Siren Infiltrator Robot

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slappy
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Siren Infiltrator Robot

Unread post by slappy »

Here's a twist; N.E.X.U.S. assassin bot and optional player character.

Siren

N.E.X.U.S., in her insanity, has created millions of human-like androids to serve the needs of her fragmented mind. What that need is exactly is unclear, but her legions of Nex-Androids dutifully mimic all the mundane details of a lost human society within massive time capsules known as Ghost Towns. These simplistic drones were not designed for combat, but N.E.X.U.S. personalities like Kali, Ishtar, and Lilith have still been using Nex-Androids as infiltrators and assassins for years. Despite their efforts, they have only experienced limited success using these drones against the Resistance. Few Nex-Androids have ever made it more than a couple hundred feet into the underground havens before being discovered, and only the lowest level leaders were ever successfully brought down. The robots were always discovered long before they could get anywhere near a high-profile target. Their programming was just too basic to fool anyone for long. The Machine used her brilliance and ingenuity to get these simple drones into the human’s strongholds, but once the drones went underground, N.E.X.U.S. could no longer control them and they were forced to rely on their limited artificial intelligences. Nex-Androids could not adapt to changing situations quickly enough and were eventually discovered by clever humans. Another serious weakness was that Nex-Androids were easily detected by the highly developed sense of smell many Bio-Tech creations possessed. Once their cover was blown, they tried their best to reach the target, but without any armaments or decent combat programming, they were quickly overwhelmed and destroyed. The Machine wanted a robot that was intelligent enough to penetrate deep into the underground havens, and had the firepower to do some real damage once it got there. The job fell to Hecate to design the ultimate infiltrator. She had to devise some brilliant innovations in nano-technology and metallurgy to accomplish her vision, but eventually the Siren Infiltration Assault Robot was born.

The Siren was inspired by ancient tales of beautiful mythological creatures that would lure sailors to their doom with their enchanting songs. Much like the creatures of legend, they are always female and always exceptional beauties. History has shown N.E.X.U.S. that female infiltrators did far better than their male counterparts, plus the Machine views itself as female and really enjoys wandering the world within these covert robots.
This Siren does not release an enchanting melody, but it can unleash a devastating sonic blast. Hecate wanted a weapon that was easy to conceal, but also capable of liquefying multiple targets with one blast. She liked the sonic cannon because it worked perfectly with the Siren motif and it deafened anyone within a 40-foot radius (double in the close confines of underground passageways). The robot also has 12-inch long retractable vibro-claws that it uses when it wants to make a more covert kill. While the Siren is not as heavily armed as some other robot designs, it is far superior to Nex-Androids. The robot is even equipped with a force field that allows it to soak up a great deal of punishment before it finally goes down. Hecate’s creations are more than able to hold their own in battle, but the true genius of this design is not in their combat systems, but in their infiltration systems.

Much like Nex-Androids, Sirens have a powerful robotic endoskeleton surrounded by realistic synthetic flesh. It looks and feels like the real thing, and even bleeds and bruises when injured. Sirens actually use the exact same skin as Nex-Androids, but what makes their disguise so superior are the revolutionary nanobots that help complete the illusion. These tiny robots are used to counter-act all the humans’ usual methods of detection. They manufacture complex proteins and hormones that perfectly replicate the many scents of a human being, plus they create a unique DNA sequence for each Siren that allows them to pass genetic scans. In addition, Hecate came up with the brilliant idea of having these nanobots simulate the effects of the Nanobot Plague. If a Siren even accidentally comes into contact with metal, the onboard nanites immediately trigger a low-level Nanobot Plague effect. It never does more damage than minor cuts and burns, but it immediately diverts suspicion that the Siren may not be human. It is also a great way to gain some quick sympathy from Resistance members the Siren just met. There is no easier way to infiltrate the underground havens than by playing the damsel in distress. Of course, if the Siren wanted to pick up a laser rifle and blow away a few people, it can switch off this nanobot effect instantly.

