Title: Welcome To Delphoria!
Description: Basic introductions.
Rancor - January 19, 2007 05:56 AM (GMT)
"So ok liek wut is Delphoria?"
Delphoria is a giant city set somewhere on the upper-east coast of North America. Set in the year 3037, in an era in which the North American sector of the planet is dominated by a shadow government headed by a multitude of European and Asian corporations.
The government that over-rules North America is known as the Freedom Party, established a few centuries after the North American Empire fell due to nuclear war and economic collapse. The United People's Freedom Party (UPFP) is headed by very charismatic figure heads who have successfully utilized the media and informational control in order to keep the population of North America complacent in their current existence. The real power in the world is mainly located in Europe and Asia, where branchs of corporations exploit North America for its labor and consumer base. The corporations directly control what laws and rights are given to the population not only in North America, but all around the world.
The name of the game is neo-capitalism. Or rather, Anarcho-capitalism. Where there are no rules or regulations towards what a bussiness can and cannot do. Greed is the ultimate ruling force.
Delphoria is one of the major cities in North America. It is a central location for The Freedom Party, and also the main location for many of the factions. There is a huge amount of class disparity, ranging from the wealthy elite to the destitute poor. The city is a marvel of advanced technology, being a consumer base for Biomods, cybernetics, and advanced softwares.
More can be learned about Delphoria in the Backstory post, which will be up sometime this century.
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DISCLAIMER : These rules were written up for when I originally hosted this RP storyline for Gaia online. If you are an AR regular who posts in the other RP forums, you can pretty much skip ahead to the second - third posts.
Before you even begin to think about creating a character in this setting, you MUST know and follow the following rules:
No cybering in the forums.
If your half-cybernetic bio-modded Syndicate killer really must get his freak on with the seductive fully-cybernetic Techlighten neo-coffee shop waitress, please take the action to PMs. That way we don't have to know what sort of cybernetics you activate and what you plug into what to get each other screaming in joy.
If you make a post that seems too sexual, or if you out-right cyber in the public forums, you'll be given a warning by one of the crew, and then banned from the guild on the 2nd offense.
Keep IC and OOC seperate.
I know this doesn't really need to be said here on AR, but just a little reminder. There are actual people behind the characters, really nice people at that. Just remember to play nice with each other.
Don't be an idiot.
If you have to be an idiot than just be an idiot in a funny or constructive manner. Something that will make us smile and laugh and be happy rather than annoyed and whatnot.
No God-Modin' either!
This is a basic rule. Your character is a character that must operate without OOC knowledge, and you cannot have 100% accuracy with your guns or have abilities that make peoples heads a splode. You are not invincible. When you get shot by a snythetically charged bullet, you will hurt. Maybe even scream, perhaps cry. More of this will be explained in-depth in the combat section.
No killin' other characters without permission from the player!
This is a rule that only pertains to mains / alts of an individual. You are not to kill another character that is not in your control without the expressed permission of the player of that character! No exceptions! More will be explained in the combat section that will appear whenever I decide to get around to it. This is a vital rule though that all must follow in this RP!
NPCs you can go wild on though. Kill 'em all in as many creative ways as you want, go ahead!
Rancor - January 19, 2007 06:09 AM (GMT)
In order to create your own character, head on over to the Character Profile thread found
here.There, you will post a new thread with the name of your character.
Then you will start to create a profile. Which will include the following information. You can add more, but you cannot add less.
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Name:
Age ((Keep in mind; this far ahead of the future people have an average lifespan of 200 years, and only lower-class members show signs of aging)):
Height:
Build:
Hair:
Eye Color:
Typical Appearence:
Biomods:
Cyberbrain: (Simple yes or no will do)
Cybernetics: (If no, don't bother, if yes provide what you got).
Equipment:
Faction Affiliation (if any):
Background:
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Other rules:You can only create humanoid characters. No fox-demons, no vampires, no killer sharks with legs. Humanoid. This is a dystopian cyber-punk RP.
Humanoids come in three flavors in this world;
Naturalist: Often affiliated with the Naturalist Faction. You reject the idea of cybernetics and biomods, and usually have no cyber-brain functionality. Your main advantages are that you are more independant and self-relient, capable of living without depending on machines and programs to do everything for you. Your main disadvantage is you can't have cool machine gun arms and you have to communicate through lap-tops and cell-phones and whatnot.
