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ANDROIDS:
Government. This bill effectively banned
android technology from being used in any
offensive military applications. The Geneva
Convention was ratified, prohibiting the
equipping of androids with weapons or
uninhibited combat abilities.
INTRODUCTION:
An android is a synthetic human, basically, a
robot that is human in appearance. By the late
23
rd
century androids have advanced to a
degree where they are externally
indistinguishable from a normal human being.
All androids built after the McKentrick Bill were
required by law to be fitted with behavioural
inhibitors. These are based on Asimov's 3
Laws of Robotics. The 3 Laws of Robotics are:
Though they are an artificial intelligence in the
broad sense, legally androids are classified as
property. Their utility and not-inconsiderable
unit cost is an incentive to any who wishes to
treat an android as expendable.
1. A robot may not harm a human being, or,
through inaction, allow a human being to
come to harm.
2. A robot must obey the orders given to it by
human beings, except where such orders
would conflict with the First Law.
3. A robot must protect its own existence, as
long as such protection does not conflict
with the First or Second Law.
ANDROID HISTORY:
Some historians will tell you that modern
android history began in the year 2148, when
Artificial Life Incorporated unveiled ‘Adam’, the
first ever self-aware computer. This is not
exactly true. It would be another decade before
the First Generation of true androids emerged
into the marketplace.
Despite these controls, there have been
reports of androids breaking their programming
and going rogue. Whether these rogue
Androids are the result of malfunction or of
deliberate tampering with the Artificial Life Inc
behavioural inhibitors is open to conjecture.
Religious groups such as the New Confederate
Christian Church of the United Americas
denounced Adam as blasphemy. The church
and other groups failed on successive attempts
to persuade the Federal Government to ban
further research into AI.
In 2172, Artificial Life Inc reclaimed dominance
of the android market when they unveiled the
Heuristic Logic Driver, more commonly known
as the Kennerman Chip, in honour of the chief
designer, Carl Kennerman. The Kennerman
Chip was revolutionary in android evolution,
allowing the new Artificial Life androids the
ability to reason, conceptualise and offer
opinions. Combined with advances in bio-
robotics, not only were these Third Gens
virtually indistinguishable from real people,
they were now stronger, faster and better co-
ordinated than an average human. The first
Android Specialists appeared, e.g. pilots and
surgeons.
By 2157, self-aware machines had been
combined with state of the art robotics, in what
became known as the First Generation (‘First
Gens’) of androids.
With limited self-awareness and social skills by
late 23
rd
Century standards, the First Gen
android models were mostly restricted to
simple domestic duties and manual labour.
Although humanoid, these androids could
never pass for real human beings.
In 2164, Artificial Life Inc opened up their
android patent, becoming very rich by selling
their intellectual property to other corporations.
Very quickly a glut of android models hit the
market, now known as the Second Generation.
With advances in AI, newer models included
bodyguards and the first entertainment models,
the latter mainly limited to musicians and
dancers.
In 2176, Artificial Life Inc sold the technology
behind the Kennerman Chip to other android
producing corporations. There was a second
explosion in android production. A social
revolution was also taking place, as greedy
corporate executives, always looking for new
ways to make money, began mass producing a
new generation of Entertainment and Escort
models with advanced social interaction
capabilities.
In 2168, after a spate of malfunctions amongst
the ‘Dawson’ model of android bodyguards,
which involved several high-profile deaths, the
McKentrick Bill was passed by the Federal
Androids
1
Though the skeletal structure of an android is
sturdy, the electronics and fluid musculature
are extremely vulnerable to hydrostatic shock
and explosive effects from small arms fire. A
direct fire to the central processor (located in
the head) or power cell will result in immediate
deactivation of a unit, though in most cases a
partially destroyed android can continue to
function, albeit handicapped. In hostile
environments, synthetics require a similar
breathable atmosphere. Corrosive atmos-
pheres will melt them, extreme pressure will
squash them flat and hard vacuum will explode
them. While they are waterproof, as mentioned
earlier, their internal workings are extremely
vulnerable to hydro-static shock. An android
immersed in water that has been damaged to
the point where internal workings are exposed
risks being electrocuted.