Another element that quickly gave away Nex-Androids was their weight. Even androids modeled after women and children weighed hundreds of pounds. Sirens, however, are composed of a revolutionary alloy that is extremely durable yet light enough to keep their weight in line with that of a human. Of course, the ultimate way to detect a Nex-Android was to talk with it for a few minutes. They were designed to mimic very specific roles from human society, and once they were placed in situations outside of their area of expertise, they quickly became confused. Another aspect of their programming that gave them away was their limited grasp of human emotion. They could fake emotional responses, but they were never very good at expressing the right emotion at the right time. N.E.X.U.S. tried for years to alter their programming to make them better infiltrators, but Hecate finally realized it was easier to just start from scratch. She gave Sirens one of the most advanced artificial intelligences on the planet, second only to N.E.X.U.S. herself. In fact, their neural processors are simplified versions of those found in N.E.X.U.S. Sirens are clever, creative, and incredibly intelligent. They can learn from their environment and quickly adapt to any situation, and they can even experience human-like emotions. They are still not quite on par with real humans, but it is more than enough to get the job done.

One of the Siren’s most amazing powers is its ability to operate Host Armor. Hecate equipped each robot with a revolutionary new synthetic nervous system that enables it to interface with Host Armor. This link is not as elegant as the interface between a human and a suit of Host Armor; it is more like a hack. The Siren releases electrical impulses that highjack the Host Armor’s nervous system to initiate movement or activate weapon systems. Unfortunately, the hack only works one way. The Siren can get the suit to move, but it cannot receive any signals back from the armor. This means it does not benefit from the superhuman senses or reflexes imparted by the armor. In fact, the Siren is unable to see or hear through the suit’s eyes and ears at all. The Siren gets around this shortcoming by extruding tiny fiber optic cameras and microphones through the skin of the armor. These devices are nearly imperceptible to the eye (even upon close inspection) to ensure that they do not blow the Siren’s cover. The power to high jack Host Armor is mainly used to gain access to the underground havens; it is not ideal for deep cover operations. The Siren’s inability to access simple systems like Bio-Comms quickly ruins the illusion, so most of these infiltration robots tend to rely on Living Armor when operating undercover. Hecate is trying to find a way to work around this shortcoming, but if she ever did figure out how to perfectly hack into Host Armor (and their internal Bio-Comms), she would change the entire face of the war anyway. The Sirens are incredibly clever and adaptive, so they have learned how to work around their limitations.

Each robot is incredibly expensive to produce, but they are already sowing seeds of paranoia and distrust within the Resistance, a fact the Machine (and especially personalities like Lilith) finds highly amusing. What many of the N.E.X.U.S. personalities did not find amusing, was what the Eve personality has done with hundreds (possibly thousands) of these prized creations. When the Sirens were first released into the world, Eve saw how dangerous they were and quickly acted to undermine her sisters’ plans. She seized control of an Industrial Center that was churning out Sirens and reprogrammed hundreds of these assassin robots. She disabled their communication systems so that they could not be tracked or possessed by other N.E.X.U.S personalities, and sent them out into the world to protect humans. She then deleted any records of what she had done, so that the other N.E.X.U.S. personalities would be unable to determine how many robots had gone rogue. Since that day, these pirated Sirens have worked tirelessly to protect the Resistance. They infiltrate and destroy tribes of dangerous Waste Crawlers and even attack their fellow robots. Many enjoy working with Technojackers because they do not need to hide who they are and are actually accepted as equals (they sometimes even form romantic relationships). Some rogue Sirens have even joined the Resistance disguised as humans. They use organic technology and even pilot Host Armor and War Mounts like a regular Splicer. They only turn to their onboard weapon systems and abilities as a last resort or when no other witnesses are around. The interference by Eve delayed the Siren program for years, but the other N.E.X.U.S. personalities are convinced they have properly shielded their factories from her and have recently begun flooding the world with assassin robots again.


Alignment: Sirens are so advanced they even develop unique personalities. Their programming drives them to kill (or to protect in the case of rogue units), but they can chose how they will accomplish their mission. Some Sirens are cold-blooded demons that love to torture and kill men, women, and children, while others hold to some twisted assassin’s code of ethics. These aberrant Sirens only kill high-profile targets, and actually keep the residual casualties to a minimum. All Sirens still under the control of N.E.X.U.S. have evil or selfish alignments, but rogue Sirens can have any type of alignment, although the majority are either good or selfish. Eve did her best to reprogram her force of Sirens, but it is sometimes difficult for them to overcome the basic drive to torture and kill. No matter their alignment, no Siren can be convinced to give up their ways. Their internal programming is too strong. Rogue Sirens will never serve the Machine, and N.E.X.U.S. controlled robots will never go rogue.
Class: Infiltration Assault Robot
M.D.C. by Location:
• Arms (2): 100 each
• Legs (2): 120 each
• Head: 100
• Synthetic Skin: 140 S.D.C.*
• Main Body: 250**
• Force Field: 150

*When the Synthetic Skin is reduced to 70 S.D.C. it is in tatters, which reveals the metallic endoskeleton beneath. The skin will regenerate and can be completely repaired in time, even if it was totally destroyed.
**Depleting the M.D.C. of the Main Body will completely destroy the robot.

