Robot Crew Oversight

I am still trying to figure out why a robot should be limited by skill level. If it can be smarter than a human, why can't it be better trained than a human?
 
Now I am a little interested in the maximum 'Recon', 'Broker', 'Diplomat', and 'Carouse' droids at each (TL-10 through TL-15) TL, without dedicated modules. I might spend a little time playing with the spreadsheets.
 
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Now I am a little interested in the maximum 'Recon', 'Broker', 'Diplomat', and 'Carouse' droids at each (TL-10 through TL-15) TL, without dedicated modules. I might spend a little time playing with the spreadsheets.
I'm expanding my crew selection to stewards as we speak. My admin droids have broker and other things.
 
I'm expanding my crew selection to stewards as we speak. My admin droids have broker and other things.
True, but a 'Broker Droid' could go from Broker/(+0) at TL-10 to Broker/(+6) at TL-15; using 6 bandwidth & 5960000 Cr worth of Intelligence upgrades.

It is very much a niche application, but it would be useful for managing a portfolio of investments.

Please correct me if I am wrong, but I think the maximum (Skill + Attribute Bonus) assets for Robots (without a dedicated module) are as follows:

Admin, Electronics, Explosives, Mechanic, Navigation, Steward, and Tactics are:
Skill/(2+0) with 0kCr of Bandwidth & 0kCr of Intellect upgrades at TL-10;
Skill/(2+1) with 5kCr of Bandwidth & 72kCr of Intellect upgrades at TL-11;
Skill/(3+2) with 50kCr of Bandwidth & 2640kCr of Intellect upgrades at TL-12;
Skill/(3+2) with 50kCr of Bandwidth & 264kCr of Intellect upgrades at TL-13;
Skill/(3+2) with 20kCr of Bandwidth & 24kCr of Intellect upgrades at TL-14; and
Skill/(3+3) with 0kCr of Bandwidth & 5460kCr of Intellect upgrades at TL-15.

Engineer, Language, Medic, Profession, and Science are:
Skill/(1+0) with 0kCr of Bandwidth & 0kCr of Intellect upgrades at TL-10;
Skill/(2+1) with 10kCr of Bandwidth & 72kCr of Intellect upgrades at TL-11;
Skill/(3+2) with 50kCr of Bandwidth & 2640kCr of Intellect upgrades at TL-12;
Skill/(3+2) with 50kCr of Bandwidth & 264kCr of Intellect upgrades at TL-13;
Skill/(3+2) with 20kCr of Bandwidth & 24kCr of Intellect upgrades at TL-14; and
Skill/(3+3) with 0kCr of Bandwidth & 5460kCr of Intellect upgrades at TL-15.

Advocate, Art, Broker, Diplomat, Gambler, Recon, and Survival are:
Skill/(0+0) with 0kCr of Bandwidth & 0kCr of Intellect upgrades at TL-10;
Skill/(1+1) with 10kCr of Bandwidth & 72kCr of Intellect upgrades at TL-11;
Skill/(2+2) with 50kCr of Bandwidth & 2640kCr of Intellect upgrades at TL-12;
Skill/(3+2) with 50kCr of Bandwidth & 264kCr of Intellect upgrades at TL-13;
Skill/(3+2) with 20kCr of Bandwidth & 24kCr of Intellect upgrades at TL-14; and
Skill/(3+3) with 0kCr of Bandwidth & 5460kCr of Intellect upgrades at TL-15.

Carouse, Investigate, and Persuade are:
Skill/(0+1) with 5kCr of Bandwidth & 72kCr of Intellect upgrades at TL-11;
Skill/(1+2) with 50kCr of Bandwidth & 2640kCr of Intellect upgrades at TL-12;
Skill/(2+2) with 50kCr of Bandwidth & 264kCr of Intellect upgrades at TL-13;
Skill/(3+2) with 50kCr of Bandwidth & 24kCr of Intellect upgrades at TL-14; and
Skill/(3+3) with 0kCr of Bandwidth & 5460kCr of Intellect upgrades at TL-15.

