Robot Building

I decided to base this on a mix of  the Ape-building rules for Terra Primate and the zombie-building rules for AFMBE.  This way, we have one chapter that's good for creating robot Cast Members as well as adversaries.  This system replaces the basic Robot Quality found in the Buffy the Vampire Slayer Core Book. 

The base Quality cost to play a robot is one point, conferring the following advantages:

Photographic Memory: 

Quality found in any Unisystem Core Book

Robots, having computers for brains, remember everything they see and hear with perfect digital clarity. (2 Points). 

Negative Buoyancy

Modified from Terra Primate

Other than the "More Human than Human" variety, robots are heavy and more importantly, dense.  All robots with inorganic bodies have this Drawback, as their bodies simply lack the buoyancy to float or swim.  This Quality is generally worth half the usual points to a robot since they are in no danger of drowning.  A submerged robot is normally just required to walk along the bottom of the body of water until they reach shore.  If the robot's internal systems are not watertight, then this Drawback is worth the full value. This Drawback can be bought off if the aim is to build a robot specifically for water operations.  (-1 Point)

Human Likeness

The basic Robot Quality indicates a robot that can pass for human under fairly close examination.  This can be redefined with the following Qualities and Drawbacks:
More Human than Human: This robot has a fully organic body, driven by a robot brain.  A surgeon couldn't tell the difference, unless they were operating on the brain.  Physical Attribute bonuses are unaffected, although this body can heal at normal human rates.  +3 to Cost.
Mostly Human: This robot is comprised of a metal endoskeleton with cloned living tissue grafted onto it.  Though a medical examination would quickly reveal what they really are, casual examination would reveal nothing amiss; these robots will bleed and even sweat.  Anything more than 10 points of Bullet or Slash/Stab damage, however, will cut through skin and muscle to show the metal underneath.  Small wounds will heal provided they are cared for, but gross injuries such as losing all flesh to one side of the face will not.  Additionally, anyone with Acute Senses (Hearing) will be able to hear the sound of the servos that drive the endoskeleton, even through the flesh.  In some Machine Worlds where infiltration by such machines is a constant threat, dogs are often kept for that purpose.  +1 to Cost    
Not Quite Human: This type of robot is meant to look like a human, but not enough to fool anyone.  Plastic or rubber skin and somewhat exaggerated features give them away.   -1 to Cost.
Humanoid:   These robots' bodies are built around the same shape as humans, with two arms, two legs, a torso, and a head, but the resemblance ends there.  They may even have expressive faces, but cannot pass for human unless they are heavily disguised (for example, in floor-length robes and a burnoose).  A wide range of aesthetic designs are available, but in this category they are all humanoid and human-sized.  All of the base Robot Quality applies, but at -2 cost for the inability to pass for human.       
Humanish: These robots are more or less humanoid, but with mild to moderate departures from the base humanoid form made to suit the unit's function.  They may be notably larger or smaller than humans, have industrial tools in place of arms, or multiple human-like arms.  Robots of this type may have treads or wheels in place of legs. -2 to Cost.
Not Remotely Human: These robots completely eschew the humanoid form in favor of functionality.  The base Robot Quality no longer applies, as it assumes a robot is at least humanoid.  

New Quality

Polymorphic Form

Variable Quality

This robot is made, at least partially, of a dense swarm of nanobots, microscopic robots which can reconfigure themselves to mimic the properties of anything the robot can touch.  This effect can be disrupted through damage, which will reveal the robot for what it is, but it is very difficult to do lasting damage to a polymorphic robot.  There are three versions of this Quality:

Faux Polymorph: With Faux Polymorph, the robot doesn’t actually change shape, but it can project a convincing solid-photon hologram over itself of any humanoid figure it can visually scan.  5 Points.

Partial Polymorph: This robot is built around a metal frame, but instead of a physical covering to make it look human, it is covered in mimetic nanobots which are under the guidance of the robot's central processor.  The advantage to this versus the fully polymorphic robot is that modifications such as energy weapons can be built into the endoskeleton.  The robot is able to take the shape of any humanoid form it samples, restricted only by the size of its endoskeleton. 10 Points

Full Polymorph: This robot is completely comprised of nanobots working in concert, any of which are capable of assuming any of the functions for which the robot is intended.  This makes for an extremely versatile and powerful  robot; they can easily change their shape, including transforming their limbs into solid metal weapons (doing up to 5xStrength Slash/Stab damage).  Unlike the partial polymorph, these robots can take non-humanoid shapes, including inorganic ones, and can even spread their mass out to disguise themselves as a section of floor or wall.  They can alter their size within certain limits by compacting the additional mass into a dense core, or in the case of immobile objects, spreading the rest of the mass across the surrounding ground.  Recharge requirements are meaningless to this kind of robot, although what actually keeps them running is anybody's guess.  Because any of the nanites they are comprised of can assume any function of the robot (including repairing damaged systems), they heal Life Points equal to their Constitution every turn and divide all damage done to them by 5.   50 Points.  

