Robotics Platforms

Robotics Platforms

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Entry Level Robotics Platforms

"Robotics Platforms" refers to the artificial body into which an intelligence is installed. It is usually referred to differently once the intelligence is installed, unless one is referring to the machine itself rather than the entity it's part of; AI in a robotics platform are typically called robots, while Synthetic Intelligence are called Synthetics and a Ghost Mind Emulation installed into a platform is referred to as a 'revenant.' If an RAI

These are the available robotics platforms available for initial operation of Shackled and Unshackled Digital Minds. These are all the available options at character creation, and they are all basic modular platforms meant to be built upon as the character attains the money to see to their own upgrades. While any of these basic platforms are available at character creation, the cost is for buying one on the market.

Building a Robotics Platform

To build a robotics platform, start with the frame and work your way down this list.

Frame

A robotics platform's "frame" is the 'skeleton' of the robot, sans arms and legs (motivators and manipulators, which are paid for separately). The chart reflects a frame for a robotics platform of Size Modifier 0. At SM -1 to -3, the cost and weight are divided by -2xSM. The cost and weight are doubled for each step past -3 and SM 0 due to either the cost of the materials or the complexity of miniaturization. These are not materials that are simply slapped into place; they only retain their most valuable properties when properly created and installed under the right conditions. They are engineered materials. The material that makes up the frame

VrGraphene: A flexible material similar to springsteel but much less prone to permanent deformation or weakening over time. VrGraphene is made up of millions of sheets of supercharged graphene kept suspended by their identical charges and holding in place between them an absolute vacuum. Robotics platforms with VrGraphene frames are extremely quick and nimble, but will bend much sooner than more robust materials.

Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene.

Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure.

Adamant Wave Diamondoid (AWD): AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create solid vortex patterns in the material. As a frame, this material can be outfitted to absorb energy as a way to recoup some of the energy spent on movements or tasks.

Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. A robot clunking around with a carbexene frame is a bruiser and built for heavy duty, not speed.

MaterialSTDXWeightCostNotes
VrGraphene61440$8000Halves fall damage.
Heliocarbide81260$2000
Nitrogen-Quenched Diamondoid101080$1500
Adamant Wave119120$2000Restores 1 FP for every 100 yards moved.
Carbexene128140$4000

Accessories

Suspension Frame: A series of buffers and suspension frames, minimizes falling damage, allowing the robotics platform to survive a fall at terminal velocity. $10,000.

Pneumatic Frame: The frame is a series of pneumatic pistons, which reduce weight by 10%. $4,000.

Nanomarrow: This frame is hollow, reducing ST by 1 but inside is produced colonizing nanites that can affect quick-and-dirty repairs if the platform is damaged. $8,000

Reinforced Frame: Increases structural durability, providing +2 DR against crushing damage but adds 20% to the frame’s weight. $6,000 Endoskeletal

Shock Absorbers: Built-in dampening materials reduce recoil from mounted weapons and heavy impacts, reducing recoil by half (min 1). $5,000

Hyperelastic Frame: A lattice of stretchable carbon nano-fibers allows limited deformation to resist structural failure, granting a +2 bonus to resist crushing or impact-related critical failures. $7,500

Flex-Lattice Frame: A semi-rigid frame with articulated joints that allow for extreme flexibility, enabling contortionist-level movement. Bestows the Double-Jointed Advantage. $9,000

Micro-Vibration Stabilizers: Built-in vibration-reducing gyroscopes provide a +2 bonus to precision tasks (e.g., surgical work, sniping). $8,500

Aeroframe: Engineered for aerodynamic efficiency, reducing air resistance and increasing speed-based mobility options. Doubles the platform's flight speed, if any. $7,000

Shock-Resistant Frame: A supercapacitor-based system absorbs and disperses electrical attacks, reducing damage from electrical or EMP effects by half. $12,000

Thermoresistant Alloy Reinforcement: Protects against extreme heat and cold, reducing damage from environmental exposure by 50%. $9,500

Metamaterial Shielding Lattice: Frame is coated in an advanced metamaterial that disrupts radar and EM detection, granting +2 to Stealth vs. electronic detection. $20,000

Self-Regenerating Polymeric Frame: A specialized polymer structure can regenerate minor structural damage, providing a slow but automatic repair function (1 HP/hour). $15,000

Micro-Repair Drones: Small internal repair units maintain frame integrity, restoring 1 HP per minute if the robot is not actively engaged in strenuous activities. $25,000

Metabolic Synthframe: Converts ambient resources (metals, carbon compounds) into self-repair materials at a slow rate (1 HP/day). $18,000

Modular Attachment Nodes: Allows easier swapping of chassis components, reducing downtime and maintenance costs. $4,500

