544 lines
29 KiB
Plaintext
544 lines
29 KiB
Plaintext
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:(313)558-5024: Earth's Dreamlands :(313)558-5517: area code :
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:....node1....: RPGNet File Archive Site :....node2....: changes to :
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: Alternative Politics, Music Lyrics, Fiction, HomeBrewing, : (810) after :
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:Role Playing, Drug Awareness, SubGenuis, Magik, EFF, Rants : Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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CYBERPATHY
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The ability to mentally manipulate computers has occurred in many scifi books
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and some movies. The only comic book character I can think of off-hand who was
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a cyberpath is Willow, from DREADSTAR. The "cyber-punk" genre deals with this
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sort of thing a lot. The following are my rules for cyber powers in Champions.
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I have included many details and examples, so you may think I am a little
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long winded. However, I have tried to summarize the essentials in various boxes
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MANDATORY DISCLAIMER
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I use male pronouns throughout this article because I'm too lazy to type
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"his/her" and "he/she" everywhere. This doesn't mean that I assume all
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cyberpaths and computer programmers are male (in fact, in our campaign,
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three of the best programmers/cyberpaths around are female). I'm not
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chauvinistic, I'm just lazy.
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OPTIONAL DISCLAIMER
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Please note that I am NOT in any way a computer programmer, so if at times I
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use inaccurate terms, forgive me. And if you are a programmer and find my
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rules to be unrealistic, feel free to submit your own (and let me know)
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CYBER-POWERS
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All cyber-powers are based on Mental Powers- i.e. Cyber-Pathy is based on
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Telepathy, Cyber-Control is based on Mind Control, etc. Cyber powers cost
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exactly the same as the normal Mental Power on which they are based. They
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affect ONLY Machines- including Computers, AIDS, and Automatons which are
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defined as mechanical Robots. They will ALSO affect any PC or NPC who has a
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machine mind- i.e. Robot and Android characters (such as MECHANON, AVAR-7,
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ORACLE, etc.) The latter types of characters, and AIDS, are of course affected
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by both Cyber-powers and normal Mental Powers.
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Cyborgs present a problem. I deal with them as follows- first, determine if
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their brain is mostly mechanical with some organic parts left, or mostly
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organic with some cybernetic implants. If their brain is mostly mechanical,
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then Cyber-powers will affect them, but reduce all effects by one level on the
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appropriate table. EGO Blasts will do 25% less damage (i.e. treat them as
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having 25% Damage Reduction vs. Cyber-EGO Blasts). If their brain is mostly
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organic, Cyber Powers will affect them, but reduce all effects by TWO levels
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on the appropriate chart. EGO Blasts do only half damage (50% Damage
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Reduction).
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A Mental Power may be bought to affect both machines and living beings-
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this is a +1 Advantage.
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When using Cyber-Powers against a sentient machine (i.e. one that has an EGO)
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then the machine has a normal EGO value, levels of effect are compared to its
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EGO, etc. IF the target machine is NOT sentient, then its INT replaces what
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would normally be EGO- it has an "ECV" equal to INT/3, levels of effect are
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compared to its INT, and if it can resist, it resists with an INT roll.
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(Note: In my campaign, I generally assume that the "smartest" computer that
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normal Earth technology can produce is INT 20. Super high-tech organizations
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and scientific masterminds may of course have more powerful machines. A normal
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personal computer (PC- don't confuse it with Player Character!) will have an
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INT of 3 (small, cheap no-frills) to 10 (top of the line). Large companies,
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military bases, etc. will have Main-Frame computers with an INT of 5 (small
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main-frame; what you might find at a small company or school) to 18 (top of
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the line; large corporations, military bases, etc.) INT 20 computers are very
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expensive and not common.)
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DETECTING CYBER POWERS
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Like normal Mental Powers, Cyber-Powers are noticeable by the target machine
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unless they are bought as Invisible. They are ALSO noticeable by any operator
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who is on-line with a machine that is being attacked (though the person would
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know someone or something was interfering with the computer, they might not
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know exactly what it was). NOTE: A non-sentient Computer will "notice", but
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will do ABSOLUTELY NOTHING about it, not even notifying anyone, UNLESS it has
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been programmed to react to such a situation (if it is programmed to defend
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against hackers, or alert its operators when someone is trying to break in, it
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would treat an invading Cyberpath as a "hacker".)
