Single Use Cache Manager L=4 Cache Manager L=5 Single Use Cache Key L=5 Single Use Cache L=6 Cache L=7 Cache Control L=- Cache Structure L=- Switching Cache L=7 Cache Key L=7 Integrator L=8 Projector L=8 Suppressor L=8 Projected Objects L=- Pattern Objects L=- Reality Generator L=8 Pocket Universe Generator L=8 Non Material Interface L=8 Non Material Reproduction L=- Non Material Communication L=- Demi Material Computer L=8 Demi Material Object L=- Imprinting Devices L=- Demi Material Circuitry L=8 Constructed Grower L=8 Constructed Decayer L=8 Planar Cell L=8 Planar Generator L=8 Planar Comp L=8 Planar Storage L=8 Cache Controller L=8 Grower L=9 Decayer L=9 Universe Generator L=9 Non Material Computer L=9 Non Material Object L=- Material Interaction Form L=- Autonomous Computer Intelligence L=- ACI Interaction Form L=- Alternate Interaction Forms L=- Non Material Learning L=- Areal Circuitry L=9 Matter Creator L=9
Explanations of Creation Devices
Single Use Cache Manager: see Single Use Cache. Reality Theory I is required. Range: touch (+1"/extra L). Uses: idling- 1ep/round, emptying- none. Weight: 100gp.
Level: 4th.
Cache Manager: see Cache. Reality Theory I is required. One of these is constructed with a Cache, at an effective -2L on the Cache, and controls the access point of the cache. They are very rugged, and should be treated as embedded in +2 Crystal. Multiple 'Managers may be built and tuned but only one may be the 'master' at any one time; if the master becomes untuned the first alternative which tries to become master (and is within 100" (x10/extra L of Cache) of the access point) succeeds. Each 'Manager is constructed for a Cache of a given L and being within 10" (x10/extra L of Cache) of the access point (and 100ep) is needed to tune one, tuning is only maintained as long as the 'Manager is powered with 1ep/round; the access to the cache follows the master 'Manager. Tuning range is 10x if there is no current master, i.e. tuning and becoming master is simultaneous. It is almost impossible to disconnect a 'Manager from its cache, except by interfering with its power supply. Range: movement- touch (+1"/extra L), tune- 100" (x10/extra L). Uses: idling- 1ep/round, movement- 1ep/100gpwt, tune- 100ep. Weight: 100gp.
Level: 5th.
Single Use Cache Key: see Single Use Cache. Reality Theory I is required. Frequently these are (Micro) Miniturised. Range: touch (+1"/extra L). Uses: idling- none, emptying- none. Weight: 10gp.
Level: 5th.
Single Use Cache: is a Cache which is filled during construction, and when used is emptied and the Cache ceases to exist. Reality Theory II is required. Unlike Cache, a Cache Manager is not constructed in the process, and a 4th level device (or a 5th level device for a Cache Key) for a single use 'Manager (or 'Key) must also be used; emptying the Cache makes the single use 'Manager (or 'Key) disappear into nothingness. In general there is only ever one 'Manager (or 'Key) associated with a Single Use Cache. See Cache Control and see Cache Structure for further details. Size: 1"radius (+1"/extra L). Uses: none. Weight: none.
Level: 6th.
Cache: is not a device but the time and cost to enable a small 'pocket' universe, or cache, to be constructed, by means similar to a one-off Pocket Universe Generator. Reality Theory II is required. In the process a Cache Manager is constructed (100gpwt, effective 5th level, could be (micro) miniturised). A properly used (Lesser) Reality Generator can substitute for a Cache Manager, as could a Portal Generator set up in the right place. It is almost impossible to disconnect a 'Manager from its cache, except by interfering with its power supply. See Cache Manager, see Cache Control and see Cache Structure for further details. Size: 1"radius (+1"/extra L). Uses: none. Weight: none.
Level: 7th.
