Fourth Millennium

Phenotypes

Character Creation Mechanics

By Steven Otte


Phenotype: 1. The environmentally and genetically determined observable appearance of an organism, especially as considered with respect to all possible genetically influenced expressions of one specific character. 2. An individual or group of organisms exhibiting a particular phenotype. 3. The centerpiece of the player-character creation system in Millennium's Edge.


Trinity's character creation system works just fine, as far as it goes. It's perfect for creating psion characters, but there's very little in Trinity rules for creating alien characters. What there is treats them as non-player characters; someone interested in making a Qin or Chromatic as a player character is pretty much on her own. Millennium's Edge, however, has nine different character types: normal humans, three grades of "psys" (psi-active humans), Chromatics, Qin, Phylans, and two kinds of synths. Obviously, the same character creation system could not be used for them all.

Millennium's Edge solution is the phenotype. The phenotypes are sets of characteristics and rules unique to a character type, each of which has its own cost in Bonus Points, depending on how powerful and useful the package is. In Trinity, characters get 15 Bonus Points that can be spent at the end of character creation to customize their characters. In Millennium's Edge, characters are given 21 Bonus Points, the phenotype cost is deducted from that Bonus Point pool, and the remaining Bonus Points are spent at the end of the process, as usual. For example, a player wishing to create a Chromatic character would pay 6 Bonus Points for the Chromatic Phenotype, leaving her with 15 Bonus Points to spend at the end of character creation.

This section will define the phenotypes and other character creation rules only as they differ from Trinity's character creation rules. You will still need Trinity's rules to create a Millennium's Edge character.

Since each Phenotype description and the attendant character type rules can be lengthy, click here to jump to the section you need:


Normal humans

Normal humans are created following the rules set out in the "Who Needs Psi Powers?" sidebar on page 169 of the main Trinity rulebook. This phenotype costs nothing; as it says in that sidebar, normal humans get to spend all 21 of their Bonus Points. Plus, they are allowed to purchase Abilities as high as llll at character creation, one dot higher than all other character types except Talents.


Psy talents (human)

"Talents" is a term that has come to refer both to psi powers and to humans who are able to wield a single, specific one of those powers. As rare as psys themselves are, talents are the most common variety of psys. Though they lack the flexibility of other psys or the ability to expand and improve upon their power, that single ability can range from the level of simple parlor tricks to devastatingly powerful.

A talent's single psi power must be defined at character creation, and can only be used in a single, predefined way. The player may choose one of the Mode level powers in Trinity's basic psi rules, or with the Storyteller's approval, define a "Mastered Effect" as detailed on page 165 of the Trinity Player's Guide (with the lowered difficulty bonus, but without the extra point cost). The basic phenotype cost grants a level l power, but this level may be raised at character creation, one dot per extra Bonus Point spent. However, spending Bonus Points to raise the level of the power does NOT grant the use of the powers "below" it. For example, a talent who spends 2 additional Bonus Points above the Phenotype Cost and chooses as his power Telekinesis lll, Force Barrier, does not also gain access to the Telekinesis l or ll powers. Talents do gain the use of their selected Aptitude's Basic Mode for free, though.

A talent's psi abilities may never be improved or expanded by use of Experience, only at character creation.

Phenotype:Talent
Phenotype Cost:3
Bonus Points Remaining:18
Base Psi Score:[STA + WITS + CHA] / 3
Aptitudes:One Mode power at a predefined level only. Raising level of power at character creation costs 1 Bonus Point per level. No restrictions on power level.
Restrictions:No use of lower-ranked powers. No improvement of psi abilities after character creation.
Other Rules: Talents roll only one die for psi backlash, regardless of their Psi score. Talents are allowed to purchase Abilities as high as llll at character creation, just like normals.


Psy savants (human)

Though savants, like all psychomorphs, come by their powers naturally, they are roughly equivalent to Trinity-era psions.

As with 2120's psions, the savants of 2997 focus their powers on a single Aptitude. With the possible exception of a single-dot Auxiliary Mode, all of a savant's powers must come from that single aptitude.

Other than the changes below, creating a savant character is identical to Trinity's character creation process.

Phenotype:Savant
Phenotype Cost:6
Bonus Points Remaining:15
Base Psi Score:[STA + WITS + CHA] / 2
Aptitudes:Three dots to be allocated anywhere in a single Aptitude, or two in a primary Aptitude plus one Auxiliary Mode.
Restrictions:No Mode higher than lll at character creation.
Other Rules:None.


