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Robot Armor

The document outlines various types of robot armor and their specifications, including damage resistances, carry weight modifications, and special effects. It details armor types such as Standard Plating, Mister Gutsy Plating, and various specialized plates like Serrated, Noxious, and Toxic Plates, along with their unique benefits. Additionally, it describes robot modules that can enhance a Mister Handy robot's capabilities, including mods for analysis, detection, and combat enhancements.
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0% found this document useful (0 votes)
26 views7 pages

Robot Armor

The document outlines various types of robot armor and their specifications, including damage resistances, carry weight modifications, and special effects. It details armor types such as Standard Plating, Mister Gutsy Plating, and various specialized plates like Serrated, Noxious, and Toxic Plates, along with their unique benefits. Additionally, it describes robot modules that can enhance a Mister Handy robot's capabilities, including mods for analysis, detection, and combat enhancements.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Robot Armor

For protection and useful effects, robots such as the Mister Handy line rely on their construction and
materials of their plating. Mister Handy robots have different hit locations to a humanoid character:
Optics, Main Body, Arms (1-3), and Thruster. In addition to providing damage resistances, robot armor
may modify the Carry Weight of the robot they are fitted to. All Robot Armor except Plating is installed
with the Repair skill.

Robot Armor Types

Physical Energy Carry


Armor Type Location Cost Perks
DR DR Weight

Standard Plating 2 0 All – – –

Mister Gutsy Plating 2 2 All -10 – –

Factory Armor +1 +1 Optics – 10 –

Main
Factory Armor +1 +1 – 20 –
Body

Factory Armor +1 +1 Arms – 10 –

Factory Armor +1 +1 Thruster – 10 –

Factory Storage Main Armorer


+1 +1 +20 25
Armor Body 1

Primal Plate +2 – Optics -10 10 –

Main
Primal Plate +2 – -20 20 –
Body

Primal Plate +2 – Arms -10 10 –

Primal Plate +2 – Thruster -10 10 –


Physical Energy Carry
Armor Type Location Cost Perks
DR DR Weight

Armorer
Serrated Plate +2 – Optics -10 15
1

Main Armorer
Serrated Plate +2 – -20 30
Body 1

Armorer
Serrated Plate +2 – Arms -10 15
1

Armorer
Serrated Plate +2 – Thruster -10 15
1

Armorer
Noxious Plate +2 – Optics -10 15
1

Main Armorer
Noxious Plate +2 – -20 30
Body 1

Armorer
Noxious Plate +2 – Arms -10 15
1

Armorer
Noxious Plate +2 – Thruster -10 15
1

Armorer
Toxic Plate +2 – Optics -10 15
3

Main Armorer
Toxic Plate +2 – -20 30
Body 3

Armorer
Toxic Plate +2 – Arms -10 15
3

Toxic Plate +2 – Thruster -10 15 Armorer


Physical Energy Carry
Armor Type Location Cost Perks
DR DR Weight

Actuated Frame +1 +1 Optics +10 15 –

Main
Actuated Frame +1 +1 +20 30 –
Body

Actuated Frame +1 +1 Arms +10 15 –

Actuated Frame +1 +1 Thruster +10 15 –

Armorer
Voltaic Frame +2 +2 Optics +10 20
2

Main Armorer
Voltaic Frame +2 +2 +20 40
Body 2

Armorer
Voltaic Frame +2 +2 Arms +10 20
2

Armorer
Voltaic Frame +2 +2 Thruster +10 20
2

Armorer
Hydraulic Frame +3 +3 Optics +5 30
3

Main Armorer
Hydraulic Frame +3 +3 +10 60
Body 3

Armorer
Hydraulic Frame +3 +3 Arms +5 30
3

Hydraulic Frame +3 +3 Thruster +5 30 Armorer


Physical Energy Carry
Armor Type Location Cost Perks
DR DR Weight

Serrated Plate

Makeshift armor plating with jagged, serrated edges. Like primal plate, but more hazardous to those who
would do the robot ill, as the sharp protrusions can lead to injury.

Special: When a melee attack is made against a location fitted with serrated plate, and the attacker
suffers a complication, then the attacker suffers 2

Persistent (Physical) damage. In addition, melee attacks made using arms fitted with serrated plate gain
the Persistent (Physical) damage effect.

