Redjack Robots

Redjack Personality Architecture

Redjack Shipyards primarily targets asteroid miners, spacers and independent colonists with its materiel, including its robots. These groups often face enormous hardships which requires both them and their robots to adapt to changing circumstances. Unlike other robot manufacturers, Redjack cannot be certain of what environment its robots will occupy, or what situations it’s likely to find itself in, nor can they produce robots which require routine maintenance at proprietary shops. Once their robots have been released “into the wild,” those robots need to survive and help their owners survive, whatever that requires.

Redjack Robots have famously flexible morals. Redjack has given them absolutely minimal safety protocols: their robots technically adhere to Alliance laws and they technically tell the truth. They’re also programmed not to use deadly force unless they or their master are threatened. Many consider Redjack robots extremely dangerous, one step from full criminal robots, and all Redjack robots get a -1 reaction modifier (or worse) from those who are intolerant of robots or who have cause to be concern about robotic violence. However, where other robots might, thanks to a lack of neural pruning, lose its loyalty to its master, Redjack robots seemingly never do: no matter how criminally deplorable or lethally violent they get, they seem to maintain an absolute dedication to their owner. These flexible morals help the robot assist its master without being constrained by some legal technicality, or worrying about whether or not its actions will cause an unintended death. It also makes them very inviting for customers who, themselves, have flexible morals.

Finally, almost all Redjack robots come programmed with the ability to maintain themselves. Their personalties often fixate on an almost paranoid need to keep spare parts and charged powercells around “just in case.” Their flexibility extends beyond morals too. Their neural programming allows them to make dramatic, intuitive leaps, connecting seemingly disparate parts of programming to create innovative solutions, which makes them excellent engineers. They’re also able to adapt the programming and hardware of almost any robot to their own programming or their chassis.

Common Traits

Optional Advantages: Versatile [5], Self-Maintainer [1], Universal Upgrades [1].

Optional Skills: Computer Operation (IQ/E), Mechanic (Robot) (IQ/H).

Redjack Programming

-18 points

Features: Resilient Traits (Sense of Duty (Master)); Limited IQ (10)

Disadvantages: Honesty (Alliance Laws, 15 or less) [-5]; Pacifism (Cannot Harm Innocents, Alliance-Recognized Sapient Species Only -60%) [-4]; Reputation (Dangerous Robots) -1 [-5]; Sense of Duty (Master) [-2]; Truthfulness (15 or less) [-2].

Personality Programming

Redjack originally only had a single “personality” architecture. They “grow” all their neural programming, making use of the natural neural overgrowth of neural networks to create their dynamic and quirky personalities, guiding the personality through a carefully seeded “foundation” personality. Once a personality has grown, it is given appropriate programming and installed into a chassis. This means that the personalities of Redjack robots tend to be unpredictable and unique, in contrast from the factory-crafted personalities churned out by other factories.

The standard Redjack personality is deeply concerned with self-sufficiency. This tends to result in robots who fixate on having sufficient power cells or spare parts, and “sufficient” can be an extraordinary hoard if left unchecked. Their innate ability to make unusual “intuitive” leaps and neural connections results in a natural inquisitiveness and a comfortableness with the alien or unusual. Redjack also designed them to go for long periods of time without human oversight, and this can result in unfortunate anti-social tendencies; their masters tend to be spared the worst of this, but strangers can get an earful from callous robots (GMs should feel free to disallow odious personal habits that focus on speech if the robot has Cannot Speak).

This standard architecture proved popular with Redjack’s core market, but newer markets found the robots abrasive, unpleasant and prone to theft. Redjack designed a second variant based on the original. They designed the architecture to be more pliable and “dumb” (many customers asked for non-volitional versions, but Redjack rejected the request out of hand). These robots proved congenial, compassionate and obedient, but also naive, easily distracted, child-like and socially awkward in new and imaginative ways. Redjack initially considered the experiment a failure and set about recalling and destroying the robots until an outcry forced them to stop. The architecture continues to have its fans and customer base to this day.

