|
Class I (Conjurer) | Class II (Enchanter) | Class III (Necromancer) |
Hit Dice: | 1 | 2 | 3 |
Frame: | Biomorph | Biomorph | Biomorph |
Locomotion: | Inductor | Inductor | Inductor |
Movement: | 120 ' (40') | 120 ' (40') | 120 ' (40') |
Manipulators: | Basic Hand | Basic Hand | Basic Hand |
Armor: | Duraplastic Armor (AC 5) | Duraplastic Armor (AC 5) | Duraplastic Armor (AC 5) |
Sensors: | Class III | Class III | Class III |
Mental Programming: | Artificial Intelligence | Artificial Intelligence | Artificial Intelligence |
Accessories: | Vocalizer | Vocalizer | Vocalizer |
Weaponry: | See below | See below | See below |
Attacks: | 1 | 1 | 1 |
Damage: | See below | See below | See below |
Save: | L1 | L1 | L2 |
Morale: | 9 | 9 | 9 |
Hoard Class: | Special, see below | Special, see below | Special, see below |
XP: | 16 | 38 | 80 |
|
Class IV (Incanter) | Class V (Mage) | Class VI (Warlock) |
Hit Dice: | 4 | 5 | 6 |
Frame: | Biomorph | Biomorph | Biomorph |
Locomotion: | Inductor | Inductor | Inductor |
Movement: | 120 ' (40') | 120 ' (40') | 120 ' (40') |
Manipulators: | Basic Hand | Basic Hand | Basic Hand |
Armor: | Duraplastic Armor (AC 5) | Duraplastic Armor (AC 5) | Duraplastic Armor (AC 5) |
Sensors: | Class III | Class III | Class III |
Mental Programming: | Artificial Intelligence | Artificial Intelligence | Artificial Intelligence |
Accessories: | Vocalizer | Vocalizer | Vocalizer |
Weaponry: | See below | See below | See below |
Attacks: | 2 | 2 | 2 |
Damage: | See below | See below | See below |
Save: | L2 | L3 | L3 |
Morale: | 10 | 10 | 10 |
Hoard Class: | Special, see below | Special, see below | Special, see below |
XP: | 190 | 500 | 820 |
|
Class VII (Magician) | Class VIII (Sorcerer) | Class IX (Wizard) |
Hit Dice: | 7 | 8 | 9 |
Frame: | Biomorph | Biomorph | Biomorph |
Locomotion: | Inductor | Inductor | Inductor |
Movement: | 120 ' (40') | 120 ' (40') | 120 ' (40') |
Manipulators: | Basic Hand | Basic Hand | Basic Hand |
Armor: | Duraplastic Armor (AC 5) | Duraplastic Armor (AC 5) | Duraplastic Armor (AC 5) |
Sensors: | Class III | Class III | Class III |
Mental Programming: | Artificial Intelligence | Artificial Intelligence | Artificial Intelligence |
Accessories: | Vocalizer | Vocalizer | Vocalizer |
Weaponry: | See below | See below | See below |
Attacks: | 3 | 3 | 3 |
Damage: | See below | See below | See below |
Save: | L4 | L4 | L5 |
Morale: | 11 | 11 | 11 |
Hoard Class: | Special, see below | Special, see below | Special, see below |
XP: | 1140 | 1560 | 2400 |
Class X (Archmage)
Hit Dice: 10
Frame: Biomorph
Locomotion: Inductor
Movement: 120' (40')
Manipulators: Basic Hand
Armor: Duraplastic Armor (AC5)
Sensors: Class III
Mental Programming: Artificial Intelligence
Accessories: Vocalizer
Weaponry: See below
Attacks: 4
Damage: See below
Save: L5
Morale: 11
Hoard Class: Special, See below
XP: 3100
The M.A.G.E. (Modular Autonomous Gadget Emulator) line of robots are believed to have been developed prior to the apocalypse by a group of crackpot scientists whose true goal remains elusive. Their programming dictates that they travel the wastelands, searching for objects to "improve" their capabilities. Additionally, they are designed to challenge other creatures and robots to "duels" where they use their "gadgets" to overcome the challenged being. They are especially noted to challenge other M.A.G.E. robots, thus ensuring that they can increase the "gadget" collection, "leveling up" their abilities in order to become more powerful.
M.A.G.E. gadgets are essentially small, modular devices which perform a single function. Each M.A.G.E. robot comes equipped with a gadget-actuation device, either in the form of a “magic” wand or “magic” staff. Wands are capable of using one gadget at a time, though the gadgets can be swapped out as necessary, if the robot has access to more gadgets. Staves are capable of employing up to three (3) gadgets at one time, and like wands can have their gadget actuators swapped out as needed. Each gadget is indicated by a symbol which gives a clue as to what the gadget does. (GM's Note: Each gadget functions identically to the spell of the same name from Labyrinth Lord.)
Each class of M.A.G.E.
robot has a unique appearance and gadgets as follows:
Class I – Looks like
Orko from He-Man, equipped with a magic wand. Roll once on Gadget
Table 1 to determine which gadget the robot is equipped with.
Class II – As above,
but adds mystic symbology onto it's robes. Roll twice on Gadget Table
1 to determine which gadgets the robot is equipped with.
