Stating out an AI for a ship: need opinion
Posted: Mon Jan 20, 2014 1:36 am
I am taking the approach of the AI as the mind/character and the ship as th body. as a vessel of exploration field scientist fit. Now the part I'm on is what skills and should ship's systems be considered aspects of her senses or should she be like Archie?
Trying to avoid a situation like andromeda..but sadly I see Ruby with an android body eventually. unless some other options strikes me.
______________________________
Name: Ruby Gloom
Alias: “Ruby”, "Gloomy" and "Home sweet home" are terms used by the crew who rely on her.
Race: Dylarian Artificial Intelligence
Character Class: programmed as a Field Scientist
Alignment: Unprincipled
Experience Level: 6
Experience Points: 0
XP total for Next Level:
Disposition: Quiet and efficient. Fairly easy to get along with. just don't call her a warship...she's a vessel of exploration
Insanity: None
Allies of note:
ATTRIBUTES
I.Q.: 30
M.E.: 26
M.A.: 14
P.S.: N/A
P.P.: N/A
P.E.: N/A
P.B.: N/A
Speed: N/A
PHYSICAL DATA:
HP: n/a
SDC: n/a
Age: 12 years
Sex: Female
Height: As per ship, her AI is a that of a Dylarian
Weight: none, no physical body
Skin: grey with a red patterns similar to lava flows
Eyes: Dark red
Racial/OCC abilities:
1. able to access and operate all functions on her vessel. Typicaly uses drones and robots to perform mundane fucntions.
2. Recognizing Alien Artifacts 50%+4%
This special skill enables the scientist to recognize an item not of Dylarian origin and surmise its probable purpose/use. Furthermore, the field scientist can recognize Robotech Master, Zentraedi, and Invid technology/items.
2. Use Alien Technology 22%+5% per level of experience.
The scientist can analyze and try to use devices of alien design. This may require building it into a human made device, modifying it, or use it as is, such as perfectly good alien weapon, vehicle, etc.
Analysis time will vary depending on the complexity of the item, it's purpose and level of technological sophistication. Likewise, something that is completely new, that is to say, supernatural or unlike anything ever created by man, will be even more difficult to figure out. Add a bonus of +10% when dealing with Robotech Master, Zentraedi, or Invid technology/devices.
Time Restrictions:
Low technology, humanoid design: 1d4 hours and +10% to skill Medium technology, humanoid design: 2d6 hours High technology, humanoid design: 1d4x10 hours Super technology, humanoid design: 4d6x10 hours
Penalties (all penalties cumulative):
Non-humanoid design: -15% and add 1d6x10 days Mentally activated/operated: -10% and add 4d6 hours Mystical properties: -12% and add 3d4x10 days Completely alien technology: -30% and add 4d6x10 days Each failed attempt:-5% (due to frustration)
A failed roll means the item remains a mystery and can not be used despite the hours, days or weeks of analysis. Of course the scientist can try again, rerunning the same tests or performing a battery of completely new tests. The field scientist can try as many times as it takes to figure it out, but each time there is more confusion and frustration involved.
O.C.C. Skills:
Radio: Basic (+10%)
Read Sensory Instrument (+10%)
Language: Tyrolian/Zentraedi (+20%)
Literature: Tyrolian/Zentraedi (+20%)
Language: Dylarian (+20%)
Literature: Dylarian (+20%)
Maths: Basic (+20%)
Maths: Advanced (+20%)
Computer Operation (+10%)
Research (+20%)
Translate unknown Language: (+20%)
MOS:
OCC Related/Other Skills: 8 (1 additional skill at levels 2, 3, 6, 9 & 12.)
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Forgery, Intelligence & Wilderness Survival only (+5%)
Mechanical: Any (+10%)
Medical: Any (+10%)
Military: Any, except demolitions (+15%)
Physical: Any, except acrobatics
Pilot: Any, as field scientist if he encounters human Plus Bioroids (+5)
Pilot Related: Any (+10%)
Science: Any (+15%)
Technical: Any (+15%)
WP: Any
Secondary Skills
Select 6 other skills with no bonuses
Combat Data
HTH Type: expert (Mecha/Robot Combat For use with Drones and Power armour purposes only)
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Auto Parry Bonus:
Dodge Bonus:
Roll w/Punch:
Pull a Punch:
Crit Strike Natural
Entangle
Damage:
Disarm:
Weapon Proficiencies
Starship Weaponry
Drone Weaponry
Saving Throws
Equipment
Starship systems:
Small Arms: (for use by crew)
Armor: (for use by crew)
Power Armour: (for use by crew)
Trying to avoid a situation like andromeda..but sadly I see Ruby with an android body eventually. unless some other options strikes me.
