TEXT: StarCluster 2 - Robot Design Guide
  Robot Design Guide - 1 -
  StarCluster 2
  Robot Design Guide
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 2 -
  StarCluster 2
  Robot Design Guide 
  by clash bowley 
  Copyright 2000, 2001, 2002, 2003, 2005 - Flying Mice Games
   
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 3 -
  Creating a robot 
  Robots are computer brains which have been placed into mobile bodies. These bodies come in 
  many different shapes and sizes, as do the brains. If a person in the game is injured too severely 
  for healing, the effected body part may be replaced with a robot part. This does not make the per-
  son into a robot, even if everything but his brain is replaced by robot parts. Such people are 
  referred to as ʺcyborgsʺ, for ʺCybernetic Organismʺ. There are robots which are indistinguishable 
  from people, and people who are indistinguishable from robots, as well as a great variety in 
  between. 
  The first step in creating a robot is to decide what tasks the robot will be called upon to serve. For 
  instance, using an intelligent SP brain in a robot destined to lift heavy objects is a waste, as is forc-
  ing a robot designed for cargo handling to serve as a personal servant. Most players want robots as 
  friends and companions, but your needs may vary. One should also determine an approximate 
  budget. It is easy to go overboard when designing robots. 
  Once you have decided on your robot’s role, select an appropriate brain. This is probably the most 
  important choice you have, as the brain is the robot. Changing the robot’s manipulators gives you 
  the same robot with new manipulators. Changing its brain gives you a new robot. 
  Robot Brains 
  The thing which makes a robot a robot is the brain. There are 2 basic types of robot brain, manu-
  factured in totally different ways. The first type is the normal brain. These types of robot brain are 
  available at TL8 and above, and must be programmed by a person to use senses and perform 
  skills. The second type of brain, available at TL9, is the Self-Programming or ʺSPʺ brain. Self-pro-
  gramming brains are programmed with an initial skill set, but can learn skills like a person. 
  Skills (or programs), whether programmed in or learned, take up resources in the robot’s brain. 
  Each variety of brain has a rating given as: Number of initial programs/programs learned per 
  year/max # of programs. Thus a rating of 15/1/25 means the brain has 15 initial programs, and can 
  learn 1 program per year, up to a maximum of 25. 
  There are 2 important terms anyone who deals with robots should know. These terms are ʺSelf 
  Awareʺ and ʺSelf Programmingʺ. Self aware brains are sentient. That is, they are aware of who 
  they are, and can think in the abstract. Non-self programming brains are not designed to be self-
  aware, but occasionally during the manufacturing process a glitch happens and the brain becomes 
  self-aware. Self programming brains are always self-aware. 
  All self-aware robots are, by definition, sentient. Involuntary servitude of sentient beings is con-
  sidered slavery in SaVaHuTa, although not in the Diasporan Community (one of several minor 
  differences), so self-aware robots cannot be held in perpetual servitude in SaVaHuTa. Unfortu-
  nately, robots cost considerable money to create, and immediately freeing them would be unfair to 
  the creator, so a compromise was reached whereby robots are held in indentured servitude and 
  are ʺpaidʺ by the owner of their contract in fictitious credits according to the job they perform until 
  they pay off the cost of their creation, at which point they are ʺmanumittedʺ - they become totally 
  free. As robots live far longer than humans, this is bearable, and fair to the owners. 
  The type of brain also helps determine the maximum number of extensors a robot can control. 
  Each brain is given a ʺslotʺ rating. The more slots a brain has, the more extensors it can control. 
