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C00002 00002	CHARACTER TYPE -- ROBOT -- subtype of Fighter
C00023 ENDMK
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CHARACTER TYPE -- ROBOT -- subtype of Fighter

Race: Mechanical
Alignment: Neutral
Requisites:   Constitution > 16;   Strength > 16
Hits:   1-12 * level
Description: Lumbering tin men

LEVEL	POINTS	Spells 1  2  3  4  5  6   Move  Damage  Water Cold/Heat
  1	     0         1  0  0  0  0  0    20    1d3     3d4    100%
  2       2000         3  0  0  0  0  0    40    1d4     3d4     90%
  3       4000         4  1  0  0  0  0    60    1d5     2d4     80%
  4       8000         4  2  0  0  0  0    70    1d6     2d4     70%
  5      16000         3  3  1  0  0  0    80    1d7     2d4     60%
  6      32000	       3  4  2  0  0  0    90    1d8     1d6	 50%
  7      64000	       2  4  3  1  0  0   100    1d9     1d6     45%
  8     128000	       2  3  4  2  0  0   110    1d10    1d4     40%
  9     200000         2  2  4  2  1  0   120    1d10    1d3     35%
 10     325000         1  2  3  3  2  0   120    1d10    1d2     30%
 11     500000         1  1  2  3  3  1   121    1d10     1      25%
 12     700000         1  1  1  4  4  2   122    1d10     0      24%
 13     900000         1  1  1  4  4  3   123    1d10     0      23%
 14    1100000         0  1  1  3  4  4   124    1d10     0      22%
 15    1300000         0  0  1  2  4  5   125    1d10     0      21%
 16    1500000         0  0  0  1  4  6   126    1d10     0      20%
 17    1700000         0  0  0  1  4  7   127    1d10     0      19%
 18    1900000         0  0  0  0  5  8   128    1d10     0      18%
 
>18  200000each  gain one level 6 spell, move 1 faster, take 1% less temp. damage


As robots progress, they become more and more sophisticated,
and they gradually lose their kinship toward raw metal,
which accounts for the curvilinear allotment of spells.

"Damage" refers to hitting with the robot's right arm, which
attacks as a bastard sword.  Ingesting two magic swords in
succession will permanently give that arm the minimum of their
plusses, the union of their abilities, attacks as long swords,
and the robot is subject to the max of their intell/ego's.
Ingesting two magic shields (or armor) gives the robot the min of their
plusses, and the union of any special powers they had.

"Water" refers to the damage a flask or skin of water can do to
a robot.  A drizzle is 1 flask/turn, a heavy rain is 1 flask/round,
immersion is 10 flasks/round.

"Heat/Cold" refers to the percentage of damage the robot will take from
heat and cold based attacks, including magical fire and dragon's breath.
This does not include electrical attacks, which are always full damage.
Robots save at +2 against all heat and cold based attacks.

At level 2 robots can descend stairs, and ascend them at level 3.
Ropes can be climbed down at level 4, and up at level 5.
Robots weigh 2000+(500-2000), they are roughly 5' tall, 18" diam.
From N' distant, they have a N/10 % chance of being mistaken for humanoid.

Robots are treated as fighters with respect to most magic, armor, combat
tables, etc., except that they have NO proficiency weapons. Thus they
could wield a magic flail, but at the apprpriate proficiency minuses.
Robots cannot use bows, but they can shoot darts (from their left arm)
at [level]/round; level and dex bonuses apply.  The arm only holds
50 darts; it takes the robot 2 rounds to reload. 

Robots can carry an extra 1500 + 100/level in weight, due to their
tough construction (compared to living creatures).

Robots require oil to run: 1 flask/hour (their "tank" can hold
up to 100 flasks' worth, and they can of course carry additional oil).
If they are hit by fire, the oil in their tank has a 20-level% chance
of exploding (2d4 damage from each flask, unconscious for 1d12 turns,
but heat damage percentage reduction applies to this damage as well).

If killed by rust, the robot can be resurrected merely by a good
scrubbing (costing 1000gp and occupying 1 week of time). This has
a 50% chance of reducing his CONST by 1.  If killed by other damage,
the robot can be repaired if he makes his RESURRECTION roll, at a
cost of 1000gp x level, and his CONST will definitely decrease by 1.
The time required will be level x 1d4 game days for these repairs.

SPELLS  --  Level 1

SPEAK WITH METAL:  One solid metal item (e.g., a key, but not a lock)
	within 30' of the robot. 2 rounds. Veracity and felicty not
	affected in any way.  No saving throw.

