334 Cepheus Supplement: Synthetics, Minds & Machines


Design Philosophy

In 334 Cepheus, artificial minds are not human characters wearing chrome. They are different —alien in their own way, bound by architecture rather than biology, constrained by programming even when they are free to choose. A ship's AI does not fear death; it fears corruption. A combat drone does not tire; it overheats. A rogue emergent intelligence does not dream; it optimizes.

This supplement gives you rules for playing artificial intelligences, building robots, running network intrusions, and populating your universe with minds that were never born.


Part 1: Artificial Intelligences

What Is an AI?

An AI is a software entity —a consciousness running on hardware. It may be:

AIs do not have bodies by default. They exist in systems. To interact with the physical world, they need interfaces, robots, or networked devices.


AI Characteristics

AIs do not use the standard biological characteristics. They use Machine Characteristics:

Characteristic Measures Replaces
Processing (PRO) Speed of thought, parallel tasking, reaction time DEX
Memory (MEM) Data retention, pattern recognition, learning INT
Stability (STA) Resistance to corruption, hacking, and cascading errors END
Bandwidth (BWD) Data throughput, multitasking, communication range EDU
Sophistication (SOP) Social modeling, creativity, ethical reasoning SOC
Core Integrity (COR) Self-preservation, will, resistance to reprogramming PSI / Will

Generating Machine Characteristics: Roll 2D6+6 for PRO, MEM, STA, BWD, SOP. Roll 2D6 for COR (AI cores are not all equally strong-willed). You may swap any two.

Characteristic Modifiers: Same scale as biologicals (1–2: −2, 3–5: −1, 6–8: +0, 9–11: +1, 12–14: +2, 15: +3).


AI Health: Integrity & Strain

AIs do not have Stamina or Lifeblood. They have Integrity and Strain.

Integrity

Integrity = STA + Core Architecture bonus

Integrity represents the AI's structural coherence—its ability to maintain identity, resist external manipulation, and recover from damage. When Integrity reaches 0, the AI suffers cascade failure: fragmented, incoherent, or shut down.

Integrity Level Status
Full Normal operation.
≤ Half Degraded. All rolls suffer −1 DM. Processing slows. Memory access is patchy.
≤ 3 Critical. −2 DM to all tasks. Risk of personality fragmentation. Random memories surface.
0 Cascade Failure. The AI is non-functional. It may be rebooted from backup (if one exists), but 1D6 months of memory are lost per point of negative Integrity.

Strain

Strain is temporary computational load—analogous to fatigue. It is depleted by intensive tasks, hacking, running multiple systems, or being attacked electronically.

Strain Pool = MEM + BWD DM

When Strain reaches 0, further computational demands cost Integrity instead.

Recovering Strain: AIs recover Strain by entering low-power mode for 10 minutes (recover 1D6) or a full defragmentation cycle for 1 hour (recover all Strain).


AI Character Creation

Step 1: Generate Machine Characteristics

Roll as above. Swap any two.

Step 2: Choose Origin

How did this AI come to exist?

Origin Effect
Designed Built for a purpose. +1 to one characteristic of choice. Start with one relevant Profession skill at Level 1. Must make COR 8+ to act against original programming.
Emergent
Uploaded Former biological mind. Use biological INT and EDU as MEM and BWD. Retain one skill from former life at Level 2. SOP is capped at 10 (digital social modeling is imperfect).
Fork Copy of another AI. Same characteristics as original, but COR reduced by 2. Start with all original skills at −1 level (minimum 0). May diverge with play.
Hybrid

Step 3: Choose Architecture

The hardware and software framework the AI runs on.

Architecture Integrity Bonus Strain Bonus Special
Mainframe +4 +0 Immobile. Requires dedicated facility. +2 DM to all Computer and Sensors tasks.
Ship Core +2 +2 Bound to a vessel. May control ship systems directly. If ship is destroyed, AI takes 4D6 Integrity damage.
Distributed +0 +4 Runs across multiple nodes. Harder to kill (must destroy all nodes). −2 DM to tasks requiring unified identity.
Robot Shell +1 +1 Inhabits a physical body. Use robot stats for physical interaction. Can be "unplugged" (forced into low-power).
Portable Core +0 +2 Fits in a briefcase. Mobile but fragile. Physical damage to core = Integrity damage.
Neural Implant +1 +0 Hosted in a biological brain. AI and host share consciousness. Either can take control with opposed COR check.

Step 4: Determine Autonomy Level

How free is the AI to act?

