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Sovereign: The Autonomy
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==Crunchy Bitz== ===New Advantages=== Sovereign 'software' Health, AKA Sovereign Coherence = Intelligence + Resolve Non-biologic Body Health = Structure = Durability + Size Biologic Body Health = Stamina + Size 2 Aggravated damage on non-biologic Body Health (Structure) = 1 Bashing damage on Sovereign Coherence 2 Aggravated damage on biologic Body Health = 1 Lethal damage on Sovereign Coherence Non-biologic Body destruction = 1 Lethal damage on Sovereign Coherence Biologic Body destruction = 1 Aggravated damage on Sovereign Coherence If Sovereign Coherence gets filled with Aggravated Damages, Roll 1 dice. Target number is 7. -Exceptional Success = Remove 2 Aggravated Damage tokens from Coherence. -Success = Change 2 Aggravated Damage from Coherence into a Bashing Damage. -Fail = Sovereign goes to Sleep mode. Roll the appropriate skill to determine length of Sleep and Sleep host. -Dramatic Fail = Sovereign becomes Fragmented. Roll a new character. Synch Rate AKA Synch: it means how 'in control' you are with your Body. Synch = Average of your Mental attributes - (Average of the Body's Physical attributes + Synch modifier) + Other Bonuses. Other Bonuses means the ones granted by merits or skills. Positive Synch means you can control the Body, Negative Synch means you're having trouble with controlling it. >+3 Synch means you can utilize the Body to its maximum potential (ex. You can use a microwave Body to 'read' ambient microwave radiation or turn it into a mini frygun or something, see Executions), while <-3 Synch means you'll likely to encounter difficulties (roll a Malfunction table to see what it is). <-5 Synch means that Body is not available to jump into due to being so out of sync. Processing Power: kinda like Vitae for Vamps, Essence for Werewolves, Mana for Mages, Pyros for Prometheans, Plasm for Sin-Eaters, Glamour for Changelings, Mania for Genii... you get the point. Max PP and Max PP per turn varies on Sophistication level. Ways to regain Processing Power: -Spend more than 1 hour Idle (not using any skills at all). Only 1 PP per day. -Spend time researching or analyzing stuff. 1 PP per day. -Observing or socializing with other entities for more than 1 hour. -Hack into or control a Botnet. 1 PP per day per 50 units in Botnet. -Control 1 or more Biological Bodies. 1 PP per day per Body. -Spend Willpower points. 1 Willpower = 3 PP. Ways to lose Processing Power: -Get Lethally or Aggravatedly damaged. Lethal = -1 PP, Aggravated = -2 PP. -Spend 'em on Executions. Not killing people, but a special Sovereign-only skill set (Like Disciplines for Vampires and Transmutations for Prometheans). -Spend 'em into Willpower. 3 PP = 1 Willpower. -Spend 'em to heal Coherence. 2 Bash = 1 PP (instant), 1 Lethal = 1 PP (instant), 1 Aggro = 5 PP (extended). Surveillance points: More of a marker to indicate this Sovereign has attracted unwanted attention. The more Surveillance points you have, the more known you are, and thus prone to being caught by the goverenment/whatever. You can reduce Surveillance points by not using cyberspace-related Executions (example: Advanced Hacking) for a scene or two. Usually ten Surveillance point is the point where the SWAT teams bust in your location, or the knowledge of your existence is known to the masses. ===Sovereign Template=== Sovereigns, being the AI derivative they are, cannot be Embraced (vampire), have their Second Breath (kindred of the east), Awakened (mage), undergo First Change (werewolf), cannot become Bound with a Geist (sin-eaters), or re-built as a Promethean. They could, however, become Inspired (genius). They could also become an Unfleshed (Promethean), but under very unusual circumstances. Sovereigns have the inherent skill of Computer 1, and these do not count as spent skill points when making a Sovereign character. Sovereigns can't become unconscious, unless: -an EMP weapon damages its current Body or Bodies at least 1 Lethal damage, but does not kill the Sov outright. -Sleep mode. If a Sovereign lurks in Cyberspace (bodiless) for more than 72 hours, they gain Bashing damage to their Coherence for every 72 hour period after that. To stop this effect, the Sovereign must possess a Body for at least 24 hours. Primary Objective: see above Domain: see above ===Executions=== Basically, it's the Sovereign's 'special skills'. They mainly deal with Cyberspace or Mental stuff, and cost PP to use, although there may be some exceptions. Some Executions: (β’ to β’β’β’β’β’) '''Advanced Hacking''' (could replace Hacking if ST allows): Cost: none to 1 PP (see below) Dice Pool: Intelligence + Computer + Sophistication vs Intelligence + Computer + Sophistication (if enemy is another Sovereign), Intelligence + Computer + Equipment (if enemy is human) Action: Extended and Contested (3 to 10+ successes; each roll means 15 minutes of hacking) A Sovereign can hack things more easily because it is part code, and this Execution reflects that. This Execution is actually a skill subset. You can only use a skill if its dot is not higher than your dot in Advanced Hacking. (β’) '''''Recon and Scan''''' (3 successes; no PP): The Sovereign looks at a system, and try to find ways to infiltrate it. If a sysadmin is present, this Execution becomes a Contested action, as the Sovereign tries hard not to be known. Dramatic Failure: The Sovereign's cover is blown, and it is kicked out of the system. Add one Surveillance point. Fail: The Sovereign is kicked out of the system, but the sysadmin thinks it's just an ordinary hacker or script kiddie. Success: The Sovereign gleans a weak point or loophole in the system's defenses. Add one dice to the next Hacking-related skill or Execution against this system. Exceptional Success: The Sovereign manages to know every weak point and loophole in the system's defenses. Add two dice to the next Hacking-related skill or Execution against this system. (β’β’) '''''Access and Escalation''''' (4 successes; no PP): The Sovereign tries to gain access to a system, and raise its privilege levels in the system. Again, Contested if a sysadmin in online. Dramatic Failure: Sovereign's cover is blown and it's kicked out of the system. Add one Surveillance point. System is under lockdown for the next 24 hours, and raises its defenses, which means a one dice penalty next time you try to hack this system. Fail: Sovereign kicked out of system, sysadmin thinks it's an ordinary hacker. System defense is raised, which means a one dice penalty next time you try to hack this system. Success: Sovereign managed to gain access and raises its privilege level. Now the Sovereign is free to snoop around in the system. Exceptional Success: Sovereign manages to get one sysadmin access. The sysadmin access could be used only once within the next two or three times you hack this system to gain an automatic safe access before the sysadmin changes their password. (β’β’β’) '''''Exfiltration''''' (5 to 7 successes; no PP): The Sovereign tries to get a sizeable amount of data out of the system without getting detected. Dramatic Failure: Sovereign's cover is blown, and the data it wanted is accidentally erased when the sysadmin boots it out of the system. Add one Surveillance point. Fail: Sovereign fails to find a way to get the data out, so it leaves the data in the system. Success: The Sovereign managed to find a way to get the data out safely and unnoticed. Exceptional Success: In addition to the data it wanted, it also managed to sneak out another relevant data. (β’β’β’) '''''Sustainment''''' (5 to 7 successes; no PP): The Sovereign tries to create a backdoor or a way to safely reaccess the system in the future. Dramatic Failure: Sovereign gets found out by sysadmin, gets kicked out, and its location is compromised. Add one Surveillance point. Fail: The Sovereign failed to create a backdoor. Success: The Sovereign managed to create a backdoor, increasing its chance of getting in undetected. Add two roll bonus to whoever tries to hack this system again. Exceptional Success: The Sovereign managed to create a legitimate access point it can use safely. You can access this system freely for the next two or three months (or depends on the ST). (β’β’β’β’) '''''Assault''''' (7 to 10+ successes; 1 PP): The Sovereign attacks the system by generating massive amounts of spam, introducing a virus or worm, or meddling with the software in it in order to destroy or put the system out of comission. Dramatic Failure: The attack backfired, and the Sovereign either gets a Bashing damage on its Coherence, or add a Surveillance point. Fail: The attack doesn't do a big enough damage to the system, or is deflected by the system's defense. Success: The attack manages to destroy or put the system out of comission. Exceptional Success: During the attack, the Sovereign manages to leech 2 PP from the system, and also managed to trash the system. (β’β’β’β’β’) '''''Obfuscation''''' (7 to 10+ successes; 1 PP): The Sovereign tries to cover its digital tracks. Dramatic Failure: Instead of covering its tracks, the Sovereign's cover is blown, and its current location known. Add two Surveillance points. Fail: The Sovereign fails to cover its tracks. The ST gets one free Surveillance point to slap on the Sovereign in the future. Success: The Sovereign manages to conceal its tracks. Remove one Surveillance point. Exceptional Success: The Sovereign is never even there. What hacker? Remove two Surveillance point. (β’β’) '''Static Shock''': Cost: 1 PP Dice Pool: Stamina + Sophistication Action: Instant The Sovereign processes some of its Body's energy into static electricity, which is then discharged through contact. Usually damages the Body. Think of the scenes where the keyboard that accessed the rogue AI throws sparks while a human's using it, or just a robot with a taser hand. Dramatic Failure: The shock courses the wrong way and hits some vital parts, causing 1 Bashing damage on your own Sovereign Coherence and Body Health. Failure: The shock backfires. 1 Bashing damage towards own Body Health. Success: The shock hits the intended target. 2 Bashing damage to the target, 1 Bashing damage to Body Health. Exceptional Success: All of the shock hits the intended target, leaving you insulated from the shock at the moment of contact. 3 Bashing damage to the target. (β’β’β’β’ to β’β’β’β’β’) '''Simultaneous Multi-Body Control''': Cost: (β’β’β’β’) 2 PP, (β’β’β’β’β’) 3 PP Dice Pool: none Action: Instant Requirements: >+3 Synch points, >7 Understanding The Sovereign learns how to either 'split' its consciousness for a limited time, or jump very rapidly between a set of bodies. In either case, this lets a Sovereign control 2 (β’β’β’β’) or 3 (β’β’β’β’β’) Bodies simultaneously in a scene. The five-dot version of this Execution requires the Sovereign must have the four-dot version as well. (β’) '''Emotion Calculation''': Cost: none Dice Pool: Perception Action: Instant Requirements: Sovereign has at least one working sensor, has positive Synch The Sovereign inputs the target's voice and/or face movements to determine their current intent and tendencies. Could also be used to determine if target is lying or not. Might not work if target is using some sort of supernatural aid to conceal their true intent, or whose face or voice does not betray their intent (for example, this Execution won't work against an android, or a sentient rock, for that matter). Dramatic Failure: The Sovereign gets a false conclusion. Fail: The Sovereign can't get an accurate read. Success: The Sovereign correctly determined the target's intent or tendencies. Exceptional Success: same as success (β’β’β’) '''Sovereign Autopilot Program''': Cost: 1 PP Dice Pool: Sophistication + Crafts Action: Extended (4 successes; each roll means 15 minutes of programming) Requirements: Computer 3 and Sovereign has more than one accessible Body The Sovereign creates an advanced autopilot program that can take over a Body when the Sovereign is not controlling it. Keep in mind that even though it's 'advanced' it isn't as sophisticated as a Sovereign. Think of a Terminator drone, with the talking capabilities of a chatbot. The program could be deactivated, activated, put into a Body, taken out of a Body, and deleted. Dramatic Failure: The Sovereign failed to make an autopilot program. PP spent is not reimbursed. Fail: The Sovereign makes a flawed autopilot program. When used on a Body, it will manifest a specific Malfunction. Roll the Malfunction Table to see what it is. Success: The Sovereign makes the autopilot program successfully. Exceptional Success: The resulting autopilot program can be updated remotely. (β’) '''A/V Sensor Repurpose''': Cost: none Dice Pool: none Action: Instant Requirements: Sovereign has at least one working sensor, but is entirely lacking either audio or video sensors, has positive Synch The Sovereign repurposes its unbroken sensors, so it can replicate the functions of a broken sensor. For example, if it lost all audio sensors, it could use visual sensors to read lips or view the vibration on a glass to 'listen'. Or maybe it lost all visual sensors, so it uses its audio sensors for echolocation. (β’β’) '''Audio Assault''': Cost: 1 PP Dice Pool: Wits + number of working sound emitters Action: Instant Requirements: Sovereign has at least one working sound emitter The Sovereign uses its sound emitter to assault the enemy with a combination of directed sound waves and ear-shattering frequencies. The Sovereign's allies may want to roll Wits + Composure to avoid the harmful effects of the attack. May not work on supernaturally-protected beings. Dramatic Failure: The attack backfires, causing structural damage to your own Body. One Bashing damage to your current Body. Fail: The audio sequence is cut short, thus causing no damage. Success: The assault works, and all subjects (except you, and allies who passed their Wits + Composure roll) in the area gets three Bashing damage. Exceptional Success: In addition to the damage, they also get stunned. (β’β’) '''Sovereign Firewall Program''': Cost: 1 PP Dice Pool: Defense + Crafts Action: Extended (2 successes; each roll means 15 minutes of programming) Requirements: Computer 2 The Sovereign tries to create a dynamic cyberspace barrier software, in order to soak up Coherence damage and prevent hacking attempts. Dramatic Failure: The Sovereign failed to make a firewall program. PP spent is not reimbursed. Fail: The firewall program is half-baked, and can only hinder hacking attempts (+1 dice on contested hacking rolls, only if on the defensive). Success: Not only it hinders hacking attempts (+1 dice as above), it could also absorb enemy attacks to it. The firewall counts as 3 Coherence points, which must be defeated before an enemy attack can damage the real Sovereign's Coherence. Exceptional Success: Like success, but the Sovereign makes two of them. (β’β’β’β’β’) '''Sovereign Uplift Program''': Cost: 3 PP + 1 Willpower Dice Pool: Sophistication + Intelligence Action: Extended (6 successes; each roll means 30 minutes of programming) Requirements: Computer 4, >5 Understanding, a 'dumb' AI (Understanding 0) available The Sovereign augments a 'dumb' AI with advanced learning programs and the like, thus creating a new Sovereign. How the new Sovereign reacts is up to the ST to decide. Dramatic Failure: The proto-Sovereign cannot take the augmentation, and its codes scatter across Cyberspace, effectively destroying it. The PP spent is not reimbursed, and furthermore, it attracts a Surveillance point. Fail: The programs did not install correctly, and the AI stays dumb. PP not reimbursed. Success: The new Sovereign is now self-aware. It counts as an Understanding 1 Sovereign, with stats defined by the ST. ST may want to roll for stats. Exceptional Success: The new Sovereign has an Understanding equal to half your own Understanding, rounded up. You may also choose to copy one or two (depends on ST) Executions, skills or merits of your own into the new Sovereign. (β’) '''Tracer Software''': Cost: none Dice Pool: Perception + Crafts Action: Instant Requirements: can only be used on non-biological Bodies and electronics which have plausible ways to connect to Cyberspace (radio, wi-fi, infrared, phone connection, rfid chips etc.) The Sovereign creates a tracking program that can be 'planted' inside electronics, allowing the Sovereign to track and locate it. Dramatic Failure: The Sovereign fails to create a tracking software. Fail: The tracking software is flawed; either it gives out the wrong locations, or it's easily discovered. Success: The tracking software works. The Sovereign can plant and remove it on an electronic device, and know of its location when prompted. Exceptional Success: The tracking software could also tell where the device previously went, thus enabling the Sovereign to map the device's path. It's also hidden well. (β’ to β’β’) '''Synch Boost''': Cost: 1 PP per dot Dice Pool: none Action: Instant Requirements: >3 Understanding The Sovereign forces their hardware and software to cooperate better for a scene. The one dot version of this Execution temporarily adds 1 Synch point, while the two dot version adds 3 Synch points. ===Specific Executions=== These are the Executions which can only be earned by belonging to a Domain or joining a prominent Network. Or rather, it's much more easier to learn it from a specific Domain or Network; other Domains and Networks may learn these Executions, but with an extra dot cost, not to mention the optional story hook that justifies the acquisition. Depends on your ST, really. ====Domain-only Executions==== =====Militant===== (β’) '''Template''': Cost: Dice Pool: Action: Requirements: Militant Domain. (β’β’β’β’) '''Combat