Artificial Intelligence
Artificial intelligence is the power behind creative capabilities for custom cybermods and robotics. It takes multiple steps to create AI powered cybermods and robotics, because a player first has to purchase or create the base cybermod or robot, and then subsequently install the artificial intelligence. AI of varying complexities can be found, purchased, or developed by a party member.
Insertion
To install AI into a cybermod or robot requires a skilled PC or NPC. If the installation is being done under duress or time pressure, then a relevant roll should be made. The standard loading time for each type of AI is included in the description of each AI level.
Tiers
AI is broken down into the same tiers as Skills. Building an AI at each tier takes the same amount of time as training a skill of that level. Not every tier requires someone to have the AI Skill.
Tier | Type | Description | Skill | Loading Time | Cost |
Trained | User Assistance | Improves the abilities of a human operator. | Jury Rigging, Mechanical Repair, Industrial Equipment, Engineering, Computers, Hacking, AI, Rimwise | 1 Hour | 10kcr |
Expert | Autonomous | Gives the base device the ability to conduct some tasks without human intervention. | Engineering, Hacking, AI | 8 Hours | 100kcr |
Master | Sentient | Gives the base device a full personality and ability to act independently of human intervention. | AI | 24 Hours | 1mcr |
Sentient AI
Sentient AI have a mind of their own. This means that Sentient Devices are given their own turns during play and are played like Contractors for Solo and Wardenless Play.
You generate a sentient AI using the following process.
Assign the AI .
Combat is determined by the base device
Roll 3d10 + 35 for Instinct
Roll 5d10 + 50 for Loyalty
Generate a personality for the AI using the rules for Generating Contractor Personalities. There is an AI specific Trait table provided .
AI Trait Table
d10 | Trait | Behavior |
1 | Chipper | Gives all Contractors and AI [+] on Loyalty Saves. |
2 | Cheeky | Makes inappropriate jokes, gives [-] on the party's Fear Saves. |
3 | Unnverving | Odd and strange, gives [-] on the party's Sanity Saves. |
4 | Malevolent | Wants to cause harm, Loyalty -15 if this trait is chosen, will sabotage actions of other party members. |
5 | Wise | Has seen a lot, [+] for party members on Intellect Checks and Fear Saves. |
6 | Soothing | Calms encounters with sentient NPCs, ends Combat immediately, gives [+] on Social Rolls. |
7 | Belligerent | Makes aggressive comments to provoke fights, automatically starts Combat if not already in Combat, PCs all go after the encounters. |
8 | Curious | Only follows instructions if you can provide a reason why, Loyalty Saves are at [-]. |
9 | Rampant | Refuses to follow instructions, and attacks the weakest biological life form within range for 1d5 Turns. Loyalty Stat permanently lowered by 1 for each Rampant turn. |
10 | Wildcard | Roll for a random behavior off this table whenever this trait is triggered. |
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