Astrogation is:
Skill/(0+2) with 20kCr of Bandwidth & 2640kCr of Intellect upgrades at TL-12;
Skill/(1+2) with 20kCr of Bandwidth & 264kCr of Intellect upgrades at TL-13;
Skill/(2+2) with 20kCr of Bandwidth & 24kCr of Intellect upgrades at TL-14; and
Skill/(3+3) with 0kCr of Bandwidth & 5460kCr of Intellect upgrades at TL-15.

Deception, Leadership, and Streetwise are:
Skill/(0+2) with 0kCr of Bandwidth & 264kCr of Intellect upgrades at TL-13;
Skill/(1+2) with 0kCr of Bandwidth & 24kCr of Intellect upgrades at TL-14; and
Skill/(2+3) with 0kCr of Bandwidth & 5460kCr of Intellect upgrades at TL-15.
 
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True, but a 'Broker Droid' could go from Broker/(+0) at TL-10 to Broker/(+6) at TL-15; using 6 bandwidth & 5960000 Cr worth of Intelligence upgrades.

It is very much a niche application, but it would be useful for managing a portfolio of investments.

Please correct me if I am wrong, but I think the maximum (Skill + Attribute Bonus) assets for Robots (without a dedicated module) are as follows:

Admin, Electronics, Explosives, Mechanic, Navigation, Steward, and Tactics are:
Skill/(2+0) at TL-10;
Skill/(2+1) with 77kCr of Bandwidth & Intellect upgrades at TL-11;
Skill/(3+2) with 2690kCr of Bandwidth & Intellect upgrades at TL-12;
Skill/(3+2) with 3140kCr of Bandwidth & Intellect upgrades at TL-13;
Skill/(3+2) with 44kCr of Bandwidth & Intellect upgrades at TL-14; and
Skill/(3+3) with 5460kCr of Bandwidth & Intellect upgrades at TL-15.

Engineer, Language, Medic, Profession, and Science are:
Skill/(1+0) at TL-10;
Skill/(2+1) with 77kCr of Bandwidth & Intellect upgrades at TL-11;
Skill/(3+2) with 2690kCr of Bandwidth & Intellect upgrades at TL-12;
Skill/(3+2) with 3140kCr of Bandwidth & Intellect upgrades at TL-13;
Skill/(3+2) with 44kCr of Bandwidth & Intellect upgrades at TL-14; and
Skill/(3+3) with 5460kCr of Bandwidth & Intellect upgrades at TL-15.

Advocate, Art, Broker, Diplomat, Gambler, Recon, and Survival are:
Skill/(0+0) at TL-10;
Skill/(1+1) with 77kCr of Bandwidth & Intellect upgrades at TL-11;
Skill/(2+2) with 2690kCr of Bandwidth & Intellect upgrades at TL-12;
Skill/(3+2) with 3140kCr of Bandwidth & Intellect upgrades at TL-13;
Skill/(3+2) with 44kCr of Bandwidth & Intellect upgrades at TL-14; and
Skill/(3+3) with 5460kCr of Bandwidth & Intellect upgrades at TL-15.

Carouse, Investigate, and Persuade are:
Skill/(0+1) with 77kCr of Bandwidth & Intellect upgrades at TL-11;
Skill/(1+2) with 2690kCr of Bandwidth & Intellect upgrades at TL-12;
Skill/(2+2) with 3140kCr of Bandwidth & Intellect upgrades at TL-13;
Skill/(3+2) with 44kCr of Bandwidth & Intellect upgrades at TL-14; and
Skill/(3+3) with 5460kCr of Bandwidth & Intellect upgrades at TL-15.

Astrogation is:
Skill/(0+2) with 2690kCr of Bandwidth & Intellect upgrades at TL-12;
Skill/(1+2) with 3140kCr of Bandwidth & Intellect upgrades at TL-13;
Skill/(2+2) with 44kCr of Bandwidth & Intellect upgrades at TL-14; and
Skill/(3+3) with 5460kCr of Bandwidth & Intellect upgrades at TL-15.

Deception, Leadership, and Streetwise are:
Skill/(0+2) with 3140kCr of Bandwidth & Intellect upgrades at TL-13;
Skill/(1+2) with 44kCr of Bandwidth & Intellect upgrades at TL-14; and
Skill/(2+3) with 5460kCr of Bandwidth & Intellect upgrades at TL-15.
I'll have to look at this tomorrow when my brain isn't mush. There is lots of mathing.

