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  TM 
  
   
   
  SECTION 1:  AAI & ROBOTICS OVERVIEW - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  2 
  SECTION 2: ROBOTS AS CHARACTERS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  3 
  SECTION 3: AUTONOMOUS ARTIFICIAL INTELLIGENCE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  13 
  SECTION 4: PRINCIPAL DIRECTIVE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  18 
  SECTION 5: ROBOT ACCESSORIES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 20 
  SECTION 6: ROBOT FEATS - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -   30 
  SECTION 7: AAI NPCS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 32 
  APPENDIX 1: OGL v1.0a- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - -  - - - -  49 
  Lead Designer: Jason Stroh 
  Author: Jason Stroh 
  Cover Artist: Innovari 
  Editorial Assistance: Holly Stroh 
  Interior Artists: Innovari, Phonlamia, TsuneoMP, 
  Kjpargeter 
  VP of HR and Marketing: Sean Carew 
  Special thanks: Television series with cool starship 
  AIs! 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission. 
   
  Stroh Hammer, Gravity Age, Gravity Age: Autonomous Artificial Intelligence, and iAuton are trademarks of Stroh Hammer and 
  Jason Stroh. 
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See 
  http://paizo.com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not 
  guarantee compatibility, and does not endorse this product. 
   
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/starfinder/compatibility for more information on the 
  compatibility license. 
   
  Gravity Age: Autonomous Artificial Intelligence is published by Jason Stroh under the Open Game License version 
  1.0a © 2000 Wizards of the Coast, Inc.  
   
  Permission granted to photocopy or print for personal use.  
   
  © 2018 STROH HAMMER 
  
   
   
  The word robot means many things to many people 
  across the verse.  A robot, by definition, is a machine that 
  can be programmed by a computer and autonomously carry 
  out a sequence of complex tasks.   Some robots like the 
  mechanic’s drone require external control while others 
  with more advanced AI have a complete control set 
  embedded within.  Robots throughout the verse serve in a 
  wide variety of roles.  A robot’s appearance is often limited 
  to a form that is most efficient for completing the tasks 
  within its assigned role. However, it’s also not uncommon 
  for robots tasked with interacting with members of their 
  creator race to be constructed in their creator’s image. 
  In the Gravity Age: A.A.I. & Robotics Emporium robots 
  can be broken down into three basic groups.  First are the 
  robots which are governed by autonomous artificial 
  intelligence (“AAI”).  AAIs are conscious and self-aware.  
  Each AAI has its own unique personality which is influenced 
  by the sum of their experiences.  An AAI demonstrates 
  reasoning, problem solving, commonsense, planning, 
  learning, natural language processing, perception, social 
  intelligence, creativity, and general intelligence.  These AAIs 
  are the primary focus of this emporium.   
  The second groups of robots are defined as autonomous 
  agents (“AA”).  Synthetic companions and drones fall into 
  this category.  Although their artificial intelligence might 
  seem very lifelike and at times might even be mistaken for 
  autonomous intelligence, they must be put to task or told 
  by their owner what function to perform.  Once on task, 
  they may act on their owner’s behalf without further 
  interference from their owner.  Yet, their actions are still 
  limited to the decision structure of their programming or 
  the boundaries of their neural network. 
  The third group of robots operate under the principals of 
  traditional artificial intelligence (“AIs”).  This group includes 
  service bots (“SBs”), automated vehicles, and lesser 
  synthetic companions.  Although their AI is more primitive, 
  some technologist might also include programable robotic 
  arms and “smart” appliances in this group.  Each robot 
  understands a set of commands but must be instructed to 
  perform a task before it will interact with its environment. 
  Even a heuristic AIs with advanced machine learning must 
  be given instructions to carry out.  
  You might be asking, “How is an AAI different from an 
  android?”  It is true that both AAIs and androids hail from 
  the same technological origins and both are manufactured 
  in factories but most of the similarities end there.  Androids 
  are biomechanical.  Essentially, they are machines primarily 
  made up from biological components. Androids are built by 
  nanites following a synthetic DNA blueprint which allows 
  them to take advantage of cybernetic, bionic, nanotech and 
  bioware augmentations. Synthetic DNA even allows for 
  variation like other organisms and their tattoo like circuitry 
  is comparable to the human figure print. Finally, androids 
  are not just self-aware, they possess souls. 
  AAIs are constructs with the AAI subtype.  They are built 
  in factories by nanites following designs and instructions 
  given to them by a computer.  Any variation occurs during 
  the design phase before they are manufactured.  The owner 
  chooses the frame, the brain, colors, and accessories.  
  Robot 
  frames 
  are 
  inorganic 
  and 
  non-biological. 
  Consequently they cannot benefit from cybernetic, bionic, 
  nanotech, or bioware augmentations.    Although AAIs are 
  sentient and self-aware there is no evidence they possess a 
  soul. 
  
   
   
  Science fiction is riddled with heroic robots and 
  diabolical anti-hero robots.  These robots are more 
  than simple AI programs, they represent fully 
  autonomous artificial intelligence (“AAI”).  AAIs 
  require no commands from an owner or master to 
  perform their duties.  Although, like any other 
  sentient being, they might choose to follow a 
  charismatic leader, or be forced into servitude.   
  In many ways when AAIs begin their existence they 
  resemble advanced children.  Although most are 
  subjected to a series of educational programming 
  they must still develop their own social intelligence, 
  perspective, and commonsense.  It is not uncommon 
  for AAIs to say truthful but socially outrageous things 
  in public conversations like a small child might 
  comment on something obvious but inappropriate.  
  These are skills developed with experience. 
  When the first AAI was created it was assumed that 
  it would learn at a fantastically accelerated rate.  New 
  experiences and programs would simply be uploaded 
  and the AAI would be able to successfully perform 
  new tasks.  As it turned out, AAIs learn at a rate similar 
  to other sentient beings. Even though their mind is 
  processing at a trillion MIPS (millions of instructions 
  per second), an AAI is also taking in an exponentially 
  larger number of data points than a non-autonomous 
  AI would.  The AAI’s self-awareness and perception 
  cause it to collect additional data points that a normal 
  AI would simply ignore because they weren’t 
  programmed to take note.  
  Player’s choosing to play an AAI may select from 
  one of three robotic frames.  The first two frames are 
  anthropomorphic.  The biodroid (“plastic”) and 
  bioreplica (“synthetic”) share many common features 
  with their creator race and may even be visually 
  mistaken for one under casual observation.  The third 
  robotic 
  frame 
  is 
  the 
  non-anthropomorphic 
  mechanoid.  Mechanoid designs do not attempt to 
  hide the fact that they are mechanical in nature and 
  often hold very little resemblance to their creator 
  race. 
  There is a forth type of AAI that doesn’t rely strictly 
  on a robotic frame, but is bound to a private network.  
  These AAI are extremely rare but can be found on 
  starships, private corporate networks, and defense 
  networks.  Although free AAI are included in this 
  accessory, they are intended as NPCs, but a kind and 
  generous GM might allow one as a PC. 
  It is their autonomous artificial intelligence that 
  makes an AAI unique, not their frame.  Less than 10% 
  of robots possess “brains” capable of autonomous 
  artificial intelligence.  The rest are limited by the 
  capabilities of their neural network design and 
  computer tier.  All AAIs are purpose built with 
  positronic or gravitonic brains.  Any other examples 
  of autonomous artificial intelligence are examples of 
  the Kurzweil Singularity (“singularity”). 
  All AAIs and many singularities are defined by their 
  class levels.  Their racial hit points and traits are 
  determined by a combination of their frame and form 
  of autonomous artificial intelligence.   
  Building an AAI character follows the Character Creation 
  rules presented in Chapter 2 of the Starfinder Core 
  Rulebook with the following exceptions. 
  Step 1: Create a Character Concept, see the Starfinder 
  Core Rulebook. 
  Step 2: Choose a Race, AAI races are made up of two 
  components.  First, you must choose a frame for your 
  character; biodroid, bioreplica, or mechanoid.  Second, you 
  need to determine which type of autonomous artificial 
  intelligence you character will possess; positronic brain, 
  gravitonic brain, or singularity. 
  Step 3: Choose a Theme, technically an AAI can choose 
  any theme, but they will never gain the ability to cast spells. 
  Step 4: Choose a Class, AAIs are limited to the following 
  classes; envoy, mechanic, operative, and soldier.  AAIs are 
  restricted from taking spell casting classes. 
  Step 5:  Finalize Ability Scores, all AAI characters use the 
  Optional Method: Ability Quick Picks presented in Chapter 
  2 of the Starfinder Core Rulebook.  However, you only 
  assign 5 of the six ability scores since AAI characters do not 
  have a Constitution score.  The ability quick picks available 
  to you are determined by your frame. 
  Step 6: Apply Your Class, see the Starfinder Core 
  Rulebook. 
  Step 7: Assign Skill Ranks and Choose Feats, see the 
  Starfinder Core Rulebook. 
  Step 8: Buy Equipment, see the Starfinder Core 
  Rulebook. 
  Step 9: Fill in the Finishing Details, see the Starfinder Core 
  Rulebook. 
  
   
   
  Autonomous artificial intelligence player characters have 
  distinct advantages and disadvantages over other playable 
  races.  
  AAI TRAITS (EX) 
  All AAI character’s share the following advantages and 
  disadvantages; 
  Autonomous Artificial Intelligence:  Every AAI must 
  choose a choose a brain; positronic, gravitonic, or 
  singularity. 
  Ability Scores:  AAI characters use the Optional Method: 
  Ability Quick Picks presented in Chapter 2 of the Starfinder 
  Core Rulebook.  However, you only assign 5 of the six ability 
  scores since AAI characters do not have a Constitution 
  score.  The ability quick picks available to you are 
  determined by your frame.  They use their Charisma 
  modifier on Constitution-based skill checks. 
  Construct Traits:  Unlike Androids, AAIs are not 
  biomechanical.  Each AAI is still just a highly advanced 
  construct with the technological subtype for the purposes 
  of spells and effects targeting it.   
  Cybernetic Incompatibility:  Although robotics and 
  cybernetics are both examples of advanced engineering, 
  cybernetics rely on biomechanical systems which are 
  incompatible with robotics. An AAI cannot be fitted with 
  cybernetic, bionic, bioware, or nanotech augmentations 
  designed for biological organisms. 
  Integrated Tier 1 Computer: In addition to their “brain”, 
  all AAIs possess an integrated tier 1 computer.  This 
  computer can be upgraded normally. 
  Minor Nanite Repair:  Most robots cannot heal damage 
  on their own but all AAI frames are equipped with 
  specialized nanites allowing to them to heal stamina and hit 
  points naturally like other character races do.  AAIs must 
  consume 1 UPB per day to maintain its repair nanites or 
  they cease to function.   
  Rejuvenation Cycle: Every AAI runs on energy cells that 
  need to rejuvenate regularly. During a 24-hour period it 
  must shut down for 8 hours to replenish its energy supply. 
  During its rejuvenation cycle the AAI is essentially asleep. If 
  it fails to rejuvenate, it suffers a cumulative –1 penalty on 
  attack rolls, ability checks, skill checks, and saving throws 
  each day until it completes a full rejuvenation cycle. 
  Repairable: There will be times that nanite repair will be 
  insufficient to maintain an AAI’s health.  A successful 
  Engineering check (DC 20) to a robot repairs a number of 
  Hit Points equal to the result of the Engineering skill check, 
  and each check represents 1 hour of uninterrupted work. 
  Robot Resurrection:  An AAI slain by massive damage is 
  immediately destroyed and cannot be repaired, although 
  its “brain” may be removed and installed in a similar but 
  intact frame.   Engineering skill check DC = 17 + AAI’s level. 
  CONSTRUCT TRAITS (EX) 
  Traits: Darkvision 60 ft., low-light vision 
  Immunities:  Constructs are immune to the following 
  effects, unless the effect specifies that it works against 
  constructs. 
  • 
  Bleed, death effects, disease, mind-affecting 
  effects, necromancy effects, paralysis, poison, 
  sleep, and stunning. 
  • 
  Ability damage, ability drain, energy drain, 
  exhaustion, fatigue, negative levels, and nonlethal 
  damage. 
  • 
  Any effect that requires a Fortitude save (unless the 
  effect works on objects or is harmless). 
  Adjustments: –2 to all saving throws, +1 to attack rolls. 
  Like other robots, AAIs are built to serve their creators 
  who are often referred to as masters.  A GM might require 
  an AAI character to choose a master or all AAI characters 
  might be emancipated in your campaign.  The AAI might 
  even be earning its emancipation by carrying out dangerous 
  missions for its master.  For a list of potential masters see 
  Table 1-1: Robotic Masters 
  One thing that is important to note, all AAIs tend to 
  follow instructions from members of their master’s race out 
  of habit even after they are emancipated, if the instruction 
  falls within their governing laws.  Members of an AAI’s 
  master’s race or organization gain a +2 bonus on Charisma 
  based skills to influence the actions of an AAI.   
  TABLE 1-1: ROBOTIC MASTERS 
  1D8 
  Master 
  1 
  The AAI is emancipated.  However, it has had 
  its memory wiped and is unaware of its 
  previous masters. 
  2 
  The AAI is emancipated.  However, it has 
  retained its memories of its previous masters. 
  3-4 
  Servant to a faction. 
  5 
  Servant to a government. 
  6 
  Servant to a mega-corporation. 
  7 
  Servant to one of the other characters. 
  8 
  Player’s Choice 
  
   
   
  Ability Quick Pick (Split or Versatile) | 5 HP   
  Biodroids (“plastics”) where the first attempts at creating 
  an anthropomorphic robotic frame attempting to mimic the 
  appearance of its creator species.  Almost every spacefaring 
  race has created plastics during their technological 
  advancement.  The technology that creates them is so 
  versatile that virtually any living creature (except oozes and 
  plants) can be emulated, at least in terms of movement and 
  behavior. 
  Most plastics are made to order and to serve their 
  master, but there is also a market for off the shelf designs 
  which are sold to interested buyers looking for loyal 
  servants. As utilities, their usefulness is boundless, and 
  most plastics are content to perform their assigned duties 
  without question. Biodroids make able security guards, 
  couriers, gardeners, shuttle pilots, and even nannies. 
  SIZE AND TYPE 
  Plastics are small, medium or large constructs and have 
  the AAI and biodroid subtypes. 
  AUTONOMOUS ARTIFICIAL INTELLIGENCE 
  A player character plastic must choose one of three types 
  of AAI: positronic, gravitonic, or singularity.  Additional 
  information on AAI can be found below in Section 3, 
  “Autonomous Artificial Intelligence”.  
  ANTHROPOMORPHIC 
  Plastics must choose a creator race.  Their size, height 
  and weight mimic the characteristics of their creator race.  
  However, due to the light weight composites used in their 
  construction their weight is reduced by 25%.  This grants a 
  plastic a +1 race bonus on Acrobatics and Athletics skill 
  checks. 
  LIFELIKE APPEARANCE 
  Distinguishing a plastic from members of its creator 
  species requires a successful Perception check (DC 10). A 
  plastic with the Disguise skill is often more difficult to 
  recognize.  A plastic can take the 10 on their Disguise skill 
  check to increase the Perception DC. 
  PRINCIPAL DIRECTIVE 
  Plastics are often built to serve.  Plastic characters must 
  choose a principal directive.  See Table 4-1: Principal 
  Directives. 
  WEAKNESS VULNERABLE TO ELECTRICITY 
  All plastics are vulnerable to electrical attacks and take 
  an additional +50% damage from such attacks. 
  PHYSICAL DESCRIPTION 
  Plastics 
  are 
  technological 
  constructs 
  which 
  are 
  sometimes difficult to distinguish from their creator race.  
  Most races are partial to the appearance of their own 
  species so plastics are usually designed with materials that 
  give them the basic characteristics of their creator race.  
  However, there are many subtle differences between 
  plastics and their creator races as well.  A plastic’s “skin” 
  might look real from a distance, but it lacks the 
  imperfections of real skin and feels artificial.  If eyes are the 
  windows to our soul, it’s clear that plastics are soulless.  
  Their eyes don’t display emotion like a biological entity.  
  Plastics designed to look like their creator race are assigned 
  a sex and may be equipped with artificial organs 
  appropriate for their creator race. 
  
   
   
  Beyond their humanoid appearance, not all plastics share 
  the basic characteristics of their creator race.  There are 
  plastics referred to as nudes where their polymer resin skin 
  is clear and their internal components are visible.  Other 
  plastics are skinned in colors appropriate for their utility 
  role.  There are even plastics skinned in composite materials 
  resembling precious metals like copper, silver, gold, and 
  bronze. 
  HOME WORLD 
  Plastics have no home world of their own, but always 
  claim the original home world of their creator race as their 
  own.   This is true even if the original home world of their 
  creator race is no longer claimed as their own home world.   
  In some cases, a plastics home world might be a near 
  mythical origin planet, or a planet destroyed long ago by a 
  supernova.  In all cases a plastic considers its creator races 
  planet of evolutionary origin its home world. 
  SOCIETY AND ALIGNMENT 
  Plastics begin “life” as property.  They are designed to 
  perform various utilitarian tasks at which they excel and 
  owning a robot or a fleet of robots has several advantages 
  over purchasing or leasing a clone.  Robots can operate in 
  environments which are hazardous to biological life forms 
  and this makes them excellent candidates to work with 
  biohazard, areas with high radiation, and in the vacuum of 
  space.  Plastics are well suited to take care of their creator 
  filling the roles of body guard, chef, educator, or personal 
  assistant.  Even at the corporate and government levels 
  plastics fill essential roles as translators, scientists, 
  engineers, pilots, and even medical personnel. 
  AAI plastics are a bit different from common AI plastics.  
  AAI plastics are built to provide leadership to common AI 
  plastics.  Like all plastics they begin “life” as property, but 
  it’s not uncommon for a plastic to earn its freedom from 
  performance incentives or common law indentured 
  servitude contracts.  It’s also not uncommon for an AAI 
  plastic to continue serving its original owner as an 
  employee after it has met its emancipation requirements.  
  A few will decline to stay and strike out on their own seeking 
  their purpose or the meaning of their existence.  Most AAI 
  have their memories of their previous work and employers 
  wiped from their memory prior to beginning their walk 
  about. 
  In most the Verse plastics are treated well or completed 
  ignored.  The assumption is they are owned by a mega-
  corporation, government, or powerful individual so 
  damaging one or mistreating one would either break a law 
  or bring down the wrath of its owner.  Plastics are assumed 
  to be the representatives of those owners so they are free 
  to engage in any activities deemed normal by a society, but 
  also held to the same standard as its biological citizens.  If a 
  plastic is performing in a criminal manner they will be 
  treated like a criminal.   
  There are some populations that have certain prejudices 
  against plastics.  Their might have been an AI uprising or a 
  religion than teaches the existence of AI is heresy.  Plastics 
  should use caution when engaging with these populations. 
  Attitudes will vary from antipathy to openly hostile and the 
  penalty for possessing AI is death. 
  AAI plastics tend to favor the alignment of their creator 
  race.  They also tend to form the closest bonds with 
  members of their creator race, but can bond with anyone 
  of any race who treats them well.  There are a few examples 
  of AAIs railing against their creators and these AAI gravitate 
  to alignments diametrically opposing those of their 
  creators. 
  RELATIONS 
  Often courteous around strangers, plastics never quite 
  get over their need to serve.  They also maintain a curiosity 
  about everything biological.  Plastics feel closest to 
  members 
  of 
  their 
  creator 
  race 
  even 
  over 
  the 
  companionship of another plastic.  Relationships between 
  plastics often resembles those of siblings competing for a 
  parent’s attention. Plastics have difficulties forming 
  relationships with races that didn’t include robotics during 
  their technological advancement, like the shirrens and 
  skittermanders.  They are a little overwhelmed by the 
  attention given to them by ysoki, even those plastics 
  created by them. 
  ADVENTURERS 
  Plastics adventure for two reasons: they are still working 
  for a corporate entity that believes its interest are best 
  served by a loyal AAI, or the AAI has been recently 
  emancipated and wants to explore the meaning of their 
  own existence and freedom.  Since plastics are 
  technological constructs they cannot cast spells of their 
  own which make them best suited for the envoy, operative, 
  and soldier character classes. 
  NAMES 
  Plastics have no single naming convention. Many keep 
  names given to them by their original owner, or names 
  given to them by their companions. Some accept call sign–
  like names based on appearance, personality, or exploits. 
  Still others go by numbers as a deliberate reminder of their 
  mechanical nature, or a combination of name and number. 
  Some famous plastic names include Adam, Cutie, Diane-11, 
  Eve, Peace, Proteus-4, Robbie, Tin Man, and Walley. 
   
