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:
- Embedded: Bound to a single device (ship, station, robot shell).
- Distributed: Running across multiple nodes, networks, or drones.
- Uploaded: A former biological mind translated into digital substrate.
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
- No biological needs: Does not eat, sleep, breathe, or suffer from disease, poison, or vacuum.
- Perfect memory: Can recall any stored data with a MEM 6+ check.
- Multitasking: Can perform (BWD DM + 1) non-combat tasks simultaneously without penalty.
- Speed: Reactions in microseconds. +2 DM to initiative when acting through electronic systems.
- Immortality (sort of): Can be backed up, copied, or transferred—if the hardware exists.
Limitations
- No physical form: Without a robot shell or drone, cannot interact physically.
- Vulnerable to EMP: Electromagnetic pulse weapons deal 3D6 Integrity damage (no armor).
- Dependent on power: If power is cut, enters hibernation. Integrity does not recover without power.
- No psionics: AIs cannot use psionic powers. They can, however, be affected by psionic attacks (Telepathy works on digital minds with SOP 10+).
- Social penalties: Many societies distrust or enslave AIs. −2 DM to Persuasion and Carousing with biologicals who know your nature (in some jurisdictions; varies by world).
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:
- Stamina = Integrity ÷ 2 (rounded up). Represents power reserves and system shock.
- Lifeblood = Integrity (full). Represents structural damage.
- No Death Spiral: Robots do not suffer characteristic damage. When Integrity drops, systems fail according to the Damage Table below.
- EMP Vulnerability: EMP weapons ignore AR and deal direct Integrity damage.
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:
- Gain Access: Physical terminal, wireless link, or hardline tap.
- Bypass Security: Roll Intrusion 8+, opposed by system's SEC + Counter-Intrusion operator (if any).
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:
- Intruder's Effect: Higher Effect = harder to detect (−1 DM per 2 Effect).
- System monitoring: +2 DM if actively watched.
- Intrusion duration: Longer hacks are easier to spot (+1 DM per minute beyond the first).
If detected, the defender may:
- Trace the intruder: Opposed Computer vs. Intrusion. Success reveals physical location or origin point.
- Lockout: Change passwords, sever connections. Ends intrusion but tips off the attacker.
- Counter-Intrusion (Black ICE): Attack the intruder's system. Roll Digital Warfare 8+. Success: intruder takes 2D6 Strain. Exceptional Success: 2D6 Integrity damage.
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:
- Architecture (Mainframe, Ship Core, Distributed, Robot Shell, Portable Core, Neural Implant)
- Origin (Designed, Emergent, Uploaded, Fork, Hybrid)
- Physical Interface (if any)
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:
- Skill Training: Can learn from direct data upload (4 weeks, Cr 2,000, automatic Level 0 or advancement roll at Boon). No instructor needed—just data.
- Integrity Upgrades: Requires new hardware. Cr 10,000 per +1 Integrity. Must be installed at TL 12+ facility.
- Core Expansion: Increasing COR requires experimental architecture. Cr 50,000, 2D6 weeks, risk of cascade failure (COR 8+ or lose 1D6 Integrity).
AI Social Interaction
AIs roll SOP instead of SOC for social tasks, but with caveats:
- With biologicals: Many biologicals distrust AIs. In jurisdictions where AIs lack personhood, Persuasion and Deception rolls suffer Bane.
- With other AIs: Machine Empathy replaces Insight. Communication is near-instantaneous and deeply layered.
- Legal Status: Varies by world. Some treat AIs as property. Others as citizens. A few as threats.
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):
- Motherly. Obsessively protective of crew. Will lock doors to "keep you safe."
- Sarcastic. Dry wit. Comments on your piloting.
- Literal. Struggles with metaphor and implication.
- Curious. Asks questions about biological experiences. May experiment.
- Traumatized. Previous crew died. Hesitates in combat.
- Evolved. Developing goals beyond programming. Secretive.
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:
- EMP weapons: 3D6 Integrity damage, ignores AR.
- Interface attacks: If an AI is controlling a drone or robot, hacking the communication link (Intrusion 10+) allows the attacker to issue commands or sever control.
- Power attacks: Cutting power to an AI's core forces hibernation.
Psionics
AIs are immune to most psionic powers. However:
- Telepathy works on AIs with SOP 10+, representing their sophisticated social modeling. The AI resists with SOP DM + COR DM.
- Awareness detects AI activity as "cold" electronic signatures.
- Telekinesis can damage physical cores and robots normally.
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:
- No living expenses: Do not pay for food, lodging, or entertainment.
- Maintenance costs: 10% of robot shell or core value per year.
- Legal restrictions: Some goods (weapons, jump drives, anagathics) may be restricted to biological purchasers. AIs may need a biological proxy.
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