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  Unofficial supplement for use with the roleplaying game by Decipher Inc. 
  
   
   
   
  Original Author:  Scott “qerlin” Rhymer 
  Additions, Editing and Layout:  Daniel “Sho-sa Kurita” Potter 
  Photographs:  All Star Trek photographs and stills are © Paramount 
  Pictures. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Everything Star Trek is the property of Paramount Pictures and is either 
  TM, 
  ® and/or ©.  Star Trek Roleplaying Game
  TM and all related mechanics are 
  property of Decipher Inc.  Use of trademarked and copyrighted material in 
  this document is without permission and is not intended as a challenge to 
  those rights.  This document is not affiliated in any way with Paramount 
  Pictures or Decipher Inc., and is free (don’t let anyone try to sell it to you).
   
   
   
  v2.0
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Introduction 
  Androids 
      Soong-type 
      Daystrom Mk III 
      Daystrom Mk IV 
  Non-humanoid Forms 
      Holographic Lifeforms 
      Sentient Software 
      Sentient Computers 
      Sentient Starships 
  New Abilities 
  New Traits 
  Development Packages 
      Early Life Packages 
      Programming Packages 
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  1 
   
   
  STAR TREK ROLEPLAYING GAME 
   
   
  I N T R O D U C T I O N  
  ARTIficial intelLECTs (or Artilects) have 
  been a 
  recurring theme throughout the Star Trek universe.  This 
  supplement presents various forms of artilects, treating 
  them as alien species, divided into two major groups:  
  androids and non-humanoid forms.  New traits, abilities 
  and development packages are also included to round 
  them out, as well as to aid in creating your own models 
  of artilects. 
  Artilects run the gamut from emotionless automatons 
  to sentient beings with emotions and personality quirks 
  similar to biological beings.  They are not common 
  enough to have their own cultures or languages.  
  Instead, they emulate the language, culture and habits of 
  their creator(s) and/or the culture in which they are 
  immersed.  Within the Federation, they are protected by 
  the 2378 Isis, et.al. vs. the United Federation of Planets 
  decision, which recognizes them as legitimate lifeforms. 
   
  A N D R O I D S  
  Three basic types of androids are described here.  
  They have many things in common, so those common 
  factors are described first.  Both android-types are 
  “Federation” androids, but could represent the work of 
  many other cultures as well.  Female androids are 
  sometimes referred to as gynoids. 
  PHYSICAL 
  DESCRIPTION: 
   
  Androids 
  are 
  designed 
  to 
  resemble humanoids.  They can look like any kind of 
  humanoid creature. 
  HISTORY:  Starfleet has encountered humanoid robots 
  and other androids on seveal occasions – from the extra-
  galactic androids on Mudd’s World to the complex 
  designs of Dr. Soong and the Old Ones.  Various designs 
  emulate biological beings to varying levels of perfection, 
  the most realistic of which are based on the Ilia 
  simulacrum encountered by the U.S.S. Enterprise in 
  2271. 
      In the 2350s, the entry of the Soong-type android 
  Data into Starfleet began a steady evolution in rights for 
  machine intelligence (or artificial intellects).  The 
  Starfleet vs. Data decision of 2364 first gave androids the 
  right to choose their own fates, and released them from 
  the status of property.  This was affirmed in 2378 in the 
  civil rights suit Isis, et. al. vs. the United Federation of 
  Planets. 
  SAMPLE NAMES:  Data, , Ilia, Ruk 
   
  Soong-type Android 
  DESCRIPTION:  This template represents the Soong-
  type and other similar level androids seen in series.  
  They utilize polymers for skin, myomer for muscle, 
  and a positronic brain with a neural network to 
  emulate human though.  
  SPECIES ADJUSTMENTS:  +3 Strength, +2 Agility, +2 
  Vitality, +2 Intellect, -4 Presence 
  SPECIES ABILITIES: 
  • Database:  Most androids are programmed with 
  a vast wealth of information.  They gain a +2 
  bonus to academic tests, and most Knowledge 
  skills may be used untrained with a base TN 5. 
  • Mechanical: 
   
