4/19/2020 update: Getting Closer
4 months ago
– Mon, Apr 20, 2020 at 12:05:45 AM
There's been a ton of progress, but still more to write. This past week, I had to switch back to the revised hacking rules so I can deal with a section on Hacking and Hyper Reality, which I think is going to be cool once I have it finished.
So, here's the pdf of the revised hacking rules. The length is about the same, but things have been revised for clarity, much of the fluff has been cut, and I've finalized my rules for using programs. They work similar to powers; You have to take a "new Programs" edge each time you want them, and all have a rank/skill requirement.
As always, I welcome feedback on the rules. You can check them out here:
I've also been taking a look at some of the rules in the Player's Guide, specifically with regards to Cybertech and what happens when a person disables them.
Now, If someone shuts down a cyberlimb with, say a strength boost, you don't get the strength boost, but you can still punch the hacker in the face. If someone hacks your eyes and disables an infra-vision component, your character can still see normally.
Also, I've written a_rough_ framework for a process I call Hardwiring"
The beauty of the TAP is that it makes cybertech plug and play. Eyes can be swapped out so long as they fit the orbital socket synced with the TAP. The same applies to other cyber limbs, skill chips and smart weapon systems. This is how the TAP is able to monitor and maintain those connections, but the downside is that hackers can take advantage of this convenience and ease of use to disable the very components that are supposed to make you better.
But there's another option: Hardwiring.
When choosing to install Cybertech, you have the option to go the "hardwired" route. Hardwiring your Cybertech to your body is a decidedly low-tech option which fuses the cybertech directly into your body and bypasses the Tendril Access Processor. This prevents hackers from shutting down your implants, but it's also much more invasive, and expensive.
Each hardwired implant requires special surgery to ensure the implant works correctly. nano-cables have to be grafted to skin, bone, and nerves in order to connect more complex cybernetic systems with the body such as smart weapon systems. Smart chips, ocular implants and other head-ware need to directly interface with the brain rather than simply wirelessly linking with the TAP.
The installation process is both expensive and irreversible. Hardwiring cybertech costs double the listed amount for an augment in cryptodollars and adds a single point of Strain to the overall strain total. Seems expensive, but what's a few cryptos compared to the security you get from knowing a hacker can't shut you down?
Notes on the Unplugged Hindrance
Even with the Hardwiring option, Unplugged is still a Major Hindrance. Too many aspects of life in 2095 are affected by the TAP.
3/11/2020: GM's Guide status, print on demand books, and other stuff
5 months ago
– Thu, Mar 12, 2020 at 01:29:08 AM
Hi everyone, I just wanted to let you know that I'm still plugging away at the GM's Guide. Things are getting close now, but it's not yet ready for layout.
I've recently discovered that the Print on demand format (Graphic Novel Size) doesn't print in hard cover, at least not at the page count, which is depressing. What I may do is revise the layout to be a larger sizefor POD versions (8.5 x11) because I really want the POD version to have a hard cover option.
I won't have this issue for the offset versions, though.
Also; revised hacking. One of the supporters did a revised version and submitted it to me, and there are some interesting elements to it, and I might adopt the entire rules. Once I make that decision and get more feedback from from my dev team, I'll make the rules available for you to check out.
OK. Back to writing. Thanks for your time.
02/11/2020 Update: Just Keeping my Head down
6 months ago
– Wed, Feb 12, 2020 at 12:34:47 AM
Hi everyone, time for another update.
Things have been a bit slow; I have a lot to write, and that's pretty much all I've been doing in addition to ongoing revisions to the Player's Guide and getting another non-IZ project out the door.
Arthritis flare ups have slowed the process down, but I'm trying keep my focus. I'm not going to put a deadline on anything right now, and some of you may not like that; I completely understand, but I'd rather be honest and upfront with you about it. We're coming up on a year now, and that sucks, to be sure, but please consider that 365 days is NOT a lot of time when it comes to product development; not when you take things like team management, sleep, time spent with family, and other life-related issues into account. It's not an excuse, just an explanation.
As always, thanks for your patience.