Variant Ideas on Augmentation and Cyberspace
SpaceTime is copyright and trademarked by BTRC.
By Neil Asato.
Here are some possible rules for handling augments, based and derived from those given in SpaceTime and Renegade Dreams. Note that this assumes a fairly high level of technology available and that the characters usually get about 5000 credits/dollars a month on average to spend.
PERSONAL AUGMENTS
The difference between the current level and the desired level for attributes
in AP is the cost in kilocredits (example: level 10 strength has 25 AP, desired
strength of 20 has 100 AP, so a cost of 75 kilocredits is needed). This is
for non-biological augmentation. Biological augmentation costs about four
times as much. Two numbers should be kept, one is for the natural level
(including biological) and the other for "artificial". This is because if
you include things like magic from warpworld, you will not always be able
to recover damage to synthetic enhancements. Note that this drops the cost
of augments significantly. Also, divide the cost of the basic brain implant,
the memory module, the decks, the other major implants (like weapons) by
10, to bring the cost more in line with the other equipment to buy. This
makes cosmetic and vanity augmentation relatively common, but the really
serious augmentation somewhat hard to get. The minimum cost is always 1000
credits. For armor implants use the equation (10 * Armor Value)^2 to get
the cost in credits per location. Example: an implanted AV of (1/0) costs
100 credits. To get blunt trauma resistance (the second AV number), it costs
4 times as much and cannot exceed the value of the first part of the number(an
extra 400 credits for this example). Like other implants, this can be done
as a biological modification for four times the cost (Example: a (1/1) AV
biological implant would cost 2000 credits). This would involve using
chitin/shell like plates and alternating them with fat-related absorption
layers along with web like polymers to reinforce the layers. The advantage
of using biological armor, in addition to being healable by magic, is that
are treated as being a natural part of their body like animal armors. GMs
may wish to charge extra for resistance to things like armor piercing bullets,
fire, cold, vacuum, photosynthesis, etc. In general, the technology must
know of something before they can add it as an implant (example: if they
do not know what Power is, they will not be able to augment it). Power and
Intelligence can only be augmented by biological means (brain implants and
hooking up to computers can increase its capabilities for certain applications
however, and may be indistinguishable from a "natural" increase). It is possible
to get the Advantages by paying for it, but they generally have a price of
their AP in 1000 credits and must be based on biology (Advantages like Wealth
are not based on biology, though Ambidexterity and Night vision would qualify
as possible augmentation). Similarly, Disadvantages can be removed by a similar
means and cost. Brain implants generally should have two ports and can run
them concurrently, by running one in the background. The brain implant computer
handles this, the human brain is just the user (sort of like having a computer
around you permanently). It adds +2 to the users current intelligence. The
reason for this is that it is a very invasive procedure in the brain in which
the extremely small computer (which runs either on the biological energy
or the heat energy of the user) helps sorts and organizes the thought processes
as well as acting as a small personal computer, instantly performing information
processing as the thought is given. A user will be able to use it like a
small mobile pseudo-node of cyberspace or overlay it with its current senses.
The computer, at TL 15 anyway, is not powerful enough to actually perform
work in cyberspace, but it is this implant which allows the user to operate
a deck. The user can use his eyes and ears to act as inputs to the computer
to store a limited amount of information (basically "snap shots"). The ports
are small shallow (easier to clean) sockets behind the ears of the user for
installing memory modules or linking to another device, like decks. It is
worth noting that a person could do "paper work", enjoy various computer
entertainment, and other actions while laying in bed or riding on a public
transportation or even while swimming. The only problem is that the user
will not get the advantage of the speeded up thought processes of decking
and will be somewhat preoccupied. One legendary use of the brain implant
is as a mnemonic. This involves using the brain implant as an information
vault. Due to the security risks, only large non-vital archival material
is transported in this way. Other information is sent by cyberspace, where
travel is faster and where AIs can be used to control the security. The few
times it might be used to carry vital information is when it involves the
black market smuggling of information across security or due to a lack of
cyberspace pathways. A memory module is a small memory storage device the
size of a finger tip that fits into a socket of a brain implant or deck.