Average: What else to say? You're average. You don't have any strong distaste for biomods or cybernetics, nor do you fill your body with them. Average characters usually have a few, and function with a cyberbrain. This allows you to do all sorts of nifty lil things. Main advantages include you're ability to be good over-all in many different fields. Disadvantage is you can't be totally independant of technology, and you can't trick yourself out to be a walking war-arsenal.
Cyborg / Techlighten: Cyborgs and Techlightens are individuals who's cybernetics and biomods overtake their natural form. To be registered as a Cyborg, an individual must have more synthetic parts to them than natural parts. These individuals usually have advanced cyber-brain capabilities, and enhanced physical features as well. Some of them even go so far as to have weapons embedded in their body. Main advantages of a Cyborg / Techlighten would be their enhanced physical abilities and all their nifty gun-arms and whatnot. Disadvantages are that they are the most suspectible to hackers, and they are heavily relient on technology. They need constant maintence and repair and require quite a bit of money to continue existing.
Rancor - January 19, 2007 06:47 AM (GMT)
FACTION INFORMATION
In the rich city of Delphoria, many factions exist on many different sides of many different ideologies. Players have the option to affiliate with one, or strive to create their own. Factions are the prime movers and shakers in the world though, often responsible for everything that happens. When choosing to align with a faction its important to keep in mind such alignment will often have an impact on what sort of character you are. A lawful-goody-two-shoes won't be such a lawful-goody-two-shoes upon joining the Aon Syndicate, for example. However, aligning yourself to one particular faction is not required. Having a character with ties to multiple ones would be more than plausible, but please keep it realistic. The deeper you get involved with a faction, the harder it is to betray them. Remember that.
Techlighten
No one really knew how they started. No one ever saw them coming. All that the world knew was the sudden occurance of one huge massascre, the "Tek Reckoning".
A corporate facility housing 3,642 people had vanished. The machines in the facility were hacked and taken over, and the entire production plant warped over-night to be the birth place of a new fanatical religion. The first temple of the Techlightens, founded by 6 scientific geniuses who delved into the deepest reaches of insanity. The facility was abandoned, and most of the information pertaining to the event was covered up by the media.
Techlightens are beings who view humanity with disgust and hatred. In fact, they view everything pertaining to organic nature to be disgusting. They are a fanatical religion with the belief that humanity has reached a new dawn of evolution. One of technological perfection. They are a cult of cyborgs who strive to completely convert their physical bodies into mechanical ones. They show their faith in two primary ways:
Ceremonially cutting off their limbs and cutting out their organs, replacing them with biomods and cybernetics.
Destroying all enemies of the faith through violent means. Dragging back the corpses of their enemies back to become Raison'Tek.
They are fanatical and zealous individuals who are experts at death, destruction, and terror. Some of the Techlighten may offer themselves as mercenaries towards other factions, as this turbulent age holds many uses for their destructive skills. They are sworn enemies with the Naturalists however, and will kill any they meet on sight.
((More information on the Techlightens will be put in the Backstory forum))
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Aon Syndicate
Humanity has reached a point that sociologists of the past would never even think to imagine. Over the milleniums, various wars and expanding technology have provided for mass immigration and emmigration to all nations. All around the world, humans have procreated with one another. All cultures and all races have intertwined into one another over time, giving way to the elimination of seperate races.
Such events have had impacts on the world. Especially the world that exists in the undergrounds of crime.
The world no longer sees petty gangs or lone hustlers or mediocre thieves. Each and every criminal organization around the world has fallen to the Aon Syndicate. They are a united organization spanning world-wide, headed by 4 sage-like elders. The Syndicate operates in a very heiarchial sort of fashion, consisting of many layers. At the top are the 4 elders, respected world-wide for their wisdom in guiding The Aon Syndicate. Below the Elders are a council known as The Negotiators, people in charge of settling disputes between the various clans and families within the Syndicate. Then, below the council of Negotiators lie the Clan Lords of the Syndicate, each Lord controlling their own sectors through out the world and their own string of illegal bussiness.
Each Clan Lord then has control over their own platoon of criminals, thieves, cut-throats, and sweepers who do their Lord's bidding. Each Clan Lord is responsible for keeping those that serve them complacent, and is responsible for making percentile payments towards the main Syndicate bank. The whole Syndicate is very organized, with strict codes of honor and conduct that all Clans are expected to hold with them.
