Sunday, August 14, 2022

ReMake.exe, Rogue Technoviral AI

ReMake.exe

The origins of the AI calling itself ReMake.exe are unclear, but it appears to be following a directive to disassemble existing structures for raw materials to build elaborate tech-hives populated by multiple robotic shells occupied by fragments of its overall intelligence.  The program itself seems to run on networked nano-bots supplemented by macro-scale processor nodes, and it displays disturbing ferrokinetic and electrokinetic abilities that have previously been observed only in organic lifeforms.  It appears ReMake.exe is manifesting psionic powers through solid state electronics, but there may be some exotic science principle at work instead.

Outbreaks of the technoviral program have been contained only with difficulty, and always within 24 hours of detection.  It remains to be seen what the AI might do if permitted to proceed unhindered for a longer period, and honestly, no one wants to find out.  Even the research boffins are afraid of this thing.  Thankfully both the shells and hive structure itself are susceptible to brute force deconstruction methods, and the software they embody is apparently unable to propagate via a wireless medium.    

Description: ReMake.exe Paragon_1.0 shells can be constructed in many configurations, but the most common is a tall, thin humanoid made of curving metal and twisted cabling.  It sports eight slender arms and its head bears four stylized human faces, facing left, right, forward and back.     

Gender: None     Age: 6.7e+12 nanoseconds     Height: Variable     Optic Sensors: Multiple

Hair: None                               Skin: Metal                   Build: Slender

Approach: Ninja                      Archetype: Domain

Health:  50 + (5 x H)

Powers: Electricity d10, Metal d10, Part Detachment d10, Robotics d8, Intangibility d6

Qualities: Stealth d10, Technology d10, Imposing d8, Investigation d8, Matter-Restructuring Technoviral AI d8                                   

Status: (# of Environmental Targets/Challenges) 3+ - d10 / 1-2 - d8 / Zero - d6

Abilities:

Defend Critical Node (R) When Attacked, redirect the Attack to an environment minion.

Expend Resources (A) Roll any number of environment minion dice.  Attack every target in the scene except yourself with those dice.  Remove those minions.

Hive Networking (A) Activate one of the environment's twists in its current zone or one zone closer to the Red.

Paragon Shell Assault (A) Attack using Technology.  Use your Max die.  Defend against all Attacks against you until your next turn. 

Structural Meld (I) If you take an action during your turn that does not include an Attack or Hinder, also use your Min die to Defend against all Attacks against you until your next turn.

Upgrades & Masteries (optional):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' quality dice of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes quality dice of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, you may create a new minion using the hero's highest power die to represented the controlled version of that hero.

Master of Enforced Order (I) If you have complete control over your immediate surroundings, automatically succeed at an Overcome to organize rabble to accomplish a task.

Tactics

Fighting ReMake.exe is mostly a fight against the environment, which is going to generate a lot of targets between its own actions and Hive Networking, pretty much your go-to ability.  Structural Meld and Defend Critical Node will keep your villain alive, and if the heroes don't keep the minions thinned down you can scoop up a bunch of them and throw them into a massive all-hero Attack with Expend Resources, reflecting a mass suicide attack with Avatar shells exploding in storms of shrapnel and lightning.  Paragon Shell Assault is there to give you an offensive option if you've run out of minions as well as giving some durability, but its's mostly a desperation play.

Keep your options in mind when using Hive Networking.  While spamming minions might seem attractive it's also a bit dull, while the other Yellow zone twists (which are available right away for the ability) are good as distractions (for the challenge) or for blanket offense/debuff duty.  When you can access Red zone twists (ie when the scene is in Yellow) you can toughen up your minions and lieutenants or boost and heal yourself.

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Awakening Infrastructure Environment 

Represents any building or urban area that's being infested with the ReMake.exe technovirus.  The metal in the area is being reconstructed into an electronic hive by artificial mechakinesis, complete with ever-increasing numbers of Embodiment and Incarnation shells for the developing AI network.  Unwanted non-metallic substances (including organic life forms) are being broken down on a molecular level to fuel the process, while metal twists and contorts like a living thing as the hive forms.