 

Artificial Intelligence

This trait measures how intelligent a robot is.  The level of AI that comes with the base Robot Quality is included in this list for comparison's sake.
None to Speak Of: The robot has no AI of its own, but depends solely on remote control to be beamed commands from a central processor of some kind(or if the robot is big enough, it may require a pilot).  If the central processor is disabled or communication is somehow jammed, the robot will immediately cease all activity.  The central processor should be developed as a separate entity (a la the Brood Queen in AFMBE).  -5 to Cost
Animal Intelligence: A robot with animal intelligence is usually employed in very simple tasks that don't require much brainpower but do require a modicum of problem-solving ability in order to run without supervision. These robots can even be trained within certain parameters, using a system of remote messages to "praise" or "punish" the robot's behavior. -10 to Cost
Just the Facts: An A.I. at this level can preside over gargantuan databanks, recite facts and figures all day long, and even extrapolate the likely outcome of a series of events.  They can monitor and control every facet of the environment they are programmed to oversee, but they do not in any way act like humans.  Aside from a blandly pleasant voice, the designers of these robots made no effort to humanize them at all.
Seems Intelligent Enough: This is the intelligence level included in the base Robot Quality.  At this level, robots can mimic human emotion convincingly enough to instill sympathy, although they do not actually feel emotion.  They can learn new behaviors and can hold vast data files that can be used to improvise solutions to any problems they might face, and many are smart enough to know when it is appropriate to use humor and sarcasm.  This is the minimum Artificial Intelligence level that is suitable for Cast Members. +0 to Cost.
Just Like The Real Thing: At this level of AI, the robot can experience the full range of human emotions, and is capable of making moral choices, even if those choices run counter to their programming.  This could also include the inverse of the "More Human Than Human" body type, the classic "Brain In A Jar:" a robot body with a human brain.  +1 to Cost

Additional Traits

Photographic Memory: Most Robots will remember everything they see and hear with perfect digital clarity; this is not included in the base Robot Quality and must be paid for as a separate Quality.  +2 to Cost

Non-Verbal Communication: Some robots are not equipped for speech; they may be industrial models that aren't expected to have contact with humans, or they may simply be one of the "RoboPet™" models that would be popular in any pre-Robot Revolution society.  These robots communicate only through computerized chirps, buzzes, clicks, and/or "emoticons" displayed on a screen.  -2 to Cost

Mobility

All humanoid robots (including, by definition, those with the base Robot Quality) have similar movement rates to humans, and their Speed Attribute is calculated in the standard way.  Some robots may be modified in ways that alter the base speed, as seen below.

 

None to Speak Of: This robot cannot move under its own power.  Perhaps it is a factory assembly line worker, bolted to the floor.  Or it could be nothing more than a brain and a voice modulator which must be carried around; resort cities of the future might rent such robots to tourists as translators and tour guides. -10 to Cost
Awkward: One of the greatest challenges in the development of robotics was to design a robot that could mimic the range of human movement.  Robots with this level of Mobility might be older models that predate such advances, or they may simply be low-end models.  Either way, this robot moves at a slow pace and is barely able to negotiate a flight of stairs.  -5 to Cost
Slow and Steady:  This robot does not have any trouble navigating obstacles, but either its mass or the design of its endoskeleton prohibits hurried movement.  It consistently moves at a normal human walking pace, regardless of urgency.  -3 to Cost
Human-range: This is the base Robot Quality's level of movement.  For all intents and purposes, it is equal to that of a human.  They are subject to the same Endurance limits as a human of equal stats, due to the possibility of overheating.  +0 to Cost
Wicked Fast: Wicked Fast robots are designed for speed.  A humanoid robot can get all the way up to highway speeds on foot (maximum around 60 m/hour).  Every X points spent on this Quality increases the Speed Attribute multiplier by X.  Robots with wheels, treads, or other special movement abilities can exceed the normal 60 m/hour limit. 

