MJ Homebrew: B-Type General Labor Clone "Bob"
Ladies and gentlemen I present to you the most overpowered creature in the Technocratic beastiary.
The B-Type General Labor Clone, or the Bob.
B-Type General Labor Clone "Bob"
The Technocracy is a world-spanning organization, and no matter how much manpower it has, it always needs more. There are suits to be cleaned, meals to be cooked, reports to be typed, cars to be driven, plumbing leaks to be repaired-and oftentimes the Technocracy can't simply rely on an outside contractor for secrecy reasons. Certainly, its Enlightened personnel or Exceptional Citizens could fix the toilet, but most of them have duties to attend to and asking an Iterator to fix your construct's malfunctioning plumbing is a great way to make said Iterator very, very angry.
Iteration X has found ways to make limited AI units to do these menial tasks, but many of them have failed to catch on due to the runaway success of the B-Type General Labor Clone, or the Bob, as the Technocracy and Traditions know it. The Bob is a modified human being, optimized for its role of doing relatively simple blue- and white-collar work. Intellectually neutered in a way which doesn't impact their everyday performance, the Bob has very limited long-term memory. It means that Etherites and Virtual Adepts have put captured units to work with very limited (un)brainwashing-but also means that capturing a Bob gives very limited intelligence, pun not intended.
The deliberate trimming of a Bob's psyche is to reduce the complexity of Bob imprinting and creation such that Bob-units can be easily produced, unlike more complex cloned lifeforms. Like most mass-templated clones, FACADE has rotes which allow the creation of Bobs with Life 4, Mind 4, Prime 2 rather than requiring Life and Mind 5 (which is necessary for a bespoke human being) but Bobs are particularly simple even given those circumstances. With a cloning laboratory and knowledge of the rote, a FACADE biotech with the relevant spheres can create a Bob in less than a day's work, and with minimal monitoring, the bottleneck generally being time and materials rather than anything else valuable.
Attributes and Abilities:
Because they aren't designed with quite the same level of quality control as other clone genelines, Bobs may end up with higher or lower physical and mental attributes. A Bob's attributes are:
However, Bobs who don't have at least 5 total dots in their physical attributes or 4 total dots in their mental attributes are typically labeled as defective and not used. Bobs are not particularly socialized, and although some of them might be given skill imprints to pass as normal, a typical 'Bob' is a silent worker whose behavior is generally off in immediately-visible ways. This is considered acceptable, as they are generally working in secure Constructs where any contact with the outside world means something has gone very, very wrong.
Bobs have Nature: Follower and Demeanor: Follower and Willpower 0-1.
Bobs have anywhere from 4 to 12 total dots in Abilities, and a maximum of 2 dots in any single Ability. These abilities generally relate to menial labor-any respectable Technocrat wouldn't be caught dead using a Bob as more than a low-level servitor. However, a few Bobs with higher physical attributes are given combat Abilities (Firearms, Brawl, Athletics, Melee, Alertness) and used as low-end, expendable forces capable of dealing with perfectly human saboteurs like werewolf kinfolk or your average ghoul, as long as they come in numbers. The higher the Ability rating and the more Attribute dots, the rarer and more expensive the Bob is. A Bob with no Attribute higher than 2 and its sole abilities being 2 culinary-related abilities at 2 dots, intended to man a Shock Corps cafeteria, is noticeably less expensive requisition-wise than a Bob with maximized Attributes who can act as competent light infantry or police backup.
Bobs have a multitude of flaws, including:
Minimal Long Term Memory-Bobs don't learn. They come from the cloning tube with the knowledge they need, and to make them cheaper and easier to build, they really can't learn any more than that. Bobs pick up very minimal information over their working lifespans and reading their minds for useful intelligence is a difficult task. Trying to piece together actionable intelligence from Bobs requires a minimum 3 successes on a Difficulty 9 Int + Strategy roll.
Short Lifespan-your average Bob has a working lifespan of approximately 10 years as they age 3 times faster than normal. Unlike many other FACADE clones, increasing Bob longevity has never been a high priority, especially since it's relatively trivial to build more.
Programmed Loyalty-A Bob is Conditioning 10 and requires the expenditure of 1 Willpower to willingly betray the Technocracy like most Constructs. They are programmed to enjoy their work and little else.
Awakened Bobs:
Very, very rarely, a Willpower 1 Bob manages to move past its station somehow and Awaken (Willpower 0 Bobs are considered to be Soulless). Somehow, Awakening removes the Long Term Memory flaw-the Traditions believe that this is because the Bobs which can't Awaken are equivalent to the soulless drones created as a result of Gilgul. Ironically, Awakened Bobs are the most common form of rogue construct-the Technocracy puts minimal monitoring assets on Bobs, and their recovery is a low priority. An Awakened Bob can easily slip under the Technocracy's radar and defect. Virtual Adepts and Etherites are more than willing to fix the other flaws Bobs possess, as an Awakened asset is valuable.
However, most Awakened Bobs end up having their genetics fixed and becoming loyal Technocracy members. Very few stay in the Progenitors, as the bigotry against former labor-clones is less pronounced in the other Conventions. Many Awakened Bobs, ironically, end up in the Operatives and become excellent NWO agents, as they are already used to-and practiced in-staying unnoticed for long periods of time and taking on roles which others would find demeaning or dirty.