The typical memory module (ROM or PROM) costs 500 credits. It holds up to
100 skill points. They do not normally directly add directly to the user's
skill, unless it is as a specific skill. Normally, they are simply sold as
10 skill level modules in whatever skill is desired (some skills are difficult
to find though). The user simply uses the modules level OR their own skill,
whichever is higher. This means that if you are level 10 or greater in the
skill of the module, then it is basically useless for you. You gain experience
points as mentioned in the rules (only 1/2 the amount is gained and added
to the actual skill). For those who exceed level 9 in a skill, they usually
buy specific skill modules instead. To maximize the efficiency, those chips
usually have 4 level +5 specific skills in the same area of basic skills.
Skill modules may include spells, subject to the limit of 100 SP (probably
requiring limitations). Overlays may include wizard related skills (notably
Concentration and Magery). Overlays are the exception to the 100 skill point
rule for the memory module due to their unusual design. They give their additions
to the primary skills and generally give a +5 to bravado. This makes them
very psychologically addictive (have the player characters roleplay accordingly),
especially for the highly skilled professionals who feel they need to have
an edge over their competition. They usually cost about the same as memory
modules, with the disclaimer that the manufacturer is not responsible for
the results. Some brainwashing/"rehabilitation" overlays are used, treat
them as in the rules (in Renegade Dreams) for the possibility of personality
takeover (Willpower roll, total "possession" by the overlay personality traits
if a roll of 20 or failure by 10+). An overlay is basically an interconnected
limited flatline program which merges with the user, creating a kind of composite
mind. This is why it adds on top of the existing skills. In general, the
legitimate overlays tend to have professional or pleasant personality traits,
while the others tend to be more extreme. Crimes committed while using an
overlay are treated as if committed while under the influence of drugs (Did
they knowingly and willingly use it? How illegal is the overlay? Was it forced
on them? etc.) Decks are computers that interfaces with a brain implant to
allow decking: actions in cyberspace. Most are small portable computers the
size of small notebook. Others can be several cubic meters large that are
powerful nodes in themselves. A few might have a keyboard and a screen, although
most do not since all information are normally relayed through the deck.
It is possible for a deck to be a component of a larger augmentation feature,
like artificial arms or legs. A deck, depending on the type, can have ports
for extra memory modules, be able to increase intelligence, have ports for
flatlines, external power, etc. In general, most will have at least 4 ports,
since most people want to use their memory modules, personality overlays
and hardware (printers, etc.) on their deck. Obviously, a connection needs
to be made to a network with cyberspace to be able to perform activities
in cyberspace. If one wants to, it is possible to use them without a network
and just use it as an isolated node, with all the advantages of being in
cyberspace (speeded up thought processes, virtual reality, etc.) This is
used to allow private work to be done without being bothered with interruptions.
This is the way most decks are used most of the time, with connections being
made to the network as needed. One of the features of advanced units is that
it will have an Intelligence rating. This can be used by the decker to either
act independently like a semi-intelligent program (it still only follows
the user's instructions or added to the deckers Intelligence rating. Generally,
mid-level ones (costing about 20 kCr) have around 6 Int and low-level ones
have none. Augment/product Cost(Cr)(This is already adjusted) Comments Attribute
Mod. ((New AP)-(Old AP))*10) with min.=1k Non-bio. Biological Mods *4 Ads/remove
disads. (AP)*1k Only bio. Armor (10/AV)^2 per location (*4 =blunt) (*4 for
bio) Brain implant 5k +2 Int Biomonitor w/radio 1k Pow 2 radio Finger blade
(3I) 1k Forearm blade (6I) 1k Forearm gun 1k (cost does not include weapon)
Only VS/2 guns Palm stunner (30V) 1k Transceiver 1k Pow 2 Equipment Name
Range Op life Cap. AV BP Mass Size TL Cost Small deck ports 20 hr 3voltDC2Amp
2 3 1.00 M 14+ 10+k Mem. module 100SP - - 1 1 0.10 VS 14+ .5+k
CYBERSPACE
Basically it is the sum total of all computer systems, generally linked together,
in a network. These machines have are very fast and powerful, processing
information in an almost conceptual-based and parallel manner. As a side-effect,
an object will "label" itself to others in any manner it wishes like an image
or other sensory impression. Entertainment and public relations based areas
of cyberspace tend to have full sensory labels with very high resolution.
