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rpg:gurps:core:equipment:general_equipment:communications

Communications

Various forms of communication technology throughout the ages. Getting a message to a distant party hasn’t always been as easy as sending e-mail or dialing a number.

MAIL AND FREIGHT

For a period of 18 months, the Pony Express braved 2,000 miles of whooping Indians, scorching deserts, and blinding blizzards to deliver the mail from St. Joseph, Missouri to Sacramento, California in just 10 days on average. Delivery of Abraham Lincoln’s inaugural address was their fastest run: a hair less than eight days. Rail (and telegraph) eventually put long-range dispatch riders like the Pony Express out of business. Today’s cheap, reliable overnight express mail makes all of these accomplishments seem lumbering and unreliable.

Railroads (TL5)

The steam engine revolutionized the mail business. Its strength, dependability, and high speed rendered all other methods obsolete. In 1804, Richard Trevithick’s Penydarren managed 5 mph; 25 years later, Robert Stephenson’s Rocket won the Rainhill Trials at the then-blistering speed of 25 mph.

Trains and train routes come in three varieties: local, long-haul, and express. Local trains move slowly and stop frequently. Long-haul trains stop less frequently and travel at higher speeds. Express trains have only a few stops and move as fast as is practicable. At TL8, high-speed passenger trains can be thought of as “super-express” trains – France’s TGV, Germany’s ICE, and Japan’s Shinkansen reach speeds of 170 mph or more!

Early Rail (TL5). Normal operational speed is 30-40 mph; averages 200-800 miles per day. A standard railcar carries 20 tons or 2,800 cubic feet. Price per passenger or per ton of cargo is about $1 per mile.

Mature Rail (TL6-7). Normal operational speed is 50-75 mph; averages 300-1,200 miles per day. A standard railcar carries 100 tons or 5,200 cubic feet. Price per passenger or per ton of cargo is $0.10 per mile.

High-Speed Passenger Rail (TL8). Normal operational speed is approximately 150 mph; routes are seldom longer than a few hundred miles. Price per passenger is $0.33 per mile.

Steamers and Liners (TL5)

Sailing vessels continue to compete with steam until TL6 – but in 1807, Robert Fulton’s Clermont, a 100-tonner whose paddlewheels barely made 5 mph, ushered in a new age in water transport. Steam had a profound impact on river traffic, where constant thrust against the steady current was desirable. The ability to choose a course regardless of wind direction proved invaluable in navigating narrow channels.

Shallow-draft steamers opened the interiors of Africa and Asia to European colonial powers. The steamboats of the Mississippi proved the utility of steam-powered cargo vessels – despite an appalling safety record – and were followed by larger ships like the RMS Britannia, which crossed the Atlantic in 11 days in 1840. By the turn of the century, steamers routinely completed the trip in a week. Speed continued to improve through TL6. In 1938, the RMS Queen Mary crossed the Atlantic in just under four days, securing the Blue Riband – the trophy for the fastest North Atlantic crossing.

At TL7-8, passenger liners become bigger and safer, while new hull designs enhance stability during foul weather. Early Steamships (TL5). Steamers range in size from 500 to 5,000 tons, sustain speeds of 10-20 knots, and average 300- 400 miles a day. Price per passenger or per ton of cargo is $3 per mile.

Passenger Liners (TL6-8). Liners and freighters may exceed 100,000 tons, sustain speeds of up to 30 knots, and average 400-600 miles a day. Price per passenger or per ton of cargo is $0.10 per mile.

Airmail (TL6)

Airmail becomes possible at mid-TL6; the first mail planes carry a few dozen pounds. By TL7, this improves to dozens of tons. At TL8, overnight delivery on the same continent is possible (assuming the package doesn’t get lost!). Worldwide delivery can take a couple of days with express mail, a couple of weeks at normal shipping rates.

TELEGRAPH

Early electric telegraphs, powered by primitive batteries, used a switch to open and close a circuit on a wire, thereby signaling from one station to the next. The first telegraph networks were established in the 1840s. By 1860, the major cities of the eastern U.S. were connected by telegraph, as were parts of Europe. In 1861, California was linked to the Atlantic coast. During the American Civil War (1861-1865), Grant’s Army of the Potomac was in telegraph contact with Washington, D.C.; President Lincoln spent many evenings in the War Department’s telegraph office, anxiously reading reports from the front as they were decoded.

Telegraph went on to bridge continents in 1866. The Great Transatlantic Cable required several costly and timeconsuming attempts before it succeeded. In July 1866, over 1,700 miles of cable finally connected Heart’s Content, Newfoundland with Valencia, Ireland. By the end of the 19th century, only a few remote locations weren’t part of the telegraph network, which connected the world with blistering speed.

Telegraphs (TL5)

The range of a telegraph depends directly on the power use to push the signal through the line. At TL5, one large battery (p. 13) is needed per 10-20 miles of wire. Long distances require relays. Automatic relays between humanoperated stations make relaying messages less laborintensive. Telegraph messages must be sent in code. This generally means Morse code. Roll against Electronics Operation (Communications) (p. B189) to send or receive a message. Success means the message is sent or read correctly. Failure means it isn’t understood. On a critical failure, it seems fine but is badly misunderstood. Garbled messages are a wonderful opportunity for some devious GM creativity!

Telegraphers can put Electronics Operation (Comm) to several interesting uses. For one thing, they can encipher messages. Such messages are harder to send and receive accurately, since spelling can’t be corrected from context (e.g., “hte” isn’t obviously “the”). All skill rolls involving enciphered messages are at -4.

Every telegrapher has a distinct fist: his way of sending a message. A successful skill roll lets one operator recognize another by his fist. To fake a fist, the imposter must win a Quick Contest of Electronics Operation (Comm) with the recipient. The faker rolls at -6. Finally, a telegrapher can tap a line to intercept a message or send a false one. At TL5, a tap is impossible to detect and requires only an uncontested Electronics Operation (Comm) roll. At TL6, the snoop must win a Quick Contest of skill with the intended recipient to avoid alerting him that somebody is listening in.

Telegraph Rates (Var.). At TL5, rates are $10 per word (Transatlantic rates were $50 per character!). At TL6-7, telegrams are $0.50 per word – or $2.50 per word internationally. At TL8, a paper telegram, delivered worldwide the next day, costs $15 for 200 words. LC4.

Telegraph Key (TL5). A simple telegraph that can push a signal through 10-20 miles of wire. $150, 3 lbs., external power. LC4.

Register Telegraph (TL5). A telegraph that prints received messages on paper tape, allowing the operator to decode them at a later time. $5,000, 30 lbs., external power. LC4.

Automatic Telegraph (TL5). This telegraph uses punched paper tape to send a message at 300-400 words per minute. It’s useful for sending large amounts of information repeatedly, such as news reports or military orders to multiple units. With perforator, transmitter, and receiver: $7,500, 100 lbs., external power. LC4.

Stock Ticker (TL6). A telegraph receiver that prints out business stock prices. Historically, New York City had so many stock tickers running that “ticker tape” was used for confetti during parades and celebrations. Renting a stock ticker line costs $200/month. $3,000, 25 lbs., external power. LC4.

Telegraph Wire (TL5)

Telegraph wire is strong enough to span continents and oceans. Permanent landlines are suspended on head-height or lower poles alongside roads or railroads. They require frequent maintenance. A good lineman inspects and repairs the line in his zone, regardless of the danger or the weather. A “line shack” holds tools, wire, and possibly a relay and a power source – and in winter, a warm pot-belly stove, and perhaps a cot for the lineman. Temporary lines are another matter; U.S. Army doctrine during the Civil War was to place military lines on fences or convenient bushes!

Heavy submarine cables are laid by ship. Playing out cable and splicing the ends together at sea is a difficult job.

Telegraph Wire, Land (TL5). Per mile: $1,500, 350 lbs. LC4.

Telegraph Wire, Ocean (TL5). Wrapped in heavy, tar-covered rope. Per mile: $10,000, 2 tons. LC4.