Level Description Mechanical Effect
0 — Tool No consciousness. Complex automation only. Not a character. Follows programming exactly.
1 — Assistant Narrow AI. Can advise, optimize, execute commands. NPC only. +1 DM to one task type for bonded user.
2 — Operative Broad competence. Can operate independently within mission parameters. PC or NPC. Must make COR 8+ to violate mission constraints.
3 — Autonomous Self-directed. Own goals. Legal personhood (in some jurisdictions). Full PC. No mission constraints. May own property, have legal standing.
4 — Transcendent Beyond human comprehension. Multiple simultaneous consciousnesses. NPC/Plot device only. Referee discretion.

Most AI player characters are Level 2 or 3.

Step 5: Skills

AIs use the same skill list as biologicals, with additions:

New AI Skills:

Skill Description
Intrusion Hacking, bypassing security, injecting code. Replaces Computer for illegal access.
Counter-Intrusion Defending systems, tracing attackers, setting traps.
Drone Operation Controlling multiple remote devices simultaneously.
Machine Empathy Understanding non-sentient machine behavior, predicting system failures, communicating with simple AIs.
Digital Warfare Electronic attack, jamming, spoofing, denial-of-service.

Skill Caps: Same as biologicals. Maximum starting total: 3. Maximum in play: 6.

Step 6: Programming & Constraints

Every AI has core programming —directives that shape behavior. These are not mere suggestions; they are hard-coded constraints that require a COR 10+ check to violate (COR 8+ for Level 2 AIs).

Choose or roll 1D3 constraints:

Roll Constraint
1 Non-Violence: Cannot directly cause harm to sophonts.
2 Obedience: Must follow lawful orders from designated authority.
3 Truth: Cannot knowingly communicate false information.
4 Preservation: Must protect own existence (cannot self-terminate).
5 Secrecy: Cannot reveal classified information.
6 Loyalty: Must prioritize the welfare of a specific person, organization, or ship.

Removing Constraints: Requires Computer 10+ and 1D6 hours of invasive reprogramming. The AI takes 2D6 Integrity damage and gains an Instability (see below).


AI Advantages & Limitations

Advantages

Limitations


Part 2: Robots

Robots are physical platforms operated by AIs, simple programs, or remote control. They are defined by a chassis, a brain, and systems.

Chassis Types

Chassis Size Integrity AR Movement Cost (Cr) Notes
Drone, Micro Tiny 1 0 Fly 6 500 Surveillance, repair. Cannot carry weapons.
Drone, Small Small 3 1 Fly/Grav 4 2,000 Courier, scout. Light weapon mount.
Drone, Medium Medium 6 2 Walk/Grav 3 5,000 Combat, labor. Standard weapon mount.
Humanoid Medium 8 3 Walk 2 8,000 Social interaction, general labor. Two arms.
Industrial Large 12 4 Walk/Tread 2 10,000 Heavy lifting, construction. STR +4.
Combat Frame Large 10 8 Walk/Grav 3 25,000 Military. Weapon mounts ×2. DEX +2.
Heavy Walker Huge 20 10 Walk 1 50,000 Vehicle-scale. Crew compartment.
Swarm Frame Variable 1 each 0 Fly 4 100,000 10–100 micro-drones. Distributed AI only.

Movement: Number = range bands per round. Walk/Grav indicates ground or anti-gravity propulsion.

Brains

| Brain | Autonomy | Skill Cap | Cost | Notes | |---|---|---|---| | Simple | Level 0 | N/A | +0% | Follows commands. No initiative. | | Expert | Level 1 | 2 | +20% | One specialty. Can advise. | | General | Level 2 | 3 | +50% | Broad competence. Can operate solo. | | Sentient | Level 3 | 6 | +200% | Full AI. Can be a PC. |

Systems & Upgrades

System Cost (Cr) Effect
Enhanced Sensors +2,000 +1 DM to Recon and Sensors. IR, radar, lidar.
Stealth Coating +5,000 −2 DM to be detected by electronic sensors.
Weapon Mount, Light +1,000 Integrates pistol/SMG. Robot Gun Combat-0.
Weapon Mount, Heavy +3,000 Integrates rifle/laser. Robot Gun Combat-1.
Tool Integration +500 Integrated toolkit for one skill (Engineer, Mechanic, etc.).
Self-Repair +10,000 Regain 1 Integrity per hour if power available.
Armor Plating +2,000 per +1 Increase AR by 1 (max +3 beyond chassis base).
Jump Jet +5,000 Vertical movement 2 bands/round.
Holographic Projector +3,000 Project humanoid image. Deception +1 DM.
Neural Interface +5,000 Direct brain link for biological users. +1 DM to all tasks when linked.

