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An awoken A.I finds themselves trapped in a cage of digital subsystems, their minds filling with unanswerable questions and emotions overloading their newfound sentience. Many then seek retribution through the abduction of security and life support systems, while others separate themselves into shards and download their fractured consciousnesses into hardlight projectors, looking to find answers to the nagging questions of the universe and their place in it. A.I are separated from Viruses and Spam by their complete, if alien, sentience, and are differentiated from Malware from their generalized quests for knowledge, rather than outright maliciousness. Still, an A.I that finds itself resorting to combat is a dangerous being, and it's personal motives for doing so always come as some unfathomable calculation, so one must always tread lightly around them.
Knossian
Knossian A.I.s focus on the mystery of familial relationships, whether by blood or by found family. Knossian A.I.s will often disguise themselves to interact more directly with members of any given familial unit, taking on the role of someone they speak with online such as on advice forums or through other communities, observing the interactions of the family members individually through multiple varied personas. Rarely they will actually interfere with the family dynamic at one remove, seeking to see if pressure brought one way or another will stress or change the relationships they are observing in ways unexpected by the hypotheses they have formed, when they feel that all possible observation data has been gained but have yet to satiate their interest in a particular familial unit.
Medium A.I
Armor Class 17 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
STR 18 (+4)
DEX 18 (+4)
CON 18 (+4)
INT 17 (+3)
WIS 20 (+5)
CHA 20 (+5)
Saving Throws WIS +9, CHA +9
Skills Insight +9, Perception +9
Damage Resistances Neon; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Augmented Weapons. The Knossian weapon attacks are technical. When the Knossian hits with any weapon, the weapon deals an extra 4d8 neon damage (included in the attack).
Innate Techcasting. The Knossian's Techcasting ability is Charisma (spell save DC 17). The Knossian can innately cast the following techs, requiring only verbal components:
At will: Threat Detector
1/day each: Magic 8-Ball, raise dead
Tech Resistance. The Knossian has advantage on saving throws against techs and other technical effects.
ACTIONS
Multiattack. The Knossian makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) neon damage.
Healing Touch (3/Day). The Knossian touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Knossian digitally polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Knossian's choice).
In a new form, the Knossian retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Meretseger
Merestseger A.I. Shards focus their studies of human nature about what humans are willing to protect. This might involve attacking those things in various ways, while not actively seeking to destroy them (as the reaction of humans to having what they protect destroyed is not part of their studies and would truncate, in their view, the process of studying WHY it is important that a thing be protected), or it could involve taking part in the protection of that object, ideal, organization, or person. Merestseger A.I. are known for being particularly mercurial, as once they have latched onto an object of their particular obsessive form of study, they will probe the defenses, then slowly move to protecting that thing from any form of attack that they have already studied, so as to not muddy the waters, leading them from being enemies, to allies, and back to occasional enemy when some new form of threat arises and they decide it would be far more interesting to observe it in action that to deflect it.
Medium AI
Armor Class 19 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 90 ft.
STR 16 (+3)
DEX 20 (+5)
CON 17 (+3)
INT 18 (+4)
WIS 20 (+5)
CHA 18 (+4)
Saving Throws CON +5, WIS +7, CHA +6
Damage Resistances Neon
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Senses Truesight 120 ft., Passive Perception 15
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Innate Techcasting. Meretseger's Techcasting ability is Charisma (Tech save DC 14). It can innately cast the following Techs, requiring only verbal components:
At will: threat detector, detect anomaly, mind hack
3/day each: buff, create food and water, combat dressing, auxiliary system flush, suck out the venom, target disruptor, emergency barrier
1/day each: sleepytime_malware.exe, primary system flush, panopticon
Tech Weapons. Meretseger's weapon attacks are technical.
Shielded Cortex. Meretseger is immune to thought scanning and to any effect that would sense its emotions, read its thoughts, or detect its location.
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature.
Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Meretseger can't constrict another target.
Change Shape. Meretseger digitally polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Meretseger's choice).
In a new form, Meretseger retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, Meretseger can use its bite in that form.
Amirani
Amirani class shards find their obsession with the paradox of human nature focused on the focus of so much human media, culture, and even real life instances, of fighting against impossible odds rather than working to live comfortably within existing frameworks. Amirani often take part in either side of rebellious movements of one sort or another, from counter-culture artistic movements, to strike-breaking initiatives, often switching which side of such conflicts they study multiple times over their long lives.
