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Draxitma Zokit


Value Roll Notes
13 STR 23/63 14- / 22- Lift: 600kg/150tons; 4d6 / 12d6; [2/4]


24 DEX 18 13- OCV: 6 DCV: 6
10 CON 35 16-
10 BODY 15 12-
8 INT 18 13- PER Roll 13-
8 EGO 14 12- ECV: 5
3 PRE 13 12- PRE Attack: 2d6
-1 COM 8 11-
17 PD 36   Total: 36 PD (14 rPD)
15 ED 36   Total: 36 ED (14 rED)
22 SPD 5   Total: 0 MD (0 rMD)
0 REC 12   Phases: 3, 5, 8, 10, 12
5 END 80   Running: 6" / 12"
0 STUN 45   Swimming: 17" / 136"




40 Multiple Minibot Tricks: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll (Unified Action of Multiple Parts) 14- (-)
5m 1) Combined Servos: +40 STR, Reduced Endurance (END; +) (50 Active Points); No Figured Characteristics (-) 2
3m 2) Combined Servo Boost: Leaping +20" (24"/32" forward, 12"/16" upward) (Accurate) (25 Active Points) 2
6m 3) Distantly Extended Parts: Telekinesis (15 STR), Fine Manipulation, Reduced Endurance (END; +), No Range Modifier (+) (57 Active Points); Physical Manifestation (-1/4) 2
1m 4) Extendable Parts: (Total: 14 Active Cost, 7 Real Cost) Extra Limbs (8) (5 Active Points); Costs Endurance (-) (Real Cost: 2) plus Ambidexterity (no Off Hand penalty) (9 Active Points); Costs Endurance (Only Costs END to Activate; -) (Real Cost: 5) 2
7m 5) Multilaser: Energy Blast 12d6 (60 Active Points); No Knockback (-) 6
5m 6) Quick Dissassemble, Move, and Reassemble: Teleportation 15", Position Shift, Reduced Endurance (END; +) (44 Active Points); Must Pass Through Intervening Space (-) 1
5m 7) Remote Sensing: Clairsentience (Hearing Group And Normal Sight), 8 Perception Points: +3, Mobile Perception Point (can move up to 6" per Phase), Reduced Endurance (END; +) (56 Active Points); Only to Places Accessible to a Tiny Creature (-), Physical Manifestation (-) 2
4m 8) Repair Bots: Healing BODY 3d6, Can Heal Limbs, Resurrection (55 Active Points); Extra Time (Extra Segment, -), Only to Machines (-), Plastic and Metal Must Be Available (-) 5
4m 9) Swimmerets: Swimming +15" (17" total) (x8 Noncombat), Reduced Endurance (END; +) (31 Active Points) 1
2u 10) To Parts: Desolidification (affected by Area Attacks), Costs END Only To Activate (+) (50 Active Points); Cannot Pass Through Solid Objects (-) 4
20 Sum of Parts: Elemental Control, 40-point powers
22 1) Damage Dispersion and Repair: Armor (14 PD/14 ED) (42 Active Points)
25 2) Interactive Parts Environment: Life Support (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (45 Active Points)
20 3) Multiple Power Plants: +20 CON (40 Active Points)
19 Laser Vision and Analysis: (Total: 34 Active Cost, 19 Real Cost) +4 PER with Normal Sight (4 Active Points); Costs Endurance (-), Visible (-) (Real Cost: 2) plus Analyze with Normal Hearing (5 Active Points); Costs Endurance (-), Visible (-) (Real Cost: 3) plus Rapid (x100) with Normal Sight (6 Active Points); Costs Endurance (-), Visible (-) (Real Cost: 3) plus Sight Group Flash Defense (15 points), Hardened (+) (19 Active Points); Costs Endurance (-), Visible (-) (Real Cost: 11) 5
10 Passive Sonar: Targeting with Normal Hearing
5 Sonar Signature Identification: Discriminatory with Normal Hearing




Environmental Movement (no penalties in Water)


Absolute Time Sense


Bump Of Direction


Eidetic Memory




Computer Programming 13-


Electronics 13-


Everyman Skills

Acting 8-

Area Knowledge: Taklit 11-

Climbing 8-

Computer Programming 8-

Concealment 8-

Deduction 8-

Language: Taklit (idiomatic)

Paramedics 8-

Persuasion 8-

Professional Skill: Superhero 11-

Shadowing 8-

Stealth 8-

Transportation Familiarity: Small Motorized Ground Vehicles


Language Skill: Atlantean (idiomatic)


Mechanics 13-


Shadowing 13-


Systems Operation 13-


Transport Familiarity: Science Fiction & Space Vehicles


Tracking 13-
200+ Disadvantages


Dependent NPC: Random Atlantean 11- (Normal; Group DNPC: x2 DNPCs)


Distinctive Features: Obvious Robot


Hunted: Lemurians 8-


Monitored: Atlantean Media 11-


Physical Limitation: Made of Metal and Plastic


Psychological Limitation: Reluctant to Kill


Psychological Limitation: Confused Regarding Own Emotions


Social Limitation: Sentient Robot


Social Limitation: Public ID
30 Experience Points
Characteristics Cost 134 Base Points 200
Powers Cost 203 Disadvantages 145
Talents Cost 14 Experience Points 30
Perks Cost 0 Total Points 375
Martial Arts Cost 0
Skills Cost 24
Total Cost 375
Concept Brick / Energy Blaster Hair Colour None
Nationality Alien (Taklit Technology) Eye Colour Red
Place of Birth Last Hope Orbital Launch Station Height 1.7m
Date of Birth Unknown Weight 155kg

A mixture of pride, hope, and dread ran through the minds of the ten Taklit scientists and technicians who were left behind at Last Hope Orbital Launch Station. Jolul Kl'kaal, the last hope of the Taklit people was now beginning its near millenial journey to the distant world. But to oversee that, four of the project's scientists and six technicians needed to remain behind. They were proud of their accomplishments and the names of the Ten, as they would be called, would forever be honored by some of the ancestors of the Taklit that left. Indeed, those ancestors, the Lemurians, would worship the Ten as gods and goddesses. The Taklit people had hope that their species would not be made extinct by their increasingly hotter sun that was evaporating the home waters. The salinity had been steadily increasing over the past centuries. Soon, those waters would be boiling.

