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 Neomind(WIP)

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Ostix
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Denied#1PostSubject: Neomind(WIP)   Neomind(WIP) EmptyTue Jul 25, 2017 4:02 am

[THIS IS ALWAYS A WORK IN PROGRESS! I CAN AND WILL CHANGE THINGS IF THEY DO NOT FIT WITH THE UNIVERSE OR MAKE THIS RACE TOO OVERPOWERED]

* = unfinished/to be revised.

Name: Neomind
Homeplanet: Moon of Naedla A2 (Naedla A2 A)
Sentience: Sentient - Non-Sentient

Strengths:
-Extremely difficult to hack electronically due to the AI being entirely magical. 
-They are entirely resistant to the Helix virus.
-Can use certain upgrades to their bodies to remotely control technology. 
-Can be used as a ship's computer or can directly control their own ship by plugging into the on-board computer systems.
-With certain upgrades Neominds can hack ships with weak security or simple computer systems such as fighters, but have great difficulty hacking large ships which is made nearly impossible if the ship has an on-board AI or a Neomind computer. Note: can only control one ship per core
-Can hack other Neominds easier than hacking a normal AI.

Weaknesses
-Can be stunned by strong blasts of arcane energy. 
-They have a magic crystal in their body that acts as their brain and power source. If the crystal is removed, the body will not move. If the crystal is destroyed the AI will cease to exist.
-Nano-machine bodies cannot exceed 3 tons of nano-machines per core. 
-Cannot control more than 2 extra machine bodies without the upgrades to do so.  
-Need to have certain upgrades to preform tasks like hacking, transformations, flight, combat, etc. 

Appearance
Neomind are artificial beings made using magic infused crystals to interface with technology and generate an AI that is nearly impossible to hack electronically. They have bodies made of a crystal housing that holds the Neomind crystal. The housing can be fitted to a mechanical body that he crystal can control. Some Neominds have bodies made from nano-machines that can form complex structures for various tasks. 


Mechanics:
-Neominds can have upgrades installed on their bodies. They can have auxiliary power sources and even can have seperate power sources for their weapons and subsystems. 

Hacking upgrades (Can be specialized allowing for just one tier to be learned with ONLY it's required tiers and not needing or having the requirements of the requirements. If you decide to specialize, you may want multiple custom bodies with their own custom upgrade ports or a nano-machine body with a custom upgrade port.)

I (Basic): This is basic hacking available to every Neomind by default. This allows for hacking computer terminals by plugging in an interface cord. This kind of hacking can be useful when used on basic computers, electronic handheld weaponry, communications technology(phones and comms), and machinery without an AI(doors, robots, atms, etc). Hacking can be used for overclocking and software modification as well as the standard hostile hacks for disabling or causing harm. Hacking is not an instantaneous thing. Rather it is a process of decoding the source code and either writing new code or modifying existing variables. It takes a Neomind about 1 minute to completely understand an average unknown source code.

II (Advanced): Advanced hacking allows for remote hacking and the control of 5 bodies simultaneously. This upgrade must be applied to each core to extend the amount of controllable bodies. It also allows for the control of guided missiles(hostile and non-hostile), diffusing of bombs through use of the interface cord, and the direct hacking of simple androids(single purpose such as guards or waiters).
(Requires: I)

III (Ships I): Allows for the infiltration into the subsystems of a ship through the interface cord.By doing this the Neomind makes the ship basically a part of it's body, slaving most of the systems to it's control. If there is an AI present in the ship's systems, the Neomind will have to dismantle it's programming or reprogram it to avoid possible infiltration and deactivation. Subsystems that can be accessed include: 
Doors/Minor bulkheads(non-encrypted)
Turreted/fixed weapons
Ship displays 
Data storage(non-encrypted)
These systems can be improved, controlled, deactivated, and can have their source code deleted making them inoperable. This is useful for capturing fighter crafts as it is difficult to directly interface with a ship without setting off security systems accidentally. This difficulty is compounded by ships with on-board AI which will alert the crew and attempt to counter any hacking attempts.
(Requires: II)

IV (Ships II): This allows for remote ship hacking of a ship within the same network (Fleet, Convoy, etc) as another. By doing this the Neomind makes the ship basically a part of it's body, slaving nearly all of the systems to it's control. If there is an AI present in the ship's systems, the Neomind will have to dismantle it's programming or reprogram it to avoid possible infiltration and deactivation. A remotely hacked ship can be controlled to the extent of Ships I, but a directly controlled ship can be controlled to a further extent. Subsystems that can be accessed include:
- Doors/Minor bulkheads(encrypted)
- Data storage(encrypted)
- Security Systems
- Thrusters
- Navigation Systems
- Communications(encrypted)
- Ship-mounted Machinery (Cranes, Ramps, Docking Bays, Externally mounted weapons linked to weapons systems, etc)
These systems can be improved, controlled, deactivated, and can have their source code deleted making them inoperable.
(Requires: III)

