Mouser (Neural Intelligence Robot)

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Mouser (Neural Intelligence Robot)

Postby Mouser » Tue Jun 02, 2015 2:25 am

Player Name: Lars
YIM Handle: Kesslan.eu@gmail.com

Character Name: Machiavelli Ordinance Universal Security Experimental Robot
Alias: Mouser
Race: Robot (Alien Neural Intelligence)
Alignment: Aberrant
XP Level: 6
XP Points: 21,200 (Boz: 10/10/17)
Next Level @ XP: 30,001 (use Robot Soldier p.224 WB5)
Sentiments/Non-Humans: Racial phenome may impact threat assessment. All other considerations are irrelevant.
Sentiments/Coalition: Threat level: Moderate to High.
Disposition: Emotions and feelings are entirely foreign to Mouser but as an NI he will eventually develop an understanding of them and react accordingly. Until that point he remains almost entirely cold and calculating in personality but has a sense of child like curiosity not found in simpler AIs. Beyond this he is at least presently 100% loyal to whom ever becomes his 'Owner(s)'.
Insanity: None

ATTRIBUTES
I.Q.: 23 (+9% to skills)
P.S.: 40 (18 For retractable Mini-arms)
P.P.: 26 (16 For retractable Mini-arms)
P.B.: 6
Speed: 74 (Running, 88.8 with speed boost), 200 mph flying, 50 mph underwater

PHYSICAL DATA
M.D.C. by location:
    • Head: 90
    • Retractable Collar & Hood (Protects Head): 42
    • Legs (4): 140
    • Feet (4): 90
    • Mini-Hand(2): 10
    • Mini-Arms(2): 25
    • Mini-Missile Launchers (2): 75
    • Mini-Missile Weapon Guards (2): 25
    • Particle Beam: 75
    • Particle Beam Weapon Guard: 25
    • Machine Gun: 75
    • Machine Gun Weapon Guard: 25
    • Sensory Antenna (2): 6
    • Tail: 30
    • Main Body: 626/630
Runtime: 32,120h
Sex: Gender Neutral - Robotic voice
Height: 3.9ft
Length: 9ft
Width: 3ft
Weight: 1400lbs
Description: A fairly large, obviously mechanical feline like robot that's obviously equipped with heavy weaponry and a matte black paint job. Dark lettering along it's flanks on either side is: M.O.U.S.E.R MKI S/N:T43904
Power System: Super-Solar with 1 year nuclear backup

Robotic Abilities
Perception: 92% +3/l (+10% when Antenna deployed, +15% at night)
Max. Encumbrance: 1,000lbs
Max. Carrying Weight: 1,600lbs (+60% Carry bonus from PS over 30. RUE P284)
Max. Lifting Weight: 3,200lbs
Max. Jumping Ability: 30.5ft up, 62ft across. -40% without running start.
Accurately estimate distance and location of sound source, recognize specific known sounds and voices: 44% +5/l

Robotic Features
Optical Systems
    *Advanced Optic System with 4-10X50 magnification, Optical Scanner/Reader, Light Filters, Macro lens, Thermal Imager & Recorder: The robot is able to "Read" words, text, diagrams, drawings maps and other flat images and save them to it's memory as digital images as well as take snapshot like pictures with up to 10x zoom (500ft range). Recorded Audio/Video is stored on a six hour disk stored in the chest and an additional two hours on a secondary memory chip. Range: 6,000ft for optical, 2,000ft for passive night vision infrared, 3,000ft for Thermal Imaging, 40 miles (120 Miles in the wilderness) for transmission and reception of high definition Audio/Video via broadband transmission.
    *Laser Targeting & Targeting Display: +2 Strike with ranged weapons (Added into WP bonuses). Range 4,000ft (For laser targeting)
    *Wide-Angle Vision: A wide-angle lens system that gives the character 180 degrees of peripheral vision. Ideal for field conditions, making ambushes, sneak attacks and surprise attacks from the sides impossible to spring on them. +1 Initiative, +1 Dodge. Range: 1,000ft

Audio Systems
    *Advanced Audio System with 80 Decibel Loudspeaker & Recorder: Amplified stereo hearing same as Amplified hearing (P49 RUE). The robot can hear frequencies inaudible to the human ear enabling it to hear almost inaudible sounds up to 360ft away. At 75ft sounds as quiet as one decibel can be heard, At 150ft sounds as low as 10 decibels can be heard clearly. At 360ft sounds at 30 decibels can be heard as if only standing a few feet away. Sounds as loud as 70 decibels or more can be heard and pinpointed from 500-1000ft away. Comes with Universal Headjack for direct connection to electronic equipment. The robot can also store up to 200 hours of digital sound recordings and either transmit them via radio or download them via the Headjack to audio disk, computer or other audio equipment.
    *Language Translator: Starts with 13 different languages (9 regional + Russian, Kittani, Naruni, Splurgoth/Demogogian) at 97% accuracy. Up to 200 languages can be added.
    *Wide Band Radio Receiver/Transmitter with Scrambling/Decoding: Equipped with directional transmission and signal scrambling/decoding capabilities backed up by a retractable long range antenna the robot can reach out to 300 miles (150 miles without the antenna extended).
    *Sound Analysis Computer: Able to store up to 420,000 different sounds, the robot can compare and match voices and sounds with up to 89% accuracy and imitate a person's voice with 84% Accuracy (+10% when over any form of audio transmission).
    *Modulating Voice Synthesizer with Voice Disguise: Equipped with over 200 different Human and D-Bee accents and inflections this upgrade allows the robot to even speak in frequencies inaudible to normal humans. Allows imitation of voices at 37% +5/l.
    *Synthetic Voice Enhancer: Makes the robot's voice deeper and a bit gravelly giving it a menacing animistic quality. Also amplifies growls and roars to make them sound extremely menacing. This feature can be turned on and off as desired, and is used for dramatic effect and to intimidate.

