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The ship lurched as the disruptor blast hammered
into the starboard warp nacelle. The nacelle began
venting plasma into space, threatening to ignite and
send the
U.S.S. Vindicator
and her crew to a fiery
death.
“Captain,” said Lieutenant Pandora, the operations
officer, “we have been hit. Shields are down. We
are in danger of exploding.”
“Damn it, Pandora, tell me something that I don’t
know!” bellowed Captain McElroy. “What are our
options?”
“I suggest that we…” began the Lieutenant.
“Just do it!” interrupted McElroy.
With that, Pandora’s fingers danced like mercury
across the lighted panel and almost immediately the
ship regained its bearings. The bridge seemed to rock
slightly as the
Akira
-class vessel made a near-180º
turn.
The viewscreen showed the
Vindicator
launch a
barrage of quantum torpedoes toward the Borg
sphere. They shimmered and, much to the crew’s
surprise, pierced the enemy’s shields, striking the
sphere’s hull.
The Borg ship erupted in a ball of silent green flame.
The explosion knocked the
Vindicator
off her pre-
carious positioning, but Pandora quickly regained
control.
“How in the hell did you do that?” asked the captain.
“Quite simple, really,” replied Pandora. “I recog-
nized a pattern in the Borg vessel’s shield harmonics
and compensated by adjusting the resonance of the
torpedoes. It was a simple matter of…”
“That’s just right,” interrupted the captain once
again, “that’s just so. Set our heading for Starbase
114 and proceed at maximum warp.”
“Aye sir,” said the lieutenant.
“It’s really nice having you back aboard, Pandora,”
said the captain with a smile. “I’m glad your repairs
were completed ahead of schedule.”
“Thank you, sir.”
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
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universe. V’ger, the synthetic Ilia, and Mudd’s an-
droids, too, are excellent examples of artificial intelligen-
ces from the original
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. One could even include
the
U.S.S. Voyager’s
Emergency Medical Hologram as an
artificial lifeform.
And yet, despite these stellar examples of the variety of
artificial life present in the
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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.
I have therefore taken the task in hand and created a set
of rules for generating artificial beings for use in
Last Uni-
corn Games’ S
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role playing series. The following
rules can be used to generate artificial lifeforms as player
characters or NPCs (as the Referee sees fit).
Since artificial lifeforms in
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tend to appear
humanoid, then we will focus on beings of that type. To
begin, any anthropomorphic artificial lifeform should
appear human (or humanoid). Some, like Data and Lore,
resemble their creator to some degree. Others, like
Mudd’s androids, are designed to appear as perfect speci-
mens of a specific race. Regardless, most (but definitely
not all) artificial lifeforms encountered will be bipedal,
possessing two arms, two legs, a body, and a head. As
these specifications are standard for the majority of the
races characterized in
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, there is no particular
point value assigned to them.
Other, more exotic body types are possible. Some artifi-
cial lifeforms may consist of nanites, mimetic polyalloys,
or biomolecular plastic. They may look more like appli-
ances than characters. They may even be simply sentient
programs in a computer core. Nevertheless these artifi-
cial beings all deserve some attention. If the Referee
wishes to utilize a synthetic lifeform other than a bipedal
humanoid robot or android, these rules can easily be ex-
panded to cover such beings.
In terms of Attributes, Edges, and Traits, it would seem
that the sky is the limit. A sufficiently powerful android
can be far stronger than even the most brutal Klingon
warrior can and more intelligent that the brightest Vulcan
scientist. For this reason, the highest Attribute scores
available to artificial humanoids should be 6. Edges are
also appropriate in many instances, both positive and
negative.
Traits are tricky. For a typical android, there is a package
of old and new Traits that should be considered standard.
Though designed to be as balanced as possible, some
Traits may be discarded from or added to this Template
to suit the needs of the particular campaign. For a run-of-
the-mill humanoid robot or android, use the Basic Tem-
plate presented here.
There are, as mentioned, other types of artificial life pre-
sent in the
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universe. These lifeforms vary
widely in form and function, but the majority of those
encountered has appeared humanoid and was, in fact, cre-
ated by humanoid races.
Nevertheless, the rules presented here should allow for
the creation of any sort of artificial lifeform for use in any
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Role Playing Game
setting. Just realize that
these are not “hard and fast” rules and are absolutely sub-
ject to the whims of the Referee.
Below is detailed a Template representing the typical
humanoid cybernetic lifeform (android or robot).
