TEXT: Robots as Players in Metamorphosis Alpha 
  by Barton Stano & Jim Ward (Dragon #14) 
  On the lost star ship, "Warden", there is a small compound located near a ruined city. The 
  inhabitants of the compound are descendants of the radiation disaster that struck the ship. Their 
  distant ancestors had tried to restore sanity to the nearby city, but soon realized that the task was 
  too great for them. They were forced into this decision because of the increasing frequency of 
  mutant attacks upon the compound. The ever-decreasing group was forced into building a small 
  "safe" area from which they could venture out only at need. For years, in their self-imposed 
  isolation, the group tried to learn about the much changed ship and its devices, for huge gaps 
  existed in their knowledge. These gaps were created when their highly trained ancestors were 
  killed before they could pass along their knowledge. Their lack of know-how worried them, for 
  if they had advanced weapons, they could foil any mutant attack. Their need to find out more 
  about the ship was demonstrated when a strange mutated humanoid got through their defense 
  system, So, in an effort to find out what there was to discover about the mutations of the ship and 
  the ship’s lost knowledge, they sent out scouts. They did not want to risk themselves for their 
  fear of mutants was overwhelming. They were instead able to create self controlled robotic 
  devices to do the job. 
  The robots are equipped with the best equipment they have, but this is not very formidable 
  compared to what they think their ancestors were capable of. They never want to be able to 
  communicate with the device lest some unknown mutant was able to track the robot back to its 
  source. To insure that this never happens the final program was very complete. It states that the 
  robotic unit is to explore the mutant filled ship studying mutants and any discovered devices of 
  the ancients. This information is to be sent back on a one-way radio circuit. The unit was 
  programmed with the combined knowledge of the compound on technical devices and a program 
  block was given it so that it could never approach the place of its creation. These units were sent 
  off and while many of the units were quickly destroyed, some of them gave their creators much 
  valuable information. 
  Because of the nature of this possible player character, it is recommended that only one player of 
  any group play a robot. One big advantage to the Star Ship Master is that if a robot player is 
  killed the SM can start another robot off in the same general direction with all the knowledge of 
  the old unit. The SM should give every robot player a small amount of technical knowledge, 
  given in such a way that it forces the player to still experiment with many of the possible devices 
  of the ship. These robots are not controlled by bands or other robots. 
  To set up a player as a robot, you roll no dice. The player is given 115 points for structural 
  creation and 100 power points. The player creates the kind of unit he or she wants with strengths 
  and weakness that only they know about. The structural points are used for the movement factor, 
  computer factor, physical devices, armor, sensory equipment, and weapons. The power points 
  serve to beef up special sections. 
   
   
  
  MOVEMENT UNITS 
  These units propel the robot and only one movement device is allowed per robot. The units lose 
  speed when weight is added or damage is taken. The SM should determine what the effects are 
  on movement. 
  Type of Unit 
  Speed 
  Cost 
  Operational Weight 
  "Forest" Propulsion Unit 96 KPH (60 mph) 30 Structure Points 
  500 lb. 
  Standard Propulsion Unit 48 KPH (30 mph) 25 Structure Points 
  400 lb. 
  "Garden" Propulsion Unit 40 KPH (25 mph) 20 Structure Points 
  350 lb. 
  Low Propulsion Unit 
  20 KPH (12 mph)  15 Structure Points 
  500 lb. 
  Anti-gravity Unit 
  Height Only 30 Structure Points 
  900 lb. 
  Treads (Tracks) 
  15 KPH (9 mph) 45 Structure Points 
  1,500 lb. 
  For every five power points added to a propulsion unit there is an increase of five KPH and 
  twenty pounds of operational weight. In the case of the Anti-Gravity unit, it can raise the robot 
  up to 500 yards; with the addition of five power points it can raise it up to 1,500 yards. 
  COMPUTER UNITS 
  There are basically four different types of electronic brains. Each one is responsible for the 
  controlling of the power relays needed when using broadcast power, the use of the devices the 
  robot is equipped with, and the logic systems needed for travel. The following is a detailing of 
  what each unit does: 
  Single Logic System: The system will work all the devices with a dexterity of ten. It is able to 
  use only two systems at the same time. 
  Dual Dependent Logic System: These are two separated computers that must work together to 
  control the entire system. In case of malfunction or damage, one computer can control any one 
  system of the robot. This system is able to use any three systems on the robot at the same time. It 
  gives the unit a dexterity of twelve at all times. 
  Dual Independent Logic System: This is just two separate systems that are able to use any four 
  systems of the robot at the same time (dependant on the power accumulation capacity). In case of 
  damage it is able to control the robot as the single logic system. It gives the unit a dexterity of 
  fifteen at all times. 
  Triple Semi-independent Logic System: This is the most complex of all the robotic systems 
  and allows the unit to use any six systems at the same time. If power is available it is usually able 
  to repair itself and it gives the robot a dexterity of eighteen. This system greatly increases the 
  ability of the robot to figure out ancient devices (judges’ option as to the total ability). 
  
