TEXT: X-PLORERS ROBOT CLASS 
  By Mike Lizardi 
  Sometimes robots become sentient—it’s a staple of many sci-fi and pulp stories. Even some 
  “stock” robots in popular fiction (C-3PO, VINCENT, etc) seem to be “more” than they were in-
  tended to be. This is a class for those players who wish to play a robot that is “more” than the 
  stock options presented in the X-Plorers rulebook. This class does not replace those stock robots 
  as those robots are NPCs and are (for the most part) subject to the First Directive. The charac-
  ters made by this generator are NOT beholden to the First Directive.    
   
  WARNING: These characters will be more powerful in some ways than standard charac-
  ters. It is recommended that there be a limit placed on how many sentient robots are allowed in 
  an X-Plorers team.  Robots may also wind up with scores above 18—you’ll have to adjust their 
  All of the following robot types are assumed to be humanoid in shape. Their locomotion and 
  arms can be determined by the following tables: 
  Locomotion (roll 1d6 once) 
  1. Hover: the robot hovers up to 1m off the 
  ground; will not set off traps that are ground 
  based; may NOT fly away 
  2. Wheels: robot gains +2m to move; may 
  have trouble with stairs 
  3. Tank Treads: no terrain is difficult terrain for 
  this robot 
  4. 2 Legs: no modifiers 
  5. Multiple Legs: add +2 m of movement for 
  each extra set of legs (robot has d3 extra sets)   
  6. 2 forms of locomotion: roll twice on this 
  table (ignoring results of 6) 
  Arms (roll 1d3) 
  1. No Arms: retractable, form functioning 
  tools emerge from the robot’s body 
  when needed 
  2. 2 Arms: no modifiers—standard limb 
  package 
  3. Multi-Armed: robot gains an attack 
  for each extra set of arms (if he can at-
  tack); may roll once for each set of arms 
  for skill checks (that involve arms, obvi-
  ously) and take the better roll (robot has 
  d3 extra sets of arms) 
   
  Next, determine the robot’s body condition and its main function.  Each of the functions are ex-
  plained on the following pages. 
  Body Condition (roll 1d3) 
  1. Scrapheap: this robot appears to have seen 
  a lot of action! (-1 PHY, PRE, AGI; +3 INT) 
  2. Factory: this robot appears as if it just 
  stepped off the showroom floor! (no modifiers) 
  3. Enhanced: this robot has had some exten-
  sive aftermarket work done! (+3 to one attrib-
  ute of player’s choice) 
  Main Function (roll 1d6) 
  1. Infiltration 
  2. Repair 
  3. Ambassador 
  4. Medical 
  5. X-Ploration 
  6. War 
  
  INFILTRATION 
  These robots were designed to move about unseen as spies and 
  assassins.  These are some of the most feared rogue robots in 
  the universe. 
   
  SKILLS: Security 15+ 
  WEAPONS: Infiltrators come equipped with a laser rifle and a 
  sonic dagger. 
   
  ABILITIES  
  Recon Drones: Infiltration robots can deploy scanning drones to 
  survey the area. These small, baseball-sized drones will hear 
  and see everything that is not cloaked, invisible, or successfully 
  using the Stealth skill in a 24m radius around the robot.  After 2 
  hours the drones must return to their host and recharge for 1d3 
  hours. 
   
  Holographic Terrain: This hologram changes the appearance of 
  the terrain into the semblance of what the robot desires. A hill 
  can be made to disappear, or could be replaced with an holo-
  graphic forest, for example.  The robot can project these holo-
  grams out to a range of 70m. They last until someone makes 
  contact with them. 
   
  Time Dilation: Infiltration robots can warp the space/time con-
  tinuum so that they are moving much faster than everything 
  around them. As a result of this, they may take double the ac-
  tions normal to them. This effect lasts for 1d6 rounds. 
   
  Cloaking: Infiltration robots are equipped with powerful cloak-
  ing fields—they become invisible to both normal vision and to 
  darkvision. The robot cannot be attacked unless its approximate 
  location is known, and all attacks are made at -4 to hit. If the  
  cloaked robot makes an attack, the cloaking field drops. Other-
  wise, it lasts until the robot drops the field. 
   