Objects and beings in other areas generally prefer to have simplistic abstract
labels (for maximum efficiency). Every computer (the hardware) acts as a
"node". A node is a "place" where objects and beings can interact in cyberspace.
From the inside, it often appears to be a large cavern or an area with a
predefined space blocked off with impassable barriers (which might have labels
on them to appear like windows or mirages). Like objects and beings, a node
can have labels which can provide an environment that the owners want, like
terrain and advertisement space. This limited size is from the limited processing
capabilities of the computer. The more powerful the computer, the larger
the node. This limitation on size normally has little game effect, but a
node close to its limits in objects will be very cramped and an AI might
be unable to squeeze into small nodes. Obviously, a person or organization
can own more than one node. It is possible to observe interactions between
objects and beings in the same node, but unless they allow it, you can only
get a general idea of the interaction (communication, hostile acts, etc.)
It is worth noting that the physical size of nodes are actually very small,
and a node with a number of huge AIs might only have a physical size of a
personal clothing locker. Pathways are the connections between nodes. A better
description are "interfaces". Not all nodes have interfaces, and few nodes
have direct interfaces to all other nodes. The best description is to think
of them as "teleportation areas". They generally are specifically linked
to where they go and can be turned off or on by the owners. Pathways have
distance effects which slows down the rate of communication. This means that
for "real-time" actions, it is better to be physically close to the node
you wish to interact in. Node distance Distance (units) Within a network
neighborhood 0 Within a network district 2 per node traveled Between network
districts 10 per node traveled (by cable) To a low orbit satellite link 10
per node traveled "Bouncing" off a satellite link 25 per node traveled between
network districts on the same planet Between a planet and its moon 100 per
node traveled A "network neighborhood" is when nodes have direct, dedicated
pathways to each other. This typically occurs among the computers of an
organization within the same building. A "network district" is when you have
to pass through a switching station, usually of a city. The switching station
is a node unto itself. Satellites have nodes, generally similar to switching
stations. Normally there are no links beyond distances of a planet and its
moon due to the lag involved. For greater distances, mnemonics or robots
would be used for transferring information. Time in cyberspace passes "faster"
than in "reality", due to the speed at which information is processed in
the systems. The brain implant and deck allows users a similar speeded up
thought processes, too. The effect is that "objective time" in cyberspace
is 10 times that of in "reality". A related effect is the lack of a need
for sleep for nearly all beings in cyberspace, which creates a net subjective
passage of time on the order of 40 times that of "reality". This has a profound
impact on the viewpoint of beings in cyberspace. For them, "reality" is extremely
slow. Cyberspace experiences the commerce cycles (high usage of business
sectors during the day, high usage of entertainment sectors during the night)
of "reality" as "seasons". To get an idea of the difference of the viewpoints
between cyberspace and reality, a subjective passage of one year in reality
is the same time that 40 years of subjective time in cyberspace can take
place, with regards to personal relationships, mulling over information,
working, the changes in "fashions" of labels, etc. Even "casual users" are
affected by this, since the rapid passage of time in cyberspace could make
one subjectively experience spending more time in cyberspace than in reality.
Interactions in Cyberspace Intelligence is the primary attribute in cyberspace.
It represents the capacity/potential to process information which is equal
to the square of Intelligence (basically converting it to Skill Points).
This capacity is filled up by "carrying" information and information damage
(from combat in cyberspace). Both are quantified as SP (skill points). Up
to 20 % of your capacity may be used up without slowing you down, but every
10 % above that reduces your mental speed by 10 %. Your mental speed is equal
to the Intelligence, which is averaged with the skill level of the program/skill
being used to get Initiative. A being can use each specific skill once per
phase, though how often they get to perform an action is determined by their
Movement. A being, if carried, is considered to have a "weight" equal to
the SP of the information it is carrying plus the square of its Intelligence.
Skills for Cyberspace
Skills are broken down into general (primary) and specific (secondary) skills.
