Andy's Character's Details

Brice’s Journal 1-10.5 Brice’s Journal 11-18

Merits, flaws, and possessions

Computer Use: 8 Knowledge Tech: 6 Reputation: +2

Flaws 5tDulled Senses 4tStr 2tdex 4tPoor 1tMurky Eyed 1tNo sense of taste 1tNoncombatant 1tShaky 1tSlow

Merit 2tMagic of unknown origin 4tMagic 8tInt 4tWis 2tContact (single) 1tSkill focus knowledge Tech 1tSkill focus computer use 1tGearhead 1t+4 VR Reputation 5t+20 each resistance Avatar 2t20/+5 1tMisc Avatar 21tSR

Possessions 2 robotic AIs (dog and fill-in-the-blank) 1 collapsible walking cane which includes various computer connections.

The concept

The character possesses a heretofore unknown type of mystical abilities, a kind that goes completely undetected by the mystic detection devices pioneered by Dr. Dirk Phoenix. The character has kept these abilities secret, and may have a strange destiny ahead of him…

I was thinking about your character, and thought of some things you might want merits in. If you made him a physical tinkerer in addition to a computer guy (he is really smart, after all), then he could have built his own techo-gadgets from spare parts. So you could buy cybernetic or gravitic dealies for various purposes, such as flight. They would cost the same as attaining those abilities through mystic, genetic, or other means. If that’s getting a little too mad scientist/supervillain for you, you could maybe buy computer merits that function in VR, giving you an advantage there. Just something to think about.

The following is still quite rough. For what I’ve writen so far, this is going to be an int based character. I was also thinking of having him be involved in an undergound society that aims to level the playing field between the classes, and between the races and mystic/non-mystics. I’ll try to review this again soon to see if I can make this fit any better. If anyone else reading this has any sugestions, please let me know.

Would your character (1=Never, 5=Always):

  1. Lie to a friend to protect his feelings? 1 (unles a really good friend he is afraid to lose)
  2. Help a frail old woman cross the street? 1 Not that he wouldn’t like to help, but crossing the street isn’t something that he’s all that good at to begin with.
  3. Tell anyone if he saw something widely believed to be impossible? 2 Would tell close friends or professors, but not anyone else.
  4. Give money to a beggar on the street? 1 He has no spare money. Also his father had to work hard, and he works hard. Bumming is not hard work.
  5. Seek vengeance if wronged? 2 He’s gotten revenge on kids who have picked on him before, and while it was fun at the time, it was ultimatly a hollow act. It didn’t help his possition at all, and just created more tension.
  6. Steal if he thought he could get away with it? 3 Depends. He won’t take something that was earned, but if someone was given but not appriciated, he has no qualms taking it.

Does your character believe in (1=Not at all, 5=Strongly):

  1. Aliens? Possible, even likely.
  2. Karma? He’s either paying back a lot of karma, or he has a destiny ahead of him.
  3. Free will (i.e., many possible futures)? He didn’t until recent events.
  4. Time travel? Backwards, not likely, but controling the rate forward should be possible.
  5. Equality for all sentient beings? Very much.
  6. God or other supreme force? See above.

What does your character think about the following statements (1=Strongly disagree, 3=Neutral, 5=Strongly agree):

  1. Now that machines are smarter than humans, biological life is obsolete. 2
  2. The Caretaker has no business meddling in our affairs. 5
  3. Those who can wield magic are obligated to use their power for the good of all Terrans. 2
  4. No matter how realistic the programming, machine intelligence is an illusion; thus, machines should not be afforded the same rights as true sentient life. 2
  5. Humanity has been rash in seeding other worlds with mystic energy before fully grasping the ramifications. 3 (I don’t know how well it was tested before.) He sees it as a way for the fortunate to become more fortunate, but it doesn’t do much to help in general.
  6. Technology is more dangerous than mystic energy, and is more likely to destroy us some day. 2 Technology has the possiblity of helping everyone and being equitably distributed, while mystic engergy creates a favored class.

Advanced Class: Netmind

Class Information

To qualify to become a Netmind, a character must fulfill the following criteria. Skills: 10 ranks in Computer Use Special: Ability to use "net" magic

The following information pertains to the Netmind advanced class.

Hit Die The Netmind gains 1d6 hit points per level. The character’s Constitution modifier applies.

Class Skills The Netmind’s class skills are as follows. Computer Use (Int), Concentration (Con), Craft (electronic) (Int), Decipher Script (Int), Disable Device (Int), Knowledge (technology) (Int), Profession (Wis), Repair (Int) and Research (Int).

The Netmind receives (5 + Int) skill points per level.

