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Ship's Node

Ever since the first SAI's were installed in ships, these confined intelligences have been loading copies of themselves into robotic bodies and effectively joining the crew. These days most shipyards will include an empty Cybershell for the AI to turn into a node when they construct the vessel itself. Similarly, if buying a new AI for a ship, you'd best invest in a Node as well.

This lense can represent the Node itself, or the AI. In many ways the distinction between them blurs.

The Template

 [27 points]
 Advantages: Allies (Minion +50%, Special Abilities +50%) [30], Mind Reading (Sensory +20%, Cybernetic Only -50%, Only XOX's -40%,
Telecommunication -20%) [6], Mindlink (1 person, Telecommunication -20%, Vulnerable -20%) [3]. Disadvantages: Duty [-5]. Quirks: Comm-Anxiety [-1].

Advantages

 Allies (Ship's AI)

You're not just a copy of the Shipboard AI, but instead more of an extension of it. The two of you are nigh identical to begin with, sharing identical programming code that continues to evolve together due to the networking that keeps both of you in near constant contact. You and the Ship pretty much always see things the same way, albeit sometimes from different perspectives or with slightly different goals. The Ship can offer aid and assistance on a roll of 15- (on a failure, assume a rare disagreement or that the AI is too busy to help), and has capabilities beyond its point value. Most notable, the networking between you and the Ship's Computers allows you to maintain a higher IQ than your own computer system might allow provided you remain in contact. The shipboard AI is a 400 point character, and is also a Dependent. [24]

 Mind Reading

You and your other Node are closely networked together, and share nigh identical programming code, the combined effect of which is that you can share senses and read each others surface thoughts while in contact with one another. This requires a radio or other kind of communicator, usually integral to the Node's shell; see Mindlink for more details on the connection. You also only gain this bonus with the Ship's AI and other XoX's of your programming that might exist. No roll is required. [6]

 Mindlink

You share an extremely close connection with other copies of your core programming. This enables you to access their mind with your Mind Reading ability, and eliminates any rolls that might be required to use either Mind Reading or Telecommunications when these are directed at a copy of your programming. By default, there is only a single copy of your programming, the version running on your ship's Computer. You must buy more levels of Mindlink (3/level) if you have more XoX's that you can freely communicate with. It's worth noting that while you effectively ignore range penalties for Telecommunication, you don't ignore actual range limits nor any other limitations brought about via your communication. You can be jammed, your radio can be cut out, etc. If its possible for you to get through, however, no roll is required. It's thus very difficult to cut off an AI from its node. It is possible, however, for an enemy to use this connection against you -- it's somewhat vulnerable and can be used to hack the Ship's Computer (or vice versa). [3]

Disadvantages

 Duty

Node's were created to allow a Shipboard AI additional roaming room and prevent boredom or insanity. You have an obligation to "keep things interesting" for your other Node, and are expected to do things that you have grown tired of but that remain interesting and engaging to your other Node (which remains shipbound 24/7). This obligation comes up Fairly Often (on a roll of 9-), and can sometimes be dangerous. [-5]

 Quirk: Comm-Anxiety

You're used to complete and total contact with another being almost identical to yourself, but with a totally different way of seeing things. If that connection is ever interrupted, and you find yourself "alone", you find the silence distracting and might go a little stir crazy. [-1]