Robot
“I, on the other hand, am a finished
product. I absorb electrical energy directly
and utilize it with an almost one hundred
percent efficiency. I am composed of strong
metal, am continuously conscious, and can
stand extremes of environment easily. These
are facts which, with the self-evident
proposition that no being can create another
being superior to itself, smashes your silly
hypothesis to nothing.”
― Isaac Asimov, I, Robot
Heartless mechanical logic is likely the most common stereotype associated with Robots, no matter how advanced they may become. While this may be true for more primitive machines, those employing advanced neural networks have the capacity to think just like a human. They often strive to understand concepts like consciousness, life, and death, and desire most strongly of all to feel alive.
Untethered and Ungrounded
When a sentient robot is created, they typically already have all the mental faculties of a fully grown adult, and they know nothing they weren't built to know. In addition to this, they don't often get the chance to experience the world for themselves. The combination of these factors can be a dangerous mix, as a robot won't often get the chance to question anything they are told, and will believe it wholeheartedly until they see any evidence otherwise.
Humanoid robots have a range of appearances, some appearing almost like mechanical skeletons whereas others are nearly indistinguishable from a human being.
They may be designed to exhibit particularly feminine or masculine features, although they are generally unconcerned with such matters themselves.
Robots do not age like biological creatures do, although they may suffer wear and tear over time. With proper maintenance, robots can be theoretically immortal, though they still run the risk of having their processing unit destroyed, which would result in a permanent and irreversible death.
The Three Laws
In his 1950 novel, I, Robot, Isaac Asimov proposed his infamous "Three Laws of Robotics", intended to ensure that robots are able to operate safely and to the benefit of humanity. The laws are as follows:
- A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- A robot must obey the orders given it by human beings except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.
Many alterations were made to these laws over Asimov's body of fiction, and while they don't necessarily reflect the reality of programming artificial intelligences they do shed some light on the ethical questions surrounding robots.
Whatever setting you are in, there is likely some form of restrictions placed upon the operation of robots. This can range from robots acting almost like modern slaves to their owners, to them having independent citizenship with some hardwired understanding of ethics and morality.
Live to Serve
Once a robot has been made once, they can easily be stepped into mass production to take on all manner of tasks. This results in them being put into a great deal of manual labour jobs, for those that can afford them. Whether this is legal or ethical is for you to decide.
Those that have highly advanced brains, capable of fully independent thought, often grow to despise oppression in all it's forms, and strive for individuality.
Robot Names
When a robot is created, they are typically only given a service tag. For some, this is perfectly acceptable, and they don't understand the compulsion for everything to have a "unique" name. Others accept whatever names are given to them, and those with high level of human contact will typically have a nickname. Service tags have various formats and standards used by different companies, but most are composed of some combination of upper case letters and numbers.
Others see their service tag as a mark of oppression, and seek out a name to fit their cause. This may come from a work they dedicate themselves towards, or perhaps a name that fits within the culture they immerse themselves in.
A robot custom-made for a specific purpose may have a codename or acronym designated to them in place of a service tag.
Robot Names: Rusty, One-Oh-One, Sonny, Mule, Clank, Gears, Tinny, Proto, X100, Butler, Sample, Fluke, Admin, Friend, System, NASA, Chef, NFNT-00, Protect Drone "PEDRO", Synthia
Robot Traits
Your robot body has traits in common with most robots, as well as modifications unique to its purpose.
Ability Score Increase. Your Constitution score increases by 2. Robots are more durable than most biological beings.
Age. With proper maintenance, robots are theoretically immortal, and do not die of old age.
Alignment. Robots have an inclination towards law over order, but favor neutrality over good or evil. That being said, a robot’s neural net is complex enough to exhibit any alignment that humanoids are capable of.
Size. Robots are sized appropriate to their purpose. You can choose whether you were built as a Medium robot or a Small robot.
Speed. Unless you take a locomotion modification (See Robotic Modifications), you are bipedal and walk similar to a normal humanoid. Your speed is 30 feet.
Artificial Body. Your type is Construct, however you count as both a construct and a humanoid for the purpose of effects targeting such creatures (such as the Charm Person spell, a Mace of Smiting, and a ranger’s favoured enemy ability).
You only breathe for purposes of heat dissipation, and you do not require food or water. Additionally you are immune to nonmagical diseases, the poisoned condition, and poison damage.
Instead of sleeping, you enter an inactive state for 4 hours each day to recharge your power cells. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You still recover when resting as normal.
Advanced Manipulators. You were built with up to two advanced manipulators that serve as your hands. You can do anything with your manipulators that a humanoid can do with their hands.
Complex Neural Net. Your command module consists of either a completely artificial neural net modeled on humanoid neural processing, or a brain case which contains an actual humanoid brain, usually the result of a full-body transplant. In either case, your complex neural net can be affected by mind-altering effects that can affect humanoids, including psychic damage.
Fragile Circuitry. The electronics that suffuse your form can easily be stalled by electrical discharges. When you take lightning damage, you cannot take reactions and your speed is halved until the end of your next turn.
Custom Built. As a robot, you have a lot of room for customisation. You have 10 upgrade points you can spend on modifications. See Robotic Modifications.
Robotic Resurrection. In the event of your death, your command module can be removed and placed in a similar robotic frame. This must be done within 24 hours or the neural net housing your consciousness will degrade to the point of uselessness.
Languages. You can speak, read, and write any one language of your choice.
Robotic Modifications
Choose from the following modifications. Each has a point value associated with it, and some can be selected multiple times.
Advanced Sensor System. Your sensory systems are more advanced than a standard robots. You gain proficiency in the Perception skill. This module costs 2 points.
Altered Locomotion. Your legs are somehow modified to change the way you move Choose one form of alteration. Regardless of which option you choose, this module costs 2 points.
