Showing posts with label Ultra Tech. Show all posts
Showing posts with label Ultra Tech. Show all posts

Saturday, September 5, 2020

TL9 EMU Suit and its PSD File and Stats


both EMU unit and Crew Suit PSD file. 


TL9 Crew Suit 2200 PSD FILE

  1. Changed the Shadows Layer into an OVERLAY layer. I used the Overlay property on the layer to create the shadow effect that applies to both the BASE COLOR and the STRIPES. you can now change the BASE COLOR without having to recolor the shadows. 
  2. Changed the Highlights Layer into a SOFT LIGHT. Same as the OVERLAY layer, it allows anyone with the PSD to change the BASE COLOR without having to redo the highlights and shadows. 

TL9 EMU SUIT 2200 PSD FILE

  1. This is where I experimented with OVERLAY and SOFTLIGHT and got the workflow you see in the PSD file. 
  2. This is where I got the right level of line size.
  3. This is where I relearned a lot of coloring and basics. 
  • Name: Basic ExtraVehicular Mobility Unit TL9 2200 Model.
    • To differentiate it with the Basic EVA Suit TL9 2200 Model. 
  • Derived from: Extravehicular Mobility Unit
  • Manufacturer: Open Source any Fabrication System TL9 2100 models or older can manufacture the Grade+2 Spare Parts. Spare parts are 60metric tons per 1dton (4metric tons per 1 cubic meter). 
    • Assuming Grade+0 Spare parts are 100KCr per 1dTon 20 metric tons of mass (half the density of aluminum).  5Cr per Kg of spare parts for Grade+0. 
    • Assuming Grade are x3 more expensive every level in quality and value (x3, x10, x30, x100 etc...). 
    • Grade+2 Spare parts for the suit is 50Cr per Kg. or 1MCr per dTon. 
    • Grade+3 Spare parts for the Life Support and Tech at 150Cr per Kg. or 3MCr per dTon
    • Grade+4 Spare Parts for Life support and Tech at 500Cr per Kg. or 10MCr per dTon. 
  • Function: Work in Vaccum for Long Periods, even in extreme periods of work where the worker is in the suit for 40-80 hours. The life support section allows the wearer to curl up in Zero Grav and self-comfort. It's been designed to allow for herculean tasks and these tasks tend to be called for. 
    • Life Support:  40 man-hours of heavy exertion 80 man-hours for light. Can be serviced and supplied in a Vacuum. 
      • Powered Life is 40 hours with powered movement. Unlimited with a power tether. 
      • Work. if a human can produce 300-400wats, the suit can produce around 1000-1200 watts of work for its 40 hours of independent power supply. 
    • Pressure Type: Full
    • Operating Pressure: 101 kPa (14.69 psi) or 1 Atmosphere of pressure. 
    • Work In Zero G. Pressurized Work in this suit is considered light load thanks to the exoskeleton dealing with most of the suits own resistance and mass. 
      • Common add ons Thruster and Cabling Attachments.
      • As well as special Welding Rigs that deal with the large about of heat the process generates.  
    • Work In 1G. considered under a load of 12kg Powered and 90kg Unpowered working in a pressurized suit in 1G. 
    • Special Use: Exercise Rig - for long extended periods of time, the suit can be programmed to allow for exercise by giving resistance to various motions. 
  • Operating Life: 
    • Maintenance: 40 hours of use requires 10 mins of servicing. 
    • Work-Life:  10 years or 120 months of use and replacement parts is as though you bought a whole new Suit. 16KCr / 120 months = 135Cr per month of maintenance. Not counting the Life support Consumables at 2Cr per Man Day.
  • Suit Weight: 40 kg; 6KCr (150Cr per Kg; Grade+2 Parts)
    • Life Support Systems weight: 20kg,  10KCr (Grade+3 Parts; 500Cr per KG)
    • Total Weight: 60kg at 16KCr (12KG load when Powered in 1G; in Micro or No gravity the suit is aided by the exoskeleton)
    • Typical Weight: Carries 40kg to 60kg of supplies. from rations, wipes, 

What can you do with the PSD file:

  1. Change the Color. my son messing around with the colors. Select the base color layer and use HUE, BRIGHTNESS, and SATURATION to manipulate the color. 


  2. Redo. I plan to draw Exo Skeleton Attachment. Thrusters and other Variants. A combat version though will be very far in the horizon. 

Monday, August 31, 2020

TL9 Basic Crew Vacc Suit 2200

Continued from Vacc Suit musings at TL9

One needs to explain that the way we think of suits as changeable set of clothes is NOT the way people who have to work and live in them see it. 

That a suit is your "workstation" for the next 8-20 hours depending on your shift. That something close to your skin and tight-fitting will trigger a panic attack of claustrophobia while a BULKY suit which can let the wearer pull their arms out of the armholes and self-comfort (massage your own arms and body) is the most Comfortable when you consider that again 8-20 hours (at least in TL9). 

The space suit in TL9 may turn out a bit heavier. of the 60kg and 120kg of support equipment, it  may be 80kg and 40kg of support equipment. I can imagine OSHA rungs (as required when working on elevated spaces) would be built into the structure and DRONES will move along these pulling or carrying Spacers for their work. 

You're not "wearing" a Spacesuit, especially in EVA work you're driving it. 

There will be divergent Specialization:

Work Suits (Extravehicular Mobility Unit) - for long work periods plus the support equipment would be 200kg in all. What is expected in the emergent Space race is a TON of these. Once the Infra begins in small runaway progress and thousands of Low-earth-orbit workers arise this is the MAIN labor unit for EVA. 

This will be replaced with special mini-flight work stations with articulated arms for work BUT that won't happen until Infra from asteroids makes for lower USD per kg LEO economics. You will see more mini-work stations when the TONS in space drops in cost because there is a lot of Asteroid material being redirected to LEO and HEO and GEO (see Atomic Rocket's Macro Economics).