Cache Control: is via a Cache Manager which gives access to the cache idling at 1ep/round and moving objects which are at zero range (+1"/extra L of Cache) to and from it at 1ep/100gpwt, typically with a brilliant flash of light. The Manager can be set to be controlled from within the cache by proper use of a Non Material Interface, and this (and Similar Crystal/Coils) is one of the few ways information can get into or out of a cache, except in a moved object. If there are very few objects in the cache, or a standard exchange is all that is required, a manager may respond to command words (it may be assumed to include a suitable sensor) with one word being allocated to each object or standard exchange; a manager understands one command word, +2/extra L of 'Manager. When an object appears it may be rearranged to some extent if it is to fit onto a living creature, or for example into its hand, e.g. a suit of armour, a spear; things that get in the way will be pushed out of the way, or if this is not possible, for example with clothes, shredded; living creatures will not be harmed. Note that the manager only counts as using 1/10 of the power it actually uses for the purposes of nano miniturisation, implanting, or bio circuitry. Suitable interfaces provide a far more general form of control.
Level: -.
Cache Structure: the space within the cache can be set on creation to be either one or ten zones, or 'fingers', and an atmosphere should be specified, e.g. vacuum, helium, dry nitrogen, normal air. It must also be specified whether time passes within the cache as a whole. A distinction may be made betwen physical and mental time, so for example mental but not physical time passes (this stops most material not living devices except things like Field Processor, Macro Storage and Non Material Interface which extend into higher planes), or physical but not mental time passes (which prevents thought above reflex level by almost anything except non material devices without a current physical form or immaterial spirits; non-AI robots are not effected). Caches are almost undetectable and will not show up on a Portal Generator doing nexus search, a faint disturbance can be seen on the astral plane or with True Sight and very careful use of a Matter Scanner can find one that has become disconnected from its manager. A Matter Scanner linked to a tuned idling Cache Manager (which need not be the master) can scan the contents of a cache (using just a Non Material Interface is not sufficient).
Level: -.
Switching Cache: is a Cache where all the contents along with a Cache Manager switch for a object attached to the current controlling master Cache Manager. Reality Theory II is required. A second Cache Manager must be constructed, tuned and placed in the cache along with its contents as this cache is created, this uses a device construction slot of -2L, i.e. base L=5. This 'Manager will then automatically become the master after the switch. The structure of this cache is a single zone for which time does not pass (thus the 'Manager within the cache does not need power). See Cache Control and see Cache Structure for further details. Size: 1"radius (+1"/extra L). Uses: none. Weight: none.
Level: 7th.
Cache Key: is a Cache Manager which does not need any idling power. Reality Theory II is required. They are very rugged, and should be treated as embedded in +4 Crystal. A 'Key acts as a Cache Manager of -2L, i.e. for a Cache of equal L, and still needs 100ep to tune it. It is almost impossible to disconnect a 'Key from its cache, particularly as they need no power supply, though they may be built with an off switch. Range: movement- touch (+1"/extra L), tune- 100" (x10/extra L). Uses: idling- none, movement- 1ep/100gpwt, tune- 100ep. Weight: 10gp.
Level: 7th.
Integrator: projects/suppresses, or (un)grows objects into/out of existence from a pattern. Reality Theory III is required. At +1L acts as a Matter Scanner of -2L. Acts as a Projector or a Suppressor which can only project/suppress constructed objects, at +1L as a Projector/Suppressor of -1L, or as a Grower or a Decayer which can only grow/decay constructed objects, at +2L as a Grower/Decayer of -1L. Multiple integrations may be coordinated, for example to suppress one object and project another in its place, or to project to its full growth an object that is still being grown, or to project an object so it is not obvious it has been/is being decayed. Three objects may be integrated at once, +2/extra L. Objects that have been grown may be treated as if they had Self Repairing Circuitry as one integration object. Range: none. Uses: as Projector, Grower. Weight: 10,000gp.
Level: 8th.
Projector: projects objects into existence from a pattern, in a way similar to Projected Circuitry, while power is supplied. Reality Theory III is required. Acts as a Matter Scanner of -1L. The pattern used is not stored in a crystal but is from a (recording from a) Matter Scanner. Three objects may be projected at once, +2/extra L. If a large object is being projected objects may be projected within/in contact with it even though they are not in contact with the Projector, also note that range is gained if linked to a Reality or Universe Generator. A reversed Projector, a Suppressor, may be constructed, which uses the pattern of an object to suppress its existence while power is supplied, this also acts as a Matter Scanner of -1L. See Projected Objects, and see Pattern Objects for allowed objects. Note there was a L=2 device, Thrower, in "Weapon Devices" with the same name. Range: none. Uses: 1ep/100gpwt/round. Weight: 10,000gp.