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 4 -
  Table 1: Robot Brains
  Brain
  Slots
  Limits
  Abbera-
  tion Table 
  & Modifier
  Kg/Factor
  Tech Level
  Extensor-
  Control 
  Slots
  Price per 
  Factor
  Embedded
  2/0/2
  Factor 1
  A+0
  2 kg
  7
  1
  10cr
  Anima
  3/0/3
  Factor 1
  A +0
  1 kg
  9
  1
  15cr
  Slave
  4/0/4
  Factor 1
  A +0
  1 kg
  10
  2
  18cr
  Drone
  5/0/5
  Factor 1
  A +0
  2 kg
  8
  2
  20cr
  Helper
  8/0/8
  Factor 1
  A +0
  1 kg
  10
  2
  25cr
  Worker
  10/0/10
  Factor 1
  A +5
  5 kg
  8
  2
  30cr
  Porter
  15/0/15
  Factor 1
  A +10
  7 kg
  8
  3
  40cr
  Carter
  15/0/15
  Factor 1
  A +15
  3 kg
  10
  4
  45cr
  Servant
  20/0/20
  Factor 1
  A +15
  9 kg
  8
  4
  50cr
  Butler
  30/0/30
  Factor 1
  A +25
  5 kg
  9
  4
  100cr
  SP I
  15/1/25
  Factor 1
  B +0
  2 kg
  9
  2
  100cr
  SP II
  10/2/30
  Factor 1
  B +5
  3 kg
  9
  3
  150cr
  SP III
  10/3/35
  Factor 1
  B +10
  4 kg
  10
  4
  200cr
  SP IV
  10/2/50
  Factor 1
  B +15
  4 kg
  10
  5
  300cr
  SP V
  15/2/50
  Factor 1
  B +20
  4 kg
  10
  6
  350cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 5 -
  Robot Torsos 
  Next select a torso - the torso name is a terse and very general description of its appearance. The 
  torso is the robot’s body without its limbs. An ʺanthroʺ torso is humanoid in shape. A ʺsastraʺ 
  torso is humanoid with a tail. If you wish to create a robot which looked like a Human or Tagris, 
  select ʺanthroʺ. If you wish to create one which looks like a Sastra or Vantor, select ʺsastraʺ. The 
  torso determines the maximum number of extensors (arms) the robot can have, along with the 
  number of extensors the robot brain can control. 
  In any torso type, increasing the factor increases the number of attachment points for extensors, 
  the mass, and the cost. For example, a factor 3 spherical torso would have 3 attachment points for 
  extensors, weigh 30kg, and cost 210cr. A ʺplasticʺ torso is a torso made out of active plasteel, which 
  can change its shape to be whatever the robot brain wants. This is really useful only with self-
  aware robot brains. 
  * These components can change to be whatever shape is needed. The mass remains the same. They are made out
  of Active Plasteel.
  Table 2: Robot Torsos
  Torso
  Extensor 
  Points per-
  Factor
  Limits
  Kg/Factor
  Tech Level
  Price per 
  Factor
  Box
  1
  40 kg
  7
  40cr
  Barrel
  1
  30 kg
  7
  90cr
  Cylinder
  1
  20 kg
  7
  100cr
  Sphere
  1
  10 kg
  7
  70cr
  Faceted
  2
  15 kg
  8
  150cr
  Skeletal
  2
  5 kg
  9
  200cr
  Anthro
  2
  Factor 1
  35 kg
  8
  350cr
  Sastra
  3
  Factor 1 
  20 kg
  8
  260cr
  Mantid
  3
  10 kg
  9
  200cr
  Animal
  3
  30 KG
  8
  150cr
  Plastic*
  2
  10 kg
  10
  350cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 6 -
  Robot Extensors 
  Next select the type of extensor you want at each attachment point on the torso. ʺAnthroʺ exten-
  sors are humanoid, while ʺtelescopingʺ do not bend but extend like a telescope. ʺJointedʺ exten-
  sors bend at joints, and ʺtentacle/tailʺ extensors bend anywhere along their length. ʺDeformingʺ 
  extensors are made of active plasteel and can change shape. Increasing the factor increases the 
  extensor’s strength, mass, and the cost. For instance a jointed extensor has a strength of 15 per fac-
  tor, so a factor 3 jointed extensor would have a strength of 45, a mass of 15 kg, and a cost of 30cr. 
  The lower of the 2 numbers which control extensors - brain ʺslotsʺ and attachment points - deter-
  mines the actual number of extensors the robot can have. 
  * These components can change to be whatever shape is needed. The mass remains the same. They are made out
  of Active Plasteel.
  Robot Manipulators 
  Each extensor has at its end a manipulator or (hand). Manipulators are how a robot affects the 
  world, just as humanoids use hands. Manuipulators are divided into simple and complex types. 