  For every fifteen power points added to the computer unit, it is able to use one extra built-in 
  robotic system (over and above the norm for the unit). For every ten power points added to the 
  computer unit, it is able to add one to the robot’s dexterity (up to eighteen). 
  Type of Unit 
  Cost 
  Single LS 
  10 Structure Points 
  Dual Dependent LS 
  15 Structure Points 
  Dual Independent LS 
  20 Structure Points 
  Triple Semi-independent LS 25 Structure Points 
  Physical Devices 
  All of these parts are located in the trunk of the robot. 
  Lead Shielding: Robots have a base ten mental resistance and a base ten radiation resistance. 
  One of these shields raises both scores by four points. Each shield weighs fifty pounds. 
  Lights: These are two moveable lamps that can be used to dazzle enemies. 
  Quills: These are six inch steel quills that can be located anywhere on the unit. There are fifty 
  quills per set and five of them can be launched if ten extra structure points are spent. These 
  spikes have a range of fifty yards and a weapon class of three. 
  Boxes: A robot may have up to four of these eight cubic foot exterior boxes. Each comes filled 
  with 100 computer power points and 100 structure repair points. This is the only way a robot 
  may get spare parts in its beginnings. Always keep track of how many points are left in each box. 
  Radiation Detector: This device is effective up to loo meters and can determine intensity levels. 
  Water Proofing: A robot is normally water-proofed to twenty feet of water; with ten extra 
  structure points it is good for ten extra feet of water. 
  Resistance to Heat & Cold: A robot is normally resistant to temperatures of -40 degrees F to 
  plus 120 degrees F. Every five points of structure increases that resistance on either side up/down 
  five degrees. 
  Single Grasping Claw: Twelve meter (39 feet) extension, with a lifting capability of 100 
  kilograms (220 pounds). 
  Light Tractor and Repulsion Beams: They are able to hold or repel masses of up to 90 kilograms 
  (200 pounds) with a range of 3 meters.  
  
  Insecticide and Herbicide Sprayers: These have a range of twenty meters and the effectiveness 
  is up to the referee. For every ten added structure points given this item, there are twenty shots 
  above the normal thirty. 
  Type 
  Cost 
  Lead Shielding 
  20 Structure Points 
  Lights 
  5 Structure Points 
  Quills 
  10 Structure Points 
  Box 
  15 Structure Points 
  Radiation Detector 
  5 Structure Points 
  Water Proofing 
  5 Structure Points 
  Single Grasping Claw 
  20 Structure Points 
  Tractor & Repulsion Beams 30 Structure Points 
  Sprayers 
  30 Structure Points 
  Armor 
  An armor type must be chosen; only one may be used. 
  Class 
  Cost 
  Armor Class One 
  50 Structure Points 
  Armor Class Two 
  45 Structure Points 
  Armor Class Three 
  40 Structure Points 
  Armor Class Four 
  35 Structure Points 
  Armor Class Five 
  30 Structure Points 
  Armor Class Six 
  25 Structure Points 
  Armor Class Seven (Lots of bare wire) 20 Structure Points 
  Armor Class Eight 
  15 Structure Points 
  Note: The duralloy shield will not aid in a robots armor class or the use of other types of armor. 
   
   
  
  Sensory Equipment 
  The use of these is the only way a robot can sense the world around it. The repairing of any of 
  these units costs two structure points. The taking of any of these units not only costs the stated 
  structure points; they also take ten power points per system. 
  Sense 
  Cost 
  Vision as a human 
  5 
  Heightened Vision as the mutation 
  10 
  Hearing as a human 
  5 
  Heightened Hearing as the mutation 
  10 
  Smell as a human 
  5 
  Heightened Smell as the mutation 
  10 
  Touch as a human 
  10 
  Heightened Touch as the mutation 
  15 
  Analyzer: if given a small sample of soil, living matter, or the product of living things, it 
  can tell the effect it has on that matter with its systems. Detecting radioactive ground or 
  poison material are its best functions 
  15 
  Voice: This is the only way a robot can communicate with others 
  10 
  Infra-red & Ultra-violet spectrum receivers 
  15 
  X-ray unit with a range of three yards 
  10 
  Weapons Systems 
  There are two types of weapon systems: one that uses structure points and one that uses power 
  points. The wave type weapons need power points and are treated like mental attacks with a 
  mental resistance of thirteen normally. 
  Structure Weapons Systems 
  Slug Ejector: Fires ten slugs per melee round with each doing two dice of subduing damage. It 
  comes with 200 slugs that are reuseable. 100 extra slugs may be acquired for ten extra structure 
  points. 
  Radiation Beam: This is a base ten radiation emitter. It is useable every three melee rounds 
  unless it is the only structure weapon. In this case it can be used every other melee round. The 
  intensity can be raised one level for every five structure points added. 
  Capture Nets: These nets have a weapon class of 5 for hitting and do no damage when striking 
  but do entangle anything they hit. There is a 1-40% chance that there will be no movement for 
  the next three melee turns after being struck. It takes a torch a melee turn or a human three melee 
  turns to get rid of the net. 
  