TELEPHONE

In 1876, Alexander Graham Bell developed the first practical telephone. Less than two years later, the first commercial switchboard system was implemented in New Haven, Connecticut. By 1890, every major U.S. city had a phone system (some had two or more competing systems). Most major European cities had such a network, too – run as a government monopoly. Quality was variable; e.g., Paris had a good network, but the rest of France had poor service. An indication of how fast the telephone system spread is the number of phones in the United States: less than 3,000 in 1877, but almost 1.5 million by 1900! Long-distance lines soon tied together local networks – but only between major cities at first. In the U.S., long distance connections spread from the Eastern Seaboard. Boston and New York were linked in 1884. The lines reached Chicago in 1892, but didn’t go much further until after the turn of the century.

At early TL6, calls are difficult to set up and involve one or more operators. Transmission and reception are variable; misunderstandings are common. Routing a call from one phone to another requires the caller to “switch hook,” which alerts the switchboard operator that a call needs to be placed. The operator cuts in, asks “Name please?”, and then manually patches the phone into the correct line. The GM may demand IQ rolls at penalties of up to -4 to interpret hasty or easily confused messages.

The fact that all calls involve an operator can be important to adventurers. In small towns, the local operator is likely to know an inordinate amount about everybody else’s business. This may be an excellent source of information, a serious leak of secrets, or a channel for planting disinformation. In larger cities, the operator’s intimate knowledge may be less encompassing – but there’s always the chance that a call was noted or listened to. A friend at the telephone company is the easiest way to bug a call. Furthermore, the log of calls is an actual log-book, and crafty or well-connected snoops might be able to sneak a peek.

By mid-TL6, automated switchboards use relays and vacuum tubes instead of hand-patched connections. Phone numbers enter use, along with rotary-dial phones that allow callers to dial these numbers directly. Calls no longer involve speaking with an operator and being routed by name, increasing convenience and privacy. Another important TL6 advance is the teletypewriter – or “teletype” – which marries the principles of the telephone and the telegraph. A teletype can send a text message or a photo to one other phone number or to every line in a directory. News services capitalize on this feature to post bulletins to entire networks, making it almost impossible for news-makers to outrun the news!

Telephones (TL6)

These are conventional, landline telephones. For radiotelephones, cell phones, and satellite phones, see Radio (p. 37).

Communications Wire (TL6). A mile of phone line on a hand-held spool, used to link two military telephones, phone and switchboard, etc. $15, 35 lbs. LC4.

Military Telephone (TL6). Sound-powered – meaning that a hand crank rings a connected phone and a loud voice generates the power to carry the message. $50, 5 lbs. LC4.

Telephone (TL6). $25, 3 lbs., external power. LC4.

Telephone Switchboard (TL6). A portable 10-line switchboard; female operators worked these behind the trench lines during WWI. $1,000, 50 lbs., external power. LC4.

Teletype (TL6). Prints text from information transmitted via phone line. From the 1920s, a model capable of printing photos is available for x2 cost – or x4 cost if it can handle color photos (TL7). Renting a teletype line costs $500/month. $7,500, 200 lbs., external power. LC4.

Phone Service

Until mid-TL6, long-distance phone calls are simply impossible owing to the patchwork nature of telephone networks. The first transcontinental telephone line dates to 1915. Even then, such calls are prohibitively expensive: a call from New York to Havana in 1921 cost $130 for three minutes!

At TL7, fully automated switchers and highly sophisticated networks, which often bounce radio waves off the upper atmosphere or use orbiting communications satellites, allow relatively inexpensive worldwide phone calls in seconds. Digital phone services can carry data, too – but initially, this is both slow (a few bytes per second) and costly ($100/month). Phone service costs about $30/month. At TL8, this includes call waiting, voice mail, etc.

RADIO

Radio is probably the most impressive advance in communications at TL6. The first transmissions were made after 1900. By 1950, there were still places without phone lines . . . but the whole world was tuned into radio! At mid-TL6, radio installations are large and clumsy, and found only on ships or at permanent land sites. It’s easier to send Morse code than voice; in fact, long-range messages generally go by code until the end of TL6. Size and weight drop constantly, driven primarily by military demand. By early TL7, transmitters and receivers come in all sizes – from “Handy-Talkies” with a range of a few hundred yards to multi-ton installations with intercontinental range.

Radios (TL6)

Radios can send and receive code or voice transmissions. When connected to a terminal or a computer (see Computers, pp. 19-22), they can also exchange text, video, or data. Use Electronics Operation (Comm) (p. B189) to operate radio hardware – but don’t bother rolling for operation under normal circumstances. Use Electronics Repair (Comm) (p. B190) for service and repair.

Radio range is given in miles. However, many factors can affect effective range; see Radio in Use (p. 38).

Large Radio (TL6)

These “base station” radios are normally vehiclemounted or carried in heavy transport cases. They often work on “short wave” frequencies (see p. B91). It takes about 15 minutes and an Electronics Operation (Comm) roll to set up a large radio and its antenna.

Large Radio (TL6). Radios like this are used in scout planes, mounted on sleds during Arctic expeditions, and carried by mule teams across the Andes. 50-mile range. $3,500, 100 lbs., 3xM/3 hrs. LC3.

Large Radio (TL7). A typical aircraft radio. 100- mile range. $5,000, 100 lbs., VL/10 hrs. LC3.

Large Radio (TL8). A radio found in a large police department or a military HQ. 200-mile range. $15,000, 100 lbs., external power. LC3.

Medium Radio (TL6)

These are military-style backpack radios. Similar-sized systems are often installed in such military vehicles as tanks and small aircraft.

Medium Radio (TL6). One of the first backpack radios, like the U.S. Army’s “Walkie-Talkie,” this is beastly to carry, fragile, and short-ranged . . . but it allows mobile communication, which is a breakthrough. 5-mile range. $2,500, 30 lbs. 4xM/14 hrs. LC4.

Medium Radio (TL7). A medium-range radio, common during the Vietnam War. 10-mile range. $3,500, 25 lbs., 10xS/30 hrs. LC4.

Medium Radio (TL8). A high-tech patrol radio. Military versions often have the encryption, GPS, and satellite uplink options. 35-mile range. $2,000, 8 lbs., 2xM/30 hrs. LC4.

Small Radio (TL6)

These are handheld radios, typical of those used by police and security forces.

Small Radio (TL6). A massive radio, the size of shoebox, like the “Handie-Talkie” used in WWII and Korea. Similar civilian kit-built radios were available in the 1930s. 1-mile range. $250, 5 lbs., 3xS/10 hrs. LC4.

Small Radio (TL7). Police and rescue squads used these radios from the early 1960s to the 1980s. 2- mile range. $500, 2 lbs., 3xS/8 hrs. LC4.

Small Radio (TL8). A standard handheld radio. Military versions often have encryption and GPS capability. 5-mile range. $250, 0.5 lb., 3xXS/10 hrs. LC4.

Tiny Radio (TL7)

These palm-sized radios fit in a pocket.

Tiny Radio (TL7). A standard pocket radio with a pull-out antenna. 0.5-mile range. $100, 1 lb., XS/5 hrs. LC4.

Tiny Radio (TL8). A civilian pocket radio. High-end models may have GPS capability. 2-mile range. $50, 0.25 lb., XS/10 hrs. LC4.

Radio Options (TL6)

As well as modifiers for quality (p. B345) and the options under Integrating and Modifying Equipment (pp. 9- 10), radios may have some special modifications. Multiply cost factors together, and do the same for weight factors.

Code-Only (TL6). Many early radios are “CW-only,” meaning that they can only transmit in Morse code (or similar). This lowers bandwidth but can greatly increase range; see Radios in Use (see above). x0.5 cost.

Encryption (TL6). Radios are often mated directly to cipher machines (p. 211) or have built-in computer encryption (p. 211). Simply add costs and weights.

Radio Direction Finder (RDF) (TL6). This device is designed to intercept and pinpoint radio broadcasts. It can receive transmissions on any civilian, police, or military frequency. To get a fix on a broadcasting radio, the user must win a Quick Contest of Electronics Operation (Comm) with the transmitter’s operator. Victory reveals the general distance and direction to the radio; a margin of 5 or more gives an exact location. The GM may allow repeated attempts once per minute or so. This option is often but not always combined with “receive-only.” x5 cost.

