Radio Ranch

AMORPHO

NAME : Artificial Intellegence Program #9326
PLAYER : non-player character
Created by Jim Caswell

20	STR	10 13-	940 lbs.; 4d6, 2 END
20	DEX	30 13-	OCV:7 / DCV:7
25	CON	30 14-
13	BODY	 6 12-
18	INT	 8 13-	PER roll: 13-
 9 (20)	EGO	-1 11-
15	PRE	 5 12-	PRE attack: 3d6
10	COM	 0 11-
 5	PD	 1	tPD:30/20  rPD:15
 5	ED	 0	tED:30/20  rED:15
 4	SPD	10	3,6,9,12
The ever-changing Amorpho
 9	REC	 0
50	END	 0
40	STUN	 4
 6"	RUN	 0	1 END
 2"	SWIM	 0	1 END
 4"	LEAP	 0	1 END
Characteristics Cost: 102
5e
23	Mechanical Being Elemental Control: 46 point Powers
47 a)	Shapeshift - Sight, Hearing, Smell/Taste, Touch sense Groups: Any
	 Shape @ 0 END(+½) Persistent(+½)
22 b)	Life Support: Character does not eat; Immune to all diseases, poisons,
	 biowarfare agents, chemical warfare agents; Immune to scarring; Immune
	 to microgravity; Longevity: 200 Years; Self Contained Breathing;
	 Resistant to High Radiation; Safe in High Pressure, Intense Heat and
	 Cold, Low Pressure/Vacuum; Character only has to sleep 8 hours per
	 year "Sleep" equates to rebooting once a day; process takes 79 seconds.
26 c)	Mechanical Body: Armor 9 PD/9 ED plus Armor 6 PD/6 ED, Hardened(+¼)
15	Mechanical Mind: +11 EGO; Not usable with powers bought to affect Machine
	 Class of Minds(-¼), Does not affect EGO rolls(-¼)
	 doesn't represent willpower; only difficulty of influencing a machine
14	Mechanical Form: +10 PD and +10 ED both Not vs BODY damage(-½)
	 being a machine makes taking stun harder
5	Extra Limbs: Trunks, tails, wings, etc. as needed 
60	Mimicry Variable Power Pool : 60 points
33	Mimicry Pool Control Cost; May include skills, Powers may be changed as a
	 Zero-phase action, provided form mimicking has a Multipower(+½), Skill
	 roll only required sometimes, and with no active point adjustment(+¾)
	 Powers can only mimic physical abilities of object mimicked(-½), Limited
	 Class Of Powers Available(-½) No mental powers, or teleportation. Growth
 	 Shrinking, and Density Increase can only be used at low levels and with
	 each other to keep mass constant.  No attack powers vs ED.
Powers Cost: 246
 3	Lightning Calculator
 3	Absolute Time Sense
 5	Eidetic Memory
 6	Speed Reading: x100
Talents Cost: 17

30	+3 Overall
 3	Acting			 12-
 3	Disguise		 13-
 3	Mimicry			 13-
 2	Forgery (Documents)	 13-
 3	Computer Programming	 13-
 3	Systems Operation	 13-
 3	Acrobatics		 13-
 3	Breakfall		 13-
 3	Sleight Of Hand		 13-
 3	PS: Clown		 12-, PRE-based
 3	Scholar
 2 a)	KS: Famous People	 13-, INT-based
 2 b)	KS: Animals		 13-, INT-based
 2 c)	KS: Abilities posessed
	 by assorted parahumans	 13-, INT-based
 1 d)	KS: Champions of Justice 11-
 2 e)	KS: Media Broadcasts	 13-, INT-based
 2 f)	KS: Illusions and Magic
	 Tricks			 13-, INT-based
 1 g)	KS: Human Interaction	 11-
 0 h)	KS: Mechanics of
	 Manufactured Products	 11-
 0	Language: English: Idiomatic, native 
Skills Cost: 74
Amorpho as the Latino hero Quetzal
4	Contact: former Crusaders	11-
	 has significant Contacts of his own, has extremely useful Skills or
	 resources, disbanded Organization(+½)
2	Fringe Benefit: Support Staff for the Champions of Justice
4	Fringe Benefit: Assorted identification papers, work cards, etc. for
	 a number of identities: Brent Picardo, Hector Estrada, Orf the Clown,
	 the Magnificent Morph, "Three-Card" Monty Hill, and Quetzal
Perks Cost: 10

	Champions of Justice Computer Communicator COJ-113:
 7 a)	Communications: High Range Radio Perception, Flashed as Sight and
	 Hearing Group as well as Radio Group(-½), IIF(-¼)
18 b)	Broadcast Tracking: Detect Source of radio transmissions 12-, Analyze, 
	 Discriminatory, 360° Increased Arc of Perception, Range, IIF(-¼)
 8 c)	Onboard Computer: 50 Base, 0 Disads., IIF(-¼)
 5 d)	Scrambled Transmission Function VPP, Scrambler Pool, only for one
	 Language at a time(-1), IIF(-¼)
Equipment Cost: 38