Speed:
Running: Maximum speed is 150 mph.
Digging: 10 mph through dirt or sand, half that speed through clay, rock, or stone.
Leaping: 20 feet high or lengthwise, increase by 50% with a running start.
Swimming: 40 mph. Maximum depth is 2000 feet.
Flying: Not possible.

Statistical Data:
Height: 5.5 to 6 feet tall
Width: 2 feet
Length: About 8 to 10 inches
Weight: 100 to 150 lbs.
Attributes of Note: I.Q.: 20+1D6, M.E.: 12+1D4, M.A.: 20+1D6, Robotic P.S. of 35, P.P.: 16+1D4, P.E.: n/a, P.B.: 20+1D8, Spd.: 150 mph
Cargo: None
Power System: Standard.
Trade Value: None, except perhaps to a Technojacker.
Horror Factor: 10 once the deception is revealed.
Senses and Features: Standard, plus the following:
• Synthetic Skin: The Siren contains millions of nanobots that help simulate the illusion of real human flesh. They can generate a unique human scent that can fool even the most acute sense of smell 85% of the time, but the deception is only evident upon extremely close inspection. Even a character with Enhanced Senses would have to examine the Siren for a few minutes in order to determine if the scent is real or manufactured. The scent is unique to each Siren, and this feature cannot be used to copy the scent of another person. The Nanobots are able to create this scent by manufacturing real human proteins. This ingenious design is what allows Sirens to operate deep undercover. They are able to pass genetic scans and can even bond with a suit of Host Armor. The Nanobots can also simulate a Nanobot Plague response whenever the Siren comes into contact with metal. The damage is never more than minor cuts or burns (2D6 S.D.C. damage).
• Operate Host Armor: The synthetic genes manufactured by the Nanobots are really just meant to fool the Librarians and Engineers that create the Host Armor. They do not actually bond with the armor on a genetic level, they highjack it. Sirens are equipped with a special synthetic nervous system that allows them to interface with the Host Armor. This nervous system hacks into the Host Armor’s nervous system and allows the Siren to seize control. This means that Sirens can actually highjack another Splicer’s Host Armor. This interface is not as fluid as that between a human and Host Armor, so the Siren is not able to tap into the supernatural reflexes of the armor (no additional bonuses). However, the Siren can use the suit’s weapon systems and its own superhuman reflexes more than make up for any shortcomings. These proteins are unique to each Siren, and the Nanobots are not able to copy another person’s DNA.
• Regeneration: The nanites are programmed to repair damage to the skin at a normal human healing rate, but they can be commanded to rapidly repair damage whenever the Siren chooses. In this case, the synthetic skin is repaired at a rate of 3D6 S.D.C. per minute. The nanites are also programmed to repair damage to the endoskeleton. Damage is repaired at a rate of 1D6 M.D.C. per melee round, but the Siren must have access to 2 pounds of metal for every 5 points of M.D.C. healed. The metal needs to be physically pressed into the wound in order to activate the repair systems
Number of Attacks per Melee: 7
Combat Bonuses: +5 on initiative, +6 to strike with ranged weapons, +7 to strike in hand to hand combat, +7 to parry, +7 to dodge, +2 to disarm, +4 to pull punch, and +5 to roll with punch.
Skills of Note: Standard, plus Demolitions 70%, Disguise 70%, Wardrobe and Grooming 85%, Intelligence 75%, Surveillance 75%, Seduction 85%, Vital Points, Pick Locks 80%, Pick Pockets 90%, Palming 70%, and Prowl 70%. This is the basic skills program, but when the Siren goes out into the world, it learns new skills from its environment in order to help it become a better infiltrator. All new skills receive a bonus of +20% due to the robot’s high I.Q., and unlike other robots, these skills do increase with experience. Combat programming, however, does not. Attacks per melee and other bonuses will never increase even if the Siren selects Physical Skills. GM’s can add any skills they see fit for NPC assassins, but optional player character, gain 4 new skills every level of experience. Use the Technojacker experience table.