Level: 8th.
Suppressor: see Projector.
Level: 8th.
Projected Objects: can change to some extent without their Matter Pattern being changed, for example machines function and living creatures move and learn. These changes will be lost if projection of the object stops even for a moment (this is one way damage can be shrugged off), however they could be recorded using a Matter Scanner and the pattern updated. Even if objects are being projected moment-by-moment then if they become 'part' of a (non-projected) living creature, e.g. food, water, or air is consumed, an object is carried for a long time; they will not disappear if they are no longer projected, in this way living creatures act like Reality Generators themselves. This also applies to machines that have a life aura. In a similar way objects which are projected over a long period of time, typically years, or are greatly loved, may 'grow' into a permanent existence. The reverse applies to things consumed and thus becoming part of a projected creature, e.g. food, water, or air; these disappear when the creature ceases to be projected.
Level: -.
Pattern Objects: are potential objects in the form of scans or Matter Patterns. The basic objects allowed are constructed objects, living bodies with simple persona (animal level, or human with INT, WIS, and CHAR below 9), and non-living objects. At +1L objects are any minds/persona, magic, and non-living Non Material Objects, and at +2L living Non Material Objects. The object is completely accurate but DMs may optionally impose limits so that it acts as at most 7th level(s) or 7 hit dice with 35HP, 3rd level devices and 4th level enchantments, +2 level/hit dice, +10HP, and +1/+1 level per extra L, e.g. 11th/11HD, 55HP, 5th/6th at mark III. Note that Non Material Objects have a nominal weight (base 1tn (x2/extra L), plus device wt), as if they were real, for the purpose of calculating power requirements, even though they have no real weight. Also note that androids with any minds/persona grown in Android Moulds, who have not gained at least two levels and hence become independant, count as constructed objects.
Level: -.
Reality Generator: see "Reality Devices".
Level: 8th.
Pocket Universe Generator: a lesser version of Universe Generator which only creates a simple universe. Reality Theory III is required. Minor Universe Generator Control program is used to make minor 'workshop' or 'pocket' universes, with uniform laws, no living things above reflex-level intelligence, and no more than a few miles radius. The generator may not draw power from the universe it is creating. May act as a Lesser Reality Generator of -1L to dynamically (temporarily) change the laws, and may act as a Portal Generator or Viewer of -1L to anywhere in any universe it has ever generated. A Matter Transmuter and an Integrator of equal L, and a Matter Scanner of at most -1L, may be linked to a Pocket Universe Generator so it functions anywhere within a universe it is currently generating. Cannot create a Cache. There is only one L of this device, but a Universe Generator may function as a higher L of it. Uses: 10ep/1"rad/round, create- 1ep/5gpwt. Weight: 10,000gp.
Level: 8th.
Non Material Interface: allows devices to access the information, and with permission stored power, in a Demi or Non Material Object as if it were material. Multi-Planar Theory II and Reality Theory I is required. May also allow communication with spirits and astral forms, and access to the ethereal, inner and astral planes for detection devices. Gives the ability to fight almost any creatures that require magical weapons to strike, usually up to +3, if the creature gains this by being dimensionally displaced, or 'not quite there'; DMs may rule exceptions, such as purely physical creatures or those using the outer planes. There are two varieties of Non Material Interfaces, the standard non-living, and the living variety incorporated into Demi and Non Material Computers. Using the living variety Non Material Reproduction and Non Material Communication is possible. Requires 10gpwt of spectrum (rainbow metal) for coils. Active Sensor. Range: 1". Uses: 1ep/turn. Weight: 100gp.
Level: 8th.
Non Material Reproduction: is two Non Material Computers, which both have gained at least two levels of experience in their highest class, generating a Non Material Computer of average L. This all requires a Non Material Interface. For example a 9th+ level NMC I (L=9) and an 11th+ level NMC II (L=10) would generate an up to 9th level NMC II (L=10). Round up halves (e.g. L=10 and L=11 gives L=11). This requires them both to have Non Material Interfaces and takes the normal construction time. The Non Material Computer Generation program could be split between the two NMC Macro Computers if they are only NMC Is, but an extra Macro Computer would be needed for the Pattern Synthesiser Programming program. If desired the generated NMC may use 8L and gain a Non Material Interface, without needing to destroy one as would be usual for other imprinted devices. If a Non Material Computer does not initially have a Non Material Interface, and gains one later using the extra imprinted device levels gained from experience, then the required two levels of experience to be gained before reproduction count from this point. Note that any Material Interaction Form to be imprinted must still be obtained from somewhere, for example an Android Mould. Demi Material Computers are not capable of using this form of reproduction.
Level: -.
Non Material Communication: extends the usual non material Audio Transceiver capability to the material and other planes, while still being only range touch. This all requires a Non Material Interface. Allows direct telepathic access between Non Material Computers as a Mind Interface II (vision, sound and touch, 1" range), but to initiate communications must have the Interface Pattern of the other. Extends this to any range telepathic projection via the astral plane using Aspects, for two-way communication both must have the the other's Aspect. In general must touch to exchange Aspects. While engaged in Non Material Reproduction each partner can fully read the Persona of the other, and can scan their Material Interaction Form.
Level: -.
Demi Material Computer: is not a device but the time and cost to create a Demi Material Object which includes a living intelligence. Reality Theory II is required. This combines the abilities of a Pattern Associator, a Macro Computer, and Macro Storage, all of -2L, giving 10+D5 INT/max 13 (not experiencing or comprehending emotion), 54MC, and 500MC; none of these use any power to run and are anchored in an array of Crystals. Note the Macro Computer contains the Artificial Intelligence program. Imprinting Devices is used to a limit of 16 levels of device (+7/extra L). The intelligence is a basic 5th level (usually Fighter or Technician), +2/extra L, and definitely gains experience points unless deliberately crippled in construction (e.g. could be restricted to animal intelligence, and given very limited self-will), gaining seven extra Imprinting Devices levels every two experience levels, and 1D8 extra HP per level. It has no ability to move in itself. Can be Nano Miniturised. Pattern Synthesiser Programming program, but nothing like the Non Material Computer Generation program, is required. Uses: none. Weight: 1/2tn (x2/extra L).
Level: 8th.
Demi Material Object: is a device, or number of devices, the structure of which has been imprinted on raw space with a (massive) material anchor. These devices are recreated, 'actualised', or 'realised', as clearly visible fully material full-size forms, as Projected Circuitry at 1ep/100gpwt/round, from demi material Matter Patterns. Damage to the device can be shrugged off by shutting it down for a round and then recreating it; note this looses any power or information stored in the device. It has 53HP, +10HP/extra L, and 5th level, +2/extra L, (usually Fighter) saves. It also functions as a Macro Accumulator of -2L and a Micro Cosmic Tap of -1L storing 5,000ep and drawing 5ep/round (both x2/extra L), but neither requires to be realised or requires any anchor mass. In addition they have abilities equivalent to a pair of Robot Eyes II interfaced via a Visicoder, a pair of Sound Sensors interfaced by a Vocoder, and a range touch Audio Transceiver which can only communicate with demi or non material things, all only while without a Interaction Form. The senses are not much use for non living objects unless they have something like a Computer. Except for the anchor they are treated as Non Material Objects unless otherwise noted. Note that the anchor mass is almost totally passive, except for seven crystals each about 4gpwt which are similar to those used in Projected Circuitry; these crystals might be implanted in a living creature of sufficient mass, which would thus provide the anchor mass, be part of a building, or another alternative would be to use a sufficiently large Robot Frame. Living 'Objects naturally heal damage at 1HP/day, unless a crystal has been damaged, or they are in some form of suppressing reality field; non living must be repaired, generally requiring something like a Reality Generator. They also have the optional ability to generate any one of the specified versions of Interaction Form (see "Life Devices"), which does not use power or require extra interface devices or programs, looking like a living being if the 'Object is living, such as a human body, or a ring, an interface, a control panel, or even a robot. This form may go up to 1" (x2/extra L) from the 'Object; on occasion living 'Objects have been known to download themselves fully into the form, and cease to function as Demi Material, but this should be treated like use of a Survival Scanner, and needs to be judged by DMs on a case-by-case basis (keeping the seven crystals might be a good idea).
Level: -.
