* Rogue Robot [Finished!]

Rogue Robot:

(This is a Race & Character Class.)

NOTE: The Rogue Robot can only be selected by a player when a rogue robot is found/activated in game. This character class starts at first level, not zero.

First Level Rogue Robot Abilities:

Affiliation Law: +5

Skill Modifiers:

Mechanisms + 1

Specialization Skills:

Detect Traps + 1 (Based on Perception)

Disable Traps + 1 (Based on Mechanisms)

Attribute Modifier: STR + 1D12

Tech Level: Don't roll, just modify for High Tech

Saving Throw Modifiers: Fortitude + 2, Reflex - 2

Languages: Space Alien

Blood: No Blood, but various colored lubricants & coolants.

Damage Modifiers: 1/4 damage vs normal fire, Does not take damage from cold, but can be slowed or immobilized. (See below)

Sanity Modifiers: Halve any SAN Penalty to sanity checks.

Description:

You are a robot who's Neural Net has evolved or been upgraded in such a way that you are more self aware than most other robots. You could in fact be an unfinished creation of the legendary "Irrationalist Mummy". You will have started as a basic frame. You have to earn upgrades as you level up, so it is good to covet any salvage you find. As you also do not heal, you might want to make friends with an Artificer. As robots can become extremely powerful, this class also has a number of limitations.

1) Enhanced Robotic Strength:

Rogue Robots start with a considerable increase in the STR attribute.

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2) Does not Breath & Immune to Vacuum:

Immune to effects of vacuum, space or gases, unless they said gas is corrosive in nature. The robot does start with a basic scent sensor & can make Perception checks to notice a smell. Some upgrades will allow the robot to make chemical analysis of what it smells.

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3) Cold Immobilizes instead of Damages:

Cold damage does not kill but slows down the robot. Every 10 points of cold damage reduces it's to hit modifier by one & will effectively increase the robots encumbrance by one, adjusting movement. Depending on temperature/environment, the robot will eventually thaw out.

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4) Neural Net:

The Neural Net of the Rogue Robot is advanced enough that they can figure out & operate Sorcerous items, unless such items draw upon the blood &/or life energies of it's user. There is a 1 in 6 chance that a mind affecting Sorcery, Psionic or Mutant Power will work on the robot. If so, a standard Will save is made to resist the ability.

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5) Water Damage:

Damaged robots are vulnerable to malfunctions if submerged in water, due to shorting out. They must make Fortitude saves if at less than half their hit points every melee round that they are submerged. If they fail, they are treated as unconcious until retrieved from the water, drained & dried. This is a safety shut down to protect vital components of the robot. It can choose to ignore the safety shut down but takes 1 hit point per melee round & must make a Fortitude save each melee action to avoid burning out it's Neural Net, which will lead to robot death. A robot who has gained the Reinforced Frame upgrade can ignore these effects.

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6) No Natural Healing:

A robot is not affected by any form of healing that treats living creatures. As such the robot must be repaired to heal damage. The Mechanisms skill & suitable amounts of salvaged parts can repair 1D4 hit points. The Repair skill with appropriate tools & salvage parts can repair 1D6+1.

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7) Rebuildable:

A destroyed robot who has not suffered Neural Net death may be salvagable. Upon the robot reaching or exceeding the amount of damage needed to 'Kill it', the robot makes a Fortitude save. If successful, the Neural Net is intact & the robot can be repaired, unless the robot was killed by a disintegrator beam, melted in acid, smelting pool, etc... If the Fortitude save fails, Neural Net was destroyed & unsalvagable.

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8) The Head Lives On:

If the Neural Net was not destroyed upon robot's destruction, there is a 1 in 6 chance that the head will continue to function without the body. If someone successfully re-attaches your head to a new robot body the GM may allow you to reroll the character as a new robot, minus one level. Keep the INT, WIS & CHA scores that your old character had. GM selects the abilities of your new body, if applicable. If the body was identical to the former body, there is no level loss.

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9) Reprogrammable:

Unlike NPC robots you can try to resist any attempt to reprogram you. The Programmer must roll his/her Tech Ops skill with a penalty equal to your INT attribute. Whatever amount that they succeed by, is the penalty you have to your Will save to avoid being reprogrammed. If you fail your WILL save, you gain the Insanity: Loyalty to [Programmer] at level 20. You can attempt to buy this insanity/programming off with xp earned in games if allies do not find a way to restore your old programming. You may only make one attempt per day to override your reprogramming.

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10) Interface Panel & Jack:

Somewhere on your body is a concealed Interface Panel (that is used for diagnostics & to reprogram you.) & an interface jack that allows you to connect to Space Alien Computers. The Jack gives you a + 5 to Tech Op rolls when interfaced directly with a computer.

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11) Vulnerable to Rust/Corrosion:

At first level your Rogue Robot is a basic unit. Until it has obtained upgrades, such as Reinforced Frame or Self Repair Nanites for example, your robot IS VULNERABLE to rust attacks & the metal eating capabilities of some slimes/oozes.

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12) Basic Body Frame:

At 1st level you will have one set of arms, tentacles or other grasping appendages. You can decide on the body shape & look, though take in consideration your propulsion method below:

Rogue Robot Propulsion Methods:

1 = Legs: Standard Move

2 = Treads: Move 3/4 but can carry x2 your STR in items.

3 = Wheels: Move 150% & can carry x2 your STR in items.

4 = Anti-Gravity: Move standard

5 = Roll (like-ball): Move standard

6 = Serpentine: Move 3/4 but can carry x2 your STR in items.

