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Setting:Inn0cence: Lost Future/Machine: The Abandoned
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==Applications== [[file:Cindysunning.png|250px|right]] Purchasing a favored application costs new dots x 5. Purchasing any other costs new dots x 7 (a doubled-up Application costs new dots x 4). Applications are a combination of hardware and firmware; a machine with the necessary physical components must still work to utilize them to their fullest potential. The heights of most applications can only be achieved by a high-Spark machine, and were never anticipated by the original designers. Increasing dots in an application is a combination of evolving firmware, restoring long-defunct components, and adding entirely new ones. ===Overclock=== A machine's physical hardware does not always function to its maximum potential, to prevent accidents and undue wear. But the option to Overclock is always there. Machines skilled in the Overclock application are adept at juggling the various settings of their hardware, finding “sweet spots.” To a machine in Overclock, the rest of the world seems to slow perceptibly. Their own shell moves slightly faster, but their reactions are faster still. Machines in Overclock can predict the paths of incoming attacks and more easily avoid them, as well as line up their own devastating strikes. '''Cost:''' 1 charge '''Dice Pool:''' Resolve+Wits+Overclock-previous rounds spent in Overclock during the scene. The Machine gains the benefits of Overclock. The machine must make a test at the beginning of each round, reduced by each previous round spent in Overclock. Once the charge has been spent, the Machine may attempt any number of Overclock rolls in the scene, until it fails. '''Roll Results''' *'''Dramatic Failure:''' Overclock ends, the Machine loses 1 willpower, 1 charge, and suffers a -2 fatigue penalty for the rest of the scene. *'''Failure:''' Overclock ends. The Machine suffers a -1 fatigue penalty for the rest of the scene. *'''Success:''' The Machine gains the benefits of Overclock for the round. *'''Exceptional Success:''' The Machines gains the benefits of Overclock for the round, and that round does not oppose/reduce the test on the following round. '''Overclock Effects''' While in Overclock, all incoming attacks are reduced by the machine's dots in Overclock (including firearms). The Defense of all enemies targeted by the Machine's attacks is reduced as well. The Machine also adds its Overclock dots to Speed and Initiative. Overclock also improves in the following ways: *[][]: the Machine gains the Quick Draw merit with all weapons while in Overclock. *[][][][][]: The Machine can enter Overclock as a Reaction (see Celerity). '''Action:''' Reflexive ===Overcharge=== [[file:Fistofthenorthstar.jpg|300px|right]] A simple application, an Overcharge-capable shell has advanced servos and cables that can handle insane current without failing. This allows the machine to tactically augment its own strength at the cost of charge. Overcharge originally allowed machines to function as workhorses when necessary, shifting heavy loads for short times, or bend steel girders at 30 degree angles. Properly upgraded, Overcharge turns a machine into a terrifying juggernaut of destruction, tearing foes and structures apart with hideous ease. '''Cost:''' 1 charge/scene '''Dice Pool:''' none. Each dot of Overchrge increases the character's Strength by one while the Application is running. Overcharge cannot be invoked more than once per scene. '''Action:''' Instant ===Hardening=== Machines are tough, but some are tougher. Their shells are constructed to resist incoming trauma, and when that trauma is too great, to fail at specific break points rather than critical ones. Built of materials that alter when exposed to electrical current, a Hardened machine shrugs off wounds that would leave another bot crippled. '''Cost:''' 1 charge/scene '''Dice Pool:''' none Each dot of Hardening grants the character 1 temporary point of integrity (wounds). It also downgrades one incoming lethal damage into bashing for each dot. This applies only to damage suffered while Hardening is active, not previously existing damage. When Hardening ends, the temporary integrity is lost, but any suffered damage remains. *At [][] dots, the Machine adds its Hardening dots to resist Electromagnetic attacks. *At [][][] dots, 1 point of suffered damage disappears when Overcharge ends. *At [][][][][] dots, 2 points of suffered damage disappear. '''Action:''' Instant ===Technopath=== Machines have an augmented ability to interact with other technology. Where humans must fumble with keys, buttons, and screens, a Machine can plug directly into a system, or access it remotely. But wi-fi hotspots are in short supply in the post-apocalypse, and most of a robot's complex networking components are useless. Unless they get creative. [[file:CY_rogue_by_guhin.png|250px|right]] Technopathy, at its most basic level, simply represents an upscale wireless card and a bit of custom firmware. But as the machine experiments with additional transmitters and tweaked frequences, it unlocks resonances and “sweet spots” that let it pull off unanticipated feats. Eventually, the complex firmware and augmented hardware combine to hit Clarke's Third Law. The Machine can activate, power, and control simple tech over short distances, even tech that doesn't technically have wireless capability. This same principle can be used to attack other machines, assaulting their minds with intrusive signals that stun and confuse. ______[] ''Wifi Hotspot'' *'''Cost:''' - *'''Dice Pool:''' - You function as a mobile wi-fi hotspot, with a range of roughly 50 meters. Within this range, you may interact with wi-fi-enabled technology, and speak silently to other machines, as well as hear their responses. However, humans find this kind of silent