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bioreplica

BIOREPLICA (SYNTHETIC)

Bioreplicas are uncommon in the Stellar Ring, and virtually unknown in the Verge. The few bioreplicas in the Verge have only recently arrived, usually on special missions for the stellar nations and corporations that own them. They are typically modeled after their creators or owners, and are virtually indistinguishable from their emulated species.

These anthropomorphic robots, modeled after their creators in most instances, are so convincingly lifelike that they are virtually indistinguishable from their biological counterparts. A bioreplica’s components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin. Bioreplicas are so lifelike that their fabrication and distribution are strictly regulated. Most bioreplicas are built for military or espionage needs, and they are frequently put to use as disposable soldiers, scouts, and spies. A few synthetics find roles in law enforcement or military-funded scientific expeditions.

Although freethinking synthetics are hunted down in some stellar nations that feel threatened by robots with autonomy, other “enlightened” nations prefer to treat bioreplicas with the same rights afforded to any sentient biological species. Regardless of how everyone else perceives them, bioreplicas are generally more interested in finding answers to the big questions plaguing their synthetic existence, such as what it means to be sentient.

A bioreplica’s artificial intelligence is so sophisticated and finely tuned that it can stimulate subtle facial expressions and complex emotions. It learns and adapts so quickly that many organics find it easy to mistake the artificial intelligence for biological intuition.

BIOREPLICA TRAITS

All bioreplicas are constructs. They also share the following traits:

  • Size: As the emulated species, alt-hough only small and medium-sized bioreplicas may be selected as heroes.
  • Speed: As the emulated species.
  • Ability Scores: A bioreplica has no Constitution score and a starting Charisma of 10. The remaining four scores are calculated and assigned exactly as for other species. Any modifiers for the emulated species are applied after assigned these points. Bioreplicas can improve their mental ability scores (Intelligence, Wisdom, and Charisma) every four levels just as organic characters do, but cannot raise their physical characteristics this way.
  • Starting Culture and Occupation: Bioreplicas never get a starting occupation or culture.
  • Hit points: Regardless of its class, a bi-oreplica always gets 1d10 hp per level. In-stead of applying a Constitution modifier to hit points, bioreplicas get bonus hit points per level based on their size: Small 5 hp, Medium 10 hp.
  • Armor: Bioreplicas may wear armor exactly as their emulated race, or they have certain types of armor attached to their frames.
  • Critical Systems: Although they are constructs, bioreplicas have vital areas and critical systems, so are subject to critical hits.
  • Cybernetic Incompatibility: A bioreplica cannot be fitted with cybernetic attachments.
  • Immunities: Bioreplicas are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and any effect that requires a Fortitude save, unless that effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted below), energy drain, or the effects of massive damage.
  • Lifelike Appearance: Distinguishing a bioreplica from its emulated species requires a successful Spot check (DC 20). The Disguise skill can be used to increase the DC of the check.
  • Manipulators: The manipulators of a bioreplica resemble and function as those of the emulated species.
  • Rejuvenation Cycle: A bioreplica runs on energy cells that need to rejuvenate regularly. During a 24 hour period, the bioreplica must shut down for 8 hours to replenish its energy supply. During this time, it is essentially asleep. If the bioreplica fails to rejuvenate, suffers a cumulative –1 penalty on attacks rolls, ability checks, skill checks, and saving throws each day until fully recharged.
  • Repairable: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) repairs 1d10wound points of damage to a bioreplica, and each check represents 1 hour of work.
  • Robot Resurrection: When a bioreplica is reduced to 0 hit points it is immediately destroyed, and cannot be repaired, although its “brain” may be removed and installed in a similar but intact frame. See Robot Resurrection
  • Sensors: Bioreplicas begin with a class VII sensors system.
  • Skills: A bioreplica gains and assigns skill points as other nonhuman characters do, using its Charisma bonus for Constitution-based skills.
  • Free Language Skills: A bioreplica can read, write, and speak one language.
  • Feats: A bioreplica receives no feats at 1st level. However, it gains feats normally as it advances.
  • Action Points: A bioreplica hero gains and uses Action Points exactly as organics do.
  • Height and Weight: A bioreplica has the same height range as its emulated spe-cies, but its weight is 1.5 X the normal weight of its biological counterpart.
  • Level Adjustment: +0
bioreplica.txt · Last modified: 2021/12/04 00:39 (external edit)