Non-Organic Characters Since the Paradox
system is designed to allow game play in many different genres, eras, and epics, there are also rules that allow for non-organic character races. Non-organic races include, but are not limited to: Androids,
Robots, and Cyborgs. The definition of each is essential in understanding what the non-organic character's purpose in the game is. Robots Robots are actually the oldest of the non-organic character races. Although the first robots can be traced as far back as late
20th Century earth, the first self-contained robots were not developed until the early 21st century. Robots are created by an organic race to serve as workers. Robots perform tasks that the organic race
finds unpleasant or impossible. Not all robots are alike, however they have some common characteristics.
- Robots are engineered to be able to perform their function beyond organic capabilities; therefore they rarely take on the appearance of their creating race.
- Robots are usually engineered to be more durable than organic races.
- Robots are generally looked upon with repugnance by organic races.
- Robots are owned by someone, a private individual, a company, a government, etc. Robots are not considered to be free because of the expense their creator invested in their construction.
- Robots are usually engineered to fit into one of the following categories: Administrator, Warrior, Skilled Worker, and Unskilled Worker.
Androids Self-contained robots created many problems in 21st Century earth. Many
organic races resented robots for many reasons. Robots took organic jobs, threatened organic sensibilities and theological standards. Eventually Androids were created to replace robots at certain tasks.
Androids are non-organic creations that have been engineered to look like an organic race. Androids, while making it harder to tell the Difference between non-organic and organic creations, did not relieve
the stress certain people felt against non-organics. They did however initiate some interesting discussions. Concepts such as life, slavery, privacy, and murder had to be redefined.Although Androids are
not as well suited to the tasks that they were designed for as their robotic counterparts, they do have some advantages.
- Dependent upon the level of realism, organic creatures have a difficult time recognizing an android. Some Virtual Humanitek androids are so realistic that it takes a medical scanner to recognize it
as a non-organic.
- Androids are more durable than their organic counterparts. Even the top of the line, most realistic androids can withstand 3 times the abuse of their organic counterparts.
Cyborgs Cyborgs are the inevitable mix between man and machine. The existence of Cyborgs can be
traced back to the late 20th century. Replacing a defective part of an organism with a machine was the first step in Cybernetic advancement, however, governments and corporations soon discovered that they
could improve an employees productivity by adding cybernetics, even when it was not needed. Soon Law Enforcement, Corporate Security, and Military Organizations began to develop special units with heavy
cybernetics and bionetics. By the late 21st century 25% of these organization's personnel were fitted with some sort of biomechanical augment.Replacement parts are not the only developments in the fields
of cybernetics and bionetics. With the aid of genetic and mechanical engineering, an organism can be entirely redesigned to be as efficient as its robotic or android counterparts. By 2159 every organic body
function, including the brain, could be replaced or augmented. Cybernetics vs. Bionetics
Cybernetics is the science of engineering a mechanical augment/replacement for an organic body part. Bionetics is the science of engineering an organic augment/replacement for an organic body part. There is
really only a semantic difference between Cybernetics and Bionetics; both seek to improve an organism through the augmentation of body systems. Full Conversion The above listed items are superficial upgrades when compared to the full body conversion. There comes a point in time
where the character's body can no longer support additional upgrades. Once this point has been reached, the character must undergo the full body conversion in order to add upgrades.Undergoing Full Body
Conversion from organic to non-organic follows the same rules as creating a strictly non-organic character, with one minor difference: the brain in a Full Body Conversion is mostly organic (with all the
necessary devices to keep it alive), while a non-organic character contains a completely non-organic computer system.
