Robotics Platforms
Robotics Platforms
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Entry Level Robotics Platforms
"Robotics Platforms" refers to the artificial body into which an intelligence is installed. It is usually referred to differently once the intelligence is installed, unless one is referring to the machine itself rather than the entity it's part of; AI in a robotics platform are typically called robots, while Synthetic Intelligence are called Synthetics and a Ghost Mind Emulation installed into a platform is referred to as a 'revenant.' If an RAI
These are the available robotics platforms available for initial operation of Shackled and Unshackled Digital Minds. These are all the available options at character creation, and they are all basic modular platforms meant to be built upon as the character attains the money to see to their own upgrades. While any of these basic platforms are available at character creation, the cost is for buying one on the market.
Building a Robotics Platform
To build a robotics platform, start with the frame and work your way down this list.
Frame
A robotics platform's "frame" is the 'skeleton' of the robot, sans arms and legs (motivators and manipulators, which are paid for separately). The chart reflects a frame for a robotics platform of Size Modifier 0. At SM -1 to -3, the cost and weight are divided by -2xSM. The cost and weight are doubled for each step past -3 and SM 0 due to either the cost of the materials or the complexity of miniaturization. These are not materials that are simply slapped into place; they only retain their most valuable properties when properly created and installed under the right conditions. They are engineered materials. The material that makes up the frame
VrGraphene: A flexible material similar to springsteel but much less prone to permanent deformation or weakening over time. VrGraphene is made up of millions of sheets of supercharged graphene kept suspended by their identical charges and holding in place between them an absolute vacuum. Robotics platforms with VrGraphene frames are extremely quick and nimble, but will bend much sooner than more robust materials.
Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene.
Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure.
Adamant Wave Diamondoid (AWD): AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create solid vortex patterns in the material. As a frame, this material can be outfitted to absorb energy as a way to recoup some of the energy spent on movements or tasks.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. A robot clunking around with a carbexene frame is a bruiser and built for heavy duty, not speed.
| Material | ST | DX | Weight | Cost | Notes |
|---|---|---|---|---|---|
| VrGraphene | 6 | 14 | 40 | $8000 | Halves fall damage. |
| Heliocarbide | 8 | 12 | 60 | $2000 | |
| Nitrogen-Quenched Diamondoid | 10 | 10 | 80 | $1500 | |
| Adamant Wave | 11 | 9 | 120 | $2000 | Restores 1 FP for every 100 yards moved. |
| Carbexene | 12 | 8 | 140 | $4000 |
Accessories
Suspension Frame: A series of buffers and suspension frames, minimizes falling damage, allowing the robotics platform to survive a fall at terminal velocity. $10,000.
Pneumatic Frame: The frame is a series of pneumatic pistons, which reduce weight by 10%. $4,000.
Nanomarrow: This frame is hollow, reducing ST by 1 but inside is produced colonizing nanites that can affect quick-and-dirty repairs if the platform is damaged. $8,000
Reinforced Frame: Increases structural durability, providing +2 DR against crushing damage but adds 20% to the frame’s weight. $6,000 Endoskeletal
Shock Absorbers: Built-in dampening materials reduce recoil from mounted weapons and heavy impacts, reducing recoil by half (min 1). $5,000
Hyperelastic Frame: A lattice of stretchable carbon nano-fibers allows limited deformation to resist structural failure, granting a +2 bonus to resist crushing or impact-related critical failures. $7,500
Flex-Lattice Frame: A semi-rigid frame with articulated joints that allow for extreme flexibility, enabling contortionist-level movement. Bestows the Double-Jointed Advantage. $9,000
Micro-Vibration Stabilizers: Built-in vibration-reducing gyroscopes provide a +2 bonus to precision tasks (e.g., surgical work, sniping). $8,500
Aeroframe: Engineered for aerodynamic efficiency, reducing air resistance and increasing speed-based mobility options. Doubles the platform's flight speed, if any. $7,000
Shock-Resistant Frame: A supercapacitor-based system absorbs and disperses electrical attacks, reducing damage from electrical or EMP effects by half. $12,000
Thermoresistant Alloy Reinforcement: Protects against extreme heat and cold, reducing damage from environmental exposure by 50%. $9,500
Metamaterial Shielding Lattice: Frame is coated in an advanced metamaterial that disrupts radar and EM detection, granting +2 to Stealth vs. electronic detection. $20,000
Self-Regenerating Polymeric Frame: A specialized polymer structure can regenerate minor structural damage, providing a slow but automatic repair function (1 HP/hour). $15,000
Micro-Repair Drones: Small internal repair units maintain frame integrity, restoring 1 HP per minute if the robot is not actively engaged in strenuous activities. $25,000
Metabolic Synthframe: Converts ambient resources (metals, carbon compounds) into self-repair materials at a slow rate (1 HP/day). $18,000
Modular Attachment Nodes: Allows easier swapping of chassis components, reducing downtime and maintenance costs. $4,500
Internal Storage Compartments: Hollow frame areas can store up to 20 lbs. of additional gear. $3,000
Integrated Power Conduits: Provides built-in energy routing, reducing power draw from connected components, increasing max FP by 5%. $5,500
Quirks, Flaws, and Aftermarket Damage
Nanofractures: Microscopic and nanoscopic cracks in the frame's structure, undetectable by the naked eye. Any critical hit received deals one extra damage per die of damage received per point. Cost -5% per point.
Nanocrystal Buildup: 'Fraying' and spurs in the carbon structures that cause the moving parts to be less efficient, increasing friction. -1 to HT per point. Cost -10% per point.
Shivered Frame: Flaws, splits or damage that go along the grains of the structure of the frame. -1 to ST per point. Cost -10% per point.
Clipping Tunnels: Dishonest artificers sometimes pull strings of carbon from the frames of robotics platforms to save on material, making flaws that can't be detected unless specifically looked for but can save up to 20% of the carbon normally required. Under a nanoscope, it leaves 'track marks' that resemble the holes that worms leave in apples. -1 to ST per point, -10% weight per point, Cost -10% per point, at -5 ST the frame falls apart completely and can't likely be sold.
Magnetized Vortex: Due to radiation, electric exposure, or poor construction, the carbon in the frame has become ionized. Any critical hit releases portions of this energy, and the result is surge damage. Cost -20%.
Mass Anomaly: There's a little extra material, a little more densely packed in the frame due to fabricator glitches. Weight +5%, Cost -10%.
Warp: Subspace or Paraspace momentum has twisted the molecular structures of the frame, weakening it. Double fall damage. Cost -20%.
Stress-Whitened Joints: Microscopic fatigue in bend-points has left them brittle. First failed HT roll against crushing damage in a combat permanently reduces DX by -1 (stackable). Cost: -10% per point.
Thermal Lattice Fatigue: Repeated exposure to heat/cold cycles has warped the material’s expansion coefficients. Halve DR vs. fire/ice/environmental heat damage. Cost: -15%.
Echo Fractures: Tiny resonance pathways in the lattice amplify sonic vibrations. Double damage from sound/ultrasound-based attacks. Cost: -20%.
Residual Flux: Subatomic impurities cause magnetic resonance to “ring.” Adds -1 penalty per point to resist EMP or electrical surge attacks. Cost: -10% per point.
Hollow Resonance: The frame vibrates when struck. On any crushing hit that exceeds 1/3 HP, roll HT or suffer 1d additional internal injury (ignores DR). Cost: -15%.
Micro-Corrosion: Improper anti-oxidant layering left stray atoms embedded in the frame. Each month of operation, roll HT or lose 1 HP permanently. Cost: -10%.
Parallax Stress Patterning: The material’s crystal growth warped during fabrication, leaving alternating strong/weak bands. Whenever struck by armor-piercing damage, halve DR. Cost: -20%.
Overdense Core: Fabricator “clumped” molecules in key areas. Frame functions normally but weighs +10% and reduces Basic Move by 1. Cost: -10%.
Brittle Edge Effects: Outer layer hardened unevenly, making it chip easily. Each critical hit permanently reduces DR by 1 until repaired. Cost: -15%.
Phantom Stress Lines: Frame bears invisible quantum stress from paraspace interaction. Whenever rolling a natural 18 on HT, the frame automatically takes 1d injury (ignores DR). Cost: -20%.
Power Supply
At character creation, a robot character's platform uses a basic, D-grade Quantum-Matrix Battery for power. This gives the chassis the power to perform basic functions, albeit at low efficiency. Batteries lower than D-grade will not power a robotics platform. Batteries higher than J-grade are generally too heavy and cumbersome for a robotics platform without serious hardware upgrades. The Power Supply determines the max FP of the platform. When the platform's FP reaches 0, it shuts down until at least 1 FP has been restored.
The energy output of the QMBs are massive, and if the battery is exposed through damage to the chassis or just plain bad design, it can be targeted. If the battery suffers a direct hit, the robot behaves as if it has the Fragile (Explosive) Disadvantage. Even without an explosion, a robot platform without a battery is just a fancy display case for the Cerebroid-Crystal Matrix.
QMB: Quantum-Matrix Battery of a grade between D and J. This is the standard for any equipment that requires power in human space, and robotics platforms are no exception.
Tritium Engine: Ancient technology, tritium engines are unstable and require a half oz of H3 (tritium) per week to continue to function. If the engine is struck, it sets off a nuclear explosion rather than just an energetic one.
Universal Fuel Engine: An engine that uses a chemical bath to extract calories from any organic material. While the robotics platform must 'eat' twice as often as a normal human body, this 'meal' can be any organic material regardless of quality or nutritional value.
Reliquary: A device similar to a Darkheart that uses a QMB sunk into Redspace. It's prone to quirks, and Verminous RAI have a tendency to 'sneak through.'