Crew Suits (Like the Advance Crew Escape Space suits) - your secondary protection in a small service unit (like a small workstation you will use to do your work). 30-60kg but really not meant in hostile vacuum conditions in extended periods. Extended periods is higher lethal risk and the death spiral of exhaustion. 

Crew Suits will be worn at all times and can allow the wearer to be comfortable at the expense of safety (going to the HEAD or fresher). 

This is what will evolve to be TL10 Vacc Suits, but not I'm skipping 100+ years of work life. in the 5-10 generations. The time China took to Catch UP to the USA. The WORKSUITS will be iconic like the SAVE icon based on the 3.5" drive. 

Drastic human modifications will need to occur for Crew Suits to be something people can wear for days or weeks. Skin Cultures, waste modifications for humans, probably even diets changing altogether. Otherwise, the biomechanics of 2020 humans will require the suit to be as bulky as the EMU

Specifications of Advance Crew Escape Suits [edit]

  • Name: Advanced Crew Escape Suit (S1035)[1]
  • Derived from: USAF Model S1034[1]
  • Manufacturer: David Clark Company[1]
  • Missions: STS-64[6] to STS-135
  • Function: Intra-vehicular activity (IVA)[1]
  • Pressure Type: Full[1][3]
  • Operating Pressure: 3.5 psi (24 kPa)[1]
  • Suit Weight: 28 lb (13 kg)[1]
  • Parachute and Survival Systems weight: 64 lb (29 kg)[1]
  • Total Weight: 92 lb (42 kg)[1]
  • Useful Altitude: 98,000 ft (30 km)[7]
  • Primary Life Support: Vehicle Provided[1]
  • Backup Life Support: 10 minutes[1]

This is a TL9 Basic Crew Vacc Suit based on the Advance Crew Escape Space suits




A. Helmet. The early gen will be transparent. Later gen will be fully enclosed with redundant cameras.

B. Expandable helmet enclosure. This is how people GET inside the suit. This elastic portion expands to allow the wearer inside this. 

C. Displays for other Crew and Access Controls for aid and status. Hardshell portions limit the inflation in this area to give more flexibility through articulation as well allowing the wearer to pull their arms out of the sleeves and rest their arms on their chest and fix their face or reach inside the suit to make adjustments. 

D. Gloves are articulated and have poor manual dexterity except for specialized EVA tools. 

E. provisions of waste removal and waste storage. a complicated set of access control for waste and relief. 

F. Air filters, Power, Heat-Sink, Air Supply and Pressure management. Shielded basic electronics for controls of these.  

G. Tool dispenser. this is a mechanical container for large bulky tools for EVA. 

  • Name: Basic Crew Vacc Suit TL9 2200 Model.
    • To differentiate it with the Basic EVA Suit TL9 2200 Model. 
  • Derived from: Advanced Crew Escape Suit (S1035)[1]
  • Manufacturer: Open Source any Fabrication System TL9 2100 models or older can manufacture the Grade-2 Spare Parts. Spare parts are 60metric tons per 1dton (4metric tons per 1 cubic meter). 
    • Assuming Grade+0 Spare parts are 100KCr per 1dTon 20 metric tons of mass (half the density of aluminum).  5Cr per Kg of spare parts for Grade+0. 
    • Assuming Grade are x3 more expensive every level in quality and value (x3, x10, x30, x100 etc...). 
    • Grade+2 Spare parts for the suit is 50Cr per Kg. or 1MCr per dTon. 
    • Grade+3 Spare parts for the Life Support and Tech at 150Cr per Kg. or 3MCr per dTon
  • Function: Intra-vehicular activity (IVA) as secondary protection incase of Life support failure, limited EVA 1 day. This is used to Work Inside the Non-Rotating/Non-Gravity section of the ship (Which is 80-90% of the ship).  Crew is expected to wear this the whole time they are outside Grav Habitat. (While in the Artificial Gravity, they wear a TL9 Body-Fit Vacc Suit 2200 model (5-10kg including its helmet; only meant to minimize Pressure Sickness, and survive an hour at most in Pure vacuum - as its pressure management systems fail) in case of Habitat Hull breach or destruction.  
    • Life Support: Vehicle Provided[1]
    • Backup Life Support: 10 hours (trained Spacers can reduce their life support demands to a day; this 10 hours is meant for heavy exertion). 
    • Pressure Type: Near Full
    • Operating Pressure:   0.8 Atmosphere, 81.06kPA, 11.7 psi (see Altitude sickness and decompression sickness)
    • Work In Zero G. Pressurized Work in this suit is considered laborious (as though they were under a 10kg load) because of pressure (inflation) that the wearer has to work against. 
      • This is where Work suits are better with their Hard Shell and Articulation. Some have 5kg of Load working in (so even characters with Low Str can do labor like Low G humans. But Grade-1 and up Work Suits have no Load Penalty. 
      • Hard Shell Suits with labor-saving Strength Augmentation (Exo-Skeletons) are the first Mass Market Use of Exo-Skeletons. 
      • A Basic Exo-Skeleton Add On, for Basic Vacc Suit eliminates the Load of working. Adds about 5KCr (but that's all it does). Usually, such Exo Skeletons have Thruster Packs and Safety Tethers.
      • This will never be as comfortable to work with compared to a Grade+1 Basic EVA Suit TL9 2200 Model. 
    • Work In 1G. considered under a load of 40kg (10kg of work to move, and 30kg for the weight of it) working in a pressurized suit in 1G. 
  • Operating Life: 
    • Maintenance: 7 hours of use requires 10 mins of servicing. 
    • Work-Life:  5 years or 60 months of use and replacement parts is as though you bought a whole new Suit. 3.5KCr / 60 months = 60Cr per month of maintenance. Not counting the Life support Consumables at 2Cr per Man Day.
  • Suit Weight: 10 kg; 500Cr
    • Life Support Systems weight: 20kg,  3KCr
    • Total Weight: 30kg at 3.5KCr

Wednesday, May 20, 2020

Schelling Points - Space combat - Same as a real life project at work or a bid, except for the lethality

In COADE or some of these space combat mechanics (Non-Dog-Fight Mechanics) can be simplified as ONE shelling point.  The GM works back from that shelling point. There are limited kinds of Schelling Point - most often its Range of Intercept (the GM prepares the problem statement and Iterates the most important point and assumptions and uncertainties).

