Actions

MITOtech Enhanced Human

From Discovered

(Redirected from MITOs)


Create or Edit Characters:

 

Create or Edit Events for MITOtech Enhanced Human:

 

Data for Category:Characters stored in Special:CargoTables/CHARACTER with the Form:Character Sheet and Template:Character Sheet


MITOTech Enhanced Human

Aliases: #REDIRECT [[MITOtech Enhanced Human]]

[[Category:Alias]]

[[Celestes]] :: [[Homo Celestes]]

Aspects
High Concept: Hardened For Space And Combat
Trouble: I'm So Much Better Than You You're Insignificant
Aspects:
  • MITO Strong: I can lift 2000 to 5000 Kg, jump 5m straight up, and walk through normal barriers like they're not even there.
  • MITO Tough: It takes armour piercing rounds to get through my skin and even then they don't go far. I can use my strength without hurting myself. Radiation, vacuum, huge accelerations - I'm fine with them all.
  • MITO Fast: My reaction times are significantly faster than normal humans, meaning I can run 60Km/h, dodge almost anything a normie throws at me, and think faster than you expect.
Fate Points
Refresh: 1 Current Total 1
Approaches
Careful Clever Flashy Forceful Quick Sneaky
-2 +2 +1 +4 +4 +2
Sophant Characteristics
Stunts
  • Becase I have been trained to work together with my team, I get +2 to Quickly Defend a friend.
  • Because I am immensely strong once per game session I can force my way through a seemingly impenetrable barrier.
  • Because of my training in covert operations I get +2 to stealthily create an advantge.
  • Because my MITOtech has been trained to integrate with my AR devices, I get +2 to Quickly resist attempts to disrupt or jam my HCIs. If I can make skin-to-skin contact with another MITO we can ignore RF jamming as well.
Magic: Spells and Powers
Augmentation: Genetic and Cybernetic
Damage Resistance and Healing
  • +2 vs most physical assault (not crushing)
  • +1 vs laser damage
  • +2 vs radiation damage
Teams:
Stuff
Stress: Mental Max {{{CHARACTER_StressMentalMax}}} Stress: Physical Max {{{CHARACTER_StressPhysicalMax}}}
Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Consequences (Max )
Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Expression error: Unexpected > operator. Expression error: Unexpected > operator.

Appearance

Very dark skin and hair. If exposed to hard radiation the skin gets even darker, until it is black. All body tissues except red blood cells and retinal cells are the same, so reading their expressions is challenging: their sclera are black too. AR contact lenses for MITOs often feature a white ring around the iris, providing the feedback that humans normally require for emotive communications. Extraordinarily muscular, regardless of original genetic heritage.

Backstory

MITOTech was developed as part of a long term program to create humans that could survive the rigours of living in space. In 2034 it is still somewhat buggy, often causing infertility, autoimmune reactions, and mental instability.

MITOs have five Physical Stress slots, but only two Mental Stress slots. They can take one 8 point Consequence.

Altered Physiology

Template:MITOtech

Approach Point Totals

Their approaches are uneven compared to normals, with several bonus points and penalties applied for a total of +13 points. (Normal PCs have 3+2+2+1+1+0=9 points)

  • Careful: -2
  • Clever: +1
  • Flashy: -
  • Forceful: +3
  • Quick: +2
  • Sneaky: -

These adjustments begin immediately, with +1 Forceful and +1 Quick in the first day after infection. Additional points are added weekly as the body continues to alter. The penalty to Careful is taken on the second and third days as the newly minted MITO discovers their new capabilities.

Vantablack Light Armour

Create or Edit Armour:

 

Data stored in Special:CargoTables/ARMOUR with the Form:Armour and Template:Armour in the Category:Armour.


VBLA is tough, flexible stealth armour designed for use by Augments - specifically, Celestes. (21R/21L)

Details

Aspects

  • VBLA weighs 80kg and is too heavy for normal humans. For Celestes this is not an issue.
  • Vantablack: The suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat.
  • Heat: Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full, the wearer starts to take heat damage. (See Heat Sinks, Oven.)
  • Stealth (6R): +2 to Sneakily, Quickly, or Carefully avoid detection because of Vantablack.

Resilience

  • Head: 1
  • Torso: 2
  • Limbs: 2

Damage Resistance

  • +3 vs Piercing and Penetrating (6R): The flexible neck and torso are covered in three layers of scale-mail plates angled at 120° to each other. Hard plates augment the exterior, with non-Newtonian fluids padding the insides. From stilettos to micrometeorites to armour piercing shells, this armour is very protective.
  • Heat Sinks - 12PS pool (4R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer.

