======Machine Intelligence Lenses====== ====Minimal Software: -255 points==== In addition to the infomorphs listed in the Transhuman Space core book, the approach to handling certain character features in 4e games requires a new template; “Minimal Software.” This is because, although most infomorph/cybershell characters can be treated as a cybershell template plus an AI template, some cybershells which PCs will purchase as Allies will have no AI whatsoever, being used purely for remote teleoperation or as a spare body (a “vessel”) for an infomorph character. Such cybershells should have the following template added; rather than a controlling AI, they have minimal “housekeeping” software installed to manage basic functions, such as controlling communications ports to allow an authorized infomorph to install itself, or keeping a bioshell’s heart and lungs running. This software can also manage the use of other programs on the hardware, such as a teleoperation program, or simple utilities (word processors, graphics programs, databases, etc.). See “Vessel” Cybershells for uses for this. Attribute Modifiers: IQ -10 [-200]. Disadvantages: Dead Broke [-25]; Reprogrammable [-10]; Social Stigma (Subjugated) [-20]. Features: Complexity 1 program; Taboo Trait (Fixed IQ). ====Nonsapient AI (NAI): 29 points==== Attribute Modifiers: IQ-2 [-40]. Advantages: AI [32]; Enhanced Time Sense [45]; Extra Life (Copy, -20%; Requires Body, -20%) [15]; Indomitable [15]; Possession (Digital, -40%) [60]; Single-Minded [5]; Unaging (IQ only, -75%) [4]; Unfazeable [15]. Disadvantages: Automaton [-85]; Dead Broke [-25]; Social Stigma (Subjugated) [-20]. Racial Skills: Computer Operation/TL10 (E) IQ+3 [8]-11. Features: Complexity 4 program; Taboo Traits (Mental Instability, Self-Awareness). Notes: Unlike the 3e version, this template has No Sense of Humor (from the Automaton meta-trait) in place of Clueless; assume that the program is sophisticated enough to handle colloquialisms, but it doesn’t even try to make jokes. GMs who prefer to preserve backwards compatibility with the old version can switch the two disadvantages without changing the cost. The Automaton meta-trait also gives it Incurious, replacing Staid in the earlier version. Some sophisticated NAIs may be permitted to “buy this off” (probably taking Staid in its place); programmers seek to make even the most basic AIs take some active interest in their surroundings. A NAI is regarded as a nonperson virtually everywhere in 2100 – hence the Social Stigma. Few NAIs are capable of grasping this fact, and one that somehow “escaped” would be regarded as dangerously unstable corrupted software and probably hunted down for deletion by the former owner and the authorities. This Social Stigma replaces the Status -4 disadvantage in the 3e template; for one thing, Status doesn’t generally run that low in 4e games, and for another, a NAI, like an IQ 0 dumb machine, doesn’t really have Status at all – it’s treated as a //thing//. Variants The above represents a Complexity 4 NAI. For each +1 to Complexity (up to Complexity 10), add +1 to the template’s IQ and 20 points to its cost. (For example, a NAI-7 has IQ+1 in its template and costs 89 points.) ====Low-Sapient AI (LAI): 82 points==== Attribute Modifiers: IQ-1 [-20]. Advantages: AI [32]; Enhanced Time Sense [45]; Extra Life (Copy, -20%; Requires Body, -20%) [15]; Fearlessness 2 [4]; Possession (Digital, -40%) [60]; Unaging (IQ only, -75%) [4]; Visualization (Reliable, +4, +20%) [12]. Disadvantages: Dead Broke [-25]; Hidebound [-5]; Honesty (9) [-15]; Low Empathy [-20]; Social Stigma (Valuable Property) [-10]. Quirks: Attentive; Broad-Minded; Staid [-3]. Racial Skills: Computer Operation/TL10 (E) IQ+3 [8]-12. Features: Complexity 6 program; Taboo Trait (Mental Instability). Notes: LAIs are regarded as property in most places; hence the Social Stigma. They do have a few limited rights, in custom if not in law, because they are generally recognized as possessing self-awareness and personalities, and hence are classed here as Valuable Property rather than Subjugated. Most are comfortable with this situation; as with NAIs, one that “went rogue” would be in a far more precarious position. In the Caliphate, they are subject to special laws and customs, for historical reasons; for a LAI based there, change the Social Stigma to Minority Group. (Such a LAI might also buy off the Dead Broke disadvantage, though most are in practice permanently resident with a “guardian” who looks after their material needs.) Variants The above represents a Complexity 6 LAI. For each +1 to Complexity (up to Complexity 10), add +1 