Sensors
    *Bug Detector: Picks up radio signals from listening devices out to 60ft.
    *Gyro-Compass & Depth Gauge with Alarm: Allows the robot to always sense direction. (North, south, up, down etc) and indicates exact depth. The depth Gauge also warns when within 100ft of maximum depth.
    *Motion Detector & Warning System: The robot is equipped with a collision warning system that can pick up vibrations in the air indicating movement and impending collision/impact. Range 60ft.
    *Micro Radar with Radar Detector: Radar range of two miles and can identify up to 30 contacts and track up to 12 bogies flying as low as 700ft. The sensor is also able to determine if the robot is being scanned by radar with 87% accuracy and determine the source/direction the radar probe is coming from with 69% accuracy.
    *Molecular Analyzer & Explosives Detector: Capable of testing and analyzing impurities in the air, the robot can specifically identify any chemical or strange and dangerous molecules and other chemicals in the air. The sensor is sensitive enough to detect explosives within 12ft of the robot. Allows the robot to 'sniff' for and explosives and explosives residue (less than 1oz) and can pinpoint source when within 3ft. Does not indicate type of explosive but can give an indication of explosive power or quantity.
    *Sensory Antenna: Registers vibrations in the air as well as having touch and heat sensors enabling the robot to maneouver even in total darkness by feeling it's way around. Range 3-10ft. Penalties for blindness are 1/2.
    *Stabilizing Anchor Pylons with Low-Frequency (Earthquake) Audio Rig: Small spikes about 8 inches long can shoot out of the legs and ground the robot in place and provide a secure firing platform. Additionally, while anchored the robot can sense vibrations in the earth to pick up the sounds of vehicles, cavalry, marching troops, explosions, earthquakes etc. This allows the robot to tell the general direction of travel with 87% accuracy as well as identify the kind of disturbance and power of earthquakes and volcanic rumblings. Range: Heavy Vehicles/Armoured Divisions: 4 Miles, Cavalry or herds of animals and city traffic: 3 miles, Infantry Troops: 2 miles, Heavy Machines/Factories: 1 mile, Volcanic Activity: 12 miles, Earthquakes: 100 miles
    *Radiation & Biometic Scanner: Measures the radiation, barometric pressure, humidity and air temperature around the robot. Also can be used to indicate the coming or end of a storm or other environmental event.
    *Sonar: Can identify and track 24 targets simultaneously, 2 mile (3.2km) range.
    *Sonic Echno-Location: This bionic mechanism is similar to a dolphin's abilty to determine distance and depth underwater and to "see' in total darkness by bouncing sound waves off of nearby surfaces and interpreting their feedback to create a "picture made of sound'. When in total darkness, the robot suffers none of the usual penalties from blindness and can maneuver and fight as normal. This bionic system is designed specifically for underwater use and has no effect when out of the water. Level of proficiency: 87% accurately gauging distance, depth and shapes. Range: 2,000ft.

Weapon Systems
    *Shock Shield: Any part of the character's body that is exposed can generate a powerful pulse of electricity, released on contact. This is done to prevent an antagonist from going after and trying to grab or rip at exposed parts. Damage: 4d6 SDC/HP.
    *Retractable Vibro Claws in all four feet: 6d6 MD (Including PS)
    *Biting Jaws with Teeth: 5d6 MD (Including PS)
    *Prehensile Tail Drug Injection Stinger: A hypodermic needle in the tail holds up to 40 Doses of up to five different chemicals (8 doses for each chemical). The tail is +2 Strike, +1 Dodge and is -3 strike with melee weapons, -5 strike with guns and -40% to any skill that requires hands other than pressing a button or pulling a switch/lever.
    Antibiotics: general
    Paralysis: takes effect in 1D4 melees, lasts 2D6 minutes
    Poison: takes effect in 1D4 melees, inflicts 6D6 SDC/HP damage
    Tranquilizer/sleep: takes effect within 1D4 melees, last 4D6 minutes
    Truth serum: takes effect 2D6 minutes, lasts 3D6 minutes

    *Chemical Spray System (Chest):
    • Range: 40ft range with 5ft area for spray, 20ft diameter for gas cloud
    • Damage: As Per Chemical
    • Rate of Fire: 1 per melee attack
    • Payload: 20 doses of up to 5 different chemicals (C02 Foam or gas counts as 2 doses)
    • Modifiers: Saving Throw 16+ for non-lethal, 12+ for deadly poisons and acid. Gas Clouds last for 1 melee round (1d4+3 for smoke).