The GM says the Schelling point/Event Horizon is 30 hours away. This Schelling Point can thousands of KM away or Millions or Hundreds, it all works out as the GM working back from the Schelling point and detailing it. the GM explains the problem and the options based on initial rolls. You can say or make Initiative, not an Initiative Roll but an Information Roll - Who has the better Awareness and Grasp of the Situations to SETS THE PACE. Who acts and will react.  
 
The SCALE of time is interesting. It begins with the largest Unit, where everyone takes a turn, then scales down. The GM can set it at 1 man day, everyone gets a Manday turn. Then he proceeds to resolve what has happened in that Manday - sometimes the PCs Live or Die in what happens in that Manday and may not feel it until the schelling point. 

The GM asks them their Actions - what Posture/Preparation or Actions they will take - and then asks them to roll. The Adversary adapts or implements their plan. NO PLAN survives initial contact.

The GM resolves the consequences of the actions, failures, success, and successes of the adversary. He can simplify BUILDING into the PC's difficulty roll or making a Contested Roll. He shows and doesnt tell. He resolves everyone's concerns on a time budget and then proceeds to summarize the total effect with drama and tension (meaning he raises more uncertainties; take the players question and answer it by referencing what remains to be known or is this enough). 

Now 6 hours remain, and the GM asks them their actions for those 6 hours. The Players/Crew then adjust and adapt to the situation. They plan their actions for these 6 hours. The GM repeats the same process and updates the crew the consequences and results of their actions, building the tension with Key Questions. Were you fast enough to escape, can you maneuver, who survived, who is crippled, etc... 

Reviewing relative Velocity and realize I'll simplify Angular Relative Velocity by checking if they are Perpendicular or Parallel vs Same or Opposite directions. 

https://www.khanacademy.org/science/in-in-class11th-physics/in-in-class11th-physics-motion-in-a-straight-line/in-in-relative/v/calculating-relative-velocity-class-11-india-physics-khan-academy 

Dog fights is the Space Combat we know - but this reminds me of the Tension filled Week of a BID or a Project - where we perform a lot of long actions to get to a Schelling point which determines if we make or lose money. 


Thursday, July 25, 2013

IMTU augmentation is signature gear

I've ruled that cybernetics a dependent bio tech mods are signature Gear and min maxed it to see how far it goes. 

It doesn't go too far, especially when you make it the burden of the player to keep his papers in check and in order, with great power comes great paperwork! 

Seriously From the min maxing I had some hard questions answer in what will I allow in a game and the power level possible.

If there is an economic and legal limit to a dangerous combo and more than one person checked the combo and sided with a conservative interpretation I don't think it's unmanageable.

I'll post my compete techno doctrine notes by next week after I edit it for readability since I noticed I write with gaps and so many errors. I ended up making one because of all the dangerous combos that needed to be tested on paper to see if it's feasible and cost efficient with economic and game theory considerations.

That's where all the sample battle Dress robot tanks drones and VAI and NVAI came from. I had to make more than one version of something to test if it made sense and the guidelines worked.

I'll write up a sample combat next with ETS robot Tanks and Battledress. I want to see if Uncle Ivan a war vet in the body of a GITS inspired combat robot can take on a gurps UT light Grav tank in a scenario where he goes rogue and they send in a hover tanks and fast response cyclone Battledress against him. I just have to do the crunch then summarize the capabilities in a simple paragraph or two.

Better check out concept robots for a good skin to use. 

POINTS FOR AUGMENTATION
Biotech has rules in augmentations that basically says you have to pay points. I noticed this is all to do with "Self reliance" and what counts as "needs vs wants" and all this philosophical nuance that when boiled down many people have differing and opposing opinions. 

By beef is that Character Point inflation (Now the game is 250 pointer if you have to run such a Cyberpunk game), is harder to control than material inflation. 

Material Inflation is easy, economic forces just dry up supply and demand. Economic circumstance ADAPTS to the Dominant Strategy, so broken combos stop being broken on their own when everyone does it and everyone defends against it.

then there is "how do you define Self reliance, what is need vs want" which is leads to another can of worms. 

As materials, we can have packages and Norms. Like clothing as a package, now Neural Jacks and Wirlesss interfaces are "Norms" and is just part of the character's package. Yes you get have it as a Lense, but you've made people of a certain "ERA" way better than intrinsically vs economically. (again the messy affair of this philosophical discussion). 

Also, does that means I have to pay twice: Money and POints for augmentation in the future? Its just weird, if I get an education that I pay for by taking out crippling Loans do I have to pay for the points of the result of that Education? (again head ache of the philosophical kind). 

Its a game, do what ever the GM tells you or allows.

Saturday, July 13, 2013

Unloading a Headache - My Software AI Notes from UT

This is the notes I've compiled. Basically I found it a head ache to reference Transhuman Space, Transhuman Space: Changing Times, Ultra Tech, Bio-Tech and Basic Set so instead I built templates from scratch only using UT and Basic Set and of course This. You will see why this is a massive head ache. This will be part of the Sample Characters I'm creating for the Instant Crew. their Equipment is SMART so I ended up dealing with this kind of detail. Once all the notes are done and consolidated I can draw from this in the future. 