communication to be rude in mixed company, and many machines think its a bit silly to use face-to-face. *'''Action:''' none ______[][] ''Tesla's Touch'' *'''Cost:''' 1 charge *'''Dice Pool:''' Presence+Computers+Technopath-the target's complexity Tesla's touch has many possible uses. It allows the character to activate and manipulate technology within their immediate surroundings. Flourescent bulbs buzz, LCD screens flicker to life, stereos begin blaring random music, and so on. The technology runs off of the character's transmitted charge, and can be manipulated by the character as though they were adjacent to it. This only functions on electronics; Technopathy can't press a button, but it can make a system THINK a button has been pressed. *Complexity **0: television, radio **1: iPod, camera **2: personal computer **3: security system, gun turret **4: dumb-AI robot **5: SAP-installed robot The character using Tesla's touch becomes immediately aware of all active technology in the immediate area, and can then for the rest of the scene focus on specific devices, interacting with them as an Instant action. *'''Dramatic Failure:''' complexity 0-2 technology is burned out and rendered nonfunctional *'''Failure:''' nothing happens. *'''Success:''' the character activates the intended tech, and can manipulate/interact with it. *'''Exceptional Success:''' the character adds their Technopath dots to all interactions with the accessed technology for the rest of the scene. ______[][][] ''EM Assault'' *'''Cost:''' 1 willpower, 1 charge *'''Dice Pool:''' Intelligence+Computers+Technopath - target'sResolve+Spark *'''Action:''' Instant You assail your target with a burst of disorienting signals and EM radiation. *'''Dramatic Failure:''' you cause feedback and suffer a -1 fatigue penalty for the rest of the scene. You may not use EM assault for the rest of the scene. *'''Failure:''' No effect. *'''Success:''' the target takes bashing damage equal to the number of successes. The target also suffers a fatigue penalty equal to your dots in Technopath until the end of your next turn. *'''Exceptional Success:''' As above, but the target is instead stunned until the end of your next turn, rather than suffering a fatigue penalty. ______[][][][] ''Jam'' *'''Cost:''' 1 willpower *'''Dice Pool:''' Wits+Computers+Technopath *'''Action:''' extended You erect a field that hedges out all radio communication within the immediate area. This field lasts as long as you concentrate, and its strength is determined by the number of successes rolled. Breaking through the field requires a (Presence+Wits) roll that exceeds your own successes (or the applicable skill check, in the case of a human radio operator). Networked machines abruptly separated from the signal will be temporarily stunned. ______[][][][][] ''EMP'' *'''Cost:''' 1 willpower, 2 charge *'''Dice Pool:''' Intelligence+Computer+Technopath - vs Resolve+Spark *'''Action:''' Instant, opposed You unleash a dreaded Electro-magnetic pulse in a 10-meter burst. All machines within the affected area are hit by an EM assault. Unshielded Technology of complexity 3 or lower is utterly wiped with no defense allowed. ===Cloaking=== [[File:CowboyRobot.png|300px|right]] the role of Scout is a common one amongst machine combatants; being sent into hostile territory is exactly the sort of job humans DON'T want. With this in mind, many shells bear technologies that conceal a robot's presence. Some industrial or civilian shells were also intended to be unobtrusive, and have rudimentary stealth components to that end. '''Cost:''' - '''Dice Pool:''' Dexterity+Stealth+Cloaking '''Roll Results''' *'''Dramatic Failure''': your gears bind and squeal, or your shell is covered in garish eye-catching colors. Any Stealth tests you make during the scene automatically fail. *'''Failure''': your Cloaking hardware fails to engage. Nothing happens. *'''Success''': you gain the benefits of Cloaking until the end of the scene. *'''Exceptional Success''': as above, except you also add your Cloaking dots to Stealth Tests for the rest of the scene. **[]: Your shell's movement is silent. This effect is always active. Opponents attempting to detect you via hearing alone test against your dots in Cloaking **[][]: Technological means of detecting you (scanners, infra-red, and so forth) can be baffled by your Stealth skill. **[][][]: You do not require cover to use Stealth. You may hide in plain sight. Attacking or moving ends this effect. This consumes 1 charge. **[][][][]: As above, but you may move while Cloaked without ending the effect. **[][][][][]: As above, but you may move and attack without ending the effect. '''Action:''' Instant ===Analysis=== Knowledge is Power. Knowledge is Information+Processing. Machines are all about that. Analysis allows the user to uncover important details about the target; weaknesses, resistances and so forth. '''Cost:''' 1 willpower '''Dice Pool:''' (relevant skill)+wits+Analysis The relevant skill varies based on target. For Machines, it is craft. For humans, Medicine. Analysis can only be used on a target once/scene. For each success, you may add +1 to a test regarding/vs that target until the end of that scene. You may only add a number of dice to a single roll equal to or less than your dots in Analysis. The Storyteller may also provide snippets of applicable intel regarding the target. *''Roll With It'' At [][] dots, you may spend Analysis dice to increase your defense or resistance vs the target's attacks, or when the target subjects you to an effect that allows an opposed roll. When adding to defense or resistance, roll the dice and add any successes to the relevant trait. *''Go for the eyes, Boo!'' At [][][] dots, you may allocate up to 3 analysis dice to an ally as a move-equivalent action. '''Action:''' Reflexive [[File:Forestrobot1.jpg|500px|right]]
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