Imprinting Devices: is the process by which normal material devices become a demi or non material Matter Pattern, either anchored in Crystal for Demi Material Objects, or in the structure of raw space for Non Material Objects. This is done by destroying devices of at most -1L, in a way similar to a Decayer. If instead of destroying devices existing Matter Patterns are used, e.g. from a Matter Scanner, the maximum is -6L; for living 'Objects +1L/extra 2 experience levels attained, to a maximum of -1L (after 10 levels attained). However, if the Matter Patterns are processed via Integrator II+, acting as Grower/Decayer, then the maximum is -3L (ignore normal Pattern Object limits), again +1L/extra 2 experience levels attained, to a maximum of -1L (after 4 levels attained). Note that a Constructed Grower combined with a Constructed Decayer would substitute for an Integrator II. Unused device levels may be 'saved', until more are gained. Another use for unused device levels is to 'carry' extra demi or non material Matter Patterns, one device level per device, and the device L may not exceed carrier's max device L. Living demi and non material objects grow with experience and 7 levels of device are gained per 2 levels of experience gained (further devices can be imprinted, or existing ones simply increased by +1L, maximum the original limit), again using a Decayer-like effect. No use may be made of carried devices, until sufficient spare device levels become available, or they may be passed to others, but not stolen except by things like very precise use of a Reality Generator of at least equal L. Very careful 'surgery' using a Reality Generator of at least equal L (requires at least Reality Theory III, Programming II, and a R/MM roll) may allow device levels being used for existing devices to be freed for reuse.
Level: -.
Demi Material Circuitry: is not a device but the time and cost to create an unintelligent and non-living Demi Material Object. Reality Theory II is required. Imprinting Devices is used to a limit of 35 levels of device (+7/extra L). 'Living' devices are not allowed as one of the devices, and any information storage device will loose its contents while it is not realised, except for its original contents when imprinted. See Areal Circuitry. Can be Nano Miniturised. Nothing like the Areal Circuitry Generation program is required. Uses: none. Weight: 1/2tn (x2/extra L).
Level: 8th.
Constructed Grower: is as a Grower of +1L but only for constructed objects. Reality Theory III is required. Acts as a Matter Scanner of -1L but only for constructed objects, of at most 7th level(s) or 7 hit dice with 35HP, 3rd level devices and 4th level enchantments, +2 level/hit dice, +10HP, and +1/+1 level per extra L. A reversed Constructed Grower, a Constructed Decayer, may be built, which is as a Decayer of +1L but only for constructed objects. Range: none. Uses: 10ep/round/object (minimum 1ep/100gpwt). Weight: 10,000gp.
Level: 8th.
Constructed Decayer: see Constructed Grower.
Level: 8th.
Planar Cell: see "Power Handling Devices".
Level: 8th.
Planar Generator: see "Power Handling Devices".
Level: 8th.
Planar Comp: see "Computer Devices".
Level: 8th.
Planar Storage: see "Computer Devices".
Level: 8th.
Cache Controller: is a Cache Manager which does not need any idling power, and has a number of other functions. Reality Theory II is required. This device is very rugged, and should be treated as embedded in +4 Crystal. A 'Controller acts as a Cache Manager of -3L, i.e. for a Cache of -1L, and does not need any power to tune it. Moving objects into and out of its cache uses only a tenth the standard power. Further, while connected to a cache, can store 5,000ep and can tap 1ep/round in/from the dimensional interface, similar to a Macro Accumulator and a Nano Cosmic Tap, neither effect being normally detectable or lock/dampable, or needing any anchor mass. This power may not be (directly) used by objects in the cache, and is typically used by objects extracted from the cache. Range: movement- touch (+1"/extra L), tune- 100" (x10/extra L). Uses: idling- none, movement- 1ep/1000gpwt, tune- none. Capacity: store- 5,000ep, tap- 1ep/round, both x2/extra L. Weight: 5gp.
Level: 8th.
Grower: 'grows' objects into existence from a pattern. Reality Theory III is required. Acts as a Matter Scanner and a Projector of -1L. Objects may be grown taking 1 day/level or HD so that they will be permanent without power input, limited as a Projector of -1L. Five objects may be grown at once, +2/extra L. A reversed Grower, a Decayer, may be constructed, which 'ungrows' objects taking 1 day/level or HD, optionally burning their Matter Pattern into Crystal, and also acts as a Matter Scanner and a Suppressor of -1L. Range: none. Uses: 10ep/round/object (minimum 1ep/100gpwt). Weight: 10,000gp.
