Electronics

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Electronics

There is a wide variety of electronic gadgets in most TL6+ game worlds. Among the most important of these – for adventurers, at least – are communicators, sensors, and computers.

Communicators

Standard communicators are radios. They transmit signals by modulating the intensity, frequency, or phase of long-wavelength electromagnetic radiation. This limits them to the speed of light (186,000 miles per second); as a result, they are effectively instantaneous for planetary communications but have a noticeable delay over interplanetary distances. Note also that ordinary radio frequencies cannot penetrate more than a few yards of water.

Depending on the TL and equipment, communicators can send code, voice, text, video, or data. Many TL8+ communicators incorporate satellite links or computer systems as well. See Communications and Information Gear for the range, cost, and weight of some sample communicators.

Communicators use the rules under the Telecommunication advantage, except that Electronics Operation (Communications) skill rolls replace IQ rolls. To extend range, make an Electronics Operation (Communications) roll at -1 per 10% added to range, to a maximum extension of 100%.

The Telecommunication rules also give several alternatives to radio, including laser and infrared communications. More exotic options are available in some settings.

See Also: Communications, Sensors, and Media.

Sensors

Sensors grant the operator one or more sensory advantages (Infravision, Telescopic Vision, etc.) while used. For statistics for a number of sensors, see Law Enforcement, Thief, and Spy Gear; Optics and Sensors; and Weapon and Combat Accessories.

Sensors fall into four broad categories:

Hands-Free Sensors: Sensors worn as goggles, glasses, helmet visors, etc. They require a Ready maneuver to switch on or off, and function constantly once activated. Visual sensors replace unaided vision while active, but typically restrict peripheral vision. To get around this, take a Ready maneuver to switch off or remove the sensor.

Manual Sensors: Binoculars, hand telescopes, metal detectors, radar guns, and similar handheld devices are generally more powerful and longer-ranged than hands-free units, but require one or two hands to operate. To use the sensor, the operator must take continuous Aim maneuvers, which prevents him from moving quickly or attacking.

Sights: Sensors attached to a weapon, camera, etc. – usually to help aim it. To use the sights, the device to which they are attached must be ready (occupying one or two hands). If the sensor is attached to a weapon, the user benefits from it only while making an aimed attack. To observe through the sights without firing requires Aim maneuvers, just as for a manual sensor.

Vehicular or Mounted Sensors: Long-range sensors mounted in a vehicle or on a tripod. Most display information on a screen or similar readout. The user must sit, kneel, or stand next to the sensor to operate it. Some such sensors are "manual" (e.g., TL6-7 "analog" radar and sonar sets); the user must operate the controls by hand. Others are "hands-free" (e.g., digital sensors that display data on a head-up display); the user can take other actions while using them.

Using Sensors

If a sensor provides the user with a completely new sense (e.g., radar, for a human), he must roll against Electronics Operation (Sensors). If it just augments a sense he already possesses, he need only make an ordinary Sense roll – although an unusually complex sensor might call for a roll against Electronics Operation or another skill. For example, a human would make a Vision roll to use an ordinary telescope, but a large astronomical telescope might require an Astronomy roll.

Passive Visual Sensors

These systems work like normal vision, but extend the limits of human sight. They are available in all four categories described above.

Telescopic Optics: Telescopes, binoculars, electro-optical scopes, etc. give Telescopic Vision:

Magnification Level
2-3× 1
4-7× 2
8-15× 3
16-31× 4

Further levels follow the same progression.

Image Intensifiers (TL7): Most often called "night vision" devices, these electronically amplify ambient light to generate a monochrome (usually green) picture. They do not work in total darkness, fog, etc. They grant Night Vision; the level varies from 7 at early TL7 to 9 at TL8+. Better systems include electro-optical magnification, giving Telescopic Vision 1-4 on portable systems, more on vehicular systems.

Thermal Imaging Sensors (TL8): These detect the infrared spectra emitted by objects at different temperatures, and use this information to build up a false-color television image of the environment. They do work in total darkness, smoke, etc. The user sees as if he had Infravision, often with Telescopic Vision 1-3. Most are two to three times as heavy and four to six times as costly as image intensifiers.

