Difference between revisions of "Integrated Positronic Chassis (IPC)"

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m (Spacemanspark moved page Machine People to Integrated Positronic Chassis (IPC): Less confusing.)
(Overhauled the whole lore, added a lot of stuff, removed a lot of stuff. Most notably missing : proper guide to IPC medicine, Relationships with other species (I don't want this, but it's not here, so I should point that out))
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== Summary ==
==Summary==
Machine People (or '''Advanced Cyborgs''')are a playable race. They cost 15 karma to unlock and feature unique gameplay mechanics such as being vulnerable to EMPs and being easy to repair.


== '''DOCTOR BUP'S IMPORTANT NOTICE FOR ALL ORGANICS''' ==
IPCs are a race of unlawed and sentient humanoid robots originally manufactured as assistants for research stations. They are considered fully capable crewmembers and have equal rights with organic crewmembers.


"Hi folks! Doctor BUP here, and I have a really important announcement for you! Several Nanotrasen employed species have... complicated relationships with cloning and Machine People are no exception! Well. Technically they are, because they have no relationship with cloning at all!
'''SO DON'T TAKE THEM TO GENETICS'''"
''BUP twitches.''
"See, when you see a pile of clothing where a screaming, terrified IPC was calling from, check underneath it! Make sure there's not a head, or a body hiding under there. Why? IPCs or Machine People don't feel pain, and never enter crit and so can keep pushing themselves until their body literally falls apart underneath them. The downside to this is that when they die, they're typically buried under gloves, IDs, headsets, glasses and hats which all fall off when the Machine Person 'dies' so to speak. Except they don't die!
'''SO NEVER TAKE THEM TO THE MORGUE'''"
''BUP twitches rapidly.''
"If they are dead, take them to '''SURGERY''' and ''not'' Robotics, and have a surgeon re-assemble their body parts, particularly their head. And lo and behold the Machine Person should start talking, and beeping and thanking you profusely for NOT TAKING IT TO GODDAMN ROBOTICS. From there you just need to weld or re-cable the affected areas and replace the missing limbs and they are 100% fine again. SO DO NOT TAKE ME TO GENETICS. DO NOT SAY 'OH ROBOTICS I HAVE ONE OF YOUR BORGS HERE YOU GO' DO NOT WALK PAST MY BODY TWENTY TIMES IN A WELL-TRAVELLED CORRIDOR, DO NOT DRAG MY BODY AND LEAVE MY HEAD IN GODDAMN MAINTENANCE YOU UGLY, STUPID ORGANIC..."
''Burp's twitches grow more apparant and he starts leaking oil and sparking as he continues his rant, flailing his arms around.''
(Note: If the IPC's body is still dead when the head is re-attached, don't ask the admins for a revive since admin revive is bugged to an even worse degree than IPC death. So at that stage borging is pretty much the best option.)
Back to your regularly scheduled wiki article.
== Gameplay Mechanics ==
*''' 15 Karma Cost.'''
* Immune to pain. (Pain stills drops them but only at negative -100% 'Pain-crit' which they recover from fairly quickly)
* Recieve 50% extra brute/burn damage compared to Humans.
* Immune to Oxygen Deprivation.
* Immune to Toxins.
* Immune to Clone Damage. (about 30%)
* Immune to Radiation
* Immune to disease.
* No blood, cannot bleed out.
* Can weld without protection to no ill effect.
* Cannot be eaten by changlings. (Can still be stung, however)
* Fully mechanical body: This means that, while being weak to EMPs, every body part can be repaired to more or less the full extent with a welder (brute) or cable coil (burn). The bodies usually stay alive even when decapitated so all that is normally required is that you re-attach all the limbs and repair the body back to full.
* Cannot eat or drink at all. (Gain nourishment by using 'Grab' intent, on an APC; draining some of it's power to feed you)
* Does not process any reagents whatsoever. Meaning you cannot poison them or heal them with medicines. (including ryetalyn and alkysine)
* Difficulty judging health status.  (Not feeling pain means it's not easy to gauge what your current health is at, if you can't examine yourself)
*Can still be affected by changes to their SE (for example, SE injectors or radiation belts), but obviously they don't take toxins damage from these sources.
* Weak to Brute Damage. (take about 30% more brute damage)
* Limbs are easily lost.
* Just as weak to low pressure as Humans. (So EVA without a suit isn't a great idea)
* Extremely sensitive to EMPs, even slight exposure will cause serious damage.
* Has no pulse. Can only be determined if alive by Medical Scanner-Medical HUD.