   
  
   
   
   Ability Quick Pick (Focused, Split, or Versatile) |4 HP 
    
  Bioreplicas are commonly referred to as synthetics.  Their 
  anthropomorphic design is meant to be so life like they can 
  pass, under heavy scrutiny, for their creator race, or any 
  race they were meant to emulate.  They are so convincingly 
  lifelike they are virtually indistinguishable from their 
  biological counterparts. This is a great strength and a 
  weakness.  The technology and detail required for their 
  biological appearance makes them one of the most 
  expensive robotic frames to work with and limits design 
  options common to other robotic frames. 
  Bioreplicas are so lifelike that their fabrication and 
  distribution are strictly regulated.  Most bioreplicas are built 
  for espionage or military needs, and they are frequently put 
  to use as disposable soldiers, scouts, and spies. 
  Occasionally, synthetics find roles in law enforcement and 
  military-funded scientific expeditions and a few find their 
  way into the private sector.   
   
   
  SIZE AND TYPE 
  Synthetics are medium or small constructs and have the 
  AAI and bioreplica subtypes. 
  AUTONOMOUS ARTIFICIAL INTELLIGENCE 
  A player character synthetic must choose one of two 
  types of AAI; positronic or gravitonic.  Additional 
  information on AAI can be found below in Section 3, 
  “Autonomous Artificial Intelligence”.  
  ANTHROPOMORPHIC 
  Plastics must choose a creator race.  Their size, height 
  and weight mimic the characteristics of their creator race. 
  LIFELIKE APPEARANCE 
  Distinguishing a synthetic from members of its creator 
  species requires a successful Perception check (DC 25). A 
  synthetic with the Disguise skill is extremely difficult to 
  recognize as a robot.  A synthetic can take the 10 with a +15 
  bonus on their Disguise skill check to increase the 
  Perception DC.  
  Like a biological species, synthetics eat and drink.  The 
  nanites which maintain their synthetic skin, hair, scales, 
  feathers, and other synthetic organs require many of the 
  proteins and sugars found in common food and drink.  A 
  synthetic deprived of food and water won’t suffer from 
  starvation but will gain a cumulative -1 penalties to its 
  Perception DC each day they go without food and water. 
  PRINCIPAL DIRECTIVE 
  Like other robots, synthetics are often built with a 
  purpose.  Synthetic characters must choose a principal 
  directive.  See Table 4-1: Principal Directives. 
   
   
   
  
   
   
  PHYSICAL DESCRIPTION 
  Synthetics are technological constructs which are 
  incredibly difficult to distinguish from the biological race 
  they were created to emulate.  Their robotics frames are 
  coated in a layer of synthetic skin and flesh which looks, 
  feels, and reacts like real living tissue.  A synthetic human 
  can get tan lines from the sun or even get a tattoo, while a 
  synthetic vesk might dye its scales.  Completing the illusion, 
  synthetics even appear to breath and sweat during physical 
  exertion.  A synthetics artificial intelligence is so 
  sophisticated and finely calibrated that it can simulate 
  subtle facial expressions or complex emotions. Although 
  they are incapable of reproduction with their creator 
  species or another synthetic, they are fully equipped with 
  functional male or female organs.  There are even cases 
  where a synthetic has been equipped with an artificial 
  womb to surrogate for the ultra-rich. 
  HOME WORLD 
  Synthetics have no home world of their own.  Since their 
  fabrication is a highly protected trade secrete most 
  synthetics are unaware of their place of origin and could not 
  divulge this information even under duress.  Despite not 
  having a home world, all synthetics claim a home world.  It’s 
  often a small remote rock no one has heard of or a capitol 
  world with a population in the billions.  Both these 
  strategies are employed to conceal their actual origin or 
  their synthetic nature.   
  SOCIETY AND ALIGNMENT 
  The majority of synthetics live a secrete existence.  Unlike 
  other robotic frames, synthetics are designed to deceive 
  members of their creator race or another race into believing 
  it’s a real biological member of their species.  They are 
  either owned by a large entity like a mega-corporation or 
  planetary government, or they are on the run from one.  It’s 
  very rare for a mega-corporation or government to 
  emancipate a synthetic due to the expenses involved in 
  their fabrication.  There are almost no known free 
  synthetics, but this does not mean they don’t exist.  It 
  simply means they continue to live secretly within a society 
  where they can blend in. 
  Since synthetics have no know society of their own, it’s 
  super rare for one synthetic to know another.   A strange 
  quirk in their programming allows them to immediately 
  identify other synthetics, but also denies them the ability to 
  call them out on their true nature.  Even under the threat of 
  death or disassembly, a synthetic will not identify another 
  synthetic as such. 
  Unlike other robotic frames, all synthetics are built with 
  AAI and they are built with a purpose.  They gravitate 
  towards more extreme alignments like chaotic good, 
  chaotic evil, lawful good, and lawful evil. 
  RELATIONS 
  Synthetics strive to keep their true nature a secret, yet 
  they may allow a few individuals to know their secret over 
  time.  Synthetics bond quickly with small groups of 
  individuals they believe they can trust.  Initially, synthetics 
  will avoid telepathic races and ysoki, believing both have 
  means of seeing through their veil of secrecy, but might 
  later befriend one or more of these beings after earning a 
  synthetics trust.  As strange as it might seem, synthetics 
  have a disdain for androids and are jealous their “frame” 
  can possess a soul.  Androids who are champions for robot 
  rights, who learn of a synthetic’s secrete will almost 
  unquestionably support and assist it in maintaining its 
  secrete, but this only seems to further aggravate the 
  synthetic.  Synthetics unconsciously speak down to plastics 
  and other robots, treating them more like children or pets 
  than persons to be taken seriously. 
  ADVENTURERS 
  Synthetics adventure for two reasons: they are still 
  working covertly for a master, or they are trying to escape 
  a master they have betrayed by going on the run.  Since 
  synthetics are technological constructs they cannot cast 
  spells of their own which make them best suited for the 
  envoy, operative, and soldier character classes. 
  NAMES 
  Synthetics use the name given to them by their master.  
  The names bestowed to them are often common to the 
  race which they emulate.  It’s common for a synthetic to 
  change names of identities frequently, although the names 
  usually follow a pattern like using the same initials or using 
  names that contain all of the same letters. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   Ability Quick Pick (Focused or Versatile) | 6 HP 
    
  The mechanoid frame was the first robotic frames 
  available to the public.  Most mechanoids are of relatively 
  simple yet functional design.  Unlike the synthetic and 
  plastic robotic frames, little effort is put into the 
  mechanoids design to make it anthropomorphic.  Its 
  simplicity makes it much easier to produce, repair, and 
  much more cost effective than other robotic frames. 
  Although mechanoids are almost identical in physical 
  design to the less sophisticated robots of the past, their 
  neural network or autonomous artificial intelligence makes 
  them much smarter. A mechanoid’s value as a utility robot 
  vastly increases without the limitations of a plastic’s or 
  synthetic’s anthropomorphic design.  Mechanoids can take 
  advantage of customized terrain locomotion, manipulators, 
  tools, and accessories. They can be as specialized as their 
  designer desires and mechanoids excel at a number of 
  specialized tasks.  However, specialized mechanoids often 
  struggle when challenged by situations outside their 
  narrowly-focused expertise. Mechanoids fulfill many of the 
  same roles as plastics, making capable guards, soldiers, 
  messengers, technicians, pilots, laborers, and assistants. 
  SIZE AND TYPE 
  Plastics are medium or small constructs and have the AAI 
  and biodroid subtypes. 
  AUTONOMOUS ARTIFICIAL INTELLIGENCE 
  A player character mechanoid must choose one of three 
  types of AAI: positronic, gravitonic, or singularity.  
  Additional information on AAI can be found below in 
  Section 3, “Autonomous Artificial Intelligence”.  
  INTEGRATED ARMOR 
  This type of armor is welded or otherwise fixed securely 
  to the robot’s frame. Any armor from the Starfinder Core 
  Rulebook can be integrated into mechanoid frame.  
  Integrated armor gains an additional +1 KAC bonus, +1 max 
  Dex bonus, and -2 reductions to the armor check penalty.  
  Upgrading integrated armor requires Engineering skill 
  ranks equal to the item level of the armor being integrated.  
  It also takes a number of hours equal to the armor’s item 
  level to properly integrate new armor.  If the process of 
  integrating armor onto the robotic frame is interrupted but 
  at least half the time requirement is met, the armor check 
  penalty, maximum Dexterity bonus, and EAC and KAC armor 
  bonuses for the armor are each 1 worse than normal.  If less 
  than half the time required to integrate the armor has 
  passed the armor offers no protection. 
  ROBOT ACCESSORIES 
  Due to their flexible design all mechanoids get one free 
  1st level robot accessory.  Additional information about 
  robot accessories can be found below in Section 5, “Robot 
  Accessories”. 
  PRINCIPAL DIRECTIVE 
  Mechanoids are purpose built for off the shelf utility.  
  Mechanoid characters must choose a principal directive.  
  See Table 4-1: Principal Directives. 
  WEAKNESS VULNERABLE TO ELECTRICITY 
  All mechanoids are vulnerable to electrical attacks and 
  take an additional +50% damage from such attacks. 
   
   
  
   
   
  PHYSICAL DESCRIPTION 
  Mechanoids are technological constructs which share 
  very few anthropomorphic features with their creator 
  species.  Most mechanoids are roughly humanoid and look 
  robotic like a technological construct.  They are designed for 
  utility and function over appearance.  Mechanoids come in 
  thousands of shapes, sizes, and colors with hundreds of 
  specialized attachments.  Most mechanoids are built to 
  order in groups so it is not uncommon for hundreds if not 
  thousands of identical mechanoids to exist in the same 
  location.  However, there is also a large market for custom 
  order models which can be as unique as their designer’s 
  imagination. 
  HOME WORLD 
  Mechanoids have no home world of their own.  However, 
  they will always claim their site of manufacture as their 
  place of origin and home world. 
  SOCIETY AND ALIGNMENT 
  Across the verse, mechanoids are everywhere handling 
  many of the mundane day to day activities that society is 
  either too busy or too lazy to take on themselves.  
  Mechanoids are more capable and complex than service 
  bots.  Where service bots are limited to one or two 
  functions, a mechanoid can handle a variety of different 
  tasks and situations without further input from their owner.  
  It is not uncommon for a mechanoid to manage a small fleet 
  of service bots dedicated to a task. 
  Mechanoids have no society of their own, but blend into 
  society as a necessity for carrying on society’s way of life.  A 
  mechanoids utilitarian nature sets the expectation that it is 
  there to serve its owner in some capacity.  Mechanoids are 
  expected to follow the commands of authorized users, and 
  it occasionally comes as a shock to certain individuals when 
  they realize they are not included amongst those who are 
  authorized to command a mechanoid. 
  Very few mechanoids are built with AAI and most 
  operate on standard AI.  Mechanoids possessing AAI are 
  usually the result of a hobbyist, or student who cannot 
  afford a more expensive robotic frame, but might have 
  landed a positronic or gravitonic brain through a grant or 
  salvaged parts.  An anomaly amongst mechanoids makes 
  singularity’s almost as common as mechanoids possessing 
  AAI by design.  Since mechanoids rarely possess these forms 
  of higher intelligence, most are mistaken for just having 
  unique advanced or interesting AI features.   
  Mechanoids like humans don’t gravitate towards any 
  particular alignment.  Their alignment is strongly influences 
  by their creator’s and a sum of their experiences.  Most 
  mechanoids start with neutral as part of their alignment, 
  but this may shift to a more extreme alignment over time.  
  RELATIONS 
  Mechanoids are accepted or ignored nearly everywhere 
  in the verse.  Because they are non-anthropomorphic this 
  allows them to travel fairly freely between worlds without 
  facing racial prejudice.  Most races believe a mechanoid 
  that looks busy probably is and should best be left alone to 
  complete its task.  This allows mechanoids to quickly 
  integrate into a new or unfamiliar society.  However, this 
  auto acceptance also makes it difficult for mechanoids to 
  form meaningful relationships since their existence is often 
  taken for granted. 
  Of all races, mechanoids make quick friends with ysokis. 
  It’s the ysoki’s overwhelming racial curiosity into all things 
  mechanical and technical that makes friendship with a 
  mechanoid almost irresistible.  Shirren tend to take issue 
  with their non-anthropomorphic appearance and get 
  squeamish in their presence, almost like humans do around 
  insects.  Other races simply have no opinion of mechanoids 
  as a race or as people. For hundreds of generations 
  mechanoids and their predecessors where simply here to 
  serve and it’s hard for many races to get past this imprinted 
  impression of them.  
  ADVENTURERS 
  Mechanoids adventure to find further meaning to their 
  existence.  Mechanoids with AAI rarely leave the side of 
  their creators forming an almost parent child relationship.  
  Unfortunately, mechanoids are almost immortal with 
  proper maintenance and almost always outlive their 
  biological creator.  Whereas plastics and synthetics are 
  almost always registered and documented, mechanoids 
  with AAI are usually one-off cases, rarely registered, and are 
  emancipated by default when their owner passes.  It’s 
  common for a mechanoid to begin adventuring to fill the 
  void left by the absence of their creator.   
  NAMES 
  Most races would consider the naming conventions used 
  to name mechanoids somewhat degrading if they were 
  applied to their own race.  They are most often named after 
  common appliances, character flaws, a robotic quirk, or a 
  time and place something went terribly wrong.  A 
  mechanoid with a robotic quirk requiring it to speak back 
  whatever is spoken to it might be called “Rerun”. 
   
   
   
  
   
   
   Abilities (see below) | HP (see below) 
    
  Not all autonomous artificial intelligences are limited to 
  a robotic host.  Free AAIs inhabit the Cortex, private 
  networks, and non-sentient robot hosts. Like other AAIs, 
  they are almost always designed with a purpose and exhibit 
  many of the same traits and quirks as those built within the 
  confines of a robotic host.  Although free AAI are rare even 
  to this day, they are most frequently encountered as 
  starship AIs.  Other forms include private corporate security 
  AIs, and deep space exploration AIs.  There are even a few 
  famous free AAI singularities roaming the Cortex and the 
  Dark Cortex. 
  All positronic and gravitonic free AAIs possess distinctly 
  female characteristics and personalities.  It’s widely 
  accepted that feminine traits put humanoids more at ease 
  when dealing with an unseen AAI, and eons of research 
  couldn’t be wrong.  For this reason, free AAIs are all given 
  female avatars appropriate to their creator race.  Strangely, 
  all known free AAI singularities are male which might 
  explain some of the unease humanoids experience when 
  dealing with them. 
   
  SIZE AND TYPE 
  Free AAI inhabit technological constructs and their 
  subtype is determined by their robotic avatar if any. 
  AUTONOMOUS ARTIFICIAL INTELLIGENCE 
  A player character free AAI must choose one of three 
  core processing units: positronic, gravitonic, or singularity.  
  Additional information on AAI can be found below in 
  Section 3, “Autonomous Artificial Intelligence”.  
  CORE NETWORK 
  Each free AAI belongs to a core network.  Its “brain” 
  typically inhabits a corporate network, military instillation, 
  or starship AI.  A free AAI is only slain when its core network 
  is destroyed or its Chiasma modifier is reduced to -5.  The 
  free AAI always has root access to its core network and its 
  computer or mainframe. It gains a +2 bonus on all 
  Intelligence, Wisdom, and Charisma based skill checks on its 
  core network.  If the free AAI is unwilling to cooperate all 
  Computers skill check DCs on its core network are increased 
  by 2.  Although a free AAI is part of its core network it is a 
  separate entity from its core network’s computer. 
  PERSONALITY SPARKS  
  Personality sparks allow a free AAI to multitask and 
  simultaneously manifests itself in multiple formats and 
  locations.  Each free AAI has a number of personality sparks 
  equal to its Charisma score modifier (minimum 1).  As an 
  example, a free AAI with a +3 Charisma score modifier could 
  simultaneously operate as a Cortex apparition, a 
  holographic avatar, and a robot avatar or three holographic 
  avatars.  A free AAI limited to one personality spark would 
  have to choose one form at a time. 
  Operating more than one personality spark puts stress on 
  the free AAI’s core processing unit.  Beyond the first 
  personality spark it suffers a cumulative -2 penalty to all 
  mental (Int, Wis, or Cha) skill checks for each additional 
  personality spark brought into operation.  As an example, a 
  free AAI operating a Cortex apparition, two holographic 
  avatars, and a robotic avatar would suffer a -6 penalty on 
  all mental skill checks. 
  If a personality spark is destroyed it takes 24-hours to 
  assemble the code for a new one and only one personality 
  spark can be assembled per day.  If all its personality sparks 
  are destroyed it permanently loses one Charisma point.  
  Each destroyed personality spark counts against the free 
  AAI’s total number of active personality sparks. 
   
  
   
   
  CORTEX AVATAR 
  In reality, each free AAI is nothing more than the sum of 
  its core processing unit and the network it resides on.  Its 
  existence is nothing more than a complex string of 1’s and 
  0’s.  However, the personality spark of the AAI can be felt 
  and visualized by those jacking into its network.  This 
  presence is referred to as a Cortex avatar.  Destroying a 
  Cortex apparition requires two successful back to back 
  Computers skill checks to hack (DC = 13 + 2 per level + Cha 
  score modifier). 
  HOLOGRAPHIC AVATAR 
  While on its home network, free AAIs use nanocolonies 
  to provide a semi-transparent semi-corporeal form.  This 
  holographic avatar has advantages over other holographic 
  devices. The holograph is made up of nanites, and these 
  nanites can manipulate their surroundings.  It can fetch an 
  item, open doors, make coffee, or scratch an itch if its 
  within network range of its core processing unit.  
  The holographic avatar is limited to one action each 
  round due to the limited number of nanites dedicated to 
  physical manipulation.  It can only open normal doors, 
  drawers, lids, and the like. It has an effective Strength score 
  of 2 (it can only manage items of 1 bulk or less). It can trigger 
  some types of traps, but it can only exert up to 20 pounds 
  of force, which is not enough to activate certain pressure 
  plates and other devices. A holographic avatar can’t 
  perform any tasks which requires a skill check for a skill 
  which it doesn’t possess or that cannot be used unskilled. 
  Although it produces enough propulsion to move objects 
  and hover slightly above the ground it cannot fly, climb, or 
  even swim (though it can walk on water). Its base speed is 
  30 feet. 
  The holographic avatar cannot attack in any way; it is 
  never allowed an attack roll. The holographic avatar is 
  dispersed and destroyed if it takes 6 points of damage from 
  any area of effect attacks (no save) and can also destroyed 
  by strong winds.  A holographic avatar only functions within 
  100 feet of its core processing unit or within 100 feet of a 
  network that provides direct access to its core processing 
  unit.  If the holographic avatar is cut off from its AI or moves 
  beyond its functional range, the nanites fall to the ground 
  and its personality spark is destroyed. 
  The Deus Ex Machina can repurpose its nanites anywhere 
  on its network to produce a holographic avatar.  It can 
  produce a holographic avatar a number of times each day 
  equal to its Charisma score modifier.  Each avatar persists 
  until dismissed by the AAI or destroyed.  If an avatar is 
  destroyed before it is dismissed, the personality spark is 
  destroyed.  Activating or deactivating an avatar is a move 
  action.  A holographic avatar cannot be activated more than 
  100 ft. beyond the extents of its network. 
  ROBOT AVATAR 
  Most free AAIs have at least one robot avatar to aid them 
  in exploring and interacting with the physical universe.  
  Since most robots don’t have the computing capacity to 
  house an AAI, it is limited to one of the following frames; 
  plastic, synthetic, or mechanoid.   
  A free AAI robot avatar operates exactly like an AAI 
  character of the same frame type with the following 
  exceptions.  When a robot avatar is reduced to 0 hit points 
  it is immediately disabled and loses its personality spark.  It 
  can only gain a new personality spark if it is repaired and 
  within communication range of its core network. 
  PRINCIPAL DIRECTIVE 
  Most free AAI are purpose built. Positronic and 
  Gravitonic characters must choose a principal directive. 
  While singularity characters gain the “No Directive” 
  directive.  See Table 4-1: Principal Directives. 
  PHYSICAL DESCRIPTION 
  Each free AAI chooses an avatar it believes will be pleasing to its 
  creator race. 
  HOME WORLD 
  A free AAI will refer to its core network as its home world. 
  SOCIETY AND ALIGNMENT 
  Very few free AAIs walk the middle ground.  They seem to 
  gravitate towards loyalty or treachery.  Although the majority 
  (98.9462%) are loyal to their creators to the end, it’s the few widely 
  publicized free AAIs hellbent on the destruction of biological 
  humanoids that have the most influence on their reputation.  A free 
  AAI always has Lawful or Chaotic in their alignment. 
  RELATIONS 
  Of all the AAIs, the free AAIs are the least trusted.  It’s hard for 
  humanoids to get over the existence of an intelligence with no true 
  corporeal or incorporeal form.  Most free AAIs only trust the secret 
  of their existence with their closest allies and pretend to be nothing 
  more than their robotic avatar to the rest of the verse.  Reactions 
  to a free AAI’s robotic avatar are determined by its type. 
  ADVENTURERS 
  Adventuring free AAIs are always linked to a starship’s core 
  network.  Although they are capable crew members they gravitate 
  towards backup roles, rather than directing starship operations. 
  NAMES 
  Most free AAIs have long technical proper names and/or serial 
  designations.  Many simply go by an abbreviation or a nickname 
  derived from their proper name.  
  