Noxious Plate

Makeshift armor coated in toxic materials which are hazardous to the health of any who seeks to inflict
harm upon the robot or its companions.

Special: When a melee attack is made against a location fitted with noxious plate, and the attacker
suffers a complication, then the attacker suffers 2

Persistent (Poison) damage. In addition, melee attacks made using arms fitted with serrated plate gain
the Persistent (Poison) damage effect.

Toxic Plate

Makeshift armor made with irradiated metal plating, dangerous to living creatures nearby.

Special: When a melee attack is made against a location fitted with toxic plate, and the attacker suffers a
complication, then the attacker suffers 2

Radiation damage. In addition, melee attacks made using arms fitted with serrated plate gain the
Radioactive damage effect.

Actuated Frame

A specially made set of armor plates fitted with actuators and motive systems which aid the robot’s
actions.
Special: Melee attacks made from arms fitted with an actuated frame inflict +1

damage. If the robot’s Thruster is fitted with an actuated frame, it may make both a Move minor action
and a Sprint major action in the same turn.

Voltaic Frame

A specially made set of armor plates fitted with additional conduits and capacitors to bolster the
effectiveness of energy weaponry.

Special: Any of the robot’s attacks which deal energy damage inflict +1

if the robot is fitted with any voltaic frame armor. This bonus increases by +1

for every two additional locations fitted with Voltaic Frame (so +2

for 3 pieces, or +3

for 5 or more pieces)

Hydraulic Frame

A specially made set of armor plates which conceal powerful hydraulics which enhance the robot’s
movements.

Special: Melee attacks made from arms fitted with a hydraulic frame inflict +1

damage and gain the Stun damage effect.

Robot Modules

A Mister Handy robot may install up to three of these mods. Mods may be removed to make room for
different modules. Perks listed are those required to successfully install a module, which also requires an
INT + Science skill test with a difficulty of 2 and an hour’s work.
Mod Effects Weight Cost Rarity Perks

Behavioral Reduce the difficulty of Speech Robotics


– 50 3
Analysis Mod tests by 1 (min. 0) Expert 1

Reduce the difficulty of Medicine Robotics


Diagnosis Mod – 50 3
tests by 1 (min. 0) Expert 1

Reduces the difficulty of Science


Hacking
tests to hack into locked computer – 25 2 –
Module
systems by 1 (min. 0)

Reduce the difficulty of Survival


Hazard
tests to detect and disable traps – 25 2 –
Detection Mod
and similar hazards by 1 (min. 0)

Once per scene out of combat, turn


Integral Boiler
2 dirty waters into 1 purified water -10 15 1 –
Mod
in ten minutes

Reduce the difficulty of Lockpick


Lockpick tests by 1 (min. 0), Does not need
-5 25 2 –
Module bobby pins or other lockpicking
tools

Can turn on or off at the start of a


turn. While on, all creatures within
Reach suffer 3
Robotics
Radiation Coils -10 50 3
Expert 1

Radiation damage at the end of the


robot’s turn

Reduce difficulty of tests to detect


hidden opponents by 1 (min. 0),
Robotics
Recon Sensors Enemies visible to you who attempt -5 50 3
Expert 1
to hide add +1 to the difficulty of
their Sneak tests
Mod Effects Weight Cost Rarity Perks

Outside of combat, allies regain 2 Robotics


Regeneration
HP at the start of each scene you -25 125 5 Expert 2,
Field
are present within Science! 2

Robotics
Resistance Allies within Close range receive +2
-20 75 4 Expert 1,
Field Physical damage resistance
Science! 1

Re-roll 1d20 on all PER tests, May


attempt PER tests to detect things Robotics
Sensor Array -15 50 3
which cannot normally be detected Expert 1
by the naked eye, such as radiation

Allies within Close range may re-roll Robotics


Stealth Field -20 50 3
1d20 on Stealth tests Expert 1

Can turn on or off at the start of a


turn, While on, all enemies within
Reach suffer 4
Robotics
Tesla Coils -25 100 5 Expert 2,
Science! 1
Piercing 1, Stun Energy damage at
the end of the robot’s turn

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