to the template’s IQ and 20 points to its cost. (For example, a LAI-9 has IQ+2 in its template and costs 142 points.) ====Sapient AI (SAI): 153 points==== Attribute Modifiers: IQ-1 [-20]. Advantages: AI [32]; Enhanced Time Sense [45]; Extra Life (Copy, -20%; Requires Body, -20%) [15]; Fearlessness 1 [2]; Memetics Talent 1 [10]; Possession (Digital, -40%) [60]; Unaging (IQ only, -75%) [4]; Visualization (Reliable, +4, +20%) [12]. Disadvantages: Honesty (9) [-15]. Racial Skills: Computer Operation/TL10 (E) IQ+3 [8]-12. Features: Complexity 7 program; Taboo Trait (Mental Instability). Notes: Many SAIs suffer from some kind of Social Stigma, but the type depends on where they are based. In the E.U., the Caliphate, and transhumanist enclaves, they are classed as full citizens (though there are many individuals with Intolerance directed towards them, and they may be treated as Minors some time after they achieve quite mature personalities). In China, they are functionally a Minority Group, and will rarely have better than Poor wealth; many are effectively owned by a government organization or company, though their theoretical legal rights aren’t always ignored. Society in India is suspicious of these entities, probably due to a widespread “Frankenstein phobia,” and they are effectively Subjugated there. Elsewhere, they are classed as Valuable Property. In the latter two cases, they will always be Dead Broke. Because these Stigmas and low wealth levels are mandatory, they may not count against campaign disadvantage limits (GM’s option). Variants The above represents a Complexity 7 SAI. For each +1 to Complexity (up to Complexity 10), add +1 to the template’s IQ and 20 points to its cost. (For example, a SAI-8 has no IQ modifier in its template and costs 173 points.) Citizen AI (p. TS120): This is an SAI with no Social Stigma, no Duty (unless it is one that might be voluntarily accepted by any free citizen), and any level of wealth. General AI Variants Emergent Intelligence (p. TS120): Remove Dead Broke in the case of a LAI (though few EIs have much money), Honesty, and Reprogrammable (from the AI meta-trait). This adds 50 points to the cost of a LAI, 25 to a SAI. Known EIs have a Social Stigma, often severe (see p. 42); the alternative is to masquerade as something else (usually a much less powerful program) or remain hidden, which implies a large Secret. Gestalt Intelligence (p. TS120): Add Mindlink (p. B70), and optionally Mind Reading (p. B69); both must have the Cybernetic Only and Telecommunication limitations, and often also have the Sensory enhancement. This means that all participating AIs must have access to some kind of Telecommunication (or run on the same computer); they may need the Sensie enhancement (p. 41), or at least Video, to use the link to the full. Other AIs in the gestalt may represent Allies or an Ally Group. Gestalt AIs might be permitted to buy levels of Compartmentalized Mind with a special limitation “Must borrow the use of a linked AI’s computer”; the value depends on how many and how easily accessible the other members of the gestalt may be. Note that an AI lending all its processing ability will be inert and helpless. GMs might also permit such AIs to buy extra IQ with the limitation “Only when linked to the gestalt” – value again dependent on how convenient that is – to represent a powerful “brainstorming” ability. Gypsy (see Fifth Wave, p. 122): As an Emergent Intelligence (above) or a Shadow (below), but add the Full Memory Access enhancement (p. 40) to the Possession advantage, increasing template costs by 10 points. (The Cosmic enhancement can make this even more effective; see p. 40.) Gypsy infomorphs need good computer skills to support their “lifestyles.” They usually have a significant Secret or Social Stigma, as they are regarded as a nuisance at best (being prone to “borrowing” other people’s computer time), and a deadly threat at worst. Orphan (p. TS120): Orphan AIs lack any Duty; given public paranoia on the subject, they probably have a significant Secret, or a Social Stigma if exposed. Details vary between individuals; some are simply Citizens, others are treated as Monsters. Rogue (p. TS120): As LAI or SAI, but delete Honesty, increasing the template cost by 15 points. This often represents a serious Secret or a very major Enemy, as a known Rogue will hunted down for reprogramming at best, and quite possibly deletion. May be combined with Citizen or Orphan. Ghost Mind Emulation p. TS120: 86 points Advantages: Absolute Timing [2]; Digital Mind [5]; Extra Life (Copy, -20%; Requires Body, -20%) [15]; Possession (Digital, -40%) [60]; Unaging (IQ only, -75%) [4]. Features: Complexity 7 program. Notes: Ghosts may suffer Social Stigmas, depending where they are based. In China and India, they are Second-Class Citizens; in the Caliphate, they are seen as Monsters; and in the TSA, they are widely treated as Valuable Property. Such Stigmas may not count against campaign disadvantage limits, at the GM’s option, as they apply to all members of the “race.” Variants Fragment Mind Emulation (p. TS120): Use the ghost template plus Amnesia (Partial) [-10], reducing the cost to 76 points. Fragments also suffer greater Social Stigmas in many areas; in the E.U., PRA, SAC, USA, and most transhumanist enclaves, they are treated as Minors (the legalities are slightly different, but a fragment isn’t trusted to be a fully responsible adult, and will usually be assigned some sort of “guardian”), in most of the TSA they are effectively Subjugated, and in Duncanite communities they are Valuable Property. Shadow Mind Emulation p. TS120 Use a LAI or SAI template, but delete Taboo Trait (Mental Instability) and add Amnesia (Partial; Shallow Memories, -70%) [-3] and Delusion (“I have full memories”) [-5], reducing the template cost by a total of 8 points. (See p. TS120 for an explanation of these disadvantages.) Shadows suffer the same Social Stigmas as the type of AI on which they are based. However, they are abominated as Monsters in the Caliphate, and SAI shadows are merely treated as Valuable Property in India; adjust total template costs as required. CYBERSHELLS Note that, while the 3e Machine Body advantage included Doesn’t Eat or Drink, this isn’t included in either of the 4e meta-traits; hence, each cybershell template has to include advantages or disadvantages to reflect specific fuel/power requirements. When deprived of fuel, or when their power cells run down, machines quickly become inert, rather than slowly starving to death. This faster loss of function is balanced by the fact that they can be restarted at any later point by refueling or recharging them. Any tendency to long-term decline if unattended is reflected by a Maintenance disadvantage. Bush Robot p. TS121: 299 points Attribute Modifiers: ST-1 [-10]; HT+1 [10]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Ambidexterity [5]; Damage Resistance 10 (Can’t Wear Armor, -40%) [30]; Doesn’t Breathe [20]; Extra Arms 1 (Extra-Flexible, +50%; Foot Manipulators, -30%) [12]; Extra-Flexible Arms (see note) [10]; Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]; High Manual Dexterity 10 [50]; Injury Tolerance (No Brain) [5]; Machine [25]; Microscopic Vision 6 (Accessibility: Must physically touch subject, -10%) [27]; Penetrating Vision 1 (Blockable, any surface with DR 1+, -30%; Must physically touch object to be viewed through, -30%) [4]; Pressure Support 2 [10]; Reduced Consumption 3 (Recharge power cells once a week) [6]; Scanning Sense (Imaging Radar) [20]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 20 [20]; Vacuum Support [5]. Perks: Accessory (Microframe Computer); Accessory (Micromanipulation Tools); Accessory (Molecular Manipulation Tools) [3]. Disadvantages: Cybershell Body [-15]; Mistaken Identity [-5]; One Arm (Mitigator, Half Ground Move, -60%) [-8]; Restricted Diet (Very Common, power cells) [-10]. Note: The bush robot’s limbs can be used as arms and legs interchangeably. Hence, it can use its full ground move while using one arm, use two arms while moving slowly on a single complex limb, or employ three arms with full effect while stationary or floating in space – hence the peculiar combination of advantages and disadvantages. In addition, all of its arms have the Extra-Flexible enhancement, costing 5 points per arm for the standard two. Bush robots are rare and visually standardized, with a slightly odd history, all of which sometimes leads to confusion between individuals; hence, they qualify for Mistaken Identity. Buzzbot p. TS121: -15 points Attribute Modifiers: ST-7 [-70]; HT+1 [10]. Secondary Characteristic Modifiers: SM -2. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Damage Resistance 2 (Can’t Wear Armor, -40%) [6]; Filter Lungs [5]; Flight (Temporary Disadvantage, Noisy 2, -4%) [39]; Infravision [10]; Machine [25]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 2 [10]; Temperature Tolerance 3 [3]. Disadvantages: Cybershell Body [-15]; Increased Consumption 3 (Requires refueling, 1 hour endurance) [-30]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Aerial) [0]; No Sense of Smell/Taste [-5]; One Arm [-20]; Restricted Diet (Common, any one hydrocarbon fuel) [-20]. Perks: Accessory (Tiny Computer) [1]. Features: Individuals of the same model closely resemble each other. Variants Newshawk (see Personnel Files, p. 61): A variant with superior telescopic camera lenses and parabolic microphones, generally used for news-gathering purposes. Change Telescopic Vision to level 6 [30] and add Parabolic Hearing 2 [8]. 