Shycer

 

 

General Shycer Traits

Shycers are non-organic beings built of durable materials for a purpose.  The very basic shycer is composed of a frame and a manipulator while the more complicated are testaments to creativity in their complexity.

 

Shycer Frames

The frame of a shycer is its underlying support structure.  Upon the frame is placed all the other components of a shycer such as its engine and mode of locomotion.  The material that composes a frame dictates the base hit points of a shycer, and being constructs with no Constitution score a one-time flat hit point bonus is granted based on size.

                Variables such as Hit Dice and Ability Scores can be improved from the base level given in the tables.  Improvements from the base level can be expensive and difficult and still have an inherent limit that may be reached.  Shycer are mindless constructs and so have no mental Ability Scores unless specifically granted them by a sophisticated Control Unit.

 

Shycer Frame (Adamant, Hardness 20)

Size

Base HP

Bonus Hp

Craft DC

Base Cost

Str

Dex

Weight

 

Colossal

426(32 HD)

160

45

1,500,000+

51

6

375,000 lb.+

 

Gargantuan

213(16 HD)

107

40

585,000

43

6

48,000-375,000 lb.

 

Huge

107(8 HD)

53

35

78,000

35

6

6,000-48,000 lb.

 

Large

27(2 HD)

27

30

7,200

27

8

750-6,000 lb.

 

Medium

13(1 HD)

13

25

1,350

18

10

90-750 lb.

 

Small

6(½ HD)

6

20

105

15

12

12-90 lb.

 

Tiny

2

-

15

15

11

14

1-12 lb.

 

 

Shycer Frame (Mithral, Hardness 15)

Size

Base HP

Bonus HP

Craft DC

Base Cost

Str

Dex

Weight

 

Colossal

320(32 HD)

120

38

1,000,000+

47

10

93,750 lb.+

 

Gargantuan

160(16 HD)

80

33

390,000

39

10

12,000-93,750lb.

 

Huge

80(8 HD)

40

28

52,000

31

10

1,500-12,000 lb.

 

Large

20(2 HD)

20

23

4,800

23

12

190-1,500 lb.

 

Medium

10(1 HD)

10

18

900

15

14

25-190 lb.

 

Small

5(½ HD)

5

13

70

11

16

3-25 lb.

 

Tiny

2

-

8

10

7

18

1-3 lb.

 

 

 

Shycer Frame (Steel, Hardness 10)

Size

Base HP

Bonus HP

Craft DC

Base Cost

Str

Dex

Weight

 

Colossal

320(32 HD)

120

40

500,000+

47

6

375,000 lb.+

 

Gargantuan

160(16 HD)

80

35

195,000

39

6

48,000-375,000 lb.

 

Huge

80(8 HD)

40

30

26,000

31

6

6,000-48,000 lb.

 

Large

20(2 HD)

20

25

2,400

23

8

750-6,000 lb.

 

Medium

10(1 HD)

10

20

450

15

10

90-750 lb.

 

Small

5(½ HD)

5

15

35

11

12

12-90 lb.

 

Tiny

2

-

10

5

7

14

1-12 lb.

 

 

Locomotion

If a shycer is to be motile it requires a method of getting around.  Each shycer will typically have one form of locomotion it can use unless it was designed to stay in place or be moved around by outside forces.

                If a mode of locomotion is being built rather than bought and installed the crafter selects a mode they can build and makes a Craft (Mechanical) check as dictated under the description.  If no tool kits are available the standard -4 penalty to the skill check is applied.

 

Casters

These work much like wheels except they are spherical permitting an easy change of direction.  Very effective on flat and even terrain, casters suffer greatly in rough terrain to the point of potential immobilization in conditions such as sand.

                Speed: 20 feet

                Cost: 15% of base frame

                DC: 15

 

Forced Air

The shycer is kept aproximatly one inch off the ground by forcing air in through a vent and out beneath it.  The speed is quite poor as is the handling and the ability to negotiate rough surfaces is low.