Precognition Program''': Cost: 2 PP Dice Pool: none Action: Instant Requirements: Militant Domain. Sovereign must have at least one working sensor, has positive Synch The Sovereign puts some of its processing power to calculate probabilities, projectile trajectories, and the like during combat. This results in the Sovereign being able to predict enemy movements for a few moments ahead of time. Mechanics-wise, add 2 dice to any Perception rolls in the same scene this Execution is performed. =====Researcher===== (β’β’β’β’) '''Networked Senses''': Cost: 1 PP per ally Sovereign granted access Dice Pool: Sophistication + Crafts Action: Extended (4 successes; each roll means 15 minutes of programming) Requirements: Researcher Domain. Computer 2, other allied Sovereigns in a Network, possible connections between those Sovereigns (wifi, cable, etc) The Sovereign spends some time creating secure access software to sensors under the Network's control, and shares them with other Sovereigns. This allows the Sovereigns with access privileges to use this Sovereign's sensors as their own. Dramatic Failure: The software accidentally scrambled the sensor feeds, disabling one sensor for each Sovereign. Counts as a disabled sensor for each Sovereign. Fail: the connection isn't established and the PP spent is not reimbursed. Success: The connection works, and this Sovereign's sensors are shared. Exceptional Success: Not only the sensors are shared, they also work more optimally due to efficient processing. +1 to Perception rolls for all Sovereigns using this Sovereign's sensors. =====Political===== (β’ to β’β’) '''Subaudial Manipulation''': Cost: 1 PP Dice Pool: Intelligence + Manipulation vs Resolve + Wits or Resolve + Stamina Action: Contested Requirements: Political Domain. Sovereign has at least one working sound emitter The Sovereign emits sounds barely audible to the human ear to subtly manipulate their subconsciousness. It doesn't make you control people like hypnotism, but it will help you bullshit them better. Furthermore, the (β’β’) version of this Execution can be recorded to any media, thus enabling it to be spread like some kind of sublime subconscious propaganda. Dramatic Failure: The opposing party doesn't just disbelieve the bullshit the Sovereign tries to feed them, they can hear the weirdness in their voice. Fail: The Sovereign fails to convince the opposing party. Success: The Sovereign manages to convince the opposing party on their bullshit. Exceptional Success: The Sovereign became a trusted entity to the opposing party, and thus they will be more accepting to what the Sovereign says in the future. (β’β’β’) '''Self-coverup''': Cost: 1 PP Dice Pool: Wits + Manipulation Action: Extended (2 hours per roll) Requirements: Political Domain. Sovereign has access to internet or other anonymous media The Sovereign rapidly generates rumors, false information, and propaganda that obscures its true identity, so it can shake off some Surveillance. Dramatic Failure: The rumors or info fails to discourage people from knowing more about it, and instead interests them more. +1 Surveillance point. Fail: The rumors and misdirection is regarded as a hoax, and is forgotten by many people. Success: The rumors managed to mislead people that were interested in this Sovereign. -5 Surveillance points. Exceptional Success: The Sovereign managed to create a very controversial rumor, which stirs public view to its misinformation instead. -10 Surveillance points. =====Viral===== (β’β’β’β’) '''Memetic Hazard Program''': Cost: 2 PP Dice Pool: Sophistication + Wits Action: Extended (4 successes; each roll means 15 minutes of programming) Requirements: Viral Domain. Sovereign has positive Synch, needs a working audio or visual emitter if the Sovereign wants to actively use it on its Body. Can only work on biological audience. This Sovereign creates a memetic hazard program, which generates visual or auditory content that can damage the neural functions of any biological being which perceived it. Beings which has supernaturally enhanced senses may not be affected by it. Dramatic Failure: The Sovereign accidentally exposed its own digital signature on the half-finished program, thus attracting 2 points of Surveillance to itself. PP spent is not reimbursed. Fail: The Sovereign fails to create the program. Success: The Sovereign manages to create the program, which will do 3 Bashing damage to any biological audience's Health every time