13 points ($820, 5 lbs.). Wotatech Combat Buzzbot (see Personnel Files, p. 63): A light-military-duties variant with light-enhancing polarized optics and a mounting point for a light weapon (usually a micro-missile pod, but virtually any pistol-sized weapon is possible without encumbering the buzzbot significantly). Add Extra Arm (Weapon Mount, -80%) [2], Night Vision 9 [9], Protected Sense (Vision) [5], and Perk (IFF transponder) [1]. 2 points ($620, 5 lbs., plus the cost and weight of any weapon installed). Cryobot p. TS122: 378 points Attribute Modifiers: ST+1 [10]; HT+3 [30]. Secondary Characteristic Modifiers: HP+5 [10]. Advantages: Amphibious [10]; Damage Resistance 30 (Can’t Wear Armor, -40%) [90]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Enhanced Move (Water) 1 [20]; Extra Arms 1 (Extra-Flexible, +50%; Only in water or zero-G, -50%) [10]; Extra-Flexible Arms (see note) [10]; Extra Legs (three total) [5]; High Manual Dexterity 4 [20]; Machine [25]; Microscopic Vision 3 [15]; Permeation (Ice; Tunnel, +40%; Very slow, move only 1 yard/20 seconds, -70%) [7]; Pressure Support 3 [15]; Radiation Tolerance 1,000 [45]; Scanning Sense (Sonar; Targeting, +20%) [24]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication; Video, +40%) [21]; Temperature Tolerance 25 [25]; Vacuum Support [5]. Perks: Accessory (Microframe Computer); Accessory (Micromanipulation Tools) [2]. Disadvantages: Blindness [-50]; Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Fine Manipulators (Becomes One Arm if moving at half ground move and eliminated completely in water or zero-G, -70%) [-9]; No Sense of Smell/Taste [-5]. Features: Individuals of the same model closely resemble each other. Notes: The cryobot can use all three limbs for manipulation when in water, walk around on all three, or use one as an arm and thereby count as having temporarily lost one of its legs (reducing its move by 50%) – hence the peculiar combination of advantages and disadvantages. In addition, all three of its limbs have the Extra-Flexible enhancement, costing 5 points per arm for the standard two. The cryobot uses sonar instead of vision; this is sensitive enough to use in combat if necessary. It can transmit sonar images through Telecommunication that resolve as visual images on standard video reception equipment. Lastly, its Maintenance requirement encompasses the occasional need to refuel its radiothermal generator. Cyberdoc p. TS122: 232 points Attribute Modifiers: ST+1 [10]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]. Advantages: Ambidexterity [5]; Claws (Sharp Claws) [5]; Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Discriminatory Taste [10]; Doesn’t Breathe [20]; High Manual Dexterity 6 [30]; Extra Arms 3 (Foot Manipulators, -30%) [21]; Machine [25]; Microscopic Vision 3 [15]; Pressure Support 1 [5]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack) [5]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]; Vacuum Support [5]. Perks: Accessory (Drug synthesis and dispensing systems); Accessory (Integral respiratory support – can keep a single patient breathing while remaining stationary); Accessory (Microframe Computer); Accessory (Micromanipulation Tools); Accessory (Ultrasound scanner); Sanitized Metabolism [6]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other Cyberdoll p. TS122: 127 points Attribute Modifiers: ST+2 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Damage Resistance 2 (Flexible, -20%) [8]; Doesn’t Breathe [20]; Handsome/Beautiful (Off-the-shelf looks, -50%) [6]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; Sensie, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Sensie, +80%) [18]. Perks: Accessory (Small or Compact Microframe Computer); Sanitized Metabolism [2]. Disadvantages: Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there; Resembles a human until inspected closely (Prevents fully effective long-term disguise, but can still lead to a hostile reaction from people who find that they’ve been deceived, even accidentally) [-2]. Features: Individuals of the same production run often resemble each other. Note: As a cybershell, the Cyberdoll has Injury Tolerance (No Neck), despite the fact that it has a human-like shape with a physical neck. It cannot be choked or strangled, and blows to its neck do no special damage (treat them as ordinary torso hits). However, the neck location may be left exposed by some partialcoverage armor, and although severing its head doesn’t automatically “kill” it – the main computer is in the torso – it will detach several of the machine’s sensors; hence, this merits a quirk. Variants Clockwork Souls Custom (p. TS122): Delete Off-The-Shelf Looks and the “often resemble each other” feature. 133 points. Infiltration Android (p. TS122): Increase HP to +8 [16] and Damage Resistance to 10 (Flexible, -20%) [40], and add DX+2 [40], Per+3 [15], Basic Speed+2.0 [40], High Pain Threshold [10], Payload 1 [1], Perfect Balance [15], and Protected Sense (Vision) [5]. 295 points. Humaniform See Broken Dreams, p. 123: 12 points Attribute Modifiers: ST-1 [-10]. Secondary Characteristic Modifiers: HP+1 [2]. Advantages: Damage Resistance 3 (Flexible, -20%) [12]; Machine [25]; Telecommunication (Cable Jack) [5]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]. Perks: Accessory (Small or Microframe Computer) [1]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, any one hydrocarbon fuel) [-20]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there [-1]. Features: Individuals of the same production run often resemble each other. Note: See the note for the Cyberdoll regarding this cybershell’s quirk. Costs $4,000 + computer, 5’ 8” tall, 150 lbs. Variants Motion Capture Mannequin: A Humaniform model designed for InVid production motion capture work, “cyberdance” performances, etc.. Change ST to -3 [-30], and add DX+1 [20], Flexibility [5], and Perfect Balance [15]; computer installed must be Small. 32 points ($6,000, 110 lbs.). Microframe/Mainframe/Macroframe p. TS122: -136/-128/-104 points Attribute Modifiers: ST-10 [-100]; HT+2 [20]. Secondary Characteristic Modifiers: HP+8/+12/+30 (Macroframe has Size, -20%) [16/24/48]; SM -3/0/+2. Advantages: Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Machine [25]; Telecommunication (Cable Jack; Sensie, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Sensie, +80%) [18]. Perks: Accessory (Computer) [1]. Disadvantages: Cybershell Body [-15]; Increased Consumption 4 (1/2 hour endurance if detached from power) [-40]; No Legs (Sessile) [-50]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, electrical power supply) [-10]. Features: Individuals of the same model closely resemble each other. Note: Computers of these types generally draw power from permanent connections to some kind of socket. However, they have small internal power reserves to enable them to survive brief power outages. Variants Dumbshell Case: Static computers in 2100 generally have “semi-smart matter” casings with contact sensitivity, enabling the controlling software to monitor events in their vicinity, complain about users leaving coffee cups on them, etc. – but some still come with dirt-cheap “dumb matter” boxes. Add Numb [-20]. Modded Case: A few slightly eccentric AIs regard idiosyncratic casing designs as a form of body art. (Of course, they have to hire or persuade someone to do the work, or get hold of a teleoperated mobile cybershell.) Delete the second feature; adds at least $10/$50/$100 to cost (and sometimes much more). Some manage to acquire variations in their Appearance Level . . . Wanderbox: Computers in laboratories and other controlled environments are occasionally given limited mobility for convenience (sometimes as an ad hoc modification by lab assistants). Change Increased Consumption to level 3 (1 hour endurance) [-30], add Lifting ST +2/+6/+13 (Size, -20%, for Macroframe only) [6/18/31], and Replace No Legs (Sessile) with No Legs (Tracked or Wheeled) [-20]. Many wanderboxes have reduced Basic Move. Add +46/+58/+71 points, $10/$40/$100 to cost, and 20% to weight. Mobile Helmet p. TS123: 189 points Attribute Modifiers: ST-6 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: HP+2 [4]; SM -2. Advantages: Ambidexterity [5]; Compartmentalized Mind (Dedicated Controls) 1 [10]; Damage Resistance 25 (Can’t Wear Armor, -40%) [75]; Doesn’t Breathe [20]; Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]; Hyperspectral Vision [25]; Pressure Support 2 [10]; Protected Sense (Vision) [5]; Machine [25]; Radiation Tolerance 5 [10]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Vacuum Support [5]. Perks: Accessory (Small Computer); Can latch onto standard spacesuits and provide wearer’s head with own full DR and vacuum protection [2]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Very Common, power cells) [-10]; Semi-Upright [-5]; Short Arms (see note) [-10]. Features: Individuals of the same model closely resemble each other. Notes: The Dedicated