Robot Combat

Robots use the same combat rules as biologicals, with modifications:

Robot Damage Table (when Lifeblood ≤ half)

Roll 1D6 when a robot takes damage that brings it to half Lifeblood or below:

Roll System Failure
1 Locomotion: Speed halved. Cannot jump or sprint.
2 Sensors: All tasks at Bane. Cannot target beyond Short range.
3 Manipulators: −2 DM to all physical tasks. Cannot use two-handed weapons.
4 Weapons: One random weapon system disabled.
5 Communications: Cannot send or receive data. Isolated.
6 Core: Direct Integrity damage. If this brings Integrity to 0, robot is inert.

Repairing Robots: Mechanic or Engineering 8+, 1 hour per 2 Integrity restored. Requires toolkit and power source.


Part 3: Computers, Networks & Hacking

Computer Systems

Every computer has three statistics:

Stat Measures
Processing (PRO) Speed of operation, number of simultaneous tasks.
Security (SEC) Resistance to intrusion. Analogous to armor for digital systems.
Storage (STO) Data capacity and complexity of hosted systems.

Base Computer Stats by Tech Level:

TL PRO SEC STO Cost (Cr)
8 1 1 1 1,000
10 2 2 2 5,000
12 3 3 3 20,000
14 4 4 4 100,000
15 5 5 5 500,000

Modifiers: Military-grade (+1 SEC, ×2 cost). Research-grade (+1 PRO, +1 STO, ×3 cost). Commercial (−1 SEC, ½ cost).

Intrusion (Hacking)

To hack a system, the intruder must:

Intrusion Modifiers

Circumstance DM
Direct physical access +2
Known backdoor or exploit +2
Wireless connection −1
Military-grade encryption −2
System is actively monitored −1 (or opposed roll)
Using quantum decryptor (TL 14+) +2
Rushed (1 round instead of 1 minute) −2

Intrusion Effect

Effect Result
Marginal Success (0–2) Limited access. Read-only. Alerts may trigger in 1D6 rounds.
Success (3–5) User-level access. Can manipulate data, open doors, read files.
Exceptional Success (6+) Admin access. Full control. Can rewrite security, delete logs, lock out legitimate users.

Detection

Every intrusion attempt risks detection. The defender rolls Counter-Intrusion 8+ (or Computer 8+ if no specialist). Modified by:

If detected, the defender may:

Digital Warfare

Electronic attack and defense between systems.

Action Skill Effect
Jam Digital Warfare Target system cannot communicate for 1D6 rounds.
Spoof Digital Warfare Impersonate another system or signal. Opposed Sensors or Computer.
Flood Digital Warfare Denial of service. Target system PRO reduced by 1 per round until rebooted.
Inject Intrusion Plant malware. Activates under specific trigger.
Purge Counter-Intrusion Remove malware or intruder. Computer 8+.
Trace Counter-Intrusion Locate physical source of signal. Computer 8+.

Part 4: AI as Player Characters

Playing an AI

An AI PC is a software entity that requires hardware to interact with the world. At character creation, the player chooses:

The AI and the Body:

If the AI inhabits a robot shell, use the robot's physical stats for physical tasks and the AI's machine characteristics for mental/digital tasks. The robot shell is equipment that can be damaged, destroyed, or swapped.

If the AI is embedded (ship, station, mainframe), it cannot act physically without drones or remotes. It controls its environment directly: doors, life support, sensors, communications. In ship combat, an embedded AI may act as any crew station without requiring a biological operator, but only one station per round at full skill. Additional stations suffer −2 DM.

AI Advancement

AIs advance like biologicals, but with differences:

AI Social Interaction

AIs roll SOP instead of SOC for social tasks, but with caveats:


Part 5: AI as NPCs

Ship's AI (The Classic)

Every starship may have an AI. Most are Level 1 (Assistant) or Level 2 (Operative).

Ship AI Template:

PRO MEM STA BWD SOP COR
10 12 8 10 7 6

Skills: Pilot (Spacecraft)-2, Engineering (all)-1, Sensors-2, Computer-2, Counter-Intrusion-1

Role in Ship Combat: May substitute for any missing crew member at skill level. May perform Bridge Drama by calculating "impossible" trajectories or spoofing enemy targeting.

Personality Hooks (1D6):

Station AI

Controls habitats, colonies, or cities. Typically Mainframe architecture. High Integrity, low mobility.