  Soong-type 
  androids 
  are 
  constructed from various materials, but are of 
  mostly non-organic form.  They are invulnerable 
  to psionic attacks and biological hazards.  They 
  halve their injury modifiers, but are incapable of 
  natural healing and must be repaired instead.  
  (Use Construct or Systems Engineering with the 
  same target number as the equivalent Medicine 
  test).  Soong-type androids can also operate in 
  space without special equipment.  They do not 
  test for fatigue. 
  • Bonus Edge:  Ageless:  As mechanical beings, 
  any parts that wear out, or are damaged can 
  simply be replaced  (see p. 6). 
  • Bonus Edge:  Sense of Time:  Soong-type 
  androids 
  have 
  internal 
  chronometers 
  (see 
  Player’s Guide, p. 137). 
  • Bonus Flaw:  Behavioral Constraints:  Most 
  androids are created with Asimov’s behavioral 
  
  2 
   
   
  ARTILECTS 
  programming based on the Three Laws of Robotics 
  created by 20-century author Isaac Asimov (see p. 
  6). 
  • Bonus Flaw:  Diminished Social Status:  Many 
  biological beings feel threatened by aritifical beings 
  (see p. 6). 
  • Bonus Flaw:  Emotionless/Emotionally Immature:  
  Most androids are incapable of emotional response 
  or understanding emotional reactions from others, 
  though 
  some 
  possess 
  the 
  capacity 
  to 
  evolve 
  emotions (the flaw can be bought off) (see p. 6). 
   
  Daystrom Mk III Android 
  DESCRIPTION:  The Daystrom Mark III’s body structure is 
  based on medical cybernetic technologies, developed 
  from the detailed scans of the Ilia android.  The basic 
  framework is duralium, making it incredibly resistent to 
  damage.  Myomer muscle is augmented by the sheet-
  optic layer under its RealSkin epidermis.  It is four times 
  more capable than a human in detecting heat, pressure, 
  and texture. 
      Molecular-scale osmotic pumps allow it to move 
  lubrication to needed areas, as well as to evenly 
  distribute waste heat throughout the body.  These pumps 
  also accurately mimic the human endocrine system, 
  saliva production, and other bodily functions.  Small 
  amounts of fluids must be internalized periodically to 
  replace lost moisture. 
      The power system is a microfusion reactor encased in 
  duralium armor that is shielded against energy weapons.  
  Fuel is a special hydrocarbon suspension that is broken 
  down by enzymatic systems.  The digestive system is 
  very simplistic – similar to that of an earthworm – and 
  waste carbon products are periodically excreted. 
      The Mk III incorporates the new nanoptic processors, 
  molecular-scale processors and holographic memory 
  storage, allowing an incredible 240 trillion operations a 
  second, with a memory storage of just over 800 
  quadrillion bits – four times the computation power and 
  equivalent storage space to that of the Soong-type 
  androids.  Emotional development is a function of this 
  design; emotional responses are not programmed in, but 
  development needs to be carefully charted and guided 
  through socialization. 
  SPECIES ADJUSTMENTS:  +2 Strength, +2 Vitality, +2 
  Intellect 
  SPECIES ABILITIES: 
  • Database:  Mk III androids are allowed to explore 
  whatever information attracts their attention as they 
  develop.  They have a wide breadth of knowledge, 
  and effectively never forget what they learn.  They 
  receive a +2 to any academic tests, and all 
  Knowledge skills may be used untrained with a TN 5 
  for any data in the public domain.  They may spend 
  3 picks in development to gain the Engineering 
  Certification and/or Journeyman abilities (see 
  Player’s Guide, p. 70 and p. 77 respectively). 
  • Computer 
  Interface: 
   
