Technology.   Posted by Game Master.Group: 0
Game Master
 GM, 3 posts
Fri 8 Jun 2018
at 13:51
Technology
Base TL:
The base TL is 10. Weapons and Armor are TL8, as is most materials technology. Electronics and sensors are very TL 10, with caveats around AI. Medical technology is TL 10.

Virtual Reality

VR is everywhere in Jakarta, and indeed, all over the world. It allows someone in a coffin-sized box to have a 60 by 60 foot office with full windows and dozens of holographic screens. And it allows him to walk down the hall to talk with an associate in London. People work in VR, they socialize in VR, they play in VR, and they live in VR.

The key to all of this is a brain-net. The surgery is fairly routine, but highly invasive, weaving itself into the cranial nerves. Access to the network is usually through a chip just under the skin, with location varying. Not everyone has one, but city dwellers tend to have them, and the wealthy tend to have them as well.

This is the Neural Jack from UT 217.

While in VR, bodies tend to lay motionless. Some simply lie on beds, but more and more people are investing in automated pods that feed, clean, and care for bodies so that their owners can spend all their time in the virtual world.

The virtual world has to built, just like the material world, and its a huge industry, with millions designing rooms, clothing, food, bodies, bots, and anything else humanity desires.

VR tends to be seen in terms of "Rooms": virtual environments with clear limits, aesthetics, and membership. Some rooms are free, but most require a subscription. Most virtualites have a number of Rooms for personal use, in addition to being members of Company Offices, Social Clubs, and Recreational Spaces.

This message was last edited by the GM at 16:59, Fri 30 Nov 2018.

Game Master
 GM, 4 posts
Fri 8 Jun 2018
at 13:58
Technology
Augmented Reality

Augmented Reality is as much of a game changer as Virtual reality. And unlike VR, you can use it partially. Those without a brainnet can still use glasses and earpieces to have a search engine feed them real time data about their surroundings.

Most people walk around with awareness of local maps, minor identification of people around them, a work assistant, and a recording feature. Many of them use active sensors as well as passive.
Game Master
 GM, 5 posts
Fri 8 Jun 2018
at 14:11
Technology
Telepresence

Telepresence is a fact of life. Most physical tasks are done from an office or VR room, rather than the cockpit of a vehicle. Piloting such vehicles requires a driving or piloting skill of the appropriate specialty.

Hundred of designs exist, all with their own purposes.

The big downside of these vehicles is that they can be jammed by someone who knows what they're doing, so they tend to be used in a disposable fashion. a network of laser comms can provide some protection, but those two can be disrupted.

Of course, the great advantage of the cybershells is that you can easily maintain anonymity, and if you get caught, its just the cost of the shell.
Game Master
 GM, 6 posts
Fri 8 Jun 2018
at 14:19
Technology
Surveillance

Everyone has cameras, and cameras are everywhere. Of course, that doesn't mean everyone has cameras everywhere. Security networks tend to be stingy with their data, particularly once you're not in public view. Inside a company complex, only that company and the built-in cameras of its employees will have a record of what happened.

Additionally, every building has its own network, and some are much more through than others. Many don't even have one, as a "privacy" feature. Poorer neighborhoods are actively hostile to outsider cameras, and many actively destroy them.

Of course, that doesn't give you much of a defense against the cameras of a coordinated and active foe. It just means you should take care to disguise yourself, and do your work quickly.

DNA evidence is powerful, but you have to be in the system for them to find you, and precautions to avoid leaving it exist.
Game Master
 GM, 23 posts
Mon 11 Jun 2018
at 14:06
Technology
Artificial Intelligence

Volitional AI capable of interacting with humans is known only through rumors.

Non-volitional AI is fairly common, and fairly ubiquitous, filling roles as vehicle and bot drivers, VR NPC's, Personal assistants, and a fair amount of "drudge work". They still periodically get stuck and require a fair amount of management, and display next to no creativity.

Psychological Predictors are a tool used to try and replicate human taste. They're often used for art, but are mostly good at removing the bad and identifying the safe rather that coming up with new content. They're very flexible though, applying to video, architecture, scientific papers, and more.

HCSA's, or Hyper Complex Systems Analyzers, are arguably true AI. They can think through enormously complex problems, come up with surprisingly original answers, predict human emotions and responses fairly well, and adapt to most new data thrown at them. HCSA's struggle to interact in a human-like fashion, because they have an alien mindset, and because they think so slowly. A HCSA thinks in a parallel fashion, not a serial, and is hard to converse with because it will take a day to get back to you, and it will respond with a data dump instead of words. They are unique, and their handlers give them names and talk about their personalities, but no-one can say they have a freindship with them, and the "person-hood" discussions of HCSA's are merely a proxy war for the ethical issues when true AI shows up.
Game Master
 GM, 32 posts
Tue 12 Jun 2018
at 17:17
Technology
Cybershells

Machines are everywhere, doing every conceivable task. This includes a lot of adventuring tasks, so we need stats for them.