The basic table is: Computer Science - Attack, Defense, Misdirection, Movement,
Security Systems, Confiscation Infiltration, Neutralization. Other skills
may be brought in and used in cyberspace as well. As an example, a user might
not have or bring along Security System skills, but might have business related
skills (mathematics, engineering, etc.) or entertainment related skills (playing
cyberspace games, artist, musician, etc.). Keep in mind that many operations
are easier and faster to do in cyberspace, such as using the Computer Science
skill to create specific skills for cyberspace. A user does not have to bring
along all of one's skills and may drop entire general or specific skills,
though they may not regain them until they leave cyberspace. It does not
take any time to drop skill, but is only done at the start of your action
during the phase. The specific skills related to cyberspace that are used
against other beings/objects (like Attack, Defense, Infiltration, etc.) are
subject to quickly becoming obsolete as others observe and compensate for
its strengths and weaknesses. The effect is that each use of a specific skill
causes it have a cumulative -1d6 reduction in effectiveness versus that and
identical beings/objects on the subsequent phases. See the "Advanced Usage"
section below on how to compensate for this. Communicating with other
objects/beings in cyberspace is done through its label and does not require
taking up any skill points. Communication is limited to the same node, though.
A skill may be briefly enhanced by spending time preparing for its use. This
bonus can only be done only one at a time and is equal to the square root
(round down) of the time in cyberspace phases that is spent in preparation.
Note that this is different from the rule given in Renegade Dreams. Attack.
This is any method used to slow or disrupt the structure of another object/being.
It is subject to the effects of becoming obsolete through use. Using it first
requires a skill roll. If it is made, the amount the roll is made by is
subtracted by the Defense of the defender. The square of that difference
is the skill points of damage that the defender takes (it effectively fills
the capacity of the defender). If a defender has its capacity exceeded, then
it is effectively paralyzed. A successful attack against the home/deck node
of a user (the brain), the effect is Lethal Damage Level to the head of the
user, no modifiers. Similarly attacking other beings at their source will
subtract directly from their Intelligence, and they are destroyed when their
Intelligence reaches zero. Objects are treated as having Intelligence of
5 for this purpose. Destroying someone's mind in this way is what most people
term "black ICE". An object/being can only be attacked a number of times
per phase as the number of specific skills being used, with a minimum of
one. Damage done to an object/avatar can be "healed" by either "re-booting"
it (leaving and re-entering cyberspace) or by using Computer Science skill
to repair the damage. Defense. This is any method used to defend against
attacks. It is subject to becoming obsolete through use. Misdirection. This
is used when a failed Infiltration attempt occurs, to prevent others from
tracing back to your deck. It can also be used to help others, if used in
a team, from the node that cyber-avatar is at only. This is also used to
counter Misdirection attempts. It is subject to becoming obsolete through
use. To use it to defend, a roll is made on this skill, modified by the
difference in skill levels between the attacker and defender. A successful
attempt by the defender results in the tracking attempt being stalled for
10 phases. A failed attempt by the defender means that the attacker gets
to use the same method to track the defender back one node. Misdirection
can only be used for past nodes that Infiltration was successfully used on.
Movement. This is the number of units that may be traveled each phase, subject
to the fact that movement always ends upon reaching a node. The number of
phases per action allowed is units of distance divided by the Movement (rounded
to the nearest integer). Twice this number is also the penalty taken to skills,
too. As noted before, hackers prefer to be close to their targets due to
this lag. Confiscation. This is any method used to open a locked data or
is the method used to put a lock on a data. It is also used to "attack/defend"
in attempts to carry a being. The attacker uses a skill roll modified by
the difference in skills between the attacker and defender. It is subject
to becoming obsolete through use. A successful roll means that the attacker
removes the lock or carries the being. A locked data cannot be carried unless
the lock is bypassed. Note that a carrier will be given the code to carry
the data, but not to open it. Infiltration. This is any method used to camouflage
the user from detection or to detect such attempts. The one attempting to
detect the attempt makes the skill roll, modified by the difference in skills.