LIGHT SHOCK:  Identical to clerical Cause Minor Wounds spell, except the
	damage is caused by electrical energy.  The "touch" may be made
	by either party, and can be through one or even two metallic weapons.
	Thus if the attacker uses a sword and hits, a touch has been made.

RESIST WATER:  For the next 2d4 rounds, all water damage is halved.

PROTECTION FROM METAL:  One solid metal item within 40' of the robot can
	be affected; that item will then only inflict half damage upon
	the robot, and any saving throws will be at +2. Duration 1 turn.
	There is no saving throw, although magic can negate this spell of course.

INGEST METAL:  Metallic armor, weapons, shields, mechanisms, etc. can be
	swallowed.  As discussed above, some magical properties may be
	acquired by the robot. Any damage done internally is doubled.
	Items can be excreted any time within 1 day, but magic items
	whose properties have been absorbed will no longer be magical.

PERSONAL SILENCE:  For 5 + 1d10 rounds, the robot will be no noisier
	than an elf or hobbit in leather armor.

KNOW DIRECTION:  Using internal gyros, the robot can tell direction
	to within 2d20 degrees.  This is N/S/E/W, not up/down.

KNOW DEPTH:  Using a diferent set of gyros, the robot can estimate
	depth underground or altitude to within 1d20%.

DOUBLE-UP:  For the next 6 rounds, the robot can perform two functions
	each round (two blows, one spell and one spray of darts, etc.)

DETECT METAL & KIND:  100' radius, 10rounds (500', 10turns outdoors)


SPELLS --  Level 2

COMMAND METAL:  One solid metal object can be commanded for 2 rounds;
	the command must be a two-word imperative sentence ("attack Bilbo").
	Range 60', no saving throw unless magical or wielded by a character
	of level 8 (or intelligence 16) or more.

TRUTHSPEAK METAL:  One solid metal object will answer 3 yes/no queries
	honestly, to the best of its knowledge and experience.  The
	intelligence of the object is not relevant. No saving throw.
	Range is 10'.

SPEAK WITH DEVICE:  Like 1st level Speak with metal, but non-solid objects
	can be affected (locks, traps, mechanisms).

HEAT METAL:  Same as 2nd level Druid spell

SHOCK:  Same as 3rd level Cleric spell Cause Serious Wounds, but electrical.

SPARK:  Same as 1st level Minor Shock, but can be thrown as a bolt 15' long.

REPEL WATER:  Impervious to water for 3 rounds, then quarter-damage for 10.

EXTINGUISH FLAME:  Jet of CO2 spurts forth up to 15'.  It can extinguish
	1+1d4 flasks of oil's fire.  Cannot be used offensively.

FLAMING ARM:  Right arm flames; this may do additinal damage to opponents
	if struck (if susceptible to flaming oil). 1d4 rounds.

DETECT TRAPS:  same as 2nd level Clerical spell Find Traps.

MINOR REPAIR:  Robot can heal 1d6 damage to itself. Castin: 2 rounds.



SPELLS  --  Level 3

SERIOUS SPARK:  2d8 damage, 25' range, no saving throw.

SERIOUS SHOCK:  3d8 damage, creature touched, no saving throw.

FOAM SPRAY:  Jet of CO2 20' long, cone-shaped, can be used defensively
	(putout 5 flasks of oil worth of fire) or offensively, either
	to blind 1d8 rounds, or stun 1d4-1 rounds (saving throws for these
	attacks) or to make the ground slippery (50% chance of slipping
	over an area up to 20'x20' immediately in front of the robot) 1d8 rounds.

TRUTHSPEAK DEVICE:  Any mechanical contrivance can be compelled to answer
	four YES/NO questions truthfully (to the best of its experience).

CHARM METAL:  Any one solid metal object can be charmed for 2d12 rounds.
	If it is wielded or on someone's person, he gets a saving throw.
	Objects can be commanded to function, to fly, to freeze, etc.

PROTECTION FROM ELECTRICITY:  For 2xLevel turns, robot saves at +3 against
	electrical attacks (e.g., lightening), and suffers only half normal
	damage in any case.

INVULNERABILITY FROM WATER:   For 2xLevel turns, robot cannot be harmed by
	water, and for the next 2xLevel turns, he suffers only half damage.
	This spell requires 3 full rounds to cast.

LOCATE METAL OBJECT:  Functions like locate object spell of MU or Cleric,
	but range is very great (1000' underground, 10 miles outdoors)
	and object class very limited (solid metal object only).

SPELLS -- Level 4

MAJOR SHOCK: 4d8 damage by touch.

