The first electronic computers were built in the 1940s. Distant descendents of electromechanical tabulators, these behemoths required tons of wiring and vacuum tubes, squandered power, and generated vast amounts of heat. They also solved complex mathematical problems faster and more accurately than humans could. The transistor (in the 1950s) and then the microprocessor (in the 1970s) greatly increased the speed of computers while simultaneously reducing their size and power consumption.
In the 1950s, only the government and big business could afford the gigantic computers of the day. By the 1980s, anybody in the developed world could buy a more powerful computer for less than a month’s pay, and it would fit on a desktop! Programs such as word processors and spreadsheets increased the productivity of accountants, writers, and desk-jockeys of all descriptions.
Roll against Computer Operation (p. B184) to use a computer. Success lets you find information, access files, solve problems, and generally use a familiar system to the limits of its capabilities. Higher skill levels mostly reflect familiarity with more varieties of software and hardware. Computer design and repair call for Engineer (Electronics) and Electronics Repair (Computers), respectively.
Penalties for unfamiliar equipment (see Familiarity, p. B169) are crucial here. Assess a -2 to skill for each of an unfamiliar operating system (e.g., Mac OS to Windows), computer type (e.g., tiny to mainframe), or program (e.g., targeting program to database). For obsolete or advanced equipment – say, a 1990s operator faced with UNIVAC – apply Tech-Level Modifiers (p. B168).
See also p. B472 for general computer rules and terminology.
These entries describe computers at TL8. For earlier TLs, select a model that’s available at that TL and apply the effects of one of the options under Alternate Technologies (pp. 20-21). Storage capacity (e.g., typical integral hard-drive space – or at lower TLs, attached magnetic tape systems, punch-card libraries, etc.) is given in gigabytes (GB) at TL8. Reduce this to kilobytes (KB) at TL7, bytes at TL6.
Tiny Computer (TL8). The smallest multi-purpose computer available (e.g., a PDA). It’s often built into another gadget, such as a cell phone. Complexity 1. Stores 1 GB. $50, 0.04 lb., 2S/5 hrs. LC4.
Small Computer (TL8). A typical palmtop or notebook computer. Complexity 2. Stores 10 GB. $100, 0.4 lb., M/5 hrs. LC4.
Medium Computer (TL8). A laptop or desktop PC, typical of those found in middle-class homes or small businesses. Complexity 3. Stores 100 GB. $1,000, 4 lbs., M/2.5 hours. LC4.
Microframe Computer (TL7). A cabinet-sized machine, rack of servers, etc. Complexity 4. Stores 1,000 GB (1 TB). $10,000, 40 lbs., external power. LC4.
Mainframe Computer (TL6). A computer capable of providing control and systems-monitoring functions for a major business, manufacturing complex, or laboratory. Complexity 5. Stores 10,000 GB (10 TB). $100,000, 400 lbs., external power. LC4.
Macroframe Computer (TL6). A powerful mainframe, typically the property of a government agency, major corporation, or university. Complexity 6. Stores 100,000 GB (100 TB). $1,000,000, 4,000 lbs., external power. LC4.
Megacomputer (TL6). A massive computer complex that fills a whole building or a series of subbasements. Complexity 7. Stores 1,000,000 GB (1,000 TB). $10,000,000, 20 tons, external power. LC4.
Several options exist for customizing computers. These modify the Complexity, cost, etc., of the basic hardware. Multiply cost factors together, and do the same for weight factors; e.g., hardened (x2 cost) and fast (x20 cost) together give x40 cost. Complexity modifiers are additive.
Compact (TL7). The computer uses lighter, more expensive components. x2 cost, x0.5 weight.
Hardened (TL7). The computer is designed to resist electromagnetic pulse (EMP), microwaves, etc. Add +3 to HT against these effects. x2 cost, x2 weight.
High-Capacity (TL7). The computer can run 50% more programs simultaneously (e.g., three programs of its own Complexity). x1.5 cost.
Fast (TL8). The computer uses cutting-edge technology, giving it capabilities equivalent those of a system one size larger. May not be combined with slow. +1 to Complexity. x20 cost.
Slow (TL8). The computer uses inexpensive processors, or is of an older design. May not be combined with fast. -1 to Complexity. x1/20 cost.
When designing a TL6-7 computer, you must select one of these options. If Complexity is below 0 after all modifiers, design a larger computer!
Mechanical or Electromechanical (TL6). This represents the primitive calculating machines of the 18th century. Charles Babbage’s mechanical computer was designed to use gears, levers, and switches to process data. -5 to Complexity.
Vacuum Tube (early TL7). The first vacuum-tube computers were built in the 1930s and 1940s. Compared to integrated circuits, vacuum tubes are large, fragile, unreliable, and require prodigious amounts of power. It isn’t uncommon for one or more tubes to fail whenever the power is switched on! Troubleshooting often involves crawling inside and looking for blown tubes – which can take hours or days. On the other hand, this kind of computer is considered hardened (see above) at no extra cost. -4 to Complexity.
Transistor (TL7). Transistor computers are smaller, faster, and more reliable than vacuum-tube machines. -3 to Complexity.
A computer requires at least one terminal. At TL7 especially, it’s possible that users might have terminals only, and rent time on networked systems.
Primitive Terminal (TL6). This encompasses all varieties of paper-tape readers, typewriter-like card punches, automatic card sorters, and blinking display panels. A task performed on primitive terminal may take an hour or more simply to set up. Deciphering the results takes several minutes of sifting through the output. $5,000, 500 lbs., external power. LC4.
Workstation Terminal (TL7). A standard desktop or office workstation, with a keyboard and a monitor (monochrome at TL7, color at TL8). It may include other accessories: mouse, speakers, microphone, digital camera, etc. Home systems at TL8 are generally medium computers with workstation terminals. Halve terminal weight. $500, 25 lbs., external power. LC4.
Portable Terminal (TL8). A reduced-scale but fully functional keyboard and color video display. It includes accessories such as a wireless communicator for networking, a digital mini-camera, and a speaker/microphone. It’s adequate for most tasks, but the GM may rule that time-consuming or graphics-intensive tasks require a workstation terminal (above) to avoid a -1 penalty. It doesn’t require a separate power source, instead tapping a small amount of power from the attached computer. Notebook and laptop computers at TL8 are typically small or medium computers with portable terminals. $50, 0.5 lb. LC4.
Datapad (TL8). A terminal for a PDA – including a tiny color video screen, a folding or laser-projection keyboard, and the accessories listed for a portable terminal (above). Complex tasks or those requiring use of the keyboard and screen for lengthy periods (GM’s option) are at -2 to skill. Powered by the computer to which it’s attached. $10, 0.05 lb. LC4.
For game purposes, a “peripheral” is an interface device used to interact with a computer.
Early TL7 printers are monsters cobbled together from other devices. Desktop printers appear at TL8.
Printer (TL7). A teletypewriter modified to print computer output. $2,500, 200 lbs., external power. LC4. Desktop Printer (TL8). An inkjet printer or similar. Halve weight and double cost for a portable model. $100, 10 lbs., external power. LC4.
High-Quality Printer (TL8). Fine-quality laser or “dye-sub” equipment. Good enough for use with the Counterfeiting or Forgery skill. $5,000, 50 lbs., external power. LC4.
Scanners use a digital imager to turn a hard copy into an electronic file.
Document Scanner (TL8). A flatbed scanner. Good quality (x5 cost) or fine-quality (x20 cost; essential for Counterfeiting or Forgery) equipment scans faster and at higher resolutions. $25, 2 lbs., external power. LC4.
Document Scanning Pen (TL8). An 8”x0.5” stick that scans a document as it rolls across a page (takes 4 seconds a page). It can be used on its own, storing 100 pages in memory and recharging when plugged into a computer. $150, 0.1 lb. LC4.
Head-Up Display (HUD) (TL8). A HUD is a video display integrated into glasses or a helmet visor. It gives +1 to such skills as Driving or Piloting, where quick reaction to information is vital. The headworn display weighs only a few ounces, but connects to a control unit and battery pack on the waist. $5,000, 1.5 lbs., 4xS/4 hrs. LC4.
Computers are assumed to be able to read and write removable storage media of their TL.
Programs or data stored on punch cards, paper tape, and so on. Such storage is easily damaged or destroyed by nesting rats, coffee spills, etc. A 1,000 KB data archive is $20, 4 lbs. LC4.
The whirring tapes and blinking lights of magnetic tape drives are commonly associated with TL7 computers, but magnetic tape is still used at TL8 because of its high density-to-cost ratio.
Magnetic Tape (TL7). A large reel of tape about the size of a hubcap. Holds 1-3 MB of data. Holdout -5. $100, 7 lbs. LC4.
Magnetic Tape (TL8). A tape cartridge the size of a deck of cards. Holds about 200 GB. Holdout -1. $50, 0.5 lb. LC4.
