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Introduction
Artificial lifeforms, from Soong-type androids like Data and
Lore, to the Exocomps, the sentient nanites, and even Cravic
Automated Units are all examples from the Star Trek universe. Vger, the synthetic Ilia, and Mudds androids, too, are
excellent examples of artificial intelligences from the original
Star Trek. One could even include the U.S.S. Voyagers Emergency Medical Hologram as an artificial lifeform.
And yet, despite these stellar examples of the variety of artificial life present in the Star Trek universe, for some reason we
are not given rules to create synthetic beings for use in our
games. This is a sore point that must be remedied.
Below is detailed a Template representing the typical humanoid cybernetic lifeform (android or robot).
Eidetic Memory (+3), Multitasking (+2), Sense of Time (+1), Assisted Healing* (-5), Emotionless* (-3), Pacifism (Self Defense
Only) (-3), Synthetic Being* (+2 or +5)
If the Synthetic Being (+2) option is taken, then add ONE of the following Traits
to the Template: Battle Hardened +3, Engineering Aptitude +3, Mathematical Ability
+3, Pattern Recognition +3l, Scientific Genius +3, or Tactical Genius +3.
New Traits
There are many other Traits that are certainly appropriate, but
unless the artificial lifeform is biological in nature, Traits relating to medical issues and healing are best left alone.
Ageless (+3): Due to the nature of the artificial being, it does
not suffer the effects of age. In fact, its physical specifications
never change naturally. In order for an artificial lifeform to
alter its physical structure, it requires a complete reconstruction.
Rules governing aging characters as described in the TNG
Players Guide do not apply to synthetic beings (unless they
are organic).
This Advantage can also apply to non-artificial beings as well
(if circumstances warrant).
Assisted Healing (-5, -7): When damaged, whether by accident
or design (i.e. combat), the artificial lifeform does not heal
naturally and must be repaired. These types of repairs depend
on the severity of the damage. A Stunned damage rating can
be repaired by the lifeform itself.
Injured status can be corrected by anyone with an Engineering
skill of 2 or higher. A Wounded synthetic must be repaired by
an engineer or scientist skilled in Engineering (Cybernetics)
with a rating of at least 3 in that Specialization.
An Incapacitated android or other synthetic can only be repaired aboard a starship or other sufficiently advanced facility
possessing at least a basic cybernetics laboratory, while one
Near Death can only be repaired at a Starbase or other institution of cybernetic research (or by a Dramatic Success against
high levels of Difficulty).
Any sort of a head shot (or strike to where the characters
brain is located) may indicate damage to the beings mental
faculties. These repairs must be made using both Engineering
(Cybernetics) and Computer (Programming) skill rolls. The
level of damage should indicate the Difficulty of the task.
Even a single failed repair roll can irrevocably damage the
artificial lifeform (which could lead to new Disadvantages).
Holograms and isomorphs are a special case. They are subject
to similar restrictions, but if a holograms matrix is damaged it
must be repaired by a professional (someone possessing at
least Computers (Holographic Programming) 3 (4)) in an appropriate environment (a holodeck, a holosuite, a holographics
lab, etc.).
Holograms are unable to intentionally alter or repair their own
programming. This must be preformed by an outside source.
For this reason, all holograms incapable of self-repair possess
this Disadvantage at -7 rather than -5.
Note that not all artificial beings possess this Disadvantage;
many are designed for self-repair or automated reinitialization.
Collective Will (-2, -4): Races (artificial or otherwise) possessed
of a Collective Will are at a distinct disadvantage when disconnected from the main intelligence. Generally, drones are
incapable of functioning effectively when detached and receive a -1 penalty to all Skill rolls in such a situation. A Collective Will may be natural or artificial (mechanical) in nature.
Range
1 light year
100,000 light
years
Infinite (includes
other dimensions)
Effect(s)
All drones may access any 0-point Skills the
Referee feels are appropriate to the hive mind
All drones may access any Skills possessed by
the hive mind at level 1 or at +1 to an already
existing Skill
All drones may access any Skills possessed by
the hive mind at level 2 or at +2 to an already
existing Skill
All drones may access any Skills possessed by
the hive mind at level 3 or at +3 to an already
existing Skill
Point Value
-3
-2
-3
-1
-1 to -3
The device may be a weapon or some other piece of equipment similar to those listed in one of the other Star Trek
game books. The advantage of this Trait is that the device is
always readied and does not require any time to prepare for
use. When using the attached device, the character automatically gets the initiative (Referees discretion). Furthermore, the
information from the device is relayed directly to the character
rather than via a view screen, sensor readout, and so on.
