House Rules

This is a collection of various house rules, GM calls, and other such things in a handy reference for everyone concerned.

Tonight is once again time to visit the future. On that note, some notes with regards to programming, downtime, and the use of such.

Extended tests, such as research, programming, simulspace creation, and the like, assume that you are taking 8 hours out of every day to do this work over a period of weeks. You can compress this or extend it through various methods, for example:

If you can fork via the multi-tasking implant, your forks can work on the project in four-hour blocks before being re-integrated into your primary consciousness. Other forking methods are less clean, but doable. However, deviation may occur with too much time outside of your own head, and that is a bad thing.

Your average morph requires 3-4 hours of sleep a day. This means that those forks above can work while you sleep. You, however, must rest. Unless you have additional implants that let you sleep for less time or extend out how long you can operate without sleep. With some very rare exceptions, this works out to, at best, 2 hours of sleep every 48 for biologicals.

Synthetic Characters, including any robots and infomorphs, do not require sleep at all to function. You are machines, and can work around the clock.

Anything that gives you additional mesh actions will allow you to work at faster speeds as far as programming and simulspace creation goes, as well as research and investigation. However, anything that gives you additional mental actions, such as the Mental Speed nanoaugmentation, will give no bonus to programming and simulspace, but will enhance research and investigation.

To improve a program to a +10, you require two weeks of programming. That’s 8 × 14 = 112 hours of overall work. Every 24 hours for a normal character with basic biomods means 24 will get you 20, so assuming breaks for conversation, food, and sleep, but little else, you can compress down two weeks worth of work into six days. Synthetics, meanwhile, can shave that down to just over four and a half. Throw in various methods of speeding yourself up or tasking out parts of the work to forks, and you’re looking at roughly two days. The programming test is made at the penalty of the bonus you’re trying to achieve, and no, you can’t double or triple up on that for one test. The skilled programmers of the group are able to do 2 programs every 4 days or so, and the programs only degrade once every three months or so. Even assuming they do nothing but program for 90 days, that’s 45 programs they can keep up to date without problem, and that’s [b]without[/b] x60 simulspace, which makes program upgrading a joke.

Between a group that has maybe 14 programs and at least four people who can program to varying degrees of skill, you can see why I cut time-compressed simulspace programming out of the loop for this.

Jailbreaking existing programs (i.e. making it so that everyone can have a copy of that sweet new program you bought), takes two months of work, which again can be compressed down by the above system, or pirated copies can be sought out depending on where you are, but that carries with it certain risks. Cleaning out a bad pirated copy will depend on how badly damaged, sabotaged, or useless it is, but it can be as little as two weeks to as much as four months. Sometimes you just get garbage.

Creating new programs from whole cloth takes even longer, and requires sub-tests involving the field you are working in. How long it will take depends on a variety of factors that you will have to discuss with me between sessions unless this is less a program and more a shell script.

The same rules apply to creating and improving simulspaces as well as Blueprints.

On the concept of Simulspace and CM Blueprints, they are like programs. If you have one and want to improve it, it will require a programming roll and time spent. However, instead of things like Infosec giving bonuses, skills relevant to the item you are modifying will matter more (and may require a separate check depending on the complexity of the device/world).

Additionally, in ALL cases of modifying programs, simulspaces, or blueprints, the cost of the item in question will factor into the difficulty of the test.

Trivial +20
Low +10
Moderate 0
High -10
Expensive -20
Each step above Expensive is an additional -10, to a maximum of -60.

House Rules

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