# Artificial Intelligence

Artificial intelligence is the power behind creative capabilities for custom cybermods and robotics. It takes multiple steps to create AI powered cybermods and robotics, because a player first has to purchase or create the base cybermod or robot, and then subsequently install the artificial intelligence. AI of varying complexities can be found, purchased, or developed by a party member.

## Insertion

To install AI into a cybermod or robot requires a skilled PC or NPC. If the installation is being done under duress or time pressure, then a relevant roll should be made. The standard loading time for each type of AI is included in the description of each AI level.

## Tiers

AI is broken down into the same tiers as Skills. Building an AI at each tier takes the same amount of time as training a skill of that level. Not every tier requires someone to have the AI Skill.

| Tier    | Type            | Description                                                                                      | Skill                                                                                               | Loading Time | Cost   |
| ------- | --------------- | ------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------- | ------------ | ------ |
| Trained | User Assistance | Improves the abilities of a human operator.                                                      | Jury Rigging, Mechanical Repair, Industrial Equipment, Engineering, Computers, Hacking, AI, Rimwise | 1 Hour       | 10kcr  |
| Expert  | Autonomous      | Gives the base device the ability to conduct some tasks without human intervention.              | Engineering, Hacking, AI                                                                            | 8 Hours      | 100kcr |
| Master  | Sentient        | Gives the base device a full personality and ability to act independently of human intervention. | AI                                                                                                  | 24 Hours     | 1mcr   |

## Sentient AI

Sentient AI have a mind of their own. This means that Sentient Devices are given their own turns during play and are played like Contractors for [Solo and Wardenless Play](/solo-and-wardenless-play.md).

You generate a sentient AI using the following process.

1. Assign the AI stats[^1].
   * Combat is determined by the base device
   * Roll 3d10 + 35 for Instinct
   * Roll 5d10 + 50 for Loyalty
2. Generate a personality for the AI using the rules for [Generating Contractor Personalities](/solo-and-wardenless-play/generating-contractor-personalities.md). There is an AI specific Trait table provided below[^2].

### AI Trait Table

| **d10** | **Trait**   | **Behavior**                                                                                                                                                          |
| ------- | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1       | Chipper     | Gives all Contractors and AI \[+] on Loyalty Saves.                                                                                                                   |
| 2       | Cheeky      | Makes inappropriate jokes, giving \[-] on the party's Fear Saves.                                                                                                     |
| 3       | Unnverving  | Odd and strange, giving \[-] on the party's Sanity Saves.                                                                                                             |
| 4       | Malevolent  | Wants to cause harm. Loyalty -15 if this trait is chosen, and tries to sabotage actions of other party members.                                                       |
| 5       | Wise        | Has seen a lot. \[+] for party members on Intellect Checks and Fear Saves.                                                                                            |
| 6       | Soothing    | Calms encounters with sentient NPCs, ends Combat immediately, and gives \[+] on [Social Rolls](/house-rules/social-rolls.md).                                         |
| 7       | Belligerent | Makes aggressive comments to provoke fights, automatically starts Combat if not already in Combat, PCs all go after the encounters.                                   |
| 8       | Curious     | Only follows instructions if you can provide a reason why. Loyalty Saves are at \[-].                                                                                 |
| 9       | Rampant     | Refuses to follow instructions, and attacks the weakest biological life form within range for 1d5 Turns. Loyalty Stat permanently lowered by 1 for each Rampant turn. |
| 10      | Wild Card   | Roll for a random behavior off this table whenever this trait is triggered.                                                                                           |

[^1]: Stats for AI are much higher than for human contractors. Their base Instinct Stat is 38 with a upper limit of 65, and their base Loyalty Stat is 55 with an upper limit of 100. Generally, AI is created to be loyal to humans, so they always tilt towards doing what they are asked; however, there is always the chance of failure since rolls of 90-99 are always a failure.

[^2]: You can create more bespoke personalities by choosing traits from this table, the [Contractor Trait Table](/solo-and-wardenless-play/generating-contractor-personalities.md), or by creating your own traits and behaviors. You can create single-minded or complex personalities this way, but you can always lean into dealing with generated personalities.


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