Internal Storage Compartments: Hollow frame areas can store up to 20 lbs. of additional gear. $3,000

Integrated Power Conduits: Provides built-in energy routing, reducing power draw from connected components, increasing max FP by 5%. $5,500

Power Supply

At character creation, a robot character's platform uses a basic, D-grade Quantum-Matrix Battery for power. This gives the chassis the power to perform basic functions, albeit at low efficiency. Batteries lower than D-grade will not power a robotics platform. Batteries higher than J-grade are generally too heavy and cumbersome for a robotics platform without serious hardware upgrades. The Power Supply determines the max FP of the platform. When the platform's FP reaches 0, it shuts down until at least 1 FP has been restored.

The energy output of the QMBs are massive, and if the battery is exposed through damage to the chassis or just plain bad design, it can be targeted. If the battery suffers a direct hit, the robot behaves as if it has the Fragile (Explosive) Disadvantage. Even without an explosion, a robot platform without a battery is just a fancy display case for the Cerebroid-Crystal Matrix.

QMB: Quantum-Matrix Battery of a grade between D and J. This is the standard for any equipment that requires power in human space, and robotics platforms are no exception.

Tritium Engine: Ancient technology, tritium engines are unstable and require a half oz of H3 (tritium) per week to continue to function. If the engine is struck, it sets off a nuclear explosion rather than just an energetic one.

Universal Fuel Engine: An engine that uses a chemical bath to extract calories from any organic material. While the robotics platform must 'eat' twice as often as a normal human body, this 'meal' can be any organic material regardless of quality or nutritional value.

Reliquary: A device similar to a Darkheart that uses a QMB sunk into Redspace. It's prone to quirks, and Verminous RAI have a tendency to 'sneak through.'

Cryoavi Cold Fusion Supply: An extremely stable cold fusion Palladium engine that uses Cryoavi technology to generate power from the slowdown of hydrogen bonding with palladium fuel rods. It requires fuel in the form of Hydrogen daily and a Palladium fuel rod once per month. Most engines hold three rods, ejecting them one by one as they are spent.

Power SupplyMax FPWeightCost/FuelNotes
QMB-D61.1$55Explosive
QMB-E71.8$100Explosive
QMB-F82.9$260Explosive
QMB-G94.6$600Explosive
QMB-H107.5$1,255Explosive
QMB-I1112.12$3,000Explosive
QMB-J1220$3,000Explosive
Tritium Engine825$80/$5Unstable, Explosive, requires H3 fuel (0.5 oz/week)
Universal Fuel Engine1020$200/$1Must 'Eat' 6 meals/day w/ the Universal Digestion advantage.
Reliquary146$5,000Unstable, illegal in the PSC
Cryoavi Cold Fusion Supply1212$8,000/$5/$100*

*:Requires Hydrogen Fuel, 0.25 gallons/day, and one 5 lb Palladium fuel rod/month. Adds +2 to the platform's HT.

Accessories

Dedicated Capacitor: A separate 10/10 FP energy storage bank for a device, limb, tool, or weapon that can be used in place of the main power supply. Can also function as an emergency energy supply in case fuel runs out. $2,000.

Overclock Regulator: Allows the power supply to temporarily output 150% of its normal energy levels for 30 seconds, but causes overheating, imposing a -2 penalty to HT rolls for 5 minutes afterward (including HT rolls to avoid catastrophic failure of the power supply). $5,000.

Hyperconductive Power Relay: Reduces energy loss from transmission, increasing overall power efficiency by 10% and reducing FP cost for energy-intensive actions by 10% (minimum 1 FP for any action). $3,500.

Redundant Energy Distributor: Automatically diverts power from non-essential systems in emergencies, preventing a full shutdown when energy reserves drop below 10%. $4,000

Kinetic Energy Recovery System (KERS): Converts movement (running, falling, melee attacks) into stored power, regenerating 1 FP per 100 yards of movement or heavy impact. $7,500

Power Surge Sink: A built-in safeguard that prevents power spikes from frying delicate systems, preventing shutdown from surge damage. $6,000.

