Thats right cobbers, a robot spell list.
Will do Mutant one later.....
Suggestions welcome for next three levels spells 567 - still being tested.
Possibly use list or option of being a cyborg, android etc or use list for these as classes
Inspired by Anomalous Subsurface Environment
Wanted for Psychon, SF DnD and apocalypse setting even long stairsI guess a magic golem version would be fine too...
Robot Combat:
A robot does 1d4 damage with unarmed combat and is considered proficient in brawling
A robot gains +1 AC per level by adding armour to the basic body
At 5th, 10th, 15th and 20th get an extra attack
A Robot Cannot:
Jump just fall
swim just sink to bottom
breathe but does not need air
be harmed by most poisons
A robot drained of energy levels ejects hardware modules and its apps are corrupted
A sentient robot brain can be charmed and effected by mental spells
Robots need 8 hours down time per 24 hours to recharge tech spell apps, debug and repairRobot can avoid shutdown without power source 1+COn bonus without
Robots require powers source pick or roll one
1 solar - require 8 hours sunlight
2 fuel - any flammable liquid 1/2 gallon per level per day but v one food processor will provide all needs if eats organics
3 battery – requires 1 hour to recharge from a power plant
4 broadcast – rely on ancient broadcast power net for 8 hours a day, reception may be poor at times
A robot gets
HD: 1d8
Prime Stat: Con
WP: 2 (+1/2nd Lv)
NWP: 4 (+1/2nd Lv)
Non-WP mod: -3
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written
(machine coded beeps for speech (often by radio) and punchcards or tapes for read)
Spells: As per robot list progress as cleric
NWP: Any may select modern skills
Shield: none
Armour: none
Weapon: Any weapon may select modern firearms
Fight as: Priest
Save as: Priest
Robot spells are hardware modules and tech. A robot is always working on upgrades and starts with at least 4 zero and one first level tech spells. Once you have a module you have that part. You get a new item every level you have been working on and can steal parts from other robots and keep them handy for future upgrades. With 8 hours per level and a NWP repair or robotics skill can swap a module. Many actually make ammunition and require the robot eat metal and organics and minerals to renew ammo. Most attack spells and abilities need hit rolls. Most explosive and energy weapons save vs or take 1/2.
Good Robots have anti killing protocol and will try to help dying living beings
LG dont like killing ever but beserk protocols can overide this but they feel bad after and keep wanting to call authorities
CG dont mind if others kill but avoid it themselves
NG dont mind if others kill in self defense or necessity like food
Nuetral Robots kill with a reason like defence of human
Evil robots kill without a worry
LE kill enemies or threats and may threaten civilian hostages but always know why
NE kill without concern if bothered by living or want something
CE kill and experiment with murder randomly for curiosity
under my additional alignment schemata....
balanced and middle types will contemplate current necessity
Robots tend to be viewed as monsters or property and get 1/2 followers for CHA
A robot does 1d4 damage with unarmed combat and is considered proficient in brawling
A robot gains +1 AC per level by adding armour to the basic body
At 5th, 10th, 15th and 20th get an extra attack
A Robot Cannot:
Jump just fall
swim just sink to bottom
breathe but does not need air
be harmed by most poisons
A robot drained of energy levels ejects hardware modules and its apps are corrupted
A sentient robot brain can be charmed and effected by mental spells
Robots need 8 hours down time per 24 hours to recharge tech spell apps, debug and repairRobot can avoid shutdown without power source 1+COn bonus without
Robots require powers source pick or roll one
1 solar - require 8 hours sunlight
2 fuel - any flammable liquid 1/2 gallon per level per day but v one food processor will provide all needs if eats organics
3 battery – requires 1 hour to recharge from a power plant
4 broadcast – rely on ancient broadcast power net for 8 hours a day, reception may be poor at times
A robot gets
HD: 1d8
Prime Stat: Con
WP: 2 (+1/2nd Lv)
NWP: 4 (+1/2nd Lv)
Non-WP mod: -3
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written
(machine coded beeps for speech (often by radio) and punchcards or tapes for read)
Spells: As per robot list progress as cleric
NWP: Any may select modern skills
Shield: none
Armour: none
Weapon: Any weapon may select modern firearms
Fight as: Priest
Save as: Priest
Robot spells are hardware modules and tech. A robot is always working on upgrades and starts with at least 4 zero and one first level tech spells. Once you have a module you have that part. You get a new item every level you have been working on and can steal parts from other robots and keep them handy for future upgrades. With 8 hours per level and a NWP repair or robotics skill can swap a module. Many actually make ammunition and require the robot eat metal and organics and minerals to renew ammo. Most attack spells and abilities need hit rolls. Most explosive and energy weapons save vs or take 1/2.