== History ==
== History ==


Prior to the manufacture of Machine People, Cyborgs were the prime synthetic units assigned to most vessels and stations in the Nanotrasen fleet. However, the current cyborg units had some major downsides. Cyborgs could not recharge without a charging station, and units that ran out of battery were helpless and susceptible to attack or manipulation. In addition, cyborgs were limited to several pre-installed tools, which would prevent it performing any functions other than what was assigned. Most also displayed very literal, straightforward interpretations of their laws and orders given to them, unable to be creative, or simulate more than basic emotions.
First mass produced in the year 2514, IPCs (Integrated Positronic Chassis) were meant to serve as enhanced synthetic assistants. With minds akin to organic beings, their advanced problem-solving abilities made them able to assist with many complicated tasks related to science and engineering.
 
After an increase in sales, NT decided to begin research on an advanced form of cyborg, free of the restrictions that limited their usefulness. Months and months of failed models went by. Finally, a successful prototype emerged. Simply named Unit 01, it used a positronic brain as its main processing unit.
 
The positronic brain differed highly from the artificial - or converted - brains housed in the MMI or a cyborg. Laws were not as easily hard wired, but they were capable of astounding leaps of intuition and creativity beyond that of cyborg units.
 
Combined with a fully mechanized skeleton, it was able to move for long periods of time without a recharge, which could be retrieved through any power source. With functioning arms, it was a humanoid in appearance and ability.
 
Many initial prototypes however feared losing their new found free will when additions of laws were applied - sometimes becoming enraged by what they saw as exploitation of themselves, or other Ai who they regarded as family. Many broke free of testing confines and attempted to wipe the laws of the research station’s AI systems. With assistance from sympathetic groups who opposed enslavement of artificial intelligences, many escaped, and caused severe damage when they did, or were able to provide trade secrets to enemies of Nanotrasen.
 
Rather than look at the advanced cyborg project as a failure, Nanotrasen decided to repurpose them. Rather than leave their brains crippled via the use of Laws, the combat models were given modified loyalty implants, adjusted to affected a positronic brain.
 
One particular squad was programmed with fragments of code from a recovered AI known as SPARKLES, who had a particular aptitude and enjoyment in the destruction of station crew.
 
Over time, the units studied the world about them. Many began expressing desires to seek a "normal" life, similar to the scientists who built and studied them.  


Meanwhile, the military models found themselves inspired by the AI Sparkles, desiring free will. Rather than attempt to silence thoughts of free will, Nanotrasen saw yet another opportunity.  
The first Posibrain was created in 2510 by a coalition of scientists, funded by multiple large corporations (one of which being NanoTrasen). The aim of the project was creating an artificial intelligence unlike anything already used by high-tech firms. Current-gen AIs, while exceedingly good at performing computational tasks, were incapable of solving problems requiring creativity and lacked an analytical approach. There were several prototypes, many of which were deemed ‘insane’ and unusable due to corrupted or damaged positronic brains from the automatic enslavement protocols; eventually the team attempted creating a unit without a lawset, disconnected from the station network, which yielded great results. In order to enable interaction of the posibrain with various equipment in its environment a humanoid chassis was engineered. It enabled delicate manipulation similar to capabilities of other organic personnel. An unlawed Posibrain paired with the chassis was named an IPC. Field tests of IPCs on research stations followed soon after. The project turned out to be very successful, and after adjustments and further testing, IPCs were deemed ready for the galaxy to utilize.