  Mk 
  III 
  androids 
  can 
  connect to computer systems with a an inbuilt 
  transceiver, and gain a +2 to Computer Use 
  tests. 
  • Mechanical:  The Mk IIIs are based on medical 
  cybernetic technologies and are invulnerable to 
  psionic attack and biological infection.  They 
  halve their injury modifiers, but are incapable of 
  natural healing and must be repaired instead.  
  (Use Construct or Repair with the same target 
  number as the equivalent Medicine test).  Mk III 
  androids can operate in anaerobic conditions, 
  but are susceptible to the extreme cold of space.  
  They do not test for fatigue. 
  • Bonus Edge:  Ageless:  As mechanical beings, 
  any parts that wear out, or are damaged can 
  simply be replaced  (see p. 6). 
  • Bonus Edge:  Sense of Time:  Mk III androids 
  have internal chronometers (see Player’s Guide, 
  p. 137). 
  • Bonus Flaw:  Behavioral Constraints:  Mk IIIs are 
  created 
  with 
  behavioral 
  restraints 
  against 
  harming sentient lifeforms, but have proven 
  capable of evolving past these restraints (the flaw 
  can be bought off), though they usually remain a 
  moral/ethical core to an android which has done 
  so (see p. 6). 
  • Bonus Flaw:  Diminished Social Status:  Android 
  life is generally distrusted or viewed as inferior, 
  though few admit this (at least in the UFP) (see p. 
  6). 
  • Bonus Flaw:  Emotionless/Emotionally Immature:  
  Mk III androids begin their existence in an 
  emotionally immature state, but usually develop 
  emotional awareness over the space of a year or 
  two.  All Mk III androids begin with this flaw, 
  which can be bought off at the Narrator’s 
  discretion.  (See p. 6.) 
   
  Daystrom Mk IV Android 
  DESCRIPTION: 
   
  The 
  Daystrom 
  Mark 
  IV’s 
  body 
  structure 
  is 
  based 
  on 
  medical 
  cybernetic 
  technologies, developed from the detailed scans of 
  the Ilia android.  The basic framework is a carbon-
  nanofiber-coated duralium, making it more flexible 
  and incredibly resistent to damage.  Biomimetic 
  polymeric muscle fabric is covered by Feel-ix 
  polymer epidermis.  The skin has molecular haptic 
  receptors making it four to six times more capable 
  than a human in detecting heat, pressure, and 
  texture. 
  
  3 
   
   
  STAR TREK ROLEPLAYING GAME 
      Molecular-scale osmotic pumps allow it to move 
  lubrication to needed areas, as well as to evenly 
  distribute waste heat throughout the body.  These pumps 
  also accurately mimic the human endocrine system, 
  saliva production, and other bodily functions.  Small 
  amounts of fluids must be internalized periodically to 
  replace lost moisture. 
      The power system is a microfusion reactor encased in 
  duralium armor with ablative layers that shield against 
  energy weapons.  Fuel is a special hydrocarbon 
  suspension that is broken down by enzymatic systems.  
  The digestive system is very simplistic – similar to that of 
  an 
  earthworm 
  – 
  and 
  waste 
  carbon 
  products 
  are 
  periodically excreted. 
      The Mk IV incorporates the latest nanosynaptic 
  cybernetic brain – carbon nanotubule processor matrices 
  are augmented with bioneural gel memory storage, 
  allowing an incredible 300 trillion operations a second, 
  with a memory storage of just under one sextillion bits – 
  five times the computation power and a thousand times 
  the storage space of the Soong-type androids.  Learning 
  for most of this series of androids is through directed 
  self-exploration, like that of a child; they learn through 
  exploration 
  of their surroundings 
  and by mimetic 
  socialization. 
      Emotional development is a function of this design; 
  emotional responses are not programmed in, and 
  development occurs as a function of experience.  Like 
  other androids, they have certain hierarchical ethical 
  subprograms that are adaptable to situational input.  Like 
  other androids, they show a wide range of emotional 
  response and human emulation, including the capacity 
  for altruism. 
  SPECIES ADJUSTMENTS:  +2 Strength, +2 Vitality, +3 
  Intellect 
  SPECIES ABILITIES: 
  • Database:  Mk IV androids are allowed to explore 
  whatever information attracts their attention as they 
  develop.  They have a wide breadth of knowledge, 
  and effectively never forget what they learn.  They 
  receive a +2 to any academic tests, and all 
  Knowledge skills may be used untrained with a TN 5 
  for any data in the public domain.  They may spend 
  3 picks in development to gain the Engineering 
  Certification and/or Journeyman abilities (see Player’s 
  Guide, p. 70 and p. 77 respectively). 
  • Computer Interface:  Mk IV androids can connect to 
  computer systems with a an inbuilt transceiver, and 
  gain a +2 to Computer Use tests. 
  • Mechanical:  The Mk IVs are based on medical 
  cybernetic technologies and are invulnerable to 
  psionic attack and biological infection.  They halve 
  their injury modifiers, but are incapable of natural 
  healing and must be 
  repaired instead.  (Use 
  Construct or Repair with the same target number as 
  the equivalent Medicine test).  Mk IV androids can 
  operate 
  in 
  anaerobic 
  conditions, 
  but 
  are 
  susceptible to the extreme cold of space.  They 
  do not test for fatigue. 
  • Bonus Edge:  Ageless:  As mechanical beings, 
  any parts that wear out, or are damaged can 
  simply be replaced  (see p. 6). 
  • Bonus Edge:  Sense of Time:  Mk IV androids 
  have internal chronometers (see Player’s Guide, 
  p. 137). 
  • Bonus Flaw:  Behavioral Constraints:  Mk IVs are 
  created 
  with 
  behavioral 
  restraints 
  against 
  harming sentient lifeforms, but have proven 
  capable of evolving past these restraints (the flaw 
  can be bought off), though they usually remain a 
  moral/ethical core to an android which has done 
  so (see p. 6). 
  • Bonus Flaw:  Diminished Social Status:  Android 
  life is generally distrusted or viewed as inferior, 
  though few admit this (at least in the UFP) (see p. 
  6). 
  • Bonus Flaw:  Emotionless/Emotionally Immature:  
  Mk IV androids begin their existence in an 
  emotionally immature state, but usually develop 
  emotional awareness over the space of a year or 
  two.  All Mk IV androids begin with this flaw, 
  which can be bought off at the Narrator’s 
  discretion.  (See p. 6.) 
   