Radio Intercept (TL6). This is specialized equipment for conducting radio eavesdropping (p. 209). It has large precision tuning dials, a sophisticated antenna array, and so on. At higher TLs, it’s highly automated but can still be spoofed by ECCM-equipped radios (see below). It uses the Electronics Operation (EW) skill (p. B189). x5 cost.

Radiotelephone (TL6). A predecessor of the cellular phone (see below), this adds special equipment so that a radio receiver that’s physically linked to a telephone line can route its transmissions over the telephone system. x1.5 cost.

Receive-Only (TL6). A radio can be built only to receive messages. x0.1 cost, x0.2 weight.

ECCM (TL7). The radio uses frequency-hopping to make its transmissions hard to jam or intercept. When communicating with another radio synchronized to use the same settings, this prevents any interference from selective radio jammers. It has no effect against noise jamming. A radio with ECCM can be detected at 1.5x its range at most (as opposed to at 2x range). x2 cost.

GPS (TL8). The radio has an internal GPS unit (p. 53) and a small map display. When two radios like this communicate, their relative locations are marked on a display screen. x2 cost.

Satellite Uplink (TL8). Only for medium and large radios. This allows the radio to reach any other radio in the world via communications satellite. x2 cost.

Radio Accessories (TL6)

Radios can be fitted with many gizmos. None of these include the radio – buy that separately!

Headsets and Microphones (TL6)

Earphones allow a radio operator to more easily understand radio traffic in a loud environment, while a wearable mike makes it easier for others to make out what he is saying to them.

Headphones and Throat Mike (TL6). Vehicle crewmen (fighter pilots, tankers, etc.) wear headphones and a throat mike. The throat mike detects vibrations from the voice box, which prevents noise from the vehicle from garbling the message. Weight becomes negligible at TL8. $500, 2 lbs. LC4.

Ear Microphone System (TL8). A thin cable connects a single “earbud” to the radio. This earpiece acts as both earphone and mike (via bone induction), allowing the operator to subvocalize and avoid detection in a crowd. $500, 0.25 lb., T/72 hrs. LC3.

Tactical Headset (TL8). Soldiers and SWAT officers prefer a hands-free, voice-activated boom microphone set to transmit whispers, but not screams or the sounds of battle. Headphones or earbuds keep nearby enemies (or civilians) from hearing the conversation. Earbuds double as hearing protection (p. 70). $200, 1 lb. LC4.

Wireless Earphone (TL8). A tiny earpiece picks up audio signals from a short-range transmitter box connected to the radio. The voice-activated microphone is worn like a necklace, and is concealable under normal clothing. $300, 0.5 lb., T/72 hrs. LC3.

Long-Range Antenna (TL6)

Radio range benefits greatly from a more extensive antenna array than the short “whip” found on most portable radios. A large antenna takes at least 5 minutes to erect but doubles the radio’s maximum range. Roll against Electronics Operation (Comm) skill to set up and tune the equipment properly. Cost and weight are 25% of the cost and weight of the radio for which it’s intended.

Cell Phones (TL8)

At TL8, radiotelephones connect to landline telephone trunks via networks of automated radio towers. Each tower acts as a node, or cell, and as the mobile radio moves between zones, the connection is passed from cell to cell – whence “cellular network.” Of course, in an area without a network, a cell phone can’t make or receive calls!

Early cell phones are simply phones. Later models are brimming with functions that even the most demanding adventurer would appreciate. These include voice recognition (allowing hands-free use), push-to-talk radio (for free phone-to-phone service), GPS, digital cameras (still and video), digital music players (with enough memory for hours of music), video games, and customized ring tones. Modern cell phones often have built-in wireless interconnectivity, too. A phone like this can connect directly to a nearby computer – usually a PDA or a laptop – and serve as a modem. Such “kitchen sink” devices make it difficult to distinguish between a cell phone and a full-featured PDA.

Cell-phone gadgetry is tiny and lacks proper ergonomic controls; using it can be frustrating. The GM may wish to penalize such skills as Computer Operation, Navigation, and Photography when using appropriately equipped cell phones. A phone might count as basic equipment in absolutely mundane situations, but it’s probably no better than improvised equipment (-5 quality) the rest of the time. To reduce the penalty, the operator must spend extra time fiddling with the controls (see Time Spent, p. B346).

Cell phone service costs $50 a month. Prices per minute vary from outrageous, for so-called “roaming charges,” to free.

Early Cellular Phone (TL8). A big “brick,” with 15-30 minutes of talk time. $4,000, 2 lbs., S/30 minutes. LC4.

Cellular Phone (TL8). A sleek, modern phone, with a few extra functions. Good- and fine-quality phones have more features. The battery lasts for several hours of talk time and perhaps a week on standby. $100, 0.5 lb., S/6 hrs. LC4.

Satellite Phones (TL8)

Also at TL8, portable radiotelephones can connect to landline telephone networks via communications satellite. Such phones can make calls from anywhere in the world! Service costs $50 a month . . . plus $1-2 a minute.

Satellite Phone (TL8). In addition to normal cell-phone service (and many of the features common to cell phones, above), this phone can relay calls through a communications satellite to reach any other phone in the world. It can also act as a modem for a computer. $1,000, 1 lb., S/4 hrs. LC4.

Satellite Videoconferencing System (TL8). A satellite phone and video screen built into a rugged, waterproof suitcase. It can transmit live video from a digital video source or use its built-in camera for videoconferencing. $10,000, 10 lbs., external power. LC4.

Radio in Use

The ranges given for radios assume routine use. Many factors can affect the actual range of radio communication.

Extending Range

Radio signals propagate farther than the “effective ranges” listed – and a skilled operator can pick them up. Make an Electronics Operation (Comm) roll at -1 per 10% added to range, to a maximum extension of 100%. Some radios can use “short wave” frequencies to enjoy global range, as noted for the Short Wave modifier on p. B91.

Range and Bandwidth

When transmitting data or code groups (Morse code, recorded audio-video, etc.), it’s possible to lower the transfer rate or “bandwidth” and use message repetition to significantly boost range: 1/4 speed gives 2x range; 1/100 speed gives 10x range, 1/10,000 speed gives 100x range, and so on. This technique is often used for ship-to-shore communication at TL6, and for deep-space transmission at TL7-8.

Radios with Different Ranges

The listed ranges assume that transmitter and receiver have the same range. If this isn’t true, an extra step is required. Radios are rated by size: large, medium, small, or tiny. To determine the range at which two radios with differing ranges can communicate, start with the range of the shortest-ranged radio and modify it for the size difference in as follows:

Size Difference Modified Range
One size greater 3x shorter range
Two sizes greater 10x shorter range
Three sizes greater 30x shorter range

Example: Nat is flying a plane equipped with a TL8 large radio (200-mile range). Airk tries to contact him with a TL8 small radio (5-mile range). Can they communicate? The shorter range is 5 miles, but the large radio being two sizes greater gives x10. That’s a 50-mile range. Provided the radios are no more than 50 miles apart, no skill roll is needed to extend range.

Other Factors

Range may drop to as little as 1/10 usual in an urban environment or underground. Also divide range by 10 when transmitting real-time video or audio-video.

OTHER COMMUNICATIONS

Landlines and radios are the most popular means of communicating over long distances at TL5-8, but other options exist.

Heliograph (TL5)

The heliograph consists of a mirror-and-shutter apparatus atop a tripod. In sunny conditions, it can flash a signal across 30 miles, terrain permitting. The U.S. Cavalry occasionally transmitted from mountaintop to mountaintop, achieving distances in excess of 150 miles! Anyone might see the signals, but they can be encoded or enciphered. Heliographs are generally available after 1850. $100, 50 lbs. LC4.

Pocket Laser Communicator (TL8)

This device uses a near-infrared laser beam to transmit signals – usually voice messages. The communicator consists of a headset and a transmitter the size of a miniature flashlight, both of which plug into a cassette-tape-sized receiver worn on the body. The unit also doubles as an IR flashlight (p. 47).

