Your party is divided into three groups.
Aka-Vasha, the Slinker, Yobo, Rasputin, and Olive are with Pris in a small room off the hallway. The injured synthetic has completed her ‘reboot cycle’ and awakened. She seems confused but not hostile.
Gene and the retainers remain at the crossroads as guards, ensuring the vegepygmies keep their distance. Meanwhile Apollo and Ibben have ventured back south, using their ‘Control Light’ ability to move invisibly. With the violet keycard that Pris was carrying, they have opened one of the locked doors and discovered unusual relics of the Ancients within…
Archive for July, 2008

20 – Electrocephelagraph
30-Jul-08
Replicants as Clones
30-Jul-08Time for another variant rule. Here is a recasting of replicants from Mutant Future as a kind of clone. In this vision, ‘replicant’ is more like a template that can be applied to a character than an independent race. I’ve also put together some related rules for ‘brainscanning’ and ‘brainpeeling’.
The way I could see this used is to have a party find an operational replicant factory, complete with brainscanners/brainpeelers. Once clearing out whatever defenses exist, they can use such a facility to create ‘backup’ characters. Heck, maybe they could even find some ‘cranial cryo-cells’ (aka ‘head jars’) that could be carried around and used to preserve the brains of PCs after death for resurrection in a new replicant body…

19 – Behind the Purple Door
25-Jul-08Lead by Yobo, the scouts have completed their initial reconnaissance to the north. The lit corridors are similar to the darkened ones that you have explored thus far, and there is another elevator shaft to the east.
The other party members have remained with the unconscious Pris. Rasputin has figured out how to use the stun pistol, and Gene has developed a plan involving Apollo and Ibben using their mutant powers turn invisible and try out the violet keycard on the doorway that you passed by earlier (to the south).

18 – Reconnaissance
22-Jul-08Through a clever mind game, you’ve managed to convince the synthetic to abort her emergency shutdown and perform a reboot instead. However, it’s been several minutes now and the ‘reboot’ is taking longer than you first expected…
In the meantime, scouts from your party have travelled down the northern corridor and found another lit hallway further north. Several other party members have returned to the ‘crossroads’ to the south to check on the vegepygmie presence to the west. Based on Ibben’s empathic sense, you believe they are there as a prudent precaution for their ‘tribe’ and are not hostile.
Olive remains with the synthetic, who has been pulled to a more comfortable location in the small apartment near where you first found her.

17 – Mind Games
18-Jul-08After mentioning an ‘infection’, the synth seems to have resigned herself to oblivion, muttering about processing errors and compromised programming. It appears to you that she is ‘dying’.
Olive continues to provide comfort, refusing to allow her to be bound as a prisoner, even as she utters vague threats and veiled insults. Several party members are less than impressed about Olive’s actions, revealing their bias against artificial life forms.
Meanwhile, the attention of Ibben and the retainers are focused on a large group of plantmen and veggie-canines who have gathered in the room to the west of the crossroads.