Cryoavi Cold Fusion Supply: An extremely stable cold fusion Palladium engine that uses Cryoavi technology to generate power from the slowdown of hydrogen bonding with palladium fuel rods. It requires fuel in the form of Hydrogen daily and a Palladium fuel rod once per month. Most engines hold three rods, ejecting them one by one as they are spent.
| Power Supply | Max FP | Weight | Cost/Fuel | Notes |
|---|---|---|---|---|
| QMB-D | 6 | 1.1 | $55 | Explosive |
| QMB-E | 7 | 1.8 | $100 | Explosive |
| QMB-F | 8 | 2.9 | $260 | Explosive |
| QMB-G | 9 | 4.6 | $600 | Explosive |
| QMB-H | 10 | 7.5 | $1,255 | Explosive |
| QMB-I | 11 | 12.12 | $3,000 | Explosive |
| QMB-J | 12 | 20 | $3,000 | Explosive |
| Tritium Engine | 8 | 25 | $80/$5 | Unstable, Explosive, requires H3 fuel (0.5 oz/week) |
| Universal Fuel Engine | 10 | 20 | $200/$1 | Must 'Eat' 6 meals/day w/ the Universal Digestion advantage. |
| Reliquary | 14 | 6 | $5,000 | Unstable, illegal in the PSC |
| Cryoavi Cold Fusion Supply | 12 | 12 | $8,000/$5/$100 | * |
*:Requires Hydrogen Fuel, 0.25 gallons/day, and one 5 lb Palladium fuel rod/month. Adds +2 to the platform's HT.
Accessories
Dedicated Capacitor: A separate 10/10 FP energy storage bank for a device, limb, tool, or weapon that can be used in place of the main power supply. Can also function as an emergency energy supply in case fuel runs out. $2,000.
Overclock Regulator: Allows the power supply to temporarily output 150% of its normal energy levels for 30 seconds, but causes overheating, imposing a -2 penalty to HT rolls for 5 minutes afterward (including HT rolls to avoid catastrophic failure of the power supply). $5,000.
Hyperconductive Power Relay: Reduces energy loss from transmission, increasing overall power efficiency by 10% and reducing FP cost for energy-intensive actions by 10% (minimum 1 FP for any action). $3,500.
Redundant Energy Distributor: Automatically diverts power from non-essential systems in emergencies, preventing a full shutdown when energy reserves drop below 10%. $4,000
Kinetic Energy Recovery System (KERS): Converts movement (running, falling, melee attacks) into stored power, regenerating 1 FP per 100 yards of movement or heavy impact. $7,500
Power Surge Sink: A built-in safeguard that prevents power spikes from frying delicate systems, preventing shutdown from surge damage. $6,000.
Failsafe Ejection System: Automatically ejects the power core if critical damage is detected, preventing catastrophic failure but rendering the platform inoperative until a replacement is installed. $9,000
Emergency Power Coil: A compact, one-use supercapacitor that provides 1 hour of emergency operation after full system failure. $3,000
Quantum Grounding Shunt: A last-resort safety feature that dumps excess energy into a controlled Redspace sink, preventing overload but at the risk of attracting Redspace entities. Illicit. $12,000.
Quirks, Flaws, and Aftermarket Damage
Subspace Contamination: The power supply has been inundated with subspace energies, likely as part of an attachment by an RAI. The platform sometimes takes an extra action seemingly without the controlling intelligence's knowledge. Such an action is always in furtherance of the Sadistic disadvantage. Cost: -15%.
Hyperspace Contamination: The power supply actually produces an extra FP per minute... but if it fails a HT check after taking damage it immediately explodes, leaving a cloud of Whitespace matter and as much destruction as a small Genesis Bomb. The explosion does an extra 1d corr ex damage and leaves a cloud of ionizing radiation behind. Cost: -5%
Cracked Casing: The power supply has a crack in it. It's not enough to cause critical failures, but it is enough to lower maximum FP by one. Cost: -5%.
Kinetic Gel Insufficiency (QMB only): The kinetic gel that converts the extradimensional movement of the crystals into electricity is lacking. The battery has one fewer Max FP. Cost: -5%.
Kinetic Gel Overpack (QMB only): There is too much kinetic gel in the battery. This doesn't result in better storage or conversion, it simply adds to the weight. Weight: +100% per point. Cost: -10%
Quantum Crystal Misalignment (QMB only): The pair of crystals aren't in perfect sync. This will eventually degrade the overall life of the battery, but more acutely it generates an obnoxious knocking noise that can be heard by anyone within 200 yards. Standing next to it is insufferable. Cost: -30%.
Bad Wiring: The wiring is prone to shorts; any sufficient jolt to the platform (5 damage or more, even if blocked) has a 10% chance to add the surge quality to any penetrating damage. Cost: -25%.
Indigestion (UFE only): The chemicals in the Universal Fuel Engine are more reactive. The platform does not have the Universal Digestion trait, and must eat edible calories to run properly. That being said, the platform is still unaffected by poison. Cost: -5%.
Voltage Sag – Under peak draw, voltage droops. The first FP spent on any action each turn costs +1 FP (minimum 1) on a roll of 9– each turn. Cost: -15%.
Parasitic Leak – Idle drain: loses 1 FP per hour even when “off” unless fully hard-shutdown (takes 10s to boot). Cost: -10%.
Dirty Ground – Electrical noise contaminates datalines. On any Malfunction or critical failure of an attached tool/weapon, add +2 to the Malf number (worse). Cost: -10%.
Thermal Bloom – Runs hot; grants enemies +2 to detect via IR/thermal. In hot environments, roll HT hourly or lose 1 FP. Cost: -10%.
EMP Porosity – Shielding gaps. EMP/electrical attacks do ×1.5 damage/effect to the power system. Cost: -15%.
Capacitor Pitting – Storage caps scarred; FP recovery from any source is -25% (round down, min 1/10 normal). Cost: -15%.
Rattle-Mounted – Hard jolts (knockback, falls, grapples) risk momentary disconnects; on such an event roll 1–2 on d6 or lose 1 FP. Cost: -5%.
Faulty Interlock – At 0 FP, instead of safe idle it hard-trips: requires HT roll to reboot (10s failure = 10 minutes down. Cost: -10%.
Miscalibrated Gauge – FP readout lies by 1d-2 FP (min 1) until serviced; treat planning errors as player-visible but in-world inaccurate. Cost: -5%.
Proprietary Bus – Uses odd connectors; any new accessory drawing power costs +25% and takes ×2 install time. Cost: -10%.
Grayspace Shear (QMB only): When reduced to 0 FP, the crystal “bites back”: take 1d toxic (ignores DR) to the power module; failure by 5+ also inflicts 1 FP drain on the next turn. Cost: -15%.
Singing Crystal (QMB only): Subsonic hum causes -2 to Stealth vs. acoustic/structural sensors within 50 yards; organic listeners suffer a -1 to Hearing rolls nearby. Cost: -10%.
Gel Phase Lag (QMB only): Conversion gel is sluggish. FP recovery rate is halved if the platform moved last turn. Cost: -10%.
Calibration Drift (QMB only): Requires a weekly tune. If not serviced, apply -1 HT to the power system until recalibrated (10 minutes, Electronics (Power) roll). Cost: -5%.
Moderator Stick-Slip (Tritium Engine only): Fuel moderation stutters: double H³ consumption; on any major wound to the engine, HT-2 or partial meltdown (treat as Fragile (Explosive), +1d cr ex). Cost: -20%.
Neutron Embrittlement (Tritium Engine only): Emits hard neutrons; each month roll HT or suffer permanent -1 HT to the engine until overhauled. Also gives a faint radiation signature (+2 to detect at short range). Cost: -15%.
Clogging Bath (UFE only): Impure organics gum the bath. After any meal that isn’t “edible quality,” roll HT or FP recovery halved for 24h (cleaning takes 30 min). Cost: -10%.
Stench Exhaust (UFE only): Pungent volatiles; -2 Reaction from organics within 3 yards and +2 to Tracking by scent. Cost: -5%.
Thin Veil (Reliquary only): The Redspace sink “whispers.” Once per day on 1 on d6, suffer -1 to all rolls for 1 minute (haunting interference). After any EMP event, roll HT or gain a one-turn RAI glitch action (GM controls; nonlethal but inconvenient). Cost: -20%.
Tithe to the Pit (Reliquary only): – Bleeds energy to the sink: lose 1 FP/day that can’t be recovered except by restocking from external power. At 0 FP, the Reliquary emits a detectable paraspace spike (+2 to exotic detection). Cost: -10%.
Palladium Pitting (CACF only): Rods scar prematurely: rod consumption ×2; inserting a worn rod risks HT-2 or 1 FP instantly lost to fouling. Cost: -10%.
Hydrogen Fastidious (CACF only): Requires high-purity H₂. Using ordinary feed imposes HT-2 each hour or FP recovery halved and -1 to HT (engine) until flushed (1 hour). Cost: -10%.
Cryo Seal Creep (CACF only): Seals prefer cold. In warm climates, FP recovery halved and Weight +5% (extra coolant mass). Cost: -10%.
Overvoltage Spikes: On any critical success with an attached energy weapon/tool, roll 1–3 on d6: the next turn the supply surges, forcing HT-2 or the device Malf triggers. Cost: -10%.
EM Bleed: Radiates telltale sidebands; +2 to be detected by electronic warfare suites within 500 yards. Cost: -10%.
Weight-Pad Fix: Previous owner patched shielding with dense plates: Weight +20% (power module), no other benefit. Cost: -5%.
Chassis
The "Chassis" is the outer covering of the robotics platform. It is as much a display of the platform's function as it is a protective shell around their internal components. Chassis weights and prices below are for the full body, but individual limbs (head, torso, each arm, each leg) can be covered for 1/5th the listed price
Synthskin: Synthetic skin made from solidstate watergel and bioplastic fashioned to look like human flesh. It feels like human flesh, is constructed like human flesh, and the gel that maintains it even pulses through capillaries. While the standard for this gel is a white color, it can optionally be dyed red. For an extra 10% of the price, deepscan osteoplates can even be installed that make their internal components appear perfectly human to any penetrating scan. This can be overcome with a successful Electronics Operations roll, but on a failure the robotics platform appears perfectly human.
