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The Transhuman FATE of Diaspora

The Transhuman FATE of Diaspora

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Published by Reaganstorme
A rules hack to enable Transhuman characters in the Diaspora RPG
A rules hack to enable Transhuman characters in the Diaspora RPG

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Published by: Reaganstorme on Jan 23, 2013
Copyright:Attribution Non-commercial


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The ranshuman FATE of iaspora
By Matt Gooding(Reaganstorme)Sep 2011
T4 Transhuman Society
Diaspora talks a little on how T4 societies are atthe cusp of their own destruction, or salvation,and that they often have strange ideas com-pared to the rest of the cluster. OK, so stickingyour consciousness into purpose vat grown bio-morphs, or synthetic cybershells for that matter,certainly counts as "a little out there".Inspired partly by Eclipse Phase, I wanted a wayto separate the character from the body theywere in at the time, leading to the
. Thatmeans their bodies would be separate, thus aset of ideas for 
. For characters,
Attrib- utes, Knowledges (Skills) and Stunts 
are all pur-chased with points, rather than selected from alist or placed in a pyramid. Pretty standardthough are the
Aspects and Stress Tracks 
thatcomplete the character design, although eventhey get a tweak.Characters created with this method are techni-cally compatible with base Diaspora characters,although the higher technology does grant anadvantage to the T4 character in many circum-stances, such as backup and restoration of theEgo, attribute + skill rolls able to surpass baseskill rolls of non-transhuman characters, even animproved calculation of stress track length. Butthese differences are by design to showcasehow the T4 society is diverging from humanity atlarge.
Aspect Selection
To increase the benefit from these variant char-acter creation rules, it makes sense to recon-sider the way aspects are chosen from the verybeginning. During the initial Aspect phases of character creation (
growing up, starting out,moment of crisis, sidetracked, on your own 
)choose one aspect at each phase instead of two.You should now have a basic idea of who thischaracter is and the some of the things theyhave done. Next, begin filling out the other sec-tions of the character sheet, filling in one Aspectfor each major section. That is one aspect isselected referring to the
another each for the
and its associated
with thelast concern
ing the something of the character’s
.Finally, assign the last aspect to one of thecharacter sections that you wish to expand on, afriendly or antagonistic relationship important tothe character, or to some other gear or detaildefining the character.
The Ego
 When a biological mind is up-loaded to a cortical stack, itbrings with it some of theelemental nature of the indi-vidual that gets encoded.There are five Attributes de-fining a character's Ego:
, the force of their nature and their ability to communicate ideas;
, a skill that impacts on the Compo-sure stress track;
, two attributes to de-scribe a character's thinking processes;Lastly,
, an attribute to de-scribe how comfortable the character isat acting through a morph.Characters gain 7 points to distribute amongstthese five attributes at character creation, withno attribute higher than 3.
 Cortical stacks are limited inhow much storage space theypossess, and are relatively use-less without being plugged intoa morph or data network. Aswith the Ego, there are five Attributes for defining a morph:
, a combination of how aes-thetically pleasing and well designed amorph looks; All morphs have a base
rating de-scribing the strength and how well designeda morph IS (rather than looks);Whether vat grown tissue or cybernetic cir-cuits in nature, all morphs possess a
Re- sponse 
attribute that refers to the neuralconnection speeds which affect reactiontimes and movement;
is a measure of how well theparts of the morph react to each other, in-cluding any integrated weaponry;Lastly, there is the manner in which infor-mation is brought to the Ego through
audio, visual, tactile, kinaestheticresponse, and so on. Again, players can spend 7 points on these at-tributes at character creation, with no attributehigher than 3.
 Due to separation of the Ego and Morph, somenew Knowledge skills become desirable. Theseskills are added to the default skill list inDiaspora.
Implanted Weaponry 
is a skill determining acharacter's proficiency with using suchitems implanted or installed in the morphthey are using.The
skill, compared to the Responseattribute, is how well the Ego can use theabilities of the morph for movement.
Morph Fabrication 
can be used in place of repair checks specific to morphs, as wellas for determining weak points or as-sessment checks of another character'smorph.Both synthetic morphs and bio-morphs be-come vulnerable to software attacks withappropriate use of the