To make enemies with the Aon Syndicate would be a wish for death. There are occasional disputes between clans, and some incidents of bloody war, but the Aon Syndicat has held true for centuries now. They are swift, merciless, and highly organized. Incorporating various traditions and methods from a wide range of old organized crime syndicates, from the Mafia all the way to the Yakuza.
(( More information on the Aon Syndicate in a seperate post in the upcoming back-story forum. ))
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The Naturalists
It is believed by many that all organic plant manner died long ago. The entire world pulsates with a mechanical beat, and humanity's sole existence relies on machines. This is true to some extent; most of the world's natural plant-life and forests have vanished over the years. Many species of animals and insects have also gone extinct. Only animals who yield meat for human consumption remain, and most of those beings are usually artificially created in a lab with genetic engineering.
Yet to say that all nature is completely dead is an outright lie. All around the world in remote locations nature still struggles to survive. Whether it be a lone flower, a single blade of grass, or a tree the size of a twig, The Naturalists have devoted their lives in protecting those organic artifacts.
Natural organic plants are worth millions of Credz (( current currency, simply think of 1cz = $1)), and are usually hoarded by the wealthy elite as prized artifacts or artistic collections. The Naturalists view this act by the elite as dispicable, and rise up to be righteous rebels who reclaim the natural artifacts of the world in the name of nature itself.
Naturalists are usually individuals who reject the idea of biomods, cybernetics, and cyberbrains. They are often found in communes within the sub-terrenian areas of the cities, organizing together through computer proxy networks. They are masters of deception, thieves of the highest calibur. Often cracking through the most advanced computer systems and slipping through the highest security infrastructures to gain access to any organic artifact they can.
It is rumored that within the lab the Naturalists are working towards re-creating a forest of some sort. It is also known that Naturalists strive towards over-throwing the current corrupt politicians who rule this nation, and often they fight against the law and government in the name of humanity. They are the target of the fanatical Techlighten, and try to ensure that they never make contact with members of such faction.
(( More about The Naturalists will be posted in a seperate thread in the upcoming Backstory forum ))
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The United Peoples' Freedom Party / Freedom Protection Enforcement Agency
North America fell into economic collapse once it caused the first-and-only ever nuclear war with the Totalitarian South American Socialist States. Mass emmigration and trade embargos left the once mighty North American Empire into a wreck of destroyed territory and destitute population. All of the nations' rich and wealthy moved towards the other parts of the world, leaving North America to be nothing but a shell filled with displaced and disgruntled people.
Many powerful European and Asian corporations took quick interest in the situation. Many merged with former North American corporations to form extremely powerful capitalist entities which spared no hesitation in creating a new government for the mass displaced population of the ruined empire. The United People's Freedom Party rose up, with charismatic leaders as its head-piece. Private investors invested huge amounts of money into re-building all of North America's ruined institutions, and with the skilled use of media and informational manipulation, easily created a new dominating government in North America.
The United People's Freedom Party established a government thats tilted all favors towards private interest. This set way for the new age of developmental industrilization in North America, as the Asian and European corporations quickly exploited the population for cheap labor, ensuring that they only earned enough wages to sustain their life and consume mediocre products. With this careful manipulation of information, wages, and consumer habbits, The United People's Freedom Party has maintained its rule for many centuries.
They are really responsible for creating the city of Delphoria in the first place, and their main base of operations lies within the center of the city.
The sister law-enforcement branch, The Freedon Protection Enforcement Agency (FPEA or FPE) , is an advanced network of law-enforcement branches set up all around North America. It is important to note that they are nothing like the FBI or DEA of the old Empire times, but rather they are a weak militant extension comprised of officers who usually only have enough resources to protect the rich and elite. Many areas of Delphoria are law-less and unregulated, and nearly 70% of all FPE Agents are paid off by the Aon Syndicate.
Those who affiliate with either faction usually are those who belong to the upper elitist classes, or are expected to live a life of civil servitude to them. They are the ruling faction over all of North America, and they strive to further the interests of the rich elite over those of the people.
The state of Delphoria shows it.
(( More information will be posted on The United People's Freedom Party and the Freedom Protection Enforcement Agency in the up-coming backstory forum )).
Rancor - January 19, 2007 06:59 AM (GMT)
This section of the forum will discuss the rules and details on the various modifications a character can incorporate. Cyberbrains, Cybernetics, and Biomods.
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Cyberbrains
The first component of these devices is the Cyberbrain. Sometime within the development of the United People's Freedom Party, breakthrough technology was invented. A team of scientists envisioned taking the human brain and incorporating it with functions similiar to a desktop PC. Years after heavy research and development, Cyberbrains became availble to the public. At first they were only exclusive to the elite and wealthy, but in the new dawn of 3037, cyberbrains are now considered a standard for all citizens of all classes.
A cyberbrain allows a citizen to utilize Biological Modifications and incorporate external Cybernetics. When a person has a cyberbrain installed into their body, they gain a new type of visual and cerebereal functions. For instance, they utilize all of the functions of a personal computer within their thoughts. Citizens can access web pages, check audio messages, and communicate with one another all with the intuitive operating system of the Cyberbrain. Each and every Cyberbrain unit has a wireless card built within it to allow such things.
Cyberbrains can also be tweaked and modified by skilled programmers, government officials, and hackers. Various softwares can be downloaded and installed into a Cyberbrain, and many wealthy individuals have advanced protection features and better operative capabilities.
Those who serve under the Freedom Protection Enforcement Agency have specially modified Cyberbrains to allow them access to Government and Law-enforcement networks. They also have control and permissions to access memories stored within Cyberbrains, an act that is considered illegal if done by anyone who isn't with the FPE Agency.
Things that can be done with someone with the right hacking knowledge.
Cyberbrains are also necessary in order to utilize and maintain Biological Modifications and Cybernetics. They provide the user with an interface to be able to connect with, monitor, and troubleshoot the status of Biological Modifacations and Cybernetics.
It is impossible for one to have cybernetics without a cyberbrain. Biological Modifications are completely capable of being integrated into the body without the interface of a cyberbrain, because it was a technology that existed before cyberbrains were ever implimented.
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Biological Modifications. "Biomods".
A technology that was developed prior to the introduction of Cyberbrains or cybernetics. It was first introduced as a simple collection of nano-computers that were integrated into a person's blood stream, allowing the tiny microprocessing computers the ability to monitor heart rates, control brain chemical levels, and balance disorders. After being introduced to the society however the technology was advanced to many different degrees.
A Biological Modification in the wondrous age of 3037 allows for the enhancement for any sort of internal working of an individual. It has come a long way from simple heart monitoring and chemical balancing. An individual can utilize a Biomod to gain enhanced eyesight, stronger muscle tendrons, faster respiratory system, and even anti-aging capabilities. Many of the upper class in society utilize a plethora of Biomods, installed within them to enhance their vital organs so they can have a longer life span while maintaining a better physical body.
Unlike Cybernetics, Biomods do not need a cereberal interface in order to function. Most biomods, even in their most advanced form, are nothing but small clusters of microscopic computers sending pulses of electricity to a certain internal organ of the body in order to prolong, repair, or enhance their function.
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Cybernetics.
A wonder that has developed right off the heels of the innovative Cyberbrain invention. Cybernetics are classifed as synthetic devices used to enhance larger portions of the body, usually on the external end. The original line of cybernetics were developed for War Veterans who had lost their limbs in combat, and as such remains to be the mainstream line of cybernetics on the market today. However, unlike the past, people in today's time are actually willing to undergo operations to replace parts of their body with cybernetic technology.
Many athletes have their legs removed and replaced with cybernetics in order to make them run faster and jump higher. It is also useful for members of the FPE to incorporate cybernetics to conceal weapons and operate faster. Many cybernetic limbs out on the market today have combat functionality, allowing users the ability to turn their right arm into a machine gun, or into a ultra-sonic vibro blade.
Cybernetics are also useful in providing innovative extensions for certain individuals. Some scientists choose to install new sets of limbs into themselves in order to help them with research, while construction workers may install extensions to help them with their construction work.