MAJOR SPARK: 3d8 damage in a bolt up to 35' long.

REPAIR:  Robot can repair damage to itself, from whatever source.
	He gains 1d4 hit points in 1st round, another 1d4 11th round,
	etc., for a total of up to 4 such 1d4 repairs.

MAJOR FLAMING ARM:  Right arm flames equivalent to two flasks of oil,
	doing that amount of additional damage to opponent (if hit).
	Duration [level+1] rounds.

PROTECTION FROM METAL 10' RADIUS:  As first level spell, but duration
	is doubled, and all members of the Robot's party within 10'
	are each protected against one metal object (may be the same
	one or a different one, at their choice).

ROBOT SUMMONING I:  1-4 robots appear, of levels 1-[level/2], after
	a delay of 1d4 rounds, and remain and fight for 3d4 rounds.

FEIGN LIFE:  The robot appears to have life energy.  A wraith, e.g.,
	might then waste time attacking the robot; a physician would
	report the robot to really be a disguised humanoid; etc. The
	robot has a 50% + 5%/level chance of passing for humanoid by
	sight (not life-energy examination) if he wishes.
	Duration is 2xLevel turns.

SPELLS -- Level 5

CRITICAL SHOCK: 5d8 damage by touch.  No saving throw.

CRITICAL SPARK: 4d8 damage up to 50', saving throw.

MAJOR SPARK NO SAVING THROW: 3d8 damage up to 25', no saving throw
	allowed, but the robot suffers 1d8 damage as well.

ELECTRICAL SHIELD:  Same as Mage's Fire Shield spell, but the energy
	is electrical not chemical.

PROTECTION FROM ENERGY:  Protects against lightening, walls of force,
	Bigby's various Hands, telekinesis, reverse gravity, etc.
	Duration 1 round/level.

IGNORE WATER:  Water damage is negated for 1 game day, and any
	exising water damage is halved (if robot is still functioning).

ORIENTATION:  Robot will know with certainty what direction he is
	facing, how much up/down tilt he has, what his depth and
	altitude are, and (within 20% accuracy) where "on the map"
	he is located.

BLUEPRINT:  This is analogous to the Mage's Clone spell (qv).  The
	robot leaves a blueprint of himself behind.  This reduces
	the number of fifth level spells he can take into the dungeon
	or on an adventure permanently by 1.

EXPLODE:  This is a suicidal move which is almost guaranteed to take
	somebody along with the robot!  He intentionally overloads
	his circuits, heats up, and finally explodes.  There is
	2 rounds of preparation, 6 rounds heating, and 1 round of
	explosion.  Any creature within 10 feet of the robot takes
	five times the robot's normal hitpoint total (not his current total),
	and this decreases linearly, so, e.g, anyone 50' away would
	take the robot's hitpoint total exactly; anyone 200' away would
	take a quarter as much damage, etc.  Saving throws are permitted,
	but only for those more than 40' distant, and even then they
	will take half damage.  The robot will never be reparable, but
	he will long be remembered for this one.

RESIST MAGIC:  No 1st-4th level Magical or Clerical spells have any effect.
	Duration 3rounds/level.

STEALTH:  The robot is able to make himself invisible and move silently
	for 1 round/level. Even magic-resistant creatures must make
	their magic resistance rolls twice to notice the robot.

SPELLS -- Level 6

MAJOR REPAIR:  Robot can repair damage to itself, from whatever source.
	He gains 1d8 hit points each round, for 7 rounds (unless disturbed).

FATAL SHOCK:  9d8 damage by touch, no saving throw.

FATAL SPARK:  9d9 damage, up to 100' distant, saving throw permitted.
	(in which case half damage applies)

REGRESS:  Robot can cast any lower level spell he chooses, even 1st level.
	This prevents him from casting another 6th level spell for 5 turns.

QUAD-UP:  The robot can do 4 things simultaneously (4 attacks. or
	1 attack 2 spells and 1 dart spray, etc.) for 1 round/level.

SPHERE of INVULNERABILITY:  No missles, clerical, nor magical spells
	can pass in or out of this transparent sphere, of radius up to
	10' about the robot (his choice of radius) for 3 rounds/level.
	Casting time is 2 rounds.  Opponents swinging metal weapons
	inside, or thrusting any body part inside, will suffer
	1d6 damage per level of the robot for each round they act thusly.
	(Saving throw applies; half damage).  The robot needn't concentrate
	on this once thrown.

MECHANICAL WISH:  Similar to the MU's Limited Wish spell, this should
	focus on some metallic or mechnical theme for best effect.