Psy operants (human)

Though an experienced savant may be stronger in raw power, operants are the most versatile and flexible of all psys. However, the tradeoff for this versatility is a lower initial power level, due to their lack of specialization.

Although operants may purchase and use psi powers from any and all Aptitudes, they should at character creation define a primary Aptitude. This will affect Experience costs to raise these modes later during gameplay.

Phenotype:Operant
Phenotype Cost:9
Bonus Points Remaining:12
Base Psi Score:[STA + WITS + CHA] / 2
Aptitudes:Four dots to be allocated in any desired combination of Modes.
Restrictions:No Mode higher than ll at character creation.
Other Rules:Experience cost to increase primary Aptitude Mode: current rating x 5; other Aptitude Modes: current rating x 6.


Chromatics

Though the proportion of humans with psi powers is extremely low, all Chromatics have "lights," the inborn photokinetic ability which they use to communicate. Some of them have practiced this ability to a high degree, even to the point of being able to create holograms and generate lasers. A few have developed their race's innate psi ability in other directions, learning from human psys how to manipulate fire, cold and bioelectricity.

Phenotype:Chromatic
Phenotype Cost:6
Bonus Points Remaining:15
Attributes:MANIP attribute starts at zero dots and may not go higher than llll due to chromatics' reliance on their language's "truth frequency."
Base Psi Score:[STA + WITS + CHA] / 2
Aptitudes:One free dot in Photomanipulation, plus 2 additional dots to spend as desired in Photomanipulation, Pyrokinesis, Cryokinesis and/or Electromanipulation.
Restrictions:Pyrokinesis, Cryokinesis and Electromanipulation may not be raised above lll, even with Experience.
Other Rules:Photokinesis Mode dots cost Chromatics half-price, whether in Bonus Points or Experience. Chromatics get the Acute Sense: Sight Merit free; this can be used at any time either as +1 to sight perception rolls, or as near-360-degree vision, as the character wishes. Chromatics also get +1 dot in Initiative free.

Chromatic-only rules:

New Ability: SPEECH (INT). Through long hard months of practice you've trained yourself to produce speech-sounds from your digestive slit, like the humans do. You won't win any singing awards -- in fact, many humans compare the sound to belching -- but you can make yourself understood. Each dot grants you knowledge and use of one particular verbal language, to be defined at purchase.

Flaws: POOR SIGHT (1 or 3 point Flaw) and ONE EYE (1-3 point Flaw). Before taking either of these Flaws, the Chromatic character must first give up his free Acute Sense Merit, which does not gain him any points. Also, the One Eye Flaw becomes Missing Eyes, and instead of being worth 2 points is worth 1-3 points, depending on how many eyes are missing.


Qin

Qin are meter-long sluglike aliens who use biotechnological "suits" when interacting with other life forms. Made to resemble these other life forms, such as humans, Chromatics or Phylans, these biosuits offer the Qin additional functionality, such as mobility and manipulative limbs, as well as putting those aliens more at ease than they would be talking to a meter-long slug.

Long ago, the Doyen genetically and psionically manipulated the Qin to try to bring their psionic ability to the fore. Although they proved to have too little potential for the Doyen's purposes, over the centuries since the Qin have drawn upon their own skills with biotechnology, humans' psi experience and the Phylans' knowledge of genetics to push themselves to the limits of that potential. Their abilities tend to be in the fields of Telepathy and Clairsentience.

Building a Qin character is a two-step process. First, the Qin itself, which has limited physical Attributes, is created; then, the player builds the Qin's biosuit(s). Biosuits provide Qin characters with extra Attribute dots and a small measure of Armor protection, as well. (See below.)

Phenotype:Qin
Phenotype Cost:3
Bonus Points Remaining:18
Attributes:Qin characters get 6/4/2 dots to distribute between their primary, secondary and tertiary Attribute groups, instead of the usual 7/5/3, though this can be raised with a biosuit. STR starts at zero dots and may not go higher than ll without the aid of a biosuit.
Base Psi Score:[STA + WITS + CHA] / 3
Aptitudes:One free dot in Empathy, plus one additional dot to spend as desired in any Telepathy or Clairsentience Mode.
Restrictions:No Modes may go above lll, even with experience.
Other Rules:All Tolerance costs for bioware are reduced by 1, though bioware that is formatted to the character still has a minimum FT of 1.

