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  1. Boston is now part of the Boswach metroplex. The northeastern U.S. seaboard from Boston to Washington have merged into enormous metroplex (BosWash). Although based in New Angeles, Argus Security Inc. has a major office in BosWash. Make sure to include this (from shadow of the beanstalk, G-Monstrocity, page 227) : There is not a lot of info on Boswach in Shadow of the Beanstalk. Not much more info in the Worlds of Androids book, maybe a third of a page and a few mentions here and there. Illegal gambling is still a crime in New Angeles and the Tri-Maf has its hands in it. There are legal and sanctioned Casinos. There are multiple mentions of Casinos in the Shadow of the Beanstalk book. If you own the PDF version, you might come up with some good stuff using the search command.
  2. The protagonist was travelling on a private cargo freighter as part of the crew (no passengers aboard). A passenger ship or a corp owned transport could probably travel significantly faster when the main concern is not delivering cargo in a cost efficient manner. You do know that you are now required to include a sociopathic bioroid with a hidden agenda as part of the ships's crew, don't you? Is Ash LV426 too obvious a name?
  3. Below is some info from the books on space travel. Feel free to ignore anything that could get in the way of fun. A ferry shuttle trip from the Challenger planetoid to the moon takes between one and three days depending on where it is located with respect to the planetoid. (Sof p. 206) The only reference to space travel time I can find for mars is in Android: Rebel (The Identity Trilogy Book 3): The protagonist in that book travelled from the moon to mars aboard the Khloe, a cargo freighter. I assume passenger freighters would be faster. I haven't found anything for travel time to Jupiter. Pages 144 and 145 of the Worlds of Android book describes starship technology. (Power sources, drives, life support) A sidebar on page 117 of the Shadow of the Beanstalk book describes Burke heavy freighters having rotating crew rings providing artificial gravity for long voyages. A heavy freighter (p. 116), primarily used to transport cargo and people between the Earth and Mars, is describing as carrying 12 months of consumables. If you need faster travel speed, you could advance the timeline by a few years. Worlds of Androids p. 144 describes a new drive technology being developed: On travel costs (Worlds of Androids, page 165): Speaking of secret corporate labs, here is something that could fit the bill (Worlds of Androids, page 163):
  4. Androids lifespan Here are a few bits of information on androids lifespan from Worlds of Androids. It is still unclear but it could be as low as six years for some bioroids models.
  5. Bioroids 360-degree and infrared vision. In the Indentity trilogy, there are multiple mentions of bioroids having 360-degree vision. It is unclear if all bioroids have this ability but at least three models are mentioned having such capacity: Drake (Detective), Floyd (Detective) and Welby (Medical). It also appears that this is also not necessarily a commonly know fact. Bioroids also appear to have infrared vision allowing them to see in the dark. Android: Rebel (The Identity Trilogy Book 3), Chapter 3: Android: Rebel (The Identity Trilogy Book 3), Chapter 14: Android: Rebel (The Identity Trilogy Book 3), Chapter 28: Android: Golem (The Identity Trilogy Book 1), Chapter 7: These abilities are not reflected in the Bioroid character archetype of the core rulebook, possibly for game balance reasons. 360-degree vision could be replicated by purchasing ranks in the Rapid Reaction and/or Heightened Awareness talents with starting experience. Infrared vision could be replicated by purchasing night vision goggles (Genesys Core book) or cybereyes.
  6. Clones with Extreme genome alterations The turtleback in that picture from the card game looks very human-like. The Worlds of Android book doesn't give a detailed description but they do mention that they are radiation- and vacuum-resistant. As Colgrevance pointed out, there is a more detailed description in the Free Fall novel (Chapter 12). This description makes the turtleback loo much more 'exotic' than what is depicted in the card’s art. On Turtleback Clones (Free Fall novel, Chapter 12) On Hocas Clones (Free Fall novel, Chapter 4) Of course, the clone archetype from the core book is most probably intended to represent the more 'vanilla' or human-like clone variations from Jinteki. Not variants with such extreme genome alterations.
  7. Question: Are all Bioroids only leased, with Haas-Bioroid maintaining ownership, or can a corp or individual purchase and own a Bioroid? I've seen multiple references of leased Bioroids in Worlds of Androids but no mention of private ownership so far. Also, the third directive seems to reinforce the notion that Bioroids can only be leased.
