We've added a section to Transhuman to clarify remote control and jamming. I'm posting it here for feedback and review -- let us know what you think.
------------------
Remote Control and Jamming
The following rules clarify, expand upon, and supersede the rules for remote control and jamming shells (p. 196, EP). “Shells” refers to any morph, bot, vehicle, smart animal, or gear that is equipped with puppet sock augmentation.
Control Modes
The three modes in which a shell may be given remote commands are: autonomous mode, direct control, and jamming. Each is detailed below.
Shell Aptitude Maximums
Non-morph shells are normally designed to be operated by AIs. Unless otherwise noted, they area assumed to have an aptitude maximum of 20.
Shell AIs
Most shells come equipped with an AI operator. For robots and vehicles, this is a bot/vehicle AI (p. 331, EP). This gives them a base REF of 20, with 10 in all other aptitudes (unless modified by the shell). For smart animals, this is an animal keeper AI (p. 155, Panopticon). Keep in mind that AIs have an aptitude maximum of 20 and cannot default on skill tests.
Autonomous Mode
In autonomous mode, the shell operates on its own, with the operator AI performing all actions, though it also responds to commands (issued either verbally or via a communications link from an authorized entity). Issuing commands via a communications link is considered a mental action.
A shell in autonomous mode:
- Uses its own Initiative and Speed to determine when and how often it acts.
- Uses its own aptitudes and aptitude modifiers. (Reminder: vehicle/bot AIs can't default on skills.)
- Uses its own skills.
- May be given specific instructions to perform any Quick, Complex, or Task action with a Quick Action. If given more instructions than it can perform in a single Action Turn, it will continue to carry out instructions on subsequent Action Turns unless the controller issues new ones.
- May automatically be given simple, one-sentence standing orders such as, “Guard my allies and I,” “Prevent anything from passing this doorway, using deadly force if necessary,” or, “Kill anything that enters a perimeter with a radius of 10 meters from our present position.” Issuing such orders is a Quick Action. If the shell isn't busy performing any specific instructions, it will revert to its standing orders.
- May be issued more complex standing orders, up to an arbitrary length and level of detail. Orders that are complex enough to confuse a transhuman might require the AI to succeed in a COG x 3 Test or get some parts of the order wrong or confused. To bypass confusion, a character can program the AI with complex orders by succeeding at a Programming Test with a timeframe of 1-120 minutes, depending upon the complexity of the instructions (gamemaster's call). It's recommended that the gamemaster make the Programming Test in secret for the character leaving the instructions. On a failed test, the gamemaster should record the actual die roll and give the option of expending Moxie only if and when a situation arises where the AI's flawed instructions would become an issue. As with simple standing orders, it will revert to these orders if not following any specific instructions.
- Uses the teleoperator's base (ego) Reflexes and Intuition for Initiative. Reduce this by any Initiative penalties suffered by the shell (such as from wounds).
- Uses its own Speed. If its Speed is higher than the teleoperator's, it can operate in autonomous mode for any Speed actions remaining after the teleoperator acts. Mental speed, neurachem, and other augmentations that increase the teleoperator's Speed in their own morph do not apply to the shell's Speed. If the teleoperator's Speed is higher, they may use their extra Speed actions as normal with their own morph, but they cannot directly control the shell with those extra actions.
- Uses the teleoperator's base (ego) aptitudes and skills for all tests. No aptitude bonuses apply (including the teleoperator's own morph and the shell). The shell's aptitude penalties and aptitude maximum do apply.
- Takes a -10 penalty to all tests, with the exception of Knockdown Tests, which use its own SOM.
- Uses the controller's Pilot skills for movement tests. Note that if the controller lacks relevant Pilot skills, such as Pilot: Anthroform for a bipedal pod morph, they must default to their base REF aptitude.
- Requires the teleoperator to expend the same type of action that would be required of the shell when following instructions. E.g., the teleoperator must expend a Complex Action to instruct the shell to perform a Complex Action, and so forth.