The communicator can operate in two modes: narrowbeam and wide-beam. Narrow-beam mode requires line of sight, but the communicator cannot be jammed or intercepted except by enemies directly in the beam path. Effective range is about 1 mile. In wide-beam mode, the signal is broadcast (this requires no line of sight if indoors) and thus can be intercepted; range is about 0.5 mile. $1,000, 0.75 lb., VS/4 hrs. LC4.

Underwater Communicator (TL8)

Sometimes called a “divecom,” this special sonar transmitter allows voice and data communications underwater. It has fittings for use with a full-face dive mask (p. 71). Divers can talk freely with each other, while those on the surface must use a base station to communicate with the divers. Hydrophones (p. 49) and sonar (pp. 45-46) can easily detect the signals. Like radio, adverse conditions (in this case, fast currents, thermal boundaries, etc.) can reduce range to 1/10 normal.

Divecom Base Station (TL8). A surface base station, mounted on a boat, pier, etc. It only works while its transceiver array is in the water. $3,000, 10 lbs., external power. LC3.

Diver Communicator (TL8). The civilian version has a range of up to 3,000 yards. The military version has builtin encryption and double the range, but cost and weight are x3. $1,000, 1 lb., S/4 hrs. LC4.

Ultra-Tech Communications

Secure and reliable communications are the key to any venture – business, military or personal – at any TL.

Cable Jack (TL9)

This basic communications system is simply a plug for a fiber-optic optical cable. These are the backbone of many planetary communication networks at TL9+. Optical cable provides a high-bandwidth data link for computers and other electronic gadgets, transferring 1 TB per second.

Cable Jack (TL9): A socket and cable for plugging into other cable jack-equipped gadgets or into a building’s network. It can be added to any gadget with greater than negligible weight. $5, negligible weight.

Optical Cable (TL9): Fiber-optic cable costs $0.10 and weighs 0.01 pounds per yard. It comes in various lengths. Use Electronics Repair (Communications) skill to lay or install datacable networks.

See also Networks (pp. 49-50).

Communicators

Communicators send and receive voice transmissions. If connected to a terminal (pp. 23-24) or a computer, they can exchange text, video, or data.

Most communicators only send and receive to others of the same type (e.g., radio to radio) or to individuals with an appropriate Telecommunication advantage (see p. B91), except as described under Plug-In Gadgets. There are a few exceptions: laser retinal imaging (p. 44) and neural communicators (p. 46) can beam signals to anyone.

All communicators use Electronics Operation (Comm) skill (p. B189) to operate and Electronics Repair (Comm) skill (p. B190) for servicing and repairs. No roll is required for operation under normal circumstances (unless the user is unskilled).

Communicators are either broadcast or directional. Broadcast (omnidirectional) signals can be picked up by every communicator tuned to the same frequency within range. Directional signals are beamed toward a particular target, and unless noted, are limited by line of sight; terrain and the curve of the horizon block the beam. To overcome line-of-sight restrictions, relay stations may be used. If the communicator has enough range (usually a few hundred miles), the relays may be orbital satellites.

Communicator ranges are given in yards or miles. Interplanetary comm ranges are measured in astronomical units (AU), which are multiples of the average distance from Earth to the Sun (93 million miles). Interstellar ranges are in parsecs (3.26 light years, 206,000 AU, or 19.2 trillion miles).

Comm signals can propagate beyond the listed “effective” range, but these are more difficult to pick up. To extend range, the operator may make an Electronics Operation (Communications) roll at -1 per 10% added to range, to a maximum extension of 100%.

Communicator signals usually travel at the speed of light (186,000 miles per second). This is effectively instantaneous for planetary communications, but across space, the time lag between sending a message and receiving a reply may be significant. A light-speed message crosses one AU in approximately 500 seconds.

When transmitting large files, the data transfer rate of a communicator is important. Data transfer rates are specified for different communication systems. Repeating the same data several times takes longer, lowering the effective data transfer rate (“bandwidth”), but gives a significant boost to range: 1/4 speed doubles the range; 1/100 speed multiplies the range by 10, and 1/10,000 speed multiplies the range by 100. This technique is commonly used for deep-space transmissions.

All ultra-tech communicators (except neurocomms) are routinely equipped with encryption systems; see Encryption (pp. 46-47).

Standard Comm Sizes

Communicators are available in standard sizes:

Micro: These “comm dots” are too small for humans to use directly, but they’re built into many electronic devices that share data with each other. The short range makes detection unlikely. Not all comms have a micro-sized version.

Tiny: This button-sized communicator may be wristmounted (with a video display), worn as a voice-activated badge or ear piece, or built into many other devices such as helmets.

Small: Available as a palm-sized handset, or built into powered armor helmets or vehicles. It has a small video display.

Medium: This hefty communicator is usually worn on a shoulder strap or backpack, or built into vehicles. It has a video display.

Large: A vehicle-mounted unit, often with a sizable antenna.

Very Large: A room-sized installation, often with a large antenna, used for dedicated communications relay stations or spacecraft.

Communicators with Different Ranges

The relative size of a comm – micro, tiny, small, medium, large, or very large – determines its range. Not all comms come in all sizes. The listed range for a given size assumes that both transmitter and receiver are that size. If they differ, use the range given for the smaller comm modified for the size of the larger ones as follows:

Size Difference Modified Range
One size greater 3x shorter range
Two sizes greater 10x shorter range
Three sizes greater 30x shorter range
Four sizes greater 100x shorter range

etc. etc.

Example: We want to see whether a medium radio (with a 100-mile range) can be picked up by a tiny radio (one-mile range). We use the shorter of the two ranges (one mile) x 10 (medium radio is two sizes greater) = a 10-mile range. As long as both radios are within 10 miles of each other, they can talk without a skill roll being required to extend range.

Comphone (TL9)

The next evolution of the personal communicator, this device consists of a tiny computer with the compact and slow options, a data player, a GPS receiver, and a network-only radio microcomm and tiny radio receiver. They’re so small, they usually come as a medallion, wristband, or badge with “stick pad“ backing (see Gecko Adhesive Technology, p. 6). Comphones have a tiny screen and some buttons, but their main interface is voice or an external input. $15, 0.08 lbs., 2A/16 hrs. LC4.

A more expensive version with a real datapad, full tiny radio, and a regular computer: $100, 0.2 lbs., 2B/48 hrs. LC4.

At TL10, comphones include a laser microcomm to access a building’s internal network at maximum bandwidth. The expensive version also includes an inertial compass. Cheap TL10 comphone: $35, 0.08 lbs., 2A/16 hrs. LC4. Expensive TL10 comphone: $150, 0.2 lbs., B/24 hrs. LC4.

Earbud (TL9)

This earplug contains a radio microcomm (Ultra-Tech, p. 43) with a deliberately shorter range (10 yards), a speaker, and a filtered external pickup that gives +1 to resist loud noises. Used as a headset for a comphone or data player. Double cost for two connected by a short length of optical cable. $2, neg., non-rechargeable AA/2000 hrs. LC4.

Vid Glasses (TL9)

Tough sunglasses incorporate a HUD (Ultra-Tech, p. 24), earbuds (above), and the same camera as a flatcam (UltraTech, p. 51). A cheaper alternative to “night shades.” Provides DR 2 to eyes. $60, 0.1 lbs., A/10 hrs. LC4.

Smart Tag (TL9)

Similar to an RFID chip, a smart tag is a tiny radio transmitter that can operate for long periods of time to broadcast simple information. It can't receive information wirelessly, but some limited interactivity is possible by pre-programming in responses, e.g. showing several different phone numbers when different buttons are pressed (this is done by transmitting all the information to the user at once; the buttons are just an interface). Smart tags are used for many purposes, including advertising, automated tourism information, product information, digital graffiti, or even friend-foe identification. Other computers pick up the signal and present it to the user. Smart tags are often configured for people using a HUD, transmitting a 3D image to provide a floating “hologram” that might be animated or have audio or any other kind of sensory information. The content of the transmission has to be set while the chip is in a chip drive or physically in contact with another computer. An integral AA cell allows for 40 days of continuous broadcasting. The cell can't be removed but can be recharged by short-range beamed power. Transmission range is 200 yards at TL9. Range is double at TL10, five times at TL11, and ten times at TL12. $2, neg., AA/1000hr. LC4.