    *Flamethrower (Built into Mouth):
    • Range: 140ft
    • Damage: 4d6 SDC with 60% chance of setting combustibles on fire or 3d6 MD with 80%.
    • Rate of Fire: 1 blast per attack
    • Payload: 30
    • Modifiers: Refilling the tank takes 2 minutes. Takes SDC (2,000cr) or MDC (15,000cr) fuel

    *Machine Gun & Enhanced Range Particle Beam (Mounted on Back):
    • Range: 2000ft
    • Damage (Machine Gun): 1d6X10 SDC or 2d4 MD for burst of 10 rounds, 1 MD for 1 MD round
    • Damage (Particle Beam): 6d6+6 MD
    • Rate of Fire: 1 Burst/Blast per attack
    • Payload (Machine Gun): 300 rounds
    • Modifiers: Machine Gun can be loaded with SDC or MDC ammunition

    *Mini-Missile Launcher (2: Mounted on shoulders)
    • Range: 1 Mile
    • Damage: As Per Missile
    Armor Piercing missile
    -Range: 1 mile
    -Damage: 1D4x10 to a 3 ft radius

    Plasma missile
    -Range: 1 mile
    -Damage: 1D6x10 to a 15 ft radius

    • Rate of Fire: Single or Volley
    • Payload: 6 (3 Each)
    • Modifiers: Reloading takes 5 seconds per missile.[/size]

Special Features
    *A super high-efficiency solar collection and energy storage system with an emergency reserve one year nuclear battery: Careful use of these systems can extend the life of the robot up to 5 years at full capabilities and allows it to operate nearly indefinitely on an 8hr solar charge.
    *Monitor Jack/Connector: A simple connector allowing technicians to plug in diagnostics computers and monitors as well as grant access to basic sensor and communications/video data from the robot.
    *Searchlights (2 - Head mounted): Arc: 90 degrees up/down, 180 Degree rotation. Range: 300ft
    *Stealth Enhancements: The robot is equipped with padding and cushioning designed to muffle the sound of it's movement allowing it to Prowl. The robot can not prowl at speeds greater than 150mph.
    *Environmental Protection: The robot is built to withstand extreme pressures and has a Depth Tolerance of 17,800ft while also allowing it to withstand extreme cold, radiation and the vacuum of space.
    *Concealed Micro Hover System
    *2 Large Concealed Compartments: llocated in the main body
    *Cyber-Nano-Robot Repair System (CNRRS): The robot is equipped with allowing it to effect minor repairs upon itself such as mechanical and armour damage as well as reroute, patch and repair internal systems to a limited degree. As much as 40 MDC can be restored or any one optic system, sensor, weapon or other internal system can be completely repaired. Repair times vary: Small and simple (10 MDC) 3d6 minutes, Medium Sized/Moderately Complex (15-25 MDC) 1d6*10+30 minutes, Large/Complicated (40 MDC) 2d6*10+90 Minutes. Good for two repair jobs before requiring replenishment.
    *Retractable Mini-Arms (Chest): Stored in a concealed compartment in the chest area just beneath the head, these retractable arms allow the robot to engage in precision work not normally possible for a chassis of this type.
    *Custom Paint Job
    *Juke Box with Clock Calendar: Stores up to 2000 songs which can be played through the robots usual speakers, loudspeaker or even broadcast via radio transmission.
    *Underwater Propulsion System
    *Hydraulic Leg Boosters: Increases running speed by 20%, adds +2ft (height) & 5ft (Length) to the distance of leaps. +1 Dodge
    *Tool Hand (Right utility hand): A mechanical hand that contains a fingerjack, fingertip screwdrivers with changeable heads, finger pliers, tiny lights built into each finger tip, plus a laser cutter finger with a 6ft beam which can be adjusted to do 1d6X10 SDC, 1 MD, 1d4 MD or 1d6 MD. There is also a small retractable drill in the middle knuckle
    *Customized Utility Hand (Left utility hand): Includes:
    • Neural Stinger Finger (Payload: 6/hr, Damage: Non Lethal, the victim of a "sting" is -8 to strike/parry/dodge, plus the victim's speed and number of attacks per melee is reduced by 1/2 while stunned. Multiple stings will increase the duration of the the stun effects, but do not increase the penalties. After being struck more than four times, an unprotected character may be stunned into unconsciousness for 2d4 Melee rounds. Roll to Save. A failed saving throw means there is a 01-42% chance of being rendered unconscious. Duration of the stun effect: 2d4 Melee rounds. The duration of the impairment is increased 2d4 Melee rounds for every sting from which the character does not save. Saving Throw: 16 or higher, the same as Non Lethal Poison. A successful save means the character looses initiative and one melee attack. The character must attempt to save each time they are struck. Note: The attack is ineffective against EBA, Powered Armour and MDC creatures. It is effective against Dog Pack Armour, Half Suits and any armour that is not EBA, including armour without a helmet.
    • Telephone Jack Connector: Can "Jack" into telephone lines to use them for free or to eavesdrop on the conversations of others. To do the latter, the character must tap into the specific line. The other parties, however, hear a double clicking sound every 4d6 seconds or a slight buzz throughout the conversation while the unseen listener is tapped into the line. Those in the know, may suspect their call is being monitored when they hear these sounds.
    • DNA Analyzer: Using an artificial fingernail covering with micro-grooves, the user can scratch his opponent or touch a blood sample or any other bodiliy fluid (Sweat and blood are common). A network of nano-tubes connected to a computer analyzer located in the wrist or knuckle analyzes the sample. The results can be displayed on a wristwatch or hand-held monitor, HUD style display, or a computer the character may be jacked into.
    • Fingerjack: The artificial finger can plug directly into communications systems, radios, sensory equipment and robots to recieve direct data transmissions.