- Requires a Complex Action by the teleoperator to engage or disengage from jamming mode.
- Uses the teleoperator's Reflexes and Intuition (including their own morph's aptitude bonuses) for Initiative. Reduce this by any Initiative penalties suffered by the shell (such as from wounds).
- Uses its own Speed, though if its Speed is higher than the teleoperator's, it can operate in Autonomous Mode for any Speed actions remaining after the teleoperator acts. Mental speed, neurachem, and other augmentations that increase the teleoperator's Speed in their own morph do not apply to the shell's Speed. If the teleoperator's Speed is higher, they may use their extra Speed actions as normal with their own morph (though they must disengage first), but they cannot directly control the shell with those extra actions.
- Uses the controller's Climbing, Flight, Freerunning, Free Fall, or Swimming skills for movement tests (not Pilot skill). For example, a teleoperator jamming a winged morph uses Flight. Jamming a groundcraft uses Freerunning skill, and so on.
- Inflicts the teleoperator with 1d10 SV if dumped from the shell while jamming.
—
Rob Boyle :: Posthuman Studios
Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.
Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.
Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.
Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.
+1 r-Rep , +1 @-rep


- Issuing commands via a communications link to an AI operator is considered a mental action.
- An AI operator may be given specific instructions to perform any Quick, Complex, or Task action with a Quick Action. If given more instructions than it can perform in a single Action Turn, an AI operator will continue to carry out instructions on subsequent Action Turns unless it receives new instructions.
- As normal, a characters may send the same message to as many AI operators as they like using the same Quick Action, provided that they have some means of communicating with each AI operator .
- An AI operator may automatically be given simple, one-sentence standing orders such as, “Guard my allies and me,” “Prevent anything from passing this doorway, using deadly force if necessary,” or, “Kill anything that enters a perimeter with a radius of 10 meters from our present position.” Issuing such orders is a Quick Action. If the AI operator isn't busy performing any specific instructions, it will revert to its standing orders.
- An AI operator may be issued more complex standing orders, up to an arbitrary length and level of detail. Orders that are complex enough to confuse a transhuman require that the issuer make an Interfacing Test with a modifier based on the complexity of the order. Alternately, to bypass confusion, a character can program the AI with complex orders by succeeding at a Programming Test with a timeframe of 1-120 minutes, depending upon the complexity of the instructions (gamemaster's call). It's recommended that the gamemaster make the Programming Test in secret for the character leaving the instructions. On a failed test, the gamemaster should record the actual die roll and give the option of expending Moxie only if and when a situation arises where the AI's flawed instructions would become an issue. As with simple standing orders, the AI operator will revert to these orders if not following any specific instructions.
[h2]Control of Shells[/h2]There are three ways of controlling a shell: sleeved mode, direct control, and jamming. Each is detailed below: [h3]Sleeved mode[/h3]A shell in sleeved mode is controlled by an Ego or AI sleeved into the shell (which requires a brain or cyberbrain for a full Ego and at least a computer system for an AI). When in sleeved mode, the shell acts in all ways as a normal character. An AI operator running on a system that controls a shell is not considered to be an infomorph, but rather to be sleeved into that morph. If an operator AI or Ego that is not sleeved into a shell (such as an operator AI running on an external Ecto or as an infomorph in a ghostrider module) is attempting to control the shell, the AI or Ego must use direct control or jamming (see below). [h3]Direct Control[/h3]A directly controlled shell is operated either by physical controls (such as a car's steering wheel) or through a communications link. Using direct control via a communications link requires that the shell have a puppet sock. Direct Control is the method used to control exoskeletons when wearing them. Direct control has the following rules:- If the shell has an AI or Ego sleeved into it, while the shell is under direct control that AI or Ego is subsumed and on standby. This means that the AI cannot take any actions, makes no tests, and does not roll for initiative at the start of the Action Turn.
- In an exception to the above rule: if the shell has a full brain or cyberbrain, then the Ego or AI in that brain may, on the operators initiative, oppose control of the shell with an InfoSec test (see p. 261). If at the start of an Action Turn, the operator cannot take any actions (usually because they are dead) and the Ego or AI can oppose control, then the Ego or AI regains control automatically and rolls for initiative as normal.
