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Pathways LORE Compendium
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Technoids

History

“From death comes new life.” – Ancient Terran Proverb

These words were on the first Technoid breeding ground away from the Terran homeworld, and these words may truly be representative of the Technoid race.

For the early Terrans, the golden age came with the coming of the Wanderers. But they knew better than to quietly sit back and allow the forces around them to forever shape their destiny. The Rinn were peaceful, and willing to let them continue their way of life. They helped the Terrans discover mystic energies and technology beyond their capabilities. However, the leaders of the Terran homeworld knew that there might come a time when something malevolent came through the Pathways. To ensure the survival of the species, the government made several dozen secret labs, working on machines that could grow and educate new Terrans should they ever be wiped off the face of the planet. Scientists quickly went to work on these genetic reproductions. The biologists were good, but no matter how hard they tried they hit one fatal problem. They could not reproduce the brain. It was too complex, with mysteries unsolved even with the coming of the Rinn. They could not simply duplicate brains and still create people that were all unique. So the Terran scientists did what they could, and turned to another science that had been rapidly developing - AI.

The best engineers and designers in the world now played their part. Each one of these new Terrans would have an extensive computer network that would simulate the brain so well that, in theory, the new Terrans would be just like their predecessors. They built computers capable of providing nurturing care for these beings. Other computers taught them skills of the society that Terrans had built over so many centuries. Still other machines produced agricultural products. More made medicines and produced more machinery. And there were even some machines that made sure that no one who was not Terran could enter the plants. Everything seemed to be moving according to plan.

There was one fear the scientists had. They were afraid of what might happen if the new Terrans were exposed to some odd form of radiation or disease, both of which were likely causes of death for the Terrans. It seemed odd that a plan such as this might fail after so much work. In response to this threat, they included instruction to “Destroy any defective Terran subspecies before they reach you.” It was a cruel and much debated order, but it was the only way to ensure the survival of the species.

No longer willing to call them Terrans, the scientists involved deemed them, “Technological Humanoids” or “Technoids” for short. The plans were made, the labs hidden in seclusion. Codes were sent to the master computers monthly, which kept the Technological Humanoids from coming into being. A decade passed before the Terrans were forced to flee. Days later, the lights came on and the plants went into operation. Within a year, the Technoids were born.

The electronic brains of the Technological Humanoids reacted well to the instructions provided to them, and within a hundred years cities were built where before only labs had stood. Other cities were in place as well; many built from the salvaged ruins of other cities. Members of the mutant race eventually found these cities, but came nowhere near, for they were shot upon coming within visibility range of them. The Technoids were fast, efficient, and spreading. It seemed that they might take control of the world. Then the scouts came.

Terrans rediscovered their lost planet, and with it their lost children. Those who came knew nothing of these beings, and at first thought them to be strange and alien. The scouts came armed to the teeth; having heard from the Mutant population that they shot any whom came near. However, the “city-men” did not fire a single shot, nor give any sort of welcome to the new arrivals. Upon entering the city, the Terrans found everyone to be working hard. If the scientists who made them had seen this, it would have been a mixture of delight and terror. While the Technoids seemed to do everything perfectly, nothing had any sense of warmth or creativity that the Terrans could see. Conversation with them proved very possible, however, and the Technoids realized very quickly that their forefathers had come home. Being shown through the city, they discovered that Technoids even had art and philosophy. However, it was very cold, very dull, and very exact. There was dissension even among the scouts as they saw this. Some saw it as wondrous, others saw it as horrible.

The Technoid representatives met with the Terran leaders, and they struck a deal that day. The Terrans would be able to move back to the planet, the Technoids would not attack mutants and they would prepare for the arrival of the Terrans as well as other races. In exchange, the Terrans would help ensure that Technoids were recognized as a new yet independent race of beings. As councils were formed on the evaluation of Technoids and Mutants, an odd turn of events occurred. Rinn argued that these beings lacked the life force needed to be considered intelligent beings, saying that they were little more than machines. This surprised some, as the Rinn were known for their acceptance of any race that showed culture. However, there were those who had speculated that the Rinn would not be accepting of such a non-mystical race. The Terran representatives had made a deal, and they stuck to it. The Technoids seemed so similar to themselves, at least in appearance, that they defended them quite vocally. The Burgunns, typically reclusive, also voiced their support of the Technoids. In the end, the Rinn were convinced to back down from their position, and Technoids were given full rights as intelligent beings.

