This is my first draft of a Form meant to represent Deviants who are empowered by something outside themselves. It's meant to cover a diverse set of characters, such as EVA pilots, Samus Aran, and Cait Sith. I still need to think about how it affects Conspiracy surveillance. The general idea is that the Remade has a level of protection and disconnect from both physical danger as well as Scars, but in return their Variations aren't always available to them, and if they're ever caught in a situation where they don't have access to their shell, things could get grim fast.
Externalized (Form)
The Remade’s Divergence is intrinsically tied to an outside source (called a “shell”), such as a suit of power armor that he wears, a vat-grown body into which she projects her consciousness, a robotic puppet they command from a central HQ, or so on.
When not connected to their shell, the Remade does not possess any of their starting Variations or Scars, though all other aspects of the Deviant template (Conviction/Loyalty, Acclimation, Instability, etc) still apply. Persistent Scars still affect the shell (when applicable) even while it is offline.
Connecting to the shell requires five minutes of activity (five turns in action scenes), and a roll determined at character creation, composed either of Attribute + Attribute + Acclimation, or Attribute + Skill + Acclimation.
Roll Results
Success: The Remade connects with the shell without a hitch, and has immediate access to all Variations (and entangled Scars).
Exceptional Success: The Deviant’s connection goes particularly smoothly, healing a minor Instability in the process.
Failure: The Deviant has trouble connecting to the shell. He can either try again after five more minutes, or suffer a minor Instability to force the connection immediately.
Dramatic Failure: Something goes terribly wrong with the connection. The Broken immediately suffers a medium Instability.
The shell shares the same Skills, as well as Mental and Social Attributes as the Deviant. The player may rearrange Physical Attribute dots for the shell at character creation, if they so choose. Physical Merit dots can also be rearranged. Mechanical or otherwise inorganic shells possess Structure instead of Health, as well as Durability equal to half Acclimation (rounded up). However, they do not heal naturally and so require occasional repairs. Inorganic shells cannot take Scars that slow or inhibit natural healing. Biological shells possess Health and heal at the same rate as Baselines (unless a Variation or Scar alters this). If the shell is destroyed, the Remade immediately suffers a major Instability. If the Deviant is physically present inside the shell at the time of destruction, he suffers a point of lethal damage, otherwise, he loses a point of Willpower. A destroyed shell can be made functional again with an extended action of an appropriate dice pool, requiring successes equal to the total Magnitude of Variations the shell possesses. Add the Deviant’s Acclimation to the total number of rolls that can be made if he is the one performing the repairs.
When the Deviant gains new Scars from Instability, the player chooses whether the Scar affects the Remade, the shell, or both. Any new Variations entangled with this Scar go to the same.
Externalized (Form)
The Remade’s Divergence is intrinsically tied to an outside source (called a “shell”), such as a suit of power armor that he wears, a vat-grown body into which she projects her consciousness, a robotic puppet they command from a central HQ, or so on.
When not connected to their shell, the Remade does not possess any of their starting Variations or Scars, though all other aspects of the Deviant template (Conviction/Loyalty, Acclimation, Instability, etc) still apply. Persistent Scars still affect the shell (when applicable) even while it is offline.
Connecting to the shell requires five minutes of activity (five turns in action scenes), and a roll determined at character creation, composed either of Attribute + Attribute + Acclimation, or Attribute + Skill + Acclimation.
Roll Results
Success: The Remade connects with the shell without a hitch, and has immediate access to all Variations (and entangled Scars).
Exceptional Success: The Deviant’s connection goes particularly smoothly, healing a minor Instability in the process.
Failure: The Deviant has trouble connecting to the shell. He can either try again after five more minutes, or suffer a minor Instability to force the connection immediately.
Dramatic Failure: Something goes terribly wrong with the connection. The Broken immediately suffers a medium Instability.
The shell shares the same Skills, as well as Mental and Social Attributes as the Deviant. The player may rearrange Physical Attribute dots for the shell at character creation, if they so choose. Physical Merit dots can also be rearranged. Mechanical or otherwise inorganic shells possess Structure instead of Health, as well as Durability equal to half Acclimation (rounded up). However, they do not heal naturally and so require occasional repairs. Inorganic shells cannot take Scars that slow or inhibit natural healing. Biological shells possess Health and heal at the same rate as Baselines (unless a Variation or Scar alters this). If the shell is destroyed, the Remade immediately suffers a major Instability. If the Deviant is physically present inside the shell at the time of destruction, he suffers a point of lethal damage, otherwise, he loses a point of Willpower. A destroyed shell can be made functional again with an extended action of an appropriate dice pool, requiring successes equal to the total Magnitude of Variations the shell possesses. Add the Deviant’s Acclimation to the total number of rolls that can be made if he is the one performing the repairs.
When the Deviant gains new Scars from Instability, the player chooses whether the Scar affects the Remade, the shell, or both. Any new Variations entangled with this Scar go to the same.
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