distinCtions
What’s the difference between a Doll as a vessel and the Living Doll heritage? The Living Doll heritage focuses on identity as it is related to the physical body, while a Doll is simply the current vessel for an Ego or AI. Who is the star of your show? If you believe identity is tied to the mind, treat the Doll as just a vessel. If you think identity persists with the body, try the Living Doll heritage.
If an ordinary person is turned into a Doll, the pro-cess is technically irreversible. The character gains the Heritage Distinction: Synaptic Matrix, and the Doll Persona that goes with it. Their original personality (if it was saved) becomes an Ego imprint. Even if that Ego is loaded back into its original body, the Synaptic Matrix and its vulnerability to erasure and imprinting re-mains…once a Doll, always a Doll.
An organization that utilizes Dolls (as programma-ble special agents, sex-toys, or for other purposes) will generally have Dolls with the Synaptic Matrix heritage at d4 or d8. Doll Leads using Growth might gain the d12 level, and be able to remember all of their prior imprinted personalities. Such Dolls could become very dangerous to their sponsoring organization. Most Doll bodies have the Attractive and Athletic Distinctions, as well.
With all the body-swapping going on, it might seem like there should be a difference between regular Distinctions and those that are purely physical in nature.
You might think that physical Distinctions should stay with the body, while other Distinctions become part of the imprint. With Dramatic Roleplaying, it’s not neces-sary to divide things up: Distinctions like Attractive and Athletic depend on physical characteristics, but
dr AM At iC tr An sH UM An d ist in Ct ion s SC IEN CE F ICT IO N A ND T HE F UT UR E
they also require the mental or social ability to use those characteristics effectively. An imprinted Doll may have a physical Distinction like Attractive but is unable to make use of it socially because the imprinted Ego is not aware of the body’s physical appeal.
Likewise, an imprint that includes a vivacious self-image may be able to use the Attractive Distinction even in a body with an ordinary appearance. Distinctions like Athletic or Martial Artist work similarly: An Ego with such knowledge can push a body beyond its usual capabilities—at the risk of pulled muscles or other self-injuries (ideal explanations for Complications arising from the roll).
An imprint is therefore a complete character sheet.
Players of Doll Leads with the Synaptic Matrix Distinction
at greater than d4 should keep the character sheets of all their prior imprints; the information will become useful later.
PC Dolls that have long-term imprints may experience Growth normally—this will lead to two versions of the Ego: the active one, and the original, stored version. Keep copies of both sheets, since it is always possible to reload the original.
It might be possible in your setting to imprint an un-willing subject. The new imprint overwrites the original character’s Drives, essentially enslaving the host body as a Doll. The rules for Possession (Smallville RPG, page 110) provide a method for the original Ego to fight free of the control. (This is why Doll Personas are so passive;
they’re designed to never fight back.)
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MeCHAViLLe
An innocent boy caught in a battle interfaces with a strange cockpit, and is catapulted into destiny. An enemy lieu-tenant proves an honorable opponent, pursuing his own mysterious vendetta. A driven young soldier plugs into a prototype combat computer, driving herself insane with battle-lust to protect those she loves.
These are the stories of Mecha anime and video games such as the Gundam series, Vision of Escaflowne, Xenogears, and Zone of the Enders, where brave heroes and driven villains pursue their destiny amid a backdrop of war and intrigue, each wielding a metal frame as an extension of their iron will and burning passion!
setting
The Earth Confederation rules the Solar System, but relies on resources mined in Space Colonies to sustain itself.
Spacers ply the asteroid belt, scavenging ancient alien technology from long-derelict hulks at great risk. This status quo held until the Colonists rebelled, demanding political and commercial autonomy in exchange for keep-ing the resources flowkeep-ing. The Confederation refused to deal and moved swiftly to crush the rebellion, which had no real military. But strange, poorly understood alien devices traded from Spacers provided the Colonies hope.