                Speed: Flying 10 (Clumsy)

                Cost: 30% of base frame

                DC: 25

 

Induction

This curious ability allows a shycer to hover along without the use of any jet or thrusters.  While unable to turn quickly without assistance induction allows movement over all surfaces including liquids at a height of up to five feet.

                Speed: 30 feet

                Cost: Unknown

                DC: Unknown

 

Jets

The shycer produces jets of hot air to keep it aloft by means of powerful heating elements.  The jets are manipulated in order to control speed and direction.

                Speed: Fly 30 feet (poor)

                Cost: 70% of base frame

                DC: 36

 

Legs (Pair)

The shycer is equiped so as to be bipedal.  The speed is slow but does permit the shycer to jump.

                Speed: 20 feet

                Cost: 20% of base frame

                DC: 26

 

Legs (Multiple)

This mode of locomotion is reasonably stable as it includes models with three or more legs.  The legs are serviceable and stable but cannot negotiate rough conditions well thus reducing speed by half.

                Speed: 30 feet

                Cost: 20% of base frame

                DC: 20

 

Propeller (Air)

The shycer is equipped for aerial travel but cannot land.  If land travel is desired then additional modes of locomotion must be installed.  If the shycer drops below the base speed at any time it falls to the ground.

                Speed: Fly 40 (clumsy)

                Cost: 50% of base frame

                DC: 31

 

Propeller (Water)

A shycer with a propeller is only motile if in water.  If land travel is also desired then additional locomotion methods must also be installed.

                Speed: Swim 20 feet

                Cost: 13% of base frame

                DC: 10

 

Rotor

This equips the shycer with a vertical propeller that allows it to function much like a helicopter.  The flight granted is slow and clumsy but does permit hovering.

                Speed: Fly 10 (Poor)

                Cost: 40% of base frame

                DC: 29

 

Track

The shycer moves along a pre-determined path from which it cannot deviate.  If the shycer is removed from its track for any reason it is unable to move.  If the path is blocked or otherwise obstructed that path cannot be taken.

                Speed: 10 feet

                Cost: 5% of base frame

                DC: 8

 

Treads

Treads are moving belts that permit the shycer to move in a way similar to sliding.  Treads are very stable and quite good at negotiating rough terrain but are a bit slow.

                Speed: 20 feet

                Cost: 25% of base frame

                DC: 22

 

Wheels

The most basic of locomotion methods, wheels are very effective on level ground but drop to half-speed in poor conditions.  The number of wheels used can vary but typically are four, six or eight.

                Speed: 30 feet

                Cost: 10% of base frame

                DC: 10

 

Engine

As shycer are crafted mechanical objects their internal systems and mechanisms can be run by a standard engine.  Shycer are simply equipped with any engine that can manage the shycer weight as its max load or more.  While many engines can easily meet the load requirements they are often tuned down a little to minimize the noise they make while they operate, weakening the engine but improving workplace suitability.

 

Manipulators

Without some form of manipulator a shycer cannot directly interact with the physical world.  Manipulators take many forms including anything from a hook to a hand.

                The number of manipulators normally allotted a shycer frame are determined by its size:  Small 1, Medium 2, Large 4, Huge+ 8.

                Much as with locomotion, to build a manipulator a character needs a certain value of materials and the skill to craft them.  All the required information on creation of a manipulator is found in its descriptive text.

 

Weapon

Small

Medium

Large

Huge

Gargantuan

Colossal

Type

Cost

Claw

1d3

1d4

1d6

1d8

2d6

2d8

Slashing

 

Hammer Hand, Great

1d4

1d6

2d6

2d8

4d6

4d10

Bludgeoning

 

Hand

1d2

1d3

1d4

1d6

1d8

2d6

Subdual

 

Jaws

1d3

1d4

1d6

1d8

2d6

2d8

Piercing

 

Pincer

1d2

1d3

1d4

1d6

1d8

2d6

Piercing

 

Probe

1

1d2

1d3

1d4

1d6

1d8

Piercing

 

Talons, Great

1d4

1d6

2d6

2d8

4d6

4d10

Slashing

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Claw

A shycer claw resembles pliers in that the grasping surface is long and flat.  While well suited to lifting heavy loads claws are poorly suited to any task requiring manual dexterity.

