Rules:Transhumans

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Transhumans

These are the official character rules for Transhumans. For the story-based description of them, go here.

Common Names: Transhumans, Cyborgs, Hideous Freaks of Nature (pejorative)
Proper Name: Homo sapiens vinculum
Class: Minor Race
Tech Bias: Good
Available Power Types: All
History and Background Page: Transhumans

Major Racial Advantages:

Multi-threaded Mind: Transhumans gain one level of Passive Extra Actions for free at creation.

Rapid Acquisition: Transhumans, being directly linked to artificial intelligences, have the combination of vast computational resources and human intuition, albeit often stunted due to exposure to the cold intellect of their artificial intelligence. They start with a Good bias, and, when acquiring levels of Enlightenment, pay and roll for it as if they had already acquired two levels of it. They do not otherwise gain any benefits from these two 'virtual' levels of Enlightenment.

Minor Racial Advantages:

Dispassion: Transhumans, by dint of the Artificial Intelligence they are merged with, are often less emotional than baseline humans. In addition, the AI acts as a check and balance on both becoming emotionally overwrought, and emotional manipulation. As such, any techniques that attempt to play on or manipulate the emotions of their subjects find Transhumans to have twice the resistance that a baseline human would have.

Hybrid's Strength: Surrounded by the flesh of man, an AI is blended into an environment teeming with nutrients. Transhumans are not subject to the Requires Support or Inorganic limitations of AI.

Major Racial Disadvantages:

EMP Sensitivity: If an EMP's area of effect includes a transhuman, and possesses a PL effect greater than the transhuman's TotalPL, then the transhuman is stunned for two posts due to the deleterious effect on their AI component. If the PL of the effect is less than the transhuman's TotalPL, but still more than half the transhuman's TotalPL, then they are stunned for only one post. If the EMP's strength is less than half the transhuman's TotalPL, it has no effect. If the EMP is generated by a technique, the technique description overrules this only if a) the effects are less severe than what is described here or b) the character generating the EMP has a higher relevant PL than the transhuman's TotalPL. This weakness may be offset by techniques (ie, hardening of circuitry).

Limited Power Development: Transhumans have a gain rate of only 2%, rather than the 3% that pure humans possess. This also reduces their daily cap gain to only 4%, rather than the 6% that humans possess.

No Epiphany Possible: Transhuman intuition is stunted by their exposure to machine intelligence, and they are no longer capable of the leaps of intuitive insight that baseline humans are, and thus, lose the ability to achieve an Epiphany.

Minor Racial Disadvantages:

Blended Physiology: Due to the incorporation of the AI throughout their bodies, hospitals cannot assist transhumans -- even the hospitals that created them. Incap days do not pass at an increased rate with hospital care.

Weaknesses of the Flesh: Transhumans lack the Immortality of true AI. Likewise, they remain locked in their singular mortal form, without additional techniques, and so lack the true Malleable Form of an AI.