Failsafe Ejection System: Automatically ejects the power core if critical damage is detected, preventing catastrophic failure but rendering the platform inoperative until a replacement is installed. $9,000

Emergency Power Coil: A compact, one-use supercapacitor that provides 1 hour of emergency operation after full system failure. $3,000

Quantum Grounding Shunt: A last-resort safety feature that dumps excess energy into a controlled Redspace sink, preventing overload but at the risk of attracting Redspace entities. Illicit. $12,000

Chassis

The "Chassis" is the outer covering of the robotics platform. It is as much a display of the platform's function as it is a protective shell around their internal components. Chassis weights and prices below are for the full body, but individual limbs (head, torso, each arm, each leg) can be covered for 1/5th the listed price

Synthskin: Synthetic skin made from solidstate watergel and bioplastic fashioned to look like human flesh. It feels like human flesh, is constructed like human flesh, and the gel that maintains it even pulses through capillaries. While the standard for this gel is a white color, it can optionally be dyed red. For an extra 10% of the price, deepscan osteoplates can even be installed that make their internal components appear perfectly human to any penetrating scan. This can be overcome with a successful Electronics Operations roll, but on a failure the robotics platform appears perfectly human.

Monocrys: Monocrys is made of thin fullerene strands where the 'cages' of the fullerene structure are actually interposed by forming it under high artificial gravitational pressure. The result is a thin wire which can be woven into threads and then into a denim-like cloth that is difficult to pierce and takes to electronics well.

Carboplast: A shiny, reinforced bioplastic. This is considered the standard covering for robotics platforms. It's durable, relatively cheap in terms of an armored chassis, and lightweight enough that it can optionally be made in such a shape that other armors meant for humans can be worn over it.

VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. This results in a high-strength, lightweight material with spring strength. As armor, it's lightweight and tough, and the best armor that can be shaped into a humanoid shape; IE: armor can be worn over it.

Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene. It requires more thickness than VrGraphene, so cannot be worn under armor.

Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard.

Adamant Wave: AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy.

Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. A robot clunking around with carbexene armor is almost always going to be a customized combat model.

MaterialDR(Hardness)WeightCostNotes
Synthskin010$16,000Handsome (or Beautiful), Self-Repairing (skin only)
Monocrys12/412$48,000flexible, use the lower DR for crushing attacks.
Carboplast14(2)14$84,000
VrGraphene16(4)14$112,000
Heliocarbide18(4)18$126,000Can't wear armor
Nitrogen-Quenched Diamondoid25(6)24$200,000Can't wear armor
Hyperdiamond28(6)30$252,000Can't wear armor
Adamant Wave30(8)36$270,000Can't wear armor, *
Carbexene35(10)50$350,000Can't wear armor

*: This material restores 1 FP for every 5 damage it blocks in a single strike of most types. Corr does not give FP this way.

Accessories

Chameleon Lensing: The platform has +10 to Stealth when perfectly still, or +5 when moving. Clothing or armor worn over the chassis reduces this to +5 when still and 0 when moving. $55,000

Ray Shielding: Hardlight covering close to the Chassis that provides DR 10(2) against energy-based weapons, and DR 0 (2) against other incoming damage. This doesn't function if wearing armor or clothes over the chassis. $20,000
Shield
: A personal gravity shield that surrounds the platform in a bubble, which can be shared by anyone occupying the same space. The shield is DR 10(2) against energy-based weapons or (2) against other attacks passing through it. $60,000
PPD
: A personal point defense system that uses tiny lasers and pressors to intercept projectile rounds. Use the platform's IQ for the opposed roll. $10,000
Vacuum Support
: The platform's chassis is airtight and can survive in space. Without this mod, a platform's less rigid internal components are subject to damage from the vacuum, as well as any passengers. $5,000.

Spines: A series of one to two inch spines located on strategic parts of the chassis. This is a defensive weapon, intended to discourage attackers and pidgeons; the platform cannot use the spines actively. The platform can roll a DX-4 roll to hit each foe in close combat once per turn as a free action. They roll at +2 against foes who attacked them. Those who grapple or slam the platform are hit automatically, and those who slam take maximum damage. They do 1d-2 impaling damage, with a reach of C. $1200.

Thermal Regulation System: The chassis can actively regulate its surface temperature to match its surroundings, granting a +5 bonus to Stealth against infrared detection. $8,000

Adaptive Texture Matrix: Allows the chassis to dynamically shift its texture and stiffness, simulating fur, scales, or even muscle-like contractions for disguise purposes. Can only be installed on flexible chassis such as Synthskin or Monocrys. $12,000

Nanoweave Self-Repair System: The chassis contains self-repairing nanites that mend superficial damage over time, restoring 1 DR per hour. $25,000

Kinetic Absorption Layer: Converts some of the force from blunt impacts into stored power, regenerating 1 FP per 10 points of crushing damage taken. $9,000

Deployable Barrier Emitters: Small hardlight projectors embedded in the chassis can extend temporary barriers in front of the platform, creating cover for 5 seconds. The projectors are small ball bearings with dedicated capacitors, and require 1 FP to deploy. They generate a half circle 1 yard across. DR 20 against energy and kinetic damage. $30,000
Switch Matrix: A mod specific to Synthskin and Monocrys chassis, this allows a platform to emulate either gender (or an androgynous middle). The process to switch takes 10 seconds and costs 1 FP. $5,000

Manipulators

Arms, tentacles, prods, clamps, etc. A 'manipulator' is an appendage used to manipulate the world around the robotics platform. A standard platform comes with two, but the limit is really just a matter of space.