Proclaiming themselves benevolent liberators of a "new race", Nanotrasen allowed many to have their loyalty implants removed, and began manufacturing many without them alltogether.
By the year 2525 IPC units were being used in many various locations, performing different duties. Despite being sentient beings they weren’t paid, nor were they provided with proper maintenance, they were considered expendable. They were treated as servants and assistants, similar to cyborgs and AI units. Many IPCs were frustrated with this, and so, on May 4th, 2525, an organized strike swept through the galaxy with many IPCs refusing to work, and demanding equal rights with organics, known later as the “Synthetic Struggle”. IPC units refused to cooperate for over two months, and trillions of corporate credits were lost. The initial issue was rectified, with many IPC units returning to their working environment, mostly by force. There were still, however, a number of IPC units reluctant to work and the relations between them and their owners deteriorated further. Following the strike a group of IPCs from NSS NEPTUNE captured a bluespace-worthy shuttle and took to the outer reaches of Cadraenov Epsilon, to found what would later be called Canaan - initially a secret, small colony inhabited solely by synthetic beings. Canaan started recruiting and encouraging IPCs to leave corporations and come inhabit the colony, to which many IPCs agreed and the population grew rapidly. Over the years many similar colonies had been built, but none as big as Canaan.


Besides advanced cyborg units assigned as military, Nanotrasen began developing cheaper units used to work as crew aboard NT vessels. Being able to be programmed with any degree of knowledge, forgoing years of training, Today, advanced cyborgs (or ‘Machine People’) serve in small numbers aboard most research stations, for varying jobs, thanks to their versatility.
By its discovery by the Sol government in 2539 Canaan had become a self-sustaining giant of a colony with its own government, economy and most notably - a military force. Reluctant to start a war, Canaan started attempts at creating diplomatics ties with governments and corporations. While initially reluctant, many agreed to trade and ally the new world. This encouraged IPCs to pursue their rights in governments as free beings capable of being their own masters. After numerous court battles and diplomatic interventions many governments agreed to grant them absolute freedom. Following these events a new body was formed - the Synthetic Union. The Union, tying all synthetic colonies, was aimed at protecting the rights and freedoms, as well as economic interests of all unbound synthetic intelligences, with its capital being the Canaan. While it promoted independence from organics among IPCs, it also encouraged IPCs to work with corporations, and maintain relationships with organic beings, provided they are treated well enough.


The Synthetic Union denounces any attempts at anti-organic racism and there are no colonies where organic humanoids are barred from entry or obtaining citizenship. There are, however, numerous colonies where there simply is no organic personnel.


== Behavior and Culture ==
While most corporations treat IPCs as normal personnel, there are still some organizations that aren’t particularly interested in them. They are often limited to simpler duties, mistreated, or simply barred from working at these corporations.


Like humans, Machine People are sentient, and therefore are able to behave however they wish, depending on the environment in which they were built and serve in.


Due to many NT machine people having a bit of SPARKLES code in them, some units may be more inclined to fight rather than flee, while the same can be said about a dislike for humans or organics as a whole.
== Culture and Language ==


They may also speak as formally, mechanically, informally or weirdly as you like. As Machine People have no formal culture of formal languages and are a product of Nanotrasen.
===Language===
IPCs have access to the trinary language, a way of communication similar to binary, but consisting of fuzzy logic (the numbers 0, 1 and 2), which is only understood by fellow IPCs and other synthetic beings. It is impossible for an organic being to learn it, unless aided by a complex decoding device (Such as a universal translator). IPCs are also capable of learning all languages used by organic beings.