The two most popular diskettes at TL7 and early TL8 are the 5.25” disk and the 3.5” disk. They’re vulnerable to strong magnetic fields, which can destroy the data. Hold from 100 KB to 1.44 MB. Holdout 0. $0.50, neg. LC4.
All TL8 computers are assumed to have a CD and/or DVD drive (GM’s option). Disk capacity ranges from 650 MB to 8 GB. Holdout 0. $1, neg. LC4.
This is a small, nonvolatile memory chip. Many computers and electronic devices have a port for connecting to such media. Ranges from the size of a postage stamp (Holdout +4) to the size of a cigarette lighter (Holdout +1), and can be built into a variety of gadgets – even watches (pp. 31-32) and pocketknives (p. 31). A typical model costs $25 per GB of storage (or fraction thereof). Weight is negligible.
A computer can be programmed to do almost anything, but good programming is expensive. Individual programs are rated for TL and LC – like other technology – and for their Complexity, which determines what systems they can run on (see p. B472). A program’s TL and Complexity, in turn, set its cost; see the Program Cost Table, below. The prices on the table assume professional and specialized software, such as engineering programs and targeting systems. In reality, software may cost a lot to develop but little to distribute. Mass-market software – computer games, popular operating systems, etc. – are cheaper, as the development costs are spread over a huge user base. Such programs may cost as little as 10% of these prices, or even be available as freeware. The actual cost of other software can vary greatly as well, depending on its nature and provenance (shareware, pirated, demo, open-source, etc.). At the GM’s option, free versions (legal or otherwise) of almost any program may be available.
Descriptions of several programs appear in later chapters; e.g., Encryption (pp. 210-211). To write your own software, use Computer Programming (p. B184). Tech-Level Modifiers (p. B168) always apply to this skill! A master of punched-card programming from 1955 would boggle at today’s techniques; his skill would be about as relevant as flint-knapping.
Complexity | TL6-7 | TL8 |
---|---|---|
Complexity 0 | $300 | $30 |
Complexity 1 | $1,000 | $100 |
Complexity 2 | $3,000 | $300 |
Complexity 3 | $10,000 | $1,000 |
Complexity 4 | $30,000 | $3,000 |
Complexity 5 | $100,000 | $10,000 |
Complexity 6 | $300,000 | $30,000 |
Complexity 7 | $1,000,000 | $100,000 |
Complexity 8 | no | $300,000 |
IQ-based technological skills (p. B168) at TL7+ normally require software to function at full effectiveness when performing tasks involving research, analysis, or invention.
Software tools exist for many other skills at TL7+, too, including Accounting, Artillery, Engineer, Market Analysis, Research, and Writing. Such tools come in the usual quality grades (see p. B345):
Basic programs are necessary to perform the skill at its TL, and give no bonus. They’re Complexity 2 for Easy skills, Complexity 3 for Average, Hard, or Very Hard skills.
Good-quality programs give +1 to skill. They’re Complexity 4 for Easy skills, Complexity 5 for Average, Hard, or Very Hard skills.
Fine-quality programs give +2 to skill. They’re Complexity 6 for Easy skills, Complexity 7 for Average, Hard, or Very Hard skills.
Software tools designed for highly specific applications of a skill – including but not limited to tasks that would be covered by techniques (p. B229) – may be one or more Complexity levels lower. This is very common at TL6-7!
A database is a collection of information in computerreadable form, with built-in search and indexing programs. Estimate database size using the Data Storage Table (p. B472). For a database of a given size, the wider the subject covered, the sparser the details. Database cost ranges from free for the information bundled with any system to millions of dollars for proprietary data, secrets, specialized information, or intelligence that cost lives or money to gather. Cost doesn’t correlate so much with size as with information quality, copyright, supply, and demand. An encyclopedia or a similar item might be free for download or cost from $1 to $100.
(From Ultra-Tech and Pyramid #3-37.)
Computers are a vital part of most ultra-tech societies. It's possible that general-purpose programmable computers will still be common. Alternatively, most computers may be simple terminals connecting to networks, or dedicated special-purpose systems.
Every computer has a “Complexity” rating. This is an abstract measure of processing power. Each Complexity level represents a tenfold increase in overall capability over the previous level. A contemporary 20th-century desktop system is Complexity 3-4.
A computer's Complexity determines what programs it can run. Software also has a Complexity rating, and can only run on a computer of that Complexity level or higher; e.g., a Complexity 2 program requires a Complexity 2 computer or better.
A computer’s “Complexity” rating measures processing power – i.e., how much information it handles per second. Complexity is a qualitative measure, but can be approximated in flops (floating-point operations per second). Complexity 1 covers computers ranging from 0.5 to 400 flops, and each further level of Complexity increases this by x1,000.
Although imperfect, this maps to historical landmarks and covers everything from the first computers to the latest supercomputers. Further, other improvements (such as memory size and transfer speeds) tend to accumulate in tandem.
For greater resolution within a single Complexity, see the advanced, heavy duty, light duty, and old computer options.
Complexity 1: As fast as a human at basic arithmetic, but far more consistent and accurate… and the computer doesn’t get bored. Stores 10 bytes.
Complexity 2: Substantially faster, but still very simple. Fast enough to shred TL6 cryptography by brute force. Stores 10 kilobytes.
Complexity 3: Fast enough to run a complex task manager or operating system in addition to the software. Stores 10 megabytes.
Complexity 4: With power to burn, historical Complexity 4 personal computers are marked by mass-market-friendly interfaces (more processing cycles devoted to attractiveness than utility). Fast enough to break TL7 cryptography. Stores 10 gigabytes.
Complexity 5: Can run complex physics simulations, make accurate one-hour weather projections, and beat humans at specific games. Most 2010 supercomputers are Complexity 5. Stores 10 terabytes.
Complexity 6: Human brains are Complexity 6. Most digital Complexity 6 computers in the real world are used for highend physics simulations and sifting the Internet for data. Stores 10 petabytes.
Complexity 7: Theoretical as of 2010, a Complexity 7 computer can run an electrochemical model of the entire human brain (ignoring quantum effects and smaller biological effects) or predict the weather accurately for a day or two into the future. Stores 10 exabytes.
Complexity 8: Can model Earth’s entire weather system in real-time, with precise accuracy several days out, run a finegrained simulation of the human brain, and redefine economics theory. The required information density for this will require computers to deal with quantum effects in their design, which may result in shredding TL8 cryptography. Stores 10 zettabytes.
Complexity 9: Like Complexity 8, but better. Can model the human brain in exquisite detail, provide an amazingly accurate Earth weather system, and usher in TL10 physics. Volitional AI seems unavoidable! Stores 10 yottabytes.
Complexity 10: Can run quark-level simulations on a large scale and solve many TL10 physics questions by brute force. Without TL^ advances in physical technology, they will never be small enough for common use – the required energy, heat dissipation, and bits-per-atom are simply too high! A computer of this Complexity or higher stores gobs and gobs of data.
Complexity 11: Can run an entire city’s population as a simulation, down to individual neurons, or simulate the weather for an entire solar system.
Complexity 12: Capable of running a simulation of an entire nation’s minds, or running a model of the solar system at a resolution of 1-lb. “pixels.”
Complexity 13: Ignoring superscience, a Complexity 13 computer needs to be roughly the size of Earth – this still involves very advanced technology for providing sufficient power, heat dissipation, and information density! Can run a simulation of tens of billions of minds simultaneously, “evolve” entire biological designs from environmental parameters in seconds, and usher in TL12 technology.
Complexity 14: Constructed as a gas giant (and sometimes called a Jupiter Brain in literature), these computers can run the entire economy of a star-faring civilization, function as god-like digital intelligences, or model the entire solar system down to grains of sand.
Complexity 15: A series of layered Dyson shells around a star, each expending its waste energy outward to power the next layer. Unless there are fantastically complicated physics at TL12, such power is not needed, but it could run an awesome virtual reality for every living sapient. In transhuman literature, a Complexity 15 computer is a Kardashev Type II civilization.
Complexity 16: The only way to build this computer with known physics involves networking thousands of Complexity 15 computers. A species of virtual minds may construct such a system as part of their colonizing effort, or god-like beings may build them to answer the questions that puzzle god-like beings.
Computer technology advances quickly (many pronouncements are obsolete before they’re safely forgotten), at roughly x10 flops per decade (or +1 Complexity per three decades). For advancement purposes, this article uses the term quarter-TL (roughly a decade). Historical quarter-TLs during the computer era have been decades.