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RESISTING CYBER POWERS
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Like normal Mental Powers, machines get an EGO Roll (or in the case of non-
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sentient machines, an INT Roll) to break free of cyber powers at each
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Time Interval, with a bonus if the Cyberpath does not continue to spend
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END, and -1 per 5 points above the required level that was rolled on the
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attacking powers dice.
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However, sentient machines can (and probably will) use Computer Programming
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Skill (if they have it) to add to their EGO Roll like a Complementary
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Skill. A non-sentient machine could do this IF it is programmed to. Further-
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more, if a human operator is controlling a system that is under attack,
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the operator can also add HIS Computer Programming Skill as a Complementary
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skill to aid the computers Resistance Roll.
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FURTHER COMPLICATIONS (Therefore Optional)- If the target computer and/or
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an operator is using Computer Programming skill to try to break free, the
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attacking cyberpath can use his Computer Programming skill (if he has it-
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and what self-respecting cyberpath wouldn't?) to counter this. Every two
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points he makes his roll by will eliminate one +1 that the target machine
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recieved by using it or its operators Computer Programming skill. This ONLY
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reduces BONUSES to the Resistance Roll- if the machine didn't get any bonuses
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or the cyberpath rolls better than the machine and/or operator did, the
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cyberpaths Computer Programming skill CANNOT reduce the target machines
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Resistance Roll.
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NOTE: All this represents the fact that Cyberpathy works essentially by
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"reprogramming" the target machine, and therefore the target machine can
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try to use "spurious logic", loops or whatever to avoid being bound by this
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articifical programming. If normal Mental Powers are used on a sentient
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machine, none of this applies- if you try to use normal Mind Control on
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Mechanon, he can't use his Computer Programming skill to resist you (he'll
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try to vaporize you instead).
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Now, for the Powers:
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The way in which each power works parallels its normal Mental Power counter-
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part. Assume that everything works the same way unless it says otherwise.
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---------------------------------------------------------------------------
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CYBER-LINK (Mind Link)
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Works the same way as a Mind Link, but can be established with a computer.
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(Normal Mind Links can be established with sentient machines). The machine
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must be willing- in the case of a sentient machine, it can decide whether
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or not it is willing. A non-sentient machine will be treat a Cyber-Link as
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an attempt to "log on"- if it requires a password, the cyberpath must give
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it or the computer will not allow a Cyber Link. Any attempt to make the
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computer violate its programming will turn the cyberpath into an "intruder"
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and the computer will sever the connection.
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Once you have a Cyber Link with a computer, you can program it mentally.
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You have the same access to its programs and memory banks as if you were
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sitting at the keyboard- so to get into protected files, the computer will
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probably require more passwords, and will sever the Link if you give it the
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wrong one. You may use Computer Programming Skill, Security Systems, and
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any other skills to get it to do what you want- but any failed roll when
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giving it new orders will make the computer reject you and sever the Link.
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Furthermore, all Computer Programming done via a Cyber Link is at -1, because
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there is an intrinsic difficulty in communication (for the same reason that
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misunderstandings are more common in spoken communication than in written
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communication)
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A cyberpath can, of course, use any cyber-powers on a machine with whom
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he has established a Cyber-Link.
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---------------------------------------------------------------------------
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CYBER-SCANNING (Mind Scanning)
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Determining how many computers are in an area can be tricky. For simplicity's
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sake, I would assume that in a large city, the number of computers will be
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about equal to the number of humans. In more rural areas, it will be far less.
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(For Cyber-Scanning purposes, I would not consider every pocket calculator and
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programmable microwave oven a "computer-mind", even though they ARE affected
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by cyber-powers; they are kind of like animals- usually one assumes that
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Mental Powers will work on animals, but you don't count animals when calculat-
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ing how many minds a Mind Scanner has to cover).
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CYBER-SCAN TABLE
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Total On Dice Effect
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------------- ------
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Greater than Scanner can establish a Mind Link with the computer, or
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EGO/INT use first level of Cyberpathy. He also knows the general
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direction to the target, AND will know whether or not the
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machine is hooked up to any other computer systems.
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EGO/INT +10 Cyberpath can use all cyber-powers on target, and estimate
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general distance to target. He will also know how many other
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systems the target is connected to.
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EGO/INT +20 Cyberpath can attack with all attacks, and knows the exact
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location of the target. Furthermore, he can automatically
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attack any other computer system hooked up to the target
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with his Cyber-Scanning, at only a -1 to the ECV Roll.
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If the target is hooked up to a large network, this would
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allow a cyberpath to jump from system to system, until he
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finds one he wants.