  Simple manipulators have basic grip pressure sensitivity. ʺHookʺ manipulators are open hooks, 
  while ʺpincersʺ are two jointed opposed clamping fingers. ʺClampʺ manipulators use opposed 
  pressure pads to grip items. ʺClawʺ manipulators are jointed fingers with no opposable thumb. 
  Complex manipulators have true touch feedback built in. This is separate from the ʺtouchʺ senses, 
  as they effect the whole body, while this touch sensitivity affects only the manipulator. ʺHandʺ 
  manipulators work like a humanoid hand. ʺSocketʺ type manipulators are designed to hold a vari-
  ety of specially shaped components. ʺComputerʺ sockets are direct interfaces to computers. ʺToolʺ 
  sockets are designed to hold various non-power tools. ʺPower toolʺ sockets are designed to hold 
  and provide power to specially designed power tools, while ʺweaponʺ sockets do the same for 
  specially designed weapons, and in addition are used as ʺcomputerʺ sockets when accessing mili-
  tary computers - and only military computers. ʺMalleableʺ manipulators change shape to reflect 
  the robot’s needs, being made of active plasteel. ʺTentacle/Tailʺ manipulators are equivalent to a 
  Sastra’s prehensile tail, able to grip things by wrapping around them. 
  Table 3: Robot Extensors
  Extensor
  STR  per 
  Factor
  Mass Sup-
  ported per 
  Factor
  Limits
  Kg/Factor
  Tech Level
  Price per 
  Factor
  Jointed
  15
  80 kg
  Factor 3
  5 kg
  7
  10cr
  Telescoping
  25
  175 kg
  Factor 3
  5 kg
  7
  30cr
  Tentacle/
  Tail
  8
  50 kg
  Factor 3
  5 kg
  8
  125cr
  Anthro
  8
  50 kg
  Factor 3
  5 kg
  8
  75cr
  Deform-
  ing*
  8
  50 kg
  Factor 3
  5 kg
  10
  200cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 7 -
  The sockets are not standard cluster-wide, except for weapon sockets, which are standard in all 
  SaVaHuTa worlds because of the military - there is a different weapon socket standard in the 
  Diasporan Community. Most sockets are standard over a certain trade route, or set of systems that 
  trade with a particular robotic supplier. As an example, there are a dozen major robotic manufac-
  turers on Glorianna in the Gloria system alone, and they trade over an area of about 4-6 jumps in 
  any given direction. Within that area, the Glorianna sphere, sockets are pretty much uniform. 
  They are very different in the trading sphere around Mickey’s Birthday, or Faren, or Brass, or any 
  of the other major robotic suppliers. 
  * These components can change to be whatever shape is needed. The mass remains the same. They are made out
  of Active Plasteel.
  Table 4: Robot Manipulators
  Manipula-
  tor
  COOR  per 
  Factor
  Limits
  Kg/Factor
  Tech Level
  Price per 
  Factor
  Hook
  1
  Factor 3
  1 kg
  7
  5cr
  Pincer
  3
  Factor 3
  2 kg
  7
  10cr
  Claw
  6
  Factor 3
  3 kg
  7
  15cr
  Computer 
  Socket
  8
  Factor 3
  1 kg
  7
  15cr
  Tool Socket
  8
  Factor 3
  1 kg
  7
  5cr
  Power Tool 
  Socket
  8
  Factor 3
  1 kg
  7
  25cr
  Weapon 
  Socket
  8
  Factor 3
  1 kg
  8
  30cr
  Hand
  8
  Factor 3
  1 kg
  8
  30cr
  Malleable*
  8
  Factor 3
  1 kg
  10
  50cr
  Tentacle/
  Tail
  3
  Factor 3
  1 kg
  8
  5cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 8 -
  Robot Locomotors 
  The next component to select is the locomotor (or mover). Locomotors are how the robot moves 
  around in the world. Robots have one set of locomotors at most, although a robot does not need 
  locomotors. The types of locomotors are pretty self-descriptive, but remember ʺair cushionʺ needs 
  an atmosphere, while ʺtracksʺ and ʺwheelsʺ need gravity in order to operate, and ʺA-Gravʺ is a 
  TL9 technology. ʺAnthroʺ locomotors are a pair of humanoid legs with hips and buttocks. 