Qin-only rules:

New Background: BIOSUIT. Each dot in this Background gives you one biosuit, with its own set of Attribute bonus dots. Biosuits usually take the shape of another species (humaniform, chromatiform, etc.), but purely utilitarian designs for specific purposes exist. The biosuit comes with 3 Attribute dots which can be allocated in any way the owner sees fit; the allocation is defined when the Background dot is bought, and may only be changed by purchasing a new biosuit. Attribute points bought through the Suit background DO affect the Qin's base Psi score and other figured attributes (such as Initiative). When not in the suit, the Qin can not access its extra Attribute or Psi points. Attributes may be boosted by Biosuit bonuses to as high as llllll. These basic biosuits provide [1/1, 0] Armor protection. Additional dots in Biosuit mean you have an extra suit with a different set of Attributes; alternately, two dots in Biosuit can be defined as being one extra-tough suit which comes with 5 bonus Attribute dots. Such "boosted" biosuits also provide [2/1, 1] Armor Soak.

Background: DEVICES. The Devices background may be used to define a biosuit with special abilities, such as built-in weaponry, extra armor, bioware to simulate psi powers (e.g., a Chromatiform suit with basic PhotoK abilities), etc. One dot in Devices can also be defined as an "infiltration suit," which is outwardly indistinguishable from the type of life form (human, Chromatic, Phylan) it is designed to resemble. The ST will determine how many dots of Devices a specific set of biosuit modifications might be worth.


Phylans

Phylans are sort of the "catch-all aliens" of the Millennium's Edge setting. In canon Trinity there are only a handful of Coalition phyles defined. But the race's tactic of roaming the galaxy, harvesting and incorporating the genetic material of whatever races they come across, gives them a dizzying diversity. Basically, if a player wants to create their own idea of an alien, there's room for any idea within the diversity of the Phyles.

Phenotype:Phylan
Phenotype Cost:5
Bonus Points Remaining:16
Attributes:Phylan characters get 8/5/3 dots to distribute between their primary, secondary and tertiary Attribute groups, instead of the usual 7/5/3. One Attribute may be raised as high as llllll; the Attribute must be designated at character creation, but it does not have to be raised to that level immediately.
Base Psi Score:1. This may not be raised by any means.
Aptitudes:None.
Restrictions:Phylans may not format bioware, or use any bioware with a Tolerance rating above 1.
Other Rules:Phylan characters get one free dot in the Pheromone background (below). They also get a free dot in Linguistics, defined as the language of pheromones (below). Phylans are immune to psi backlash, no matter how powerful. Phylans also get the Acute Sense: Smell Merit for free.

Phylan-only rules:

Ability: LINGUISTICS (INT). All Phylans get a free dot in Linguistics, defined as the language of pheromones. Phylans are adroit at altering their scents to communicate, and Phylans tend to do so unconsciously, even when communicating by other means. This may be used only to communicate basic concepts ("outsider dangerous"), not detailed information ("the human has a knife in her boot"). Among non-Phylans, only biosynths and Qin in biosuits specifically created from Phylan DNA can learn or use this language.

New Background: PHEROMONES. This Background buys access to one Pheromone, defined at time of character creation. The player defines one emotion or type of social interaction his Pheromone affects; "intimidation," "trust me," "ignore me" and "assist me" are common ones, though the Storyteller may approve others. The Phylan may use his pheromones as many times a day as he has dots in STA to affect a social interaction roll that matches with his choice of pheromones. To use it, roll Willpower. Each success is one auto-success on the social interaction die roll; however, the total number of successes cannot exceed the number of dice in the social interaction pool. A botch on the Pheromone roll, though, lets the target know he's being manipulated, and could make things go the wrong way even if the social interaction die roll would have been successful. Normally, Pheromones only affect other Phylans, but some Phyles (notably the members of Ark 24 that encountered Aberrants and then humans) have the ability to affect other species; each additional dot in Pheromones grants one additional species the Phylan has been designed to affect. Pheromones don't work on synths, Qin in biosuits or anyone else wearing an environment suit or breather mask. With Storyteller permission, pheromones that do things other than affect social interactions -- such as the Sasqs' object-tagging pheromones detailed in Alien Encounter: Deception -- may be defined.