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Note that if one maintains Cyber-Scanning on a machine long enough, the
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scanner will notice if the computer moves (a good clue that it's either a
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vehicular computer or a robot!)
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There is a further use of Cyber-Scanning- it can be used globally, to get an
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idea of what kind of computers are within a given area. The cyberpath defines
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the area he wants to Scan, and rolls his ECV Attack Roll, at a penalty appro-
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priate to the number of computers in the area. All computers whose ECV is low
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enough to be hit with the Cyberath's roll can be sensed. The cyberpath then
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rolls his dice of Cyber Scanning, and compares the total to each machine on
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the chart below;
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Total on Dice Effect
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------------- ------
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Greater than Can tell what type of machine it is; sentient or non-sentient,
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EGO/INT general computer or "dedicated" (a dedicated computer is one
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which specifically operates one system or set of systems and
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does nothing else- this includes everything from the computer
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in a programmable microwave oven to a jet-fighters guidance
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computer, a video game, etc.); Gets a vague idea of how
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powerful the machine is.
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EGO/INT +10 Knows the INT of the machine (and EGO, if it has one), and
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knows how many programs it has. Also knows how many systems
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it is hooked up to (both other computer systems and equipment
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it may operate, such as engines, weapons, etc.)
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EGO/INT +20 Knows INT, (EGO), DEX and SPD of the machine, knows how many
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programs AND Skills it has; can "see" the links between
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multiple computer systems within the scanned area, providing
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each computer was scanned at this level, so the scanner will
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know exactly what the "network" in the scanned area looks
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like.
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-----------------------------------------------------------------------------
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CYBERPATHY (Telepathy)
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The cyberpath can read a machines "mind" and send to it also. Computer
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Programming can be used in conjunction with Cyberpathy- you may use your
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Computer Programming Skill on whatever you can access with your cyberpathy.
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So, if you want to create a new program or alter an existing one (which is
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not currently running) you would need to roll the machine's EGO/INT +10
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with your Cyberpathy; if you want to alter or delete information in a file,
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you need to roll the machine's EGO/INT +20. If you want to change a password,
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you need to roll the machine's EGO/INT +30.
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CYBERPATHY CHART
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Total on Dice Effect
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------------- ------
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EGO/INT The cyberpath can read any programs that the machine is
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currently running; if the machine is at that moment accessing
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a data file (a Knowledge Skill), the cyberpath can read it.
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The cyberpath can also send information to the machine- how
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it will react depends on the machine. A sentient machine
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would realize someone was sending information to it somehow,
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and take appropriate action. A non-sentient machine would
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probably ignore the input, though if it normally stores all
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incoming data, it would store this, for its operator to deal
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with later (not that the operator will be likely to know
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how or where the message came from). If the machine was at
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that moment requesting information, and didn't require
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verification, then the cyberpath could send it information and
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the computer would accept it.
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EGO/INT +10 The cyberpath can read all programs that the machine has.
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EGO/INT +20 The cyberpath can read the machines memory banks- in other
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words, he can access its Knowledge Skills, Science Skills,
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etc. He can also read any functional skills it may have,
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like Computer Programming or Systems Operation, which might
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tell the cyberpath something about the systems the machine
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operates.
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EGO/INT +30 The cyberpath can read the machines fundamental programming;
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that is, what was built into it. This may not be very useful
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with a simple PC, but would provide lots of info about an
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advanced military computer, such as how it was built, etc.
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(This would, however, have little application in game terms.)
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The cyberpath can also read ANY Passwords and Security Codes
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the computer has. In the case of an AID, the cyberpath will
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know any Psychological Limitations the machine has.
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Note: With a sentient machine, everything that applies to normal Telepathy
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also applies; sentient machines DO have "surface thoughts", "deep, hidden
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thoughts", and even a subconscious.
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----------------------------------------------------------------------------
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CYBER-CONTROL (Mind Control)
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Controlling a computer is not determined by how much the computer "wants"
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to do something; non-sentient machines don't "want" to do anything. What
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matters is how much you go against existing programs.
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We now have to seperate sentient machines into two categories; AIs and
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"characters". AIs have a personality (and therefore, motivations) but they
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also have programs. "Characters", meaning either PCs or NPCs who happen to
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be machines (MECHANON, etc.) technically have programs, but NOT IN GAME
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TERMS; MECHANON's "programs" are so sophisticated that he basically decides
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what he wants to do, within the limits of his Pysch Limits, just like any
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other fully sentient being. Thus, when using Cyberpathy on a "character"
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who happens to be a machine, don't try to figure out what programs apply; just
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figure out how willing or unwilling the character would be to perform the
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action- in other words, it acts just like normal Mind Control.
