TEXT:  
    
   
   
  The ship lurched as the disruptor blast hammered 
  into the starboard warp nacelle.  The nacelle began 
  venting plasma into space, threatening to ignite and 
  send the U.S.S. Vindicator and her crew to a fiery 
  death. 
  “Captain,” said Lieutenant Pandora, the operations 
  officer, “we have been hit.  Shields are down.  We 
  are in danger of exploding.” 
  “Damn it, Pandora, tell me something that I don’t 
  know!” bellowed Captain McElroy.  “What are our 
  options?” 
  “I suggest that we…” began the Lieutenant. 
  “Just do it!” interrupted McElroy. 
  With that, Pandora’s fingers danced like mercury 
  across the lighted panel and almost immediately the 
  ship regained its bearings.  The bridge seemed to rock 
  slightly as the Akira-class vessel made a near-180º 
  turn. 
  The viewscreen showed the Vindicator launch a 
  barrage of quantum torpedoes toward the Borg 
  sphere.  They shimmered and, much to the crew’s 
  surprise, pierced the enemy’s shields, striking the 
  sphere’s hull. 
  The Borg ship erupted in a ball of silent green flame.  
  The explosion knocked the Vindicator off her pre-
  carious positioning, but Pandora quickly regained 
  control.   
  “How in the hell did you do that?” asked the captain. 
  “Quite simple, really,” replied Pandora.  “I recog-
  nized a pattern in the Borg vessel’s shield harmonics 
  and compensated by adjusting the resonance of the 
  torpedoes.  It was a simple matter of…” 
  “That’s just right,” interrupted the captain once 
  again, “that’s just so.  Set our heading for Starbase 
  114 and proceed at maximum warp.” 
  “Aye sir,” said the lieutenant. 
  “It’s really nice having you back aboard, Pandora,” 
  said the captain with a smile.  “I’m glad your repairs 
  were completed ahead of schedule.” 
  “Thank you, sir.” 
  
   
  Introduction 
  Artificial lifeforms, from Soong-type androids like Data 
  and Lore, to the Exocomps, the sentient nanites, and even 
  Cravic Automated Units are all examples from the STAR 
  TREK universe. V’ger, the synthetic Ilia, and Mudd’s an-
  droids, too, are excellent examples of artificial intelligen-
  ces from the original STAR TREK. One could even include 
  the U.S.S. Voyager’s Emergency Medical Hologram as an 
  artificial lifeform. 
  And yet, despite these stellar examples of the variety of 
  artificial life present in the STAR TREK universe, for some 
  reason we are not given rules to create synthetic beings 
  for use in our games. This is a sore point that must be 
  remedied. 
  I have therefore taken the task in hand and created a set 
  of rules for generating artificial beings for use in Last Uni-
  corn Games’ STAR TREK role playing series. The following 
  rules can be used to generate artificial lifeforms as player 
  characters or NPCs (as the Referee sees fit). 
  Since artificial lifeforms in STAR TREK tend to appear 
  humanoid, then we will focus on beings of that type. To 
  begin, any anthropomorphic artificial lifeform should 
  appear human (or humanoid). Some, like Data and Lore, 
  resemble their creator to some degree. Others, like 
  Mudd’s androids, are designed to appear as perfect speci-
  mens of a specific race. Regardless, most (but definitely 
  not all) artificial lifeforms encountered will be bipedal, 
  possessing two arms, two legs, a body, and a head. As 
  these specifications are standard for the majority of the 
  races characterized in STAR TREK, there is no particular 
  point value assigned to them. 
  Other, more exotic body types are possible.  Some artifi-
  cial lifeforms may consist of nanites, mimetic polyalloys, 
  or biomolecular plastic.  They may look more like appli-
  ances than characters.  They may even be simply sentient 
  programs in a computer core.  Nevertheless these artifi-
  cial beings all deserve some attention.  If the Referee 
  wishes to utilize a synthetic lifeform other than a bipedal 
  humanoid robot or android, these rules can easily be ex-
  panded to cover such beings. 
  In terms of Attributes, Edges, and Traits, it would seem 
  that the sky is the limit. A sufficiently powerful android 
  can be far stronger than even the most brutal Klingon 
  warrior can and more intelligent that the brightest Vulcan 
  scientist. For this reason, the highest Attribute scores 
  available to artificial humanoids should be 6. Edges are 
  also appropriate in many instances, both positive and 
  negative.  
  Traits are tricky. For a typical android, there is a package 
  of old and new Traits that should be considered standard. 
  Though designed to be as balanced as possible, some 
  Traits may be discarded from or added to this Template 
  to suit the needs of the particular campaign. For a run-of-
  the-mill humanoid robot or android, use the Basic Tem-
  plate presented here. 
  There are, as mentioned, other types of artificial life pre-
  sent in the STAR TREK universe. These lifeforms vary 
  widely in form and function, but the majority of those 
  encountered has appeared humanoid and was, in fact, cre-
  ated by humanoid races. 
  Nevertheless, the rules presented here should allow for 
  the creation of any sort of artificial lifeform for use in any 
  STAR TREK Role Playing Game setting. Just realize that 
  these are not “hard and fast” rules and are absolutely sub-
  ject to the whims of the Referee. 
  Below is detailed a Template representing the typical 
  humanoid cybernetic lifeform (android or robot).  
  Artificial Lifeform – Humanoid (Typical) 
  Attributes 
  Fitness 3 [6] 
  Vitality +1 
  Strength +1 
  Coordination 2 [6] 
  Intellect 3 [6] 
  Logic +1 
  Presence 1 [5] 
  Empathy -1 
  Psi 0 [0]† 
  Standard Skills: 
  Any Science (choose Specialization) 1 (2) 
  Computers (Programming) 1 (2) 
  Culture (Creator’s Race) 1 (2) 
  Engineering, Theoretical (Cybernetics) 2 (3) 
  History (Creator’s Race) 1 (2) 
  Language 
  Varies (based on programmer’s language) 2 
  Physical Science (Mathematics) 2 (3) 
  Advantages/Disadvantages: 
  Eidetic Memory (+3), Multitasking (+2), Sense of Time (+1), As-
  sisted Healing* (-5), Emotionless* (-3), Pacifism (Self Defense 
  Only) (-3), Synthetic Being* (+2 or +5)†† 
  * Represents a new Trait 
  † Generally speaking, artificial lifeforms cannot possess Psi ability, but this is, as 
  always, up to the individual Referee. If unable to use such powers, then they should 
  probably possess the Telepathic Resistance Advantage. 
  †† If the Synthetic Being (+2) option is taken, then add ONE of the following Traits 
  to the Template: Battle Hardened +3, Engineering Aptitude +3, Mathematical Ability 
  +3, Pattern Recognition +3l, Scientific Genius +3, or Tactical Genius +3. 
  This is only a basic template. There are other Advantages 
  and Disadvantages that are equally applicable and may be 
  chosen in addition to or in place of those listed above. 
  This artificial humanoid is merely a standard model that 
  may be encountered during an Episode or Series. Though 
  not totally balanced in terms of points, it is pretty close. 
  