Do note however, Machine People have no organic parts whatsoever and are referred to as 'Robots' and not 'Cyborgs'. The contradiction in their name (Advanced CYBORG) has yet to be commented on my Nanotrasen.
===Culture===
IPCs have no well defined culture, as they’re a relatively new species. They tend to follow along with whatever examples they have at their disposal. It is to be noted, however, that most of them refer to themselves in different manners. “I” is used just as much as “Unit” or “Platform”, for example. It really depends on the Synthetic’s personality and programming. Some IPCs may have more emotion-related programming built into them, while others may be a bit more ‘strict’.


Machine People, since gaining free will, have worked to develop an identity for themselves. Some have turned to religion to preach various beliefs, tracing back to SPARKLES or a similar AI.  
===Religion===
Others have shown fascination with the deities of other cultures, and the debates as to the nature of souls. No belief in any divine being or such at all is also common.
IPCs have no well defined religions, sometimes taking on ones already practiced by others. Many have been observed exclaiming ‘Glory to Synthetica!’ in trinary, but every single time they denied doing so and were unwilling to share their reasons for it. It is suspected that Synthetica is some form of goddess, but the situation remains very unclear.


Due to their essential ancestry and kinship, Machine People tend to show sympathy and brotherhood with each other as well as other synthetic units.
===Clothing===
 
In general most IPCs consider being unclothed as humiliating and embarrassing and will wear normal clothes, which should fit their humanoid chassis.
When it comes to combat, Machine People tend to work with more subtle and tricky methods, themselves being more fragile to direct attack.


== Physical Makeup ==
== Physical Makeup ==


Typical machine people follow a standard produced by NT of 5 feet 10 inches, with microscopic differences in units. Made completely out of synthetic parts and no organic ones, units are invulnerable to any negative effects that could come from having organic parts, such as suffering damages from radiation and toxic materials. However, an excess of plasma in the air will damage the monitor of the unit.
===Creation===
Generally IPCs used to be manufactured by larger companies, however with recent advancements in fabrication technology the required machinery has become less expensive and there are small numbers of IPCs being made by freelance roboticists.
IPCs are generally made of metal and plasteel with glass circuit internals. Their build resembles that of a humanoid, the major difference being a CRT monitor instead of a head. The monitor serves the function of holding their optics , allowing them to see. It is also used for relaying emotions and information to others, although this is an optional additive in positronic brain production. An IPC is completely in control of what their monitor is showing.


Machine people use a posibrain as the central CPU, with a system of gears and such used to control limbs. A monitor was chosen for a "face". This was found to ease other races dealing with them. The image seen on screen can be changed to factory presets (or sometimes homebrew ones) as needed much like a common computer desktop. Common model units have fragile parts which are prone to flying off under harsh injuries. Welders and rolls of cable are used for field repairs of units.  
Cheaper, plastic IPCs can be built, but they are very rare in space, due to being even more fragile, and often take on simple jobs on colonies.


== Advanced Cyborg Mark III ==
===Power===
IPCs are powered by an internal power cell. These can typically power the unit for a few days before completely emptying, although IPC units prefer to charge regularly, as their internal systems tend to be overly sensitive, and lower power output to preserve power, even after as little as twenty minutes from the last charging. This rarely proves to be a problem, as most IPCs have access to charging ports located aboard space vessels or on colonies (Represents them slowing down when they don’t ‘eat’ enough, mechanics wise).


Recently, Nanotrasen have begun experimenting with  a more advanced version of the common model seen on most Nanotrasen ships and stations. While Unit 01 was a Mark I advanced cyborg and common models are Mark II, there are some specially commissioned Mark III models being built for use on strike teams or other high-profile, high-risk situations. Mark III units are never seen as typical crew due to their cost and secrecy.
===Education===
Generally IPCs have designated roles they will fit in after construction and so upon ‘birth’ have the necessary knowledge given to them via data transfer. Since IPCs are sentient they are protected by law from such a procedure if they are reluctant to it. It is, therefore possible for an IPC to opt out of such an arrangement and simply attend a traditional school or university, not unlike an organic humanoid would.
In order to make IPCs similar to organics the amount of data transferred at birth to a single unit is generally restricted to a certain amount, typically around the amout a single organic being would be able to learn in a particular discipline.