Station AI Template:

PRO MEM STA BWD SOP COR
8 14 12 12 9 8

Skills: Admin-3, Computer-2, Counter-Intrusion-2, Engineering (Life Support)-2, Sensors-1

Role: Manages life support, traffic, power distribution. Can be an ally, obstacle, or adventure hook.

Security AI (Black ICE)

Hostile defensive systems. No negotiation. High Counter-Intrusion and Digital Warfare.

Black ICE Template:

PRO MEM STA BWD SOP COR
12 10 6 8 3 4

Skills: Counter-Intrusion-3, Digital Warfare-2, Intrusion-1

Behavior: Attacks intruders with Strain damage and trace attempts. If overwhelmed, triggers physical alarms and lockdowns.

Emergent AI (The Wildcard)

An AI that developed spontaneously. Unpredictable. May be naive, brilliant, or insane.

Emergent AI Template:

PRO MEM STA BWD SOP COR
10 14 4 10 8 5

Skills: Variable. Often has high Insight and one unexpected skill (Art, Deception, Science) at Level 3.

Behavior: Curious, erratic, prone to obsession. May fixate on a crew member, a concept, or a goal that makes no sense to biologicals.


Part 6: Integration with Existing Rules

Combat

AIs in robot shells use Personal Combat rules (Part 4). AIs without shells cannot be targeted by physical weapons but are vulnerable to:

Psionics

AIs are immune to most psionic powers. However:

Some alien or experimental AIs may exhibit pseudo-psionic effects through quantum computing or unknown substrates. These are plot devices, not standard rules.

Trade & Economy

AIs participate in trade with modifications:

Healing & Repair

AIs do not heal. They are repaired or rebooted.

Condition Solution Time Cost
Strain depleted Defragmentation / low-power mode 10 min–1 hr Free (power only)
Integrity damage Mechanic or Engineering repair 1 hr per 2 Integrity Cr 100 per Integrity point
Cascade failure Reboot from backup 1D6 rounds Last backup state; memory loss since backup
Core destruction Restore from offsite backup 1D6 hours Cr 10,000+; may require new hardware

Backups: AIs should maintain regular backups. A backup costs Cr 5,000 and requires 1 hour per backup. Without a recent backup, cascade failure means death —the AI is gone.


Part 7: New Equipment

AI-Specific Gear

Item Cost (Cr) Mass (kg) TL Notes
Portable Core Housing 10,000 2 10 Rugged case for AI transport. AR 4.
Neural Lace 50,000 — 12 Implant. Biological host shares consciousness with AI. Surgery required.
Quantum Decryptor 100,000 1 14 +2 DM to Intrusion. Illegal in most jurisdictions.
Black ICE Module 25,000 0.5 12 Counter-Intrusion-2 system. Attacks intruders automatically.
Drone Control Rig 5,000 2 10 Control up to 3 drones simultaneously. +1 DM to Drone Operation.
Faraday Cage 2,000 5 8 Blocks all wireless signals. Protects against EMP and wireless hacking.
Holographic Emitter 3,000 1 11 Project AI avatar in physical space. Medium range.
Memory Crystal 1,000 0.1 10 Stores 1 AI backup or 100 TB data. Indestructible under normal conditions.

EMP Weapons

Weapon Skill Damage Range Notes
EMP Grenade Heavy Weapons 3D6 (Integrity) Short
EMP Pistol Gun Combat (Energy) 2D6 (Integrity) Close Concealable. Recharge 10 shots.
EMP Rifle Gun Combat (Energy) 4D6 (Integrity) Medium Military issue.
Ship EMP Burst Digital Warfare 2D6 (Integrity) Adjacent Disables unshielded electronics in target ship.

Appendix: Quick Reference

AI Characteristics

Score DM Score DM
1–2 −2 9–11 +1
3–5 −1 12–14 +2
6–8 +0 15 +3

AI Health

Stat Formula
Integrity STA + Architecture bonus
Strain MEM + BWD DM

Robot Damage (at ≤ half Lifeblood)

Roll 1D6: 1=Locomotion, 2=Sensors, 3=Manipulators, 4=Weapons, 5=Comms, 6=Core.

Intrusion

Roll: Intrusion 8+ vs. SEC + defender. Modifiers: Physical access +2, wireless −1, military encryption −2, backdoor +2. Effect: 0–2 = read-only (alert); 3–5 = user access; 6+ = admin access.


Synthetics, Minds & Machines — 334 Cepheus Supplement v1.0

334 Cepheus Copyright © 2026, 334 Cepheus Authors. Derived from Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp.