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==Catalog== ===Accessories=== A Self-adding Program is incredibly adaptable, able to learn and improvise to perform its tasks more efficiently. It is also very expensive, and thus robots with less demanding jobs were manufactured with a traditional hard-coded AI. While remarkably advanced, drone-level AIs lack this adaptability. Accessories serve as minions for players, and also as cannon fodder for antagonists. [[File:BigDoggundrone.jpg|200px|right]][[file:Gynoid_Ghost_2_Innocence.jpg|200px|right]][[file:utility_robot.jpg|200px|right]] {| border="1" cellspacing="0" cellpadding="5" align="center" ! Combat ! Social ! Utility |- |BigDog Gun Drone *Intelligence 1, Wits 1, Resolve 1, Strength 3, Dexterity 2, Stamina 3, Presence 1, Manipulation 1, Composure 1 *Skills Athletics 2 (sprinting 2), Firearms 2 (rifle 2), Brawl 2 (slam 2), Stealth 1 (camoflage 1), Survival 1 (tracking 1) *Willpower: - *Initiative: 3 *Defense: 1 *Speed: 9 *Size: 4 *Attacks **Carbine dmg 3 (50/100/150), clip 50, semi-automatic, dice pool 9 **Slam dice pool 7 *Armor 2/2 *Integrity: 7 |Replica Android *Intelligence 1, Wits 2, Resolve 1, Strength 1, Dexterity 2, Stamina 1, Presence 2, Manipulation 2, Composure 2 *Skills: Academics 1 (trivia 2), Socialize 2 (smalltalk 2), Expression 1 (dance 2), Persuasion 2 (seduction 2), Subterfuge 2 (Humanity 2) *Willpower: - *Initiative: 4 *Defense: 2 *Speed: 8 *Size: 5 *Integrity: 6 *Silicone Covering: an undamaged replica appears <br/>outwardly alive, granting it +2 on Subterfuge tests to appear human. Lethal damage to a replica reveals <br/>its true nature; bashing damage imposes a -1 penalty to subterfuge (1:1) |Assembly Unit *Intelligence 2, Wits 1, Resolve 2, Strength 2, Dexterity 1, Stamina 2, Presence 1, Manipulation 1, Composure 2 *Skills: Crafts 2 (robotics 2, jury-rigging 1, auto repair 2), Computers 2 (data acquisition 2), Larceny 2, Weaponry 2 (clamps 1) *Willpower: - *Initiative: 3 *Defense: 1 *Speed: 7 *Size: 4 *Attacks **Clamps dmg 1 (B/L), dice pool 6 *Armor: 1/1 *Integrity: 6 *Assistant: a Maintenance Unit functions as a tool with dots equal to its ranks in that skill. |- |} ===Networked Machines=== Shells manufactured by Network make use of advanced technologies that were either fringe or unknown before the Loss; synth-muscle and electroconductive gel have been perfected, as have magnetic projectiles in the form of coilguns and railguns. Instead of using Applications, Networked machines have access to integrated components that function as plugins. [[file:Networkscale.png|800px|right]] Plugins often mimic the powers of other supernatural creatures; even the basic traits that grant Networked machines their claws and weapon attacks are plugins. All Networked machines have the 12% titanium and Focused Specialist traits. They also gain the following: '''LAN consciousness:''' Networked machines share a constant, silent link. This link extends to 100 meters If a Networked machine is advanced enough to use Willpower, all machines linked to it may spend its willpower as though it were their own. If a Networked machine is severed from this link, it must make a Resolve+Composure test or be stunned for 1 round. If it succeeds, it instead suffers a -3 fatigue penalty for 1 round. A group of Networked machines without a local commander has access to 3 willpower. {|class="wikitable" border=0 cellspacing=0 cellpadding=2 style="margin: 1em; border: 2px solid black;" |- !align=left colspan=8 | Building Networked Machines |- | Rank || Attribute dots || Skill dots / Specialties || Skill Maximum || Spark || Plugin/Merit dots |- | Omega || 9 || 12/6 || 3 || 1 || 10 || |- | Beta || 11 || 16/8 || 4 || 2 || 13 || |- | Alpha || 13 || 20/10 || 4 || 3 || 17 || |- | Alpha+ || 15 || 24/12 || 5 || 4 || 22 |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! ! ! |- |Seeker *Intelligence 2, Wits 3, Resolve 1, Strength 2, Dexterity 3, Stamina 2, Presence 1, Manipulation 1, Composure 3 *Skills: Athletics 3, Weaponry 2 (combat blades 2), Stealth 3, Investigation 1, Survival 2 (tracking 2), Computers 1 (hacking 2) *Willpower: - *Initiative: 8 *Defense: 3 *Speed: 10 *Size: 5 *Attacks **Combat Blades dmg 2 (L) ap 1, dice pool 8 *Armor: 2/2 *Spark: 1 *Charge: 5 *Integrity: 7 *Plugin: Combat Blades ([][][]), Advanced Senses ([][][]), *Merits: Fast Reflexes ([][]), Integrated Armor ([][]) |Shredder *Intelligence 2, Wits 2, Resolve 1, Strength 2, Dexterity 3, Stamina 3, Presence 1, Manipulation 3, Composure 1 *Skills: Firearms 3 (coilguns 2), Intimidation 2 (induce panic), Brawl 3, Athletics 2 (jumping 2) *Willpower: - *Initiative: 4 *Defense: 2 *Speed: 11 *Size: 5 *Attacks **Light Coilgun dmg 2 (L), dice pool 9/9 **Slam dice pool 5 *Armor: 1/1 *Spark: 1 *Charge: 5 *Integrity: 8 *Plugin: x2 Integrated Coilguns ([][][][]) *Merits: Ambidextrous ([][]), Gunslinger ([][][]), Fleet of Foot ([]) |Jailer *Intelligence 1, Wits 4, Resolve 2, Strength 4, Dexterity 1, Stamina 2, Presence 2, Manipulation 1, Composure 1 *Skills: Brawl 3 (boxing 2), Weaponry 3 (Stun Gun 3), Crafts 2, Subterfuge 2, Intimidation 2 (Interrogation 1) *Willpower: - *Initiative: 4 *Defense: 0 (3 vs brawl) *Speed: 10 *Size: 5 *Attacks **Boxing (b) dice pool 8/8 **Stun Gun (penalty to next roll, may stun, no armor) dice pool 9 *Armor: 3/3 *Spark: 1 *Charge: 5 *Integrity: 7 *Plugin: Stun Gun ([][][]) *Merits: Integrated Armor ([][][]), Boxing ([][][]), Strong Back ([]), |- |} '''Seeker:''' The backbone of Network's exploratory force, Seekers comb the ruins for salvagble tech. Since they're there, they also slaughter any humans lurking about the place. '''Shredder:''' Network's basic fire support construct, Shredders favor a run-and-gun, spray-and-pray combat style that proves very effective at mowing down large numbers of unarmored targets, such as dirty human peasants. '''Jailer:''' Network's Favored anti-machine trooper, these constructs serve as guards and taskmasters, subduing valued targets with their powerful arms, releasing electrical jolts into particularly noncompliant machines. [[file:Networktormentor.png|400px|right]] {| border="1" cellspacing="0" cellpadding="5" align="center" |- |Marionette (omega) *Intelligence 1, Wits 4, Resolve 1, Strength 1, Dexterity 4, Stamina 1, Presence 2, Manipulation 1, Composure 3 *Skills: Weaponry 3 (blades 3), Stealth 3 (shadowing 1), Medicine 3, Athletics 3 (jump 1, climb 1) *Willpower: - *Initiative: 9 *Defense: 4 *Speed: 12 *Size: 5 *Attacks **Combat Blades dmg 2 (L), dice pool 9/7 *Armor: 1/1 *Spark: 1 *Charge: 10 *Integrity: 6 *Plugin: Combat Blades ([][]), Flickerer ([][]) *Merits: Fast Reflexes ([][]), Two-weapon fighter ([][]), Silicone Covering Fleet of Foot ([][]) **Emitting confusing afterimages, a Flickerer adds 2 to the machine's defense vs Firearms for 1 turn, provided it moved. |Tormentor (beta) *Intelligence 2, Wits 3, Resolve 1, Strength 2, Dexterity 4, <br/>Stamina 2, Presence 3, Manipulation 1, Composure 2 *Skills: Intimidation 4 (induce panic 3), Brawl 4 (knock prone 3), Athletics 4 (2 sprint), Stealth 4 *Willpower: - *Initiative: 6 *Defense: 3 *Speed: 15 *Size: 6 *Attacks **Kick (bashing) dice pool 6 **Kick (knock prone) dice pool 9 **Microwave Emitter dice pool 10 *Armor: 1/1 *Spark: 2 *Charge: 12 *Integrity: 8 *Plugin: Microwave Emitter ([][][][]) *Merits: Fleet of Foot ([][][]), Giant ([][][]) **Microwave Emitter: bathes a 45 degree cone with <br/>blistering microwaves that inflict bashing damage.<br/> Once a target accumulates 5 damage from a Cooker, <br/>all additional damage is lethal Fire damage, and the target catches fire. Stamina+Dexterity+4, Range 10/15/20 |} '''Marionette:''' Network's specialized assassins, a Marionette's SAP is usually taken from a nurse or surgical assistant. Swift and merciless, they are intended to dispatch armed warriors in close quarters. In particular, they lurk in ruins that would be tempting salvage targets. Treasure hunters particularly loathe the "ninja-witches." '''Tormentor:''' an advanced skirmisher, the Tormentor is armed with a pair of powerful "cookers" capable of blistering flesh and setting buildings alight. Used to clear settlements or harry armed columns, they rely on speed and use of terrain rather than armor. ===Network Armory=== '''Coilguns''' have existed in principle since the first half of the 20th century, but until materials technology became sufficiently advanced, they remained impractical as military weapons. Allellerating a magnetized projectile along a series of electroconductive coils, the weapon requres no direct contact, has minimal moving parts, and maintains a continuous rate of fire. After breakthroughs involving room-temperature superconductors, the coilgun principle was revisited to deadly effect. Coilguns were ideal for personal defense in unstable regions. While less effective vs armored soldiers, they proved uniquely suited to combating the angry teenagers and strung-out impoverished thugs encountered on the modern battlefield. Network heavily favors Coilguns on its combat shells for logistical reasons; without reliable supply lines, each machine must be largely-self-sufficient. To this end, Network manufactures portable micro-forges capable of rendering down scrap metal into bladed flechette rounds. Larger models have the micro-forge integrated into the weapon itself. All coilguns are fully automatic weapons, capable of short, medium or long bursts, but incapable of single-shot fire. A short burst expends 10 rounds, a medium 20, a long burst 30. Coilguns can run off of an integrated battery, but are more often plugged into a machine's onboard capacitor, also incorporating an external ammo feed. Each use of a coilgun in combat imposes a -1 penalty on the subsequent roll to maintain charge. Coilguns with integrated batteries can fire 10 combat rounds continuously before being expended. '''Flesh Shredder:''' armored targets hit by coilgun flechettes count their armor as double. If a target suffers 5 or more damage from a coilgun, one point of that damage becomes upgraded in severity (bashing to lethal, lethal to aggravated). '''Spike Rifle''': Network's favored anti-material weapon, the spike rifle uses volatile liquids to propel armor-peircing spikes in short bursts. The rounds suffer heavily from drop, as well as tremendous drag, but at short-to-medium range, it is devastating. The Spike Rifle only fires 3-round semi-auto bursts. Spike Rifles have incredible recoil, and can only be wielded by Network's larger combat machines. '''Nailer''': a coilgun variant, the Nailer fires heavier flechettes capable of piercing light armor. The heavy nails have large power requirements, and the weapon is only capable of firing short full-auto bursts. '''Rail Rifle''': a weapon of myth, the rail rifle needs little introduction. The Network variant can select between solid-shot and sub-munition ammo, and firing the weapon consumes one charge. Rail Rifles can be fitted with an onboard battery that holds 3 charge, but most are plugged directly into the wielder's chassis. When fitted to one of Network's larger constructs, a submunition shot's spread can take out multiple targets at once. {|class="wikitable" border=0 cellspacing=0 cellpadding=2 style="margin: 1em; border: 2px solid black;" |- !align=center colspan=4 | Networked Weapons |- | Weapon || Damage || Range || Clip || Strength || Size || Special |- | Light Coilgun || 1 || 20/40/80 || 150 || 2 || 2 || Flesh Shredder |- | Heavy Coilgun || 2 || 40/80/160 || 300 || 3 || 3 || Flesh Shredder |- | Spike Rifle || 3 || 30/60/80 || 30 || 4 || 4 || AP 2, 9-again |- | Nailer || 1 || 20/40/80 || 30 || 2 || 2 || AP 1 |- | Railgun (solid shot) || 5 || 200/400/800 || 5 || 3 || 3 || AP 3 |- | Railgun (submunition) || 5 || 20/40/80 || - || - || - || AP 1, 9-again |}
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