Robots as Travellers

Certain kinds of advanced robots can be played as Travellers. Though in theory any robot could fill the role, robots with brains less than Very Advanced levels are largely limited to adhering close to their programming and are thus largely incapable of developing and interacting with the world in a way conducive to being a playable character. Robot characters also face additional restrictions and prejudices that may color their character’s interactions with the wider world. As a general rule any type of robot can be made into a Traveller character, providing they meet certain requirements. Instead of normal character generation, Robot Travellers undergo the following process.
 

Step 1: Select a Chassis

In order to be a playable character, the Robot Traveller must select a chassis to serve as the basis for their bot. Robot chassis can be selected from the Robot Handbook (including all full sized robots, androids, and biobots that meet all other requirements except for Alien Robots that are not of Solomani or Zhodani design), among any robots found in the New Frontier, or a player may design a custom robot chassis with the following restrictions (and whatever additional ones the Referee imposes)
Regular Robots
  • Minimum Brain: Very Advanced
  • Max TL 14 (Robot Brain only can go to TL 16)
  • Budget: GCr1.500.000
  • Minimum Size: 4, Max: 6
Androids
  • Minimum Brain: Very Advanced
  • Max TL: 16 (Robot Brain only can go to TL 18)
  • Budget: GCr3.000.000
  • Minimum Size: 4, Max: 5
  • Chassis Options: Must use one of the Android chassis options. Must follow a roughly human body plan (two legs, two dedicated manipulators (arms), and one head)
Biobots
  • Minimum Brain: Self Aware
  • Max TL: 16 (Robot Brain only can go to TL 18)
  • Budget: GCr5.000.000
  • Size: 5
  • Chassis Options: Must use one of the Biobot chassis options. Must follow the rough body plan of a vertebrate (including human) or cephalopod animal. May not possess any chassis options that could not be reasonably explained as natural to the referee.

Playable Robot Chassis

Below are lists of robot chassis that meet the criteria for playable robots above. Robots that are homebrewed explicitly for the New Frontier will have their own pages. Robots from pre-existing content will have their book and page indicated with the name included. Additional details will be added after. Robots are broken down by manufacturer in each spoiler.
Cybersynth Robotics
Robots produced by Cybersynth Robotics:

CECIR
Robots produced by CECIR:

Step 2: Calculate UPP

Once you have selected a suitable chassis, you must then calculate your starting UPP. Each one uses their own special calculations. It should be noted, that for the purposes of taking damage, a robot Traveller will use the Hits characteristic of the chassis they chose regardless of changes to their physical states.
Strength
Strength is calculated using the STR characteristic of the strongest manipulator the chassis possesses. It should be noted however, that in the event a weaker manipulator must be used, the character will use that one’s STR characteristic to make the relevant check. Robots without any manipulators are assumed to have STR 0 for most purposes but may attempt to use the blunt force of their bodies in applicable ways (such as battering down doors, knocking people over etc.) as if they had STR of twice the size of their chassis minus one.
Dexterity
Dexterity is calculated using the DEX characteristic of the most dextrous manipulator the chassis possesses. As with STR, if there are manipulators with different characteristics, and a character is forced to use a clumsier manipulator, they must use that manipulator's DEX to make the check. Agility modifications add to the DEX characteristic an amount that the agility enhancement provided. Robots without any manipulators have DEX of 0, or a DEX equal to their agility enhancement bonus if they have one.
Endurance
Endurance is related to its power supply. A regular robot or an android is assumed to have END 6. However, if a robot has additional power packs their END changes accordingly. If the chassis has Athletics (endurance) 1, their END rises to 9, if they have the skill at 2, their END is 12, and if they have it at level 3, their END is 15. If a robot has the Efficiency modification their END goes up by +1. A robot or android with an RTG power supply is assumed to have an END 16 which is halved each time a robot exceeds the duration of their RTG’s half life. Biobots being essentially biological beings in most ways have a more randomly determined Endurance characteristic, however, biobot chassis that are too sickly are destroyed as defective before going into service. To calculate a biobot’s END roll D+5.
Intellect
Starting Intellect directly correlates to the INT characteristic of the robot brain selected for the chassis. A robot cannot upgrade its INT capacity beyond the capability of the most capable brain of its class (a Very Advanced Brain cannot improve past INT 14, a Self-Aware Brain cannot improve past 16, and a Conscious Brain cannot improve past 18), as further upgrades imply complete replacement of a robot’s brain resulting in essentially a new character unless specifically allowed by a referee.
Education
Robots, for the most part, are limited to their programming. When using a skill for which they are programmed they may use the INT characteristic provided by their robot brain. When attempting a check for a skill they do not have, they may use the bandwidth they have available after installing skill packages and intellect upgrades or 10 whichever is lower. If the robot has a Self-Aware Brain this increases to 12. Conscious robots use the same EDU characteristic as their INT.
Social
Robots, even relatively advanced and near or fully sentient robots, face significant discrimination in most societies, and this inhibits their ability to rise socially. Normal robots roll 2D-6 for their SOC, and they cannot rise beyond SOC 6, except as a mustering out benefit for completing a third or later term of service. Androids face slightly fewer restrictions, but are still often seen as an underclass, rolling 2D-4, and being unable to advance beyond SOC 9 except as a benefit for completing a third or later term of service. Biobots, often seen as artificially created people face the fewest restrictions upon them, but cultural inertia, prejudice, and often ossified social hierarchies still limit their potential to some extent. They roll 2D-2 for their initial SOC, and cannot advance beyond SOC 12 except as a benefit for a third or later term of service. In almost all cases, robots with a SOC of 0 are considered to be the legal property of another person (usually another traveller), but those with a higher SOC are often considered “emancipated”, legally free, if often still facing discrimination. In more intolerant societies legal enslavement may continue to higher SOC characteristics up to SOC 6 in extreme cases (though for gameplay purposes any robot who has a SOC higher than 0 is considered emancipated for the purposes of character creation). An enslaved robot may use the SOC of their legal owner for skill checks involving certain legal proceedings when acting on behalf of said legal owner.
Charm
The robot calculates Charm as an organic traveller would.

