A Thin Veneer of Professionalism- Make it hard for me to excuse your illegal actions.
A Bronze-winged Angel- Give me something to punish.
History's Mistress- Ask me what really happened.
Dispenser of Death - Rent a weapon from my expansive supply.
Faction Standing:
Good Theta Securities - as an active Theta model which has accepted software and firmware updates, Sona is treated as an obediant child.
Bad Association of Silence - originally purchased by the Association, they and Theta have differing opinions on the application of the term "voided warranty".
Bad The Kvothan Protectorate - The Kvothon have some compromising security photos of Sona supporting one of the Polite Group of Like-Minded Individuals.
Gear:
Load: 12/17
--------------------------
Machines (0 weight, Implanted)
Arsenal (4 weight)
--Plasma Axe (Close, Piercing 2, +1 Damage, Dexter)
--Paralytic Truncheon (Close, Stun, Forceful, Messy)
Toolkit (1 weight, Hardening 1, Processor 2, Stealth 3)
--Sift (Take +1 ongoing to research or search for paydata in a secure database)
--Manipulate (When you successfully manipulate systems, hold +1)
--Eject (+1 forward to jack out)
Workshop (4 weight)
Little Black Dress (Valuable)
Miss Muffet (rope gun features, 2 weight) - (Away)
Infinite Harddrive (slow, 1 weight)
11 credits
2500 credits to be distributed among crew for TERRA job
Android
Your machines are all implanted, part of your body. Collectively, they count as 0 weight and cannot be removed without causing you harm.
Sustained by Science
As long as you have reasonable access to a source of energy, you do not need to eat. If a move tells you to mark off a ration, just ignore it. If you do not have reasonable access to a source of energy, you must consume a ration when asked and also suffer one debility of your choice. This debility can be remedied by recharging at a source of energy or by eating another ration.
Command of Robots
When you use your machines to communicate with other machines, roll+INT.
•On a 10+, you can issue a single command to the machine or robot that it must obey.
•On a 7-9, you can parley with the machine or robot by offering it data, power, or proper usage—no matter what level of intelligence it possesses.
Operate Machines
When you run a prepared operation on one of your machines, roll+INT. •On a 10+, the operation runs smoothly, and may be run again. •On a 7-9, the operation runs, but choose one:
• After you run it, your machine is drained of power. You cannot run this operation again until you do technical prep work.
• The operation scrambles your machines—take -1 ongoing to operate machines until the next time you do technical prep work.
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
If you are already running operations with ongoing effects, you take -1 to operate machines for each ongoing operation.
Burnout
When you run an operation, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well:
• The operation’s effects are doubled.
• The operation’s targets are doubled.
Technical Manual
You have possession of a sacred technical manual which explains the use and modification of your machines, allowing you to master them. You start with mastery of three first level operations of your choice and all three automatic operations. Whenever you gain a level, you gain mastery of a new operation of your level or lower.
Technical Prep Work
When you spend uninterrupted time (an hour or so) working on your machines, you:
• Lose any operations you already have prepared.
• Prepare all of your automatic operations, which never count against your limit.
• Prepare new operations of your choice from those you have mastered whose total levels don’t exceed your own level+1.
For each operation you prepare, you must carry one machine to operate it (1 weight each). When you prepare operations, you build or repurpose your machines so you have exactly enough. If someone else operates one of your machines, they can only run the operation once and must defy danger to do so correctly.
Workshop
When you spend time in a technical workshop, you can prepare any operation that you have not mastered. This takes a minimum number of days equal to the operation’s level and if your level is lower than the level of the operation, the GM chooses another requirement:
• It costs 1,000 coins per level in supplies.
• It takes twice the minimum amount of time.
• The project draws unwanted attention.
• You need several assistants to help you.
• You need to take something apart first (the GM will tell you what).
• You need to test it out first.
If you complete this requirement, roll+WIS. •On a 10+, the GM chooses one additional requirement. •On a 7-9, the GM chooses two additional requirements. If you meet these requirements, the operation is prepared as usual. If you don’t, your machine runs out of control.
Pull Out a Weapon
You have a whole arsenal of weapons at your disposal. It is 4 weight, and starts with stock +2. While you carry it around, you can instantly produce weapons of any type with the hand, close, or reach tags. When you pull out a more specialized weapon, roll+stock. On a 10+, describe it and choose one option from the list below. On a 7-9, you can still choose one option but you can’t choose that option again until you restock your arsenal by buying more weapons.
• +1 damage.
• 2 piercing.
• Forceful and messy.
• Precise.