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Cyborgs and Techlightens
With the new rise of Cybernetic technology, Biomods, and Cyberbrains, a new class of humanity has arisen. The United People's Freedom Party classifies individuals with 70% or more synthetic modification within their body as Cyborgs. Cyborgs usually either fall into the upper-class or lower-class of the social order, as Cybernetic modifications are very expensive. Some become Cyborgs willingly in order to operate better in the upper class, while others are forced to become Cyborgs in order to to menial work more efficiently in order to survive. Many guards, police officers, and bouncers are cyborgs.
It is also important to consider that Techlightens are very different from an average Cyborg. Techlightens do not measure themselves with percentile body synthetics, but rather with devoution and faith. In order to join the Techlighten Religion, one must prove themself worthy by ceremonially slicing off one of their own arms, and then have a specially modified Cybernetic arm installed without any sort of pain killers or anasthetics. The new initiate is then expected to work in the faith, eventually sacrificing all of their other limbs in similiar ceremonial fashion, and then moving on to their internal organs.
Techlightens and Cyborgs differ in the way of their entire compiliation. A Techlighten's Cybernetics and Biomodifications will be clearly distinguishable, often very rugged, and sometimes adorned with decoration. Cyborgs install their modifications to make them look somewhat human, looking much more refined . Often, the more synthetic a Techlighten appears, the higher up in the faith they are. It also means that they are that much more deadlier. A high-tiered Techlighten should be avoided at all costs.
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Rules on Cybernetics / Cyberbrains / Biomods
All applications on the Character forums must have their respective spots for cyberbrains / cybernetics / biomods filled out. Characters who apply to have Cybernetics or Biomods must keep their modifications within non-god-moding levels. While it is alright to have things such as a Cybernetic arm that unfolds into a machine gun, one must also keep in mind that such devices require a LOT of maintence, money, and are suspectible to EMP.
Also, if you choose to have Cybernetics you MUST have a Cyberbrain. However, Biomods can be used without a Cyberbrain. You must also specify any special features your Cyberbrain might have. Example; if you are a character who's skilled at hacking, it will be imperative to note that your Cyberbrain possess hacking enhancements.
Naturalists ARE allowed to have cyberbrains, as many Naturalists are converts who join the faction later on in life. The Cyberbrains also help in gathering information on corporate networks, allowing Naturalists to do their eco-thefts better. Naturalists are usually only capable of having Biomods or Cybernetics when their life absolutely depends on them.
Remember; every strength that a Cybernetic or a Biomod or an advanced-Cyberbrain incorporates will have a weakness and a drawback. This ensures that no player is over-powered with their modifications.
Rancor - January 19, 2007 08:04 AM (GMT)
TEH HAX!
Thats right. This section is a section a lot of you have been waiting for. Hacking! I know there will be a slew of players who will want to role play as one of the most notable figures in the Cyberpunk genre. I've already discussed how individuals have Cyberbrains that operate like computers, and how both weapons and cybernetics operate with computer-like functions. Hell, nearly everything has some sort of terminal interface with it in Delphoria.
So because of that, a lot of things can be hacked and modified in all sorts of ways by a skilled hacker. This post will discuss the various items that can be hacked, the different effects of hacking, and the limitations pertaining to them.
Another note to keep in mind, all of the below forms of hacking will be considered "Black Hat" hacking. In the world of Delphoria, "Black Hat" and "White Hat" hacking have evolved as terms. "Black Hat" refers to individuals who are not permitted by the state accessing and modifying various things on various levels. "White Hat" hacking refers to individuals who are allowed to acess things (Such as, FPE law enforcement agents) in order to help further the cause of the UPFP.
There are four basic forms of hacking. They are:
Cyberbrain Hacking
Weapon Hacking
Terminal Hacking
Cybernetic Hacking
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Cyberbrain Hacking
This sort of hacking pertains to exactly what the name implies. This is methods used in order for others to access a Cyberbrain in ways they are not legally permitted to. FPE law-enforcement agents have tools that are given to them by the state that allow them to access a Cyberbrain of an individual to help within a case investigation. While it is forbidden for regular citizens to do the same, many intelligent hackers have duplicated the methods and tools used by the FPE to reach the same means.
While all Cyberbrains have wireless access capabilities, the wireless interface only allows for a minimal amount of data to enter and exit the Cyberbrain terminal. Therefore in order to access another person's Cyberbrain via hacking, a much stronger connection must be made to have the proper media of information flow.