  Holographic Images: Using their hologram projectors, infiltra-
  tors can create 1d3 holograms of themselves, which act in per-
  fect synchronization—like mirror images. Attackers cannot distin-
  guish the images from the robot, and may attack one of the 
  holograms instead of the robot himself (determined randomly). 
  When a hit is scored upon one of the holograms, it disappears. 
   
  Smokescreen: The robot is able to vent smoke out to a distance 
  of 8m—it lasts for 1 round/level. It obscures all sight (even night 
  or darkvision). Anyone attacking into or out of the smokescreen 
  suffers a –4 to hit. 
   
  Project Holographic Image: The robot projects a holographic 
  image of himself, to a maximum range of 240 ft. The projected 
  holographic image will mimic the robot’s sounds, gestures, and 
  actions. It lasts for 1 hour. 
   
   
  What follows is a description of the 6 main forms of sentient AI. Most have a limited skill set—but all have abilities 
  that can be used 1+lvl times per day. So, a 4th level robot could use his abilities 5 times/day.  
  Robots level up just like all other characters. Robots cannot buy skill software, but they may purchase upgrades. 
  Robot skills drop in difficulty by 1 for each level attained. 
  REPAIR 
  These robots were designed to repair pretty much anything me-
  chanical—including other robots. 
   
  SKILLS: Mechanics 13+; Computers 15+ 
   
  ABILITIES 
  A repair robot gains a +4 to their INT score. 
   
  Repair Damage: Repair robots can fix vehicles, starships, and other 
  robots for 2d6 points. Each vehicle, ship, or robot can benefit from 
  this ability ONCE per day. 
   
  Interface: Repair robots are able to interface with mechanical ob-
  jects (robots, computers, spaceships, security systems) in order to 
  run diagnostics. This also allows the robot to ask the GM any 3 yes 
  or no questions that the accessed tech may have access to.  This 
  can even be accomplished with destroyed equipment (such as 
  crashed vehicles and starships, smashed tech, etc) as the interface 
  very briefly brings the tech back online. In this case, the robot may 
  only ask the GM 1 question.    
  AMBASSADOR 
  Ambassador robots were designed to make communication possi-
  ble among the varied species of galactic civilization.  They are pro-
  grammed for etiquette, protocol, and cultural knowledge. 
   
  SKILLS: Sociology 16+ 
   
  ABILITIES 
  An ambassador robot gains a +4 to their INT score. 
   
  Communication: An ambassador can read and speak virtually any 
  language.  If the robot comes into contact with an alien language 
  that is somehow NOT known to them, they may attempt to decipher 
  it by studying it. Once an hour, the robot may make a Sociology 
  roll to decipher the language. For every hour spent studying the 
  robot gains a +1 to the roll. A natural 1, however, ends the at-
  tempt in failure. 
   
  Communication is possible with ANY lifeform—plant, animal, etc. 
  For species like plants or animals, use of this ability allows the 
  player to ask the GM 3 yes or no questions. 
   
  Subliminal Suggestion: Ambassador robots are always looking to 
  give the species they represent an edge in galactic matters. They 
  also have very powerful self-preservation programming. To this 
  end, they may attempt to plant subliminal hypnotic suggestions into 
  the minds of those beings that they are dealing with. The robot sim-
  ply speaks the hypnotic suggestion to his intended victim. If the vic-
  tim fails a saving throw, he will carry out the suggestion (as long as 
  it can be performed within a week). The suggestion might not call 
  for the action to be carried out immediately. A suggestion that the 
  victim kill himself is only 1% likely to be obeyed. 
    
  
  MEDICAL 
  Medical robots were designed to be mobile hospitals 
   
  SKILLS: Medicine 15+ 
   
  ABILITIES 
  Illumination Drones: small drones launch from the robot out 
  to a distance of 48m. It produces light as bright as sunlight in 
  a 24m diameter. 
   
  Create Food & Water: complex matter printers within the 
  medical robot give it the ability to produce life sustaining nu-
  trient bricks. The robot also carries a large store of water—
  additional water can be synthesized from an atmosphere. 
  Enough food and water to feed 5 human sized creatures for 1 
  day can be created with each use of this ability. 
   