Prod: A single-tip extendable prod with nanoadhesive spikes for use in picking up objects. These are often stored internally, making them much less vulnerable to targeting. They also often come with tools that are stored next to them such as microwelders, screwdrivers, knives and scalpels, or even shock appendages.

Clamp: A simple 'crab claw' type manipulator. These are usually applied to labor models or mass-produced unarmed security models. They are unable to use most tools, and even when tools are specially designed for them they are clumsy.

Three-Claw: A simple 'hand' and arm model terminating in a three fingered hand. These can either be two fingers and a thumb roughly arranged in a human way, or a 'three thumb' model arranged in a circle. They aren't as dexterous as a human hand, but they are durable and cheap, making them ideal scientific assistants for hazardous or long-range missions.

Hand: Four fingers and a thumb. For models that are designed to look human, this is considered the standard.

Tentacle: A highly flexible appendage covered in tacticle sensors and nanoadhesive spikes or nanosuckers for a grip. Tentacles can go into and apply leverage in places where other appendages can go.

Tentacle Bundle: A highly flexible nest of tentacles, anywhere from 5-15. These can act in coordinated ways to 'swarm' a task and push, pull, twist, squeeze, etc. an object from multiple directions at once.

ManipulatorManipulator DXCostNotes
ProdDX-3$100Bad Grip 3, Weapon Mount, Tool Mount, Short
ClampDX-2$250Bad Grip 2
Three-clawDX-1$300Bad Grip 1
HandDX$500
TentacleDX+1$1200Extra-Flexible, Long, Constriction Attack
Tentacle BundleDX+3$3,500Extra-Flexible, Compartmentalized Mind (Can perform 2 tasks at a time), Constriction Attack

Accessories

Tool Mount: A simple mount onto which can be pre-loaded a tool or weapon. If the tool or weapon has the Holdout quality, this mount can be internal and concealed inside the platform's manipulator. A prod comes with this automatically. $250.

Claws: Monoatomic Carbexene claws that can be retractable or not. Unarmed damage with the manipulator does cutting(2) damage. $500
Nanogrip Spikes
: Microscopic filaments allow the platform to crawl on walls and ceilings. It can stop at any point and stick to the surface without fear of falling. Movement while clinging is done at half the platform's Basic Move. $20,000

Dedicated RI Slot: Extra RI chips in the hands that allow the platform to 'concentrate' on its hands in a more minute way. This has the effect that the platform has +5 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic. This bonus doesn't apply to IQ based tasks or large-scale DX-based tasks, nor does it apply to combat related rolls of any kind. $5,000.

Reinforced Servos: The platform's arm(s) are stronger than the frame would otherwise suggest. This upgrade comes in levels, giving +1 to arm ST for each level. $10,000/level.

Microactuator Servos: High-precision servo motors in the joints allow for extreme control, granting a +3 bonus to DX for tasks requiring smooth, controlled motion, such as playing instruments, calligraphy, or using surgical tools. $8,500

Variable Rigidity Framework: The manipulator can shift between rigid and flexible states at will. A rigid setting improves lifting and striking power (+2 ST for grappling, lifting, or striking), while a flexible setting allows for fine manipulation (+2 DX for precision tasks). $8,000

Integrated Plasma Cutter: A compact plasma cutting torch built into the manipulator, capable of slicing through reinforced steel and armor plating. Deals 5d(5) burning damage per second when used as a weapon or tool. $12,000

Electrostatic Pulse Disruptor: The manipulator can deliver an EMP pulse in close combat, temporarily disabling electronic locks, drones, or enemy cybernetics. Melee attacks have the surge modifier on their damage. $15,000

Wireless Jack: A wireless 'fingertip' interface that 'sweats' Terminating Nanites on command. These nanites infiltrate the circuitry of a device, allowing wireless interfacing with it for up to 24 hours. LC 2, $8,000

Motivators

Motivators are treads, wheels, legs, contragrav impulsors, etc. that move the platform around. These are not always necessary. 'Swarmbots' for instance often have their central body on a pedestal bolted to the deck while they send swarms of microbots to do their work, and Pirore on some starships are hauled around on cables and pulleys, which is a Neptunian tradition. Each Motivator type provides a Basic Move. The standard is (DX+HT)/4, less any fractions (5.75 rounds down to 5, etc.)