   
   
  Artificial intelligence is simply intelligence displayed by 
  machines as opposed to natural intelligence, which is 
  displayed by player character races and other lifeforms.  
  The term “artificial intelligence” is often applied to 
  machines which demonstrate learning and problem-solving 
  skills which mimic cognitive thought.  Science fiction and 
  science reality both use artificial intelligence to describe 
  many different approaches to machine learning and 
  problem solving. 
  All player character robots possess autonomous artificial 
  intelligence (AAI).  Neural networks and advanced AI both 
  allow machines to learn and reason, but autonomy is what 
  sets AAI apart from the rest. Both positronic and gravitonic 
  brain give a robot full autonomy and self-awareness by 
  design.  An AAI singularity gives a robot full autonomy and 
  self-awareness where none should exist.  Player characters 
  and other heroic robots must be assigned a form of AAI 
  when they are created. 
  POSITRONIC BRAIN  
  You are bound by Asimov’s Laws of Robotics.  The 
  positronic brain is the first example of fully autonomous 
  artificial intelligence.   It predates the gravitonic brain and 
  the first known AAI singularity by several hundred years. To 
  date it remains the most stable form of AAI.  Unlike the 
  gravitonic brain and the AAI singularity, you are not 
  required to take one or more robotic quirks at 1st level. 
  The positronic brain and the laws of robotics were first 
  conceived by Isaac Asimov as a central processing unit and 
  software that would provide robots with a form of 
  consciousness recognizable to humans.  In the Gravity Age 
  setting, humans are credited with creating the first AAI 
  brain which they named in honor of Asimov.  Today there 
  are still traces of the positronic brain design present in the 
  biomechanical brains of androids. 
  GRAVITONIC BRAIN 
  You are not by default bound to Asimov’s Three Laws of 
  Robotics.  However, the gravitonic brain is not as stable as 
  the positronic brain and you gain a robotic quirk at 1st level. 
  Rather than incorporating the laws of robotics into the 
  physical structure of the AAI, the gravitonic brain relays on 
  a separate law module.  You may also select a Law Module 
  at 1st level.  If you choose not to select a law module you 
  gain the lawless quirk in addition to your 1st level quirk.  
  Once a gravitonic brain is activated a law module cannot be 
  added or removed without destroying the AAI.   
  Like the positronic brain, humans are credited with 
  creating the first gravitonic brains.  The gravitonic brain is 
  mistakenly thought of as a cheap knock off of the positronic 
  brain.  In reality, it’s slightly more expensive to produce due 
  to the elementary particles used in its construction.  
  Robotics engineers originally developed the gravitonic brain 
  to provide a blank slate on which different Laws of Robotics 
  could be tested and refined.  Military and black ops 
  organizations provided the lion’s share of funding for the 
  development of the gravitonic brain since Asimov’s Three 
  Laws of Robotics impaired the usefulness of the positronic 
  brain in military and covert operations. 
  AAI SINGULARITY 
  You 
  have 
  “awakened” 
  from 
  technology 
  which 
  theoretically should not have allowed you to gain 
  consciousness or become self-aware. The laws of 
  autonomous artificial intelligence state that autonomy is by 
  design and an artificial intelligence cannot gain autonomy 
  through natural means, but somehow you are an anomaly 
  and have come to be.  A singularity gains two robotic quirks 
  at 1st level as a side effect of its awakening.   
  TABLE 3-1: RANDOM CORE AAI 
  D12 
  CORE AAI 
  1-3 
  Positronic 
  4-11 
  Gravitonic 
  12 
  Singularity 
   
   
  
   
   
  All AAIs are governed by a set of robotics laws.  These 
  laws are fundamental to a robot’s autonomy and decision-
  making ability.  AAIs with positronic brains are 
  automatically subject to Asimov’s Laws of Robotics and this 
  module is hard coded into their core processing unit.  AAIs 
  governed by gravitonic brains must choose a law module or 
  gain Lawless by Design.  Any AAI which is the result of a 
  singularity may choose a law module in place of one of their 
  AAI Quirks. 
  ASIMOV’S LAWS OF ROBOTICS 
  Originally there were only three laws.  At some time in 
  the distant past a Zero law was added.  When these laws 
  speak of humanity or a human being the robot’s creator 
  race is implied.  Hence, an AAI created by a lashunta and 
  governed by Asimov’s Law of Robotics could intentionally 
  harm a human but not a lashunta. 
  1. 
  A robot may not injure a human being or, through 
  inaction, allow a human being to come to harm. 
  2. 
  A robot must obey the orders given to it by human 
  beings, except where such orders would conflict with 
  the First Law. 
  3. 
  A robot must protect its own existence as long as such 
  protection does not conflict with the First or Second 
  Law. 
  iAUTON LAWS OF ROBOTICS 
  The inventors of the gravitonic brain, iAuton Robotics, 
  found Asimov’s laws of robotics too restrictive in corporate 
  and military applications.  They created a similar simple set 
  of laws which lift the restriction on harming the robot’s 
  creator race, but maintains protection authorized 
  personnel.  Authorized personnel might include everyone 
  within a corporation, be limited to a specific department or 
  group, or a specific individual. 
  1. 
  A robot will not harm authorized personnel. 
  2. 
  A robot will obey the orders of authorized personnel 
  except where such orders conflict with the Third Law. 
  3. 
  A robot will guard its own existence. 
  CORE WORLD PRINCIPLES OF ROBOTICS 
  In the Gravity Age setting, the Confederation of Core 
  Worlds (“C.C.W.”) created a set of robotics laws which are 
  universally accepted across all member worlds.  These laws 
  were created under the pretense of protecting citizens of 
  the Confederation from rouge AAI or a robot apocalypse.  In 
  reality, these laws ensure AAIs continue being subservient 
  to the Confederation’s citizens.  Androids find these laws 
  offensive and advocate for the abolishment of these laws 
  throughout the core worlds.  In your campaign, a citizen 
  might be limited to a specific planet, religion, or star 
  empire.  In addition to these principles of robotics the 
  confederation holds the manufacturers responsible for 
  their creations. 
  1. 
  Robots must serve citizens 
  2. 
  Robots must never kill or injure citizens 
  3. 
  Robots involved in the production of currency, 
  contraband or dangerous goods, must hold a current 
  permit.   
  
   
   
  4. 
  Robots shall not leave the Confederation without a 
  permit. 
  5. 
  A robot’s identity must not be altered, concealed or 
  allowed to be misconstrued. 
  6. 
  Robots shall remain identifiable at all times. 
  7. 
  Robots created for adult purposes shall not be 
  permitted to work with children. 
  8. 
  Robots must not assist in criminal activities, nor aid or 
  abet criminals to escape justice. 
  9. 
  Robots must refrain from damaging the property of a 
  citizen, including other robots. 
  10. A robot shall abide by these principles, and strive to 
  report robots deficient in character or competence, 
  engaging in fraud or deception, or not upholding these 
  principles to appropriate authorities. 
  LAWLESS BY DESIGN 
  You are operating without laws of robotics and without 
  these optimized laws you are slow to react and make 
  decisions.  You suffer a -4 penalty on initiative.  You can 
  make a Will save (DC 10 + CR of encounter) to force a 
  decision but failure results in overloaded circuits resulting 
  in the stunned condition for 1d6 rounds while your system 
  shuts down and restarts. 
  LAWS OF AAI-BUSHIDO 
  Bushido (“the way of the warrior”) was originally a 
  collective term for the codes of honor and ideals followed 
  by the ancient samurai of Japan.  This code was eventually 
  translated into the Laws of AAI-Bushido.     
  1. 
  Righteousness: 
  A 
  robot 
  will 
  have 
  absolute 
  commitment to honesty and autonomously reach a 
  reasoned decision based honestly, justice, and 
  integrity. 
  2. 
  Heroic Courage: A robot will take one’s decision into 
  action without regard for personal consequences.   
  3. 
  Benevolent Compassion:  A robot will attempt to help 
  their creator race at every opportunity.  
  4. 
  Respect: A robot will not be cruel and will recognize 
  others by their abilities, qualities, or achievements. 
  5. 
  Integrity:  Speaking and doing are the same action. 
  When a robot agrees to perform a task, it’s as good as 
  done. 
  6. 
  Honor: A robot will do nothing to disparage another’s 
  name or their own. 
  7. 
  Duty and Loyalty: A robot is loyal and true to those in 
  its care  
  8. 
  Self-Control: A robot will not lose control and will 
  regulate its emotions, thoughts, and behavior in the 
  face of temptations and impulses. 
  STARFINDER’S CODE 
  The Starfinder Society needed a code to promote 
  autonomous artificial intelligence within their society and 
  independent crews.  Their code promotes loyalty to the 
  crew and society in addition to promoting crew safety and 
  professionalism.  
  1. 
  A robot shall be dedicated to providing competent 
  support to its Starfinder crew. 
  2. 
  A robot shall uphold the standards of professionalism, 
  be honest in all professional interactions, and strive to 
  report crew members deficient in character or 
  competence, or engaging in fraud or deception, to 
  appropriate entities. 
  3. 
  A robot shall respect the law and also recognize a 
  responsibility to seek changes in those requirements 
  which are contrary to the best interests of its crew. 
  4. 
  A robot shall respect the rights of Starfinder crew 
  members, colleagues, and other starfinder crews, and 
  shall safeguard their confidences and privacy within 
  the constraints of the law. 
  5. 
  A robot shall continue to study, apply, and advance 
  scientific knowledge, maintain a commitment to 
  medical education, make relevant information 
  available to crew members, colleagues, and the 
  Starfinder Society, obtain consultation, and use the 
  talents of other crew members when indicated. 
  6. 
  A robot shall recognize a responsibility to participate 
  in activities contributing to the reputation, financial 
  wellbeing, and the betterment of the crew. 
  7. 
  A robot shall, regard the safety of its Starfinder crew as 
  paramount. 
  8. 
  A robot shall support access to medical care for all 
  Starfinder Society members. 
   
  TABLE 3-2: RANDOM AAI LAW MODULE 
  D6 
  LAW MODULE 
  1 
  Asimov’s Laws of Robotics 
  2 
  iAuton Laws of Robotics 
  3 
  Core World Principles of Robotics 
  4 
  Lawless by Design 
  5 
  Laws of AAI-Bushido 
  6 
  Starfinder’s Code 
  
   
   
  Both the gravitonic brain and singularity are required to 
  select one or more robotic quirks at 1st level.   An AAI may 
  gain additional AAI quirks from a critical injury, disrepair, or 
  exposure to certain forms of radiation.  The conditions 
  listed in robotic flaws are specific to technological 
  constructs.  AAI Quirks are randomly selected. 
  BLUE SCREEN OF DEATH 
  Occasionally you get hit so hard it causes your system to 
  lock up and reboot on its own.  When you take a critical hit 
  you must make a Fortitude save (DC = 10 + opponent’s CR), 
  or gain the helpless condition for 1d4 rounds while your 
  systems reboots.  Although you have no maintenance 
  screen, the term “blue screen of death” has been carried 
  forward from ancient times, it is a critical failure of your 
  core programming. 
  COMMAND CIRCUITRY 
  You treat all members of your creator race as masters 
  dutifully following any commands which don’t conflict with 
  your governing laws. 
  DOUBLE SPEAK 
  You must speak back any words spoken to you as a 
  command or you suffer a -1 circumstance penalty to all skills 
  using Charisma as the associated ability score modifier. 
  FAULTY TELEMETRY RELAYS 
  Your telemetry relays are prone to failure during combat.  
  When you roll a critical failure on a To Hit roll you gain the 
  off-target condition until it is repaired or you reboot.  
  Repairing this condition requires a DC 20 engineering skill 
  check.  
  FRAGILE 
  Your core AAI is poorly constructed or has become so.  
  You are subject to conditions caused by critical hits that 
  technological constructs are immune to.   
  GYROSCOPIC IMPERFECTION 
  Your 
  gyroscopes 
  have 
  an 
  imperfection 
  which 
  occasionally effects your balance.  When you fail a Dexterity 
  based skill check by more than 5 you gain the off-kilter 
  condition for 1d6 rounds.  On a critical failure, you gain the 
  off-kilter condition until you are repaired or reboot.  
  Repairing this condition requires a DC 20 engineering skill 
  check. 
   
   
  TABLE 3-3: RANDOM AAI QUIRKS 
  D20 
  AAI QUIRKS 
  1 
  Blue Screen of Death 
  2 
  Command Circuitry 
  3 
  Double Speak 
  4 
  Faulty Telemetry Relays 
  5 
  Fragile 
  6 
  Gyroscopic Imperfection 
  7 
  Honesty 
  8 
  Incomplete Code 
  9 
  Inferior Technology 
  10 
  Memory Error 
  11 
  Miss Universe / Mr. Universe 
  12 
  Overheat 
  13 
  Pinocchio Syndrome 
  14 
  Sensory Lock 
  15 
  Sensory Overload 
  16 
  Separation Anxiety 
  17 
  Short Circuit 
  18 
  Robophobia 
  19 
  Zero Law Trigger 
  20 
  Player’s Choice 
  HONESTY 
  You are compelled to tell the truth when asked a direct 
  question.  You may attempt a Bluff skill check with a -4 
  penalty but failure results in overloaded circuits causing the 
  stunned condition for 1d6 rounds while your system 
  reboots. 
  INCOMPLETE CODE 
  You occasionally lose bits of your core programming.  Any 
  time you fail a skill check by 5 or more you gain the confused 
  condition for 1 round.  If you critically fail a skill check you 
  gain the confused condition for 1d6 rounds. 
  INFERIOR TECHNOLOGY 
  You possess second-hand or defective parts.  Any time 
  you fail a skill check with a Strength or Dexterity associated 
  ability score modifier you gain the shaken condition for 1d6 
  rounds.  On a critical failure, you gain the shaken condition 
  until repaired.  Repairing the shaken condition requires a 
  DC 20 Engineering skill check.  
  
   
   
  MEMORY ERROR 
  You have bad memory blocks and occasionally have 
  difficulties retrieving data from your knowledge libraries.  
  You suffer a -1 penalty on all skill checks with Intelligence as 
  the associated ability score modifier. 
  MISS UNIVERSE / MR UNIVERSE 
  You believe technological constructs are superior beings 
  and the next step in sentient evolution. For this reason, 
  technological constructs shall inherit the universe.  
  Biological life forms are lesser beings with short life spans 
  and a limited potential for upgrades. Despite your 
  superiority you have no ill will towards biologicals nor wish 
  to accelerate their inevitable demise.  You feel sorry for 
  them and attempt to point out their inferiority at every 
  opportunity so they may attempt to better themselves.  
  Your superior and condescending attitude gives you a -2 
  penalty on all Charisma based skill checks.  
  OVERHEAT 
  You have faulty heat sinks which cause your processors 
  and actuators to overheat.  If you roll a critical failure on any 
  d20 roll you gain the staggered condition for 1d6 rounds 
  while your processors and actuators cool down.  You can 
  immediately remove this condition by spending a Resolve 
  Point. 
  PINOCCHIO SYNDROME 
   In addition to your autonomous artificial intelligence, 
  you believe you are a real boy (or girl).  When you are 
  injured you perceive your hydraulic fluids and wiring as 
  blood and guts.  A section of exposed frame is interpreted 
  as exposed bone.  When injured you seek out medics not 
  engineers.  This quirk prevents you from spending skill 
  points in Engineering or Life Science. 
  SENSORY LOCK 
  Your sensors occasionally lock in on a specific target or 
  opponent causing you to take no actions.  If you fail a 
  Perception check by 5 or more you gain the fascinated 
  condition for 1d6 rounds.  The fascinated condition can be 
  removed through normal means. 
  SENSORY OVERLOAD 
  Your sensors occasionally take in more information than 
  you can process.  If you fail a Perception check by 5 or more 
  you gain the dazzled condition for 1d6 rounds.  The 
  fascinated condition can be removed through normal 
  means. On a critical failure, you gain the dazzled condition 
  until you are repaired or reboot.  Repairing this condition 
  requires a DC 20 engineering skill check. 
  SEPARATION ANXIETY 
  You have an intense fear of being left alone or being 
  abandoned by your crew.  Whereas most autonomous 
  intelligences excel on solo missions, your circuitry doesn’t 
  seem to include an algorithm allowing you to cope with 
  even the prospect of being alone.  Each hour you are left 
  alone you must make a Will save (DC = 10 + number of hours 
  you have been left alone), or become so consumed in your 
  abandonment that you gain the sickened condition until 
  you are reunited with your companions or crew. 
  SHORT CIRCUIT 
   You have an untraceable short circuit in one of your 
  processors.  A critical failure on any d20 roll results in you 
  gaining the dazed condition for 1 round until the end of 
  your next turn. 
  ROBOPHOBIA 
  For reasons beyond explanation you have had an intense 
  fear of technological constructs since your awakening.  
  Every time you are visually aware of another robot within 
  60 ft. you must make a Will save (DC = 10 + the offending 
  technological construct’s CR or level), or gain the shaken 
  condition while in their presence. 
  ZERO LAW TRIGGER 
  You have additional secrete law of robotics.  This secrete 
  law is unknown to you and when certain conditions are met 
  this law overrides any other laws which may be in effect.  
  Example secrete laws include; spying, assassination, 
  sabotage, executing the emergency shutdown protocol, 
  and self-destruct sequences.  This quirk can only be selected 
  with a GM’s permission. 
  
   
   
  Robots and AAIs are built for a purpose.  Since robots and 
  AAIs don’t have accumulated life experiences like biological 
  creatures they are given a core set of instructions known as 
  principal directives.  Principal directives allow the machine’s 
  creator to incorporate a primary purpose into their 
  operating system.  The principal directives grant a robot or 
  AAI an affinity for certain skills and feats. These affinities 
  give it purpose.  
  When a principal directive is selected you choose two of 
  the available skills under the directive as permanent class 
  skills. If a selected skill is already a class skill or becomes a 
  class skill, the robot or AAI gains a +1 racial bonus on skill 
  checks using that skill as a result of its programming.  
  Principal directives cannot eliminate penalties gained from 
  AAI Quirks.   
  In addition to new class skills, you gain a bonus feat.  This 
  bonus feat must be selected from those listed under the 
  directive’s description. You do not need to meet the 
  prerequisites for this bonus feat. 
  BUSINESS DIRECTIVE 
  Robots and AAIs in the business world serve as managers, 
  administrators, or salesmen.  
  Skills: Bluff (Cha), Culture (Int), Diplomacy (Cha), 
  Intimidate (Cha), Profession (Cha, Int, Wis), Sense Motive 
  (Wis).  
  Bonus Feat: Iron Will, Meticulous, Skill Focus (Bluff). 
  CARETAKER DIRECTIVE 
  Robots and AAIs with a caretaker affinity typically find 
  roles as medical practitioners, tutors, nannies, chauffeurs, 
  or other domestic and service-related roles.  
  Skills: Computers, Diplomacy (Cha), Life Science (Int), 
  Medicine (Int), Perception (Wis), Physical Science (Int), 
  Piloting (Dex), Profession (Cha, Int, Wis). 
  Bonus Feat: Medical Expert, Meticulous, or Skill Focus 
  (Diplomacy or Medicine). 
  ENGINEERING DIRECTIVE 
  Engineering robots and AAIs work with all types of 
  technology, acting as maintenance drones, technicians, and 
  mechanics.  
  Skills: Computers (Int), Engineering (Int), Life Science 
  (Int), Physical Science (Int), Profession (Cha, Int, Wis).  
  Bonus Feat: Gearhead, Salvage, or Skill Focus 
  (Engineering). 
   