Subvocal Microphone (TL9)

Subvocalisation is the act of talking “inside one's head”, which produces detectable nerve impulses in the throat muscles. A subvocal microphone is a small adhesive pad that works similarly to an electroencephalogram or neural input pad, detecting the electrical impulses from the throat during subvocalisation and converting them into speech or text. This allows a person wearing a subvocal microphone to “talk” into a radio, computer or other audio device silently. Combined with a speaker worn on the body they are also used for people who cannot speak because of an injury or disability, such as someone who has had a tracheotomy. (This negates Cannot Speak for any creature whose racial template does not have the disadvantage.) They're also extremely useful for covert operations. They can be built into any clothing, armour or jewellery that is worn directly against the neck, such as neck ties, scarves, collars or chokers. $25, 0.05lb, AA/1000hr. LC4.

Tympanic Speaker (TL10)

A tiny sonic projector and radio microcomm attached to a gecko adhesive pad, about the size and weight of a British five pence coin (or an American dime). It is usually attached to the skin behind the ear where it can beam sound signals directly into the inner ear via the skull, avoiding any loss or leakage of clarity, quality or volume. If desired, tympanic speakers can cancel out external sounds (giving Deafness to external sounds), decrease their volume (giving Bad Hearing to external sounds but allowing you to ignore any effects of loud environments), increase their volume (temporarily removing Bad Hearing if you already have it), or place a limit on the volume of sounds (giving Protected Hearing). They are often used as discreet hearing aids or earphones for music or media players, but also come in handy as communication gear for military and intelligence operatives, as no external sound is produced. $15, 0.0075lbs, 6AA/30hr.

IR Communicators (TL9)

An “IR comm” is an infrared directional communicator similar to a TV remote. Its beam scatters somewhat and can bounce off solid objects. Make an Electronics Operation (Communications) roll to take advantage of this (e.g., trying to communicate round a corner by bouncing a signal off a wall). Roll vs. Electronics Operation (EW) to eavesdrop on another IR communicator’s beam if you within a few degrees of the beam path. The data transfer rate is 10 GB/minute.

The beam is invisible, but infrared or hyperspectral vision can see it at up to double its range if it is aimed directly at the observer, or in dust or fog.

Large (TL9): 25-mile range. $2,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL9): 2.5-mile range. $500, 5 lbs., 2C/10 hr. LC4.

Small (TL9): 500-yard range. $100, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL9): 50-yard range. $20, 0.05 lbs., 2A/10 hr. LC4.

Micro (TL9): 5-yard range. $5, neg., AA/100 hr. LC4.

Ranges are doubled at TL10, multiplied by 5 at TL11, and multiplied by 10 at TL12.

Laser Communicators (TL9)

“Laser comms” use a modulated multi-frequency laser beam to transmit a highly-directional signal. The narrow beam and line-of-sight requirement makes it hard to eavesdrop on a laser comm signal; someone must be in the direct path of the beam to intercept it. The beam is invisible and eye-safe, and tunes itself automatically to penetrate snow, fog, etc. Laser comms may be tuned to use blue-green frequencies to reach underwater. The signal range is 1% of normal underwater, with a maximum range of 200 yards.

Due to their range and directionality, laser comms are favored by soldiers and adventurers for secure line of sight communication. All incorporate gyrostabilized tracking systems to help maintain communications. They’re also often installed on building rooftops or pylons for secure comm links; such “free space optics” can be a cheaper solution than stringing fiber optics. The data transfer rate is 1 TB per minute.

Very Large (TL9): 50,000-mile range. $40,000, 400 lbs., external power. LC3.

Large (TL9): 5,000-mile range. $10,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL9): 500-mile range. $2,000, 5 lbs., 2C/10 hr. LC4.

Small (TL9): 50-mile range. $400, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL9): 5-mile range. $100, 0.05 lbs., 2A/10 hr. LC4.

Micro (TL9): 1,000-yard range, but usually broadcasts at lower output with a range of five to 10 yards. $20, neg., AA/100 hr. LC4.

Ranges are doubled at TL10, multiplied by 5 at TL11, and multiplied by 10 at TL12.

Laser-Retinal Imaging (TL9)

Any laser communicator with this hardware upgrade may beam graphics or text files directly into the retina of a single eye. It’s tricky to aim; treat as a ranged-weapon attack aimed at the eye (-9 to hit), but assume the laser has Acc 12, or Acc 18 if mounted on a tripod or vehicle. Roll Electronics Operation (Communications) to hit. If the subject is standing still or walking slowly, the laser can continue to track once a hit is achieved (i.e., no further rolls are required).

The subject doesn’t need a communicator to receive a signal, making this a good way to send covert messages over a few miles. However, he can interrupt a retina message by closing his eyes or turning his head. Glare-resistant optics will also filter out a message.

Another disadvantage is that the laser can only send images. It can flicker several hundred images per second, but most subjects would only see a blur at that speed – the subject’s comprehension limits the data-transfer rate. Sending text limits the transmission to the subject’s reading speed (which the sender must estimate!). Since the transmission is one-way, the sender may have no idea whether the subject read the information.

Fitting a laser comm with the computer chips for laser-retinal imaging costs $1,000, but adds no weight. LC3.

Radio Communicators (TL9)

These broadcast communicators use radio waves. All incorporate spread-spectrum technology in which communications clarity and reliability is improved by spreading the signal over a range of frequencies. The frequency hopping also keeps the transmitter from being “bright” in any given frequency, making it very hard to detect.

Radio range may drop by a factor of 10 in urban environments or underground. The data transfer rate is 0.1 GB per minute, but range drops significantly (divide by 10) when transmitting real-time audio-visual signals.

Very Large (TL9): 10,000-mile range. $20,000, 400 lbs., external power. LC3.

Large (TL9): 1,000-mile range. $4,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL9): 100-mile range. $1,000, 5 lbs., 2C/10 hr. LC3.

Small (TL9): 10-mile range. $200, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL9): 1-mile range. $50, 0.05 lbs., 2A/10 hr. LC4.

Micro (TL9): 200-yard range, but usually broadcasts at lower output with a range of one to two yards. $10, neg., AA/100 hr. LC4.

Ranges are doubled at TL10, multiplied by 5 at TL11, and multiplied by 10 at TL12.

Sonar Communicator (TL9)

This uses a modulated sound beam for broadcast communication. It travels at the speed of sound: almost a mile per second underwater or 0.2 miles per second in air (at sea level). A sonar comm is designed for underwater operation, but ultra-tech models are also tunable to operate in air – if one is so used, it has 1% of the listed range multiplied by the air pressure in atmospheres. Sonar communicators do not work in vacuum. The data transfer rate is very slow: 0.1 MB/minute.

Its signals can be detected (but not understood!) at twice the comm range by passive sonars, or by anyone with Ultrahearing or Vibration Sense advantages. The only way to jam the signal is with powerful, specialized sonar jammers (p. 99) – but underwater explosions cause transient interference.

Large (TL9): 300-mile range. $5,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL9): 30-mile range. $1,000, 5 lbs., 2C/10 hr. LC3.

Small (TL9): 3-mile range. $200, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL9): 600-yard range. $40, 0.05 lbs., 2A/10 hr. LC4.

Micro (TL9): 60-yard range. $10, neg., AA/100 hr. LC4.

Ranges are multiplied by 1.5 at TL10, doubled at TL11, and multiplied by 3 at TL12.

Sonic Communicator (TL9)

A sonic projector (p. 52) can be used to beam voice or audio signals.

Gravity-Ripple Communicators (TL10^/11^)

These communicators use gravity waves generated by artificial gravity technology. The signal is omnidirectional; eavesdroppers must roll against Electronics Operation (EW) to listen in.

Gravity waves reach underwater and penetrate solid objects at no penalty. Intense gravity sources such as neutron stars, pulsars, and black holes can disrupt the signal.

Only very large comms are available at TL10^, with all other sizes appearing at TL11^. The data transfer rate is 1 GB/minute.

Very Large (TL10/11^): 100,000-mile range at TL10, or 1,000,000 miles at TL11^. $200,000, 400 lbs., external power. LC3.

Large (TL11^): 100,000-mile range. $50,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL11^): 10,000-mile range. $10,000, 5 lbs., 2C/10 hr. LC4.