Security beings often repeatedly use this on objects/beings to check for
validity. Neutralization. It is any method used to disable or act as an alarm
system. The attacker makes a skill roll, modified by the difference in skill
levels. A failed roll means the alarm goes off, by the label suddenly changing,
alerting anyone in the same node. Normally, the alarm is also set to activate
if a failed Confiscation attempt is made for the data it is protecting. It
can also be used to trigger an attack program (which might be used to destroy
the data it was protecting as well as the one who triggered it).
Objects - This is any "non-intelligent" packet of information. It takes up skill points, but can only react to outside conditions (like locks or alarms). They are normally "merged" with a user. They normally come under the protection of being that posses it, but the being possessing it may direct attacks against it that does not include that protection. This might be done when the information needs to be kept out of an invader's hands. All objects are treated as Intelligence of 5 regarding attacks to destroy them. The information in an object does not mean it is valuable or even true. Some are just advertisements, letters, or points of view. A related feature are devices. These are objects that connect to other equipment in some fashion. These equipment may only be used at the skill level of the device and not the being. A being can only use as many devices in a single node as their Intelligence Aptitude, that they are allowed to have. If they are not allowed to have access, then they can only use them, when all security programs and other beings in the node have been destroyed. Note that each device used counts as using a skill for purposes of being attacked, etc.
Autonomous Programs - These are semi-intelligent beings. They can be thought of as limited flatlines. They have pre-programmed responses like the cyber-avatars of users, but their responses can only be changed by designated authorities and they do not have cyber-cords so they are not limited by distance. Their greatest limitation is that they can only have specific skills and not general skills. The Intelligence rating tends to be from 20 to 25. These cannot be merged with another being to increase performance, but they can be given directions by another designated being. Low level programs have skills of 10. Medium level programs have skills of 15. High level programs have skills of 20. Specialized programs would have a single skill of 25. An interesting feature between that of objects and autonomous programs is the use of "stalls". Stalls are non-mobile beings that act like an intelligent lock and alarm system with vending machine-like properties. A very small business or individual rents a stall from a node. The stall can store and protect incoming mail. If desired, its label can also have advertisements for the services of the renter. The stall can sort objects by their labels. It can also serve as a private office for the renter, by entering it and locking the stall. While stalls can't take much damage, the owners of the node will usually post high level security programs to protect their customers. Users Not all users have brain implants and decks. Those without them, use interfaces like audio-visual devices. "Hacking" is almost never done this way due to the slow reaction speeds involved. Most security systems would be able to detect intrusion, defeat it, and trace it back to the source in a few seconds without the hacker even realizing what had happened. Whether using a brain implant or not, there are some basic features used. The primary feature is the use of a "cyber-avatar". This is basically a very minor version of a flatline that is connected to the user by a "cyber-cord" (taken from the mystical connection of an "astral cord") through which thought processes are funneled through. A cyber-avatar has no will on its own, since it is merely an interface shell for the user. To put it another way, the cyber-avatar is basically a label of the user, and not really the thought processes. If the "cyber-cord" is cut for any reason, including the complete disruption of the cyber-avatar, then they suffer bruise damage level equal to the number of nodes of distance from their deck to the node at which their cyber-avatar is located. Cyber-cords cannot be attacked directly, except by breaking the pathways. The cyber-avatar can be given a number of automatic directions (10 words long) to follow equal to the Intelligence Aptitude. One-half of these directions can be re-written by the user during their action. The cyber-avatar does take normal distance penalties that the user takes, due to the fact that it still depends on the user for its operations.