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AIs, on the other hand, DO have programs. When they are Cyber-Controlled
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OR Mind Controlled, use the chart below, don't try to decide how much they
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"want" to perform the action (i.e. use the Cyber-Control chart, not the Mind
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Control chart). Their "willingness" to perform the action is reflected by
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their Psych Limits- an order that goes against (or with) a Psych Limit is
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moved up or down on the chart just as described under Mind Control. The GM
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may sometimes decide that the AI has extra motivation for or against an order,
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even if there is no Psych Limit written to reflect it. For instance, an AI
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might not have a Code Vs. Killing, Protects Innocents, or anything else like
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that, but if it is ordered to break into NORAD's computers and start launching
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missiles, it would probably be extremely unwilling to do this for purely
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logical reasons (like the fact that the destruction of the human race would
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probably eliminate its reason for being) so it would get a bonus.
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CYBER CONTROL CHART
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Total on Dice Effect
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------------- ------
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Greater than Machine will perform actions it is programmed to perform;
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EGO/INT it can be made to act strictly in accordance with its
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programming.
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EGO/INT +10 Machine will perform any action which is within its normal
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programming and doesn't conflict with other programs or
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orders.
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EGO/INT +20 Machine will perform actions that are not within its normal
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programming.
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EGO/INT +30 Machine will perform actions that violate its normal
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programming.
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_________________________________________________________________________
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Modifiers (Can be applied at any level)
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+10 Machine will have no memory of actions it performed while
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Cyber-Controlled; UNLESS it normally stores ALL incoming
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data and keeps a log of its activities, in which case this
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result requires +20!
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+20 Machine will remember actions it performed, and will believe
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that they were in accordance with its programming, despite
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any data to the contrary (a Computer Programmer will have to
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spend some time fixing its poor scrambled logic circuits!)
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-5 The order is worded in a fashion that skillfully twists logic
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in such a way that the computer might see the validity of the
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order (if you play PARANOIA, check out the "Spurious Logic"
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skill!)
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+5 The order is poorly conceived, illogical, or lacks internal
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consistency.
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+10 The order is VERY poorly conceived, or REALLY illogical, from
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a computers point of view.
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NOTE: Computers are purely logical. Ordering a person to
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"Blow that guy away!" would be fine. A computer, on the
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other hand, MIGHT comprehend your meaning (Cruel GMs: Make it
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make an INT Roll), but will still find the expression
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illogical and must analyze it, and you will be penalized on
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the chart. Be very careful how you word orders to a machine!
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____________________________________________________________________________
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Some examples may be in order here:
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The first level of Cyber-Control will not often be useful with a non-sentient
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machine, since it will usually only get the machine to do something it
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probably was going to do anyways. If the computer is considering an action and
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must analyze available information, or lacks the information to decide, then
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this level of control could push it in one direction or the other. It can also
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get the computer to perform simple functions that it simply would not do on
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its own initiative (like calling up a non-classifed file, turning on the
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lights, printing something out, etc.)
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The second level can get a machine to do something it normally would not do,
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but doesn't conflict with its programming. Examples: A cleaning robot could
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be ordered to clean the same area over and over again; a security droid
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could be ordered to alter its search pattern IF it does not have a pre-
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programmed pattern, a starship navigation computer could be ordered to start
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calculating the routes to every known star system in the galaxy (a good way
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to temporarily "knock it out of commission"; it will be pretty busy until a
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programmer can get into it and make it stop!)
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The Third level can make a machine do anything that it is capable of doing,
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and does not violate its programming. A cleaning robot could be made to attack
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someone (unless it actually has a program against attacking people; and who
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would bother giving that kind of order to a cleaning robot?), a base computer
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could be made to start flicking the lights on and off, over and over again,
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or fill every available screen and printer with poetry, NORADs missile
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guidance computers can start displaying Pac-Man games, etc.
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The fourth level is pretty obvious; a ship computer can be made to shut off
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Life Support systems, NORADs computers will launch missiles at anything that
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moves, and so on.
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---------------------------------------------------------------------------
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CYBER-ILLUSIONS (Mental Illusions)
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Cyber-Illusions create faulty or nonexistent data (sensory or otherwise)
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for the target machine to process and react to. How it will deal with the data
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depends on its programming. First, the chart;
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CYBER-ILLUSIONS CHART
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Total on Dice Effect
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------------- ------
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Greater than Minor changes to the machines input.