   
  Any alterations that the Referee feels necessary may be 
  made to alter the Template to suit a particular campaign. 
  Afterwards some new Advantages and Disadvantages are 
  listed, most of which are unique to artificial lifeforms. 
  Some apply to androids and robots while others apply to 
  other synthetic beings like sentient holograms and such. 
  The use of artificial lifeforms is an integral part of STAR 
  TREK. The exploration of humanity is a powerful motiva-
  tion for any character and even more so for one that is not 
  alive in a biological sense. I suggest you not use these be-
  ings just to have a superhuman character, but rather to 
  explore the nature of humanity from the outside. 
  This information is presented only as a basic template 
  with some simple suggestions for using synthetic beings 
  in your games. These rules can be altered to suit your spe-
  cific needs.  
  Though not specifically explained here, many of the 
  Traits listed may be used to create a fairly accurate cyborg 
  as well as a completely artificial lifeform. 
  Finally, synthetic beings can be used just as any other 
  character by developing that character using Overlays and 
  other Packages. 
   
  
   
  New Traits 
  There are many other Traits that are certainly appropri-
  ate, but unless the artificial lifeform is biological in na-
  ture, Traits relating to medical issues and healing are best 
  left alone. 
  Ageless (+3): Due to the nature of the artificial being, it 
  does not suffer the effects of age. In fact, its physical 
  specifications never change naturally. In order for an arti-
  ficial lifeform to alter its physical structure, it requires a 
  complete reconstruction. 
  Rules governing aging characters as described in the TNG 
  Player’s Guide do not apply to synthetic beings (unless 
  they are organic).  
  This Advantage can also apply to non-artificial beings as 
  well (if circumstances warrant). 
  Assisted Healing (-5, -7): When damaged, whether by 
  accident or design (i.e. combat), the artificial lifeform 
  does not heal naturally and must be repaired. These types 
  of repairs depend on the severity of the damage. A 
  Stunned damage rating can be repaired by the lifeform 
  itself.  
  Injured status can be corrected by anyone with an Engi-
  neering skill of 2 or higher. A Wounded synthetic must 
  be repaired by an engineer or scientist skilled in Engineer-
  ing (Cybernetics) with a rating of at least 3 in that Spe-
  cialization.  
  An Incapacitated android or other synthetic can only be 
  repaired aboard a starship or other sufficiently advanced 
  facility possessing at least a basic cybernetics laboratory, 
  while one Near Death can only be repaired at a Starbase 
  or other institution of cybernetic research (or by a Dra-
  matic Success against high levels of Difficulty). 
  Any sort of a head shot (or strike to where the character’s 
  “brain” is located) may indicate damage to the being’s 
  mental faculties. These repairs must be made using both 
  Engineering (Cybernetics) and Computer (Programming) 
  skill rolls. The level of damage should indicate the Diffi-
  culty of the task. Even a single failed repair roll can ir-
  revocably damage the artificial lifeform (which could lead 
  to new Disadvantages). 
  Holograms and isomorphs are a special case.  They are 
  subject to similar restrictions, but if a hologram’s matrix 
  is damaged it must be repaired by a professional (someone 
  possessing at least Computers (Holographic Program-
  ming) 3 (4)) in an appropriate environment (a holodeck, a 
  holosuite, a holographics lab, etc.).   
  Holograms are unable to intentionally alter or repair their 
  own programming.  This must be preformed by an out-
  side source.  For this reason, all holograms incapable of 
  self-repair possess this Disadvantage at -7 rather than -5. 
  Note that not all artificial beings possess this Disadvan-
  tage; many are designed for self-repair or automated reini-
  tialization. 
  Collective Will (-2, -4): Races (artificial or otherwise) 
  possessed of a Collective Will are at a distinct disadvan-
  tage when disconnected from the main intelligence. Gen-
  erally, drones are incapable of functioning effectively 
  when detached and receive a -1 penalty to all Skill rolls in 
  such a situation.  A Collective Will may be natural or 
  artificial (mechanical) in nature. 
  Though still limiting, the -2 Disadvantage is somewhat 
  less crippling than the -4 point version. At the -2 level, 
  disconnected drones are capable of functioning independ-
  ently, using their own Skills and knowledge, but at a pen-
  alty as mentioned above. Permanently disconnected be-
  ings can buy off this Disadvantage, reintegrating into a 
  normal society, but may experience flashbacks or night-
  mares.  Former groups may also seek disconnected 
  drones. 
  The -4 point version, however, is dangerous, even life 
  threatening. When disconnected from the Collective 
  Will, members of the race will become catatonic. They 
  will wither away and die shortly unless reconnected to 
  the Collective Will. Though completely incapable of in-
  dependent thought or movement, members of this race 
  can survive for a number of days equal to their Fitness 
  score, or twice that if receiving external mental stimula-
  tion (such as a cortical stimulator) and continuous medi-
  cal supervision. Finally, they can be placed in stasis until 
  such time that they can rejoin the Collective Will; this 
  method can preserve a disconnected member indefinitely. 
  Races with the -4 point version are often (but not always) 
  unintelligent and function only by control of the Collec-
  tive Will. 
  Computer Interface (+3): If cybernetic in nature, the 
  character is able to interface directly with typical (and 
  sometimes atypical) computer systems via a dataport, 
  injection tubules, or whatever. This includes not only 
  computer systems, but possibly other artificial lifeforms 
  as well. This provides two additional dice to any Com-
  puter Skill roll involving the interfaced system (like data 
  alteration or programming).  
  Additionally, most Computer Tests are resolved in a frac-
  tion of the normal time (most can be completed in one 
  round). 
  Cyborg (+2): Organic characters capable of purchasing 
  synthetic-specific Traits are considered cyborgs.  Despite 
  the negative connotations associated with incorporating 
  technology into one’s body, many Federation citizens 
  (and others) choose to “better” themselves by receiving 
  cybernetic implants and alterations. 
  