Mostly Taken from UT27-28 and trying to keep it within Basic and UT so that its easy, compared to having it in 5 different sources. I have all this in one statement sized Doc I will share once' i finish most of the work consolidating and simplifying and prepping materials for such a game and having extrapolations based on what the technology will do to the Sci-Fi economy.  

Use these AI's as benchmarks to see how much an AI is going to cost. Example, a poor TL10 War Academy AI would probably x3.3 as much as the SHIP AI but specialized in churning out military personnel.   

AI customization notes
  • You cannot buy-off the packages and these packages are considered the default per AI. So you cannot get a NVAI and buy off Automaton. The points in these Templates dont count towards the cost of the software (it is as though your starting with CF1). Additional points to raise ability scores from the default packages
  • IQ and DX is capped to +2 total increase from base (dependent on Complexity). Additional improvements to DX have to come from the body (which adds to the DX as .
  • Will and Per are capped to +2 from the adjusted IQ base.
  • HT is only for the AI Software and does not apply to the physical form.
*Why the caps - because I can make an IQ20 (+1CF per +1IQ) software in a Complexity-6 software and it breaks the system. So  $300 Software AI is now $4600 ish but with IQ 20! 

Common Customized Powers
  • Possession (Digital,-40%; Mind-link Required -40%) [20] (B75) typical of AI that control of
  • Compartmentalized Mind [50] (B43) Microframes
  • Mind Reading (Cybernetics Only, -50%; Telecommunication, -20%; Sensory, +20%) (B69) [15] (B68-69) typical of Intrusion AI
  • Mind Probe (Cybernetics Only, -50%; Telecommunication, -20%; Sensory, +20%) (B69) [10] (B69) typical of Intrusion AI

Drone

A Sentient but often Non-Sapient AI. Basically a Smart Tool and used for a Smart Tool. Note that this AI cannot have an IQ greater than 6.

Drone AI Metatrait
  • AI [32] (B263)
  • Automaton [-85] (B263)
  • Cannot Learn [-30] (B125)
  • Short Lifespan 4 [-40]
  • Feature: Fixed IQ

Weak Dedicated AI

(WDAI) – A more sophisticated “Smart Tool”, but unable to learn on its own and perceive layers of context and nuance (Cannot Learn). This is made up of the mentality traits in B263 AI, Automaton with Cannot Learn and as an AI gets really buggy and outdated quickly (Short Life Span). The only way it would learn if it was “reprogrammed” with new input.

Jobs and WDAI. WDAI are the best tools, they are incredibly easy to use. As smart tools, one does not need the proper skill to use them, WDAI can simply follow instruction and work based on their inherent IQ and the skills they may possess.

Example-1. TL10 Fast Tiny Computer (Complexity 6) used on a Life Suit can have an IQ 12 and various skills like electronics repair etc... the AI will coordinate and control repair swarms or the techbots when repairing itself. It will adjust itself as quickly and skillfully its settings for an unskilled user, going as far as being able to detect comfort levels. Its Intelligence allows it to optimize performance and re-allocate resources to best suit its tasks.

Example-2. TL10 WDAI and Microframe (Complexity 8) can have an IQ of 16 and can do amazing things if the software allows for it, like self-diagnosis (diagnosis and treating oneself suffers many penalties), etc... its disadvantages are offset by its very high IQ (-3 from Automaton etc...) but it cannot Learn and over time while used it will degrade and have errors.

Weak Dedicated AI Metatrait.
  • AI [32] (B263)
  • Automaton [-85] (B263)
  • Cannot Learn [-30] (B125)
  • Short Lifespan 4 [-40] (B154)
  • Robot Laws Hard Wired Programming [-54] (except for WDAI for weapons):
    • Pacifism (Self Defense only) [-15]; Code of Honor (3 Laws of Robotics) [-15]; Sense of Duty (Master/Owner) [-2]; Dependent (Master) [-2]; Duty, Very Hazardous (Always) [-20].


Non-Volitional AI

Self Aware and Sapient, but burdened by the extra processing and complexity of this. Unlike Weak Dedicated AI, NVAI can learn and even evolve to be Volitional AI (buy more sophisticated programming see UT29 software customization rules) and Sophont but after overcoming many challenges. Social bacground and NVAI. NVAI have a social background and default languages.

Jobs and NVAI. NVAI needs far less supervision than WDAI, its ability to learn means it can adapt to situations and subtleties in context. GM can allow them to take over non-critical tasks like serve as low-sklled labor.

NVAI Customization notes. The program does degrade over time, older models are valued only if they survived to correct themselves and over time become Volitional AI or they have acquired many bugs in the course of their human lengthen lifespan see B154. Older NVAI would have bought off some of the Automaton Disadvantages and taken Longevity (B66) or Extended Lifespan (B53),

Non-Volitional AI Mentality Template
  • AI [32] (B263)
  • Automaton [-85] (B263)
  • Robot Laws Hard Wired Programming [-54]:
    • Pacifism (Self Defense only) [-15]; Code of Honor (3 Laws of Robotics) [-15]; Sense of Duty (Master/Owner) [-2]; Dependent (Master) [-2]; Duty, Very Hazardous (Always) [-20].


Volitional AI

Sapient and has an advantage from various optimized processes from an evolved brain, with its random baggage. The GM should encourage players to give Quirks to their Software AI.

Social bacground and VAI. NVAI have a social background and default languages.

VAI and Jobs - If they meet the skills requirement they are as-good as other Sophonts. Such AI makes base-line and unaugmented humans obsolete. Still they are limited by their hardware, the economy, state/laws, and the majority of organic population that hold the power.

