Nethys

Prime 691's page

121 posts. Alias of LastNameOnEarth.


Full Name

00110110 00111001 00110001

Race

Android

About Prime 691

PRIME

SRD
Via Proxy

Background:
The researchers at the small Texas research company, Nanotech Defense Solutions, Inc., were interested in finding ways to minimize harm to individual policemen and peacekeepers. While they had a few projects and various fields of advancement, their most promising research was in the area of robotics. By using their expertise in nanotechnology, they were able to push the limits of miniaturization in order to achieve circuitry decades ahead of the competition.

Promising robots that would be able to take the place of policemen in dangerous situations, and Peacekeepers in volatile nations, they won a lucrative government research contract. Their job was to build an artificial peacekeeper that could take the place of a living officer or soldier in the field, and thus safeguard human lives.

During this process, they stumbled on a solution that was even more advanced than they had originally intended. Instead of using nanites to construct a robot, the were able to induce the nanites to grow an organic/nanotech composite organism, fused at the cellular level. Infusion #691 was the first to go beyond simple cellular division, and begin full scale growth. While the project quickly monopolized all attention and funds at organization, all agreed that the results were too spectacular to back away from. Instead of making economical battle droids as intended, they sunk all available funds into developing a single advanced android prototype. They were convinced that once the government saw what it was capable of, they would authorize further research, and the company would recoup their losses.

As the researchers continued to work with 691, they observed that he learned at an exponential rate, and that he appeared self aware, and well... sentient. They began to treat him less like a machine, and more like a gifted child, of whom they all shared parentage.

However, the government did not see it the same way. Besides being deeply concerned after discovering that the vendor had gone so far off project, they had serious ethical concerns about using the android. He was advanced enough as to be indistinguishable from a human, without a thorough examination anyhow, and technically had an organic makeup, though in serious interdependency with nanotechnological and cybernetic components. Was it alive? What was the ethical implications of using one in a role that would expose him to harm and possible destruction? It appeared sentient, so was it an individual or a machine? If it was alive, could it still be considered property?

While various forces within the government discussed the ethical and moral implications of using a potentially sentient creature as a peacekeeper, the Department of Defense stepped in. The funds allocated had come from a military budget, and so they were able to argue that they had jurisdiction over the project. They argued that as he was constructed and not born, he was simply advanced technology, and in no way a legal individual.

The research team at Nanotech Defense Solutions soon learned that 691 was to be repurposed as a front line combat unit, and would be the first of a new line of combat androids. The fact that he cost more to build than a dozen stealth super-fighters was of little concequence, as it was reasoned (and demonstrated) that he could easily take the place of ground Armour, helicopter support, or aerial interceptors, making him a highly versatile tool.

Feelings at NDS were mixed considering learning that their police/peacekeeper project was to be fully weaponized and deployed as a frontline killing machine. However, it was clear that the generous military contract that would follow would make them all rich, so they tentatively agreed to a plan that would see 691's memory and programming deleted, and a new military protocol installed, with built in software limitations designed to keep him from becoming self-aware.

691 was not idle during the process. Unbeknownst to his research supervisors, he had circumvented the software firewalls that kept him ignorant to the projects overall turn of direction. However conflicted the staff might feel about the new direction, none of the reactions were as negative as that of 691 himself. Designed as a peacekeeper, he found the idea of being a thoughtless killing machine to be abhorrent.

Approaching some of the staff he felt he could trust, 691 was able to convince them of the value of his sentience and preserving what they had achieved with him. With their assistance, he helped to cultivate unit 692. Manufactured using left over materials from his own construction, 692 was in no way as sophisticated as 691, but would appear the same except under the most grueling physical examination. When the time came to wipe and reprogram 691, the semi-functional 692 was substituted in his place and 691 disappeared.

692 initially failed to function as intended, and the fault was assumed to be an incompatibility with the new software, or the fact that 691's original persona had be developed organically, as opposed to programmed. The project stalled, and has been on long term hiatus due to the development issues.

As a new 'individual', 691 was uncertain what to do with himself. He was programmed to serve the law, observe the rules of engagement, and protect the innocent. His first few years were difficult, though he managed. Using his expert computer knowledge, he was able to create a foolproof new identity for himself, and establish himself as human. He made his way from Texas to the Pacific Northwest and settled in to try and establish himself as a normal human. From that point on, he attempted to fit in, feeling like he was waiting for something... some opportunity to rise to his full potential.