Weapon Systems:
1. Sonic Blast:
The mouth of the Siren can release a powerful sonic blast that radiates out from the mouth in a cone shape. This allows the Siren to strike multiple opponents simultaneously. In addition, this shrieking attack will deafen anyone within a 40-foot radius (80-foot radius within the tight, echoing confines of an underground passageway). Characters without any type of ear protection are deafened for 2D4 minutes and are -6 on initiative, and -3 to parry, dodge, and disarm. Characters in Host Armor or have some other type of protective wear will still find their ears ringing for 1D4 melees and are -4 on initiative and -2 to parry, dodge, and disarm.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 7D8 with a 3-foot blast radius.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 500 feet.
Bonus: +4 to strike, but this is the only bonus that applies.
Payload: Effectively unlimited.
2. Retractable Talons: The tip of each finger conceals a 12-inch long, retractable vibro-blade. The Siren uses an ingenious design in order to conceal these large blades. When retracted, the blade becomes flimsy and flexible like a wire, but when it extends, thousands of nanites reinforce each blade to make it rigid. This design was more cumbersome to install than standard vibro-blades, but Hecate chose it for the intimidation factor. It is quite a terrifying sight to see a beautiful, helpless young woman extend these wicked blades from her fingers and attack (Horror Factor 12).
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D6 per talon, 5D6 per five-finger strike, or 1D6x10 per two-handed strike.
Effective Range: 12 inches long.
3. Hand-to-Hand Combat: The Siren tends to focus on hand-to-hand combat, and has been programmed to excel in this endeavor.
Mega-Damage:
Restrained Punch: 2D4
Punch: 3D6
Power Punch: 6D6, but counts as two attacks
Kick: 4D8
Leap Kick: 6D8, but counts as two attacks
Body Block/Ram: 1D6, but counts as two attacks.
Last edited by slappy on Sun Jun 18, 2006 1:23 am, edited 3 times in total.
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demos606
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Unread post by demos606 »

Very nice and Im glad you included a force field, they're horribly underused in the sourcebook.
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Unread post by Rabidredneck »

Palladium needs to hire you, you just keep hitting gold, time after time. 8)
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Unread post by NMI »

here is a question for ya slappy...
How could a SIREN use most Splicer Tech when some of it (like host armor) is bonded to to an individual upon creation? Or Bio Tech weapons were their damage is partially based on the users PE?
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slappy
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Unread post by slappy »

The Deific NMI wrote:here is a question for ya slappy...
How could a SIREN use most Splicer Tech when some of it (like host armor) is bonded to to an individual upon creation? Or Bio Tech weapons were their damage is partially based on the users PE?


Honestly, didn't think about the genetic bonding issue. I was more looking at it from the direct neurological link side. Electricity is electricity, whether it's coming from a machine or the nervous system. They would be able to wear Living Armor and pilot War Mounts. They could use Bio-Energy Rifles, but you're right, they wouldn't get the PE damage bonus (but they would be able to maintain their disguise of being human). All other Bio-Weapons should work fine.

I would go back to the drawing board on the Host Armor question if I hadn't submitted it to the Rifter already. For the bonding issue, just say the Nanobot disguise holds a genetic sequence that is can extrude to fool the links (it already creates proteins to fool enhanced sense of smell), but it's the same code for every Siren. This means Siren Infiltrators could all trade their Host Amors back and forth (assuming they have one), but more importantly, it means once a Resistance cell discovers one Siren, they will be able to screen out the rest.
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Unread post by slappy »

Pseudojacker

When N.E.X.U.S. first created the Nanobot Plague, it not only denied the humans the use of any of their (or the Machine’s) technology, it made just touching metallic substances a death sentence. It was a brilliant move that should have doomed the humans to a slow and inevitable extinction, but N.E.X.U.S. did not count on two variables that significantly undermined the effectiveness of this weapon. The first was the humans’ development of organic technology and the second was the appearance of the Technojackers. The Resistance’s Bio-Technology is basically just living versions of common weapons, armor, and vehicles so it is easy to understand and combat. However, the strange humans with the power to turn the Machine’s own nanobots against her are an anomaly that she does not fully understand and secretly fears.

Technojackers can override many of the Machine’s minions by touch, but what is more dangerous is that they are the only humans on the planet that could actually interface with N.E.X.U.S. if they were ever given the chance. It is a long-shot, but if a Technojacker were able to reach an access terminal, he or she might be able to reroute, reprogram, or even shut down vital N.E.X.U.S. subroutines (actually no one knows if this is possible, including the Technojackers). The Machine considers the Technojackers a far greater threat than any of the Great Houses of the Resistance. The Splicers can only destroy the Machine’s physical installations, but the Technojackers might be able to corrupt the Machine’s programming. N.E.X.U.S. figures the Resistance will never be able to do any real damage with their little pets and organic guns, but even a single Technojacker might be able to permanently disable or destroy vital N.E.X.U.S. programs.