Good Robots have anti killing protocol and will try to help dying living beings
LG dont like killing ever but beserk protocols can overide this but they feel bad after and keep wanting to call authorities
CG dont mind if others kill but avoid it themselves
NG dont mind if others kill in self defense or necessity like food
Nuetral Robots kill with a reason like defence of human
Evil robots kill without a worry
LE kill enemies or threats and may threaten civilian hostages but always know why
NE kill without concern if bothered by living or want something
CE kill and experiment with murder randomly for curiosity
under my additional alignment schemata....
balanced and middle types will contemplate current necessity
Robots tend to be viewed as monsters or property and get 1/2 followers for CHA
Robot – lv 0 tech
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Media Box
Plays music & video |
Auto Repair
Heal 1hp/lv per day |
Credit Transactor
Read cards and access data |
Kitchen Appliances
basic cooking tools |
Radio Coms
1 mile per lv |
Stun Gun
10/lv under 4HD 1r x1/2lv/day |
Weather Sensor
Predict and read weather |
Sewing Machine
basic fabric repair tools |
Lamp
30y/lv 30 degree cone light |
Speakers
very loud, heard a mile away |
Camera
Take and display pictures |
Printer
prints data on tape or cards |
Targeting laser
+1 to hit missile & rangefinder |
Telescopic Vision
100y per lv close up |
Cable
20/lv retractable rope |
Black Box
back up data and personality |
Harden Shell
+1 AC |
Ranged Microphone
overhear 20 per lv |
Manacles
restrain prisoner |
Jumping Jacks
can jump as a human
|
Low Light Vision
see B&W in dark |
Cyber Nose
has a sense of smell |
Retractable Probe
10 foot retractable pole |
Periscope
1 foot/lv |
Radar Scanner
Sense radar and radio emissions |
Parabolic Hearing
only surprised on 1in6 |
Fire Extinguisher
put out spot fires 1/lv |
Medical Kit
always has a first aid kit |
Toolbox
built in repair tools |
Taste Sensor
has a sense of taste |
Match Filament
start fires, burn holes in things |
Cleaners Kit
vacuum, polisher, sanitizer |
Drill Bit
1d6 damage, destroy locks |
Touch Receptors
has a sense of touch |
Eye Laser
10/lv 1d3 dam x1/2lv |
Refrigerator
keeps stuff cool |
Interface
Machine Link |
Floatation
Device
can float and not sink |
Rad Scanner
detect radiation 10/lv |
Aerosol Gun
pressurised spray gun |
Robot – lv 1 tech
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Food Processor
turns waste into food & fuel |
Roller-skates
+6 move DEX to turn or crash |
Condensation Still
produce water 1person/lv a day |
Electronic Scanner
diagnoses tech conditions |
Landing Jets
Fall harmlessly x1/lv day |
Vocal Mimic
imitate others you have hears |
Piton Gun
1d4, 10/lv x1/lv day, |
X-ray imager
xray item x1/lv day |
Thrust Pack
fly up to 12, move 2, 1/lv/day |
Outboard Motor
swim full speed if deployed, loud |
Face
+1 CHA more interactive face |
Auto-medic
heal 1hp x1/lv a day |
Holo Projector
Project video images |
Buzzsaw
1d8 circular saw cut steel sheet |
Enhanced Intellect
+1 |
Carbon Analyser
date dead stuff |
Battery Pack
Operate on 4 hours downtime |
Strength Booster
+1 |
Flamer
1d3 1/lv x1/lv 30 degree cone |
Spectral Scanner
ranged chemical analysis |
Microbrew distillery
produce alcoholic drinks |
Enhance Strength
+1 |
Grapple Line
25/lv retractable line + grapnel |
Safe Locker
secure locked safe |