   
  In order to possess any of the Advantages and/or Disad-
  vantages listed as specifically for artificial lifeforms, char-
  acters must purchase the Cyborg Advantage.  This Trait 
  is often accompanied by Dark Secret (Cyborg) (-2). 
  Note that holograms cannot be cyborgs (though they can 
  be made to look like cyborgs). 
  Disturbing Appearance (-2): The synthetic character has 
  some feature that causes others (mainly humanoids) to 
  feel uneasy around it. This causes a penalty of one die to 
  all Social Skill rolls relating to those who would react 
  negatively to the character’s features. 
  Examples include Data’s extremely pale skin and yellow 
  eyes, the Cravic Automated Units’ lack of facial features, 
  or possibly other discrepancies such as glowing eyes, an 
  exceptionally inhuman voice, and so on. This is not lim-
  ited to physical appearance; it also covers disturbing 
  behaviors as well. 
  Emotionless (-3): Similar to Hides Emotions (-2), but 
  more so. The synthetic being has no emotions whatso-
  ever. Consequently the being cannot comprehend emo-
  tions and therefore suffers a two dice penalty on all Pres-
  ence skill rolls. Further, the being has exceptional diffi-
  culty reacting to certain situations involving emotions 
  and appears cold and callous. Though used as a standard 
  Disadvantage for artificial lifeforms, this can be replaced 
  by another Trait of equal value if so desired (at the Refe-
  ree’s discretion). 
  Until the inclusion of his emotion chip, Mr. Data suffered 
  from the Emotionless Disadvantage. 
  Hive Mind (varies): The race is connected mentally by 
  some mechanism, be it technological or biological. Due to 
  the nature of the link, it is generally resistant to standard 
  forms of disruption (i.e. energy surges, psionic interfer-
  ence, etc.), functions instantaneously, and has an effec-
  tively limitless range at the highest levels. 
  Point 
  Cost 
  Range 
  Effect(s) 
  2 
  1 light year 
  All drones may access any 0-point Skills the Refe-
  ree feels are appropriate to the hive mind 
  4 
  1,000 light years 
  All drones may access any Skills possessed by the 
  hive mind at level 1 or at +1 to an already existing 
  Skill 
  6 
  100,000 light years 
  All drones may access any Skills possessed by the 
  hive mind at level 2 or at +2 to an already existing 
  Skill 
  8 
  Infinite (includes 
  other dimensions) 
  All drones may access any Skills possessed by the 
  hive mind at level 3 or at +3 to an already existing 
  Skill 
  The cost of this Advantage increases by +1 if the Hive 
  Mind has subordinate repositories for the collective 
  knowledge (i.e. Borg cubes act as foci for the drones “at-
  tached” to them).  Further, an extra +1 may be added to 
  the cost of this Trait if the hive mind signals are en-
  crypted or otherwise exceptionally difficult to decode us-
  ing outside resources (minimum Difficulty of 12 to tam-
  per with or decipher the hive’s signal).  Finally, range 
  may be extended to the next level at the cost of one addi-
  tional point. 
  The Hive Mind Advantage may also be bought at a cost 
  of +1 point at a range of one light year IF there are no 
  Skills or Skill bonuses provided; this is simply a method 
  of silent, instantaneous communication among members 
  of a race. 
  All levels of the Hive Mind Advantage provide instanta-
  neous communication to all participating units using ei-
  ther an unknown telepathic means, by sending signals 
  through subspace, and so on. 
  Holographic Invulnerability (+3): Possessed by (and 
  ONLY by) holograms and isomorphs, this Advantage 
  illustrates the fact that, for all practical purposes, these 
  characters are unable to take damage from conventional 
  sources (hand-to-hand and melee attacks).   
  They can be harmed by energy weapons like phasers and 
  disruptors in the same fashion organic beings can, but the 
  effect is different; once a hologram receives enough dam-
  age to Incapacitate it, it goes offline.  At this point its 
  holographic matrix has been destabilizes to the point that 
  it can no longer manifest itself safely. 
  Damaging its source can also disable a hologram, be it a 
  holodeck module, a holoprojection matrix, or a mobile 
  emitter.  Damage to these items will most likely cause the 
  program to fail, and, in a very bad situation, destroy the 
  program altogether if the hologram is stored in that loca-
  tion.  Generally, however, holograms are stored in mas-
  sive computer mainframes and are merely projected from 
  various locations.  
  This does not mean that a hologram cannot cause damage 
  to others, however.  In fact, many combat-oriented holo-
  grams are quite capable of maiming or even killing a hu-
  manoid target. 
  The only way to truly damage a holographic entity and 
  make sure that it doesn’t come back is by altering or eras-
  ing its program.  Holograms are simply massive amounts 
  of programming code and, provided they can be accessed, 
  are easily changed or deleted.  Fortunately, most holo-
  grams are coded with numerous levels of tamperproof 
  encryption and other safety protocols, but this is not al-
  ways the case; someone else almost always has the access 
  codes to the hologram’s programming.  
  Informational Database (+2): The character is a veritable 
  encyclopedia of information. The computer brain of the 
  artificial being is literally filled with information on 
  thousands, possibly even millions of topics. Though this 
  does not provide additional Skills, it can (at the Referee’s 
  discretion) provide additional dice to research tasks and 
  other related Skill Tests. 
  Furthermore, in any event when some trivial piece of 
  knowledge is sought or required, the character may make 
  an Intellect Test against a Difficulty of 7 to determine if 
  it has any information on that particular topic. 
  