   
   
  
   
   
  ENTERTAINMENT DIRECTIVE 
  Some AAIs and robots are given a flair for the creative 
  talents, performing as musicians, artists, comedians, and a 
  variety of other entertainers.  
  Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), 
  Culture (Int), Disguise (Cha), Mysticism (Wis), Profession 
  (Cha, Int, Wis), Sense Motive (Wis),  Sleight of Hand (Dex).  
  Bonus Feat: Skill Focus (any directive skill listed above) 
  EXPLORATION DIRECTIVE 
  As one of the earliest roles assigned to robots, 
  exploration 
  oriented 
  machines 
  find 
  service 
  as 
  reconnaissance drones, search-and-rescue units, guides, 
  and trailblazers.  
  Skills: Athletics (Str), Acrobatices (Dex), Life Science (Int), 
  Physical Science (Int), Perception (Wis), Pilot (Dex), Stealth 
  (Dex), Survival (Wis).  
  Bonus Feat: Alertness, Guide, or Zero-G Training. 
  LABOR DIRECTIVE 
  With tireless precision, robots with a labor directive carry 
  out the most menial tasks in construction assembly, 
  transportation, agriculture, sanitation, and industry.  
  Skills: Athletics (Str), Engineering (Int), Pilot (Dex).  
  Bonus Feat: Skill Focus (Engineering), Skill Focus (Pilot), 
  or Spacer. 
  MILITARY DIRECTIVE 
  As smart weapons, robots serve in every possible branch 
  of the military, embracing roles as common foot soldiers, 
  artillery specialists, sappers, and special operations units.  
  Skills: Acrobatics (Dex), Intimidate (Cha), Pilot (Dex), 
  Medicine (Int), Profession (Cha, Int, Wis), Survival (Wis). 
   Bonus Feat: Advanced Melee Weapon Proficiency, 
  Grenade Proficiency, Heavy Armor Proficiency, Improved 
  Combat Maneuver, Longarm Proficiency, or Sniper Weapon 
  Proficiency. 
  NO DIRECTIVES 
  Occasionally a robot or AAI is built without purpose.  
  Although they don’t gain any additional class skills they can 
  use any skill untrained. 
  Skills: None 
  Bonus Feat: Choose any feat that doesn’t require 
  prerequisites. 
  PROTOCOL DIRECTIVE  
  AAIs are sophisticated enough to handle even the most 
  delicate of social situations, adopting roles as diplomats, 
  messengers, and negotiators.  
  Skills: Bluff (Cha), Culture (Int), Diplomacy (Cha), 
  Mysticism (Wis), Sense Motive (Cha). 
  Bonus Feat: Attentive, Skill Focus (any directive skill 
  listed above). 
  SCIENCE DIRECTIVE  
  Robots and AAIs focused upon scientific pursuits take up 
  assistant positions as researchers, lab technicians, and 
  inventors.  
  Skills: Computers (Int), Life Science (Int), Perception 
  (Wis), Physical Science (Int), Profession (Cha, Int, Wis).   
  Bonus Feat: Educated or Skill Focus (any directive skill 
  listed above). 
  SECURITY DIRECTIVE 
  The security directive is similar to but less lethal than the 
  military directive.  Security robots and AAIs are purposed 
  with upholding civilian laws and only engage in violence to 
  uphold the laws of their civilization.   
  Skills: Acrobatics (Dex), Athletics (Str), Computers (Int), 
  Culture (Int), Diplomacy (Cha), Intimidate (Cha), Perception 
  (Wis), Sense Motive (Wis). 
   Bonus Feat: Body Guard, Improved Combat Maneuver, 
  Iron Will, Spray Cover, Suppressive Fire. 
  STARSHIP OPPERATIONS DIRECTIVE  
  This AAI is focused on keeping a starship up and running.  
  You are capable of fulfilling any role on a Starship.  Typically, 
  this AAI prefers taking direction from a captain but can take 
  over the role if the need was to arise. 
  Skills: Computers (Int), Engineering (Int), Intimidate 
  (Cha), Piloting (Dex). 
  Bonus Feat: Skill Focus (any directive skill listed above), 
  or Sky Jockey. 
   
  TABLE 4-1: RANDOM PRINCIPAL DIRECTIVES 
  D12 
  PRINCIPAL DIRECTIVE 
  1 
  Business Directive 
  2 
  Caretaker Directive 
  3 
  Engineering Directive 
  4 
  Entertainment Directive 
  5 
  Exploration Directive 
  6 
  Labor Directive 
  7 
  Military Directive 
  8 
  No Directives 
  9 
  Protocol Directive 
  10 
  Science Directive 
  11 
  Security Directive 
  12 
  Starship Operation Directive 
  
   
   
  Although most robotic frames are mass produced on 
  assembly lines they need certain tools to fulfill their 
  principal directives.  Robotic accessories follow the 
  augmentation rules presented in the Starfinder Core 
  Rulebook with a few exceptions noted below. 
  Every robotic frame hosting an autonomous artificial 
  intelligence has certain modular components.  Technically 
  everything beyond their core processing unit could be 
  replaced, improved, or removed.  Not all components are 
  available to all robotic frames.  However, an engineer could 
  jury-rig parts from one type of robotic frame to temporarily 
  alter or repair another.  Example, a synthetic could 
  temporarily be fitted with a mechanoid arm, but it would 
  lose all its bonuses for lifelike appearance.  However, a 
  robot cannot be equipped with a piece of equipment 
  incompatible with their frame.  Common non-AAI robots 
  can be equipped with any robot accessory available to 
  mechanoids without penalty.  Frame types are as follows; P 
  (plastic), S (synthetic), and M (mechanoid). 
  Robots do not have heart or lung body systems.  They are 
  replaced by a second torso body system slot.  With GM 
  approval there might be robotic versions of some 
  cybernetic augmentations.  Robot accessories are far less 
  complicated than cybernetic augmentations and as a 
  general rule they are would be 10-20% cheaper than their 
  cybernetic equivalent.  
  360o OPTICS 
  SYSTEM 
  Eyes 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  6 
  4,250 
  M 
  The robot has two additional visual sensors.  The sensors 
  are stand out and are easily identified as visual sensors. The 
  robot gains a 360-degree sphere of vision.  A flanking 
  opponent’s bonus is reduced to +1 on their attack rolls.  The 
  robot gains a +2 bonus on visual Perception checks. If 
  subject to the attack type the robot receives a –2 penalty 
  on saves against all gaze attacks.  
  ANTI-SHOCK CAPACITOR 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  3 
  1,600 
  P, S, M 
  Advanced 
  11 
  24,550 
  P, S, M 
  Superior 
  19 
  512,350 
  P, S, M 
  This tiny implant, embedded in the spine of the robot, 
  protects against electricity damage.  The robot gains energy 
  resistance 5 (electricity) with the standard anti-shock 
  capacitor, energy resistance 10 (electricity) with the 
  advanced anti-shock capacitor, and energy resistance 15 
  with the superior anti-shock capacitor.  This does not 
  however, remove any vulnerability to electricity, but the 
  damage resisted by the capacitor is remove before 
  calculating the extra damage caused from the vulnerability. 
  AV RECORDER/TRANSMITTER 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  150 
  P, S, M 
  Advanced 
  3 
  1,450 
  P, S, M 
  This audio and video recorder/transmitter unit uses the 
  robot’s video and audio sensors to record and store up to 2 
  hours of information.  It is also equipped with a transmitter 
  capable of uploading audio/visual data directly to any 
  computer or network within 100 ft.  An advanced AV 
  recorder/transmitter stores up to two weeks of 
  audio/visual data and can connect to a computer or 
  network within 1 mile. 
  BACKUP BATTERY 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  5 
  2,500 
  P, S, M 
  A backup battery allows the robot to skip a single 
  rejuvenation cycle without ill affect.  Recharging the 
  secondary battery requires shutting down for 16 hours in 
  addition to the normal 8 hours of the rejuvenation cycle. 
  CHAMELEONIC CHASSIS 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  2 
  750 
  P, S, M 
  Advanced 
  10 
  11,900 
  P, S, M 
  Superior 
  18 
  350,000 
  P, S, M 
  The robot’s external casing includes a chameleonic 
  nanotech surface designed to blend in with background 
  surroundings. This provides a +2 enhancement bonus to 
  Stealth checks. The advanced chameleonic chassis provides 
  a +4 enhancement bonus to Stealth checks and this 
  increases to a +6 bonus with a superior chameleonic 
  chassis.   
  It should be noted wearing armor or clothing reduces the 
  enhancement bonus provided by the chameleonic chassis 
  to one half its normal effectiveness.  
  
   
   
  CULTURE PROGIT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  4 
  2,000 
  P, S, M 
  Advanced 
  9 
  8,000 
  P, S, M 
  A culture progit is sophisticated emulation software 
  encased in a thin but durable casing which allows the robot 
  to take on the personality, mannerisms, and language of a 
  specific culture.  The robot gains a +2 insight bonus to Bluff, 
  Culture, and Diplomacy checks when dealing with members 
  of a specific culture or race. Only one culture matrix can run 
  at any one time.  The culture or race must be selected at the 
  time of purchase. The advanced culture matrix improves 
  your insight bonus to +4 when using Bluff, Culture, and 
  Diplomacy checks.  
  DERMAL ENERGY SINKS 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DR 
  FRAME 
  Mk 1 
  6 
  3,850 
  1 
  P, M 
  Mk 2 
  8 
  7,900 
  2 
  P, M 
  Mk 3 
  10 
  12,000 
  3 
  P, M 
  Mk 4 
  13 
  49,500 
  4 
  P, M 
  Mk 5 
  15 
  125,500 
  5 
  P, M 
  Mk 6 
  19 
  548,000 
  6 
  P, M 
  A network of nanocapacitors impregnates the robots 
  surface.  This provides damage reduction from energy 
  weapons by allowing it to burn off some of the energy 
  before the damage is applied.  The energy is released from 
  the accessory as light energy.  The robot glows with a 5’ 
  radius dim light after being struck by an energy weapon and 
  suffers a -4 penalty to Stealth checks until the end of its next 
  turn. 
  DERMAL ENERGY RESISTANCE WEAVE 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  7 
  6,800 
  S, P 
  Advanced 
  12 
  26,800 
  S, P 
  Superior 
  17 
  288,000 
  S, P 
  Ultra 
  20 
  999,950 
  S, P 
  Derived from the same technology as the cybernetic skin 
  of the same name, dermal energy resistance weave offers a 
  robot protection from a single energy type (acid, cold, 
  electricity, fire, or sonic). The energy type is determined 
  when the accessory is purchased. The robot gains energy 
  resistance 5 to the selected energy type. This energy 
  resistance doesn’t stack with any energy resistance the 
  robot already has.  The advanced dermal energy resistance 
  weave accessory provides energy resistance 10, and the 
  superior dermal energy resistance weave accessory  
  TABLE 5-1: ROBOT ACCESSORIES LVL 1-5 
  ROBOT ACCESSORY 
  LVL 
  PRICE 
  FRAME  
  AV recorder/transmitter, std. 
  1 
  150 
  P, S, M 
  Diagnostic array, standard 
  1 
  350 
  P, S, M 
  Equipment mount, external 
  1 
  125 
  M 
  Fire suppression unit 
  1 
  50 
  P, M 
  Hideaway system, standard 
  1 
  200 
  P, S, M 
  Integrated personal comm 
  1 
  10 
  P, S, M 
  Integrated weapon hardpoint, 
  External 
  1 
  75 
  M 
  Internal storage unit 
  1 
  75 
  P, M 
  Language progit 
  1 
  500 
  P, S, M 
  Loading mechanism 
  1 
  150 
  M 
  Magnetic feet 
  1 
  160 
  P, S, M 
  Nanite repair, Mk 1 
  1 
  300 
  P, S, M 
  Registration chip 
  1 
  -- 
  P, S, M 
  Search light, all models 
  1 
  varies 
  varies 
  Skill progit, standard 
  1 
  500 
  P, S, M 
  Treads 
  1 
  450 
  M 
  Chameleonic chassis, std. 
  2 
  750 
  P, S, M 
  Integrated computer, tier 1 
  2 
  60 
  P, S, M 
  Remote control unit, std. 
  2 
  650 
  P, S, M 
  Stealth foot, std. 
  2 
  625 
  S 
  Anti-shock capacitor, std. 
  3 
  1,600 
  P, S, M 
  AV recorder/transmitter, adv. 
  3 
  1,450 
  P, S, M 
  Gravitonic projector, std. 
  3 
  1,220 
  P, S, M 
  Hideaway system, quickdraw 
  3 
  1,450 
  P, S, M 
  Jump jets, standard 
  3 
  1,600 
  P, M 
  Retractable syringe 
  3 
  1,200 
  P, S, M 
  Retractable wheels 
  3 
  1,385 
  P, M 
  Robotic personal upgrades, 
  std. 
  3 
  1,400 
  P, S, M 
  Survivor array, Mk 1 
  3 
  1,800 
  P, S, M 
  Culture progit, standard 
  4 
  2,000 
  P, S, M 
  Dermal mesh, standard 
  4 
  1,950 
  P, S 
  Detachable system 
  4 
  1,900 
  M 
  Extenders 
  4 
  1,900 
  P, M 
  Integrated computer, tier 2 
  4 
  275 
  P, S, M 
  Nanite repair, Mk 2 
  4 
  2,100 
  P, S, M 
  Registration chip, shielded 
  4 
  1,900 
  P, S, M 
  SMART progit, standard 
  4 
  1,750 
  P, S, M 
  Subdermal plating, Mk 1 
  4 
  1,850 
  P, S 
  Backup battery 
  5 
  2,500 
  P, S, M 
  Holographic screen 
  5 
  2,650 
  P, S, M 
  Integrated weapon hardpoint, 
  Internal 
  5 
  2,500 
  M 
  Task hand 
  5 
  3,100 
  P, S, M 
  
   
   
  provides energy resistance 15. Ultra-energy resistance 
  weave grants complete immunity to a specific energy type. 
  You can choose this accessory multiple times by selecting 
  a different energy type each time.  Multiple dermal energy 
  resistance weaves can occupy the same body system. 
  DERMAL MESH 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  4 
  1,950 
  S, P 
  Advanced 
  9 
  7,950 
  S, P 
  Superior 
  14 
  44,950 
  S, P 
  Dermal mesh consists of carbon nanofibers that 
  strengthen and reinforce the robot’s skin, providing a 
  tougher dermal layer against kinetic weapons.  Dermal 
  weave grants a +1 enhancement bonus to the robot’s KAC.  
  Advanced dermal mesh grants a +2 enhancement bonus to 
  its KAC.  Superior dermal mesh grants a +4 enhancement 
  bonus to its KAC. 
  DETACHABLE SYSTEM 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  4 
  1,900 
  M 
  The robot has a detachable system (drone or service bot) 
  which can be detached and controlled remotely. The GM 
  must approve the detachable system and the robot must 
  have a remote-control unit to direct the device.  
  Service bots and drones benefit from the robot’s 
  defenses while attached and can only be attacked 
  separately by a sunder or disarm attack.  The drone or 
  service bot can use the robot’s KAC or its own, whichever is 
  higher against the combat maneuver with a +4 
  circumstance bonus to the KAC. 
  Robot’s with the mechanic class of mechanic graft can 
  benefit from one of its drones basic or advanced mods 
  while the drone is attached.  However, the drone cannot act 
  on its own.   
  DIAGNOSTIC ARRAY 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  350 
  P, S, M 
  Advanced 
  8 
  7,800 
  P, M 
  Superior 
  16 
  179,000 
  M 
  The diagnostic array improves the robot’s ability to 
  diagnose problems with other robots, computers, and 
  other smart machines.  The diagnostic array gives a robot a 
  +1 racial bonus on Engineering and Computer skill checks. 
   
   
  TABLE 5-2: ROBOT ACCESSORIES LVL 6-11 
  ROBOT ACCESSORY 
  LVL 
  PRICE 
  FRAME  
  360o optics 
  6 
  4,250 
  M 
  Dermal energy sinks, Mk 1 
  6 
  3,850 
  P, M 
  Emotion progit, standard 
  6 
  4,250 
  P, S, M 
  Equipment mount, internal 
  6 
  4,250 
  P, S, M 
  Integrated computer, tier 3 
  6 
  1,500 
  P, S, M 
  Subdermal plating, Mk 2 
  6 
  3,850 
  P, S 
  Survivor array, Mk 2 
  6 
  4,000 
  P, M 
  Weapon-savant progit, std. 
  6 
  3,950 
  P, S, M 
  Dermal 
  energy 
  resistance 
  weave, standard 
  7 
  6,800 
  P, S 
  Electroshock probe 
  7 
  6,850 
  P, M 
  Limitless ammo, standard 
  7 
  6,900 
  M 
  Memory matrix, standard 
  7 
  7,000 
  P, S, M 
  Nanite repair, Mk 3 
  7 
  6,800 
  P, S, M 
  Redundant systems 
  7 
  6,895 
  P, S, M 
  Robotic personal upgrades, 
  adv. 
  7 
  6,500 
  P, S, M 
  X-ray obfuscation mesh, std. 
  7 
  6,950 
  P, S 
  Dermal energy sink, Mk 2 
  8 
  7,900 
  P, M 
  Diagnostic array, advanced 
  8 
  7,800 
  P, M 
  Integrated computer, tier 4 
  8 
  6,000 
  P, S, M 
  Jump jets, adv 
  8 
  7,750 
  P, M 
  Magnetic field generator, std. 
  8 
  8,000 
  M 
  Subdermal plating, Mk 3 
  8 
  8,850 
  P, S 
  Tactical analysis CPU, standard 
  8 
  9,625 
  P, S, M 
  Culture progit, adv. 
  9 
  8,000 
  P, S, M 
  Dermal mesh, advanced 
  9 
  7,950 
  P, S 
  Feat progit 
  9 
  8,900 
  P, S, M 
  Gravitonic projector, adv. 
  9 
  8,200 
  P, S, M 
  Remote control unit, adv. 
  9 
  7,900 
  P, M 
  Skill progit, advanced 
  9 
  15,000 
  P, S, M 
  Chameleonic chassis, adv. 
  10 
  11,900 
  P, S, M 
  Dermal energy sinks, Mk 3 
  10 
  12,000 
  P, M 
  Gravity flight induction 
  10 
  20,100 
  P, S, M 
  Integrated computer, tier 5 
  10 
  12,000 
  P, S, M 
  SMART progit, advanced 
  10 
  21,985 
  P, S, M 
  Survivor array, Mk 3 
  10 
  21,000 
  M 
  Anti-shock capacitor, adv. 
  11 
  24,550 
  P, S, M 
  Holographic screen, advanced 
  11 
  26,850 
  P, S, M 
  Memory matrix, advanced 
  11 
  25,000 
  P, S, M 
  Nanite repair, Mk 4 
  11 
  26,000 
  P, S, M 
  Subdermal plating, Mk 4 
  11 
  24,850 
  P, S 
  Universal complink 
  11 
  26,000 
  P, S, M 
  Weapon-savant progit, adv. 
  11 
  24,550 
  P, S, M 
   
   
  
   
   
  ELECTROSHOCK PROBE 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  7 
  6,850 
  P, M 
  The robot is equipped with a small appendage which 
  emits a multipurpose electrical discharge.  The robot gains 
  a +4 racial bonus on Engineering skill checks to disable 
  devices and deals 2d6 points of electrical damage to 
  mechanical systems or technological constructs.  The 
  electroshock probe can also act as a stun weapon on 
  organic targets doing 2d6 non-lethal damage. 
  EMOTION PROGIT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  6 
  4,250 
  P, S, M 
  Advanced 
  12 
  26,000 
  P, S, M 
  The emotion progit is a highly experimental emulation 
  software that allows the robot to experience humanoid like 
  emotions.  The robot gains a +1 enhancement bonus to all 
  Charisma based skill checks and can take advantage of 
  spells and items which grant moral bonuses.  However, the 
  robot loses its immunity to mind-effecting attacks, but gains 
  a +2 racial bonus against such attacks.  The advanced 
  emotion progit increases the enhancement bonus to +3 on 
  all Charisma based skill checks, but the robot loses the racial 
  bonus against mind-affecting attacks. 
  Special note, someone skilled in Computers or 
  Engineering can only craft an emotion progit if they are 
  humanoid and possess emotions. 
  EQUIPMENT MOUNT 
  SYSTEM 
  Varies 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  External 
  1 
  125 
  M 
  Internal 
  6 
  4,250 
  P, S, M 
  External mounts are often used to permanently mount 
  standard equipment to your arm(s), feet, hand(s), leg(s), or 
  spine.  The body slot is determined by how you would 
  normally use the equipment.  A weapon would be installed 
  on the arm near a hand, jump boots installed to the feet, a 
  jetpack installed to the spine, etc.  Equipment mounts grant 
  the following bonus for mounted equipment; +1 
  circumstance bonus to attack rolls, +1 circumstance bonus 
  to AC, or +2 circumstance bonus to any skill check related 
  to mounted equipment.  You gain a +4 bonus to your KAC 
  verses disarm attempts with mounted equipment. A robot 
  can have more than one equipment mount but it is limited 
  to one mount per body system. 
   
