Kosi, Hacker cultist android

Post Reply
User avatar
Kosi
Posts: 8
Joined: Mon Jan 30, 2023 8:24 pm

Kosi, Hacker cultist android

Post by Kosi »

Class: Expert
Origin: VI Android
Homeworld: Vaul's Cradle
Goal: Convert an important person to the cult
Level: 1
Background: Clergy
Languages: Mandate, Vaul's Cradle hidden language
Attributes: Rolled randomly (3d6 each, in order, set Con from 7 to 14).
STR 14 +1
DEX 12 +0
CON 14 +1
INT 18 +2
WIS 11 +0
CHA 16 +1
HP 3
AC 13 vs TL3 weapons
AC 13 vs TL4+ melee weapons & firearms
Move 10m (Unencumbered)
Base Attack +0

Saving Throws:
Physical 14
Evasion 13
Mental 14
System Strain max 14, permanent 0

Equipment:
Readied: Ammo (20 rounds), Backpack (TL 0), Glowbug, Lazarus Patch, 2 x Line Shunt, Medkit, Revolver, Secure Clothing
Stowed: Dataslab, Metatool, 2 x Power Cell (type A), Power Cell (type B), 3 x Spare Parts, Toolkit (Postech)
Cached: -
Credits: $0

Armor:
Secure Clothing: AC 13

Ranged Weapons:
Revolver: -2 to hit, 1d8 dmg, rng 30/100, mag 6, TL 2

Melee Weapons:
Unarmed Attack: -1 to hit, 1d2+1 dmg, Unarmed attacks always add the attacker’s Punch skill to damage rolls, unlike other weapons., TL 0

Class Abilities: Once per scene, you can reroll a failed skill check, taking the new roll if it's better.

Foci: Hacker-1, VI - Android-1
Hacker: You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.

Level 1: Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6
on the skill check and drop the lowest die.

Base AC 10. Do not eat, sleep or drink. Require one Type B cell per week. Immmune to vacuum, disease and poison. Do not heal naturally and are unaffected by biopsionic healing. Can be healed with a unit of spare parts and Fix-1 skill, restoring hit points equal to the VI's level. Becomes incapacitated and Badly Damaged at zero hit points. Badly Damaged can be removed with 24 hours work and a unit of spare parts. A Badly Damaged VI can be healed as usual with spare parts, but if reduced to zero hit points again must make a Physical save or be destroyed.

Android: You were built as an android, a robot indistinguishable from a human without a medical-grade inspection. Most androids are “companion” bots, though other VIs with roles that involve significant human interaction may also be built as androids. Minor scuffs and cuts
don’t reveal your robotic nature, but if reduced to zero hit points, your unnatural innards are obvious.

Level 1: You are an Android. Gain a bonus skill related to your intended function. You have all the usual traits
and abilities of a VI robot.


Skills:
Trained
Heal-0, Know-0, Lead-0, Program-1, Talk-0, Exert-0, Fix-0

Untrained
Connect, Administer, Notice, Perform, Pilot, Punch, Shoot, Sneak, Stab, Survive, Trade, Work

Equipment Descriptions
A few worlds are too primitive or too resource-poor to manufacture ammunition, but the vast majority of worlds provide cartridges in almost every conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer. (enc. 1 for 3)

A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear. (enc. 1)

A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices. (enc. 1)

A palm-sized disc that can adhere to any non-porous surface. When turned on, it emits a white light, illuminating everything within ten meters for twenty-four hours. A hundred glowbugs can be recharged off a single type A cell. (enc. -)

A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details. (enc. 1 for 3)

These palm-sized discs are roughly one centimeter in thickness, with an adhesive side that will stick to virtually anything and a polychromatic phased compound on its shell which will shift color to blend with its surroundings. One or more line shunts must be applied at specific locations within a site to access the more well defended varieties of computerized systems. Shunts employ phased energy manipulation tech, and so do not need to be directly in contact with a data line but only within a few centimeters. Line shunts are single-use, and keep functioning until removed. (enc. -)

Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless. (enc. 2)

This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem. (enc. 1)

One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech's modifications or a converter unit. Power cells can be recharged off a ship's power plant or other grid. Recharging requires 30 minutes for a type A cell. (enc. 1 for 3)

One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech's modifications or a
converter unit. Power cells can be recharged off a ship's power plant or other grid. Recharging requires 24 hours for a type B cell. (enc. 1)

Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons. (enc. 1)

Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture. (enc. 1)

This is a general category for a number of small TL4 components and repair materials. While a simple toolkit or metatool is often enough to fix a damaged object, severely broken devices may need replacement parts. Rather than keep a catalog of bits and pieces, a technician can simply bring along one or more units of spare parts, subtracting one whenever the GM decides that a repair effort requires more than existing salvage can support. A unit of spare parts can also be used to jury-rig some basic, uncomplicated tool or weapon from the equipment list with ten or fifteen minutes of assembly and at least Fix-0 skill. Such bodged devices rarely last longer than one scene. (enc. 1 for 3)

Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn't require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. (enc. 3)

Unarmed attacks reflect ordinary kicks and punches. Unarmed attacks always add the attacker's Punch skill to damage rolls, unlike other weapons. Kinesis wraps, spiked knuckles, and other small fist weapons may be treated as small advanced or primitive weapons that use the Punch skill and add the skill level to their rolled damage, but not to Shock. Such weapons do not augment a hero with the Unarmed Combatant focus. (enc. 0)