R.C.C. Skills
Standard Robot Military Combat Skill Program
    *Climbing 125%/114%
    *General Repair & Maintenance 89%
    *Language: American 103%
    *Language: Gobblely 103%
    *Language: Spanish 103%
    *Language: Techno-Can 103%
    *Mathematics: Basic 107%
    *Military Etiquette 105%
    *Pilot: Motorboat, Race & Hydrofoil 95%
    *Pilot: Hover Craft (Ground) 102%
    *Weapon Systems 99%
Military Strike Force
    *Electronics: Basic 105%
    *Mechanics: Basic 107%
    *Computer Operation 111%
    *Demolitions 109%
    *Demolitions Disposal 107%
    *Demolitions: Underwater 105%
    *Parachuting 107%
    *Trap/Mine Detection 100%
Military Technical: Computers
    *Computer Programming 97%
    *Computer Repair 103%
    *Computer Hacking 60%
    *Literacy: Techno-Can 110%
Military Intelligence:
    *Camouflage 95%
    *Detect Ambush 90%
    *Detect Concealment 83%
    *Intelligence 105%
    *Land Navigation 111%
    *Tracking (people) 95%
Military Specialized Physical Program
    *Boxing
    *Acrobatics
    -Sense of Balance 99%
    -Walk Tightrope or High Wire 99%
    -Climb Rope 99%
    -Back Flip 99%
    -Prowl 88%

Technical: Lore
    *Law 95%
    *Lore: Magic 89%
    *Lore: D-Bee 89%
    *Lore: Deamons & Monsters 89%
    *Lore: Psychichs & Psionics 89%
Military Communications: Basic
    *Literacy: American 103%
    *Optic Systems 99%
    *Radio Basic: 107%
    *Sensory Equipment 99%
    *Language: Military Sign 97%
Military Communications: Specialized
    *Cryptography 89%
    *Electronic Countermeasures 103%
    *Laser Communications 103%
    *Literacy: Spanish 103%
    *Photography 103%
    *Surveillance 99%
    *TV/Video 108%
EP Skills:
W.P. Heavy Military Weapons
W.P. Flamethrower

Secondary Skills +2 @9,12,15
(Level 4) Lore: Faeries & Creatures of Magic 54% +5/l
(Level 4) Lore: Juicers 59% +5/l
(Level 2) Lore: Vampires 39% +5/l
(Level 2) Lore: American Indians 44% +5/l
(Level 1) History: Pre-Rifts 41%/33% +4/l
(Level 1) History: Post-Apocalypse 39%/44% +5/l

Combat Data
HTH Type: Standard Robot Military Combat Skill Program
Number of Attacks: 11
Initiative Bonus: +6
Strike Bonus: +8
Parry Bonus: +14
Dodge Bonus: +17 (+18 While Running)
Bonus to Roll w/Impact: +5
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Other:
Restrained Punch: 1d4 MD
Full Strength Punch: 2d6 MD
Power Punch: 4d6 MD (2 attacks)
Kick: 3d8 MD
Leap Kick: 5d8 MD (2 Attacks)
+1 Strike in Darkness

Weapon Proficiencies
Aimed Shots: +6 to Strike Bonus (costs 2 actions)
Burst Shots: +2 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Combat Programming Bonuses: (Factored into WPs)
  • Bonuses in Hand to Hand Combat: + 1 on initiative, +2 to strike, +4 to parry with fists/arms/foot and held weapon, +3 to dodge, +4 to dodge while running, +2 to disarm, +2 to roll with impact, and +2 to pull punch.
  • Bonuses Using Weapons: +3 to strike with ranged weapons, +4 to strike on an Aimed Shot, + I to strike with a burst. +4 to strike and +6 to parry with Vibro-Blades/Knife/Sword
Weapon Systems: +1 strike with Ranged weapons (Factored into WPs)
W.P Paired Weapons
(Level 6) W.P Blunt +3 Strike +7 Parry (Locked skill)
(Level 6) W.P Knife +6 Strike, +9 Parry (Locked skill)
(Level 6) W.P Rifles +6 Strike (Locked skill)
(Level 6) W.P Heavy M.D Weapons +8 Strike (Locked skill)
(Level 6) W.P Heavy Military Weapons: +9 Strike (+1 @7,10,15)
(Level 6) W.P Flamethrower: +8 Strike (+1 @10,15)

Saving Throw Bonuses
Impervious to Psionic & Magic Mind Control, Charms, Bio-Manipulation, Poisons and Biological Agents
Coma/Death: NA
Magic (varies): +0
Insanity (12+): +0
Psionics (NA): NA
Last edited by Mouser on Sun Nov 03, 2019 5:16 pm, edited 41 times in total.
Mouser's Sheet

M.D.C. by location:
• Head: 28
• Legs (4): 83
• Mini-Hand(2): 10
• Mini-Arms(2): 25
• Sensory Antenna (2): 6
• Tail: 28
• Main Body: 550

