Future Imperfect - Communications

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Space is vast. You know this; it has been said frequently throughout this manuscript if nothing else. Yet it needs to be said. When considering the nature of the game you will play, you must consider how individuals in your universe communicate with one another. Over most distances, up to, say, planetary in scale, this does not differ in any noticeable way from other games. The real divergence occurs when considering communication between characters operating within disparate solar systems, quite possibly on opposite ends of the galaxy.

Another aspect of communication is access to information. With the coming of the public internet, we have fundamentally changed the way we interact with the world. No longer are people forced into making uninformed decisions, with all of the world’s knowledge at the fingertips of anyone with a connected device, there is literally no excuse for being uninformed.

But what happens when there are no connected devices, or when there is nothing compatible for the devices to connect to? Communication in Future Imperfect is broken up into three sections: Personal Communication, Extra-Planetary Communication, and Information Distribution.

Personal Communication

In Future Imperfect, personal communication is defined as communication between characters that are in spatially similar locations. This could be within a starship or starbase, or on the same planet or asteroid. Except in lower tech levels personal communication devices are “personal” in nature, in other words they are man portable and affordable.

With the ubiquitous nature of modern cell phones, it may be eye-opening to look back a mere 15 years and see a world where very few owned reliable, mobile communication technology, and those who did had virtually no legitimate access to the information we now take for granted. And all of this within the same tech level!

Even in the far future, access to reliable communication may not be as easy as it seems now. Our phones work so well when we stay within the confines of their abilities. Go out of range of cell towers, or into a foreign country (without an appropriate sim card) and delivery halts.

Characters in an RPG demand something more widely functional. In a campaign set on a single world, the logistics of personal communication are largely rendered unimportant. Of course, there may be times when it is story appropriate for a device to fail (besides when the appropriate symbol is revealed on an action card). These situations should be assessed on a case by case basis.

For sector-spanning quests, the compatibility of devices cannot be guaranteed across tech levels and locations. Devices which require specific types of network connectivity may deliver greater speeds, but will consequently have issues on planets which do not have those networks available. Devices which provide connectivity via carrier wave (or radiation of some other kind) do not require external technology to be present for support, but could have greater latency and susceptibility to ECM.

Of course, there are multiple kinds of communication as well. Some types are connection oriented, while others are not. Connection oriented communication offers instantaneous receipt of information, such as via phone call or video chat. Non-connection oriented communication sends a message to a device, and the device receives it when it is available. This is akin to text messaging, or email.

Reliability of communication varies across type. For example, it is harder to establish a connection oriented method, since it requires both devices to communicate directly and for some type of trust relationship. Weather conditions, motion and ECM can interfere greatly with connection oriented communication.

Non-connected communication can be blocked, but unless the blocking remains active the message will likely eventually find the source. Finding and “deleting” a message from subspace (or whatever carrier method) can be a very difficult proposition, and is rarely attempted unless the message is quite dangerous. This sort of operation would require specialized equipment in any case.

Both Master and Crew should be aware of these technical limitations, and when appropriate for story and drama they should become apparent. But outside of those situations, communication devices should just work. The goal of a sci-fi game is not to simulate working in a Space Radio Hut.

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COM/PC PERSONAL COMMUNICATIONS: The personal communicator is a small radio or radio/subspace (carrier wave) transmitter-receiver about the size of a cellular phone. Somewhat more compact models can be fitted into combat helmets and spacesuit helmets, or combined with other devices such as MiniComps, cameras, MultiVision Visors or Hand Sensors. No special network is necessary, nor is any satellite infrastructure or line of sight.

COM/BTC BATTLE TACTICAL COMMUNICATORS: The BTC is a command communicator issued to senior NCOs and Officers in the military services. It has double the radio and sub-space ranges of comparable PC models of personal communicators, with an additional IC radio and IC sub-space channels to permit ‘conference communication between command personnel without being overheard by the troops. BTCs are in other respects similar to PCs. Cost PC unit cost + CR 150. The units are denoted BTC/— followed by the PC number: BTC/4, BTC/6, etc.

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COM/VC VEHICLE COMMUNICATORS: The VC is a communicator installed in vehicles, aircraft, etc. They may be carried and serve as command communicators. All VCs are operable on vehicle power, but they also have self-contained PowerCells for portable mode communication. Advanced models also have televideo channels and computer link capacity. Some VC units can be set for tight beam radio transmission, with line-of-sight ranges on the ground and x25 radio ranges in space.