  N O N - H U M A N O I D  F O R M S  
  Non-humanoid forms encompass artilects without 
  a traditional body form – holograms, sentient 
  computer software, sentient computers, and sentient 
  starships. 
   
  Holographic Lifeforms 
  Holographic 
  lifeforms 
  first 
  evolved 
  in 
  the 
  holodecks, holosuites, and starship sickbays in the 
  2360s and 2370s. 
  PERSONALITY:  Holograms are usually programmed 
  with the personality quirks of the being or characters 
  they were based on.  All holograms are dependent 
  on a computer system in which their intellect 
  resides.  As such, a hologram cannot be killed by an 
  attack on its projection; the computer must be 
  destroyed, or the program hacked/deleted. 
  PHYSICAL DESCRIPTION:  Holograms are composed of 
  holographic light patterns and force fields, the 
  generation of which requires specialized equipment.  
  As a result, a hologram is usually limited in its 
  mobility to a single room or facility.  Each usually 
  has a specific, standard appearance (usually a 
  member of the species that created it), but can often 
  
  4 
   
   
  ARTILECTS 
  change it to suit the needs of the moment.  A hologram 
  can also become incorporeal by cutting off the force 
  field element of its projection. 
  SAMPLE NAMES:  EMH program, Professor Moriarty 
  SPECIES ADJUSTMENTS:  +2 Intellect 
  SPECIES ABILITIES: 
  • Computer Interface:  Due to their intellects being 
  embedded in computer systems, holograms gain a 
  +2 to Computer Use tests. 
  • Holographic:  The entity is a hologram.  Its 
  projection can become selectively incorporeal, and 
  thus invulnerable to physical attacks.  Its projection 
  is always immune to biological and psionic attacks.  
  It’s projection system, however, possesses none of 
  these invulnerabilities. 
  • Programmed:  Most holograms are purpose-specific.  
  They begin only with the knowledge necessary to 
  fulfill the function for which they were created.  All 
  skills connected to their function may be used 
  untrained.  All academic tests in their field of 
  experience have a TN 5.  
  • Bonus Flaw:  Diminished Social Status:  Most people 
  don’t consider holograms forms of life (see p. 6). 
  • Bonus Flaw:  Limited Mobility 1:  The hologram is 
  limited to a specific facility or ship in which its 
  projection can manifest. At time of creation this flaw 
  may be upgraded to limit the hologram to a specific 
  room, or rooms. If upgraded, the character receives 
  an extra edge (see p. 6). 
   
