LAWNMOWER MAN

JOBE

INITIAL STATS

F- TY (6)
A- TY (6)
S- GD (10)
E- RM (30)
R- PR (4)
I- PR (4)
P- TY (6)
H- 52
K- 14
R- PR
P- 0

Talents: Repair/Tinkering.
Contacts: Doctor Angelo.


HOME LAB STATS

F- TY (6)
A- TY (6)
S- GD (10)
E- RM (30)
R- GD (10)
I- PR (4)
P- TY (6)
H- 52
K- 20
R- PR
P- 0

Talents: Repair/Tinkering.
Contacts: Doctor Angelo.


VSI STATS

F- TY (6)
A- TY (6)
S- GD (10)
E- RM (30)
R- AM (50)
I- EX (20)
P- EX (20)
H- 52
K- 90
R- PR
P- 0

Powers: Psychic Vortex AM
A Psychic Vortex is similar to the artificial environment that VR users experience within a computer, but it is created in the real world. The user must still have their physical body to do this. It is a sphere centered on the user, with a diameter equal to the Psyche rank times 100 in feet. Anything a user can do in Virtual Reality can now be done in the real world, as well as control mechanical equipment like elevators, vehicles and power tools.

Talents: VR Interface, VR Mobility, VR Physical Trainer, VR Mental Trainer, Tumbling, Computers, History.
Contacts: Doctor Angelo.


PSR 7 STATS

F- TY (6)
A- TY (6)
S- GD (10)
E- RM (30)
R- AM (50)
I- EX (20)
P- EX (20)
H- 52
K- 90
R- PR
P- 0

Powers: Psychic Vortex MN
Talents: VR Interface, VR Mobility, VR Physical Trainer, VR Mental Trainer, Tumbling, Computers, History.
Contacts: Doctor Angelo.


CYBERJOBE STATS

F- TY (6)
A- TY (6)
S- GD (10)
E- RM (30)
R- AM (50)
I- EX (20)
P- EX (20)
H- 52
K- 90
R- PR
P- 0

Talents: VR Interface, VR Mobility, VR Physical Trainer, VR Mental Trainer, Tumbling, Computers, History.
Contacts: Doctor Angelo.


TALENTS DESCRIPTION

VR INTERFACE: the first and most basic VR skill, this represents the user's ability to adjust to and function within VR.

VR MOBILITY: this covers the user's ability to move around in the artificial environment of Virtual Reality, which is referred to as the VR Vortex. It is necessary for a user who wants to travel between computers, and is also important in hostile VR environments and during VR combat.

There are six levels:
1. the user can run any non-secured programs within the home computer, and access non-secured peripherals controlled by the computer.

2. the user can move from computer to computer on the DataNet, access a remote computer, and try to penetrate security systems within the home or remote computers.

3. the user can take friendly users with him or her from computer to computer.

4. the user can bypass computer security systems while moving through the DataNet. The user cannot enter any computer system that is bypassed without penetrating its security system, but he can move past the computer and access other computers it is connected to throught the DataNet. The user can tie into the DataNet and travel anywhere within it, through multiple computer systems, without having to face each computer's security system.

5. the user can go outside the normal DataNet and move through other electrical lines and otoher powered conduits. This allows the user to enter a computer that is off the DataNet, if they know its physical location.

6. the user has the option of taking the final step; to abandon the physical world and enter VR permanently, like Jobe.

VR PHYSICAL TRAINER: this lets the user attempt to develop his physical skills. In general it covers all skills that require significant physical exertion or coordination. Each time a user tries to improve a physical skill using this talent, he must make a Reality Check. There are no VR Physical Trainer programs at Level 1 and 2. At Level 3 you can learn physical skills. At Level 4 you can increase Physical Attributes and learn highly complex skills. There are no programs at Level 5 and 6, but a user can improve their physical functioning. These sessions can profoundly alter the user's metabolism, including speeding healing rates, reducing the need for sleep, and so forth. At Level 6 the user can gain further exceptional abilities, like enhanced senses.

VR MENTAL TRAINER: this lets the user attempt to expand his mental skills. A Reality Check is made each time this skill is used. At Level 2 the user can learn a wide range of information, but it is difficult to learn Mental skills as such. Things like college courses are available at Level 2. Learning full mental skills is possible at Level 3. Level 4 teaches the most difficult mental skills and allows for increasing their Mental Attributes. Level 5 can improve the personality dependent characteristics like Leadership, Perception and Motivation. There are no programs at Level 6, but they can greatly increase the user's Reason.


REALITY CHECK

The VR Physical and Mental Trainer talents give the user a +1CS to their Psyche rank. A Psyche Feat roll must be made to avoid having a Psychotic Break. If the user has a Psychotic Break it means his mind was unable to deal with the shock of the VR experience. Each future Reality Check will be made with a cumulative -1CS to the user's Psyche. If the Psyche rank reaches Feeble in the process, then all Mental stats are reduced by -1CS. If a stat reaches SH-0 the character is hopelessly deranged.

After failing a Reality Check, the user must make a Psychotic Rage check (Psyche Feat roll) at the reduced level any time they are faced with a stressful situation in or out of VR. If this is failed they respond in an irrational and aggressive manner, called a Psychotic Rage. When a user that has failed a Reality Check tries to run a program of Level 2 or higher they must Psychotic Rage Check. If it is failed the session fails and ends automatically.

If a VR session is done in a controlled environment, it is possible to reduce the chance of a Psychotic Break and increase the user's learning rate. When a Reality Check is needed, the user can receive assistance from VR Injections designed to ease the effect of VR on the mind, or by using specialized VR support equipment.


VR INJECTIONS

VR Injections are used to insulate the user from the psychological risks of VR activity, and to reduce the chances of a Psychotic Break. A Bio-Chemistry lab is needed with the same talent and skill in either VR Interface or VR science to create the serum. The injections can allow for a +1-5 CS to the user's Psyche depending on how strong it is. Once injected, there is a possiblity that it will be harmful. The user must make a Psyche feat roll. If it fails he receives a minus CS instead of the plus.

DR. ANGELO'S PROGRAMS

Angelo's programs were aimed specifically at enhancing the abilities of a human with limited intelligence. They work just like normal training programs using the same VR skills. Reality Checks, though, are not made in the normal way. If the user's Psyche is EX or lower, a Green feat is all that is needed. At RM to AM, a Yellow is necessary, and MN or higher requires a Red to pass. This is because the programs are designed to overwhelm the mind's defenses and a strong willed mind resists and runs the risk of being damaged.

Programs that are normally Level 3 are only Level 2. Normal Level 3 physical programs are at Level 3 here, and Level 4 characteristic programs are the same at Level 4. Level 5 programs Angelo designed to tap into the brain stem and stimulate functioning. The program also spurred the development of psychic powers. While using these programs Telekinesis and Mind Control can be developed over time. Level 6 programs also had an accidental development, as they allowed the user's brain to alter physical reality. This is where the ability to create a Psychic Vortex comes from. It is here where the user can abandon the real world and enter Virtual Reality permanently. Follow Reality Check rules for a character like Cyberjobe, for the only way to destroy them is when their Psyche rank reaches SH-O permanently.


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