TL | Historical Period |
---|---|
6.75 | 1930s |
7 | 1940s |
7.25 | 1950s |
7.5 | 1960s |
7.75 | 1970s |
8 | 1980s |
8.25 | 1990s |
8.5 | 2000s |
8.75 | 2010s |
These are standard sizes of “ordinary” computer available in 2155. With various options (see below) they can represent numerous types and models. These systems include the processor, the power supply, the casing, and a storage system, plus an operating system. Computers may also have a cable jack and microcommunicator at no extra cost, although these may also be omitted in order to isolate the computer for security purposes.
Each size has two Complexity values – the Complexity at the introduction TL, and Complexity at TL11. Complexity increases by +1 per three quarter-TLs (see Quarter-TLs, below) after introduction until TL11. At TL11, molecular manufacturing provides a new Complexity based on inefficient bits per atom. At TL12, this increases by +1 due to more efficient use. Without TL^ advancements, the computer cannot be improved beyond this point.
Computers introduced during TL6-7 are exceptions, because vacuum tubes and transistors happened within a very short span of time. The historical progression will be provided for those computers in their individual entries. Where two computers have the same Complexity, the computer that is a larger size of computer gets a +2 on contests, and the computer that is a later TL gets a +3 per quarter-TL newer.
Displays and controls are not included. Even so, the computer can be used “as is” via a neural interface, or installed into a robot body or vehicle. Also, if the computer is equipped with AI software, users can interact with it just by talking to it. Otherwise, they should be equipped with a terminal or a communicator.
Legality is LC4 for most computers, and otherwise depends on society. In settings where grain computers (or smaller) are surveillance tools, they may be LC2 or worse. In settings with government-controlled encryption (e.g., the United States until TL7.75), minicomputers and larger are LC2. Even in permissive settings, minicomputers and larger may be LC3. Living city computers are LC2 (LC1 in paranoid societies), and any computer that needs an orbit is LC0 (LC1 in very permissive societies). In settings where artificial intelligence is tightly controlled, any computer of Complexity 6+ may be -1 LC or worse.
Most computers run on external power. Battery-powered computers increase their cost and weight by 2% per hour of duration.
The computers below give cost and weight for a single computational core. A core runs one program of the same Complexity, 100 programs of -1 Complexity, 10,000 programs of -2 Complexity, and so on (see Multiple Cores for a way to improve this).
The size of a large, complex molecule, these are common in managing chemical processes (smart drugs, color-changing dyes, medical tests, and similar). Complexity 1. Listed for completeness – they are included in the cost and weight of most smart chemicals. Molecular computers power themselves with the energy of the input they receive – no external power or batteries required.
The size of a large virus, these are useful primarily in computer clusters. Complexity 2 at TL11. Cost and weight are only measurable in large quantities! Viral computers power themselves chemically from their environment (or for nanobots, from the nanobot’s power source) – no external power or batteries needed.
Blood Swarm: A network of swimmer nanobots that live in the blood. Complexity +3. $1,000. LC3. Includes a one-yard radio. Each core (see Multiple Cores) raises the host’s temperature +0.05° F. The blood swarm can go dormant – while dormant, the swarm is virtually undetectable.
The size of a single-celled organism, a smartcell is the largest computer that can be built into a nanobot. Complexity 3 at TL11. Negligible cost and weight. They are usually used in clusters. Smartcell computers power themselves with solar cells or the chemical nutrients of their environment – no external power or batteries required.
Smart Mist: An aerostat nanoswarm (GURPS Ultra-Tech, p. 37) with a smartcell computer cluster and firefly (GURPS Ultra-Tech, p. 74) capabilities. Each square yard provides wireless network connectivity, holographic touch-screen monitors, and a small amount of computing power for those without computers. Complexity +3. $2,000. LC4.
Brilliant Mist: Several hundred square yards of aerostat nanoswarms, each with 10-core viral-computer clusters and firefly capabilities. Similar to smart mist (above), but more powerful. Complexity +4. $5,000,000. LC4.
The size of a super-amoeba. Complexity 2 at TL9.5; Complexity 5 at TL11. Negligible cost and weight. Nanocomputers are usually powered by solar energy or a microscopic drain on the host product’s battery – no external power or batteries required.
Nanocomputers are embedded in other products with one-yard radio communicators to provide help files, expert advice, advertisements, and similar assistance with that specific product. They are also included in the cost of microbots.
The size of a large grain of sand, this is the largest computer available for microbots. At TL11 and later, they are cheap addons to products that need an AI, but not much else. Complexity 3 at TL9; Complexity 6 at TL11. $1, 0.0002 lbs.
Grain Computer Implant (TL9): An implant radio (UltraTech, p. 211) with a built-in grain computer. Simple procedure. $120. LC4.
Generic Microchip: A single chip, commonly used as a dedicated control chip for a device. Complexity 3, stores 10 TB.
Microswarm Computer (TL10): A microswarm with a grain computer cluster. This counts as a primary function for the swarm! Complexity +2. $10,000, 1 lb. Has a radio range of 50 yards.
The size of a very small stone, pebble computers form the basis of many small computing platforms near the end of TL8. Complexity 3 at TL8.75; Complexity 7 at TL11. $10, 0.002 lbs.
Computer Implant: An implant computer (UltraTech, p. 215). Minor procedure. $1,000. LC4. Can use a tiny computer (below) instead, but this quadruples the cost and becomes a major procedure.
Cell Phone: A pebble computer with the compact and rugged options, radio, GPS, and standard terminal with the compact, rugged, and datapad options. $50, 0.1 lb. LC4.
The smallest multi-purpose computer in regular use. It’s used as a wearable computer or implant, or built into gadgets or robots. Complexity 3 at TL8.5; Complexity 7 at TL11. $100, 0.02 lbs. LC4. Examples include:
Book: Thin, lightweight, and foldable, book computers have screens large enough to read comfortably or use as a drawing pad, but store small enough to fit in a purse. Many have built-in audio- and video-communication systems. The standard design includes a Cheap, Tiny older-generation computer (Complexity 3 or 4). $60, 1 lb. B (2 days).
Handheld: Used primarily as a standard audio- and video-communication device, hand-held systems fit comfortably into the palm of the hand, have a top-mounted high-resolution camera and slide-out screen, and are usually operated with a push-button or pen interface. Standard hand-held units use built-in Cheap, Tiny computers of an older generation (Complexity 3-4). $20, 0.15 lb. B (5 days).
Generic Firewall: This tiny computer hosts a basic Firewall with which to block incoming calls semi-automatically. Examples include:
Generic Router: Used to route connections within a network; mostly hardware but some have firmware protections included. Examples include:
Walkabout HedZup: Typical of the aftermarket displays compatible with book and hand-held computers, HedZup glasses are similar to virtual-interface glasses (VIGs), but without any intrinsic computing ability. The HedZup display maintains an encrypted wireless connection with its host computer. Range is 10 feet. The computer’s built-in display darkens when the HedZup is in use, allowing for privacy. Input and control is still done on the personal computer. $50, 0.15 lb. B (20 days). Use of a HedZup instead of the built-in display doubles the life of the computer’s power cell (i.e., using the HedZup instead of the display for 2 hours only consumes 1 hour’s charge from the computer’s cell).
Wearable Virtual Interfaces: Virtual-interface hardware is commonplace in the more stable “transition” parts of the developing world. Most are inexpensive, low-Complexity units that provide a lower grade of interaction than Fifth Wave designs.
Small enough to fit into a PDA or palm top. Complexity 2 at TL8; Complexity 3 at TL8.25; Complexity 7 at TL11. $250, 0.2 lbs.
PDA: A pocket computer with the compact and light duty options, and a standard terminal with the compact and datapad options. $750, 0.075 lbs.
Smart Phone: As a PDA, but with radio communication. $800, 0.08 lbs. LC4.
Generic Tablet: A lightweight computing solution that is carried with you wherever you go. Examples include:
This is used as a notebook or wearable computer, or the brain of a small robot. It has Complexity 6. $500, 2 lbs.
Generic Smart TV: A modern smart television with capacity for full holo and VR connections.
Desktop: A small computer and standard terminal with no options. $1,000, 12 lbs. LC4.
Laptop: A small computer with the compact and light duty options, and a standard terminal with the compact and portable options. Includes a three-hour battery. $2,650, 1.6 lbs. LC4. A slate tablet is identical, but adds a touch-screen terminal. $4,500, 1 lb.
High-End Smart Phone: A small computer with the light duty and miniature options, and a touch-screen terminal (p. 21) with the compact and datapad options. Built-in radio. $1,550, 0.33 lbs. LC4.
Smart Robes: A small computer with the compact and cloth computer options with a touch-screen terminal with the same options. $10,000, 4.5 lbs., 18 square feet. Light summer clothing, with its own computer display.
Generic Cyberdeck: A console cowboy's best friend, often worn with an attached sling over one shoulder like a cyber-guitar. Most decks are not generic or cheap. Prices start at $1,000, 12 lbs, and rise quickly. LC3 due to common connotations.
