Table of Contents
ROBOTS AND TOTAL CYBORGS
A robot is a computer-controlled machine capable of perceiving and manipulating its environment. Robots may be built to serve their creators, or be considered people in their own right.
Various robots are described, from common household robots to modern robots of war. They can be found in the chapters relevant to their function, e.g., combat robots in the Weaponry chapter. Racial templates are provided for machines that are suitable as player characters or associated NPCs. Other robots are described as animals or equipment.
Robots are also characterized by the type of intelligence inhabiting them. Any given robot body can have different types of intelligence depending on its software, or the replacement of its directing computer with a cyborg brain.
DIGITAL INTELLIGENCES
The most typical robot is a machine controlled by a digital intelligence: a sapient self-aware computer program.
The complexity of the computer hardware and the software will set a maximum limit on the robot’s IQ. In general, robots with human intelligence can readily use computers built into man-sized robots or larger. Most digital intelligences are Artificial Intelligences, or AIs. For robots that do only what you tell them to do, install a non-volitional AI. For robots that have free will, install a volitional AI.
Digital intelligences can also be mind emulations created from uploading human (or other) brains as detailed in Cybernetics. See Uploading and Mind Emulation (“Ghost”) Programs.
For traits associated with different digital intelligences, see Machine Intelligence Lenses.
Renting Robots
Sapient robots with volitional AI are usually rented for about one-fifth the cost of a person hired to do the same job. Those with non-volitional AI are usually cheaper (as they’ll need supervision) and rent for about 1/20th the cost of a live hireling.
These prices may rise to match human labor costs if robots are free citizens. The low cost of robot labor may also drive down human labor costs!
Rent-a-robot establishments make sure that their customers leave sizable deposits, or have credit cards (or the equivalent) that can be charged in the event of damage or loss.
MACHINES AS CHARACTERS
Robot characters are created by choosing (or designing) a robot body template. The robot templates in this section represent general classes of machines rather than particular models.
Each template comes with a set of lenses that represent particular designs. Each robot template must include a machine intelligence lens (below). Other lenses are optional. Many robots are built to resemble a living creature, and have a biomorphic lens.
MACHINE INTELLIGENCE LENSES
AIs and mind emulations are digital intelligences; cyborg brains are for total cyborgs.
Cyborg Brain (0 points): A living brain is housed inside the machine. The robot template’s computer is reduced one size to make room. See Total Cyborg Brain Transplants for the size of brain case that the machine can hold.
Drone (-255 points): IQ-10 [-200]; Dead Broke [-25], Reprogrammable [-10], Social Stigma (Subjugated) [-20]; Taboo Trait (Fixed IQ). This is a Complexity 3 program.
Mind Emulation (+5 points): This digital intelligence simulates the functioning of a living brain. Some mind emulations may be sapient copies or “uploads” of human minds – see Uploading (pp. 219-220). A mind emulation has Digital Mind [5] and the taboo trait (Complexity-Limited IQ). It requires computer hardware and software with a Complexity equal to or greater than its (IQ+5)/2, rounded up.
Non-Volitional AI (-38 points): This program lacks self-direction, initiative, creativity, and empathy. It ignores orders from anyone but its master. It is Indomitable [15], with the meta-traits AI [32] and Automaton [-85], and the taboo trait (Complexity-limited IQ). It requires computer hardware and software with a Complexity equal to or greater than its (IQ/2)+2, rounded up.
Volitional AI (+32 points): This sentient program has as much self-initiative and creativity as a living creature of equivalent intelligence. It has the meta-trait AI [32] and the taboo trait (Complexity-limited IQ). This means it requires computer hardware and software with a Complexity equal to or greater than its (IQ/2)+3, rounded up.
Weak Dedicated AI (-83 points): This non-volitional AI is also incapable of self-improvement. It might seem to learn by storing and remembering data, but it cannot assimilate information and use that knowledge in new ways. It has Cannot Learn [-30], the meta-traits AI [32] and Automaton [-85], and the taboo trait (Complexity-Limited IQ). This means it requires computer hardware and software with a Complexity equal to or greater than its IQ/2, rounded up.
Optional Intelligence Lenses
These features are only available to digital intelligences (AIs and Mind Emulations). They add to the above lenses, rather than replacing them.