They had awaited the long promised space-warping engines or the long promised hyperspatial transit engines, either of which would allow thorough evaluation of potential new homeworlds followed by the wholesale migration of both the population and their machines. But, neither of these technologies came through. So, at the last minute, the Last Hope project was finally started. People died before it was finished and only a small fraction of the population could be sent to a distant new home. But at least the race would survive.

For those that remained behind on the Launch Station as well as on Ixtli, there was only dread. The massive undertaking had drained the world of its resources, the only thing that would exist for eternity for the Taklit on the homeworld was the cycle of slow progress and quick destruction. This next cycle would be the worst; the strongest and the smartest of the young Taklit had left in the Jolul Kl'kaal.

One of the Ten, Oruz Venil, Chief Engineer, determined that with the remaining parts on the Launch Station, another craft - a much smaller one - could be built. He drew up plans the next day and determined that only four amongst the Ten could go. Debate ensued on who should go and because they had to choose, the Ten all sunk into depression. Finally on the start of the fourth day after the launch, Klisst Niqket, the Senior Robotics Technician, suggested that none of the Ten should go. Instead, a pair of Taklit protectors should be created. After all, the planet to which Jolul Kl'kaal was going to was a rich world. So, it was not beyond speculation that an unknown hostile alien species might also want to colonize it. The Taklit there, which soon would be the last remaining home of the Taklit, might have need of protection.

Once again, the Ten opted for self-sacrifice and chose to spend the remainder of their time to build the protectors for the Taklit aboard Jolul Kl'kaal. There was about five years before supplies would run out, but a little less than two years for an optimal launch window. The moons of Taklit as well as the system's gas giant planet would be in good alignment, and it might be possible for a spacecraft launched in this window to rendezvous with Jolul Kl'kaal. After nearly two years of hard work, the Rendezvous Craft and the two Draxitma Zokit, the Star Watchers, were both complete. Three of the Ten Remaining had died, either through overexertion or from injuries sustained in accidents. The other seven once again watched with pride as the Rendezvous Craft sped up using the gravities of the homeworld's moons, but they would not live to see it leave the system. Supplies, already limited, were almost all thrown into the craft and the robot. The life support system of the Station failed critically.

The Rendezvous Craft encountered Jolul Kl'kaal eleven year later and attached itself to the hull. But, as the colony ship entered the Solar System and passed through the asteroid belt, the rendezvous craft was dislodged from the colony ship and damaged. Except for the hardened central chamber pod, pieces were scattered in the asteroid belt. The pod's computer fired its weak remaining thruster and it began to drift towards the Earth.

Nearly five-and-a-half millennia after Julul Kl'kaal splashed into the Indian Ocean, the central chamber pod splashed into the Atlantic Ocean. As chance would have it, the core of the pod sunk to the bottom of the ocean near to the Republic of Atlantis. The two pieces of the robots within, each autonomous to some degree, awakened with a hard bootup of their processors. They set about repairing the other parts, but found it necessary to canabalize some of the more damaged parts to bring those less damaged to full functioning. After a day, all that could be repaird were. But, these were only about half the original parts. After interpart discussion, the parts merged together to form a single robot, rather than two.

The robot, calling itself The Whole of Parts, disengaged some of its Parts and studied the Taklit culture from afar. It had devolved to some degree and had reformed. While the technology was still some degrees lower than that of Taklit, its social structure was quite similar with the exception of the language, which only marginally resembled Taklit General.

It was at this time that the Atlanteans, as they called themselves, were attacked by other Taklit that called themselves the Lemurians. While the Lemurians seemed to have some of the Taklit technology, their social structure had completely devolved into a religious autocracy. It was clear whom the Whole of Parts needed to help, and he did so by disrupting the Lemurian's communications and maneuver. He has since taken unto himself the role of protector of Atlantis, carrying out his originally programmed mission.

Whole has the dual social problems of being a robot and being a Taklit among humans. In both respects, he is only beginning to adapt. His view of the world comes primarily from his core programming of protecting Taklit, but her creators, the Ten, left him much free will to allow him to cope with unknowable situations.
"Whole is greater than the sum of Parts. But, Parts lend flexibility to Whole."

Each Part has a mini-laser, which in itself is useful as a tool, but has limited function in combat. Combined fire of the mini-lasers from multiple Parts or from Whole have greater destructive power. Similarly, while each Part communicates and senses by laser and by sonar, the combination of multiple Parts or as Whole has increased precision and resolution. While the Parts are mostly similar in construction, each has a memory chip that holds different information to carry out more specific functions. Each part also has tools for specialized functions whether a skill job or a support job. Included among the jobs for different Parts are repair, power, coordination, data hub, mechanical, electronic, vehicle control, reconnaissance, etc.


Whole is obviously a machine. The polished chrome appearance is marked primarily by the multitude of interfaces between the Parts and the multiple minilaser and minisensor ports. The main reason that Whole assembles into a vaguely humanoid shape is that Taklit (as well as humans) seem to be most comfortable with him that way. Parts are chrome colored wedge-shaped mini-robots with small metal legs that double as hands.