From: nasato@wiliki.eng.hawaii.edu (Neil Asato)
Subject: BTRC: Variant rules for augments and cyberspace 
Organization: University of Engineering, College of Engineering
Date: Sun, 8 Nov 1992 07:20:11 GMT

Note: This article has parts of articles that I posted last year
in the games.cyber newsgroup. I cleaned them up and joined them
into a single file. The article on variant rules for magic items
will appear next month, as it is taking longer than I thought
to type it out. Mr. Porter, if you are reading this, this is
just the file I already sent you, and it will probably be during
Christmas that I will be able to send you the other files.
ARTICLE BEGINS BELOW THIS LINE
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          Variant Ideas on Augmentation and Cyberspace

     Here are some possible rules for handling augments.
Note that this assumes a fairly high level of technology available
and that the characters usually get about 5000 credits/dollars
a month on average to spend.

     The difference between the current level and the desired
level for attributes in AP is the cost in kilocredits (example:
level 10 strength has 25 AP, desired strength of 20 has 100 AP,
so a cost of 75 kilocredits is needed). This is for non-biological
augmentation. Biological augmentation costs about twice as much.
Two numbers should be kept, one is for the natural level (including
biological) and the other for "artificial". This is because if you
include things like magic from warpworld, you will not always be able
to recover damage to synthetic enhancements. Note that this drops
the cost of augments significantly. Also, divide the cost of the
basic brain implant , the memory module, the decks, the other
major implants (like weapons) by 10, to bring the cost more in line
with the other equipment to buy. This makes cosmetic and vanity
augmentation relatively common, but the really serious augmentation
somewhat hard to get. The minimum cost is always 1000 credits.

     For armor implants use the equation (10/ point of Armor Value)^2
to get the cost in credits. Example: an implanted AV of (1/0) costs
100 credits. To get blunt trauma resistance (the second AV number),
it costs 4 times as much and cannot exceed the value of the first
part of the number(an extra 400 credits for this example).
 Like other implants, this can be done as a biological modification
for twice the cost (Example: a (1/1) AV biological implant would
cost 1000 credits). This would involve using chitin/shell like
plates and alternating them with fat-related absorption layers along
with web like polymers to reinforce the layers. The advantage of
using biological armor, in addition to being healable by magic,
is that are treated as being a natural part of their body like
animal armors. GMs may wish to charge extra for resistance to things
like armor piercing bullets, fire, cold, vacuum, photosynthesis, etc.

     In general, the technology must know of something before they can
add it as an implant (example: if they do not know what Power is,
they will not be able to augment it). Power and Intelligence can
only be augmented by biological means (brain implants and hooking
up to computers can increase its capabilites for certain applications
however, and may be indistinguishable from a "natural" increase).
It is possible to get the Advantages by paying for it, but they generally
have a price of their AP in 1000 credits and must be based on biology
(Advantages like Wealth are not based on biology, though Ambidexeterity
and Nightvision would qualify as possible augmentation).
Similarly, Disadvantages can be removed by a similar means and cost.

     Brain implants generally should have two ports and can run them
concurrently, by running one in the background. The brain implant
computer handles this, the human brain is just the user (sort of like
having a computer around you permanently).

     The typical memory module (ROM or PROM) costs 500 credits.
It holds up to 100 skill points. They do not normally directly add
directly to the user's skill, unless it is as a specific skill.
Normally, they are simply sold as 10 skill level modules in whatever 
skill is desired (some skills are difficult to find though).
The user simply uses the modules level OR their own skill, whichever
is higher. This means that if you are level 10 or greater in the
skill of the module, then it is basically useless for you. You
gain experience points as mentioned in the rules. For those
who exceed level 9 in a skill, they usually buy specific skill modules
instead. To maximize the efficiency, those chips usually have 4 level
+5 specific skills in the same area of basic skills.
     Skill modules may include spells, subject to the limit
of 100 SP (probably requiring limitations). Overlays may include
wizard related skills (notably Concentration and Magery).

     Flatlines are sold on the market, as well some-assembly-required
types. They generally cost about 50000 credits and up. The assembled
types are basically expert system packages that the customer modifies.
The modifications are done as under research rules. They normally have
attributes and skills of 10, but this can be increased with research and
buying the desired levels (usually off the black market). 

     Overlays are the exception to the 100 skill point rule for
the memory module due to their unusual design. They give their
additions to the primary skills and generally give a +5 to bravado.
This makes them very psychologically addictive (have the player characters
roleplay accordingly), especially for the highly skilled professionals
who feel they need to have an edge over their competition. They usually
cost about the same as memory modules, with the disclaimer that the
manufacturer is not responsible for the results. Some brainwashing/
"rehabilitation" overlays are used, treat them as in the rules (in 
Renegade Dreams) for the possibility of personality takeover.

     Decks should have 4 times the number of ports than they currently
have, to give the "cowboy" more room to maeuver with (and to encourage
him to part with more money).

     C.A.T.s are Cybernetic Assault Teams. They are the counter to
ICE. Usual tactics are to load up 100 +1 specific skills per module
for "automatic program blasting" throwing away the instant the
skill is used to compensate for program attrition. Usually 1 +10
Infiltration module is used to help penetrate the main defense
lines. The low level skills are generally misdirection, attack, 
and defense. At each node that is passed through, a new misdirection
application is left to confuse attempts to trace the attack. 
 They usually have a flatline on their deck, or on a deck
hooked up to their deck (making a kind of small 2 sub-node node),
to watch for any incoming attacks (while abruptly cutting off the
user hurts, it is better than dying), or acting as a follower/
torchbearer/cannon fodder for the user. The most organized professional
groups attack in teams and are called "black cats" (as a counter to
black ice and for the term of bad luck). The tactics of black cats
is for them to roadblock attempts to trace them, gang up on programs
(each cat having different specific programs to prevent program
attrition), and to hand off loads. Black cats are highly feared
by AIs as they could defeat an AI. Regular cats were the ones who
attacked Rainwater in the prologue of the Renegade Dreams Module,
the black cats are what assaulted the AzBio computers at the end of the
module.

     On the security side, nodes can have "secret doors" for hidden
sub-nodes, requiring the infiltrator to check against the
appropriate skills at various areas to find it and then
open the "door" to the hidden area. This makes for a cheap defense
for minor companies that can't afford heavy ICE. Alternatively,
"gates" could be used in conjunction with security programs,
this means that if the infiltrator takes longer than a set period
of time to pass through the "gate", the security program will
get suspicious. It is possible that the security program might just
cause a red light to blink on a control panel, and the programmer
just cuts the line or reroutes the paths. Generally, any system with
an AI will have the AI creating its own defenses. This usually
means that every security program will have different "sub-programs"
for skills like Attack, Defense, and Misdirection. AI controlled
nodes will usually have their sub-nodes arranged so that "public"
sub-nodes are "close" to the users, while the higher security sub-nodes
are more "remote" and often have many tricks and traps to keep the
would-be hacker lost, confused, and soon ICEd .