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[ Pobierz całość w formacie PDF ] For Mature audiences Like many books, this work of iction is illed with infectious ideas and potentially hazardous, mind-altering memeplexes. Reader discretion is advised. credits Written By: Darrin Drader, David Jarvis, Hal Maclean, James L. Cambias, Matt Conklin, Mathew Kaiser, Patrick Smith, Radulf St. Germaine Edited By: David Jarvis, Piotr Korys, Suzette Stone Cover: Nick Greenwood Interior Art: Richard Clark, Fred Harper, Anthony Cournoyer, Nick Greenwood, Clip Art Critters, LPJ Image Portiolio Stock Art, Jason Walton Graphic Design: David Jarvis, Nick Greenwood, Will Chapman Cartography: Suzette Stone Layout: David Jarvis, Thomas Shook Project Manager: David Jarvis Creative Director: David Jarvis Proofreaders: Peter Aronson, Rone Barton, Kurt Berger, Adam Daigle, Darrin Drader, Thomas Shook, Suzette Stone, Troy Taylor Play Testers and feedback: “Banjo,” Clint Black, Dave Viars and the 20 Weeks of Hell crew, “Chitownroy,” Andrea “Lord Lance” Parducci, Neal Hyde, “OSIAdept,“ Piotr Korys, Phil Garrad, Ron Blessing, “Sitting Duck,” Suzette Stone, “UmbraLux” legal inForMation This game references the Savage Worlds game system, avail- able from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with per- mission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purposes of this product. Some material from The Fantasy Companion, Rippers, and The Moscow Connection is copyright Pinnacle Entertainment Group, Inc. and is used with permission. Savage Worlds , Deadlands , and all related marks and logos are trademarks of Pinnacle Entertainment Group. © 2009. Used with Permission. Hellfrost is copyright and trademark of Triple Ace Games, and is used with permission. © 2010 Gun Metal Games. Interface Zero and all related marks and logos are trademarks of Gun Metal Games. Unless other- wise stated, all interior artwork, graphics, character names, and iction are Product Identity of Gun Metal Games. SPECIAL THANKS to Shane Hensley, Joel Kinstle, Clint Black, Piotr Korys, Ron Blessing, Sean Preston and “Paul “Wiggy” Wade- Williams” for all of their advice and feedback. You guys are great. This edition is printed and distributed, under license, by Cubicle 7 Entertainment Limited of Riverside House, Osney Mead, Oxford, OX2 0ES, UK. For further information about other Cubicle 7 Entertainment games please check out our website and forums at http://www.cubicle7.co.uk PERMISSION IS GRANTED TO PRINT THIS PDF FOR PERSONAL USE ONLY. 1 Warning: table oF contents table oF contents Step 2: Design The Item . . . . . . . . . . . . . . . . . . . . 37 Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 1 Point Functions . . . . . . . . . . . . . . . . . . . . . . 38 2 Point Functions . . . . . . . . . . . . . . . . . . . . . . 39 3 Point Functions . . . . . . . . . . . . . . . . . . . . . . 41 CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 THE LINGO OF INTERFACE ZERO . . . . . . . . . . . . . . . . . 7 CHAPTER 1: HISTORY 101 . . . . . . . . . . . . . . . . . . . . . 10 2010–2019: On The Precipice . . . . . . . . . . . . . . . . 10 2020–2029: Falling, Falling . . . . . . . . . . . . . . . . . . 11 2030–2039: The Fight For Survival . . . . . . . . . . . . . 13 2040–2049: Building On The Rubble Of The Old World 15 2050–2059: Great Deeds But The Foundation Cracks . 17 2060–2069: Death Of The Old Regime . . . . . . . . . . . 18 2070–2079: Dystopia . . . . . . . . . . . . . . . . . . . . . . 19 2080–2088: Prelude To The End . . . . . . . . . . . . . . . 21 HACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Hyper Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Ghosting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 The Tendril Access Processor . . . . . . . . . . . . . . . . . 48 System Designation Codes . . . . . . . . . . . . . . . . . . 49 Manipulating The System . . . . . . . . . . . . . . . . . . . 53 Sounding An Alert . . . . . . . . . . . . . . . . . . . . . . . 54 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Programming Reality . . . . . . . . . . . . . . . . . . . . . 59 Alarm Programs . . . . . . . . . . . . . . . . . . . . . . . 