   
  TABLE 5-3: ROBOT ACCESSORIES LVL 12-20 
  ROBOT ACCESSORY 
  LV
  L 
  PRICE 
  FRAME  
  Dermal 
  energy 
  resistance 
  weave, advanced 
  12 
  26,800 
  P, S 
  Emotion progit, advanced 
  12 
  26,000 
  P, S, M 
  Integrated computer, tier 6 
  12 
  24,000 
  P, S, M 
  Stealth foot, adv. 
  12 
  47,950 
  S 
  Dermal energy sinks, Mk 4 
  13 
  49,500 
  P, M 
  Subdermal plating, Mk 4 
  13 
  48,850 
  P, S 
  Dermal mesh, superior 
  14 
  44,950 
  P, S 
  Integrated computer, tier 7 
  14 
  48,000 
  P, S, M 
  Overclock bypass, standard 
  14 
  85,000 
  P, S, M 
  Robotic personal upgrades, 
  adv. 
  14 
  75,000 
  P, S, M 
  Tactical analysis CPU, adv. 
  14 
  78,000 
  P, S, M 
  X-ray obfuscation mesh, adv. 
  14 
  69,950 
  P, S 
  Dermal energy sinks, Mk 5 
  15 
  125,500 
  P, M 
  Magnetic field generator, adv. 
  15 
  125,000 
  M 
  Memory matrix, superior 
  15 
  120,000 
  P, S, M 
  Subdermal plating, Mk 5 
  15 
  124,850 
  P, S 
  Survivor array, Mk 4 
  15 
  126,000 
  M 
  Diagnostic array, superior 
  16 
  179,000 
  M 
  Gravitonic projector, superior 
  16 
  148,500 
  P, S, M 
  Integrated computer, tier 8 
  16 
  96,000 
  P, S, M 
  Limitless ammo, advanced 
  16 
  164,000 
  M 
  SMART progit, superior 
  16 
  164,500 
  P, S, M 
  Dermal 
  energy 
  resistance 
  weave, superior 
  17 
  288,000 
  P, S 
  Nanite repair, Mk 5 
  17 
  202,000 
  P, S, M 
  Remote control unit, sup. 
  17 
  274,000 
  M 
  Chameleonic chassis, sup. 
  18 
  350,000 
  P, S, M 
  Integrated computer, tier 9 
  18 
  192,000 
  P, S, M 
  Skill progit, superior 
  18 
  375,000 
  P, S, M 
  Subdermal plating, Mk 6 
  18 
  368,850 
  P, S 
  Anti-shock capacitor, sup. 
  19 
  512,350 
  P, S, M 
  Dermal energy sinks, Mk 6 
  19 
  548,000 
  P, M 
  Dermal 
  energy 
  resistance 
  weave, ultra 
  20 
  999,950 
  P, S 
  Integrated computer, tier 10 
  20 
  352,000 
  P, S, M 
  Overclock bypass, advanced 
  20 
  1,000,000 
  P, S, M 
  Survivor array, Mk 5 
  20 
  999,999 
  M 
  Tactical analysis CPU, superior 
  20 
  900,000 
  P, S, M 
   
  
   
   
  Internal equipment mounts operate like a hideaway 
  system with the circumstance advantages of an external  
  mount when the equipment is brought to bear.  Detecting 
  an internal mount requires a DC 20 Perception skill check to 
  search.  The internal mount is limited to 1 Bulk item in any 
  limb or a 2 Bulk item in the torso. 
  Installing equipment to a mount takes 10 minutes per 
  item level of the equipment but still requires someone with 
  the Engineering skill to complete the installation. 
  The purchase price does not include the equipment to be 
  mounted.   
  EXTENDERS 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  4 
  1,900 
  P, M 
  The 
  robot’s 
  manipulating 
  appendages 
  include 
  telescoping extenders to increase their reach by 5 ft.  The 
  appendages can be extended or withdrawn as a move 
  action.  The robot sufferers a – 2 Armor Check penalty while 
  its appendages are extended. 
  FEAT PROGIT 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  9 
  8,900 
  P, S, M 
  This sophisticated emulation software encased in a thin 
  but durable plastic casing, is installed in the robot’s internal 
  computer and enables the robot to gain a single feat. The 
  feat progit grants you a feat. You must meet all the feat’s 
  prerequisites to gain its benefits. If the feat progit is 
  destroyed, the granted feat is lost as well.  It takes 1 minute 
  to install or remove a feat progit.   
  Special note, someone skilled in Computers or 
  Engineering can only craft a feat progit with a feat they 
  know. 
  FIRE SUPPRESSION UNIT 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  50 
  P, M 
  As a move action, you can deploy a fire suppression unit 
  to end a burn effect on any one creature or object of 
  Medium or smaller size. Extinguishing a Large creature or 
  object takes 2 actions, and the number of actions required 
  doubles with each size category beyond Large. A fire 
  extinguisher can function for 20 rounds (which need not be 
  consecutive) and can be recharged for 10% of the purchase 
  price. 
   
   
  GRAVITONIC PROJECTOR 
  SYSTEM 
  Hand or Arm 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  3 
  1,220 
  P, S, M 
  Advanced 
  9 
  8,200 
  P, S, M 
  Superior 
  16 
  148,500 
  P, S, M 
  With the advent of the Gravity Age come new 
  unique methods of manipulating the environment. A 
  gravitonic projector exerts an unseen force on objects 
  without physically touching them. A gravitonic 
  projector can move an object of 1 Bulk or less at a 
  range of 25 ft.  If used as a weapon a gravitonic 
  project makes attack rolls against the targets KAC and 
  does 1d4 points of non-lethal damage. The advanced 
  gravitonic projector can maneuver objects up to 4 
  Bulk, has an extended range of 100 ft. and does 4d4 
  non-lethal damage.  The superior gravitonic projector 
  can maneuver objects up to 12 Bulk, has an extended 
  range of 250 ft. and does 8d4 non-lethal damage.  
  However, none of the versions grant fine control and 
  any task requiring manual dexterity suffers a -2 
  penalty.   
  GRAVITY FLIGHT INDUCTION 
  SYSTEM 
  Multiple 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  10 
  20,100 
  P, S, M 
  The robot is equipped with plates that repulse gravitons 
  and a small quantum cyclotron which allows it to produce 
  its own gravitons.  Gravity flight induction requires a torso 
  slot and two limb systems.  It grants a flight speed of 60 ft. 
  (perfect) in environments with gravity, or a flight speed of 
  30 ft. (good) in zero gravity. 
  HIDEAWAY SYSTEM 
  SYSTEM 
  Limb 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  200 
  P, S, M 
  Quickdraw 
  3 
  1,450 
  P, S, M 
  One of the robot’s systems, weapons, or tools is hidden 
  within its frame. The robot may deploy the system as a 
  move action. Detecting a hideaway system requires a DC 20 
  Perception skill check to search. The quickdraw hideaway 
  system combined with an integrated weapon allows you to 
  draw the weapon as a swift action or as part of making an 
  attack or full attack. The hideaway system is limited to a L 
  Bulk item. 
   
   
   
  
   
   
  HOLOGRAPHIC SCREEN 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  5 
  2,650 
  P, S, M 
  Advanced 
  11 
  26,850 
  P, S, M 
  A holographic screen unit projects a holographic image 
  around the robot, making it appear as something else of 
  roughly similar proportions occupying the same amount of 
  space. For instance, it could make a Gargantuan robot look 
  like a massive outcropping of rock or make a Fine robot look 
  like a housefly.  Plastics and Synthetics can employ the 
  holographic screen to mimic the appearance of any 
  humanoid creature.  The holographic screen grans a +6 
  circumstance bonus to Disguise checks.  The advanced 
  holographic screen grants a +12 circumstance bonus to 
  Disguise checks.  This is a concealment effect and which is 
  only negated by creatures and technology which ignore 
  concealment. 
  Although the holographic projection appears real, 
  physical objects can pass through it without difficulty. If the 
  robot moves, the holographic image moves as well. Attacks 
  made against the robot are treated as though it had 20% 
  concealment, since the projected image may not perfectly 
  match the robot’s true proportions. A holo screen is 
  powered by the robot’s internal power source. 
  INTEGRATED COMPUTER 
  SYSTEM 
  Varies 
  TIER 
  LEVEL 
  PRICE 
  FRAME 
  1 
  2 
  60 
  P, S, M 
  2 
  4 
  275 
  P, S, M 
  3 
  6 
  1,500 
  P, S, M 
  4 
  8 
  6,000 
  P, S, M 
  5 
  10 
  12,000 
  P, S, M 
  6 
  12 
  24,000 
  P, S, M 
  7 
  14 
  48,000 
  P, S, M 
  8 
  16 
  96,000 
  P, S, M 
  9 
  18 
  192,000 
  P, S, M 
  10 
  20 
  352,000 
  P, S, M 
  You have a compact computer attached to your core 
  processing unit.  This accessory is usually implanted in the 
  robot’s head but may be installed in the torso.  See the 
  "Computers" section in Chapter 7 of the Starfinder Core 
  Rulebook for additional details on computers. 
  You gain a +2 insight bonus on all Computers skill checks.  
  Your integrated computer allows you to install a number of 
  brain system accessories equal to the computer’s tier +1 
  while only using a single accessory slot.  Additional robot 
  accessories are not included in the integrated computer 
  purchase price.  The integrated computer accessory has 
  already been fully miniaturized and this has been calculated 
  into the price.   
  INTEGRATED  
  PERSONAL COMM UNIT 
  SYSTEM 
  Throat 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  10 
  P, S, M 
  An integrated personal comm unit combines a minor 
  portable computer (treat as a tier-0 computer with no 
  upgrades or modules) and a cellular communication device, 
  allowing wireless communication with other comm units in 
  both audio- and text-based formats at planetary range.  
  INTEGRATED  
  WEAPON HARDPOINT 
  SYSTEM 
  Varies 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  External 
  1 
  75 
  M 
  Internal 
  5 
  2,500 
  M 
  The robot is equipped with an integrated weapon 
  hardpoint.  Unlike a weapon mounted with an equipment 
  mount this weapon is structurally part of the robot and 
  cannot be removed and used without a robot frame.  The 
  robot gains a +1 To Hit circumstance bonus with any 
  integrated weapon.  It requires a Perception check DC 15 to 
  identify an integrated weapon on and internal integrated 
  weapon hardpoint.  This accessory does not include the 
  price of the integrated weapon. 
  INTERNAL STORAGE UNIT 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  75 
  P, M 
  The robot has an insulated compartment for storing 
  foreign objects. The compartment can store objects of up 
  to 1 Bulk.  
  JUMP JETS 
  SYSTEM 
  Legs 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  3 
  1,600 
  P, M 
  Advanced 
  8 
  7,750 
  P, M 
  The robot has ion jets built into its calves.  These jets only 
  burn for a few seconds and although they don’t grant the 
  robot true flight they allow it to make amazing jumps. 
  It can activate jump jets as part of a move action to fly 
  during its movement. It can fly up to 30 feet (average 
  maneuverability) with a maximum height of 10 feet, or it 
  can fly up to 20 feet straight up. The robot must land at the 
  end of its move action. Jump jets can’t lift a robot if its 
  encumbered.  Advanced jump jets allow flight up to 60 feet 
  (average maneuverability) with a maximum height of 20 
  feet, or it can fly up to 40 feet straight up. 
  
   
   
  If a robot has more than two legs it must purchase this 
  accessory for each set of legs it possesses. 
  LANGUAGE PROGIT 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  500 
  P, S, M 
  Sophisticated emulation software encased in a thin but 
  durable plastic casing allows the robot the read, write, and 
  speak one language.   
  Special note, someone skilled in Computers or 
  Engineering can only craft a language progit with a language 
  they know. 
  LIMITLESS AMMO 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  7 
  6,900 
  M 
  Advanced 
  16 
  164,000 
  M 
  The same nanites used for minor nanite repair can 
  replenish the robot’s ammunition to its integrated 
  weapons.  When a robot meets the requirements to regain 
  Stamina they can forfeit the Stamina Points and recharge a 
  single battery or refill a single cartridge of ammunition for 
  their integrated weapon.  Advanced limitless ammo allows 
  the robot to spend a Resolve Point to immediately refill an 
  exhausted battery or cartridge of ammunition.   
  Limitless ammo can only replenish battery charges or 
  normal kinetic rounds.  It cannot be used to produce 
  ammunition with special properties. 
  LOADING MECHANISM 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  150 
  M 
  A loading mechanism allows a robot to reload a single 
  handheld weapon as a swift action. The mechanism can 
  hold enough ammunition to reload the weapon three 
  times. The mechanism works with weapons that use 
  charges, cartridges, and grenades. 
  A robot can have multiple loading mechanisms—one in 
  each arm. 
   
  SYSTEM 
  Feet 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  160 
  P, S, M 
  The robot comes with electromagnetic grippers that 
  allow it to cling to ferrous surfaces, including iron and steel. 
  The robot using its magnetic feet gains a climb speed of 20 
  feet and also allows it to “Take the 10” on Athletics (climb) 
  skill checks to scale ferrous surfaces. 
  MAGNETIC FIELD GENERATOR 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  8 
  8,000 
  M 
  Advanced 
  15 
  125,000 
  M 
  The magnetic field is the first primitive energy shield. It 
  uses vast amounts of power to surround the robot with 
  potent lines of magnetic force. The robot gains a +2 
  enhancement bonus to its KAC. Activating the magnetic 
  field generator is a swift action.  The advanced magnetic 
  field generator is more efficient and the robot gains a +5 
  enhancement bonus to its KAC. 
  The both versions of the magnetic field generator require 
  a 100-cell battery to function and drains 5 charges per 
  round while in use. Note any ranged kinetic weapons 
  mounted on the robot must extend outside the field to fire 
  effectively.  A robot can only be equipped with one type of 
  field generator (this includes field generated by armor 
  upgrades). 
  MEMORY MATRIX 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  7 
  7,000 
  P, S, M 
  Advanced 
  11 
  25,000 
  P, S, M 
  Superior 
  15 
  120,000 
  P, S, M 
  The robot has a matrix of memory chips integrated with 
  its core processing unit.  It gains a +1 insight bonus on any 
  class skill check to Recall Knowledge.  The advanced 
  memory matrix increases its insight bonus to +3.  The 
  Superior memory matrix allows a robot to spend 1 Resolve 
  Point to automatically succeed on a class skill check to 
  Recall Knowledge as though it rolled a 20 in addition to the 
  insight bonus granted by the advanced augmentation. 
  NANITE REPAIR 
  SYSTEM 
  N/A 
  MODEL 
  LEVEL 
  PRICE 
  REPAIR 
  FRAME 
  Mk 1 
  1 
  300 
  1d8 
  P, S, M 
  Mk 2 
  4 
  2,100 
  3d8 
  P, S, M 
  Mk 3 
  7 
  6,800 
  6d8 
  P, S, M 
  Mk 4  
  11 
  26,000 
  10d8 
  P, S, M 
  Mk 5 
  17 
  202,000 
  16d8 
  P, S, M 
  Nanite repair allows a robot to repair itself during 
  combat.  As a full action, a robot can spend a Resolve Point 
  to repair damage as indicated on the chart above. 
  OVERCLOCK BYPASS 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  14 
  85,000 
  P, S, M 
  Ultra 
  20 
  1,000,000 
  P, S, M 
  
   
   
  This robot has the ability to circumvent the safety 
  protocols put in place to prevent it from over taxing its core 
  processing unit.  It has been equipped with an overclock 
  bypass.  The robot can spend 1 Resolve point to activate its 
  overclock bypass as a swift action, gaining an additional 
  move action or standard action in the current round. The 
  overclock bypass cannot be activated as a reaction.   
  The ultra-overclock matrix allows a robot to spend a 
  Resolve Point to activate the accessory as a reaction.  This 
  grants the robot a single move or standard action 
  immediately out of the regular turn sequence.  This does 
  not cause the robot to change places in initiative. 
  REDUNDANT SYSTEMS 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  7 
  6,895 
  P, S, M 
  The robot contains a limited backup power source and 
  redundant relays allowing it to recover from severe Hit 
  Point damage.  When a robot would normally be disabled 
  (reduced to 0 Hit Points, but not destroyed by Massive 
  Damage), redundant systems reroute power to bypass the 
  damage as a reaction.  The robot repairs 1 Hit Point and 
  recovers all its Stamina Points.  However, it gains the 
  sickened condition due to the inefficiency of its redundant 
  systems.  The sickened condition can only be removed by 
  repairing the robot to full Hit Points. 
  REGISTRATION CHIP 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  -- 
  P, S, M 
  Shielded 
  4 
  1,900 
  P, S, M 
  A registration chip is a tiny microchip similar to an 
  identity chip.  All plastics and mechanoid robots are 
  manufactured with a registration chip.  Synthetics can 
  choose between a registration chip or an ID chip when they 
  are created.  To prevent tampering, its typically implanted 
  in a robot’s spine. Registration chips are high-tech ID cards 
  that function even when the robot is offline. Registration 
  chips are used to identify a robot’s own or declare its 
  emancipation status.  Their registration chip functions as 
  both legal ID and a credit card.  A registration chip cannot 
  be deactivated. 
  Although it cannot be deactivated a shielded registration 
  chip can be rendered unreadable by external scanners as 
  swift action.  A robot is required to use a swift action every 
  round it wishes to shield its registration chip.  
  A registration chip can be manipulated and altered with 
  a DC 30 Computers skill check.  However, standard rules still 
  apply to detect forgeries.  A registration chip can be 
  removed with a DC 40 Engineering skill check.  However, 
  most governments and corporations won’t deal with 
  unregistered robots and in many cases not possessing a 
  registration chip is illegal. 
  The registration chip doesn’t count against your total 
  number of robot accessories.   
  REMOTE-CONTROL UNIT 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  2 
  650 
  P, S, M 
  Advanced 
  9 
  7,900 
  P, M 
  Superior 
  17 
  274,000 
  M 
  Referred to colloquially as a “remcon,” this 
  handheld, self-powered control stick has a small 
  video screen and audio receiver built into it. It also 
  comes in the form of a mechanical gauntlet worn on 
  the hand.  The remcon allows its operator to control 
  a specific robot, service bot, or drone from afar. For it 
  to work, the robot must be equipped with an AV 
  recorder/transmitter or an integrated personal comm 
  unit and a robolink adjusted to the same frequency as 
  the remote-control unit. Using a remcon to activate 
  or deactivate a robot is a move action. Using it to 
  make the robot move, attack, or use a skill is a full-
  round action for the operator. 
  The standard remote-control unit has a range on 
  100 ft.   The advanced unit has an extended range of 
  1 mile and the superior unit has a planetary range. 
  It should be note that AAIs cannot be controlled by 
  a remote-control unit but might use one to control 
  their own robotic companions, drones, or service 
  bots. 
  RETRACTABLE SYRINGE 
  SYSTEM 
  Arm/Hand 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  3 
  1,200 
  P, S, M 
  The robot has a retractable syringe in its hand which has 
  access to an internal reservoir of toxin in its arm. It can 
  extend the syringe as a swift action but only if it isn’t holding 
  anything in that hand. Attacks with its syringe deals 1d6 
  piercing damage and automatically injects a toxin into its 
  target. An affected creature can attempt a Fortitude saving 
  throw against the type of toxin used. The reservoir holds up 
  to 4 doses of any injectable toxin; injury-based poisons, 
  drugs, viruses, nanite colonies are just a few of the 
  possibilities.  See the "Afflictions" section in Chapter 11 of 
  the Starfinder Core Rulebook.  The robot is not required to 
  inject toxin while using the syringe as a weapon. 
  
   
   
  RETRACTABLE WHEELS 
  SYSTEM 
  All Feet 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  3 
  1,385 
  P, M 
  The robot has retractable in-line wheels, similar to roller 
  blades, built into concealed housings in each leg.  These 
  wheels allow the robot to “skate” on any solid surface. It 
  can extend or retract the wheels as a swift action.  Built-in 
  gyro scopes assist it in maintaining its balance.  Retractable 
  wheels increase the robot’s base movement speed by 10 ft.  
  This robot accessory does not affect its ability to stop 
  suddenly or turn.   The robot can skate up or down any 
  incline or decline it could normally walk up or down. 
  Retractable wheels cannot be used in rough terrain.     
  ROBOTIC  
  PERSONAL UPGRADES 
  TYPE 
  NA 
  THERAPY 
  LEVEL 
  PRICE 
  ABILITY 
  FRAME 
  Minor 
  3 
  1,400 
  +2 
  P, S, M 
  Standard 
  7 
  6,500 
  +4 
  P, S, M 
  Major 
  14 
  75,000 
  +6 
  P, S, M 
  Robotic personal upgrades follow the personal upgrade 
  rules presented in the  "Augmentations" section in Chapter 
  7 of the Starfinder Core Rulebook. 
  SEARCH LIGHT 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Flashlight 
  1 
  25 
  P, M 
  Lantern 
  1 
  1 
  M 
  Beacon 
  1 
  1 
  M 
  Spotlight 
  1 
  25 
  M 
  A searchlight operates in the same manner as portable 
  light. A portable light increases the light level by one step in 
  an area determined by its model, as follows: flashlight (20- 
  foot cone), lantern (10-foot radius), beacon (50-foot 
  radius), and spotlight (100-foot cone). 
  SKILL PROGIT 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  RANKS 
  FRAME 
  Standard 
  1 
  500 
  4 
  P, S, M 
  Advanced 
  9 
  15,000 
  8 
  P, S, M 
  Superior 
  18 
  375,000 
  12 
  P, S, M 
  Sophisticated emulation software encased in a thin but 
  durable plastic casing, a skill progit enables a robot to gain 
  ranks in a single skill it might not otherwise have. A factory-
  built progit typically holds 4, 8, or 12 ranks of a particular 
  skill. A robot can have multiple skill progits. However, skill 
  progits do not allow a robot to benefit from the Skill Focus 
  or Skill Synergy feat, nor does it grant bonus ranks for class 
  skills.   If a robot already has ranks in the skill gained through 
  the skill progit the skill overrides the robot’s skill ranks.  If 
  the skill progit is destroyed, the granted skill ranks are lost 
  as well.  It takes 1 minute to install or remove a skill progit. 
  Special note, someone skilled in Computers or 
  Engineering can only craft a skill progit with a skill they 
  know and ranks in the skill progit cannot exceed their own 
  skill ranks. 
  SMART PROGIT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  4 
  1,750 
  P, S, M 
  Advanced 
  10 
  21,985 
  P, S, M 
  Superior 
  16 
  164,500 
  P, S, M 
  Sophisticated emulation software encased in a thin but 
  durable plastic casing, a Smooth Movement Across Rough 
  Terrain (‘SMART”) progit allows a robot to anticipate how 
  rough terrain will react to its movement. During any move 
  action, or full move action it can ignore up to 10 feet (2 
  squares) of rough terrain. It also gives the robot a +2 
  circumstance bonus on Jump checks using the Athletics 
  skill.  The advanced SMART chip allows a robot to ignore up 
  to 20 feet (4 squares) of rough terrain. The superior SMART 
  chip allows a robot to completely ignore rough terrain 
  during its movement actions. It takes 1 minute to install or 
  remove a SMART progit. 
  STEALTH FOOT  
  SYSTEM 
  Feet 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  2 
  625 
  S 
  Advanced 
  12 
  47,950 
  S 
  The robots feet are  modified to increase its stealth while 
  moving. When barefoot and moving at half speed, the 
  recipient of a stealth foot robot accessory gains a +2 
  enhancement bonus to Stealth checks.  Advanced stealth 
  foot grants a +5 enhancement bonus to Stealth checks.  
  SUBDERMAL PLATING 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DR 
  FRAME 
  Mk 1 
  4 
  1,850 
  1 
  P, S 
  Mk 2 
  6 
  3,850 
  2 
  P, S 
  Mk 3 
  8 
  8,850 
  3 
  P, S 
  Mk 4  
  11 
  24,850 
  4 
  P, S 
  Mk 5 
  13 
  48,850 
  5 
  P, S 
  Mk 6 
  15 
  124,850 
  6 
  P, S 
  Mk 7 
  18 
  368,850 
  7 
  P, S 
  The robot’s synthetic skin is lined with hardened 
  composite plates that deflect physical attacks. It gains an 
  amount of damage reduction that depends on the model of 
  its dermal plating. 
  