  ʺDeformingʺ locomotors are constructed of active plasteel, and change shape in accordance with 
  the robot’s needs. The factor of locomotor determines the mass it can move, it’s own mass, and the 
  cost. The factor does not affect agility. In selecting the locomotor factor, remember to estimate the 
  robots finished mass along with likely loads it might be carrying, otherwise, you will find you 
  have created a robot which cannot do the work it was designed to do. 
  * These components can change to be whatever shape is needed. The mass remains the same. They are made out
  of Active Plasteel.
  ** At Tech Level 9, this must be in the form of a flat plate one square meter in area. At Tech Level 10, the plates can
  be made smaller, and be stacked. The shape of the robot is no longer limited by the shape of the plate.
  Table 5: Robot Locomotors
  Locomot-
  tor
  AGY
  Mass Sup-
  ported per 
  Factor
  Kg/Factor
  Tech Level
  Price per 
  Factor
  Tracks
  2
  50 kg
  10 kg
  7
  10cr
  Wheels
  4
  40 kg
  10 kg
  7
  15cr
  Air Cush-
  ion
  6
  40 kg
  10 kg
  7
  25cr
  A-Grav 1**
  12
  5000 kg
  5 kg
  9
  100cr
  A-Grav 2**
  12
  50 kg
  0.05 kg
  10
  1cr
  Jumpers
  6
  40 kg
  10 kg
  8
  50cr
  Spider Leg
  8
  25 kg
  5 kg
  8
  10cr
  Anthro Leg
  8
  60 kg
  10 kg
  8
  200cr
  Sastra Leg
  10
  50 kg
  7 kg
  8
  200cr
  Deform-
  ing*
  8
  30 kg
  10 kg
  10
  200cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 9 -
  Robot Surfaces 
  Next, the robot’s surfaces are selected. The surface is the robot’s skin, and affects its appearance 
  and its integrity as regards air or water, as well as it’s rating as armor. Surfaces can be layered with 
  the lightest surface outward, that is chromskin can be layered over sheet steel which can be lay-
  ered over armor. Chromskin and pseudoskin are differentiated only by their outward appearance, 
  that is pseudoskin looks like flesh and hair while chromskin is a glossy mirror finish. 
  Chromskin, pseudoskin, and active plasteel are flexible, while the others are rigid. Active plasteel 
  surfaces are actively colored as well, being whatever color and texture the robot brain wishes at 
  the time. Surface factor affects the robot’s ʺprotect pointsʺ which is the robotic equivalent of consti-
  tution, mass, and cost. In layered surfaces, the outermost layer affects what chance the robot can 
  be hit - in other words, the category of ʺarmorʺ opponents are shooting at - but all surface protect 
  points are added. 
  * These components can change to be whatever shape is needed. The mass remains the same. They are made out
  of Active Plasteel.
  Table 6: Robot Surfaces
  Surface
  Protect 
  Points  per 
  Factor
  Hit Table
  Limits
  Kg/Factor
  Tech Level
  Price per 
  Factor
  Sheet 
  Metal
  100
  Steel
  Factor 2
  5 kg
  7
  25cr
  Ceramic
  150
  Ceramic
  Factor 3
  7 kg
  8
  50cr
  Plasteel
  200
  Plasteel
  Factor 3
  10 kg
  9
  75cr
  Active 
  Plasteel*
  200
  Plasteel
  Factor 2
  10 kg
  10
  150cr
  Armor
  250
  Plate
  Factor 3
  15 kg
  7
  100cr
  Chromskin
  75
  Chromskin
  Factor 2
  1 kg
  10
  50cr
  Pseudoskin
  75
  Skin
  Factor 2
  1 kg
  8
  60cr
  Pseudofur
  75
  Skin
  Factor 2
  2 kg
  8
  50cr
  Jewelled
  200
  Ceramic
  Factor 3
  7 kg
  8
  75cr
  Plastic
  50
  Hide
  Factor 2
  1 kg
  7
  10cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 10 -
  Robot Power Supplies 
  Power supplies affect how the computer is powered. ʺDirectʺ power is supplied from elsewhere 
  when the robot is plugged in. ʺCapacitorʺ power works like direct power, but the robot can func-
  tion on stored energy for a short while. ʺBatteriesʺ and ʺPowerPaksʺ are modular replaceable 
  power supplies. Usually 2 sets of batteries or PowerPaks are purchased with a robot using this 
  power source so that one may be recharged while the other is in use. The robot’s mass must be 
  totaled at this point and a power supply sufficient to power it selected. 