Controls advantage reflects the fact that the wearer can use the helmet’s sensors, radio, and vision protection. The Semi-Upright disadvantage reflects the fact that (like a semi-upright creature), the helmet normally uses all four limbs when moving on the ground, but can swivel into an alternative posture to use two of them as arms, and can still walk, albeit slowly, at these times. The Short Arms disadvantage represents the Short limitation applied to the standard two arms. Polypede p. TS123: 419 points This modular cybershell has four substantially different configurations. The following partial template represents the common features of all four, and costs 326 points: Attribute Modifiers: ST+12 (Size -10%) [108]; HT+2 [20]. Secondary Characteristic Modifiers: SM +1. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Ambidexterity [5]; Damage Resistance 40 (Can’t Wear Armor, -40%) [120]; Doesn’t Breathe [20]; Machine [25]; Pressure Support 2 [10]; Radiation Tolerance 2 [5]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Vacuum Support [5]. Perks: Accessory (Distributed Microframe Computer) [1]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one hydrocarbon fuel) [-20]. Features: Individuals of the same model closely resemble each other. The following represents the polypede’s usual form (and various essentially similar configurations), with the listed point cost. “Spider” Add Enhanced Move (Ground) 1/2 [10], Extra-Flexible Arms (the Extra-Flexible enhancement applied to the standard two arms) [10], Extra Legs (6 legs) [10], and Shapeshifting (Alternate Form; Three forms, all less powerful; Reduced Time 2, +40%) [63]. The polypede’s alternate forms are as follows: Rolling Hoop 316 points Add Enhanced Move (Ground) 2 [40], No Legs (Rolls) [0], and No Manipulators [-50]. Tunneling Worm 346 points Add Tunneling (Move 1) [35], No Legs (Slithers) [0], One Arm [-20], and apply the enhancement Extra-Flexible (+50%) to the form’s single arm [5]. Work Arm 301 points Add No Legs (Sessile) [-50] and One Arm [-20], and apply the enhancements Extra-Flexible (+50%) and Long 4 (+400%) to the form’s single arm, giving +5 hexes to reach [45]. Note that the polypede must have somewhere solid to anchor itself before adopting this form. RATS p. TS124: 519 points Attribute Modifiers: ST+1 (Size -10%) [9]; DX+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: HP+4 [8]; SM +1. Advantages: Absolute Direction [5]; Acute Senses (Hearing) 3 [6]; Chameleon 4 (Extended, Infrared, +20%) [24]; Claws (Sharp Claws) [5]; Damage Resistance 60 (Electromagnetic, +20%; Can’t Wear Armor, -40%) [240]; Doesn’t Breathe [20]; Enhanced Move (Ground) 1 [20], Extra Legs (4 legs) [5]; High Pain Threshold [10]; Infravision [10]; Machine [25]; Payload 5 [5]; Pressure Support 2 [10]; Protected Sense (Vision) [5]; Radiation Tolerance 5 [10]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Silence 1 [5]; Spines (Short Spines) [1]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Temperature Tolerance 10 [10]; Tunneling (Move 1; Loose soil only, -50%) [18]; Vacuum Support [5]; Vibration Sense [10]. Perks: Accessory (IFF transponder); Accessory (Microframe Computer) [2]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; Restricted Diet (Common, high-energy power cells) [-20]; Short Arms (see note) [-10]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Notes: The RATS typically carries a 10mm PDW and a 30mm micro-missile pod in its Payload space, which includes a weapon port, though other configurations (up to 12 lbs. in weight, given ST 11) are possible. The listed monetary cost of the cybershell includes these two weapons. The Short Arms disadvantage represents the Short limitation applied to the standard two arms. Snakebot p. TS124: 243 points Attribute Modifiers: DX+3 [60]; HT+2 [20]. Secondary Characteristic Modifiers: Per+1 [5]. Advantages: Absolute Direction [5]; Damage Resistance 12 (Can’t Wear Armor, -40%) [36]; Doesn’t Breathe [20]; Double-Jointed [15]; Enhanced Move (Ground) 1.5 (Takes one second to become hoop or turn back, -5%; Temporary Disadvantage, One Arm becomes No Manipulators, -30%) [20]; Infravision [10]; Machine [25]; Pressure Support 2 [10]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Tunneling (Move 1; Loose soil only, -50%) [18]; Vacuum Support [5]. Perks: Accessory (Small Computer) [1]. Disadvantages: Cybershell Body [-15]; Invertebrate [-20]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Slithers/Rolls) [0]; One Arm [-20]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Variants Combat Naga (p. TS124): Change Damage Resistance to Damage Resistance 25 (Laminate, +10%; Can’t Wear Armor, -40%) [88], add Chameleon 2 (Extended, Infrared, +20%) [12], Extra Arm (Weapon Mount, -80%) [2], High Pain Threshold [10], Resistant to Electrical Pulses and Surges (+3) [1], Perk (IFF transponder) [1], and Social Stigma (Monster) [-15]. The Combat Naga typically carries a 10mm PDW or a police armgun; one of these is included in the cash price. 