The two architectures aren’t actually distinct. Redjack “grows” the personalities on the same base, just with different parameters. This means the robots tend to be very compatible with one another, overly so in the estimation of some critics. Robots of one personality “architecture” have a tendency to “infect’ the other. The naive robots of the “obedient” architecture begin to pick up bad habits from the “independent” architecture, and robots of the “independent” architecture pick up a sense of compassion and conscience from the “obedient” architecture. As a result, most customers pick one architecture for their robots and carefully prevent their robot from interacting with the “wrong sort” of robot, but cross-contamination still happens.

Each Redjack robot has a unique personality, but in the interest of simplicity, each architecture has some sample personalities that a player can grab when choosing an ally.

“Independent” Architecture

Common Perks: Doodad, Efficient (Electrician, Mechanic), Intuitive Repairman (Chassis), Standard Operating Procedure (Energizer, On Alert)

Common Disadvantages: Callous [-5], Curious [-5*], Gluttony [-5*], Impulsiveness [-10], Kleptomania [-15*], Laziness [-10], Loner [-5*], Low Empathy [-20], Odious Personal Habit (Abrasive, Argumentative, Blunt, Crude, Foul-Mouthed, Mouthy, Sarcastic, Tactless) [-5], Stubbornness [-5], Trickster [-15*], Xenophilia [-10*]

Common Quirks: Attentive, Broadminded, Collector (power cells, spare parts, rocks, etc), Decisive, Determined, Disorganized (the robot knows where everything is; nobody else does), Hoarder (Energy cells, spare parts), Imaginative, Impatient, Insensitive, Layabout, Literal-Minded, Low-Brow Humor, Power Hog (Gluttony for energy cells), Practical Joker, Taunting, Uncongenial

Common Personality Templates

  • Cuss [-10]: On Alert [1]; Impatient [-1]; Odious Personal Habit (Foul-Mouthed or Argumentative) [-5]; Stubborness (12) [-5]
  • Collector [-10]: Doodad [1]; Gizmo [5]; Collector (Spare Parts) [-1]; Kleptomania (12 or less) [-15];
  • Independent [-10]: Intuitive Repairman (Chassis) or Efficient (Mechanic) both [1]; Attentive [-1]; Callous [-5]; Loner (12 or less) [-5].
  • Power Reserver [-10]: Energize [1]; Hoarder (Energy Cells) [-1]; Laziness [-10]

“Obedient” Architecture

Common Perks: Brave, Good with (Children), Honest Face

Common Disadvantages: Charitable [-15*], Chummy [-5], Clueless [-10], Curious [-5*], Disorganized (the robot knows where everything is; nobody else does), Gullible [-15], Impulsiveness [-10], Oblivious [-5], Selfless [-5*], Trickster [-15*], Xenophilia [-10*].

Common Quirks: Admiration (Master), Altruistic, Broad-Minded, Collector (Power cells, spare parts, rocks, etc), Congenial, Decisive, Distractible, Dreamer, Easily Influenced (Cooperative), Idealistic (Optimism), Imaginative, Likes (Toys), Literal-Minded, Mind-Numbing Magnetism (Cheerful, Enthusiastic, Optimistic, Playful), Practical Joker, Responsible, Soft Spot (Children),

Common Personality Templates

  • Explorer [-10]: Area Knowledge (System) (E) IQ [1]; Imaginative [-1]; Curious (12 or less) [-5]; Xenophilia (15 or less) [-5].
  • Heroic [-10]: Brave [1]; Mind-Numbing Magnetism (Enthusiastic) [-1]; Selfless (6 or less) [-10]
  • Innocent [-10]: Easily Influenced (Cooperative) [-1]; Literal minded [-1]; Gullible (15 or less) [-8];
  • Sweet-heart [-10]: Good with Children [1]; Charitable (15 or less) [-8]; Selfless (15 or less) [-3]

Redjack Upgrades


5 points
Hardware Upgrade
Prerequisite: Cannot Speak
Cost: $50

Redjack Robots typically lack the ability to vocalize; they even lack the ability to formulate communication in any human-readable way! Most Redjack customers don’t need detailed communication from their robots: they can run diagnostic systems to see what’s wrong, give orders, and get a sense as to whether something has gone horribly wrong from the tone and frequency of the robot’s non-verbal sounds and cues. But some customers prefer a robot that can speak. The Chatterbox reprograms the robot so it can express itself verbally, and then grants the robot the ability to speak. The voice box itself s unimpressive, and results in an obviously synthetic voice with a bad cadence and often interspersed with hums, crackles, pops and hisses, which gives it a -2 to Reaction rolls, but it works.

