From: Neil Asato <[n--sa--o] at [wiliki.eng.hawaii.edu]> Subject: BTRC: augments and cyberspace To: jerry (Jerry Stratton) Date: Wed, 7 Apr 1993 14:46:44 -1000 (HST) Variant Ideas on Augmentation and Cyberspace copyright 1992 by Neil Asato Here are some possible rules for handling augments. 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. 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 twice 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/ point of Armor Value)^2 to get the cost in credits. 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 twice the cost (Example: a (1/1) AV biological implant would cost 1000 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 capabilites 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 Ambidexeterity and Nightvision 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). 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. 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). 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). 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. Decks should have 4 times the number of ports than they currently have, to give the "cowboy" more room to maeuver with (and to encourage him to part with more money). 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 .