Small (TL11^): 1,000-mile range. $1,000, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL11^): 100-mile range. $200, 0.05 lbs., 2A/10 hr. LC4.

Micro (TL11^): 10-mile range. $50, neg., AA/100 hr. LC4.

Ranges double at TL12.

Neutrino Communicators (TL10^/11^)

This directional communicator uses a modulated beam of neutrinos (or anti-neutrinos). It is nearly impossible to jam or intercept, and functions in any environment – it can reach underwater or penetrate solid objects at no penalty, and isn’t blocked by the horizon.

Neutrino transmission uses specialized particle accelerators; at TL11, these are fairly compact. However, at non-superscience TLs, neutrino detection requires massive installations. At TL8, a typical detector contains several hundred thousand gallons of industrial cleaning liquid and is buried nearly a mile underground. Using superscience, much more compact receivers are available, using force fields or hyperdense matter.

The data transfer rate is 1 TB/minute. Only very large comms are available at TL10^, with all sizes (except micro) at TL11^.

Very Large (TL10^/11^): 100,000-mile range at TL10, or 1,000,000 miles at TL11^. $500,000, 400 lbs., external power. LC3.

Large (TL11^): 100,000-mile range. $100,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL11^): 10,000-mile range. $20,000, 5 lbs., 2C/10 hr. LC4.

Small (TL11^): 1,000-mile range. $5,000, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL11^): 100-mile range. $1,000, 0.05 lbs., 2A/10 hr. LC4.

Ranges double at TL12.

Causality Communicators (TL10^)

This instant FTL comm uses superscience analogous to the principle of quantum entanglement. Sets of identical particles are created, trapped, then separated. Despite this, they remain connected on a quantum level, so that when data is encoded in one particle, its counterpart(s) instantaneously change in the same way, regardless of separating distance. Thus, information can be transmitted and received, even though no actual signal exists to be jammed or monitored. The particles (and their identical counterparts) are used up as data is encoded in them. Causality comms are rated for their message capacity, which is the maximum bytes of potential data that can be exchanged before the entangled particles are used up. The same amount of data is used whether transmitting or receiving. Suppose commlink A and B share 10 entangled gigabytes. After commlink A sends a 2 GB message and commlink B sends an 8 GB reply, they have exhausted their message capacity.

There are two components to this system:

Causality Comm: A device for reading, storing, and manipulating entangled particles, used in conjunction with any computer terminal. $1,000, 0.1 lb. per GB of storage capability (minimum 1 GB). To be useful, it must be charged with a set of entangled message particles whose counterparts are stored elsewhere. LC3.

Entangled Message Particles: These cost $10,000 per GB or fraction of message capacity times the membership of the set (i.e., double the cost for a pair of entangled particles, multiply by 3 for a triplet, etc.). At the GM’s option, faster-than-light travel may disrupt the entanglement and break the link.

For both components, replace GB with TB at TL11^ and petabytes (PB) at TL12^.

Postage Costs

Interstellar “post offices” may have their own causality communicators and message particles. The cost of sending a message will be based on how expensive or time-consuming it is to replace them. If entangled message particles must be shipped at slower-than-light velocities across hundreds of parsecs, then the cost of sending an “instant letter” may be enormous!

FTL Radios (TL11^-12^)

This is a faster-than-light broadcast communication system; perhaps it transmits signals through subspace or hyperspace. The signal usually travels at high but not infinite velocities. A typical comm speed is 0.1 parsec/hour, which allows real-time communication within a solar system (5.7 AU/second), but may take days or even months to cross interstellar distances. Communication speed may be faster, slower, or even instantaneous.

The data transfer rate is 1 TB/minute. In some settings, the curvature of space may prevent FTL radios from operating within 100 diameters of a planet or star. Only very large systems are available at TL11^; at TL12^, smaller sizes are available. The medium, small, and tiny comms are “local FTL” systems useful for transmissions in or near a solar system.

Very Large (TL11^/12^): 2-parsec range at TL11^, 10 parsecs at TL12^. $4,000,000, 400 lbs., external power. LC3.

Large (TL12^): 1-parsec range. $1,000,000, 50 lbs., 2D/10 hr. LC3.

Medium (TL12^): 0.1-parsec range. $200,000, 5 lbs., 2C/10 hr. LC4.

Small (TL12^): 0.01-parsec (2,000 AU) range. $40,000, 0.5 lbs., 2B/10 hr. LC4.

Tiny (TL12^): 0.001-parsec (200 AU) range. $10,000, 0.05 lbs., 2A/10 hr. LC4.

FTL radios require cosmic power cells or external power.

Black Hole Communicator (TL12)

This uses an electrically-charged quantum black hole manipulated by (enormously strong) magnetic fields, which cause it to vibrate in place. It functions like a gravity ripple comm (p. 45), but does not require superscience.

Its signals travel at light speed, but can be detected clearly over long distances (base range is 1 parsec) by a gravity communicator or a gravity scanner. It is powered by the black hole, and can also provide the same energy of a fusion generator. $2,000,000, 2,000 lbs. LC1.

Neural Communicator (“Neurocomm”) (TL12^)

A refinement of neural disruptor technology, this device beams precise electromagnetic signals directly into another person’s brain. This is essentially mechanical telepathy, but the signal travels at light speed.

A neurocomm transmits only: no receiver is needed. Any sentient living brain with IQ 1+ can receive neural comm signals, including total cyborgs. Plants, bacteria, digital intelligences, and entities with less than IQ 1 cannot receive neurocomm signals.

Humans and similar races perceive neurocomm signals as “voices in the head,” at the volume of a loud whisper. Other races may perceive them as analogs to their primary communication sense (sound, smell, or whatever). A neurocomm does not translate its transmissions. Signals sent in another language, or to a non-sapient race, will be unintelligible noise. However, a neurocomm connected to a computer running a translation program can translate signals before transmission. Unintelligible neurocomm signals are as annoying as someone constantly whispering gibberish into your ear.

A neurocomm comes with a built-in neural input (p. 48) pad. Effects similar to a neurocomm can be achieved via two individuals with direct neural interfaces (pp. 48-49), each controlling a high-bandwidth communicator. Neurocomms can transfer data only to individuals who have neural interfaces connected to computers or data storage systems. The transfer rate is 0.1 GB/minute.

Large (TL12^): 10-mile range. $100,000, 50 lbs., 2D/10 hr. LC2.

Medium (TL12^): 1-mile range. $40,000, 5 lbs., 2C/10 hr. LC2.

Small (TL12^): 200-yard range. $10,000, 0.5 lbs., 2B/10 hr. LC3.

Tiny (TL12^): 20-yard range. $2,000, 0.05 lbs., 2A/10 hr. LC3.

For an upgraded version, see Mental Translator (p. 48).

Receive-Only or Transmit-Only Comms

Most communicators are available as cheaper, lighter, receive-only or transmit-only designs. (Sonic, black hole, and causality comms are not.)

Receiver: This is 20% of a two-way comm’s weight and 10% its cost. Its power cell is one size smaller, so a C cell would be replaced by a B cell. A micro comm would operate 10 times as long on its AA cell.

Transmitter: This is 80% of a two-way comm’s weight and 90% of its cost.

Exception: For gravity-ripple, neutrino, and FTL comms, the receiver and transmitter are each 50% of weight and cost; each has half as many cells.

Encryption

Secure data transmission is vital in a modern society. Messages, electronic mail, and signals may be routinely encrypted to ensure their security.

Encryption Systems (TL9)

Encryption systems use mathematical formulas (“keys”) to conceal (encrypt) a signal into seemingly-random gibberish. If the recipient has the key, his system will decrypt the message, transforming it back to meaningful information.

The most common encryption systems are “public-key” systems. The encryption key is publicly distributed, and can used by anyone to encrypt a message sent to its owner. The only way to decrypt that message is with a private decryption key, which is securely stored in the owner’s computer or communicator. Cracking public keys involves factoring very large numbers and thus very capable computers; successful use of Cryptography skill represents the use of various hacks and short-cuts.