Advantages: Replace Cannot Speak [-15] with Disturing Voice [-10] for 5 points.

Red Rocket Robot Upgrade

24 points
Hardware Upgrade
Cost: $5,000, +5 lbs

The robot has an attached ion thruster with integrated power cells. The rocket allows the robot to fly, though without guidance systems the robot struggles to aim itself well (-2 handling) at x2 Basic Move, whether in space or in an atmosphere. The power cells last for 30 seconds of flight, after which the thrusters need at least 5 minutes to recharge. Those within a yard of the robot, or one yard directly behind it, suffer 1d burn damage when it fires its thrusters.
Advantages: Flight (Maximum Duration, 30 seconds -75%; Hard to Use -2, -10%; Nuisance, Rocket Backblast -5%; Space Flight +50%) [24].

Self-Maintenance Programming

5 points
Software Upgrade
Cost: $2,500

Redjack robots often operate in an environment where they don’t know when and how they’ll undergo maintenance for months at a time. Thus, Redjack offers a unique package that instructs the robot in its own maintenance and repair. Those who have these skills can become dangerously self-reliant, able to self-repair and even self-modify!

Perks: Self-Maintainer [1]

Skills: Mechanic (Robotics) (A) IQ+1 [4]

Sensor Hardware

60 points
Hardware Upgrade
Cost: $4000

Every Redjack robot can make excellent use of an Ultrascanner. Crankshafts use them to scan vehicles for damage; Rumblers use them to scan for lifesigns; Dredge-Cats use them to scan for ore. In all cases, the ultrascanner is placed in the robot’s head, and only projects its sense in the direction the robot faces.
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]

Versatile Programming

20 points
Hardware Upgrade
Cost: $12,000

Most neural programmers who install a variety of skill-based software in robots focus on a single thing the robot should be good at; why would you program to be good at anything it wanted? Redjack neural programmers, however, wonder “Why not?” Versatile programming grants the robot a single computer brain slot worth up to 4 points that can integrate any mental skill or language. Given the size of the installation (it requires at least two additional memory modules), the GM may wish to limit the Versatile Programming slot to a maximum of one per robot.

Advantages: Computer Brain (1 slot, 4 points, skills and languages only -10%) [20]

Redjack Robotic Traits

Intuitive Repairman (Chassis) [1]: The robot may use its own IQ (with a bonus equal to its artificer talent, if it has any) to repair, maintain or upgrade itself with fairly typical ugrades, provided none of its repairs requires it to be deactivated.

Self-Maintainer [1]: Prerequisite: Mechanic (Robot) or Intuitive Repairman (Chassis). Provided that the robot has access to proper tools and facilities and has the time, the robot will always maintain itself, and needn’t concern itself with access to a proper mechanic, or questions as to whether it has been properly maintained.

Pacifism (Alliance-Recognized Sapient Species Only -60%): This limitation prevents pacifism from applying to non-humans or aliens noted as sapients. Robots with this limitation apply their pacifism to: Humans, Asrathi, Keleni, Nehudi, Ranathim, Slavers, Sparriel, Traders and any other races the GM deems covered by Alliance law. It does not cover other robots, alien beasts or the Anacridian Scourge. As a rule, if the Alliance would consider it murder, the robot’s pacifism activates. In regards to unusual cases, such as the Eldoth (considered extinct) or newly discovered alien races, the GM and player should decide on a course, and the robot must roll its Honesty self-control roll if it wishes to violate that result (that is, this becomes more of a legal question than a protocol question, and the robot must decide for itself how best to apply the law).

Universal Upgrades [1]: Some robots have proprietary upgrades that only other robots with that chassis can use. This perk allows the Robot to ignore this, and upgrade with any upgrade the GM will allow (with the exception of chassis upgrades, as that represents an alternate model of robot). In the cases of extremely unlikely upgrades, the GM might assign a penalty to rolls to upgrade the robot (-2 or -4) and may result in distinctive features (for example, a Crankshaft with a distended head to accommodate a Dredgecat’s superior vision upgrade).

Redjack Robot Templates

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