Robot Adaptability

Adaptability indicates how susceptible the robot is to modification. The higher the adaptability the easier it is to alter the robot. A hobbot has a very high adaptability and this improves the chance of a persona altering the robot. A defensive combot has a negative adaptability and the chance of altering the robot is greatly reduced. The vast majority of robots have an adaptability of zero. This means that a mechanic suffers no penalties and enjoys not benefits with doing robotic tasks.

Let’s consider a mechanic that wants to add an articulation to a hobbot. The hobbot (hobbyist robot) is the most adaptable of all robots. The hobbot has an adaptability score of 42. This means that the mechanic gets a bonus of +42 on the task roll attach peripheral. Hobbots are so amenable to alteration that even none mechanic vocations may have a chance of modifying them.

If the same mechanic is trying to add the same articulation to a defensive combot it would be nearly impossible. The adaptability of a defensive combot is -200. This means the task roll would suffer a -200 penalty. It would be nearly impossible for a solo mechanic to attach the peripheral, but a research team might be able to. For more info about research teams jump here.

Adaptability does not affect repairs. Repairs are different. Adaptability refers to "changes" made to the robot. Most player robot personas will avoid repairs as they may impact their control factor.

Adaptability is added to the task roll (1d100) of the mechanic