Synth
(Writen in collaboration with Esidrix, Spaceseeker19 and Daryen)
"Synths," formally known as Synthetic Automatons, were originally designed for extended space missions and primarily consists of electronic components augmented by vat-grown tissue, like muscle for delicate tasks and brain tissue for autonomous functions.
Despite their humanoid appearance, a closer look reveals distinct differences: their skin lacks pores or hair, their eyes remain fixed without dilation, and they do not sweat or breathe.
The AI installed in a Synth is the most advanced AI ever made. In combination with actual human brain tissue, the Synth functions similarly to a human, but without emotion or psychological impairment.
This makes them perfect for long-term missions, and they are usually the only crew members awake during most of the transit, as they require no sleep, food, or stimulation. They are not 100% reliable, however, and so far there have never been any vessels fully crewed with them. They also can’t be relied upon to do the humane thing, and will always act for the benefit of Interstellar Trade Commision (ITC).
Moreover, Synths are expensive, and they're are ideally suited for very specific professions: things where both cognition and complicated tool use in a human form factor is needed, but which humans cannot do. That means their widespread use is pretty limited to hyperspace travel. Other tasks dangerous to humans - mining, fighting, and/or scientific experimentation in inhospitable environments - don't have to be performed by androids; they can be done by specialized drones/robots built to that one task/limited set of tasks.
Are there people who think of Synths as people, and not extensions of a ship's computer? Of course. They're more common on the more densely-populated worlds. But for the vast majority of mankind, it's not in their face: they have never even seen a Synth. For people on border worlds, they certainly don't feel sympathy for Synths, out of fear that androids would start taking their jobs. "There's little enough work and money for people!"
Game stats
Synths are VIs with the Repair, Pilot, Manage, Know and Program skills. They can mimic human-level intelligence and deal with environments and situations outside their normal operational scope. Unlike the robots of the automation support ship facility, they can leave the ship and, if not periodically memory-wiped, develop additional abilities, exhibit personal growth, or personality changes. The manufacturer strongly recommends periodic memory wipes, and you will lose the 1 year warranty if you don't do this, unless you want a "philosopher droid" alone in your ship during hyperspace.
Synth: Costs 50,000 credits (Rolls 2d6 in risky situations and 1d20 in combat)
Advanced Synth: Costs 100,000 credits (2d6+1, 1d20+1)
Metaspace crew
There are four kind of Synths:
- The first kind is the first one to be activated before a hyperspace jump, let's call it Synth Alpha. Its primary functions involve overseeing the repair and maintenance of critical ship systems, including other Synths and the cryogenic pods. Its tasks include diagnosing system malfunctions, conducting detailed inspections, and implementing repairs. This Synth deals with the chief engineer and the engineering team. It comes with specific functions and knowledge in its factory settings for all those tasks. Those factory settings are not affected by memory wipes.
- The second kind, let's call it Beta, handles sensors, software, and data analysis.
- The third kind, Gamma, deals with navigation and piloting. To successfully travel in hyperspace, you need a human navigator to plot the course, a nav computer to crunch the numbers, and a Synth to make course corrections. This third kind specializes in that.
- The fourth kind, Delta, are generalists and can do the work of any of the previous kinds, but not as well.
For each ship class, how many synths are required to man the ship in metaspace / hyperspace?
Fighter: 0 synths. Rather, a software-only equivalent is included to manage the fighter's systems.
Shuttle and Free Merchant: 1 synth (Delta, the generalist)
Other Frigates and Bulk Freighter: 3 synths (Alpha, Beta, Gamma)
Cruisers: 4 synths (Alpha, Beta, Gamma, Delta)
Capital: 8 synths (two of each)
These are the minimums, not necessarily the recommendation.