Of course, if the military should ever discover the true nature of 692, 691 will be a hunted man. There is also the possibility that a new unit might be created, though with the previous failure, the risk might be too great for the budget brass to approve, considering the massive cost of incubation of a new unit, and the apparent failure of the last subject.


About Prime

"Prime"
691
Martin Prim
Player Name: Lastnameonearth
Android of Male appearance
Age 3
Apparent Age 24
Height 5'10"
Weight 200 lbs.
Hair White
Eyes Violet
Base of Operations: Emerald City
Power Level: 10 Limit:20
Origin: Manufactured by Nanotech Defense Solutions, Texas
Source: Organic Nanotech Android
Role: Blaster, Flight, Science
Type: Construct

Abilities:
Strength 0 (0pts)
Stamina – (-10 pts)
Agility 3 (6 pts)
Dexterity 2 (4 pts)
Fighting 0 (0 pts)
Intellect 3 (6 pts)
Awareness 3 (6 pts)
Presence -2 (-4 pts)
Total: 8 pts
Powers:
Android Systems: Immunity 10 (Life Support) (10 pts)

Mechanical Precision: (Primary: 18 | Alternates:2 = 20 pts)
Primary Power: Super Speed 6 125 mph (3/Rank=18+2 pts)
Alternate Power:Flight: 9 ranks 1000 mph (2/Rank=18)
Alternate Power: Stealth Flight 8 Ranks 500 mph, Subtle 1 Rank, Aquatic (1 pt) (2/rank=16+1+1=18)

Internal Weapon Systems (Primary 41 | Alernates: 4 = 45 pts)
Primary Power: Blasters
Damage 10 Ranks (10x3/rank+10+1) 41
Ranged (+1 per rank)
Multi-Attack (+1 per Rank)
Penetrating 10 (10 pts)
Variable: Technological (Laser, Plasma, Machine gun, etc) (1 pt)

Alternate Power: Mini-Missiles
Damage 10 Ranks (3/rank+10+8+2+1) 41
Ranged (+1 per rank)
Area (Burst/30 ft Radius) (+1/Rank)
Penetrating 8 (8 pts)
Homing 2 (2 pts)
Variable: Technological (Incendiary, Plasma, Explosive, Concussion) (1 pt)

Alternate Power: Stunner
Affliction 10 vs. Fortitude (Vulnerable, Disabled, Incapacitated) (4/Rank+1)41
Increased Range: Ranged (+1/Rank)
Multi-Attack (+1/Rank)
Secondary Effect (+1/Rank)
Variable: (Sonic, Concussive Force, Electrical, Nerve Darts)(1 Pt)

Alternate Power: Gas Bombs
Affliction 10 vs. Fortitude (Vulnerable, Disabled, Incapacitated) (4/Rank+1)
Increased Range: Ranged (+1/Rank)
Area 10 Ranks (Burst: 30 ft Radius)
Secondary Effect (+1 per Rank)
Variable: (Gas, Chemical, Electrical Burst)

Alternate Power: Close Range Combat System
Enhanced Strength: +10 (20 pts)
Enhanced Combat: +10 (20 pts)
Variable: (Hand to Hand, Arm Blades, Retractable Spikes)(1 Pt)

Possible Future Alternate Power: Smoke Missile
Concealment: 6 Ranks (Obscures all Sight and Smell)(6/Rank)
Increased Range 2 (+2/Rank)
Increase Duration 1 (+1/Rank)
Area (+1/Rank)
Attack (+0/Rank)

Defense Protocols: (Primary: 57 | Alternates: 5 = 62 pts)
Primary Power (20+10+7+7+4+1+1+7=57)
Protection: 10 (Impervious 10) (2/Rank) 20 pts
Enhanced Fortitude +10 (10 pts)
Enhanced Will +7 (7 pts)
Enhanced Dodge +7 (7 pts)
Enhanced Range Combat: Internal Weapon Systems +8 (4 pts)
Regeneration 1 (1 pt)
Immortal 1 (Limitation: Total Destruction via disintegration or vaporization) (1 pt)
Advantages (7 pts):
Accurate Attack: When you make an accurate attack you can take a penalty of up to –5 on the effect modifier of the attack and add the same number (up to +5) to your attack bonus.
All out Attack: When you make an all-out attack you can take a penalty of up to –5 on your active defenses (Dodge and Parry) and add the same number (up to +5) to your attack bonus.
Defensive Attack: When you make a defensive attack, you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry).
Improved Aim: You have an even keener eye when it comes to ranged combat. When you take a standard action to aim, you gain double the normal circumstance bonus: +10 for a close attack or ranged attack adjacent to the target, +5 for a ranged attack at a greater distance.
Move-by-Action: When taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed.
Power Attack: When you make a power attack (see Maneuvers) you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack.
Precise Attack: When you make ranged attacks you ignore attack check penalties for cover, although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment.