COM/LC LASER COMMUNICATORS: The laser communicator is a high-powered, tight beam unit which is virtually un-jammable. It is a line-of-sight transmitter/receiver requiring precision alignment of the transmitter with the receiving ‘dish’ antenna. Alignment is achieved at 20% + 5% x level of Com/Tech expertise per 12 minutes minus expertise. If a Com/Tech is using a minicomputer with the system, he can achieve 99% correct alignment in 11 seconds minus expertise. The unit has ground-to-orbit capacity, with ranges from planetary surfaces and in space equal to IC LS x Tech level of the culture producing the laser com unit. The COM/LC has a duration of 60 minutes of continuous transmission on emergency PowerCells or can be operated on vehicle power. Mass = 25 kg - 2 kg per Tech level over Tech/6. Breakdown No. = 4/5. Cost = CR 250 x Tech level.

COM/BUG ELECTRONIC SURVEILLANCE DEVICES: Com/Bug ‘spy’ devices are as small and undetectable as advanced technology can make them. Most are voice-triggered. They transmit and/or record when voices are heard within range of the pick-ups. Maximum transmission range is 2 km for Tech/6 models, with +1 km per Tech level over Tech/6. Transmissions may be received by communicators set to the Bug’s frequency. The Bug is negligible in size and mass, often no more than several grains and button size or smaller. All Bugs have 24 hours of transmission power. Breakdown No. = 1/10. Cost = CR 100. Tech/5 units are telephonic; Tech/6+ can use radio/carrier wave.

COM/SGM SHOTGUN MIKE: The SGM is a long-range listening device capable of picking up voices at ranges of 100m + 50m x Tech level over Tech/6. The unit is about 600mm long, with mass of 2 kg. It has a listening duration of 6 hours on PowerCells, but can use plug-in power. Breakdown No. = 2/5. Cost = CR 450.

COM/PM PARABOLIC MIKE: The parabolic mike is a sophisticated listening device capable of picking up sounds at ranges of 200m + 100m per Tech level over Tech/6. The unit consists of a parabolic ‘dish’ receiver which concentrates sound waves that are amplified by the circuitry of the attaché case sized control box. The system has a mass of 4.5 kg and a duration of 6 hours on PowerCells. It can also use plug-in power. Breakdown No. = 2/5. Cost = 1200.

COM/TV VIDEO SCANNER & RECEIVER: The ubiquitous T.V. is available in many models. Early Tech/5-6 units vary between the size of a large movie camera to a hand-held unit (with mass from 50 kg to 5 kg), requiring cable systems, videotaping devices, or elaborate broadcasting stations to transmit. Costs range from CR 4000 to many thousands of credits.

Tech/7 systems are highly compact, with Video cameras massing under a kilogram and containing line-of-sight transmitters to horizon range. Cost = CR 1000.

Advanced Tech/ 8+ video cameras are as small as a matchbox. Tech/8+ units are capable of 3-D holographic projection. Cost of such units is under CR 1000. Breakdown No. = 4/7 for Tech/5-6 video cameras, and 2/5 for Tech/7+. Video receivers in Tech/5-6 cultures can mass up to 40 kg, although smaller units are available. Prices range from CR 75 to CR 500. Breakdown No. = 3/6. Advanced Tech/7+ models range from CR 25 to CR 1000 in price, with cigarette-package to wall-screen size. Breakdown No. = 1/3.

Early video systems are UHF line-of-sight or coaxial systems. Advance systems are capable of sending/receiving radio tight beam (advanced microwave), laser transmissions, arid subspace transmissions. Optic fibers typically replace coaxial cable hook-ups.

Extra-Planetary Communications

In Future Imperfect, extra-planetary communications are defined as communication from one disparate location to another, where those locations are separated by great physical distances and/or environmental hazards which complicate effective transmission of data between the locations.

Generally speaking, starship communication devices are too large and unwieldy for individuals to carry, and they also tend to cost substantial amounts of money. Personal communication devices can communicate with starship communication devices, and vice versa.

How does data get from one star system to another? How do starships in the vast reaches of space receive (as well as intercept) and transmit data to planets and installations? It would be naïve to believe that all civilizations that develop across the known universe would use the same communication standards, but for the sake of simplicity we will do exactly that. The Master is free to deviate from this as necessary for effective story and drama, but by keeping the core technologies and procedures constant across the galaxy, players who wish to explore technical roles need not devote significant time investments to learning technical details.