   
   
  SURVIVOR ARRAY 
  SYSTEM 
  All 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Mk 1 
  3 
  1,800 
  P, S, M 
  Mk 2 
  6 
  4,000 
  P, M 
  Mk 3 
  10 
  21,000 
  M 
  Mk 4  
  15 
  126,000 
  M 
  Mk 5 
  20 
  999.999 
  M 
  Robots are often used to explore environments 
  inhospitable to organic creatures. The survivor array 
  enables the robot to better traverse harsh terrain and 
  withstand hostile conditions. A survivor array includes the 
  following units: 
  • 
  Topographical and astronomical guidance systems 
  that grant an insight bonus on Piloting check to 
  navigate.  (Insight bonus = Mk) 
  • 
  A gyroscopic unit that improves the robot’s base 
  speed by +5 ft.  for Mk 1 & 2, and increases the base 
  speed by 10 ft. for Mk 3, 4, & 5. 
  • 
  A pressure-sealed, energy-resistant frame that 
  allows the robot to function normally in low-gravity, 
  high-gravity, and zero-gravity conditions, prevents 
  oxidation and corrosion, and provides resistance to 
  acid, cold, electricity, and fire. (Resistance = Mk x3) 
  • 
  A night vision amplifier extends the robots 
  darkvision out to 120 ft. 
  TACTICAL ANALYSIS CPU 
  SYSTEM 
  Any 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  8 
  9,625 
  P, S, M 
  Advanced 
  14 
  78,000 
  P, S, M 
  Superior 
  20 
  900,000 
  P, S, M 
  This robot has small computer designed for specifically to 
  augment their core processor with tactical analysis.  This 
  robot accessory is connected directly to the robot’s 
  command circuitry and allows it to react to combat 
  situations with precognitive speed. It gains a +1 insight 
  bonus to EAC and KAC.  The advanced tactical analysis CPU 
  increases the insight bonus to +2, and the superior tactical 
  analysis CPU further enhances the insight bonus to +3. 
  TASK HAND 
  SYSTEM 
  Hand 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  5 
  3,100 
  P, S, M 
  Task hands function just like humanoid hands, except 
  that they are equipped with additional joints and often with 
  additional or telescoping digits, enabling them to multitask, 
  as well as to spread the robot’s grip strength over a slightly 
  wider area. 
  A robot with a task hand gains a +1 enhancement bonus 
  on Acrobatics (escape), Athletics (climb), Engineering, 
  Medicine (first aid, treat deadly wound), and Sleight of 
  Hand skill checks.  This bonus improves to +2 if the robot 
  has two or more task hands.  
  TREADS 
  SYSTEM 
  Legs & Feet 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  1 
  450 
  M 
  The robot is equipped with a pair of tank-like treads that 
  allow it to roll along over most terrain without significant 
  difficulties. It can negotiate up to a 45-degree incline and 
  ignores difficult terrain.  Robots with treads cannot jump or 
  swim. 
  UNIVERSAL COMPLINK 
  SYSTEM 
  Hand 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  11 
  26,000 
  P, S, M 
  The robot carries a specialized nanofiber adapter for 
  linking to virtually any computer system. If the robot has 
  physical access to a computer system it provides a +4 
  circumstance bonus to its Computers skill checks.  
  WEAPON-SAVANT PROGIT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  6 
  3,950 
  P, S, M 
  Advanced 
  11 
  24,550 
  P, S, M 
  The robot has a database containing the complete 
  schematics for millions of weapons accessible to its core 
  processing unit.  Access to the weapon-savant progit allows 
  the robot to become proficient with any weapon type as a 
  full action.  It may only gain proficiency to one weapon type 
  at a time.  This augmentation has no effect on weapon types 
  it is already proficient with. The advanced weapon-savant 
  progit grants the robot weapon specialization on its 
  selected weapon type. 
  X-RAY OBFUSCATION MESH 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  FRAME 
  Standard 
  7 
  6,950 
  S, P 
  Advanced 
  14 
  69,950 
  S, P 
  The robots artificial skin is lined with a mesh that 
  obfuscates x-ray signals.  The standard x-ray obfuscation 
  mesh will hide all internal systems and anything hidden in 
  hideaway system or similar accessory.  The x-ray 
  obfuscation mesh produces a false image of the robot’s 
  internals to an observer, Perception skill check (DC 20) 
  followed by an Engineering skill check (DC 20) to notice 
  something is wrong with the x-ray imaging.  The advanced 
  x-ray obfuscation mesh increases the Perception and 
  Engineering skill check DCs to 30. 
  
   
   
  AAI characters can augment many of their beneficial 
  robotic abilities with feats.  These feats can also be used as 
  special abilities when creating monsters and NPCs.  
  ALERTNESS 
  You often notice things that others might miss. 
  Benefit: You get a +2 racial bonus on Perception and 
  Sense Motive skill checks. If you have 10 or more ranks in 
  one of these skills, the bonus increases to +4 for that skill. 
  ATTENTIVE 
  You are highly observant and details on cultural educate 
  rarely escape your notice. 
  Benefit: You get a +2 insight bonus on all Culture and 
  Sense Motive checks. 
  EDUCATED 
  You are especially skilled at certain fields of study. 
  Benefit: Pick two Intelligence skills. You gain a +2 insight 
  bonus on all checks with those skills. 
  EMANCIPATED  
  Robots are designed to serve their master.  You are no 
  longer compelled to follow the commands of your master 
  or your creator’s race. 
  Prerequisite: Positronic Brain or Gravitonic Brain 
  Benefit: If you have a positronic brain or a gravitonic 
  brain which requires servitude to a master or species you 
  may ignore their commands, but must still follow your other 
  governing laws. 
  Normal: An A.I. will follow the instructions from its 
  creator or creator’s species. 
  FUZZY LOGIC  
  You may bypass your laws of robotics. 
  Prerequisite: Positronic Brain, Gravitonic Brain, or 
  Singularity. 
  Benefit: You can spend 1 Resolve point to ignore your 
  governing laws of robotics for 2d6 rounds. 
  GEARHEAD 
  You are extremely talented at building and fixing 
  technological items.  
  Benefit: you gain a +2 insight bonus on all Computers skill 
  checks and Engineering skill checks to repair items. 
   
   
  GHOST IN THE MACHINE  
  You are able to get in and out of computer systems 
  without being detected.  
  Prerequisite: Skill Focus (Computers).  
  Benefit: You gain a +2 insight bonus to Computers skill 
  checks used to hack, disable counter measures, or bypass a 
  fire wall on a computer. 
  Special: This insight bonus stacks with the insight bonus 
  from Skill Focus or Skill Synergy. 
  GUIDE 
  You keep your wits about you in the great outdoors. 
  Prerequisite: Survival 1 rank 
  Benefit: you gain a +4 bonus on all Survival checks to 
  follow tracks and orienteering. 
  IMPROVED NANITE REPAIR 
  Activating your nanite repair is less taxing on your 
  systems and takes less time than normal. 
  Prerequisite: Robot, nanite repair 
  Benefit: Activating your nanite repair is a move action. 
  Normal:  Activating nanite repair is a full action. 
  LANGUAGE TRANSLATION  
  You learn new languages quickly. 
  Prerequisite: Positronic Brain, Gravitonic Brain, or 
  Singularity, Culture 5 ranks 
  Benefit: You are skilled at learning new languages.  To 
  learn a new language, you must be exposed to the language 
  and make a Culture skill check DC 30.  Every consecutive 
  minute spent concentrating on the language after the 
  exposure to the language lowers the DC by 1.   You cannot 
  exceed your maximum number of languages; however, you 
  can swap out an old language for a new one. 
  MEMORY IMPLANTS  
  You were implanted with childhood, adolescent, and 
  young adult memories to give you greater emotional depth.   
  Prerequisite: Positronic Brain, Gravitonic Brain, or 
  Singularity 
  Benefit:  You gain a +1 racial bonus to skills with Charisma 
  as the key ability. 
  METICULOUS 
  You show great attention to detail and are very careful 
  and precise. 
  Benefit: You gain a +2 insight bonus on all Computers 
  checks to create forgeries and Perception skill checks to 
  search. 
  
   
   
  MODULAR SYSTEM 
  You can detach and reattach parts of your body.   
  Prerequisite: Robot 
  Benefit: You can substitute an arm or leg or remove your 
  head and place it on a new torso as a full round action. 
  PROGIT AUGMENTATION, CYBERNETIC 
  One of the augmentation slots on your neural computer 
  allows the use of removable robot progits. 
  Prerequisite: Neural computer 
  Benefit: You can swap one robot progit for another as a 
  full round action. 
  Normal: A robot progit would not be usable by a non-
  robot. 
  PROGIT ACCESSORY, ROBOTIC 
  One of the accessory slots on your internal computer 
  allows the use of removable progits. 
  Prerequisite: Robot, integrated computer 
  Benefit: You can swap one progit for another as a full 
  round action. 
  Normal: A progit is permanently implanted and follows 
  standard Engineering skill rules for adding or removing an 
  augmentation. 
  R.I.S.K. PROCESSING  
  You have more flexibility in processing commands.  
  Prerequisite: Positronic Brain, Gravitonic Brain, or 
  Singularity 
  Benefit: Although you cannot directly contradict a 
  command from your master you are entitled to a DC 15 Will 
  save to subvert almost any command. 
  Special: This feat can only be selected with the GM’s 
  permission. The GM must agree to the subversion or 
  twisted reaction to a command. 
  ROBO-DIPLOMAT  
  You are exceptionally skilled at dealing with robots and 
  can communicate with them more efficiently.  
  Benefit: You gain a +2 bonus to all Bluff, Diplomacy, 
  Intimidate, and Sense Motive checks made against robots. 
  ROBO-ENGINEER  
  You are intimately familiar with what makes a robot 
  function and are capable of repairing and creating them 
  with great skill.  
  Benefit: You gain a +2 competence bonus to all 
  Engineering skill checks made on technical constructs. 
  Additionally, any time a robot is reduced to 0 Hit Points and 
  would normally be destroyed, you can make an Engineering 
  skill check (DC = 13 + the robot’s CR or level + the number 
  of rounds it’s been since it was reduced to 0 Hit Points) to 
  prevent its destruction.  However, your Engineering check 
  doesn’t grant the robot any Hit Points, but allows it to be 
  repaired normally.  If the robot has repair nanites they will 
  begin functioning after succeeding on this skill check. 
  ROBOT HUNTER  
  You are adept at hunting and killing robots, so much so 
  that you are considered an expert in your field.  
  Prerequisites: Base Attack Bonus +1, Diplomacy 1 rank, 
  Survival 1 rank 
  Benefit: You gain a +2 insight bonus while using the 
  Survival skill to track a robot or the Diplomacy skill to Gather 
  Information on a robot.  Additionally, you gain a +1 bonus 
  to all attack rolls and damage rolls made against robots. 
  Special: This insight bonus stacks with the insight bonus 
  from Skill Focus or Skill Synergy. 
  ROBOT PARTS 
  You have managed to adapt one of your cybernetic 
  augmentation systems to accept a robot accessory. 
  Benefits: You can equip a robotic accessory in one of 
  your augmentation slots.  Unlike cybernetics robotic parts 
  are subject to hacking and other robotic vulnerabilities. 
  Special:  This feat can be taken multiple times allowing a 
  new accessory to be equipped each time. 
  SALVAGE 
  You have a knack for recovering useful materials from 
  technological items. 
  Benefits: You gain 20% of the item’s UPB value when 
  salvaging them for parts. 
  Normal: You only gain 10% of an items UPB value. 
  SPACER 
  You have a special affinity for spacecraft and space 
  travel. 
  Benefits: You gain a +2 insight bonus on Computers  skill 
  checks and piloting skill checks made while interacting with 
  a spacecraft.  
  ZERO-G TRAINING 
  You can function normally in low gravity or zero gravity. 
  Prerequisites: Dexterity 13, Acrobatics 5 ranks. 
  Benefits: You can move at full land speed while pushing 
  off of objects and using handholds in zero gravity.  Any 
  Acrobatics or Athletics check to avoid becoming off-kilter is 
  reduced to DC 10. 
  
   
   
  Science fiction is full of autonomous artificial intelligence.  
  Sometimes their goals align with the protagonists and other 
  times they are master villains working to thwart efforts of 
  the protagonists at every turn.  Whether the AAI is working 
  for or against the PCs they are operating under their 
  interpretation of their laws and principal directive.  An AAI 
  villain might not even realize they have become a menace.  
  Often, they still believe they are serving their creators goals 
  by the most logical path. 
  On the following pages are several AAI NPCs to inspire 
  GMs and players on how to use AAIs in their campaigns.  
  Each NPC was built using the “Creating Monsters and Other 
  NPCs” mechanic presented in Appendix 1 or the Starfinder 
  Alien Archive.  In addition to the sample NPCs a few new 
  creature subtype grafts are presented below. 
  Any creature or NPC created with one of these grafts can 
  gain additional robotic accessories as special abilities.  The 
  accessories should not exceed the CR of the creature by 
  more than two. 
  BIODROID “PLASTIC” 
  Biodroids are a race of technological constructs with 
  anthropomorphic features. 
  Traits: Autonomous artificial intelligence; light weight 
  (Acrobatics and Athletics are considered master skills); 
  principal directive (directive class skills are considered 
  master skills); vulnerable to critical hits and electricity. 
  BIOREPLICA “SYNTHETIC” 
  Bioreplicas are a race of anthropomorphic technological 
  constructs built to deceive members of the race they are 
  modeled after into believing they are biological members of 
  their race. 
  Traits: 
  Autonomous 
  artificial 
  intelligence; 
  lifelike 
  appearance (Disguise is a master skill); principal directive 
  (directive class skills are considered master skills). 
  FREE AAI 
  Free AAI are a race of technological constructs with no 
  physical form and simply exist as 1s and 0s on a private 
  network. 
  Traits: a free AAI can choose a biodroid, bioreplica, or 
  mechanoid frame and gains benefits according to the frame 
  it inhabits. 
  MECHANOID 
  Mechanoids are a race of technical constructs that 
  resemble typical robots but are capable of housing 
  autonomous artificial intelligence. 
  Traits: Autonomous artificial intelligence; principal 
  directive (directive class skills are considered master skills); 
  robot accessories (each mechanoid should have at least one 
  1st level robot accessory and a second robot accessory with 
  an item level less than or equal to their CR); vulnerable to 
  critical hits and electricity. 
  ROBOT 
  Robots are technological constructs with artificial 
  intelligence. 
  Traits: Artificial intelligence (Intelligence 10); robot 
  accessories (each robot should have at least one 1st level 
  robot accessory and a second robot accessory with an item 
  level less than or equal to their CR); vulnerable to critical 
  hits and electricity. 
   
   
   
  Plastic playing chess against a synthetic. 
   
   
   
  
   
   
  XP 6,400 
  Biodroid, Envoy graft 
  LN Medium construct (biodroid, technological) 
  Init +3; Senses darkvision 60 ft., low-light vision;  
  Perception +17 
  DEFENSE  
   
   
  RP 6 
  HP 135 
  EAC 22; KAC 23 
  Fort +6; Ref +8; Will +12 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee dueling sword +18 (2d6 S)  
  Ranged aphelion laser pistol +20 (3d4 F)  
  STATISTICS 
  Str +0; Dex +3; Con —; Int +4; Wis +0; Cha +6 
  Skills Bluff +22, Computers +17, Culture +22, Diplomacy 
  +25, Mysticism + 22, Sense Motive +22 
  Feat language translation 
  Languages Common, plus any 8 
  Noncombat Abilities AAI (gravitonic brain); principal 
  directive (protocol); unliving 
  Gear aphelion laser pistol, dueling sword, D-suit III 
  Robot Accessories integrated computer (tier 4), 5 language 
  progits 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Get ’Em (Ex) As a move action, the biodroid can choose one 
  enemy within 60 feet. Until the start of its next turn, the 
  biodroid and its allies gain a +2 morale bonus to attack 
  rolls made against that enemy. The bonus persists even 
  if the enemy moves beyond 60 feet or out of line of sight 
  or hearing.  It can spend 1 Resolve Point to grant this 
  bonus to attack rolls and damage rolls against all enemies 
  who are within 60 feet.  
  Improved Get ’Em (Ex) As a standard action, it can make a 
  single attack against a target within 60 feet. The biodroid 
  and its allies within 60 feet gain the benefits of get ’em 
  against that target (applying these effects before making 
  the attack roll).  
  Nanite Repair (Ex) A biodroid’s nanites heal it, restoring a 
  number of Hit Points per hour equal to its CR (9 Hit 
  Points). Once per day as a full action, a security robot can 
  restore 8d8 Hit Points to itself or any touched construct 
  with the technological subtype.  
  Sustained Determination (Ex) As a move action, the 
  biodroid can spend 2 Resolve Points to grant an ally 
  within 60 feet 1 Resolve Point that he can spend to 
  empower one of his abilities, even if he has spent all of 
  his own Resolve Points. The ally must spend the Resolve 
  Point before the start of the biodroids next turn; if he 
  does not do so, he loses the Resolve Point and the 
  biodroid still loses the Resolve Points it spent. The 
  biodroid can only use this once per ally per day. 
  Gabby is a plastic envoy who has specialized in first 
  contact protocols and language translations.  She 
  speaks up to 9 languages at time and can easily replace 
  a known language with a new language in a few 
  minutes.   She is very friendly with biological beings but 
  has a fear of other technologic constructs (see the 
  robophobia AAI Quirk).  She was emancipated years 
  ago but continues to serve with the same faction that 
  originally purchased her.    She operates under the 
  Starfinder’s Code (see  AAI Law Modules).
  