   
  Limited Range (varies): The character is limited in mobil-
  ity to a specific area. The -5 version of this Disadvantage 
  relegates the character to a specific room or other small 
  area (i.e. sickbay, a holodeck or holosuite, etc.). This is 
  particularly suited for an EMH character. 
  The -3 point version allows the character more mobility, 
  but still limits it to within a single ship or other facility. 
  This means, perhaps, that the character’s power source is 
  located in the complex and leaving disconnects the char-
  acter from its power source (i.e. an entire starship 
  equipped with holoemitters for an EMH character). 
  Finally, the least restrictive version of this Disadvantage  
  (-1) allows the character relative freedom through the use 
  of a mobile projector or power source. This effectively 
  negates the Limited Range Disadvantage, but the source 
  of the freedom may be bulky, fragile, or both. The mobile 
  emitter used by the Voyager’s EMH is a prime example of 
  this level of Limited Range. 
  Literal Minded (-1, -3): Due to the nature of artificial be-
  ings, they are often so lacking in social graces that they 
  fail to comprehend the implied meanings of some state-
  ments. 
  Of the two versions of this Trait, the -3 version means 
  that the character in question would follow orders or take 
  comments literally.  If told to “Go jump in a lake,” the 
  character should make an Intellect roll (with Logic bo-
  nuses), and, if unsuccessful, would either go to the nearest 
  body of fresh water (or to a holodeck and create one) and 
  jump into it. 
  The lesser version (-1) of this Trait means that the charac-
  ter is so limited in its thinking that it must question every 
  comment or order if it could even possibly misinter-
  preted.  This should be roleplayed by the player.  In the 
  above example, the character might ask, “What would 
  submerging myself in a large body of fresh water accom-
  plish?”  This causes characters with this Disadvantage to 
  receive a one die penalty on all Social rolls involving 
  metaphors or hidden meanings (beware the Tamarians!). 
  Non-Humanoid (see below): Some artificial lifeforms 
  and sentient holograms are not humanoid in design.  
  Some examples of such lifeforms are the Exocomps, a 
  colony of intelligent nanites, and so forth. 
  Artificial lifeforms that do not possess a humanoid form 
  are limited in a number of ways.  For each of the follow-
  ing limitations that the AI possesses, this Disadvantage 
  provides a -1 penalty.  Please look at the table that follows 
  to determine the point value of this Trait. 
  Trait 
  Point Value 
  No manipulators 
  -3 
  No fine manipulators (unable to utilize small tools and 
  equipment) 
  -2 
  Sessile (unable to move under own power) 
  -3 
  Mute 
  -1 
  Inconvenient size 
  -1 to -3 
  No manipulators means that the artificial lifeform cannot 
  perform any physical actions requiring hands or other 
  manipulators.  No fine manipulators means that the AI 
  can move things around, but cannot perform delicate 
  work like typing on a PADD or firing a phaser.  Sessile 
  means that the artificial lifeform cannot move without 
  outside assistance; this is particularly appropriate for in-
  telligent computers.  Mute means that the AI is unable to 
  interact using verbal communication and must rely on 
  some other form of discourse.  Inconvenient size means 
  that the AI is too small or too large to effectively interact 
  physically with its environment. 
  Program Alteration (+2): Some holograms are capable of 
  altering the parameters of their programming.  This is 
  limited to simple cosmetic changes, but a hologram could 
  change its program to allow it to appear in different cloth-
  ing, a different gender, or even a different race.  It also 
  allows a hologram to activate and deactivate itself at will. 
  This allows for exceptional skill at camouflage,  but since 
  most holograms are limited in range, it is not much of a 
  benefit.  Note that this does NOT allow a hologram to 
  alter its physical or mental characteristics; a certified 
  holographic programmer must make that sort of change. 
  Programmed (-3, -5): Some artificial beings are pro-
  grammed to perform specific tasks. Although their pro-
  gramming may be quite detailed, any being with the Dis-
  advantage cannot learn new Skills or improve Skill levels 
  using Experience Points.  
  This does not mean that the being can’t recognize new 
  people and objects. Rather it means that it cannot change 
  its programming to allow it to utilize new abilities. It can 
  only do what it was programmed to do. 
  If the character is capable of switching programming 
  modules to use other Skills and/or Traits, then the cost is 
  -3 due to the inconvenience of swapping out programming 
  modules (or whatever).  
  Any Skills purchased in this manner cost twice the usual 
  price. Only 12 Development Points worth of Skills, Spe-
  cializations, and Traits can be programmed into a module. 
  This includes Disadvantages as well; use absolute point 
  values in this case, discarding the negatives. Therefore an 
  android may be able to fight when fitted with a combat 
  module containing energy weapon and melee Skills, but 
  would not be able to repair a warp core or play a piano 
  concerto. 
  Someone possessing Computers (Programming) at Skill 
  level 4 or higher (excluding the character itself) must 
  program the modules. This is the only way the character 
  can use Experience Points to “learn” new Skills.  
  Programming requires an Extended Test totaling a num-
  ber of Successes equal to the number of points invested in 
  the module. Any failures in programming ruin the mod-
  ule. Dramatic Failures produce modules that may appear 
  