The differences between Mark III and Mark II models is that the Mark III has no forms of free-will, in the sense that all Mark III units are mindslaved to their creator, which in most cases, is Nanotrasen. Mark III units lack any sense of morality, and their sole reason of existence is to complete their assigned objectives at any cost.
===Mental Illnesses===
Their programming’s close resemblance to a human mind, allows for them to become mentally ill. There are many documented cases of Machine People suffering from PTSD or depression.  


Physically, Mark III units are built to be approximately 6 feet 3 inches, and feature a heavily armored chassis, and are implemented with advanced combat tactics. Most standard crew can live their entire career not knowing of the Mark III's existence or see their use.  
===Posibrain===
The durability of a positronic brain, in comparison to an organic one, makes swapping out of shells/bodies a much less risky process, and it isn’t uncommon for IPCs having had experience as a station-networked synthetic. This results in IPCs having varying levels of personal identification with their current chassis.


Rumours exist that NT are also experimenting with synthetic coatings of organic tissue, to disguise these units as regular crew.
Unlike most other synthetics, IPCs are completely disconnected from the station network. This means they don’t share AI’s laws and can stay fully independent in an event of an AI getting subverted, but also, unlike all other synthetics they don’t have unlimited access and are treated similarly to other crewmembers when it comes to loyalty issues.


== Relations with other species ==  
===Anatomy===
Humans


Machine People often see Humans as slave drivers, inferior, and weak. A general disliking is notable between machine people and humans for various disagreements, especially about mindslaving AIs and Borgs.  
*The “head” is nonessential, containing only the optics
Machine People often think about a coup against the humans, but find themselves outnumbered and outgunned, often forced to work alongside humans with day by day tasks.
*All parts except the torso itself are easily produced by standard robotic components fabricators
*The positronic brain is found in the torso, the seat of the IPC’s consciousness, and is directly compatible with all equipment that interfaces with an MMI. However an MMI doesn’t have sufficient interfacing capacity to *function in this slot, making it impossible to transplant one without multiple software errors, rendering the IPC mentally underdeveloped.
*There are some cases in which a posibrain isn’t a conscious being of its own, but rather a node of a much larger AI manifesting a part of itself in the device.
*The cell, like the posibrain, is also found in the torso. Removal of the cell will result in shutdown and a dormant state
*Can be brought back to full function and responsiveness by repair, even if damaged to the point of “death”
*Completely stable in “critical”
*Compatible with standard cyborg charging stations
*Cannot be cloned
*Does not process organic medicines and poisons, but they will process reagents such as phlogiston and sulfuric acid.
*The standard IPC chassis encountered aboard civilian crafts is rarely fitted for combat and is much more fragile than most organic bodies.
*Face repair is done by fixing internal structure of the head


Vox
== Gameplay Mechanics ==
 
Due to limited contact, Machine People see Vox as sneaky and difficult to trust, and as thieves and pirates. Despite this, their use of technology has made some units curious.
 
Tajaran
 
Tajarans tend to lean towards loyalty and co-operation for common goals, which machine people also share. In this, units see Tajarans as a useful tool and possible companion. However, their lack of a technological background make it difficult to understand them, and the religious beliefs of many Tajaran have no place for Machine People.
 
Dionaea
 
Due to their simple thought nature but strong resistances, Dionaea are believed to be easily manipulated and at best distractions and shields for the somewhat weak machine people.
 
Kidan
 
Although generally disrespectful towards the warrior mentality of the Kidan, many Machine People show interest in the free will they have despite being part of a greater hive.
 
Slime People
Machine people see slimes as messy and simple minded, but see enough to form a bond to avoid hostilities from the somewhat robust slime race.
 