Volitional AI Mentality Template
  • AI [32] (B263)
  • Robot Laws Hard Wired Programming [-54]:
    • Pacifism (Self Defense only) [-15]; Code of Honor (3 Laws of Robotics) [-15]; Sense of Duty (Master/Owner) [-2]; Dependent (Master) [-2]; Duty, Very Hazardous (Always) [-20].
  • Features:

Mind Emulation
Cyborg Brain – More sophisticated Intrusion is needed to


How these are supposed to work: 

These are AI templates based on the rules how to customize an AI Software in the Purchasing Machines: AI Software UT29 and all the rules in UT and Basic Set: Characters. This is purely Software so you can apply it on a computer that can be small enough for a Computer Implant (Implanted Digital Mind) UT217 or serve as a Robot or Android Brain. 

Note that The Accessory Perk note on the android Limits the Size of the computer you can use on a robot. Combat Android and a Warbot can have a Microframe while an Android can only have a Medium/Personal Computer. Some conflicts in the rules which can be handwaved (like that only robots that can have enough space for a Microframe allowed to house a Cyberbrain, lifesupport and nervous system. Handwave!)

Color Coded so that its easier to remember which template I'm looking at. 

TL10 COMPANION VAI
265 points / $14,250 (Cost Factor 14.25)
  • TL10 Complexity-7 (Volitional AI IQ10) $1,000 base cost (UT25)
  • Volitional AI (AI) (UT28; B263);
  • AI Customizations Notes (UT29) (Cost Factor 7.5; 130 points)
    • Attributes [120]: ST0[0]; DX12 [40]; IQ10 [40]; HT14 [40]
    • Secondary Characteristics [20]: Per12 [0]; Will 12 [0]
    • Advantages [40]: AI (Part of VAI UT28) [0]; Servant Talent (10 points/level; Administration, Accounting, Cooking, Housekeeping, Savoir Fair (Servant), Packing, Search, Electronic Operation (household devices), Eletronics Repair (household devices); Mechanic (Household), Current Events, Expertise (Fashion), +4 reaction bonus to Masters or Owners).
    • Disadvantages [-0]: Pacifism (Self Defense only) [-15]; Code of Honor (3 Laws of Robotics) [-15]; Sense of Duty (Master/Owner) [-2]; Dependent (Master) [-2]; Duty, Very Hazardous (Always) [-20]
    • Social Background [5]
      • Cultural Familiarty (3rd Imperium) [0]
      • Language (Anglic>Riftian; Speak/Comprehend; Fluent; Native) [0]
      • Language (Anglic; Read/Write; Fluent; Native) [0]
      • Language (Anglic>Core; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Rim; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Vilani; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Transform; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>High; Speak/Comprehend; Fluent;) [1]
    • Skills, Perks, Techniques [32]:
      • Accounting (A) IQ [4]-14 (+4 Servant Talent)
      • Administration (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Body Language (A) Per [2]-12
      • Computer Operation (E) IQ+2 [4]-12
      • Cooking (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (Headlines) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (People) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Diplomacy (A) IQ [4]-10
      • Electronics Operation (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Electronics Repair (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Housekeeping (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Mechanic (Household Electronics) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Observation (A) Per [2]-12
      • Packing (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Research (A) IQ [2]-10
      • Savoir-Faire (Servant) (E) IQ [4]-16 (+4 Servant Talent)
      • Search (A) Per [2]-16 (+4 Servant Talent)
      • Writing (A) IQ [2]-10
      • Plus 18 points
  • Upgrading this Software for Complexity 8 will x3 its price. Increase the IQ by 2 and all the skills related to it OR it instead gains
  • Upgrading this Software for Complexity 9 will x10 its price and Increase the IQ by 4 and all the skills related to it.
  • If the software has the capability to Have Compartmentalized Minds add +1CF for every Compartmentalized Mind
  • If the software has the capability to Possess puppets add +2.5CF.
  • Typically when using a Microframe Complexity 8 computer, two instances of the program is running one Complexity 8 version and about 10 complexity 7 versions which allow. All of which can possess puppets,