Other mobility options

(A robot with any of the following options can hitch rides on other vehicles by setting their wheels/treads/etc. in neutral and just hanging on.  This will allow them to overcome their usual maximum speed).
Wheels: Having wheels instead of legs increases speed, but with a slight reduction in maneuverability and some difficulty on certain types of terrain.  Speed increases are bought separately.  +1 to Cost.
Treads: They aren't much slower compared to tires, and with much greater mobility over different types of terrain.  + 2 to Cost.
Casters: Casters give humanoid robots another movement option, in the form of wheels that can extend or retract from the soles of their feet and operate like roller skates.  This will increase their Speed Attribute by 1.5 times (round down) when in use, but does not otherwise affect their maximum speed.  +1 to Cost.
Hover: Modern technology has perfected the hovercraft that remains stable over all types of terrain, even water.  A robot equipped with hover technology can glide at a maximum height of 6 feet.  Maximum cargo capacity is determined by the robot's Endurance Attribute.   If their maximum lift/carry is exceeded, they will not be able to remain airborne.  + 2 to Cost

Recharge Requirement

Robots aren't perpetual motion machines; they need some form of fuel to keep working.  The cost is determined by the frequency with which they need to recharge.
Broadcast Energy: Often used in conjunction with the "None to Speak Of" level of Artificial Intelligence, this option indicates that the robot does not produce any power of its own.  Its energy is broadcast over the air via microwave transmissions.  Instructions and power can be sent on the same beam.  If the central transmitter is taken down, the robot will cease to function immediately.  Robots are programmed to avoid places where the broadcast energy cannot reach them.  -5 to cost.  Some robots that depend on this method also have the capacity to use a battery cell of some kind, but pre-Robot Revolution manufacturers offer battery cells only as an option, enticing buyers to save money by not buying a battery cell, and instead paying a monthly fee for energy transmission.  If this is the case, then the cost modifier is only -2.
Once/Day: The robot can run for 16 continuous hours before needing to connect to a household current to recharge.  This is the most popular choice for domestic robots, since this leaves it plenty of time to recharge while its owners sleep.  +0 to Cost.  
Once/Week: With Sakana-Aka Corporation's "Seventh Day" battery cell, the robot only needs to recharge once a week. +1 to Cost  
What, me recharge?: This lucky robot is outfitted with Greenleaf Enterprises' "Heirloom" battery, powered by "clean" radioactive isotopes with a half-life measured in centuries.  This robot will be obsolete long before its battery runs out. +3 to Cost  
Solar Power: These robots can continually recharge its battery by using photovoltaic cells on its outer surface to collect solar energy.  They will only need to connect to a power socket to recharge if they have been out of the sun for a full 24 hours.+ 2 to Cost  
TransFusion: NecTech originally developed the precursor to this technology for a combination RoboPet™/garbage disposal, then upped the ante with a robot who could power itself off the garbage it ate.  Sales went through the roof, and this technology has been incorporated into numerous different models.  Industrial models come in the popular Behemoth model: as big as an elephant, and with  enough foot-pounds of strength in its serrated jaw to eat just about anything. +0 to Cost  

Repair Ability

Measures a robot's ability to repair itself.

None:  The robot is unable to repair itself at all (this is the standard included in the base Robot Quality). +0 to Cost.
Nominal: As long as the robot is still turned on, has at least one arm and the proper tools, it can make a Mechanics: Robot or Mr. Fix-It check to repair itself.  (Use rules for medical healing of humans) +1 to Cost, plus they must have the applicable skill.
Miracle Plastic: The outer covering of some robots is made of a cutting-edge high-impact plastic, which is laced with tiny capsules containing this same polymer in liquid form.  When the robot is scratched, dented, punctured, or cracked, these capsules break open, spilling the liquid.  The liquid hardens on contact with the air, filling in the injury.   These robots heal 1 Life Point per Constitution every minute.  +3 to Cost.
Nanotech:  This robot has an “immune system” of microscopic robots who mobilize to repair any damage done to their host.  A robot with this system recovers 1 Life Point per Constitution every turn.  + 6 to Cost.  

Armor

Many types of robots are fitted with armor.  Armor can be added as Quality points using the rules for Natural Armor from the Angel Core Book.

Weapons Loadout

Ranged Weapons/Melee Weapons

A Robot can be provided with wapons using the Supernatural Attack and Natural Weapon Quality rules from the Angel Core Book.  

Skill Sets

Medi Bot: Medicine, Psychology, Entertainment (Joke telling)

Assassin Bot: Kung Fu, Gun Fu, Driving, Influence, Crime, Piloting

Domestic Bot: Childcare, Pet Care, Cooking, Cleaning, Driving

Industrial Bot: general mechanical skills

Chauffeur Bot: Driving, Area Knowledge

Increased Attributes

For Robot Characters, Attributes are purchased as normal, and may also be increased using the Enhanced Attribute rules from the Angel Core Book.