Monocrys: Monocrys is made of thin fullerene strands where the 'cages' of the fullerene structure are actually interposed by forming it under high artificial gravitational pressure. The result is a thin wire which can be woven into threads and then into a denim-like cloth that is difficult to pierce and takes to electronics well.
Carboplast: A shiny, reinforced bioplastic. This is considered the standard covering for robotics platforms. It's durable, relatively cheap in terms of an armored chassis, and lightweight enough that it can optionally be made in such a shape that other armors meant for humans can be worn over it.
VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. This results in a high-strength, lightweight material with spring strength. As armor, it's lightweight and tough, and the best armor that can be shaped into a humanoid shape; IE: armor can be worn over it.
Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene. It requires more thickness than VrGraphene, so cannot be worn under armor.
Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard.
Adamant Wave: AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. A robot clunking around with carbexene armor is almost always going to be a customized combat model.
| Material | DR(Hardness) | Weight | Cost | Notes |
|---|---|---|---|---|
| Synthskin | 0 | 10 | $16,000 | Handsome (or Beautiful), Self-Repairing (skin only) |
| Monocrys | 12/4 | 12 | $48,000 | flexible, use the lower DR for crushing attacks. |
| Carboplast | 14(2) | 14 | $84,000 | |
| VrGraphene | 16(4) | 14 | $112,000 | |
| Heliocarbide | 18(4) | 18 | $126,000 | Can't wear armor |
| Nitrogen-Quenched Diamondoid | 25(6) | 24 | $200,000 | Can't wear armor |
| Hyperdiamond | 28(6) | 30 | $252,000 | Can't wear armor |
| Adamant Wave | 30(8) | 36 | $270,000 | Can't wear armor, * |
| Carbexene | 35(10) | 50 | $350,000 | Can't wear armor |
*: This material restores 1 FP for every 5 damage it blocks in a single strike of most types. Corr does not give FP this way.
Accessories
Chameleon Lensing: The platform has +10 to Stealth when perfectly still, or +5 when moving. Clothing or armor worn over the chassis reduces this to +5 when still and 0 when moving. $55,000
Ray Shielding: Hardlight covering close to the Chassis that provides DR 10(2) against energy-based weapons, and DR 0 (2) against other incoming damage. This doesn't function if wearing armor or clothes over the chassis. $20,000
Shield: A personal gravity shield that surrounds the platform in a bubble, which can be shared by anyone occupying the same space. The shield is DR 10(2) against energy-based weapons or (2) against other attacks passing through it. $60,000
PPD: A personal point defense system that uses tiny lasers and pressors to intercept projectile rounds. Use the platform's IQ for the opposed roll. $10,000
Vacuum Support: The platform's chassis is airtight and can survive in space. Without this mod, a platform's less rigid internal components are subject to damage from the vacuum, as well as any passengers. $5,000.
Spines: A series of one to two inch spines located on strategic parts of the chassis. This is a defensive weapon, intended to discourage attackers and pidgeons; the platform cannot use the spines actively. The platform can roll a DX-4 roll to hit each foe in close combat once per turn as a free action. They roll at +2 against foes who attacked them. Those who grapple or slam the platform are hit automatically, and those who slam take maximum damage. They do 1d-2 impaling damage, with a reach of C. $1200.
Thermal Regulation System: The chassis can actively regulate its surface temperature to match its surroundings, granting a +5 bonus to Stealth against infrared detection. $8,000
Adaptive Texture Matrix: Allows the chassis to dynamically shift its texture and stiffness, simulating fur, scales, or even muscle-like contractions for disguise purposes. Can only be installed on flexible chassis such as Synthskin or Monocrys. $12,000
Nanoweave Self-Repair System: The chassis contains self-repairing nanites that mend superficial damage over time, restoring 1 DR per hour. $25,000
Kinetic Absorption Layer: Converts some of the force from blunt impacts into stored power, regenerating 1 FP per 10 points of crushing damage taken. $9,000
Deployable Barrier Emitters: Small hardlight projectors embedded in the chassis can extend temporary barriers in front of the platform, creating cover for 5 seconds. The projectors are small ball bearings with dedicated capacitors, and require 1 FP to deploy. They generate a half circle 1 yard across. DR 20 against energy and kinetic damage. $30,000
Switch Matrix: A mod specific to Synthskin and Monocrys chassis, this allows a platform to emulate either gender (or an androgynous middle). The process to switch takes 10 seconds and costs 1 FP. $5,000.
Chassis Flaws & Negative Quirks
Quirks, Flaws, and Aftermarket Damage
Discolored: Odd discolorations reduce the Appearance score of the Chassis by 1 per point. Cost: -5% per point.
Graffiti: Intentional markings that make the platform unique, but also mark it as having belonged to a specific person, group, type of person, etc. Includes gang markings, corporate stamps, a child's doodles, someone's name, branding from a former employer, etc. These aren't simply washable, they're permanent discolorations or indentations, which will require parts of the chassis to be replaced to be removed. Cost: -5% per point.
Dents (rigid): A series of dents and dings that reduce the DR by 1 per point. Every -3 DR reduces Appearance by 1. Cost: -8% per point.
Degloved (flexible): The inside of the chassis isn't connected well to the frame, and the delicate movements required to convey emotions (simulated or real) are next to impossible. This is uncanny and conveys a reaction penalty of -3 in social situations. Cost: -3%.
Charged Surface: Static-attracting particles are clinging to the chassis. A critical hit results in surge damage. Cost: -5%.
Notorious: The chassis has some unique feature that matches (or close-to-matches) a glitchy synth or rogue AI wanted by FAICA. Cost: -15%
Stress Webbing: Under magnification, the chassis has micro-web fractures. Any cr damage that penetrates armor has a 1-in-6 chance of doubling knockback. Cost: -10%.
Patchwork: Mismatched replacement sections reduce uniformity. Counts as Distinctive Features and gives -1 to Reaction with groups sensitive to quality or aesthetics (corporate, military). Cost: -5%.
Weak Mounts: Chassis anchoring points are compromised. On any major wound to the torso/limbs, roll HT-2 or the affected component seizes up until repaired. Cost: -10%.
Resonant Hull: Under high impacts or loud sound, the chassis resonates like a drum. -2 to Stealth vs. acoustic sensors and imposes a +1 Malf number on sensitive electronics installed in the torso. Cost: -10%.
Sloughing Surface (flexible): Layers of Synthskin or Monocrys peel slightly under stress. Apply -1 DR vs. cutting/piercing and a -2 Reaction penalty at close range. Cost: -8%.
Expression Lag (flexible): Face- or limb-skin doesn’t quite sync with internal movements. Reaction penalty of -1 per point when using social skills relying on expression (Acting, Diplomacy, Sex Appeal). Cost: -5% per point.
Oil Bloom (flexible): Flexible bioplastics “sweat” lubricant under heat. Leaves visible sheens or stains on clothing. -1 to Disguise rolls and +1 to Tracking by scent. Cost: -5%.
Stress-Risers (rigid): Sharp corners or machining flaws concentrate impact. Whenever struck for 10+ damage, roll HT or take an additional 1d cr internal damage. Cost: -15%.
Flaked Coating (rigid): Surface treatment peeling away. -2 DR vs. corrosion/chemical attacks and -1 Appearance. Cost: -10%.
Magnet Cling (rigid): Chassis has ferromagnetic inclusions; grants +2 to be grabbed or held by magnetic grapples/pressors. Cost: -10%.
Outgassing – Volatile residues vent under heat or damage, creating obvious visual or olfactory signatures. -2 to Stealth in sealed environments. If exposed to flame, roll HT or take 1d burn. Cost: -10%.
Telltale Signature – Exotic composite emits unique EM/radar return. -3 to Stealth against electronic detection. Cost: -15%.
Cheap Sealant – Joints poorly closed. Apply -2 DR vs. toxic/gas agents that seep in. Cost: -8%.
Manipulators
Arms, tentacles, prods, clamps, etc. A 'manipulator' is an appendage used to manipulate the world around the robotics platform. A standard platform comes with two, but the limit is really just a matter of space.
Prod: A single-tip extendable prod with nanoadhesive spikes for use in picking up objects. These are often stored internally, making them much less vulnerable to targeting. They also often come with tools that are stored next to them such as microwelders, screwdrivers, knives and scalpels, or even shock appendages.
Clamp: A simple 'crab claw' type manipulator. These are usually applied to labor models or mass-produced unarmed security models. They are unable to use most tools, and even when tools are specially designed for them they are clumsy.
Three-Claw: A simple 'hand' and arm model terminating in a three fingered hand. These can either be two fingers and a thumb roughly arranged in a human way, or a 'three thumb' model arranged in a circle. They aren't as dexterous as a human hand, but they are durable and cheap, making them ideal scientific assistants for hazardous or long-range missions.
Hand: Four fingers and a thumb. For models that are designed to look human, this is considered the standard.
Tentacle: A highly flexible appendage covered in tactile sensors and nanoadhesive spikes or nanosuckers for a grip. Tentacles can go into and apply leverage in places where other appendages can go.
Tentacle Bundle: A highly flexible nest of tentacles, anywhere from 5-15. These can act in coordinated ways to 'swarm' a task and push, pull, twist, squeeze, etc. an object from multiple directions at once.
| Manipulator | Manipulator DX | Cost | Notes |
|---|---|---|---|
| Prod | DX-3 | $100 | Bad Grip 3, Weapon Mount, Tool Mount, Short |
| Clamp | DX-2 | $250 | Bad Grip 2 |
| Three-claw | DX-1 | $300 | Bad Grip 1 |
| Hand | DX | $500 | |
| Tentacle | DX+1 | $1200 | Extra-Flexible, Long, Constriction Attack |
| Tentacle Bundle | DX+3 | $3,500 | Extra-Flexible, Compartmentalized Mind (Can perform 2 tasks at a time), Constriction Attack |
Accessories
Tool Mount: A simple mount onto which can be pre-loaded a tool or weapon. If the tool or weapon has the Holdout quality, this mount can be internal and concealed inside the platform's manipulator. A prod comes with this automatically. $250.