Table: The Netmind

|Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special | Def. Bonus | Rep. Bonus| |1st|+0|+0|+0|+2|Seeing the code|+1|+1| |2nd|+1|+0|+0|+3|Remote read|+1|+1| |3rd|+1|+1|+1|+3|Writing the code|+2|+1| |4th|+2|+1|+1|+4|Bridging the gap|+2|+2| |5th|+2|+1|+1|+4|Stepping through the code|+3|+2| |6th|+3|+2|+2|+5|Seeing through the code|+3|+2| |6th|+3|+2|+2|+5|Permanent connections|+4|+3| |7th|+4|+2|+2|+6|Cut and paste|+4|+3| |8th|+4|+3|+3|+6|Carbon copy|+5|+3| |9th|+5|+3|+3|+7|Temporal connection|+5|+4| |10th|+5|+3|+3|+7|Universal network|+6|+4| |12th|+6|+4|+4|+8|Being the code|+6|+4|

Class Features

The following features pertain to the Netmind advanced class.

Seeing the Code: At 1st level, the Netmind begins to perceive the physical universe as just another incarnation of virtual reality. By expending an action point, he can substitute a Research check in place of any of the following skill checks: Decipher Script, Gather Information, Investigate, Knowledge, Search, Sense Motive, and Senses.

Remote Read: At 2nd level, the Netmind can read data off of any electronically stored medium, regardless of its availability on an electronic network. Copying data from an electronic medium is taxing, and requires the Netmind to maintain continual concentration (a standard action each round). Data transferred in this manner is copied at one half the normal rate of access, and is read as it exists on the medium (so encrypted data is still encrypted, etc.).

Writing the Code: At 3rd level, the Netmind starts to realize he can manipulate the physical universe similarly to virtual reality, in a limited fashion. By expending an action point, he can substitute a Computer Use check in place of any of the following skill checks: Balance, Climb, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gamble, Jump, Navigate, Perform, Repair, Sleight of Hand, Stealth, Swim, Treat Injury, Tumble.

Bridging the Gap: At 4th level, the Netmind may leap between branches of a route that do not normally connect logically or physically. Doing so makes the connection virtually impossible to trace. To leap between an unconnected route, the Netmind must have current access to both target machines.

Stepping Through the Code: At 5th level, the Netmind begins to see himself as just an instance of a program within the great machine. As a full-round action, he may to transfer his physical form (including objects in his possession) from the physical universe to the virtual one. As another full-round action, he may leave the virtual realm at any time, reentering the physical at the location corresponding to the virtual node that he is currently accessing. Only objects that entered the virtual realm with him come back out.

Seeing Through the Code: At 6th level, the Netmind beings to visually percieve the world around him as code which defines each element of reality. Different aspects of reality are shown as different colors.

Permanent Connections: At 7th level, the Netmind maintains constant network connections, regardless of a physical connection normally being possible (blocked, no access points, etc). Once he has connected to a particular machine, the connection becomes permanent, allowing continual access from then on, regardless of physical distance or network status. As long as the machine is in current operation (even if it is no longer networked), he may still access it. He may maintain a number of permanent connections equal to his Netmind level (and he may drop a permanent connection at any time to make room for new connections).

Cut and Paste: At 8th level, the Netmind develops the ability to temporarily "download" virtual objects into physical reality. As a standard action, the Netmind may spend an action point to physically manifest any mundane item for which he has a thorough virtual model. Possible objects include any mundane item listed in the d20 Modern or d20 Future books normally available for purchase (in this campaign setting). Downloaded objects may have a mass no more than 20 lbs per Netmind level, a total purchase DC no more than 20 + twice his Netmind level, and last a number of rounds equal to the Netmind’s class level.

Carbon Copy: At 9th level, the Netmind has learned to download his avatar’s operational parameters into his physical being for a limited time. Once per day as a free action, he may take on all characteristics of his avatar for a number of rounds equal to his Netmind level.

Temporal Connection: At 10th level, the Netmind may attempt to connect to a network that once existed, but now no longer does. He must have physical access to some component of that network (e.g., one of the computers, a router, etc.). As a full-round action, the Netmind may expend an action point to establish a connection with the network as it existed at some point in the past. Once connected, he may engage in all the normal activities, but any alterations he makes do not actually affect the past, nor do they persist if he accesses the network again at a later time. He may remain connected to the past network for up to 20 minutes.

Universal Network: At 11th level, the Netmind’s new understanding of reality reaches its pinnacle, and he fully comprehends the patterns of life in their myriad forms. The Netmind perceives biological and social networks as computer networks, and can manipulate them on a similar level. For example, by making the appropriate Computer use checks, he can immediately integrate himself into a social network, without members of that network treating him as a trusted friend. Similarly, he could disconnect someone else from said network. The DC for Computer Use checks to manipulate social or biological networks is +20 more difficult than the corresponding check for computer networks.

Being the Code: At 12 level, reality treats the Netmind as if he were his Avitar. This ability is as Carbon Copy, except with no round limit.