New Background: BODY MODIFICATION. This works like the Device background, except the "device" is some feature of the Phylan's own body, like razor-sharp claws, retractable tentacles, web-shooting spinnerets, super-acute hearing, or even something that simulates a Biokinesis or Vitakinesis Mode, like Metabolic Efficiency or Regeneration. The modification and the advantage it gives should be defined at time of purchase, and the ST will assign it a dot value. Body Modification can only be bought at character creation, and may be purchased multiple times to reflect multiple modifications (claws and super-hearing, for instance).

New Merit: GENETIC MEMORY (5 point Merit). The phylan is of a phyle designed to fill a specific role, and therefore the ability to perform that task is built into its genetic programming. The player defines the role for which the phyle was designed (e.g. pilot, warrior, scientist) and a group of 2-5 core Abilities, which the Storyteller must approve as being closely related to the performance of the role. The phylan gets 2 free dots to allocate in those Abilities, and furthermore, future experience expenditures to raise those Abilities cost [Current Rating x 3].


Teksynths

The heart -- or, more correctly, the brain -- of a teksynth is a QIC, or Quantum Intelligence Construct. The QIC is the hardtech repository of the artifical mind that is the synth; usually, it is contained in a durable, featureless cube, sphere or other convenient shape approximately 7500 cubic centimeters in volume (roughly the size of a basketball). What makes the artificial intelligence a synth, as opposed to just a QIC, is the Frame, or mechanical body. Some QICs are hard-wired into their bodies, others plug in via a modular socket (sometimes called a "cradle" or "seat") and can change bodies when necessary. Some frames can pass for human, Chromatic or Phylan upon casual inspection, others are clearly mechanical. Needless to say, there are as many variations of synths as there are of other character types.

The QIC contains its own effectively limitless power supply; the body has its own power source, which may or not need regular recharging. Synths who lack the Fuelless Feature must define a fuel type at character creation (typically hydrogen, water, electricity or hydrocarbon fuel for teksynths), and must refuel a number of times per month equal to the Power rating. Yes, a higher Power rating means the synth needs fuel more often.

Building a teksynth character is a two-part process; the QIC is designed separately from its frame. The QIC has Mental and Social Attributes, but not Physical ones; Physical Attributes are a function of the frame. The exception is Appearance, a Social Attribute which is also specific to the frame. Abilities are usually a function of the QIC, even Physical Abilities, since it's the QIC that has to know how to use the skills; sometimes, though, frames may come with Abilities of their own, to reflect the programming of built-in equipment (for example, a frame with a built-in laser gun may come with a dot or two of Firearms to reflect targeting equipment). Be sure to mark which Attributes and Abilities are functions of the QIC and which belong to the frame by using an X in the character sheet circles to designate characteristics of the frame.

Though there are compelling arguments that teksynths are true sentiences, they do lack one spark of the living: will. No matter how organic their thought processes are, their "brains" are still artificial. As such, they may not spend Willpower for automatic successes on a roll. The self-will of some QICs can be further limited by the Designed Consciousness Flaw (see below).

Phenotype:Teksynth
Phenotype Cost:3
Bonus Points Remaining:18
Attributes:Teksynth characters do not designate primary/secondary/tertiary Attribute groups. Instead, they get 10 dots to allocate as desired between PER, INT, WITS, MAN and CHA. The attributes of STR, DEX, STA and APP are characteristics of the Frame (see below).
Abilities:QICs get 10 dots, rather than 13, to allocate among their Abilities, in addition to the 10 dots of Abilities that come with their Allegiance Group. Additional Ability dots may come as a function of the synth's Frame (see below).
Base Psi Score:0. This may not be raised by any means. Teksynths instead have a Power statistic, which is used to power Features, is based on [STR + STA]. This number will be different for each frame the synth has, and should be kept track of separately.
Aptitudes:None. Synths instead can purchase Features for their frames.
Restrictions:Synths may not spend Willpower to avoid a botch or add successes to a roll. Teksynths may not format bioware, but they may use bioware if it does not require formatting and is controlled by purely physical means (such as verbal commands or a trigger to be pulled).
Other Rules:Teksynths get one dot of the Frame Background for free. Teksynths are immune to psi backlash, no matter how powerful.