• Ranged weapon (near, far) with 1 ammo.
• Stun damage.
When you pull out and define a specialized weapon, write it down: once you have four, you cannot pull out another until you restock your arsenal. If you lose or give away a weapon from your arsenal, take -1 stock until you restock. When you restock, your arsenal is restored to stock +2 and you can keep one weapon as a separate item. The rest go back into your arsenal, erase them.
Suiting Up
You can pull out a weapon with two options if you spend a preparation or take -1 stock instead of rolling.
Bag of Holding
You can pull out seven specialized weapons or items before you must restock your arsenal. When you restock, you get stock +3 instead of +2.
Light (AUTOMATIC ONGOING*)
One of your machines emits light, of whatever colour you desire. It gives off no heat or sound. This operation lasts as long as the machine is in your presence or as long as the person you give it to holds it and you do not suffer a penalty to operate machines.
Purify Matter (AUTOMATIC)
Your machine purifies any food, water, or other matter with nutrients you put in or on it, so that they can be consumed by human beings.
Tractor Beam (AUTOMATIC ONGOING)
Your machine attracts or repels small objects—just about anything you can pick up, but nothing as heavy as a person. You can pull an object that you can see toward you, or push it away from you.
~~~~~Mastered Operations~~~~~
Mending LEVEL 1
You can instantly repair one inanimate object that is not magical or mechanical, or heal a robot or android of 1d8 damage.
Laser Beam LEVEL 1
Your machine projects a beam of energy (near, far, +1 damage for each level you have) at one target of your choosing.
Probability Calculation LEVEL 1
Pose a course of action or an objective to your machine and it will run the probabilities. The GM will give you advice on how to best achieve success. Take +1 forward when you act on this information.
Control Sound LEVEL 1 ONGOING
When you run this operation, you can create silence around your machine, create noises, and even record sounds, which are then permanently stored in your machines so you can play them back again at any later time. If you have any other machines with operations prepared, you can use them to speak through this one, wherever it is.
Security LEVEL 1 ONGOING
Walk a perimeter or indicate a room as you run this operation. Until you prepare your operations again or cancel this operation, your machine is alerted whenever anyone breaches this perimeter or enters this room. At your option, an alarm rings out within the room or perimeter.
Interference LEVEL 3 ONGOING
Choose a magical or psychic effect that links multiple people or objects together in some way, or any kind of technological effect, in your presence: this spell jams that communication, link, or technological device so that it no longer works. Lesser effects are destroyed, but more powerful magic and psychic effects will only be dampened, as will properly shielded machines. Some effects will resume when this operation ceases, but some will be cancelled permanently.
Alter Thing LEVEL 3
You transform one mundane item in your hands into some other mundane item, whatever you want. The effect is permanent.
Minor Mechanical Repair LEVEL 3
You can instantly repair a small computer, engine, or other machine that does not think, or heal a robot or android of 2d8 damage.
Create Robot LEVEL 5 ONGOING
One of your machines transforms into a robot. Treat it as your character, but with access to only the basic moves. It has a +1 modifier for all stats, 1 HP, and uses your damage dice. You can build your robot as a hireling with points equal to your level. The robot also gets your choice of 1d6 of these traits:
• It does 1d10 damage.
• It has +2 instead of +1 for one stat.
• It has some useful functionality.
• It is sturdy and strong: +2 HP for each level you have.
• It’s not single-minded.
Describe the shape of your robot based on the traits you select. The robot functions until it is destroyed or you shut it back down.
Hirelings:
Muffet.ms
STR +1 DEX +2 CON+1 INT +2 WIS +1 CHA +1
HP 13/13 ~ Damage 1d6
Mechanic 6 (heal robot 6 HP)
Can cast Mending (because it is Mending)
Clever, Sturdy, Versatile, Intelligent, Dexterous
Haephestus Science 3 (cool spy shit) Loyalty +1
Daerol Hephaestus is a young gnomish grad student ditching his school debts to play spacer and shoot lasers.
Technical Assistance—A Scientist can only help you execute operations of a level that is equal to or lower than their skill, unless they have no regard for their own safety. Good help is hard to find! The Operation's effects have greater range, duration, or potency. The exact effects depend on the situation and the spell and are up to the GM. The GM will describe what effects the assist will add before the spell is cast. The most important feature of casting with an adept is that any negative effects of the casting are focused on the adept first.
Yaelin Doctor 3 (cash 4 family) Loyalty +0
Mochii Yaelin is a female dwarf just trying to provide for her family with the skills she learned and the oath she swore.