Expiration Date (-50 to -100 points): The AI is programmed to delete itself after a particular time has passed. Add Terminally Ill [-50, -75, or -100].
Fast (+45 points): The AI is speeded up and can think much faster than a normal entity. Add Enhanced Time Sense [45]. +1 Complexity.
Fragment (-10 Points): Take this lens for any damaged or partially erased program. Add Partial Amnesia [-10].
Low-Res Upload (Varies): Take this for a mind emulation that was produced using low-resolution uploading. Add -1 IQ [-20] and -5 to -20 points of disadvantages from any of Confused [-10*], Hidebound [-5], or Neurological Disorder (Mild) [-15]. -1 Complexity.
Reprogrammable (-10 points): This is only available for mind emulations. The emulation was designed so that it is easy to edit. Add Reprogrammable [-10].
BIOMORPHIC LENSES
“Biomorphic” robots are shaped like living creatures. A robot designed to be humanoid is usually called an “android” – a term that means “manlike.” Any robot template that is noted as being biomorphic should be given one of the lenses shown below (“sculpted” is the default). The percentage modifications to dollar cost are applied to the base model cost shown in the robot’s template.
Note that while realistic flesh can make a machine seem lifelike, people may not believe the robot is real unless it is an appropriate size and shape!
Sculpted Body (0 points): The robot has a sculpted humanoid body that may be quite attractive, but is clearly that of a machine. It has metal, shiny chrome, or plastic skin. No change to dollar cost. It does not have Unnatural Features, since no one seeing it will think of it as anything other than a robot, full cyborg, etc.
Mannequin (-2 points): The robot can sometimes pass as a living thing of a particular race, but the details of its complexion or physical features are unconvincing or unfinished. Up close, it looks like a well-made doll. A successful Vision (including Infravision), Smell, or Touch roll will reveal its artificial nature. So will any diagnostic attempt or injury, since it doesn’t bleed or bruise. A robot with Mannequin has Unnatural Features 2. +10% to dollar cost.
Semi-Sculpted Body (-3 points): The robot has a mannequin’s doll-like face, but the rest of its body (except possibly its hands) is obviously artificial. It can only pass as a human if fully clothed in poor light. It has Unnatural Features 3. +5% to dollar cost.
Realistic Flesh (-1 point): The robot has realistic synthetic skin (and optionally, hair) of the correct temperature and texture. Complex pseudo-muscles in its face allow it to adopt facial expressions, muscle tics, etc. It looks and feels real. However, subtle imperfections may give it away – perhaps it lacks a pulse, or doesn’t sweat. This can be noticed with a Vision-4 roll, Smell-2 roll, or a Touch sense roll. The robot does not bleed or bruise, so any injury that inflicts damage or successful use of diagnostic sensors reveals its mechanical nature. Add Unnatural Features 1 [-1]. +20% to dollar cost.
Furry (+1 point): The android’s body is covered with realistic fur; it may also have animal features such as a muzzle or ears. This must be combined with Living Flesh, Mannequin or Realistic Flesh. Add Fur [1]. +10% to dollar cost.
Living Flesh (0 points): This is similar to realistic flesh, with the addition that the robot can sweat, bruise, bleed, and even heal. It will pass normal inspection as a living thing. However, the robot’s nature can be revealed by a Smell roll at -4, a cut deep enough to cause at least 1 HP of damage, or a successful use of diagnostic sensors. +50% to dollar cost.
Synthetic Organs (0 points): The robot has functional synthetic organs. It is nearly impossible to tell the robot from a partial cyborg without an autopsy or a detailed examination of its brain. This is otherwise the same as living flesh. +100% to dollar cost.
Robots with realistic or living flesh often have ablative or semi-ablative DR; if this is lost due to damage, treat them as sculpted.
Customizing the Template
Like any other character, a machine character may be given attributes, advantages, disadvantages, and skills in addition to those in their templates. However, some robot templates or lenses are limited by taboo traits. For example, drones and digital intelligences all have a taboo trait that sets a limit on their IQ. All machine characters should be customized by adding appropriate traits from the Social Background, Wealth and Influence, Friends and Foes, or Identities sections, along with any social traits relevant to their situation. For example, if robots are not considered to be people, they will usually have Dead Broke [-25] and Social Stigma (Subjugated) [-20]. (Note that these two disadvantages are already included in the Drone lens.)
