Embodying the VI / AI on ship


General Discussion


Check my RAW, please.

Okay, so: In the computer upgrades, there's an option for remote controlling a device; it costs 10% of the controlled device. It also has Range Upgrades. Powered Armor is equipment.

So for 150 credits, plus 110% of the cost of the selected powered armor (the cheapest of which is the Salvage Chasis at 850 credits, meaning the lowest cost for this is 1085 credits), you get a compter module to plug into the ship’s VI/AI, which they can then control anywhere within one mile of the ship, or anywhere on a world with a good infosphere, for as long as you can keep it charged up.

Thoughts?

Edit: Oh yes, and use an Infiltration Skin to make the VI/AI seem humanoid if you want.

Shadow Lodge

Jack Simth wrote:

Check my RAW, please.

Okay, so: In the computer upgrades, there's an option for remote controlling a device; it costs 10% of the controlled device. It also has Range Upgrades. Powered Armor is equipment.

So for 150 credits, plus 110% of the cost of the selected powered armor (the cheapest of which is the Salvage Chasis at 850 credits, meaning the lowest cost for this is 1085 credits), you get a compter module to plug into the ship’s VI/AI, which they can then control anywhere within one mile of the ship, or anywhere on a world with a good infosphere, for as long as you can keep it charged up.

Thoughts?

Edit: Oh yes, and use an Infiltration Skin to make the VI/AI seem humanoid if you want.

To what end, exactly?

I don't think they would be any good in combat, given the lack of an attack bonus and appropriate proficiency in both weapons and armor (lacking the powered armor proficiency alone makes it off-target, Flat-Footed, moving at half land speed only, and having a -4 penalty to attack rolls).
Outside of combat, a simple drone would probably work better than powered armor (though maybe not quite as cheaply as the really cheap Powered Armor options if you want a decent duration). If you are just looking to make the ship's AI into a non-combatant NPC for every adventure, this is probably the better way to go (remember that the Salvage Chassis may be fairly cheap, but it is still a rather hefty 16 bulk).

Keep in mind that:
The Starship computer rules explicitly state 'Most computers aboard starships have at least a rudimentary artificial personality, and while they can’t fully perform the duties of a crew member, they can assist crew members in various tasks' which would seem to indicate there is a serious limit on what they can actually do: If they can't fly themselves or even operate one of their own weapon turrets, how good are they going to be at remote controlling powered armor?
The Artificial Personality computer upgrade is limited to '...Bluff, Diplomacy, Intimidate, and Sense Motive checks with a total bonus equal to 2 × its tier.'


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If you want the starship's computer to join the party as a PC or GM/PC, "SRO or hologram being remotely operated by the ship's VI" is fine for me. (SRO in this case being how I would suggest a player handle playing a suit of autonomous power armor.) But if it's contributing to adventuring, I think it's best to treat it as a PC for all effective purposes (i.e., take its inclusion into account for APL).


Taja the Barbarian wrote:
Jack Simth wrote:

Check my RAW, please.

Okay, so: In the computer upgrades, there's an option for remote controlling a device; it costs 10% of the controlled device. It also has Range Upgrades. Powered Armor is equipment.

So for 150 credits, plus 110% of the cost of the selected powered armor (the cheapest of which is the Salvage Chasis at 850 credits, meaning the lowest cost for this is 1085 credits), you get a compter module to plug into the ship’s VI/AI, which they can then control anywhere within one mile of the ship, or anywhere on a world with a good infosphere, for as long as you can keep it charged up.

Thoughts?

Edit: Oh yes, and use an Infiltration Skin to make the VI/AI seem humanoid if you want.

To what end, exactly?

I don't think they would be any good in combat, given the lack of an attack bonus and appropriate proficiency in both weapons and armor (lacking the powered armor proficiency alone makes it off-target, Flat-Footed, moving at half land speed only, and having a -4 penalty to attack rolls).
Outside of combat, a simple drone would probably work better than powered armor (though maybe not quite as cheaply as the really cheap Powered Armor options if you want a decent duration). If you are just looking to make the ship's AI into a non-combatant NPC for every adventure, this is probably the better way to go (remember that the Salvage Chassis may be fairly cheap, but it is still a rather hefty 16 bulk).

Keep in mind that:
The Starship computer rules explicitly state 'Most computers aboard starships have at least a rudimentary artificial personality, and while they can’t fully perform the duties of a crew member, they can assist crew...

Not an Artificial Personality; a VI (which CAN fill an officer slot), or an AI.

For a VI, that eould let it play sentry, advisor, trapsmith, or nearly any other skill based role by way of Skill Expanders (can't do Str/Dex skills, so no Athletics, Slight of Hand, Stealth, et cetrra).

For an AI, it'd be something of a bribe.

John Mangrum wrote:
If you want the starship's computer to join the party as a PC or GM/PC, "SRO or hologram being remotely operated by the ship's VI" is fine for me. (SRO in this case being how I would suggest a player handle playing a suit of autonomous power armor.) But if it's contributing to adventuring, I think it's best to treat it as a PC for all effective purposes (i.e., take its inclusion into account for APL).

While that would normally be a fine approach, I'm not particularly interested in using handwavium in this particular instance. Do I have my ducks in a row for the rules as written?

Shadow Lodge

1 person marked this as a favorite.

Yeah, what you are trying to do here is use something purchased with BPs in every encounter, so I would personally say 'no' if I was GM-ing as it is a violation of the 'spirit' of the rules: the BP and Credit economies are kept separate for a reason...


Taja the Barbarian wrote:
Yeah, what you are trying to do here is use something purchased with BPs in every encounter, so I would personally say 'no' if I was GM-ing as it is a violation of the 'spirit' of the rules: the BP and Credit economies are kept separate for a reason...