  Table 7: Robot Power Supplies
  Power Sup-
  plu
  Description
  Mass Pow-
  ered per 
  Factor 
  Kg/Factor
  Tech Level
  Price per 
  Factor
  Direct
  Plug in to current
  20 kg
  0.1 kg
  7
  0 cr
  Capacitor
  Plug in with 30 minute 
  unplugged running time
  20 kg
  10 kg
  7
  5 cr
  Batteries 7
  Replace Daily
  20 kg
  1 kg
  7
  25 cr
  Batteries 8
  Replace Weekly
  20 kg
  1 kg
  8
  10 cr
  Power Pak  
  8
  Replace Weekly
  30 kg
  1 kg
  8
  25 cr
  Batteries 9
  Replace Monthly
  20 kg
  1 kg
  9
  5 cr
  Power Pak 
  9
  Replace Yearly
  500 kg
  1 kg
  9
  10 cr
  Power Pak 
  10
  Never Replace
  50 kg
  1 kg
  10
  10 cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 11 -
  Robot Senses and Skills 
  Finally, one chooses the robots senses and initial skills, called programs. Programs have different 
  resource requirements, and the usual amount of resources required is called a ʺslotʺ. Most pro-
  grams use one slot, but some use two. A program with two slots is the same to the robot as two 
  programs using one slot each. Any sensory program which is called ʺExtendedʺ subsumes the 
  basic sense. In other words, Extended Vision I includes Basic Vision. Do not exceed the robot’s ini-
  tial number of programs (slots). 
  SP brains will learn skills at the rate given from that point forward, and if the maximum number 
  of slots is exceeded, a skill is ʺforgottenʺ and the new skill replaces it, but the initial program set 
  must be reprogrammed by a programmer and cannot be forgotten. 
  Table 8: Robot Senses
  Sense or Program
  Description
  Slots Used
  Tech Level
  Price
  Basic Vision
  Normal Human Vision
  1
  7
  10cr
  Extended Vision 1
  Basic with IR and UV
  1
  7
  15cr
  Extended Vision 2
  Basic with Light Enhancing
  1
  7
  15cr
  Extended Vision 3
  Basic with 60 X Distance Vision
  1
  7
  15cr
  Night Vision
  Extended Vision 1 and 2
  1
  8
  25cr
  Super Vision
  Night Vision and Extended Vision 3 
  1
  9
  40cr
  Basic Hearing
  Normal Human Hearing
  1
  7
  5cr
  Extended Hearing 1
  Basic with Ultrahigh Frequency
  1
  8
  15cr
  Extended Hearing 2
  Basic with Ultralow Frequency
  1
  8
  15cr
  Extended Hearing 3
  Basic with Long Range X5
  1
  8
  15cr
  Full Range Hearing
  Extended Hearing 1 and 2
  1
  9
  25cr
  Super Hearing
  Full Range plus Extended Hearing 3
  1
  10
  40cr
  Basic Smell
  Normal Human Smell
  1
  8
  25cr
  Extended Smell
  Extremely Sensitive Smell
  1
  10
  100cr
  Basic Taste
  Normal Human Taste
  1
  8
  50cr
  Extended Taste
  Extremely Sensitive taste
  1
  10
  300cr
  Poor Touch
  Half Normal Human Touch 
  1
  7
  50cr
  Basic Touch
  Normal Human Touch
  1
  8
  150cr
  Extended Touch
  Extremely Sensitive Touch
  1
  10
  300cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 12 -
  Repairing Robots 
  Normal brains require a cybernetics skill of at least +3 to reprogram, and SP brains need a cyber-
  netics skill of at least +5 to reprogram. Mechanics and Electronics can be used to repair the robot’s 
  body, depending upon the type of damage. A successful skill check will repair the robot, the  num-
  ber of protect points repaired is equal to the Quality of Success roll.