 

Hammer Hand, Great: Based on the hand manipulators but made with larger and thicker digits.  Having not been built for delicate movements the hammer hands are only well suited to combat and so impose a -10 penalty when performing any skill checks.  Hammer hands can be used in battle to bash targets but also have the utility to grapple if needed.  Picking up and throwing objects is also well within the ability of hammer hands.

 

 

Hand

This is any manipulator that employs a pincer-like method but uses more than two digits.  A hand permits greater control over tasks and so is better suited to tasks requiring manual dexterity, but still lacking grace.  All tasks of a delicate nature are done at a -2 penalty.

 

Jaw

Basically a clamp with teeth, jaws are well suited for picking up resilient objects or as a weapon.

 

Pincer

A pincer is any device that permits a pair of opposing surfaces to act upon a single object, much like two fingers.  Suited for simple object interaction pincers suffer a lack of dexterity such as would be required to work a cash-register.

 

Probe

A simple tool placed on the end of a reaching apparatus.  The tool can be used to take a sample, measure a quality or other such basic task.

 

Talons, Great: These are specialized ends for manipulator arms that are made specifically for combat which simply replace more work oriented versions.  They have little to no moving parts and are designed to rip and tear at targets.

 

 

Armour

The materials used to craft a shycer are durable but even so the components are vulnerable to damage.  In order to better protect the investment of a shycer or increase its combat longevity many shycer have armour planned as part of their design.

                Shycer can have armour integrated as part of their frame or have removable plates much like vehicles.  It is not unheard of to use both to permit inexpensive plates take the brunt of damage which can then be replaces later.

                Removable Armour: While it is possible for shycer to employ any armour built for their form, in practice materials such as leather are cast aside in favour of more durable materials.  Humanoid shycer can empoloy the same standard armour that living creatures do but as these are not custom made they would need access to the proper armouring feats in order to use it effectively.  Any armour penalties to skills such as Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble apply as normal.

                Integrated Armour: This form of armour is specially crafted for each shycer individually or for a particular reused model.  The material or plates are fixed securely to the shycer frame and provide a better natural armour class.  When affixed properly the shycer suffers no armour penalty to skills.

                To properly install integrated armour takes an amount of time determined by the size of the shycer; Tiny 30 min, Small 1 hour, Medium 2 hours, Large 3 hours, Huge 6 hours, Gargantuan 12 hours, Colossal 24 hours.  A Craft (Mechanical) skill check DC 20 is made after this time to determine if it was done successfully, failure still grants the armour bonuses but applies a -10 armour penalty to skill checks.  Removal of armour takes half as long and can be done by a Craft (Mechanical) or Repair skill check of DC20.

 

Adamant

Black, heavy, and polishes to an ebony sheen, adamant may have certain structural issues but as plated armour it serves well enough.  Adamant armour is chosen by those who want a little more protective value yet are willing to put up with this material’s innate flaws.

                Armour Bonus/Hardness: +8/+7

                Cost: 25% of base frame

                Weight: 30% of base frame

 

Mithral

Light yet strong, mithral is the material of choice for those aiming for a balance of protection, weight and affordability.  Mithral plating provides its armour bonus against many forms of touch attack due to its innate ghost touch quality.

                Armour Bonus/Hardness: +5/+5

                Cost: 15% of base frame

                Weight: 8% of base frame

 

Steel

This armour is made from the material of choice for crafting shycers and so is a perfect match if not exactly complementing.  Easy to make, easy to find and easy to use, steel armour a common choice for those making their own armour from shycer scrap or left-over materials.

                Armour Bonus/Hardness: +5/+2

                Cost: 10% of base frame

                Weight: 30% of base frame

 

Xerty

The ultimate in protection, the ultimate in cost.  Xerty provides the best protection while also repairing all minor damage by itself.

Armour Bonus/Hardness: +14/+11

Cost: 200% of base frame

Weight: 90% of base frame

 

Strength and Dexterity Enhancement

The structure of a shycer frame with a matching engine grants a certain base level of Strength and Dexterity.  The values given are not always found acceptable and so there is a market for pushing a shycer’s potential by making structural modifications on demand.  Performing an upgrade to Strength or Dexterity is not an easy task and becomes more difficult and expensive the higher the ability is to be raised from its normal level.

