On Stats and 'Gameplay'
As per your average Narrative Quest, there are no dice rolls or anything like that, the stats are simply a way to keep everyone on the same page. Unlike your average Narrative Quest, there are no XP meters however; all Unit stats stem from aboard equipment.
Social
The unit's ability to blend in and carry a conversation without raising any suspicions. Even at low scores people won't immediately jump to 'robot!', but you will come across as cold and miss many social cues. At high levels, deception, lying, shell personalities and role adoption – social stealth, if you will – all come into play.
-Social (Power 0)
Social interactions were never a major concern in the unit's development, and it mounts only the basics enough to skim by. The biological component is likely being left to do most of the heavy lifting.
Unranked Social (Power 0)
The unit has a basic suite of social programming, enough to handle facial and gesture recognition and other such cues. It can be trusted to handle common and minor interactions safely with none the wiser, but is unlikely to hold up to extended scrutiny
+Social (Power 0)
The unit mounts one or two specialised social processing systems, and can divert attention, predict responses and manage expectations. This rank is the minimum sufficient for infiltration missions.
++Social (Power 0)
The unit mounts suites of expert social systems so advanced even trained humans cannot tell them apart. Theoretically, a person could live their entire lives alongside one of these and never suspect the truth.
+++Social (Power 1)
The unit boasts a highly advanced suite of expert social interaction systems, to the point of redundant biological components and shell personality overlays, able to convince even itself that it is harmless until the activation signal comes. The most perfect actor and manipulator, able to drop and swap roles with a single switch. (note: constructing a shell personality and activating it invokes the Power cost, not maintaining it)
Stealth
Ability to pass undetected. This is more on the 'anti-detection' side of things, for breaking into places you shouldn't be. Every unit has a base level in this simply to keep their level of cybernetics hidden and appear 'ordinary'. At higher levels, we start to enter radar/emissions stealth and experimental invisibility tech.
Opposes Detection, losing draws.
-Stealth (Power 0)
Either due to damage or design flaws, it is immediately and visibly apparent this unit is non-human, or at the very least heavily cybernetic.
Unranked Stealth (Power 0)
Baseline expected ability for a unit to pass as a flesh and blood human. Synthetic skin, basic facial manipulators, genuine human hair and fingernails. Weight may be anomalous and thermals a bigger issue.
+Stealth (Power 0)
A unit with a basic level of systems stealth. Artificial veins pump artificial blood, your chest cavity can mimic the pump of a heartbeat and the rise and falls of lungs. There's even an internal storage unit for consumed food and liquids, though it will need to be emptied between courses. You couldn't fool a doctor, but you'd pass most people's expectations. Heat is better managed to not stand out as much on low power.
++Stealth (Power 1)
A unit with a much more dedicated espionage suite. Swappable heat-sinks can match your thermals to human standard or vanish them entirely. Advanced lightweight materials ensures your weight cannot give you away. Whilst active, it is close to impossible to determine you are not as human as you seem with passive detection techniques.
+++Stealth (Power 2)
A unit deliberately designed to be a ghost when required. Heat-sinks, materials work and finally an experimental light-bending cloak to achieve full invisibility without compromising humanoid appearance. You can even restructure your body – adjust bone lengths, re-arrange facial structure and so on – to appear as anyone you need to, up to and including perfect physical recreations of others. (note: performing the physical restructuring invokes the Power cost, not maintaining it)
Offense
Offensive capability, or 'how good at you at killing things'. A unit with no points in this is still upper-human tier with the advantages of heavy cybernation and near-perfect precision, reflexes and accuracy. Above this, we start entering the realms of internal heavy weapons and anti-machine weaponry.
Opposes Defence, winning draws.
-Offense (Power 0)
A unit either crippled or made below standard; it can barely match baseline human in terms of strength and reflexes.
Unranked Offense (Power 0)
A unit with no particular offensive focus, but still bearing the myriad advantages of a cybernetic post-human; advanced reflexes, boosted strength, perfect aim and trajectory prediction.
+Offense (Power 1)
A unit with more dedicated modes of combat. Their advantages are assisted by a weapon deployable from internal storage designed for anti-android work.
++Offense (Power 2)
A unit with more dedicated modes of combat. Their advantages are boosted to the point of near perfect prediction and balance, along with high strength and two internal weapons.