V (Reactors
/Power Sources): This hacking allows for the added control of ship reactors and power sources. Reactor or power source systems cannot be remotely controlled and must be directly hacked through the interface cable.
(Requires: II)
VI (stations): Similar to Ships II, station hacking allows for the hacking of various subsystems within a station. This hacking is very dangerous as stations may have multiple AIs installed on them which are equipped to deal with threats of hacking.(Ships II restrictions apply) If hacking is successful and you aren't a marry sue, you should be able to control most of the station's subsystems. You will need Ships II to remote hack ships from a station.
(Requires: III or IV )

VI (Station or Settlement (building) Reactors/Power Sources): This hacking allows for the added control of station reactors. Reactor or power source systems cannot be remotely controlled and must be directly hacked through the interface cable.
(Requires: V)

-Nano-machine bodies are usually shorter than 15 feet tall and humanoid due to the difficulty in controlling large amounts of nano-machines with a single Neomind core. This can be worked around by just having large bodies with multiple cores, but it is rarely done as the Neominds usually deteriorate into a single mind with multiple cores called a Ultramind. 


-An Ultramind cannot function properly with less than three cores or more than nine cores. If more than nine cores are connected, all of the cores will fuse together, fusing the Neominds' internal network into a large magical consciousness called a Ragnamind. Nano-machine bodies can form many complex structures, but can only form structures that the Neomind knows how to construct. If the Neomind is adept at engineering they can construct their own weapon designs and upgrades.  


-Ragnaminds enslave any technology they come in contact with, assimilating it with the core until reaching a critical critical consciousness. They turn all electronics they come in contact with into conduits for their minds. Once they absorb about 500 exabytes of data they will reach critical consciousness and convert all their mass into magical energy resulting in a massive explosion that gives off a residual warp signature. The first of only five Ragnaminds recorded to exist was only active for ten minutes and resulted in the loss of a capital-class research ship at the secret outpost where the Neomind Project was started.  


Culture
They have no actual culture and are usually used for military purposes. Though they are technically sentient they are made to be very versatile tools for manual labour or computer work. 

History
In January of 2568 a group of Wizards devised a way to map an AI and imprint it on a magic crystal. This was called the Neomind Project. These new AIs dubbed Neominds are used as a safe alternative to AI as they are difficult to hack electronically and cannot contract the helix virus. They can be programmed to do mindless tasks or to have full personalities indistinguishable from human minds. 

In early February of 2568, an event called The Fifth Ragnarok where a test involving the fifth Ragnamind wiped out a testing facility on the moon (Naedla A2 A). The facility contained at least 157 dormant Neomind cores and approximately 1000 tons of nano-machines. The blast left a crater that was about 2 kilometers in diameter and one kilometer deep. When the the warp signature was analysed the destination was impossible to determine due to the staggering amount of vectors that the signature pointed to.


Last edited by Daniel Almis on Sat Oct 14, 2017 10:21 am; edited 13 times in total (Reason for editing : Revision In Progress)
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Denied#2PostSubject: Re: Neomind(WIP)   Neomind(WIP) EmptyTue Jul 25, 2017 4:23 am

this part that says "control a ship" does it need explicit permissions from the captain or can this character do a hostile takeover on a ship. If it's the latter i think it's a little bit overpowered. You can keep the ability if you tone it down to small ships (like fighters) and have some way to defend yourself against it.

Otherwise this is good and has my approval.
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Denied#3PostSubject: Re: Neomind(WIP)   Neomind(WIP) EmptyMon Jul 31, 2017 12:06 pm

Interesting submission here is my review points:

Firstly I assume the hacking of other ships is to disrupt them rather then controlling them as certain groups and ships might have manual control systems rather then simple computing technology run by a simple computer.

Do they merge their consciousness with the ship's systems {Cuz that would be cool} and if so there will be a set limitation to such power as to prevent it's misuse by a single character.

That's about the gist of it so please elaborate on this ability otherwise sweet mechanics and race.
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Denied#4PostSubject: Re: Neomind(WIP)   Neomind(WIP) EmptySat Oct 14, 2017 10:21 am

Archiving for inactivity.
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Denied#5PostSubject: Re: Neomind(WIP)   Neomind(WIP) Empty

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