The portions of the shycer most responsible for locomotion, support and manipulators are either replaced with better models or reinforced with better materials and designs.  If the materials are obtained a Craft (Mechanical) skill check against DC 25+total of new ability modifier is made to install the enchantment successfully.  The process takes 24 hours regardless if the procedure is successful or not.

 

Ability Change

Cost

+2

25

+4

60

+6

160

+8

535

+10

1,935

 

Hit Dice Enhancement

There are situations in which the default structural resilience of a shycer is not enough for the tasks it was built for.  In the interest of producing more battle-ready shycer it is possible to increase the HD of a shycer allowing it to take more punishment before failing.

                Below is a table that states the maximum possible Hit Dice attainable through modification of the frame.  While shycer frames of steel and mithral grant 10 HP per HD, adamant grants approximately 13.333 (adamant frames have 1/3 more hp than steel or mithral).  Each full HD improvement requires a Craft (Mechanical) skill check DC 20 for steel and mithral, 25 for adamant and one hour of work.  The cost is expended regardless of success or failure.

 

Shycer Size

Maxium HP(HD) Steel and Mithral

Maxium HP(HD) Adamant

Cost per HD Steel/Mithral/Adamant

Colossal

640(64HD)

853(64HD)

25/50/75

Gargantuan

310(31HD)

413(31HD)

20/40/60

Huge

150(15HD)

200(15HD)

15/30/45

Large

70(7HD)

93(7HD)

10/20/30

Medium

30(3HD)

40(3HD)

10/20/30

Small

10(1HD)

13(1HD)

10/20/30

 

Control Unit

Shycer are constructs but are no better than inanimate objects unless spurred to action.  The control unit is anything that interacts with a shycer in such as way as to produce action in the form of movement, task performance or combat manoeuvres.

                The most basic form of control unit would be an array of levers, button and dials that may be on the shycer itself or connected to the shycer by cables or alternatively by remote.  These control units require someone manipulate the array to elicit the corresponding action from the shycer and so by its nature requires an operator at all times.  While this arrangement essentially permits an individual to use a shycer’s abilities as his own it is not very convenient.

                The true modern definition of a control unit is a full package device that links to the sensory systems of a shycer and based upon their input directs the actions of the shycer as a whole.  The basic self-contained control unit is normally set up to receive verbal and somatic input from an engineer or similarly trained professional.  The shycer can thus be commanded to pick-up objects, move as directed, or any number of tasks that require no real skills to accomplish.  While this still requires an operator, the shycer can retain a small number of command sequences and continue to perform them repeatedly.  Repetitious actions are useful for warehouse work, production lines and simple guard and law-enforcement duty.

                The most advanced control units can impart mental Ability Scores as well as skill ranks and feats.  A shycer with reasonable intellect levels can perform a wider range of tasks and even act spontaneously.  Just what a shycer may want to do is not always helpful or productive and so commands from an operator are still required to begin with.  Properly equipped with a control unit and skill set a shycer can perform quite well at almost any task so long as it has the proper tools and manipulator.

                The composition of modern control units is largely a matter of mystery.  The techniques and methods used in their production are cutting-edge and thus not yet in the realm of general engineering practice.  Most quality control units must simply be purchased or produced on demand by a manufactory as the skills needed and level of detail required exceeds the normal ability of a single individual.

                Skills and feats can be ingrained into some classes of control unit by an operator.  In order to either change or add to the skill set the operator must make an Ability Check (Int) against a DC of 20+number of skill ranks to be imparted.  The operator must actually have the skill and may not impart more ranks than he himself has.  The process takes 10 hours per skill regardless of the number of ranks.  Feat implantation is similar in method but generally harder as the Ability Check (Int) DC is 30, also taking 10 hours and requires the operator to have the feat as well.  It is important to note that even with a feat ingrained within a control unit a shycer cannot employ it without meeting the feat requirements.  If a control unit is already at its full capacity of skills and/or feats the operator can opt to remove any from the selection before starting to ingrain the new material.

