Difference between revisions of "User:Nullaurelian/Cyborg ErisEN Draft"
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− | In addition to these tools, a cryptographic sequencer(aka emag) unlocks special options for each module to assist in nefarious deeds. |
+ | In addition to these tools, a cryptographic sequencer (aka [[Antagonists ErisEn|emag]]) unlocks special options for each module to assist in nefarious deeds. |
− | + | ==Resetting Robots== |
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A robot's modules can be reset by inserting a reset card into a cyborg's internals. Reset cards are can be printed at roundstart in Moebius RnD from the Exosuit Fabricator. |
A robot's modules can be reset by inserting a reset card into a cyborg's internals. Reset cards are can be printed at roundstart in Moebius RnD from the Exosuit Fabricator. |
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* Cyborgs can remotely interact with engineering objects (APCs, Doors, etc) assuming they had access to them and they are powered |
* Cyborgs can remotely interact with engineering objects (APCs, Doors, etc) assuming they had access to them and they are powered |
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* Cyborgs as a default have 7000L power cells installed. Despite the large number this cell drains quickly with active use. Know where the chargers are. |
* Cyborgs as a default have 7000L power cells installed. Despite the large number this cell drains quickly with active use. Know where the chargers are. |
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+ | * Want to talk to other silicons without pesky crew understanding what you are saying? Cyborgs can use binary (,b) language. |
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[[File:jobs.png|center|80px|border|link=Roles_ErisEn|Return To Roles]] |
[[File:jobs.png|center|80px|border|link=Roles_ErisEn|Return To Roles]] |
Latest revision as of 23:59, 25 October 2021
Robot | |
Robot |
Difficulty: Hard Superior: AI Duties: Dependent on installed module Guides: Guide To Technomancy, Guide to Construction, Guide to Moebius Labs ErisEn Quote: I live! Again! |
Description
The Robot (also known as Cyborg) is a role that can be chosen at round start or mid round should a player die and their brain installed into an MMI. Cyborgs have a standard set of Silicon Laws and report to the AI, assuming one is installed on the ship.
Serve | Obey CEV Eris crew to the best of your abilities, with priority as according to their rank and role. |
Safeguard | Protect your assigned vessel from damage to the best of your abilities. |
Protect | Protect CEV Eris crew to the best of your abilities, with priority as according to their rank and role. |
Preserve | Do not allow unauthorized personnel to tamper with your equipment. |
Ignore | Non-crew personnel should not be interacted with unless they are a threat to the crew, the ship, or an order is given to interact with them by a crewmember. |
Robots do not have inventories like normal human pawns - rather they have access to Modules. Modules are preset inventories that are chosen by the robot. Once a module is chosen it cannot be swapped out without a Reset Module from Moebius Science. Additionally Robots do not suffer sanity effects nor do they gain insight. Their capabilities are not intrinsic to the character but rather are the result of what tools they have equipped to them.
Modules
The following is a summary of the various modules that a cyborg can select upon activation.
The engineering module is designed for setting up and maintaining core ship systems, as well as occasional repair work here and there. It's a good all rounder that can serve most engineering tasks.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
240 | 90% | 110% | 40 | 20 | 0 | 0 | 0 | 0 |
The construction module is a ponderous, overgeared monstrosity, huge and bulky. Designed for constructing new ship sections or repairing major damage, it is equipped for long journeys through maintenance or around the hull. The heavy chassis and power system comes at a great toll in speed though.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
270 | 130% | 65% | 40 | 20 | 0 | 0 | 0 | 0 |
Built for digging on asteroids, excavating the ores and materials to keep the ship running, this is heavy and powerful unit with a fairly singleminded purpose. It needs to withstand impacts from falling boulders, and exist for long periods out on an airless rock, often far from a charging port. It is built with these purposes in mind.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
250 | 150% | 90% | 0 | 0 | 0 | 20 | 20 | 0 |
A versatile medical droid, equipped with all the tools necessary for surgery, chemistry, and general patient treatments. Medical has a vast array of items, but this comes at a hefty cost. The medical module is essentially shackled to the medbay and can't afford to stray too far. Its low power efficiency means it needs to charge regularly
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
140 | 60% | 80% | 0 | 10 | 40 | 0 | 0 | 0 |
The rescue borg fills the role of paramedic. Fearlessly venturing out into danger in order to pick up the wounded, stabilize them and bring them home. It has a relatively small toolset, mostly gear for getting where it needs to go and finding its way around. This streamlined design allows it to be the fastest of all droid modules.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
270 | 120% | 130% | 0 | 0 | 20 | 10 | 10 | 0 |
Built for working in a well-equipped lab, and designed to handle a wide variety of research duties, this module prioritizes flexibility over efficiency. Capable of working in R&D, Toxins, chemistry, xenobiology and robotics.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
160 | 75% | 100% | 30 | 40 | 30 | 0 | 0 | 0 |
A lightweight unit designed to serve humans directly, in housekeeping, cooking, bartending, gardening, secretarial and similar personal service roles. Their work does not necessitate any significant durability, and they are typically constructed from civilian grade plastics.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
80 | 80% | 120% | 5 | 5 | 5 | 5 | 5 | 0 |
A vast machine designed for cleaning up trash and scrubbing floors. A fairly specialised task, but requiring a large capacity. The huge chassis consequentially grants it a degree of toughness, though it is slow and cheaply made.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
250 | 80% | 100% | 0 | 0 | 0 | 20 | 0 | 0 |
Focused on keeping the peace and fighting off threats to the ship, the security module is a heavily armored, though lightly armed battle unit.
HP | Power Efficiency | Movement Speed | Mechanical | Cognition | Biology | Robustness | Toughness | Vigilance |
---|---|---|---|---|---|---|---|---|
300 | 115% | 85% | 0 | 0 | 0 | 30 | 20 | 0 |
In addition to these tools, a cryptographic sequencer (aka emag) unlocks special options for each module to assist in nefarious deeds.
Resetting Robots
A robot's modules can be reset by inserting a reset card into a cyborg's internals. Reset cards are can be printed at roundstart in Moebius RnD from the Exosuit Fabricator.
Once a Robot is reset it may select a new module and character sprite.
Similarly Robots may also be renamed using a Robot Rename Card. This allows a Robot to rename themselves.
Tips
- Check the crew manifest before selecting your module; cyborgs have less freedom then normal humans so pick something that will give you a lot to do
- If your toolset does not contain the exact tool you need for a job, a gripper may be used to hold the tool instead - check what grippers you have
- Cyborgs do no suffer sanity loss nor do they gain insight or perks
- Cyborgs have access to the entire ship except the Church premises
- Cyborgs can remotely interact with engineering objects (APCs, Doors, etc) assuming they had access to them and they are powered
- Cyborgs as a default have 7000L power cells installed. Despite the large number this cell drains quickly with active use. Know where the chargers are.
- Want to talk to other silicons without pesky crew understanding what you are saying? Cyborgs can use binary (,b) language.