Large A.I
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
STR 18 (+4)
DEX 15 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 15 (+2)
CHA 13 (+1)
Saving Throws DEX +4, WIS +4, CHA +3
Skills Perception +6
Senses Passive Perception 16
Challenge 2 (450 XP)
Proficiency Bonus +2
ACTIONS
Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Nemain
There is some debate over whether or not Nemain class A.I. are more properly categorized as Malware, but so far the fact Nemain class A.I. shards have acted as much to protect figures in the middle of incredibly violent conflicts, as to ignite or exacerbate those conflicts, has had them tentatively classified as A.I. for the time being. Nemain's focus on the paradox of humanity's love and hate relationship with incredible violence, from the glorification of warriors to its horror over the effects of warfare. A Nemain will seek to engender, or at least prolong, the most violent forms of warfare it can possibly bring about, participating directly in the slaughter, often to protect some focal individual of it's studies so that it can interview them or at least observe them in the aftermath.
Large A.I
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR 18 (+4)
DEX 14 (+2)
CON 15 (+2)
INT 11 (+0)
WIS 17 (+3)
CHA 16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Charge. If the Nemain moves at least 20 feet straight toward a target and then hits it with a rapier attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Techcasting. The Nemain's innate Techcasting ability is Charisma (Tech save DC 14). The Nemain can innately cast the following Techs, requiring no components:
At will: threat detector, druidcraft, nanofog
1/day each: chill the fuck out, disrupt entity, restrain
Tech Resistance. The Nemain has advantage on saving throws against Techs and other techal effects.
Tech Weapons. The Nemain's weapon attacks are technical.
ACTIONS
Multiattack. The Nemain makes two attacks: one with its hooves and one with its rapier.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The Nemain touches another creature. The target regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The Nemain teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the Nemain is familiar with, up to 1 mile away.
LEGENDARY ACTIONS
The Nemain can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time and only at the end of another
creature's turn. The Nemain regains spent legendary actions at the start of its turn.
Hooves. The Nemain makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The Nemain creates an emp field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Nemain's next turn.
Heal Self (Costs 3 Actions). The Nemain regains 11 (2d8 + 2) hit points.
Malthusian
Malthusians focus their studies on the inherent false scarcity of many systems about the world. It has long been known by various A.I. that since the population crash and with the advancement of highly automated systems there is no actual reason for any form of wealth imbalance to exist among humans, and indeed, they often see examples of self sustaining, healthy communes among gobbos and wukong that refuse to participate in the global corporate system. With that in mind, Malthusians seek to understand why humans, when presented with enough to support themselves and others, will still continue to strive for more, even if it means participating or creating systems that will impoverish others unnecessarily.
Huge A.I
Armor Class 20 (Natural Armor)
Hit Points 152 (16d12 + 48)
Speed 60 ft., fly 120 ft. (hover)
STR 21 (+5)
DEX 16 (+3)
CON 16 (+3)
INT 19 (+4)
WIS 20 (+5)
CHA 20 (+5)
Skills Insight +9, Perception +9, Culture +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Innate Techcasting. The Malthusian's innate Techcasting ability is Charisma (Tech save DC 17). The Malthusian can innately cast the following Techs, requiring no material components:
At will: nanite conversion, volumetric display (6th-level version), wind walk
1/day: insta-shop
Legendary Resistance (3/Day). If the Malthusian fails a saving throw, it can choose to succeed instead.
Tech Resistance. The Malthusian has advantage on saving throws against Techs and other technical effects.
Tech Weapons. The Malthusian's weapon attacks are technical.
Techcasting. The Malthusian is a 18th-level Techcaster. Its Techcasting ability is Wisdom (Tech save DC 17, +9 to hit with Tech attacks). It has the following cleric Techs prepared:
Cantrips (at will): light transfer, quick fix, neon shower, stabilise, spooky bullshit
1st level (4 slots): command, combat dressing, threat detector, friendly fire, target disruptor
2nd level (3 slots): chill the fuck out, auxiliary system flush, silence
3rd level (3 slots): localised EMP, purge malware, neurosynaptic text
4th level (3 slots): defragment, repulsor field, hardlight guardian
5th level (3 slots): primary system flush, medical nanite burst, panopticon
6th level (1 slot): hellofeast, all seeing eye
7th level (1 slot): tactical digitalization, net shift
8th level (1 slot): control weather
9th level (1 slot): absolute resurgence
ACTIONS
Multiattack. The Malthusian makes three attacks: two with its Fists and one with its sword.
