CHIP PCs 65 points by Rex Stardust The following rules are for an Artificial Intelligence character, resident on a (Tech Level 8, in SJ's opinion) computer. MMSDs and The Chip PC: The technology to mechanically record an individual's memories, reflexes, dreams and thought patterns has some interesting ramifications in the cyberpunk milieu, especially in the realm of artificial intelligence. Theoretically, it is possible to produce a run-time package for a stored personality. The memory and processing requirements for an AI are enormous; only a large corporation or government institution would be able to afford the hardware. Backup copies would require an immense amount of storage as well, so there won't be too many floating around . . . Players may choose to be artificial intelligence programs; most of these Chip PCs will be based on MMSD data. Building a Chip PC is a lot like building normal characters; running one is another thing entirely. True AI programs like Wintermute, from Neuromancer, would be built on literally hundreds of points, making a true AI an extremely dangerous foe. CHIP PLAYER CHARACTERS: (65 points) Chip PCs start out with the advantages of Mathematical Ability, Full Eidetic Memory and Absolute Timing. They have the disadvantages of being confined to the computer system, and a social stigma; meat beings regard them as Valuable Property, with all that entails. Their basic stats are bought normally; what the statistics mean for a program are sometimes quite different. To wit: ST represents brute processing power. A chip with high ST can simply bring more power to bear than a smaller program. See Chip Combat, below. DX represents processing speed and reaction time. A high DX would allow a better chance to slip into someone's systems unnoticed (via Stealth), and to move quickly through Cyberspace. IQ is, basically, IQ. HT is the program's ability to cope with external attacks and internal malfunctions. The higher the program's HT, the less likely it is to crash. Simple applications programs (HT 1) could be crashed without any real difficulty, while a truly paranoid operating system with multiple backups, high-quality memory protection and self-repair subprograms would have an HT of 16 or better. CHIP ADS AND DISADS Data Storage (2 pts/level) This is treated exactly like the Data Jack advantage given in RP #9, except that personality modules may not be used. It can hold 1 pt of transferable skill for every two points of storage. This can be switched at will. Protection (4 pts/Level) This is the cybernetic equivelent of Strong Will. Protection has a direct bearing on a program's survival during cyberspace combat. Self-Relocation (10 points) Allows the chip PC to shift his dataset at will, providing for hardware compatibility and enough destination RAM to support him. In a big enough system, a chip PC could actually hide . . . Other ads and disads are at the GM's discretion. No chip suffers from physical disadvantages. Pure AIs would be free of most mental disadvantages (save for Paranoia, perhaps . . .), but a stored personality could carry several. And anyone can have a few quirks. Computer operations is free for Chip PCs, and is automatically at IQ+3 level. Computer Programming becomes M/A for a chip (it's his home turf, after all). Cracking (P/A for chips, M/VH for humans who must have Comp. Programming at 14+ to get this skill) is the all-purpose cyberspace combat skill. See Combat, below. Most mental skills can be used by chip PCs; check with your GM first. Examples: Stealth can be used to slide nondestructively through a system's security programs, Shadowing allows a chip to follow another program with out being seen, and so on. CYBERSPACE COMBAT This is handled much like basic combat, with a few alterations: To attack another program, the attacking PC rolls against his Cracking skill. If he hits, the defender can make a defense roll calculated thus: 1/3 DX (round up) + Protection. If he fails this roll, the attacker rolls damage (Thrust damage, based on ST), and applies it to the defender's HT. If the defender's HT drops below 0, the program crashes. Chips attack in DX order, highest to lowest. Any program that takes damage may make a (current) HT roll at the end of its turn. If it makes the roll, it recovers 1 HT, on a critical success, it recovers 1/2 d6 HT, up to it's original HT. If its HT is below 0, it cannot attempt the recovery roll. If the chip's HT goes fully negative, the program is completely destroyed. Recovering a crashed AI without a backup copy is an extremely difficult process requiring one or more Computer Programming rolls, with the program's negative HT as a modifier. Every successful roll adds 1d-2 to the program's HT. Once the program is above 0, it can recover itself, as above. Thanks to Walter Milliken for his technical help.