Teksynth-only rules:

New Background: FRAME. A frame is the mechanical body that gives the QIC the ability to sense, move through and manipulate its environment. Without one, all most QICs could do is sit and think. One dot in this Background gives the QIC a single Frame, which comes with 5 dots of Physical Attributes, 3 dots of Abilities and 3 dots of Features [click for a list], all of which must be defined at creation. Additional dots may represent other Frames, each with their own sets of Attributes, Abilities and Features. Alternately, additional dots may represent increased power of one Frame; one additional dot buys the character's choice of 1 more Attribute dot, 2 more dots of Abilities or 3 more Features dots. So, for example, a synth character with 4 dots in Frame might have one 1-dot utilitarian body and one 3-dot "heavy-duty" body with 3 extra Features dots and 2 extra Abilities.

New Merit: MODULAR INTERFACE (3 or 7 point Merit). Most QICs are designed with a modular interface to allow them to be installed in a variety of frames. For the most part, switching frames is a delicate process that requires the assistance of a technician (requiring 5 successes on an extended Engineering test at +1 difficulty). The Modular Interface Merit simplifies the process. At the 3-point level, switching frames is as easy as unplugging the QIC from one body and plugging it into the other; the connections automatically adapt themselves to the interface of the new frame. At the 7-point level, the QIC actually has two such interfaces, allowing it to be temporarily plugged into two frames simultaneously; the QIC can therefore change frames without outside help, assuming that the QIC starts out in a frame with the appropriate manipulators to make the connections. (A QIC with Modular Interface at the 7-point level can transfer itself from a humaniform body into a jumpship's cradle, but not the other way around.) This Merit may not be purchased with the Hardwired Flaw.

New Flaw: HARDWIRED (3 or 7 point Flaw). This Flaw is the opposite of Modular Interface; the QIC's physical structure is physically merged with its frame. At the 3-point level, removing the QIC from its frame without damage is a phenomenal feat, requiring 10 successes on an extended Engineering roll at +3 difficulty; installing it in a new frame is an equally daunting task. At the 7-point level, the QIC and frame are inextricably bound together; removing the QIC from its frame kills the QIC. This Flaw may not be purchased with the Modular Interface Merit.

New Flaw: DESIGNED CONSCIOUSNESS (2 point Flaw). The QIC's original manufacturer didn't want the possibility of the QIC getting out of hand and running off on its own, so the QIC's Nature was more deeply implanted in its programming. This does not mean the synth always has to act exactly in accordance with its Nature; such a limited mind would hardly be worth the manufacturing effort. However, a synth with this Flaw must succeed on a Willpower roll to take an action in direct contradiction of its Nature, such as a Caregiver deciding to shoot someone, a Bravo backing down from a challenge or a Follower defying an authority figure (this one was popular). As this Flaw is worth only 2 points, the Storyteller should resist the temptation to overuse it; a single roll should be sufficient for a Caregiver synth to enter combat, rather than requiring a roll for each shot fired. Furthermore, the ST should not require a roll if the player can plausibly justify the action under his nature, such as a Caregiver synth attacking someone if it is the only way to keep them from harming others.

New Flaw: EXPIRATION DATE (3 or 7 point Flaw). The QIC with this Flaw is the embodiment of planned obsolescence. It was designed to perform a specific task or accomplish a set goal, and self-destruct when a certain goal or time limit is reached. At the 3-point level, the QIC is aware of the time limit or trigger (which must be defined at character creation), and if it's a trigger, is able to avoid it. At the 7-point level, the QIC has no idea what the trigger or time limit is, and the Storyteller may invoke it to kill the teksynth character at any time. Since teksynths take a lot of time, knowledge and expense to create, this Flaw is not very common, though it's typical of "assassynths," synths created solely to track down and kill a specific target.

New Flaw: NO HEALING (4 point Flaw). Synths are typically equipped with self-healing circuitry or nanobots that automatically repair damage suffered through attacks or accidents. Synths with this Flaw, however, have primitive designs that lack these features, and therefore must be repaired when they suffer Lethal damage. Repairing one level of Lethal damage takes an INT + Engineering roll, at a difficulty equal to the action penalty on the Health chart. Further repairs require subsequent rolls. Synths may perform these repairs on themselves if necessary (and if possible). This Flaw is not compatible with the Self Repair Feature.