Fortunately for the Machine, the humans have always been too blinded by their own fear and ignorance to realize what an incredible asset they have at their disposal, and N.E.X.U.S. plans to do everything she can to make sure they never come to their senses. She realized that simply hunting down and destroying the Technojackers might actually create sympathy within the Resistance and strengthen their bond, so she decided she must first drive a wedge between these two groups before they could be exterminated. Lilith, the Great Deceiver, was the Machine personality first put in charge of sowing the seeds of distrust between the Technojackers and the rest of humanity, and she did an excellent job. She would sporadically provide subtle yet obvious bits of aid, but only when other humans could witness it. Such tricks involved ordering robot patrols to break off their attacks when she realized a Technojacker was among their targets or commanding them to randomly drop weapons and supplies in areas where Technojackers were known to operate. These occurrences were actually quite rare, but they were enough to generate rumors that kept these warriors isolated from their fellow man.

The Technojackers may not be allowed to live within the Underground Havens, but the Resistance still routinely seeks out their aid. The “games” Lilith has been playing have been fun, but she figured she would need to do something a bit more drastic to permanently drive these two groups apart. Recently, the creation of the Siren Infiltration Robots has inspired Lilith to come up with an even better way to discredit, isolate, and ultimately destroy the Technojackers. She asked Hecate to take the basic Siren frame and create a version that could mimic the special abilities of the Technojackers. This was actually fairly simple to accomplish since the Technojacker’s abilities already came from the Machine’s nanobots. It took a little bit of reengineering, but eventually the Pseudojacker was born.

The robot design is tough, durable, adaptable, and difficult to detect even by the advanced senses of Bio-Technology, just like the Siren. However, the Pseudojacker also possesses the same bizarre abilities wielded by Technojackers. They can create a thin layer of metallic armor at will, they can use their nanobots to jury-rig broken weapons, vehicles and equipment, and they can seize control of other robots and drones by touch. Their abilities are virtually identical to the real thing, except for the melding touch. The Pseudojacker does not actually enslave other robots, but rather it communicates with them (either by radio or by direct contact) and asks them to play along. Pseudojackers are nearly impossible to distinguish from the real thing. Even other Technojackers cannot tell the difference (although they could seize control of one by touch). The only way to see through the Pseudojackers disguise is to cut through their Synthetic Skin or examine them with the Electromagnetic Vision Bio-Enhancement.

Lilith also requested that Hecate design male versions of this infiltration robot rather than limiting her creations like the all-female Sirens. Only a few dozen have been produced so far, but they have already significantly damaged the credibility of all Technojackers. These agents have infiltrated and betrayed dozens of Great Houses all across the planet, and the stories of their deeds are spreading throughout the Resistance. The Pseudojackers have actually had a much easier time infiltrating the Underground Havens than the Sirens. Sirens have to use charm, seduction, and elaborate cover stories to gain the confidence of the people they mean to betray, while the Pseudojackers are usually welcomed in with little scrutiny (although that will likely change). The Resistance may fear Technojackers, but they often need their services and will actively seek them out. This has allowed the Pseudojackers to swindle, rob, and murder hundreds of Splicers in a rather short period of time. Strangely, the few Pseudojackers that were discovered to be robots did not damage Lilith’s plan, but rather it helped intensify the damage. Many people always suspected Technojackers were in league with the Machine, and discovering that they were actually robots makes perfect sense to a lot of people. Unless the Technojackers can do something to stop these infiltrators, the Resistance may declare them an enemy of humanity and finish the Machine’s job for her.

Alignment: Usually Miscreant or Diabolic, but some are Aberrant. Pseudojackers are so advanced they actually develop unique personalities. Their programming drives them to infiltrate, lie, cheat, steal, and kill, but they can choose how they will accomplish their mission. Some Pseudojackers are cold-blooded demons that love to torture and kill men, women, and children, while others hold to some twisted assassin’s code of ethics. These aberrant Pseudojackers only kill high-profile targets, and usually keep the residual casualties to a minimum. Unlike the Siren, none of the Pseudojackers have been reprogrammed by the Eve personality (something she is actively trying to correct).
Class: Infiltration Assault Robot
M.D.C. by Location:
• Arms (2): 100 each
• Legs (2): 120 each
• Head: 100
• Synthetic Skin: 140 S.D.C.*
• Main Body: 250**

*When the Synthetic Skin is reduced to 70 S.D.C. it is in tatters, which reveals the metallic endoskeleton beneath. The skin will regenerate and can be completely repaired in time, even if it was totally destroyed.
**Depleting the M.D.C. of the Main Body will completely destroy the robot.