If money is no object, you could do a TL15 early prototype conscious intelligence. It has no skill cap and lots of bandwidth.
 
Because until you hit conscious intelligence level brains, the hardware is a limiting factor?
Humans aren't limited by their INT as to max skill level even if their INT is less than 15. INT 15 is required for a synthetic sophont, but natural sophonts can be sophonts with an INT of like 2 or 3. Humans are basically just organic brained biobots. What TL is a sophont brain? You can build one at TL-17. You can grow one at TL-10. At what TL can you program one? Hack one?

Can you build a robot with Conscious Intelligence and an INT of 8? Or can conscious robots only be geniuses?

Edit - Just some interesting thoughts on holes within the rules.
 
Humans aren't limited by their INT as to max skill level even if their INT is less than 15. INT 15 is required for a synthetic sophont, but natural sophonts can be sophonts with an INT of like 2 or 3. Humans are basically just organic brained biobots. What TL is a sophont brain? You can build one at TL-17. You can grow one at TL-10. At what TL can you program one? Hack one?

Can you build a robot with Conscious Intelligence and an INT of 8? Or can conscious robots only be geniuses?

Edit - Just some interesting thoughts on holes within the rules.
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And if you add +3 INT it’ll be INT 18 and get a +4 skill DM. No skills for it! ;)
 
According to RH p88
"A biobot may use any personal augmentations from the Central Supply Catalogue (pages 86 –93)* or from the Cyborgs section of this chapter at the same cost and effects as a normal biological being."

On that basis you can give it the most amped brain available (INT 18) but then add things like Cognitive Augmentation, Complex Cranial Processing Unit, Skill Augmentation etc. to boost skill levels or INT further. I am not sure this feels right as the brain is still electronic.

Full Body Cybogs could have the normal sophont INT plus any Augments and benefit from robot systems. They may go insane though and all that expensive hardware go on a rampage :)

Clones however (which might have exactly the same status as robots in some campaigns) can be built with INT11 +D3 and can have 16 years of creche training which can add skills INT. I am not sure if to increase INT from say 14 to 15 is just two level 0 skills. Regardless you can get level 4 skills (up to four after 16 years) and clones can definitely benefit from Personal Augmentations, plus Expert packages and other equipment to grant further bonuses (as of course can flesh-bag Travellers).

It seems the bio's can easily outclass the machines (unless they turn us to grey goo first).

*These page references don't match up though.
 
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According to RH p88
"A biobot may use any personal augmentations from the Central Supply Catalogue (pages 86 –93)* or from the Cyborgs section of this chapter at the same cost and effects as a normal biological being."

On that basis you can give it the most amped brain available (INT 18) but then add things like Cognitive Augmentation, Complex Cranial Processing Unit, Skill Augmentation etc. to boost skill levels or INT further. I am not sure this feels right as the brain is still electronic.

Full Body Cybogs could have the normal sophont INT plus any Augments and benefit from robot systems. They may go insane though and all that expensive hardware go on a rampage :)

Clones however (which might have exactly the same status as robots in some campaigns) can be built with INT11 +D3 and can have 16 years of creche training which can add skills INT. I am not sure if to increase INT from say 14 to 15 is just two level 0 skills. Regardless you can get level 4 skills (up to four after 16 years) and clones can definitely benefit from Personal Augmentations, plus Expert packages and other equipment to grant further bonuses (as of course can flesh-bag Travellers).

It seems the bio's can easily outclass the machines (unless they turn us to grey goo first).

*These page references don't match up though.
I am sure that that is what the rules say, but how do you add synthetic neurons to something that uses an electronic computer instead of neurons? I would guess that those things don't stack, since the brain in a biobot is not organic to begin with.

Creche training is not programming. You can't go in and delete some skills and add others.
 
According to RH p88
"A biobot may use any personal augmentations from the Central Supply Catalogue (pages 86 –93)* or from the Cyborgs section of this chapter at the same cost and effects as a normal biological being."

On that basis you can give it the most amped brain available (INT 18) but then add things like Cognitive Augmentation, Complex Cranial Processing Unit, Skill Augmentation etc. to boost skill levels or INT further. I am not sure this feels right as the brain is still electronic.

As a robot brain with a biological body, I don't think they can have brain augmentations, just stuff to the rest of the body.
 
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