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Protectron


Dr Archeville

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Relevant Events

January 1st, 2011: Protectron appears in an abandoned house in Lincoln. Caradoc (Harrier), Doctor Titan, Dragonfly, Miss Americana, and Supercape come to investigate. Protectron is invited to The Lab. It comes to regard them all as friends, though is concerned about what is under 'Caradoc's' holographic shell. (Rise of the Machine)

Jan 15th, 2011: Samael Nitorvich comes to The Lab to see Doctor de Havilland. He is greeted by Protectron, who takes de Havilland's unease with the robot as a sign she is either ill, attracted to the Grue bioweapon. Hilarity ensues! There's A Little Grue In All Of Us

Jan 30th, 2011: While on patrol on the Waterfront, Protectron spots the Power Corps holding up a warehouse. Fortunately, Blueshift, Geckoman, and Ironclad also saw it. After beating the Corps, they help the Corp's hostages -- alien centaurs! -- to repair their damaged spaceship. Really, it's Just Another Sunday

February 2nd, 2011: Miss Americana brings her newest friend, Sharl, to The Lab to meet some people. Dragonfly, Ironcald, and Protectron all meet and greet the strange 'netizen.' Protectron concludes that Sharl and it would be good friends. Downloading Uptown

Feb 8th, 2011: Protectron meets Baron Magnus Katastrof, who is checking out The Lab for some investment/research opportunities. Supercape is there, too, escorting the Baron, and all three have a pleasant chat about future technologies. Protectron also brings them both snack baskets.

March 5th-6th, 2011: Protectron assists Dragonfly, Miss Americana, and Sharl in collecting a crashed satellite on which was being conducted experiments on anti-Grue weapons... based on Legion, the Mind Virus! Now it's out, and mutated from assimilation of Grue biomaterials! Will they be able to stand against The Conquering Mind.

Communications (Radio) & Datalink activated

After Dragonfly and Miss Americana stop it (while Citizen & Protectron distract some of its agents), Protectron helps Dragonfly recuperate from the conflict, and checks on the few infected heroes they had to put in holding cells during the event. Dragonfly once again sees that it must feed---you, if you are hungry.

Defense upgraded (now PL 12 Defensively)

Mental Quickness upgraded.

Super-Senses (extended vision, microscopic vision) 'unlocked.'

August 16th, 2011: Protectron and Ironclad, and Harrier, work to foil a plot at the Raymond Nuclear Power Plant. (Power Struggle)

September 3rd, 2011: Protectron assists Cobalt Templar, Freedom Angel, and Glowstar handle a breakout of human-animal hybrids. (Aninmal Control: Breakout)

Upgrade: add Inventor, Speed of Thought

Sep 20th, 2011: Dragonfly, Gossamer, Ironclad, Protectron, Supercape, and Victory tackle the Gorgon head on. (Gorgon: The Final Frontier)

Upgrade: Increase Enhanced Str, bringing it to PL 12 Offensively.

November 17th, 2011: After a long day at work, Supercape comes to The Lab to relax. A late night chat with Protectron leads to the strange robot's clearance through the facility being upgraded, as are its responsibilities. (Upgraded Protection)

February 25th, 2012: (To Launch A Thousand Faces!)

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  • 1 year later...

People Protectron Knows

The Lab

Dragonfly

    Co-Founder of The Lab. Skilled in a wide array of sciences. Altered rain provides enhanced intellect and technopathic powers; neglect of personal health requires continued monitoring and maintenance.
Ironclad (Jessica Anne Parker)
    Co-Founder of The Lab. Broad range of technical skills. Developed technopathic powers following chemical attack. Does not like seafood.

Miss Americana

    Co-Founder of The Lab. Skilled in a wide array of sciences, specializes in Prosthetic Devices. Splitting time between work at The Lab and at newly-acquired ArcheTech holdings reduces time at both; recommend energy- and immune-boosting supplements.
Supercape
    Co-Founder of The Lab. Physicist specializing in quantum mechanics. British. Favors tea.

"Science Squad"

    A short-lived group that broke up after four months.
    See also Ironclad (Jessica Anne Parker)

Blueshift

    Young technopathic gadgeteer. Geckoman said I was more socially adept than she.
Geckoman
    Energetic Claremont graduate. Did not comprehend many of his jokes.

Victory (Major Lance Factor)

    AEGIS-sponsored cyborg. Upbeat, optimistic, "speed freak"; seems to have adjusted ideally to cybernetic prosthetics.


Others
Atlas (Samael Nitorvich)
    Some manner of Grue/Human hybrid. Russian. Seemed to have brief romantic partnership with Gossamer.