Constant Effects: Advanced Audio System with 80 Decibel Loudspeaker & Recorder, Motion Detector & Warning System, Micro Radar with Radar Detector, Molecular Analyzer & Explosives Detector, Radiation & Biometic Scanner, Environmental Protection, Gyro-Compass & Depth Gauge with Alarm, Bug Detector, Sound Analysis Computer, Wide Band Radio Receiver/Transmitter with Scrambling/Decoding

Vocal Output: Robotic/Gender Neutral
Combat Setting: Lethal response Authorized


Soundtrack:
Dead Can Dance -The End of Words
Blues Saraceno - Evil Ways (Justice Mix)
AWOLNATION - Kill your Heroes
Foreigner - Juke Box Hero
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Mouser
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Posts: 147
Joined: Tue May 12, 2015 7:07 pm
Location: Rifts Earth: Roughnecks

Re: Mouser - Neural Intelligence Robot

Postby Mouser » Tue Jun 02, 2015 2:36 am

Equipment

Worn on Person
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Stored in Secret Compartments (2 Large compartments, each 12 inches long, 6 inches deep)
Compartment 1:
  • MD Minigun rounds 240
Compartment 2:
  • Silver Minigun rounds (SDC) 300

Loaded Ammunition
Injection Tail:
  • Paralysis Drug: 8
  • Poison: 8
  • Tranquilizer: 8
  • Truth Serum: 8
  • Antibiotic: 8
Chemical Spray:
  • Smoke Gas: 2
  • C02 Foam: 4
  • MDC Acid: 4
  • Tear Gas: 4
  • Blinding Chemical agent: 2
  • Hex Gas: 2
Mini-Missile Launchers (6 Shot Capacity):
  • AP: 6
  • HE: 0
  • Fragmentation: 0
  • Plasma: 0
Flamethrower: 30/30 MDC Fuel
Minigun: 300/300 rounds of MD Ammunition

In Storage
  • Paralysis Drug: 15
  • Poison: 16
  • Tranquilizer: 16
  • Truth Serum: 16
  • Antibiotic: 16
  • Smoke Gas: 8
  • C02 Foam: 8
  • MDC Acid: 8
  • Tear Gas: 8
  • Blinding Chemical Agent: 10
  • Hex Gas: 20
  • MDC Flamethrower Fuel: 59 shots worth
  • Silver Minigun rounds (SDC) 300
  • Silver Bars: 42.7 (1lbs/16oz each)
Chemicals
  • Antibiotics: General
  • Paralysis: takes effect in 1D4 melees, lasts 2D6 minutes
  • Poison: takes effect in 1D4 melees, inflicts 6D6 SDC/HP damage
  • Tranquilizer/sleep: takes effect within 1D4 melees, last 4D6 minutes
  • Truth serum: takes effect 2D6 minutes, lasts 3D6 minutes
  • Hex Gas
    Duration: 1D4+3 melee rounds (half in strong wind). Effects of the gas last 1D6+2 minutes. After initial time has passed, mortals suffer half penalties for an additional 2D4x10 minutes.
    Damage: Creates painful legions in upper chest. Causes trouble with breathing and respiration. Causes sever coughing and inability to talk for a time.
    Penalties: Anyone who breathes it suffers -2 attacks per melee, -6 on perception rolls, -4 initiative, -2 strike, parry, dodge, and disarm, reduce speed by half and -20% on all skill performances. Against mortal MD creatures, half penalties.
    Area of affect: 20 foot radius. Everyone must save vs. poison.
Last edited by Mouser on Sat Nov 02, 2019 4:45 am, edited 12 times in total.
Mouser's Sheet

M.D.C. by location:
• Head: 28
• Legs (4): 83
• Mini-Hand(2): 10
• Mini-Arms(2): 25
• Sensory Antenna (2): 6
• Tail: 28
• Main Body: 550

Constant Effects: Advanced Audio System with 80 Decibel Loudspeaker & Recorder, Motion Detector & Warning System, Micro Radar with Radar Detector, Molecular Analyzer & Explosives Detector, Radiation & Biometic Scanner, Environmental Protection, Gyro-Compass & Depth Gauge with Alarm, Bug Detector, Sound Analysis Computer, Wide Band Radio Receiver/Transmitter with Scrambling/Decoding

Vocal Output: Robotic/Gender Neutral
Combat Setting: Lethal response Authorized


Soundtrack:
Dead Can Dance -The End of Words
Blues Saraceno - Evil Ways (Justice Mix)
AWOLNATION - Kill your Heroes
Foreigner - Juke Box Hero
User avatar
Mouser
Diamond Level Patron
Diamond Level Patron
 
Posts: 147
Joined: Tue May 12, 2015 7:07 pm
Location: Rifts Earth: Roughnecks

Re: Mouser - Neural Intelligence Robot

Postby Mouser » Tue Jun 02, 2015 2:37 am

Background Story
"Mason, I know losing the funding from Hammond was a serious setback but look at it this way, we still have a shot of completing the project if we cut a deal with these new guys. Sure; the core is technically stolen, but UTI is long dead and they had some amazing tech when it came to bots and AI so it's not like anyone is going to notice. Jessom says she's certain she has figured out how to modify the code to meet our requirements. Not only that, but according to her, the team just finished rebuilding the lost segments from scratch. We are good to go. If you give me the funding I'm asking for, I can take the project to the prototype stage. If we do that I guarantee I can find us some buyers. This AI beats anything Northern Gun can turn out and maybe even the NGR, and their robots are not exactly easy to come by over here. Comparing that to the Coalition's increased use of robots and NG's increased sales means if we act fast we can corner the market before anyone knows what's happened. Not to mention the fact we don't operate in the Coalition's jurisdiction so their involvement is highly unlikely."