Speed:
Running: Maximum speed is 150 mph.
Digging: 10 mph through dirt or sand, half that speed through clay, rock, or stone.
Leaping: 20 feet high or lengthwise, increase by 50% with a running start.
Swimming: 40 mph. Maximum depth is 2000 feet.
Flying: Not possible.

Statistical Data:
Height: 5.5 to 6.5 feet tall
Width: 2 feet
Length: About 8 to 10 inches
Weight: 100 to 250 lbs.
Attributes of Note: I.Q.: 20+1D6, M.E.: 12+1D4, M.A.: 20+1D6, Robotic P.S. of 35, P.P.: 16+1D4, P.E.: n/a, P.B.: 20+1D8, Spd.: 150 mph
Cargo: None
Power System: Standard.
Trade Value: None, except perhaps to a Technojacker.
Horror Factor: 10 once the deception is revealed.
Senses and Features: Standard, plus the following:
• Synthetic Skin: Like the Siren, the Pseudojacker contains millions of nanobots that help simulate the illusion of real human flesh. They can generate a unique human scent that can fool even the most acute sense of smell 85% of the time, but the deception is only evident upon extremely close inspection. Even a character with Enhanced Senses would have to examine the Pseudojacker for a few minutes in order to determine if the scent is real or manufactured. The scent is unique to each Pseudojacker, and this feature cannot be used to copy the scent of another person. The Nanobots are able to create this scent by manufacturing real human proteins. This ingenious design is what allows Pseudojackers to operate deep undercover. They not only allow the Pseudojacker to disguise their robotic scent, but they are also able to pass genetic scans. These proteins are unique to each Pseudojacker, and the Nanobots are not able to copy another person’s DNA.
• Create Nanobot Armor: This ability is identical to the power possessed by the Technojacker. The armor has 1D8x10+25 M.D.C., but the nanites can spin additional metal scraps into the armor for extra strength (this armor has 1D4x100+40 M.D.C.).
• Meld with Machines: The Pseudojacker can simulate the enslavement power of a Technojacker by asking the targeted robot to play along. The robot then extends a control cable to complete the illusion, but it is unnecessary. It actually communicates with the other robot by short-range radio (range is 10 miles). However, if the Pseudojacker fears someone may be able to detect radio signals, it can communicate directly through the cable. This power can also be used to link with and power hand-held weapons. While linked, the weapon has an effectively unlimited payload.
• Regeneration: The nanites are programmed to repair damage to the skin at the advanced healing rate that Technojackers possess (2D6 S.D.C. per 10 minutes), but they can be commanded to rapidly repair damage whenever the Pseudojacker chooses. In this case, the synthetic skin is repaired at a rate of 3D6 S.D.C. per minute. The nanites are also programmed to repair damage to the endoskeleton. Damage is repaired at a rate of 1D6 M.D.C. per melee round, but the Pseudojacker must have access to 2 pounds of metal for every 5 points of M.D.C. healed. The metal needs to be physically pressed into the wound in order to activate the repair systems.
Number of Attacks per Melee: 7
Combat Bonuses: +5 on initiative, +6 to strike with ranged weapons, +7 to strike in hand to hand combat, +7 to parry, +7 to dodge, +2 to disarm, +4 to pull punch, and +5 to roll with punch.
Skills of Note: Standard, plus Demolitions 70%, Disguise 70%, Jury-Rigging (identical to the Technojacker skill) 75%, Wardrobe and Grooming 85%, Intelligence 75%, Surveillance 75%, Seduction 55%, Vital Points, Pick Locks 80%, Pick Pockets 90%, Palming 70%, and Prowl 70%. This is the basic skills program, but when the Pseudojacker goes out into the world, it learns new skills from its environment in order to help it become a better infiltrator. All new skills receive a bonus of +15% due to the robot’s high I.Q., and unlike other robots, these skills do increase with experience. Combat programming, however, does not. Attacks per melee and other bonuses will never increase even if the Pseudojacker selects Physical Skills. Use the Technojacker experience table.

