The EA-1 DroneDesigned by Hexisan developers and manufactured by T.A.F. Engineers, the EA-1 Robot is the Terran Allied Forces' response to a request for an assistant who can learn on his own, not just intellectually, but socially as well. Currently, only ten of these AI bots are in working order, each with their own individual tasks and assignments. While the EA-1 Drone is standard compared to many robots as far as physical anatomy, its capability to learn and enhance mentally make it far more valuable. In addition, the EA-1's special ability to transplant their own removable hard drive (S.O.U.L.) makes the robot one of the most valuable droid pieces of equipment that the T.A.F. has ever manufactured.
Robots currently in cycle (differentiated by individual color)Black: S.E.A.N. "Service Engineer Assistant Neo-Bot": Earth bound Robot who repairs complex engineer needs for upper class citizens
White: C.O.L.E. "Coordinating Occupation Linguistics Educator" Manages translation department for T.A.F. on Earth's Moon
Gray: A.D.A.M. "Assault Droid And Medic" Front line military medic attached to Unit 21 of the T.A.F. Infantry
Red: M.A.R.I. (pronounced Mary) "Medical Assistance Robot Instructor" Teaches doctors how to treat patients on Earth's Moon
Yellow: R.A.Y. "Robotic Architectural Yielder" Supervises high profile construction jobs on Earth
Blue: D.A.V.I.D. "Developemental Adaptation Versatility Integration Drone" Exploration & Scout drone working for Galactic Marshals Service
Green: R.O.D. "Robotic Operating Doctor" Former Surgeon on Earth's moon before his mysterious disappearance
Orange: C.O.W.D.E. (pronounced Codie) "Combat Orientated Warrior Drone Expert" Battle Bot stationed on Jupiter's moon Europa
Purple: D.A.N. "Droid Accumen Negotiator" Terrorist negotiator based on Earth
Brown: O.M.A.R. "Outdoor Military Assignment Robot" Survival soldier robot assigned to hostile exploration assignments
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EA-1 In-Game Stats:
Cost:0
AGLITY 1D-5D
STRENGTH 1D-4D
KNOWLEDGE 1D-6D
MECHANICAL 1D-5D
PERCEPTION 1D-5D
TECHNICAL 1D-5D
METAPHYSICS 0D-XD
Positive/Negative Qualities:Achilles’ Heel (R4) Inability to Swim
Achilles’ Heel (R4) Unable to Heal Naturally
Cultural Unfamiliarity (R2)The character is of a culture almost totally different from the “mainstream” he operates in. The character should constantly make mistakes and social gaffs. All attempts at streetwise or similar “getting around town” skills should have +6 to the difficulty (at least). In addition, the character should probably have trouble with the native language (he could even take the Disadvantage Language Problems). Restrictions/Notes: The rules are the same as for Cultural Unfamiliarity
(R1).
Debt (R3)The character owes almost everything to someone or something. In the case of worldly goods, the character must turn over nearly everything to the “lender” at the end of an adventure — the character must “borrow” these things back at the beginning of the next adventure. And it is up to the gamemaster what the “lender” gives back. In most cases, this means the character is either Employed or under some similar sort of restriction.
Example: Your character might belong to a particularly strict cult or religion. She has to tithe all worldly goods (or, at least, a large portion of worldly goods) to the cult after every adventure. If she does not, she would be cast out — a fate she would not enjoy — or even hunted and killed. At the beginning of each adventure, the character must beg and persuade whoever is in charge to let her have any goods she needs.
Restrictions/Notes: Debt (R3) is so wide-sweeping that players may not usually combine in it with the lower versions or link to individual Advantages unless the player and the gamemaster are particularly inventive. A character with Debt (R3) might “owe” the possession of a Rank 3 or Rank 4 Advantage to a particular source (a character might have received Equipment from a multiple-system-spanning megacorporation source) and have to pay some sort of tithe (a sacrifice, all the money the character obtains, etc.) to get the use of the Advantage.