The Technoids immediately started exploring the galaxy. It is unknown whether this was a part of their training, a natural tendency, a decision made by those who left, or if it was made by the “Technoid Mainframe” as the government was called. Some believe it was a measure to make sure that Technoids would always be around, others think it was simply to make room for the coming Terran population. What is known is that within 30 years they had 3 off-planet bases up and operational, complete with cloning facilities and breeding grounds. Those who stayed at home, which were many, helped prepare the cities for the arrival of their parent race. It appeared to all that a new age of advancement was on the way.

Sadly, it was not to be. Terran purists destroyed the world within 50 years, and attempted to destroy the off-world Technoid bases at the same time. Fortunately enough, the second group of attempts failed, with only minor damage done to the Technoid bases. But without a homeworld, and many dead, the Technoids set out to wander the galaxy, along with the Mutants and Terrans.

The Technoids would not be kept down, however. Within a century they had bases on many of the more industrial planets in the galaxy. They became famed explorers, though it was unknown why so many members of this race would travel for so many years. Then, the reason was discovered. The Technoids had a new homeworld, which they called World001.

This world frightened all, even the Terrans and Burgunns who had once supported them. The Technoids had discovered that occasionally a planet would become no more, due to an asteroid or a comet, or would become uninhabitable minerals. Occasionally a Pathway would lead to where a world had once been, but was no more. It was well known that the Technoids were great and efficient builders, but none had suspected that they could build a whole planet! Many worried that they might take over, but soon the Technoid race made their intentions clear. They just wanted worlds to call their own, and felt that the artificial worlds were more efficient than natural ones. The panic stopped, and the Technoids formed their own interstellar government, known as the “Technoid Mainframe” after their former government on the Terran homeworld. The Burgunn Empire immediately absorbed the Technoid Mainframe, but the Technoids retained sovereignty over their created planets. The largest planet the Technoids have made is only slightly larger than what Terra was; most being small moons that orbit other planets in the Burgunn Empire. It is also known that the Technoid Mainframe is quick to take over any planet that is devoid of life for mineral use. From these worlds they create more. From death comes new life.

But it appeared that Technoids might be the victim of some unknown threat. A century ago, there were rumors that one world in the Mainframe had been infected with a computer virus. Technoids dreaded this prospect like other races dreaded nerve gas. They quickly cut off lines of communication with that world. When a group of Burgunns finally went to investigate, they appeared in the cloning centers shortly after. The planet was gone.

Many members of the Technoid race know what happened that day, but have been told not to reveal it to anyone, ever. The ultimate threat to Technoids and to the Mainframe is a new race called the Viroids. These are Technoids from worlds infected by this computer virus. The virus changes the worlds and the Technoids on them into life-destroying monsters. Reports exist in the Mainframe that all Viroids think with one mind and no voice. They are slow, methodical, and can (under the right circumstances) infect a Technoid. They are described as having gray skin, but otherwise appearing to be Technoids. Caution is advised when dealing with them, and elimination of them is preferable.

But the Technoids have moved on from that day. While a few worlds have been infected, the disease appears to have stopped. With the planets gone, the Technoids wait patiently for the return of the Viroids, so that they may eliminate this threat. The Mainframe is secure, the Technoids free, and the universe their breeding ground. But those words “From death comes new life,” which used to be so representative of Technoid survival may be their downfall at the hands of this new threat.

Society and Culture:

“Technoids aren’t born, they’re made!” – Famous Rinn argument against Technoids

Technoids begin life in breeding grounds. They are grown in vats for a period of about 9 months. There is no such thing as a pregnant Technoid, however some Technoid women get injected with hormones to allow them to fake pregnancy while the infant is being born. After birth, Technoid children are placed under adoption with a suitable family with similar traits. On Technoid machine-worlds, these children always go to Technoid parents. On other worlds, these children may be placed with non-Technoid parents, however such families are always carefully screened. Technoids who grow up with other races grow up as members of that society, which partially explains the Technoid reputation for adaptability. Those who grow up in Technoid society come out slightly differently.

Technoid society teaches four main values. Logic, adaptability, efficiency, and accuracy. These are present in the Technoid way of life constantly. Technoids are well known for picking the logical, rather than emotional, choice. People often choose their wife or husband based on mutual interest and benefit more than love or emotion. Unable to produce children, they have no qualms about interracial marriage, though many find that they can only truly benefit from the logic of another Technoid. They also favor adaptability, and many Technoids do their best to understand all of the other races, and adjust to their behavior accordingly. Most Technoids are willing to at least appear as a normal member of the society, contributing how they are able. Technoids tend to specialize in one field, but most try to learn a little about other fields, if not actually become skilled in them. Of those Technoids who grow up in Technoid society, most travel for at least a while to learn of other cultures and develop new understandings.