"I'm less concerned about Northern Gun, but the Coalition isn't exactly going to be happy if they catch wind of this."

"Oh please, what are they going to do? They are way too busy right now just trying to hang onto what they have after Tolkeen. On top of that there is the aftermath of kicking that hornets nest with the Xiticix. Besides, we aren't exactly close to their territory so it's not like we are going to find one of their goon squads knocking on our door even if they do find out."

"What about Naruni Enterprises?"

"They aren't exactly a major player these days. Not with all the other manufacturers and everyone else gunning for them. Besides if they start being that big a problem we could even try cutting a deal with them. We buy the AI cores from them and maybe even arm the drones with some of their tech. We would still make money and they'd get their cut. Win win except for the hit to our profit margins."


*sigh* "Alright, you've got your funding. But just so we are clear, if this doesn't pan out I'm going to hold you personally responsible. This move is putting the whole company at risk financially. If this project fails we are going to be in a very bad position."

"Come on Mason, when have I ever let you down?"

"That's the only reason I'm going along with this. Get me some specs for the boys in marketing by Monday, or at least something they can use so I can start pitching this thing to potential buyers."

"You got it boss!"

__________________________________________________________________________________________________

Coming soon from Machiavelli Ordinance; the all new Universal Security robot series featuring the latest in AI advancement. Whether in the field, engaged in supporting special operations or supplementing your security forces, the Universal Security robot can be outfitted to suit your needs. The Universal Security Robot is capable of fully autonomous decision making without violating mission directives and is cheaper than a suit of power armour, wile packing just as much firepower. The Universal Security Robot doesn't need to eat or sleep and is easily the match of any seasoned soldier. Pre-Order now and take advantage of our discounted rates on service plans!

Machiavelli Ordinance; out-thinking the competition.
__________________________________________________________________________________________________

"Tell me you have some good news Luke."

"Actually as it so happens I do. Jessom just got the AI core fully online and is running through diagnostics but so far it's passed every test we've been throwing at it. Of course it has a lot of gaps in skill assessment right now, but we thought it best to slowly integrate the full set of skill algorithms and databases so we would have an easier time identifying and debugging problems."

"What about the chassis?"

"We narrowed down our selection to four potential frames before settling on the Wildcat. The wildcat format will provide the all-terrain features we want while also providing a sizable platform for the weapons load out. It also fits a niche that isn't already filled by equine or canine frames presently on the market."

"What about armament?"

"We are still debating that one at present."

"I thought in your last report you had a list all thought out?"

"We did, but then one of our field operatives came in with some new particle beam tech we haven't seen before. We think we can reverse engineer it and considerably increase the range while reducing the power draw. If it pans out we want to rework the ordnance list to work it in and give the unit that extra 'wow' factor marketing always wants."

"Good thinking, keep me in the loop on that one would you? If it works for the new unit we could possibly branch it out into other areas and give Northern Gun a run for their money while we're at it."

"Sure, not a problem.

__________________________________________________________________________________________________

Do you want more of of your Robot? Do you want easily modifiable configurations suitable to a wide variety of mission parameters and budgets? Look no further than the Universal Security Robot from Machiavelli Ordinance. The Universal Security Robot can be equipped with a wide range of weapon systems suited to your needs! Choose from Urban or Wilderness Policing, Military support, Firefighting, Vampire Hunting, Personal Security, Sniping and more! Machiavelli Ordinance now also offers enhanced particle beam technology that can easily match the range normally seen only in laser based systems.

Want to know more?

Machiavelli Ordinance; out-thinking the competition.
__________________________________________________________________________________________________

"Sir. I have the specs you ordered all ready to go along with the feedback from the latest trials. We've outfitted the unit with a mix of ordnance we feel will properly showcase the full flexibility offered by our platform. With this particular load out we can modify the munitions to include non-lethal applications as well while the gas system we installed can even allow us to offer a demonstration of possible firefighting applications."

"Is the unit programmed with fire suppression protocols?"

"No sir, but we don't expect most of our customers will want to use this platform for that purpose anyway. Besides, if they do we can always just wipe one of the expanded memory banks to swap in a skill set more suited to the job. Beyond that we believe the unit could be provided sufficient instruction that it could give the impression it knows what it's doing. If we keep it to a controlled environment during our advertisement segments, marketing should have no problem making people think it's actually programmed for firefighting or even many other tasks."

"The system is that adaptive?"

"Yes sir. This new AI core is responding to different situations far better than predicted."

"Excellent. I'll pass the word on up to Mason and see if I can't get him to approve the funding to finalize construction of the prototype."

__________________________________________________________________________________________________

Are you tired of bumbling, difficult AI that can't seem to understand basic tasks without heavily detailed instructions?

*Show footage of Skelebots, NG and NGR brand robots having difficulties with relatively simple tasks*

Do your expensive robots just keep blundering into enemy traps?