Rumors within the FPE's database persist that a certain High Minister of the Techlighten faith has perfected the art of wireless Cyberbrain hacking. This is due to the extremely powerful Cyberbrain the minister has, and no other individual has been reported to having this capability.
Before a hacker can even attempt to hack into another individual's Cyberbrain, a physical wire connection must be made. Every person with a Cyberbrain has 3 ports within the back of their head, near the neck area. Using either an FPE-issued wire, or a specialized wire made with similar components, a hacker must insert the wire into one of the mentioned ports. There the hacker can either connect the wire to their own cyberbrain, or into a computer of some sort.
Whether or not the hacker connects the wire to their own cyberbrain or to a computer depends entirely on how advanced the hacker is. Most hackers prefer to hack Cyberbrains using an external lap-top or a computer, simply because many Cyberbrain security features will cause extensive damage to anything attempting to illegally access it, and most feel its better to have a lap-top get damaged than their own Cyberbrain.
The second step that a hacker must follow is disabling any sort of security functions on the Cyberbrain they are connected to. This is often the hardest part in the Cyberbrain hacking process. Many Cyberbrains are rigged with specialized firewalls that will send large pulses of electricity to anything they detect trying to illegally access the Cyberbrain. This will cause whatever illegal equipment connected into the Cyberbrain to short-circuit and often leads to the device's destruction. Hence why most Hackers prefer to hack Cyberbrains using an external computer.
Firewalls and security defense systems all vary on complexities that usually depend on the individual. A typical citizen with an average lifestyle may have minimal firewall capabilities within their Cyberbrain. Upper-class individuals, political members of the UPFP, FPE-agents, and other elite figures within the society tend to have much more advanced Firewalls installed in their Cyberbrain. Only very skilled hackers even attempt to try to access the Cyberbrains of the above mentioned individuals, although the rewards are much more valuable should the hacker succeed.
Once the hacker has successfully disabled the Firewall and security locks within a Cyberbrain, they then have the ability to access many bits of information stored within that Cyberbrain. Hackers can gain access to the individual's memories, which can allow the hacker to learn their victims most intimate secrets. The hacker can also obtain information on what sort of passwords their victim uses for what. The most sought-after piece of information is the user's Credz Bank Account login number and password. Obtaining these two pieces of information will allow the hacker to create what is known on the streets as a “Digi Jimmi Card”, which is a card that copies the BIOS information on the victim's Cyberbrain. With the BIOS information copied, the hacker can fool the Bank Account servers into thinking that their victim is trying to access their own funds. The card then gives off the appropriate login number and password, which will allow the hacker to access the Credz fund of their victim. Which will allow the hacker to essentially steal as much money as they want from their victim.
Creating “Digi Jimmi Cards” (sometimes referred to as “DJ Cards”) is often the primary reason behind nearly all Cyberbrain hacking attempts. Some will hack a Cyberbrain with the attempt on accessing memories, which can allow the hacker to find out things that their victim wants to keep secret for one reason or another. Other times, malicious hackers will want to simply upload viruses into the Cyberbrain of their victim. Some Cyberbrain viruses are minor and will only cause slight technical or mental problems within the victim. Highly-advanced viruses may reduce their victims into comas, or cause serious life-long psychological problems within an individual that may never be repaired. There are even some viruses that can cause the victim to undergo an epileptic seizure, which will result in a very violent death.
Accessing memories, creating “Digi Jimmi Cards”, and uploading viruses are currently the only known forms of Cyberbrain hacking today. Things such as mind-control are nearly impossible to implement because of the advanced workings of both the Cyberbrain and physical brain. The closest thing that an individual can get to it would simply be subliminal flashes that suggest things to an individual's sub-conscious. Even then, the chances of a person being able to completely control the actions of another is very slim.
Techlightens are known to use this sort of method when uploading viruses into the cyber-space though, which persuades many to join their fanatical faith through sub-conscious manipulation.
Rules of Cyberbrain Hacking
No Mind Control : See above, its impossible. Don't even try it.
Allow Users to Fight Back! : Just like everything else within Delphoria, don't ever assume everything you do has a 100% chance to work. Every Cyberbrain comes with defenses of some sort, which can flare up right in the middle of a Cyberbrain hack.