Claws: Monoatomic Carbexene claws that can be retractable or not. Unarmed damage with the manipulator does cutting(2) damage. $500
Nanogrip Spikes: Microscopic filaments allow the platform to crawl on walls and ceilings. It can stop at any point and stick to the surface without fear of falling. Movement while clinging is done at half the platform's Basic Move. $20,000
Dedicated RI Slot: Extra RI chips in the hands that allow the platform to 'concentrate' on its hands in a more minute way. This has the effect that the platform has +5 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic. This bonus doesn't apply to IQ based tasks or large-scale DX-based tasks, nor does it apply to combat related rolls of any kind. $5,000.
Reinforced Servos: The platform's arm(s) are stronger than the frame would otherwise suggest. This upgrade comes in levels, giving +1 to arm ST for each level. $10,000/level.
Microactuator Servos: High-precision servo motors in the joints allow for extreme control, granting a +3 bonus to DX for tasks requiring smooth, controlled motion, such as playing instruments, calligraphy, or using surgical tools. $8,500
Variable Rigidity Framework: The manipulator can shift between rigid and flexible states at will. A rigid setting improves lifting and striking power (+2 ST for grappling, lifting, or striking), while a flexible setting allows for fine manipulation (+2 DX for precision tasks). $8,000
Integrated Plasma Cutter: A compact plasma cutting torch built into the manipulator, capable of slicing through reinforced steel and armor plating. Deals 5d(5) burning damage per second when used as a weapon or tool. $12,000
Electrostatic Pulse Disruptor: The manipulator can deliver an EMP pulse in close combat, temporarily disabling electronic locks, drones, or enemy cybernetics. Melee attacks have the surge modifier on their damage. $15,000
Wireless Jack: A wireless 'fingertip' interface that 'sweats' Terminating Nanites on command. These nanites infiltrate the circuitry of a device, allowing wireless interfacing with it for up to 24 hours. LC 2, $8,000
Extra Armor: Extra Armor on the Motivators can be used to assist in Sacrificial Dodges and adds the DR and Hardness during all-out defense and for attacks targeting the limb specifically. It also adds damage during an unarmed strike.
| Material | DR(Hardness) | Weight | Cost (Per Limb) | Added Damage (swing/thrust) |
|---|---|---|---|---|
| Monocrys | 12/4 | 1 | $160 | 0/0 |
| Carboplast | 14(2) | 3 | $480 | 2/1 |
| VrGraphene | 16(4) | 3 | $840 | 2/1 |
| HelioCarbide | 18(4) | 6 | $1120 | 3/1 |
| Nitrogen-Quenched Diamondoid | 25(6) | 8 | $1260 | 1d/2 |
| HyperDiamond | 28(6) | 14 | $2000 | 1d/3 |
| Adamant Wave | 30(8) | 18 | $2700 | 1d/1d |
| Carbexene | 35(10) | 20 | $3500 | 1d+1/1d+1 |
Quirks, Flaws, and Aftermarket Damage
Tremors: Something in the wiring causes the manipulator to shake, stutter, or tremble when attempting minute tasks. -1 Manipulator DX per point. Cost: -20% per point.
Grip Instability: On a critical failure when applying DX to use its manipulator, the platform drops whatever its holding due to a lack of pressure. On a critical 'success' they do crushing damage to it instead (sw-1). Cost: -15% per point.
Locking: On a critical failure, the platform's manipulator joints lock up until repaired. Cost: -12%.
Electromagnetic Shear: The friction in the joints cause magnetic buildup. Any time a critical success is rolled while using manipulators, they acquire Magnetism 1, which stacks over time until the electron buildup is purged. Cost: -12% per point.
Twisted: The digits or fine points of the Manipulator are misaligned, making fine work like typing, sewing, pointing, difficult (-2 DX) Cost: -40% per point.
Feedback Loop: On a critical failure, the manipulator will automatically attempt the same action again, regardless of whether the situation has changed. Cost: -20% per point.
Sluggish Actuators: The servo timing is off. Manipulators act at half speed for readying, drawing, or reloading actions. Cost: -15%.
Torque Variance – One manipulator always applies inconsistent force. On a failure by 5+, apply an unintended crushing or tearing effect (1d-3 cr to object). Cost: -12%.
Overextension: Joints extend slightly beyond safe limits. On a failed DX roll involving force, roll HT-2 or take 1d injury to the manipulator itself (damage to servos). Cost: -10%.
Lagged Feedback: Tactile sensors report with a 1-second delay. Apply -2 to contests of ST or DX involving grapples, locks, or weapon parries. Cost: -15%.
Crosswired Signals: Attempting delicate work occasionally fires the wrong digit. Critical failures affect a random digit/limb instead of the intended one. Cost: -15%.
Oscillation Echo: Electrical interference causes repeated minor movements. -2 to Stealth in quiet conditions due to soft clicking/whirring noises. Cost: -5%.
Dead Zone: A small angle of motion doesn’t register (like a stuck key). Apply -1 to DX rolls involving that manipulator until repaired. Cost: -10%.
Ratchet Creep: The hand/appendage slowly closes under load even when idle. After 1d seconds of holding an object, roll DX or drop it/crush it (1d-4 cr). Cost: -15%.
Uneven Digits: One finger or tine is longer/shorter than intended. -1 to DX for tasks requiring symmetrical grip (shooting, typing, lockpicking). Cost: -8%.
Servo Scream: Worn servos produce high-pitched noise when stressed. -2 to Stealth, and audio sensors can pick up the whine at 50 yards. Cost: -5%.
Motivators
Motivators are treads, wheels, legs, contragrav impulsors, etc. that move the platform around. These are not always necessary. 'Swarmbots' for instance often have their central body on a pedestal bolted to the deck while they send swarms of microbots to do their work, and Pirore on some starships are hauled around on cables and pulleys, which is a Neptunian tradition. Each Motivator type provides a Basic Move. The standard is (DX+HT)/4, less any fractions (5.75 rounds down to 5, etc.)
Tracks: Metal 'pads' connected in a chain and looped around drive wheels that pull the chain across unpowered road wheels. Tracks are extremely stable, and can off-road better than wheels.
Wheels: Two to four wheels, most are covered in polymers to minimize wear and tear on both the surface and the wheel. They typically come with a suspension system to avoid rattling the platform's components too much.
Plantigrade: Humanlike legs with a knee, an ankle, a rotator hip, and a foot flat on the ground.
Digitigrade: A doglike leg walking on the 'ball' of the foot, typically with a softened pad on the bottom. This is an agile leg beneficial for stealth.
Unguligrade: A 'horselike' leg walking on the tip of the toe, usually expanded into a hoof or pad. The leg is built for speed and agility, but is less stable and a lot less stealthy.
Segmented: An arachnid or insectoid leg characterized by a pulling motion rather than an extend-and-leaning motion. Very stable and surprisingly strong. The price is for three, which is the minimum for stability, but more legs can be added if needed.
Rotorscrews: A propellor screw that forces air from an intake down, allowing the platform to hover on a cushion of air. More rotors at the cost of equipment slots can be added for extra lift. The standard for drones is four. Rotorscrews function well underwater.
Contragrav: Anti-gravity technology that allows the platform to hover above the ground.
| Motivator | Basic Move | Cost | Notes |
|---|---|---|---|
| Tracks | (DX+HT)/4 | $5,000 | Enhanced Move 1 |
| Wheels | (DX+HT)/4 | $1,200 | Enhanced Move 3, Roadbound, Handling Penalty |
| Plantigrade | (DX+HT)/4 | $2,250 | |
| Digitigrade | (DX+HT)/3 | $3,500 | Stealth+2 |
| Unguligrade | (DX+HT)/2 | $4,500 | Enhanced Move 1, Enhanced Dodge 1 |
| Segmented | (DX+HT)/3 | $5,000, +$800 each for 4th leg and above. | Lifting ST +1 per leg |
| Rotorscrew | (DX+HT)/4 | $2,000 | Flight (Hover), Amphibious, Low Ceiling |
| Contragrav | (DX+HT)/4 | $8,000 | Flight (Hover) |
Accessories
Gyrostabilizers: The platform has dedicated gyros in whatever passes for the 'hips' that allow it to twist and mitigate falls. The platform subtracts five yards from a fall automatically (treat this as an automatic Acrobatics success - dont' check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, the platform's limbs must be unbound and its body free to twist as it falls. $10,000.
Aquatic: The platform's motivators are optimized for movement in or on top of water. Basic Move is halved on land but doubled for water travel. $100
Amphibious: The platform's motivators are equally capable on land or in water. $2,000.
Omni-Wheel System: Specialized spherical wheels that can roll in any direction without turning, granting exceptional maneuverability in tight spaces. The platform gains +3 to DX rolls for fine positioning and balance-related maneuvers and ignores penalties for turning at speed. $4,000
Electro-Cling Surface Adaptation: The motivators generate a electrostatic field that allows the platform to cling to metal surfaces and walk on walls or ceilings. Works even in zero gravity by maintaining contact force. $15,000
Burrowing Augers: Drill-like appendages integrated into the motivators allow the platform to burrow through soft earth, ice, and even some metals. The platform can tunnel at 1/5 its Basic Move and has partial cover while burrowing. $20,000
Momentum Redirection Matrix: A high-speed reaction system that allows instant pivoting and acceleration adjustments. The platform can change direction in mid-air (if airborne) or execute sharp turns without losing momentum (if ground-based). This grants +2 to Dodge and halves penalties for sudden maneuvers. $12,000.
Extra Armor: Armored slats or plates on the Motivator can be used for mobile cover and to resist disabling attacks.
| Material | DR(Hardness) | Weight (per limb) | Cost (per limb) | Notes |
|---|---|---|---|---|
| Monocrys | 12/4 | 4 | $480 | flexible, use the lower DR for crushing attacks |
| Carboplast | 14(2) | 8 | $840 | |
| VrGraphene | 16(4) | 10 | $1120 | |
| Heliocarbide | 18(4) | 12 | $1260 | |
| Nitrogen-Quenched Diamondoid | 25(6) | 12 | $2000 | |
| Hyperdiamond | 28(6) | 14 | $2520 | |
| Adamant Wave | 30(8) | 16 | $2700 | For every 3 points of damage blocked, gain 1 FP |
| Carbexene | 35(10) | 20 | $3500 |
Quirks, Flaws, and Aftermarket Damage
Sticky: The motivator's moving parts have a tendency to stick. This conveys the Klutz Disadvantage to the platform. Cost: -5%
Tick: A flaw in the moving parts makes an irritating, noisy, rhythmic sound that can be easily heard within 30 yards, and easily pinpointed within 15. The sound only emits when the platform is moving. Cost: -5%.