Level: 9th.
Decayer: see Grower.
Level: 9th.
Universe Generator: creates a new universe. Reality Theory III is required, and Programming II to operate, this. Similar to a Reality Generator, 'blows' a new universe, like a bubble in non-space, and imposes laws on it. Matter to be formed in it uses 1ep/10gpwt (x2wt/extra L) (see Matter Creator for more details) and may be added after the initial laws have been laid down. May act as a Pocket Universe Generator of equal L. Universe Generator Control program is required for small universes (e.g. of a single inhabited solar system or crystal sphere), with three copies required for full universes. The generator may not draw power from the universe it is creating. Basic power usage is as a Reality ~ based on difference in laws, the radius may be slowly increased expending power only for the increase in radius. A Universe Generator may act as a Reality Generator of -1L to dynamically (temporarily) change the laws, and may act as a Portal Generator or Viewer of -1L to anywhere in any universe it has ever generated. Acts as a Matter Transmuter and an Integrator of equal L, and a Matter Scanner of -2L, anywhere within a universe it is currently generating. Can create a Cache of at most -2L in one day, using Minor Universe Generator Control program; a Cache Manager or Cache Key is generally built in parallel. Uses: 10ep to 1000ep/1"rad/round, create- 1ep/10gpwt (x2wt/extra L). Weight: 10,000gp.
Level: 9th.
Non Material Computer: (NMC) is not a device but the time and cost to create a Non Material Object which includes a living intelligence. Reality Theory II is required. This combines the abilities of a Pattern Synthesiser, a Macro Computer, and Macro Storage, all of -2L, giving 10+D5 INT/max 13 (not experiencing or comprehending emotion), 108MC, and 1000MC; none of these use any power to run, and do not require sleep. (A Pattern Associator of -2L is an alternative to a 'Synthesiser, giving 15+D5 INT/max 18 (fully human mind).) Imprinting Devices is used to a limit of 23 levels of device (+7/extra L). For example it could perceive things as if it were a Spy Beam of -3L, travel freely as if it had a Teleporter of -2L and effect reality as if it were a Reality Generator of -1L (all assuming it has the correct programs). To damage the Matter Patterns which make up the computer would require a properly used Reality Generator II+ (or a Wish), and the attacks do 1D6 per level of spell or device, save for half. They are a basic 7th level (usually Fighter or Technician), +2/extra L, ('Associators are a basic 9th level) and definitely gain experience points unless deliberately crippled in construction (e.g. could be bound to one person with no ability to move of itself and very limited self-will), gaining seven extra Imprinting Devices levels every two experience levels, and 1D8 extra HP per level. Non Material Computer Generation program is required as well as the appropriate Pattern Synthesiser Programming program. Uses: none. Weight: none.
Level: 9th.
Non Material Object: is a device, or number of devices, the structure of which has been imprinted on raw space. These devices are recreated, 'actualised', or 'realised', as nearly invisible non material full-size forms, as Projected Circuitry at 1ep/100gpwt/round, from non material Matter Patterns. Even when actualised these devices are almost indestructible as they are being re-created moment-by-moment, and the Matter Pattern they are being re-created from is also almost impossible to damage except by direct reality alteration. Where required it has 63HP, +10HP/extra L, and 7th level, +2/extra L, (usually Fighter) saves. It also functions as a Macro Accumulator of -2L and a Micro Cosmic Tap of -1L storing 10,000ep and drawing 10ep/round (both x2/extra L), but neither requires to be realised or requires any anchor mass. In addition they have abilities equivalent to a pair of Robot Eyes II interfaced via a Visicoder, a sense matter and its density (range self) ability, suitably interfaced, a range touch Audio Transceiver which can only communicate with demi or non material things, and can fly at 12" by manipulating the basic structure of space using 1ep/turn, all only while without a Material Interaction Form (objects are almost invisible like this). The senses are not much use for non living objects unless they have something like a Computer. Living 'Objects naturally heal damage at 1HP/day, unless they are in some form of suppressing reality field; non living must be repaired, generally requiring something like a Reality Generator. They also have the optional ability to create either a Material Interaction Form (but see Autonomous Computer Intelligence), or any of the varieties of Interaction Form (see "Life Devices"), neither requiring any interface Coders, or no form at all (which might be bad for the long term sanity of living 'Objects). Note that quite a convenient place to hide 'Objects is inside suns, and they may 'hook into' a living creature to be fully concealed within them and carried almost anywhere, even when teleported or moving through world gates.