Flatlines - Flatlines are sold on the market, as well some-assembly-required types. They generally cost about 50000 credits and up. The assembled types are basically expert system packages that the customer modifies. The modifications are done as under research rules. They normally have attributes and skills of 10, but this can be increased with research and buying the desired levels (usually off the black market). Flatlines are sometimes created by having its thought structure be based on a specific person, obtaining the person's intelligence and skills. These types, if they come from a manufacturer, are normally placed in a read-only chip to prevent it from being altered by external information. This means that every time it is turned on, it loses the information during its last use. An interesting problem, possibly due to the lack of sleep or personality defects that build up over time, these types tend to lose sanity if kept active for too long. A flatline can make use of specific skill information, so a flatline could write itself some +1 memories/memos/diaries for when it "wakes up again". Obviously, these flatlines consider these memories important, since they help it establish a since of continuity. These types are normally made to have built-in resistance to copying itself and will destroy themselves as a final copy protection measure. To operate in cyberspace, unless their copy protection features are removed, they have send out cyber-avatars and cyber-cords just like users. These types of flatlines are the ones most people associate with the term "flatline". The person it is based on needs to have Computer Science skill, a brain implant, and an AI with several weeks of real free time to work on the programming. A variation of the flatline is when a person gradually replaces their brain's thought processes with a synthetic equivalent. This is basically an extreme version of the brain implant. If the conversion is imperfect or incomplete, then the effect is a loss of Intelligence and skills of 1d20 (randomly determined for each separately).
Artificial Intelligences (AIs) - They are very powerful beings. Their Intelligence is usually 40+, and they have general skills. They can send out cyber-avatars if they wish, though it is rare to do so. Their personalities are dependent on their construction and growth. Some personalities have very little in relation to human personalities, while others seem to be very human. In general, they tend to have infinite patience and are very careful. One type of AI is the monolithic AI, which is just a stand alone AI. It often resembles a powerful flatline in that it contains a wide variety of skills. A second type of AI is an amorphous/corporate-structured AI. This type is made up of a number of smaller AIs (usually of Intelligence 40) that work together, sharing any important information with objects containing the pertinent information. This type of AI is very powerful even by AI standards, since its components can work together on single or separate problems individually. As an example of product development, this type of AI can go from initial product design to final refined design with marketing all planned out without all the bottle necks that it would go through normal human organizations, even those that do most of their work in cyberspace. With the only real bottle necks being the manufacturing robots and method of transportation, it can establish patents and copyrights several generations above that of its competitors. Similarly, problems dealing with various "white-collar" work can be handled with equal effectiveness, including establishing important long term and short term goals and setting into motion thorough plans to accomplish them. If situations change, then they can quickly revise their actions (remember time in cyberspace passes far more quickly than in reality).
ADVANCED USAGE
C.A.T.s are Cybernetic Assault Teams. They are the counter to ICE. Usual
tactics are to load up 100 +1 specific skills per module for "automatic program
blasting" throwing away the instant the skill is used to compensate for program
attrition. Usually 1 +10 Infiltration module is used to help penetrate the
main defense lines. The low level skills are generally misdirection, attack,
and defense. At each node that is passed through, a new misdirection application
is left to confuse attempts to trace the attack. They usually have a flatline
on their deck, or on a deck hooked up to their deck (making a kind of small
2 sub-node node), to watch for any incoming attacks (while abruptly cutting
off the user hurts, it is better than dying), or acting as a
follower/torchbearer/cannon fodder for the user. The most organized professional
groups attack in teams and are called "black cats" (as a counter to black
ice and for the term of bad luck). The tactics of black cats is for them
to roadblock attempts to trace them, gang up on programs (each cat having
different specific programs to prevent program attrition), and to hand off
loads. Black cats are highly feared by AIs as they could defeat an AI. Regular
cats were the ones who attacked Rainwater in the prologue of the Renegade
Dreams Module, the black cats are what assaulted the AzBio computers at the
end of the module. On the security side, nodes can have "secret doors" for
hidden sub-nodes, requiring the infiltrator to check against the appropriate
skills at various areas to find it and then open the "door" to the hidden
area. This makes for a cheap defense for minor companies that can't afford
heavy ICE. Alternatively, "gates" could be used in conjunction with security
programs, this means that if the infiltrator takes longer than a set period
of time to pass through the "gate", the security program will get suspicious.
It is possible that the security program might just cause a red light to
blink on a control panel, and the programmer just cuts the line or reroutes
the paths. Generally, any system with an AI will have the AI creating its
own defenses. This usually means that every security program will have different
"sub-programs" for skills like Attack, Defense, and Misdirection. AI controlled
nodes will usually have their sub-nodes arranged so that "public" sub-nodes
are "close" to the users, while the higher security sub-nodes are more "remote"
and often have many tricks and traps to keep the would-be hacker lost, confused,
and soon ICEd .