______________________________
Name: Ruby Gloom
Alias: “Ruby”, "Gloomy" and "Home sweet home" are terms used by the crew who rely on her.
Race: Dylarian Artificial Intelligence
Character Class: programmed as a Field Scientist
Alignment: Unprincipled
Experience Level: 6
Experience Points: 0
XP total for Next Level:
Disposition: Quiet and efficient. Fairly easy to get along with. just don't call her a warship...she's a vessel of exploration
Insanity: None
Allies of note:
ATTRIBUTES
I.Q.: 30
M.E.: 26
M.A.: 14
P.S.: N/A
P.P.: N/A
P.E.: N/A
P.B.: N/A
Speed: N/A
PHYSICAL DATA:
HP: n/a
SDC: n/a
Age: 12 years
Sex: Female
Height: As per ship, her AI is a that of a Dylarian
Weight: none, no physical body
Skin: grey with a red patterns similar to lava flows
Eyes: Dark red
Racial/OCC abilities:
1. able to access and operate all functions on her vessel. Typicaly uses drones and robots to perform mundane fucntions.
2. Recognizing Alien Artifacts 50%+4%
This special skill enables the scientist to recognize an item not of Dylarian origin and surmise its probable purpose/use. Furthermore, the field scientist can recognize Robotech Master, Zentraedi, and Invid technology/items.
2. Use Alien Technology 22%+5% per level of experience.
The scientist can analyze and try to use devices of alien design. This may require building it into a human made device, modifying it, or use it as is, such as perfectly good alien weapon, vehicle, etc.
Analysis time will vary depending on the complexity of the item, it's purpose and level of technological sophistication. Likewise, something that is completely new, that is to say, supernatural or unlike anything ever created by man, will be even more difficult to figure out. Add a bonus of +10% when dealing with Robotech Master, Zentraedi, or Invid technology/devices.
Time Restrictions:
Low technology, humanoid design: 1d4 hours and +10% to skill Medium technology, humanoid design: 2d6 hours High technology, humanoid design: 1d4x10 hours Super technology, humanoid design: 4d6x10 hours
Penalties (all penalties cumulative):
Non-humanoid design: -15% and add 1d6x10 days Mentally activated/operated: -10% and add 4d6 hours Mystical properties: -12% and add 3d4x10 days Completely alien technology: -30% and add 4d6x10 days Each failed attempt:-5% (due to frustration)
A failed roll means the item remains a mystery and can not be used despite the hours, days or weeks of analysis. Of course the scientist can try again, rerunning the same tests or performing a battery of completely new tests. The field scientist can try as many times as it takes to figure it out, but each time there is more confusion and frustration involved.
O.C.C. Skills:
Radio: Basic (+10%)
Read Sensory Instrument (+10%)
Language: Tyrolian/Zentraedi (+20%)
Literature: Tyrolian/Zentraedi (+20%)
Language: Dylarian (+20%)
Literature: Dylarian (+20%)
Maths: Basic (+20%)
Maths: Advanced (+20%)
Computer Operation (+10%)
Research (+20%)
Translate unknown Language: (+20%)
MOS:
OCC Related/Other Skills: 8 (1 additional skill at levels 2, 3, 6, 9 & 12.)
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Forgery, Intelligence & Wilderness Survival only (+5%)
Mechanical: Any (+10%)
Medical: Any (+10%)
Military: Any, except demolitions (+15%)
Physical: Any, except acrobatics
Pilot: Any, as field scientist if he encounters human Plus Bioroids (+5)
Pilot Related: Any (+10%)
Science: Any (+15%)
Technical: Any (+15%)
WP: Any
Secondary Skills
Select 6 other skills with no bonuses
Combat Data
HTH Type: expert (Mecha/Robot Combat For use with Drones and Power armour purposes only)
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Auto Parry Bonus:
Dodge Bonus:
Roll w/Punch:
Pull a Punch:
Crit Strike Natural
Entangle
Damage:
Disarm:
Weapon Proficiencies
Starship Weaponry
Drone Weaponry
Saving Throws
Equipment
Starship systems:
Small Arms: (for use by crew)
Armor: (for use by crew)
Power Armour: (for use by crew)