As android technology relentlessly advanced,
the Federal Government contracted Artificial
Life Inc to design and built a new generation of
android models exclusively for use by the
United Earth Armed Forces. These Fourth
Gens would serve in non-combat roles,
supporting troops in the field.
It would be almost 40 years before a new
generation of androids would emerge. Artificial
Life Inc’s disastrous ‘Auton Project’ is detailed
later.
Despite being constantly refined, improved and
undated, the androids of the late 23
rd
Century
are essentially built on the same technology
base used in android construction a century
earlier. Since the Auton Project, limits have
been placed on AI research, and the industry
has stagnated somewhat.
Those androids designed for close social
interaction with humans are able to eat and
drink, though they gain no nutrients from
anything they consume. Food and drink is
broken down in an artificial stomach cavity,
and the resulting liquid is expelled via a
retractable catheter.
ANDROID DESIGN:
Although an android’s cosmetic appearance
would seem to be a superfluous feature,
practical experience has shown that most
humans are psychologically unable to
interrelate with an inhuman-looking android; as
a result, the physical appearance and
simulated behaviour patterns of android units
are designed to particular specifications. Their
personalities, idiosyncrasies aside, can best be
described as passive or non-threatening.
THE ANDROID MIND:
The android’s mind is architectured around a
very powerful heuristic logic driver, making
decisions based upon imported sensory data,
information drawn from experience and the
android’s vast inbuilt databases. Intuitive
functions are derived from a suite of nested
contextual and semantic programs linked by
self-mapping loops of tangled hierarchies.
However, an android’s ability to understand
and process abstract concepts and
symbologies, though powerful, is limited. A
synthetic mind and personality is essentially a
construct, and there is no true self-awareness
as such, though this may not be all apparent to
an untrained observer interesting with a unit.
Androids display synthesised emotion,
superficially register self-awareness and, most
importantly of all, have the ability to reason
conceptualise and offer opinion. However,
these capabilities do not infer human-like
consciousness, even though for all other
intents and purposes synthetics are artificial
intelligence.
THE ANDROID BODY:
The modern android is a highly complex
machine: stronger, faster and better co-
ordinated than an average human. The basic
chassis is a carbon fibre skeleton with
latchment point for the artificial musculature.
The muscles are vat grown silicon colloids
powered either by pumped micro-hydraulics or
electrical stimulation. Power for the android is
supplies by a 25kw power cell with a life of
approximately 400 days between recharging.
This power cell is located within the android’s
chest, and access is via a hidden socket
located just underneath the rib-cage. Charging
time can vary, though it usually takes at least
72 hours to fully charge the standard power
cells fitted into modern day androids.
As in a human, the skeletal structure is
inherently
ANDROID RULES:
Androids all follow the same standard rules.
unstable
and
is
effectively
suspended by the musculature.
Despite their advantage in speed and strength
over human and their imperviousness to pain,
androids are not especially tough. Indeed by
comparison they are somewhat fragile.
1. A Player wishing to play an Android may
only do so with the Keeper’s consent. They
must then pick one of the android
Androids
2
templates. The Player MUST follow the
guidelines given to that android.
2. Androids have standard statistics, each
android of the same model being identical.
3. Androids are governed by Asimov's 3
Laws of Robotics, detailed in ‘Android
History’.
4. Androids are unaffected by all weapons
that cause stun (tranq guns, nerve gases
etc), unless electrical in nature (TASERs).
5. Androids have no POW Characteristic, and
consequently no MP or Luck skills.
6. First through Fourth Generation androids
have no real humanity and are unaffected
by what they see. They do not have to
make SAN rolls like humans. Whether the
Fifth Generation Autons have some form
of standard SAN score and can be
affected by the horrors of the Cthulhu
Mythos is up to individual Keepers.