Generic Housebrain: Installed in a home to manage security, entertainment, etc.
Generic Vehicle Computer: An advanced computer built into modern vehicles. Examples include:
The first workhorse computers used in small offices, a single workstation had many employee terminals. Complexity 3 at TL7.75; Complexity 8 at TL11. $2,000, 20 lbs. Workstations were possible at TL7.25 (Complexity 2). They lost their appeal to small computers in TL8, outside of high-end graphical production, servers, and similar jobs. They also begin to show up in cluster computing in TL8.25.
Microcluster: Several dozen workstations. Complexity is one quarter-TL better. $50,000, 1,000 lbs. LC4.
Tiny Cluster: A few hundred workstations. Complexity is two quarter-TLs better. $500,000, 2.5 tons. LC4.
Small Cluster: A few thousand workstations. Complexity +1. $5 million, 25 tons. LC4.
Server Farm: Several hundred thousand to a few million workstations. Complexity +2. $1 billion, 5,000 tons. LC4.
A high-end cabinet-sized machine, common in labs, large vehicles, as a network server, or on an office floor (often with several terminals networked to it). Other applications include commercial spacecraft, mobile asteroid mining complexes, university learning centers, and so on. Merchant ships use a minicomputer as the ship’s main computer. Large warships frequently use minicomputers as the backup control systems of fighting, damage control, maneuvering and tactical-planning stations. Complexity 7. $40,000, 200 lbs.
Generic Company Server: Commonly found in the corporate world managing a small business, department, or important function; the target of many a devious hacker. Examples include:
These powerful computers are often used for control and systems-monitoring functions for a starship, major business, manufacturing complex, or laboratory. A mainframe is Complexity 7. $600,000, 2000 lbs., external power. LC3. Examples include:
Analytical Engine (TL5+1): A mainframe and primitive terminal with the steampunk option. $6.05 million, 6.25 tons. LC4. Charles Babbage designed this, but failed to build it due to cost overruns and arguments with the machinist producing the parts.
This size of computer is often found administering the traffic, sewage, power, maintenance, and bureaucracy functions for an entire city. They are also found as the main computer aboard large ships and used to run cutting-edge science projects. Macroframes are usually the property of government agencies or major corporations. A room-sized computer built on a massive processing core, macroframes have suffered from processor speed limits during TL8. Complexity 2 at TL7; Complexity 3 at TL7.25; Complexity 4 at TL7.75; Complexity 5 at TL8.75; Complexity 6 at TL9.25. They follow the normal progression thereafter. Complexity 9 at TL11. $10,000,000, 10 tons.
Grand Calculator (TL5+3^): A macroframe and 10 primitive terminals (p. 21) with the steampunk option (p. 20). Complexity 4. $100.5 million, 52.5 tons. LC2. A city-block-sized monstrosity, filled with analytical engine columns, scurrying clerks (transferring punch cards between towers), hissing water pipes, and unholy noise. London constructed it to assist them in running the city, and some claim that it does too good a job… it runs dozens of administration programs, and prints instructions to a mechanical printer and a set of steam-powered pipes with a grating, disembodied voice. Recently, it has requested the administrative resources to construct additional computing modules…
This is a computer the size of an entire building! Systems this large may be placed in charge of running entire countries, although they’re sometimes also installed in capital ships or giant cybertanks. They’re often upgraded for even more performance. This immense computer assumes that a number of TL8 difficulties in intercommunication, heat, and reliability are solved. Large enough to fill a small office building. Complexity 7 at TL9.25; Complexity 9 at TL11. $1 billion, 1,000 tons. Requires power from a city grid or small, dedicated generator!
Common in science fiction, this computer uses TL9 manufacturing improvements, superconductors, and photonic circuits to overcome massive technical difficulties. Complexity 8 at TL9.5; Complexity 10 at TL11. $1 trillion, 1 million tons. Requires power from a city grid or dedicated generator!
Using microswarm computers and lasers to communicate between components, and skyscraper computers as subnodes, the living city is mind-bogglingly powerful. Can be put in orbit as a small planetoid a few miles in diameter. Complexity 10 at TL10.25; Complexity 11 at TL11. $1 quadrillion, 1 billion tons. Requires power from a city-sized power plant.
Roughly the size of Earth. Complexity 12 at TL11. $1 quintillion, 1 trillion tons. Cost and weight includes the core reactor and solar-panel surfacing. Cost is often much higher than the production cost, and may include licenses for the gravity well and nanotech conversion force, the cost of buying a planet to convert, and so on.
This gas-giant-sized computer is less dense than a planetary brain, to prevent gravity from destroying the computer, but far more massive. It relies on high-energy laser beams to transmit exabytes of data between sectors. Society must be capable of dismantling entire planets to even consider building one. Complexity 14 at TL12. $1 septillion, 1 quintillion tons. Cost and weight includes core reactors and orbiting solar panels. As with a planetary brain, cost will be higher than the production cost.
A shell computer (sometimes called a Matrioshka Brain) consists of layered Dyson shells. Complexity 15 at TL12. $1 decillion, 1 octillion tons. Cost and weight includes solar arrays, massive capacitors for bursts of energy, and reactors for power backup (in case of asteroid collisions, sunspots, and so on). The cost to own a star system to build it is almost incalculable. Unless FTL technology exists, any task that requires the full power of the shell computer will take several minutes – the time required to propagate the task to all nodes and return the answer!
Shell Cluster: A cluster of thousands of shell computers. Light-speed technologies take a minimum of centuries to propagate a task and return the answer. Complexity 16 at TL12. Including adequate communication arrays, $1.5 undecillion, 1.5 nonillion tons.
Various options are available to customize computer hardware. Multiple options can be chosen, but each option can only be taken once. Modifiers to Complexity, cost, etc. apply to the hardware statistics. Cost and weight multipliers are multiplied together. For examples a computer that is Fast (which multiplies cost by 20) and Hardened (which doubles cost) is 40 times the normal cost. Complexity and LC modifiers are additive, but LC cannot go below LC0.
Advanced (TL8): The computer uses cutting-edge technology that anticipates the next quarter-TL of developments. The computer gains a +2 on contests with other computers of the same Complexity. Multiply cost by x10. Reduce LC by 1. This cannot be combined with Obsolete or Old.
Compact (TL6.75): The computer uses high-end, lightweight components. All skill rolls to modify or repair the computer are at -2. Multiply cost by x2, weight by x0.5. This cannot be combined with Miniature. Halve the number of power cells and the operating duration.
Dedicated (TL5): The computer hardware is devoted to a specific program, and can run only that program. Increase Complexity by +1. Multiply cost and weight by x2.
Faster Than Light (TL^): The computer’s processors function at FTL speeds. The computer gains +4 on contests with non-FTL computers of the same Complexity for each ¥10 faster than light. Also note that for shell computers (pp. 19-20) and shell clusters (above), this will dramatically cut down on the time required to propagate a task! In a setting where FTL communications are the norm, this has no effect on cost, weight, or LC; where it is possible but uncommon, multiply cost by x100, weight by x2, and reduce LC by 1.
Hardened (TL7): The computer is designed to resist electromagnetic pulses, microwaves, and other attacks that target electrical gadgets. Add +3 to HT to resist these effects. Double the cost, double the weight.
Heavy Duty (TL6.75): The computer is significantly larger and more powerful. The computer gains a +2 on contests with other computers of the same Complexity. Multiply cost and weight by x2. Cannot be combined with Light Duty.
Light Duty (TL7.25): The computer is smaller and less powerful. The computer suffers a -2 penalty on contests with other computers of the same Complexity. Multiply cost and weight by x0.5. Cannot be combined with Heavy Duty.
Miniature (TL6.75): The computer uses the smallest and lightest components available. All skill rolls to modify or repair the computer are at -5. Multiply cost by x4, weight by x0.3. This cannot be combined with Compact.
Multiple Cores (TL5): By default, a computer has a single core (and can run a single program of equal Complexity). Each additional core increases the cost and weight by +100%.
Obsolete (TL6): The computer is an older model. For a computer that is from the previous quarter-TL, multiply the cost by x0.25. For each quarter-TL earlier than that, multiply the cost by another x0.5, to a maximum of one full TL (total of x0.03125 cost). Cannot be combined with Advanced or Old.
Old (TL8): The computer uses inexpensive, older technology (not quite a full quarter-TL). The computer suffers a -2 penalty on contests with other computers of the same Complexity. Multiply cost by x0.5. Cannot be combined with Advanced or Obsolete.
Rugged (TL7): The computer is designed to resist physical attacks, environmental conditions, and rough treatment, and to be easier to repair in the field. Add +2 to HT and to all skill rolls to modify or repair the computer. Multiply cost and weight by x2.
