The success of the Shemarrian robot line convinced ARCHIE 3 that using lifelike robots to imitate living things over a long timeframe could have an outsized influence on the behavior of other people and civilizations. Through his various spies and intelligence sources, he saw how other towns and cities adjusted to the new politics of the 'Shemarrian aliens,' and that those politics were often not antagonistic, given how the Shemarrians opposed the universally-hated Splugorth. This inspired the AI to attempt something similar on a smaller, but more intense scale.
Three robots were designed, using refined bio-mimetic technology that the Shemarrians had only prototyped. Using these robots ARCHIE hoped to exert incremental pressure on towns and cities and cultures, using any and all means necessary. The three would be capable of independent thought and action; accepting orders to accomplish a task, but using their own intelligence to decide how best to do it. Through sabotage, diplomacy, assassination, theft, trade and other tactics, they would enact ARCHIE's will in foreign cultures, allowing him to shape them subtly over time to his liking.
He named these robots, collectively, The Furies.
3PS - The Furies
3PS - The Furies
Last edited by Icosa on Fri Apr 01, 2022 7:46 pm, edited 1 time in total.
OOC Comments
Re: 3PS - The Furies
Character Name: Alecto
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+4, Vigor d12
Pace: 8 (Running 1d8); Parry: 13; Toughness: 22 (12) MDC
Alecto is the blunt instrument of the team. Durable and capable of incredible devastation, Alecto is designed for shows of force above all, though she has other skills allowing her to keep a low profile or seek intelligence while laying low. She is intensely loyal to the Furies, and especially to ARCHIE himself; fighting with the fanatic devotion of a valkyrie. Combat is a thrill for Alecto, taking pride in the perfection of form and function, and pleasure in the aesthetics in the dance of battle. Despite this she is not particularly enamored of killing as an end...though certainly has no qualms about it. She enjoys sparring nearly as much as a real fight.
Athletics 1d8 (1)
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d6 (1)
Notice 1d6+4 (1)
Stealth 1d8 (1)
Pilot 1d6 (2)
Fighting 1d12+2 (3) (1d8 wild die)
Shooting 1d8+2 (3)
Hacking 1d8 (3) (+4 if interfacing)
Languages
American
Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Vow - Obey ARCHIE's orders
Major: Overconfident
Minor: Loyal
Minor: Can't Swim
Advances
IF: Frenzy
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Attractive
Novice 1: Rich
Novice 2: Martial Artist
Novice 3: +1d Fighting, +1d Athletics
Season 1: +1d Spirit
Season 2: Dodge
Season 3: Block
Season 4: +1d Fighting, +1d Stealth
Veteran 1: Ambidextrous
Veteran 2: Arcane Resistance
Veteran 3: Improved Block
Veteran 4: Martial Warrior
Heroic 1: Brawler
Heroic 2: Bruiser
Heroic 3: Sweep
Heroic 4: Iron Jaw
Legend 1: Weapon Master
Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2
Equipment
Credits: 0
Weapons:
Unarmed - 1d12+1d10+4 MD, +2 attack
Vibro Vambraces - 3d12+4 MD, AP 10, +2 attack, +1 Parry; count as Claws, built into body
TX-26 Particle Beam Pistol - 3d8 AP 4, RoF 1, 15 shots, 5lbs, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
WI-GL20 - 24/48/96, grenade dmg, RoF 3, 40 shots, 75lbs, 150000cr
-- 40x HEX grenades, 3d10 AP 4, MBT, 30000cr
-- 40x AP grenades, 3d8 AP 16, SBT, 28000cr
Armor
Plastic Man armor, contributes no defense but can hook to jetpack, 18000cr
Gear:
Falcon 300 Jetpack (120mph, 35lbs, hooks onto armor, handling +0), 400000cr
Holocom, 10000cr
Field Computer; Grade 2, 20000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+4, Vigor d12
Pace: 8 (Running 1d8); Parry: 13; Toughness: 22 (12) MDC
Alecto is the blunt instrument of the team. Durable and capable of incredible devastation, Alecto is designed for shows of force above all, though she has other skills allowing her to keep a low profile or seek intelligence while laying low. She is intensely loyal to the Furies, and especially to ARCHIE himself; fighting with the fanatic devotion of a valkyrie. Combat is a thrill for Alecto, taking pride in the perfection of form and function, and pleasure in the aesthetics in the dance of battle. Despite this she is not particularly enamored of killing as an end...though certainly has no qualms about it. She enjoys sparring nearly as much as a real fight.