- Under direct control the shell uses the same initiative as the operator. It is still however, limited by the Speed stat of the shell. If the shell is faster than the operator, it loses any extra actions as it waits for operator input.
- Being limited by the speed of the shell means that if the shell cannot take more actions than it normally could if it was not direct controlled. This includes exoskeletons, which may limit the physical actions available to those wearing them. Example: A male Jovian with speed 3 is wearing an exoskeleton with speed 2. On the first and second phases he may act normally by direct controlling the exoskeleton (his physical complex action is spent to move the exoskeleton), on the third phase the exoskeleton cannot act (as it is limited by its speed of 2) and thus the Jovian cannot take physical actions such as aiming and shooting his weapon as he is trapped within the slower exoskeleton. The Jovian may take his mental actions normally.
- Establishing direct control generally takes a quick action unless opposed by an AI or Ego, in which case it is a complex action and requires an opposed InfoSec test (see p. 261). Control begins at the start of the next Action Turn. As the AI or operating Ego is subsumed and on standby under direct control, this means that they do not roll for initiative on that Action Turn.
- Relinquishing direct control generally takes a quick action. Control ends at the start of the next Action Turn. The shells AI or resident ego then rolls for initiative normally.
- If the character does not or cannot relinquish remote control (the operators communication link has been disabled, for example), then generally direct control does not end and the shell does nothing as it waits for further instruction. However, it is possible to have a keep alive signal: if the signal from the operator is cut off, the shell's sleeved AI or Ego begins operating on the next turn as if direct control had been relinquished.
- Having the shell perform an action requires the operator to expend the same type of action that would be required of the shell. That is, the operator must expend a Complex Action to have the shell to perform a Complex Action, and so forth. This includes Automatic Actions such as Fraying.
- When operating the shell, the operator uses their normal aptitudes and skills for all tests, with the exception of Knockdown Tests which use the shells SOM. The operator takes a -10 penalty to all physical tests taken by the shell . If the shell has a penalty to COO, SOM, or REF then the operator takes that penalty as well. (ALSO CONSIDER CAPING COO, SOM, AND REF BY THE SHELLS CAPS).
- When moving the shell using direct control, the operator uses the relevant Pilot skills for movement tests, unless the shell is an exoskeleton being physically worn by the operator (p. 344, EP). Note that if the operator lacks relevant Pilot skills, such as Pilot: Anthroform for a bipedal pod morph, they must default to their base REF aptitude.
- When making ranged attacks using the shell, the operator uses the Gunnery skill.
[h3]Jamming[/h3]A jammed shell is operated via a communications link and is similar to direct control. However, when jamming the operator subsumes themself in a VR simulation of the shell's body and sensorium. Though this offers a finer quality of control than direct control, it is still a simulated experience and not as intensive as actually sleeving into the shell. Jamming is considered a mental action. An operator may only jam one shell at a time and jamming requires that the shell have a puppet sock. Jamming differs from direct control as follows:- Jamming requires a complex action by the operator to engage or disengage from jamming mode, not a quick action.
- Jamming uses the controller's Climbing, Flight, Freerunning, Free Fall, or Swimming skills for movement tests (not Pilot skill). For example, an operator jamming a winged morph uses Flight. Jamming a groundcraft uses Freerunning skill, and so on.
- A jamming character uses an appropriate weapon skill when making ranged attacks. For example attacking with a laser pulser uses the Beam Weapons skill.
- While jamming a character suffers a -60 penalty on all physical actions taken with any morph other than the jammed one.
- If the communications link is severed while jamming (which might happen if drone is killed or destroyed), the operator suffers 1d10 mental stress.
Note that under these rules, jamming is a specialized form of Direct Control and as such, unless noted above, it uses all the same rules for direct control. Edit: Clarified some edge cases.Rob Boyle :: Posthuman Studios