The environment dice below represent the reconstruction process nearing completion (likely if/when the scene tracker runs out).  Reduce the die sizes (including those of all environment minions and lieutenants) by one if the process has only started recently.  If you need to fight in a nearly-completed hive increase all die sizes by one, and good luck to you.

This is definitely a hostile environment for the heroes, and should count as a difficult scene element unto itself.   

Crackling Electricity d8, Creaking Metal d8, Machine Sentience d10

Green Zone

(Minor Twists)

Embodiment_1.0..exe: Start timed challenge.  Halt Assembly Process 0 Timer 0  Triggered:  Add a number of d6 Avatar_1.0 minions equal to the number of heroes to the scene.  Add 1 extra minion if the scene is in the Green zone, 2 extra minions if the scene is in the Yellow zone, and 3 extra minions if the scene is in the Red zone. 

Power Surge: Roll the environment dice.  Boost all environment targets and ReMake.exe using the Min die.

Winding Cables: Roll the environment dice.  Defend all environment targets and ReMake.exe using the Min die.

(Major Twist)

Incarnation_1.0.exe: Add a d10 Eidolon_1.0 lieutenant to the scene.

Yellow Zone

(Minor Twists)

Constricting Conduits: Roll the environment dice.  Hinder all heroes using the Mid die.  Attack all heroes using the Min die.  This Attack deals physical damage.

Control Node Revealed: Start timed challenge.  Access Node: 000  Timer: 00  Success: Reduce the die size of each environment target by 1 step (minimum d4) and the environment deals each villain d12 damage.  Triggered: Restore all environment targets to full strength and the environment deals each hero d12 damage.

Embodiment_2.0.exe: Start timed challenge.  Halt Assembly Process 0 Timer 0  Triggered:  Add a number of d8 Avatar_1.1 minions equal to the number of heroes to the scene.  Add 1 extra minion if the scene is in the Green zone, 2 extra minions if the scene is in the Yellow zone, and 3 extra minions if the scene is in the Red zone. 

(Major Twist)

Incarnation_2.0.exe: Add a d12 Exemplar_1.0 lieutenant to the scene.

Red Zone

(Minor Twists)

Embodiment_3.0.exe: Start timed challenge.  Halt Assembly Process 0 Timer 0  Triggered:  Add a number of d10 Avatar_1.2 minions equal to the number of heroes to the scene.  Add 1 extra minion if the scene is in the Green zone, 2 extra minions if the scene is in the Yellow zone, and 3 extra minions if the scene is in the Red zone. 

Shifting Barriers:  Roll the environment dice.  Defend all environment targets and ReMake.exe using the Mid die.

Supportive Cocoon: Roll the environment dice.  Boost one villain using the Max die.  That bonus is persistent and exclusive.  That villain Recovers Health equal to the Mid die.

(Major Twist)

Overclock: Restore all environment targets to full strength.

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Tech-Hive Shell Minions and Lieutenants

Avatar_1.0 d6 minion

Avatar_1.1 d8 minion

Avatar_1.2 d10 minion

Description: Faceless, spindly humanoid made of metal plates and braided wire twisted into flowing curves.  It moves with surprising grace, arcs of electricity flickering across its surface as it does so. 


Eidolon_1.0 d10 lieutenant

Description: Taller and more sturdily built than the Avatar shells, the Eidolon sports an extra pair of arms and uses then all with inhuman coordination.

Multi-Tasking: When you make an Attack action, you may also Hinder the target with the same die roll.


Exemplar_1.0 d12 lieutenant

Description: Six-armed and sculpted with human-like facial features on both the front and back of the head, Exemplar shells are a disturbing sight.

Omni-Tasking: You may take any two different basic actions during your turn, both using the same die roll.

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This is what happens if ReMake.exe is left alone long enough to fully complete its tech-hive - most likely following the scene tracker running out in its basic form.

Mature Hive Embodiment

Given time and materials a ReMake.exe tech-hive will evolve into a massive mobile form that attempts to carry its gestalt AI to a fresh source of materials and energy.  It then attempts to repeat the infestation process that created it.  If opposed, it unloads a small army of lesser machines occupied by AI fragments while rampaging through the area. 