Artificial Lifeform – Humanoid (Typical)
Attributes
Fitness 3 [6]
Vitality +1
Strength +1
Coordination 2 [6]
Intellect 3 [6]
Logic +1
Presence 1 [5]
Empathy -1
Psi 0 [0]†
Standard Skills:
Any Science (choose Specialization) 1 (2)
Computers (Programming) 1 (2)
Culture (Creator’s Race) 1 (2)
Engineering, Theoretical (Cybernetics) 2 (3)
History (Creator’s Race) 1 (2)
Language
Varies (based on programmer’s language) 2
Physical Science (Mathematics) 2 (3)
Advantages/Disadvantages:
Eidetic Memory (+3), Multitasking (+2), Sense of Time (+1), As-
sisted Healing* (-5), Emotionless* (-3), Pacifism (Self Defense
Only) (-3), Synthetic Being* (+2 or +5)††
* Represents a new Trait
† Generally speaking, artificial lifeforms cannot possess Psi ability, but this is, as
always, up to the individual Referee. If unable to use such powers, then they should
probably possess the Telepathic Resistance Advantage.
†† 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.
This is only a basic template. There are other Advantages
and Disadvantages that are equally applicable and may be
chosen in addition to or in place of those listed above.
This artificial humanoid is merely a standard model that
may be encountered during an Episode or Series. Though
not totally balanced in terms of points, it is pretty close.
Any alterations that the Referee feels necessary may be
made to alter the Template to suit a particular campaign.
Afterwards some new Advantages and Disadvantages are
listed, most of which are unique to artificial lifeforms.
Some apply to androids and robots while others apply to
other synthetic beings like sentient holograms and such.
The use of artificial lifeforms is an integral part of
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. The exploration of humanity is a powerful motiva-
tion for any character and even more so for one that is not
alive in a biological sense. I suggest you not use these be-
ings just to have a superhuman character, but rather to
explore the nature of humanity from the outside.
This information is presented only as a basic template
with some simple suggestions for using synthetic beings
in your games. These rules can be altered to suit your spe-
cific needs.
Though not specifically explained here, many of the
Traits listed may be used to create a fairly accurate cyborg
as well as a completely artificial lifeform.
Finally, synthetic beings can be used just as any other
character by developing that character using Overlays and
other Packages.
New Traits
There are many other Traits that are certainly appropri-
ate, but unless the artificial lifeform is biological in na-
ture, 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 arti-
ficial lifeform to alter its physical structure, it requires a
complete reconstruction.
Rules governing aging characters as described in the
TNG
Player’s 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 Engi-
neering skill of 2 or higher. A Wounded synthetic must
be repaired by an engineer or scientist skilled in Engineer-
ing (Cybernetics) with a rating of at least 3 in that Spe-
cialization.
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 Dra-
matic Success against high levels of Difficulty).
Any sort of a head shot (or strike to where the character’s
“brain” is located) may indicate damage to the being’s
mental faculties. These repairs must be made using both
Engineering (Cybernetics) and Computer (Programming)
skill rolls. The level of damage should indicate the Diffi-
culty of the task. Even a single failed repair roll can ir-
revocably 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 hologram’s matrix
is damaged it must be repaired by a professional (someone
possessing at least Computers (Holographic Program-
ming) 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 out-
side 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 Disadvan-
tage; many are designed for self-repair or automated reini-
tialization.
Collective Will (-2, -4):
Races (artificial or otherwise)
possessed of a Collective Will are at a distinct disadvan-
tage when disconnected from the main intelligence. Gen-
erally, 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.
Though still limiting, the -2 Disadvantage is somewhat
less crippling than the -4 point version. At the -2 level,
disconnected drones are capable of functioning independ-
ently, using their own Skills and knowledge, but at a pen-
alty as mentioned above. Permanently disconnected be-
ings can buy off this Disadvantage, reintegrating into a
normal society, but may experience flashbacks or night-
mares. Former groups may also seek disconnected
drones.
The -4 point version, however, is dangerous, even life
threatening. When disconnected from the Collective
Will, members of the race will become catatonic. They
will wither away and die shortly unless reconnected to
the Collective Will. Though completely incapable of in-
dependent thought or movement, members of this race
can survive for a number of days equal to their Fitness
score, or twice that if receiving external mental stimula-
tion (such as a cortical stimulator) and continuous medi-
cal supervision. Finally, they can be placed in stasis until
such time that they can rejoin the Collective Will; this
method can preserve a disconnected member indefinitely.
Races with the -4 point version are often (but not always)
unintelligent and function only by control of the Collec-
tive Will.
Computer Interface
(+3): If cybernetic in nature, the
character is able to interface directly with typical (and
sometimes atypical) computer systems via a dataport,
injection tubules, or whatever. This includes not only
computer systems, but possibly other artificial lifeforms
as well. This provides two additional dice to any Com-
puter Skill roll involving the interfaced system (like data
alteration or programming).
Additionally, most Computer Tests are resolved in a frac-
tion of the normal time (most can be completed in one
round).
Cyborg
(+2): Organic characters capable of purchasing
synthetic-specific Traits are considered cyborgs. Despite
the negative connotations associated with incorporating
technology into one’s body, many Federation citizens
(and others) choose to “better” themselves by receiving
cybernetic implants and alterations.