TL10 COMPANION TRANSLATOR and TEACHER VAI
455 points / $23,750 (CF 19.75)
  • TL10 Complexity-7 (IQ10) $1,000 base cost (UT25)
  • Volitional AI (AI) (UT28; B263);
  • AI Customizations Notes (UT29) (Cost Factor 7.5; 130 points)
    • Attributes [120]: DX12 [40]; IQ10 [40]; HT14 [40]
    • Secondary Characteristics [20]: Per12 [10]; Will 12 [10]
    • Advantages [70]: AI [0]; Language Talent [10]; Cultural Adaptability [20]; Sage Talent +4 to Teaching, Mathematics, Expert Skill, History, Law, Literature, Philosophy, Research, Economics, Spacer, Finance, Market Analysis. Reaction Bonus: Scholars, students, and people who consult you. [40];
    • Disadvantages [-0]: 3-Laws of Robotics [0].
    • Social Background [25]
      • Cultural Familiarty (3rd Imperium) [0]
      • Language (Anglic>Riftian; Speak/Comprehend; Fluent; Native) [0]
      • Language (Anglic; Read/Write; Fluent; Native) [0]
      • Language (Anglic>Core; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Rim; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Vilani; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Transform; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>High; Speak/Comprehend; Fluent;) [1]
      • Language (Darrian; Speak/Comprehend; Fluent) [2]
      • Language (Darrian; Read/Write; Fluent) [2]
      • Language (Vargr; Speak/Comprehend; Fluent) [2]
      • Language (Vargr; Read/Write; Fluent) [2]
      • Language (Zhodani; Speak/Comprehend; Fluent) [2]
      • Language (Zhodani; Read/Write; Fluent) [2]
      • Language (Aslan; Speak/Comprehend; Fluent) [2]
      • Language (Aslan; Read/Write; Fluent) [2]
      • Language (Genoee; Speak/Comprehend; Fluent) [2]
      • Language (Genoee; Read/Write; Fluent) [2]
    • Skills, Perks, Techniques [85]:
      • Accounting (A) IQ [4]-14 (+4 Servant Talent)
      • Administration (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Body Language (A) Per [2]-12
      • Computer Operation (E) IQ+2 [4]-12
      • Cooking (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (Headlines) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (People) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Diplomacy (A) IQ [4]-10
      • Electronics Operation (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Electronics Repair (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Housekeeping (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Mechanic (Household Electronics) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Observation (A) Per [2]-12
      • Packing (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Savoir-Faire (Servant) (E) IQ [4]-16 (+4 Servant Talent)
      • Search (A) Per [2]-16 (+4 Servant Talent)
      • Research (A) IQ+1 [4]-15 (+4 Sage)
      • Writing (A) IQ+1 [4]-15 (+4 Sage)
      • Teaching (A) IQ+1 [4]-15 (+4 Sage)
      • Expertise (Zhodani) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Vargr) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Darrians) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Genoee) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Aslan) (H) IQ [4]-14 (+4 Sage)
      • History (3rd Imperium) (H) IQ [4]-14 (+4 Sage)
      • History (Imperial Dynasties) (H) IQ [4]-14 (+4 Sage)
      • History (Long Night) (H) IQ [4]-14 (+4 Sage)
      • History (Reign of Man/Second Imperium) (H) IQ [4]-14 (+4 Sage)
      • History (First Imperium) (H) IQ [4]-14 (+4 Sage)
      • History (Terran) (H) IQ [4]-14 (+4 Sage)
      • History (Vilani) (H) IQ [4]-14 (+4 Sage)
      • Literature (Greatest Works) (H) IQ [4]-14 (+4 Sage)
      • Philosophy (General) (H) IQ [4]-14 (+4 Sage)
      • Math (Applied) (H) IQ [4]-14 (+4 Sage)
      • Law (Business) (H) IQ [4]-14 (+4 Sage)
      • Law (Criminal) (H) IQ [4]-14 (+4 Sage)
      • Law (Military) (H) IQ [4]-14 (+4 Sage)
      • Merchant (A) IQ [2]-10
      • Economics (H) IQ [4]-14 (+4 Sage)
      • Finance (H) IQ [4]-14 (+4 Sage)
      • Market Analysis (H) IQ [4]-14 (+4 Sage)
      • 22 points for more skills
  • Upgrading this Software for Complexity 8 will x3 its price. Increase the IQ by 2 and all the skills related to it OR it instead gains
  • Upgrading this Software for Complexity 9 will x10 its price and Increase the IQ by 4 and all the skills related to it.
  • If the software has the capability to Have Compartmentalized Minds add +1CF for every Compartmentalized Mind
  • If the software has the capability to Possess puppets add +2.5CF.
  • Typically when using a Microframe Complexity 8 computer, two instances of the program is running one Complexity 8 version and about 10 complexity 7 versions which allow. All of which can possess puppets.