skill, aseven bio-morphs must contain some cir-cuitry for interfacing with the digital con-sciousness of the Ego.
is a different measure of movementability compared to agility, and relatesmore to the interaction of the morph withthe surroundings than pure ability tomove.Lastly,
is a replacement for thebase Assets skill, and modifies the
Track, itself a replacement for the Wealth track. All characters get 20 points to spend on Knowl-edge skills at creation, with no skill over themaximum rating of 4. A suggested distributionof skills are one skill at rating 4, two at rating 3,three at rating 2, and four skills at rating 1 (ie, a4-cap pyramid), although this is not required.Skills do not change when you download into anew morph, they are inherent to the Ego, al-though some morphs may grant access to addi-tional skill points whilst an Ego is in that Morph.Cluster/System skills Art/Culture/TechBrokerageBureaucracyProfession (any)Reputation (
)Languages (optional)Manipulation skills Animal HandlingIntimidationOratoryPersuasionCombat skills AlertnessBrawlingClose CombatEnergy WeaponsImplanted WeaponryKinetic WeaponryMicroGSpace based skillsCommunicationComputer EngineeringEVAGunneryNavigationPilotMorph specific skills AgilityMorph FabricationOverrideStealthOther technical skills ArchaeologyDemolitionsMedicineRepair ScienceTacticsVehicle
Attribute and Skill Rolls
 Most rolls in Transhuman Fate should be 4dFplus a combination of two attributes, or an at-tribute and one skill, against a standard fixeddifficulty or opposed roll. A character may poten-tially be rolling 4dF+7 for their best combinationof skills and attributes, and this will skew interac-tions with non-transhuman characters. For example:Making a good first impression when youare introduced to the prince and princess:roll
;Trying to sneak past a patrolling guard: roll
against an opposedroll of 
;Calculate the code to stop the bomb count-down before it detonates from the formula inthe plans you stole from the villain: roll
Morph Stunts
  All stunts are particular to the current Morph in-habited by the Ego. In the digital world inhabitedby the Ego, there is still a limit on how much in-formation a cortical stack can store. Morphs giveEgos a way to interact with the world, often inunique ways. Even though characters may onlystart with a max attribute rating of 3, and maxskill rating of 4, these limits may be modified bystunts provided by the morph they inhabit.Some morphs have the ability to unlock higher potentials in the Ego, others may grant addi-tional skill points that broaden or enhance acharacters Knowledge access. In another depar-ture from the base Diaspora rules, a character may have more than three Stunts as they arebought with points instead.Players may spend 7 pointson the Stunts listed below,although I have retainedmuch of the free-form natureof the stunt system as awhole rather than building acomprehensive list of thingsto choose from.Listed after the benefit of the particular stunt isthe (cost) of the stunt in the brackets.
Stunts+2 extra Ego Attribute points (3)+2 extra Morph Attribute points (3)Extra Knowledge Skill points (1 + 1 per skill)+1 extra Knowledge skill point (2);+2 extra Knowledge skill points (3);+3 extra Knowledge skill points (4); etcMilitary Grade Knowledge (1)Implanted Weapon (2 per rating in Harm+ 1 per rating of Penetration)Integral Equipment (2)Swap-a-Skill [Use X for Y up to rating 3] (1)Use My Skill [up to rating 3] Instead (1)Take a bonus [from a skill of 3 or more] for a +1 to your roll (2)Increase a Maxed Attribute from 3 to 4 (2)Increase a Maxed Knowledge from 4 to 5(2)Resilient [4 consequences] (1)Lucky [consequence progression 2/3/4] (1)Extra Stress Box (1 + 1 per extra box; limitsapply)Extra boxes purchased are for one trackonly; Must be purchased again to in-crease another track; Maximum of +3boxes for any one track.Skill Replacement [change modifying skillfor Reputation Stress Track] (2) Attribute Replacement [change modifyingattribute for Composure or IntegrityStress Tracks] (3)Destiny [+1 FP refresh] (4)
Stress Tracks
  All characters start with 3 ranks in each stresstrack before modification or stunts. These tracksare:
, how mentally stable the Ego is,and is modified by the Resolve attribute;
, a measure of the "health" of themorph, and is modified by the Structureattribute;
, a way to show the character's so-cial and economic access, which ismodified by their Reputation skill.Integrity replaces the Health track from the baseDiaspora characters, and Standing replaces theWealth track. Otherwise, these tracks work likeany other but are calculated differently. Charac-ters gain:+1 to a track if they have arating of 1 in the linkedattribute or skill; or +2 if they have a rating of 2or 3; or +3 if they have a rating 4 or 5 in the linked attribute or skill.These bonuses are in addition to any extraTrack boxes purchased with stunts.

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