Robots, Vehicles, and Mecha

Technological constructs can be built with a flexible system composed of a Base and added Components. GMs should feel free to create additional items or assign point values for player-created Bases/Componets. For a lower-tech game, simply raise the Access Level; for a more futuristic one, decrease it.

Base

Every tech construct needs a Base to start with. All Bases come with a set number of Slots as well as a base DR/Speed/Health and basic skills. Slots represent power and physical capacity for the base to handle modifications, allowing only a certain amount of additional Components for a build.
Exosuit: These come in two forms, dependant on TL. Lower TL models tend to be bulky and leave the use partially exposed, allowed for augmented strength or specialized capabilities, more of a metal exoskeleton. Higher TL exosuits are more of a suit and form-fitting and often completely enclose the user (although mechanically, if desired, player must purchase additional DR separately.) This should be considered the level before a full mecha unit. Exosuits include spacesuits, strength-augmenting construction equipment. Fictional examples: the suits in The Surge at lower TL.

Mech (Large): The basic fully-enclosed mech. These are often up to 10m high. There are limited purposes for them within Mirai City, but many places have them in storage for defence or construction purposes.

Mech (Extra Large): Very unusual even in Mirai City and built almost exclusively for military purposes. The 5/UP models are good examples of this, mechs that are built to mimic the city’s Level 5’s abilities, requiring vast amounts of energy.

Nanobot: Applies not only to robots not large enough to see with the naked eye, but also to insect-size robots. Singularly, they may have only a single purpose, and usually single-use as they are very easy to destroy. Example: a mosquito-sized robot used to inject a drug into an unwitting person.

Nanobot swarm: More concerning are swarms of nanobots, able to supplant each other and may be programmed to act in unison, making it very hard to stop its purpose from being carried out, even if individual units are destroyed.

Tiny robot: This category pertains to any robot from small mouse to cat sized. These are generally used for single-purpose tasks, due to small capacity for power sources and weight. Surveillance drones, remote cameras, infiltration bots, fall into this category

Medium robot: This category covers from medium dog to human sized. These are more capable chassis, generally used for functions requiring greater mobility, limited offence, or tasks requiring it to be capable of a reasonable amount of weight. Robot dogs, and the city’s cleaning robots, fall into this category, as well as any humanoid build.

Large robot: These are typically for construction or military grade, capable of holding larger power sources and operating heavier lifting capacity. Mobile weapon platforms, autonomous defense drones, and most kemono-meka non-humanoid combat bots fall into this category.

Extra Large robot: These are almost exclusively for military use, although some specialized research facilities might use enormous robotized equipment for dealing with sensitive materials and processes. Autonomous mecha-sized robots and room-zied lab robots fall into this category.

Vehicle (Medium): This category covers typical cars, light trucks, and motorcycles, consumer recreational watercraft, and gliders; in general, most small consumer vehicles.

Vehicle (Large): This covers larger vehicles such as large cube vans, RVs, aircraft up to and including fighter jets, and small yachts.

Vehicle (Extra Large): The category is reserved for large vehicles, including semis, tanks, large passenger aircraft, and large boats.

-- Extra Slots: These allow you to add extra capacity to an existing robot, exosuit, vehicle, mech, or vehicle, or nanobot swarm (but not a single nanobot). This extra capacity requires an increase in the Access Level as it needs an improved power source, construction materials it is made from, and so on.

Components

Each additional Component to a Base model uses a fixed number of Slots.

Power Sources

Power sources are relevant primarily in a roleplaying context, to provide additional information about the construction of your robot or vehicle. These, like all tech items, are restricted by TAL, but do not require extra point spends in most cases.

Sensors

Basic sensor suite: The basic sensor suit consists of human-level vision and other basic senses. The robot creator is encouraged to describe exactly which senses, whether it is limited, or all 5.

EM detection: The ability to sense other electronic devices and electric or magnetic currents, even through most solid surfaces. This also includes a built-in GPS/compass reading.

Nightvision: Distinct from IR/UV, this improves access to existing light sources, but can be damaged by bright flashes when active. Provides a monochrome display.

Infrared(IR)/Ultraviolet(UV): Access to additional wavelengths of the electromagnetic spectrum. This can be used to trace heat signatures, see living beings through standard walls, and see additional ‘colors’ that normally only animals can detect.

High/Low frequency sound: This provides improved ‘hearing’, as well as access to frequencies that the human ear cannot hear.