No Permanent Brain Damage!: Don't ever do anything that will kill the player you are Cyberbrain hacking, and do not do anything that would change their psyche in dramatic ways. You cannot do anything that would turn a character into a drooling vegetable, unless that character says its alright for you to do so.
The brain is a very, very complex thing. There are so many different things that can happen to it, and so many things that can mess it up. Players are not allowed to do such things to other players without consent.
Just Be Logical!: Don't do anything you know you can't. Remember how complex the mind really is. You won't be able to access everything you want to, and you won't be able to comprehend everything. Just do what you know is possible, like viewing memories and accessing bank account passwords and that. Don't try to get tricky or show off all the neat things you can do with your Psychology degree. I don't give a damn if you know all of Freud's works by heart; if I say you can't do it, then you can't. Go to the suggestions forum and put in suggestions on what to do there.
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Weapon Hacking
Just like nearly everything else within Delphoria, weapons all have their own operational computer terminals. Albeit small, they are still computer terminals. All firearms in the world come with their own little screens that allow the user to monitor the fire power of the gun, and the charge of ammunition it holds. Most guns even feature little ports in their holster that allow the user to connect the gun to their Cyberbrain, to get an in-depth analysis of all the technical workings. This function is mainly used for troubleshooting the firearm should anything go wrong with it.
However....
Over time, many hackers have been able to completely de-construct the miniature computers. There are entire under-ground communities devoted to hacking the terminals of a weapon. In the underground market, one can find many kits that will allow a user to bypass the simple protections within a firearm and work to re-programming the entire functions of the gun. There are also additional physical mods available in many hacking networks that are sometimes necessary to add in order to change a weapon.
There are four main components in every fire arm:
Charge (How many times a gun can fire before it depletes its ammo battery)
Rate Of Fire (How fast a gun can fire and re-load its ammo battery)
Accuracy ( How accurate a gun is when its firing at the target)
Power (How powerful each shot is )
Hacking a gun will allow the user to tweak and modify each of these four components. A skilled weapon hacker can take a regular hand gun and up the Power of it so it can fire shots that do twice the normal amount of damage the handgun is normally capable of doing. Many criminals of all trades will take their guns and modify them specifically for a certain situation. Some will modify their guns to have more Charge, others will try to make their guns more accurate.
It is important to note that tweaking the stats of one field will change the effectiveness of other. Examples include:
Increasing the Power of a gun will usually result in the decrease of its Charge . More powerful shots require larger amounts of a gun's battery power to use. Like wise, increasing the Charge of a gun will result in each individual shot being lower in the Power rating.
Increasing the Accuracy of a gun will usually result in a decrease of its Rate Of Fire . Guns that are more accurate are accurate because each shot is designed to hit its target. Like wise, increasing the Rate of Fire in a gun will result in the Accuracy being lower.
You cannot have a gun that excels in all four areas. When you tweak one, the other field is affected. Charge affects Power, and Rate of Fire affects Accuracy . Hacking a weapon is not about making a gun an uber-powerful item of destruction, it is about customizing a weapon to perform better in certain situations.
Another thing of notice is that most manufacturers do not intend their guns to be tweaked in any specific way. If modified carelessly, some hacked weapons will malfunction during use. Guns that have been hacked and modified by amateur hackers will often be very unstable, and can result in serious harm to the user that is using it. Many choose to go to professional weapon hackers, all of whom can be found through out various areas in the lower-districts of Delphoria.
Hacking Cybernetic Weapons and Melee Weapons
Cybernetic weapons are significantly harder to successfully hack, and are considered to be on the expert-level of the hacker field. Most do not even bother to hack Cybernetic weapons because most corporations design them to be very suitable for all situations. Techlightens are the only ones who take a fond interest in dramatically hacking and modifying their Cybernetic Weapons, as they define their existence by them. Depending on what the weapon is, a Cybernetic Weapon will have the same four fields as their firearm counter parts. However, they are significantly harder to modify and require an advanced amount of knowledge in order to successfully modify.
Cybernetic Melee Weapons and Melee Weapons in general are rarely ever hacked. Some do take an interest in it though, finding ways to increase the intensity of a blade's charge or re-working the blade so that it has a longer reach. It is a field that is very limited though, and many within the Weapon-Hacking community do not take any interest in it.
