Hobnob-Pattern Tech-Bot

The Hobnob-pattern robot is a squat and rather adorable machine. Short but wide in stature, the Hobnob robot comes up to about a person’s waist, on average. It has a round, “flat” head dominated by its large, soulful eyes purpose designed to be cute. It walks on small, stubby legs and moves with an almost comical gait at a full (and rather slow) run. Compared to its small legs, it has large arms that almost reach the ground. This arms have exaggerated, angular forearms wherein the keep their tools; with a single “switch” action, a robot can rotate its hand into its arm casing and rotate out a plasma torch, a fire extinguisher or a set of tools.

The Hobnob-Pattern robot is the ARC version of the Tech-Bot. Like most tech-bots, it specializes in repair and maintenance of starships, though they can be equipped with alternate toolsets fairly easily. It comes equipped with a mini-toolkit for Mechanic (Starship) which applies a -2 if it’s the only tools used (-4 for other Mechanic specialties) and an Electrician toolset (-2 if it only uses the toolset); it cannot load more toolsets, but it can trade these two toolsets for others (Mechanic (Robotics) and Electronic Repair (Computer) are a common alternate load) at no additional cost. The robot also comes equipped with sonic probes built into its hands, which it can use to scan machine interiors (+2 to diagnose mechanical failures) or to clean parts. Like most tech-bots, it comes programmed with all common repair skills (Armoury, Mechanic, Electronic Repair, Electrician, etc), which it typically has at (A) IQ+3 [4]. They excel at maintaining, operating and repairing ARC technology, and gain a +1 to any roll to do so. Finally, like with most ARC robots, the Hobnob tends to be dedicated to its work and gains a +3 if it can focus on its task in the long-term, but suffers a -5 to notice interruptions. Thus, a Hobnob given the time and space to work with its own tools on a Starship can repair a starship with IQ+5 on average. This improves to IQ+7 if it has access to a proper toolkit.

Hobnobs also come programmed with navigational charts, allowing it to stand in for a navigational computer to calculate hyperspace courses. As with most tech-bots, it’s small enough to fit into the robot slot in most starfighters or corvettes, and equipped to handle the rigors of vacuum while doing so.

The Hobnob-pattern robot can “switch out” its hand for a plasma torch (UT 80) that deals 2d(5) burn, with C, 1 reach and using the Beam Weapons (Projector) skill, or a fire extinguisher tube. This requires a one-second ready maneuver to switch and the robot can do this with either hand, or both. While using one of his tools, he no longer has access to his hand, meaning that if he has one tool deployed, he functionally has the One Hand disadvantage and if he has two tools deployed, he has No Fine Manipulators.

The small frame and the stubby legs allow it to remain upright while walking down compact tunnels and ventilation systems while making repairs, at the cost of slow movement and awkward running (a -2 to all rolls when moving at Move 3 or faster). ARC designers combined this with the “cute” design to create a Pitiable robot that tends to charm its owners. Most Hobnob-pattern robots come with a relatively deep voice installed, as the original design uses fairytale imagery for the Hobnob robot, as the stout worker that toils tirelessly through the night to thanklessly fix whatever its owners problems are; however, quite a few customers have requested custom, higher-pitched voices, to give the Hobnob a more childlike quality. Most Hobnob robots come equipped with the Gallant or Prim packages, the former typically for robots intended to serve as co-pilots, and the latter for those intended to assist with technical chores.

Many Hobnob owners upgrade their programming for better electronics operation (especially with ECM) and some add piloting so they can pilot a ship (or a starfighter, or a ground vehicle) on their own. Those with extra money often spring for a Fast Computer, and upgrade the Hobnob to IQ 12, so it can better complete its work. As Hobnob’s age, they often learn the most commonly used skills independent of their Computer Brain, and often expand their Engineering knowledge (to better diagnose a problem and thus know what skill they need to load into their computer brain). Quite a few develop or expand upon their combat skills, and might receive a Reflex Booster upgrade if their owner often takes them into battle.

ARC Hobnob-Pattern Robot Template

125 points
Cost: $40,000
Weight: 90 lbs
Power Requirement: 1D/week

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].