*Show various scenes of robots wandering right into obvious booby traps and ambushes*

Then turn to the Universal Security Robot from Machiavelli Ordinance! Our robots can be equipped with state of the art systems and come with the latest in AI developments allowing our units to handle complex challenges!

*Show footage of the Universal Security robot picking it's way safely through a mine field, disarming booby traps and sneaking up on a group waiting to ambush a convoy*

Our robots can be programmed for a wide variety of tasks such as; Policing!

*Show footage of the Universal Security Robot cornering a thief. "Hold it right there Meatbag! You are under arrest for property theft!"*

Firefighting!

*Show footage of the Universal Security Robot spraying firefighting foam into a burning building and leading firefighters through smoke filled rooms*

Special Operations!

*Show footage of the Universal Security Robot engaging in a firefight alongside friendly troops*

And even exploration!

*Show footage of the Universal Security Robot helping researchers to find their way up a mountain. The robot moves ahead jumping ledge to ledge and using jet assisted leaps to reach it's destination and secure a climbing rope, which it sends down to the waiting team below*

Worried you can't afford it? Don't despair! Our finance department has payment plans available for almost any budget!

Machiavelli Ordinance; out-thinking the competition.
__________________________________________________________________________________________________

"Tell Captain Nelix we've found the objective."

"Yes, I'm positive. We've located their primary facility. If we act now we can hit them before they enter full production"

"Sir, I don't think we should wait that long. If we don't act soon they will have more units on-line. Right now they only have what appears to be a prototype they've been using mostly for marketing. I don't think it's weapon systems are fully functional yet but the rest of it is definitely active."

"Understood sir."

"Yes Sir. We'll try to leave enough for the R&D boys."

__________________________________________________________________________________________________

"Where the hell did it pick up the term 'meatbag'?"

"I don't know sir! It just came up with the line all by itself while we were filming. The marketing boys thought it would be a good idea to just let it slide. They thought it would resonate well with the mercenary crowd."

"What do you mean it came up with it 'by itself'? It's a robot for Christ sake! It's only supposed to be doing what we program it to."

"Well... yes, but.."

"But?"

"Well, we had to give it some leeway to allow it to meet the profile requirements. It was the only way we could figure out how to let it handle some of the more... advanced features sales wanted included in the package."

"What do you mean 'leeway' and just how does that involve it coming up with the term 'meatbag'? What the hell is that supposed to mean anyway?"


*robotic voice* "Explanation: It's just that... you have all these squishy parts, master. And all that water! How the constant sloshing doesn't drive you mad, I have no idea."

"...."

"Shut that thing down right this instant and run diagnostics on it!"

"Yes sir!"

__________________________________________________________________________________________________

You've heard of it! People have ranted about it! Most think it's too good to be true! Well doubt no longer ladies and gentlefolk! Starting next week Machiavelli Ordinance will be touring North America with it's latest creation; the Machiavelli Ordinance Universal Security Robot! Doubt no longer! Come see for yourself and watch our live demonstrations at any of our tour locations.

Major touring areas in order are as follows:
Lazlo
Stormspire
Merctown
Los Alamo
With a possible detour to Kingsdale, weather permitting.*
And of course expect to see us in many towns along the way!

Machiavelli Ordinance: The future of robotics is here!

*Actual weather is no concern, Coalition States patrols are.
__________________________________________________________________________________________________

Machiavelli Ordinance never did manage to get it's product to market, or even make it's tour dates. Instead, the night before everything was to be shipped out, a Coalition States strike team attacked the facility. The ensuing destruction and death of most of the staff promptly put an end to the company and it's dreams. Security personnel for the site at least gave a good accounting of themselves buying time for at least some of the civilian staff who managed to escape, allowing them to some day pick up the pieces of their lives and move on. The rest met their end that day and the surviving CS troops salvaged what they could of the company's research and equipment before destroying what they couldn't. M.O.U.S.E.R, already packaged up for transport was spared the initial fighting, but never did make it to CS territory. An entirely random attack by some rift spawned monstrosity laid waste to the CS force on it's return voyage. The monster quickly destroyed the CS forces to the last man before moving on to prey on the next group of unsuspecting victims. Still deactivated in his shipping crate, Mouser lingered behind in the wreckage. Over time the solar batteries slowly drained away to critical levels and the robot's systems automatically switched on the backup nuclear power core. Now partially activated, a timer started ticking down until eventually protocol demanded his systems start up and seek a fresh solar charge. Thus, Mouser finally awoke once more from his slumber, only to be faced with a situation quite contrary to what the slumbering AI had expected upon reactivation.
Last edited by Mouser on Wed Jun 03, 2015 10:36 pm, edited 7 times in total.
Mouser's Sheet

M.D.C. by location:
• Head: 28
• Legs (4): 83
• Mini-Hand(2): 10
• Mini-Arms(2): 25
• Sensory Antenna (2): 6
• Tail: 28
• Main Body: 550

Constant Effects: Advanced Audio System with 80 Decibel Loudspeaker & Recorder, Motion Detector & Warning System, Micro Radar with Radar Detector, Molecular Analyzer & Explosives Detector, Radiation & Biometic Scanner, Environmental Protection, Gyro-Compass & Depth Gauge with Alarm, Bug Detector, Sound Analysis Computer, Wide Band Radio Receiver/Transmitter with Scrambling/Decoding