System Relays

A system relay is a device that acts to retransmit signals within solar systems. Planets point data transmission nodes toward the relay, and the relay takes in the signal and rebroadcasts it along the same path. This allows the range of the signal to be increased by receiving a weakening signal and amplifying it.

System relays exist between inhabited planets within systems, as well as to outposts on satellite moons and orbital platforms. There may be multiple relay stations within a system, each transmitting the same or very different information to different installations or to interstellar repeaters.

Data Encryption

Data security can be maintained in many ways, one of the most common is through software encryption. It is also possible to restrict data interception via other means, such as only accepting connections with trusted sources (which can be done via software or software and hardware trust management).

In the real world, security is an enormous and ever-evolving landscape, and while this is likely the case also in the far future, the goal of the game is to abstract the concepts to a level where they become playable by individuals of any technical proficiency. The characters have the knowledge, the players develop interesting jargon to understand concepts which we ourselves might not understand in the slightest. For gameplay, assume that some types of information is encrypted, and there are multiple kinds of encryption. If the Crew is interested, the Master can elaborate on the nature of the encryption, but this is not necessary for the game mechanics. The level of encryption should be borne out in the difficulty of the decryption check.

It also could be possible that some types of data cannot be intercepted because of technology, or that the level of encryption is unbreakable given the technical limitations of the equipment being used. In cases like this, the Master should remain flexible for player ingenuity. Statements like “that is impossible” should be avoided when possible, and replaced with something such as “the TN is 17”. If the player should happen to generate such a result, this is your chance to be extremely creative and figure out exactly how!

Interstellar Repeaters

Repeaters are devices that receive an incoming signal and copy the signal and resend it on an interstellar path. Interstellar repeaters are located near the fringe of the system, a few thousand light seconds from where incoming vessels appear (toward the stellar mass). Incoming transmissions from relays are translated to tachyon hyperspace and sent on their way to other systems.

Each repeater takes in data from the system and sends to a single destination, or, in rare cases, a small set of relatively close destinations. Hyperspace messaging is not omnidirectional. Hyperspace packets travel at approximately 100 LY/day.

Interstellar messages are the space equivalent of “tight beam” in that because of their method of transmission they are almost impossible to intercept once they enter hyperspace. Because of their near infinitesimal mass they are also able to take more efficient paths to their destinations with little to no risk of interference from gravity wells. The repeaters themselves send the messages into hyperspace millimeters in front of the transmission dish, making them quite secure.

Interstellar repeaters are extremely important for the civilizations within the system. They provide the only reliable communication link to the outside. Because of this, they are often well guarded, be it with orbital platforms or naval stations.

Starship Communicators

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COM/SSC SPACECRAFT COMMUNICATORS: Spacecraft communicators and heavy ground communicators are large, high-powered transmitter/receivers with the general capacities noted for a VC units, but in a far greater magnitude because they are more sophisticated. All SSC units have a standard Breakdown No. = /3.

Information Distribution

What sort of information is sent via interstellar repeater? Any kind that is conceivable. Hyperspace communication packets are able to aggregate messages from many sources, and even to encrypt some portions with one algorithm, and others with a different one (or none at all). In effect, each message capsule is an individual cargo vessel of microscopic size, carrying immense amounts of data.

Outside of hyperspace packets communication is limited to light speed. It would be possible to intercept random messages or information from civilizations that were sent years, if not centuries ago (if you were far enough from the source, of course).

Accessing Information

Messages themselves have addressing information that allows them to be routed to the appropriate party, assuming that party is known and available (or has a location that is known for delivery). The data that comprises the message is housed somewhere, be it on a sending location or the receiving one. This information may or may not be deleted once successful delivery has been confirmed.

But what about publicly accessible information? Planetside, it is relatively easy to find access to information stores, assuming they exist (TL 6+ for internet-like information access). From in system, it may be possible to also access this information, albeit at great latency. This is fine for reading a news article or researching information on an interstellar criminal, but much less useful for real-time, connection oriented types of communication. In system messages are not hyperspace capsules!

Starship Information Stores

While traveling through hyperspace, starships are virtually their own private universes. This means that the only information available via the ship’s computer would be that which is present in the library program, and other internal databases.