Devotion (R3)At this rank, the character’s belief in the cause motivates almost all his actions. The character would willingly die for his belief.
Employed (R3)The character is, essentially, a slave. This does not mean the character is poor or without means — just without free choice. The character does virtually everything because he must. For example, a character might be the head of a large corporation. But the only way things get done is for the character to do them or be there to oversee their getting done. Adventures only occur when they are
in direct concordance with the interests of the “employer.” In all other ways, this Disadvantage is like its lower rank versions. Restrictions/Notes: See Employed under the other ranks.
Prejudice (R2)The minority group the character belongs to is oppressed. The character experiences disparity virtually every day. While other
characters of the same minority group may not actually experience this prejudice (that is, they didn’t select this option), it is probably
because they aren’t in positions where this discrimination can be easily
practiced.
Restrictions/Notes: The character often experiences discrimination, and most interactions are performed at a +3 to +6 to the difficulty.
This prejudice should be roleplayed at every opportunity. However, gamemasters and players should only use this Disadvantage when
both sides are comfortable with using it in a pretend situation (seePrejudice (R1) for more information)
Ambidextrous (2)The character is equally adept with her right or left hand. She may perform an action with each hand in the same round, and, though she takes the multi-action penalty, she receives a +1 per rank to each skill total. The actions must involve the hands and each action must require only one hand. If the character performs only one hand-related action in a round, she does not get the bonus. Some skills that characters could employ with either hand include brawling, sleight of hand, firearms, throwing, lift, artist, forgery, and the map-making aspect of navigation, though, of course, not every task covered by each skill is relevant. A character may take multiple ranks of this Special Ability for two pairs of hands and multiple ranks for each additional manipulative limb.
Atmospheric Tolerance (2) SpaceThe character can breathe one form of atmosphere (gas or liquid) that would be lethal to most other characters. A character may not have more than one rank in this ability, but he may have different versions for different atmospheres.
Atmospheric Tolerance (2) Liquid EnvironmentsThe character can breathe one form of atmosphere (gas or liquid) that would be lethal to most other characters. A character may not have more than one rank in this ability, but he may have different versions for different atmospheres.
Infravision and Ultravision (2)The character gains the ability to see in the dark using either infravision or ultravision. Infravision allows the character to see changes in heat, while ultravision enables the character to make the most of the available light. Each provides a +2 per rank in a single version of this Special Ability to sight-based rolls while in dim or dark conditions. Obviously, extreme heat or bright light (including daylight) prevent this Special Ability from working.
Immortality (S.O.U.L.) (7)The character is immortal, though she will grow older, at a decreased pace compared to the rest of her species. Ifshe is reduced to zero Body Points, she doesn’t die. She will not go unconscious or bleed to death (as mortally wounded characters do), but she will not
heal without psionic or similar special aid or the Accelerated Healing Special Ability — her arms could be blown off, her abdomen eviscerated, or whatever. She may perform only the most minimal of physical actions, such as squirming, and some actions may be impossible. She may rely on her Agility for initiative purposes only. There should be one particular set of circumstances whereby the
character will die forever. These sets of circumstances should not be too unusual — killed directly by an Extranormal blast, drowning
decapitation, and so on are all good examples. A character may not have this ability more than once.
Full Robotic Possession (S.O.U.L.) (4)The character can possess the Mechanical forms of Vehicles, Exoskeletons, Droids, and Ships. This works in the same way as Limited Possession, save that the possessing character gains her new form’s physical attributes (Agility, Mechanical, Strength), but retains his/her own Extranormal and mental attributes (Knowledge, Perception, and Technical), while gaining complete control over the new form. This includes the newly possessed form's Agility, Mechanical, Strength skills as well. Installment is based off of many factors (see repair skill limits).
Sense of Direction (2)The character has a good sense of direction. He gains +1D per rank to navigation and search rolls.