 

Control Unit, Basic

The basic control unit is the most simple of internal means of action for a shycer.  This control unit integrates sensory information such as sight and sound in order to guide shycer action and movement.  The basic control unit does not supply the means to impart any skill to a shycer and so its only used in cases where skill is not a factor to the task.  Very simple procedures such as moving cargo or picking up heavy materials are within the grasp of this control unit.

                The lack of improvements to shycer mental abilities and skills makes this control unit very limited.  Any shycer installed with a basic control unit is essentially a mindless slave, only able to perform actions that are commanded of it.  The shycer can be commanded to repeat similar tasks such as moving all the boxes from one side of a warehouse to another and it will complete the task without supervision if nothing interrupts its work.  Once finished or interrupted, the shycer will stand in place until commanded further.

                With limited input needed from the senses and the lack of skill or grace the basic control unit is quite poor for the demands of heated combat.  This unit is fully capable of targeting a moving object and attempting to smash it but its accuracy is poor.  The cheap and easy to use nature of the basic control unit has found a small place in battle with shycers equipped with weapons requiring little in the way of accuracy such as projectors, grenades and rockets.

                The “easy to use” nature of the basic control unit is at times also a fault.  If left unattended a shycer can be stolen by the thief commanding it to follow him or worse yet, kill its current owner first.  To help solve this issue the unit can be hardwired during construction to respond only to certain sources.  Most often the unit is conditioned to respond only to a certain individual, those in a certain uniform or even sex/race.

                The construction of a basic control unit is composed of a little scrap metal, quartz, gold, tree sap and spark.  The process is tricky but does not take very long requiring only 4 hours to complete.  All the specifications are dictated at this time such as command sources and compatibility with sensory equipment if any sensory modes are to be purposefully omitted.

                DC: 20

                HP/Hard: 5/5

                Cost: 15

 

Control Unit, Emper

The Emper unit is the most sophisticated unit which still retains a strong similarity to the basic unit.  Emper control units permit two skills and one feat to be ingrained.  While still considered a simple control unit the Emper is still to complicated for most individuals to even attempt building and so most will have to accept buying an Emper or anything more advanced from a specialized manufacturing company.

Composed of metal plating, quartz, gold, tree sap, spark and clean sand soaked in quintessential bibulousness (any kind) for at least three days.

                DC: 33

                HP/Hard: 6/6

                Cost: 210

 

Control Unit, Fundamental

This category of control unit actually spans a range of models but all require real-time input from an operator.  The function of a basic control unit is to permit the operator to use the connected shycer as an extension of himself to perform tasks either to dangerous or to hard to accomplish without aid.

                Fundamental control units can take the form of panels, dashes, consoles, etc. which are hooked up to a particular shycer by means of a cable, remote control or even on the frame of the shycer itself.  From the fundamental control unit the operator can manipulate levers, dials, knobs, keys, switches or any number of devices to control the actions of the shycer.  The controls are often built to be intuitive as possible and so require little training to use.  A side benefit is that the shycer can be used without the need for any sensory equipment as this is provided by the operator.  Optionally, sensors can be placed on the shycer and the information sent to the controls for the operator so as to permit the shycer to be operated while not in direct sight of the operator.

                These control units are inexpensive and easy to make.  The materials can be almost any sort of reasonable scrap and the size of the console is up to the builder.  Most often a console of one size smaller than the intended operator is used to avoid potential issues during use.

                DC: 10 (easy)

                HP/Hard: Varies based on materials used and size

                Cost: Console 5, Remote 15, Frame 0

 

Control Unit, Lerban

The Lerban unit is a strong and abrupt change from the lower-class units as it instils the shycer installed with it with a rudimentary mind.  The shycer gains an Intelligence of 3, Wisdom of 10 and a Charisma of 3.  The Lerban can be ingrained with 3 skills and two feats.