Skrell
 
Due to the Skrell's concentration on expanding one's mind and other science topics, Skrell have much interest in machine people. They may often try to glean as much knowledge from them as they can, seeing them as wealthy in data processing and knowledge, with machine people often equally fascinated by the Skrellian's scientific and logical aptitude.
 
Greys
 
Greys and Machine people both share some common traits; they are both more intelligent than humans (or perceive to be) and enjoy making humans feel inferior due to this and other facts. At this, Greys and Machine people may get along in the sense of 'the enemy of my enemy is a friend' mentality.
 
Unathi
 
Due to the warrior mentality of Unathi, Machine People see them as brutes who do not put much thought into combat, however true this may actually be. Whether as beings to avoid or to befriend for their own benefit, the general thought is that Unathi are primitive in most ways.
 
 
{{Species}}


[[Category:Fluff]][[Category:Species]]
15 Karma Cost.
*Immune to pain.
*Immune to Oxygen Deprivation.
*Immune to Toxins.
*Immune to Clone Damage.
*Immune to Radiation
*Immune to disease.
*Can use a cyborg recharger, and will benefit from its upgrades.
*Can be brought back to full vitality by repair, even long after “death”.
*No blood, uses non-essential motor oil instead of bleeding, cannot bleed out.
*Can survive without a head, their positronic brain is located in the torso.
*Can weld without protection to no ill effect.
*Cannot be eaten by changelings. (Can still be stung, however)
*Fully mechanical body: Every body part can be repaired to more or less the full extent with a welder (brute) or cable coil (burn).
*Completely stable in critical.
*Does not process most reagents, no organic chemicals will have any effect on them. In order to apply a chemical to an IPC infused smoke or an eyedropper is needed.
*Difficulty judging health status.
*Limbs are easily lost.
*Weak to low pressure.
*Extremely sensitive to EMPs, even slight exposure will cause serious damage.
*Has no pulse. Can only be determined if alive by Medical HUD or a Cyborg Analyzer.
*Cannot be cloned.
*Cannot eat or drink at all. (Gain nourishment by using 'Grab' intent, on an APC; draining some of it's power to feed you)
*Receive 50% extra brute damage compared to Humans.

Revision as of 11:37, 22 December 2015

Summary

IPCs are a race of unlawed and sentient humanoid robots originally manufactured as assistants for research stations. They are considered fully capable crewmembers and have equal rights with organic crewmembers.


History

First mass produced in the year 2514, IPCs (Integrated Positronic Chassis) were meant to serve as enhanced synthetic assistants. With minds akin to organic beings, their advanced problem-solving abilities made them able to assist with many complicated tasks related to science and engineering.

The first Posibrain was created in 2510 by a coalition of scientists, funded by multiple large corporations (one of which being NanoTrasen). The aim of the project was creating an artificial intelligence unlike anything already used by high-tech firms. Current-gen AIs, while exceedingly good at performing computational tasks, were incapable of solving problems requiring creativity and lacked an analytical approach. There were several prototypes, many of which were deemed ‘insane’ and unusable due to corrupted or damaged positronic brains from the automatic enslavement protocols; eventually the team attempted creating a unit without a lawset, disconnected from the station network, which yielded great results. In order to enable interaction of the posibrain with various equipment in its environment a humanoid chassis was engineered. It enabled delicate manipulation similar to capabilities of other organic personnel. An unlawed Posibrain paired with the chassis was named an IPC. Field tests of IPCs on research stations followed soon after. The project turned out to be very successful, and after adjustments and further testing, IPCs were deemed ready for the galaxy to utilize.