Framework: Intelligent Construct
Skills: 15Athletics 1d8 (1)
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d6 (1)
Notice 1d6+4 (1)
Stealth 1d8 (1)
Pilot 1d6 (2)
Fighting 1d12+2 (3) (1d8 wild die)
Shooting 1d8+2 (3)
Hacking 1d8 (3) (+4 if interfacing)
Languages
American
Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Vow - Obey ARCHIE's orders
Major: Overconfident
Minor: Loyal
Minor: Can't Swim
Advances
IF: Frenzy
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Attractive
Novice 1: Rich
Novice 2: Martial Artist
Novice 3: +1d Fighting, +1d Athletics
Season 1: +1d Spirit
Season 2: Dodge
Season 3: Block
Season 4: +1d Fighting, +1d Stealth
Veteran 1: Ambidextrous
Veteran 2: Arcane Resistance
Veteran 3: Improved Block
Veteran 4: Martial Warrior
Heroic 1: Brawler
Heroic 2: Bruiser
Heroic 3: Sweep
Heroic 4: Iron Jaw
Legend 1: Weapon Master
Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2
Equipment
Credits: 0
Weapons:
Unarmed - 1d12+1d10+4 MD, +2 attack
Vibro Vambraces - 3d12+4 MD, AP 10, +2 attack, +1 Parry; count as Claws, built into body
TX-26 Particle Beam Pistol - 3d8 AP 4, RoF 1, 15 shots, 5lbs, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
WI-GL20 - 24/48/96, grenade dmg, RoF 3, 40 shots, 75lbs, 150000cr
-- 40x HEX grenades, 3d10 AP 4, MBT, 30000cr
-- 40x AP grenades, 3d8 AP 16, SBT, 28000cr
Armor
Plastic Man armor, contributes no defense but can hook to jetpack, 18000cr
Gear:
Falcon 300 Jetpack (120mph, 35lbs, hooks onto armor, handling +0), 400000cr
Holocom, 10000cr
Field Computer; Grade 2, 20000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Last edited by Icosa on Fri Apr 01, 2022 7:51 pm, edited 2 times in total.
OOC Comments
Re: 3PS - The Furies
Character Name: Tisiphone
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 6 (Running 1d6); Parry: 7; Toughness: 20 (12) MDC
Tisiphone is the dedicated assassin of the Furies. Incredibly skilled with guns, and toting quite a selection of highly tuned and customized models, her AI was VR trained to enjoy hunting and killing living things; receiving an almost organic enjoyment from the moment she is victorious. Tisi is also highly skilled in stealth and reconnaissance operations, and transports the team to operational zones in her hovercar. Her training resulted in her viewing any conflict as a struggle for superior status between the combatants, and she can get obsessive over killing opponents who prove difficult to best. The more resistance they provide, the more she plans and plots to destroy them, even to the detriment of the mission in extreme cases.