While not overly impressive when compared to sentient life this does permit the shycer to understand, identify and avoid most basic problems and dangers that would otherwise cause it harm or interrupt its work.  Walking around motile obstacles or moving to avoid being run over are just two examples of what is possible.  The modest yet effective mind produced by Lerban grants the shycer a working self-preservation so that it will act to avoid or mitigate harm to itself automatically unless commanded otherwise.

Composed of metal plating, quartz, gold, tree sap, spark, a few chips of brilliant and clean sand soaked in quintessential bibulousness (any kind) for at least three days.

                DC: 38

                HP/Hard: 7/8

                Cost: 350

 

Control Unit, Morton

The Morton class control unit functions identically to the basic unit except that it permits skill ingraining.  An operator may attempt to ingrain any single skill that is based on Strength or Dexterity in which he has skill ranks up to a maximum rank equal to his own.

                These control units are popular in industry as they leave the shycer an easy to use manual labourer with one job relevant skill that can be employed.  The versatility of the Morton model coupled with the demand for skill and labour have ensured that this model was the first of the advanced units to enter the general engineering knowledge base.

                The Morton unit is said to be named after its developer but the truth of this is not really known nor important.  Likely the most complicated control unit any engineer is likely ever going to make the Morton is quietly accepted as the height of personally built units.  Composed of metal plating, quartz, gold, tree sap, spark and clean sand soaked in quintessential bibulousness (any kind) for at least three days.

                DC: 28

                HP/Hard: 6/5

                Cost: 70

 

Sight: Lacking sight incurs a -4 penalty on all skill checks and cannot make Spot checks.

Sound: Lacking hearing incurs a -2 penalty on all skill checks and cannot make Listen checks.

Touch: Lacking touch incurs a -4 penalty on Demolitions, Disable Device, Forgery and Repair checks.

Smell: No particular penalties.

Taste: No particular penalties.

 

Sensory System

In order to interact with any effectiveness without direct input from an operator a shycer must be able to gain information about its surroundings by internal methods.  The sensory systems can be of almost any sort but tend to be similar to the five senses of sight, sound, taste, touch and smell.  While a shycer can get along with only sight or acute hearing in general both are employed for the best effect as a basic set.

 

Sensory System, Basic Auditory

This simplistic system allows the shycer to pick up any significant sound.  The system is usually only located in one position and so it does not permit the determination of the sounds origin but can in general be used for crude voice-recognition.  The main use for the basic auditory system is to permit the shycer to hear commands made of it by its operator.

 

Sensory System, Deluxe Auditory

The deluxe auditory system array sets up a layout for the sensor that allows determination of the location of the sound source and a greater range of clarity and ranges detectable.  Listen checks are made with a +4 bonus.

 

Sensory System, Basic Gustatory

A gustatory system permits a shycer to determine the nature and quality of materials that the sensor is touched to or immersed in.  While not very acute it can help determine sugar from salt, honey from oil or any similar comparisons.  This system coupled with an olfactory sensor is needed for cooking.  These systems can be placed practically anywhere but most often upon a small portion of a manipulator or as a probe on an arm.

 

Sensory System, Deluxe Gustatory

The value placed on an acute sense of taste than a basic one is well evidenced by the popularity of the deluxe gustatory system over the basic.  This model finds great use with shycer designated to cook as it is sensitive enough to better determine ingredient quality, quality of the product and test for poisons.  The system is self-cleaning to a degree but will require washing if used rather frequently.

 

Sensory System, Basic Sight

This sensory system grants a shycer a rudimentary capacity to visualize its surroundings.  The system can image a 160 degree arc and up to 60 feet with general shapes and colors.  While serviceable enough to navigate it does not permit detailed information.  In general the shycer can still determine that an individual is wearing a uniform required to command it, but will also be easily fooled by counterfeits.

                The Basic Sight Sensory System suffers a -4 penalty on Appraise, Decipher Script, Demolitions, Disable Device, Forgery, Open Lock, Search and Spot.  All other skill checks are made with a -2 penalty.  Note, that with no sight system some skills may be impossible.