Las gun
1d6, 30ft/lv, x1/lv day |
Enhance Constitution
+1 |
Spinneret
spin 20y/lv cable per day |
Lie Detector
polygraph machine |
Flare gun
1d4 x1/lv day light or incendiary |
Enhance Dexterity
+1 |
Smoke Generator
10 radius/lv |
Detachable Head
separate head from body |
Motion Detector
10/lv sense movement |
Armour Plate
+2 AC |
Chaff Generator
evades radar x1/lv day |
Rocket
3d4/lv 30/lv x1 shot |
Thermal Vision
20/lv see heat signatures |
Silent Locomotion
move quietly most surfaces |
Medical Scanner
diagnoses medical conditions |
Explosive Sensor
10/lv smells guns and bombs |
Robot – lv 2 tech
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Shield Drone
+4 AC vs kinetic missiles |
Sonar Emitter
3d Sonic Vision, 10/lv |
Energy Sheilding
+2AC vs rad, lasers, lightning |
Missile
1d3/lv 100/lv x1 shot autohit |
Levitate
Float 10 across or 30 up/R |
Threat Analyser
see AC and powers sources |
Energy Pike
1d10 energy weapon 1r/lv day |
Tentacle
1d6 3y/lv retractable tentacle |
Electronic key
Open Locks x1/lv day |
ESP
Read a mind, 1/lv day |
Slug Pistol
2d4 10/lv x2/lv day (add ammo) |
Collapsible Shield
folding large shield |
Arc Gun
2d8 dam, 1 shot every 4lv, save |
Survey Drone
MV 24, r/lv day |
Attack Drone
MV 12 1d4 x1lv day shuriken |
Fire Resistant
-1 dam per die fire & heat dam |
Auto Repair
heal 1d8+1/lv on self |
Holo Screen
+2AC Illusionary cover 1r/Lv day |
Incendiary Drone
2d6 10 radius 100/lv x1 day |
Shock Resistant
-1 dam per die electrical dam |
Heat Ray
1HP/lv 1xLv day |
Jump Jets
Jump 10/lv x1/lv day |
Static Field
cling to surfaces x1/lv day |
Anti-personnel mines
2d6 3y rad, zero range, x1/4lv |
Berserk Protocol
+2 hit&dam
trance 1/lv
|
Hardwired
+2 save electronic mind control |
Logic Gates
+2 save magic and psionics |
Net Gun
10/lv, save or held 1/lv x1 day |
Mineral Scanner
scan 1/lv under soil & ID |
Spark Shooters
2d6 cone, 10/lv x1 day, save |
Clothing Replicator
fed fibre makes suit/lv day |
Cycle Mode
x2 speed, can be ridden, 1t/lv |
Pain Ray
cone, save or -2 hit, 1r/lv, x1 day |
Seizure Eyes
1d3 stun 10/lv cone, x1 day |
Ammo Replicator
makes 1d6/lv bullets day |
Submersible Mode
full MV underwater, 1t/lv |
Spy Drone
cyberbug 50/lv x1 day |
Folding Ladder
10/lv round to deploy or bridge |
Frost Ray
1dam/lv 1xLv day |
Glider Mode
glider wings, 1t/lv |
Robot – lv 3 tech
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Freezing Ray
1d3/Lv save or slow 1t 30Y 1/lv |
Life Support
1T/lv, one air mask/2lv |
Medi-drone injector
heal 1d4 x1/lv per day |
Ablative Shield
one extra HP/lv |
Air Hammer
Blow over 10/lv 1/lv, save or fall |
Locomotive Engine
+50% run speed |
Grapple Gun
50/lv flying fox/per lv |
Auto-medic
heal 1d6 x1/2lv day |
Flight Pack
Fly MV12 1/lv day |
Auto Surgeon
Tools for healing NWP |
Extra Arm
One extra fold out arm |
Re-charger
recharge external tech |
Recharge Accessory
Recharge 1st or 2nd spell or tool |
Damage Control
Repair 2d8+1/lv on self once |
Shock Stick
1d6+save or 1r stun |
Auto-medic
heal 1d6 x1/2lv day |
Laser Carbine
2d6+2 100m/lv 1 x1/lv day |
Humanoid Form
resemble human fake flesh |
Fusion Blade
3d6 fire blade one 1r/lv |
Holo Drone
man size illusion 1d6r/lv +sound |
Pulse Carbine
10/lv burst 1d10xd6/3lv |
Cutting Torch
cut 1inch/lv per round 1/lv day |
Tear Gas Grenades
100 choke 3m rad frag 1shot/2lv |
Chameleon Field
change appearance 1t/lv |