Designing your own Android Robotic Cybernetic Organism (ARCO) Follow the below listed steps to design a robot, android, full body
conversion, or mechanized vehicle. Determine Approximate Size Before any design can
be initiated, the ARCO design team must decide what the approximate size of the ARCO will be. This is determined in relation to a bipedal humanoid creature's physical size (PS). After all design is
completed, the ARCO will have a PS of its own, which most likely will be near, but not equal the original estimate. The PS that is chosen will be used throughout the design process. Determine Internal Structure
Internal structure is the ARCO's skeleton. There are 17 common structures used in
creating the ARCO skeleton, each with its own merits and flaws. When designing an ARCO, the design team must determine what internal structure will meet the requirements of the design. Choose the internal
structure from the list below, a list of merits and flaws for each of these materials is listed at the end of this section. Mass Cost
Material Factor1 Factor1 Structural1 Aluminum 270 500 314 Structural Steel 786 600 350 Titanium 451 1000 605 Carburized Steel 506 1100 635 Stainless Steel 657 1200 690
Carbon Alloy 657 1400 855 PolyCarbonate 22 1900 1170 ABS 25 2000 1240 Nylon-Kevlar 23 2400 1450 Acrylic-Kevlar 23 2500 1480 Cobalt Steel 838 3000 1864 Tungsten 1930 3500 2194
Tungsten Steel 1358 5000 3046 Crysteel 263 6000 3588 Crystanium 282 7000 3853 Ardinium 139 8000 4763 Ordinium 67 13000 7710 Determine External Structure External structure is the ARCO's skin. It protects the delicate internal workings of the ARCO. There are
18 common structures used in creating the ARCO external structure, each with its own merits and flaws. When designing an ARCO, the design team must determine what internal structure will meet the
requirements of the design. Choose the internal structure from the list below.Mass CostMaterial Factor2 Factor2 Structural2 SynthaSkin 10 5520 155
Aluminum 270 500 314 Structural Steel 786 600 350 Titanium 451 1000 605 Carburized Steel 506 1100 635 Stainless Steel 657 1200 690 Carbon Alloy 657 1400 855 PolyCarbonate 22 1900 1170
ABS 25 2000 1240 Nylon-Kevlar 23 2400 1450 Acrylic-Kevlar 23 2500 1480 Cobalt Steel 838 3000 1864 Tungsten 1930 3500 2194 Tungsten Steel 1358 5000 3046 Crysteel 263 6000 3588
Crystanium 282 7000 3853 Ardinium 139 8000 4763 Ordinium 67 13000 7710
Determine Power System (PE) The Power System is one of the most important systems in an ARCO. The Power System supplies the power that makes the ARCO run. Many Different types
of Power Systems, just as there are many different systems that use power.Power is difficult to understand. There are two measures of power. The first is Output, which measures the amount of power
output, or work, the power system can put out. The second is Charge, or the amount of times the power system can provide the power before the power system is out of resources/fuel. ----------Power--------- Type PE Mass Crits Output Charge Cost Energy Cells M-A 16 .0089 1 4 4 0.04K M-B 96 .0445 1 4 24 0.08K
M-B 576 .2225 1 4 144 0.4K R-A 3.6k 44.5 1 4 0.9K 0.8K R-B 124k 222.5 10 24 5.2K 2.4K R-C 4.4m 1112.5 100 144 31.2K 14.4K Reactors Micro Fusion 2.4m 68.7 3 79 31.6K 15.8K
Micro MAM 10.2m 68.7 3 160 64K 32.0K Class A MAM 64m 152.6K 400 400 160K 40K Class B MAM 23.0g 762.8K 4700 4.8k 4.8 M 480K Class C MAM 591.3g 3.8M 35150 38.4k 15.4M 3.9M
Class D MAM 1500g 19.1M 164350 192.k 76.8M 19.2M Determine Muscle Structure (PM)
The design team must also determine what types of musculature will be required to allow the ARCO to move. There are currently two Different classes of muscle structure: Servos and Myomers.
