the transhuman fate of diaspora

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  • 7/29/2019 The Transhuman FATE of Diaspora

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    By Matt Gooding(Reaganstorme)

    Sep 2011

    T4 Transhuman SocietyDiaspora talks a little on how T4 societies are atthe cusp of their own destruction, or salvation,and that they often have strange ideas com-pared to the rest of the cluster. OK, so stickingyour consciousness into purpose vat grown bio-morphs, or synthetic cybershells for that matter,certainly counts as "a little out there".

    Inspired partly by Eclipse Phase, I wanted a wayto separate the character from the body theywere in at the time, leading to the Ego. Thatmeans their bodies would be separate, thus aset of ideas for Morphs. For characters, Attrib-utes, Knowledges (Skills) and Stuntsare all pur-chased with points, rather than selected from alist or placed in a pyramid. Pretty standardthough are the Aspects and Stress Tracks thatcomplete the character design, although eventhey get a tweak.

    Characters created with this method are techni-cally compatible with base Diaspora characters,although the higher technology does grant anadvantage to the T4 character in many circum-stances, such as backup and restoration of theEgo, attribute + skill rolls able to surpass base

    skill rolls of non-transhuman characters, even animproved calculation of stress track length. Butthese differences are by design to showcasehow the T4 society is diverging from humanity atlarge.

    Aspect SelectionTo increase the benefit from these variant char-acter creation rules, it makes sense to recon-sider the way aspects are chosen from the verybeginning. During the initial Aspect phases ofcharacter creation (growing up, starting out,

    moment of crisis, sidetracked, on your own)choose one aspect at each phase instead oftwo.

    You should now have a basic idea of who thischaracter is and the some of the things theyhave done. Next, begin filling out the other sec-tions of the character sheet, filling in one Aspectfor each major section. That is one aspect isselected referring to the Ego, another each forthe Morph and its associated Stunts, with thelast concerning the something of the charactersKnowledges.

    Finally, assign the last aspect to one of the

    character sections that you wish to expand on, afriendly or antagonistic relationship important tothe character, or to some other gear or detaildefining the character.

    The EgoWhen a biological mind is up-loaded to a cortical stack, itbrings with it some of theelemental nature of the indi-vidual that gets encoded.There are five Attributes de-

    fining a character's Ego:

    Charisma, the force of their nature and theirability to communicate ideas;

    Resolve, a skill that impacts on the Compo-sure stress track;

    Intuition and Logic, two attributes to de-scribe a character's thinking processes;

    Lastly, Co-Ordination, an attribute to de-scribe how comfortable the character isat acting through a morph.

    Characters gain 7 points to distribute amongstthese five attributes at character creation, withno attribute higher than 3.

    MorphsCortical stacks are limited inhow much storage space theypossess, and are relatively use-less without being plugged intoa morph or data network. Aswith the Ego, there are five

    Attributes for defining a morph:

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    Appearance, a combination of how aes-thetically pleasing and well designed amorph looks;

    All morphs have a base Structurerating de-scribing the strength and how well designeda morph IS (rather than looks);

    Whether vat grown tissue or cybernetic cir-

    cuits in nature, all morphs possess a Re-sponse attribute that refers to the neuralconnection speeds which affect reactiontimes and movement;

    Integration is a measure of how well theparts of the morph react to each other, in-cluding any integrated weaponry;

    Lastly, there is the manner in which infor-mation is brought to the Ego throughSensors audio, visual, tactile, kinaestheticresponse, and so on.

    Again, players can spend 7 points on these at-tributes at character creation, with no attributehigher than 3.

    KnowledgesDue to separation of the Ego and Morph, somenew Knowledge skills become desirable. Theseskills are added to the default skill list inDiaspora.

    Implanted Weaponryis a skill determining acharacter's proficiency with using such

    items implanted or installed in the morphthey are using.

    The Agilityskill, compared to the Responseattribute, is how well the Ego can use theabilities of the morph for movement.

    Morph Fabricationcan be used in place ofrepair checks specific to morphs, as wellas for determining weak points or as-sessment checks of another character'smorph.

    Both synthetic morphs and bio-morphs be-come vulnerable to software attacks with

    appropriate use of the Overrideskill, aseven bio-morphs must contain some cir-cuitry for interfacing with the digital con-sciousness of the Ego.

    Stealthis a different measure of movementability compared to agility, and relatesmore to the interaction of the morph withthe surroundings than pure ability tomove.

    Lastly, Reputation is a replacement for thebase Assets skill, and modifies theStanding Track, itself a replacement forthe Wealth track.

    All characters get 20 points to spend on Knowl-edge skills at creation, with no skill over themaximum rating of 4. A suggested distributionof skills are one skill at rating 4, two at rating 3,three at rating 2, and four skills at rating 1 (ie, a4-cap pyramid), although this is not required.

    Skills do not change when you download into anew morph, they are inherent to the Ego, al-though some morphs may grant access to addi-tional skill points whilst an Ego is in that Morph.

    Cluster/System skillsArt/Culture/TechBrokerageBureaucracyProfession (any)Reputation (Track)Languages (optional)

    Manipulation skillsAnimal HandlingIntimidationOratoryPersuasion

    Combat skillsAlertnessBrawlingClose CombatEnergy WeaponsImplanted WeaponryKinetic WeaponryMicroG

    Space based skillsCommunicationComputerEngineeringEVAGunneryNavigationPilot

    Morph specific skillsAgilityMorph FabricationOverrideStealth

    Other technical skillsArchaeologyDemolitionsMedicineRepair

    ScienceTacticsVehicle

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    Attribute and Skill RollsMost rolls in Transhuman Fate should be 4dFplus a combination of two attributes, or an at-tribute and one skill, against a standard fixeddifficulty or opposed roll. A character may poten-tially be rolling 4dF+7 for their best combinationof skills and attributes, and this will skew interac-

    tions with non-transhuman characters. Forexample:

    Making a good first impression when youare introduced to the prince and princess:roll Charisma+ Appearance;

    Trying to sneak past a patrolling guard: rollCo-ordination+ Stealthagainst an opposedroll ofSensor+ Alertness;Calculate the code to stop the bomb count-down before it detonates from the formula inthe plans you stole from the villain: rollLogic+ Override.

    Morph StuntsAll stunts are particular to the current Morph in-habited by the Ego. In the digital world inhabitedby the Ego, there is still a limit on how much in-formation a cortical stack can store. Morphs giveEgos a way to interact with the world, often inunique ways. Even though characters may onlystart with a max attribute rating of 3, and maxskill rating of 4, these limits may be modified bystunts provided by the morph they inhabit.

    Some morphs have the ability to unlock higherpotentials in the Ego, others may grant addi-tional skill points that broaden or enhance acharacters Knowledge access. In another depar-ture from the base Diaspora rules, a charactermay have more than three Stunts as they arebought with points instead.

    Players may spend 7 pointson the Stunts listed below,although I have retained

    much of the free-form natureof the stunt system as awhole rather than building acomprehensive list of thingsto choose from.

    Listed after the benefit of the particular stunt isthe (cost) of the stunt in the brackets.Stunts

    +2 extra Ego Attribute points (3)+2 extra Morph Attribute points (3)

    Extra Knowledge Skill points (1 + 1 per skill)+1 extra Knowledge skill point (2);+2 extra Knowledge skill points (3);

    +3 extra Knowledge skill points (4); etcMilitary Grade Knowledge (1)Implanted Weapon (2 per rating in Harm

    + 1 per rating of Penetration)Integral Equipment (2)Swap-a-Skill [Use X for Y up to rating 3] (1)Use My Skill [up to rating 3] Instead (1)

    Take a bonus [from a skill of 3 or more] fora +1 to your roll (2)

    Increase a Maxed Attribute from 3 to 4 (2)Increase a Maxed Knowledge from 4 to 5

    (2)Resilient [4 consequences] (1)Lucky [consequence progression 2/3/4] (1)Extra Stress Box (1 + 1 per extra box; limits

    apply)Extra boxes purchased are for one trackonly; Must be purchased again to in-crease another track; Maximum of +3

    boxes for any one track.Skill Replacement [change modifying skill

    for Reputation Stress Track] (2)Attribute Replacement [change modifying

    attribute for Composure or IntegrityStress Tracks] (3)

    Destiny [+1 FP refresh] (4)

    Stress TracksAll characters start with 3 ranks in each stresstrack before modification or stunts. These tracksare:

    Composure, how mentally stable the Ego is,and is modified by the Resolve attribute;

    Integrity, a measure of the "health" of themorph, and is modified by the Structureattribute;

    Standing, a way to show the character's so-cial and economic access, which ismodified by their Reputation skill.

    Integrity replaces the Health track from the baseDiaspora characters, and Standing replaces the

    Wealth track. Otherwise, these tracks work likeany other but are calculated differently. Charac-ters gain:

    +1 to a track if they have arating of 1 in the linkedattribute or skill; or

    +2 if they have a rating of 2or 3; or

    +3 if they have a rating 4 or5 in the linked attribute orskill.

    These bonuses are in addition to any extraTrack boxes purchased with stunts.

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    Cluster:

    Homeworld:

    Name:

    Current FPs (Refresh): ( )

    ASPECTSGrowing Up: Ego Aspect:

    Starting Out: Morph Aspect:

    Moment Of Crisis: Morph Stunt Aspect:

    Sidetracked: Knowledges Aspect:

    On Your Own: Free Aspect:

    EGO Base(7pts)

    Stunt

    BonusTotal

    Charisma

    Resolve

    Intuition

    Logic

    Co-Ordination

    KNOWLEDGES Base(20)

    Stunt

    BonusTotal

    MORPH Base(7pts)

    Stunt

    BonusTotal

    Appearance

    Structure

    Response

    Integration

    Sensors

    MORPH STUNTS (7pts)

    STRESS TRACKS

    Composure O O O

    Integrity O O OStanding O O O

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    Open Game License Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wi zards). AllRights Reserved.1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contri buted Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into other computer lan-guages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell,broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includesthe methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an en-hancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and meansany work covered by this License, including translations and derivative works under copyright law, but specifically excludes Prod-uct Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; art i-facts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities;places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphicdesigns; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Iden-tity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, d e-signs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open GameLicense by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and othe r-wise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Contentmay only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. Noterms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions

    may be applied to any Open Game Content distributed using this License.3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,royalty- free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent thatYour Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of theCOPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, thecopy- right date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distrib-ute.7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except asexpressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not toindicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing OpenGame Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that

    Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and tothat Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distribut-ing are Open Game Content.9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any au-thorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version ofthis License.10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributorunless You have written permission from the Contributor to do so.12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of theOpen Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material soaffected.13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breachwithin 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

    14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extentnecessary to make it enforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0 2000, Wizards of the Coast, Inc.FATE (Fantastic Adventures in Tabletop Entertainment) 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and FredHicks.Diaspora 2009, VSCA Publishing. Authors Brad Murray, C.W. Marshall, Tim Dyke, and Byron Kerr.Eclipse Phase 2009 Posthuman Studios, LLC. Eclipse Phase is a trademark of Posthuman Studios, LLC. Some content li-censed under a Creative Commons License (BY-NC-SA); Some Rights Reserved.http://eclipsephase.com.The Transhuman FATE of Diaspora 2011 by Matthew Gooding, Author Matthew Gooding; Also known as Reaganstorme, andcan be emailed at Reaganstorme (at) Gmail (dot) com.

    For purposes of this license, the following things are considered to be Product Identity of their respective owners in addition toanything covered in section 1, above: All art, layout, characters, colour quotations and dialogue, names, and examples.

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