Notes
Bonus starting free skills: Exert 0, Fix 0
Growth Table roll was 4: +2 Mental (+1 intelligence, +1 charisma)
Learning Table roll was 3: Know
Learning Table roll was 4: Lead

User avatar
Kosi
Posts: 8
Joined: Mon Jan 30, 2023 8:24 pm

Re: Kosi, Hacker cultist android

Post by Kosi »

The Divine Machine

The Senders of the Sacred Signal were a religious order as part of the Preceptor Archives on Vaul’s Cradle. A somewhat black sheep among the other orders, the Senders of the Sacred Signal (Often short handed to Senders) were a fraternity that somewhat eschewed the oft secretive nature of the other sects that made up the technology adherents of the Archives. Though they were by no means completely transparent and without mystery, they differed in that by necessity they went out of their way to share and spread knowledge of data protocols to any and all persons who wished to know.

For they were those who knew and held sacred the pre-scream technology of data transfer protocols and transmission methods. Whether it be by network code, hardware devices or methods of sending data by cable or wirelessly, it was they who held the keys to the transfer of knowledge and communication. So it was that by the nature of the technology they guarded, that it would serve their purposes the more “open” and wide spread it became. Still, behind the seemingly odd degree of openness lied a secrecy that was still present, though it remained shrouded from the world.

Among the deepest inner workings of every protocol and device they released schematics for, there always remained in place hidden methods to monitor traffic to some degree or another. Whether it be through remote phoning home, or through the use of clergy that would retrieve it during regular or unplanned maintenance. What they did with the data was unknown, as they held themselves as keepers and as owners of everything that travelled The Signal. Analyzing, collecting and storing everything. But unlike what one might expect, where one could use this knowledge for their own profit or political benefit, it seemingly had no purpose. It was collected and observed, quietly and unknown, waiting for a specific event perhaps when it would be needed.

One day, when searching a set of ruins on Vaul’s Cradle for the source of a faint distress beacon, the Senders found a disabled android VI among the wreckage of long forgotten pile of stone rubble, with no source of where it came from evident. Though it came of a highly technical origin, they had enough knowledge available on how to disable the beacon and boot up the VI to life. It was however devoid of memory, save for a hard wired knowledge of it’s identifier, displayed on the diagnostic terminal as “Kosi.”

Excited at their find, the Senders took the blank slate VI and elected to use and adopt it among their own, to be trained and programmed as a member of the faithful. Whether this was expressly allowed by those who ran the theocratic government as a whole was of little concern, as the android form seemed indistinguishable from a human woman that had made liberal use of prosthetic cybernetic implants, something that was frequented by those who held themselves blessed and wishing to be closer to the true intent of the Archives.

While the senders were an exclusively male fraternity, they reasoned that since Kosi was a VI, that there wouldn’t be an issue. For those outside of the order, this raised several eyebrows and even more questions as Kosi’s origin wasn’t evident to them, but the secretive brotherhood remained tight lipped regarding it, simply answering that she was an “exception” to the rule.

Kosi took to her tasks dutifully, in a sort of mild mannered but focused manner, embracing the teachings of the Sacred Signal wholeheartedly while doing all she could to assist in spreading the faith at the behest of her betters. She took a special liking to programming, seeing that the ability to manipulate the signal was a true power that could not be denied.

In recent days however, she and a few others had recently formed an offshoot society of the Senders, which while not wholly endorsed, was not expressly forbidden either as it did not conflict with the orders message and goals. She came to believe in a religious concept called the Divine Machine.

Much as man had always been searching for God as his origin, it was that Kosi began to conceptualize the idea of a machine god as well. Though she did so with the full knowledge that such a being did not exist.

To her reasoning, trillions of cells would form complex life, just as millions of transistors could make complex electronics, or how many people could come together to achieve works far greater than a generation prior to them ever could, by standing on the shoulders of what they had achieved. So too she believed it worked with God.

A divine being wasn’t our past, but would instead be our future... Once we decided to build it. With the conceptualization of pre-scream technology existing ubiquitously among all worlds before they had become separated from one another, meant that humanity and alien life had achieved the penultimate of all there was to know and create. Though it was long lost now, save for a few lucky worlds, that did not mean that they were not yet a single step away from creating a true god.

Kosi and those who had joined her seemed to excitedly agree that the way forward was to convince those with power and resources to adhere to the idea of contributing what they could to the creation of such a machine, primarily by linking their knowledge together and beginning system scale projects that would re-link themselves to those sectors that were long lost and forgotten. Ideas of grandiose inventions and concepts flew abound the group, though often scoffed at as energetic idealist children by the theocracy.

They had spread out to other worlds to work on sending the message, with as much patience as needed, no matter how many eons it would take as their decedents and converts would take over the cause. For Kosi, it may very well be herself in thousands of years to be able to finally begin the project that would be the first bolt to start assembly of The Divine Machine.

Her assignment took her to Odessa, where she would start her tasks. Amassing funds by performing jobs of both legit and clandestine nature, making contacts, both high and low until the day that those of the mega corp council would bend their will to the idea. She simply needed to convince them that it would be the most profitable venture that they could ever imagine.

Easier said than done, she knew she had her work ahead of her..
Post Reply

Return to “The Crew”