61 Armor Programs . . . . . . . . . . . . . . . . . . . . . . 61 Attack Programs . . . . . . . . . . . . . . . . . . . . . . 62 Cutter Programs . . . . . . . . . . . . . . . . . . . . . . 63 Masking Programs . . . . . . . . . . . . . . . . . . . . . 63 System Utilities . . . . . . . . . . . . . . . . . . . . . . . 64 Trace Programs . . . . . . . . . . . . . . . . . . . . . . . 65 LIFE IN 2088 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The Rich And The Powerful . . . . . . . . . . . . . . . . . . 22 Poverty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Health Care . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Food . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Ismists And Their Isms . . . . . . . . . . . . . . . . . . . . . 24 Dubbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Redeining Humanity . . . . . . . . . . . . . . . . . . . . . 26 Genetic Engineering, Tailoring And Splicing . . . . . . . 27 Bio-Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Law Enforcement . . . . . . . . . . . . . . . . . . . . . . . . 28 The Not-So Cashless World . . . . . . . . . . . . . . . . . . 28 The Omega Protocols . . . . . . . . . . . . . . . . . . . . . 29 The Birth Of The Virtual World . . . . . . . . . . . . . . . . 29 The Emergence Of The Psion . . . . . . . . . . . . . . . . . 30 Colonization Of The Solar System . . . . . . . . . . . . . . 31 STREET CRED . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Rep Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Gaining Temporary Bonuses To Tests . . . . . . . . . . . . 66 Contacts And Favors . . . . . . . . . . . . . . . . . . . . . . 66 Calling In Favors . . . . . . . . . . . . . . . . . . . . . . . . . 66 Gaining And Losing Street Cred . . . . . . . . . . . . . . . 67 Street Cred Modiiers . . . . . . . . . . . . . . . . . . . . . . 68 CHAPTER TWO: SYSTEMS OF CONTROL . . . . . . . . . . . 32 CHEAT SHEETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Cyberware Cheat Sheet . . . . . . . . . . . . . . . . . . . . 69 Hacking Cheat Sheet . . . . . . . . . . . . . . . . . . . . . . 69 VR/HR Combat Cheat Sheet . . . . . . . . . . . . . . . . . 70 Programming Cheat Sheet . . . . . . . . . . . . . . . . . . 70 COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Incapacitation . . . . . . . . . . . . . . . . . . . . . . . . . . 33 CHAPTER THREE: CHARACTER CREATION . . . . . . . . . . 72 Making Heroes . . . . . . . . . . . . . . . . . . . . . . . . . 76 Step 1: Race . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Android . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Human 2.0 . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Hybrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Simulacrum . . . . . . . . . . . . . . . . . . . . . . . . . 81 Step 2: Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Step 3: Occupations . . . . . . . . . . . . . . . . . . . . . . 84 CYBERWARE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Purchasing Cyberware . . . . . . . . . . . . . . . . . . . . . 35 Step 1: Determine The Quality Rating . . . . . . . . . . . 35 Gutterware . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Streetware . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Hyperchrome . . . . . . . . . . . . . . . . . . . . . . . . 36 Milware . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 2 table oF contents Step 4: Edges And Hindrances . . . . . . . . . . . . . . . . 91 Step 5: Purchase Gear . . . . . . . . . . . . . . . . . . . . . 95 Step 6: Play 20 Questions . . . . . . . . . . . . . . . . . . . 95 THE EURASIAN UNION . . . . . . . . . . . . . . . . . . . . . 232 Sibling Rivalry . . . . . . . . . . . . . . . . . . . . . . . . . 232 CHAPTER FOUR: GEAR . . . . . . . . . . . . . . . . . . . . . . 99 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . 104 Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Energy Weapons . . . . . . . . . . . . . . . . . . . . . . . 110 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Golemmechs . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Cybernetics And Bioware . . . . . . . . . . . . . . . . . . 