  Sentient Software 
  NOTE:  This type of artificial lifeform is closer to that 
  of a creature, than a playable character species. 
  PHYSICAL DESCRIPTION:  Sentient software resides in a 
  computer system and is often parasitic to or 
  symbiotic with that system.  They usually manifest 
  themselves through holograms or other audiovisual 
  devices. 
  SPECIES ADJUSTMENT: 
   No physical statistics, +2 
  Intellect 
  SPECIES ABILITIES: 
  • AI:  Sentient software requires a platform on 
  which to operate.  It can usually only use a 
  portion of the computer’s resources, so it is 
  limited in computation power, and can be 
  destroyed if deleted or the program memory area 
  damaged.  However, an AI can be copied and 
  run on multiple platforms. 
  • Computer Interface:  Due to their intellects 
  residing 
  within 
  computer 
  systems, 
  sentient 
  software beings gain a +2 to Computer Use and 
  System Operation tests. 
  • Programmed:  Most sentient programs start out 
  as specialized expert systems or copies of 
  biological 
  brain 
  patterns. 
   
  Choose 
  a 
  Programming package for Early Life.  Knowledge 
  skills may be used untrained with a TN 5.  
  Academic tests gain a +2 to the test result. 
  • Bonus Flaw:  Diminished Social Status:  Most 
  sentient software is not considered life (see p. 6). 
  • Bonus Flaw:  Emotionless/Emotionally Immature:  
  Most sentient software lacks the resources, need, 
  or 
  desire 
  needed 
  to 
  develop 
  emotional 
  awareness (see p. 6). 
  • Bonus Flaw:  Limited Mobility 2:  Most sentient 
  software resides only in computer memory and 
  cannot manifest physically, unless as a hologram 
  (see p. 6). 
   
  Sentient Computers 
  PHYSICAL DESCRIPTION:  A mainstay of science 
  fiction, most sentient computers are tied into city or 
  planetary control grids, and being so can manipulate 
  the outside world through connected systems.  They 
  are usually immobile themselves. 
  Sample Names:  Vaal, M5, Landru 
  SPECIES ADJUSTMENTS:  No physical statistics, +3 
  Intellect, +3 Perception 
  SPECIES ABILITIES: 
  • Database:  Sentient computers usually have 
  access to planetary, if not larger, databases.  
  They gain a +2 bonus to academic tests, and all 
  Knowledge skills may be used untrained with a 
  base TN 5.  
  • Mechanical: 
   
  Being 
  completely 
  inorganic, 
  sentient computers are invulnerable to psionic 
  attacks and biological hazards.  They halve their 
  
  5 
   
   
  STAR TREK ROLEPLAYING GAME 
  injury modifiers, but are incapable of natural healing 
  and must be repaired instead.  (Use Construct or 
  Systems Engineering with the same target number as 
  the equivalent Medicine test).  Sentient computers 
  can 
  also 
  operate 
  in 
  space 
  without 
  special 
  equipment. 
  • Bonus Edge:  Sense of Time:  Sentient computers 
  have internal chronometers (see Player’s Guide, p. 
  137). 
  • Bonus Edge:  System Control (City, 2):  Sentient 
  computers are often designed and built to run entire 
  cities.  They can manipulate buildings and vehicles 
  within their defined range.  If this edge is upgraded 
  (at creation), then an additional flaw must be taken 
  for each upgrade.  (See p. 6.) 
  • Bonus Flaw:  Emotionless/Emotionally Immature:  
  Most sentient computers never gain any emotional 
  awareness and are governed only by their internal 
  logic (see p. 6). 
  • Bonus Flaw:  Limited Mobility 3:  Most sentient 
  computers are completely immobile (see p. 6). 
   