Level: -.
Material Interaction Form: is not a device but the means by which a Non Material Object interacts with the physical world, apart from the use of its actualised devices; moving the form moves the 'Object. This form does not have any separate intelligence, spirit or special powers, and where the 'Object is living is integrated into the AI so that it is its viewpoint on the world; damaging the form cannot directly permanently harm the AI, but may have psychological effects. The form could be living, such as a freshly-grown Android, if the 'Object is living, or for example a ring, an interface, a control panel, or even a robot. The form's HP and saves are those of the 'Object, living 'Objects could be considered to take subdual damage when their form is injured. The 'Object may use any senses or abilities the form has without any need for extra interface devices or programs, for example a form which was a control panel with a Video Monitor+ would allow sensing the controls and display of images and sound through the 'Monitor. The form is generated from a fixed Matter Pattern given in construction, in a way similar to Projected Form (see "Reality Devices") of -1L, which provides the basic physical identity with the form, but details such as clothing, hair length and style, and possibly ornamentation and hair colour, (or paint, labels, text or colour for non-living forms) may be changed given a little time and effort. The only power required is that to initially (re-)create the form, which takes 1ep/100gpwt, and the form may be destroyed at will at no power cost; note that the form is considered to be a constructed object.
Level: -.
Autonomous Computer Intelligence: (ACI) is a NMC with no physical extensions, not even the senses and ability to move of a standard NMC, and might as well not exist for the purpose of detecting it without direct reality sensors. However, can only interact via existing machines, and may have no imprinted devices which effect the physical world except via machines. May move around by attaching itself to flows of power or information, but only as long as these are being directed by machines. All ACIs can communicate with machines as if they had a range touch Visual Transceiver, and given a Non Material Interface (NMI) may directly tap and manipulate sensors and transducers etc, and use the other forms of Non Material Communication, as long as there is a path through machines. Given a NMI even Non Material Reproduction is possible, with another ACI but not a NMC. For example if two ACIs have each other's Aspects then they may communicate through linked machines at any range, in a way very difficult to tap. If an ACI is within a machine that is damaged then unless it can get out in time it will also be damaged (generally 1D6-3D6), and if the machine is destroyed (or completely switched off) and there are no flows along which it can escape then it will fall into a permanent coma-like state, tied to the destroyed machine. An ACI will generally be lost if the machine is shredded or disintegrated. Waking a comatose ACI will generally require something like a Reality Generator, and there may be problems in finding it. Like NMCs ACIs heal naturally at 1HP/day, but a fully healthy ACI can use its healing on the internals of a machine it occupies, again 1HP/day. Note that a machine with an ACI in it has a non material life energy field. ACIs are probably only suitable for campaigns where there is a (hidden) web of communicating machines, i.e. the Net, unless the idea of 'ghosts within (isolated) machines' suits a particular campaign. Not having a Material Interaction Form can be rather bad for the long term sanity of an ACI, as it does not have a form to hang a sense of personal identity on, and may tend to slide towards a comatose state; hence the need for a Net to interact with others on. ACIs may be rather envious of NMCs. See ACI Interaction Form.
Level: -.
ACI Interaction Form: is the means by which an ACI interacts with the world. A standard Material Interaction Form is not possible, as an ACI has no physical extensions, but an ACI can use an icon or 'avatar' to interact with others in the Net, up to the quality of a Mind Interface III, i.e. 3D images and full sensory. In the physical world an ACI could use something like Robot Control program to operate a robot body while resident in a computer, and could even 'climb aboard' down the comms link, but could not generally do this to a robot with its own living intelligence, i.e. 5th Gen+, though could probably make life very difficult for it. The ideal interaction form would probably be a 1st Gen Android Robot, with at least a Visual Transceiver quality comms link. ACIs also work best if they have somewhere to live, preferably with at least 108MC processing capacity, and 1000MC storage capacity (x2/extra L), i.e. equal to their personal capacity. Given a device like a Personality Recorder an ACI can take and keep updated backups of its persona, and of others who interface via a Dreamer, Mind Interface II, or a Mind Probe/Programmer with at least improved probing 1. ACIs can be paticularly fond of Field Processors, as they are almost impossible to completely destroy, but even so in an isolated Field Processor remnant they will probably slowly slide into a comatose state, though they may be able to hang on to a minimum level of consciousness for years (say equal to INT).