Ordinary encryption systems use mathematical keys based on pseudo-random numbers. They are rated for the Complexity of computer that will take a hour per attempt to crack them. They come in two levels, basic and secure. Basic Encryption (TL9): This is defined as whatever encryption standard is complex enough to be reasonably secure, but not so complex that it slows down operations by taking up excessive bandwidth or computer processing time. A Complexity 8 computer may attempt to break this encryption once per hour. Raise required Complexity by 2 (TL10), 3 (TL11), or 4 (TL12). This standard is adequate for business transactions and personal privacy. It can be built into all TL9+ communicators and computers at no extra cost, although some societies may restrict encryption to the government. LC4.

Secure Encryption (TL9): A more complicated system, often used to secure classified government or military information. There may be a delay of one or two seconds as messages are sent or data is processed. This standard is often subject to legal restrictions. Breaking it in an hour requires a Complexity 10 computer. Raise required Complexity by 2 (TL10), 3 (TL11), or 4 (TL12). A secure encryption chip for a computer or comm is $500; neg. weight. The chip also lets the system generate or encrypt one-time pads (below). LC2.

Cryptography skill is used to crack encryption systems. Rather than the modifiers on p. B186 (which are for manually-devised codes rather than mathematical ciphers), apply modifiers for the quality of the decryption program (p. 23) and for the time spent (p. B346) relative to the base time (see above).

The encryption standard specifies the Complexity of computer required to make an hourly attempt at decrypting it. A higher-Complexity computer reduces the time by a factor of 10 per +1 level over it (six minutes for +1, 36 seconds for +2, three seconds for +3, or in real time as the message arrives for +4 or more). Using a computer of lower Complexity multiplies the time by 10 for each -1 Complexity (10 hours, 100 hours, 1,000 hours, etc.).

Decryption Program (TL9): Contains a database of hacks and shortcuts. Gives a +1 (quality) bonus to Cryptography skill. Complexity 2, $500. LC3.

Quantum Computers (TL9): A quantum computer (p. 23) adds +5 to its Complexity for the purpose of decryption. Also, if the quantum computer is of lower Complexity than the encryption, each -1 under triples the time required (3 hours, 10 hours, 30 hours, etc.) rather than causing a 10- fold increase.

One-Time Pads

There is one way to ensure that an encrypted message is not broken: the “one-time pad” system. The message is encrypted using a completely random key that is only used once. Unlike public-key encryption, the encryption and decryption keys are the same. Thus, both the sender and recipient must already have the key.

To use one-time pads, one or more of them are generated and passed to the parties who wish to use them to communicate (e.g., before sending a spy on a mission). That way, the only signal that need be sent is something like “use pad #231.”

One-time pads are only for data transmission. The key must be at least as long as the message it encodes (i.e., it takes up as much bandwidth). Secure encryption systems have hardware-based random number generators that use electrical or atmospheric noise or nuclear particle decay to generate the true random numbers suitable for onetime pads.

The other disadvantage of one-time pads is that safe delivery often requires a physical courier or advance arrangement – transmitting them as public key-encrypted messages risks someone decrypting them, which defeats the entire point. Delivery and retrieval of disks containing a one-time pad are an opportunity for adventure. However, a faster alternative is to use quantum communications to transmit a one-time pad key, since any eavesdropper on a quantum channel would be detected.

Quantum Communications (TL9)

In quantum theory, certain pairs of physical properties are complementary, in that measuring one property necessarily disturbs the other. By using quantum phenomena to carry information, a communication system can be designed which always detects eavesdropping. A laser communicator, neutrino comm, or optical cable can have a quantum channel option. Laser or neutrino comm range is 10% of normal when using it. If both sender and receiver use quantum channels, the result is highly secure: If anything intercepts the signal, the users are alerted instantly. Multiply the cost of a laser or neutrino comm with a quantum channel by 10; multiply the cost of optical fiber systems by 100. LC3.

Translators

Fast, accurate language translation is important in any multilingual society, and may be vital if many different alien races co-exist. Advanced computers and artificial intelligence can put a skilled translator in everybody’s pocket.

Translator Program (TL9)

This computer program translates conversation from one language into another in real time. It can be used with any computer with an appropriate interface. Spoken languages require a microphone or speaker, whether built-in or provided by a linked communicator. Some users speak into their communicators (or use a neural interface) and let the computer’s speaker talk for them.

Each translation (e.g., English-Portuguese) is a separate program. The program’s level of comprehension can never exceed the input; a native-level English-to-Portuguese program will translate broken English into broken Portuguese.

Broken (TL9): This translates speech at the Broken comprehension level (p. B24). Each language requires at least a 10GB database. Complexity 3.

Accented (TL9): This translates speech at the Accented comprehension level (p. B24). Each language requires at least a 30GB database. Complexity 4.

Native (TL9): This translates speech at the Native comprehension level (p. B24). Each language requires at least a 100GB database. Complexity 5.

Reduce program Complexity by 1 if either language is an artificial construct (e.g., Esperanto) designed for ease of learning and/or translation. If this is the case for both languages, the modifier is cumulative.

Increase Complexity by 1 if translating languages between different species, unless both think in a very similar fashion (e.g., elves and humans). Complexity also increases by 1 if the system translates from one sense to another, such as sign language to a spoken language, or between different frequencies (from ultrasonic signals to a human voice). Appropriate input and output sensors will also be needed.

Use the normal cost of software for common language combinations such as English-Japanese. Unusual combinations such as Finnish-Korean are double cost. Obscure combinations (e.g., Icelandic-Maori) are 5 times normal cost, or unavailable. If your computer’ complexity permits, you can run two common combinations in series (e.g., Icelandic-English followed by English-Maori) to simulate an obscure one cheaply. However, compounded errors give a final comprehension level one grade below that of the least-capable program, while the extra step introduces a one-second delay that can be deadly in tactical situations! What is “obscure” or “common” will vary by time and place.

Universal Translator Program (TL11)

This dedicated AI program can analyze and translate entirely new languages with as little as an hour of exposure, provided that it has access to someone who is actually attempting to teach it, or it can listen in on multiple varied conversations such as the ones on media channels. After an hour, it reaches Broken comprehension. After six hours, it reaches Accented comprehension. After a day, it reaches Native comprehension. Its comprehension cannot exceed that of the speakers it is observing. Non-verbal languages can be handled if appropriate sensors and “speakers” are available; cost varies widely. Complexity 9. LC4.

Mental Translator (TL12^)

This psychotronic upgrade to the neural communicator (p. 46) translates the user’s language into a “universal” signal that any IQ 1+ species can understand. Nonsapient animals (IQ 1-5) will be limited to simple concepts. A mental translator costs 10 times as much as a neural communicator.

Neural Interface

Neural interfaces capture and amplify nerve impulses and/or muscle movements, translating them into digital commands for an electronic device or a computer interface. Neural interfaces let a person move a computer cursor just by thinking about it, or fire an interfaceequipped gun without having to pull a trigger. A neural interface also permits commands to be entered “with the speed of thought”… which is often not much faster than speech.

There are three categories of neural interface: cybernetics (discussed at length in Chapter 8), neural input receivers, and direct neural interfaces. All require some training before they can be effectively used. The interface software must be taught to recognize the user’s brain or muscle patterns. Apply familiarity penalties when switching from a normal device to a neural-interface controlled device – or vice versa.

Neural Input Receiver (TL9)

These systems pick up neural signals indirectly from the user’s muscle movement, eye/facial movement, or brain waves. They pick up basic commands (equivalent to a few menu options), but cannot transmit sensory feedback back to the user. They’re built into wearable devices such as goggles or contact lenses for hands-free operation, usually in concert with a physical HUD display.

Neural Input Headset (TL9): Picks up brain waves. It can replace a computer mouse or equivalent device. $50, 0.1 lb. A/100 hr. LC4.

Neural Input Pad (TL11): Senses neural impulses when touched. It is used in elevators, doors, smart guns, and other gadgets with simple controls. $50, neg. weight. LC4.