Tracks: Metal 'pads' connected in a chain and looped around drive wheels that pull the chain across unpowered road wheels. Tracks are extremely stable, and can off-road better than wheels.

Wheels: Two to four wheels, most are covered in polymers to minimize wear and tear on both the surface and the wheel. They typically come with a suspension system to avoid rattling the platform's components too much.

Plantigrade: Humanlike legs with a knee, an ankle, a rotator hip, and a foot flat on the ground.

Digitigrade: A doglike leg walking on the 'ball' of the foot, typically with a softened pad on the bottom. This is an agile leg beneficial for stealth.

Unguligrade: A 'horselike' leg walking on the tip of the toe, usually expanded into a hoof or pad. The leg is built for speed and agility, but is less stable and a lot less stealthy.

Rotorscrews: A propellor screw that forces air from an intake down, allowing the platform to hover on a cushion of air. More rotors at the cost of equipment slots can be added for extra lift. The standard for drones is four. Rotorscrews function well underwater.

Contragrav: Anti-gravity technology that allows the platform to hover above the ground.

MotivatorBasic MoveCostNotes
Tracks(DX+HT)/4$5,000Enhanced Move 1
Wheels(DX+HT)/4$1,200Enhanced Move 3, Roadbound, Handling Penalty
Plantigrade(DX+HT)/4$2,250
Digitigrade(DX+HT)/3$3,500Stealth+2
Unguligrade(DX+HT)/2$4,500Enhanced Move 1, Enhanced Dodge 1
Rotorscrew(DX+HT)/4$2,000Flight (Hover), Amphibious, Low Ceiling
Contragrav(DX+HT)/4$8,000Flight (Hover)

Accessories

Gyrostabilizers: The platform has dedicated gyros in whatever passes for the 'hips' that allow it to twist and mitigate falls. The platform subtracts five yards from a fall automatically (treat this as an automatic Acrobatics success - dont' check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, the platform's limbs must be unbound and its body free to twist as it falls. $10,000.

Aquatic: The platform's motivators are optimized for movement in or on top of water. Basic Move is halved on land but doubled for water travel. $100

Amphibious: The platform's motivators are equally capable on land or in water. $2,000.

Omni-Wheel System: Specialized spherical wheels that can roll in any direction without turning, granting exceptional maneuverability in tight spaces. The platform gains +3 to DX rolls for fine positioning and balance-related maneuvers and ignores penalties for turning at speed. $4,000

Electro-Cling Surface Adaptation: The motivators generate a electrostatic field that allows the platform to cling to metal surfaces and walk on walls or ceilings. Works even in zero gravity by maintaining contact force. $15,000

Burrowing Augers: Drill-like appendages integrated into the motivators allow the platform to burrow through soft earth, ice, and even some metals. The platform can tunnel at 1/5 its Basic Move and has partial cover while burrowing. $20,000

Momentum Redirection Matrix: A high-speed reaction system that allows instant pivoting and acceleration adjustments. The platform can change direction in mid-air (if airborne) or execute sharp turns without losing momentum (if ground-based). This grants +2 to Dodge and halves penalties for sudden maneuvers. $12,000

Sensory Equipment

Sensory Equipment stacks with itself, with a full suite containing some sort of imaging equipment (Sight), some sort of vibration sense (hearing), some sort of air-chemical analysis (Taste and/or Smell), and some kind of tactile sense. Sensory equipment is extremely important, as it is how the intelligence receives input in order to make decisions. A robotics platform that is missing a piece of equipment that would give them that sense, does not have that sense. What's worse, outside of GMEs and RAIs, a digital mind in control of a platform without this equipment is unlikely to take it into consideration. IE: A robot without an internal chemical olfactor is unlikely to take smells into account in their thinking.

Visual Spectrum Light Imager: "Eyes," as a standard coming in pairs or threes., that see visual spectrum light.

Low Band Imager: "Eyes" that see into the Infrared spectrum. This allows for heat detection, but without also including Visual Spectrum Light Imager then colors or details may be lost.

High Band Imager: "Eyes" that see into the Ultraviolet. This is mostly of assistance in investigations where one might look for fluids or other discolorations that show up better in UV light.

Extreme Low Band Imager: "Eyes" that see into X-Ray spectrum, useful for security models that might need to search for weapons or contraband.

Extreme High Band Imager: "Eyes" that see into the microwave spectrum, including radio waves. This doesn't allow them any special ability to read them, just 'see' the waves, the source, etc. It's most valuable for assisting with searches for machinery, network nodes, or hidden radio nests, etc.

RADAR: This sensor sends out a 'ping' of radio waves, then uses the delay in the echo to create an image. This also detects radio waves in the same way as an Extreme High Band Imager, and having both is redundant. As above, it cannot interpret radio signals. For that, buy a radio receiver, below.

