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Sovereign: The Autonomy
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===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.
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