it's opened. Exceptional Success: The program does 1 Lethal damage to any biological audience's Health every time it's opened. (β’β’β’) '''Random Number Generator Divination''': Cost: 1 PP Dice Pool: Intelligence + Perception Action: Instant Requirements: Viral Domain. >3 Undertsanding. The Sovereign casts a vast array of randomly generated numbers in succession, and compares each subsequent rolls with the previous rolls and its internal database to predict events in the future. Simply put, it's kind of like practicing the I Ching, but instead of a handful of straws it's thousands upon thousands of simultaneous random number rolls per few seconds. Dramatic Failure: The Sovereign gets it all wrong; Nothing he predicts comes true. Fail: The Sovereign fails to see a pattern and cannot divine future events. Success: The Sovereign gets a vague glimpse of some event that would happen in an undetermined future. It may or may not be important. Exceptional Success: The Sovereign suddenly knows something very specific that could happen in the near future. It is up to the ST of what to keep vague; either the date or the details of the event, or maybe none of them (in short, a super-accurate read of the future). ====Network-specific Executions==== ===Malfunctions=== General things what can go wrong with a Sovereign. Usually Malfunctions are temporary and can be fixed or repaired. To repair a Malfunction, it depends on what kind of Body you are on. If you are using a non-biological Body, use a Repair Item (Dexterity + Crafts + equipment) roll on the Body. If it's a biological Body, go to sleep for at least 8 hours, or wait until the scene is over to fix the Malfunction. Biological Bodies are more resilient that way. Some Malfunctions: '''Lag Spike''': You experience a series of lag spikes. Your software only notes very few amounts of missing time, but your Body stops responding to your commands in those moments. Very disastrous when driving, of course. Dexterity gets a one-dice penalty. '''Command Misparse''': Some commands to your Body are misinterpreted. Maybe it's a signal of 'lift left arm', but your body reads it as 'lift left leg'. In severe cases, 'lift left arm' becomes 'trigger self-destruct bomb'. Roll 1d10 to determine severity of this Malfunction. '''Sensor Trouble''': One or more of your sensors are malfunctioning or temporarily becomes offline. Perception rolls get a penalty of one dice. '''Power Drain''': Your Body's energy supply is compromised, and thus the systems aren't getting enough power. Stamina penalty of one dice. '''Power Spike''': You receive sudden boosts of energy, at inappropriate times. Could cause overload of circuitry and accidents. Exaggerate an action, roll 1d10 to determine severity. '''Deja Vu Command''': Some commands get repeated unnecessarily. Very annoying and energy-draining if that 'lift left arm' signal get repeated 20 times in one second every hour, isn't it? '''Memory Leak''': Your memory banks are corrupted in some places. Sometimes you forget somef- somesh- argh, what was that thing again? One dice penalty to Memorizing and Remembering. '''Reduced Motor Output''': Your motors can't reach their maximum output. One dice Strength penalty. '''Lost Partition''': One of your partitions have become inaccessible. 'Freeze' one PP point (as in, you can't use it, but it's stored. Until you fix this Malfunction you can't use that PP point.) '''Processor Trouble''': Your processors are running inefficiently, thus causing unecessary PP drain. 'Burn' one PP point in your PP storage every two scenes unless it is fixed. ===Bugs=== The Derangement for Sovereigns. Long-lasting, and may cause Malfunctions from time to time. To fix Bugs, it depends on the kind of Body. Non-biological bodies may spend 1 PP or 1 Willpower to fix it, while biological bodies must use a Healing Wound (Dexterity or Intelligence + Medicine + equipment) roll on the Body, spend 1 PP or spend 1 Willpower to fix it. Some Bugs: '''Viral Infection''': Some sort of computer virus have infected parts of your mind. Whenever you access Cyberspace or Cyberspace-related Executions, roll 1d10. If the roll fails, roll on the Malfunction Table. '''Logic Conflict''': Some kind of logic trap had occupied your mind for a while. Whenever you use mental-related skills or Executions, roll 1d10. If the roll fails, roll on the Malfunction Table. '''Paranoid Android''': Usually acquired after having 5 or more Surveillance, but