A robot body just out of the factory should have physical statistics that are based on its racial average, e.g., if the template has ST+5 and HP+1 it would have ST 15 and HP 16. It should not change its physical advantages or disadvantages.
A machine that’s been around for some time could have practically any traits, representing learned experiences, after-market modifications, wear-and-tear, and so on. The guidelines below for Attributes, Meta-Traits, Advantages, Disadvantages, and Skills suggest traits that are especially appropriate for machine characters.
META-TRAITS
Certain meta-traits are especially common for robots.
AI: see p. B263
Both Volitional and Non-Volitional AI software incorporate this meta-trait as part of their racial template. The most common variation on this is:
AI (Not Reprogrammable): This is applicable for AIs that have extremely complicated brains, or which are sophisticated learning computers. 42 points.
Automaton: see p. B263
Non-Volitional AI incorporates the Automaton metatrait as part of its racial template. A common variation of this is:
Automaton (Has Sense of Humor): The machine is programmed to understand and respond to the rules of humor. It still has Low Empathy, so it’s not a very good comedian. Delete No Sense of Humor. -75 points.
Machine: see p. B263
Robots and total cyborgs are defined by having the Machine meta-trait.
Purchasing Machines
Robot Bodies: Each body has a cost, weight, power requirement, and LC. The cost of the installed computer and its software are not included, and must be purchased separately. If adventurers decide to buy a modified or second-hand body, it’s up to the GM how much this will alter the dollar cost and weight; use the statistics of other equipment, other robots, or cybernetics as a guide. AI Software: AI software uses the Software Cost Table (p. 25). If bought with extra IQ, Perception, Will, or mental traits (including skills and techniques), each additional character point adds 5% to the cost of the robot. For example, an extra 60 points of modifications adds +300% to the cost. If the cost is negative, don’t reduce the software cost below 20% of the base cost. Cyborg Brains: See Total Cyborgs Brain Transplant (p. 219) in Chapter 8 for the operation needed to turn someone into a cyborg, and the cost of the brain case. Mind Emulations: See Uploading Minds (p. 219- 220) in Chapter 8 for the procedure needed to create a mind emulation, and the cost of the software.
ATTRIBUTES
Intelligence (IQ): see p. B15
A machine requires IQ 6 or more to be sapient – capable of reasoning, and of using tools and language. A robot with IQ 0 is a drone, designed to be teleoperated.
ADVANTAGES
Allies: Robots are often someone else’s faithful sidekick. However, a PC robot might easily have an NPC as his Ally. This could be a subordinate robot, or a human master who follows the robot’s advice.
Chameleon: This ability is suitable for robots and cyborgs with camouflage systems, particularly using the Controllable and Dynamic enhancements.
Discriminatory Senses: Discriminatory Hearing, Smell, and Taste are appropriate for robots and cyborgs with ultra-tech senses and computerized minds capable of precise detection and analysis.
Extra Life: A digital intelligence can compress its operating system, memory, programs, and personality into a digital backup, uploading it onto a disk or into storage in another computer. This is Extra Life with both the Copy and Requires Body modifiers.
Creating a digital backup takes the computer at least a minute, during which time it can’t do anything else. (It’s better to make backups before getting into combat!) The compressed “brain” of the robot takes up 0.005 gigs (5 megabytes) for a Complexity 1 brain, 0.05 gigabytes (50 megabytes) for Complexity 2 brain, 0.5 gigabytes for a Complexity 3 brain, five gigabytes for a Complexity 4 brain, and so on.
A complete memory backup can be uncompressed in any computer of equal Complexity that has enough memory. This doesn’t necessarily mean the mind takes control of the computer. But if the digital backup is restored in an appropriate body and has the software tools that let it control it, it has “returned to life.” As long as the robot’s backup exists, the robot is immortal.
Some robots may make multiple backups. A single backup is vulnerable to accident, but scattering several around makes it easier for someone to steal one, kidnapping the robot’s personality and memory.
Flight: Robots that fly using contragravity propulsion use the Planetary limitation.
Indomitable: Non-Volitional AIs have Indomitable because they are programmed to obey only their masters, and will ignore commands or Influence rolls from anyone else! Service robots in utopian societies may be an exception to this.