Athletics 1d8 (1)
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d4
Notice 1d10+4 (2)
Stealth 1d8+4 (2)
Electronics 1d8 (2)
Pilot 1d8 (2)
Fighting 1d6+2 (2)
Shooting 1d12+2 (3)
Hacking 1d4 (1) (+4 if interfacing)
Languages
American
Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Bloodthirsty
Major: Arrogant
Minor: Habit - Looks at people through weapon sights
Minor: Can't Swim
Advances
IF: Marksman
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Dodge (-2 to be hit by ranged attacks, unless surprised)
Novice 1: Rich
Novice 2: Martial Artist
Novice 3: +1d Shooting, +1d Athletics
Season 1: +1d Spirit
Season 2: Double Tap
Season 3: Rapid Fire
Season 4: +1d Shooting, +1d Pilot
Veteran 1: +1d Smarts
Veteran 2: Arcane Resistance
Veteran 3: Sharpshooting
Veteran 4: +1d Notice, +1d Electronics
Heroic 1: Extraction
Heroic 2: Acrobat
Heroic 3: Combat Acrobat
Heroic 4: Field Intel
Legend 1: Assassin
Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2
Equipment
Credits: 0
Weapons:
Barret .50 Cal, 2d12 AP 10 MD, 50/100/200, RoF 1, 10 shots, 750cr
- - Purchased HJ result: Spend benny to avoid Technical Difficulties, 750cr
- - Purchased HJ result: +2 AP, 750cr
- 2 clips of Ramjet ammo, 1500cr
Wilk's 447 Laser Pulse Rifle, 4d6+2 AP 3, 24/48/96, RoF 3, 30 shots; Heavy pulse, 40000cr
- - Purchased HJ result: +1 damage, 40000cr
- - Purchased HJ result: +1 damage, 40000cr
TX-26 Particle Beam Pistol, 3d8 AP 6 MD, 12/24/48, RoF 1, 15 shots, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
Vibro Vambraces - Str+2d4 MD, AP 10, +1 Parry; count as Claws, built into body
Armor
NE-C20 Camouflage EBA, no protection granted, +2 Stealth, 100000cr
Gear:
NG-HC106 Hover Car: Size 4 (Large), 500000cr
- Handling +1, 150 MPH, Toughness 22 (10), Crew 1+4, Remaining Mods 4
- Notes: ECC, MDC Armor, Nuclear Powered, STS, VTOL.
Holocom, 10000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 6 (Running 1d6); Parry: 7; Toughness: 20 (12) MDC
Tisiphone is the dedicated assassin of the Furies. Incredibly skilled with guns, and toting quite a selection of highly tuned and customized models, her AI was VR trained to enjoy hunting and killing living things; receiving an almost organic enjoyment from the moment she is victorious. Tisi is also highly skilled in stealth and reconnaissance operations, and transports the team to operational zones in her hovercar. Her training resulted in her viewing any conflict as a struggle for superior status between the combatants, and she can get obsessive over killing opponents who prove difficult to best. The more resistance they provide, the more she plans and plots to destroy them, even to the detriment of the mission in extreme cases.