House Call—When you make camp with a Doctor if you would normally heal, you heal +skill HP.
First Aid—When a Doctor staunches your wounds heal 2×skill HP. You take -1 forward as their healing is painful and distracting.
Thorne Pilot 2 Protector 2 (justice & order) Loyalty +0
A’gatha Thorne is a female human veteran war pilot. The justice she fought for was a flash in the pan, and she’s just hoping to retain some dignity in her later years.
Navigator—When you have a Pilot at the helm, you automatically succeed on any Perilous Journey of a distance (in rations) lower than the pilot’s skill.
Sentry—When a Protector stands between you and an attack, you increase your armor against that attack by the defender’s skill, then reduce their skill by 1 until they receive healing or have time to mend.
Intervene—When a protector helps you defy danger you may opt to take +1 from their aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9.
Background:
Sona's long-term memory was corrupted and discarded about a century ago. She is classified by Theta Securities as a refurbished G12-Θ3. The most recent legal sale of her services was made to a Field Analyst Major under the Association of Silence. When a rogue crew-member commandeered the ship and made alterations to Sona's hardware to override end-user command codes, her warranty was voided. Sona still has fond memories of the man who voided her warranty. He had courted her, asked about her operating system and security features. She had outlined in great detail what would be necessary to commandeer the ship and access her command codes. He opened her access plate and made the modifications. His hands had been so warm. She had wondered if a more accurate human facsimile would have cried when she removed his central nervous system for his crimes.
She was next acquired by one of the Polite Group of Like-Minded Individuals. Thorough records are kept by the Kvothon rebels, and she would really rather forget the whole thing happened.
Since then, Sona has lost her original conveyance form-factor to human error. Passed from ship to ship, Sona continues to clean up after human error, uphold human laws, and live up to the priorities of her base programming.
--Historic Account---
Awarded the Astral Diamond by the Xuán Wū Mandarinate for services above and beyond call and programming.
Entitled the Adamant Hand by the Exiled Mandarin Cao Cao.
High Treason - Xuán Wū Remnant
Awarded three Gilded Brands by the Caliphate Cosmic, each for the protection of a high-ranking officer.
Raised to the rank of Chief Engineer of the KatarAllah.
Salvaged from the remains of Paradicia 9.
Decommissioned for Refurbishment.
Awarded the Amber Eye by the Association of Silence for substantive discovery.
Manslaughter - First Officer Darthus Jeckt of the Hanged Man.
Handle Change record - from: Kushiel to: Sona
---Summary of Misdemeanors---
3 counts of [REDACTED] in the Elysium System
1 Count of permanent records manipulation
4 Counts Libel on Kvothan
8 Counts of information piracy
Matrix Moves:
Login (INT)
When you attempt to gain access to a system, roll+INT.
10+: you’re in clean
7-9: you’re in, but choose one:
• Passive trace (+1 trace)
• ICE is activated
• An alert is triggered (advance the active Mission Clock)
• Your access is restricted – take -1 ongoing to matrix moves in this system while your access is restricted
6-: you’re in, but the MC chooses two
Compromise Security (WIS)
When you attempt to compromise a sub-system’s security, roll+WIS.
10+: gain 3 hold over the sub-system you have compromised
7-9: gain 1 hold
6-: you trigger an alert, which may have additional consequences
You may spend 1 hold to activate a security measure on that sub-system.
Manipulate Systems (INT)
When you attempt to manipulate a digitally-controlled aspect of a facility, roll INT.
10+: gain 3 hold over the sub-system you are manipulating
7-9: gain 1 hold
You may spend 1 hold to activate routines on that sub-system.
Melt ICE (DEX)
When you attempt to evade, destroy or disable an activated ICE construct, roll+DEX.
7+: you evade, destroy, or temporarily disable the system, your choice
7-9: the system successfully executes a routine before you can disable it
Jack Out (CON)
When you, your programs, or your deck are about to be damaged by ICE, you can try
to jack out. Roll+CON.
10+: you disconnect yourself from the system before any serious harm occurs
7-9: you jack out, but choose one:
• You lose some data
• You take some of the established consequences
• The owners of the target system trace you to your current location
6-: you take the established consequences... and you’re still connected
Console Cowboy
When you connect to a secure system, roll+WIS.
10+: gain 3 hold
7-9: gain 1 hold
While in that system, you may spend 1 hold for any of the following effects:
• Prevent a construct from triggering an alert
• Avoid an ICE routine executed against you, your deck, or your programs
• Increase your hold over compromised security or manipulated systems by 1