Biocomputer (TL9): A biocomputer is constructed from neurons, but organized as a traditional computer rather than a brain. Multiply cost and weight by x2 (this includes a support network for nutrients, waste, and heat management). Reduce Complexity by 1.
Cloth Computer (TL9.25): The computer is built on a clothlike substrate, which can be manipulated in any way cloth can. If the surface is broken, the computer is destroyed. The computer can take up one square foot per 4 lbs. (winter clothing), one square foot per pound (summer clothing), four square feet per 1 lb. (finest silk), or 10 square feet per 1 lb. (ultratech diaphanous materials). Multiply cost by x5, weight by x2. A cloth computer can be combined with armor (just add the weights and costs). As long as the DR is not penetrated, the computer is not destroyed.
Paper Computer (TL9): The computer is built on a paperlike substrate, which can be rolled, flexed, folded, or scrunched, but is still somewhat stiff to the touch. At TL9.5, it can be a memory material, returning to its unbent shape when pressure is not being applied. If the surface is broken, the computer is destroyed. The computer can take up one square foot per 1 lb. (heavy cardstock), four square feet per 1 lb. (translucently thin paper), or 10 square feet per 1 lb. (TL9.5, transparent, and as thick as a single human hair). Multiply cost by x3, weight by x2.
Quantum Computer (TL8): The computer is built to take advantage of quantum effects. This can have a profound effect on the speed of certain kinds of tasks (see Quantum Computing, below). Reduce Complexity by -3 at TL8, by -2 at TL9, and by -1 at TL10. Quantum computing is the default at TL11-12.
Regenerating (TL10): The computer has healing capabilities – due to bioplastic at TL10, or construction nanobots at TL11+. Given sun and ordinary air, the computer can heal 1 HP every six hours at any TL. At TL11+, the computer can heal 1 HP per hour as long as it is not missing any parts; missing parts heal at the slower rate. Multiply cost by x5. Reduce Complexity by 1.
Semi-Flexible Computer (TL8.75): The computer is built on a semi-flexible substrate. It can be rolled or flexed, but not folded or scrunched, and if the surface is broken, the computer is destroyed. The computer can take up one square foot per 4 lbs. (1/2” thick foam), one square foot per 1 lb. (heavy foil), or four square feet per 1 lb. (translucently thin foil). Multiply cost and weight by x2.
Solar-Sail Computer (TL10): The computer is built on a microscopically thin substrate, which can be rolled and folded up when not extended as a solar sail. The computer takes up 250 square feet per pound, and can absorb 1 HP of damage per pound before being destroyed. Multiply cost by x5, weight by x2.
Steampunk (TL5^): A mechanical computer, built decades before the first historical computers were built! The cost and mass includes a steam engine to power it. Multiply cost by x10 and weight by x5. Complexity depends upon the effective TL – a TL5+2^ computer will have Complexity as if it were TL7.
Tattoo Computer (TL10): The computer is embedded in circuits made of ink, which are then tattooed or printed on another surface. If the surface is broken, the computer is destroyed. The computer takes up 10 square feet per pound. Multiply cost by x10.
Additional built-in data storage can be purchased for $1 and 0.001 lb. per additional 1,000 TB.
Common portable data-storage units are teradisks (TDs). Each holds 10,000 TB and is the size of a sugar cube. $5, 0.01 lb.
Old holodisks are still used on cheap machines (new systems can also run them); each holds 1,000 TB. $1, 0.01 lb.
These are as common as wristwatches once were. They provide augmented reality and often host AIs.
A pair of video glasses with holographic head-up displays in the lenses. Installed in the frame are a tiny computer, digital camera, short-range radio communicator, infrared remote and receiver (10-yard range), and bone-induction speaker. It has a global positioning unit that automatically queries any accessible navigational satellites or other markers, enabling the user to know his position to within a few yards. It displays information from microcommunicator-equipped electronic systems (which includes just about everything) in front of the user's eyes; this head-up display gives +1 to Piloting, Driving, and other skills that benefit from fast, hands-free display of information. Dedicated Augmented Reality software is included, so the primary computer need not run this program. It is a cybershell, and can house an AI or other digital mind.
VIG Frame: The VIG without the computer. Add a tiny computer with any desired options. $500, 0.15 lb, B/10 days.
Not everyone wants to wear glasses. A DVI is a contact-lens monocular, a digital camera in a hair clip, an earplug speaker, and a belt-, wrist-, or shoe-mounted tiny or compact small computer. All communicate with one another using microcommunicators. A DVI is more discreet but less convenient than a VIG, taking a few seconds to take off or put on, but otherwise identical except for weight: 0.2 lb. (+ computer).
See Brain Implants.
A cybershell or bioshell has the equivalent of an implant virtual interface built into it.
Quantum computers perform calculations using atoms in “up” or “down” spin states to represent bits of information. Due to quantum uncertainty effects, each atom does not simply represent one bit, as in a traditional computer. Instead, each “qubit” can be both up and down at once. This allows it to (in a sense) do all possible calculations at the same time until the act of measuring the qubits stops the calculating process.
Quantum computers provide quick solutions to mathematical problems that would tie up a conventional computer for years or centuries. This makes them useful for a wide range of activities, including code decryption, traffic control, and massive database searches. In these situations, the GM may wish to drastically reduce the time of the task (e.g., to the square root of the normal time), or increase the quantum computer’s effective Complexity. See Encryption for an example. The GM may rule that some problems require quantum computers.
Quantum computers examine all possibilities simultaneously until measured, then “collapse” into an answer (with a small probability of being wrong). With a program designed for quantum computers, and on a task that quantum computers excel at, the computer can perform the task in a fraction of the time.
How fast is a matter of conjecture. The known algorithms available today indicate that a quantum computer can perform a task in a number of operations equal to the square root of the number it would take a classical computer. To calculate how much time that requires, take the square root of the number of seconds it would take a classical computer of the same Complexity, and divide the result by the following:
Example: A classical Complexity 3 computer that takes six seconds to perform a search task, when that is the only task it is performing, is roughly equivalent to saying the computer makes six million operations. A quantum Complexity 3 computer would thus take 2,450 operations, which would require 0.00245 seconds.
Quantum computers are best at needle-in-a-haystack searches. This includes database queries, brute-forcing TL8 encryption, finding the best route on a map, and finding a person who matches difficult criteria in a large population. (Note that some encryption methods – including the McEliece cryptosystem – are immune to currently known quantum attacks, but are not as practical to implement with today’s computers.)
A computer needs an interface to communicate with the rest of the world. Most interfaces run on external power. Battery-powered interfaces increase their cost and weight by 2% per hour of duration.
All computers have at least this interface. Commands are input by directly manipulating the computer’s internal levers, adding and removing vacuum tubes, sending and receiving electrical signals through a data port, or similar method. This adds no weight or cost, and has the same computer options (pp. 20-21) as the computer itself.
A terminal provides a human-usable interface, usually in the form of a keyboard and view screen. At TL8+, the view screen can be a monitor, projector, or Braille display; at TL10^+, it can be holographic, but this adds $2,000 to the cost.
Primitive Terminal (TL6): This encompasses all varieties of paper-tape readers, typewriter-like card punches, automatic card sorters, and blinking display panels. A task performed on primitive terminal may take an hour or more simply to set up. Deciphering the results takes several minutes of sifting through the output. $5,000, 500 lbs. LC4.
Standard Terminal (TL7): A keyboard and monitor (monochrome until TL8). At TL8, includes mouse and speakers, and may include a microphone. $500, 50 lbs. LC4. Multiply weight by x0.2 at TL8, and then halve cost and weight at TL9 and TL10.
Hands-Free Terminal (TL8.25): A head-mounted monitor, one-handed keyboard and pointer device (or a hip-anchored keyboard), and earpiece. Until TL9, gives -1 to DX-based rolls when worn. $2,000, 10 lbs. LC4. Halve cost and weight at TL9, and again at TL10.
Touch-Screen Terminal (TL8.5): An ultra-thin glass monitor with built-in speakers, microphone, and camera. Surface is touch-sensitive, and can see and hear the user. $1,000, 5 lbs. LC4. Halve cost and weight at TL9, and again at TL10.
Terminals can be built with these computer options: compact, rugged, biocomputer, cloth computer, paper computer, regenerating, semi-flexible computer, steampunk, and tattoo computer. They can also have any of the following options.
Command Center (TL7): Multiple wall-mounted monitors and executive desk-sized interface. A touch-screen terminal covers the entire desk. Complex, difficult, and time-consuming tasks are at +2. Cost x20, weight x5.
Luxurious (TL8): A massive monitor (or 2-3 linked screens) and desk-sized interface setup. A touch-screen terminal is the size of a drafting table. Complex, difficult, and time-consuming tasks are at +1. Cost x4, weight x2.
Portable (TL8): Laptop-sized. Complex, difficult, and time-consuming tasks are at -1. Cost x0.5, weight x0.2.