In order to possess any of the Advantages and/or Disad-
vantages listed as specifically for artificial lifeforms, char-
acters must purchase the Cyborg Advantage. This Trait
is often accompanied by Dark Secret (Cyborg) (-2).
Note that holograms cannot be cyborgs (though they can
be made to look like cyborgs).
Disturbing Appearance
(-2): The synthetic character has
some feature that causes others (mainly humanoids) to
feel uneasy around it. This causes a penalty of one die to
all Social Skill rolls relating to those who would react
negatively to the character’s features.
Examples include Data’s extremely pale skin and yellow
eyes, the Cravic Automated Units’ lack of facial features,
or possibly other discrepancies such as glowing eyes, an
exceptionally inhuman voice, and so on. This is not lim-
ited to physical appearance; it also covers disturbing
behaviors as well.
Emotionless
(-3): Similar to Hides Emotions (-2), but
more so. The synthetic being has no emotions whatso-
ever. Consequently the being cannot comprehend emo-
tions and therefore suffers a two dice penalty on all Pres-
ence skill rolls. Further, the being has exceptional diffi-
culty reacting to certain situations involving emotions
and appears cold and callous. Though used as a standard
Disadvantage for artificial lifeforms, this can be replaced
by another Trait of equal value if so desired (at the Refe-
ree’s discretion).
Until the inclusion of his emotion chip, Mr. Data suffered
from the Emotionless Disadvantage.
Hive Mind (varies):
The race is connected mentally by
some mechanism, be it technological or biological. Due to
the nature of the link, it is generally resistant to standard
forms of disruption (i.e. energy surges, psionic interfer-
ence, etc.), functions instantaneously, and has an effec-
tively limitless range at the highest levels.
Point
Cost
Range
Effect(s)
may be extended to the next level at the cost of one addi-
tional point.
The Hive Mind Advantage may also be bought at a cost
of +1 point at a range of one light year IF there are no
Skills or Skill bonuses provided; this is simply a method
of silent, instantaneous communication among members
of a race.
All levels of the Hive Mind Advantage provide instanta-
neous communication to all participating units using ei-
ther an unknown telepathic means, by sending signals
through subspace, and so on.
Holographic Invulnerability
(+3): Possessed by (and
ONLY by) holograms and isomorphs, this Advantage
illustrates the fact that, for all practical purposes, these
characters are unable to take damage from conventional
sources (hand-to-hand and melee attacks).
They can be harmed by energy weapons like phasers and
disruptors in the same fashion organic beings can, but the
effect is different; once a hologram receives enough dam-
age to Incapacitate it, it goes offline. At this point its
holographic matrix has been destabilizes to the point that
it can no longer manifest itself safely.
Damaging its source can also disable a hologram, be it a
holodeck module, a holoprojection matrix, or a mobile
emitter. Damage to these items will most likely cause the
program to fail, and, in a very bad situation, destroy the
program altogether if the hologram is stored in that loca-
tion. Generally, however, holograms are stored in mas-
sive computer mainframes and are merely projected from
various locations.
This does not mean that a hologram cannot cause damage
to others, however. In fact, many combat-oriented holo-
grams are quite capable of maiming or even killing a hu-
manoid target.
The only way to truly damage a holographic entity and
make sure that it doesn’t come back is by altering or eras-
ing its program. Holograms are simply massive amounts
of programming code and, provided they can be accessed,
are easily changed or deleted. Fortunately, most holo-
grams are coded with numerous levels of tamperproof
encryption and other safety protocols, but this is not al-
ways the case; someone else almost always has the access
codes to the hologram’s programming.
Informational Database
(+2): The character is a veritable
encyclopedia of information. The computer brain of the
artificial being is literally filled with information on
thousands, possibly even millions of topics. Though this
does not provide additional Skills, it can (at the Referee’s
discretion) provide additional dice to research tasks and
other related Skill Tests.
Furthermore, in any event when some trivial piece of
knowledge is sought or required, the character may make
an Intellect Test against a Difficulty of 7 to determine if
it has any information on that particular topic.
All drones may access any 0-point Skills the Refe-
ree feels are appropriate to the hive mind
2
1 light year
All drones may access any Skills possessed by the
hive mind at level 1 or at +1 to an already existing
Skill
4
1,000 light years
All drones may access any Skills possessed by the
hive mind at level 2 or at +2 to an already existing
Skill
6
100,000 light years
All drones may access any Skills possessed by the
hive mind at level 3 or at +3 to an already existing
Skill
The cost of this Advantage increases by +1 if the Hive
Mind has subordinate repositories for the collective
knowledge (i.e. Borg cubes act as foci for the drones “at-
tached” to them). Further, an extra +1 may be added to
the cost of this Trait if the hive mind signals are en-
crypted or otherwise exceptionally difficult to decode us-
ing outside resources (minimum Difficulty of 12 to tam-
per with or decipher the hive’s signal). Finally, range
8
Infinite (includes
other dimensions)
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