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Pilot - Questions
What is your favourite kind of vehicle? Why are you so attached to it? What coul
d you do with it?
After all that happened she left you, that destroyed you. You had a portion of y
our brain wiped out, so you remember little. What couldn't you do, to take her b
ack?
You were the best at what you did. Before you tried to kill yourself, you had a
different face, and now that man is dead, and you're are forbidden to talk about
him - lest someone know of your true identity, but what comes back regardless o
f your efforts to seal it away from your life?
What's your recurrent dream?
You're a lonely man, no one on this earth if not Aramaki knows who you are. Yet
your affection doesn't come easily, you antagonize most of those you like most,
giving them a hard, hard time... who is that in Omega Squad you like the most? A
nd how do you give him/her a tough time?
At the end of the long run of your life, you will wake one sunny morning and som
ething will have happened. Something to make you cry with happiness. What is tha
t?
What is your name? (type the default name if you don't want to change it)
El capitain! - Questions
When you were in the special forces, enhanced-antiterrorist division, what was y
our speciality? What were you reknown for?
But there is a dark side to your career, something you should have skills into,
but where you fail miserably. What is it? Why does it make you feel ashamed to t
his day?
Most of your life has been a life of duty, not pleasure. But there is something
which you cannot resist, and it is so meaningful that it is your final goal. Wha
t is it? Why is it so vulnerable to your political enemies?
You are the Captain of Omega Squad, in Section 9, the worst among the best, some
may say. You'll do whatever is in your power to elevate yourself and your team
to the eyes of Aramaki and all of Section 9. No matter the cost. Who do you thin
k will help you among your team mates, and who may become a nuisance or a potent
ial flaw of the group? Why?
Power, when will you be sated and know that you're finally "at the top"? When wi
ll you stop?
What is your name? (type the default name if you don't want to change it)
(Male FUTABATEI SHOSHITSU) Ranger - all around infantryman - combat and tactics
Str6, Vig6, Smr6, Ag8, Spr6
Driving4, Fighting8, Hacking4, Investigation4, Notice6, Shooting8, Stealth6, Str
eetwise4, Survival4, Throwing4
Edge: brawny (T+1)
Hindrance: 1Maj (Code of Honor), 1min (Habit man - hai un'abitudine di vita, che
se osservata una vulnerabilit),
Charisma: 0
Parry: 6
Toughness: 6
(Female TORISAWA INOUE) Infiltrator - Hacker, and covert operations - hacking an
d picklocking
Str4, Vig4, Smr10, Ag8, Spr6
Hacking10, Investigation6, Lockpicking6, Notice6, Shooting6, Stealth8
Edge: Hacker (Pro edge +2hack, +1VR), Luck
Hindrance: 1Maj (Curious), 1min (Obsessive - sei molto preciso e pignolo quando
fai un run, ci metti pi tempo a iniziarlo), 1min (Stand Alone Complex, hai diffic
olt a interagire a faccia a faccia e non attraverso un avatar -3 Cha quando non p
arli via rete)
Charisma: (-3)
Parry: 2
Toughness: 4
(Male OUTSUKA MASAYOSHI) ex-Police - Detective with streetwise - investigation a
nd streetwise
Str6, Vig6, Smr8, Ag6, Spr6
Driving4, Fighting4, Intimidation6, Investigation8+2, Notice6, Persuasion6, Shoo
ting6, Stealth4, Streetwise8+2
CYBERWEAR LEVEL 1 ENHANCEMENT: these have no adverse effects other than requirin
g constant and specialistic maintenance. At this level of technology, the transc
ending of human limits is achieved by the increasing of dependence on the system
.
STANDARD MAN-MACHINE INTERFACE (implants in the cervical area)
The Cyberbrain revolution passed through the man-machine interface. The first mo
dels were clunky and "stood out" of the form of the neck, now they're just four
holes that go deep in your neck vertebrae and that can have a magnetic jacks pla
ced within. The interface comes now with a potent wireless relay that can track
nodes up to ten miles from the origin, and has - in case of no signal - a satell
ite uplink which is used sparingly, if ever. Through the man-machine interface y
ou can access the net and use your brain power to enhance the net itself. You ma
y activate machines and open your house just with a thought, you may record your
memories and relive them with the same emotional freshness they had when experi
enced first hand. Indeed many "lifelogs" are out there, and many people need mol
ecular-psychiatric evaluation and treatment to get off particularly pleasurable
experiences, even if auto-punitive people are not unknown to seek horrible exper
iences just to get what they think they deserve.
Through the man-machine interface you may hack into an other cyberbrain, somethi
ng that is illegal under any circumstance if not performed under strict regulati
on. Indeed Section 9 hunts cyberbrain tampering and cyberterrorism. Finally, oth
ers may tamper with your brain, placing false memories, goals, and identities; p
ost-hypnotic suggestions, or directly hijacking your body.
All characters have a Standard Man-Machine Interface.
NANO-NEURO IMPLANT (brain)
Some neurons in your brain have been rerouted into a non-flash-point isle into t
he entorhinal cortex and carbon tubes then connect it directly with the hippocam
pus. You "remember" things, but it feels strange, since you don't remember to ha
ve ever studied them, or had "experience" of them in any way... you just know, a
nd in an academic, rigorous fashion that is.
One Smart-based skill, to be determined, has a +2 on the die roll.
CEREBELLUM SUPERFICIAL INSERTION (brain)
Nanobots are inserted through injection in the bloodstream, within half an hour,
guided by external magnetic fields and the cerebrospinal fluid natural flow, th
ey fix into the cerebellum enhancing its connections. The natural calibration of
external trajectories for low velocity - slower than sound - objects is enhance
d.
The character has a +1 Parry.
CROSS-ARTIFICIAL ENHANCED EYES (eyes)
Both your eyes have had their irises substituted by two powerful overlapping len
ses. Microscopic golden letters can be seen rotating along the circumference of
the iris where the colour should degrade to a darker rim. The colour of the new
iris completely matches that of the other, maybe too much. Now and then you noti
ce that there is no difference, and the figure that stares at you in the mirror
has an unmoving artificial stare, like that of a doll.
ONE of three things may be chosen:
MICROTELESCOPIC FOCUSING LENSES: Rolls on Notice based on sight have a +2 on the
die roll.
LASER ILLUMINATOR (two red dots in the dark): ultraviolet and infra-red spectrum
are now detected. The character gains the monstrous ability: Infravision.
BLACK/MIRROR SHADES (lens built completely into the skull cover the eyes, or Bat
ou's Ranger eyes): the character may not be blinded nor dazed by flashes.
SYNTHETIC BIO-ELASTIC TISSUES (arms or legs)
Microelectro-sensitive ferro-ceramic fibres are implanted in the most important
muscle groups. Tendons are reinforced in their attachment to the bones. Arms or
legs feel stronger and feel less tired at all times. No need for stretching any
more. Only problem is that the bones were never made for this kind of stress, so
they tend to ache, nothing that painkillers may not resolve, but after some tim
e the subject is expected to move to full prosthetics for the affected parts.
One of two things may be chosen:
ENFIBERED QUAD-CALF: Pace is at +2
INDEPENDENT LEVERAGE GEARING: Strenght increased 1 die type (for 1d12, it become
s 1d12+1)
TITANIUM FORMATION ENCASING (cranium, major stress bones)
Nanobots modulate the growing of bone tissue and substituting calcium with an ul
tralight alloy. 10% circa of the bone is substituted with the substance over the
course of a week, the bone gains 300% of resistance to breaking. In the unlikel
y possibility that there will be a broken bone, it does not repair normally and
recovery is difficult, sometimes a full prosthetic of the affected part is advis
ed.
The character gains +1 Armor.
HACKING
La difficolt normale per hackerare 4.
A seconda della sicurezza del sistema in cui si cerca di entrare vi una difficol
t sul tiro del dado, da 0 a -10.
Interfacce e moduli aggiornati, costano, ma possono dare range, danno e un'aumen
to all'abilit di hacking, o anche allo shield (VR armor).
La maggior parte dei nodi in cui passano i cyberbrain Governativa, quindi di pro
tezione medio-alta.
Avversari che si aspettano un hack, diventano Autistici (sono sconnessi a tutto
e tutti), o Solipsistici (hanno il sharing di un intranet tra pochi utenti conta
ti). I mecha, carri o veicoli sono sempre Autistici in combattimento, come proce
dura di routine. Per entrare in una rete solipsistica ci vuole un punto di entry
(qualcuno che si rende vulnerabile o un nodo di accesso da poter hackerare - ci
o fisicamente dentro la base o laboratorio dove si trova). Una volta entrato nell
a rete solipsistica, si pu agire come se la rete non lo fosse, si richiede quindi
un tiro di hacking con i modificatori per la sicurezza, per se il tiro riesce, l
'hacking fa effetto su tutti gli appartenenti alla rete solipsistica ma ovviamen
te sono limitate le possibilit di intervento (tutti possono essere immobilizzati
o colpiti da uno shock elettrico, ma non possono essere fatti agire individualme
nte e meno che meno possono essere cambiate le memorie).
Per guadagnare accesso a un nodo autistico o a una
al jacking fisico idoneo. Se il jacking la nuca
ro di Fighting/Agility -4 per inserire il jack - e
to di spalle, quindi o sottomesso in qualche modo,
PERSONAGGI
Gushiken Ginko
Gota Azaru Industries - Meiro Solutions Incorporated
Okita Shingen