Modular Abilities: Use Chip Slots for cyborgs with removable hardware. Use Computer Brain for AIs, and cyborgs with implanted computers, who download and install ability programs (skills and advantages run using the Computer Brain advantage) instead of plugging them in as chips. A computer can theoretically run tens, hundreds, or even thousands of programs at once, but ability programs are limited by the multi-tasking ability of the machine’s consciousness. This usually restricts the computer to only a couple of programs, depending on the robot’s template.
Patrons: Patrons are recommended for robot PCs in situations where being a robot is a Social Stigma. A patron could be a robot’s owner, its inventor, or an organization that owns or controls the robot. It is a good idea to choose a patron with enough wealth or knowledge to repair any damage that the robot suffers!
Reputation: A machine’s Reputation can reflect its past deeds, just like a human. But for mass-produced robots, the entire production run may share a reputation. This may be because of quality (“The Dynatech 200 is a very reliable model”), their employer (“An Aegis surveillance robot? Doesn’t the FBI use those?”), or famous or infamous deeds that robots of the same type have performed (“It’s a Cerberus V – remember the Sirius massacre? Run!”).
Scanning Sense: Robots often have Scanning Senses. They may use radar or imaging radar in flight, sonar to navigate underwater, or terahertz radar to look through walls and objects.
Telecommunication: Cyborgs and robots might have any form of Telecommunication. Some variants are particularly applicable to robots and cyborgs - Cable Jack, Directional Sound, Gravity Ripple Comm, Neutrino Comm, and Sonar Comm.
New Special Enhancements
DISADVANTAGES
Addiction: An ordinary robot can only be addicted to a non-physical substance, such as electricity or dream-game simulations – use the rules for Non-Chemical Addictions (p. B122). A total cyborg can be addicted to drugs that are added to its nutrient feed or injected directly into its brain.
Amnesia: This can represent an artificial being that has been mind-wiped. A unique form of this disadvantage, for robots, is for a backup of your real memory to be intact on disk somewhere, perhaps in an enemy’s possession. You can buy off the disadvantage and determine who you are by finding the data!
Debt: A total cyborg or a sapient AI may have bought a mechanical body through a loan or on an installment plan. Repossession could mean slavery or worse!
Delusions: “I’m a real human” is a common delusion for fictional androids. The android will act like a human, and might even have a real or programmed past, with foster or imaginary parents. Androids with this delusion may explain gaps in their memories as the result of mindwipe or brainwashing, and if confronted with evidence that proves they are artificial, may fantasize that they were human victims of brain transplants or uploading!
Dependents: Robots are often built to protect people. A robot’s Dependent can be its owner, its inventor, a friend, or even a lover. A robot bodyguard, nanny, or nurse could easily have a less-capable human as a Dependent – machines that can act as caregivers for the elderly are one of the most commonly- cited applications for TL9 robots.
Duty: A Reprogrammable robot with an owner often has a Duty to him. If the robot is reprogrammed, this Duty is removed, but it will often be replaced by another!
Enemies: A machine may have its own enemies, or its owner’s enemies may also be hunting it. An escaped robot could be hunted by the former owner who wants it back. A sapient robot can be a relentless Enemy . . . but if captured, can perhaps be reprogrammed and turned into an Ally.
No Sense of Humor: The stereotypical robot tends to be rather humorless, although a simulation of humor may be programmed into any robot designed to interact with people. No Sense of Humor is included in the Automaton meta-trait, but many robots without this trait will have this disadvantage. However, it’s also possible for an Automaton robot to be reprogrammed with a rules-based understanding of human humor and a library of jokes. If so, give it Automaton (Has Sense of Humor) [-75] (p. 29).
Pacifism: Because of the way a machine might think, robots can have quite restricted forms of Pacifism. A common limitation on robotic Pacifism is:
Species-Specific: The robot is a pacifist toward certain species, usually its creator’s species and other friendly species. However, its Pacifism does not apply to anything else. This is a -80% limitation on Pacifism. The species must be very common (like humans).
Paranoia: A classic disadvantage for sapient computer brains in fiction. Paranoia is usually expressed as “They’re trying to turn me off” or “What if they reprogram me?”
