|
Computer
Artificial Intelligence: There are a variety
of artificial intelligences scattered among the settlements of the orbital
community. They range from simple computers and devices using fuzzy logic
and heuristics to control simple devices, such as ship temperature and
power output, to rogue devices modeled on the neural network of the human
mind, installed in pre-Flash satellites, some of which are still orbiting
and able to defend themselves.
A character with this skill is able to understand how artificial intelligence
systems work, how they "think" and "understand" the world around them,
how to communicate with them and how to reprogram them, either directly
or by argument. Experts are able to build and repair computer (50% base
proficiency). Base Skill: 30% + 5% per level of experience. Adds
bonus of +5% to all other computer skills. Requires: Computer Operations.
|
Computer Engineer:: The electronics of computers
involve engineers in design and manufacture of memory systems, of central
processing units, and of peripheral devises. Foremost among the avenues,
of central processing units, and of Very Large Scale Integration (VLSI)
and new computer architectures. The field of computer science is closely
related to computer engineering; however, the task of making computers
more "intelligent" (artificial intelligence), through creation of sophisticated
programs of development of higher level of machine languages or other means,
is generally regarded as being in the realm of computer science.
One current trend in computer engineering is micronization. Using VLSI,
engineers continue to work to squeeze greater and greater numbers of circuit
elements onto smaller and smaller chips. Anther trend is toward increasing
the speed of computers operations through use of parallel processors, superconducting
materials, Multi-tasking, etc. The main concern is how to link humans to
the machines. Currently they have been connecting the brain waves of a
human into virtual reality type helmets to tell a computer what to do.
This should explain how the all of the Rifts mecha works. Base Skill:
20% + 5% per level of experience. Requires: Computer Operation,
Computer Programming, Computer Language, Literacy,
and Writing.
|
Computer Hacking: This is a computer skill
similar to computer programming; however, the emphasis of the skill is
breaking computer access codes to gain illegal access to other computer
systems and steal sabotage its data. The character is an expert in tracing
computer data, bypassing defense systems, and breaking ("hacking") codes;
add a one time bonus of +5% to the cryptography, surveillance, and locksmith
(electronic and computer controlled locks only) skills if the character
is a hacker. There is a time frame, for simple codes 5 to 8 minutes, for
advanced codes 15 to 20 minutes and for complex codes 1 to 2 hours. A failed
roll, the character can try again, has been caught, or set off alarms,
etc. (GM's base the outcome on the severity of the roll). Base Skill:
15%, + 5% per level of experience. Requires: Literacy,
Computer Operation, Computer Programming, and at least Math:
Basic.
|
Computer Language: In Rifts there are
approximately 12,000 different computer languages. The character can specify
in only one. There are many languages that are used by the military alone
here is an example of some of them: Digital RAD (helps in programming radar)
Digital COM (helps in translating current digital signal into audio and
vise versa, for use in communications) Digital COP (helps in scrambling
codes and unscrambling codes), etc. Civilian uses can be as many as 5,000
different languages COBOL, Binary, Basic, Machine Language, Tech -Lang1
are just some examples. GM's can create their own, but it has to do something
with either the Civilian population, or the military, high tech bandits,
etc. Plus, there has to have a purpose and doesn't have to be an outrageous
language, just something straight forward. It is impossible for a character
to be able to know all of the different languages, but not impossible for
a character to learn at least 100 or more different ones, so keep this
mind. Another thing to remember is the actual spoken language of the creator
that has encoded computer language. There are different programs for the
various languages in the World of RIFTS. Base Skill: 35%+5% per
level of experience.
|
Computer Imaging: This skill deals with
scanning images and enhancing them to the artist's whim, making soldiers
more heroic, monsters more fierce, etc. Can also be used to parody and
blackmail as well. The CS Department of Propaganda Ministries deals harshly
with anyone using this ability against the CS, even in jest. Base Skill:
25% + 4% per level of experience.
|
Computer Keyboarding: This skill allows
the PC to type at a keyboard at a good speed of 5 times their I.Q. without
making a mistake. They can write at 6 times their I.Q. 80% mistake free.
This skill is good for typing programs and transfer of data.
|
Computer Language: In Rifts there are
approximately 12,000 different computer languages. The character can specify
in only one. There are many languages that are used by the military alone
here is an example of some of them: Digital RAD (helps in programming radar)
Digital COM (helps in translating current digital signal into audio and
vise versa, for use in communications) Digital COP (helps in scrambling
codes and unscrambling codes), etc. Civilian uses can be as many as 5,000
different languages COBOL, Binary, Basic, Machine Language, Tech -Lang1
are just some examples. GM's can create their own, but it has to do something
with either the Civilian population, or the military, high tech bandits,
etc. Plus, there has to have a purpose and doesn't have to be an outrageous
language, just something straight forward. It is impossible for a character
to be able to know all of the different languages, but not impossible for
a character to learn at least 100 or more different ones, so keep this
mind.