Secondary Traits: Dmg 1d-2/1d; BL 20 lbs; HP 16* [0]; Basic Speed 5.00 [0]; Basic Move 3* [0]; Will 10 [0]; Per 10 [0]; FP NA [0]; SM -1 [0]

Advantages: ARC Hobnob-Pattern Chassis [122]; Artificer 2 [20]; Computer-Brain (1 slot, 4 points, Artificer Skills only -40%) [14]; Higher Purpose (ARC Technology) [5], Single Minded [5]

Disadvantages: Psi-Wars Volitional AI [-27]; Standard ARC Safeguard Programming [-41]; Choose one Personality package [0].

Skills: Beam Weapons (Projector) (E) DX+2 [4]-12; Computer Operation (E) IQ+2 [4]-12; Cartography (A) IQ [2]-10; Law (Alliance Criminal) (H) IQ-2 [1]-8; Navigation (Hyperspace) (A) IQ+2 [8]-12; Savior-Faire (Servant) (E) IQ+2 [4]-12 and one of Engineering (Contragravity, Ground vehicles, Starship, Robotics) all (H) IQ+2* [4]-12.

Hobnob Traits

ARC Hobnob-Pattern Robotic Chassis

122 points
82 lbs, $30,000, 1D/Week

Secondary Traits: HP +6 [12]; Basic Move -2 [-10], SM -1 [0]

Advantages: Absolute Direction [5]; Ambidexterity [5]; DR 20 (Can’t wear armor -40%) [12]*; Doesn’t Breathe [20]; Cable Jack [5]; Innate Attack, 2d Burn (Plasma Torch; Armor Divisor (5), +150%; Melee Attack, Reach C, 1, Cannot Parry -25%; Temporary Disadvantage, One Hand -15%) [7]; Machine [25]; Payload 4 (8 lbs) [4]; Pitiable [5]; Protected Senses (Hearing, Vision) [10], Reduced Consumption 3 [6]; Sealed [15]; Telecommunication (Comm System; 100 mile range +30%, Burst +30%, Secure +20%, Video +40%) [22]; Vacuum Support [5].

Perks: Accessories (Fire extinguisher tube; Mini-flashlight; Mini-Holographic Projector; Mini-toolkits (Mechanic, Starship and Electrician); Personal Computer; Sonic Probe) [7]; Magnetized Feet [1].

Disadvantages: Affected by Magnetism [-1]; Clumsy Runner [-1]; Electrical [-20]; Maintenance (one person, monthly) [-2]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells [-10];

Hobnob Upgrades

Sensor Hardware

60 points
Hardware Upgrade

Cost: $4000
Some ARC customers want to integrate sensor equipment into their Hobnob; this is usually irrelevant, as the Hobnob often operates a vehicle with superior sensors to what the Sensor Hardware can add, but those who travel with their Hobnob beyond the confines of their vehicles often enjoy the additional utility. This grants the robot the equivalent to a small ultrascanner (UT66) which can detect things in a 120° arc at a time; it extend this and rotate it). The robot may roll Perception-based Electronics Operation (Sensors) to detect things with its integrated sensors.

Advantages: Scanning Sense (Psi-Wars Ultra Scanner; Bio-Scan +50%; Increased Range ×10, +30%; Penetrating +50%; Scanner +50%) [56];

Skills: Electronics Operation (Sensors) (A) IQ+1 [4]

Piloting Programming

24 points
Hardware Upgrade
Cost: $15,000

This upgrade adds a memory module complete with all known forms of driving skills and generalized competency for driving; the robot can install any Vehicular Operation skill at typically (A) DX+3 [4]. This upgrade tends to be added to “military” Hobnobs intended to be able to handle a wide variety of vehicles; most owners who want their Hobnob to be able to pilot a single craft (for example, their fighter) program their robot with that specific skill, typically Pilot (Appropriate Specialization) (A) DX+2 [8] for $4000.
Advantages: Drivers Reflexes 2 [10], Computer-Brain (1 slot, 4 points, Vehicular Operation skills only -40%) [14].

Electronics Programming

24 points
Hardware Upgrade
Cost: $15,000

Hobnobs often serve on ships or starfighters where they act as a “co-pilot” who handles all the electronics operations, especially sensors and ECM. This upgrade installs a memory module that grants the robot the ability to install any Electronics Operation or Repair s9kk (any skill associated with the Circuit Sense talent) at typically (A) IQ+3 [4].
Advantages: Circuit Sense 2 [10], Computer-Brain (1 slot, 4 points, Circuit Sense skills only -40%) [14].

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