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EGO/INT
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EGO/INT +10 Major changes to the machines input.
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EGO/INT +20 Totally change the machines input.
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EGO/INT +30 Machine no longer receives or reacts to real input.
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__________________________________________________________________________
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Modifiers (Can be applied at any level)
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+10 Machine can take STUN (if it has STUN); It can be made to
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believe it has taken damage (lost systems, etc.) As soon
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as the Cyber-Illusions end, though, it will return to
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full operation.
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+20 Machine can take BODY; if it is "destroyed", the computer
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is effectively totally scrambled/wiped. If it is "damaged",
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it will not function properly until a Computer Programmer
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"debugs" it.
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NOTE: A "damaged" machine will never take physical damage,
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(though feedback may overload its systems and cause damage
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that way). If a robot believes it lost an arm, the arm will
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still be there, but the robot can't use it because it
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believes it is gone. A Computer Programmer must convince the
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robots computer mind that the arm has been "repaired".
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____________________________________________________________________________
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Minor changes to a computers input would include; altering one characteristic
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of a particular object being examined; altering what the machine perceives
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with ONE of its sensors. A computer which is scanning for radiation could be
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made to believe there is more (or less) radiation than is actually present.
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A computer calculating orbital trajectories could be given a false number
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thrown into the equation. A robot could see another robot as a human (though
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if it had radio contact with the other robot, or had a metal detector or some
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other sort of scanner, it would recieve conflicting information, and act
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according to whichever senses it gives priority to, or else be
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confused).
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Major changes include; altering all characteristics of an object being
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examined; alter what the machine perceives with all its senses. The machine
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checking for radiation could detect low-level cosmic radiation when there is
|
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actually intense gamma radiation present. A robot could see another robot as
|
||
a human, and all its senses would detect a human. A computer calculating
|
||
orbital trajectories will get all the wrong information.
|
||
Totally changing the computers input includes; making it detect things that
|
||
aren't there, or not perceive things that are. The radiation detector sees no
|
||
radiation when it is standing at ground zero of a recent nuclear blast. A
|
||
robot sees four other robots where there is nothing there. A computer gets
|
||
not only wrong data, but wrong equations.
|
||
Once you seperate the computer from all sense of reality, it may do anything
|
||
if you can manipulate its perceptions enough.
|
||
|
||
CONCRETE EXAMPLE: How to Start World War III
|
||
Everyone always wants to know how you screw around with, say, an automatic
|
||
missile launching system. So; If you got it with one level of Cyber-Illusions,
|
||
it could track a jet-airliner travelling at MACH 4. If it is programmed to
|
||
fire at anything travelling above MACH 3, it will fire at the jet, but if it
|
||
needs more confirmation, it will still "see" a jet airplane.
|
||
At two levels, it could track a jet-liner (or, for that matter, a seagull)
|
||
and it would in all ways appear to be an incoming ICBM. Bye Bye, jet.
|
||
At three levels, it could see non-existent missiles and incoming air squad-
|
||
rons. Or, it could fail to see a missile that really is coming.
|
||
At four levels, the cyberpath can make the computer see anything. He could
|
||
make it launch missiles, thinking it was turning its radar dish. He could
|
||
make it believe it has suddenly been hooked up to a microwave oven.
|
||
--------------------------------------------------------------------------
|
||
|
||
CYBER-BLAST (EGO Blast)
|
||
|
||
A Cyber-Blast basically works like an EMP; GMs may wish to allow NNDs
|
||
bought on the same principle. One major fact about Cyber-Blasts; BOTH Mental
|
||
Defense AND Energy Defense from a Force Field acts as protection against a
|
||
Cyber-Blast. Note: A normal EGO Blast will affect sentient machines as
|
||
described below, but only Mental Defense acts against them, not Force Field
|
||
ED. However, an normal EGO Blast cannot "knock out" a computer (see below).
|
||
If the target machine is one that has STUN, then the Cyber-Blast inflicts
|
||
STUN damage normally. Other machines, however, are affected in a different
|
||
manner.
|
||
For those machines, roll the dice of Cyber-Blast and count BODY, as if it
|
||
were an EB. Subtract Mental Defense and/or Force Field ED.
|
||
The result is the number of "functions" the machine loses until its next
|
||
phase. Every computer/AID has a number of functions equal to INT/5; that is
|
||
how many programs it can run at once. Automaton/Robots have a number of
|
||
functions equal to their INT; that is how many commands they can have. To make
|
||
things a little simpler, the GM may think of Functions as being a Figured
|
||
Characteristic for machines. Machines automatically regain one Function every
|
||
Phase.