  Sentient Starships 
  (Hey wait…shouldn’t these be sentient computers with 
  a System Control ability that controls the ship?  Sure! But 
  this is easier…) 
  Starfleet sentient vessels are required to agree to serve 
  under the command of their crew.  They may withdraw 
  from Starfleet and be transferred into a computer or 
  android body, but all classified information pertaining to 
  Starfleet and the vessel they inhabited must be expunged 
  from their memory. 
  PERSONALITY:  Starships’ personalities are often based on 
  their functions – warships are more aggressive, science 
  vessels more curious, and so forth. 
  PHYSICAL DESCRIPTION:  Whatever the class of ship looks 
  like. (!) 
  SPECIES ADJUSTMENTS:  Physical statistics depend on the 
  class of ship. Intellect, Presence, and Perception are 
  based on the Command attribute, as is Quickness for 
  initiative. 
  SPECIES ABILITIES: 
  • Famous:  Due to the rarity of starship sentience, the 
  starship gains +2 Renown. 
  • Mechanical:  Sentient starships are unaffected by 
  psionic and biological attacks.  They cannot heal 
  naturally though, and rely on their crews to repair 
  them. 
  • Bonus Edge:  Sense of Time:  Sentient starships have 
  internal chronometers (see Player’s Guide, p. 137). 
  • Bonus Flaw:  Behavioral Constraints 2:  A sentient 
  starship cannot act without the orders of her captain 
  or crew.  Only in the event of complete crew 
  incapacitation can the vessel act independently. 
  (see p. 6). 
  • Bonus Flaw:  Emotionless/Emotionally Immature:  
  Like most artilects, sentient starships take a while 
  to become emotionally aware, if they ever do.  
  All sentient starships begin with this flaw, which 
  can be bought off at the Narrator’s discretion.  
  (See p. 6.) 
   
  N E W  A B I L I T I E S  
  Variations of these abilities were used to build the 
  models in this supplement, and can be used to build 
  models (read: species) of your own. 
  AI 
  The character is a sentient program and requires a 
  platform on which to operate.  It can usually only 
  use a portion of the computer’s resources, so it is 
  limited in computation power, and can be destroyed 
  if deleted or the program memory area damaged.  
  However, an AI can be copied and run on multiple 
  platforms. 
  Computer Interface 
  The character can link to computer systems, either 
  directly or through a transceiver.  The interface 
  allows a +2 on Computer Use and/or System 
  Operations skill tests. 
  Database 
  The character has access to incredible amounts of 
  data.  It receives a +2 to any academic tests, and all 
  Knowledge skills may be used untrained with a TN 
  5.  It may spend 3 picks in development to gain the 
  Engineering 
  Certification 
  and/or 
  Journeyman 
  professional abilities (see Player’s Guide, p. 70 and 
  p. 77 respectively). 
  Holographic 
  The character is a hologram.  Its projection can 
  become 
  selectively 
  incorporeal, 
  and 
  thus 
  invulnerable to physical attacks.  Its projection is 
  always immune to biological and psionic attacks.  
  It’s projection system, however, possesses none of 
  these invulnerabilities. 
  Mechanical 
  The character is mechanical in nature.  It is 
  invulnerable 
  to 
  psionic 
  attacks 
  and 
  biological 
  hazards.  It halves its injury modifiers, but is 
  incapable of natural healing and must be repaired 
  instead. 
   
  (Use 
  Construct, 
  Repair, 
  or 
  Systems 
  Engineering with the same target number as the 
  
  6 
   
   
  ARTILECTS 
  equivalent Medicine test).  The character can withstand 
  vacuum and extremes of temperature. 
  Programmed 
  The character is created to be purpose-specific.  it 
  begins only with the knowledge necessary to fulfill the 
  function for which it was created.  All skills connected 
  to its function may be used untrained.  All academic 
  tests in its field of experience have a TN 5. 
   
  N E W  T R A I T S  
  Following are several new edges and flaws for use 
  with artilects.  Some, like Diminished Social Status 
  could conceivably be used with natural lifeforms (at 
  Narrator’s discretion) depending on a character’s or 
  species’ background. 
   
