We've added a section to Transhuman to clarify remote control and jamming. I'm posting it here for feedback and review -- let us know what you think. ------------------ Remote Control and Jamming The following rules clarify, expand upon, and supersede the rules for remote control and jamming shells (p. 196, EP). “Shells” refers to any morph, bot, vehicle, smart animal, or gear that is equipped with puppet sock augmentation. Control Modes The three modes in which a shell may be given remote commands are: autonomous mode, direct control, and jamming. Each is detailed below. Shell Aptitude Maximums Non-morph shells are normally designed to be operated by AIs. Unless otherwise noted, they area assumed to have an aptitude maximum of 20. Shell AIs Most shells come equipped with an AI operator. For robots and vehicles, this is a bot/vehicle AI (p. 331, EP). This gives them a base REF of 20, with 10 in all other aptitudes (unless modified by the shell). For smart animals, this is an animal keeper AI (p. 155, Panopticon). Keep in mind that AIs have an aptitude maximum of 20 and cannot default on skill tests. Autonomous Mode In autonomous mode, the shell operates on its own, with the operator AI performing all actions, though it also responds to commands (issued either verbally or via a communications link from an authorized entity). Issuing commands via a communications link is considered a mental action. A shell in autonomous mode:
- Uses its own Initiative and Speed to determine when and how often it acts.
- Uses its own aptitudes and aptitude modifiers. (Reminder: vehicle/bot AIs can't default on skills.)
- Uses its own skills.
- May be given specific instructions to perform any Quick, Complex, or Task action with a Quick Action. If given more instructions than it can perform in a single Action Turn, it will continue to carry out instructions on subsequent Action Turns unless the controller issues new ones.
- May automatically be given simple, one-sentence standing orders such as, “Guard my allies and I,” “Prevent anything from passing this doorway, using deadly force if necessary,” or, “Kill anything that enters a perimeter with a radius of 10 meters from our present position.” Issuing such orders is a Quick Action. If the shell isn't busy performing any specific instructions, it will revert to its standing orders.
- May be issued more complex standing orders, up to an arbitrary length and level of detail. Orders that are complex enough to confuse a transhuman might require the AI to succeed in a COG x 3 Test or get some parts of the order wrong or confused. To bypass confusion, a character can program the AI with complex orders by succeeding at a Programming Test with a timeframe of 1-120 minutes, depending upon the complexity of the instructions (gamemaster's call). It's recommended that the gamemaster make the Programming Test in secret for the character leaving the instructions. On a failed test, the gamemaster should record the actual die roll and give the option of expending Moxie only if and when a situation arises where the AI's flawed instructions would become an issue. As with simple standing orders, it will revert to these orders if not following any specific instructions.
- Uses the teleoperator's base (ego) Reflexes and Intuition for Initiative. Reduce this by any Initiative penalties suffered by the shell (such as from wounds).
- Uses its own Speed. If its Speed is higher than the teleoperator's, it can operate in autonomous mode for any Speed actions remaining after the teleoperator acts. Mental speed, neurachem, and other augmentations that increase the teleoperator's Speed in their own morph do not apply to the shell's Speed. If the teleoperator's Speed is higher, they may use their extra Speed actions as normal with their own morph, but they cannot directly control the shell with those extra actions.
- Uses the teleoperator's base (ego) aptitudes and skills for all tests. No aptitude bonuses apply (including the teleoperator's own morph and the shell). The shell's aptitude penalties and aptitude maximum do apply.
- Takes a -10 penalty to all tests, with the exception of Knockdown Tests, which use its own SOM.
- Uses the controller's Pilot skills for movement tests. Note that if the controller lacks relevant Pilot skills, such as Pilot: Anthroform for a bipedal pod morph, they must default to their base REF aptitude.
- Requires the teleoperator to expend the same type of action that would be required of the shell when following instructions. E.g., the teleoperator must expend a Complex Action to instruct the shell to perform a Complex Action, and so forth.
- Requires a Complex Action by the teleoperator to engage or disengage from jamming mode.
- Uses the teleoperator's Reflexes and Intuition (including their own morph's aptitude bonuses) for Initiative. Reduce this by any Initiative penalties suffered by the shell (such as from wounds).
- Uses its own Speed, though if its Speed is higher than the teleoperator's, it can operate in Autonomous Mode for any Speed actions remaining after the teleoperator acts. Mental speed, neurachem, and other augmentations that increase the teleoperator's Speed in their own morph do not apply to the shell's Speed. If the teleoperator's Speed is higher, they may use their extra Speed actions as normal with their own morph (though they must disengage first), but they cannot directly control the shell with those extra actions.
- Uses the controller's Climbing, Flight, Freerunning, Free Fall, or Swimming skills for movement tests (not Pilot skill). For example, a teleoperator jamming a winged morph uses Flight. Jamming a groundcraft uses Freerunning skill, and so on.
- Inflicts the teleoperator with 1d10 SV if dumped from the shell while jamming.
Rob Boyle :: Posthuman Studios