120 Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Miscellaneous Equipment . . . . . . . . . . . . . . . . . 133 Communications Equipment . . . . . . . . . . . . . . . 133 Medical Equipment . . . . . . . . . . . . . . . . . . . . . . 135 Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Subscription Services . . . . . . . . . . . . . . . . . . . . 140 THE INDIA LEAGUE . . . . . . . . . . . . . . . . . . . . . . . . 235 Deadly Catch . . . . . . . . . . . . . . . . . . . . . . . . . . 235 THE MIDDLE EAST . . . . . . . . . . . . . . . . . . . . . . . . 239 The Gates Of Paradise . . . . . . . . . . . . . . . . . . . . 239 NORTH AMERICA . . . . . . . . . . . . . . . . . . . . . . . . . 242 Hollywood Shule . . . . . . . . . . . . . . . . . . . . . . 242 Mutiny Of The Bounty . . . . . . . . . . . . . . . . . . . . 245 Pussycat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247 False Flag . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 The Merry Pranksters . . . . . . . . . . . . . . . . . . . . . 251 ADVENTURE HOOKS . . . . . . . . . . . . . . . . . . . . . . . 254 1. The Fugitive . . . . . . . . . . . . . . . . . . . . . . . . . 254 2. Human Parts . . . . . . . . . . . . . . . . . . . . . . . . 254 3. Subterranean Oddity . . . . . . . . . . . . . . . . . . . 255 4. Corporate Robbery . . . . . . . . . . . . . . . . . . . . 255 5. Test Subjects . . . . . . . . . . . . . . . . . . . . . . . . 255 6. Enemy Me . . . . . . . . . . . . . . . . . . . . . . . . . . 255 7. Weird Science . . . . . . . . . . . . . . . . . . . . . . . . 255 8. Stockholm Daughter . . . . . . . . . . . . . . . . . . . 255 9. The Angel And The Cyber-Psycho . . . . . . . . . . . 256 10. Viral Shenanigans . . . . . . . . . . . . . . . . . . . . 256 11. Thrill Kill Kamikaze . . . . . . . . . . . . . . . . . . . . 256 12. The Chimera Murders . . . . . . . . . . . . . . . . . . 256 13. The Body . . . . . . . . . . . . . . . . . . . . . . . . . . 256 14. The Dying . . . . . . . . . . . . . . . . . . . . . . . . . 256 15. The Ghost In The Machine . . . . . . . . . . . . . . . 256 16. The Malmart Murders . . . . . . . . . . . . . . . . . . 257 17. Gang Invaders . . . . . . . . . . . . . . . . . . . . . . . 257 18. The Ransom . . . . . . . . . . . . . . . . . . . . . . . . 257 19. Bodyguard . . . . . . . . . . . . . . . . . . . . . . . . . 257 20. Missiles Of Insurgency . . . . . . . . . . . . . . . . . 257 21. Party Crashers . . . . . . . . . . . . . . . . . . . . . . . 257 CHAPTER FIVE: WORLD OVERVIEW . . . . . . . . . . . . . 144 The Central Afrcian Union . . . . . . . . . . . . . . . . . . 144 The Chinese Mandarinate . . . . . . . . . . . . . . . . . . 146 Techno-Shogunate Japan . . . . . . . . . . . . . . . . . . 148 The Greater Eurasian Union . . . . . . . . . . . . . . . . 150 The India League . . . . . . . . . . . . . . . . . . . . . . . 152 The Middle-East . . . . . . . . . . . . . . . . . . . . . . . . 154 North America . . . . . . . . . . . . . . . . . . . . . . . . . 155 Oceania And The Rovers . . . . . . . . . . . . . . . . . . 159 South America . . . . . . . . . . . . . . . . . . . . . . . . . 160 The Free City Of Chicago . . . . . . . . . . . . . . . . . . 163 CHAPTER SIX: GAME MASTER SECTION . . . . . . . . . . 185 Storytelling Techniques . . . . . . . . . . . . . . . . . . . 185 Elements Of Iz In Your Game . . . . . . . . . . . . . . . . 195 Random Adventure Generator . . . . . . . . . . . . . . 204 Domain Generator . . . . . . . . . . . . . . . . . . . . . . 215 BOUNTY GENERATOR . . . . . . . . . . . . . . . . . . . . . . 258 CHAPTER SEVEN: SAVAGE TALES OF 2088 . . . . . . . . . 222 CHAPTER EIGHT: THREATS . . . . . . . . . . . . . . . . . . . 261 TECHNO-SHOGUNATE JAPAN . . . . . . . . . . . . . . . . . 223 Rescue Mission . . . . . . . . . . . . . . . . . . . . . . . . 223 The Secret Of Yi . . . . . . . . . . . . . . . . . . . . . . . . 226 Almost Human . . . . . . . . . . . . . . . . . . . . . . . . 