Radar: Standard radar setup, providing active radiolocation around the device.

Lidar: An alternative option to vision, lidar uses a quickly-scanning laser to provide information in the surrounding. However it cannot ‘see’ through solid objects.

Sensor jammer: Produces interference across multiple spectra, making use of them more difficult but not ruling it out completely. Affects all non-human-sense detectors.

Psychic jammer: The Psychic jammer comes in two main types which should be specified at purchase (or alternate ones created but effect must be described and roughly in line with what is being presented here.

  • Type 1: sonic, this psi-jammer produces a high-pitches frequency that interferes with a psi user’s AIM field and can cause headaches to outright incapacitation.
  • Type 2: electromagnetic: creates a field that causes distortion of the AIM field; generally psi users can still make use of their powers, but there is a 50% chance that it will malfunction in a way that can even be harmful to the user.

Movement

Base movement speed is set by the Base type. See Movement rules for more detail on speed.

Amphibious: Allows for movement on water and land, hull is sealed enough to prevent from being waterlogged.

Burrowing: Large drill or auger set attached to the robot, allowing full (though slow) tunnelling movement capabilities.

Cilia: Microscopic mechanical tendrils, these are the default option for nanobots or nanobot swarms, allowing them to move, though slowly, through water, air, or across a surface. Impractical for any other robot type.

Flight: Increased speed in flight, with sufficient takeoff space is required to enter flight.

Jump Jets: Air-propulsion based jets, these can be attached to allow for extreme ‘hopping’ jumps and allow for quick and easy vertical movement.

Legs: Capable of even better movement over terrain than tracks, but more easily disabled or entangled.

Magnetic pads: These allow the robot to firmly adhere to metal surfaces, allowing it to resist Force checks.

Sticky (chemical): Allows the robot to adhere to non-metal surfaces, but do leave behind some residue.

Speed boost: Increases basic speed. May be taken multiple times.

Tracked: Tank or construction vehicle type treads, allowing the vehicle or robot to move over complex ground situations with ease.

VTOL: Standing for Vertical Take-off and landing, VTOL functions as per flight and grants increased speed in air and does not require sufficient space for a runway. This includes things like helicopters or Osprey type vehicles.

Wheels: Default movement option for all bases except nanobots.

Offense and Defense

Adaptive Nanoarmor: Reacts and changes form or composition to best protect against the type of incoming damage.

Anti-missile Countermeasures (AMCM): Allows spreading of chaff or other decoys to foil missile targeting systems.

Electromagnetic (EM) Shielding: Protection against EMPs or electrical damage.

Force Field: A shimmering kinetic field that can be erected to deflect incoming atttacks.

Heavy Plating: Heavy conventional armor.

Light Plating: Lighter-weight conventional armor, strategically placed.

Nanoarmor: Thin and lightweight, this high-tech armor is better-designed to deal with advanced weapons.

Nanorepair: The device is equipped with an active nanobot swarm that can fill cracks and holes with temporary material. Device will need to be properly repaired once conflict is over.

Optical Camouflage: A covering that boosts stealth by altering color and texture to some degree, allowing for chameleon-like camouflage.

Tractor Beam: This force field, altered through a collimated beam, allows objects to be pulled towards it, human-sized easily, and larger and heavier object with more difficulty.

Weapon Mount: Allows heavy weapons to be mounted on vehicles, mechs, and robots. Hand-held weapons can be mounted for 0 cost (within reason!). Weapon must be purchased seperately.

Software

Remote piloting: This software is used to remotely control a vehicle with direct input from a handheld device.

Black ICE: Although technically illegal, used in some systems; the principle of Black ICE is that it attacks the attacker back, sometimes going so far as to fry the other’s computer or cyberware.

Skill Assist: Adatabase of useful information in readily accessible/searchable format or other software system that aids the user, such as autopilot.

Neural Net Assist: Like Skill Assist, but better. Think like ChatGPT, but actually accurate.

Quantum computing: Access to quantum computing systems allows the user to break any encryption scheme quickly and easily. With a reasonable amount of time, no roll is required.

Flaws

Flaws can be taken to slightly decrease the cost of a tech construct.

Poor construction: Shoddily made, this device is more likely to fail or break down.

Immobile: Only applicable to medium or larger robots and devices, this generally applies to tech that occupies an entire room or is otherwise tied to a single location and not easily moved.