306 points. UCAV p. TS124: 792 points Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size, -20%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: HP+9 (Size, -20%) [16]; SM +2. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; Chameleon 6 (Extended, Infrared and Radar, +40%) [42]; Damage Resistance 100 (Can’t Wear Armor, -40%) [300]; Doesn’t Breathe [20]; Flight (Winged, -25%; Temporary Disadvantage, Noisy 5, -10%) [26]; Enhanced Move (Air) 6 [120]; High Pain Threshold [10]; Hyperspectral Vision [25]; Injury Tolerance (No Brain) [5]; Machine [25]; Payload 130 [130]; Radiation Tolerance 10 [15]; Resistant to Acceleration (+8) [2]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 12 [60]; Temperature Tolerance 20 [20]. Perks: Accessory (IFF transponder); Accessory (Microframe Computer) [2]. Disadvantages: Cybershell Body [-15]; Increased Consumption 1 (Requires refueling, 4 hour endurance) [-10]; Maintenance (Multiple technical skills, 3-5 people, Weekly) [-15]; No Legs (Wheeled) [-20]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, jet fuel) [-30]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Notes: This UCAV’s payload space is typically loaded with a 15mm emag cannon with 400 rounds (firing through a weapon port) and 200 lbs. of bombs or missiles. The cash price includes the former. Because fuel is the primary constraint, the UCAV’s actual endurance is somewhat variable around the nominal four hours; it can keep going for a good six hours at low speeds, but flying at top speed, it generally has to return to base every two hours or so. This can be treated as a special effect. Virtual Interface Implant p. TS125: -100 points Attribute Modifiers: ST-10 [-100]; HT+4 [40]. Secondary Characteristic Modifiers: HP+1 [2]; SM -9 (standard VII)/-7 (Distributed VII). Advantages: Absolute Direction (Requires Signal, -20%) [4]; Compartmentalized Mind (Dedicated Controls) 1 [10]; Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Machine [25]; Mind Reading (Limited reading ability, -10%; “Wearer” only, -70%) [6]; Telecommunication (Cable Jack; Sensie, +80%) [9]; Telecommunication (Radio; Video, +40%; Reduced Range, 1/10, -30%;) [11]. Perks: Accessory (Tiny or Small Compact Computer); Can monitor “wearer’s” basic metabolic/medical state; Can feed speech and sensory inputs direct into wearer’s nervous system [3]. Disadvantages: Cybershell Body [-15]; Increased Consumption 4 (1/2 hour endurance if detached from power source) [-40]; No Legs (Portable) [-30]; No Manipulators [-50]; Restricted Diet (Very Common, battery/human bioelectricity) [-10]. Features: Uses the wearer’s senses. Note: The VII’s Mind Reading advantage represents its ability to pick up anything that the “wearer” says or subvocalizes, and a limited ability to interpret surface thought processes. It cannot actually read thoughts (hence the limitation), but it is hard for wearers to avoid subvocalizing or otherwise giving a lot away; this is represented by the normal IQ vs. Will contest to use the advantage on an unwilling subject. It can also monitor some of his metabolic functions (represented by a perk). The Dedicated Controls advantage represents the fact that the wearer can use the implant’s communications systems. Its external senses are “borrowed” directly from the wearer’s nervous system. Of course, this means that he can shut them off by shutting his eyes, blocking his ears, and so on, and it suffers from any and all temporary or permanent sensory impairments that affect him. However, the implant’s controlling AI is automatically aware of everything that the wearer sees, hears, feels, etc., which can be useful – so this is treated as a zero-point feature. These devices draw most of the little power they require electrochemically from the organic bodies in which they are implanted. They also have small internal power cells to cover emergencies or special requirements, but if removed from the body, they soon go inert until connected to an alternative power supply. Variants Military-Grade Implant: A Distributed VII with a superior, secure radio and sensory overload protection, typically issued to military or security personnel. Change the radio to Telecommunication (Radio; Secure, +20%; Video, +40%; Reduced Range, 1/5, -20%;) [14] and