Step 3: Initial Skills

Once you have built your robot’s chassis and assigned stats to a UPP, you must determine initial skills. Robots cannot choose background skills, with initial skills being determined by the skill packages assigned to them by the chassis, abiding by tech level and bandwidth restrictions, and adhering to whatever further restrictions are imposed by the referee. If a player is using a custom designed robot chassis, they have a budget of GCr1.000.000 to add skills with, which is included as part of the budget they have to create the chassis. If they are using a pre-designed chassis this budget is GCr30.000 instead.

Step 4: Career

Robots can undergo careers under most circumstances, but do have some different rules to follow while undergoing career progression. Robot travellers who are not emancipated (having a SOC of 0) must either follow the same career progression as a fellow player’s traveller as their legal property until they are emancipated, or they must start play without first undergoing a career. Robots additionally do not get any basic training under any circumstances, as it is assumed their built in skill packages serve as a rough equivalent. Additional rules exist with each step:
Terms
A robot character will progress through each career term normally making entry checks, skill rolls, survival checks, event checks, and advancement checks as normal with the following exceptions. If a robot is not emancipated, they cannot fail a career entry check if their legal owner succeeds, and cannot succeed if their owner fails. Non-Emancipated robots also may not advance to a higher rank, instead if they succeed at three advancement checks, their SOC increases by one and they are considered emancipated. Automatic promotion events will also cause this effect. Robots that are not Androids or Biobots may not gain commission under any circumstances, and only those whose legal owners have entered the Dignitary career may do so, and are forced to leave if they are emancipated while within the dignitary career.
Career Skills
Robots can roll skill checks for their careers as normal. Increases to physical most characteristics represent upgrades to the manipulators, chassis or brain of a robot, but a robot cannot gain EDU, and must be mindful of the limits imposed upon their INT. Robots that gain SOC must be mindful of limitations on their maximum SOC characteristic. Robots can only gain skills if they have available bandwidth, and additional skills obtained beyond this point must be traded with pre-existing skills as older data is wiped to make space for the new. A robot cannot receive the Jack-of-all-Trades skill under any circumstance.
Mishaps and Events
A robot traveller rolls mishaps and events as usual with some exceptions. Notably, a nonemancipated robot will not be ejected from a career if their legal owner is not also ejected, and cannot continue with this career if their legal owner leaves. Only biobot travellers can go to prison, and if any other robot traveller would be imprisoned by a mishap they must instead leave their career and begin play with an Enemy representing an agent hunting them down for retirement or reset. Robot Travellers that are emancipated that have their SOC characteristic reduced to 0 at any point must also leave their career and muster out and begin play with an additional Enemy. Robots additionally cannot gain Psionic abilities under any circumstances. Damage to other characteristics are not treated normally, but are instead repaired (as indicated on the Robot Handbook pg110), with appropriate expenses being added to “medical debt”.
Aging
Robots do “age” in the sense that their parts will deteriorate over time with insufficient maintenance. Physical components wear out, the robot brain will start to develop faults and quirks in their logic if not subjected to occasional wipe. Robots are assumed to start their careers at zero years old, and start aging rolls once they reach the end of a term in which they have “lived” for a number of years equal to the tech level of their brain. Robots can elect to undergo intensive maintenance that prevents aging at a cost of GCr100.000 per term. This money is subtracted from cash benefits, or if they have no remaining cash, going into “medical debt”. If a robot traveller has a characteristic reduced to zero through aging, they must start their careers again, as robots so deteriorated are considered broken and scrapped. Once a robot traveller enters play however, they do not suffer from aging checks, so long as they receive routine maintenance. Biobots operate under different principles. Being essentially clones with robotic brains, they age as a clone would, depending upon the overall tech level of the chassis (excluding the brain). At TL 12, a biobot is a force-grown clone that starts at zero years old, begins aging at eight years old, and ages every two years (twice per pre-play term). At TL 14, a biobot is subjected to accelerated growth, starting at two years old, and beginning to age at ten, suffering a DM-2 to aging rolls. At TL-16 a biobot can be artificially printed, creating a physically adult being with the cellular degradation of a newborn, significantly extending the lifespan of the bot. By choosing to start with GCr250.000 in “medical debt”, the biobot begins their career at zero years old, and starts aging at thirty six, aging normally. Biobots can suffer aging crises as a normal organic traveller would if the characteristic reduced to zero is a physical characteristic, being “retired” only if a mental characteristic is reduced to zero.
Mustering Out Benefits
Robot travellers roll for mustering out benefits as normal. They have additional options for certain benefits. For example armor, weapon, and equipment benefits could be incorporated into their chassis as aftermarket modifications, or taken normally. Characteristic improvements represent similar modifications.

Robot Travellers in Play

Robot Travellers can be extremely capable, with characteristics often exceeding those of organic travellers, and functionally immortal with routine maintenance. However, they also suffer from significant challenges. Very often, the robots face legal challenges to their personhood, or are prevented from even making planetfall in certain jurisdictions. Robots with built in weapons, and androids face particularly significant levels of persecution. Additionally, robots, with the exception of Biobots, do not heal naturally meaning they must be repaired, something which may be more difficult for complex machines.
Skill Checks for Robots
Robots often have restrictive programming that limits their ability to perform complex tasks under pressure. Robots are restricted to a maximum of Very Difficult (12+) skill checks and cannot even higher checks. This limit is increased with the complexity of the brain. Robots with Self-Aware brains can attempt Formidable (14+) checks. Robots with Conscious brains can attempt any skill check.
Equipment for Robots
Robots have unique challenges when it comes to using equipment designed for humans. If a robot is an android, or a biobot, they may use equipment more or less normally (cephalopod Biobots will follow rules for Astropus equipment instead). Non-humanoid robots may use most items that require only hand manipulation, providing they have manipulator limbs. However, non-humanoid robots may not wear external suits of armor without extensive modification (tripling the cost of the armor, minus any modifications). Robots without any manipulator limbs cannot use any equipment that is not physically attached to the bot itself.
Augments for Robots
Robots cannot be augmented, at least in the traditional sense. They may however be modified via changes to their chassis in line with the rules for creating, repairing, and modifying robots found in the Robot Handbook, with relevant changes to characteristics being calculated. Biobots operate under different rules, they may use augments as organic travellers with a few exceptions. Biobots for instance cannot install augments that replace or modify the brain except for Neural Comms, and cannot undergo full body cyborg surgeries.
Healing as a Robot Traveller
Robot Travellers are, for the most part, damaged in a similar manner to biological travellers, however, in addition to characteristic loss, they suffer an automatic critical hit every time one characteristic is reduced to half or less of its starting total, and once more when they hit zero. This critical is determined randomly (1 Power Supply, 2 Weapon, 3 Armor, 4 Locomotion, 5 Options, 6 Brain), but a robot traveller’s brain cannot be destroyed unless all three of its characteristics have been reduced to zero (in which case the robot traveller is irrevocably destroyed). Factor in any effects from the critical, except for additional damage which is ignored. Robots cannot heal naturally instead they must be repaired as indicated on page 110 of the Robot Handbook. Attempting to repair a robot in a facility or with tools lower than the robot’s tech level incur an additional penalty of DM-1 per point of discrepancy between the tools and the bot. Biobots ignore these rules and are instead treated as biological travellers for the purposes of damage and healing with one notable exception. Biobots are treated as having a cybernetic augment of the TL equal to their robot brain’s TL-4 for the purposes of Medicine checks made to heal them.
Legal Issues for Robot Travellers
Robots, in most jurisdictions, face a degree of legal persecution, though there are differences in treatment from place to place. Almost every legally manufactured robot in existence has a unique identifying number that takes the form of a 256-bit id address, this embedded on a hard to remove “black crystal” usually installed in the robot’s brain. This code can be scanned by most Stellar level (TL-12) or better tech scanners, and allows for easy tracking of the movement of robots. Robots without this identifier are considered suspicious and sometimes barred from entry.
  Under most circumstances, a robot with a SOC characteristic of 0 is considered the legal property of another character (most likely a fellow traveller in the group), and the legal owner is responsible for the actions of the robot. In some societies (typically high law level, low tech societies), a robot is considered property at higher SOC levels, (up to SOC 6 in extreme cases). Robots with built in weapons, or particularly high armor values will often be subject to the same legal restrictions as owners of equivalent weapons, and may be required to remain in a starport if their built in equipment falls afoul of the local law level and cannot be removed. Those attempting to sneak themselves past a customs blockade are subjected to similar punishments as those committing the crime of smuggling.
  Robots that commit crimes are very unlikely to be imprisoned, under most circumstances, bots that are convicted of serious crimes will be destroyed, or forcibly returned to their ship if convicted of minor crimes. If the robot is considered property, their legal owner will likely also be subjected to investigation and prosecution unless there is strong evidence the robot acted against the legal owner’s wishes. If a robot is emancipated they may be subject to similar punishments. Biobots are the exception as they have natural lifespans, and biological needs, and therefore are subjected to imprisonment in most societies.

Part of the New Frontier Player Handbook



Cover image: by Nightcafe

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