Computer Skills
Artificial Intelligence
Computer Engineer
Computer Hacking
Computer Imaging
Computer Keyboarding
Computer Networks
Computer Operation
Computer Programming
Cyberjacking
Computer Repair
Neural Interface & Networks
VR/3D Systems
Artificial Intelligence: There are a variety of artificial intelligences scattered among the settlements of the orbital community. They range from simple computers and devices using fuzzy logic and heuristics to control simple devices, such as ship temperature and power output, to rogue devices modelled on the neural network of the human mind, installed in pre-Flash satellites, some of which are still orbiting and able to defend themselves. A character with this skill is able to understand how artificial intelligence systems work, how they "think" and "understand" the world around them, how to communicate with them and how to reprogram them, either directly or by argument. Experts are able to build and repair computer (50% base proficiency). Base Skill: 30% + 5% per level of experience. Adds bonus of +5% to all other computer skills. Requires: Computer Operations.
Computer Engineer: The electronics of computers involve engineers in
design and manufacture of memory systems, of central processing units, and of
peripheral devises. Foremost among the avenues, of central processing units, and
of Very Large Scale Integration (VLSI) and new computer architectures. The field
of computer science is closely related to computer engineering; however, the
task of making computers more "intelligent" (artificial intelligence), through
creation of sophisticated programs of development of higher level of machine
languages or other means, is generally regarded as being in the realm of
computer science. One current trend in computer engineering is micronization.
Using VLSI, engineers continue to work to squeeze greater and greater numbers of
circuit elements onto smaller and smaller chips. Anther trend is toward
increasing the speed of computers operations through use of parallel processors,
superconducting materials, Multi-tasking, etc. The main concern is how to link
humans to the machines. Currently they have been connecting the brain waves of a
human into virtual reality type helmets to tell a computer what to do. This
should explain how the all of the Rifts mecha works. Base Skill: 20% + 5% per
level of experience. Requires: Computer Operation, Computer Programming,
Computer Language, Literacy, and Writing.
Computer Hacking: This is a computer skill similar to computer
programming; however, the emphasis of the skill is breaking computer access
codes to gain illegal access to other computer systems and steal sabotage its
data. The character is an expert in tracing computer data, bypassing defence
systems, and breaking ("hacking") codes; add a one time bonus of +5% to the
cryptography, surveillance, and locksmith (electronic and computer controlled
locks only) skills if the character is a hacker. There is a time frame, for
simple codes 5 to 8 minutes, for advanced codes 15 to 20 minutes and for complex
codes 1 to 2 hours. A failed roll, the character can try again, has been caught,
or set off alarms, etc. (GM's base the outcome on the severity of the roll).
Base Skill: 15%, + 5% per level of experience. Requires: Literacy, Computer
Operation, Computer Programming, and at least Math: Basic.
Computer Imaging: This skill deals with scanning images and enhancing
them to the artist's whim, making soldiers more heroic, monsters more fierce,
etc. Can also be used to parody and blackmail as well. The CS Department of
Propaganda Ministries deals harshly with anyone using this ability against the
CS, even in jest. Base Skill: 25% + 4% per level of experience.
Computer Keyboarding: This skill allows the PC to type at a keyboard at a
good speed of 5 times their I.Q. without making a mistake. They can write at 6
times their I.Q. 80% mistake free. This skill is good for typing programs and
transfer of data.
Computer Networks: Getting information out of national and international
computerized data networks is a job for a specialist. Characters with this skill
can use their abilities to track down names, addresses, phone numbers, license
plates, and just about anything else. Base Skill: 55% + 5% per level of
experience.
Computer Operation: A knowledge of how computers work, along with the
skills to operate peripherals like keyboards, printers and modems. Characters
can follow computer directions, enter and retrieve information, and similar
basic computer operations. However, this does NOT include programming. Another
thing to remember is the actual spoken language that the computer is set up in.
There are different versions for the various languages in the World of RIFTS.
Base Skill: 60% + 5% per level of experience. Requires: Literacy.
Computer Programming: Designing, programming, debugging, and testing
computer programs/software. Requires: Computer Operation, Computer Language,
Literacy, and Writing. Base Skill: 40% + 5% per level of experience.
Cyberjacking: Some computers allow their users to go beyond the normal
"interface" of a keyboard, joystick or mouse, and to communicate directly with
the computer via a socket ("dataplug" or "headjack") implanted in the back of
their necks. This means that the computer operator's mind effectively enters the
computer, seeing its memory and processors as a kind of virtual reality. Once
accessed, the cyberjack can alter data, add data, change files, and redesign the
computer's programs, all with his mind. If the computer is linked to others in a
network, such as the Link that connects all the computers in and around the
Freedom station or the Matrix that connects all of the computers of Fort Knox
and the Armoury, the user can communicate with other cyberjacks within the
network. If cyberjacking is used in conjunction with a ship's weapons using a
targeting computer, it will add +2 to strike. Cyberjacking is much more direct
and up to ten times faster than normal computer programming, but not without its
perils: software bombs, viruses and trojan horses may lurk within the computer's
memory; other cyberjacks can ambush you or design programs to trap your mind
within the computer; and if the computer itself is artificially intelligent
anything might happen. Characters must have the computer operator skill to take
Cyberjacking. Any player character starting with this skill automatically has a
dataplug implant. Others must pay for the dataplug and its implantation later.
Base Skill: 50% + 5% per level of experience.
Computer Repair: Knowledge of the internal electronics of computers and
related devices (terminals, printers, etc.). The character can attempt to
repair, sabotage, or fix computers. The character can replace computer chips,
but can not program the darn thing; Computer Programming is a separate skill.
The character can update the hardware in the computer. Note that figuring out a
repair problem requires one roll; the character must roll again to actually fix
it. No computer operation or programming skills are included; many computer
personnel don't even know how to turn the machines on! Requires: Computer
Operations; Computer Programming, but not necessary. Base Skill: 40% + 5% per
level of experience.
Neural Interface & Networks: This is the detailed information needed to
effectively use the high tech computer systems that are controlled by the mental
interactions of the operators brain. This is similar to cyberjacking but is a
much more advanced and refined method. Instead of just "visualizing" the
computer landscape and interacting with it by symbolically, this a direct
connection to a characters brain and nervous system. This enables robots,
vehicles and other computer controlled devices to react with the speed of
thought. In some cases this will act like an autonomous response (like when a
human dodges out of the way when something is thrown at them). This adds
incredible bonuses when using Power Armour and other Ultra-tech machines. Base
Skill: 25% + 5% per level of experience. Bonuses: When using "Man" size Power
Armour, ALL the characters' hand to hand skills come into play. This means that
if the character has PA Combat Elite, they would get those bonuses PLUS those of
his own Combat skills. When using giant size robots the bonuses from his HtH
combat skills are 2/3.
VR/3D Systems: This is the technology to create computer generated virtual landscapes. The knowledge to create the physical interfaces such as VR/3D helmets that incorporate visual and auditory stimulus to a character. This is not as advanced as cyberjacking or Neural Interfaces so it is not a effective way to control any machines that require quick reaction times, but it also does not subject the character to the dangers of a connection to the nervous system. Thus protecting the character from damage from hostile computer programs designed to screw up the "software" of the character's nervous system. Base Skill: 40% + 5% per level of experience.