This section presents two types of anthropomorphic robots that can be played as heroes: the
biodroid (more commonly referred to as an "android") and the
bioreplica (also known as a "synthetic"). Although neither is truly sentient, their artificial intelligence allows them to make independent decisions and learn through experience. Biodroids are present in societies with technology of
Progress Level 6 or higher, while bioreplicas are products of
Progress Level 7 ingenuity.
A biodroid or bioreplica hero begins play as a 1st-level Strong, Fast, Tough, Smart, Dedicated, or Charismatic hero. Whereas other robots may only advance as Ordinary characters, biodroid and bioreplica heroes gain levels just as human characters do. They may even choose to take levels in
advanced classes for which they're eligible. There are advantages and drawbacks to playing a biodroid or bioreplica hero; these are discussed in-depth below.
Biodroids exist in societies of
Progress Level 6 or higher. They are typically modeled after their anthropomorphic creators. The technology that creates them is so versatile that virtually any living creature (except oozes and plants) can be emulated, at least in terms of movement and behavior. Under certain conditions, a biodroid can be mistaken for what it was made to resemble. However, reasonably close inspection of the biodroid reveals the presence of robotic parts in place of biological parts.
Some biodroids are built to serve their masters, while others are sold to interested buyers looking for loyal servants. As utilities, their usefulness is boundless, and most biodroids are content to perform their assigned duties without question. Biodroids make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies.
Much to the chagrin of their creators, some biodroids are not content to serve. Perhaps due to some flaw in their construction, they choose to pursue a different path and strive to gain experiences that will lend meaning to their existence. Although some agencies have an interest in capturing and demolishing free-willed biodroids, most societies in general have greater concerns to worry about. Consequently, many freethinking biodroids are given a chance to chase their dreams ... if one assumes they even have them.
Biodroids are constructs. They also share the following traits:
Size: Same as the emulated species, although only Small and Medium-
size biodroids may be selected as player characters.
Speed: A biodroid has the same means of
locomotion and
speed as its emulated species (base
speed 30 feet for human biodroids).
Ability Scores: A heroic biodroid has no Constitution score and a starting Charisma score of 5. Its remaining
ability scores are determined normally, including the
ability score modifiers of its emulated species (none for human biodroids).
Biodroids can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity).
Hit Points: Regardless of class, a biodroid gains 1d10
hit points per level. At character creation, a 1st-level biodroid gets maximum
hit points (10). It does not apply a Constitution modifier to its
hit points but gains additional
hit points at 1st level based on its
size: Small 5, Medium-
size 10. (For other sizes, see the Construct type description)
Armor: A biodroid hero can wear a suit of
armor or have certain types of
integrated armor attached to its frame (see Armor, below).
Critical Systems: Although they are constructs, biodroids have vital areas and
critical systems. Consequently, they are subject to
critical hits.
Immunities: Biodroids are immune to mind-influencing effects,
poison, sleep, paralysis, stunning,
disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to
nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of
massive damage. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a biodroid from members of its emulated species requires a successful Spot check (DC 10). It can use the Disguise
skill to increase the Spot check DC.
Manipulators: The
manipulators of a biodroid resemble the organic manipulating digits of its emulated species (a humanlike biodroid has humanlike hands, for example). These
manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A biodroid runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its
rejuvenation cycle, the biodroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative -1 penalty on
attack rolls,
ability checks,
skill checks, and
saving throws each day until it fully recharges itself.
Repairable: Biodroids cannot heal
damage on their own but can be repaired using the Repair
skill. A successful Repair check (DC 30) heals 1d10 points of
damage to a biodroid, and each check represents 1 hour of work.
Robot Resurrection: A biodroid reduced to 0
hit points is immediately destroyed and cannot be repaired, although its "brain" may be removed and installed in an similar but intact frame. See
Robot Resurrection, below, for details.
Sensors: A biodroid hero begins play with a Class IV sensor system. For more information on robot sensor systems, see
Sensors, below.
Skills: A biodroid gains and assigns
skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based
skill checks (including Concentration checks).