Desperate colonial scientists developed those devices into a fearsome new type of machines — the Meta Frame.
Only a few prototypes were available to tip the balance.
Meta Frames require an advanced neural interface that few can sync with successfully, let alone withstand the mental and physical strain. Thus a handful of bold, young pilots set out to face the Confederation, while the Confederacy races to engineer their own Meta Frames.
It’s easy enough to adapt this framework to another genre, like a fantasy kingdom with mystically powered armor. Just take a central ruling power, add rebellious outlying provinces, sprinkle some wandering scavenging folk, and dress them up appropriately!
PAtHwAYs
Use these alternate names and descriptions for Pathways choices. Follow the instructions for the equivalent entry in the Smallville RPG Pathways section, (Smallville RPG, page 18) unless otherwise noted.
origin
Rich — Earther — Colonist — Spacer — Prodigy
CAreer
Military — Business — Labor — Scavenge — Science
FoCUs
Status — Life — Money — Discovery — Technology
roAd
Ethical — Straight and Narrow — Underground — Risky — LoftyLiFe-CHAnging eVent
Advancement — Tragedy — Manifestation — Revela-tion — Destiny
Let’s explore this in more detail.
origin
riCH
You were born to great privilege — prominent among the aristocracy that the Earth Confederacy truly serves, or the child of the Administrator of a Space Colony, or perhaps the heir to a merchant-trading dynasty. Taught to wield power from an early age, do you find yourself emotionally crippled or empowered to embrace your destiny?
Rich gets: Same as the Rich choice in Smallville RPG.
Rich leads to: Science, Military or Business eArtHer
You were born on Terra, cradled in the arms of an all-providing planetary government. Whether raised among the administrative middle class or the laboring masses, you’ve been instilled with notions of loyalty to the state, and see the Colonies smeared as ungrateful and selfish, withholding what others need to live. Did you buy into this, or did you start to ask questions?
Earther gets:
• Step up Duty or Truth twice or step up each once
• Add a new Distinction
• Step up a Resource
• Step up a Relationship, Asset or Resource Earther leads to: Military, Business or Labor BY JoLi st. PAtriCk
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CoLonist
You were born in one of the Space Colonies, each orbit-ing one of the Sol System planets as far out as Jupiter.
Colonies perform the vital task of mining resources from the planets via space elevator and shipping them back to Earth. The ideals of democratic government resurfaced in your parents’ generation and spread through the colo-nies. They are now rebelling against the totalitarian Earth Confederacy. Do you see this movement as genuine, or does it mask a more cynical agenda?
Colonist gets: Same as Ordinary in Smallville RPG Colonist leads to: Business, Labor or Scavenge sPACer
Born to space-faring wanderers, it’s possible you’ve never been off your ship, and likely you’ve never set foot on planet Earth. There are various reasons people wander the system; self-determination and freedom from governing bodies top the list. Whether your family gets by through salvage, repair, intercolony trade, or dangerous excavation of alien ruins, you’ve been raised with an independent streak and mistrust for authority.
Spacer gets: same as Strange in Smallville RPG Spacer leads to: Labor, Scavenge or Science ProdigY
You were always an unusual child, possessing an uncanny aptitude for advanced skills. Whether a genius of science, military tactics, psychic sensitivity, or the uniquely chal-lenging pilot interface of Meta Frames, you have a gift that showed itself at an early age. However, what set you apart may have alienated you from your peers.
Prodigy gets: Same as Gifted in Smallville RPG, except may substitute the last item for a Heritage with one free Connected Ability.
Prodigy leads to: Scavenge, Science, or Military
CAreer
MiLitArY
The life of a soldier — whether a lowly grunt, proud of-ficer, or commander — is one of discipline and mettle.
And with the Solar System in turmoil, there’s never been a harder, bloodier time to serve. Did you skate through the campaign with your head down, rise to the challenge of duty and honor, or use your position to serve your own agenda?