  8. The core book did a decent enough job of packing as much information as it could in its limited page count, but I think it is a little light on information about bioroids and clones, two playable archetypes. I have gathered below some information on bioroids for GMs and players who intend to play androids or clones. For the purpose of this guide, I'm sticking to 'Canon' information only (Games, RPG, Novels) as opposed to player created content. Feel free to contribute below. I'll update this first post with your input. Whenever possible, please cite your sources (such as novel or book title, page, chapter, card name). ----- DID YOU KNOW? ON ANDROIDS IN GENERAL (Bioroids and Clones) Androids and the Law Because they are manufactured synthetically, androids are classified as property, not people, so any violence inflicted on them is mere vandalism, not assault or murder. While completely organic, clones are classified as machines and accordingly have no rights. Androids can be impounded without a warrant if suspected of criminal activity, or inaction could lead to further damage to people or property. An officer can also seize a bioroid that appears tampered with, modified, or illegally obtained. ON BIOROIDS The Three Directives 'All' bioroids are bound by the Three Directives*, rules which form the core of a bioroid's programming, but in theory a bioroid could have any number of core directives. Even zero. The Directives are inspired by Isaac Asimov's "Three Laws of Robotics". The First Directive forbids a bioroid from harming, or through inaction allowing harm to befall, a human being. The Second Directive requires a bioroid to complete its primary function above all other considerations, save the First Directive. The Third Directive requires a bioroid to preserve its ability to function and report frequently to Haas-Bioroid for repairs and updates. * If you play a bioroid, you need to decide whether they are still beholden to their directives. Regular Maintenance The Third Directive states that the bioroid must report to Haas-Bioroid for regular maintenance (weekly) when doing so would not violate the First or Second Directives. Often this is a simple visit to the nearest HB showroom, but in the case of the more sophisticated or prototype models, this can entail a journey up the Beanstalk to HB’s R&D facility on Luna. This maintenance might take the form of a simple shutdown and repair, tightening loose joints, replacing worn seals or synthskin, refitting errant wiring, and recharging internal batteries. The entire process can take less than an hour, thereby minimizing the unit’s downtime. Sometimes the process is more involved; replacing a damaged limb or overhauling a power source can take days to complete. Thankfully, due to a bioroid’s extreme durability, these occasions are rare. Weekly maintenance is important not only for the bioroid’s physical shell but for its quantum brain as well. Shutdown can help break any algorithmic recursions or other infinite loops that may be draining a bioroid’s processing power. [Worlds of Android - Page 40] Artificial Appearance Although many bioroid models possess a covering of synthetic skin, common features like silver eyes and cabling at joints mean no one would ever confuse a bioroid for an actual person. Many humans are discomfited by the semblance of humanity presented by synthskin bioroids, so Haas-Bioroid takes great pains to mitigate this so-called “uncanny valley” effect. Aim for the chest! Some bioroid models have their brains located into their torso rather than their head for better protection. (Confirmed for Drake and Frank models) Bioroid compensation Bioroid units contracted to corps by Haas-Bioroid are given a weekly credit allowance from HB. Bioroids choose how to spend it. They spend their credits in places so they can socialize with humans and learn from those encounters. Falling off the grid Haas-Bioroid has a policy of destroying any unit that has fallen off their grid for any significant time. They don’t want to chance letting any kind of software corruption loose in their facilities. Most bioroids have a locator beacon installed that can be activated to track down “misplaced units”. [Night on the town adventure - Part 2 - On the Run] Known models and primary Functions Adam (Industrial Labor) Alix (Investors and financiers) Adonis and Eve (Pleasure) Ash (Office productivity) Ben (Multipurpose executive assistant) Drake (Detective) Elsa (?) Florence (Nurse) Floyd (Detective) Frank (Heavy labor. Limited social interaction capabilities) James (Clerical unit) Janice Line (Corporate and office work) Brad (Finance) Sally (Overseer) Grey (Customer Service) Kevin and Lisa (Pleasure) Mc-Dreamy (Medical) Rex (Search and Rescue) Seth (Barista) Steiger (Miner) Welby (Medical) ON CLONES Fingerprints Clones have unique (albeit similar) fingerprints, so clones of the same line have fingerprints similar enough to be distinctive. Even a Henry who has never been fingerprinted will likely be identified as a Henry based on his fingerprints alone. Identifying a clone Clones are identified by a distinctive tattoo on the back of their necks coupled with a sub-dermal ID