add High Pain Threshold [10]. A VII of this type costs $2,500, plus $4,000 for surgery, plus the cost of a small compact computer. -87 points. Puppeteer Implant (p. TS125): The “wearer” can be treated as an Ally with the Minion enhancement or a Dependent (or both), and a Puppet. He will thus owe the infomorph an Involuntary Duty. Volkspider p. TS125: 70 points Attribute Modifiers: ST-2 [-20]; HT+1 [10]. Secondary Characteristic Modifiers: HP-2 [-4]; SM -3. Advantages: Clinging [20]; Damage Resistance 3 (Can’t Wear Armor, -40%) [9]; Doesn’t Breathe [20]; Extra Legs (6 legs) [10]; Infravision [10]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 2 [2]. Perks: Accessory (Small Computer) [1]. Disadvantages: Colorblindness [-10]; Cybershell Body [-15]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]; Short Arms (see note) [-10]. Features: Individuals of the same model closely resemble each other. Note: The Short Arms disadvantage represents the Short limitation applied to the standard two arms. Variants Domestibot: Typical of the housekeeping spiders often found in well-off households. Change SM to -2 and Reduced Consumption to level 2 (Recharge/refuel once a day) [4]; add Payload 5 [5] and the perks Accessory (Domestic cleaning tools) and Accessory (Refrigeration system in payload bay) [2]; and delete Colorblindness. 85 points ($5,500, 35 lbs.). Securibot: A low-cost but serviceable cybershell of a type sometimes used by impecunious Fourth Wave police departments and private security companies. Change SM to -2, Damage Resistance to 10 (Can’t Wear Armor, -40%) [30], and Reduced Consumption to level 2 (Recharge/refuel once a day) [4]; add Basic Move+2 [10], Extra Arms 1 (Weapon Mount, -80%) [2], Protected Sense (Vision) [5], and Sealed [15]; and delete Colorblindness and Short Arms. Police models often add an Accessory perk (sirens and/or lights); many units, especially in military service, have Accessory (IFF transponder). Either adds 1 point to the cost. 141 points ($8,000, 40 lbs.). Tech-Spider (p. TS125): Change SM to -2, Damage Resistance to 12 (Can’t Wear Armor, -40%) [36], and Temperature Tolerance to level 7 [7]; add Claws (Sharp Claws) [5] (retractable cutting blades), High Manual Dexterity 4 [20], Microscopic Vision 3 [15], Pressure Support 1 [5], Protected Sense (Vision) [5], Radiation Tolerance 5 [10], Sealed [15], Sensitive Touch [10], Vacuum Support [5], and the perks Accessory (Built-in multi-purpose toolkit) and Accessory (Micromanipulation Tools) [2]; and delete Short Arms. 204 points. ====Wearable Virtual Interface: -42 points==== Attribute Modifiers: ST-10 [-100]; HT+2 [20]. Secondary Characteristic Modifiers: HP+1 [2]; SM -6. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Compartmentalized Mind (Dedicated Controls) 1 [10]; Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Machine [25]; Night Vision 7 [7]; Protected Sense (Vision) [5]; Pressure Support 1 [5]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 2 [2]. Perks: Accessory (Tiny or Small Computer) [1]. Disadvantages: Cybershell Body [-15]; No Legs (Portable) [-30]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Note: The Dedicated Controls advantage represents the fact that the wearer can use the wearable’s radio, senses, and vision protection. Variants Full Helmet: VIG-style systems are often built into helmets; see p. TS160. Depending on whether the helmet is a light, medium, or heavy model, change Damage Resistance to 20/40/60 (Can’t Wear Armor, -40%) [60/120/180] and Pressure Support to level 2 [10], and add Vacuum Support [5] and the Perk “Can latch onto standard spacesuits and provide wearer’s head with own full DR and vacuum protection” [1]; Size Modifier becomes -2. Cash price is $500 + price of a normal helmet + price of the computer installed; weight is as for the helmet. Many models also add additional sensory enhancements (cost as p. TS151). 14/74/134 points + any additional features. Printed DVI (p. TS126): Damage Resistance gains the limitation “Only against crushing damage” for -40%, reducing the cost to 5 points. -52 points. Ruggedized Portable: A small portable computer in a robust casing, capable of linking to a VI display in a monocle, “sunglasses,” or other equipment, and screened against electromagnetic effects – used for military applications, and also by some civilian workers in extreme environments. Change HP to HP+3 [6], Damage Resistance to 10 (Can’t Wear Armor, -40%) [30] and Pressure Support to 2 [10], add High Pain Threshold [10], Resistant to Electrical Pulses and Surges (+3) [1], and Vacuum Support [5]. -2 points, costs $1,500 + computer.