 

Sensory System, Deluxe Sight

The great importance of sight has seen to it the deluxe model sight sensory system is the most refined for its class.  The deluxe model grants 360 degree vision with ranges equitable to normal in decent light.  This system reduces the occurrence of shycer stepping on or knocking things over.  This senor grants a +4 bonus to Search and Spot with all other skills at no penalty.

 

Sensory System, Basic Olfactory

An olfactory system permits a shycer to detect chemicals in the air that living creatures would use for their sense of smell.  While not terribly useful a shycer with this system can tell if there is smoke, if someone is wearing perfume, that bread is baking or other similar things.  This form of system is not very popular but is needed as a pair with a “taste” system for a shycer expected to cook.

 

Sensory System, Deluxe Olfactory

The deluxe model of the olfactory system far exceeds its less expensive cousin in sales.  The system performs well enough to distinguish individuals by scent to the point of being able to track them down.  Once installed with the deluxe olfactory system a shycer is granted the Scent special quality which has been of great assistance in law enforcement.

 

Sensory System, Basic Tactile

The uses of a tactile system are many.  The most important is it permits a shycer to determine the amount of force being applied to an object and how much it can take.  This system prevents a shycer from applying to much force and crushing whatever it might pick up.  The sensor is normally placed on the work-related manipulator but may be placed anywhere wanted.  Each application covers only enough area to normally cover the working surface of two manipulators but more can be added if required.

 

Sensory System, Deluxe Tactile

As the sensitivity of the basic model is often enough this advanced system is seldom employed.  The deluxe tactile system has found use in several areas but is often to expensive to justify the expense, such as with bread making.  The precision allows a shycer to pick up more fragile objects such as eggs, foam cups, candles and other reasonably hard objects without crushing them.

 

Extras and Accessory Systems

A new shycer either hand made or purchased is quite a treat; however, they do not always have all an owner wants as part of the starting package.  There are many additional modifications that can be made to a shycer to make it better suited to its intended task or simply make it more useful in general.  Some of the most well known and popular modifications are listed here along with costs.  Each modification tends to take 4 hours to install if on hand and ready for use.

 

Black Box

This system hooks up to the shycer senses much like the control unit does.  Instead of processing the information to determine action it instead passively records them on a removable media that can be viewed and stored as needed later.  This system is quite versatile and has found use in gathering evidence, surveillance, recognisance and at worst identifying who wrecked the shycer in cases of attack.  A typical box can hold 24 hours of recordings divided by the number of senses it is keeping track of.

                Cost: 6

 

Control Unit Uplink

Often paired with the recon link, the control unit link allows an operator to activate and control a shycer from a distance.  The ability to hear and see from the shycer’s viewpoint as well as control its movements is a quality few underestimate.  While each system can only be installed in one particular shycer, the receiving unit can be configured to control a number of shycer one at a time.  This permits the setup of basic routines on a workforce of shycer while not being in the area personally.  If the shycer is equipped well enough with sensors the operator can employ his own skills through it, although often at a penalty if the skill requires a fine touch.  Skills such as Disable Device, Heal, Move Silently, Open Lock, Perform, and Tumble suffer a -2 to -4 penalty depending on the nature of the task.

                Cost: 38 + 25 per unit to be installed

 

Recon Link

Despite the cost this system is quite popular in many shycer.  The recon link permits the visual and auditory senses of the shycer to be transmitted to an outside receiver such as a console for display.  This system has found great use in scouting out areas to dangerous to venture as well as permitting a shycer to be controlled from a distance with a fundamental control unit.  If the shycer is capable of speech then that is possible to transmit as well.  The recon link is versatile enough that creative uses have been devised and often the notion of seeing through a shycer is to amazing to pass up.  The system and a single receiving unit are sold as a pair, the receiver made to match the buyer’s needs.               

                Cost: 23

 

Safe

This extra feature was first inspired by those who wanted to use their shycer to hide their valuables so it could carry them to safety.  The safe feature is little more than an empty compartment that is concealed in a shycer that is opened either by key, command or simply by the shycer when needed.  The compartment is not very big and can only fit one object two size categories smaller than the shycer or equivalent.