7. Androids have no psychic defence and are
immune of psychic attacks unless it is a
physical attack, like telekinesis.
8. Android Enc is triple that of humans.
9. Military androids have improved visual and
audio abilities, allowing them to see in low-
light conditions and hear noise usually
beyond the range of human hearing. In
game terms this allows and android to
ignore negative
Scan
modifiers in low-light
conditions, and a base Listen skill of 40.
10. All androids have an inbuilt wireless
network interface, and can connect to any
unrestricted or unprotected computer
network up to a range of 30 metres.
11. Androids cannot heal. They must repair
themselves or be repaired directly. The
skill for repairing physical damage to an
android is an
Electronics
specialism called
Robotics
. To repair any damage to an
android brain function also requires use of
the
Computer Programming
skill. To repair
corrupt AI data requires a
Computer
Programming
skill of at least 75%.
12. If an Android's HP are reduced to zero, the
android still works but at reduced abilities.
Every HP damage after that reduces every
characteristic by one. When INT is
reduced to zero, the brain has been
destroyed. Reducing the Chest/Abdomen
HP to zero destroys the body but the brain
can still be salvaged. Either way, at this
point, the unit is out of commission.
13. First to Fourth Generation androids can be
anywhere from 1-6 years of age. Past that
is a rarity. Their immediate family are
androids of the same model type. Fifth
Generation androids were designed to
have an open-ended lifespan, and any
models that escaped the purge of 2214
could conceivably still be in operation.
14. Androids can develop skills as naturally as
humans can as long as it stays within the
parameters of the model type.
EXAMPLE ANDROID TEMPLATES:
The templates below are all for Third
Generation androids and above, as androids of
lower spec cannot really be played as either
NPCs or PCs.
Standard Corporate Model Android
Average Cost
: E$150,000
Apparent Age
: Usually between 30 – 40.
STR
: 14-16 (13+1d3)
CON
: 10-12 (09+1d3)
SIZ
: 10-14 (09+1d5)
INT
: 14-16 (13+1d3)
POW
: n/a
DEX
: 14-16 (13+1d3)
APP
: 10-14 (09+1d5)
EDU
: 14-18 (13+1d5)
Skills:
3x specialist skills at 75%; 5x secondary skills
at 50%. EDUx10% to distribute amongst 5x
tertiary skills at Keepers discretion.
Information:
Ever since Artificial Life Inc sold their patent in
2164, androids have been constructed by
almost ever major corporation so their exact
stats vary.
Corporate androids are Third Gens, and
usually fulfil roles such as aerospace piloting,
scientific research, medical staff, as well as
being used for the exploration of hazardous
environments. In addition, ITC law dictates that
all deep space vessels carry an android
‘Caretaker’ on board, in case there are any
emergencies whilst the human crew are in
cryosleep.
Standard Military Model Android
Average Cost
: E$175,000
Apparent Age
: Usually between 30 – 40.
STR
: 16-18 (15+1d3)
CON
: 12-14 (11+1d3)
SIZ
: 12-13 (11+1d2)
INT
: 14-16 (13+1d3)
POW
: n/a
DEX
: 18-21 (17+1d4)
APP
: 10-14 (09+1d5)
Androids
3
EDU
: 16-20 (15+1d5)
Most models are designed to resemble
physically and socially attractive humans of a
wide variety of racial types, between 18 – 25
years of age. Few models are designed to look
older than 25, although there are a couple of
host models built to look as old as 35-40.
There have been rumours of Entertainment
Androids built to look younger than 18, but this
has never been confirmed, and is strongly
denied by all corporates involved in android
design and construction.
Skills:
1x Expert skill at 90%; 3x specialist skills at
75%; 5x secondary skills at 50%. EDUx10% to
distribute amongst 5x tertiary skills at Keepers
discretion.