  Sonic Blast: This is the same as the mutation and useable every three melee turns. 
  Selective Sonic Blast: Using a parabolic reflector this system can focus the sound in a three feet 
  area. 
  Heat Generator: As the mutation 
  Physical Weapons: Swords, maces, axes and the like are built into a tentacle of tentacle or claw. 
  These weapons have a base strength of twelve. The addition of ten power points raises the base 
  strength by two. Power Bolts: These bolts are treated as a heavy crossbow. There are ten with the 
  system and they are reusable. The firing rate is two per melee round. 
  Power Weapon Systems 
  Paralyzation Wave: This wave is as the mutation mental paralyzation with a range of twenty 
  yards. 
  Force Field: This system is the same as the mutation in effect, but it takes five dice of damage. 
  When overloaded it is forever useless. For every additional five power points a die is given to the 
  shield. 
  Repulsion Beam: As the mutation with the force field dice. 
  Magnetic Control: As the mutation 
  Weapon Type 
  Cost 
  Slug Ejector 
  10 Structure Points 
  Radiation Beam 
  10 Structure Points 
  Capture Net (1) 
  10 Structure Points 
  Sonic Blast 
  10 Structure Points 
  Selective Sonic Blast 15 Structure Points 
  Heat Generator 
  10 Structure Points 
  Physical Weapon 
  5 Structure Points 
  Power Bolts 
  15 Structure Points 
  Paralyzation Wave 
  15 Power Points 
  Force Field 
  15 Power Points 
  Repulsion Beam 
  20 Power Points 
  Magnetic Control 
  15 Power Points 
   
   
  
  Damaging of Robots 
  Every robot should start out with eighty hit points. It takes damage just like any other mutant. 
  For every drop of one-fourth in the number of hit points there is a loss of one-fourth of the robots 
  body functions. The player makes a list of the order of the functions that will be lost before the 
  total destruction of the unit. For every piece of lead Shield added on add ten hit points. 
  Along with the concept of damage to robots is the need to figure in the effect of fatigue on the 
  machine parts. After four weeks away from the compound, a robot must start expending five 
  structure or power points a week to maintain its trim. If this is not done then the referee rolls 
  every day with a 5% chance that the unit will suffer a system that breaks down. 
  Computer Malfunction Table 
  % 
  Malfunction 
  1-15 
  Movement System Damaged 
  16-23 
  Tentacles or Claws 
  24-34 
  Weapon System 
  35-65 
  Trunk 
  66-95 
  Power System* 
  96-100 
  Unit Logic System 
  *Roll again to determine where the system is located. 
  Repair Table 
  Percent Damaged Time Needed for Repair Cost in Structure 
  or Power Points 
  1- 10% 
  1 Hour 
  5 
  11-20% 
  2 Hours 
  10 
  21-35% 
  2.5 Hours 
  15 
  36-49% 
  3 Hours 
  20 
  50 - 79% 
  3.5 Hours 
  25 
  80 - 96% 
  4.5 hours 
  30 
  97 - 99% 
  10 hours 
  30 
  100% 
  5 days 
  50 
  A player might wish to not spend points on fixing a unit, but merely jerry-rig the system. In this 
  case the ship master rolls a percent secretly to determine how long the jerry-rigging works. A 
  system may only be jerry-rigged twice. 
  
  Repair Duration 
  1 Day 
  1-10% 
  1 Week 
  11-35% 
  30 Days 
  36-89% 
  Permanently 90-100% 
  NOTE: Illusion generation, mental control, life leech, mental transparency, death field 
  generation, and de-evolution do not work on robots. 
  There are several robotic features that are built in. They are: water proofing, three, four foot long 
  tentacles having claw-like fingers at the ends, broadcast power pick-ups, one-way radio 
  transmitter, and an innate resistance to electrical shock. 
  NOTE: In the case of Anti-gravity system, it is necessary for the unit to push itself in leaps. This 
  causes it to travel at about the same speed as a human. 
  Example 
  “Forest” PU 
  30 (SP) 80 (PP) Speed 176 KPH 
  Triple (S-I LS) 
  25 (SP)  
  1 Box 
  15 (SP)  
  Vision 
  5 (SP) 
  10 (PP) 
  Hearing 
  5 (SP) 
  10 (PP) 
  Power Bolts 
  15 (SP)  
  Armor Class (7) 
  20 (SP)  
  “Garden” PU 
  20 (SP) 60 (PP) Speed 100 KPH 
  Dual ILS 
  20 (SP) 
  30 (PP) 
  1 Box 
  15 (SP)  
  Heightened Vision 10 (SP) 
  10 (PP) 
  Armor Class 6 
  25 (SP)  
  3 Physical Weapons 15 (SP)  
  Capture Net 
  10 (SP)  
   
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Magazine Articles/Rewritten Dragon Articles/MA Robot PCs (Dragon #14).pdf