Datapad (TL8): Fits in a palm-top or PDA. Complex, difficult, and time-consuming tasks are at -2. Cost x0.25, weight x0.01.
Wrist-Top (TL8): Fits on the back of a wrist. Complex, difficult, and time-consuming tasks are at -4. Cost x0.01, weight x0.001.
This is a 3D video display integrated into glasses or a helmet visor, or designed to be projected onto a windscreen. A HUD can also be printed onto a flat surface. See Using a HUD (below). Many vehicles, suits, sensor goggles, and the like incorporate a HUD at no extra cost, and direct neural interfaces make a HUD unnecessary. If bought separately: $50, neg., uses external power. LC4.
The Head-Up Display, or HUD, is a nearly ubiquitous technology. It displays visual information (text, sensor views, suit or vehicle instrument readouts, a computer screen, targeting crosshairs, a web browser window, a video show, etc.) by projecting it directly onto the wearer’s visor. Any piece of electronic equipment that uses a visual display screen may be connected to a HUD by a cable or a communicator. A HUD also allows hands-free monitoring of devices. A HUD provides +1 to skill rolls when reacting quickly to information is important – maneuvering with a thruster pack, for example. Driving, Piloting, and Free-Fall skill rolls often benefit from a HUD.
Many wearable sensor devices and suits have a HUD built-in at no extra cost.
Sleeve Display: A square of touch-sensitive digital cloth woven into the fabric of clothing, uniforms, and body armor. It is equivalent to a datapad, and the cloth incorporates a speaker. $25, neg. weight, A/10 hr. (uses flexible cells). LC4.
Portable Terminal: A small but functional color video display and multi-system interface (keyboard, mouse, speakers, mike, video camera), typical of laptop computers. A portable terminal is also used as a remote control for many types of devices, such as sensors, communicators, and drones. It’s adequate for most tasks, although the GM may rule that time-consuming or graphics-intensive tasks require a desktop workstation (see below) to avoid a -1 penalty. It has both datachip and removable drives. $25, 0.25 lbs., 2B/20 hr. LC4.
Workstation Terminal: A complete desktop, vehicular console, or office system with the same capabilities as a portable terminal, It has a larger keyboard, a full-size 3D monitor, a document scanner/printer, and whatever other peripherals might be standard (GM’s option). $250, 2.5 lbs., C/10 hr. or external power. LC4.
Computerized Crew Station: A high-end workstation with controls that can be reconfigured, multi-function programmable displays, and a padded, adjustable seat. This sort of system may be required to control complex systems such as vehicles or power stations. $1,000, 25 lbs., uses external power. LC4.
Holographic Crew Station: A computerized crew station (above) that uses holographic projection to immerse the user in 3D imagery. Vehicular versions may be designed to make the rest of the vehicle vanish, leaving the user “floating in air” except for his seat and controls. $5,000, 25 lbs., uses external power. LC4.
Multisensory Holographic Crew Station: As above, but the controls and displays can be configured for nonhuman senses – for example, ultrasonic, infrared, or even olfactory outputs. $50,000, 100 lbs.; uses external power. LC4.
Holoprojection: Users might use a holoprojector instead of a screen; even a wrist-size unit can produce a floating 3D image the size of a full-size computer monitor, with larger models typical of display systems built into homes and vehicles.
Terminals must be of at least the same TL as the computers and data storage systems they interface with. Higher TLs see steady improvements in video and sound quality, but terminals are often replaced by neural interfaces, neural input systems, or just building an AI into the computer and telling it what to do.
Terminals may also have the compact, hardened, and printed computer hardware options.
A system can be programmed to do just about anything, but good programming is expensive at any TL. The GM should allow the creation of custom programs, but make them costly. Some programs are better than others, regardless of cost. A custom program is likely to have amusing or dangerous bugs when it is first used.
Programs are rated for their cost, their LC, and their Complexity, which determines what systems they can run on. Descriptions of programs are found in the relevant sections as well as below. In particular, see Encryption, Sensies, Software Tools, Tactical Programs, and Virtual Reality. The software cost may vary depending on the nature of the program and its provenance (shareware, pirated, demo copy, open-source, etc.). Many programs have free versions, not all of which are legal. Free programs often lack novice-friendly interfaces and manuals, so a Computer Operation roll may be required to find, install, or use them.
Due to the high processing power available, most software is designed to work in concert with AI agents. Thus, instead of a specific 'piloting' or 'translation' program, one simply acquires an AI as the operating system and then programs or teaches it the relevant skill.
If someone wants to write his own computer program, use the New Inventions rules, using Computer Programming instead of Engineer, with a skill penalty equal to twice the Complexity of the program rather than -15.
Computer programs have a base cost that depends on their Complexity and TL and drops at higher TLs.
Software costs a lot to develop, but very little to distribute. Prices listed assume professional and specialized software such as engineering programs, targeting systems, or AI programs for robots. Mass-market software, such as computer games or popular operating systems, will be cheaper, as development cost is spread over a huge user base. Such programs may be as little as 10% of the cost, or even available as freeware.
Complexity | TL9 | TL10 | TL11 | TL12 |
---|---|---|---|---|
Complexity 1 | $10 | $1 | $0.10 | $0.01 |
Complexity 2 | $30 | $3 | $0.30 | $0.03 |
Complexity 3 | $100 | $10 | $1 | $0.10 |
Complexity 4 | $300 | $30 | $3 | $0.30 |
Complexity 5 | $1,000 | $100 | $10 | $1 |
Complexity 6 | $3,000 | $300 | $30 | $3 |
Complexity 7 | $10,000 | $1,000 | $100 | $10 |
Complexity 8 | $30,000 | $3,000 | $300 | $30 |
Complexity 9 | $100,000 | $10,000 | $1,000 | $100 |
Complexity 10 | $300,000 | $30,000 | $3,000 | $300 |
Complexity 11 | $1,000,000 | $100,000 | $10,000 | $1,000 |
Complexity 12 | unavailable | $300,000 | $30,000 | $3,000 |
Complexity 13 | unavailable | $1,000,000 | $100,000 | $10,000 |
Complexity 14 | unavailable | unavailable | $300,000 | $30,000 |
Complexity 15 | unavailable | unavailable | $1,000,000 | $100,000 |
IQ-based technological skills normally require software to function at full effectiveness when performing any task involving research, analysis, or invention. Software tools are also appropriate for a number of other skills in this era, such as Accounting, Artillery, Market Analysis, Strategy, Tactics, and Writing.
Basic programs are incorporated into dedicated systems integrated into the devices used to perform the skill, and provide no bonus.
Good-quality programs give a +1 bonus. These are Complexity 4 for Easy skills, Complexity 5 for Average, Hard, or Very Hard skills.
Fine-quality programs give a +2 bonus. These are Complexity 6 for Easy skills, Complexity 7 for Average, Hard, or Very Hard skills.
These are now covered by the Modular Abilities advantage with the Computer Brain option; see p. 40 and p. B71. Replace the cost table with a cost of $25 per character point for common skill programs. This may be increased for rarer skills, and doubled (or more) for obscure or legally controlled functions, at the GM’s option. A program giving two character points in a skill or language is Complexity 3; double the (maximum) number of character points which it can give for each increase in Complexity level. So a Complexity 4 program can give 4 character points, Complexity 6 equates to 16 character points, and a Complexity 9 skill set could grant up to 128 points in a skill, at a cost of at least $3,200, should such a thing exist and be obtainable.
In fact, what skill sets are available on the open market is up to the GM to determine. Accounting, Driving, Research, common human languages, etc., are commonplace, and combat skills for modern weapons definitely exist, though they may be legally restricted. On the other hand, obtaining good skill sets for obscure fields of academic study, use of bizarre weapons, or operation of unusual vehicles could be a project in itself, and anything a PC can locate may be expensive and low quality, giving it a skill penalty.
Likewise, mental advantages range from tricky and expensive to program (Animal Empathy, Talents), to highly dubious or impossible (most of them). Most advantages aren’t available as software, with specific exceptions determined by the GM – though beta-testing some programmer’s attempt to encode Charisma could be an interesting adventure. Any advantages which are unavailable for characters to buy with points in the setting are unavailable as software, whatever the advertisements claim!
An artificial intelligence (AI) is a sentient or sapient computer system. AIs can range from barely-sentient insect-level intelligences to godlike minds, but most systems used in ultra-tech robots are sapient (capable of tool use and language). These artificial intelligence operating systems incorporate language recognition, accommodation learning, data links, and verbal and optical recognition.
Sapient AIs are also classed as dedicated, non-volitional, or volitional.
Non-Sapient AI (NAI): This is a simple AI program that lacks initiative or personality. It is incapable of learning… it is a “smart tool.” Its Complexity is 4 for IQ 8, +1 per base +1 to IQ.