Military gets: same as Jock in Smallville RPG, except may substitute the last item for a Heritage with one free Connected Ability.
Military leads to: Technology, Status or Life BUsiness
The control of resources is vital throughout the Solar System, and you were poised to take advantage of the economic realities of a civil war. Whether a Resource Administrator for the Earth Confederacy, the heir to a financial empire, or a Free Merchant of the Colonies, you had interests to protect and the bargaining power to do it, which is more than can be said for some.
Business gets: Same as Paragon in Smallville RPG, except may not choose to add or step up an Ability.
Business leads to: Status, Life or Money LABor
Someone’s got to do the dirty jobs. Whether Earthside or Colonial, modern civilization requires laborers to per-form basic maintenance, operate heavy machinery, and transport resources. Spacers, too, need some services to get by, and even the loftiest scientists require staff for menial tasks. This life made you hardy, but also wore you down.
Labor gets: Same as Average in Smallville RPG Labor leads to: Life, Money or Discovery sCAVenge
It’s a big System. When the odd freighter slips through the cracks, or satellites and research stations are abandoned, you’re there to pick through the carcass. Unlike those dutiful folks chained to their jobs, you made your own way by your own rules, surviving by wits and nerve. And occasionally, you may have found the really big payoff:
mysterious sites of ancient alien technology from which our most fantastic tech is derived. Only the bravest and most skilled scavengers can extract it, but the science types pay out big.
Scavenge gets: Same as Outsider in Smallville RPG Scavenge leads to: Money, Discovery, or Technology sCienCe
A life of knowledge and discovery was yours, whether researching in conventional fields, studying strange phenomena like psychic powers and alien technology, or engineering cutting-edge Meta Frame prototypes. Did you pursue these things for the joy of discovery, to make
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the world place, or merely to increase your own power or prestige? How would you feel about the Confederacy or the Rebellion harnessing your work for military application?
Science gets: Same as Geek in Smallville RPG, except may substitute the last item for a Heritage with one free Connected Ability.
Science leads to: Discovery, Technology, or Status
FoCUs
stAtUs
Same as Status in Smallville RPG
Status leads to: Lofty, Ethical or Straight and Narrow Life Same as Life in Smallville RPG
Life leads to: Ethical, Straight and Narrow, or Underground
MoneY
Same as Money in Smallville RPG
Money leads to: Straight and Narrow, Underground or Risky
disCoVerY
Same as Paranormal in Smallville RPG
Discovery leads to: Underground, Risky, or Lofty teCHnoLogY
Same as Technology in Smallville RPG, except may substitute the last item for a Heritage with one free Connected Ability. Also, may add or increase Connected Abilities for Meta Frame Aptitude Heritage in place of Gear, if applicable.
Technology leads to: Risky, Lofty or Ethical
roAd
All Road choices in Mechaville are identical to their Smallville RPG counterparts.
LiFe-CHAnging eVent
AdVAnCeMent
Same as Advancement in Smallville RPG trAgedY
Same as Tragedy in Smallville RPG MetA APtitUde MAniFestAtion:
Whether a seasoned soldier or just a civilian in the wrong place at the right time, you accessed a part of yourself
you never knew existed. The ability to interface with a Meta Frame Prototype is miles beyond the piloting of its ordinary Motion Frame cousins. To do so under battle conditions, and to survive, requires a special gift. And now that you know you have it, how will you use it?
Manifestation gets: Same as Manifestation in Smallville RPG, except replace one “Step up Location”
with “Add Meta Frame Pilot Heritage,” if you do not al-ready have it.
reVeLAtion
You’ve discovered something amazing — a new alien arti-fact, a chilling government secret, or a bold new stride in human technology. Now, powerful forces will undoubt-edly turn their attention to you, to control, exploit or sup-press this new knowledge. Can you use it to accomplish your ends before they catch up to you?
Revelation gets: Same as First Contact in Smallville RPG
destinY
Same as Destiny in Smallville RPG