The best type of PCbot to play is a cyborg or an ultraborg. If the player wishes
to play another type of artificial intelligence robot or programmed machine,
the GM should remind him that the robot he is playing is not considered a life
form by most societies and Cryptic Alliances, but a possession, and unless the
robot is artificial life or intelligence, it cannot progress to higher experience
ranks. If the player still wishes to run a robot that is not an ultraborg or
cyborg, then he should create the PCbot as described above in the Specific
Design Steps for NPCbots.
All PCbots are considered
to be in the wild mode for purposes of control. Non-cyborg, wild mode PCbots
are referred to as rogues or roguebots and are often hunted by bounty hunters
who are paid to bring them back to their original owners. Non-cyborg PCbots
will have no memory of who they belonged to or where they came from. Their
memory begins with their first adventure. Cyborg PCbots should have at
least some knowledge of who they are and how they became cybernetic.
The GM and players should
use the following steps for generating a PCbot cyborg. If, after the generation
is complete, the GM believes more than 75% of the PCbot's body is bionic,
then the PCbot is considered an ultraborg.
-
Refer to the section on How to Create a Character
on page 7 of the Revised GAMMA WORLD®
rules. The character must first be created in its natural form. Plant characters
may not become cyborgs or ultraborgs. Modify step 4 to accept only two
physical mutations at most, and these can only be simple body changes (multiple
limbs, new organs, antlers, etc.) Any other type of physical mutation will
disappear with the cybernetic process, so as not to make the character
too powerful. The PCbot's Tech Level will always begin as III. Save the
equipping phase of the character creation until after these steps.
- Roll on the Locomotion
Table to see if the cyborg has bionic locomotion. The GM should decide
how many pods, hoverfans, etc. the borg would have. Refer to the locomotion
type in the Robotics
Glossary.
- Roll on the Armor
Table for possible bionic armor modification. If unusual armor is indicated,
refer to it in the Robotics
Glossary.
-
Cyborgs do not have broadcast power receptors.
However, if it becomes an ultraborg there is a 50% chance that broadcast
power receptors were incorporated. Cyborgs must have at least one power
source for their bionic parts, ultraborgs at least two sources.
- Roll on the Limb
Table for possible bionic manipulative members replacement. The GM should
decide how many different types of limbs a cyborg or ultraborg would have
based on the creatures original structure. Refer to the limb type in the Robotics
Glossary.
- All cyborgs and ultraborgs have sensor type
H (human visual and audio). Roll on the Sensors
Table for any additional sensors the PCbot may have.
- Roll on the Weapons
Table to see if the cyborg or ultraborg has any built-in weapons.
- Roll on the Robot
Enhancement Table for any enhancements the cyborg or ultraborg may have
been designed with. Refer to any enhancements rolled in the Robotics
Glossary.
- Roll on the Miscellaneous
Robot Addition Table. Player character cyborgs usually have a base of
one miscellaneous addition, ultraborgs have two. For every additional bionic
part over three that the PCbot has thus far rolled, the character can add
another miscellaneous addition. A player character robot should never have
more than six miscellaneous additions. Refer to any type chosen or rolled
in the Robotics
Glossary.
-
The GM should now work with the player to
balance the character. If he is too powerful, he can be adjusted down or
mental mutations can be dropped or altered. If he does not have enough
punch to keep up with the rest of the party, the GM can add more devices
to bring him up to par. Equipping the character should be done with the
aid of the cost lists found in the Revised GAMMA WORLD Errata Supplement.
- The GM should reread the cyborg
or ultraborg
entry in the Robotics
Glossary, whichever is pertinent, and add those bonuses or penalties to
the character. Final personality traits and peculiarities should be added.
The Created Cryptic Alliance is the most logical one for the PCbot to join,
but others are available depending on what the character's personality is.
-
Talents and skills are chosen. Repairing cyborgs
and ultraborgs is not a common talent or skill, but the character can elect
to take them as his normal talents. The talent of attaching bionic parts
only could be taken after special Repair Bionics and Medical Surgery talents
have been taken. These are not included in the normal talents and skills
listings, but should be specials added by the GM if a character wishes
to go into this area.
PCbot note: The GM should remind the player
that he must consume some type of nutrition on a regular basis if he is
a cyborg, even protein fluid if he has no mouth, while also keeping his
power supply up for his bionic parts. Ultraborgs need no nutrition, but
use up power faster as their entire life support depends on it.