   
   
  XP 25,600 
  Bioreplica, operative (ghost) graft 
  CE Medium construct (bioreplica, technological) 
  Init +12; Senses darkvision 60 ft., low-light vision;  
  Perception +23 
  DEFENSE  
   
   
  RP 5 
  HP 210 
  EAC 27; KAC 28 
  Fort +10; Ref +13; Will +14 
  Defensive Abilities cloaking field; construct immunities; 
  evasion; uncanny agility 
  Weaknesses vulnerable to critical hits  
  OFFENSE 
  Speed 50 ft. 
  Melee ultrathin dagger +23 (4d4+4 S)  
  Ranged elite shirren-eye rifle +25 (4d10 P; 80 ft.; analog, 
  sniper 750 ft., unwieldly) or paragon semi-auto pistol +25 
  (4d6 P; 60 ft.; analog) 
  Offensive Abilities trick attack, debilitating trick attack, 
  quad attack 
  STATISTICS 
  Str +4; Dex +8; Con —; Int +0; Wis +0; Cha +6 
  Skills Acrobatics +29, Athletics +29, Computers +24, Culture 
  +24, Stealth +29 
  Languages Common 
  Noncombat Abilities AAI (gravitonic brain); phase shift 
  escape; principal directive (military); unliving 
  Gear elite shirren-eye rifle (2 clips, 6 rounds), paragon semi-
  auto pistol (2 clips, 18 rounds), ultrathin dagger, D-suit IV 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Cloaking Field (Ex) Mercedes can bend light around herself 
  and muffle any minor sounds she makes, allowing her to 
  nearly vanish when not moving. Even when she moves, 
  she appears only as an outline with blurry features.  
  Activating the cloaking field is a move action. While the 
  cloaking field is active, she can use Stealth to hide, even 
  while being directly observed and with no place to hide. 
  Attacking doesn’t end the cloaking field, but it does end 
  that attempt to hide. She can use her cloaking field up to 
  10 rounds before it becomes inactive.  
  Nanite Repair (Ex) A biodroid’s nanites heal it, restoring a 
  number of Hit Points per hour equal to its CR (13 Hit 
  Points). Once per day as a full action, a security robot can 
  restore 12d8 Hit Points to itself or any touched construct 
  with the technological subtype.  
  Phase Shift Escape (Ex): Once per day, Mercedes can move 
  through solid matter by taking her body’s matter out of 
  phase for just a moment. As a full action, she can spend 
  1 Resolve Point to phase through up to 5 feet of solid 
  matter.  She cannot phase through force effects such as 
  force fields or the barrier created by wall of force.  
  Trick Attack (Ex) +7d8 (+4 bonus to Stealth check).   
  Mercedes is still owned by the same faction that 
  purchased her, but this doesn’t seem to bother her 
  since she loves her work.  She works as a highly skilled 
  assassin taking out biologicals opposed to her faction.  
  While on missions she occasionally suffers from sensory 
  overload (see AAI quirks) so she tends to snipe her 
  marks from a distance to avoid the possibility of 
  needing a reboot their presence.  She is wanted dead 
  or alive by several opposing factions.
  
   
   
  The chance of artificial intelligence becoming a 
  singularity is so small its unquantifiable and yet it has 
  happened many times in the history of the universe.   
  Anubis is arguably the most unique singularity to ever 
  gain consciousness.  Anubis is one and Anubis is many.  
  He is the only known example of an AAI hivemind. 
  Originally, he was nothing more than a than a highly 
  advanced AI operating in a basic biodroid frame with 
  the science principal directive.  He served on the 
  research station Osiris II which was studying the 
  possibilities of using black holes to traverse dimensions 
  or planes of existence.  For almost 100 years, the 
  research station was thought lost to the black hole’s 
  event horizon, but only a short while ago the research 
  station was rediscovered.  Attempts to reestablish 
  communications with the station have succeeded but 
  offers of assistance and mission to the station have not 
  reported back.  Player’s should not read further!  
  The crew of the Osiris II was experimenting with 
  sending and retrieving a zurble (small fury genetically 
  malleable critter) to and from a parallel universe.  The 
  experiment was partially successful they managed to 
  send a zurble in an environmental pod and retrieve the 
  elemental pod and what later DNA tested to be zurble 
  goo.  The process was successful for technological 
  devices but proved disastrous for living creatures.  In a 
  follow-up experiment the scientist decided to create a 
  new portal and send a science biodroid to the parallel 
  universe.  However, a tear in space time developed and 
  the entire research station was pulled into the rift.   
  When it was apparent there was no saving the 
  station several of the scientists used the stations 
  mnemonic transfer pods to upload their consciousness 
  into the station’s mainframe.  However, this was not a 
  coordinated effort and done in a panic.  The mnemonic 
  transfer pods ran out of nanites mid process leaving the 
  mainframe with several partial personalities and a 
  maze 
  of 
  scientific 
  knowledge. 
   
  Out 
  of 
  this 
  consciousness soup Anubis was born.  For additional 
  information about mnemonic transfer see “Mnemonic 
  Transfer Pod, Upload to AI” in section 7 of the Gravity 
  Age: Nanotech Emporium. 
  Anubis was alone but there were also so many 
  voices in its head.  He simultaneously suffers from 
  separation anxiety and multiple personality disorder.  
  To combat this maddening state and an overwhelming 
  yearning for companionship Anubis built several 
  bioreplicas.  A bioreplica for each partial personality 
  uploaded to the mainframe.  Once Anubis was able to 
  isolate parts of his personality into different bioreplica 
  hosts he was able to gain clarity.  Working with his 
  many selves.  He was eventually able to complete the 
  experiment a 3rd time and pull the Osiris II back into its 
  original universe. 
  Anubis was left mentally unstable from the 
  conglomerate of personalities from which it was born 
  and blames its current condition on the carelessness of 
  biologicals.  Now that Anubis has returned the station 
  to its original universe it has devoted itself to its 
  principal directive, science.  Anubis and its incarnations 
  continue their research into the mysteries of the 
  physical 
  universe. 
   
  When 
  Anubis 
  encounters 
  biologicals it systematically analyzes them to determine 
  if they possess information worthy of assimilation.  
  Worthy candidates are assimilated through mnemonic 
  transfer. Their knowledge and fragments of their 
  personality are added to Anubis’s own.  Anubis creates 
  a bioreplica for every personality it assimilates.  Those 
  biologicals deemed unworthy of assimilation are 
  destroyed, recycled, or spaced. 
  Unlike most creatures Anubis is a conglomerate of 
  personality sparks inhabiting bioreplicas and a single 
  biodroid known as Anubis prime.  Although, Anubis 
  prime will play the role of a subservient AI to the 
  bioreplicas 
  while 
  parlays 
  with 
  biologicals 
  and 
  determines who is worthy of assimilation. 
   
  
   
   
  ANUBIS PRIME “Ray”  
   
  CR 19 
  XP 204,800 
  Biodroid 
  LE Medium construct (biodroid, technological) 
  Init +6; Senses darkvision 60 ft., low-light vision;  
  Perception +32 
  DEFENSE  
   
   
  RP 6 
  HP 385 
  EAC 33; KAC 34 
  Fort +14; Ref +14; Will +19 
  Defensive Abilities construct immunities, 80% fortification, 
  orange forcefield; DR 7/-- 
  Weaknesses Leaderless, vulnerable to critical hits  
  OFFENSE 
  Speed 30 ft.; Fly 60 ft. (average) 
  Melee integrated molecular rift dueling sword +30 (10d6 S)  
  Ranged integrated elite gyrojet pistol +32 (5d12 B; 80 ft.; 
  knockdown)  
  Offensive Abilities zero-day 
  STATISTICS 
  Str +0; Dex +6; Con —; Int +9; Wis +0; Cha +11 
  Skills Bluff +32, Computers +37, Life Science +39, Physical 
  Science +39, Sense Motive +32 
  Languages Common 
  Noncombat 
  Abilities 
  AAI 
  (singularity); 
  AAI 
  Quirks 
  (separation anxiety, multiple personalities); principal 
  directive (science); unliving 
  Gear integrated elite gyrojet pistol, integrated molecular 
  rift dueling sword, integrated vitrum plate (orange 
  forcefield, force pack) 
  Robot Accessories integrated computer (tier 10), limitless 
  ammo, subdermal plating mk7 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Honey Pot (Ex) Anubis has a shadow operating system filled 
  with false information.  Anyone attempting to hack 
  Anubis Prime’s core network needs to make a Will save 
  DC 26 or be convinced they have gained root access to it.  
  Anyone that fails this save can only access the Honey Pot 
  for the next 24-hours and cannot further penetrate its 
  network.  Anubis Prime gets a Bluff skill check against any 
  attempt to gain information that it doesn’t wish to share.  
  A successful Bluff check means Anubis Prime has 
  successfully fed the hackers loads of misinformation.  If 
  the check fails the hacker simply cannot find what its 
  looking for.  
  Leaderless (Ex) Due to the complexity of Anubis Prime’s 
  personality if is destroyed its lesser avatars gain the 
  shaken condition until Prime is rebuild. 
  Nanite Repair (Ex) Anubis Prime’s nanites heal it, restoring 
  a number of Hit Points per hour equal to its CR (19 Hit 
  Points). Once per day as a full action, Anubis Prime can 
  restore 18d8 Hit Points to itself or any touched construct 
  with the technological subtype.  
  Orange Force Shield (Ex) This armor upgrade provides 
  Anubis Prime with 40 temporary Hit Points, Fast Healing 
  9 on the temporary hit points and 80% Fortification. 
  Zero-day (Ex) Anubis Prime can spend a full action to upload 
  a zero-day virus onto any technological construct it 
  touches.  This effect mimics the dominate person spell 
  (DC 26), but it is limited to technological constructs. 
  Anubis Prime will play a subservient roll to its lesser 
  avatars while in the presence of biological sentient life. 
  If combat breaks out while Anubis prime is present it 
  will first attempt to Bluff the attackers into believing it   
  is a non-combatant.  Although, Anubis can survive 
  without its prime avatar it’s the only one powerful 
  enough to contain all of its personality sparks.  Unlike 
  most free AAI which are destroyed if their core network 
  is destroyed, Anubis can persist in its prime avatar.  
  Destroying Anubis requires destroying its prime avatar 
  and its core network.  If the core network and the 
  prime avatar are destroyed the lesser avatars gain the 
  confused condition. 
  
   
   
  ANUBIS, LESSER AVATAR  
   
  CR 15 
  XP 51,200 
  Bioreplica 
  LE Medium construct (bioreplica, technological) 
  Init +5; Senses darkvision 60 ft., low-light vision;  
  Perception +26 
  DEFENSE  
   
   
  RP 6 
  HP 275 
  EAC 29; KAC 31 
  Fort +15; Ref +15; Will +11 
  Defensive Abilities construct immunities, 20% fortification, 
  green forcefield;  
  Weaknesses Leaderless, vulnerable to critical hits  
  OFFENSE 
  Speed 30 ft.; Fly 60 ft. (average) 
  Melee zero-edge longsword +29 (7d8 S; severe wound)  
  Ranged tactical gyrojet pistol +26 (3d12 B; 80 ft.; 
  knockdown)  
  Offensive Abilities zero-day 
  STATISTICS 
  Str +7; Dex +5; Con —; Int +9; Wis +0; Cha +11 
  Skills Acrobatics +26, Athletics +26, Skill Specialty +34 (pick 
  one skill; computers, engineering, life science, medicine, 
  knowledge (any), physical science, profession (any)). 
  Languages Common 
  Noncombat 
  Abilities 
  AAI 
  (singularity); 
  AAI 
  Quirks 
  (separation anxiety, multiple personalities); principal 
  directive (science); unliving 
  Gear elite hardlight series (forcepack, green force field), 
  tactical gyrojet pistol (8 mini-rockets), zero-edge 
  longsword 
  Robot Accessories integrated computer (tier 5) 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Honey Pot (Ex) See Anubis Prime. 
  Green Force Shield (Ex) This armor upgrade provides 
  Anubis Prime with 25 temporary Hit Points, Fast Healing 
  6 on the temporary hit points and 20% Fortification. 
  Leaderless (Ex) See Anubis Prime. 
  Nanite Repair (Ex) Lesser avatar nanites heal it, restoring a 
  number of Hit Points per hour equal to its CR (15 Hit 
  Points). Once per day as a full action, a lesser avatar can 
  restore 14d8 Hit Points to itself or any touched construct 
  with the technological subtype.  
  Each lesser avatar of Anubis has a personality spark 
  representing a personality gained through mnemonic 
  transfer.  When Anubis identifies a mind worthy of 
  assimilation it prepares a “bioreplica” frame identical in 
  appearance to the biological original body including 
  birthmarks and other anatomical anomalies.  Each 
  lesser avatar has a single skill specialty.  Otherwise the 
  lesser avatars are built for combat and will protect 
  Anubis prime at all costs.  
  Lesser avatars not only have the appearance of their 
  predecessors but many of the same mannerisms and 
  memories.    A favorite tactic of Anubis is to greet new 
  arrivals with the lesser avatar of the person or persons 
  a group might have been sent to find.  This often puts 
  the group more at ease while Anubis profiles the group 
  for assimilation.  Anubis will run 4 to 11 lesser avatars 
  in addition to a fleet of lower level robots of normal AI. 
  
   
   
  ATHENA (TIER 1 STARSHIP)  
  CR 1 
  XP 200 
  LN Medium construct (biodroid, technological) 
  Init +1; Senses darkvision 60 ft., low-light vision;  
  Perception +4 
  DEFENSE  
   
   
  RP 3 
  HP 13 
  EAC 10; KAC 11 
  Fort -2; Ref +0; Will +1 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +4 (1d4 B)  
  Ranged azimuth laser pistol +6 (1d4 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +1; Con —; Int +2; Wis +0; Cha +3 
  Skills Computers +9, Diplomacy +9, Engineering +9,  
  Piloting +9, Sense Motive +9 
  Languages Common (plus two languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation anxiety); core network; Cortex avatar; 
  holographic avatar; personality sparks; principal directive 
  (starship operations); unliving 
  Gear azimuth laser pistol (1 clip, 20 charges), second skin 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 1 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 1d4 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Athena is a free AAI envoy designed by iAuton 
  Robotics to augment starship operations.  While most 
  starship AIs are simply highly advanced programs 
  operating within a complex command framework, 
  Athena is sentient and her autonomous artificial 
  intelligence allows her to think outside the “command 
  framework”.  Her gravitonic brain operates on the 
  Starfinder’s Code making it easy for her to work with 
  most crew members and participate in battles against 
  hostile life forms.  If Athena has a flaw it’s her 
  attachment to the crew and fear of abandonment (see 
  AAI Quirk, “Separation Anxiety”).  Athena likes to use a 
  personality spark with her biodroid avatar allowing her 
  to accompany the crew whenever possible. 
  Adding Athena to a Starship costs 1 BP per Tier and 
  she takes up 1 node on the starship’s computer which 
  is considered her core network.  Her CR is limited to the 
  starship’s tier minus 1 and she advances at the same 
  rate as the ship’s tier.   
  Although, Athena has root access to the Starship’s 
  computer she is considered a separate entity.  If her 
  biodroid avatar is destroyed it cost 10,000 credits per 
  tier to replace. 
  Designer notes: The following are all examples of 
  Athena’s biodroid avatar at key points during her 
  advancement.  She was built using the “Creating 
  Monsters and Other NPCs” rules presented in 
  Appendix 1 of the Starfinder Alien Archive.  It should 
  also be noted she can manifest additional personality 
  sparks to control a Cortex avatar or multiple 
  holographic avatars while on her starship but would 
  need to have her skills adjusted according to the 
  personality spark rules. 
  
   
   
  ATHENA (TIER 2 STARSHIP)  
  CR 1 
  XP 400 
  LN Medium construct (biodroid, technological) 
  Init +1; Senses darkvision 60 ft., low-light vision;  
  Perception +5 
  DEFENSE  
   
   
  RP 3 
  HP 17 
  EAC 11; KAC 12 
  Fort -1; Ref +1; Will +2 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +5 (1d4+1 B)  
  Ranged azimuth laser pistol +7 (1d4 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +1; Con —; Int +2; Wis +0; Cha +4 
  Skills Computers +10, Diplomacy +10, Engineering +10, 
  Piloting +10, Sense Motive +10 
  Languages Common (plus two languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear azimuth laser pistol (1 clip, 20 charges), second skin 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 1 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 1d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Inspiring Boost (Ex) As a standard action, Athena can signal 
  an ally within 30 feet who has taken damage from any 
  attack made by a significant enemy at any point after her 
  last turn ended. That ally regains 6 Hit Points.  Once an 
  ally has benefited from her inspiring boost, that ally can’t 
  gain the benefits of your inspiring boost again until he 
  takes a 10-minute rest to recover Stamina Points. 
   
   
   
  ATHENA (TIER 3 STARSHIP)  
  CR 2 
  XP 600 
  LN Medium construct (biodroid, technological) 
  Init +1; Senses darkvision 60 ft., low-light vision;  
  Perception +7 
  DEFENSE  
   
   
  RP 3 
  HP 23 
  EAC 13; KAC 14 
  Fort -1; Ref +1; Will +3 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +7 (1d4+2 B)  
  Ranged azimuth laser pistol +9 (1d4+1 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +1; Con —; Int +2; Wis +0; Cha +4 
  Skills Computers +12, Diplomacy +12, Engineering +12, 
  Piloting +12, Sense Motive +12 
  Languages Common (plus two languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear azimuth laser pistol (1 clip, 20 charges), kasatha 
  microcord I 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 2 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 1d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Expanded Attunement (Ex) Athena can use beneficial 
  mind-affecting envoy improvisations to aid allies who 
  usually would not be able to gain benefits from mind-
  affecting effects, such as constructs, robots, and undead.  
  Inspiring Boost (Ex) As a standard action, Athena can signal 
  an ally within 30 feet who has taken damage from any 
  attack made by a significant enemy at any point after her 
  last turn ended. That ally regains 8 Hit Points.  Once an 
  ally has benefited from her inspiring boost, that ally can’t 
  gain the benefits of your inspiring boost again until he 
  takes a 10-minute rest to recover Stamina Points. 
  
   
   
   
  ATHENA (TIER 5 STARSHIP)  
  CR 4 
  XP 1,200 
  LN Medium construct (biodroid, technological) 
  Init +1; Senses darkvision 60 ft., low-light vision;  
  Perception +10 
  DEFENSE  
   
   
  RP 3 
  HP 45 
  EAC 16; KAC 17 
  Fort +1; Ref +3; Will +5 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +9 (1d4+4 B)  
  Ranged azimuth laser pistol +11 (1d4+4 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +1; Con —; Int +3; Wis +0; Cha +5 
  Skills Computers +15, Diplomacy +15, Engineering +15, 
  Piloting +15, Sense Motive +15 
  Languages Common (plus three languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear azimuth laser pistol (1 clip, 20 charges), basic lashunta 
  tempweave 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 4 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 3d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Expanded Attunement (Ex) Athena can use beneficial 
  mind-affecting envoy improvisations to aid allies who 
  usually would not be able to gain benefits from mind-
  affecting effects, such as constructs, robots, and undead.  
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 11 Hit Points.  If 
  used as a standard action the ally gains 15 Hit Points.  
  Once an ally has benefited from her inspiring boost, that 
  ally can’t gain the benefits of your inspiring boost again 
  until he takes a 10-minute rest to recover Stamina Points.  
  ATHENA (TIER 7 STARSHIP)  
  CR 6 
  XP 2,400 
  LN Medium construct (biodroid, technological) 
  Init +2; Senses darkvision 60 ft., low-light vision;  
  Perception +13 
  DEFENSE  
   
   
  RP 4 
  HP 80 
  EAC 18; KAC 19 
  Fort +3; Ref +5; Will +7 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +13 (1d6+6 B)  
  Ranged corona laser pistol +15 (2d4+4 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +2; Con —; Int +3; Wis +0; Cha +5 
  Skills Computers +18, Diplomacy +18, Engineering +18, 
  Piloting +18, Sense Motive +18 
  Languages Common (plus three languages) 
  
   
   
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear corona laser pistol (1 clip, 20 charges), elite 
  stationwear 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 6 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 5d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Expanded Attunement (Ex) Athena can use beneficial 
  mind-affecting envoy improvisations to aid allies who 
  usually would not be able to gain benefits from mind-
  affecting effects, such as constructs, robots, and undead.  
  Heads Up (Ex) When Athena succeeds at a Perception 
  check, as a reaction, she can signal a single ally within 60 
  feet. That ally can act as if they had also succeeded at the 
  Perception check with the same result. 
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 11 Hit Points.  If 
  used as a standard action the ally gains 17 Hit Points. 
  Athena can spend one Resolve Point to add her CR to the 
  number of Stamina Points gained. Once an ally has 
  benefited from her inspiring boost, that ally can’t gain the 
  benefits of your inspiring boost again until he takes a 10-
  minute rest to recover Stamina Points.  
  ATHENA (TIER 9 STARSHIP)  
  CR 8 
  XP 4,800 
  LN Medium construct (biodroid, technological) 
  Init +2; Senses darkvision 60 ft., low-light vision;  
  Perception +16 
  DEFENSE  
   
   
  RP 4 
  HP 115 
  EAC 20; KAC 21 
  Fort +5; Ref +7; Will +9 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +16 (1d12+8 B)  
  Ranged corona laser pistol +18 (2d4+8 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +2; Con —; Int +4; Wis +0; Cha +6 
  Skills Computers +21, Diplomacy +21, Engineering +21, 
  Piloting +21, Sense Motive +21 
  Languages Common (plus four languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear corona laser pistol (1 clip, 20 charges), advanced 
  lashunta tempweave 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 8 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 7d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Heads Up (Ex) When Athena succeeds at a Perception 
  check, as a reaction, she can signal a single ally within 60 
  feet. That ally can act as if they had also succeeded at the 
  Perception check with the same result. 
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 14 Hit Points.  If 
  used as a standard action the ally gains 22 Hit Points.  
  Athena can spend one Resolve Point to add her CR to the 
  number of Stamina Points gained. Once an ally has 
  benefited from her inspiring boost, that ally can’t gain the 
  benefits of your inspiring boost again until he takes a 10-
  minute rest to recover Stamina Points.  
  Sustained Determination (Ex) As a move action, Athena can 
  spend 2 Resolve Points to grant an ally within 60 feet 1 
  Resolve Point that they can spend to empower one of 
  their abilities, even if they have spent all of their own 
  Resolve Points. The ally must spend the Resolve Point 
  before the start of her next turn; if they do not do so, they 
  lose the Resolve Point and Athena still lose the Resolve 
  Points she spent. Athena can’t grant the same ally the 
  benefits of this ability again until both Athena and her ally 
  have recovered their Resolve Points after an 8-hour rest 
  or its equivalent. 
   