The system I'm chosen to use is based off of spaceships, extrapolated down to a small size and with tweaks. I'm happy to answer questions about design decisions.

Each Drone has a weight, a density, and a chassis. These determine most of the stats for a bot. It is then customized by adding armor, tools, and other accessories.

The cost for a cyber shell starts with its base cost times the chassis cost in $. This cost is for a basic machine with HT 10. HT 11 costs double, and HT 12 costs x5.

Weights
weightSTbase armorminimal skinfancy armorSMbase cost
103216-20.7
153217-21
204218-21.5
304329-12
5063210-13
7073212-15
1008421307
150105315010
200125317015
300146419120
500187422130
700228525150
1000269528270
150032106322100
200037117372150


Chassis
transportationaccelmaxloadcost
wheelbotwheel21580%16
roadbotwheel66070%26
turbo botwheel127550%42
rovertrack11080%30
trackbottrack33070%40
Tankbottrack66050%70
hoverdronechopper 8080%45
helicopterchopper 10070%80
exoskeletonlegged1475%125
Power suitlegged5770%225
Crawlbotlegged1480%115
Legbotleged5775%215
diverwater0.5775%41
submersiblewater1970%46
submarinewater21365%58
Ducktrack11070%61
water0.57
chopper 80
serpentslither1465%110
power serpentslither31255%120
Tower ScalerCable5565%130
legged55


Chassis names are subjective, just so you know what they are. If you'd like to see a different kind of chassis, I'd love to build it.

Density:
Light: -30% armor
Human: 0% armor
machine: 50% armor

This message was last edited by the GM at 20:15, Tue 12 June 2018.

Game Master
 GM, 34 posts
Tue 12 Jun 2018
at 20:55
Technology
  • Chassis only include minimum armor as a structural element, taking up 5% of the machine's weight. This material may be steel, some other alloy or even plastic, but its built for structural integrity, not combat.
  • Chassis do not include manipulators.
  • Chassis do include basic sensors and control mechanisms.
  • Power is provided by batteries. Each shell has around 24 hours of power when going full tilt. The other major power sources are hooking into the grid (which makes you much less mobile but frees up weight) and internal combustion engines, which are noisier and only last 10 hours but can add fuel tanks storing 60 hours of power each.
  • The exoskeleton and battlesuit include cockpits



Weapons, sensors, and other cargo may be added to the shell for their listed cost and weight. A shell carrying a human should reserve cargo weight for its passenger.

Motive systems:
  • Wheeled motive systems may use any size and style of wheels. They struggle with obstacles, but most surfaces of a metropolis are paved. Their speed depends largely on the amount of power supplied to them.
  • tracked motive systems run on tracks, the better to traverse terrain. They run much like wheeled craft, but are slower. (see wheeled drivetrain in pyramid 34)
  • Chopper motive systems involve helicoptor style rotors to lift off. Chopper systems may be armored, but the rotors may not be armored, and several other parts will be exposed. choppers incrase speed by adding motive system mass.(see tracked drivetrain in pyramid 34)
  • Legged motive systems have appendedges the shell balances on. A bewildering variety of designs are available. They vary mostly in their stability and reaction to specific obstacles. Climbers can be built this way, as can humanoids and study many-legged designs. The size of the system (though not the actual number of legs) determines the maximum speed. (see robot leg in spaceships 4, but note that two systems are nessessary to get the performance spaceships gives 1).
  • Water motive systems require a machine to be Human density if its going to submerge, though ones that can't may be light. They involve ballast tanks and propellers, and the speed is largely dependent on the power fed to them. (see ballast tanks and screw in Pyramid 34)
  • Slither motive systems are heavy (15% of the weight), and rely on body motion to go forward. They are very useful in water or very tight spaces. (see flexibody drivechain in pyramid 34)
  • The Cable motive system has a long card with a hook, magnet, or other attatchment on one end and a winch on the other. They are very useful for moving along verticle surfaces such as skyscrapers. if horizontal movement is desired, another motive system should be required. a Cable system has a much higher maximum falling speed of around 40 or 50, depending on aerodynamics, but this is dangerous to do! (this is a custom system. 10% weight uses 1 power point and has a base cost of 10, and has move 5/5)




Armor scales non-linearly, according to the following table. Each chasiss includes 1 system of armor, taking up 5% of the weight, and getting 60% of the effect of having three systems of armor (which is considered standard armor). additional layers of armor increase the multiplier on the table, rather than adding DR directly.

systemseffect
10.6
20.8
31
41.15
51.3
61.4
71.5
81.6
91.7
101.8


  • Light manipulators are simple manipualtors that can pick things up but not move them around vigorously. (compare robot arm from spaceships 1, but is less capable and the cost is halved)
  • Arms represent manipulators with roughly human capabilities. They are frequently shaped like human appendenges, but other configurations are also common. (compare robot arm from spaceships 1. cost is halved)
  • Weapon mounts allow a shell to aim a weapon. (custom stats)
  • Cockpits allow a human to sit in, stand in, or wear the shell comfortably.