Another thing to remember is the actual spoken language of the creator
that has encoded computer language. There are different programs for the
various languages in the World of RIFTS.
Base Skill: 35% + 5% per
level of experience.
|
Computer Networks: Getting information out
of national and international computerized data networks is a job for a
specialist. Characters with this skill can use their abilities to track
down names, addresses, phone numbers, license plates, and just about anything
else. Base Skill: 55% + 5% per level of experience.
|
Computer Operation: A knowledge of how
computers work, along with the skills to operate peripherals like keyboards,
printers and modems. Characters can follow computer directions, enter and
retrieve information, and similar basic computer operations. However, this
does NOT include programming. Another thing to remember is the actual spoken
language that the computer is set up in. There are different versions for
the various languages in the World of RIFTS. Base Skill: 60% + 5%
per level of experience. Requires: Literacy.
|
Computer Programming: Designing, programming,
debugging, and testing computer programs/software. Requires: Computer
Operation, Computer Language, Literacy, and Writing. Base Skill:
40% + 5% per level of experience.
|
Cyberjacking: Some computers allow their
users to go beyond the normal "interface" of a keyboard, joystick or mouse,
and to communicate directly with the computer via a socket ("dataplug"
or "headjack") implanted in the back of their necks. This means that the
computer operator's mind effectively enters the computer, seeing its memory
and processors as a kind of virtual reality. Once accessed, the cyberjack
can alter data, add data, change files, and redesign the computer's programs,
all with his mind. If the computer is linked to others in a network, such
as the Link that connects all the computers in and around the Freedom station
or the Matrix that connects all of the computers of Fort Knox and the Armory,
the user can communicate with other cyberjacks within the network. If cyberjacking
is used in conjunction with a ship's weapons using a targeting computer,
it will add +2 to strike.
Cyberjacking is much more direct and up to ten times faster than normal
computer programming, but not without its perils: software bombs, viruses
and trojan horses may lurk within the computer's memory; other cyberjacks
can ambush you or design programs to trap your mind within the computer;
and if the computer itself is artificially intelligent anything might happen.
Characters must have the computer operator skill to take Cyberjacking.
Any player character starting with this skill automatically has a dataplug
implant. Others must pay for the dataplug and its implantation later. Base
Skill: 50% + 5% per level of experience.
|
Computer Repair: Knowledge of the internal
electronics of computers and related devices (terminals, printers, etc.).
The character can attempt to repair, sabotage, or fix computers. The character
can replace computer chips, but can not program the darn thing; Computer
Programming is a separate skill. The character can update the hardware
in the computer. Note that figuring out a repair problem requires one roll;
the character must roll again to actually fix it. No computer operation
or programming skills are included; many computer personnel don't even
know how to turn the machines on! Requires: Computer Operations;
Computer Programming, but not necessary. Base Skill: 40% + 5% per
level of experience.
|
Neural Interface & Networks: This is
the detailed information needed to effectively use the high tech computer
systems that are controlled by the mental interactions of the operators
brain. This is similar to cyberjacking but is a much more advanced and
refined method. Instead of just "visualizing" the computer landscape and
interacting with it by symbolically, this a direct connection to a characters
brain and nervous system. This enables robots, vehicles and other computer
controlled devices to react with the speed of thought. In some cases this
will act like an autonomous response (like when a human dodges out of the
way when something is thrown at them). This adds incredible bonuses when
using Power Armor and other Ultra-tech machines. Base Skill: 25%
+ 5% per level of experience. Bonuses: When using "Man" size Power
Armor, ALL the characters' hand to hand skills come into play. This
means that if the character has PA Combat Elite, they would get those bonuses
PLUS those of his own Combat skills. When using giant size robots the bonuses
from his HtH combat skills are 2/3.
|
Supercomputers: These ultra fast, ultra expensive
machines are so fast that they would melt without a constant flow of liquid
nitrogen running through the system. They operate thousands of times faster
than normal computers and are used for the most sophisticated problems
Base
Skill: 25% + 5% per level or experience.
|
VR/3D Systems: This is the technology to create
computer generated virtual landscapes. The knowledge to create the physical
interfaces such as VR/3D helmets that incorporate visual and auditory stimulus
to a character. This is not as advanced as cyberjacking or Neural Interfaces
so it is not a effective way to control any machines that require quick
reaction times, but it also does not subject the character to the dangers
of a connection to the nervous system. Thus protecting the character from
damage from hostile computer programs designed to screw up the "software"
of the character's nervous system. Base Skill: 40% + 5% per level
of experience.
|
|