Non-Organics

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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 Cost

Material 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 EquipmentSmarTarget 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 EquipmentNormal 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 media

1 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

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