Faulty Momentum Break: Due to loose internal structures, it takes an additional second to stop after a full move action, and turning requires double the space. Cost: -10%.
Stressed Joints: A critical failure during a Dodge action or during a Full Move action results in something snapping, rendering the Motivator nonfunctional until repaired. Cost: -25%.
Rattle: Faulty gyros or suspension in the Motivators causes prolonged rapid movement to send tremors through the whole chassis. For every consecutive round where the platform is performing a Full Move action after the first, the platform must roll a HT or suffer 1d-3 damage to a random internal component. The noise of this rattle can be heard up to 50 yards away. Cost: -10%
Exposed Components: The chassis doesn't extend over the motivators, reducing the DR to 0 or, in the case of Synthskin, making the platform obviously inhuman. Cost: -30%.
Uneven Stride – One side of the motivator system is slightly misaligned. The platform drifts 1 yard sideways per 10 yards of movement unless corrected with a DX roll. Cost: -8%.
Overheating Bearings – Sustained Full Move actions longer than 5 turns force a HT roll each turn or reduce Move by -1 until cooled. The motivator becomes hot to the touch, visible on IR sensors. Cost: -10%.
Power Bleed – Faulty couplings waste energy. Every 30 seconds of continuous movement drains 1 FP. Cost: -12%.
Slanted Load – Motivators pull unevenly under heavy weight. Encumbrance penalties are calculated as one level higher. Cost: -15%.
Flat-Spot (Wheels/Tracks) – Worn areas cause vibrations and audible thumps. -2 to Stealth and a 1-in-6 chance per hour of travel of a minor breakdown (treat as HT roll). Cost: -10%.
Joint Splay (Legs) – Knee/ankle alignment is faulty. Each Dodge attempt suffers -1; if encumbered, roll DX or fall prone. Cost: -12%.
Gyro Drift (Contragrav/Rotorscrews) – Anti-grav matrix or stabilizers wander over time. Each minute in flight requires a DX-2 roll to stay level, or drift d6 yards. Cost: -20%.
Soil Jam (Tracks/Burrowers) – Mud, gravel, or sand accumulate easily. Treat difficult terrain as one step worse. Cost: -8%.
Glare Spark – Friction or rotor discharge creates visible sparks. -2 to Stealth in darkness, +2 to be tracked by infrared optics. Cost: -5%.
Signature Wake (Contragrav/Rotorscrews) – Leaves obvious dust plumes, rotor wash, or EM distortions. Tracking rolls against the platform gain +3. Cost: -10%.
Sensory Equipment
Sensory Equipment stacks with itself, with a full suite containing some sort of imaging equipment (Sight), some sort of vibration sense (hearing), some sort of air-chemical analysis (Taste and/or Smell), and some kind of tactile sense. Sensory equipment is extremely important, as it is how the intelligence receives input in order to make decisions. A robotics platform that is missing a piece of equipment that would give them that sense, does not have that sense. What's worse, outside of GMEs and RAIs, a digital mind in control of a platform without this equipment is unlikely to take it into consideration. IE: A robot without an internal chemical olfactor is unlikely to take smells into account in their thinking.
Visual Spectrum Light Imager: "Eyes," as a standard coming in pairs or threes., that see visual spectrum light.
Low Band Imager: "Eyes" that see into the Infrared spectrum. This allows for heat detection, but without also including Visual Spectrum Light Imager then colors or details may be lost.
High Band Imager: "Eyes" that see into the Ultraviolet. This is mostly of assistance in investigations where one might look for fluids or other discolorations that show up better in UV light.
Extreme Low Band Imager: "Eyes" that see into X-Ray spectrum, useful for security models that might need to search for weapons or contraband.
Extreme High Band Imager: "Eyes" that see into the microwave spectrum, including radio waves. This doesn't allow them any special ability to read them, just 'see' the waves, the source, etc. It's most valuable for assisting with searches for machinery, network nodes, or hidden radio nests, etc.
RADAR: This sensor sends out a 'ping' of radio waves, then uses the delay in the echo to create an image. This also detects radio waves in the same way as an Extreme High Band Imager, and having both is redundant. As above, it cannot interpret radio signals. For that, buy a radio receiver, below.
LADAR: Like a RADAR, but using UV or IR light (choose at purchase.) Consequently, the use of High Band or Low Band Imagers would be redundant. The light projects out in a dot matrix and algorithms 'fill in' the image between. This is a directional sense. Additionally, the robotics platform with LADAR can 'focus' the matrix as a mental action and get an extremely high-resolution image back, down to the width of a few photons.
Gravity Lensing: A sort of 'reverse scanning sense,' detecting and imaging the gravity associated with any body with mass. Mass causes gravity, and a Gravity Lenser can 'read' it to create an image that is low resolution, but unmaskable without the use of artificial gravity technology.
Internal Chemical Olfactor: An orifice capable of pulling in air for chemical analysis, similar to the olfactory receptors in a nose.
Chemo-Destroying Sensor: A special sort of high frequency LADAR that destroys a few atoms and analyzes the miniscule light to determine the chemical composition.
Internal Gustator Orifice: An orifice for solids (preferably crushed) or liquids that is lined with chemical detectors that can analyze the chemical makeup of the inserted material.
Gustator Appendage: An appendage that can be dipped into or dragged across a material to analyze the chemical composition of it. A 'tongue' for a humanoid synth, for instance, would be a gustator appendage with an internal mount accessory.
Auditory Vibration Sensors: Simple 'ears' that can hear audible sound.
Acute Auditory Vibration Sensors: Complex 'ears' that can hear audible sound and be articulated to 'focus' on certain sounds, like the ears of a dog or cat.
Ultrasound Sensors: Sensitive components capable of picking up sound in the ultrasound range, combined with an Ultravox allows for clandestine, close-range communication (or the ability to annoy dogs)
Infrasound Sensors: Sensitive components capable of picking up infrasound. This allows for extreme long distance communications in normal atmosphere, even longer under water.
Echolocation Sensors: An ultrasonic 'ping' that uses an echo to scan an image of objects. Soft tissues that muffle sound can confuse them, but otherwise the image is high definition.
Tactile Suite: A web of sensors that detect pressure, temperature, and vibrations. This removes the Numb disadvantage. It's embedded in the chassis, and can only function for flexible or semi-flexible chassis.
Tactile Vibration Suite: A series of nodes embedded into hard chassis that detects vibrations in the armor as well as pressure.
Nanofluid Receptors: A fluid suspension of nanobots that flow through the chassis, and 'sweats' microscopic amounts of nanobots that transmit tactile and vibration information between them. If the chassis is breached and the fluid is 'bleeding,' the bleeding must be stopped for the receptors to function properly.
Radio Receiver: A device that detects and interprets radio signals. Typically receives one band at a time, but can scan through them.
Psi Receptor: A device that detects and interprets brain waves. This requires a close proximity for those who aren't psions, but psionics can be detected at range.
| Equipment | Sense | Cost | Weight | Notes |
|---|---|---|---|---|
| Visual Spectrum Light Imager | Sight (Visual range) | $2,000 | 1 | |
| Low Band Imager | Sight (Infrared range) | $2,000 | 1 | No color |
| High Band Imager | Sight (Ultraviolet range) | $2,000 | 1 | No color |
| Extreme Low Band Imager | Sight (X-Ray) | $4,000 | 1 | No color |
| Extreme High Band Imager | Sight (Microwaves and Radio Waves) | $3,000 | 1 | No color |
| RADAR | Sight (Radio Waves) | $6,000 | 5 | scanning sense, no color |
| LADAR | Sight (IR Light) | $4,000 | 5 | scanning sense, no color |
| Gravity Lensing | Sight (Exotic, mass, gravitational waves) | $10,000 | 10 | no color, low detail |
| Internal Chemical Olfactor | Smell | $1,100 | 1 | |
| Chemo-Destroying Sensor | Smell | $2,300 | 5 | scanning sense |
| Internal Gustator Orifice | Taste | $1,000 | 2 | |
| Gustator Appendage | Taste | $800 | 1 | |
| Auditory Vibration Sensors | Hearing (Audible Range) | $200 | 1 | |
| Acute Auditory Vibration Sensors | Hearing (Audible Range, Ultrasound Range) | $500 | 3 | Directional Focus |
| Ultrasound Sensors | Hearing (Ultrasound) | $800 | 1 | |
| Infrasound Sensors | Hearing (Infrasound) | $900 | 1 | |
| Echolocation Sensors | Hearing (Ultrasound), Sight | $3,800 | 6 | No color |
| Tactile Suite | Touch | $1,000 | 1 | Chassis with DR larger than 16 are ineligible. |
| Tactile Vibration Suite | Touch, Hearing (Poor) | $1,200 | 1 | Chassis with DR smaller than 18 are ineligible. |
| Nanofluid Receptors | Touch | $5,000 | 3 | If subjected to 'bleeding,' the platform must stop the bleeding to use the receptors. |
| Radio Receiver | Hearing (Radio Waves) | $150 | 5 | Note: Does not transmit radio signals |
| Psi Receptor | Hearing (Brain Waves) | $16,000 | 5 | Allows the detection of sapient life unless masked. |
Accessories
360 Vision: A visor or series of receptors that extend a platform's visual senses in a 360 degree arc. $2,500.
Relay Booster: A detachable chip that can be applied to a surface, quantum linked with Hearing receivers. Allows the platform to 'hear' anything in the vicinity of the chip as if it was there. The chip must be recovered to be used again, but multiple chips can be purchased for this purpose. $12,000.