Information Theft

Just like today, knowledge and information are big business. In civilizations with the appropriate technical level, hackers (operating independently or in cadres) could act to acquire and redistribute information gathered from many locations. Aggregating information from many systems could be a very profitable enterprise.

These enterprises could conceivably operate their own relays and repeaters, protected and concealed to the level of their skill. Of course, these operators could be independent or agents of governments or other political or religious groups.

Electronic Countermeasures

Electronic countermeasures seek to either block the transmission or receiving of information, or to circumvent the attempted blocking of your transmissions. Countermeasures generally work against non-connection oriented communication. As with other types of gear, it is the Hero that does things, gear only helps the Hero do it better. Therefore instead of sensors automatically detecting things, they instead allow the Hero to use his innate skill to detect, or to use his skill with a bonus.

ECM/COMS COM SCRAMBLER: A Com Scrambler is a unit of about 10 gm mass designed to fit all communicators. Each unit has a code setting. Depending upon the model, the code setting may be any standard encryption algorithm, with more expensive models supporting custom encryption protocols. Only communicators with scramblers set to the appropriate encryption will translate back into understandable speech. Others receive a signal which mimics natural static. Discerning between static and encrypted communication is a TN 7 Investigation test.

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ECM/COMD COMMUNICATIONS DECODER: This device can be used to unscramble coded communicator signals. The difficulty of the unscrambling is set by the strength of the encryption algorithm. Standard encryption is TN 7, strong encryption is TN 9, and very strong encryption is 11+. The operator receives a bonus of +1 for each TN of the device greater than the encryption.

Sid Scorpio has a TL 8 ECM/COMD Decoder. If he were on a TL6 planet, he would get +2 versus all encryption types.

Basic decoding requires 1d10 minutes (1 listening watch), after which a decoding test is made. Message decoding requires a further 1d10 minutes one the basic signal code has been determined. The mass of a Decoder is 4 kg, the unit being about the size of an attaché case (size and mass halved per increased TL). It has 3 SEC power cells for an operating duration of 600 minutes. Decoders can be obtained in Tech/6+ cultures at a cost of CR 5000 plus CR 500 per Tech level over Tech/6. Breakdown No. = 2/5.

ECM/BUGD ‘BUG DETECTOR: This device can help a character find hidden spy devices. A Bug Detector grants +1 to Investigation for an unskilled character, or +2 plus an extra +1 per TL the Bug Detector is over the bug. Each check will cover an area 5m x 5m, whether floors, ceilings, walls, etc. It must be held within 2m of the bug to register its presence. A check takes 1 minute. If the bug is not operating, detection chances are reduced by -2. The ECM/BUGD is about the size of a wallet, with 125 gm mass. It is powered by a SEC power cell and has a duration of 50 checks. Cost = CR 450. Breakdown No. = 2/5.

ECM/BUGJ ‘RUG’ JAMMER: A Bug Jammer is designed to defeat eavesdropping activities. It can transmit ‘white noise’ into an electronic ‘bug’ so that it re-transmits silence. Alternatively, it sends a pre-recorded signal (usually a bogus conversation, sleeping noises, etc.). The Jammer must be placed within 25 cm of the bug to be effective. The Jammer is the size of a small box of matches and masses about 25 gm. It includes a wire recorder and has a mini-cell which powers the unit for 1d6 hours. The unit is available in Tech/6+ cultures at a cost of CR 375. Breakdown No. = 2/7.

ECM/SSDI SENSORSCAN DETECTOR: The SensorScan Detector detects a sensor beam directed into its vicinity. There are two basic types:

ECM/SSDI Detectors are the size of a cellular phone and may be operated by all personnel, allowing them to use their Investigation with no penalty to detect sensor beams. The powercell has a 300 hour duration. The SSDI beeps softly when a sensor beam is picked up. This 125 gm device can be obtained in any Tech/7+ culture at a cost of CR 500. Breakdown No. = 3/5.

ECM/SSD2 Detectors are sophisticated units about the size of a large book and mass 1000 gm. They must be operated by a skilled character, possibly professional skill police or similar. The character has a +2 to Investigation to detecting a sensorscan. If a sensor beam is detected, the character can also detect the direction and approximate range of the sensor unit if it is within 2500 meters (only direction if beyond 2500 meters) on a TN5 Investigation check. The unit has a power cell with a 300 hour duration. The device can be obtained in any Tech/7+ culture at a cost of CR 4000 minus CR 500 per Tech level over Tech/7. Breakdown No. = 2/6.