                Cost: 3 +1 per size category

 

Speaker

A speaker unit allows a shycer to emit a wide range of sounds.  The intent was that a shycer be able to sound an alarm or even speak in conversation.  While a speaker does permit vocalization it does not grant a shycer either the intelligence to think of something to say nor the language skills needed to say something back.  In order to talk a shycer must be given ranks in Speak Language in the particular language desired.

                Cost: 2 wafers 4 sticks.

 

Weapon Mount

This modification is only really suitable for combat shycer.  A mounting allows a single weapon that is classified one size larger than the shycer or less to be affixed to the frame.  The mounting permits space for ammunition storage typically built to hold three full reloads of a weapon with a box, magazine, clip or fuel tank.  The number of mounted weapons permitted is determined by size as shown on the table below.

                A shycer outfitted with more than one mounted ranged weapon can fire them all in a single round if desired.  Normally a single weapon is designated as the primary and all others are treated as secondary, incurring a -5 to attack rolls.  The aiming and firing of a mounted weapon opens the shycer to attacks of opportunity.  Note that manipulators are always counted as natural weapons and do not incur penalty or provoke attacks of opportunity.

                Cost: 11

 

Shycer Size

Mounted Weapon Limit

Colossal

6

Gargantuan

5

Huge

4

Large

3

Medium

2

Small

1

 

Self-Destruct

A staple of movies and books alike, no list of gadgets for merciless automatons is complete without at least one self-destruct option.  The capacity to obliterate everything invested in a shycer voluntarily is quite reasonably judged extreme and unwise.  There are situations, however, where the complete destruction of a shycer is preferable to it remaining intact.  Shycer that are used as spies or in military roles may quickly become a liability if captured and analyzed, or worse yet brought under enemy control.

                Installing a self-destruct package at default requires a Demolitions check DC 20 rather than a Craft (Mechanical) check.  A check botched by 10 or more points causes the package to detonate immediately destroying the shycer and damaging anything nearby as per the table below.  The default of this setting is set to go off when the shycer is reduced to 0 hit points.  Presetting the pack to detonate at any hit point total higher than zero is much harder and requires a check at DC 30, allowing the hit point level to be chosen at that time.

                If outfitted with the proper sensor the shycer can be set to detonate by command, visual cue, specific smell or any other sort of stimulus.  This form of setup is a bit sophisticated and requires a Demolitions check DC 24 to install.  It should be noted that a shycer with any level of self-will (6 or more) can likewise be set up to detonate the package itself at will.

                If the self-destruct pack is detonated the shycer is totally obliterated.  No parts of the shycer are of any value to salvage attempts.  This may be an important consideration when choosing to install a self-destruct package.

                The self-destruct package can take various affects when set off.  Below in the table is included a few examples of packages, their effects and Reflex save difficulties for half damage.

 

Shycer Size

Explosive (physical)

Radius

Reflex Save

Cost

Colossal

12d6

 

DC 26

 

Gargantuan

9d6

 

DC 18

 

Huge

6d6

 

DC 14

 

Large

4d6

 

DC 11

 

Medium

2d6

 

DC 10

 

Small

1d6 (DC 10)

 

DC 10

 

 

               

Shycer Size

Incendiary(fire)

Radius

Reflex Save

Cost

Colossal

6d8 for 1d6+4 rounds

 

DC 39

 

Gargantuan

4d8 for 1d6+4 rounds

 

DC 33

 

Huge

2d8 for 1d6+4 rounds

 

DC 25

 

Large

1d8 for 1d6+4 rounds

 

DC 19

 

Medium

1d6 for 1d6+4 rounds

 

DC 16

 

Small

1d4 for 1d6+4 rounds

 

DC14

 

 

Shycer Size

Aurora (Fire)

Radius

Reflex Save

Cost

Colossal

27d10 (DC 30)

 

DC 55

 

Gargantuan

21d10 (DC 28)

 

DC 48

 

Huge

15d10 (DC 26)

 

DC 40

 

Large

12d10 (DC 24)

 

DC 34

 

Medium

9d10 (DC 22)

 

DC 29

 

Small

6d10 (DC 20)

 

DC 26

 

 

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