Weaknesses, Limitations, and Tradeoffs

  • No Environmental Systems (2L): No protection against environmental damage from toxins, or vacuum.
  • Only when worn (3L): The benefits and weaknesses of this armour are lost when it is recharging or not in use. (Common, Inconvenient).
  • Unpowered (2L): Minimum approach scores of 3 Forceful and 3 Quick. (uncommon, inconvenient)
  • Heat Management (6L): For each hour of normal use or each minute of combat, 1PS of heat is absorbed into the supercooled heat sinks (common, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up clearly on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 2h and a MW power supply to prepare.
  • Oven (8L): Heat stress continues to accumulate even after the 12PS pool is depleted. For each -1 in the pool, the wearer takes 1PS heat stress per minute. Combat tends to increase the heat stress quickly. (common, fatal).

Copy to Stuff section of Character Sheet

'''[[Vantablack Light Armour]]''': VBLA is tough, flexible stealth armour designed for use by Augments - specifically, Celestes. (21R/21L)

''Aspects'':

:VBLA weighs 80kg and is too heavy for normal humans. For Celestes this is not an issue.
:Vantablack: The suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat.
:Heat: Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full, the wearer starts to take heat damage. (See Heat Sinks, Oven.)
:Stealth (6R): +2 to Sneakily, Quickly, or Carefully avoid detection because of Vantablack.

''Stress Capacity'': Head: 1, Torso: 2, Limbs: 2.

''Resistances'':

:+3 vs Piercing and Penetrating (6R): The flexible neck and torso are covered in three layers of scale-mail plates angled at 120° to each other. Hard plates augment the exterior, with non-Newtonian fluids padding the insides. From stilettos to micrometeorites to armour piercing shells, this armour is very protective.
:Heat Sinks - 12PS pool (4R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer.

''Weaknesses, Limitations, and Tradeoffs'':

:No Environmental Systems (2L): No protection against environmental damage from toxins, or vacuum.
::Unpowered (2L): Minimum approach scores of 3 Forceful and 3 Quick. (uncommon, inconvenient)
::Heat Management (6L): For each hour of normal use or each minute of combat, 1PS of heat is absorbed into the supercooled heat sinks (common, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up clearly on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 2h and a MW power supply to prepare.
::Oven (8L): Heat stress continues to accumulate even after the 12PS pool is depleted. For each -1 in the pool, the wearer takes 1PS heat stress per minute. Combat tends to increase the heat stress quickly. (common, fatal)
:'''Only when worn''' (3L): The benefits and weaknesses of this armour are lost when it is recharging or not worn. (Common, Inconvenient).

Vantablack Heavy Armour

Create or Edit Armour:

 

Data stored in Special:CargoTables/ARMOUR with the Form:Armour and Template:Armour in the Category:Armour.


VBHA is a powered mobile armoured weapons platform with some stealth capabilities, designed for use by Augments - particularly Celestes. VBHA is not suitable for normal humans. It is too quick for normal reactions and can kill a person less tough than a Celestes. At 400Kg and 2.5m in height it is a surprisingly hard target. (28R/28L)

Details

Aspects

  • Vantablack: The body of the suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat.
  • Weapon Systems: The VBHA can mount a variety of Modular Heavy Weapons Systems (MHWS).
  • Stealth (2R): +2 to Sneakily avoid being targeted because of Vantablack.

Resilience

  • Head: 2
  • Torso: 4
  • Limbs: 4 total

Damage Resistance

  • +4 vs High Velocity Impact and Explosion (8R): This powered exoskeleton deflects shells, micrometeors, and explosive shockwaves with ease.
  • +1 vs Environmental Factors (2R): While VBHA is not a space suit it does have an internal environment and tends to protect against vacuum and toxins. It can recirculate air, but not replenish it.
  • Heat Sinks - 12PS pool (4R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer - or radiated by venting coolant.
  • Vent Coolant - 8PS pool (2R): When the heat sinks are 'full' the suit can run the hydrogen through a fuel cell to produce electricity and water. The electricity is used to power an active coolant system that pushes heat into the water vapour as it is vented. Venting coolant is obviously visible to the naked eye and a blazing beacon to IR targeting. The Stealth aspect is negated, and IR targeting has +2 to hit for 15 seconds after coolant is vented. (2L) See Heat Management below.