Racomm Eye: One of the platform's visual receptors connects to the CPU via radio waves instead of cables, allowing the platform to plant their eye somewhere and receive visual information from it so long as it remains within radio range. $13,000.
Dedicated Negative SI: An SI-driven enhancement that filters out background noise, glare, or irrelevant data from sensory inputs. This provides a +3 bonus to Perception rolls when analyzing complex environments, such as battlefield noise or visual clutter. $3,500
Spectral Overlay Module: Combines multiple sensory inputs (e.g., visual, infrared, X-ray, etc.) into a single, layered image, allowing real-time multi-spectrum vision. $6,000
Long-Range Focusing Lens: Upgrades any visual sensor into a long-range imaging tool with telescopic magnification. Grants a +4 to Vision-based Perception checks at extreme distances. $4,000
Pheromone Trace Detector: Enhances Internal Chemical Olfactor with an advanced database of biological scent markers, allowing recognition of individuals or species by their pheromones. Commonly used for tracking and security. $5,000
Harmonic Distortion Analyzer: Detects and analyzes audio distortions caused by concealed objects, hidden compartments, or false walls. Grants a +3 to Perception rolls when searching for hidden structures. $7,000
Nano-Scale Touch Feedback: Enhances Tactile Suites or Nanofluid Receptors with micro-vibration detection, allowing the platform to ‘read’ engraved text, braille, or fine surface details. $2,000
Echo-Cloak Nullifier: A countermeasure for Echolocation Sensors, allowing the platform to detect and distort incoming ultrasonic scans, making it harder to be detected by echolocation-based imaging. $8,000
Bioelectric Field Sensor: Detects weak electric fields generated by living organisms. Provides an advantage in detecting concealed biological threats or lifeforms in total darkness. $9,500
Holographic Projection Unit: Creates a full-spectrum hologram of any recorded visual feed or data, allowing a platform to display detailed three-dimensional models or disguise itself under limited circumstances. $15,000
Memory Storage Retainer: A high-capacity memory module that allows the platform to store and recall detailed sensory data, including heat signatures, sound patterns, or scent traces, with near-perfect accuracy. $5,500
Quirks, Flaws, and Aftermarket Damage
Ghosts: Quirks in the sensors' SIs create false readings. These sensor ghosts are quick flashes, unlikely to trigger the robot into full combat but likely to put them on edge or to have them sound regular alarms. Treat this as Mild Flashbacks. Cost: -5%
Blind Spot: The sensor fails to register data from one angle. The calibration of the sensor is such that the CPU can't detect the blind spot even after it becomes aware of the problem, forcing them to guess where it might be. Despite the name, this could be any sensor; visual, auditory, tactile, etc. Cost: -8%.
High Sensitivity: The sensor becomes overwhelmed easily, causing input higher than the ideal range to send the sensor into emergency shutdown. Loud noises, flashbangs, sonic attacks, laser pointers... any of these might have an outsized effect on the sensor. There is no real benefit to this, it's a flaw in the machine's safeties rather than an increase in detection. Cost: -10%.
Cross-Talk – Different sensors interfere with one another. For example, the visual feed picks up static when auditory sensors are strained, or tactile readings spike when LADAR pings. -2 to Perception checks when using multiple senses at once. Cost: -8%.
Lag Spike – Sensors take a fraction of a second longer to process. Enemies gain +1 to Stealth vs. this platform, and Dodge rolls suffer -1 against fast projectiles. Cost: -10%.
Halo Effect (Visual) – Bright lights cause streaks, flares, or blooming that obscure detail. Attacks or Perception checks against targets near bright sources suffer -2. Cost: -5%.
Static Feedback (Auditory/Radio) – Incoming sounds or transmissions occasionally fill with hisses or shrieks. On a critical failure with auditory or comms-based Perception, the platform suffers Stun for 1 second. Cost: -12%.
Deadband (Tactile/Flexible Chassis) – Pressure sensors in part of the body fail to register subtle touches. Grapples or pickpockets against that area gain +2. Cost: -10%.
Mirage Filter (Visual/Heat Sensors) – Sensors overcompensate for thermal gradients, painting “phantom heat” images. Targets at long range get +2 to Stealth if partially obscured by terrain or heat shimmer. Cost: -8%.
Overfocus – Sensor locks onto single stimuli too strongly (like tunnel vision). -2 to detect secondary threats when already tracking one. Cost: -10%.
Echo Chamber (Auditory/Echolocation) – Reflections from certain surfaces cause looping signals. The platform must make an IQ roll when using sonar or echolocation near complex structures (urban ruins, caves), or generate false maps. Cost: -15%.
Signal Leak (Radio/Comm Sensors) – Sensors act as weak transmitters, unintentionally broadcasting. Anyone with proper receivers gains +2 to detect or triangulate the platform. Cost: -12%.
Ghost Imprint – Sensors occasionally pick up faint traces of past stimuli (like a visual afterimage, heat residue, or sound echo) as if still present. Treat as Delusion (Minor, specific). Cost: -5%.
Communication Equipment
Standard communication Equipment is a Vox, allowing for audible speech. Additional components could be anything from radio sender/receiver to a dedicated Quantix Comm. With the exception of a Quantix, the communicator does not bestow the ability to RECEIVE communication, that requires sensory equipment (above).
Vox: A simple speaker approximating human speech. High end models for humanlike platforms simply vibrate and push air, allowing the tongue and lips to form the words, though most just opt for a regular speaker and fake the mouth and tongue movements.
Ultravox: A speaker that emits ultrasound, allowing for short-distance communications with anyone capable of hearing ultrasound.
Infravox: A speaker that emits infrasound which travels much farther, allowing for long-distance communications.
Radio Communicator: A radio transmitter that sends out radio signals. Can transmit on all bands or into a single frequency. Additionally, can be 'encrypted' by sending the signal on frequencies that shift in specific, predesignated patterns.
Laser Communicator: A point-to-point communicator that uses IR light pointed in a tight beam at a receiver. In order to intercept, the beam has to be intercepted, tipping off the sender and receiver to the interference.
Quantix Comm: A dedicated chip that allows quantum communications between the platform and the device into which the other chip is slotted. A version of this also allows for SolarNet communications.
Psi Comm: A device that allows the transmission of beta waves in imitation of Psionic telecommunication. Does not allow the platform to read thoughts without a Psi Receptor.
| Equipment | Type of Communication | Range | Weight | Cost |
|---|---|---|---|---|
| Vox | Audible Speech | 10 yards | 1 | $40 |
| Ultravox | Ultrasound emitter | 8 yards | 1 | $120 |
| Infravox | Infrasound emitter | 1 mile | 1 | $220 |
| Radio Communicator | Radio Waves, omnifrequency or tuned | 3 miles | 4 | $200 |
| Laser Communicator | Point-to-point, IR | 500 yards | 4 | $500 |
| Quantix Comm | Dedicated chip-to-chip | Unlimited | 3 | $600 |
| Psi Comm | Psionic | 8 yards | 5 | $2,600 |
Accessories
Quality Upgrade: Uses a recorded celebrity vocal profile that gives the platform a naturally clear, resonant, and attractive voice. That gives the platform +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice. $10,000.
Emulator: Allows perfect mimicry of a voice after hearing only a few sentences. $12,000.
Range Boost: Allows all non-vox comms to have double the range. $11,000
Penetrating Communication: Allows all non-vox comms to resist scrambling with an Electronics Operations roll. $15,000.
Subharmonic Vox: A specialized Vox that adds subtle, subconscious subharmonics to speech, making it more persuasive. Grants +1 to Diplomacy, Fast-Talk, and Public Speaking against organic beings. $9,000
Scrambler Module: Encrypts all outgoing communications with a complex, randomized encoding sequence. Requires a decryption key on the receiving end. Grants +3 to resist interception attempts. $14,000
Multi-Frequency Broadcaster: Allows the platform to simultaneously transmit on multiple frequencies, preventing jamming or ensuring redundancy in emergency situations. $13,500
Directional Vox: A modified speaker system that can focus sound waves into a highly directional beam, ensuring only the intended recipient hears it. Can also be used as a basic sonic weapon at close range, causing temporary disorientation. $12,000
Stealth Mode: A sophisticated dampening system that suppresses all non-essential sound emissions, preventing passive audio detection. Grants +3 to Stealth when active. $16,000
Quirks, Flaws, and Aftermarket Damage
Stutter: A faulty connection between the CPU and the communicator causes the words to come out with a stutter, stammer, rhotacism, etc. Treat as the Stutter Disadvantage. Cost: -5%
Squeal: The sound emitted by the communicator is grating, with a high pitched squeal or static. -2 to all social interactions involving the communicator. Cost: -10%.
Cheap: The communicator's output is obviously artificial and naturally unpleasant or harsh. This is often less a design flaw and just a cost saving measure for a robotics platform that doesn't need to be liked. This give -2 on any reaction roll where conversation is required, and -2 to Diplomacy, Fast-Talk, Performance, Public Speaking, Sex Appeal, and Singing. Cost: -10%.
Non-Variable Volume: The communicator's output is always at a speaking volume. It can neither shout nor whisper, it can never extend communication beyond maximum range. Cost: -8%.
One-Way Channel: The communicator can only transmit or receive, but not both simultaneously. Switching takes one Ready action. Cost: -10%.
Lagged Uplink: Communications are delayed by 1–3 seconds, creating awkward pauses and tactical confusion. -2 to Tactics and Leadership rolls involving the comm. Cost: -12%.
Background Bleed: The communicator always picks up environmental noise (machinery hum, footsteps, breathing) and transmits it. Enemies gain +2 to Perception rolls to locate the source. Cost: -8%.
Directional Misfire: Laser communicators or focused vox beams tend to scatter. Range is halved. Cost: -10%.
Encryption Gap: The comm’s encryption protocols are outdated. Opponents gain +2 to Electronics Operation (Comm) or Electronic Warfare rolls to intercept/decode. Cost: -15%.