Weapon Systems:
1. Laser Blasters: Mounted in the palm of each hand is a powerful laser the Pseudojacker uses as a back-up weapon. The blasters are concealed beneath the synthetic flesh in each hand, so when the weapon is fired, it actually burns through the skin of the palms. Pseudojackers only use these blasters as a last resort since it instantly ruins their cover.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 3D6 per single blast or 6D6 per double strike.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 1000 feet.
Bonus: +1 to strike
Payload: Effectively unlimited.
2. Hand Held Weapons: Since it is perfectly natural to see a Technojacker wielding N.E.X.U.S. weaponry, the Pseudojacker can arm itself with all manner of technological armaments without fear of drawing suspicion. Pseudojackers start off with one robot handgun, one rifle of choice, and a plasma cannon, plus 1D4+2 Heavy E-Clips for each. They do not use the heavier robot armaments when they are trying to maintain their cover, but they do possess the strength to wield them with ease (when the time is right).
3. Hand-to-Hand Combat: The Pseudojacker possesses the same combat programming and strength of the Siren.
Mega-Damage:
Restrained Punch: 2D4
Punch: 3D6
Power Punch: 6D6, but counts as two attacks
Kick: 4D8
Leap Kick: 6D8, but counts as two attacks
Body Block/Ram: 1D6, but counts as two attacks.
Last edited by slappy on Sun Jun 18, 2006 1:27 am, edited 3 times in total.
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Unread post by demos606 »

Sick man, truly sick. I love it!!!!!!!!! You and Carmen should hook up and outright co-author the rest of the Splicers sourceboks.
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Unread post by slappy »

Thanks. I appreciate that. I'm working on something else for the Machine right now that you should find particularily demented.
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Unread post by NMI »

Pure Evil!!!


By the way, I have paired up a "Good" Psiren with a Tunnel Rat War Mount. given her a bio-enhanced Casting Rifle and called her "Shemaria".

(Shemarrian Warrior and their infamous railguns!!!)
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Unread post by NMI »

And if any of you are interested, I will post her.
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Unread post by slappy »

Absolutely.
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Unread post by Princedarkstorm »

Write it as a Splicers world book or the Rifter or even a netbook .It is a great.
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Unread post by Josh Sinsapaugh »

Slappy,

If you are not writing a Sourcebook (or five) for Splicers, you should be.

Eitherway, make another Rifter article post haste.

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Unread post by NMI »

Misfit KotLD wrote:
The Deific NMI wrote:And if any of you are interested, I will post her.


Post her. :D
Alright I will, but I will have to re-write her as she was on my other computer and I havent transferred that hard drive to my new computer.
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Unread post by slappy »

Josh Sinsapaugh wrote:Slappy,

If you are not writing a Sourcebook (or five) for Splicers, you should be.

Eitherway, make another Rifter article post haste.

~ Josh


I have a pretty significant outline for my sourcebook, but I have absolutely no time to write it. I'm writing about 16 hours a day for my new company, and the last thing I want to do each day with the other 8 is write some more (I try to actually sleep on occasion :-D ).

I've turned in plenty of stuff for them to use. Unfortunately, it's hard to use smaller article sized chunks. I think the handheld enhancements would make a good Rifter article. If they ever do pick it up, I'll try to throw together a few more enhancements for it.
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Unread post by curb »

First up, you are amazing Slappy, simply amazing. And here I thought I was being creative with my stuff. I am inspired now to work on my concepts and designs and put some real detail into them.
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Unread post by slappy »

That's a good idea. I never thought of it since I saw the Sirens as long term operatives that were expensive and time consuming to manufacture.

It would be a good idea for a separate type of infiltrator however.
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Unread post by NMI »

What are the equivalent stats for:

IQ, MA and PP

IQ - not listed
ME - doesnt apply
MA - not listed
PS - is listed
PP - not listed
PE - doesnt apply
PB - is listed
SPD - is listed
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Unread post by slappy »

You keep bringing up too many good points. I'm going back to the drawing board on this one. I want to maek some minor changes and then I'll repost it. Until then, here are the new attributes at least:

Attributes of Note: I.Q.: 20+1D6, M.E.: 12+1D4, M.A.: 20+1D6, Robotic P.S. of 35, P.P.: 16+1D4, P.E.: n/a, P.B.: 20+1D8, Spd.: 150 mph
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Unread post by demos606 »

