d20 Ronin Arts Future 13 Robotic Devices.pdf

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13 ROBOTIC
13 ROBOTIC
DEVICES
DEVICES
BY PHILIP REED
O PEN G AME C ONTENT
All of the material in this PDF is presented as
open game content. All logos, product names, and
Ronin Arts are designated as product identity and
are closed content.
I’ve written a few robotic devices in the past
(see the Future: Datastream – 2005 Collection )
but this release marks the first time that I’ve writ-
ten a short PDF devoted exclusively to robots. The
devices in this PDF expand on existing ideas found
in various OGC supplements, transfer some of my
notes to a final form, and build on the material
found in the future SRD. While by no means an
exhaustive list of potential robotic devices, the
material described herein should give you a few
ideas for new robot designs.
A BOUT THE A UTHOR
Philip Reed has been working professionally in
the roleplaying game industry since 1995. In that
time he has worked for such companies as West
End Games, Privateer Press, and Steve Jackson
Games. Today Philip spends his days at home run-
ning Ronin Arts, writing and designing new games,
and reading whatever books interest him at the
time. To learn more about Philip Reed – and Ronin
Arts – please visit www.philipjreed.com and
www.roninarts.com . The official Ronin Arts fan
forum can be found at www.raforums.com .
W HAT S R EQUIRED TO
U SE THIS PDF?
In order to use Future: 13 Robotic Devices you
will need the modern and future SRDs, available
free online. No other Ronin Arts products are
required to use this PDF.
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LOCOMOTION
LOCOMOTION
The following devices expand upon the locomotion options available to robots. Each was designed pri-
marily for the affect it has on a robot’s appearance – while mechanically useful the following devices are
perfectly suited to creating interesting looking robot designs.
W INGS (B AT -L IKE ) (PL 6)
The robot is equipped with a pair of large metal,
bat-like wings that grant it the ability to fly. These
wings are large and skeletal in nature and while
they grant the robot limited flight they are not well
suited to gliding (for more advanced wings see
box). When not in use these wings fold compactly
down and lay flat against the robot’s back.
Base Speed: Fly 15 feet (poor).
Purchase DC: One-quarter the base purchase
DC of the robot’s frame.
L EGS (R ETRACTABLE S PIDER )
(PL 7)
This locomotion device should be installed in
addition to a standard locomotion device.
Retractable spider legs are concealed within the
robot’s torso and may be extended or retracted as a
free action. When retracted the robot uses the spi-
der legs for movement, enabling it to run, walk,
jump and perform any other sort of movement
typically associated with legs.
A robot using retractable spider legs gains a +6
bonus to Balance and Climb checks (when the legs
are extended).
Base Speed: 30 feet.
Purchase DC: 5 + one-half the base purchase
DC of the robot’s frame.
W INGS (PL 7)
The robot includes both a lightweight
design and realistic wings to emulate birds.
Without another mode of locomotion it can-
not travel on land. If the robot’s speed ever
drops below its base speed for any reason dur-
ing a given round, it starts to descend, gliding
15 additional feet for every 10 feet of reduced
elevation.
Base Speed: 30 feet (average).
Purchase DC: One-half the base purchase
DC of the robot’s frame.
H YPER -A CCELERATED P OWER
R EGULATOR (PL 8)
This microcomputer device must be pro-
grammed to interact with one of the robot’s forms
of locomotion – the device affects one and only
one locomotion accessory. Multiples of this device
can be installed if the robot has more than one
form of locomotion but a single locomotion device
may be modified only once by a hyper-accelerated
power regulator.
The base speed of a locomotion device
enhanced by a hyper-accelerated power regulator
is increased by +5 ft.
Base Speed: See text.
Purchase DC: 15.
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ACCESSORIES
ACCESSORIES
The following devices cover a range of effects, all of which greatly expand the robot designer’s options.
S TROBE B LINDER (PL 5)
This externally mounted device flashes on and
off quickly and randomly, projecting a brilliant
strobe light effect that is designed to blind oppo-
nents. Each round that a robot equipped with an
active strobe blinder is in a character or creature’s
field of vision that character or creature must make
a Reflex save (DC 25) or be blinded for 1d4+1
rounds. If the victim’s eyes are shielded from bright
lights, by flash goggles or other protective gear, the
victim is immune to the effects of a strobe blinder.
A strobe blinder can be switched on or off as a
move action. Once activated it continues to broad-
cast random light pulses for one-minute after
which point it must be shutdown and recharge
(requiring four hours; the system recharges by
drawing power from the robot).
Purchase DC: 26.
Restriction: Restricted (+2).
rotates in order to fire a flare in the direction oppo-
site of the strongest gravity field (typically, straight
up) but when in a zero-g environment (or con-
fronted with equally powerful gravity fields) the
flare fires directly above the robot’s torso.
A fired flare rises to a height of 200 ft. and then
combusts, illuminating the area in light (every-
thing within 300 ft. of the flare is treated as if it
were illuminated by a flashlight). The flare is
equipped with a micro-gravitic projector that slows
its descent, allowing the device to keep the affect-
ed area lit for 10 minutes.
If the flare’s path is blocked the system auto-
matically disarms and goes inert – the launched
flare is worthless.
Replacement flares have a purchase DC of 12 for
the package of 6.
Purchase DC: 15.