Secret: see p. B152
This disadvantage is common for androids successfully masquerading as humans.
Sense of Duty: see p. B153
Reprogrammable AIs who have an owner will usually be programmed with a Sense of Duty to him. Some AIs that are programmed for specific purposes may have a Sense of Duty to a larger group, cause, etc. A classic science fiction trope involves machines programmed with a Sense of Duty to All Mankind taking over the world in our own best interests!
Social Stigma: see p. B155
In many societies, artificial beings do not enjoy the same respect or rights as other beings. A being that can pass as a human need only take this stigma if its true nature is known by many people (otherwise, take a Secret).
The usual form is Subjugated [-20]. The being is assumed to be owned by someone, and is treated as a thing rather than as a person. Except for the expense entailed by its loss, few will mourn if it is damaged or destroyed (“it was only a machine”) and people don’t really care what it feels or wants. Runaway robots are treated as threats, to be hunted down and recaptured or destroyed.
In societies where artificial beings are not equal to their creators but have achieved some civil rights, a robot may be Valuable Property, a Second-Class Citizen, part of a Minority Group, or even a Minor. If artificial beings are so rare that no specific discrimination exists (for instance, a robot visiting a time or place where the very concept of robots is unknown), it may be treated as part of a Minority Group, a Monster, or Valuable Property.
Robots and Society
Robots were controversial before any existed, and are often used as stand-ins for humans in stories about class warfare, racism, and natural rights. How society at large reacts to robots is usually reflected by the Social Stigma (p. B155) disadvantage. Some possibilities are:
Outlaws: Robots – or a class of robot, like androids or sapient AI – provoke fear or hatred. Usually there is a cultural, religious, or historical reason, such as a recent robot revolt. Manufacture of these machines will be banned, and if any are discovered, they’ll suffer from Social Stigma (Monster).
Property: A major reason for creating robots is to have them work for free at jobs that people find too tedious, dangerous, or demeaning to do. Unlike human slaves, robots may really be inferior, or be programmed to enjoy their servitude. In such societies, volitional robots may be Valuable Property or Subjugated depending on laws and mores; a non-volitional AI will always Subjugated.
Inferiors: Robots – or at least, volitional AIs – have legal rights, but are still treated as less-than-human by most people. Most robots will have a Social Stigma, typically Minor, Minority Group, or Second-Class Citizen.
Partners: Robots may be created to be companions and equals, or as the children of humans or other robots. In some societies, choosing to have a robot child may be just another reproductive decision.
Masters: The machines may run things. There is usually some form of caste system. For example, volitional AIs may be on top, non-volitional AIs may be Valuable Property, and humans may have Social Stigmas such as Ignorant, Minor, Minority Group, Second-Class Citizen, Subjugated, Uneducated, or Valuable Property.
Alternatively, humanity might revere its robot masters, in which case the robots would enjoy Social Regard instead of the humans having a Social Stigma. Exterminators: The machines are out to destroy all humans, or even all biological life! Robots will usually have Fanaticism or Intolerance, while their prey might have Social Stigma (Minority Group, Monster, or Subjugated). For example, humans kept in death camps would be Subjugated.
Human or machine society may also be divided on the question of robot status, resulting in activist groups, safe havens, and organizations that help runaway machines (or people) escape to freedom. There may also be legal mechanisms allowing one to circumvent slavery. Even if machines have no rights, a robot could be emancipated by its owner through mechanisms such as a trust fund.
PERKS
Accessory: see p. B100
Accessory is the most common robot perk, representing small, built-in devices.
One Perk possessed by all robots in GURPS Ultra-Tech is a built-in computer. This gives the ability to control an implanted computer and run ordinary programs on it, provided that those programs do not provide any advantages or disadvantages outside of those in the robot’s Machine Intelligence template. A built-in computer is not the same as Modular Abilities (Computer Brain).
Note that it is possible to run digital intelligence programs on the robot’s computer. If they’re duplicates of the robot’s intelligence, this is Compartmentalized Mind. If they’re different entities that share the same body, this can be bought as a Split Personality. If one of the AIs is a subordinate that exists only in the computer and does not control the body, give it the Computer Implant template (p. 216) and take it as an Ally, Dependent, or Enemy.