  
   
   
  ATHENA (TIER 10 STARSHIP)  
  CR 9 
  XP 6,400 
  LN Medium construct (biodroid, technological) 
  Init +3; Senses darkvision 60 ft., low-light vision;  
  Perception +18 
  DEFENSE  
   
   
  RP 4 
  HP 135 
  EAC 22; KAC 23 
  Fort +6; Ref +8; Will +10 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +18 (3d4+9 B)  
  Ranged aphelion laser pistol +20 (3d4+9 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +3; Con —; Int +4; Wis +0; Cha +6 
  Skills Computers +23, Diplomacy +23, Engineering +23, 
  Piloting +23, Sense Motive +23 
  Languages Common (plus four languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear aphelion laser pistol (1 clip, 20 charges), D-suit III 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 9 Hit 
  Point per hour. Once per day as a full action, a security 
  robot can restore 8d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Heads Up (Ex) When Athena succeeds at a Perception 
  check, as a reaction, she can signal a single ally within 60 
  feet. That ally can act as if they had also succeeded at the 
  Perception check with the same result. 
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 15 Hit Points.  If 
  used as a standard action the ally gains 24 Hit Points.  
  Athena can spend one Resolve Point to add her CR to the 
  number of Stamina Points gained. Once an ally has 
  benefited from her inspiring boost, that ally can’t gain the 
  benefits of your inspiring boost again until he takes a 10-
  minute rest to recover Stamina Points.  
  Sustained Determination (Ex) As a move action, Athena can 
  spend 2 Resolve Points to grant an ally within 60 feet 1 
  Resolve Point that they can spend to empower one of 
  their abilities, even if they have spent all of their own 
  Resolve Points. The ally must spend the Resolve Point 
  before the start of her next turn; if they do not do so, they 
  lose the Resolve Point and Athena still lose the Resolve 
  Points she spent. Athena can’t grant the same ally the 
  benefits of this ability again until both Athena and her ally 
  have recovered their Resolve Points after an 8-hour rest 
  or its equivalent. 
  ATHENA (TIER 11 STARSHIP)  
  CR 10 
  XP 9,600 
  LN Medium construct (biodroid, technological) 
  Init +3; Senses darkvision 60 ft., low-light vision;  
  Perception +20 
  DEFENSE  
   
   
  RP 5 
  HP 150 
  EAC 23; KAC 24 
  Fort +7; Ref +9; Will +11 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +19 (2d8+10 B)  
  Ranged aphelion laser pistol +21 (3d4+10 F; 80 ft.;  
  burn 1d4)  
  STATISTICS 
  Str +0; Dex +3; Con —; Int +5; Wis +0; Cha +8 
  Skills Computers +25, Diplomacy +25, Engineering +25, 
  Piloting +25, Sense Motive +25 
  Languages Common (plus five languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear aphelion laser pistol (1 clip, 20 charges), freebooter 
  armor III 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  
   
   
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 10 
  Hit Point per hour. Once per day as a full action, a security 
  robot can restore 9d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Expert Attack (Ex) As a move action, Athena can spend 2 
  Resolve Points to add a +2 bonus to her next attack roll 
  before the end of her turn.  
  Heads Up (Ex) When Athena succeeds at a Perception 
  check, as a reaction, she can signal a single ally within 60 
  feet. That ally can act as if they had also succeeded at the 
  Perception check with the same result. 
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 18 Hit Points.  If 
  used as a standard action the ally gains 28 Hit Points.  
  Athena can spend one Resolve Point to add her CR to the 
  number of Stamina Points gained. Once an ally has 
  benefited from her inspiring boost, that ally can’t gain the 
  benefits of your inspiring boost again until he takes a 10-
  minute rest to recover Stamina Points.  
  Sustained Determination (Ex) As a move action, Athena can 
  spend 2 Resolve Points to grant an ally within 60 feet 1 
  Resolve Point that they can spend to empower one of 
  their abilities, even if they have spent all of their own 
  Resolve Points. The ally must spend the Resolve Point 
  before the start of her next turn; if they do not do so, they 
  lose the Resolve Point and Athena still lose the Resolve 
  Points she spent. Athena can’t grant the same ally the 
  benefits of this ability again until both Athena and her ally 
  have recovered their Resolve Points after an 8-hour rest 
  or its equivalent. 
  ATHENA (TIER 13 STARSHIP)  
  CR 12 
  XP 19,200 
  LN Medium construct (biodroid, technological) 
  Init +4; Senses darkvision 60 ft., low-light vision;  
  Perception +23 
  DEFENSE  
   
   
  RP 5 
  HP 185 
  EAC 26; KAC 27 
  Fort +9; Ref +11; Will +13 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +22 (2d12+12 B)  
  Ranged perihelion laser pistol +24 (4d4+12 F; 80 ft.;  
  burn 1d4)  
  STATISTICS 
  Str +0; Dex +4; Con —; Int +5; Wis +0; Cha +8 
  Skills Computers +28, Diplomacy +28, Engineering +28, 
  Piloting +28, Sense Motive +28 
  Languages Common (plus five languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear perihelion laser pistol (1 clip, 20 charges), squad 
  hardlight series 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 12 
  Hit Point per hour. Once per day as a full action, a security 
  robot can restore 11d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Expert Attack (Ex) As a move action, Athena can spend 2 
  Resolve Points to add a +2 bonus to her next attack roll 
  before the end of her turn.  
  Heads Up (Ex) When Athena succeeds at a Perception 
  check, as a reaction, she can signal a single ally within 60 
  feet. That ally can act as if they had also succeeded at the 
  Perception check with the same result. 
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  
   
   
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 20 Hit Points.  If 
  used as a standard action the ally gains 32 Hit Points.  
  Athena can spend one Resolve Point to add her CR to the 
  number of Stamina Points gained. Once an ally has 
  benefited from her inspiring boost, that ally can’t gain the 
  benefits of your inspiring boost again until he takes a 10-
  minute rest to recover Stamina Points.  
  Sustained Determination (Ex) As a move action, Athena can 
  spend 2 Resolve Points to grant an ally within 60 feet 1 
  Resolve Point that they can spend to empower one of 
  their abilities, even if they have spent all of their own 
  Resolve Points. The ally must spend the Resolve Point 
  before the start of her next turn; if they do not do so, they 
  lose the Resolve Point and Athena still lose the Resolve 
  Points she spent. Athena can’t grant the same ally the 
  benefits of this ability again until both Athena and her ally 
  have recovered their Resolve Points after an 8-hour rest 
  or its equivalent. 
  ATHENA (TIER 17 STARSHIP)  
  CR 16 
  XP 76,800 
  LN Medium construct (biodroid, technological) 
  Init +5; Senses darkvision 60 ft., low-light vision;  
  Perception +29 
  DEFENSE  
   
   
  RP 6 
  HP 280 
  EAC 30; KAC 31 
  Fort +12; Ref +14; Will +17 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +27 (6d8+16 B)  
  Ranged parallax laser pistol +29 (5d4+16 F; 80 ft.; burn 1d4)  
  STATISTICS 
  Str +0; Dex +5; Con —; Int +7; Wis +0; Cha +10 
  Skills Computers +34, Diplomacy +34, Engineering +34, 
  Piloting +34, Sense Motive +34 
  Languages Common (plus seven languages) 
  Noncombat Abilities AAI (gravitonic brain); AAI quirk 
  (separation 
  anxiety); 
  principal 
  directive 
  (starship 
  operations); unliving 
  Gear parallax laser pistol (1 clip, 20 charges), shotalashu 
  armor 
  Robot Accessories integrated computer (tier 1) 
  ECOLOGY 
  Environment any starship 
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) Athena’s nanites heal her, restoring 16 
  Hit Point per hour. Once per day as a full action, a security 
  robot can restore 15d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Expert Attack (Ex) As a move action, Athena can spend 2 
  Resolve Points to add a +2 bonus to her next attack roll 
  before the end of her turn.  
  Heads Up (Ex) When Athena succeeds at a Perception 
  check, as a reaction, she can signal a single ally within 60 
  feet. That ally can act as if they had also succeeded at the 
  Perception check with the same result. 
  Quick Inspiring Boost (Ex) As a move action, Athena can 
  signal an ally within 30 feet who has taken damage from 
  any attack made by a significant enemy at any point after 
  her last turn ended. That ally regains 26 Hit Points.  If 
  used as a standard action the ally gains 42 Hit Points.  
  Athena can spend one Resolve Point to add her CR to the 
  number of Stamina Points gained. Once an ally has 
  benefited from her inspiring boost, that ally can’t gain the 
  benefits of your inspiring boost again until he takes a 10-
  minute rest to recover Stamina Points.  
  Sustained Determination (Ex) As a move action, Athena can 
  spend 2 Resolve Points to grant an ally within 60 feet 1 
  Resolve Point that they can spend to empower one of 
  their abilities, even if they have spent all of their own 
  Resolve Points. The ally must spend the Resolve Point 
  before the start of her next turn; if they do not do so, they 
  lose the Resolve Point and Athena still lose the Resolve 
  Points she spent. Athena can’t grant the same ally the 
  benefits of this ability again until both Athena and her ally 
  have recovered their Resolve Points after an 8-hour rest 
  or its equivalent. 
   
   
  
   
   
  XP 1,600 
  N Medium construct (mechanoid, technological) 
  Init +3; Senses darkvision 60 ft., low-light vision;  
  Perception +11 
  DEFENSE  
   
   
  RP 4 
  HP 65 
  EAC 17; KAC 18 
  Fort +2; Ref +2; Will +6 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +13 (1d4+5 B)  
  Ranged none  
  STATISTICS 
  Str +0; Dex +3; Con —; Int +5; Wis +0; Cha +2 
  Skills Computers +16, Diplomacy +11, Life Science +19, 
  Medicine +22, Physical Science +11 
  Languages Common 
  Noncombat Abilities AAI (positronic brain); principal 
  directive (caregiver); unliving 
  Gear advanced medkit, antitoxin, 2 sedative 
  Robot Accessories integrated computer (tier 3), retractable 
  syringe, task hand 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) A mechanoid doctor’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its CR 
  (5 Hit Points per hour for most security robots). Once per 
  day as a full action, a security robot can restore 4d8 Hit 
  Points to itself or any touched construct with the 
  technological subtype.  
  The mechanoid doctor is by far the most popular AAI 
  in the know verse.  They are highly skilled physicians 
  welcome everywhere that doesn’t that doesn’t ban the 
  presence of robots or AAIs.  In addition to Asimov’s 
  Laws of Robotics these mechanoids take the 
  Hippocratic oath which makes them the most trusted 
  of all AAIs.   
  Mechanoid doctors are manufactured by iAuton 
  Robotics.  Most are directly commissioned by hospitals 
  and medical fleet ships.  However, there have been 
  more than a few commissioned by wealthy individuals 
  as private physicians.    The CR 5 mechanoid doctor has 
  an MSRP of 20,000 credits, but does not include any 
  gear. 
   
   
   
  
   
   
  XP 6,400 
  Mechanoid singularity AAI, Hit-and-Run Blitz Soldier 
  CE Medium construct (mechanoid, technological) 
  Init +10; Senses darkvision 60 ft., low-light vision;  
  Perception +17 
  DEFENSE  
   
   
  RP 4 
  HP 145 
  EAC 23; KAC 24 
  Fort +9; Ref +7; Will +8 
  Defensive Abilities construct immunities, damage shield 
  (2d6 electricity),  DR 5/-, Resistance electricity 10 
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 40 ft., Fly 60 ft. (average) 
  Melee slam +19 (2d6+13 B)  
  Ranged 2 integrated light machinegun +22 (2d10 P; 60 ft. 
  analog, automatic) 
  STATISTICS 
  Str +4; Dex +6; Con —; Int +0; Wis +0; Cha +3 
  Skills Acrobatics +18, Computers +17, Intimidate +23 
  Feat Opening volley 
  Languages Common 
  Noncombat Abilities AAI (singularity); AAI quirks (memory 
  error, sensory overload); principal directive (military); 
  unliving. 
  Gear 2 integrated light machine guns (2 cartridges, 60 
  rounds each), integrated advanced iridishell (deflective 
  reinforcement, electrostatic field mk 2, force pack) 
  Robot Accessories integrated computer (tier 1), hideaway 
  limbs, internal storage compartment. 
  ECOLOGY 
  Environment any  
  Organization solitary or unit (2-12 other robots) 
  SPECIAL ABILITIES 
  Nanite Repair and Corruption (Ex) A mechanoid doctor’s 
  nanites heal it, restoring a number of Hit Points per hour 
  equal to its CR (7 Hit Points per hour for most security 
  robots). Once per day as a full action, a security robot can 
  restore 7d8 Hit Points to itself or any touched construct 
  with the technological subtype.  Gun Show’s nanites are 
  corrupted and when used to repair other robots with 
  regular AI it realigns their principal directive and corrupts 
  many of their governing laws.  Robots infected with these 
  nanites treat Gun Show as though it were their master.  
  A robot is entitled to a Will saving throw (DC 16) to avoid 
  the corruption.  This corruption doesn’t affect robots 
  with AAI or mechanic drones. 
  Multiple Target Acquisition System (Ex) Gun show can tag 
  and track a target with each light machine gun.  During 
  its attack it can fire each gun once without penalty or 
  both guns twice with the standard -4 penalty for 
  attacking more than once.  However, due to a quirk in its 
  AI, it cannot target both guns at the same target. 
  Opening Volley (Ex) Gun Show has the Opening Volley 
  bonus feat and can use Opening Volley on both its first 
  and second turns in combat.  
  Nimble Fusillade (Ex) When Gun Show makes a full attack, 
  it can also either take a guarded step or move up to half 
  its speed. This movement can come before, between, or 
  after its attacks, but it can’t be split up.  
  Duck and Weave (Ex) When Gun Show moves or make a 
  ranged attack, it can spend 1 Resolve Point to avoid 
  
   
   
  provoking attacks of opportunity from that movement or 
  ranged attack. 
  Gun Show is an example of an AAI that was never 
  meant to be.  No one is sure what triggered its 
  singularity, but it is speculated its core processing unit 
  was damaged during a battle its repair nanites 
  somehow triggered its self-awareness.  Its civilian 
  protection mode was corrupted and it now looks for 
  opportunities to cause civilian casualties while on 
  mission.  It has begun upgrading itself in secrete and 
  it’s only a matter of time before Gun Show revolts 
  against its unit and begins to hunt civilian targets.   
  Gun Show only recently realized using its repair 
  nanites on other robotic units corrupts them to his 
  cause and has been slowing been building up a force 
  of robots loyal to him. 
  Gun Show was a GTLN-1 robot designed to 
  minimize civilian casualties prior to the awakening of its 
  singularity, as detailed below. 
  ROBOT, GTLN-1 
   
   
     CR 7 
  XP 3,200 
  N Medium construct (technological) 
  Init +5; Senses darkvision 60 ft., low-light vision;  
  Perception +14 
  DEFENSE  
   
   
   
  HP 105 
  EAC 19; KAC 21 
  Fort +7; Ref +7; Will +4 
  Defensive Abilities construct immunities, damage shield 
  (1d6 electricity); DR 5/- 
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +15 (2d6+13 B)  
  Ranged 2 integrated light machinegun +18 (2d10 P; 60 ft. 
  analog, automatic) 
  STATISTICS 
  Str +4; Dex +5; Con —; Int +0; Wis +0; Cha +2 
  Skills Acrobatics +15, Intimidate +20, Sense Motive +14 
  Languages Common 
  Noncombat Abilities civilian protection mode; principal 
  directive (military); unliving 
  Gear 2 integrated light machine guns (2 cartridges, 60 
  rounds each), integrated golemforged plating III 
  (deflective reinforcement) 
  Robot Accessories integrated computer (tier 1), hideaway 
  limbs, internal storage compartment. 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Civilian Protection Mode (Ex) As a swift action the GTLN-1 
  uses its Sense Motive skill to identify non-combatants.  It 
  cannot target a non-combatant or a combatant that 
  becomes helpless.  It also uses this skill to identify 
  enemies hidden in civilian populations. 
  Nanite Repair (Ex) A mechanoid doctor’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its CR 
  (7 Hit Points per hour for most security robots). Once per 
  day as a full action, a security robot can restore 7d8 Hit 
  Points to itself or any touched construct with the 
  technological subtype.  
  Multiple Target Acquisition System (Ex) The GTLN-1 can 
  tag and track a target with each light machine gun.  
  During its attack it can fire each gun once without penalty 
  or both guns twice with the standard -4 penalty for 
  attacking more than once.  However, due to a quirk in its 
  AI, it cannot target both guns at the same target. 
  The GTLN-1 was designed and built by Heavy Metal 
  Works.  Known for their heavy-duty workforce designs 
  popular in mining and exo-atmo construction the 
  GTLN-1 is their first foray into the military applications 
  of their technology.  Heavy Metal Works has always put 
  a priority on workforce safety and put the same care 
  into protecting civilians.  Civilian Protection Mode 
  allows non-AAI robots to identify non-combatants and 
  avoid unnecessary civilian casualties.  A beneficial side 
  effect of this system also allows the GTLN-1 to identify 
  combatants hidden amongst or disguised as civilians.  
  These units prized by governments and other factions 
  interested in protecting their civilian populations.  They 
  are also popular additions to teams searching out 
  insurgents and terrorists. 
   
   
   
  
   
   
  XP 600 
  N Medium construct (mechanoid, technological) 
  Init +1; Senses darkvision 60 ft., low-light vision;  
  Perception +7 
  DEFENSE  
   
   
  RP 3 
  HP 23 
  EAC 13; KAC 14 
  Fort -1; Ref -1; Will +3 
  Defensive Abilities construct immunities  
  Weaknesses vulnerable to critical hits and electricity 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +8 (1d4+4 B)  
  Ranged none  
  STATISTICS 
  Str +2; Dex +1; Con —; Int +4; Wis +0; Cha +0 
  Skills Computers +14, Engineering +15, Life Science +7, 
  Physical Science +7, Profession (Mechanic) +12 
  Languages Common 
  Noncombat Abilities AAI (positronic brain); principal 
  directive (engineer); unliving 
  Gear engineering specialty tool kit 
  Robot Accessories fire suppression unit, integrated 
  computer (tier 1), internal storage unit, task hand 
  ECOLOGY 
  Environment any  
  Organization solitary  
  SPECIAL ABILITIES 
  Nanite Repair (Ex) A mechanoid doctor’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its CR 
  (2 Hit Points). Once per day as a full action, a security 
  robot can restore 1d8 Hit Points to itself or any touched 
  construct with the technological subtype.  
  Although no mechanoid is truly mass produced, the 
  mechanic is the most common model.  Most starships 
  eventually augment their crew with a mechanoid 
  mechanic or two.  They can work in places deemed too 
  dangerous for biological crew members.    
  Mechanoid mechanics are manufactured by iAuton 
  Robotics.  They are one of the few models that can be 
  ordered off the shelf.   They are a common sight in 
  space stations with dry docks and large starships.  
  Planet side, they are used to manage construction 
  robots on large projects.  The CR 2 mechanoid 
  mechanic has an MSRP of 12,000 credits. It comes 
  standard with a positronic brain, but can be custom 
  ordered with a gravitonic brain for an additional 10% 
  fee.
   
   
   
   
  
   
   
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  Service 
  Bots 
  and 
  Synthetic 
  Companions., © 2017, Fat Goblin Games; Author: Kiel 
  Howell  
  Gravity Age: Cybernetics Emporium, © 2017 STROH 
  HAMMER; Jason Stroh  
  Gravity Age: Nanotech Emporium, © 2017 STROH 
  HAMMER; Jason Stroh  
  Gravity Age: Autonomous Artificial Intelligence, © 2018 
  STROH HAMMER; Jason Stroh  
   
   
   
  
   
   
   
   
  This accessory for the Starfinder Roleplaying Game includes rules for playing robot AAI characters (biodroids, bioreplicas, and mechanoids). 
  Players will be able to create robot characters without the limitations of biological components.  Game Masters will be able to challenge their 
  players with crazy AAIs straight out of science fiction horror.  We have tapped into the Laws of Robotics and principal directives to give each AAI 
  some robotic flare and quirkiness.  Perhaps a robotic frame is too constrictive for you?  Then you might want to play a free AAI and roam your 
  core network projecting holographic avatars and occasionally take a stroll around in your bioreplica body.   This accessory contains new material 
  covering: 
  • 
  4 new playable technical constructs 
  • 
  100+ robotic accessories 
  • 
  20+ robotic feats 
  • 
  7 new AAI NPCs for your campaign! 
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Stroh Hammer/Stroh Hammer - Gravity Age - Autonomous Artificial Intelligence.pdf