+++Offense (Power 2)
A unit with a dedicated anti-android suite. Three weapons in internal storage, greatly boosted offensive strength and speed and dedicated tactical software for predicting the actions of enemy models. A dedicated hunter-killer capable of overpowering any defence.
Defence
How durable the unit is. How heavy is their armour, how insulated are they from electrical attacks and so forth. At high levels, we start seeing dedicated laser interception systems to scour bullets out of the air and experimental shield projectors.
Opposes Offence, losing draws.
-Defence (Power 0)
Be it due to damage, negligence or shoddy craftsmanship, this unit is particularly flimsy. Smashing it should take little more effort than it would against an ordinary human.
Unranked Defence (Power 0)
The general standard of unit durability, sufficient to survive car accidents and low calibre gunfire.
+Defence (Power 0)
A unit with some attention paid to its survivability. Internal armour protects core systems and biological components, rated to survive against most small arms fire. This unit could take a fall from several stories height without too much worry.
++Defence (Power 0)
A unit more heavily rated for survivability. Fire, high-voltage electric shock, radiation, EMP… you name it, it can survive it. A heavy focus on redundant systems ensures it can maintain high levels of activity even under severe levels of damage.
+++Defence (Power 2)
A unit difficult to kill in the first place made even harder with experimental shielding technology and anti-projectile laser point defence. Abandoning stealth for survivability, this is the sort of monster you need dedicated hunter-killers to take down.
Detection
How well equipped is the unit for detecting others of its kind? A unit with no score in this has no particular ability to determine hidden androids, with greater specialisation the higher the ranks go. Of course, hand-in-hand with being able to detect hidden androids is knowing how to evade
being detected as a hidden android…
Opposes Stealth, winning draws.
-Detection (Power 0)
A unit either severely damaged or outdated; its current sensory capacity is so flawed it cannot recognise faces, read or differentiate visually similar objects.
Unranked Detection (Power 0)
A baseline unit sensory capability. Capable of recognising faces, processing written words and tracking position/velocities of moving objects.
+Detection (Power 0)
A unit with high-spec sensory capability. Capable of passively recognising disguised humans and robots below ++Stealth. Thermal trackers can follow humanoid targets through walls and intervening objects.
++Detection (Power 1)
A unit with a dedicated counter-espionage suite. When actively using x-ray scanning, can even detect units taking active (++Stealth) measures. Note that these scans require active, detectable emissions.
+++Detection (Power 2)
A unit specced specifically for detecting and hunting down other combat cyborgs. X-ray scanners, echo-location, advanced audio and seismic scanners, lidar… this unit mounts so many avenues for detection no enemy can hope to fool them all. Of course, such measures cannot be considered 'quiet', nor 'cheap'.
Power, and using your Stats
All units are power-hogs; while running in low-power states can let them remain active for a long period of time before systems start to fail, high activity – such as actually using that +++Offence skill – drains Power. By default, units operate at the highest rank of skill not requiring any Power, but can opt to consume units of Power to boost a skill to their best possible rank when choosing certain options.
Power is recharged to full in the downtime between 'missions'. Recharging a unit's batteries is a process that typically takes hours, however, and so cannot usually be attempted mid-mission unless circumstances permit. Spend it carefully.
'How much is enough?' depends on the circumstances and the threats being faced. Some skills are considered in 'opposition' to one another, ie Stealth and Detection. Which would win in a draw (ie equivalent skill ranks) is, as noted: Offence > Defence and Detection > Stealth.
Taking Damage
If a unit takes severe damage beyond their ability to repair, functionality will be lost. Damage will be randomly distributed to one of your Skills or your max Power, degrading them by one rank/point. A Skill cannot be degraded below -Rank. A unit that takes damage at -Defence will be destroyed.
Units are advanced and complex technological wonders born in the depths of corporate black-ops R&D. Off-the-shelf replacement parts can be expected to be Unranked tier at best. Advanced medical or military prosthetics might get you to + or ++ Rank if you can get to them, but otherwise high-rank skills are
very difficult to replace.
Final Remarks
All units know how to maintain and repair themselves, though access to tools and supplies will still be a problem.
All units have an innate knowledge of AI and computer systems, given they are made of them themselves.
Naturally, any weapon, vehicle or equipment designed for humanoid usage can be used by a unit as well. Never assume a low or even no-rank Offense unit cannot be deadly.