Description: A two legged metal form the size of a large building, headless, with four primary arms and hundreds of smaller articulated manipulator limbs and coiling segmented tentacles.  Despite being clearly inorganic, it has a strange lifelike quality to its movements.

Gender: None     Age: 9.2e+12 nanoseconds     Height: 110'     Optic Sensors: Many

Hair: None                      Skin: Metal                  Build: Formerly An Actual Building

Approach: Ninja

Archetype: Titan (Status Challenge: Breach Physical Defenses 00 Corrupt Data Network 0)

Health:  50 + (5 x H)

Powers: Momentum d10, Strength d10, Electricity d8, Metal d8, Lightning Calculator d6

Qualities: Imposing d10, Technology d10, Gestalt AI Titan d8, Close Combat d8, Ranged Combat d8

Status: Titan Challenge Start - d12 / Stage 1 Completed - d10 / Stage 2 - Completed d8

Abilities:

Adaptive Systems (R) When Attacked, Defend yourself by rolling your single Technology die.  Boost yourself with the amount of damage reduced.

Monstrous Impact (A) Activate one of the environment's twists in its current zone.

Gigantic Stride (A) Attack multiple nearby targets using Close Combat.  Then end up wherever you want in the scene.

Massive Bulk (I) Reduce all damage you take by 6 (at d12 status), 4 (at d10 status), or 2 (at d8 or less status).

Titanic Grasp (A) Attack using Strength.  Use your Max die.  The target can either be Hindered with your Max + Mid + Min dice, or be unable to take actions other than using an Overcome to attempt to escape.

Upgrades & Masteries (optional)

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die.  

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

This iteration of ReMake.exe is all about being huge and hard to stop.  Massive Bulk and Adaptive Systems keep it in the fight while it smashes its surroundings with Monstrous Impact.  Gigantic Stride can trample groups of foes and then leave the survivors scrambling to catch up.  Titanic Grasp is good for single very hard targets - and it's got plenty of arms to hold multiple victims.

It probably deserves its upgrade which lets it put out more damage faster, and its mastery is all about breaking cities, so very in character.

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City In Peril Environment 

Represents any generic urban area that's under attack from big, destructive threats like rampaging giant robots, kaiju, bombardment by massed artillery, or death ray attacks from orbiting alien spaceships.

Crumbling Architecture d8, Dangerous Infrastructure d8, Screaming Crowds d10

Green Zone

(Minor Twists)

Blinding Smoke: Roll the environment dice.  Hinder all targets with the Min die.

Falling Debris: Roll the environment dice.  Attack all targets with the Min die.

Trapped Civilian: Roll the environment dice.  Start challenge.  Rescue Citizen: 0  Hinder all heroes with the value of the Min die until this challenge is completed.

(Major Twist)

Leaking Gas Lines: Start challenge.  Prevent Explosion: 0  Timer: 0  Triggered: Advance the scene tracker by one. 

Yellow Zone

(Minor Twists)

Buried Under the Rubble: Roll the environment dice.  Hinder one hero with the Mid die, and Attack that hero with the Min die.

Broken Power Line: Roll the environment dice.  Attack one hero with the Max die.

Police Assistance: Roll the environment dice.  Boost two heroes with the Mid die.

(Major Twist)

Panicking Crowd: Roll the environment dice.  Start multi-stage challenge.  Calm Civilians 0  Evacuate Civilians 00  Heroes cannot Overcome the second stage on the same round that the first stage is completed.  Hinder all heroes with the value of the Mid die until this challenge is completed. 

Red Zone

(Minor Twists)

Just Keeps Getting Worse: Trigger three different minor twists from the Green or Yellow zones.

Raging Fires: Roll the environment dice.  Hinder all targets using the Mid die.  Attack all targets using the Min die.

(Major Twist)

Collapsing Buildings: Roll the environment dice.  Start timed challenge.  Avoid Collapse 0 Timer 0  Each hero must Overcome this challenge individually.  Triggered: Each hero that failed to complete this challenge is Attacked with the Max + Min dice, and all minions and lieutenants are removed from the scene.


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