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.

  1. Assign the AI .

    • Combat is determined by the base device

    • Roll 3d10 + 35 for Instinct

    • Roll 5d10 + 50 for Loyalty

  2. 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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