Vocal Desync (Vox only): The vox speaker’s articulation doesn’t match mouth/tongue motions. Any disguise attempts suffer -2, and observers may grow suspicious. Cost: -5%.
Intermittent Dropout: The communicator cuts out for 1d seconds on a roll of 17–18 during any social or tactical check involving speech. Cost: -10%.
Loud Clicks: Every transmission begins and ends with an audible click or pop. Stealth-based communication suffers -4. Cost: -5%.
Mono-Channel Receiver: The comm can only monitor one frequency at a time, and requires a Ready action to switch. Jammers and multi-channel opponents gain +2 to outmaneuver it. Cost: -8%.
Parasitic Echo: Faulty shielding causes transmissions to echo faintly back into the speaker’s auditory sensors, creating disorientation. Roll Will at -2 after 30 seconds of continuous use or suffer a -1 penalty to all IQ- or DX-based actions for 1 minute. Cost: -15%.
Cooling System
Cooling Systems are required to keep the temperature down on a robotics platform. A lot of moving parts and energy flows through a platform, and the material is heat resistant but would be prone to overheating if the coolant is damaged. Most cooling systems come in 'grades' with tradeoffs between effectiveness, cost and weight. They determine the FP recovery rate and the HT of the platform.
Grade A: Simple fluid-cooled system. Prone to bleeding. Hobbyists can make this in their garage.
Grade B: A solid-state coolant system that 'sheds' heat using rotors.
Grade C: The industry standard coolant system that uses chemical microreactions to lower the temperature, which melts harmlessly back into base components to be used again. This closed system is high efficiency and requires little maintenance or input unless damaged.
Grade D: High end human-made coolant system that uses gravity lensing to 'becalm' molecules, lowering their temperature with brute force.
Cryoavi System: The Cryoavi technology uses 'cold' as an energy source, something that very much baffles every species. This meant that not only was it very easy for them to make a coolant system for human gigacorps, those systems also provide extra energy.
| Type | Effect | HT | Weight | Cost | Notes |
|---|---|---|---|---|---|
| Grade A | Very Unfit | 6 | 10 | $12 | Hemophilia |
| Grade B | Unfit | 8 | 20 | $144 | |
| Grade C | Regular recovery and cost | 10 | 30 | $400 | |
| Grade D | Fit | 12 | 40 | $1,200 | |
| Cryoavi System | Very Fit | 14 | 45 | $6,500 | Imported, Max FP+5 |
Accessories
Organic Superlube: The coolant system relies on Saturn's infamous Organic Superlube. It adds +2 to HT but adds -2 to Fright Checks, and even if the platform's intelligence wouldn't need to make a Fright Check (such as a synthetic designed with no fear response) the superlube does. The lube cannot operate the platform by itself, but it can cause a Nauseated Irritating Condition. $6,000.
Emergence Heat Purge: If the system is overheating, the platform can purge all remaining FP (shutting the platform down) in order to flash-freeze its system in a sudden purge. It can then recover its systems after its temperature is raised to tolerable levels and at least 1 FP is restored. $4,700.
Thermoptic Regulation Mesh: A secondary layer of nanomaterial that distributes excess heat evenly across the platform’s surface, preventing thermal sensors from detecting hot spots. Grants +2 to Stealth against heat-based detection. $7,500
Overclock Stabilizer: Allows the platform to temporarily exceed its normal operating limits without immediate overheating. When activated, the platform gains +1 to DX and IQ for 1 minute, but the coolant system must dissipate the extra heat over the next 10 minutes, halving FP recovery during that time. $9,200
RadShield Coating: A heat-dissipating polymer that also provides radiation resistance by deflecting thermal and ionizing radiation. Grants +2 to HT against radiation damage and prevents heat buildup from external sources like directed-energy weapons. $8,500
Black Ice Coolant Injection: A one-time-use emergency coolant system that rapidly drops internal temperature by injecting a cryogenic fluid into key areas. Prevents overheating and grants +1 to FP recovery for 1 hour, but after that, the system needs maintenance before it can be used again. $5,000
Phased Cooling Array: A modular, extendable set of micro-radiators that unfold when additional cooling is needed. This temporarily doubles FP recovery but makes the platform more visible on thermal scans while active. $10,500
Abyssal Circulation System: A specialized cooling system based on deep-sea organism physiology. Uses high-density liquid coolant that remains stable under extreme pressure and heat, allowing operations in high-energy environments. Grants +3 HT against heat-based malfunctions but slightly increases weight by 5%. $11,000
Quirks, Flaws, and Aftermarket Damage
Drip Leak: The coolant drains slowly. If not repaired, it must be refilled every eight hours of continuous operation or the platform loses 1HT. Cost: -10%
Gummy: Blobs and clots flow through the coolant, causing circulation problems. For every 16 hours of continuous operation, the platform must roll a HT or suffer an effect much like a Heart Attack. Cost: -25%
Faulty Heat Sink: The heat bleeders are damaged, cracked, or flawed. When you spend FP, you always spend 1 extra. Cost: -25%
Cheap Components: The manufacturer scrimped out on the construction of the Coolant System with cheap materials for some of the components. When the Coolant System takes any damage, the HT roll to remain online is rolled at an extra -2. Cost: -30%.
Toxic Coolant Leak: The platform has a diluted cloud of toxic gas that emanates from its coolant system. It's not a concern for living creatures bigger than a few ounces unless they're stuck for a long period of time in a closed environment (years on a spaceship, for instance) but insects, grasses, even small rodents die instantly when approaching the platform. It leaves limited but lasting environmental damage wherever it goes, and chemical tracers can easily find and identify it. The effect is uncanny, and even living sentients that know they're not really in danger are generally not going to be comfortable getting too close once they notice it. It gives -2 on reaction rolls made by anyone in a position to notice it. If the robotics platform is trying to pass for human, observers get +2 on all rolls to determine the secret. This trait makes it difficult to use stealth-or invisibility-related abilities out-doors, too: +2 on rolls to locate it in most outdoor environments. Cost: -10%.
Microbubble Formation – Tiny gas pockets accumulate in the system, reducing efficiency. Each hour of continuous operation forces a HT roll or FP recovery is halved for the next hour. Cost: -12%.
Noisy Circulation – Pumps, fans, or gels hum audibly. Gives -2 to Stealth in quiet environments, and the sound can be heard up to 50 yards. Cost: -5%.
Overpressure Valve Fault – Instead of venting excess heat safely, the coolant system occasionally spurts visible steam or vapor when strained. Treat as a flash of steam visible up to 30 yards. Cost: -8%.
Thermal Lag – Coolant reacts slowly to spikes. Whenever the platform spends 3+ FP in a single turn, it must roll HT or lose an additional FP from heat buildup. Cost: -15%.
Corrosive Coolant – The fluid itself is chemically aggressive. On a critical failure of HT, 1d damage leaks internally to the frame/chassis components. Cost: -20%.
Residual Chill – System tends to overcool when idle. The platform feels clammy or frosted to touch; in cold climates it suffers -2 HT rolls vs. environmental damage. Cost: -5%.
Thermal Bloom – The system radiates excess heat unevenly, creating glowing hot spots on thermal imaging. Opponents gain +2 to detect the platform with IR sensors or to target the Coolant System when using an IR sensor. Cost: -10%.
Viscous Coolant – Thickened medium moves sluggishly. All FP recovery is halved, though still functions. Cost: -25%.
Coolant Stink – Trace vapors from the system have a sharp, chemical odor. Enemies gain +2 to Tracking or detection rolls by scent. Cost: -5%.
Runaway Feedback Loop – Rare malfunction: on a roll of 17–18 during FP recovery, the coolant cycle spikes, forcing an immediate HT roll. On failure, the platform takes 1d burning surge damage internally. Cost: -20%.
General Quirks, Flaws, and Aftermarket Damage
Stolen: The platform was purloined through less-than-legal means. The platform is identifiable, there are serial numbers or barcodes stamped in ways that are difficult to remove, and the owner very well might want it back. Cost can range depending on how 'hot' the platform is, from -5% if the previous owner was a little girl who misses her beloved nanny bot to -80% for a criminal syndicate that may or may not have left incriminating evidence inside the chassis and is murderously desperate to get it back. Treat this as an Enemy Disadvantage.
Sanctioned: The platform is of a specific design that was marked for destruction as part of an agreement; either the PSC decided that it shouldn't exist, or two gigacorporations came to an agreement, or perhaps two dons of mafias have agreed to set them aside. Regardless, multiple organizations want the platform gone, and while they don't pursue it like a stolen object, the platform comes with a Secret (Possible Death). Cost -30%.
Subspace Contamination: An RAI may or may not be operating the CPU, but it is attached. The robotics platform has an eerie, unsettling aura. Strange phenomena occur around it. The platform occasionally acts in a Sadistic manner. Cost: -15%
Hallucinatory Limb Glitch: The 'memory' of previous limbs is embedded in the peripheral RIs of the robotics platform. Until extensive repairs are conducted purging the corrupted data using an Electronics Operation skill, any Digital Mind installed (from SIs to AIs to even RAIs) are constantly subjected to input that the platform does in fact have that limb. Sentient Digital Minds can generally ignore this input once they realize that there's a problem, but SIs will always act as though the limb exists. Cost: -20%.
Berserker Glitch: The 'memory' of frequent, intense, or desperate combat scenarios is embedded in the peripheral RIs of the platform. Until extensive repairs are conducted purging the corrupted data using an Electronics Operation skill, the platform has the Berserk Disadvantage. Cost -10%.
Noisy: It's not one part, it's the whole thing. The platform is poorly put together, squeals, knocks, and the sound is constant. Each level gives +2 to Sense rolls to hear the platform or -2 to Stealth rolls, as the situation warrants. The sound is annoying, giving -1 per level to social interactions. Cost: -2% per level.