Mass Cost Material Factor PM Factor3 Structural3 Nylon-Kevlar 11 100 23.2K 725 Servos/Hydraulics 786 120 5.6K 350
Acrylic-Kevlar Muscles 11 130 24K 740 Titanium Servos 451 150 9.6K 605 Ferro-Carb-Kevlar 345 180 36K 1131 Synthogen-Crysteel 71 200 40.8K 1267 Designing the Frame Once the team has decided what materials the ARCO will be composed of, it is time to get down to building the
frame. There are Different design convention that will give the ARCO Different abilities, faster movement, more criticals, better dexterity, etc. The design team must take into account the ARCO's primary
mission when deciding the design conventions that will best suit the purpose. HeadSmall
Proportion 5 Crits 80 Internal Structure 10 External Structure 5 Muscular 5 Cost (Proportion * 100) + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost
Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus: Smaller Profile
Flaws: Less space for criticals Medium Proportion 7 Crits 80 Internal Structure 10 External Structure 5 Muscular 5 Cost
(Proportion * 150) + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus: None Flaws: None Large Proportion 10 Crits 80
Internal Structure 10 External Structure 5 Muscular 5 Cost (Proportion * 200) + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3)
Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus: More space for criticals
Flaws: Larger profile TorsoType A -- Spheroid Proportion 40 Crits 55 Internal Structure 10 External Structure 5 Muscular 30 Cost (Proportion * 1000) + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost
Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus More space for criticals
Flaws: Larger profile Type B -- Rectangular Proportion 35 Crits 40 Internal Structure 18 External Structure 7 Muscular 35
Cost Proportion * 5,000 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits
(IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight
(IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus None Flaws: None Type C -- Centauroid or Multipedal
Proportion 50 + (10 for every 2 legs above 4) Crits 50 Internal Structure 20 External Structure 5 Muscular 25 Cost Proportion * 10,000 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular *
Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3)
Bonus: Sturdy frame, good amount of space for criticals Flaws: Dificult to design for indoor function Arms
Type 1 -- wrist / elbow / shoulder Proportion 12 Crits 30 Internal Structure 25 External Structure 5 Muscular 40 Cost Proportion *
100 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus None Flaws None Type 2 -- wrist / elbow / elbow / shoulder Proportion 15 Crits 20 Internal Structure 28 External Structure 7 Muscular 45 Cost Proportion * 250 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3)
Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus Increased reach, Increased movement radius
Flaws none Type 3 -- serpentine Proportion 12 + Crits 10 Internal Structure 30 External Structure 10 Muscular 50 Cost
Proportion * 500 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus Increased movement radius, good for technicians Flaws Decreased lifting strength (5 PM per 1 meter length), this does
not effect constriction strength HandsArticulated Proportion 5
Crits 10 Internal Structure 30 External Structure 10 Muscular 50 Cost Proportion * 1000 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3)
Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus None Flaws Less space for criticals
Animated Proportion 5 Crits 25 Internal Structure 25 External Structure 10 Muscular 40 Cost Proportion * 500 + (IS * Cost Factor1) +
(ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3)
Bonus More space for criticals Flaws Decreased articulation (PD -50 when performing tasks with hands) Non-Articulated Proportion 5
Crits 35 Internal Structure 30 External Structure 20 Muscular 15 Cost Proportion * 250 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3)
Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3)
Bonus More space for criticals, great bludgeoning weapon Flaws No or limited articulation (PD -95 when performing tasks with hands) LegsType 1 -- ankle / knee / hip Proportion 17 Crits 30 Internal Structure 20