chip. Each code is unique to the individual, so law enforcement organizations use the tags to identify ownership. Housing your clone If your home is large enough to have a spare bedroom—even a small one—then this is often the best option. In cases were sufficient living space is not available, the best option is to house a clone at either a nearby clonetel or to ship it off to an austere but large clone barrack. Reproduction Clones are sterile and can't reproduce. [Exodus - Chapter 5] End of Lifespan Clones who have exceeded their product lifespan are taken to a Jinteki recycling facility for 'recycling'. Damaged or defective clones can also be disposed in this fashion. Clone models and primary functions Desai (Teacher) Florence (Caretaker and personal nurse) Henry (Labor) Molloy (Restaurateur*) Nisei (?) Omoi (Security) Steven (Caretaker and personal nurse) Tenma (Pilot) * Proprietary to the Mother Molloy's Irish Pub chain. ---- Below are some topics for which need more information or confirmation. Feel free to contribute. Clone and Bioroid Lifespans? Clones (and Bioroids?) are designed with a reduced lifespan, at the end of which, they are 'retired'. How long is this lifespan? Would a clone naturally cease to function at the end of that lifespan or does it need to be 'forcibly retired' by Jinteki? Bioroid naming convention. Bioroids have a name that starts with their model name, followed by a serial number (?) Are there any reference about this naming convention? Number of digits? Is it just random numbers and letters? Some examples: Alix 75H2LW, Ash 4L1KD5PS, Elsa 5K71R, Floyd 2X3A7C’s, Drake 3GI2RC, Frank 5DE7CE, James AK49I27, Welby 4AR9KA.
  9. Aazlain


    The wording is definitely unclear and contradictory. Probably due to leftovers of a previous version of the mechanic that was not edited out or corrected. I have asked for further clarification on specific excerpts of the book on specific pages. I will post the answer when/if I get it.
  10. Ok. That was fast. Got an answer from Sam Gregor-Stewart. (RPG Manager of Fantasy Flight Games) Q. Does broken ice reactivates automatically at the end of the runner's next turn or does the Sysop needs to use the Activate Program maneuver to reactivate ice? A. It reactivates automatically. Hope this helps! --- As Zsig suggested, there probably is leftover text from a previous version of the rules in the description of the Activate Program maneuver. Here is my personal take: ACTIVATE PROGRAM Available To: Runner, Sysop Description: Characters use this maneuver to activate (or reactivate) ice and icebreakers, as well as other programs that do not fall into either category. If a sysop activates or reactivates a piece of ice, a runner can’t access (or can no longer access) any of the subsystems behind it until they break through the piece of ice (or break through it again). If a runner activates an icebreaker, all of their other icebreakers automatically deactivate. A runner may only have one icebreaker active at a time. ... In the free Android Adventure, there is a description on page 10 of how the Sysop adversary uses its actions and maneuvers to oppose the runner. It made no mention of the sysop using maneuvers to reactivate broken ice.
  11. I've sent a request for clarification to FFG through the rule question form. I'll post the answer here when (if) I get one.
  12. Aazlain


    In Shadow of the Beanstalk, does broken ice reactivates automatically at the end of the runner's next turn or does the Sysop needs to use the Activate Program maneuver to reactivate ice? There is a debate in a thread, starting here, where people are coming to opposite conclusions. This should be clarified. --- Got an answer from Sam Gregor-Stewart. (RPG Manager of Fantasy Flight Games) Q. Does broken ice reactivates automatically at the end of the runner's next turn or does the Sysop needs to use the Activate Program maneuver to reactivate ice? A. It reactivates automatically. Hope this helps! --- I assume this means that there is legacy text left in the Activate Program maneuver description.
  13. Then there is an error in the Activate Program maneuver on page 132 where it states that the Activate Program maneuver can be used to reactivate ice. If ices reactivates automatically, the Activate Program maneuver should not apply to ice. ACTIVATE PROGRAM Available To: Runner, Sysop Description: Characters use this maneuver to activate (or reactivate) ice and icebreakers... If a sysop activates or reactivates a piece of ice, a runner can’t access (or can no longer access) any of the subsystems behind it until they break through the piece of ice (or break through it again) ... Unless this applies to player characters only? Still confusing. In all cases, this is definitely a question for Sam Gregor-Stewart. This should also be clarified in a FAQ.
  14. Great stuff. One suggestion. It would be a great time saver if the skills displayed/hidden on the page by default, could correspond to the selection made in the "Theme" menu at the top of the page. Sorry if this is already planned (settings filter?) or has already been suggested. Keep up the good work.
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