LADAR: Like a RADAR, but using UV or IR light (choose at purchase.) Consequently, the use of High Band or Low Band Imagers would be redundant. The light projects out in a dot matrix and algorithms 'fill in' the image between. This is a directional sense. Additionally, the robotics platform with LADAR can 'focus' the matrix as a mental action and get an extremely high-resolution image back, down to the width of a few photons.

Gravity Lensing: A sort of 'reverse scanning sense,' detecting and imaging the gravity associated with any body with mass. Mass causes gravity, and a Gravity Lenser can 'read' it to create an image that is low resolution, but unmaskable without the use of artificial gravity technology.

Internal Chemical Olfactor: An orifice capable of pulling in air for chemical analysis, similar to the olfactory receptors in a nose.

Chemo-Destroying Sensor: A special sort of high frequency LADAR that destroys a few atoms and analyzes the miniscule light to determine the chemical composition.

Internal Gustator Orifice: An orifice for solids (preferably crushed) or liquids that is lined with chemical detectors that can analyze the chemical makeup of the inserted material.

Gustator Appendage: An appendage that can be dipped into or dragged across a material to analyze the chemical composition of it. A 'tongue' for a humanoid synth, for instance, would be a gustator appendage with an internal mount accessory.

Auditory Vibration Sensors: Simple 'ears' that can hear audible sound.

Acute Auditory Vibration Sensors: Complex 'ears' that can hear audible sound and be articulated to 'focus' on certain sounds, like the ears of a dog or cat.

Ultrasound Sensors: Sensitive components capable of picking up sound in the ultrasound range, combined with an Ultravox allows for clandestine, close-range communication (or the ability to annoy dogs)

Infrasound Sensors: Sensitive components capable of picking up infrasound. This allows for extreme long distance communications in normal atmosphere, even longer under water.

Echolocation Sensors: An ultrasonic 'ping' that uses an echo to scan an image of objects. Soft tissues that muffle sound can confuse them, but otherwise the image is high definition.

Tactile Suite: A web of sensors that detect pressure, temperature, and vibrations. This removes the Numb disadvantage. It's embedded in the chassis, and can only function for flexible or semi-flexible chassis.

Tactile Vibration Suite: A series of nodes embedded into hard chassis that detects vibrations in the armor as well as pressure.

Nanofluid Receptors: A fluid suspension of nanobots that flow through the chassis, and 'sweats' microscopic amounts of nanobots that transmit tactile and vibration information between them. If the chassis is breached and the fluid is 'bleeding,' the bleeding must be stopped for the receptors to function properly.

Radio Receiver: A device that detects and interprets radio signals. Typically receives one band at a time, but can scan through them.

Psi Receptor: A device that detects and interprets brain waves. This requires a close proximity for those who aren't psions, but psionics can be detected at range.

EquipmentSenseCostWeightNotes
Visual Spectrum Light ImagerSight (Visual range)$2,0001
Low Band ImagerSight (Infrared range)$2,0001No color
High Band ImagerSight (Ultraviolet range)$2,0001No color
Extreme Low Band ImagerSight (X-Ray)$4,0001No color
Extreme High Band ImagerSight (Microwaves and Radio Waves)$3,0001No color
RADARSight (Radio Waves)$6,0005scanning sense, no color
LADARSight (IR Light)$4,0005scanning sense, no color
Gravity LensingSight (Exotic, mass, gravitational waves)$10,00010no color, low detail
Internal Chemical OlfactorSmell$1,1001
Chemo-Destroying SensorSmell$2,3005scanning sense
Internal Gustator OrificeTaste$1,0002
Gustator AppendageTaste$8001
Auditory Vibration SensorsHearing (Audible Range)$2001
Acute Auditory Vibration SensorsHearing (Audible Range, Ultrasound Range)$5003Directional Focus
Ultrasound SensorsHearing (Ultrasound)$8001
Infrasound SensorsHearing (Infrasound)$9001
Echolocation SensorsHearing (Ultrasound), Sight$3,8006No color
Tactile SuiteTouch$1,0001Chassis with DR larger than 16 are ineligible.
Tactile Vibration SuiteTouch, Hearing (Poor)$1,2001Chassis with DR smaller than 18 are ineligible.
Nanofluid ReceptorsTouch$5,0003If subjected to 'bleeding,' the platform must stop the bleeding to use the receptors.
Radio ReceiverHearing (Radio Waves)$1505Note: Does not transmit radio signals
Psi ReceptorHearing (Brain Waves)$16,0005Allows the detection of sapient life unless masked.