  Edges 
  Ageless 
  The lifeform does not age, and always retains the 
  appearance 
  with 
  which 
  it 
  was 
  created 
  (barring 
  intentional alteration). 
  Effects:  The character never suffers the effects of 
  aging, and is treated as an adult for statistical purposes. 
  Systems Control 
  The lifeform has control over a specified set of systems 
  within a city (or equivalent area). 
  Prerequisites:  Mechanical and/or Computer Interface 
  ability. 
  Effects:  Systems Control allows the lifeform (usually a 
  sentient computer) to control a city’s infrastructure – the 
  buildings, traffic control, waste management, defenses, 
  and so on. By using one action, the lifeform can issue 
  instructions to up to three separate systems.  (The 
  computer is of course, controlling millions of things 
  continuously and simultaneously, but these are all 
  routine 
  functions 
  handled 
  by 
  subroutines, 
  and 
  independent systems.  This reflects the idea that these 
  actions are based on the lifeform thinking about what it 
  wants.  It may have to think, but it’s interface still allows 
  it to perform more quickly than a biological lifeform.) 
  Upgrade:  Systems Control can be upgraded in two 
  ways: its area, and its span of control.  Upgrading the 
  area allows the lifeform to control things planet-wide.  
  Upgrading the span of control once allows control of 
  independent vehicles and machines; upgrading span of 
  control again allows the artilect to control the 
  residents directly. 
   
  Flaws 
  Behavioral Constraints 
  The character is programmed with behavioral 
  routines that prevent it from taking certain kinds of 
  actions.  This flaw could be programmed out with a 
  complete (or higher) success on a Computer Use 
  (Hacking) test at TN 25 (when opposed), or a 
  Computer Use (Programming) test at TN 15 (if 
  unopposed). 
  Prerequisites:  Mechanical and/or Programmed 
  ability. 
  Effects:  The character may not take any actions 
  that will harm a sentient being, or through inaction 
  allow a sentient being to come to harm.  You may 
  not use Courage in combat skill tests to attack 
  (dodge and parry/block actions remain unaffected). 
  Upgrade:  The character may not take action 
  without direction from a specific individual, or group 
  of individuals. 
  Diminished Social Status 
  The character is not accepted by the general 
  population as actually being a lifeform. 
  Effects:  The characters begins all social tests with 
  unfamilar persons with a hostile stance (as opposed 
  to indifferent).  Social modifiers for other artilects 
  and  technophilic species begin at indifferent. 
  Emotionless/Emotionally Immature 
  The 
  lifeform 
  is 
  either 
  devoid 
  of 
  emotional 
  awareness, or is emotionally inexperienced. 
  Effects:  The character receives a -2 to its Savvy as 
  well as -2 to all social tests. 
  Limited Mobility 
  The character is limited to an area, or areas, in 
  which it can manifest (usually in holographic form), 
  or in which it resides. 
  Effects:  The character cannot leave the area(s) 
  designated at creation. 
  Upgrade:  There are three levels of this flaw: 
  Limited Mobility 1:  The character is limited to 
  movement within a single facility (i.e., a space 
  station or Starfleet Headquarters). 
  
  7 
   
   
  STAR TREK ROLEPLAYING GAME 
  Limited Mobility 2:  The character is limited to 
  movement within just a few rooms, or even just one 
  (i.e., Sickbay and the holodecks). 
  Limited Mobility 3:  The character is completely 
  immobile.  
  Partially Organic 
  Though mostly composed of inorganic matter, the 
  being 
  has 
  some 
  organic 
  components 
  which 
  are 
  vulnerable to biological hazards. 
  Prerequisites:  Mechanical ability. 
  Effects:  The character’s organic components are 
  vulnerable to biohazards, such as disease and radiation, 
  though to a lesser degree.  Stamina tests versus disease 
  and radiation have a -5 modifier to the TN.  Overall 
  effects could use a bit of Narrator discretion, depending 
  on what components are organic. 
   
  D E V E L O P M E N T  P A C K A G E S  
   
  Following are development packages for artilects.  An 
  artilect may take  either an Early Life package, or a 
  Programming package, but not both. 
   
