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.

Copyright 1996 Palladium Books Inc. Rifts®, Megaverse®, and Palladium Books® are registered trademarks owned by Palladium Books and Kevin Siembieda. The Coalition States, Erin Tarn, Emperor Prosek, SAMAS, and other names and characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.
© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."

Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

This entirely MY alternate vision of the Robotech ® World and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.

This entirely MY alternate vision of the Rifts ® world and is NOT officially approved or sanctioned by Palladium Books Inc.

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Originally posted on Mad Dog's Web Site.  daisho@gci.net

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