   
  to work but that will fail at the worst possible time or 
  even damage the user. 
  If the synthetic cannot learn at all, then this is a crippling 
  hindrance and should only be used by NPC androids and 
  robots (unless the game involves the PC with this flaw 
  overcoming it and “growing” as an individual). A charac-
  ter with this Disadvantage cannot earn Experience Points 
  and is limited in its actions by its programming. This 
  character suffers a three dice penalty to ALL Skill rolls 
  involving activities for which the character was not spe-
  cifically designed. 
  This is a Disadvantage best left to NPC synthetic life-
  forms; the purpose of using artificial lifeforms in STAR 
  TREK is to explore personal growth and humanity and this 
  Trait disallows that growth and development. 
  Synthetic Being (+2, +5): As an artificial being, the char-
  acter does not eat, sleep, or breathe. If the character must 
  consume nothing to maintain itself, this is a 5 point Ad-
  vantage. This even allows the character to work in space 
  without a spacesuit! 
  If, however, the character must have some sort of main-
  tenance (i.e. inactive recharging time, lubricant supple-
  ments, etc.), then this Advantage is worth only 2 points. 
  Though not as restrictive as the biological needs for nutri-
  tion, sleep, and breathing, these needs are certainly impor-
  tant and their neglect can cause damage or even shutdown 
  of the character. 
  Generally the 2 point version requires maintenance for a 
  brief period on a daily basis or an extended (8 hours or 
  more) maintenance on a monthly basis. 
  Generally speaking, synthetic beings cannot suffer 
  wounds in the same manner as a humanoid can. They do 
  not bleed, for example, and can therefore not suffer penal-
  ties due to blood loss. 
  All artificial characters MUST possess this Advantage if 
  cybernetic or holographic in nature. 
  Technology Link (+2, +4): The synthetic being has a piece 
  of equipment attached to its frame, most likely in or on 
  one of its arms or within its head. 
  The device may be a weapon or some other piece of 
  equipment similar to those listed in one of the other STAR 
  TREK game books.  The advantage of this Trait is that the 
  device is always readied and does not require any time to 
  prepare for use.  When using the attached device, the 
  character automatically gets the initiative (Referee’s dis-
  cretion).  Furthermore, the information from the device is 
  relayed directly to the character rather than via a view 
  screen, sensor readout, and so on. 
  Items that are non-combative in nature cost two points.  
  Weapons cost four points. 
  Unless otherwise stated, the device functions using the 
  synthetic being’s internal power supply if the being is 
  mechanical or cybernetic in nature.  If the being is bio-
  logical, then the item must have its own power source. 
  Weapons generally require a recharge time of one round 
  per charge used.  That is to say that an attached disruptor 
  that fires a blast expending 5 charges must wait for 5 
  rounds before firing again.  Weapons requiring no re-
  charge time cost two additional points.  Further, weapons 
  can only fire up to a level equivalent to a Starfleet Type II 
  phaser set at level 8. 
  Items larger than a tricorder or a Type II phaser may not 
  be attached via the Technology Link Advantage.  This 
  Trait may be purchased multiple times, but only one may 
  be a weapon link.   
  If the Technology Link replaces one of the character’s 
  hands, then the character must also possess the Physically 
  Impaired (Missing Limb) Disadvantage at -2. 
  Unique (-3): For whatever reason, there are no others like 
  you. Perhaps you were the single prototype, the only 
  model that ever survived, or the misunderstood brainchild 
  of an eccentric genius. Regardless, you are incapable of 
  reproduction. That means that neither you (nor anyone 
  else, for that matter) can create another artificial being 
  like you.  
  Furthermore, if you are damaged beyond the Injured 
  level, only your creator can make repairs. If he is no 
  longer available, then only a Dramatic Success from 
  someone with Engineering (Cybernetics) or other appli-
  cable Skill at level 5 or higher has any chance of repairing 
  you. 
  Any models created using the same schematics will either 
  fail outright or will function briefly then quickly fall 
  apart (perhaps literally). A failed progeny may even (on a 
  Dramatic Failure) last long enough to cause a serious 
  amount of damage. 
  If the character is terminated, then, unless the original 
  creator still exists, neither it nor another like it will ever 
  exist again. Such is the fate of a unique being. 
  Data, Voyager’s EMH, and Minuet are all examples of 
  Unique artificial beings. 
  Unique beings cannot possess the Hive Mind Advantage 
  or the Collective Will Disadvantage. 
  Hereafter is presented Lieutenant Pandora, the synthetic 
  lifeform from the opening story.  Pandora is suitable for 
  use as a player or non-player character. 
  
   
  Lieutenant Pandora (Artificial Lifeform) 
  Attributes 
  Fitness 3 [6] 
  Vitality +1 
  Strength +1 
  Coordination 2 [6] 
  Intellect 4 [6] 
  Logic +1 
  Presence 2 [5] 
  Empathy -1 
  Psi 0 [0] 
  Standard Skills: 
  Space Sciences (Astrophysics) 1 (2) 
  Computers (Programming) 3 (4) 
  (Artificial Intelligence) (4) 
  Culture (Iconian) 1 (2) 
  Dodge 3 
  Energy Weapon (Phaser) 3 (4) 
  Engineering, Theoretical (Cybernetics) 2 (3) 
  Espionage (Cryptography) 2 (3) 
  History (Iconian) 2 (3) 
  Language 
  Iconian 2 
  Federation Standard 2 
  Personal Equipment (Tricorder) 2 (3) 
  Physical Science (Mathematics) 2 (3) 
  Shipboard Systems (Tactical) 3 (5) 
  (Flight Control) 4) 
  (Sensors) (4) 
  Starship Tactics (Starfleet) 2 (3) 
  (Romulan) (3) 
  (Borg) (4) 
  Unarmed Combat (Starfleet Martial Arts) 3 (4) 
  Advantages/Disadvantages: 
  Alien Upbringing (Iconian) (+1), Code of Honor (Starfleet Code) (-4), Con-
  tact (Professor Yuri Malenkov) (+2), Eidetic Memory (+3), Informational 
  Database (+2), Innovative (+1), Multitasking (+2), Promotion (Lieutenant) 
  (+2), Sense of Time (+1), Synthetic Being* (+2), Telepathic Resistance 
  (+4), Assisted Healing* (-5), Emotionless* (-3), Suppressed Memory (-2) 
  History: Pandora is an artifact of the lost Iconian civilization.  Found deac-
  tivated in an Iconian city on the third moon of a Class J Gas Giant, Pan-
  dora was taken to the Daystrom Institute and reactivated after several 
  months of intense study. 
  After extensive training and education in Federation culture and law, Pan-
  dora (the closest translation of her Iconaian designation) opted to join 
  Starfleet).  Her mentor, Professor Yuri Malenkov, assisted her in gaining 
  admittance to the Starfleet Academy, where she excelled at many areas 
  of study, but in starship operations and tactics in particular.  She is cur-
  rently an officer aboard the U.S.S. Vanguard. 
  Pandora is a humanoid construct made of a shiny, silvery mental. Her 
  schematics are classified and are currently under close study by top Fed-
  eration scientists. 
   
  
   