Those Technoids who do not grow up entirely around other Technoids may come into a philosophical dilemma known as “The Life Problem.” They may be told that they are simply machines, and sometimes given evidence and strong cases to this fact. Many people are prejudiced against Technoids and think of them as a sort of robot. So Technoid youths, and even adults, may begin a search for identity and constantly wonder if they are people or machines. Consequently, a good many Technoids become highly introspective and some have even written books that, while dull in themselves, are interesting opinions on the subject of identity.

Regardless of how they grew up, all Technoids know their 12 digit serial code. Those who grew up with other Technoids usually ask for the full serial number of another Technoid, while those who grew up around other races may be content with a nickname. Almost all Technoids choose a nickname based on their serial code. Those who gain amnesia or are born without people to raise them (though these are so rare as to be unheard of) can find out their serial code simply by sending a bit of their genetic material to a Technoid Breeding Ground or Machine Planet. Occasionally part of a code will just spell-out a name in another language (such as 435JONY83IY8, who might be known as Johnny Iyate) but due to the randomness of the naming process, these are rare.

About 65% of Technoids are Engineers. They are expert builders and work very hard, and there are influences both inside and outside of the race to become one. Technoids are often given technical things to play with as children, and are raised with the knowledge that if you are a Technoid, you become an Engineer. About 30% are Soldiers, as Technoids are known for having circuitry that helps them discern vulnerabilities that various targets might have. About 2% of all Technoids are Spies or Mystics. There is no call for Stealth in Technoid society, and the Mystic Arts are seen as strange, and many Technoids have problems with learning them. Only 1% of Technoids become Warriors, due to the inherent risk involved. Of those who are Mystics, about 60% are experts with Force, 30% with Psionics, and 10% with Harmonics. Technoid Discord Casters are unheard of, as it would make them “Defects.”

Physiology:

“I wonder if one day my Harmonics will short out a wire.” – Raek, Ork Harmonicist

Technoids appear to be much like Terrans, but with a few notable differences. Biologically speaking, they pretty much are Terrans, though time has altered their courses slightly. They age as Terrans do, but do not suffer from symptoms such as Alzheimer’s. They even are affected by harmonics normally. While neither men nor women can reproduce, they do have the outward appearance of sexual organs and gender. The difference is in machinery.

Technoids have a mechanical brain, which is partially nano-computers and nano-repair-bots, with wiring and computer chips usually forming after puberty. Though this is more or less pronounced in certain individuals, it is hard (though not very hard) to tell a Technoid and a Terran baby apart. After age 4 wires start to show, and by the time a Technoid reaches 13 he may have wires protruding through the skin. Some Technoids have whole organs, from eyes to lungs to arms, replaced with technology, though these are rare as they usually provide little benefit, require maintenance, and large organ replacements have the potential (however unlikely) to affect the use of harmonics on them.

The only part of their life in which Technoids differ in from Terrans is death. Over 99% of Technoids have cloning chips put in before birth. When approaching old age, many Technoids go to a Technoid homeworld, where their circuitry is added to the computer mainframe, so that a small part of them may continue on. Extremely powerful and important Technoids are sometimes brought to the Master Computer on World001, the Technoid Homeworld.

Government:

“We are one.” – Motto of the Technoid Mainframe

The Technoid Mainframe was originally modeled, and named, after the original system of Technoid government on Terra, and is almost identical. While the Technoid Mainframe rules the machine-planets it has built, it has little control off of those planets outside of small colonies. A part of the Burgunn Empire, it sides with the Empire on all issues, save for when The Mainframe feels it has made a more efficient solution and wants it to be heard out. The presence of The Mainframe has increased efficiency in the policies of the Burgunn Empire, and even helped iron out some arguments that had existed since the Great Wars.