Hyperspectral Imaging Sensors (TL9): These sensors process infrared, visible, and ultraviolet light to create a single image. This makes them extremely effective at picking out camouflaged objects. They give Hyperspectral Vision and Telescopic Vision. These devices are rare and expensive at TL8, but become standard vehicular sensors at TL9+, replacing thermal imaging sensors.

Computers

The programmable digital computer first appears at TL7 and rapidly becomes smaller, cheaper, and faster at higher TLs. In some settings, computers might even attain sufficient computing power to achieve sentience!

Complexity

Every computer has a "Complexity" rating. This is an abstract measure of processing power. Each Complexity level represents roughly a tenfold increase in overall capability over the previous level. A computer's Complexity determines what programs it can run. Each piece of software has a Complexity rating, too, and can only run on a computer of that Complexity level or higher; e.g., a Complexity 2 program requires a Complexity 2 computer or better.

Complexity also determines how many programs a computer can run simultaneously. It can run two programs of its own Complexity, 20 programs of one Complexity level less, 200 programs of two Complexity levels less, and so on. For instance, a Complexity 2 computer could run two Complexity 2 programs or 20 Complexity 1 programs – or one Complexity 2 program and 10 Complexity 1 programs.

The best mid-TL8 (2004-era) desktop systems are Complexity 4; more typical systems are Complexity 2-3.

Data Storage

Every computer has a data-storage capacity, rated in megabytes (MB), gigabytes (GB), or terabytes (TB). One GB is about 1,000 MB; one TB is roughly 1,000 GB or 1 million MB. Some computers have removable media (e.g., disks) as well; their capabilities depend on the setting.

Data Storage Table

Data Size
Lengthy novel 10 MB
Complete national road atlas 100 MB
Navigation charts of entire ocean or country 1,000 MB (1 GB)
Plans of 100 small or 10 complex vehicles 1 GB
Detailed global navigation charts 100 GB
Public or school library 100 GB
City or college library 1,000 GB (1 TB)
Big city or university library 10 TB
Large university or copyright library 100 TB
Human mind 100 TB

Other Capabilities

A computer requires at least one "terminal" if humans are to use it. The computer may be integrated into this terminal or located remotely. At TL7-8, a terminal is, at minimum, a keyboard and monitor. At late TL8 and beyond, voice recognition, virtual-reality glasses and gloves, neural interfaces, etc. might replace such clumsy hardware.

It is possible to connect a single terminal to multiple computers, giving the user access to them all. Without special hardware, however, the user can only work with one computer at a time, and must take one second to switch between computers.

If two computers are compatible (GM's decision), it is possible to link them via cable or communicator. The person trying to establish contact must know the "address" of the other computer (telephone number, numbered location on a network, etc.) and any relevant passwords. Once in contact, two computers with suitable software can share data, and the less-powerful computer can act as a terminal for the more capable one.

Finally, any TL8+ computer equipped with a microphone or camera can act as a digital recorder, to the limit of its data-storage capacity.

Software

The programs available depend on the setting. Some general notes:

  • Complexity: Every program has a Complexity rating, as defined above.
  • Capabilities: Some programs simply provide entertainment (e.g., a video game) or a practical function (e.g., e-mail).
Others give the user a bonus to perform a specific task. For instance, financial software might give +1 to Accounting when preparing taxes. Treat such bonuses identically to those for good equipment (see Equipment Modifiers).
Still others are mandatory for some tasks – notably technical tasks at TL8+. Without them, the user's skill will operate at a lower TL. For example, an engineer might require a Complexity 3 CAD/CAM program to design a jet; without it, his Engineer/TL8 (Aircraft) skill might function as Engineer/TL7. These programs are generally Complexity 2 at TL7, Complexity 4 at TL8, Complexity 6 at TL9, and so on. A program of higher than minimum Complexity provides a bonus or reduces the time required.
Programs intended for robots may grant advantages, disadvantages, skills, or even pre-programmed personalities! These can be hardwired or modular (see Modular Abilities).
  • Cost: Most programs have a cost in $. This is the price of a single, legal copy, with documentation. Each computer requires its own copy. It is possible to copy software for free, but this is often illegal. But a computer can run as many instances of a program as its Complexity allows; it does not require a separate copy per instance.