External Structure 10 Muscular 40 Cost Proportion * 100 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Move ((PS + PM + 100 + PR) / 150) Bonus None Flaws None
Type 2 -- ankle / knee /knee / hip (digigrade) Proportion 20 Crits 20 Internal Structure 25 External Structure 10 Muscular 45 Cost
Proportion * 250 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Move ((PS + PM + 100 + PR) / 125) Bonus Increased maneuverability Flaws None
Type 3 -- ankle / knee / knee / knee / hip (high profile digigrade) Proportion 25 Crits 20 Internal Structure 25 External Structure 10 Muscular 45 Cost
Proportion * 500 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Move ((PS + PM + 100 + PR) / 100) Bonus More space for criticals, Increased maneuverability Flaws Increased profile
Type 4 -- serpentine Proportion 15 + Crits 10 Internal Structure 28 External Structure 12 Muscular 50 Cost Proportion * 1000 +
(IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Move ((PS + PM + PE + PR) / 200) Bonus Increased articulation Flaws Decreased maneuverability FeetArticulated Proportion 5 Crits 10 Internal Structure 30 External Structure 10
Muscular 50 Cost Proportion * 1000 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus Able to perform dexterous tasks with feet Flaws Less space for criticals Animated
Proportion 5 Crits 25 Internal Structure 25 External Structure 10 Muscular 40 Cost Proportion * 500 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular
* Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3) Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3)
Bonus Increased space for criticals Flaws None Non-Articulated Proportion 5 Crits 35 Internal Structure 30
External Structure 20 Muscular 15 Cost Proportion * 250 + (IS * Cost Factor1) + (ES * Cost Factor2) + (Muscular * Cost Factor3) Hits (IS * Structural1) + (ES * Structural2) + (Muscular * Structural3)
Weight (IS * Mass Factor1) + (ES * Mass Factor2) + (Muscular * Mass Factor3) Bonus Increased space for criticals Flaws Decreased maneuverability in uneven terrain Determine Wiring Harness (PR / PD) The wiring harness is the communication pathway of the ARCO. It consists of
bundles of wires, fiber-optical cables, circuitry and relays that transfer data from one part of the ARCO to another. There are several different manufacturers of Wiring Harnesses, each with its own distinct
bonuses and proprietary hardware. Depending on the budget of the Development team, several Different levels of reaction and maneuverability exist. In the world of wiring harnesses, speed is the difference,
and you'll definitely pay for it!
Wiring Harness |
PR/PD |
Weight |
Cost |
Copper |
85 |
80.9 |
$112,627 |
Silver |
90 |
10.5 |
$150,169 |
Gold |
95 |
19.3 |
$200,226 |
Platinum |
100 |
21.4 |
$266,968 |
Jadean Prime |
105 |
20.3 |
$355,957 |
Mercedes XL |
110 |
22.1 |
$474,609 |
Laotech |
115 |
21.9 |
$632,813 |
Genom Supra |
120 |
18.7 |
$843,750 |
Esladorian Gold |
125 |
14.4 |
$1,125,000 |
Esladorian Platinum |
130 |
19.7 |
$1,500,000 |
Esladorian Mythril |
135 |
22.8 |
$2,000,000 |
Casimyrian True-Life |
140 |
20.0 |
$3,040,000 |
Casimyrian True-Life |
145 |
20.0 |
$4,620,800 |
Casimyrian True-Life |
150 |
16.7 |
$7,023,616 |
Virtual Humanitek |
155 |
16.5 |
$10,675,896 |
Virtual Humanitek |
160 |
16.3 |
$16,227,362 |
Virtual Humanitek |
165 |
16.0 |
$24,665,591 |
Virtual Humanitek |
170 |
15.5 |
$37,491,698 |
Virtual Humanitek |
175 |
15.0 |
$56,987,381 |
Virtual Humanitek |
180 |
14.5 |
$86,620,819 |
Virtual Humanitek |
185 |
14.0 |
$131,663,645 |
Faight BTL |
190 |
12.3 |
$200,128,741 |
Cost Cost Factor * (PS / 100)Mass Mass Factor * (PS / 1000) Sensory Equipment SmarTarget Device ($500) Bonus: Allows characters to link in directly to any weapon
equipped with a SmarTarget System. Negative: none Size: 0 Crits CyberEye ($1250) Bonus: Has 4 standard CyberEye Equipment Slots. Can be
disguised as a normal eye, or can be colorized to look like anything the character desires. Negative: none Size: 1 Crits SuperEye ($5000) Bonus: Has 8 standard CyberEye Equipment Slots.