Shade Tree Construction: The platform was built by hand by hobbyists. Unfortunately, this means that it misses out on a lot of standardization. All new parts to be installed require +2 higher roll for the skill check and an extra hour. Cost: -5%
Prototype: This platform somehow escaped an experimental lab... or perhaps was released onto the backchannel markets as a field test. It might be Stolen or it might not. The new parts don't have standardized programming for their RIs, so there may be surprises for the intelligence installed in it. Treat this as the Gizmo Advantage, with the noted mitigators. These Gizmos come as features hidden behind panels, can appear once per session, and when a Gizmo has been 'discovered' it becomes a permanent feature of the chassis or limb. A limb cannot have more than three Gizmos on it, and once each limb has had three Gizmos appear through the campaign then the Advantage has been 'spent' on these random, use-case tools which are forever available on the platform (so long as the limbs remain original). Unfortunately, these hidden gadgets prevent the installation of new tool mounts and cargo capacity until a given limb has been enteirely 'discovered', and any attempt to find them invasively will break them. Finally, one day, the constructor of the platform is likely going to want that data, if not the platform itself. Cost: -3%.
Self-Bond Glitch: The RIs in the network within the platform are 'greedy.' When a digital mind is installed, it doesn't operate the platform, it BECOMES the platform. This means that problems can form if the CPU is transferred or if drastic alterations are made to the platform, the same sort that might be expected if a human brain was transferred to a new body or if a human body was surgically and drastically altered. For some AI, this is a lifetime goal. For some, this feels like a prison. Cost: -10%
Data Rot: Firmware sectors slowly corrupt if not scrubbed. Random skill or memory checks suffer -1 per month of neglect. Weekly Electronics check to avoid a lost skill profile; occasional weird behavior. Cost: -10%
Counterfeit Components: Some internals are knockoff parts that fail early. Any time a major repair is attempted, roll 1–6: on 1 the part instantly destroys itself. Cost: -20%
Black-Market Firmware: Unlicensed mods give odd features but are back-doored; authorities flag the signature. If scanned by official systems, +3 to detection/trace rolls. Cost: -15%
Warrant Void: Manufacturer refuses service; parts cost +25% and official warranty services refuse work. Cost: -5%
Missing Manuals & Keys: No ID docs, no authorization tokens, missing certificates of origin. Adds +2 to Time/Skill checks when installing upgrades or transferring ownership. Cost: -5%
Implicated Evidence: Forensics tie the platform to a crime (video cache, DNA traces, or encrypted logs). Treat as Enemy Disadvantage (police/underworld interest). Cost: -30%
Bio-Contamination: Contains animal/biological residue — mold, viral film, or old blood. Requires decontamination before legal resale; causes reaction penalties (-2) in social contexts. Cost: -10%
Surgical Scars: Numerous invasive modifications and welds. Replacing parts is difficult: +25% time & cost for repairs; -2 to resale. Cost: -8%
Trade-Lock: Geo-tagged or registry-locked to another state/corporation. Attempting to move it across borders causes automated alerts (+3 to detection). Cost: -12%
Inexact Calibration: The platform’s factory settings deviate slightly. All IQ- or DX-based tasks start with a -1 penalty until recalibrated (Electronics roll, 30m). Cost: -8%
Owner’s Ghost: The old owner’s encrypted log files repeatedly try to reassert control (popups, soft commands). Causes distraction: -1 to Concentration/IQ tasks until logs cleared. Cost: -6%
Legal Hold Flag: Tagged by a court or corporate litigation hold. Seizure risk: any interaction with corporate or law enforcement AI gains +2 to detect and seize. Cost: -20%
Crossed-License: Uses incompatible regional standards (plugs, protocols). Installing local accessories requires +1 skill roll and a makeshift adapter. Cost: -5%
Psychotropic Residue: Residual programming from mood/affect experiments. Unpredictable mood swings in social protocols: -2 to Diplomacy/Acting until removed. Cost: -12%
Cheap Paint / Branding: Peelable finish or corporate logo that screams cheapness. -1 to Reaction in social situations and -5% resale premium. Cost: -3%
Gremlin Cache: A small packet of junk code that triggers a nuisance action (random beep, light, or gesture) 1×/hour on 1–2 on d6. Annoying, but harmless. Cost: -4%
Owner-Dependency: Locks to the installer’s biometrics / badge. Transferring to a new intelligence requires a laborious unlock procedure (Electronics Operation) or physical reset (destroys 10% of platform value). Cost: -10%
Subtle Signature: Contains an embedded serial or bluesign trace that shows it came from a disreputable fab-line. Traceable after minimal forensic work (+2 to trace). Cost: -6%
| d100 | Subsystem | Flaw/Quirk | Brief Summary |
|---|---|---|---|
| 01–05 | General | Roll Twice | Roll two additional results on this table |
| 06–07 | General | Roll Three Times | Roll three additional results on this table |
| 08–10 | Frame | Nanofractures | Microscopic cracks; crits cause extra dmg |
| 11–13 | Frame | Nanocrystal Buildup | Fraying carbon; -1 HT per point |
| 14–15 | Frame | Shivered Frame | Split grain; -1 ST per point |
| 16–17 | Frame | Clipping Tunnels | Missing carbon; -1 ST, -10% wt per point |
| 18 | Frame | Magnetized Vortex | Crit hits discharge surge damage |
| 19 | Frame | Mass Anomaly | +5% wt due to dense patch |
| 20 | Frame | Warp | Subspace twisted; double fall dmg |
| 21–22 | Power Supply | Subspace Contamination | Rogue RAI “extra actions” (Sadistic) |
| 23–24 | Power Supply | Hyperspace Contamination | +FP regen; risk of massive explosion |
| 25–26 | Power Supply | Cracked Casing | Max FP -1 |
| 27 | Power Supply | Gel Insufficiency (QMB) | Max FP -1 |
| 28 | Power Supply | Gel Overpack (QMB) | Double wt |
| 29 | Power Supply | Misaligned Crystals (QMB) | Obnoxious knocking audible 200 yds |
| 30 | Power Supply | Bad Wiring | Jolts cause surge dmg |
| 31–32 | Chassis | Discolored | -1 Appearance/point |
| 33–34 | Chassis | Graffiti | Permanent markings (gang/corp/etc.) |
| 35–36 | Chassis (rigid) | Dents | -1 DR per pt; -1 App/3 DR lost |
| 37 | Chassis (flexible) | Degloved | Loose skin; -3 reaction penalty |
| 38 | Chassis | Charged Surface | Crits cause surge dmg |
| 39 | Chassis | Notorious | Resembles wanted rogue synth |
| 40–41 | Manipulators | Tremors | -1 DX/pt for fine tasks |
| 42–43 | Manipulators | Grip Instability | Crit fails drop/crush items |
| 44 | Manipulators | Locking | Crit fail → joints seize |
| 45 | Manipulators | EM Shear | Crit successes stack Magnetism |
| 46 | Manipulators | Twisted Digits | -2 DX for fine tasks |
| 47 | Manipulators | Feedback Loop | Repeats failed actions |
| 48–49 | Motivators | Sticky | Platform gains Klutz disadvantage |
| 50–51 | Motivators | Tick | Loud rhythmic sound (30 yds) |
| 52 | Motivators | Faulty Momentum Break | Poor braking/turning |
| 53 | Motivators | Stressed Joints | Crit fail → motivators snap |
| 54 | Motivators | Rattle | Extended move shakes parts, 1d-3 dmg |
| 55 | Motivators | Exposed Components | DR 0 or obviously inhuman |
| 56–57 | Sensors | Ghosts | False alarms; Mild Flashbacks |
| 58–59 | Sensors | Blind Spot | Permanent gap; can’t compensate |
| 60 | Sensors | High Sensitivity | Overwhelmed by bright/loud input |
| 61–62 | Sensors | Drift | Sensors miscalibrate, -2 rolls |
| 63–64 | Sensors | Latency | 0.5s delay; -2 Init/Reflex |
| 65 | Sensors | Crosstalk | Feeds overlap, confusing inputs |
| 66–67 | Comms | Stutter | Speech impediment |
| 68–69 | Comms | Squeal | Output grating; -2 social rolls |
| 70 | Comms | Cheap | Artificial, unpleasant voice |
| 71 | Comms | Non-Variable Volume | No whisper/shout capability |
| 72 | Comms | Crosstalk Echo | Picks up stray background voices |
| 73 | Comms | Dropout | 5% chance messages cut short |
| 74–75 | Cooling | Drip Leak | Needs refills every 8h |
| 76 | Cooling | Gummy | HT check or “heart attack” |
| 77 | Cooling | Faulty Heat Sink | Spend +1 FP always |
| 78 | Cooling | Cheap Components | -2 HT to resist dmg |
| 79 | Cooling | Toxic Coolant Leak | Creepy aura, -2 reactions |
| 80 | Cooling | Overresponsive Fan | Noisy + easy to detect |
| 81–82 | General | Stolen | Identifiable; possible Enemy |
| 83 | General | Sanctioned | Marked for destruction; Secret (Death) |
| 84 | General | Subspace Contamination | Eerie aura; Sadistic glitches |
| 85 | General | Hallucinatory Limb Glitch | Ghost inputs from lost limbs |
| 86 | General | Berserker Glitch | CPU memory triggers Berserk |
| 87 | General | Noisy | Whole bot squeals/knocks |
| 88 | General | Shade Tree Construction | Nonstandard; harder to upgrade |
| 89 | General | Prototype | Hidden Gizmos, but risky |
| 90 | General | Self-Bond Glitch | AI fuses with body itself |
| 91–92 | CPU | Cracks | -1 IQ per level |
| 93 | CPU | Ghost in the Machine | Split Personality echoes |
| 94 | CPU | Downtime Subroutine | Sleepwalker behavior |
| 95 | CPU | Humility Glitch | Overconfidence in danger |
| 96 | CPU | Spontaneous Parameter Drift | SI becomes full AI, unpredictable |
| 97 | CPU | Memory Bleed | Secrets leak under stress |
| 98 | CPU | Authority Loop | Old codes override autonomy |
| 99 | CPU | Fractured Timeline | Brief predictive/lag hallucinations |
| 100 | CPU | Roll Twice | Roll two more on CPU flaws only |









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