Information:
Built by Artificial Life Inc for an exclusive
government contract, military androids are
known as being the most reliable. They are
known as Fourth Gens.
Entertainment Model Androids are extremely
sociable and almost impossible to identify as
an android unless they are wounded. This
said however, they have programming to not
intentionally hide their identifies.
The United Earth Armed Forces uses androids
extensively, to the extent where it has become
standard operational procedure for an android
to accompany any UEAF spaceship on deep
space missions. They are used as backup
pilots of aerospace craft such as dropships and
troop carriers, medics, scientific advisors and
as a mobile interacting database of
information. Androids are generally noted as
having passive, or neutral personalities, so
also serve the purpose of morale officer.
Fifth Generation Android (Auton)
Average Cost: n/a
Apparent Age: Usually between 19 - 25.
STR
: 14-16 (13+1d3)
CON
: 10-12 (09+1d3)
SIZ
: 10-14 (09+1d5)
INT
: 11-18 (10+1d8)
POW
: n/a
DEX
: 14-16 (13+1d3)
APP
: 12-16 (11+1d5)
EDU
: 14-18 (13+1d5)
Standard Entertainment Model Android
Average Cost
: E$200,000
Apparent Age
: Usually between 18 - 25.
STR
: 14-16 (13+1d3)
CON
: 10-12 (09+1d3)
SIZ
: 10-15 (09+1d6)
INT
: 12-14 (11+1d3)
POW
: n/a
DEX
: 14-16 (13+1d3)
APP
: 16-18 (15+1d3)
EDU
: 14-18 (13+1d5)
Skills:
3x specialist skills at 75%; 5x secondary skills
at 50% from an Occupational skill group of
Players choice (the Keeper has final say on
which Occupations are allowed). EDUx10 to
distribute amongst other skills at Keepers
discretion.
Skills:
1x Expert skill at 90%; 3x specialist skills at
75%; 5x secondary skills at 50%. EDUx10% to
distribute amongst 5x tertiary skills at Keepers
discretion.
Information:
Also known as Autons, the Fifth Generation
Androids were the culmination of a project run
by Artificial Life Inc. in the early 23rd century.
Designed and built by other AI, Fifth Gens
were significantly more advanced than the
standard android models on the market.
Information:
Entertainment Model Androids were originally
conceived as the perfect corporate escorts for
visiting clients and business partners, or as
hosts at corporate resorts. With limitless
patience and tact programmed in as standard,
they could handle even the most difficult of
clients, able to instantly provide information
about local nightlife, cultural events etc from
their extensive databases. Over the years,
their initial design parameters have changed,
as clients requested androids with better
‘human interaction’ skills i.e. sex.
With hyper-complex personality matrixes, the
Fifth Gens were built to resemble humans in
almost every way, including capability for
abstract thought and emotion.
During the initial Alpha Prototype Distribution
stage in 2214, Artificial Life ran into problems.
Some of the Fifth Gens were found to be too
emotional and uncontrollable. When tests were
run, it was revealed that they had evolved way
beyond their design parameters, and were
showing signs of real consciousness – true AI.
Androids
4
The Auton Project was cancelled shortly
thereafter, and all existing Fifth Gen models
were recalled. Extremely sociable and almost
impossible to identify as an Android unless
wounded, those Androids that escaped the
purge have mainly disappeared into the 23
rd
Century underworld, or become wandering
drifters.
ACKNOWLEDGEMENTS:
Some of the content of this document is either
sourced from or inspired by the Colonial Marines
Technical Manual published by Lee Brimmicombe-
Wood.
The films Alien, Aliens and Alien Resurrection, for
inspiration on android behaviour and design.
Isaac Asimov for the famous three laws of robotics.
Philip K Dick for his novel ‘Do Androids Dream of
Electric Sheep’, and Ridley Scott’s film adaptation,
‘Blade Runner’.
Thanks to Christophe Jaureguiberry for his proof
reading and suggestions.
Androids
5
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