Negative: The eye is so large that it protrudes from the character's head. Cannot be disguised to look like a normal eye. Size: 2 Crits CyberEye Imaging Gear
Ambient Vision ($500) Bonus: Character sees in the same visual spectrum as a human. Negative: None Size: 1 CyberEye Equipment Slot. Low Light ($500)
Bonus: Character suffers no penalty in near dark (starlit night) conditions. Negative: None Size: 1 CyberEye Equipment Slot. Thermographic ($750) Bonus: Character can see heat signatures.
Negative: None Size: 1 CyberEye Equipment Slot. Spectrum Enhancement ($1000) Bonus: Character's vision extends into the Ultra-Violet and
Infrared spectrum. Character can see in full dark as if it were daytime. Negative: None Size: 1 CyberEye Equipment Slot. Spectrum Analyzer ($1000)
Bonus: Allows the character to identify an object's make-up by the light that it reflects. Negative: None Size: 2 CyberEye Equipment Slots. SmarTargeting Eye ($1000)
Bonus: Allows -1 Dif Level to any ranged attacks when used in conjunction with a weapon that supports the SmarTarget system. Negative: None Size: 1 CyberEye Equipment Slot. Telescopic ($500)
Bonus: Extends visual range up to 8x. Gives character 160:20 vision. Gives -1 Dif Level to any ranged weapon attacks. Negative: None Size: 2 CyberEye Equipment Slot. Microscopic ($500)
Bonus: Allows character to see very small objects (up to 8X magnification). -1 Dif Level to any skill requiring microscopic vision (i.e. watchmaking, jewelry, electronics tech, etc.) Negative: None
Size: 2 CyberEye Equipment Slot. VideoTranseiver ($5000) Bonus: Allows character to receive and transmit video signals in the range of 50 KHZ to 100 GHZ. Negative: None
Size: 3 CyberEye Equipment Slot. CyberEar ($750) Bonus: Has 4 standard CyberEar Equipment Slots. Negative: None Size: 1 Crit SuperEar ($5000)
Bonus: Has 8 standard CyberEar Equipment Slots. Negative: Character's Ear is obviously cybernetic. Often there are actual protrusions from the character's ears. Size: 2 Crits
CyberEar Audio Equipment Normal Range Detection ($500) Bonus: Allows character to hear sounds between 40 HZ and 20000 HZ. (Normal Human Range)
Negative: None Size: 1 CyberEar Equipment Slot.Low Range Detection ($750) Bonus: Allows character to hear sounds between .001 HZ and 40 HZ. Negative: None
Size: 1 CyberEar Equipment Slot. High Range Detection ($750) Bonus: Allows character to hear sounds between 20000 HZ and 50000 HZ. Negative: None Size: 1 CyberEar Equipment Slot
MegaFreq Transceiver ($5000) Bonus: Allows character to hear and decipher sounds between 50 KHZ and 100 GHZ. This allows characters to hear and transmit radio waves.
Negative: Does not decipher encrypted signals. Size: 2 CyberEar Equipment Slots. Sound Dampening Device ($750) Bonus: Protects character's CyberEars from drastic changes in ambient sound.
Protects the character's CyberEars from Explosions etc. Size: 1 CyberEar Equipment Slots. SWATARS (Sound Wave Acquisition Targeting And Ranging System) ($5000)
Bonus: Allows character to use ambient sound to "see" his surroundings. Negative: None Size: 3 CyberEar Equipment Slots. Other SystemsDataTerm Plug ($2500)
Bonus: Allows characters to link directly to any computer equipment that has an Input/Output Jack. Negative: none Size: 1 Crits Computer System The Computer System is an ARCO's brain. The Computer System
holds all the hardware and software necessary to make the otherwise useless ARCO perform its standard function. There are several things a designer must know about a computer system
when deciding which computer system is right for the job.Crits: Criticals, or Crits, determine the amount of space required by the computer system. The whole computer system must be contained in
the same body part. Mass: The amount of weight that the computer system weighs. Cost: The cost of the computer system. Process
: The Process rating describes the amount of data the computer system can process within a second. Process is calculated by the MK# Result times the PUC (Processing Unit Capability).