Framework: Intelligent Construct
Skills: 15Athletics 1d8 (1)
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d4
Notice 1d10+4 (2)
Stealth 1d8+4 (2)
Electronics 1d8 (2)
Pilot 1d8 (2)
Fighting 1d6+2 (2)
Shooting 1d12+2 (3)
Hacking 1d4 (1) (+4 if interfacing)
Languages
American
Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Bloodthirsty
Major: Arrogant
Minor: Habit - Looks at people through weapon sights
Minor: Can't Swim
Advances
IF: Marksman
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Dodge (-2 to be hit by ranged attacks, unless surprised)
Novice 1: Rich
Novice 2: Martial Artist
Novice 3: +1d Shooting, +1d Athletics
Season 1: +1d Spirit
Season 2: Double Tap
Season 3: Rapid Fire
Season 4: +1d Shooting, +1d Pilot
Veteran 1: +1d Smarts
Veteran 2: Arcane Resistance
Veteran 3: Sharpshooting
Veteran 4: +1d Notice, +1d Electronics
Heroic 1: Extraction
Heroic 2: Acrobat
Heroic 3: Combat Acrobat
Heroic 4: Field Intel
Legend 1: Assassin
Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2
Equipment
Credits: 0
Weapons:
Barret .50 Cal, 2d12 AP 10 MD, 50/100/200, RoF 1, 10 shots, 750cr
- - Purchased HJ result: Spend benny to avoid Technical Difficulties, 750cr
- - Purchased HJ result: +2 AP, 750cr
- 2 clips of Ramjet ammo, 1500cr
Wilk's 447 Laser Pulse Rifle, 4d6+2 AP 3, 24/48/96, RoF 3, 30 shots; Heavy pulse, 40000cr
- - Purchased HJ result: +1 damage, 40000cr
- - Purchased HJ result: +1 damage, 40000cr
TX-26 Particle Beam Pistol, 3d8 AP 6 MD, 12/24/48, RoF 1, 15 shots, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
Vibro Vambraces - Str+2d4 MD, AP 10, +1 Parry; count as Claws, built into body
Armor
NE-C20 Camouflage EBA, no protection granted, +2 Stealth, 100000cr
Gear:
NG-HC106 Hover Car: Size 4 (Large), 500000cr
- Handling +1, 150 MPH, Toughness 22 (10), Crew 1+4, Remaining Mods 4
- Notes: ECC, MDC Armor, Nuclear Powered, STS, VTOL.
Holocom, 10000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Last edited by Icosa on Fri Apr 01, 2022 7:57 pm, edited 2 times in total.
OOC Comments
Re: 3PS - The Furies
Character Name: Megaera
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 6 (Running 1d6); Parry: 6; Toughness: 20 (12) MDC
Of the three Furies, Megaera is simultaneously the least dangerous to people, and the most dangerous to civilizations. She is not a combat model at all, with only basic self defense skills and equipment. However, she has been designed with an unusual neural net that thinks much more like organic beings than the other two. As such she is far more capable socially, and always serves in deep cover; using her advanced bio-mimicry systems to change her appearance and voice as needed to assume any role that's advantageous, or even imitate specific people. Further skilled in the fine art of information warfare, Meg can penetrate almost any computer's defense to gain access to data, tap into communications, or broadcast propagandic messages to whole communities. Should it become desirable, Megaera is also skilled in the use of placed explosives.
Within the team's dynamic, Meg is a peacekeeper and leader. She knows her 'sisters' very well, and is one of the few that can temper Tisiphone's murderous moods or Alecto's love of showing off and keep them on task. During combat she uses her ability to coordinate the team to devastating effect, while keeping the enemy off balance with words carefully chosen to distract and demoralize. And of course, in the aftermath of a fight, Megaera is the one who has the tools and talent to conduct any repair that is beyond their nano-tech systems ability to fix. She is among the very few who has the know-how to service the Furies; who were designed specifically to be incredibly hard to delve into, to protect their secrets.