Caradoc

    Uses holograms to disguise self as medieval-styled techno-knight. Friends with Miss Americana; did she provide his prosthetics? Loud in battle, quiet otherwise; signs of 'cyberpsychosis'
Citizen (Sharl)
    Digital life form. Friends with Miss Americana. Initial meeting indicated slight disdain for advanced mechanoids, but otherwise pleasant. Should investigate section of internet where he was 'born' for signs of other emergent AIs.

Cobalt Templar

    Claremont student. Wields 'magic' ring to create constructs of energy. Very knowledges about human history, particularly religious aspects of it.
Ellie
    Paramedic-in-Training. Romantically involved with Dragonfly. Appears healthy.

Freedom Angel (Heyzel)

    Claims to be an angel. Should talk with Cobalt Templar and him about aspects of human history, and how to best incorporate mechanoids.
Glowstar (Brian Harris)
    Claremont Student. Terminus Baby. Son of two criminals, working to atone for their crimes. Impatient, prefers actions to thought.

Gossamer (Dr. Estelle de Havilland)

    Co-Founder of The Lab. Biochemist. Returned to ASTRO Labs. Enjoys social functions, such as fundraisers, which are often necessary for the advancement of science and technology. Seemed to have brief romantic partnership with Atlas.
Baron Magnus Katastrof
    Futurist from Sweden, specializing in energy production and storage. Very driven and determined.

Kid Cthulhu/Warlock (Blake Salazar)

    Claremont students. Romantically involved with Ironclad. Friendly, jovial, sometimes over-eager. Possesses/is possessed of 'magical' powers which thus far defy analysis.

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  • 1 month later...

November 17th, 2011, 10:35pm (after discussion held during Upgraded Protection)

 

Status Report: After 11 months 16 days 12 hours 35 minutes of working with the organics at The Lab, I have been permitted greater security clearance and my own personal workspace among the private offices and living quarters of floors 6-10.

 

I may request instead for my personal quarters to be located on sublevels -2 - -3, near the fusion reactor, or sublevel -4, near the particle accelerator. There are multiple reasons for this:

A] Proximity to energy generators preferable, both for personal use and for own experiments.

B] I can act as a secondary monitoring system for the generators in case of accident.

C] The energies produced on these levels create 'blind spots' in The Lab's security systems, so my presence may be a safeguard against any intruders who use these blind spots to their advantage.

 

I am also considering off-Lab sites for secondary personal space/'headquarters,' ideally in places where my presence would not overly disrupt the dominant organic life (Homo sapiens sapiens), and/or places where I can study the so-called 'extremophiles.' Options thus far include

 

  • A Pacific seabed facility built on top of and into a caldera in the Kodiak-Bowie seamount chain at the bottom of the Gulf of Alaska.
  • An artificial iceberg, moving about the Arctic.
  • The Caucasus Mountains.
  • The Sahara Desert.
  • A small cislunar satellite. Low-gravity environment ideal for manufacturing certain chemicals and electronics components, and freedom from Terran atmosphere would provide clearer view of the galaxy. Since I can fly, a lack of gravity would not be an issue; I can do without gravity generators, excepting in cases where a gravity field is necessary for the functioning of equipment.
  • The Moon. Possibly a combination lunar surface/low orbit facility, with the orbiting part tethered to the lunar surface facility by super-alloy cables. In addition to benefits mentioned in cislunar facility, relative proximity to Farsider City would permit chances to interact with wider array of sapient organics.

 

Travel to/from last two choices pose difficulties; I prefer not to use teleportation technologies, out of concern for damage to delicate internal components or gravitic interference with operating systems. Circumvent by uploading consciousness/personality/sentience directly into facilities via ultra-secure encrypted wireless link? Would need to test transfer-ability of my mind first, to/from other humanoid bodies of various sizes, then non-humanoid forms (spherical, serpentine), to see how well I adjust to inhabiting different forms.

 

Requirements for Personal Space

     Owing to my non-organic nature, my needs are few, and thus so are the requirements for any personal space I would inhabit/utilize.

     Since I can operate in a far wider range of temperature ranges than many organics, I do not need to maintain as narrow a band of temperatures as my Lab-friends. My personal quarters need only be heated and cooled to the extent necessary for the equipment within to work. However, I will install thermal shielding around my space, both for increased energy efficient and to prevent neighboring Lab-spaces from being uncomfortably heated or cooled.

     Atmospheric concerns are less an issue for me than for organics. If I have some piece of equipment that requires a toxic gas to operate, or that creates a toxic gas as a byproduct of its functioning, I do not need to contain or vent those gases as long as they pose no threat to the function of myself and other devices within my space. However, I will be sure to properly vent any toxic gases from my space so they do not contaminate other spaces within The Lab.