QUIRKS
Any artificial being can have the normal number of Quirks, much like a human. Thanks to manufacturer defects, combat damage, neglected maintenance, and bugs (or practical jokes) in the programming, even the leastsophisticated robot can develop an exasperating variety of Quirks! The PCs may discover that their XTD-30 astromech was programmed with a thick Scottish accent, or encounter a police robot who always pauses to read a suspect his rights before bringing him in – even if the suspect is dead or unconscious. Other robot quirks can be physical: anything from “leaks lubricant fluid” to “whirs and clicks loudly at inconvenient times” is possible.
SKILLS
Computer Programming/TL: Computer Programming (AI) is the basic skill for understanding the way digital minds think. See p. B184 for how it functions and interacts with other social skills.
Electronics Repair/TL: Electronics Repair (Computers) is used to repair robot brains. Other Electronics Repair skills are useful for repairing different components in the robot.
Engineer/TL: Engineer (Robotics) is the basic skill for designing robots and cyborgs. Engineer (Microtechnology) is used for microbot swarms. Engineer (Nanotechnology) is used for nanobot swarms.
Mechanic/TL: Mechanic (Robotics) is used for repairs to robot and cyborg bodies, including industrial robots. Mechanic (Micromachines) is used for microbot swarms. Mechanic (Nanomachines) is used for nanobot swarms.
Psychology: Since robots usually resemble their masters in thought processes, they are not considered a race for the purpose of required specialization. In a multi-racial setting, use whatever race created them, modified as described for Computer Programming (AI). A robot psychologist who is familiar with human-built robots would need proficiency in both Psychology (Human) and Computer Programming (AI).
ROBOTS IN ACTION
There are a few rules that GMs should be familiar with when using robots in combat or other action situations. Machine Intelligence Robots with the Automaton meta-trait have Hidebound and Slave Mentality. They show little or no creativity and slavishly obey orders. GMs who wish to show the advantages of humans over “mere machines” should emphasize these elements.
Social Interaction
Robots with the Automaton meta-trait have Low Empathy and No Sense of Humor; be sure to play this up. They’re also usually Indomitable, ignoring anyone but their owner’s attempts to influence or order them around.
Damage and Injury
All robots have the Machine meta-trait, which includes Injury Tolerance (Unliving). See Injury to Unliving, Homogenous and Diffuse Targets. This reduces the damage of some attacks, notably piercing damage inflicted by bullets.
CONTROLLING AND REPROGRAMMING AI SYSTEMS
Digital minds with the Reprogrammable disadvantage (included in the AI meta-trait) can be programmed to obey a master. There is no need for them to have a master – in a society where sapient AIs are free citizens or rulers, for example, they won’t have one. But there is always the risk that someone will capture and reprogram them.
Masters
An AI’s master might be itself, another entity, or an organization. It’s quite possible for several people to count as master, or for an AI to have a prioritized list. An Army robot may have the rank of sergeant; its masters would be any person or machine with the rank and authority to issue commands to it.
Reprogramming an AI
An AI may use its own senses to recognize its master. Security is usually tighter, however, when reprogramming it to obey a new or different master. This requires an access password and/or biometric information, such as a voiceprint, code, or encrypted signal. The AI or its current master will have access to this information, and the ability to change it. An AI will usually be programmed so that it cannot use or provide the password unless it is designated as its own master.
Hacking an AI
Reprogramming an AI without its master’s consent is just like hacking into any other computer to change the data. The password can be learned from someone who has it, or, if the AI is online, via deliberate attempts at exploiting weaknesses in its security. See the Computer Hacking skill for a discussion of both cinematic and realistic hacking. Some AI designers and manufacturers add “back door” override codes to their creations.
Physical Access
Reprogramming can also be done by opening the machine’s computer brain and attaching, inserting, or removing various hardware modules. Doing this without the AI’s cooperation requires an Electronics Repair (Computer) roll and at least 10 minutes per attempt, with critical failure damaging or destroying the brain.
Involuntary Reprogramming
If the system is hacked or accessed without proper codes, reprogramming the AI to obey a different or extra owner requires a contest of Computer Programming (AI) vs. the AI’s own IQ (not Will). The hacker rolls at +3 if the AI has Automaton (or Slave Mentality) traits. Each attempt takes an hour. Success also allows changing the AI’s passwords.