  Treat Disease: Medical robots can treat virtually any ailment.  
  This ability cures the recipient of any diseases. Its application 
  takes 4 hours.  
   
  Healing: Medical robots can perform miraculous surgery in a 
  very short amount of time. A medical robot may heal a life-
  form for 3d6+ the robot’s level in hit points. A lifeform may 
  only benefit from this ability ONCE per day.  The procedure 
  takes 4 hours. 
   
  A medical robot may also perform minor surgery in a matter 
  of seconds. The robot may heal any lifeform for 1d6 points of 
  damage. The lifeform may only benefit from this ability ONCE 
  per day. 
   
  Purify Food & Water: A medical robot can emit energy that 
  scours all toxins from both food and water.  Enough food and 
  water for up to a dozen people is made safe per use of this 
  ability. 
   
  Necrotech: Medical droids can inject recently slain corpses 
  with necronanites—these nanites repair dead systems, close 
  mortal wounds, and reactivate the nervous system of the 
  corpse. This procedure takes  8 hours to take effect and may 
  only be performed on a lifeform that has been dead for less 
  than 48 hours.  A lifeform may only benefit from this proce-
  dure ONCE per adventure. 
   
  Necrocomm: A medical robot is able to access the DNA of a 
  dead lifeform and can “see” into its life before dying.  This 
  allows the robot can ask a the corpse of a once sentient life-
  form a yes or no question. 
   
  X-PLORATION 
  An X-Ploration robot was designed to explore previously unknown 
  planets. These robots are adaptable and tough—and function just as 
  well solo as they do when they are part of a group. 
   
  SKILLS: None 
  WEAPONS: an XP robot comes with a laser pistol 
   
  Abilities: 
  Recon Drones: XP robots can deploy scanning drones to survey the 
  area. These small, baseball-sized drones will hear and see everything 
  that is not cloaked, invisible, or successfully using the Stealth skill in a 
  24m radius around the robot.  After 2 hours the drones must return to 
  their host and recharge. 
   
  Nightvision: XP robots can see without a light source. 
   
  Rocket Pack: an XP robot can activate its rocket pack and fly (48m 
  per round). This lasts for 1d6 rounds per use. 
   
  Locate: XP robots are programmed with an encyclopedic knowledge 
  of plants, minerals and animals. Activating this power show the robot 
  the direction and distance to travel to find what  they are looking for. 
   
  Weather Prediction:  Activating atmospheric sensors allows the XP 
  robot to predict the weather over a large area (2 km/ per level ra-
  dius). However, weather can be unpredictable (especially on unknown 
  worlds) and there is a secret 10% chance that the prediction will be 
  wrong. 
   
  Teleport: An XP robot can bend the space/time continuum for quick 
  escapes—it can teleport up to 144m away from its present location. It 
  must be able to see the spot it’s teleporting to.     
  WAR 
  War robots are perhaps the most feared of all robots. Their appear-
  ance on the battlefield is often enough to make the enemy surrender 
  without a single shot being fired. 
   
  SKILLS: none 
  WEAPONS: a warbot comes with a laser rifle & a sonic mace 
  ARMOR: warbots have the Armor Plating Upgrade (+2 AC) 
   
  ABILITIES 
  Roll a d6. On a 1-4, the warbot is normal sized. On a 5-6 it’s a Titan 
  Class Warbot. It becomes Large-sized (+1 to all damage dealt but –1 
  to AC). 
   
  Hellfire Rockets: The warbot fires smart rockets that autoseek their 
  targets. These rockets hit automatically for 1d3+1 points of damage. 
  The warbot fires 1 for every odd level it has achieved (1 at 1st, 2 at 
  3rd, 3 at 5th, etc).  
   
  Force Screen: The warbot projects a force screen that moves to de-
  flect incoming attacks. It grants the warbot a +5 to its AC. The screen 
  lasts for 1d6+1 rounds. 
   
  Elbow Rockets: Activating microrockets on its elbows allows the war-
  bot to deliver an extra 3d6 points of damage on a melee attack.  The 
  use of this power must be declared before the hit roll is made—a miss 
  wastes the ability. 
  
SOURCE: textdata/thevault/X-Plorers/X-Plorers Supplemental/X-Plorers Robot Class.pdf