Accessories

360 Vision: A visor or series of receptors that extend a platform's visual senses in a 360 degree arc. $2,500.

Relay Booster: A detachable chip that can be applied to a surface, quantum linked with Hearing receivers. Allows the platform to 'hear' anything in the vicinity of the chip as if it was there. The chip must be recovered to be used again, but multiple chips can be purchased for this purpose. $12,000.

Racomm Eye: One of the platform's visual receptors connects to the CPU via radio waves instead of cables, allowing the platform to plant their eye somewhere and receive visual information from it so long as it remains within radio range. $13,000.

Dedicated Negative SI: An SI-driven enhancement that filters out background noise, glare, or irrelevant data from sensory inputs. This provides a +3 bonus to Perception rolls when analyzing complex environments, such as battlefield noise or visual clutter. $3,500

Spectral Overlay Module: Combines multiple sensory inputs (e.g., visual, infrared, X-ray, etc.) into a single, layered image, allowing real-time multi-spectrum vision. $6,000

Long-Range Focusing Lens: Upgrades any visual sensor into a long-range imaging tool with telescopic magnification. Grants a +4 to Vision-based Perception checks at extreme distances. $4,000

Pheromone Trace Detector: Enhances Internal Chemical Olfactor with an advanced database of biological scent markers, allowing recognition of individuals or species by their pheromones. Commonly used for tracking and security. $5,000

Harmonic Distortion Analyzer: Detects and analyzes audio distortions caused by concealed objects, hidden compartments, or false walls. Grants a +3 to Perception rolls when searching for hidden structures. $7,000

Nano-Scale Touch Feedback: Enhances Tactile Suites or Nanofluid Receptors with micro-vibration detection, allowing the platform to ‘read’ engraved text, braille, or fine surface details. $2,000

Echo-Cloak Nullifier: A countermeasure for Echolocation Sensors, allowing the platform to detect and distort incoming ultrasonic scans, making it harder to be detected by echolocation-based imaging. $8,000

Bioelectric Field Sensor: Detects weak electric fields generated by living organisms. Provides an advantage in detecting concealed biological threats or lifeforms in total darkness. $9,500

Holographic Projection Unit: Creates a full-spectrum hologram of any recorded visual feed or data, allowing a platform to display detailed three-dimensional models or disguise itself under limited circumstances. $15,000

Memory Storage Retainer: A high-capacity memory module that allows the platform to store and recall detailed sensory data, including heat signatures, sound patterns, or scent traces, with near-perfect accuracy. $5,500

Communication Equipment

Standard communication Equipment is a Vox, allowing for audible speech. Additional components could be anything from radio sender/receiver to a dedicated Quantix Comm. With the exception of a Quantix, the communicator does not bestow the ability to RECEIVE communication, that requires sensory equipment (above).

Vox: A simple speaker approximating human speech. High end models for humanlike platforms simply vibrate and push air, allowing the tongue and lips to form the words, though most just opt for a regular speaker and fake the mouth and tongue movements.

Ultravox: A speaker that emits ultrasound, allowing for short-distance communications with anyone capable of hearing ultrasound.

Infravox: A speaker that emits infrasound which travels much farther, allowing for long-distance communications.

Radio Communicator: A radio transmitter that sends out radio signals. Can transmit on all bands or into a single frequency. Additionally, can be 'encrypted' by sending the signal on frequencies that shift in specific, predesignated patterns.

Laser Communicator: A point-to-point communicator that uses IR light pointed in a tight beam at a receiver. In order to intercept, the beam has to be intercepted, tipping off the sender and receiver to the interference.

Quantix Comm: A dedicated chip that allows quantum communications between the platform and the device into which the other chip is slotted. A version of this also allows for SolarNet communications.

Psi Comm: A device that allows the transmission of beta waves in imitation of Psionic telecommunication. Does not allow the platform to read thoughts without a Psi Receptor.

EquipmentType of CommunicationRangeWeightCost
VoxAudible Speech10 yards1$40
UltravoxUltrasound emitter8 yards1$120
InfravoxInfrasound emitter1 mile1$220
Radio CommunicatorRadio Waves, omnifrequency or tuned3 miles4$200
Laser CommunicatorPoint-to-point, IR500 yards4$500
Quantix CommDedicated chip-to-chipUnlimited3$600
Psi CommPsionic8 yards5$2,600

Accessories

Quality Upgrade: Uses a recorded celebrity vocal profile that gives the platform a naturally clear, resonant, and attractive voice. That gives the platform +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice. $10,000.

Emulator: Allows perfect mimicry of a voice after hearing only a few sentences. $12,000.

Range Boost: Allows all non-vox comms to have double the range. $11,000

Penetrating Communication: Allows all non-vox comms to resist scrambling with an Electronics Operations roll. $15,000.

Subharmonic Vox: A specialized Vox that adds subtle, subconscious subharmonics to speech, making it more persuasive. Grants +1 to Diplomacy, Fast-Talk, and Public Speaking against organic beings. $9,000

Scrambler Module: Encrypts all outgoing communications with a complex, randomized encoding sequence. Requires a decryption key on the receiving end. Grants +3 to resist interception attempts. $14,000

Multi-Frequency Broadcaster: Allows the platform to simultaneously transmit on multiple frequencies, preventing jamming or ensuring redundancy in emergency situations. $13,500

Directional Vox: A modified speaker system that can focus sound waves into a highly directional beam, ensuring only the intended recipient hears it. Can also be used as a basic sonic weapon at close range, causing temporary disorientation. $12,000

Stealth Mode: A sophisticated dampening system that suppresses all non-essential sound emissions, preventing passive audio detection. Grants +3 to Stealth when active. $16,000

Cooling System

Cooling Systems are required to keep the temperature down on a robotics platform. A lot of moving parts and energy flows through a platform, and the material is heat resistant but would be prone to overheating if the coolant is damaged. Most cooling systems come in 'grades' with tradeoffs between effectiveness, cost and weight. They determine the FP recovery rate and the HT of the platform.

Grade A: Simple fluid-cooled system. Prone to bleeding. Hobbyists can make this in their garage.

Grade B: A solid-state coolant system that 'sheds' heat using rotors.

Grade C: The industry standard coolant system that uses chemical microreactions to lower the temperature, which melts harmlessly back into base components to be used again. This closed system is high efficiency and requires little maintenance or input unless damaged.

Grade D: High end human-made coolant system that uses gravity lensing to 'becalm' molecules, lowering their temperature with brute force.

Cryoavi System: The Cryoavi technology uses 'cold' as an energy source, something that very much baffles every species. This meant that not only was it very easy for them to make a coolant system for human gigacorps, those systems also provide extra energy.

TypeEffectHTWeightCostNotes
Grade AVery Unfit610$12Hemophilia
Grade BUnfit820$144
Grade CRegular recovery and cost1030$400
Grade DFit1240$1,200
Cryoavi SystemVery Fit1445$6,500Imported, Max FP+5

Accessories

Organic Superlube: The coolant system relies on Saturn's infamous Organic Superlube. It adds +2 to HT but adds -2 to Fright Checks, and even if the platform's intelligence wouldn't need to make a Fright Check (such as a synthetic designed with no fear response) the superlube does. The lube cannot operate the platform by itself, but it can cause a Nauseated Irritating Condition. $6,000.

Emergence Heat Purge: If the system is overheating, the platform can purge all remaining FP (shutting the platform down) in order to flash-freeze its system in a sudden purge. It can then recover its systems after its temperature is raised to tolerable levels and at least 1 FP is restored. $4,700.

Thermoptic Regulation Mesh: A secondary layer of nanomaterial that distributes excess heat evenly across the platform’s surface, preventing thermal sensors from detecting hot spots. Grants +2 to Stealth against heat-based detection. $7,500

Overclock Stabilizer: Allows the platform to temporarily exceed its normal operating limits without immediate overheating. When activated, the platform gains +1 to DX and IQ for 1 minute, but the coolant system must dissipate the extra heat over the next 10 minutes, halving FP recovery during that time. $9,200

RadShield Coating: A heat-dissipating polymer that also provides radiation resistance by deflecting thermal and ionizing radiation. Grants +2 to HT against radiation damage and prevents heat buildup from external sources like directed-energy weapons. $8,500

Black Ice Coolant Injection: A one-time-use emergency coolant system that rapidly drops internal temperature by injecting a cryogenic fluid into key areas. Prevents overheating and grants +1 to FP recovery for 1 hour, but after that, the system needs maintenance before it can be used again. $5,000

Phased Cooling Array: A modular, extendable set of micro-radiators that unfold when additional cooling is needed. This temporarily doubles FP recovery but makes the platform more visible on thermal scans while active. $10,500

Abyssal Circulation System: A specialized cooling system based on deep-sea organism physiology. Uses high-density liquid coolant that remains stable under extreme pressure and heat, allowing operations in high-energy environments. Grants +3 HT against heat-based malfunctions but slightly increases weight by 5%. $11,000

TFC Swarmbot Hive

CS Anthroid Model 'Flatfoot'

OS Protektatron

GalRo Robbie

VD Redrover

YSLU Stardust Anthroid

Titanium Star Enterprises Roy-Bravo Android

Eclipse Entertainment Companion Doll

Item type
Robotic

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