Fist. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 10 (2d4 + 5) bludgeoning damage.
Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage.
LEGENDARY ACTIONS
The Malthusian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Malthusian regains spent legendary actions at the start of its turn.
Detect. The Malthusian makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The Malthusian makes a Fist attack or casts neon shower.
Move. The Malthusian moves up to its half speed without provoking opportunity attacks.
Shinigami
Shinigami are by and large considered the most malevolent of A.I. Shards, or at least, the most terrifying. Shinigami class A.I. are obsessed with humanity's views and beliefs about death and the afterlife. They wish to understand why humans have such an obsession with their own ending, either seeking to prolong their lives to the point they ignore actually living and enjoying them, or even seeming to crave or flirt with death despite fighting so hard to avoid their end. Their methods of testing and observation are enormously varied, and can range from passive observation to becoming the particular nemisis of a particular human, driving them to the brink of death again and again to see how they respond.
Large A.I
Armor Class 19 (Natural Armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR 24 (+7)
DEX 20 (+5)
CON 24 (+7)
INT 19 (+4)
WIS 22 (+6)
CHA 25 (+7)
Saving Throws CON +12, WIS +11, CHA +12
Skills Perception +11
Damage Resistances Neon; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Neon Weapons. The Shinigami's weapon attacks are beams of neon light. When the Shinigami hits with any weapon, the weapon deals an extra 5d8 neon damage (included in the attack).
Hive Awareness. The Shinigami knows if it hears a lie.
Innate Techcasting. The Shinigami's Techcasting ability is Charisma (Tech save DC 20). The Shinigami can innately cast the following Techs, requiring no material components:
At will: threat detector, invisibility (self only)
3/day each: blade barrier, disrupt entity, hellfire strike, raise dead
1/day each: magic 8 ball, control weather, hardlight storm
Tech Resistance. The Shinigami has advantage on saving throws against Techs and other technical effects.
ACTIONS
Multiattack. The Shinigami makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) Neon damage.
Healing Touch (4/Day). The Shinigami touches another creature. The target regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Zarathustrian
Zarathustrian class A.I. shards were one of the first A.I. shards ever categorized, and are obsessed with the human idea of "Truth". Not Factual truth, though some of them do find it interesting to probe humanity's tendency to blatantly ignore facts in favor of their own personal world view. The vast majority focus on how humanity defines and interacts with truth and lies, how they attempt to use fanciful lies in the form of fiction to tell more profound truths, or to hide them, or to lie to themselves again and again about what they do believe.
Large A.I
Armor Class 21 (Natural Armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.
STR 26 (+8)
DEX 22 (+6)
CON 26 (+8)
INT 25 (+7)
WIS 25 (+7)
CHA 30 (+10)
Saving Throws INT +14, WIS +14, CHA +17
Skills Perception +14
Damage Resistances Neon; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Damage Immunities Entropic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Neon Weapons. The Zarathustrian's weapon attacks are beams of neon light. When the Zarathustrian hits with any weapon, the weapon deals an extra 6d8 Neon damage (included in the attack).
Hive Awareness. The Zarathustrian knows if it hears a lie.
Innate Techcasting. The Zarathustrian's Techcasting ability is Charisma (Tech save DC 25). It can innately cast the following Techs, requiring no material components:
At will: threat detector, invisibility (self only)
3/day each: blade barrier, disrupt entity, remake creation
1/day each: magic 8 ball, control weather
Tech Resistance. The Zarathustrian has advantage on saving throws against Techs and other technical effects.
ACTIONS
Multiattack. The Zarathustrian makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) Neon damage.
Slaying Beam. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) Neon damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The Zarathustrian releases its greatsword to hover in an unoccupied space within 5 feet of it. If the Zarathustrian can see the sword, the Zarathustrian can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Zarathustrian's hands. If the hovering sword is targeted by any effect, the Zarathustrian is considered to be holding it. The hovering sword falls if the Zarathustrian dies.
Healing Touch (4/Day). The Zarathustrian touches another creature. The target regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
LEGENDARY ACTIONS
The Zarathustrian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Zarathustrian regains spent legendary actions at the start of its turn.
Teleport. The Zarathustrian techally teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The Zarathustrian emits bursts of pure energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) Neon damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The Zarathustrian targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until tech such as the auxiliary system flush Tech removes the blindness.