Vocal Output: Robotic/Gender Neutral
Combat Setting: Lethal response Authorized


Soundtrack:
Dead Can Dance -The End of Words
Blues Saraceno - Evil Ways (Justice Mix)
AWOLNATION - Kill your Heroes
Foreigner - Juke Box Hero
User avatar
Mouser
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Posts: 147
Joined: Tue May 12, 2015 7:07 pm
Location: Rifts Earth: Roughnecks

Re: Mouser (Neural Intelligence Robot)

Postby Mouser » Thu Aug 18, 2016 12:36 pm

Wish List:

Attributes:
Max SPD 423. Current SPD: 74
Cost per 1 Point: 10k
Total cost to max out SPD: 3,490,000

Max out IQ:
Current IQ: 23, Max IQ: 28
Cost per 1 point: 500,000
Total cost to max out: 2,500,000

Realistic Skin Overlay: 75,000
Fur: 30,000
Realistic Eyes: 10,000
Sculpted Facial Features: 90,000
Cyberlink Vehicle Interfacing: 250,000
Cyber-Drone: 500,000+
Cyberware Networking: 75,000
Hacking Computer: 195,000
Micro_repair Robots (12): 600,000 (50k each, max 12)
Image Enhancement: 9,000
Combat Computer: 150,000
Spectra-Eyes: 700,000 (350k each)
Cyber-Jet Nodes: 150,000
360 Degree Rotating Body Segments: 15k per small, 30k for waist
Remote Probe: 50,000
Advanced Thermal (Juicer Uprising)

Change out Flamethrower for one that uses Napalm-P 40,000
Cost to Mount/Modify weapons: 5,000 cr
Total Cost: 45,000 +2,000 per Napalm-P Tank

2x Shoulder Turrets: 40,000
2x Grenade Launchers with auto-feed clip: 48,000
2x Cost to Mount/Modify weapons: 10,000
2x Extend Range 1000ft: 300,000

Change out MG for heavier one or possibly TX-16 based weapon?
Internal Ammo Drum: 5,000
Cost to Mount/Modify weapons: 50-5,000 cr
Extend Range 1000ft: 150,000
Total Cost:

Replace PB with heavier energy weapon?
Cost to Mount/Modify weapons: 50-5,000 cr
Extend Range 1000ft: 150,000
Last edited by Mouser on Sat Nov 02, 2019 4:50 am, edited 1 time in total.
Mouser's Sheet

M.D.C. by location:
• Head: 28
• Legs (4): 83
• Mini-Hand(2): 10
• Mini-Arms(2): 25
• Sensory Antenna (2): 6
• Tail: 28
• Main Body: 550

Constant Effects: Advanced Audio System with 80 Decibel Loudspeaker & Recorder, Motion Detector & Warning System, Micro Radar with Radar Detector, Molecular Analyzer & Explosives Detector, Radiation & Biometic Scanner, Environmental Protection, Gyro-Compass & Depth Gauge with Alarm, Bug Detector, Sound Analysis Computer, Wide Band Radio Receiver/Transmitter with Scrambling/Decoding

Vocal Output: Robotic/Gender Neutral
Combat Setting: Lethal response Authorized


Soundtrack:
Dead Can Dance -The End of Words
Blues Saraceno - Evil Ways (Justice Mix)
AWOLNATION - Kill your Heroes
Foreigner - Juke Box Hero
User avatar
Mouser
Diamond Level Patron
Diamond Level Patron
 
Posts: 147
Joined: Tue May 12, 2015 7:07 pm
Location: Rifts Earth: Roughnecks

Re: Mouser (Neural Intelligence Robot) (LEVEL UP)

Postby Mouser » Sat Nov 02, 2019 2:59 am

Robot Soldier XP Table
1: 0 - 2,500
2: 2,501 - 5,000
3: 5,001 - 10,000
4: 10,001 - 20,000
5: 20,001 - 30,000
6: 30,001 - 50,000
7: 50,001 - 80,000
8: 80,001 - 120,000
9: 120,001 - 160,000
10: 160,001 - 190,000
11: 190,001 - 240,000
12: 240,001 - 300,000
13: 300,001 - 370,000
14: 370,001 - 440,000
15: 440,001 - 510,000
Mouser's Sheet

M.D.C. by location:
• Head: 28
• Legs (4): 83
• Mini-Hand(2): 10
• Mini-Arms(2): 25
• Sensory Antenna (2): 6
• Tail: 28
• Main Body: 550

Constant Effects: Advanced Audio System with 80 Decibel Loudspeaker & Recorder, Motion Detector & Warning System, Micro Radar with Radar Detector, Molecular Analyzer & Explosives Detector, Radiation & Biometic Scanner, Environmental Protection, Gyro-Compass & Depth Gauge with Alarm, Bug Detector, Sound Analysis Computer, Wide Band Radio Receiver/Transmitter with Scrambling/Decoding

Vocal Output: Robotic/Gender Neutral
Combat Setting: Lethal response Authorized


Soundtrack:
Dead Can Dance -The End of Words
Blues Saraceno - Evil Ways (Justice Mix)
AWOLNATION - Kill your Heroes
Foreigner - Juke Box Hero
User avatar
Mouser
Diamond Level Patron
Diamond Level Patron
 
Posts: 147
Joined: Tue May 12, 2015 7:07 pm
Location: Rifts Earth: Roughnecks


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