Systemweightcost
Light manipulators5%50
Arms10%100
Weapon Mount2.5%20
sturdy plating10%20
armor10%140
extra armor5%50
cockpit5%10

This message was last edited by the GM at 21:03, Tue 12 June 2018.

Game Master
 GM, 35 posts
Tue 12 Jun 2018
at 21:01
Technology
Common Shells:

Light Power armor:
500 lb human density Power Suit with full armor and 2 arms. ST 18, DR 22, and 250 lbs for passenger and weapons. $27,300 for HT 11
Full Power Armor:
700 lb human density Power Suit with full armor and 2 arms. ST 22, DR 25, and 350 lbs for passengers and weapons. $45,500 for HT 11
Power Walker:
1000 lb human density Power Suit with full armor and 2 arms. ST 26, DR 28, and 500 lbs for passengers and weapons. $63,700 for HT 11
Gunbot:
200 lb compact trackbot with sturdy armor and a weapon mount. ST 12, DR 7 and 115 lbs for weapons and ammo. $4,800 for HT 12. $1,200 for HT 10.
Armored Gunbot:
200 lb compact trackbot with full armor and a weapon mount. ST 12, DR 25 and 115 lbs for weapons and ammo. $12,000 for HT 12. $3,000 for HT 10.
Potato-bot
15 lb compact trackbot with minimal armor and a weapon mount. ST 3, DR 1 and 11.25 lbs for weapons and ammo. $240 for HT 12. $60 for HT 10.
Roomba
20 lb wheel bot, minimal armor
wall scrubber
70 lb wheel bot, minimal armor
Potato shaped charge
potato bot with 6 expensive armor and shaped charge
ST 3, DR 13, SM -3, self destruct for 5dx5(10) damage.

This list is not complete and may be added to at any time. Watch this space!

This message was last edited by the GM at 16:09, Fri 17 Aug 2018.

Game Master
 GM, 43 posts
Wed 20 Jun 2018
at 20:36
Technology
Weapons and Armor

Weapons and Armor are generally TL8, though the explosion in robots has increased the number of armor options available, and the types of grenade continue to expand.

Advanced Body armor from High tech does not exist in the campaign either.

Implanted armor is a thing. Humans use the armor stats (cost, weight, and DR) for a 150 lb human density shell. The first 7.5 lbs of implanted armor does not count towards encumbrance. Scanners can pick up armor, and security guards are likely to pay extra close attention to someone with implanted armor. Be it because they are suspicious or because it means the guy could be helpful when trouble breaks out.

When two pieces of armor are stacked, the combined DR is SQRT(A*A+B*B). So DR 9 armor implants  and a DR 12 assault vest give SQRT(9*9+12*12) = SQRT(225)= 15 DR.

HUD links, laser dots, and targeting programs are very common. Note that the maximum bonus granted is +2 skill. They essentially don't stack with each other.

Grenade launchers are highly recommended. Look into all their cool ammo options in TL 8. They also have UT tanglers*, Stingrays, EMP warheads, Jammers, Strobes, Warblers, and gas canisters (ask about specific gases). Use UT rules for 40mm warheads. If there is a head that you want not in the list, just ask. The general rule is that damage will be denied but clever electronic effects will be encouraged.
Game Master
 GM, 51 posts
Mon 16 Jul 2018
at 16:22
Technology
Drugs

Purge is restricted to specialized versions: opioids, alcohol, and any other chemical you might think you'll run into.

Hyperstim is less cinematic, It gives a subject an extra chance to regain consciousness or a +2 to all rolls to stay conscious.
Game Master
 GM, 106 posts
Wed 19 Sep 2018
at 13:50
Technology
On AI attributes and skill:

Most Bots are driven by Non-volitional AI with an IQ of 10. This is complexity 7, and requires a 5 lb computer. They generally have a DX of 10.

Bots acquire skills by having a software from "Software Tools". The bonus is added strait to their attributes.

Bots use the DX of the controlling mind, not the innate DX of the Chassis. This is for consistency when piloting remotely.

Complexity 8 AI can have DX 11, requiring either a 50 lb mind or a Fast (UT23, *20 cost) computer.

I'm withholding judgement on the possibility of IQ 12 or higher non-volitional AI.