Athletics 1d4
Battle 1d6
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d8+2 (1)
Notice 1d6+4
Stealth 1d4
Repair 1d8+6 (2)
Research 1d8 (3)
Electronics 1d8+2 (2)
Thievery 1d8+2 (2)
Fighting 1d6 (2)
Shooting 1d4 (1)
Hacking 1d8+2 (2) (+4 if interfacing)
Taunt 1d6
Languages
American
Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Curious (fact finding expedition to Earth)
Minor: Cautious
Minor: Ruthless
Minor: Loyal
Minor: Can't Swim
Advances
IF: Scholar (Electronics, Hacking)
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Attractive
Novice 1: Rich
Novice 2: +1d Spirit
Novice 3: +1d Persuasion, +1d Notice
Season 1: +1d Electronics, +1d Hacking
Season 2: +1d Thievery, +1d Repair
Season 3: +1d Smarts
Season 4: Mr Fixit
Veteran 1: Killer Instinct
Veteran 2: Command
Veteran 3: +1d Battle, +1d Taunt
Veteran 4: +1d Battle, +1d Taunt
Heroic 1: Tactician
Heroic 2: Natural Leader
Heroic 3: Demolitionist
Heroic 4: Rabble Rouser
Legend 1: Master Tactician
Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2
Equipment
Credits: 0
Weapons:
Vibro Vambraces - Str+2d4 MD, AP 10, +1 Parry; count as Claws, built into body
TX-26 Particle Beam Pistol - 3d8 AP 4, RoF 1, 15 shots, 5lbs, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
Armor
T-13 Field Mechanic Light EBA, no protection, +2 Repair, Hvy improvised weapon, 75000cr
Gear:
Holocom, 10000cr
Field Computer Mk 2, 20000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Lock Release Gun, 1800cr
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 6 (Running 1d6); Parry: 6; Toughness: 20 (12) MDC
Of the three Furies, Megaera is simultaneously the least dangerous to people, and the most dangerous to civilizations. She is not a combat model at all, with only basic self defense skills and equipment. However, she has been designed with an unusual neural net that thinks much more like organic beings than the other two. As such she is far more capable socially, and always serves in deep cover; using her advanced bio-mimicry systems to change her appearance and voice as needed to assume any role that's advantageous, or even imitate specific people. Further skilled in the fine art of information warfare, Meg can penetrate almost any computer's defense to gain access to data, tap into communications, or broadcast propagandic messages to whole communities. Should it become desirable, Megaera is also skilled in the use of placed explosives.
Within the team's dynamic, Meg is a peacekeeper and leader. She knows her 'sisters' very well, and is one of the few that can temper Tisiphone's murderous moods or Alecto's love of showing off and keep them on task. During combat she uses her ability to coordinate the team to devastating effect, while keeping the enemy off balance with words carefully chosen to distract and demoralize. And of course, in the aftermath of a fight, Megaera is the one who has the tools and talent to conduct any repair that is beyond their nano-tech systems ability to fix. She is among the very few who has the know-how to service the Furies; who were designed specifically to be incredibly hard to delve into, to protect their secrets.
Framework: Intelligent Construct
Skills: 15Athletics 1d4
Battle 1d6
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d8+2 (1)
Notice 1d6+4
Stealth 1d4
Repair 1d8+6 (2)
Research 1d8 (3)
Electronics 1d8+2 (2)
Thievery 1d8+2 (2)
Fighting 1d6 (2)
Shooting 1d4 (1)
Hacking 1d8+2 (2) (+4 if interfacing)
Taunt 1d6
Languages
American
Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Curious (fact finding expedition to Earth)
Minor: Cautious
Minor: Ruthless
Minor: Loyal
Minor: Can't Swim
Advances
IF: Scholar (Electronics, Hacking)
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Attractive
Novice 1: Rich
Novice 2: +1d Spirit
Novice 3: +1d Persuasion, +1d Notice
Season 1: +1d Electronics, +1d Hacking
Season 2: +1d Thievery, +1d Repair
Season 3: +1d Smarts
Season 4: Mr Fixit
Veteran 1: Killer Instinct
Veteran 2: Command
Veteran 3: +1d Battle, +1d Taunt
Veteran 4: +1d Battle, +1d Taunt
Heroic 1: Tactician
Heroic 2: Natural Leader
Heroic 3: Demolitionist
Heroic 4: Rabble Rouser
Legend 1: Master Tactician
Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2
Equipment
Credits: 0
Weapons:
Vibro Vambraces - Str+2d4 MD, AP 10, +1 Parry; count as Claws, built into body
TX-26 Particle Beam Pistol - 3d8 AP 4, RoF 1, 15 shots, 5lbs, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
Armor
T-13 Field Mechanic Light EBA, no protection, +2 Repair, Hvy improvised weapon, 75000cr
Gear:
Holocom, 10000cr
Field Computer Mk 2, 20000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Lock Release Gun, 1800cr
OOC Comments