SavantCybershell [Anthropomorphic]Savants are a relatively new shell, designed for an era where the majority of humanity is digital rather than biological or physical. The Savant-series humaniform cybershells originally began as an attempt to create a cybershell that Pandoras who had lost their bodies could sleeve into, since the neural architecture was originally designed to replicate their brains. However, rather than stop there, designers continued to push the envelope, programming an ever smarter shell, eventually rewriting the entire neural architecture and in the process, creating the smartest cybershell in the Verge and Bleed. The shell is almost universally produced by Ilmarinen, although numerous other design houses are experimenting with the neural-architecture to see if they can make it better or alter it.
The Savant requires AIs or digitals that are specially trained for the neural programming in order to make optimal use of the Savant. Those who lack this training can often sustain real ego damage from trying to run on a Savant, resulting in neurodiverse and sometimes harmful behavior. As a general rule of thumb, characters who begin with this shell are assumed to have the training necessary, but for characters who try to sleeve into the shell mid-game, every point of IQ below the +4 bonus conferred by the shell should award 10-20 point mental disadvantage, determined by the GM. Thus, if the ego has IQ 10, they have a IQ 14 when they sleeve into the shell, but also gain 4 disadvantages (10-20 points) chose by the GM at random or however the GM feels fits. Those who have an IQ of +4 or higher do not suffer this disadvantage. This is because they are inherently intelligent and fast-thinking enough to take advantage of the Savant's unique programming. Beyond the impressive intellectual capabilities of the shell, it otherwise looks like a normal humaniform cybershell, albeit with an odd, abstract quality to it. Future designs may circumvent this problem, but for now, this is an issue with the base Savant, and with all its knock-off variants. Interesting Info
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Savant 182 points
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
IQ +4 [80]; HT +1 [10].
Absolute Direction (requires signal, -20%) [4]; Cortical Stack [6]; Enhanced Time Sense [45]; Language Talent [10]; Machine [25]; Mathematical Ability 1 [10]; Photographic Memory (Recorded data only, -20%) [8]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; XP, +80%) [17]. Accessory (Cyberbrain, Tiny Computer) [2]. Cybershell [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, feedstock and fuel cells) [-10]; Social Stigma (Clanking Masses) [-10]. Has a neck but no special effects [-1]. Individuals of the same model closely resemble each other. [0] $14,000 + cost of computer. Same LC of base template; by itself, LC 4. |