  Programming Packages 
  Unlike most organic beings, many artificial lifeforms are 
  programmed with Skills rather than taught them.  This is, 
  of course, not always the case, but players may choose 
  that their synthetic characters were built, programmed, 
  and refined in a cybernetics lab before being allowed con-
  tact with other humanoids.  Perhaps some synthetics have 
  never even seen ANY humanoids (even their creators!). 
  This does not mean that artificial lifeforms cannot learn 
  as organic races.  This is simply an alternative for those 
  creating different kinds of characters.  Players are abso-
  lutely allowed to choose from the standard Early Life 
  Packages if they so choose (and the Referee allows). 
  In the event that a player wishes to do so, he may elect to 
  choose one of a number of variant Early Life Packages 
  (hereafter called Programming Packages) designed spe-
  cifically for synthetic beings.  Several of these alterna-
  tives are listed below. 
  Programming Packages (5 Development Points) 
  � 
  Athletic Programming: Athletics (Choose Speciali-
  zation) 2 (3), Excellent Balance (+1), Toughness 
  (+2), Code of Honor (Fair Play) (-1), Programmed 
  (-3) 
  � 
  Combat Programming: Dodge 1, Energy Weapon 
  (Choose Specialization) 2 (3), Unarmed Combat 
  (Choose Specialization) 1 (2), Remove Pacifism 
  (Self-Defense Only) (-3), Bloodlust (-2), Pro-
  grammed (-5), Stubborn (-1), Vengeful (Choose 
  Species) (-2) 
  � 
  Domestic Service Programming: Craft (Cooking) 
  (Choose Specialization) 2 (3) (3), Culture (Choose 
  Specialization) 1 (2), Language (Choose Language) 
  1, Sense of Direction (+1), Obligation (-2), Pro-
  grammed (-5), Weak Will (-2) 
  � 
  Espionage Programming: Espionage (Intelligence 
  Techniques, and choose Specialization) 1 (2) (2), 
  Stealth (choose Specialization) 1 (2), Obligation 
  (choose species or organization) -1, Wanted (choose 
  species or organization) -1 
  � 
  Geisha Programming: Charm (Seduction) 2 (3), 
  Sexy (+2), Remove Emotionless (-3), Romantic At-
  tachment (Based on programming) (-1), Compul-
  sion (To provide pleasure) (-1), Phobia (Causing 
  Displeasure) (-2), Weak Will (-2) 
  � 
  Standard EMH: First Aid (Alpha/Beta Quadrant 
  Humanoids) 1 (2), Medical Sciences (General 
  Medicine) (Surgery) 1 (2) (2), Personal Equipment 
  (Medical Tricorder) 1 (2), Code of Honor (Hippo-
  cratic Oath) (-2), Arrogant (-1), Obligation (-2) 
  � 
  Protocol Programming: Any Protocol Skill (such as 
  Culture, Diplomacy, History, Languages, Law, or 
  World Knowledge) (Choose Specialization) 2 (3), 
  Obligation (-1) 
  � 
  Researcher Programming: Any Science or Engi-
  neering (Choose Specialization) 2 (3), Innovative 
  (+1), Fanatic (Research) -2  
  � 
  Tactical Programming: Tactics (choose Specialisa-
  tions, at least 1 should be specific Naval) 1 (2) (2) 
  (2), Planetary Tactics (choose Specialization) 1 (2), 
  Sworn Enemy (match to a race in Tactics 
  Specialization) -3 
  If the player desires, instead of choosing a Programming 
  Package, he may instead (but not also) elect to take an 
  Early Life Package.  If this option is chosen, the character 
  may have any of those listed in the books, provided the 
  player can give a valid explanation.   
  Below are listed two new Early Life Packages that artifi-
  cial characters may use.  These are designed specifically 
  for synthetic beings and should not be allowed for organic 
  characters. 
  Early Life Packages (5 Development Points) 
  � 
  Relic of a Lost Civilization: History (Builder’s 
  Civilization) 1 (2), Informational Database (+2), 
  Alien Upbringing (+1), Innovative (+1), Suppressed 
  Memory (-2) 
  � 
  Stolen Property: Language (Abductor’s Language) 
  1, Streetwise (Choose Specialization) 1 (2), Curious 
  (+1), Excellent Balance (+1), Wanted (Valuable 
  Property) (-3) 
  
   
  Holograms and Isomorphic Projections 
  Besides the traditional android or robot, there is another 
  completely different form of artificial life.  Made of 
  photonic energy and force fields. Holographic characters 
  can be just as “real” as any other characters.  In fact, 
  much like the synthetic humanoids, a holographic charac-
  ter is an exceptional way to explore that ever-present 
  STAR TREK motif of “exploration of humanity.”   
  Holographic characters are only slightly different from 
  regular characters in game terms.  Though composed en-
  tirely of energy and artificial in nature, holographic char-
  acters present an excellent role playing opportunity. 
  Besides the obvious problems with playing a hologram 
  (mobility, character development, and so on), there are 
  other concerns as well.  As a synthetic being, holographic 
  characters are subject to many of the same hindrances as 
  other artificial lifeforms.  That is not to say that they 
  cannot grow and develop as characters; quite the contrary.  
  Rather, they begin the game in a very limited role and 
  must expand and flesh out that role as the game pro-
  gresses. 
  Sentient holographic characters have a template of their 
  own.  Unlike the Artificial Lifeform (Humanoid), holo-
  graphic characters generally possess the Programmed (-5) 
  Disadvantage.  In order to actually play a hologram, this 
  Trait must be bought off, either during game play or 
  (preferably) before play begins.   
  Furthermore, holograms always possess the Limited 
  Range Disadvantage.  They are not autonomous entities; 
  they are highly advanced computer programs capable of 
  amazing feats.  Nevertheless, it is highly unlikely that 
  such a character will EVER function without some sort of 
  projection mechanism, be it a holodeck’s stationary emit-
  ters, a holoprojector, or a mobile emitter.  Holographic 
  characters simply cannot exist otherwise. 
  There is a great difference between a typical holodeck 
  character and a sentient holographic entity.  The follow-
  ing Template is that of a self-aware holographic character 
  that might be encountered on a holodeck or in a holosuite. 
  This is only one example of a very generic holographic 
  entity.  Certainly this Template is open for interpretation 
  and alteration; it is simply a basic framework with which 
  to create a character of a holographic nature. 
  This Template is NOT balanced in terms of Develop-
  ment Points.  It is very unlikely that a holographic char-
  acter created and used “as is” will provide much enjoy-
  ment.  For this reason, it is recommended that, like other 
  characters, holograms be based on the 50 point Template 
  and that the major Disadvantages be bought off.  One of 
  the reasons that the Voyager’s EMH is such an interesting 
  character is because he was able to “grow beyond his pro-
  gramming” (buy off the Programmed Disadvantage). 
  Artificial Lifeform – Hologram (Typical) 
   Attributes 
  Fitness 2 [6] 
  Coordination 2 [6] 
  Intellect 3 [6] 
  Logic +1 
  Presence 2 [5] 
  Empathy -1 
  Psi 0 [0]† 
  Standard Skills: 
  Any Two Skills (choose Specializations) 3 (4) 
  Computers (Holographic Programming) 2 (3) 
  Culture (Choose Specialization) 1 (2) 
  History (Choose Specialization) 1 (2) 
  Language 
  Varies (based on programmer’s native language) 2 
  Advantages/Disadvantages: 
  Ageless* (+3), Alertness (+2), Eidetic Memory (+3), Multitasking 
  (+2), Sense of Time (+1), Assisted Healing* (-7), Emotionless* (-3), 
  Limited Range (-5), Programmed (-5), Synthetic Being* (+5) 
  * Represents a new Trait 
  † Generally speaking, artificial lifeforms cannot possess Psi ability, but this is, as 
  always, up to the individual Referee. If unable to use such powers, then they should 
  probably possess the Telepathic Resistance Advantage. 
  Isomorphic projections are similar to holograms, but the 
  technologies used to program and project them are gener-
  ally more advanced.  They are typically used to project 
  the presence of another being to another location.  Conse-
  quently they are usually not entities unto themselves, but 
  rather a sort of technological avatar.   
  Unlike holograms, isomorphs are capable of “feeling” in a 
  physical sense.  They can experience pain or hunger or 
  thirst (if programmed to do so).  They are even capable of 
  consuming food and drink and actually tasting it (though 
  they receive no nutritional value from it; it is merely an-
  nihilated by the energies that make up the projection). 
  Holograms are not usually capable of such tactile inter-
  pretation. 
  The Programming Packages presented above are also 
  appropriate for use with holographic characters, as are the 
  two new Early Life Packages presented earlier in this 
  document. 
  Optional Rule: Programmed Characters 
  Players of synthetic characters may choose from the nor-
  mal Character Overlays unless that character possesses 
  the Programmed Disadvantage.  In this case, the charac-
  ter may possess a Programming Module containing 12 
  Development Points worth of Skills, Traits, and so forth.  
  These modules may also include Disadvantages (as ex-
  plained in this Trait’s description) if the character possess 
  the -3 Point version.  
  