TL10 VALET BODY GUARD VAI
405 points / $21,250
  • TL10 Complexity-7 (IQ10) $1,000 base cost (UT25)
  • Volitional AI (AI) (UT28; B263);
  • AI Customizations Notes (UT29) (Cost Factor 7.5; 130 points)
    • Attributes [120]: DX12 [40]; IQ10 [40]; HT14 [40]
    • Secondary Characteristics [20]: Per12 [10]; Will 12 [10]
    • Advantages [80]: AI [0]; Natural Copper (10 points/level; Body Language, Criminology, Detect Lies, Electronics Operations (Surveillance and Security), Interrogation, Observation, Savoir-Faire (Police), Traps, Shadowing, and Streetwise. Reaction Bonus: Policemen and private investigators. Alternative Benefit: +1/level to casual Per rolls to notice clues when no skill would apply, and to all rolls to use Intuition (p. B63).); Servant Talent (10 points/level; Administration, Accounting, Cooking, Housekeeping, Savoir Fair (Servant), Packing, Search, Electronic Operation (household devices), Eletronics Repair (household devices); Mechanic (Household), Current Events, Expertise (Fashion), +4 reaction bonus to Masters or Owners).
    • Disadvantages [0]: Pacifism (Self Defense only) [-15]; Code of Honor (3 Laws of Robotics) [-15]; Sense of Duty (Master/Owner) [-2]; Dependent (Master) [-2]
    • Skills, Perks, Techniques [180]:
      • Accounting (A) IQ [4]-14 (+4 Servant Talent)
      • Administration (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Computer Operation (E) IQ+2 [4]-12
      • Cooking (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (Headlines) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (People) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Diplomacy (A) IQ [4]-10
      • Electronics Operation (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Electronics Repair (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Housekeeping (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Mechanic (Household Electronics) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Packing (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Savoir-Faire (Servant) (E) IQ [4]-16 (+4 Servant Talent)
      • Search (A) Per [2]-16 (+4 Servant Talent)
      • Research (A) IQ+1 [4]-11
      • Writing (A) IQ+1 [4]-11
      • SECURITY SKILLS
      • Body Language (A) Per+1 [4]-17 (+4 Talent)
      • Criminology (A) IQ+1 [4]-15 (+4 Talent)
      • Detect Lies (H) Per [4]-16 (+4 Talent)
      • Electronics Operation (Surveilance) (A) IQ+1 [4]-15 (+4 Talent)
      • Electronics Operation (Security) (A) IQ+1 [4]-15 (+4 Talent)
      • Interrogation (A) IQ+1 [4]-15 (+4 Talent)
      • Observation (H) Per [4]-16 (+4 Talent)
      • Savoir-Faire (Police) (E) IQ [1]-14 (+4 Talent)
      • Traps (H) IQ [4]-14 (+4 Talent)
      • Shadowing (A) IQ+1 [4]-15 (+4 Talent)
      • Streetwise (A) IQ+1 [4]-15 (+4 Talent)
      • COMBAT SKILLS
      • Acrobatics (H) DX-1 [2]-12
        • Evade (A) Acrobatics+5 [5]-17
      • Axe/Mace (A) DX [2]-13
      • Guns (Ballistic Pistol) (E) DX [1]-12
      • Guns (Ballistic Rife) (E) DX [1]-12
      • Guns (Ballistic SMG) (E) DX [1]-12
      • Guns (Ballistic Shotgun) (E) DX [1]-12
      • Computer Operation (E) IQ [1]-12
      • Karate (H) DX [4]-13
        • Kicking (H) Karate [3]-13
      • Judo (H) DX [4]-13
        • Arm-Lock (A) Judo+4 [4]-17
        • Ground Fighting (H) Judo [5]-13
      • Shield (E) DX+2 [4]-15
        • Shield Wall Training Per [1]
      • Shortsword (A) DX [2]-13
      • Spear (A) DX [2]-13
      • ATHLETIC SKILLS
      • Climbing (A) DX [2]-12
      • Freefall (E) HT [1]-12
      • Jumping (E) DX [1]-13
      • Running (A) HT-1 [1]-13
      • Drive (Ground Car) (A) DX-1 [1]-12
      • Pilot (Aircar) (A) DX-1 [1]-12
      • Powered Suit (A) DX-1 [1]-11
      • Spacer (E) IQ [1]-10
      •  23 points for other skills
TL10 Complexity-8 SHIP VAI
1145 points / $174,750 (CF 58.25)
  • TL10 Complexity-8 (IQ12) $3,000 base cost (UT25)
  • Volitional AI (AI) (UT28; B263);
  • AI Customizations Notes (UT29) (Cost Factor 7.5; 130 points)
    • Attributes [120]: DX12 [40]; IQ12 [40]; HT14 [40]
    • Secondary Characteristics [20]: Per14 [10]; Will 14 [10]
    • Advantages [670]: AI [0]; Language Talent [10]; Cultural Adaptability [20]; Sage Talent +4 to Teaching, Mathematics, Expert Skill, History, Law, Literature, Philosophy, Research, Economics, Spacer, Finance, Market Analysis. Reaction Bonus: Scholars, students, and people who consult you. [40]; Servant Talent (10 points/level; Administration, Accounting, Cooking, Housekeeping, Savoir Fair (Servant), Packing, Search, Electronic Operation (household devices), Eletronics Repair (household devices); Mechanic (Household), Current Events, Expertise (Fashion), +4 reaction bonus to Masters or Owners). Spacer Talent (10 points/level; Spacer, Electronics Operation, Electronics Repair, Mechanic, Machinist, Environmental Suit, Pilot, Drive, Engineer, Free Fall, Aerobatics, First Aid, Armoury, Artillery, Gunner, Tactics (Space), Strategy (Space), Intelligence Analysis, Hazardous Materials, Freight Handling, Navigation ;+4 reaction bonus to Masters or Owners). Possession (Cybernetic -40%; Mindlink/Telecommunications, connectivity required, -40%) [20]; Compartmentalized Mind 10 [500].
    • Disadvantages [-0]: 3-Laws of Robotics [0].
    • Social Background [25]
      • Cultural Familiarty (3rd Imperium) [0]
      • Language (Anglic>Riftian; Speak/Comprehend; Fluent; Native) [0]
      • Language (Anglic; Read/Write; Fluent; Native) [0]
      • Language (Anglic>Core; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Rim; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Vilani; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>Transform; Speak/Comprehend; Fluent;) [1]
      • Language (Anglic>High; Speak/Comprehend; Fluent;) [1]
      • Language (Darrian; Speak/Comprehend; Fluent) [2]
      • Language (Darrian; Read/Write; Fluent) [2]