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13) Vulnerable to Space Alien Commands:

At 1st level you are extremely vulnerable to the commands of

Rationalist Space Aliens. You can freely ignore commands from

KNOWN Irrationalist Aliens. You must make a Will save at -5

to avoid obeying the command, though each minute you can try

to save again to break free. Each level after 1st, the penalty

drops by one. By sixth level you have no penalty & each level

that follows you get a +1 to your Will save vs Alien Commands.

By 9th level you will be immune to Alien override commands.

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Sensor Upgrades:

Radar

Sonar

Night Vision:

X-Ray Vision

Infravision

Telescopic Vision (2D10 Miles)

Motion Detector

Chemical Identifier/Analyzer

Geiger Counter

Communicator: 10,000 mile range, 2-way communications.

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Upgrades: Robots Advancement Abilities: (Choose one at levels 3, 6, 9, 12 and 15.)

* Extra Arm/Manipulator:

Fully function extra arm gives +1 Attack with another held weapon, even if you don't have paired weapons.

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* Multi-Tool Appendage:

One of your arms can turn into a multi-tool, providing a +1 per level to any Repair or Mechanisms rolls.

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* Reinforced Frame:

Robots can ignore damaged in water effects. At the level you take this upgrade and every level after, you don't roll for hit points but take maximum for your class.

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* Translator Unit:

You can read/speak/understand any language. +2 CHA

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* Energy Resistant:

You take minimum damage from Energy attacks. Against Blasters you take 1/2 damage.

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* Inertial Dampened:

You take minimum damage from Kinetic attacks. Against Blasters you take 1/2 damage.

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* Self Repair Nanites:

You heal like a living creature. If you have suitable salvage to consume, you can double the increase of any hit points gained from being repaired.

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* Re-Assembly Unit:

[This upgrade requires that you first have Self Repair Nanites first.] With this upgrade the robot is capable of re-assembling itself. A dismembered or smashed limb will begin to repair itself, crawling back to the main unit. you heal 1 hit point per melee that there is salvage to consume and 1 hit point per minute with no salvage.

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* Nano-Regeneration:

[This upgrade requires that you first have Re-Assembly Unit first.] With this upgrade the robot will completely rebuild itself, even from negative hit points that do not exceed it's CON score. This is at the rate of 1 hit point per melee. This becomes 3 hit point per melee round if salvage is available to consume. A full night of rest will see the robot completely restored.

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* Unstoppable:

You can go to negative CON hit points before being destroyed and can make a Death Save with a modifier equal to your negative hit points minus current level to stay functional. Modifies effects of "Rebuilt?" and if submerged gets +4 to save vs Paralysis. If you possess Re-Assembly Unit or Nano-Regeneration you can ignore negative hit point penalties to Death Save rolls as well as Paralysis checks against being submerged while damaged.

Built in Laser Weapon: You have a weapon built into a limb or somewhere else in your body. This weapon inflicts 1D6 points of damage per level and can be fired (level+CON modifier) amount of times before it is depleted. It recharges one shot per hour. Choose laser color and if it is pulse, beam or ray.

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* Gamma or Cosmic Ray:

[This is an upgrade that requires you first have Built in Laser Weapon] This upgrade gives an additional +1D6 damage and the target must save vs radiation poisoning.

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* Built in Blaster Weapon:

You have a blaster weapon built into a limb or somewhere else in your body. This weapon inflicts 1D6 points of damage per level and can be fired (level+CON modifier) amount of times before it is depleted. It recharges one shot per hour. Blasters can only be pulse weapons.

Med Bot Kit: This upgrade allows you to treat living creatures. You get a +10 to any medical application of the Lore skill for treating or diagnosing a targets affliction. You can inject healing nanites level times per day that heal 1D6 hp per level of the robot.

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* Decontamination Kit:

[This requires the robot first have the Med Bot Kit upgrade.] With this upgrade the robot can inject a target with a solution that will either neutralize the effects of a disease, poison/toxin/drug, or radiation poisoning. It will not cure long time afflictions. The affliction must be no less than a day per level of the robot in order for the drug to help. If radiation poisoning had resulted in a mutation and the drug treats the affliction, the mutation will disappear within 1D4 days following treatment. It will not help against Sorcerous diseases/afflictions. The robot has one injection per level per day.

Backup Personality Matrix/Memory: If your robot is every reprogrammed, you can reboot and reinstall your backed up personality. (No roll required.)

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* Built in Plasma Weapon:

You have a plasma weapon built somewhere into your body. This weapon inflicts 1D6 points of damage per level and can be fired (level+CON modifier) amount of times before it is depleted. It recharges one shot per hours. Choose if it is pulse, beam or ray. (The pulse is like a plasma bolt, The last two are like martian heat rays)

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* Built in Freeze Weapon:

You have a freeze weapon built somewhere into your body. This weapon inflicts 1D6 points of damage per level and can be fired (level+CON modifier) amount of times before it is depleted. It recharges one shot per hours. Choose if it is pulse, beam or ray.

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* Invisibility Field:

You are completely invisible if you do not move. When moving slowly you get a +10 to stealth.

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* Repulsor Beam:

Keeps the target from melee range.

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* Holographic Projector:

Can project life-like decoys or project images/ideas. DC 18 to Perception check to notice the illusion.

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* Tractor Beam:

Pulls a target of equal or less mass towards the robot or to grab a hold of a cliff edge to prevent falling.

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* Force Field:

Provides 5 DR (If lower than 3rd level) and an additional +5 DR for every three full levels of the robot.

Though "The slow blade penetrates the shield". Anyone patient enough or making a successful stealth check can ignore the effects of the robot's force field, though this requires the target get extremely close to the robot.

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