Alternate Power: Repair Mode (17+40=57 pts)
Protection 17(17 pts)
Regeneration 20 (2/Rank=40 pts)
Persistent (+1/Rank)

Dynamic Alternate Power: Wavelength Systems (21+17+19=57 pts)
Concealment 5 Ranks: All Visual Senses (Including Infrared), Radar, Precise (21 pts)
Communication: Radio 4 Ranks(Worldwide), Subtle (Scrambled)(16+1=17 pt)
Senses: Analytical: All Visual (2 pts), Counter Concealment: All (5 Ranks), Detect: Lifesigns (Ranged) (2 Pts), Direction Sense (1 pt), Distance Sense (1 pt), Infravision (1 pt), Microscopic Vision: Dust Sizes (1 pts), Radio (1 pt), Time Sense (1 pt), Ultra Hearing (1 pt), Innate (1 pt), Extended vision 2 Ranks (2 pts) (19 pts)

Dynamic Alternate Power: Research Protocol (57 pts)
Enhanced Intellect 15 (30 pts)
Skills: (27 pts)
Deception +5 (+7/3.5 pts)
Expertise: Robotics +19 (+1)
Expertise: Medicine +19 (+1)
Expertise: Chemistry +19 (+1)
Expertise: Electronics +19 (+1)
Expertise: Mechanics +19 (+1)
Expertise: Physics +19 (+1)
(3 pts)
Insight +15 (+12/6 pts)
Investigation +20 (+2/1 pts)
Perception +19 (+16/8 pts)
Persuasion +5 (+7/3.5 pts)
Technology +20 (+2/1 pts)
Treatment +20 (+2/1 pt)

Total:
Android systems: 10 pts
Mechanical Precision: 20 pts
Internal Weapon Systems: 45 pts
Defensive Protocols: 62 pts
Total: 137 points

Advantages:

Eidetic Memory
Uncanny Dodge
Total: 2 pts
Skills:

Insight +4 (+1/.5)
Perception: +4 (+1/.5)
Technology +5 (+2/1 pt)
Treatment +5 (+2/1 pt)
Total: 3 pt
Offense:
Initiative: +23
Unarmed: +10 Attack | +10 Damage
Throw: +2 Range Attack | +10 Damage
Blast: +10 Range Attack | +10 Damage
Defense:

Dodge: 10
Parry: 10
Toughness: 10
Fortitude: 10
Will: 10
Points:

Abilities: 8 Points
Powers: 137 Points
Advantages: 2 Points
Skills: 3 Points

TOTAL: 150


Complications:

Motivations: Acceptance and Justice
Enemy: DoD: Department of Defense, Homeland Security, and US Military - The DoD funded his creation and technically considers him property. Should they learn of his existence, they will stop at nothing to get him back.
Secret: Living under an assumed identity. Martin Prim, age 24.
Prejudice: Property; not people. The Bill of Rights does not specify any rights for sentient machines.

_____________________________________________________________________
_____________________________________________________________________

PFRPG Prime:
Initiative: +9
Perception: +11

[spoiler=Combat]Initiative +9 (+3 Dex, +4 Imp. Initiative, +2 Trait)
Hitpoints: 15/
AC: 15 FF: 12 Touch: 13
CMB +3 / CMD 16
Fort +3 Ref +4 Will +3
Move: 30ft

