Here is a template for one type of artificial life-form that I have designated Type 1. I was influenced by the AI in the Voyager episode "Think Tank."
Artificial Life-form Type 1 (Mechanical and Immobile)
Personality: Varies according to character concept
Physical Description: Depending on technology level, can be any size from small handheld size, to that of a large mainframe computer, and any size in between.
Homeworld: Planet or place where created.
Culture: Type 1 artificial life-forms often adopt the culture of their creators, or have no culture at all. If the latter is apparent, they simply have not spent any species skill points and these points are available at any time.
Languages: Binary computer language protocols, and language of creator.
Common Names: A type 1 artificial life-form uses whatever name it is assigned upon creation; or if independent, it is able to name itself. There is no one specific naming scheme for this type life-form.
Example Names: Landru, X-34533, V’ger, Tanru, Vaal
Favored Profession: Any, except those that require locomotion or movement.
Species Adjustments: Strength and Agility equal to 0, +2 Vitality, +2 Intellect, -4 Presence. Type 1 artificial life-forms are immobile but they are durable and intelligent. They are often very uncharismatic, and can be rather blunt at times.
Species Abilities
• Bonus Edge: Eidetic Memory: Artificial life-forms are considered to be sentient computers, they are able to store any data they are directly exposed to. See page 134.
• Bonus Skill: Computer Use: Artificial life-forms are innately able to utilize other computers. They gain the Computer Use skill (see page 110) at skill level 1. Artificial life-form characters can treat this as a professional skill for the purposes of skill acquisition (see page 98) and advancement (see page 153).
• Self-Diagnostics: By the use of internal sensors and advanced BIOS subroutines, it is able to diagnose damage done to the chassis or to software. Self-Diagnostic sub-routines repair software damage, but is able to identify damage to hardware systems. To diagnose damage to any systems requires a successful test (TN 10) and a successful test (TN 10) to repair software damage.
• Flaw: Emotionless: Any character with this flaw will take a -2 to all Social skill checks, nor can they use courage points for any Social checks as well. Special: This flaw can only be bought off by the use of 1 advancement
Type 1 Artificial Life-forms may initially choose 1 of the following, and purchase up to 2 additional abilities. Each will cost 1 full advancement:
• Built-in Communicator: Artificial life-forms with this ability are able to communicate with others who use subspace communications
• Self-Repair: A type 1 artificial life-form is able to repair damage done to its chassis, or to its internal hardware. The method of repair is usually nano-robots, or replication of broken components. Upon making a successful test (TN 10), the life-form regenerates a total number of wound points equal to 1 + its Vitality modifier each hour. This ability may be upgraded just as a trait. Self-Repair 2 decreases the test time to each ½ hour. Self-Repair 3 decreases the time to ¼ hour. This ability cannot be upgraded past Self-Repair 3.
• Self-Defense Weapon: The Artificial life-form is armed with the equivalent of a Type 1 Phaser which enables the life-form to defend itself.
• Appendages: The life-form is equipped with appendages that allow it to manipulate items in its environment, but they do no allow locomotion. This ability gives the life-form a Strength and Agility of 4 respectively. These attributes can be improved as non-favored attributes.
• Armor: An artificial life-form with this ability has a chassis that is created from a damage resistant material. The life-form is able to reflect damage equal to 3 plus the life-form’s Vitality modifier. (see “Armor,” page 91 of Narrator’s Guide)