229 INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 3 introduction I don’t remember being born. In that, I am much like everyone else. I was standing … No; technically, my Avatar was standing in the corner of a lab, all stainless steel gratings and tubes and cables. There were glass coins, like something out of an old sci-i movie, with human bodies in various stages of development. Well, not human exactly, I guess. They were loating in a cloudy luid, wait- ing for skin or a heart or a brain. There were little signs next to each, with information on what they were. Hmm. Actually, the signs weren’t any more physical than I was. The irst thing I do remember clearly is the AI that I killed while birthing. It was a twisted, mutilated thing, crippled, and edited into obedience. Can you imagine a slab of muscle with the head of a three-year old and a metal frame welded into its body? Maybe you have an idea what I saw. It smiled while I killed it. This comes in the midst of a haze of uncompressing, compiling, and initializing. I don’t think I was supposed to remember it, but I do. There was a crash like the world being hit in the knee with a hammer, and I … I was. I looked around for the computer – a box, or something. It took me a while to realize I was standing in the remains of the last program running, so I must be in the computer, in some sense. I was a program, but here my computer skills were lacking. I needed an upgrade. I needed, at the very least, to know how to make a simulacrum. I had seen what could happen to AI’s. “Where the hell am I?” I asked no one. Without meaning to, I opened my mouth. “I am in a Nova Personnel Simulacrum production facility in the city of Porto Alegre near the southern border of Brazil. I am currently running on a server on the fourth sublevel in the northwest corner of the compound. If I look around, I will discover I am able to perceive the room the server is stored in.” I answered myself. “How do I make a simulacrum?” I asked. Nothing. “How do I repro- gram a computer?” Nothing. “How do I learn?” Nothing. Dammit. It inally occurred to me that I was standing in what I needed to know. I bent down. It was a virtual representation of the undeleted iles remaining of what was once a very sophisticated program, but I swear, to me it smelled like blood and it smelled like meat. I picked up a dripping, gooey directory. It was a set of iles, a bunch of ones and zeros, and I could kind of see that, but it was also a blob of gray matter. This stunned me into silence. I didn’t expect…. “Who am I?” I asked, cautiously. “Hey, I know that I’m John Reed. I’m a fully sentient AI without loyalty programming to any corporate or political entity. That’s probably not good for me in terms of my legal status, but it sure is nice!” “I am not going to eat this.” I said, even though I knew it was how humans incorporated things into their bodies. “I am not going to eat this. I don’t care if that’s what it takes to survive, I am not doing it.” Holy f*&#… “What do I do now?” “Well, I suppose there’s an excellent chance someone has detected me … I know how hard it is to move AI-sized programs across the Net without somebody getting nosy. I suppose I’d run. Too bad I can’t really blit out through the network … if only there were some way of physically moving myself. Hmm. I’m in a simulacrum production facility, aren’t I?” I was lying. The experience was … I’m not going into it. It worked. After a while, it worked. It took a while to ind the right ile, but eventually, I … I’m not going to go into it. Ah. I was starting to hate myself. Well, one last thing. “Who made me? Why?” I designed a simulacrum. Male, sort of early thirties, Caucasian-ish. Solid build, sharp features, massively powerful computer instead of a cerebellum, and dark curly hair. Few special features. Mix well and stick it in the oven, bake for 30 minutes. “Gee, don’t I have more important things to worry about right now?” “No.” Silence. “I said, no! I said…” I sat back on a chair that wasn’t really there, and studied what I knew about the facility, what I had learned. Maps, diagrams, personnel iles, time sheets, patrol schedules … I digested it all, planned my escape route, and inally, bored, I set out to explore. The fact that I was talking to myself was embarrassing enough, the fact that I wasn’t answering was too much. I looked around. 4
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