Low-Sapient AI (LAI): This program is capable of understanding natural speech, learning technological skills, and learning by itself. However, it lacks initiative and is essentially an automaton. Few societies consider a non-volitional AI to be a person. Its Complexity is 6 for IQ 9, +1 per base +1 to IQ.
Sapient AI: This is a “strong AI” program with just as much initiative and creativity as a living creature of equivalent intelligence. Its Complexity is 7 for IQ 9, +1 per base +1 to IQ.
See Machine Intelligence Lenses for appropriate character traits and lenses for AIs.
The basic price for an AI is as listed on its template. Trained AIs cost more; $100 per character point of skills or most advantages beyond its model templates, and $800 (NAI), $6,000 (LAI), or $30,000 (SAI) per added character point spent on IQ, DX, secondary characteristics, or Talents (including Language Talent). In fact, Talents are tricky to train or program into an AI; they should only be included with explicit GM permission, which should only be given if they make some kind of logical sense. It may be possible to raise an AI’s IQ while “buying back down” its Per and/or Will (but not below their original, untrained level), in which case the price is only increased by the final net point cost – but again, only with GM permission. In areas where SAIs are citizens, they cannot be bought and sold - a creator has the same responsibilities as does a parent to his child.
A copy of a second-hand or black-market AI is cheaper, but may have picked up various bad habits. Simulate this by giving them a few points of quirks and disadvantages, and by not charging for any advantages or skills acquired through these extra points. However, an NAI will not usually have more than -15 points, an LAI more than -25 points, and an SAI more than -45 points of bad habits. Suitable disadvantages for NAIs and LAIs include Bloodlust, Combat Paralysis, Cowardice, Gullibility, Impulsiveness, and Truthfulness. An SAI could have any mental disadvantage not inappropriate to its physical form.
Shadows: A shadow costs about as much as an equivalent ordinary AI. Creating a custom-made shadow adds a further $10,000 for deep brainscanning. Note that any number of shadows can be created using the data from a single deep brainscan. A copy of an existing shadow may cost the same as a skilled or second-hand AI (depending on the situation.) A shadow of a celebrity often costs an extra 10% per point of positive Reputation or Status he had.
Ghosts: Ghosts are usually only available on the black market, since they are considered sapient in most places. Cost varies dramatically, depending on the individual. A rare xox of a celebrity may sell for several million dollars. Note that a ghost can be used in lieu of a brainscan to create shadows.
Augmented Reality: The basic program used to work with a virtual interface and govern machine-human communications. It is normally a dedicated program, but if bought independently, it is Complexity 4, $100.
Mugshot: This program identifies faces in real time, matches them with biographical data, and assembles an appropriate precis. Effectiveness depends on whether the subject is likely to be in the user's databases or on the Web. Complexity 4, $100.
Social Telepresence: Two (or more) people with virtual interfaces can initiate a social telepresence conference provided each has a copy of this program. The interfaces relay imagery of their surroundings plus the chosen avatars of the users; the interfaces also track body movements. The result is the illusion that the person talking to you is next to you. Includes the ability to load graphic images into the 'avatar' file (this can also be a direct feed from a camera, if desired). Complexity 3, $100 for 2D; Complexity 4, $200 for 3D.
Virtual Tutor: This coaches the user in a specific task, such as building a house. User has an effective skill of 12 for an Easy skill, 11 for an Average skill, 10 ofr a Hard skill, or 9 for a Very Hard skill. Any necessary parts must be purchased with appropriate v-tags. Typically Complexity 3, $100.
A database is a collection of information in computer-readable form. All databases have built-in search and indexing programs. For a database of a given size, the wider the subject it covers, the less detail it has. Database size is measured in gigabytes (GB) or terabytes (TB).
Information costs are highly variable: an encyclopedia or similar item might be free for download, or cost from $1 to $100. Cost does not necessarily correlate directly with size, but rather with copyright, supply, and demand.
3D Blueprints: The instructions to build a gadget using a 3D printer or robofac. Legal 3D printer software for many commercial goods is subject to licensing agreements that require royalty payments based on the quantity of goods produced, typically 10-50% of the base cost of the item. The royalty may exceed 90% on goods whose main cost is their artistic value, information content, or trademark (e.g., designer clothes). Complexity 4, 0.1 GB for devices costing up to $100, Complexity 5 and 1 GB for devices up to $1,000, etc. LC is equal to that of the item.
InVid: 'Interactive Video' is the mass media of 2155, although it's being supplanted by newer technologies such as slinkies. It refers to audiovisual programs that react to the user's expressed mood and preferences using both built-in AI and the ability to access the Web for additional information. An InVid might be as simple as a sports program that allows the user to switch viewpoints between players and offers stats on demand, or as complex as a multi-path drama that analyzes the user's mood and responds to it. InVids also include old-style computer games. To run any kind of InVid, a computer needs a virtual interface or a video wall. InVid rentals are 10% of purchase price.
InVid (software): Complexity 3-5, $10-$100, 0.1-1 TB.
Slinky Media: May be expensive, or free with a data subscription, if accessed over the web. New entertainment slinkies are typically $10 per GB.
Ghost Compiler: Required to allow someone with Computer Programming skill to create a ghost. Complexity 9, $12,800. LC 2.
Shadow Compiler: As above, but used to create a shadow. Complexity 7, $6,400. LC 2.
Ghost-Editor Program: Allows someone to use Brainwashing skill on a mind emulation. Complexity 8, $20,000. LC 0.
Swarm Controller: Lets a user command and control microbot swarms through a virtual interface. The GM can make a secret Electronics Operation (Robots) skill roll to see if the swarm understands the orders (apply penalties for confusing instructions). Failure means the swarm does not do quite what was intended (GM's option). A separate program is needed for each swarm type. Complexity 4, $200. LC is equal to that of the swarm it controls.
Teleoperation (Direct Control): Allows someone with a virtual interface implant to operate a cybershell. Both the controller and the cybershell need this software. Complexity 4, $5,000. LC 5.
Teleoperation (VR Control): As above, but usable with a nonimplant virtual interface. The user needs VR gloves if he wishes to experience touch through the cybershell; if he wishes to experience other tactile sensations (if possible through that shell), he needs a VR Suit. Both the controller and the cybershell need this software. Complexity 4, $2,500. LC 5.
Teleoperation is the remote control of a cybershell, generally via a radio, infrared, or laser communicator. The teleoperator and cybershell both require teleoperation programs. The cybershell's program normally requires a password, limiting access to authorized teleoperators.
The teleoperator uses the remote operated ('drone') cybershell's sensors and controls it, superceding the drone's own digital mind, if any. The drone is effectively unconscious while being controlled. For ST, DX, or HT rolls, use the drone's values. The controller uses his own IQ, Will, and skills. However, in the case of DX or HT-based skills, modify by the difference in DX or HT values, e.g., a teleoperator with DX 14 controlling a DX 12 drone would have a -2 penalty on DX-based skills. The GM determines which advantages and disadvantages are applicable. In general, the teleoperator uses those drone's physical advantages or disadvantages, but his own mental ones.
There is also a 'telepresence penalty' on anything done through the drone. It varies by software: -1 if using direct control, -2 if VR control. Teleoperation also assumes the teleoperator is focusing entirely on the drone and not doing anything else. Otherwise there's a -4 penalty on anything he's doing either with the drone or with his real body.
A teleoperator can control multiple drones. Apply a cumulative -2 per drone after the first to all rolls to operate any of the drones. Each drone also needs an extra program.
The speed of light is an issue for long-range teleoperation. Every 186,000 miles (1 light-second) between the operator and the cyber shell imposes a one-second delay on any action. Even split-second light-lag can be a problem: a teleoperation action such as dodging or shooting at a moving target is at -1 per 10,000 miles.
Teleoperation requires a two-way communications link. If this is jammed or interrupted, the teleoperator loses control.
These knowledge bases give an AI a particular 'prepackaged' skill. The AI may use the skill directly (if it occupies or teleoperates an appropriate cybershell) or, if it lacks necessary body parts, in virtual reality. Skill Set software is disconnected from the AI's own set of learned skills; the skills only apply when the AI is running the program, and are not cumulative with learned skills.
Complexity | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|
Cost | $50 | $100 | $200 | $500 | $1000 | $2000 | $5000 |
Skill Level: | |||||||
M/E | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
M/A or P/E | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
M/H or P/A | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
M/VH or P/H | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Note: A cybershell's DX bonus adds to DX-based skills. Computer Hacking, Combat/Weapon, and Thief/Spy skills are Legality Class 4.
HUD Targeting: Used in conjunction with a HUD sight-equipped missile weapon, by a shooter with a virtual interface, this projects crosshairs on the user's field of view, showing exactly where the weapon is pointing. It also allows the user to see around corners. Complexity 1, $250. LC 5.