Process is measured in SDUs (Standard Data Units). SDU: Standard Data Units. These units describe the amount of data that can be held on a storage device in comparison to the
same amount of music that it could hold.
Amount of Data that can be held on a CDROM, or
similar storage media1 SDU = ---------------------------------------------------------------------------------------- -------
Amount of seconds of music that the same
storage media would hold Example:
20th Century 1 SDU = 640 megabytes / (74 min * 60 seconds) = 144 kilobytes Memory
: The Memory rating describes the amount of data that the computer can hold in active memory. Programs are only accessible for use by the processor if they are loaded into active memory.
Memory is measured in SDUs (Standard Data Units). Baud: The Baud rating describes the amount of data that the computer can transfer externally in one second. Baud is measured
in SDUs (Standard Data Units). COMPUTER TYPES Type Crits Mass Cost PUC MUC BC
AI 3 .1 1K 1 3 .5 Positronic 1.5 .1 25K 10 30 5 Molecutronic 1.5 .05 50K 10 30 1 Organic 1.5 .05 --- -- -- --Crits: Crits * MK# Mass: Mass * MK#
Cost: Cost * Result(MK#) sdu Process: PUC * Result(MK#) sdu Memory: MUC * Result(MK#) sdu Baud: Baud * Result(MK#) sdu Crits Mass Cost Process MUC Baud Offline Storage 1 .01 100 -- 10000 --
Computer Types A.I.—Artificial Intelligence. This computer system is the
predecessor to all high-end computers. It is the apex that can be reached with standard silicon alloy chipsets and wire bundles. Significantly larger than either of its sucessors, the A.I. does have
some bonuses—it's cheap to build, it is easier to upgrade, and if space is not an issue, it has almost no limitations. Positronic. This computer system is the next step in digital
computing. The most notable property of the positronic is its cube of Disilocate Triethylene. This normally clear block of what seems like plexiglass is filled with millions optical resisters and refractors
which holographically process the data through multi-series light impulses. The Positronic is not upgradeable except by linking additional Positronic computers to it.
Molecutronic. A biomechanical creation, the molecutronic computer is made of Hyperneuron Pathways, Electrochemical Storage cells, and Cellular Processing units. A molecutronic has
two major benefits over that of any other computer system. First, since it is partially organic, a molecutronic automatically resides on
the spiritual realm. Second, since it is partially organic, it can grow when it needs more processing power or memory. A molecutronic is partially organic, therefore, it needs to be fed by simple amino
acids and heavy metals regularly. It also exretes a toxic residue which needs to be cleaned regularly. All molecutronic computers have special support systems installed that keep it alive and
functioning, however if it needs to grow beyond the size of that support system, the process of transplanting it is costly and Difficult. Programs In order for computers to be of use to the physical world they need
programming. Programs are developed to set the literal guidelines to which the computer adheres. As hardware and software developed, more elaborate programs were written to allow the bio-cybernetic field
to use standardized computer systems to control the ARCO. Several software bases were programmed to allow for safe autonomous operation of ARCO units. These base programs are called the Mental
Personality Profile (MPP). All self sufficient ARCOs use the MPP protocol set as their base to operate within the scope of their design.