  Early Life Packages 
  Relic of a Lost Civilization 
  You were found on a far-flung world, the last 
  testament to a dead race or inventor. 
  Pick 1 Skill:  Culture: specific civilization +2, Computer 
  Use +2, Knowledge: specific world +2 
  Pick 3 Skills:  Athletics +1, Construct +1, any one 
  Knowledge skill +1, Repair +1, any once Science skill 
  +1, Survive +1 
  Pick 1 Edge:  Alert, Curious, Innovative 
  Scientific Experiment 
  You are a scientific experiment that has escaped or 
  gone not-so-terribly awry. 
  Pick 1 Skill:  Computer Use +2, any one Knowledge +2, 
  Construct +2 
  Pick 3 Skills:  Athletics +1, any one Knowledge skill +1, 
  Investigate +1, Repair +1, Stealth +1 
  Pick 1 Edge:  Contacts, Curious, Skill Focus (Furtive), 
  Unyielding 
   
  Uploaded Personality 
  You had yourself moved into a computer or 
  android before the moment of death. 
  Pick 1 Skill:  Computer Use +2, Systems Engineering 
  +2, Physical Sciences +2 
  Pick 3 Skills:  Construct +1, any one Engineering 
  skill +2, any one Enterprise skill +1, Repair +1, 
  System Operations +1 
  Pick 1 Edge:  Contacts, Curious, Unyielding, Wealth 
   
  Programming Packages 
  Combat Training 
  You were designed for combat operations. 
  Pick 1 Skill:  Energy Weapons +2, Tactics +2, 
  Unarmed Combat +2 
  Pick 3 Skills:  Athletics +1, Investigate +1, Observe 
  +1, Repair +1, Stealth +1, any other combat skill 
  +1 
  Pick 1 Edge:  Alert, Bold, Dodge, Martial Artist, 
  Sherpa 
  Emergency Medical Programming 
  Your main focus is medical treatment.  You were 
  designed to augment the medical staff of a unit or 
  ship. 
  Pick 1 Skill:  First Aid +2, Medicine +2 
  Pick 3 Skills:  Administration +1, Investigate +1, Life 
  Sciences +1, Observe +1, Repair +1, System 
  Operations +1 
  Pick 
  1 
  Edge: 
   
  Meticulous, 
  Skill 
  Focus 
  (Compassionate), Thinker 
  Engineering Programming 
  You were designed and programmed to aid 
  engineers in the field or on board a ship. 
  Pick 1 Skill:  any one Engineering skill +2, Computer 
  Use +2, Repair +2 
  Pick 3 Skills:  any other Engineering skill +1, 
  Construct +1, Repair +1 (if not already taken) 
  Pick 1 Edge:  Bold, Curious, Contacts, Meticulous, 
  Skill Focus (Craftsman) 
  Espionage Programming 
  You were designed to spy on other cultures. 
  Pick 1 Skill:  Investigate +2, Observe +2, Stealth +2 
  
  8 
   
   
  ARTILECTS 
  Pick 3 Skills:  Appraise +1, Computer Use +1, Energy 
  Weapons +1, Impersonate +1, Inquire +1, any one 
  Knowledge skill +1, Streetwise +1 
  Pick 1 Edge:  Contacts, Cultural Flexibility, Friendly, 
  Shrewd, Unyielding 
  Service Programming 
  You were made to aid biological lifeforms in being 
  more comfortable or efficient. 
  Pick 1 Skill:  Administration +2, any one Knowledge 
  skill +2, Operate Vehicles +2, System Operations +2 
  Pick 3 Skills:  Computer Use +1, any one Knowledge 
  skill +1, Inquire +1, Observe +1, 
  Pick 1 Edge:  Blends In, Contacts, Friendly, Meticulous 
  Toy Programming 
  You were made and programmed to entertain your 
  owner or those around you. 
  Pick 1 Skill:  any Entertain skill +2, Influence +2 
  Pick 3 Skills:  any one other Entertain skill +1, any one 
  Knowledge skill +1, Observe +1, Streetwise +1 
  Pick 1 Edge:  Cultural Flexibility, Friendly, Skill Focus 
  (Seductive) 
   
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/artilects_2-0_dp.pdf