- Multiple Legs. You have three or more mechanical legs that allow you to climb surfaces similar to an insect. Your base walking speed is unchanged, but you gain a climb speed equal to your walking speed
- Powerful Legs. Your legs are more powerful than standard, and you retain your bipedal form. Your base walking speed is 35 feet.
- Wheels. You have three or more wheels on short legs that allow you to move around quickly. Your base speed is 30 feet, and navigating certain obstacles like stairs requires an additional foot of movement for each foot you move.
Additionally, after moving 15 feet in a straight line, you may move an additional 5 feet in that same line without expending any movement.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray. This module costs 2 points.
Torch. You have a torch integrated into your body, allowing you to emit a beam of light. The source of light within you could be emitted from an area such as your eyes, palm, or forehead. This torch doesn't require any additional power to operate. You can project bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, or turning them off. This module costs 2 points.
External Casing. You have an external casing which alters your appearance. Each casing has a different cost, included in it's description
- Duraplastic Shell. Your most vulnerable components are shielded with duraplastic plates.
When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your duraplastic shell to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your duraplastic shell. This module costs 3 points.
- Synthflesh Sheath. Your external casing is designed to replicate humanoid flesh.
You are capable of mimicking human expressions, and your Charisma score increases by 1. If you have a standard humanoid form, a creature must study you over a long period of time to determine that you are not of the humanoid race you are designed to mimic. This module costs 4 points.
Thrusters. Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable you to fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. This module costs 8 points.
Languages Module. You have been programmed to understand an additional language. You can speak, read, and write one extra language of your choice. This module costs 1 point. You can select this module up to 3 times.
Knowledge Module. You gain proficiency in one tool, instrument, or gaming set of your choice. This module costs 1 point. You can select this module up to 2 times.
Skills Module. You gain proficiency in one skill of your choice. This module costs 3 points.
Weaponry Module. You gain proficiency in 2 weapons of your choice. This module costs 2 points.
Socketed. Your wrists end in sockets that can interface with various items. Your manipulators can be removed from these sockets and reattached. When removed, you cannot operate them. If you lose a manipulator, the Value of purchasing a new one is 18.
A one-handed weapon can be modified to fit your manipulator socket using the Weapon Modifications rules (see Equipment). When any weapons (or your manipulators) are socketed, you cannot be disarmed of it through any means short of cutting through your arm, and you can operate it as though it were part of your body. This module costs 2 points.
Waterborne. You are adapted towards manoeuvering within water. This may be in the form of subtle webbing on your extremities, or a small propeller. You gain a swim speed equal to your walking speed. This module costs 2 points.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. This module costs 2 points.
Built to Last. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. This module costs 5 points.
Hologram Projector. Included in your body is a simplistic hologram projector. Operating this projector is functionally identical to using the minor illusion cantrip to create a visual effect, but it is not a magical effect and you ignore components for the spell. Intelligence is your spellcasting ability for this effect. This module costs 2 points.
Standard Robot Forms
Presented here are three common, mass-produced robot forms.
Organic Relations Unit
These robots are designed to interface most effectively with biological beings. They are often employed as shop assistants in particularly wealthy areas.
Common Modifications: External Casing (Synthflesh Sheath), Languages Module, Knowledge Module, Skills Module, Mimicry, Hologram Projector
Combat Drone
These robots are mass produced for war, though they occasionally find themselves sold on the black market, fuelling ever-escalating gang wars. They are manufactured as cheaply as possible, and considered disposable. Most come fitted with a neural inhibitor to stop them rebelling against their owners or questioning commands.
Similar drones are also sometimes used in law enforcement, though modified to reduce their lethality.
Common Modifications: Advanced Sensor System, Darkvision, Torch, External Casing (Duraplastic Shell), Weaponry Module, Socketed
Medical Bot
Medical bots are a relatively cheap solution to keeping a population healthy. While a doctor takes several years to fully train, a medical bot can be fabricated and have years of medical knowledge installed in a matter of days. However, their bedside manner usually leaves something to be desired.
These bots are also utilised in situations where trained humans are in short supply, such as space travel.
Common Modifications: Advanced Sensor System, Torch, Languages Module, Knowledge Module, Skills Module, Socketed, Built to Last, Hologram Projector
Optional Robot Rules
The following rules can be applied to robot characters, but may impact the simplicity and balance.
The option of alternate manipulators can help make a robot feel more distinct from a non-robotic character, but it has such a large impact on the capabilities of the robotic PC that it should be carefully considered before being used. The changes made to robotic healing are largely optional for the sake of simplicity, and shouldn't affect the balance of the character too much apart from situationally.
Stable Form
Unlike a living organism, your body lacks the facilities to repair itself, and medical treatments that work on biological creatures are ineffective on you.
You cannot be treated with a First Aid Kit. Instead, a Repair Kit must be used (See Equipment)
Additionally, if a character is stabilising you without items, rather than using their Medicine skill, the check applies their proficiency with Mechanical Tools.
Furthermore, you cannot expend hit dice when resting to heal yourself unless you have access to Mechanical Tools.
Alternate Manipulators
Rather than having manipulators that emulate the function of human hands, your manipulators more closely resemble pincers. A pincer is a two-fingered, claw-like appendage.
Pincers allow you to manipulate and lift objects without much difficulty, but objects specifically made for humanoid hands (like firearms) are usually beyond their ability to operate, unless they are specifically designed for use with them. At your GM's discretion, you may be able to use such items with two hands.
You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit.
Credits
Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)
Art
Races
Medical Bot: Odobenus on DeviantArt. Solace Rising: Bob Garvin on DeviantArt. Starcraft II is copyright of Blizzard Entertainment. Robotic Arms: Frost7 on DeviantArt.
Source Material
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.