      • Language (Vargr; Speak/Comprehend; Fluent) [2]
      • Language (Vargr; Read/Write; Fluent) [2]
      • Language (Zhodani; Speak/Comprehend; Fluent) [2]
      • Language (Zhodani; Read/Write; Fluent) [2]
      • Language (Aslan; Speak/Comprehend; Fluent) [2]
      • Language (Aslan; Read/Write; Fluent) [2]
      • Language (Genoee; Speak/Comprehend; Fluent) [2]
      • Language (Genoee; Read/Write; Fluent) [2]
    • Skills, Perks, Techniques [85]:
      • Accounting (A) IQ [4]-14 (+4 Servant Talent)
      • Administration (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Body Language (A) Per [2]-12
      • Computer Operation (E) IQ+2 [4]-18 (+4 Spacer)
      • Cooking (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (Headlines) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Current Events (People) (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Diplomacy (A) IQ [4]-10
      • Electronics Operation (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Electronics Repair (Household) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Housekeeping (E) IQ+2 [4]-16 (+4 Servant Talent)
      • Mechanic (Household Electronics) (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Observation (A) Per [2]-12
      • Packing (A) IQ+1 [4]-15 (+4 Servant Talent)
      • Savoir-Faire (Servant) (E) IQ [4]-16 (+4 Servant Talent)
      • Search (A) Per [2]-16 (+4 Servant Talent)
      • Research (A) IQ+1 [4]-15 (+4 Sage)
      • Writing (A) IQ+1 [4]-15 (+4 Sage)
      • Teaching (A) IQ+1 [4]-15 (+4 Sage)
      • Expertise (Zhodani) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Vargr) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Darrians) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Genoee) (H) IQ [4]-14 (+4 Sage)
      • Expertise (Aslan) (H) IQ [4]-14 (+4 Sage)
      • History (3rd Imperium) (H) IQ [4]-14 (+4 Sage)
      • History (Imperial Dynasties) (H) IQ [4]-14 (+4 Sage)
      • History (Long Night) (H) IQ [4]-14 (+4 Sage)
      • History (Reign of Man/Second Imperium) (H) IQ [4]-14 (+4 Sage)
      • History (First Imperium) (H) IQ [4]-14 (+4 Sage)
      • History (Terran) (H) IQ [4]-14 (+4 Sage)
      • History (Vilani) (H) IQ [4]-14 (+4 Sage)
      • Literature (Greatest Works) (H) IQ [4]-14 (+4 Sage)
      • Philosophy (General) (H) IQ [4]-14 (+4 Sage)
      • Math (Applied) (H) IQ [4]-14 (+4 Sage)
      • Law (Business) (H) IQ [4]-14 (+4 Sage)
      • Law (Criminal) (H) IQ [4]-14 (+4 Sage)
      • Law (Military) (H) IQ [4]-14 (+4 Sage)
      • Merchant (A) IQ [2]-10
      • Economics (H) IQ [4]-14 (+4 Sage)
      • Finance (H) IQ [4]-14 (+4 Sage)
      • Market Analysis (H) IQ [4]-14 (+4 Sage)
      • Spacer (E) IQ [1]-16 (+4 Spacer)
      • Electronics Operation (Medical) (A) IQ [2]-16 (Spacer)
      • Electronics Operation (Sensors) (A) IQ [2]-16 (Spacer)
      • Electronics Operation (Comm) (A) IQ [2]-16 (Spacer)
      • Electronics Operation (EW) (A) IQ [2]-16 (Spacer)
      • Electronics Operation (Security) (A) IQ [2]-16 (Spacer)
      • Electronics Repair (Medical) (A) IQ [2]-16 (Spacer)
      • Electronics Repair (Sensors) (A) IQ [2]-16 (Spacer)
      • Electronics Repair (Comm) (A) IQ [2]-16 (Spacer)
      • Electronics Repair (EW) (A) IQ [2]-16 (Spacer)
      • Electronics Repair (Security) (A) IQ [2]-16 (Spacer)
      • Electronics Repair (Robots) (A) IQ [2]-12
      • Electronics Repair (Computers) (A) IQ [2]-16 (Spacer)
      • Mechanic (High performance Spacecraft) (A) IQ [2]-16 (Spacer)
      • Mechanic (Power Plant) (A) IQ [2]-16 (Spacer)
      • Mechanic (Jump-Drives) (A) IQ [2]-16 (Spacer)
      • Mechanic (Maneuver Drives) (A) IQ [2]-16 (Spacer)
      • Mechanic (Robots) (A) IQ [2]-12
      • Machinist (A) IQ [2]-16 (Spacer)
      • Navigation (Space) (A) IQ [2]
      • Navigation (Hyperspace) (A) IQ [2]
      • Environmental Suit (Vaccsuit) (A) DX [2]-16 (Spacer)
      • Environmental Suit (Battlesuit) (A) DX [2]-16 (Spacer)
      • Pilot (High performance Spacecraft) (A) DX [2]-16 (Spacer)
      • Drive (Mech) (A) DX [2]-12
      • Drive (Construction Equipment) (A) DX [2]-12
      • Drive (Heavy Wheeled) (A) DX [2]-12
      • Driving (Hovercraft) (A) DX [2]-16 (Spacer)
      • Driving (Tracked) (A) DX [2]-16 (Spacer)
      • Engineer (High Performance Spacecraft) (H) IQ [4]-16 (Spacer)
      • Engineer (Power Plant) (H) IQ [4]-16 (Spacer)
      • Engineer (Jump-Drives) (H) IQ [4]-16 (Spacer)
      • Engineer (Maneuver Drives) (H) IQ [4]-16 (Spacer)
      • Engineer (Robotics) (H) IQ [4]-16 (Spacer)
      • Free Fall (E) HT [1]-14 (Spacer; Ship's HT)
      • Aerobatics (H) DX [4]-16 (Spacer)
      • First Aid (E) IQ+2 [4]-18 (Spacer)
      • Armoury (Battlesuit) (A) IQ [2]-16 (Spacer)
      • Armoury (Heavy Weapons) (A) IQ [2]-16 (Spacer)
      • Armoury (Vehicular Armor) (A) IQ [2]-16 (Spacer)
      • Artillery (Beams) (A) IQ [2]-16 (Spacer)
      • Artillery (Cannon) (A) IQ [2]-16 (Spacer)
      • Artillery (Guided Missile) (A) IQ [2]-16 (Spacer)
      • Gunner (Beam) (E) DX [1]-16 (Spacer)
      • Gunner (Cannon) (E) DX [1]-16 (Spacer)
      • Gunner (Machine Guns) (E) DX [1]-16 (Spacer)
      • Tactics (Space) (H) IQ [4]-16 (Spacer)
      • Strategy (Space) (H) IQ [4]-16 (Spacer)
      • Intelligence Analysis (Naval) (H) IQ [4]-16 (Spacer)
      • Hazardous Materials (A) IQ [2]-16 (Spacer)
      • Freight Handling (A) IQ [2]-16 (Spacer)
      • 27 points for Various Skills
This ship AI is powerful enough to run the ship fully autonomous which may be a boon in a game and another potential source for adventures. Pretty much the GM's go-to NPC. In another post I have a fully equipped and costed ship. This AI is intended for Subsidized Merchanters who are required to take on any citizen who will work for board, training, and some compensation (like HAMNITE!).