TacNet: This software helps a leader monitor a combat force by intelligently tracking and displaying their positions, firing arcs, blind spots, command relationships, etc. It adds +1 to Tactics skill when commanding a unit of the given size or smaller. Complexity 2, $1,000, LC 4 for a squad (or up to 2 vehicles); Complexity 3, $2,000, LC 3 for a platoon (or up to 6 vehicles); Complexity 4, $4,000, LC 2 for a company (or up to 12 vehicles); Complexity 5, $8,000, LC 0 for a battalion (or up to 36 vehicles.)
Target Tracking: Used in conjunction with a sensor system such as a radar, radio direction finder, or PESA, it keeps track of 10 distinct targets or emission sources simultaneously, displaying appropriate information (size, signal strength, bearing, vectors, etc) on a moving map display. Complexity 2, $100. Add +1 to Complexity and double cost per tenfold increase in targets.
Basic VR Program: Allows a virtual interface to track the user's body motion and translate it into virtual reality, obviating the need for a suit unless tactile sensation is to be transmitted, but this is sufficient to walk around and (with the addition of VR gloves) manipulate objects. Complexity 3, $200.
Neural VR Program: Used with an implant virtual interface. Gives a deluxe, full-sensorium experience (Complexity 4, $500) or utterly lifelike virtual reality (Complexity 5, $4,000) with no need for suits, etc.
VR Database: A packaged virtual environment, character avatar, etc. $1 per GB or $1,000 per TB for off-the-shelf versions, 10 times that (min $20) for a custom design. Use with VR Manager.
VR Manager: Supports 10 users per program in total VR. Complexity 5, $500. Add +1 to Complexity and double cost per tenfold increase in users.
Sensors, microcommunicators, radio frequency tags, and tiny flexible power cells are inexpensive, and can be integrated or imprinted onto most surfaces. As a result, they can be placed on everything from clothing to children. People exist in an invisible web of infrared, laser, and radio signals. Material goods from shoes to bricks exchange data with their surroundings and each other. Gadgets may report if they need maintenance or have suffered damage. The refrigerator may write your shopping list for you, or even order from the grocery store by itself.
As society deploys this web of interconnected sensors and computers, it will add complications for many adventuring and criminal activities! It’s harder to knock out a guard and sneak into a building if his vital signs are monitored by a central computer. Police work is a lot less challenging if a significant possession or person has an implanted tracer. Of course, countermeasures exist, and many less-affluent areas don't receive the benefits of this sort of security. Likewise, networks can be hacked and either disabled or compromised, and the human element tends to make this sort of interactivity more difficult by insisting on personal privacy and data security.
As a result, most people have at least a modicum of personal control over the networked devices they carry and wear, known as their personal area network; it usually focuses on a single main processor system that coordinates other systems, which then refuse connections from externalized sources. Of course, this system can be compromised, and a device left behind may still give up incriminating secrets…
Highly secure areas, such as those inhabited by the very wealthy or the very important, tend to require this ubiquitous computing be available and active - so that they can track the movements of their people and supplies, for efficiency as well as security.
A database is a collection of information in computer-readable form. Most databases have their own built-in search and indexing programs, or piggyback onto a common protocol that is readily interpreted. For any database of a given size, the wider the subject it covers, but the fewer details it has.
The cost of a database can range from free information bundled with any system or freeware available through casual web browsing, to millions of dollars for proprietary data, secrets, specialized information, or information that costs lives or money to gather. An encyclopedia might be free for download, or cost from $1 to $100. Like programs, cost does not necessarily correlate with size, but with quality of the information, copyright, supply, and demand.
Common anywhere information networks are found, advertising software is designed to deliver a commercial message to a potentially interested consumer. Properly constructed ads only target likely customers; some ads are not properly constructed, and can evolve into adviruses. Adviruses can also be constructed intentionally, and are often used by memetic-engineering groups to spread a message or discredit an opponent. If infected by an advirus, the effects are similar to the Flashbacks disadvantage. Complexity 1/2. $200. Complexity 1 polymorphic “smart” adviruses reduce the ability of filter programs to block by 2, $1,000.
Advirus Filter: This program is typically included in every infomorph intended for connection to a communication network, and runs in the background. It acts as a gateway for communications, actively blocking adviruses, but still allowing in normal advertisements. It fails to block adviruses on a roll of 18. In the hyperdeveloped world, check once per day; in transition areas, check five times per day; in chaotic areas, check twice per day. Complexity 1. Free, part of the basic system.
Ad Filter: This gray-market program blocks advertising access to an augmented-reality or VII system. It fails to block ads on a roll of 18. The program can be altered to watch for particular tags to allow for surreptitious communication via the ad channel, but this reduces the failure-to-block roll to 17. Complexity 1. $500.
Filter Updates: If the GM uses upgrade rules, a Filter program will need to be updated every three months (at a cost of $25) or it will become less effective. Each six-month period without updating the software reduces the failure roll by 1 (e.g., A character that does not update his basic Advirus Filter program for one year will have it fail to block unwanted messages on a roll of 16).
Slogging: Slink-logging is using standard upslink interface to create a detailed daily journal for public consumption on the net. While the editing and conversion to non-slink media can be done by hand, the process is timeconsuming and often tedious. Dedicated slogging programs use an NAI infomorph to analyze and edit material in real-time, based on general instructions from the user. The system has an effective Computer Operations skill of 14. Complexity 4. $200 plus cost of infomorph.
Starshot: A booster pack to the standard Mugshot AR program, Starshot provides detailed information about individuals based on celebrity status. People are active in virtual environments, musicians, sloggers, even faces from recent news events are recognized and identified. Starshot also gives information on fame curves (whether the given individual’s celebrity is rising or falling) and value of new information about the target. Updated in real time. Complexity 2. $10/month subscription.
Most AR and virtual-interface gear has a “sandbox” area for ads, allowing them to display but preventing them from altering the rest of the system. This area, commonly called the “adbox,” is firewalled off, so that standard ads cannot affect the rest of the system. Most targeted advertisements in augmented-reality and VII gear show up on the edge of vision, not blocking line-of-sight, but moving to the center if the recipient pays attention to them.
It is possible, using Electronic Operations (Communications), to send messages tagged to show up in an AR system’s advertising display.
While advirus-blocking software is a standard part of most AR systems, advertisement-blocking software is considered gray market. Some areas forbid the use of ad-blocking software.
Used primarily by intelligence and security services, pattern-analysis software watches massive sets of constantly updated data for subtle clues indicating aberrant behavior, allowing near-real-time analysis. It requires an AI to use properly, and must be run on a Quantum Computer with the basic Traffic Analysis package (see p. TS145) and a high bandwidth connection to the web. Complexity 9. Adds +3 to skill. $500,000, LC3.
Software design rarely remains static. New features need to be implemented, bugs fixed, security holes closed, and compatibility with other components maintained or improved. Each new upgrade in turn causes a cascade of other upgrade requirements. Security software usually sees the fastest pace of change as security programmers and system crackers engage in an arms race, but any software intended for conjunction with other systems may need updating as time goes on. Changes to the hardware the application runs on or other programs on the same machine can also render a given piece of software useless. In a worst-case scenario, the manufacturer of a given application no longer exists, and the now-incompatible software must be replaced with a competing program – which in turn can conflict with other parts of a system.
The simplest way to handle software upgrades is to require users to acquire updates on a set schedule or face a decrease in effectiveness. Security programs (antiviral, network defense, etc.) need to be updated monthly. Web-research and information-gathering programs should be updated every four months. Applications that only occasionally interact with other programs or over the web can be updated annually. Any missed upgrade results in a cumulative -1 on any checks made based on the software, such as breaking a code, finding relevant data, etc.
A somewhat more complex method of handling updates uses shorter intervals but more variability. Every two weeks (security software), every two months (research and information software), and every six months (other software) there is a 50% chance of needing an upgrade. Effects of missing an upgrade are as above. Upgrades to software can also require more storage space, be of higher complexity, or even require specific types of computer hardware.
Any change in the hardware the programs run on or the addition of an entirely new application to the system may also necessitate an upgrade. On a roll of 3d, a result of 14-16 means that there is a minor incompatibility with one other application on the same system, as if an upgrade interval had been missed. A roll of 17 means that there is a major incompatibility with another application, and that program does not work at all until upgraded. A roll of 18 means that the software and hardware are incompatible with each other, and the hardware itself will crash or perform erratically as long as the software is loaded.
Just because an upgrade is needed does not mean that one is available. On a roll of 3d, a result of 16 or 17 means that there is not an upgrade available this interval. A roll of 18 means that the software manufacturer has gone out of business, and no upgrade will ever be available. Treat replacement software as the addition of entirely new software to the system.
Updates can cost up to 10% of the original cost of the software.