The B-Type General Labor Clone, or the Bob.
B-Type General Labor Clone "Bob"
The Technocracy is a world-spanning organization, and no matter how much manpower it has, it always needs more. There are suits to be cleaned, meals to be cooked, reports to be typed, cars to be driven, plumbing leaks to be repaired-and oftentimes the Technocracy can't simply rely on an outside contractor for secrecy reasons. Certainly, its Enlightened personnel or Exceptional Citizens could fix the toilet, but most of them have duties to attend to and asking an Iterator to fix your construct's malfunctioning plumbing is a great way to make said Iterator very, very angry.
Iteration X has found ways to make limited AI units to do these menial tasks, but many of them have failed to catch on due to the runaway success of the B-Type General Labor Clone, or the Bob, as the Technocracy and Traditions know it. The Bob is a modified human being, optimized for its role of doing relatively simple blue- and white-collar work. Intellectually neutered in a way which doesn't impact their everyday performance, the Bob has very limited long-term memory. It means that Etherites and Virtual Adepts have put captured units to work with very limited (un)brainwashing-but also means that capturing a Bob gives very limited intelligence, pun not intended.
The deliberate trimming of a Bob's psyche is to reduce the complexity of Bob imprinting and creation such that Bob-units can be easily produced, unlike more complex cloned lifeforms. Like most mass-templated clones, FACADE has rotes which allow the creation of Bobs with Life 4, Mind 4, Prime 2 rather than requiring Life and Mind 5 (which is necessary for a bespoke human being) but Bobs are particularly simple even given those circumstances. With a cloning laboratory and knowledge of the rote, a FACADE biotech with the relevant spheres can create a Bob in less than a day's work, and with minimal monitoring, the bottleneck generally being time and materials rather than anything else valuable.
Attributes and Abilities:
Because they aren't designed with quite the same level of quality control as other clone genelines, Bobs may end up with higher or lower physical and mental attributes. A Bob's attributes are:
Strength 1-3 | Charisma 1 | Perception 1-2 |
Dexterity 1-3 | Manipulation 1 | Intelligence 1-2 |
Stamina 1-3 | Appearance 1-3 | Wits 1-2 |
Bobs have Nature: Follower and Demeanor: Follower and Willpower 0-1.
Bobs have anywhere from 4 to 12 total dots in Abilities, and a maximum of 2 dots in any single Ability. These abilities generally relate to menial labor-any respectable Technocrat wouldn't be caught dead using a Bob as more than a low-level servitor. However, a few Bobs with higher physical attributes are given combat Abilities (Firearms, Brawl, Athletics, Melee, Alertness) and used as low-end, expendable forces capable of dealing with perfectly human saboteurs like werewolf kinfolk or your average ghoul, as long as they come in numbers. The higher the Ability rating and the more Attribute dots, the rarer and more expensive the Bob is. A Bob with no Attribute higher than 2 and its sole abilities being 2 culinary-related abilities at 2 dots, intended to man a Shock Corps cafeteria, is noticeably less expensive requisition-wise than a Bob with maximized Attributes who can act as competent light infantry or police backup.
Bobs have a multitude of flaws, including:
Minimal Long Term Memory-Bobs don't learn. They come from the cloning tube with the knowledge they need, and to make them cheaper and easier to build, they really can't learn any more than that. Bobs pick up very minimal information over their working lifespans and reading their minds for useful intelligence is a difficult task. Trying to piece together actionable intelligence from Bobs requires a minimum 3 successes on a Difficulty 9 Int + Strategy roll.
Short Lifespan-your average Bob has a working lifespan of approximately 10 years as they age 3 times faster than normal. Unlike many other FACADE clones, increasing Bob longevity has never been a high priority, especially since it's relatively trivial to build more.
Programmed Loyalty-A Bob is Conditioning 10 and requires the expenditure of 1 Willpower to willingly betray the Technocracy like most Constructs. They are programmed to enjoy their work and little else.
Awakened Bobs:
Very, very rarely, a Willpower 1 Bob manages to move past its station somehow and Awaken (Willpower 0 Bobs are considered to be Soulless). Somehow, Awakening removes the Long Term Memory flaw-the Traditions believe that this is because the Bobs which can't Awaken are equivalent to the soulless drones created as a result of Gilgul. Ironically, Awakened Bobs are the most common form of rogue construct-the Technocracy puts minimal monitoring assets on Bobs, and their recovery is a low priority. An Awakened Bob can easily slip under the Technocracy's radar and defect. Virtual Adepts and Etherites are more than willing to fix the other flaws Bobs possess, as an Awakened asset is valuable.
However, most Awakened Bobs end up having their genetics fixed and becoming loyal Technocracy members. Very few stay in the Progenitors, as the bigotry against former labor-clones is less pronounced in the other Conventions. Many Awakened Bobs, ironically, end up in the Operatives and become excellent NWO agents, as they are already used to-and practiced in-staying unnoticed for long periods of time and taking on roles which others would find demeaning or dirty.
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