Rules for Weapon Hacking
Equivalent Exchange : Yeah, I just decided to reference a series that has nothing to do with this RP, except for this concept. You don't get something from nothing when you decide to tweak your weapons. Always, always, ALWAYS provide a con to your pro. Remember the four fields of guns, and remember how each field relates to each other.
Weapon Hacking is not about over-powering. It is about customization.
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Terminal Hacking
Its easy to hack things that have computer-terminal like things related to them. We've already discussed how Cyberbrains and weapons can be hacked because of that. So its easy to understand that if things with computer-terminal like operations can be hacked....Computer Terminals themselves can be hacked!
Now, this section won't be too advanced. Computers have been getting hacked since they were first invented. Sometimes for better, sometimes for worst. This section will simply discussed how exactly the terminals within Delphoria can be tweaked and modified.
Now, anyone who's taken a computer class knows alllllllll of the different ways a computer can be modified. To make things easy for those who haven't thrown away years of their life studying computers, hacking will be very dumb-downed and basic in this. I'm not aiming for realism here, this is a sci-fi fantasy cyberpunk RP that's not supposed to be realistic. 'sides, computers in the year 3000 probably are a whole lot more advanced and detailed than a computer in today's world.
Because of the hugetastic amount of possibilities in which a computer terminal can be accessed and hacked and modified, I'll be pretty lenient as to what a person can do.
Basic Rules and Limitations
Computers are very advanced and have a multitude of defenses built within them. When a player wishes to hack a terminal, they must remember that it is not an instantaneous ordeal. To get past all the defenses of a computer, a lot of time and preparation must be put forth by the player. Especially when a player tries to hack into the more advanced terminals, like Bank and Corporate computers.
Be sure to tailor your character out as a viable hacker. If you want to have a character who's an uber elite hacker, try to balance him out in other areas. You can't have a fully-muscled 8 foot tall bad ass cyborg with ribs of steel (literally), capable of destroying an entire military base with a machine gun, who has enough knowledge in his thick head to hack the entire network of Delphoria. Be reasonable. The game is all about balance, so remember that years of spending life studying computers and networks will have a toll on your character.
Over all, just don't do anything that isn't ridiculous. Not to brag or anything but I do have a CTA Certificate, and I am fully certified Cisco Networking Academy drop-out! I know whats plausible and what isn't, so don't even try to slide something past me hoping I'm too much of a dumb shit about computers to notice. I won't ask you to completely list out the steps on how to set up an entire network of dummy terminals, but I will call out things that are simply too crazy to be possible. Even in this fantasy realm.
Cybernetic Hacking
As previously stated before in the Cybernetics section, Cybernetics are all reliant on the user's Cyberbrain. The Cyberbrain operates as the OS for all Cybernetic body parts and Cybernetic Weapons, interconnecting both brain and synthetic part. Rarely do any ever even attempt to modify their Cybernetics in any way outside of the corporate standard. It is extremely difficult to do, requiring years of training and study in order to successfully modify one.
However, the Techlighten religion has one of their bases on hacking and modifying corporate Cybernetics. Techlightens often take apart many different Cybernetics and re-engineer them into completely new objects. The process is advanced, usually only being done by Techlighten Priests and High Priests.
Basic questions about Cybernetic Weapons hacking will be answered by the previous Weapon-Hacking post.
However, just like weapons, Cybernetics can be modified to perform better. Parts can be made to be lighter, sturdier, and concealable against certain scanners (like the optical scanners FPE agents use to detect weapons on an individual). Modifying a Cybernetic takes a large amount of work and study on the modifier's part, and the whole idea is absolutely impossible for a mid-level hacker to attain. Only those with specialized training and deep understanding of Cybernetic construction will be able to even begin to understand on how to modify their Cybernetics.
As mentioned before, most will simply go towards a professional in order to illegally modify their Cybernetics. Techlightens will consult Priests of their religion to perform the operations, often which will bestow them the ability to gain more advanced Cybernetics depending on the individual Techlighten's devotion towards the religion.
Basic Rules
Because there are so many different possibilities towards Cybernetic hacking, lenient rules will be placed on them. So long as the Cybernetic hacks don't make your character over-powering, go ahead and have them. Like Cybernetic body parts, hacked Cybernetics will be reviewed by the staff and any character who has over-powering hacks for their Cybernetics will not be permitted to Role Play in Delphoria.
Just be cool, really. Thats all!