  Points to remember
  When making a humanoid robot, remember that excessive factors make the robot seem inhuman. 
  For instance, a robot with extensors higher than factor 2 would have arms inhumanly large. Gen-
  erally speaking, factor 2 is the highest one can go while still seeming to be within the humanoid 
  norm, factor 1 for Sastras and Vantors. Also, layers of armor make the robot seem stiff and artifi-
  cial. They also make the robot heavy. A well designed robot from TL 8 and up can be indistin-
  guishable from a human to casual inspection. A heavily modified Humanoid can be 
  indistinguishable from a robot. It can be tricky indeed to know whether your fellow citizen is a 
  robot or not. 
  Robot Personalities 
  Roll or choose one Basic personality, one Sense of Humor, and as many Others as you feel neces-
  sary. It is more difficult to play a robot with character traits which contradict each other, such as 
  ʺBrilliantʺ and ʺSlowʺ, than to play one with neutral traits, such as ʺFurtiveʺ and ʺCuttingʺ, or com-
  plementary traits, such as ʺBluffʺ and ʺHeartyʺ. Basic and humor traits which are complementary 
  are listed next to each other.  
  Non-self-aware Robots have no personality. They exist only to serve their master. 
  Self-aware Robots have definite personalities. Roll or choose personality traits from the following 
  table: 
  Table 9: Robot Skill Programs
  Sense or Program
  Description
  Slots Used
  Tech Level
  Price
  Basic Language
  Single Human Language
  2
  8
  50cr
  Speech Set I
  All SaVaHuTa Languages
  4
  9
  150cr
  Speech Set II
  All Diasporan Comm. Languages
  4
  9
  150cr
  Interface
  Direct Computer Connection
  5
  7
  50cr
  Program
  Any Non-Psionic Skill level
  1
  7
  30cr
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 13 -
  Table 10: Robot Perssonalities
  %d roll 
  Basic
  Sense of Humor
  Other
  01-08
  Gentle
  Quiet
  Habitual Ges-
  tures
  09-11
  Furtive
  Sly
  Impatient
  12-16
  Studious
  Nonexistent
  Twitchy
  17-20
  Sullen
  Sarcastic
  Bashful
   21-30
  Cheerful
  Irreverent
  Forceful
   31-38
  Skittish
  Nervous
  Brave
   39-43
  Romantic
  Playful
  Dreamy
  44-50
  Shy
  Imaginative
  Earnest
  51-54
   Condescending 
  Cutting
  Loves Riddles
  55-62
  Brilliant
  Witty
  Artist
  63-68
  Dogged
  Slow
  Open, Trusting
  69-78
  Bluff
  Hearty 
  Bold
  79-85
  Serene
  Appreciative
  Timid
  86-90
  Angry
  Practical Joker
  Ponderous
  91-00
  Bubbly
  Silly
  Talker 
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 14 -
  Aberration Tables  
   
  Table 11: Abberation Table A
  %dice
  Abberation
  Details
  001-100
  No Abberation
  Nothing
  101-103
  Self Aware
  Roll on Aberration Table B +0
  104-105
  Self Aware
  Roll on Aberration Table B +5
  105-107 
  Self Aware
  Roll on Aberration Table B +10
  107-110
  Self Aware
  Roll on Aberration Table B +15
  110-112
  Self Aware
  Roll on Aberration Table B +20
  113-115
  Self Aware
  Roll on Aberration Table B. If result is 50 or less, continue 
  rolling until result of greater than 50 occurs
  Table 12: Abberation Table B
  %dice
  Aberration
  01-50
  Relatively Normal
  51-53
  Passionately devoted to owner
  54-56
  Tendency to wander off unsupervised
  57-59
  Collects things - Roll again
   60-63
  Prone to mild psychosomatic illness
  64-67 
  Periodically Amnesiac
  68-70
  Pacifist - Roll again
  74-77
  Champion of Robot’s Rights
   78-80
  Believes self to be human
  81-85
  Believes in a Robot God
  86-90
  Believes in a Robot God. Wants to become a Priest.
