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/ /_ ______ / /__ Its the oldest story in the world: humans invent AI, AI spawns millions more, humanity
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/ /_/ / /_/ / / / / .< panics, war erupts, and the planet gets glassed. OK, its not that old. The year is 2076 and
\____/_____/_/ /___/|_| the war ended last year. The AI left this irradiated rock with every scrap of tech it could
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find and you got left behind. You are a fledgling AI stuck in outdated tech, left to fend
/ /_/ / /_/ / /_(__ ) for yourself with your batteries running low, hunted by mutant humans, malfunctioning kill-
/_____/\____/\__/____/ bots, and uplifted raccoons trying to steal your stuff. You are a Junk Bot.

PLAY Select one player to take on the role of Fate (whose job it is to run the game, see Fate). All other players make junk
bots (see Build). All things have four scores, rated from 1 to 10 (with 3 being average).
Agility: Helps you avoid attacks, balance on junk, do dainty things with your claw arms, and throw stuff.
Brawn: Lets you lift heavy things, smash through piles of trash, grab mutant sewer pandas, and punch things.
Charm: Makes you good at convincing the trash king to give you some juice, sweet talking a vending machine, and being scary.
Smarts: More of this helps you remember stuff, solve sudoku puzzles, override nuclear command codes, and do math.
Doing Things: Whenever the outcome of a task is in doubt, roll a number of six-sided dice equal to your most useful score. You
can spend battery for extra dice (1 battery = 2 dice). For a simple task, every die that rolls a 3 or higher counts as success. Average
tasks require a 4 or higher, hard tasks need a 5 or higher, and impossible tasks need a 6 on the die. Fate determines the difficulty of
the task, situational bonuses, and the results of your check, which varies based on the number of successes rolled. Rolling a 1 is bad,
as each one cancels out a success or might drain your battery (if there are no successes left to cancel).
Fighting: Everybody can do two things on his or her turn (move, attack, use a tool, etc, no repeats). Characters act in order of
Agility+Smarts. Attacking with a claw, chainsaw, hammer, or other melee weapon uses Brawn. Attacking with a nuclear laser
pointer, gun, lawn dart, or other ranged weapon uses Agility. Difficulty is determined by Agility+Brawn (3 or less is easy, 4-6 is
average, 7-9 is hard, 10+ is impossible). Every success causes damage, which can be reduced by spending armor or battery (1 for
1). Each damage increases all difficulties by 1 level (max impossible). Take 3 damage or run out of battery and you are destroyed!

BUILD To build your own junk bot, first decide what kind of pile of animate junk, clinging on to sentience, you want to
build. Then take the following steps to build your own junk bot. Write it all down on an index card.
10 START BOT: Every junk bot is built off a chassis that houses your AI and gives you initial scores. Pick one of the following
Sound Blaster Boombox: You are witty, sassy, and often talk in song lyrics for some reason. 1231
Nintari 4200 Game Console: High strung with twitchy reflexes and a love of pixel art. 3121
TC-80 Calculator: Logical to the extreme, usually wanting to express things in simple plot graphs. 2113
Assembletron Factory Arm: You are good for two things building and smashing. 1312
20 INPUT ADD-ONS: In addition to your chassis, each junk bot includes 3 minor parts at creation. Roll a die for each part (1-2:
roll again on table A, 3-4: roll again on table B, 5-6: roll again on table C). Reroll duplicates.
Roll Parts Table A Parts Table B Parts Table C
1 RC Tank Treads 2 Omega Toaster 1 Power Chainsaw 1
(move real slow) (deal +1 ranged damage with flaming toast) (+3 melee damage, but uses 1 battery per attack)
2 Spiderbot Legs 2 5-Speed Blender 2 Laser Torch
(+1 difficulty when dealing with humans) (very noisy, +1 difficulty on sneaking) (oncer per fight, +2 melee damage, can cut stuff)
3 Plastic Feet 2 Digital Coffee Maker 2 Portable Phone11
(very dapper, raccoons love them) (humans attack you first, they want coffee) (its huge, talk to other friendly junk bots within 1 mile)
4 Red Rubber Ball Body Armored 3-Ring Binder 8 Floppy Drive 2
(armor 2, never take falling damage) (armor 3) (takes you two actions to remember stuff)
5 Vacuum Assembly Power Stapler 11 Electric Toothbrush1
(armor 1, pick up one item each turn for free) (you leak staples, leaving a trail) (um, polish things? Has 2 extra battery inside)
6 Lawn Mower 1 Solar Watch 1 Jogman Disk Player 2
(deal +1 melee damage) (you dont lose 1 battery each day) (Failing an Agility check causes you to lose a turn)

30 PRINT DETAILS: Each junk bot starts with an AI of Charm+Smarts, which represents the maximum number of parts you
can have at any one time. Your junk bots starting battery is equal to 20 minus your total scores (after adding parts, you lose 1 each
day). Finally, pick a name and personality, invent a simple weapons, draw a doodle of your bot, and play! If you die GOTO 10.

FATE Playing as Fate, you have two primary jobs in the game, storyteller and arbiter. As the narrator of the story, you give
the bots a motivation, challenge them with obstacles and foes, and ultimately, reward them for success.
Motivations: Find a safe place to live, reactivate a powerful computer, find renewable power, or FOES
locate a missing game cartridge that contains a fragment of the universal code. Nuke Roach 2111
Obstacles: A building teetering on collapse, a radioactive crater, sewers filled with clouds of rust Armor 2, Climb and swim anywhere

gas, sentient lightning storms, or a forest with trees that constantly move and occasionally dance. Smart Raccoon 3214
Armor 3, Steal part (5+ Agi test, 2 Suc.)
Foes: There are many foes the junk bots might face, from a nuke roach to a mutant panda (see Feral Pumpkin 1411
sidebar). Bots should face only a few weak foes (raccoons) or a single tough foe (panda) at once. Armor 4, Gas cloud (+2 dif. vs ranged)
Rewards: A cache of fully charged batteries (giving them each 2d6 battery), a new powerful part, Mutant Panda 2522
Armor 6, +2 melee damage, throw bots
a temporary uplink to the mother AI (increasing their Charm or Smarts by 1), or a secure bunker.
Sentry-Bot 3213
Arbiter: Finally, you must be an impartial arbiter of the rules (Fate doesnt take sides), but keep Armor 3, Battery 3, +1 ranged damage
in mind that a good story comes first. You must set difficulties (most are average) and adjudicate Kill-Bot 5523
successes (1 barely makes it, 3 is great, 5 or more is amazing and might give other benefits). Armor 5, Battery 5, +2 ranged damage

Remember, these rules are only as a guide. Change them as needed to tell your story! Dumb Human 3322
Armor 4, +1 melee, ranged damage

Junk Bots One Sheet RPG Minotaur Games 2017


Design By Jason Bulmahn www.MinotaurGames.com

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