Free Language Skills: A biodroid can read, write, and speak one language.
Feats: A biodroid receives no
feats at 1st level. However, it gains
feats normally as it advances in level.
Action Points: A biodroid hero gains
action points just as organic heroes do.
Height and Weight: A biodroid has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 x the normal weight of its biological counterpart.
Bioreplicas exist in societies of
Progress Level 7 or higher. These anthropomorphic robots, modeled after their creators in most instances, are so convincingly lifelike that they are virtually indistinguishable from their biological counterparts. A bioreplica's components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin. Bioreplicas are so lifelike that their fabrication and distribution are strictly regulated. Most bioreplicas are built for
military needs, and they are frequently put to use as disposable soldiers, scouts, and spies. A few synthetics find roles in
law enforcement and
military-funded scientific expeditions.
A bioreplica's artificial intelligence is so sophisticated and finely calibrated that it can simulate subtle facial expressions or complex emotions. It learns and adapts quickly, so much so that organic beings find it easy to mistake the artificial intelligence for biological intuition.
Although freethinking synthetics are hunted down in societies that feel threatened by robots with autonomy, other "enlightened" cultures prefer to treat bioreplicas with the same rights afforded to sentient biological species. Regardless of how everyone else perceives them, bioreplicas are generally more interested in finding answers to the big questions plaguing their synthetic existence, such as what it means to be sentient and what happens to a bioreplica after it "dies."
Bioreplicas are constructs. They also share the following traits:
Size: Same as emulated species, although only Small and Medium-
size bioreplicas may be selected as player characters.
Speed: A bioreplica has the same means of
locomotion and
speed as its emulated species (base
speed 30 feet for human bioreplicas).
Ability Scores: A heroic bioreplica has no Constitution score and a starting Charisma score of 10. Its remaining
ability scores are determined normally, including the
ability score modifiers of its emulated species (none for human bioreplicas).
Bioreplicas can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity).
Hit Points: Regardless of class, a bioreplica gains 1d10
hit points per level. At character creation, a 1st-level bioreplica gets maximum
hit points (10). It does not apply a Constitution modifier to its
hit points but gains additional
hit points at 1st level based on its
size: Small 5, Medium-
size 10. (For other sizes, see the Construct type description)
Armor: A bioreplica modeled after a creature with natural
armor does not gain the creature's natural
armor bonus.
Critical Systems: Although they are constructs, bioreplicas have vital areas and
critical systems. Consequently, they are subject to
critical hits.
Immunities: Bioreplicas are immune to mind-influencing effects,
poison, sleep, paralysis, stunning,
disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to
nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of
massive damage. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a bioreplica from members of its emulated species requires a successful Spot check (DC 20). It can use the Disguise
skill to increase the Spot check DC.
Manipulators: The
manipulators of a bioreplica resemble the organic manipulating digits of its emulated species (a humanlike bioreplica has humanlike hands, for example). These
manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A bioreplica runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its
rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative -1 penalty on
attack rolls,
ability checks,
skill checks, and
saving throws each day until it fully recharges itself.
Repairable: Bioreplicas cannot heal
damage on their own but can be repaired using the Repair
skill. A successful Repair check (DC 30) heals 1d10 points of
damage to a bioreplica, and each check represents 1 hour of work.
Robot Resurrection: A bioreplica reduced to 0
hit points is immediately destroyed and cannot be repaired, although its "brain" may be removed and installed in an similar but intact frame. See
Robot Resurrection, below, for details.
Sensors: A bioreplica hero begins play with a Class VII sensor system. For more information on robot sensor systems, see
Sensors.
Skills: A bioreplica gains and assigns
skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based
skill checks (including Concentration checks).
Free Language Skills: A bioreplica can read, write, and speak one language.
Feats: A bioreplica receives no
feats at 1st level. However, it gains
feats normally as it advances in level.
Action Points: A bioreplica hero gains
action points just as organic heroes do.
Height and Weight: A bioreplica has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 x the normal weight of its biological counterpart.
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