Items that are non-combative in nature cost two points.
Weapons cost four points.
Unless otherwise stated, the device functions using the synthetic beings internal power supply if the being is mechanical
or cybernetic in nature. If the being is biological, then the
item must have its own power source.
Weapons generally require a recharge time of one round per
charge used. That is to say that an attached disruptor that
fires a blast expending 5 charges must wait for 5 rounds before firing again. Weapons requiring no recharge time cost
two additional points. Further, weapons can only fire up to a
level equivalent to a Starfleet Type II phaser set at level 8.
Items larger than a tricorder or a Type II phaser may not be
attached via the Technology Link Advantage. This Trait may
be purchased multiple times, but only one may be a weapon
link.
If the Technology Link replaces one of the characters hands,
then the character must also possess the Physically Impaired
(Missing Limb) Disadvantage at -2.
Unique (-3): For whatever reason, there are no others like you.
Perhaps you were the single prototype, the only model that
ever survived, or the misunderstood brainchild of an eccentric
genius. Regardless, you are incapable of reproduction. That
means that neither you (nor anyone else, for that matter) can
create another artificial being like you.
Furthermore, if you are damaged beyond the Injured level,
only your creator can make repairs. If he is no longer available,
then only a Dramatic Success from someone with Engineering
(Cybernetics) or other applicable Skill at level 5 or higher has
any chance of repairing you.
Any models created using the same schematics will either fail
outright or will function briefly then quickly fall apart (perhaps
literally). A failed progeny may even (on a Dramatic Failure)
last long enough to cause a serious amount of damage.
If the character is terminated, then, unless the original creator
still exists, neither it nor another like it will ever exist again.
Such is the fate of a unique being.
Data, Voyagers EMH, and Minuet are all examples of Unique
artificial beings.
Unique beings cannot possess the Hive Mind Advantage or
the Collective Will Disadvantage.
Hereafter is presented Lieutenant Pandora, the synthetic lifeform from the opening story. Pandora is suitable for use as a
player or non-player character.
Programming Packages
Unlike most organic beings, many artificial lifeforms are programmed with Skills rather than taught them. This is, of
course, not always the case, but players may choose that their
synthetic characters were built, programmed, and refined in a
cybernetics lab before being allowed contact with other humanoids. Perhaps some synthetics have never even seen
ANY humanoids (even their creators!).
This does not mean that artificial lifeforms cannot learn as
organic races. This is simply an alternative for those creating
different kinds of characters. Players are absolutely allowed to
choose from the standard Early Life Packages if they so
choose (and the Referee allows).
In the event that a player wishes to do so, he may elect to
choose one of a number of variant Early Life Packages (hereafter called Programming Packages) designed specifically for
synthetic beings. Several of these alternatives are listed below.
Standard EMH: First Aid (Alpha/Beta Quadrant Humanoids) 1 (2), Medical Sciences (General Medicine)
(Surgery) 1 (2) (2), Personal Equipment (Medical Tricorder) 1 (2), Code of Honor (Hippocratic Oath) (-2), Arrogant (-1), Obligation (-2)
Athletic Programming: Athletics (Choose Specialization) 2 (3), Excellent Balance (+1), Toughness (+2), Code
of Honor (Fair Play) (-1), Programmed (-3)
Below are listed two new Early Life Packages that artificial
characters may use. These are designed specifically for synthetic beings and should not be allowed for organic characters.
Relic of a Lost Civilization: History (Builders Civilization) 1 (2), Informational Database (+2), Alien Upbringing (+1), Innovative (+1), Suppressed Memory (-2)
Besides the obvious problems with playing a hologram (mobility, character development, and so on), there are other concerns as well. As a synthetic being, holographic characters are
subject to many of the same hindrances as other artificial lifeforms. That is not to say that they cannot grow and develop
as characters; quite the contrary. Rather, they begin the game
in a very limited role and must expand and flesh out that role
as the game progresses.
Advantages/Disadvantages:
Advantages/Disadvantages:
Ageless (-3), Alertness (+2), Arrogant (-1), Assisted Healing (-7), Code of
Honor (Hipprocatic Oath) (-2), Code of Honor (Starfleet) (-4), Eidetic
Memory (+3), Emotionless (-3), Limited Range (-5), Multitasking (+2),
Obligation (-2), Programmed (-5), Sense of Time (+1), Synthetic Being
(+5)
*The species-specific Human specialization may be changed, depending on the races of the
patients that the EMH treats.
11 - Artificial Lifeforms