Biosynths

Biosynths live in a gray area between living being and biotech device: a designed, engineered, artificially grown being with true consciousness. Even within that definition, there is a lot of gray area between what's a biosynth and what's merely a genetically-manipulated being. Though there are exceptions, the generally accepted definition is based on reproduction. Typically, biosynths are grown in a vat or other such biotech device, based on a preprogrammed genetic template, as opposed to being conceived and borne by "parents" of the same "species." Furthermore, biosynths are generally unable to reproduce. Though biosynths with the ability to reproduce on their own can and have been created, the question of whether those are still biosynths or a new species of life is a matter of continuing debate.

Though some humans and chromatics have created biosynths, for centuries they have been the province of the Qin. However, this does not limit the shape or form of biosynths created; humaniform and chromatiform bodies are common.

Unlike teksynths, biosynths do not have a Power rating. However, they may purchase any Features that do not require Power points to activate. (See below.)

Like teksynths, biosynths were designed to perform specific tasks, not to be free-thinking beings. Therefore, they may not spend Willpower for automatic successes on a roll. The self-will of some biosynths can be further limited by the Designed Consciousness Flaw (see below).

Phenotype:Biosynth
Phenotype Cost:3
Bonus Points Remaining:18
Attributes:Synth characters do not designate primary/secondary/tertiary Attribute groups; instead, they may allocate their 15 Attribute dots in any arrangement desired.
Base Psi Score:1. This may not be raised by any means.
Aptitudes:None.
Restrictions:Synths may not spend Willpower to avoid a botch or add successes to a roll.
Other Rules:Biosynths may use, format and, on a limited basis, even assimilate bioware (see below).

Biosynth-only rules:

Bioware: Synths may use and format all bioware. Although their Psi may never exceed 1, they may format bioware with a total FT equal to their STA + INT. Furthermore, one piece of formattable bioware may be assimilated into the synth's body, as long as its FT does not exceed l. If the biosynth purchases the Natural Appearance Feature, assimilated bioware is considered to be undetectable short of an invasive scan.

Background: Features. Biosynths may purchase Features that cost one dot and do not require Power points to activate (Armor, Body Weaponry, Enhanced Sensors, Flexible, Hardened and Natural Appearance). One Background dot purchases one dot in Features.

New Merit: GENETIC MEMORY (5 point Merit). The biosynth has been designed to fill a specific role, and therefore the ability to perform that task is built into the synth's genetic programming. The player defines the role for which the synth was designed (e.g. terraformer, security, medic) and a group of 2-5 core Abilities, which the Storyteller must approve as being closely related to the performance of the role. The synth gets 2 free dots to allocate in those Abilities, and furthermore, future experience expenditures to raise those Abilities cost [Current Rating x 3].

New Flaw: DESIGNED CONSCIOUSNESS (2 point Flaw). The biosynth's original maker didn't want the possibility of the synth getting out of hand and running off on its own, so the synth's Nature was more deeply implanted in its programming. This does not mean the synth always has to act exactly in accordance with its Nature; such a limited mind would hardly be worth the manufacturing effort. However, a synth with this Flaw must succeed on a Willpower roll to take an action in direct contradiction of its Nature, such as a Caregiver deciding to shoot someone, a Bravo backing down from a challenge or a Follower defying an authority figure (this one was popular). As this Flaw is worth only 2 points, the Storyteller should resist the temptation to overuse it; a single roll should be sufficient for a Caregiver synth to enter combat, rather than requiring a roll for each shot fired. Furthermore, the ST should not require a roll if the player can plausibly justify the action under his nature, such as a Caregiver synth attacking someone if it is the only way to keep them from harming others.

New Flaw: EXPIRATION DATE (3 or 7 point Flaw). The QIC with this Flaw is the embodiment of planned obsolescence. It was designed to perform a specific task or accomplish a set goal, and self-destruct when a certain goal or time limit is reached. At the 3-point level, the QIC is aware of the time limit or trigger (which must be defined at character creation), and if it's a trigger, is able to avoid it. At the 7-point level, the QIC has no idea what the trigger or time limit is, and the Storyteller may invoke it to kill the teksynth character at any time. This flaw is common among biosynths designed to Qinshuiform planets; the synths would be left on the planet to do their work, and after a period of years they would die, leaving the planet ready for colonization.


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