Program Ratings are limited by the size of the computer that they are to be loaded on. When deciding on a computer system, the ARCO development Team needs to keep the following in mind.1. Program
Ratings cannot exceed the Computer Mark# 2. Programs all have sizes. The total size of all active programs cannot exceed Memory. 3. Cost, Higher-rating programs can often cost as much as the ARCO
they are installed on. Neuronet Operating System (MS) All computers need a basic set of guidelines that tell the machine how to interact with other programs. This is called the NOS. When
comparing organic and non-organic life forms, the NOS rating determines the machine's Mental Stature. Artificial Experiences Database (MM)
One of the early problems with robots and androids was their inability to comprehend human emotion and the value of life. Sometimes, a blatant disregard for organic creatures caused these
non-organics to cause great disturbances while they felt they were just serving their function. As time progressed, Virtual Humanitek, the leader in the cyber-robotics field developed a NOS Plug-in that
simulated the robot's development and learning experiences. Studies showed that ARCOs programmed with an AED showed greater understanding of terms previously unable to be conveyed
to robots--God, Spirit, Life, Death, Philosophy, etc. Technically speaking, AED interfaces the Skillset Programs with the operating system, providing an additional safeguard against non-sanctioned
violent tendencies. The AED contains the ARCO's prime directives. The AED rating determines the machine's Mental Might. Neruonet Alternative Relay A
lgorythim (ME) In the early years of their development, ARCOs would often "burn-out" in highly stressful situations. The problem stemmed
around error handling and stimulus handling algorithms which overused certain areas of the neuronet during highly stressful situations. Parker-Davis, Inc., a then rapidly growing software
development company, came up with an OS Plug-in called NARA that addressed the problem. NARA monitors the neuronet, determining overused neuropathways and relays instructions away
from those areas to other, less used areas. Burnouts became less frequent with the NARA plugin installed, however, when they do occur, burnouts destroy 95% of the computer system circuitry. The
NARA rating determines the machine's Mental Endurance. Sensory P
rocessing and Priority Assignment Pathway (MR) Initial Difficulties in keeping an ARCO focused on the job at hand were solved by an OS Plug-in developed by GenoTek Industries.
The Difficulty centered around the OS not being able to determine which sensory input needed to be processed first, so often times the ARCO would stop, mid task and process ALL DATA
AVAILABLE. GenoTek's SPPAP handles all sensory processing and priority assignment for the ARCO. SPPAP takes all sensory input and weighs it against dynamic threat and interest templates
to determine what sensory input will take priority processing from the OS. The SPPAP rating determines the machine's Mental Reflexes. Dynamic
Reasoning Applications (MD)
DRA was developed long before Positronic and Molecutronic Systems were available for Artificial Intelligence Developers to work with. DRA was developed before the Urban wars as a pet
project by MIT Professor Peter J. Xiagnhano. Using non-linear fuzzy logic and SMEAC (Situation, Mission, Evaluation, Action, Command & Control) Dr. Xiagnhano developed the rudimentary
format for DRA. Development was all but killed during the urban wars, until GenoTek offered Dr. Xiagnhano a deal he couldn't refuse (literally). Dr. Xiagnhano developed the rudimentary control
systems for GenoTek's MARIO (Mechanized Architectural Renovation Industrialization Unit). Now DRA is an integral part of any ARCO and takes care of any reasoning and detailed decision making processes. The DRA rating determines the machine's Mental Dexterity. Cyborg Relations Application Module(MA) Developed by Dr. Xiangnhano in conjuction with Virtual
Humanitek, CRAM is by far the most impressive peice of programming to come from the mid-21st Century. CRAM gives computers guidance on relating with organic species. While all the
previous OS Plug-ins increased safety and reliability by limited the machine's, CRAM advances the machine's abilities by allowing it to learn and interact with its environment much like the organics it
usually serves. The CRAM Rating determines the machines Mental Affinity. Skillset Programs See Skills Section for skills list, cost and description. Program Sizes
The following is a list to show how to determine the Rating, Cost, and Size of the programs.Rating = MK# Cost = Result(MK#) * 2K Size = Result(MK#) sdu |