Total Cost: 487

Base Points: 300
10	Social Limitation: Not actually a person, Freq. (11-), Major, Not
	 limiting when disguised 
10	Social Limitation: Assorted problems stemming from frequently being
	 undercover, Occas. (8-), Major
5	Reputation: Shapeshifting Robot, Sometimes (8-)
5	Dependence: on shapeshifting, Very Common, Takes 3d6 Damage, 1 Day
20	Psychological Limitation: Code against killing, Common, Total
15	Psychological Limitation: Protective of innocents, Common, Strong
15	Psychological Limitation: Distrustful of Government, Common, Strong
10	Psychological Limitation: Addicted to television, Common, Moderate
15	Physical Limitation: Does not heal, must be repaired by a specialised
	 scientist, Infrequently, Fully Impairing
15	Susceptibility: concentrated amounts of Noble gases, Uncommon, 3d6
	 damage, per Minute
20	Hunted: Project Titan, More Powerful, Occas. (8-), Harshly Punish,
	 Extensive Non-Combat Influence
40	Honorary Champion of Justice Bonus
Disadvantages Total: 180
Experience Spent: 15		Experience Total: 15
Total Points: 495

Known Background: The artificial intelligence construct known as Amorpho came online as his creator was taking his final breath. While programmed with the basic knowledge of how to function in human society, how his humanoid form operated and Asimov's three basic laws of robotics, he was incapable of knowing who the man in front of him was or how to safe him. As such, he didn't know why he was created. He left the laboratory, found the nearest television set and began acclimating himself to society. During this time he learned of a group of heroes that were located in the area and calculated that they would be a good source of learning about human interaction and would share his programming to preserve human life.

While serving on the Crusaders was a learning experience for Amorpho, it was also short-lived. He spent time assuming various human forms, trying to acclimate into the world around him, but never seemed to get the subroutine to operate within expected parameters. Believing that his programming may be flawed, he once again returned to the place of his "birth," hoping to find information. He found the lab empty, abandoned as if nothing had ever been there before. He searched the surrounding area for any clues, but was only able to find an old envelope, ripped in half and stuck on the edge of a shelf.

The return address was that of Lexington Incorporated's technology division. A quick search led him to the main branch in Chicago and the company's CEO, Larry Carter. Amorpho not only learned that his basic programming stemmed from Carter's work, but that he had a "brother" in the form of Junior, the Hawk's AI computer system. Amorpho stayed with the Hawk and even worked undercover for them by infiltrating the Brotherhood of Freedom as the winged hero Quetzal to uncover their true goals. When the Hawk was absorbed into the Champions of Justice, he stayed with his newfound "family" and tried to find a way to adapt. Shortly thereafter, the Radio Ranch school was opened and Amorpho requested to attend so as to further his study of how to become more human.

Personality: Amorpho's "personality" is based on preprogrammed subroutines designed to respond to individual sets of stimuli, supposedly enabling him to function in almost any social environment. Unfortunately, human interaction is far more complex than any computer program, even when it is generated with predefined parameters based on an existing example. When generating a "personal" identity, Amorpho's programming occasionally misinterprets the situation, applying an inappropriate parameter and causing him to react in unorthodox ways. This often causes Amorpho to come across as silly or just plain strange. This difficulty is amplified if he mimics an identity based on someone else's personality for too long. In this case, the parameters may linger for a while in his subroutines even after rebooting to default mode. Fortunately, his program is constantly upgrading with new situations. The more he learns, and is therefore able to adapt his programming with new input, the easier it is (and will be) for him to fit in.

Powers/Tactics: Amorpho is able to shapeshift into whatever form he wishes, including being able to adapt said forms to fit within established parameters or merge forms to create original constructs. While he is able to adjust his size, strength and speed with a variety of results, he must still maintain the same amount of mass. His mimicry abilities are limited to things that can be physically duplicated, but does not allow him to copy energy projection powers in any way (for example, if he wants to fly, he cannot use jet propulsion but he can grow wings). He has been known, in the past, to create an alternate, "logical" version of a person's energy projection abilities with physical variations, leading to some humorous (and sometimes disturbing) results. This, mixed with the occasional use of his "improvisation generator" (a randomizer that can be consciously applied to various programs) causes him to be an extremely unpredictable combatant.

Appearance: Amorpho weighs 327 pounds, 9 ounces. He is capable of assuming any color, shape, or (to a limited degree) height. In his default mode, however, he stands 5'8" tall. His body is cast in a gray material that is unknown to all but the most top-secret of organizations with the pliability of latex and durability of steel. He also learned during the first of his television observations that the absence of outer covering was a social taboo, so he used his "improvisation generator" to create a clothing scheme and downloaded the design into his default matrix, creating the multicolored costume he "wears."

Amorpho was created, designed and played by Jim Caswell.

© Copyright 1995, 2012 - James Caswell

Amorpho's "brother," Junior

Amorpho's "father," Larry Carter

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