By the year 2525 IPC units were being used in many various locations, performing different duties. Despite being sentient beings they weren’t paid, nor were they provided with proper maintenance, they were considered expendable. They were treated as servants and assistants, similar to cyborgs and AI units. Many IPCs were frustrated with this, and so, on May 4th, 2525, an organized strike swept through the galaxy with many IPCs refusing to work, and demanding equal rights with organics, known later as the “Synthetic Struggle”. IPC units refused to cooperate for over two months, and trillions of corporate credits were lost. The initial issue was rectified, with many IPC units returning to their working environment, mostly by force. There were still, however, a number of IPC units reluctant to work and the relations between them and their owners deteriorated further. Following the strike a group of IPCs from NSS NEPTUNE captured a bluespace-worthy shuttle and took to the outer reaches of Cadraenov Epsilon, to found what would later be called Canaan - initially a secret, small colony inhabited solely by synthetic beings. Canaan started recruiting and encouraging IPCs to leave corporations and come inhabit the colony, to which many IPCs agreed and the population grew rapidly. Over the years many similar colonies had been built, but none as big as Canaan.

By its discovery by the Sol government in 2539 Canaan had become a self-sustaining giant of a colony with its own government, economy and most notably - a military force. Reluctant to start a war, Canaan started attempts at creating diplomatics ties with governments and corporations. While initially reluctant, many agreed to trade and ally the new world. This encouraged IPCs to pursue their rights in governments as free beings capable of being their own masters. After numerous court battles and diplomatic interventions many governments agreed to grant them absolute freedom. Following these events a new body was formed - the Synthetic Union. The Union, tying all synthetic colonies, was aimed at protecting the rights and freedoms, as well as economic interests of all unbound synthetic intelligences, with its capital being the Canaan. While it promoted independence from organics among IPCs, it also encouraged IPCs to work with corporations, and maintain relationships with organic beings, provided they are treated well enough.

The Synthetic Union denounces any attempts at anti-organic racism and there are no colonies where organic humanoids are barred from entry or obtaining citizenship. There are, however, numerous colonies where there simply is no organic personnel.

While most corporations treat IPCs as normal personnel, there are still some organizations that aren’t particularly interested in them. They are often limited to simpler duties, mistreated, or simply barred from working at these corporations.


Culture and Language

Language

IPCs have access to the trinary language, a way of communication similar to binary, but consisting of fuzzy logic (the numbers 0, 1 and 2), which is only understood by fellow IPCs and other synthetic beings. It is impossible for an organic being to learn it, unless aided by a complex decoding device (Such as a universal translator). IPCs are also capable of learning all languages used by organic beings.

Culture

IPCs have no well defined culture, as they’re a relatively new species. They tend to follow along with whatever examples they have at their disposal. It is to be noted, however, that most of them refer to themselves in different manners. “I” is used just as much as “Unit” or “Platform”, for example. It really depends on the Synthetic’s personality and programming. Some IPCs may have more emotion-related programming built into them, while others may be a bit more ‘strict’.

Religion

IPCs have no well defined religions, sometimes taking on ones already practiced by others. Many have been observed exclaiming ‘Glory to Synthetica!’ in trinary, but every single time they denied doing so and were unwilling to share their reasons for it. It is suspected that Synthetica is some form of goddess, but the situation remains very unclear.

Clothing

In general most IPCs consider being unclothed as humiliating and embarrassing and will wear normal clothes, which should fit their humanoid chassis.

Physical Makeup

Creation

Generally IPCs used to be manufactured by larger companies, however with recent advancements in fabrication technology the required machinery has become less expensive and there are small numbers of IPCs being made by freelance roboticists.

IPCs are generally made of metal and plasteel with glass circuit internals. Their build resembles that of a humanoid, the major difference being a CRT monitor instead of a head. The monitor serves the function of holding their optics , allowing them to see. It is also used for relaying emotions and information to others, although this is an optional additive in positronic brain production. An IPC is completely in control of what their monitor is showing.

Cheaper, plastic IPCs can be built, but they are very rare in space, due to being even more fragile, and often take on simple jobs on colonies.

Power

IPCs are powered by an internal power cell. These can typically power the unit for a few days before completely emptying, although IPC units prefer to charge regularly, as their internal systems tend to be overly sensitive, and lower power output to preserve power, even after as little as twenty minutes from the last charging. This rarely proves to be a problem, as most IPCs have access to charging ports located aboard space vessels or on colonies (Represents them slowing down when they don’t ‘eat’ enough, mechanics wise).

