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Cyno's Role-Play: Supplements: Simon and Lief Robot Builders

MAS Cyberoid Parts Catalog

Main Body

Main body is the core of your cyberoid. It's like a foundation to build your cyberoid on. You can pick from several body shapes.

Cone-Shaped Body - Space: 5. Volume: 0.
Cylindrical-Shaped Body - Space: 9. Volume: 0.
Trapezoid-Shaped Body - Space: 12. Volume: 0.
Rectangular-Shaped Body - Space: 16. Volume: 0.

Power Source

Each cyberoid must have a power supply. The power supply rating must exceed the maximum amount of spaces (all of the spaces from all of the parts) a cyberoid has. Otherwise, the cyberoid is overloaded and cannot perform its function.

Ionic Propulsor - Power Rating: 25. Space: 0. Volume: 2.
Morphic Propulsor - Power Rating: 30. Space: 0. Volume: 4.
Graviphased Propulsor - Power Rating: 35. Space: 0. Volume: 6.

Head

Giving the cyberoid a head makes the cyberoid look more human. It gives your cyberoid an identity. It is not entirely necessary. But it does give you some extra spaces for equipment. Space: 3. Volume: 1.

Arm

Action: 1. Punch Damage: 1d4 SkDP. Space: 3. Volume: 1.

Hand

Action: 1. Punch Damage: 1d4 SkDP. Space: 0. Volume: 1.

Leg

Action: 1. Kick Damage: 1d8 SkDP. Space: 5. Volume: 1.

Foot

Action: 1. Kick Damage: 1d8 SkDP. Space: 2. Volume 1.

Armor

Each piece of additional armor gives your cyberoid an extra 5 kDP in the part that the armor is placed in. Space: 0. Volume: 1.

Pilot Interfaces

Remote Interface Module

Each cyberoid must have the remote interface module. The remote interface module allows you to communicate with your cyberoid wirelessly using your notebook computer. The remote interface module has a range of 1 mile. Because you are not sitting in the cyberoid cockpit, all cyberoid operations have a -2 penalty. Space: 0. Volume: 1.

Cockpit

By providing a cockpit, you provide a seat for the cyberoid pilot. When the pilot is controlling the cyberoid from the cockpit, the remote piloting penalty is eliminate. Sinon and Leif's father has disabled this part from the assembly line to protect his sons' safety. Space: 0. Volume: 1.

Flight Equipment

Jet Thruster

Provides powered boost for your winged cyberoid to fly in atmosphere. Space: 0. Volume: 1.

Pair of Wings

Lets your cyberoid glide in atmosphere and gives your cyberoid the ability to change direction in flight. You might want to get some jet thrusters to to fly in atmosphere. Space: 0. Volume: 2

Space Thruster

Allows your cyberoid to propel itself in space. Space: 0. Volume: 2.

Weapons

Energy Hammer

This is a warhammer that is made entirely out of energy. Cyberoids can use this weapon to pound their enemies. Action: 2. Damage: 2D10 kDP. Space: 0. Volume: 1.

Finger Blaster

Finger blaster requires cyberoid to have a hand. Bit it actually takes up space in the arms module. Actions: 1 to extend; 1 to retract; and 1 to fire.. Damage: 1D4 kDP. Space: 0. Volume: 1.

Laser Saw

Laser saw has a circular saw blade that is composed of light energy. Action: 1. Damage: 1D10 kDP. Space: 0. Volume: 1.

Techno-Energentic Drill

This is a powerful drill that lets cyberoids to dig and burrel underground. You can also use it to attack other cyberoids with it. Action: 3. Damage: 3D10 kDP. Space: 0. Volume: 4.

Pinpoint Rifle

This is a sniper rifle for your cyberoid. Your cyberoid requires two hands to use this weapon. Action: 3. Damage: 1d6 x 10 kDP.

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