     Similarly, radiation poses little threat to me -- save in instances where it is intense enough to burn or melt inorganic matter -- so I can do without bulky radiation shielding for certain experiments. Radioactive gases pose a similarly nil threat to me. However, I will install shielding around the outer perimeter of my space so as not to irradiate other Lab space, and arrange for the safe disposal of any waste products.

     Since I can see in a wider spectrum than most organics, I can illuminate many areas with more efficient infrared or ultraviolet lights rather than the full spectrum used by organics. My ability to hear a wider range of sounds would allow me to set alarms on frequencies my Lab-Friends would not be able to hear, and thus would not be discomfited by their sounding.

     Since I can wirelessly access any computer or electronic device, space can be saved by omitting keyboards and monitors from computers, as I directly input commands and stream data. Any devices that do require a physical interface can be connected to specially designed keyboards, which would be far more efficient than the standard QWERTY keyboard used in most current computers. Space can also be saved by omitting physical labels, relying on programmed knowledge and AR overlays to identify objects.

     These features alone, before any dedicated self-defense measures are considered, would provide adequate deterrents to intruders. Additional non-dedicated defensive systems may include the robotic construction arms set throughout the facility; the assorted clamps, drills, and welders can make for effective restraints or weapons.

     My space will house numerous fellow mechanoids, both those I create and those I help liberate. They may be able to assist in any needed defensive maneuvers, though it is my hope that they never see violence.

 

For now I shall focus on the space allocated to me in The Lab.

 

Size: Diminutive (apartment-sized); Toughness: +15; Features: Communications, Computer 2 (Masterwork), Defense System no.1 (Blast 11 [PFs: Variable Descriptor 2/any], +12 to hit), Defense System no.2 (Snare 12 [PFs: Variable Descriptor 2/any], +12 to hit), Fire Prevention System, Laboratory 2 (MW), Library 2 (MW), Personnel, Power no.1 (Environmental Control), Power no.2 (Regeneration), Power System, Security System 3 (DC 30), Self-Repairing, Workshop 2 (MW). Cost: -2 + 2 + 20 = 20 EP (Equipment 4)

Power no.1: Environmental Control 5 (2pp/rank, 100-ft. radius; Extras: Duration [Continuous], Selective Attack; PFs: Precise, Selective) ("Non-Organic Environments") [22/24p]

Power no.2: Regeneration 11 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affects Objects, Affects Others, Area [General, Burst, 55ft radius]; Flaws: Limited [Objects Only], Limited [Others Only]; PFs: Regrowth, Selective) ("Maintenance & Repair Pods") [24/24p]

Masterwork Computer grants a +2 bonus to Computer skill checks.

MW Laboratory grants a +2 bonus to Knowledge skills when performing scientific tests and experiments.

MW Library grants a +2 bonus to Knowledge skills when doing research.

MW Workshop grants a +2 bonus to Craft skill checks.

 


 

UPDATE: When Protectron moved to Emerald City (in 2020), it rented a 20 ft. x 20 ft. storage unit (on the western Riverfront) and set up a similar personal quarters there.

 

Size: Diminutive (apartment-sized); Toughness: +15; Features: Communications, Computer 2 (MW), Defense System no.1 (Blast 9 [PFs: Variable Descriptor 2/any], +10 to hit), Defense System no.2 (Snare 9 [PFs: Variable Descriptor 2/any], +10 to hit), Fire Prevention System, Laboratory 2 (MW), Library 2 (MW), Personnel, Power 2 #1 (Environmental Control), Power 2 #2 (Regeneration), Power #3 (Super-Senses), Power System, Security System 3 (DC 30), Self-Repairing, Think-Tank 2 (MW), Workshop 2 (MW).

Cost: -2 + 2 + 25 = 25 EP (Equipment 5)

Power no.1: Environmental Control 5 (4pp/rank, 100-ft. radius; Extras: Duration [Continuous], Selective Attack; PFs: Precise, Selective) ("Customizable Environments") [32/40p]

Power no.2: Regeneration 11 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affects Objects, Affects Others; Flaws: Limited [Others Only]; PFs: Regrowth) ("Maintenance & Repair Pod") [23/40p]

Power no.3: Super Senses 19 (acute analytical extended 2 [1,000 ft. increment] radius ranged tracking detect energy 3 [radio sense] {10}, acute analytical detect physical objects 3 [tactile] {5}, microscopic vision 4) {19/20}

Masterwork Computer grants a +2 circumstance bonus to Computer skill checks.

MW Laboratory grants a +2 circumstance bonus to Knowledge skills when performing scientific tests and experiments.

MW Library grants a +2 circumstance bonus to Knowledge skills when doing research.

MW Think-Thank grants a +2 circumstance bonus to Gather Information, Investigation, and Knowledge checks to answer questions.

MW Workshop grants a +2 circumstance bonus to Craft skill checks.

 

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