   
  As a Programmed character progresses, if capable of earn-
  ing Experience Points, then after 12 Experience Points 
  have been accrued, a new Module may be designed and 
  bought for the character’s use.  This is not automatic, 
  however; give a valid explanation for the new Program-
  ming Module. 
  Generally speaking, utilizing Programmed characters is 
  not a good idea.  There are simply too many limiting fac-
  tors, making characters of this type more or less useless in 
  most respects.  Certainly a Programmed cyborg or robotic 
  soldier would be a fearsome adversary, but what use 
  would such a character be in a First Contact or other dip-
  lomatic-style mission?   
  Though this option causes a lower overall Development 
  Point cost, these characters are still viable player options.  
  These character types can provide a considerable chal-
  lenge for seasoned players, but are not necessarily appro-
  priate for new gamers. 
  Referees should be very careful allowing such characters 
  in a game.   
  Created using these rules, here is an example of a Star-
  fleet Emergency Medical Hologram (EMH): 
  Starfleet Emergency Medical Hologram (EMH) 
  Attributes: 
  Fitness 2 [6] 
  Coordination 2 [6] 
  Intellect 3 [6] 
  Logic +2 
  Presence 2 [5] 
  Empathy -1 
  Psi 0 [0] 
  Skills: 
  Computers (Holographic Programming 2 (3) 
  Culture (Federation) 1 (2) 
  First Aid (Chemical/Biological) 3 (4) 
  (Combat/Wound Trauma) (4) 
  (Human*) (4) 
  History (Federation) 1 (2) 
  Language 
  Federation Standard 2 
  Medical Sciences (General Medicine) 3 (4) 
  (Human*) (4) 
  (Pathology) (4) 
  (Toxicology) (4) 
  Personal Equipment (Medical Tricorder) 1 (2) 
  Advantages/Disadvantages: 
  Ageless (-3), Alertness (+2), Arrogant (-1), Assisted Healing (-7), Code of 
  Honor (Hipprocatic Oath) (-2), Code of Honor (Starfleet) (-4), Eidetic 
  Memory (+3), Emotionless (-3), Limited Range (-5), Multitasking (+2), 
  Obligation (-2), Programmed (-5), Sense of Time (+1), Synthetic Being 
  (+5) 
  *The species-specific Human specialization may be changed, depending on the 
  races of the patients that the EMH treats. 
  Optional Rule: Cyborgs 
  Some players might enjoy creating a character that pos-
  sesses some of the Traits of a synthetic being though the 
  character began life as an organic being.  Organic human-
  oids that purchase synthetic-specific Traits are classified 
  as cyborgs, or cybernetic organisms.   
  Due to the influence of the Borg, cybernetic alteration is 
  seriously frowned on by Starfleet specifically and the 
  Federation in general.  Like genetic resequencing, cyber-
  netics is essentially outlawed by the Federation except 
  when necessary to save someone’s life and even then only 
  in the direst of circumstances.  Those possessing cyber-
  netics are banned from joining Starfleet (with a few nota-
  ble exceptions). 
  Some societies specifically enhance members of their race 
  with cybernetics in order to create an army of soldiers, 
  researchers, or what have you.  Sometimes citizens of 
  alien cultures are even made into cyborgs and then Pro-
  grammed (see above) into specific roles like domestic ser-
  vants, soldiers, or sex slaves. 
  Cyborg characters may purchase Traits that are meant 
  specifically for artificial lifeforms.  Additionally, the 
  character may opt to purchase a Cyborg Package.  In addi-
  tion to the Cyborg Trait (see above) which may be pur-
  chased separately, the Cyborg Packages contain a number 
  of other characteristics depending on the type of cyber-
  netics the character possesses.  These Packages are de-
  tailed below. 
  Cyborg Packages (Cost Varies) 
  � 
  Combat Cyborg (10 points): Cyborg (+2), Excellent 
  Balance (+1), Excellent Sight (+2) OR Exceptional 
  Hearing (+2), High Pain Threshold (+2), Strength 
  +2, Vitality +1, Technology Link (Energy Weapon) 
  (+4), Bloodlust (-2), Dark Secret (Cyborg) (-2) 
  � 
  Complete Cyborg (9 points): Cyborg (+2), Strength 
  +2, Vitality +2, Empathy -1, Ageless (+3), Enhanced 
  Vision (+2), Exceptional Hearing (+2), Exceptional 
  Vision (+2), Synthetic Being (+2), Technology 
  Link (Tricorder) (+2), Assisted Healing (-5), Hides 
  Emotions (-2), Dark Secret (Cyborg) (-2) 
  � 
  Cybernetic Reconstruction (3 points): Cyborg (+2), 
  Strength +1, Vitality +1, Rapid Healing (+1), Dark 
  Secret (Cyborg) (-2) 
  � 
  Cybernetic Resurrection (1 point): Cyborg (+2), 
  Rapid Healing (+1), Medical Problem (-3) OR 
  Physically Impaired (-3), Medical Remedy (+3), 
  Chronic Pain (-2) OR Weakness (-2)  
  � 
  Former Borg Drone (Type I) (12 points): Cyborg 
  (+2), Any Science (Borg-specific Specialization) 2 
  (3), Computers (Borg Systems) 2 (3), Strength +1, 
  Logic +1, Empathy -1, Alien Upbringing (Borg) 
  (+1), Computer Interface (+3), Eidetic Memory 
  (+3), Rapid Healing (+1), Dark Secret (Former Borg 
  