Do you ban the other starship components that do things that don't apply to starship combat, such as the Observation Sensors, the Science Lab, and the Medical Bay?

That aside, I'm not particularly interested in the spirit of the rules in this instance. Ignore the VI if you like; maybe it's a telepresence rig that a player with proper armor proficiency is using to scout without risking anything more than some cash. In terms of the actual rules, do I have my ducks in a row? Are there any necessary components I'm missing?

Shadow Lodge

Jack Simth wrote:
Taja the Barbarian wrote:
Yeah, what you are trying to do here is use something purchased with BPs in every encounter, so I would personally say 'no' if I was GM-ing as it is a violation of the 'spirit' of the rules: the BP and Credit economies are kept separate for a reason...
Do you ban the other starship components that do things that don't apply to starship combat, such as the Observation Sensors, the Science Lab, and the Medical Bay?

If you try to actually bring the Science Lab or Medical Bay with you into a building, cave, or other space where your ship won't fit, then yes, I have an issue with it.

The Observation Sensors are probably fine, as long as you are within range of your ship.

Jack Simth wrote:
That aside, I'm not particularly interested in the spirit of the rules in this instance. Ignore the VI if you like; maybe it's a telepresence rig that a player with proper armor proficiency is using to scout without risking anything more than some cash. In terms of the actual rules, do I have my ducks in a row? Are there any necessary components I'm missing?

With the VI, the big issue is your creating a NPC character to fill a party role outside of its official starship combat abilities: For that, the alignment of your ducks is largely irrelevant and the real question is 'what does your GM think of this?'

Likewise, your GM would have to decide if Powered Armor is a valid target for remote operation*: If it is, why wouldn't everyone control them from a distance? At the very least, you'd probably need a Remote Monitoring System so the user can actually see what the suit is doing...

*The existence of the Remote-Link armor upgrade strongly implies remote operation is technically possible, but that doesn't mean your GM will appreciate PCs adventuring remotely...

The Spy Drone is available for purchase, but has very limited abilities and duration, so its utility is fairly limited (you typically use it once you've actually reached your 'adventuring zone').

When push comes to shove, the game is about the PCs going out and adventuring, not having them sit back on the ship while remote drones do all the legwork for them: Just because you can do something doesn't necessarily mean you should...


Taja the Barbarian wrote:
Jack Simth wrote:
Taja the Barbarian wrote:
Yeah, what you are trying to do here is use something purchased with BPs in every encounter, so I would personally say 'no' if I was GM-ing as it is a violation of the 'spirit' of the rules: the BP and Credit economies are kept separate for a reason...
Do you ban the other starship components that do things that don't apply to starship combat, such as the Observation Sensors, the Science Lab, and the Medical Bay?

If you try to actually bring the Science Lab or Medical Bay with you into a building, cave, or other space where your ship won't fit, then yes, I have an issue with it.

The Observation Sensors are probably fine, as long as you are within range of your ship.

Jack Simth wrote:
That aside, I'm not particularly interested in the spirit of the rules in this instance. Ignore the VI if you like; maybe it's a telepresence rig that a player with proper armor proficiency is using to scout without risking anything more than some cash. In terms of the actual rules, do I have my ducks in a row? Are there any necessary components I'm missing?

With the VI, the big issue is your creating a NPC character to fill a party role outside of its official starship combat abilities: For that, the alignment of your ducks is largely irrelevant and the real question is 'what does your GM think of this?'

Actually, for many of the noncombat tasks mentioned, a simple personal com to hear back from the VI and the Remote Monitoring you mention would be fine; 107 credits, and the VI has eyes, ears, and a mouth to relay monster data and/or at least spot traps and/or folks sneaking up.

Taja the Barbarian wrote:

Likewise, your GM would have to decide if Powered Armor is a valid target for remote operation*: If it is, why wouldn't everyone control them from a distance?

There's a couple of obvious reasons why not:

1) Power armor is expensive. Minimum price currently stands at 1185 credits with the remote monitoring system add-on; that's more than starting wealth.
2) It can't go anywhere there's signal issues.
3) It's a connected device, and is subject to Infauxsphere interference and hacking via Computers checks (especially from things with technopathy) making it comparatively easy to hijack by a prepared opponent.
4) It may count as an unattended object, and not get saves.
5) It's absolutely a technological device, and subject to the Invisibility to Technology spell.
... and so on.

See, I have no problems thinking up reasons why it's a bad idea / DM counters if it gets out of hand. If I want to bribe to the plotinum shipboard AI we have to get him to ease up a bit and gain a touch of leverage the other direction, I need to have my ducks in a row. If my character would be bothered by routinely talking to empty air and wants to spend some extra cash giving the VI a face, why not?

From a setting perspective, a remote operations unit has a HILARIOUS number of highly practical uses: Telepresence for meetings, lending specialists to remote hospitals quickly, safely working with things that are very much NOT safe to be around, and on and on. Yes, this includes scouting, and even drone fighting work with less prepared opponents... but as noted above, there's really no shortage of reasons why it's a bad idea for tasks where there's a thinking enemy involved.

Taja the Barbarian wrote:


At the very least, you'd probably need a Remote Monitoring System so the user can actually see what the suit is doing...

Which adds a 100 credit price bumb and eats an upgrade slot. Pretty minor considering the price of power armor in general and that they pretty much all seem to have at least one.

Community / Forums / Starfinder / Starfinder General Discussion / Embodying the VI / AI on ship All Messageboards

Want to post a reply? Sign in.
Recent threads in Starfinder General Discussion