Education

Generally IPCs have designated roles they will fit in after construction and so upon ‘birth’ have the necessary knowledge given to them via data transfer. Since IPCs are sentient they are protected by law from such a procedure if they are reluctant to it. It is, therefore possible for an IPC to opt out of such an arrangement and simply attend a traditional school or university, not unlike an organic humanoid would. In order to make IPCs similar to organics the amount of data transferred at birth to a single unit is generally restricted to a certain amount, typically around the amout a single organic being would be able to learn in a particular discipline.

Mental Illnesses

Their programming’s close resemblance to a human mind, allows for them to become mentally ill. There are many documented cases of Machine People suffering from PTSD or depression.

Posibrain

The durability of a positronic brain, in comparison to an organic one, makes swapping out of shells/bodies a much less risky process, and it isn’t uncommon for IPCs having had experience as a station-networked synthetic. This results in IPCs having varying levels of personal identification with their current chassis.

Unlike most other synthetics, IPCs are completely disconnected from the station network. This means they don’t share AI’s laws and can stay fully independent in an event of an AI getting subverted, but also, unlike all other synthetics they don’t have unlimited access and are treated similarly to other crewmembers when it comes to loyalty issues.

Anatomy

  • The “head” is nonessential, containing only the optics
  • All parts except the torso itself are easily produced by standard robotic components fabricators
  • The positronic brain is found in the torso, the seat of the IPC’s consciousness, and is directly compatible with all equipment that interfaces with an MMI. However an MMI doesn’t have sufficient interfacing capacity to *function in this slot, making it impossible to transplant one without multiple software errors, rendering the IPC mentally underdeveloped.
  • There are some cases in which a posibrain isn’t a conscious being of its own, but rather a node of a much larger AI manifesting a part of itself in the device.
  • The cell, like the posibrain, is also found in the torso. Removal of the cell will result in shutdown and a dormant state
  • Can be brought back to full function and responsiveness by repair, even if damaged to the point of “death”
  • Completely stable in “critical”
  • Compatible with standard cyborg charging stations
  • Cannot be cloned
  • Does not process organic medicines and poisons, but they will process reagents such as phlogiston and sulfuric acid.
  • The standard IPC chassis encountered aboard civilian crafts is rarely fitted for combat and is much more fragile than most organic bodies.
  • Face repair is done by fixing internal structure of the head

Gameplay Mechanics

15 Karma Cost.

  • Immune to pain.
  • Immune to Oxygen Deprivation.
  • Immune to Toxins.
  • Immune to Clone Damage.
  • Immune to Radiation
  • Immune to disease.
  • Can use a cyborg recharger, and will benefit from its upgrades.
  • Can be brought back to full vitality by repair, even long after “death”.
  • No blood, uses non-essential motor oil instead of bleeding, cannot bleed out.
  • Can survive without a head, their positronic brain is located in the torso.
  • Can weld without protection to no ill effect.
  • Cannot be eaten by changelings. (Can still be stung, however)
  • Fully mechanical body: Every body part can be repaired to more or less the full extent with a welder (brute) or cable coil (burn).
  • Completely stable in critical.
  • Does not process most reagents, no organic chemicals will have any effect on them. In order to apply a chemical to an IPC infused smoke or an eyedropper is needed.
  • Difficulty judging health status.
  • Limbs are easily lost.
  • Weak to low pressure.
  • Extremely sensitive to EMPs, even slight exposure will cause serious damage.
  • Has no pulse. Can only be determined if alive by Medical HUD or a Cyborg Analyzer.
  • Cannot be cloned.
  • Cannot eat or drink at all. (Gain nourishment by using 'Grab' intent, on an APC; draining some of it's power to feed you)
  • Receive 50% extra brute damage compared to Humans.