Missile
d4/lv 1y radius/lv 100/lv x1 |
Digging Drill
MV3 dirt 1/2 in stone, 1/lv |
Plasma Ejector
1d6/lv 30m/lv one target 1/day |
Las Drone
mv18 2d6 shot, 1 rnd/lv |
Sonic Disruptor
10 1d6+Save or 1r stun, 1/lv |
Shock Hull
1d3 per touch, 1t/lv/day |
Power Plant
Self powered energy source |
Battery
no 8 hour shutdown needed |
Tear Gas Generator
Fly 24, various forms, wings |
Power Lamp
30m/lv cone 1pt vs dead 1hr/lv |
EMP Shield
+4 save vs anti tech fields |
Metal Fabricator
make 1d6lb of metal goods /day |
Robot – lv 4 tech
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Flamer
4d6 cone 10 square, 1/2lv day |
Transform
Adopt a new form per lv |
Stasis Pod
store body inside in stasis |
Scout Drone
24/r 1T/lv sky spy drone |
Displacement Device
Teleport 30Y/Lv, once per day |
Cloaking Screen
illusionary appearance 1t/lv |
Drone Hanger
18 2d6 dam make 1/rnd/lv |
Radar Unit
sense metallic things 500/lv |
Inertia Screen
1/2 kinetic dam, 1r/lv day |
Military Laser
50/lv 5d6 x1/2lv |
AI Uplink
question orbital of base AI |
Web Gun
100 save vs entangle x1/lv day |
Psychotronic Ray
30 cone drive temporarily mad |
Ice Machine
make foot cube of ice 100/lv |
Shield Swarm
1d4 hp/lv 1rnd/lv x1/3lv |
Solvent Dispenser
Acid eats 1lb metal or d4/lv |
Siege Raft
Expanding foam 10 cube/r lv |
Power Claw
2d6 melee damage |
Remote Bomb
6d6 4 radius timer or will x1day |
Defence Flechettes
3d4 to all in 3 rad x1lv day |
Thermal Screen
Immune to Fire 1/lv |
Frag Grenades
100 5d6 3m rad frag 1shot/2lv |
Replicator
duplicate small things 1lb/lv day |
Caltrop Dispencer
1d4 in a 10 square/rnd x1T Lv |
Radiation Screen
Immune to Fire 1/lv |
Incendiary Grenades
100 3d6 3m rad +fire 1shot/2lv |
Machine Gun
50/lv burst 10x2d6 bullets/lv |
Sonic Screamer
3m rad/lv Save or cant think |
Corrosive Shielding
½ damage from acid or rust |
Chem Sensor
analyse chem samples ID purpose |
Rocket Pod
50/lv fires 4x3d6 2m rad x1 day |
Dirigible Mode
12 1hr/lv fly 1 person/lv crew |
Spell ideasMachine Virus 5
recharge lower level ability 5 and 7
disease nanoids for good or evil 5
poison nanoids for good or evil5
more healing self and humans 5
let you alter lower level spells over 8hr recovery (transmog your modules) 5 and 7
teleport (possibly just asks AI) 6
Orbital Reflector - covers 1km in light 5
Orbital killsat (satellite weapons) 6
Orbital tac nuke 7
Orbital Mapping (satellite spy sends maps with scans) 5
Force field 6
TK Tractor/presser beams 5
A burst fire belt fed grenades launcher 6
A Minigun 6
A pulsed plasma gun 5
A laser cannon 6
A Death ray 7
A Disintegration Beam 7
Repair Nanites 5 (regeneration)
Control Nanites 5 charm person or machines
DNA Scanner determine species, paternity, etc 5
Radiation Emitter 6
Mutation Ray 6
Atomic Storm 6
Jet Mode 5
Car Mode 5
Replicate 5 create a lv zero robot baby
Rocket Mode 6
Starfighter Mode 7
Particle Beam 5
Space Vortex 6
Time Vortex 7
Dimensional Vortex 7
Reality Warp 7 grants wishes kinda
Magnetic Screen 5 sheild vs metal
Magnetic Beam 5 TK for metal
Regeneration vat 6
Cloning Vat 7
Gonna need:
ReplyDeleteResist Spurious Logic
Dispel Spurious Logic
Field vs Spurious Logic
To keep Captain Kirk from talking circles around robots positronic banks and confusing tthe poor robots.
Dr who pulls this one - a robomancer might have spell for this or psion with suggestion
ReplyDeletei considered robots must buy kill protocol