|
||
Every "Function" a machine loses means one Program or Command that it
|
||
cannot perform. A computer/AID will run as many programs as it can. If it
|
||
has a list giving the priorities for its programs, it will drop them in order
|
||
of lowest priority. Otherwise, an AID will try to decide which of its current-
|
||
ly running programs are least vital, and a computer will choose randomly.
|
||
If a machines "Functions" are reduced to 0 or less, it cannot do anything.
|
||
When it regains one Function, it will activate one Program/Command, and so on.
|
||
If a machine is ever knocked to "Negative Functions", then it is "knocked
|
||
out"- it will not function at all until repaired (requiring a Computer Pro-
|
||
grammer to roll at -[2xFunctions] in order to come back on line).
|
||
|
||
EXAMPLE: MetalHead the Cyberpath attacks an INT 30 Computer with a 4D6 Cyber-
|
||
Blast. The computer has no Mental Defense and does not have a force field.
|
||
The computers "Functions" Characteristics is INT/5 = 6. It can run 6 programs
|
||
at any one time.
|
||
MetalHead rolls 4 BODY with his first attack. The Computer is reduced to
|
||
2 Functions, and can only run 2 Programs. If it was running 6, it must drop
|
||
4 of them. The Computer gets its next phase before MetalHead, and regains one
|
||
Function- it is now at 3 Functions, and reactivates one Program (hopefully a
|
||
call for help!). Then, MetalHead hits it again, and rolls 5 BODY. The computer
|
||
is reduced to -2 Functions, and can do nothing. It will take 3 Phases before
|
||
it can activate one program again. Unfortunately, before its next Phase
|
||
MetalHead hits it again and rolls 4 BODY. The Computer is now at -6 Functions.
|
||
It is totally scrambled, and it will take a Computer Programmer rolling at
|
||
-12 to restore it (which will require a VERY good Programmer, hopefully with
|
||
Complementary Skills, and probably taking a lot of extra time).
|
||
|
||
----------------------------------------------------------------------------
|
||
|
||
Some Useful Equipment and Programs in a world with Cyberpaths;
|
||
|
||
CyberScreen: With Cyberpaths, it is a good idea to give your computer
|
||
Mental Defense.
|
||
|
||
Mental Awareness: Automatically detects if a Cyberpath is on line.
|
||
|
||
Programs:
|
||
|
||
HACKER DEFENSE: The computer will automatically resist any attempts to
|
||
interfere with its programming. Against invading Hackers, this would be
|
||
a Contest of Skills between the computers Computer Programming Skill and
|
||
the Hackers. But, it will also automatically alert its operator when it is
|
||
attacked, and it will use its Computer Programming Skill to help it Resist
|
||
Cyber-Powers.
|
||
|
||
REALITY CHECK: The computer will check all input it recieves against data it
|
||
has in its files. If a cyberpath tries to make a computer in charge of
|
||
missile-launch control see a passenger jet flying at Mach 4, the computer
|
||
would check its KS: Aircraft, find that passenger jets can't fly at Mach 4,
|
||
and inform its operators that its sensors are malfunctioning (however, a
|
||
Cyber-Illusions results of INT/EGO +10 would make a totally convincing
|
||
illusion- the computer would have no discrepancy to check against).
|
||
|
||
ISOLATE: As soon as the machine detects Cyberpathic influence, it disconnects
|
||
itself from all external equipment and systems, so that it can't be made to
|
||
operate them, and prevents a Cyber-Scanner from being able to use it as a
|
||
path to another computer system.
|
||
|
||
PRIORITY PROGRAMMING: The computer automatically decides which functions are
|
||
most vital when it loses Functions. (The problem, of course, is that at least
|
||
one Function must be taken up by this Program!)
|
||
|
||
DEEP-DIVE: As soon as a Cyberpath is detected, the computer shuts off all
|
||
non-essential systems and shunts EVERYTHING into a sub-system storage area;
|
||
this will require the Cyberpath to roll EGO/INT +30 in order to access
|
||
any information or program with Cyberpathy. Of course, this effecively
|
||
temporarily knocks the computer out of commission, and will take some time
|
||
for a Programmer to restore everything to its proper place. Alternatively,
|
||
the computer might shift everything into an emergency back-up computer
|
||
(which is heavily shielded) and then shut down completely.
|
||
|