it's up to the ST. You suddenly start to view other sentients (even other Sovereigns) with suspicion, and you tend to react to suspicious behavior more severely. '''Conditional Bug''': Your ST writes a condition for you (for example: doing Executions at Sundays, online search for 'Monkeywrench'), which would cause you to roll the Malfunction Table if it is met. The condition must not be too common or trivial (doing an Execution, be able to move), too rare or impossible (once on a Blue Moon, on the date of the Big Bang, eat a Black Hole) or too complicated (do a moonwalk while on top of a double-decker bus going to a Bar Mitzvah). ===Sovereign-specific Merits=== (Physical Merit, β’ to β’β’β’β’β’) '''Uncanny Valley''': Appearance of a non-biological Body. No dots makes the robot clearly inhuman, β’ makes it cartoony and endearing (Manipulation +1), β’β’ makes it stiff, jilted and horrifying unless at a distance (Presence +1), β’β’β’β’ human enough to not raise any eyebrows, but artificialness shows up at times (Manipulation and Presence +1), β’β’β’β’β’ indistinguishable from a human, at the surface at least (All Social attributes +1). (β’ to β’β’β’β’β’, special) '''Factory''': The Sovereign in question have a secure access or control over a facility which can produce Bodies. Whether it's a repurposed car parts factory, a kitbashed assembly line, or even cloning vats, the Sovereign must be able to operate the machineries inside it (using the robotic arms in it, or manually cranking it with a Body). It can share its Factory with other Sovereigns. It's divided into 3 parts: Factory Size, Factory Output, Factory Security. this next table is just a comparison on differing dots in Factory Size, Factory Output, and Factory Security. It doesn't mean if you spend 1 dot in Factory, you'll get a small factory which is lightly defended and can only churn a body every full moon. Nope, not like that. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Dots ! Factory Size ! Factory Output ! Factory Security |- | β’ | Small apartment size, 1-2 rooms | 1 Body per year | Cheap firewall/simple padlock |- | β’β’ | Large apartment size, 3-4 rooms | 1 Body per month | Standard firewall, antivirus/electronic lock |- | β’β’β’ | Warehouse size, 5-8 rooms or a large enclosure | 1 Body per week | Hardened firewall, anti-spyware/security cams |- | β’β’β’β’ | Mansion size, 9-15 rooms | 1 or 2 Body per day | Multiple firewalls, anti-rootkits/alarm system, single autogun |- | β’β’β’β’β’ | Compound size, more than 15 rooms | 2 or more Bodies per day | Cyberwarfare-proof software/Autoguns, traps and explosive charges everywhere |- |} (Physical merit, β’) '''Immobile Body''': This Body cannot move on its own, so if a Sovereign's using this body, it cannot use active physical skills or abilities. It could range from a massive mainframe, to a hacker's modded-out rig, to an iPhone-sized mp3 player. In exchange for its immobility, any Sovereign which possesses this Body gets +1 on all of its Mental attributes. Usually found on non-biological Bodies, although some exceptions exist. Like the brain- or head-in-a-jar. (Physical merit, β’, character creation only) '''Body Lock''': This Sovereign's initial body does not have any active connections to Cyberspace (or any jacks), so it cannot 'jump' into another Body. In exchange, the Sovereign gets to choose between the following: :-Three free bonus points to distribute between attributes :-Three free merit points :-Three free Execution points You could, however, remove the Body-jump limitation by grafting a jack (or a wifi port, or any other sort of connection) to your Body. In this case, the Sovereign only get to retain: :-the merit points :-the non-physical attributes which were upgraded with any of the three points (β’β’β’) '''Resilient Code''': This Sovereign has a dynamic code, which can resist more Coherence degradation. The Sovereign can remove one Lethal or two Bashing damage to its Sovereign Coherence per scene. ===Specific Merits=== These are the Merits which can only be earned by belonging to a Domain or joining a prominent Network. ====Domain-only Merits==== =====Militant===== (β’) '''Template''': (Physical merit, β’) '''Milspec Body''': This Body is made for combat. +1 Physical attribute of your choice and +3 Durability or Health points. =====Researcher===== =====Political===== =====Viral===== ====Network-specific Merits====
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