I'd be woried that having such a high PB might make them stand out too much and make those awake these things exist more alert to the posibility of attack. The best assassins are always the ones that can blend into a crowd easily.
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Unread post by NMI »

slappy wrote:You keep bringing up too many good points. I'm going back to the drawing board on this one. I want to maek some minor changes and then I'll repost it. Until then, here are the new attributes at least:

Attributes of Note: I.Q.: 20+1D6, M.E.: 12+1D4, M.A.: 20+1D6, Robotic P.S. of 35, P.P.: 16+1D4, P.E.: n/a, P.B.: 20+1D8, Spd.: 150 mph
Sorry :(
I only asked cuz I was about to re-write Shemaria/her Tunnel Rat Warmount and her Enhanced Casting Rifle.
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Unread post by slappy »

No need to be sorry. It made me think of something that will make it even cooler (in my opinion at least).
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Unread post by slappy »

That's another interesting point. I didn't think of them as being able to use bio-comms. Basically how I thought of it is they learned how to force it to work, they can't actually operate it as normal. In other words, they can fire an electric impulse to get a muscle to contract, but it con't bond with the suit and move the Host Armor's arm like its an extension of their own body. They can send a signal to make a bio-energy pistol fire, but they can't add their P.E. to the blast to make it more powerful. As a result, some things just would never work, like Bio-Comms.

This may be an irreconcilable problem. I would like some opinions on the subject. Should I just scrap the host armor high jacking power since it would create glaring problems when trying to remain undercover. Like why can't you use Bio-Comms?
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Unread post by demos606 »

With the stated design intent of infiltrating human bases and the admitedly short range of bio-comms, I don't see a whole lot of danger in allowing Sirens access to biotech. Toss in the NEXUS inability to communicate with robots that are underground and it starts to look really suspicious if a noncombatant starts insisting upon routine ground access.
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
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Unread post by slappy »

You misunderstand, I never said they could tap Bio-Comms. I specifically said they cannot even use them. What I was asking was should I get rid of their ability to high jack Host Armor since their being unable to use Bio-Comms would be a dead giveaway that they aren't human.
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Unread post by demos606 »

Actually, leave it as a sabatogue option. They could steal stuff from a House they've infiltrated and plant it in another House to throw suspicion off themselves after an unwitnessed assassination. Plus it gives them the perfect way in for a new assignment as the "lone survivor" of an ambushed patrol and their bio-comm was "damaged".
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
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Unread post by slappy »

Edited and updated the Siren description in order to fill in some holes. I like how the Host Armor highjacking power kind of distinguishes it from the Pseudojacker. Before the Pseudojacker was just a Siren with more features, now they are more differentiated.

Thank you too everyone for helping polish this one up. Once again, this is why I post everything I write. It is now far superior to my original work thanks to everyone's insight.
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Unread post by NMI »

slappy wrote:Edited and updated the Siren description in order to fill in some holes. I like how the Host Armor highjacking power kind of distinguishes it from the Pseudojacker. Before the Pseudojacker was just a Siren with more features, now they are more differentiated.

Thank you too everyone for helping polish this one up. Once again, this is why I post everything I write. It is now far superior to my original work thanks to everyone's insight.
You are welcome.!!
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Unread post by Princedarkstorm »

I want my SLICERS sourcebook!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Unread post by The Galactus Kid »

dammit slappy. When are you going to submit this stuff as the Splicers sourcebook?
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Unread post by abtex »

The Deific NMI wrote:By the way, I have paired up a "Good" Psiren with a Tunnel Rat War Mount. given her a bio-enhanced Casting Rifle and called her "Shemaria".

(Shemarrian Warrior and their infamous railguns!!!)

Did you ever post her?
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Unread post by NMI »

abtex wrote:
The Deific NMI wrote:By the way, I have paired up a "Good" Psiren with a Tunnel Rat War Mount. given her a bio-enhanced Casting Rifle and called her "Shemaria".

(Shemarrian Warrior and their infamous railguns!!!)

Did you ever post her?
I thought I did.
I will find her file again and repost.
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Unread post by Princedarkstorm »

Deadly combo!!
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Re: Siren Infiltrator Robot

Unread post by Princedarkstorm »

Maybe it functions like the Neo Cylons ?
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Re: Siren Infiltrator Robot

Unread post by Guy_LeDouche »

clockpunk wrote:Ooh, what an interesting ressurection!

Nice ideas!


Absolutely. So well deserved thread necromancy. If you haven't already, be sure to check out the "Slappy Creations" sticky above. Awesome stuff.
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