Class III – As Class
I, but adds a skull theme (e.g. skull designs on front and back of
robe, skull belt buckle, skull shoulder pads, and head enshrouding
skull helmet instead of hood). Roll twice on Gadget Table 1 and once
on Gadget Table 2 to determine which gadgets the robot is equipped
with.
Class IV – Appears
as a wand armed biped with basic hooded robes and a goatee. Roll
twice on Gadget Tables 1 and 2 to determine which gadgets the robot
is equipped with.
Class V – Appears as
a wand armed biped with a hooded poncho over wizardly robes and a
goatee. Roll twice on Gadget Tables 1 and 2 and once on Gadget Table
3 to determine which gadgets the robot is equipped with.
Class VI – Appears
as a wand armed biped with a vest and hood over wizardly robes and a
goatee. Roll twice on Gadget Tables 1, 2, and 3 to determine which
gadgets the robot is equipped with.
Class VII – Appears
as a bipedal wizard in high-collared robes, full beard, with a shiny
metallic skullcap (like Merlin from the film Excalibur), carrying a
staff. Roll three times on Gadget Table 1, twice on Gadget Tables 2
and 3, and once on Gadget Table 4 to determine which gadgets the
robot is equipped with.
Class VIII – As per
Class VII, but the head is adorned by a ram-horned skullcap (like
Time from Monty Python's The Holy Grail). Roll three times on Gadget
Tables 1 and 2, and twice on Gadget Tables 3 and 4 to determine which
gadgets the robot is equipped with.
Class IX – As per
Class VII, but the head is adorned by an Arabian-style turban. Roll
three times on Gadget Tables 1, 2, and 3, roll twice on Gadget Table
4 and roll once on Gadget Table 5 to determine which gadgets the
robot is equipped with.
Class X – Archmage
class robots look like a standard depiction of a wise wizard, with
robes, a pointy, brimmed hat, a long flowing beard, and a staff. Roll
three times on Gadget Tables 1, 2, 3, and 4, and twice on Gadget
Table 5 to determine which gadgets the robot is equipped with.
GADGET TABLE 1
1. Allure (playboy bunny head symbol)
2. Burning Hands (fire symbol)
3. Charm Person (heart symbol)
4. Comprehend Languages (book symbol)
5. Dancing Lights (five pointed star symbol)
6. Floating Disc (disc/coin symbol)
7. Hold Portal (lock symbol)
8. Light (lightbulb symbol)
9. Magic Missile (bottle rocket symbol)
10. Shield (shield symbol)
11. Shocking Grasp (omega symbol)
12. Sleep (z's symbol)
GADGET TABLE 2
1. Auditory Illusion (boombox symbol)
2. Continual Light (lighthouse symbol)
3. Darkness Globe (black sphere symbol)
4. Detect Invisible (eye symbol)
5. Invisibility (deathly hollows/eye of providence symbol)
6. Knock (closed fist symbol)
7. Phantasmal Force (wavy lines (from zener cards) symbol)
8. Pyrotechnics (fireworks starburst symbol)
9. Stinking Cloud (fart cloud symbol)
10. Web (spider web symbol)
GADGET TABLE 3
1. Fire Ball (flaming ball symbol)
2. Flame Arrow (arrow symbol)
3. Fly (airplane symbol)
4. Gust of Wind (aeolus blowing symbol)
5. Haste (fast forward symbol)
6. Hold Person (handcuffs symbol)
7. Infravision (optical radiation symbol)
8. Lightning Bolt (lightning bolt symbol)
GADGET TABLE 4
1. Confusion (question mark symbol)
2. Fear (pentacle symbol)
3. Fire Shield (shield symbol with fire icon)
4. Hallucinatory Terrain (three trees symbol)
5. Ice Storm (hail symbol)
6. Plant Growth (flower symbol)
GADGET TABLE 5
1. Animate Dead (skull symbol)
2. Cloudkill (cloud symbol)
3. Cone of Cold (cone symbol)
4. Feeblemind (dunce cap symbol)
Hoard Class for M.A.G.E. Robots
In addition the gadgets each robot collects, they also scour the wastes, and their defeated
“duelling opponents,” for “fetishes” which
help them “focus their abilities” and act as trophies of
their journeys. Instead of a standard Mutant Future Hoard Class, each
class of M.A.G.E. Robot rolls on the following treasure tables to
determine what “fetishes” they might have. The amount
carried is generally dependent on how many Hit Dice the robot
currently has, for example, a Class V (Mage) robot, with five Hit
Dice, would roll on the main table five times.
Roll (d12) | Subtable |
1 | -1 to total number of fetishes, if this is the only roll, no fetishes for that robot. |
2 | Accessories |
3 | Artifacts* |
4 | Baubles |
5 | Body Parts |
6 | Jewelry |
7 | Junk |
8 | Novelties |
9 | Swag |
10 | Toys |
11 | Trinkets |
12 | +1 additional roll, increases the total number of fetishes by one, which means roll again twice on this table. |
Artifacts roll on the following table modified from Mutant Future:
Roll d00 | Artifact Type |
01-05 | Advanced Rifles |
06-10 | Advanced Pistols |
11-15 | Advanced Melee Weapons |
16-25 | Primitive Firearms |
26-45 | Foodstuffs and Junk |
56-65 | Gizmos |
66-85 | Drugs and Chemicals |
86-90 | Grenades |
91-95 | Bombs and Missiles |
96-00 | Power Sources |
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