Skillwires Keith <[h--lm--s] at [mentor.cc.purdue.edu] > >>>[Hey folks, this is the latest in a line of -theoretical cybernetic skillwires systems- that I have heard people like Aztechnology and Nemesis have been working with. Tell me what ya think of it.]<<< -Backdraft<14:22:02/8-5-61> Utilitarian Task Adaptive Skillwires The basic concept behind this is that Skillwires have a certain amount of relative "memory" with which to maintain and operate the various skillsofts that users implement through their usage. A confusing problem concerning the ratings that Skillwires can actually "maintain" and "utilize" at one time has arisen. Why are they restricted according to the direct ratings of the skillsofts that are implemented? If everyone will please refer to their SR Manuals, in the description section of the Equipment chapter, and refer to the MP requirements for skillsofts, you will see what I am referring to and hopefully follow along for this discussion. On the table, you will notice a rather unusual and fluctual curve in the requirements for MP that skillsofts have at different gradations. You will also hopefully notice, that Concentrations and Specializations have varying requirements, that are not equivalent to General skill categories. This is the proposal as put out by a few individuals: The Skillwires mentioned at the top of the paragraph (UTASK for short) allow an amount of MP equal to the level of requirements for the GENERAL category. For example, someone with Skillwires level 3 will have a limit of 30 MP for skillsoft utilization. Someone with Skillwires level 6 will have 300 MP, etc. The limits for the maximum rating that can be accepted is still the rating of the skillwires, but now the MP requirements allow for a slightly advanced amount of skill allotments. For example, Peregrine has skillwires level 3 (the UTASK variety), and as such, can have up 30 MP for skillsofts, as long as no skill goes over level 3. He decides to go for an Athletics concentration in running at level 3 (18 MP) and a Specialization in Assault Rifles at level 3 as well, also level 3 (12 MP). As the two of these skillsofts combined do not exceed 30 MP, then Peregrine is doing just fine and keeping his own while on the run too. Now I realize that this does lend itself to some abusive nature, as someone with a UTASK level 6, can therefore have 300 MP of skillsofts, and get things like 10 Level 3 General skillsofts at the same time. Ok, this is true, one could do this. However, please remember the following. All of this takes an amount of time to load into the UTASK networking, which is defined as SLD and SSLD in the ShadowTech Sourcebook. The level of current SLD is the adjustment to reaction/initiative numbers for the duration of the loading process, and you still don't have the actual skills loaded up yet. For example, Reflex is going to fill up his UTASK level 6 skillwires with the full 300 MP of skillsofts. As this takes time to accept into the rating, the SSLD that he has accrued (lets say SSLD of 3) would mean a -3 to his reaction/initiative until the uploading was completed. Now then, a few of you know of Skillwires PLUS systems, and you may be wondering how these figure into the above formula. Simply putting it, double the amount of MP utilization that SW PLUS can handle. SO a SK PLUS level 6 would be able to handle 600 MP of skillsofts at a time, as long as none of the skills were over rating 6. What I am proposing as well, is the introduction of two new levels of UTASK systems. They are as follows: Rating Cost Essence 1-3 (a) 20,500/level .15/level 4-6 (a) 152,500/level .25/level 7-9 (a) 1,100,000/level .35/level 1-3 (b) 26,550/level .2/level 4-6 (b) 182,750/level .3/level 7-9 (b) 1,250,000/level .4/level The (a) is for UTASK Grade 3 skillwires and the (b) is for UTASK Grade 4 skillwires. Grade 3 can accept 3 times the normal (base) MP and Grade 4 can accept 4 times the normal MP. So, if Peregrine were to have UTASK Grade 4 skillwires at level 3, he could have 120 MP of skillsofts, none higher than rating 3, going at the same time. ->>[In a related subject to my earlier posting, here is a bit of a suggestion when dealing with "Skillwire Overload"]<< -Backdraft<14:46:02/8-5-61> Skillwire Overload (That looks painful) It has often been speculated what happens to an individual when they are suddenly subject to "skillwire overload." That is, the effect that happens when skillwire systems have their respective limitations on skillsofts/MP exceeded. For example, Peregrine tries to accidentally slot a Level 4 skillsoft into his Level 3 skillwires, hoping to at least get access to the Level 3 portion of the skillsoft. Poor Peri, wrong idea. As the usage of Skillwires tends to override the baser, natural, functions of the body's motor neural relays, the body will suffer a visible effect quite similar to an overload that many electronics suffer. For a number of turns equal to (rating points exceeded)D6, the person will literally have little to any control of his/her body. ALL target numbers while in this situation are DOUBLED, due to the extreme chaos and confusion as the body tried to right itself against the cold, insensitive artificial relays. The effect can be defeated in a number of ways however. Removal of the Skillsoft from the accessible memory of the skillwires being the most prevalent of them all. During this period of thrashing about, the body can also suffer some damage. This is calculated, as well as an example of the above mentioned "overload", below. Overload Level (time): Skillsoft Implemented - Skillwires Level Damage: Body vs. (Twice Overload Level)L(Elapsed Duration) in Fatigue For example, Reflex decides to try and slot a rating 9 skillsoft into his rating 6 skillwires. He immediately collapses into convulsions as his body attempts to right itself, and the skillwires go through a series of "bootup failures." He will suffer the effects for 3D6 Turns. Each Turn, he will suffer 6L(Turn #) in stun wounds. This damage can be very cumulative however. For example, lets say he is suffering this effect for 14 Turns (the dice rolled well). First round, he suffers 6L1, then 6L2, 6L3, then 6L4, etc... If the wounds exceed Deadly on the stun/mental monitor, then real damage begins to be accrued. For the purposes of these tests, Dermal Armor, Orthoskin, and Bone Lacing are of no help. Synthacardium bonuses (if any) do apply however. Pain Editors/Monitors can often delay this effect for a few moments, but eventually, they will be overrun as well.