   
  Drone) (-3), Hides Emotions (-2), Phobia (Borg 
  Assimilation) (-3), Species Enemy (Borg) (-3) 
  � 
  Former Borg Drone (Type II) (14 points): Cyborg 
  (+2), Any Science (Borg-specific Specialization) 2 
  (3), Computers (Borg Systems) 2 (3), Logic +2, 
  Empathy -1, Alien Upbringing (Borg) (+1), Com-
  puter Interface (+3), Eidetic Memory (+3), Infor-
  mational Database (+2), Rapid Healing (+1), Tech-
  nology Link (Scanning Device) (+2), Dark Secret 
  (Former Borg Drone) (-3), Disturbing Appearance 
  (Borg Implants) (-2), Hides Emotions (-2), Phobia 
  (Borg Assimilation) (-3), Species Enemy (Borg)    
  (-3) 
  � 
  Former Borg Drone (Type III) (15 points): Cyborg 
  (+2), Any Science (Borg-specific Specialization) 2 
  (3), Planetary Tactics (Borg) 2 (3) OR Starship 
  Tactics (Borg) 2 (3), Strength +2, Empathy -1, Alien 
  Upbringing (Borg) (+1), Computer Interface (+3), 
  Eidetic Memory (+3), Enhanced Vision (+2) OR 
  Excellent Vision (+2), Rapid Healing (+1), Tech-
  nology Link (Disruptor) (+4), Arrogant (-1), Dis-
  turbing Appearance (Borg Implants) (-2), Hides 
  Emotions (-2), Phobia (Borg Assimilation) (-3), 
  Species Enemy (Borg) (-3), Species Enemy (Borg 
  Victims) (-5) 
  � 
  “Hacker” Cyborg (6 points): Cyborg (+2), Com-
  puters (Data Alteration) 1 (2), Logic +1, Empathy -1, 
  Computer Interface (+3), Dark Secret (Cyborg)     
  (-2) 
  � 
  Immortal Cyborg (5 points): Cyborg (+2), Ageless 
  (+3), Enhanced Metabolism (+1), Rapid Healing 
  (+1), Dark Secret (Cyborg) (-2) 
  � 
  Positronic Brain Reconstruction (5 points): Cyborg 
  (+2), Logic +2, Empathy -1, Computer Interface 
  (+3), Eidetic Memory (+3), Dark Secret (Cyborg)  
  (-2), Hides Emotions (-2) 
  � 
  Space Cyborg (10 points): Cyborg (+2), Strength +1, 
  Coordination +1, Excellent Metabolism (+1), Syn-
  thetic Being (+2), Technology Link (Magnetic 
  Boots) (+2), Zero-G Training (+2), Dark Secret 
  (Cyborg) (-2) 
  Presented here is a cyborg created using the rules detailed 
  in this supplement.  
  One of Five, Primary Adjunct of Unimatrix 24 
  Attributes: 
  Fitness 4 [6] 
  Strength +2 
  Coordination 2 [6] 
  Intellect 3 [6] 
  Logic +1 
  Presence 2 [5] 
  Empathy -2 
  Psi 0 [0] 
  Skills: 
  Computers (Borg Systems) 2 (3) 
  Culture (Borg) 1 (2) 
  (Romulan) (2) 
  Energy Weapon (Weapon Link Disruptor) 3 (4) 
  History (Borg) 1 (2) 
  Intimidation (Staredown) 3 (4) 
  Language 
  Borg 2 
  Romulan 2 
  Planetary Tactics (Borg) 3 (4) 
  Space Sciences (Subspace Dynamics) 3 (4) 
  Starship Tactics (Borg) 3 (4) 
  (Romulan) (4) 
  (Starfleet) (4) 
  Strategic Operation (Assimilation Tactics) 2 (3) 
  (Invasion Strategies) (3) 
  Unarmed Combat (Brawling) 2 (3) 
  Advantages/Disadvantages: 
  Alien Upbringing (Borg) (+1), Computer Interface (+3), Cyborg (+2), Ei-
  detic Memory (+3), Enhanced Vision (+2), Rapid Healing (+1), Technology 
  Link (Disruptor) (+4), Arrogant (-1), Disturbing Appearance (Borg Im-
  plants) (-2), Hides Emotions (-2), Phobia (Borg Assimilation) (-3), Species 
  Enemy (Borg) (-3), Species Enemy (Borg Victims) (-5), Suppressed Mem-
  ory (-2) 
  History: One of Five, a former tactical drone, was separated from the 
  Collective when his ship, a probe, was destroyed and his comrades dam-
  aged beyond repair.  Despite his alterations by the Hive, the drone, for-
  merly of the Bajoran race, began recovering lost memories.  Unable to 
  cope, the drone lost consciousness, battling the silence and terrifying 
  memories. 
  Crashing on a planet on the far side of the Beta Quadrant in Romulan 
  space, an imperial science vessel detected the unconscious drone and 
  transported it into a holding cell. 
  Using a number of techniques perfected by the Tal Shiar, the drone was 
  “reprogrammed,” much of his memory erased, and he now serves the 
  Empire aboard a warbird near the Taurhai border, more or less unaware 
  of his past.  
  Unbeknownst to his Romulan masters, his memories are returning and he 
  is beginning to formulate a plan to assimilate the vessel and its crew, 
  forming a new hive with himself at the center. 
   
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek RPG (Last Unicorn Games)/3rd party/Artificial Lifeforms - Mark.pdf