Restriction: Licensed (+1).
A UTO -S HIELD A RMS (PL 7)
Six robotic arms – each ending in a small, round
shield – are concealed within the robot’s body
when not in use. As a move action the robot can
extend these arms. Once extended the arms move
almost-randomly about the robot’s body, spinning
and twisting, creating a blurred mass of shields
that grant the robot a +6 bonus to Defense. The
auto-shield arms are tied directly to the robot’s
core processor and work to augment the robot’s
combat abilities, not restrict them – even though
others are affected when targeting the robot the
robot itself suffers no attack penalties when the
auto-shield arms are extended.
S LICK S KIN (PL 6)
The robot’s frame is coated in polytetrafluo-
roethylene, a special polymer known for its non-
stick properties, which grants the robot a +6
equipment bonus to Escape Artist checks and to
resist grapple attempts.
Purchase DC: 4 + one-quarter the base pur-
chase DC of the robot’s frame.
Restriction: Restricted (+2).
A DVANCED F LARE D ISPENSER
(PL 7)
This shoulder or back-mounted device carries
six flares in a single tube, each one of which may be
fired as a move action. The flare dispenser auto-
Retracting the
arms is a move action.
Purchase DC: 10 + one-quarter the base pur-
chase DC of the robot’s frame.
Restriction: Military (+3).
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ACCESSORIES
C YBERPORT (PL 7)
This finely-tuned, computer-controlled equip-
ment port can be mounted anywhere on a robot’s
frame. A Cyberport may hold a single cybernetic
component (as long as the cyberport is in the
appropriate position for the component) that may
be used without penalty. A robot may have a total
number of cyberports up to its Strength modifier.
Inserting or removing a cybernetic component
from a cyberport is a full-round action.
The GM has final say on which cybernetic com-
ponents are inappropriate for a robot’s cyberport,
though most components should be allowed (see
the box for a listing of suggested components that
should not be allowed). Please note that each
cybernetic component a robot wishes to have
access to must be purchased separately from the
cyberport.
Purchase DC: 18.
Restriction: Military (+3).
L OW -F REQUENCY
P ROJECTOR (PL 7)
Also known as a “boomer,” the Low-Frequency
Projector is a sonic projector that unleashes a deep,
rumbling, thunderous sound that is capable of
shattering bone, twisting steel, and deafening
unprotected ears. The boomer projects sound in a
100’ cone area – all organic targets within that area
suffer 2d8 points of damage and become deafened
for a number of rounds equal to the amount of
damage suffered (+5). Inorganic targets immedi-
ately suffer 1d10+1 points of damage. A successful
Fortitude save (DC 30) reduces the damage to one-
half (but the deafening effects duration is unaf-
fected).
A boomer can be used only once before it must
be recharged (the system requires four rounds to
recharge). An advanced version that recharges in
two rounds is available (second purchase DC listed
below).
Purchase DC: 28 (35).
Restriction: Military (+3).
D ISALLOWED C YBERNETICS
The following components should not be
usable with a cyberport.
Any cybernetic replacement component.
Injector Unit.
Skill and Feat Implants (and similar
devices).
Stabilizer.
Subcutaneous Body Armor.
Body Repair Weave.
Fortified Skeleton.
Luminous Skin.
Mindscreen Implant.
Prosthetic Enhancer.
Rage Implant.
Psi Implant.
O MNIJOINTS (PL 7)
The robot’s joint system is completely replaced
with a more-flexible system that enables the robot
to bend and contort its various limbs into extreme
positions. A robot equipped with Omnijoints gains
a +5 equipment bonus to Escape Artist and Tumble
checks.
Purchase DC: 21.
Restriction: Licensed (+1).
Q UICK R EJUVE -C ELL (PL 7)
Specifically designed for biodroids and biorepli-
cas, a quick rejuve-cell is an advanced energy cell
array that requires less time to recharge than the
energy cells installed in most biodroids and
bioreplicas (4 hour recharge time instead of 8).
These advanced energy cells are otherwise identi-
cal to the stock energy cells found in most bio-
droids and bioreplicas (see the future SRD).
Purchase DC: 25.
Restriction: Restricted (+2).
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ACCESSORIES
R AMMING P LATES (PL 7)
Steel and polycarbonate plates are built into the
robot’s frame, making Bull Rush and Charge
attempts more effective. In any Bull Rush or Charge
attempt, before the results of the attempt are
determined, the robot inflicts 1d6 + its Strength
modifier damage to the target. The Bull Rush or
Charge attempt is then resolved normally.
Purchase DC: 28.
Restriction: Restricted (+2).
pling the basic system with a series of nanite
colonies and specialized micro-repair arms that are
housed within the robot’s legs. A robot with an
advanced self-repair unit can spend 1 hour repair-
ing itself; this automatically restores 3d6 points of
damage (no Repair check necessary).
By making a successful Repair check (DC 35),
the robot can increase the amount of damage
restored by 1d6 to a total of 4d6 in one hour.
Like the Gravity Age version of this device, the
robot cannot use an advanced self-repair unit to
repair other robots.
Purchase DC: 30.
Restriction: Licensed (+1).
A DVANCED S ELF -R EPAIR
U NIT (PL 8)
This Energy Age device improves upon the ear-
lier self-repair unit (see the future SRD), by cou-
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