Direct Neural Interface (TL9-11)

Usually referred to as a “neural interface,” this sophisticated device allows the user’s brain to communicate with computers and control complex equipment. It can do anything that a neural input device can do, and much more. The interaction is two-way: data displays, physical feedback, and other sensory information can be transmitted directly into the user’s brain. There is no need for a user to touch controls or see physical data displays. He can have the equivalent of a HUD (p. 24) overlaid on his visual field, so he can “live” in augmented reality (pp. 56-57). A direct neural interface is required for certain technologies, such dream teachers (p. 59), sensies (pp. 157-158), and total virtual reality (p. 54).

When using a neural interface, the user is opening up his nervous system and brain to intrusion – or even being hacked. Like any networked computer, the user’s safety depends on his encryption systems, the products he uses, and those associates or superiors to whom he grants access.

There are several versions of direct neural interface available. At TL9, all require implants. At higher TLs, less invasive interfaces are possible.

Neural Interface Implant (TL9): This involves implanting sensitive electrodes in the brain along with an implanted communicator. See Direct Neural Interface Implant (pp. 216-217) in the Cybernetics section.

Neural Interface Helmet (TL10): This “crown of thorns” helmet invades the skull with tiny nanowires. They inflict no damage, but users may find the idea disturbing! The helmet takes four seconds to don or remove; yanking it off before disconnecting causes 1d injury. It includes a cable jack (p. 42) and radio micro communicator (p. 44). $10,000, 2 lbs., C/100 hr. LC3.

Neural Induction Helmet (TL10^): The same system, but a non-invasive neural induction process “writes” data to the brain. $5,000, 2 lbs., B/100 hr. LC3.

Neural Induction Pad (TL11^): A tiny version of the helmet above, worn as a hair ornament or built into a device. $500, neg. weight. LC4.

Neural Induction Field (TL11^): This works like a neural induction helmet, except that it covers an area. Anyone entering the field is connected to the systems it controls. A chair-sized field is $50,000, 25 lbs. Larger fields are $200,000 and 100 lbs. plus $10,000, 100 lbs., per square yard the field covers; they’re usually built into a floor. LC2.

Brainlocks (TL9)

Any neural input device or neural interface may include a brainlock. This is an interface programmed to only accept a user who has a specific brainwave pattern. The “user list” can be hard-wired into the system (making it impossible to change); otherwise, any interfaced user can use a password to alter the lock’s parameters.

If attached gadgets have multiple functions, only some might be brainlocked. An elevator operated by induction pad may allow anyone to travel between the first and ninth floors, while restricting access to the executive suite. A brainlock can also grant partial access to computerized records or other data, based on Security Clearance or other criteria. A brainlock has no extra cost. LC4.

NETWORKS

These consist of numerous “nodes” –computers and communications systems connected on a permanent or semi-permanent basis. They can range from local intranets linking a handful of individuals to galactic information webs.

Ultra-tech networks generally combine message relay and data access functions, allowing people to store and find information on the network as well as using it to transmit and receive data.

Data networks usually store and retransmit a variety of information (news, knowledge, personal mail, discussion groups, etc.), using either decentralized or centralized computers and data storage systems. Some groups may set up their own private networks, but larger networks run by telecom companies or the government usually exist. Subscription costs are infinitely variable; those given below are only suggestions.

Planetary Network (TL9)

Most civilized ultra-tech worlds have networks that cover the entire planet. In some societies, a planetary network may be composed of multiple decentralized networks, like the Internet. Others may be business or state monopolies. In theory, the latter makes access easier, since everyone uses the same software with the same provider. In practice, it gives the owner immense control over information distribution. With enough computer power, a state could theoretically monitor the on-line actions of every user and censor any communication it doesn’t want on the net.

A planetary network consists of a high-bandwidth communications backbone (often using optical cables), an infrastructure of repeater stations, communication satellites and other relays, supporting databanks and software, and the people or machines that maintain it. A subscription to a service provider is usually included in cost of living as part of the utility bill, or provided by the government. If paid for separately, it might cost $10-60/month.

All subscribers with compatible communication gear may call or send messages to anyone on the network at no extra cost. Accounts include voice and e-mail addresses, where the user can be reached or have messages left for him. Messages to people outside the network may or may not be available; if so, it usually costs extra (e.g., $0.10- $1/minute). The definition of “outside” can include rival planetary networks (if any exist), spacecraft or stations, or other worlds.

Messaging over interplanetary distances will suffer from light speed lag (limiting the user to recorded messages or email) unless using faster-than-light comms. Interstellar comm linkages may or may not be available, and the fees are likely to be orders of magnitude higher!

Storage of data on the provider’s system is usually included. Storing lots of information (backed-up mail, personal virtual realities, etc.) in a provider’s system costs extra, e.g., $1 per terabyte per month at TL9. Storage space expands by a factor of 1,000 for each higher TL.

A subscriber’s account lets him access whatever is publicly available on the network – news channels, entertainment, commercial sites, library search engines, virtual reality parks, etc. Some networks may be as loose as the current Internet; others may be tightly regulated by businesses or states. Net providers or other users may charge extra for various services, such as downloading some types of information, accessing virtual-reality simulations or sensies, or special high-speed service.

Cable Connection

Most users connect to a planetary network through a cable box hooked into an optical cable land line between the building and the service provider. A typical cable box has radio, laser, and infrared micro communicators; it can connect to computers, terminals, entertainment consoles, phones, and other hardware. The data transfer rate is one terabyte/second. Most landlords and network service providers provide cable boxes; if purchased, a box is $100, 0.2 lbs., external power. LC4.

Mobile Access and Cellular Communicators

Subscribers using compatible communicators can route calls through a planetary network regardless of distance, provided they’re in range of a local repeater station. Repeaters are found in most areas, except for trackless wilderness, ocean, the territories of isolationist regimes, and areas where the infrastructure is down due to disaster, war, or deliberate jamming.

In places where there are no working repeater stations, network access is usually available via satellite connection. The user’s comm needs at least a 10-mile range (sonic or sonar comms are useless). Long distance charges may apply.

Compatible communicators vary depending on the service provider and the TL. Most TL9 cellular networks are based on radio or laser systems, but others (except neural or sonic) are possible. There may be an extra fee of $10/month for each mobile comm address the user has.

Cellular Communicator (TL9): A comm that can only access a planetary data network is available at half the normal cost. Usually it’s a tiny or small radio, but it could be anything except a neural communicator.

Operating a Service Provider

A planetary network provider requires computer systems on which the data and user-access programs operate, as well as the enough bandwidth to handle the number of users. If the service provider is also the telecommunication company, it has to worry about maintaining the communication channels and setting up new ones if they become overloaded. Rental costs for lines capable of high-speed access to a global network depend on the state and sophistication of the net. Continuing costs may vary from $5 to 30 per line per month. If the number of regular users is more than 20 times the number of lines, the system is likely to become clogged.

Data Security and Data Havens

In most societies with CR2+, network service providers are required to turn over information on their users’ activities to the authorities. Data havens operate illegally, or in regions whose governments have promised not to monitor data flow, or where there are no governments. They charge 10 to 1,000 times as much as mundane providers, but promise not to provide information to others. Some can be trusted. All may be prime targets for spies and hackers… and one scandal can destroy a data haven’s reputation.

Mail and Freight

Many things can be done through networks and communicators, but sometimes a package has to be delivered in person. The possibilities depend on the available vehicle technology and the population density. Some examples:

Suborbital Express Mail (TL9)

Need to get something from New York to Tokyo in less than an hour? Hypersonic aircraft and spaceplanes may offer high-priority suborbital courier service at 10 times the speed of sound. Typical price: $100 per pound.

Homing Couriers (TL10)

Why wait at home for a courier when you can provide your GPS coordinates to a football-sized messenger robot who flies to you? A homing courier could even deliver a package to a moving vehicle, which is very useful if you’ve just run out of ammunition during a car chase. Typical prices: $50 per pound for same-day delivery, $500 per pound for same-hour, or $5,000/lb. for a super-rapid delivery arriving within several minutes.

Matter Transmission (TL11^)

If matter transmission technology (pp. 233-235) is cheap enough, everyone’s personal mailbox may be a matter transmitter. Courier firms may also operate matter transport systems.

rpg/gurps/core/equipment/general_equipment/communications.txt · Last modified: 2024/10/31 22:48 by wizardofaus_doku

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