Umerican Occupation - Robots (d6)

d6 Occupation Starting Weapon Trade Goods

1

Butler;

Kitchen knife (1d4);

None, but you're built with a Domestic/Companion robot chassis that gives you the following traits at Level-0:

  • 1 Impervious Armor step (1d3, Fumble 0)
  • +2 PER and +1 INT
  • No penalty to disguise attempts to appear human.

2

Barkeep;

Shotgun (1d10, 50/100/-) with Roll 4d4 shells;

None, but you're built with a Domestic/Companion robot chassis that gives you the following traits at Level-0:

  • 1 Impervious Armor step (1d3, Fumble 0)
  • +2 PER and +1 INT
  • No penalty to disguise attempts to appear human.

3

Janitor;

Large mop (1d3);

None, but you're built with a Labor/Maintenance robot chassis that gives you the following traits at Level-0:

  • Base AC 12
  • 1 Impervious Armor step (1d3, Fumble 0)
  • Max Armor Fumble die d10
  • +2 STR
  • -2d to all attempts to appear human.

4

Repairman;

Monkey wrench (1d4);

None, but you're built with a Labor/Maintenance robot chassis that gives you the following traits at Level-0:

  • Base AC 12
  • 1 Impervious Armor step (1d3, Fumble 0)
  • Max Armor Fumble die d10
  • +2 STR
  • -2d to all attempts to appear human.

5

Super soldier;

Resolve: {Stun baton (1d3+**DC 11 WILL save** or be knocked unconscious for 2d4 mins; charge capacity 50, regenerates 1 charge every 10 minutes)|Blaster (1d6, 80/160/320; ammo capacity 30, regenerates 1 shot every 10 minutes)} loaded with Roll 4d10 charges;

None, but you're built with a Security/Military robot chassis that gives you the following traits at Level-0:

  • Base AC 14
  • 3 Impervious Armor steps (1d5, Fumble 1d4)
  • Max Armor Fumble die d12
  • +2 STA, -2 PER
  • All weapons are obvious; cannot pass as human
  • 20' base speed.

6

Murder machine;

Resolve: {Vibroblade (1d7, crit on 19-20)|Flamer (2d6+_burning_, 30'x5' cone; ammo capacity 10, requires refueling) with 5 charges};

None, but you're built with a Security/Military robot chassis that gives you the following traits at Level-0:

  • Base AC 14
  • 3 Impervious Armor steps (1d5, Fumble 1d4)
  • Max Armor Fumble die d12
  • +2 STA, -2 PER
  • All weapons are obvious; cannot pass as human
  • 20' base speed.