The Mainframe is ruled by a supercomputer on the World001. This computer is said to be the largest and most capable artificial intelligence ever built, though very few Technoids have ever been near it. Lesser computers rule the other worlds, all AIs that control the society. Even in these, however, there is nothing ‘minor’ about them. Lesser Computers are said to be able to calculate the distance a particle has traveled in the past century in a moment. Beneath each computer, even the Master Computer, is a Council of Advisors. These are always the 10 most capable, efficient, and brilliant Technoids available, chosen by the computer and dismissed by a majority vote of the other 9 council members. Below this Council, all other beings are considered equals, Technoid or Ork or Terran, as long as they are members of the Mainframe. 99.99% of all people in the Mainframe are Technoid, and the rest are usually Burgunn. Members of the Burgunn Empire have most of the normal rights of citizens, however they do not have a vote or petition in public matters as members of the Mainframe do.

Votes are only called in when the council and the computer disagree, with the council unanimously opposed to the computer. In cases where there is a disagreement but even one council member votes with the computer, the computer wins. A vote of any kind between all Technoid worlds occurs about once every 10 years. Any member of the citizenry can petition for a change in public policy once per year, including councilmen and the computer, but the computer and the council can voice their opinions without a formal petition. Any change in policy must then be presented to the Master Computer for ratification, however the Master Computer must ratify any bill which it previously opposed but lost in a public election. The Burgunn Empire is able to overrule Mainframe decisions, but rarely does so in matters of public policy. In interstellar disputes, however, the Mainframe acts as advisors to the Empire without authority or power.

Legal disputes are put in two categories, public and private. In both, the local council acts as judge and jury. In cases of public disputes, where a law may or may not have been broken, the plaintiff and the defendant argue based on guilt or innocence. Private disputes are ones where possibly no actual law has been broken, but where one person may have damaged another. In these cases, guilt or innocence is not the only thing argued, but also whether or not damage actually occurred becomes another topic. In neither case is the Council allowed to change public policy based on the outcome of a trial.
Example: 3409THO296R2, or Thor, a Technoid gunsmith, gets caught and tried for holding illegal weaponry in his store. When it was seized, he sued the government for the value of the weapons, as illegal or not they were property. He is caught and convicted for holding illegal weaponry, however as it was unused he is only asked to pay a fine. In his private case, the Council decides that illegal items will not be counted as assets, and Thor loses the suit. Thor decides that he would like to change the laws for holding weaponry in his colony. He puts in his petition for the year to the nearest machine-planet. The Council brings it up and debates it in front of the Computer. The Council says yes, due to the presence of a local giant bug problem, the Computer says no, due to foreign affairs. The people of the colony vote, and the petition is passed. The Master Computer then turns it down, due to the impact this would have with settling a trade dispute. Thor can try again next year if he wants, but might just move to a different colony. (This would be an extremely complex and unlikely case, and is only here to show the whole of Technoid legal procedure)

Role Play, Costuming, and Make Up:

Technoids who grew up with parents of another race may act and dress like members of that race, and in fact it is likely that they do. Those who grew up in Technoid society hold high the values of logic, adaptability, efficiency, and accuracy. While some Technoids choose to go against these values, the majority of Technoids follow the values of their parents. Technoids tend to think in terms of acceptable losses and are likely to retreat from any situation they don’t think they can win. They are not exactly cowards, most simply see it as stupid to risk yourself needlessly when a less dangerous solution is available. While individuals, Technoids tend to be fairly mechanical in their way of thinking, though there are exceptions.

Technoids tend to dress practically for their intentions. A Technoid walking down an urban sprawl probably has T-shirt and jeans on, traveling across a hostile alien world he probably has body armor on, breaking into a building late at night he is probably wearing black clothes and a ski-mask, etc. Technoids dress as the situation warrants, but rarely think to wear anything flashy or non-practical. While flashy clothing is not looked down upon, most Technoids just don’t think to wear it, or even notice it. On Technoid machine-worlds and some colonies, they tend to wear practical jumpsuits, boots, and tools for their job, but little else.

To play a Technoid, you need wires covering your skin. This can be done with either prosthetics or make-up, but prosthetics are preferred. If you use prosthetics, get some wire and a small amount of liquid latex. Attach the wire onto your skin with the liquid latex, and it will peel off fairly easily, though be careful if it was on hair. A good place to attach the end of a wire is under clothing, where it is less likely to catch on anything or show as latex. Connecting wires or circuits to your face may be as good or better than your arms, as your face is less involved in combat and is generally what people look at to see you. Again, a small amount of liquid latex can ensure that it doesn’t come off. Many wires aren’t necessary, but they must be visible. Some people may choose to cover parts of their eyes, limbs or other areas with cybernetic-type parts. While this is unnecessary, it adds flavor and individuality to your character.

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