Morgan's Spacefarers and
Prairie Folk RPG Page

Main Unisystem Page
Spacefarers & Prairie Folk

Archetypes
Character Creation
Equipment
Organizations
Qualities & Drawbacks
    Synthetics

Starships
    Starship Enhancements
Synthetics, Androids, Robots & Replicants:
Inspiration:
    Both Blade Runner and the Aliens films are prime source material for Spacefarers & Prairie Folk. At least in terms of technology, so having some type of Synthetic, Replicant or other human-like Android isn’t out of the question. Plus the allegory of robotic slavery works well in the post Civil War setting that permeates Westerns and influences the Spacefarers & Prairie Folk setting.

Synthetics Technology:
    Synthetics are not shiny, metal skinned androids, chirping garbage cans on wheels, nor are they cheap remote controlled love bots that can barely stand up on their own. Each Synthetic is a is a fully autonomous android that is almost identical to humans in form and function. In fact to all outward appearances they look and act very human.

    However close physical inspections, a medical scan, or any injuries will reveal them to be artificial. Once you get shot and bleed a milky white fluid it’s very hard to pretend to be human. Many synthetics may also have peculiar mannerisms, speech patterns, or slightly alien appearances such as odd skin, hair, or eye coloring that give them away as not being totally human. But most Synthetics are generally indistinguishable from human beings.


    Synthetics can be programmed with a wide variety of skills and knowledge, they are also capable of learning new things, new skills, and interpreting new data. Synthetics aslo possess greater then human strength, reflexes, reaction time, and stamina. For the most part though synthetics sensory and other physical abilities are on par with human beings.

Synthetics in Spacefarers and Prairie Folk:
    Though they look human and may prefer the term Artificial Person, lots of people still refer to them as 'Robots', 'Droids' or 'Damned Machines that took my job'. Anti-robot resentment might run very high on the frontier and elsewhere. But the truth of the setting is that while Human life is very cheap, Robots are very expensive. The Corporate bottom line is important to the Suits back on the Core Worlds. For instance on a dangerous terraforming mission why not hire 500 indentured workers (i.e. Slaves) for the cost of maybe 5 synthetics. So what if nearly 80% of them die off, that’s just the cost of doing business.

    That being said there are some circumstances where a Synthetic is a much better choice then a human. Given their vast memory and program capacity a single Synthetic can be programmed with all of the knowledge and skills of an entire science and medical team, this coupled with their durability and ability to operate in environments that would prove lethal to ordinary humans, can make Synthetics extremely valuable to a wide variety of missions.

    Since the technology of Synthetics is so extremely expensive they are much more likely to be found on the Core Worlds, or on Government and Corporate Ships and Instillations out on the Frontier. There is also the attitude among these agencies that Synthetics are property and therefore have no rights, and more than likely they are right from a legal standpoint. However some Synthetics get free and escape to the Frontier. As a result any free Synthetic on the Frontier should have an interesting story and reason (i.e. a cool gaming backstory with lots of good hooks for the Director and the Player alike) for being there.

Synthetics as Characters:
    For gaming purposes Syntheics are treated as normal characters with a special quality they advance normally using experience points. It is also a highly modifiable quality, almost any quality or drawback can become part of the standard Synthetic Quality packages. These might even include some mental and social drawbacks, such as Talentless or Humorless to simulate artificial intelligence's programming defects that have yet to be perfected. Drawbacks like Honorable and Non-Combatant can simulate ethical subroutines, and Minority works well for social problems an Artificial Person may encounter. And any free Synthetics hiding from their former owners on the frontier probably have a combination of the Adversary, Hunted, or Secret Drawbacks.

Synthetic 7 point Quality

    The Robot quality is the starting point of all Synthetic Qualities, Eidetic Memory and Natural Toughness also come standard with all models, they also have Talentless, and Honorable level 1 as part of their standard social programming. For different models additional Enhanced Attributes, Qualities and Skills can be added to the Syntehtic Quality. Keep in mind the original function of the model and work from there, the quality is meant to be very flexible.

Synthetic Models:
    Here are some examples of various Synthetic Models, and all bonuses are added to the basic Synthetic Quality:

Science Model Synthetic
13 point Quality

    This model is often used as a replacement for the Science or Medical Officer on deep space missions or on ships with extremely hazardous duty. Though brilliant and knowledgeable, their bedside manner often leaves something to be desired.
Attributes:
Strength -1 (-1)
Intelligence +2 (2)
Qualities & Drawbacks:
Non-Combatant -2 (-2)
Obligation (Company) Important (-1)
Synthetic (7)
Skills:

Doctor +3
Knowledge +2
Science +3

Pleasure Model Synthetic
11 point Quality

    This model is often used for things best left unsaid in polite company. Both male and female versions are available, and they are programmed for a wide range of non horizontal leisure activates. They often lack that certain indefinable quality that top level human Courtesans posses. But since most people can't afford Courtesans in the first place the manufacturers don't really view it as a design flaw. These models are often posted to Corporate and Military outposts on the frontier where few human courtesans wish to travel.
Attributes:
Strength -2 (-2)
Qualities & Drawbacks:
Attractiveness +4 (4)
Non-Combatant -2 (-2)
Synthetic (7)
Skills:
Influence +1 (1)
Wild Card (Love Play) +3 (3)

Security Model Synthetic
18 point Quality
    This model is marketed as a Security Guard to get around various laws against Synthetic serving as Soldiers, but everybody knows that they are combat troops plain and simple. They are often built to be large and intimidating for the psychological reasons. They also have a grim laconic manner, and follow orders almost without question.
Attributes:

Strength +1 (1)
Dexterity +1 (1)
Qualities & Drawbacks:
Fast Reaction Time (2)
Hard to Kill 5 (5)
Humorless -2 (-2)
Honorable +1 (1)
Obligation (Company or Military) Major (-2)
Synthetic (7)
Skills:
Getting Personal +2
Gun Play +3

Spacefarers and Prairie Folk by Andrew Perigrine appears in: