If a machine with an AI (Artificial Intelligence) is taken over, the TP
must defeat the AI before he can control the computer. Cybernetics and
bionics can be possessed, but both must be "defeated" as per
the AI rule below.
If there is a contest between the TP and an AI both must roll a d20, each
person adds the roll to his/her IQ and the highest wins the contest. If
a T-P wins by 10 or more points then it means it only takes one-third as
long as normal to take the machine over, and that the winner has free reign
of whatever he took over for as long as he has it.
To determine the extra time it takes to control an AI, take the AI's IQ
and multiply it by 3. That is how many minutes it will take to take the
AI over. The penalties to take over are cumulative (i.e., if it is a power
armor with an AI it will take 1 melee multiplied by it's M.D.C. for the
main body plus the time needed to overpower the AI).
If the T-M looses the contest, he will not be able to start another contest
with that AI for 4 hours.
Information and System Control: Once the TP has taken over the
machine he can (while he is in the machine that contains the information)
use all information contained within and control all the systems associated
with the machine.
He can gain access to the information and control over the machine at a
rate of 5% per hour. (I.E. after 5 hours he will be able to control 25%
of all information and 25% of the weapons and other systems. At 100% he
will be able to use any PA as well as any person that has the elite skill
to do so). After he leaves the machine he will no longer recall what the
former machine had for information after 10 days. This is a gradual change
in which he looses 10% per day (i.e. after 4 days, he would be at 60% to
recall information he didn't study). Roll a % to see if the player has
remembered any information that he did *not* study in detail.
The TP receives the following bonuses/penalties:
- W.P.: Knows how to operate all weapons that are integral to
the machine he has possessed. This applies only to weapon's that are an
integrated part of the machine. For example, the T-P can use the internal
missile pods, but does not automatically know how to use any weapons in
the PA's hand. The T-P can still use any hand-held weapons as long as he
normally knows the W.P. for it.
- +15% to all Computer skills
- Psionics: None, the TP lost any abilities he had with the transformation.
However, the TP is still vulnerable to some psionics. The GM can determine
which psionics are able to affect the TP. Remember, though, the TP no longer
has a physical body.
- Magic: None (he lost that ability in the transformation). However,
The TP still understands the theories, information, and legends behind
magic. Even though he cannot cast magic himself, he can still instruct
and counsel those who can.
- Cybernetics: None, the TP no longer possesses a physical body.
- O.C.C.: Choose a magical OCC. This is the OCC that the character
had before the transformation to the TP.
- Skills: The T-P still retains all his skills from his magical
OCC and gains skills as from the OCC.
However, skills normally work somewhat differently for a TP. Knowledge
based skills remain the same, but skills requiring a physical body can
only be performed through a machine. Most machines, though, cannot physically
perform the same way as a human.
Skills that aren't used for long periods of time will often start to atrophy.
The GM can determine whether any skills should get a penalty to perform
them.
By Ben Martin (walker@atcon.com).
Additional comments and revisions by Chris Curtis (c-curtis@tamu.edu).