Weaknesses, Limitations, and Tradeoffs

  • Heat (1L): Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full and coolant is vented the wearer starts to take heat damage..
  • Only when worn (3L): The benefits and weaknesses of this armour are lost when it is recharging or not in use. (Common, Inconvenient).
  • Fast Twitch (3L+3L): Minimum approach of 5 Quick to operate. Take (5-Quick)PS per round otherwise (common, inconvenient). The fast-twitch responsiveness of the armour also means -3 to Careful actions.
  • Heat Management (4L): 1PS heat is absorbed by the supercooled heat sinks for 1 hours of walking around, 1 minute of combat (uncommon, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 4h and a MW power supply to prepare.
  • Oven (8L): Heat stress continues to accumulate even after the main heat stress pool and coolant-vent pool are depleted. For each -1 in the pool past this point the wearer takes 1PS heat stress per minute (common, fatal).
  • Costs Millions (4L): Each suit costs many millions of dollars. Any time the armour is damaged, engages in any action, or basically does anything other than power up and run diagnostics, the wearer takes 4MS. If the armour was issued as gear, to a soldier for instance the stress might be taken dealing with the paperwork, bureaucracy, and hazing associated with damaged equipment. If the wearer owns the armour the stress might be taken dealing with liquidating funds to pay for repairs, keeping the 'repair' cave secret, etc..

Copy to Stuff section of Character Sheet

'''[[Vantablack Heavy Armour]]''': VBHA is a powered mobile armoured weapons platform with some stealth capabilities, designed for use by Augments - particularly Celestes. VBHA is not suitable for normal humans. It is too quick for normal reactions and can kill a person less tough than a Celestes. At 400Kg and 2.5m in height it is a surprisingly hard target. (28R/28L)

''Aspects'':

:Vantablack: The body of the suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat.
:Weapon Systems: The VBHA can mount a variety of Modular Heavy Weapons Systems (MHWS).
:Stealth (2R): +2 to Sneakily avoid being targeted because of Vantablack.

''Stress Capacity'': Head: 2, Torso: 4, Limbs: 4 total.

''Resistances'':

:+4 vs High Velocity Impact and Explosion (8R): This powered exoskeleton deflects shells, micrometeors, and explosive shockwaves with ease.
:+1 vs Environmental Factors (2R): While VBHA is not a space suit it does have an internal environment and tends to protect against vacuum and toxins. It can recirculate air, but not replenish it.
:Heat Sinks - 12PS pool (4R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer - or radiated by venting coolant.
:Vent Coolant - 8PS pool (2R): When the heat sinks are 'full' the suit can run the hydrogen through a fuel cell to produce electricity and water. The electricity is used to power an active coolant system that pushes heat into the water vapour as it is vented. Venting coolant is obviously visible to the naked eye and a blazing beacon to IR targeting. The Stealth aspect is negated, and IR targeting has +2 to hit for 15 seconds after coolant is vented. (2L) See Heat Management below.

''Weaknesses, Limitations, and Tradeoffs'':

:Heat (1L): Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full and coolant is vented the wearer starts to take heat damage..
::Fast Twitch (3L+3L): Minimum approach of 5 Quick to operate. Take (5-Quick)PS per round otherwise (common, inconvenient). The fast-twitch responsiveness of the armour also means -3 to Careful actions.
::Heat Management (4L): 1PS heat is absorbed by the supercooled heat sinks for 1 hours of walking around, 1 minute of combat (uncommon, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 4h and a MW power supply to prepare.
::Oven (8L): Heat stress continues to accumulate even after the main heat stress pool and coolant-vent pool are depleted. For each -1 in the pool past this point the wearer takes 1PS heat stress per minute (common, fatal).
::Costs Millions (4L): Each suit costs many millions of dollars. Any time the armour is damaged, engages in any action, or basically does anything other than power up and run diagnostics, the wearer takes 4MS. If the armour was issued as gear, to a soldier for instance the stress might be taken dealing with the paperwork, bureaucracy, and hazing associated with damaged equipment. If the wearer owns the armour the stress might be taken dealing with liquidating funds to pay for repairs, keeping the 'repair' cave secret, etc.
:'''Only when worn''' (3L): The benefits and weaknesses of this armour are lost when it is recharging or not worn. (Common, Inconvenient).

References



Personal Events

No results


Data for Category:Characters stored in Special:CargoTables/CHARACTER with the Form:Character Sheet and Template:Character Sheet