Level: -.
Alternate Interaction Forms: is not a device, but the use of Imprinting Devices device levels to give more than the basic Material Interaction Form, each of which acts in just the same way as the base form. Normally this is only done for living 'Objects. For example, L=2 Inanimate Form, L=3 Humanoid Robot, L=4 Android Robot or Android, L=5 Holo Form (basic Interaction Form), L=6 Image Form (standard Interaction Form) or Mental Form or even Macro Android, L=7 Mental Form II, and L=8 Dimensional Form (superior Interaction Form). So a NMC might be constructed to have both a normal Material Interaction Form of a human (Android), and also use 8 device levels to have an apparently identical Dimensional Form, which while functionally invulnerable cannot exert more than 3 STR, switching between them imperceptibly. An Inanimate Form is something like a ring or bracelet, and not capable of moving by virtue of the nature of the form, up to about 55gpwt. DMs might allow larger robot forms (e.g. L=8 Giant Humanoid Robot), or even vehicles (e.g. L=6 Heavy Astrer), but all but the basic frame (and limbs etc) should be limited as Projected Form (see "Reality Devices") of -1L, e.g. an Android form might have implanted devices of up to L=3. Note that the basic Material Interaction Form is considered to be L=4 and hence be the equivalent of four device levels, and DMs may allow, say, a Humanoid Robot at L=3 as an alternative, 'saving' one level; if this is allowed any levels should not be used for anything other than Interaction Forms. The initial 1ep/100gpwt to realise a form might become a problem with large forms. See Interaction Form in "Life Devices".
Level: -.
Non Material Learning: is not a problem for purely mental learning, but the effect of body reset (re-creating the Material Interaction Form), causing Reflex Pattern mis-match with the Interface Pattern (mind-body interface), gives major problems with aquiring new physical reflexes (e.g. Fighter levels and NWPs). There is a need for time to heal the effects of training, and a need to reach a new homeostatis, and to do this must not reset the body (or place in Sus An) during this time. The required time is 2 days (50hrs) for light training, 1 month (i.e. x13) for normal training, and 1 year (x13 x13) for intense training. A NMC could attempt to edit itself using a Reality Generator to reduce time one step, i.e. no time for light training, or more safely use some form of temporal acceleration. These rules only tend to become relevant with NMC (N)PCs.
Level: -.
Areal Circuitry: is not a device but the time and cost to create an unintelligent and non living Non Material Object. Reality Theory II is required. Imprinting Devices is used to a limit of 42 levels of device (+7/extra L). Pattern Synthesiser (or similar), living Non Material Interface, or anything else 'living', may not be one of the devices and any information storage device will loose its contents while it is not realised, except for its original contents when imprinted. Areal Circuitry may be programmed to a certain extent to respond to living things, for example if the material form is touched then an Identity Circuit might be actualised, which could in turn actualise other devices. Areal Circuitry can only be destroyed as a Non Material Computer, but it does not gain experience and is not living. Areal Circuitry Generation program is required. Uses: none. Weight: none.
Level: 9th.
Matter Creator: effectively forms non-living matter from nothing. Requires Reality Theory II and (Al)Chemical Theory III. Creation is done by using a hole which it punches through into non-space, generates matter within it, and then extracts it; the same technique a Universe Generator uses. The matter extracted is hydrogen gas, at double power use it may be elements no more complex than iron, at triple power cost Ferum (the form of iron used by Annihilators); all matter created is at room temperature. The matter obtained is suitable for feeding to a transmuter of some form, or directly into a created universe via a linked Universe Generator. Only one variety of matter may be being created at once (even at higher L). Punching the hole requires an initial expenditure of 1000ep and maintaining it requires 100ep/round idling. Great care is taken over who this is sold to, to avoid mass production problems. No maximum per round. Uses: punch- 1000ep, idling- 100ep/round, create- 1ep/10gpwt (x2wt/extra L). Weight: 10,000gp.
Level: 9th.