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Dumb T5 Robot rules/design question

Blue Ghost

SOC-14 5K
Knight
I'm loathe to read more rules. I'm lazy, I admit it, but I need robots for a fourth adventure draft I have all laid out. It involves players encountering and dealing with some fairly high tech automation.

So, before I decide to fall back on CT robot design rules, I'm curious as to how different T5 robot design rules are from CT, or if I need to invest in the full unabridged T5 ruleset before laying out encounter tables.

Thanks much in advance.
 
Also, I'm going through the robot rules now, why does every robot need muscles? What if you're designing something that uses pneumatic pistons or servos?
 
Are you playing T5 or are you just using the rules to add robots to this adventure you're working?

The second. The players in the adventure I've drafted come across "the caretakers" of the area they are exploring, and "things happen". They're not humanoid "android" robots, but robots designed around specific tasks.
 
I suggest you stick with the rules for robot creation appropriate to the version you are playing. T5's robot rules are, in my opinion, specific to that ruleset. You could adapt them, or get inspiration from them, but from a strict game compatibility standpoint, stick with the rules you're using. Also, if you're lazy like me, converting from one ruleset to another is usually more work than I want to do.

Aside from that, Make Only As Really Necessary. Give the robots enough stats that they can be interacted with in the manner you think the players will choose. You probably don't need full combat stats for the JanitorBot5000, but simply a few sentences to describe it.
 
I'm loathe to read more rules. I'm lazy, I admit it, but I need robots for a fourth adventure draft I have all laid out. It involves players encountering and dealing with some fairly high tech automation.

As Carl said, if you're usefully lazy you won't use build rules any more than you need to. Just stat them out in some reasonable manner as far as you need to. Treat them the way you'd treat a non-player character. Give them characteristics like an NPC and structure like a human, alien, or vehicle. Done.
 
As Carl said, if you're usefully lazy you won't use build rules any more than you need to. Just stat them out in some reasonable manner as far as you need to. Treat them the way you'd treat a non-player character. Give them characteristics like an NPC and structure like a human, alien, or vehicle. Done.

I think that's the best advice I've ever heard, and it actually gybes (UK spelling) with what I've done in the past when drafting things for games.

Thanks. I needed that bit of reassurance.
 
They are called muscles but you can describe them any way you want, they could be pistons or hydraulic systems the point of the makers is to give you a set of rules that will create something that works within them while allowing you to fully describe it the way you want it.

I did convert all the robots from the old 101 robots supplement and with only a few tweaks to the RobotMaker they all worked.
 
They are called muscles but you can describe them any way you want, they could be pistons or hydraulic systems the point of the makers is to give you a set of rules that will create something that works within them while allowing you to fully describe it the way you want it.

I did convert all the robots from the old 101 robots supplement and with only a few tweaks to the RobotMaker they all worked.
Please share. I'm considering the RobotMaker as an alternative to other Robot design rules, and I'd be interested in both your tweaks and the results. :)
 
I will try, but last time i tried to upload my excel documents i messed up and almost got banned, admittedly this was a mistake but it has made me reluctant to try again. When i get home today will have another look at doing it.
 
Please share. I'm considering the RobotMaker as an alternative to other Robot design rules, and I'd be interested in both your tweaks and the results. :)

RobotMaker also works with Vehicles, Beasts, and Sophonts... I've blended it with BeastMaker to create robotic beasts and VehicleMaker to build small robotic courier vehicles (UAV drones I guess). And robotic war machines.

Homework 1. Design a vehicle, but then refer to the robot rules to add manipulators and a brain. And maybe some guns from GunMaker. Voila, you can essentially re-create the Gamma World robots :)

Homework 2. Take an animal designed with BeastMaker, then refer to the robot rules to figure out how to build a robotic version of it. Then you can put them side by side in a game. Using the Gamma World trope again, you can make a robotic Yexil, assuming you first describe the Yexil in BeastMaker terms.

Homework 3. Design a robotic Aslan. This one's more esoteric, because you have to decide in what way a robot Aslan is different from a Synthetic Aslan...

Extra Credit. Design a suit of "Carrier" armor using ArmorMaker, complete with a heavy weapon from GunMaker for it to carry. Then refer to the robot rules to add a robot -- assume you have the volume of one average human for the robot's design. Voila, autonomous battle dress.
 
Apparently i can't bulk upload the files, so if you want a look at the spreadsheets or even the stat blocks i did for 101 robots then PM me with your email and i will send them to you.

I have also done, weapons, vehicles, armour, spaceships and starships.
 
Apparently i can't bulk upload the files, so if you want a look at the spreadsheets or even the stat blocks i did for 101 robots then PM me with your email and i will send them to you.

I have also done, weapons, vehicles, armour, spaceships and starships.

Zip them.
 
I have no idea how to do that. I'm not great with computers, i know how to write on them and game on them and do research, but anything else is beyond me.
 
I have no idea how to do that. I'm not great with computers, i know how to write on them and game on them and do research, but anything else is beyond me.

Look it up.
WinZip is stupidly easy to use, and on a mac, just select the files in the finder, right-click (or control-click), select compress.
 
No problem. I have done catalogues for weapons, armour, spaceships, starships, equipment and more vehicles, but they all have artwork taken from various sources so i don't want to post them and get done for copyright.
 
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