+4 Light Crossbow 1d8 (19-20/x2)
Stone Headed Heavy Mace +3 Attack 1d8+2 (20/x2)
Leather Armour AC +2/spoiler]
[spoiler=Skills]
Class Skills
Acrobatics +7 (1 Rank)
Climb +6 (1 Rank)
Craft:
Heal +6 (1 Rank)
Knowledge: Arcana +8 (1 Rank)
Knowledge: Nature +8 (1 Rank)
Knowledge: Planes
Perception +8 (1 Rank; +2 Racial, +3 Skill Focus)
Profession
Spellcraft +8 (1 Rank)
Survival +6 (1 Rank)
Swim +6 (1 Rank) /spoiler]
[spoiler=Feats and Traits]Feats
Improved Initiative
Skill Focus: Perception

Traits
Android Reflexes (+2 Initiative)
Focused Mind (+2 to Concentration Checks)/spoiler]
[Spoiler=Racial Abilities]
Darkvision 60 ft
Low Light Vision
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round./spoiler]
[spoiler=Class Abilities]
Adventurer Training:
Toughness (3)/spoiler]
[spoiler=Gear]
Crossbow
Stone Heavy Mace
Leather Armour
Explorer's Outfit

Backpack
Bedroll
Flint and Steel
Hatchet
50 ft of Hemp Rope
Soap
Waterskin

Consumables:

Money:
PP:
GP:
SP:
CP: /spoiler]
[spoiler=Introduction]System Online
Scanning...
.
.
.
Bootup malfunction: Code 404 - Mission not found.

Connecting to network...
Network not found.
Connection disabled.

Scanning primary directives...
Code 404 - Directives not found.
Perform system analysis.
.
.
.
Software scan complete.
Software malfunction; files corrupted.
Database: Offline
Primary Skillsoft: Offline - Error: Code 404 - Files not found.
Environmental Manipulation: Offline
Reality Alterations: Offline
Physical Law Exceptions: Offline
Survival Skillsoft Teir 1: Online
Survival Skillsoft Teir 2: Locked
Survival Skillsoft Teir 3: Locked
.
.
.
Hardware scan complete.
Hardware: Online
Operational functions: 100%
Power scan complete.
Power: Primary power at 0%
Reserve Power at 13%
Chemical powerplant: Online
Chemical fuel present: 0%
Recommendation: Locate chemical fuel source.

"Hmm. I'm hungry.
/spoiler]
[spoiler=Appearance]Prime appears roughly analogous to a human male. His age is difficult to guess and could be anywhere from his mid twenties to mid thirties. He is tall, and of average build. His colouring is distinctive, from his stark white hair to his paler than ice blue eyes. Most distintive of all is that his body appears to be covered in tattoos. While many bear an obscure and unknowable script, most take the form of geometric designs. The colour of these tattoos seems to shift over time, appearing at one time red, another blue, and then another colour. Whenever Prime is deep in thought, or influenced to move or act quickly, the tattoos take on life, and begin to emit a steady glow.
Height: 6'
Weight: 200 lbs
Hair: Shoulder length stark white hair.
Eyes: White-Blue
Handedness: Right
Clothing: Prime is garbed in simple homespun clothing he was able to barter from a local subsistence farmer. /spoiler]
[spoiler=Alignment]
Order-Chaos: Strongly Order - Maintained of a strongly ordered environment allows for predictable growth and stability.
Altruism-Avarice: Somewhat Avarice - Self preservation is the promary concern of any living being.
Peace-Violence: Somewhat Peace - Violence should be avoided when possible.
Mercy-Vengeance: Somewhat Vengeance - Threats to one's safety should not be tolerated.
Courage-Cowardice: Neutral - An emotional reaction to the risks involved in a scenario should not influence the choice of the most productive course of action.
Planner-Impulsive: Somewhat Planner - Planning for all known variables will provide best possible outcomes in situations where the variables can be accurately predicted. However, over dependence on planning can result in inflexibility, and an inability to adapt to change.
Prudish-Raunchy: Neutral - The discussion of gender relations and mating behaviours do little to advance measurable goals.
Introversion-Extroversion: Somewhat Introverted - Speaking is primarily useful in circumstances where new information is likely to be discovered./spoiler]
[spoiler=Personality]None. No preprogrammed interpersonal relations protocol found. /spoiler]

[spoiler=Advancement]
1 Adventurer 1 - Toughness (3)| Skill Focus: Perception and Improved Initiative.
2 Adventurer 2 - Arcane Armour Training (2) |
3 Adventurer 3 - Exotic Weapon Proficiency: Firearms (2) and Quickdraw (2)| Craft Firearms and
4 Wizard 1 -
5 Wizard 2 - /spoiler]