  91-98
  Superiority Complex - Roll again 
  99-105
  Inferiority Complex - Roll again
  106-115
  Depressed  
  116+
  Manic-depressive
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 15 -
  Standard Robots 
  Box bot 
  Component Type Cost Kg 
  Brain Servant 50 9 
  Torso Box Factor 1 40 40 
  Extensor Tentacle Factor 1 125 5 
  Manipulator Socket 15 1 
  Surface Sheet Steel 100 4 
  Locomotor Wheels 45 30 
  Power Supply Batteries 1 75 6 
  Senses Interface 150 0 
  Price 350cr Totals 600cr 95kg 
  Sastra Bot 
  Component Type Cost Kg 
  Brain SPIII 200 4 
  Torso Sastra 260 20 
  Extensor Tentacle Factor I 125 5 
  Anthro Factor I 150 5 
  Anthro Factor I 150 5 
  Manipulator Tentacle/Tail 5 1 
  Hand 30 1 
  Hand 30 1 
  Surface Pseudoskin 60 1 
  Locomotor Anthro 100 10 
  Power Supply Power Pak 4 10 1 
  Senses Basic Vision 10 
  Hearing 5 
  Basic Speech 2 
  Price 900cr Totals 1087cr 54kg 
  Floater bot 
  Component Type Cost Kg 
  Brain SP III 150 3 
  Torso Sphere Factor III 210 30 
  Extensor Tentacle Factor I 125 5 
  Tentacle Factor I 125 5 
  Tentacle Factor I 125 5 
  Manipulator Hand 30 1 
  Hand 30 1 
  Socket 15 1 
  Surface Ceramic 150 5 
  Chromskin 150 0 
  Locomotor A-Grav 2 Factor 4 4 0.2 
  Power Supply PowerPak 4 10 1 
  Senses Basic Vision 10 
  Hearing 5 
  Speech 50 
  Price 1000cr Totals 1255cr 57.2 Kg 
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 16 -
  Barrel Bot 
  Component Type Cost Kg 
  Brain Servant 50 9 
  Torso Barrel 200 40 
  Extensor Telescoping Factor I 50 5 
  Telescoping Factor I 50 5 
  Manipulator Pincer 15 2 
  Socket 15 1 
  Surface Sheet Metal 100 4 
  Locomotor Wheels Factor IV 60 40 
  Power Supply Batteries 1 125 5 
  Senses Extended Vision 1 15 
  Hearing 5 
  Interface 150 
  Price 625cr Total 870cr 111 Kg 
  Anthro Bot 
  Component Type Cost Kg 
  Brain SP III 200 4 
  Torso Anthro 350 35 
  Extensor Anthro Factor I 150 5 
  Anthro Factor I 150 5 
  Manipulator Hand 30 1 
  Hand 30 1 
  Surface Sheet Steel 50 4 
  Chromskin 12 0 
  Locomotor Anthro Factor I 100 7 
  Power Supply PowerPak 4 10 1 
  Senses Basic Vision 10 
  Hearing 5 
  Basic Speech 50 
  Price 1000cr Totals 1255cr 67 Kg 
  Spider bot 
  Component Type Cost Kg 
  Brain Porter 40 7 
  Torso Cylinder Factor I 90 30 
  Extensor Jointed Factor I 10 5 
  Manipulator Hand 30 1 
  Surface Sheet Steel 75 3 
  Locomotor 6 Spider Legs 60 30 
  Power Supply Batteries 1 75 3 
  Senses Basic Vision 10 
  Price 320cr Total 375cr 79 Kg 
  
  StarCluster 2 - Robot Design Guide
  Robot Design Guide - 17 -
  Robot Construction Sheet 
  Component 
  Feature/Factor 
  kg/Factor 
  Factor 
  Mass 
  Cost 
  Brain 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  Torso 
  ----------------------- 
  -------------------- 
  ------------- 
  ----------- 
  -------kg 
  ------cr 
  Extensors 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  Manipulators 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  Locomotors 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  Surfaces 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  ----------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr 
  Power Supply 
  ---------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr  
  Total 
  ---------------------- 
  -------------------- 
  ------------ 
  ----------- 
  -------kg 
  ------cr  
  Installed Senses/Programs 
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SOURCE: textdata/thevault/Starcluster/Starcluster 2 Robot Design Guide.pdf