ECM/SS SENSORSCREEN: The SensorScreen is a forcefield generator which blocks sensorscans. It contains an ECM/SSD2 connected to a minicomp Mk.l and automatically cuts in a blocking screen to prevent a detailed scan. The screen has a coverage of 10 meters in every direction, but coverage can be reduced to a single person. The unit is slightly larger than a tape recorder, with mass of 2000 gm. It can be obtained in any Tech/9+ culture at a cost of CR 10 000 minus CR/500 per Tech level over Tech/9. Breakdown No. = 2/6. Duration is 300 hours on 2 power cell.

ECM/SSDS SENSORSCAN DEFENCE SYSTEM: The SensorScan Defence System is about the size of a small attaché case massing 5 kg. It contains an ECM/SSD2 connected to a minicomp Mk.II and can not only block a sensor bean but also detects its source Detection range is line-of-sight, and the minicomp can compute very long-range scan distances by analysing beam frequency and strength. The screen has a coverage of 10 meters in Tech/7+ culture at a cost of CR 17 500 minus CR 500 per Tech level over Tech/7. Breakdown No. = 2/6. Duration is 300 hours on power cell. Larger units are also available which can cover offices, buildings, even large spacecraft and ground installations. These vary in cost, but usually run CR 50 000 + and are powered by heavy generators, power piles, etc. Such units are often run continuously.

ECM/SSS SOUND SUPPRESSION SYSTEM: The Sound Suppression system is a ‘white noise’ generator which produces a field around the unit which blanks Out the voices and other sounds produced within the 3m ‘bubble’ of silence that extends outward in all directions. The unit renders most listening devices ineffective if they are outside the suppression field, It also has a 10 AV versus sonic disruptor fire at a range greater than 25m. The unit can be obtained in any Tech/7+ culture at a cost of CR 3500. It is about the size of a tape recorder and masses 1500 gm. Breakdown No. = 2/5. Duration is 100 hours on 2 power cell, at continuous use.

ECM/RDF RADIO DIRECTION FINDER: The RDF is a device designed to obtain a ‘fix’ or bearing on a radio transmission. Usually, two or three bearings will be required. The chance for each minute (or Portion) of obtaining a successful bearing is TN 7, with a penalty of 2 per success and bump of the operator being monitored. Each additional minute that a radio is operated within 100m of the original position increase the chance of successful ranging and direction by 10%.

Experienced operators avoid continuous transmission, modify signal strength, and switch frequencies to throw off RDF. Regular users of Com sets are rarely so proficient, and cannot reduce detection odds unless they are actively attempting to obfuscate their signals. The RDF is the size of a large suitcase, with an extending antenna, the whole massing about 7.5 kg. Power is from vehicle systems or else from power cells with 100 hours duration. The unit can be obtained in any Tech/5+ culture at a cost of CR 3500. Breakdown No. = 2/4.

Small RDF units of 250 gm are available in Tech/7+ cultures and permit homing in on continuous signal radio beacons.

RJ RADIO JAMMER: The RJ unit jams radio transmissions. It is the size of a large suitcase and weighs 7.5 kg. It has a TN 5 encryption strength. It has a power-cell good for 6 hours transmission or can be used on vehicle power. The unit is available in Tech/5+ cultures. Breakdown No. = 3/5. Cost = CR 1500. The unit has a range of about 25 km in all directions, and 10 radio channels can be jammed per Tech level, beginning at Tech/5 at any one time.

BRJ BATTLE RADAR JAMMER: The BRJ unit is designed to foil a radarscan of a protected vehicle. The BRJ has a TN 5 encryption for the purpose of jamming the return signal, which can be modified by successful CompTech: Hacking (+1 per success and bump). Available in Tech/6+ cultures. Mass = 5-10 kg. Power = vehicle or 24-hr. powercell. Breakdown No. = 2/4. Cost = CR 5000.

BRD BATTLE RADAR DETECTOR: The BRD is a ‘passive’ radar system which allows a +4 bonus to Investigation to detect any radar transmissions (subject to the same restrictions applying to radar sets), and it is generally undetectable when operating (TN 11 to detect). Available in Tech/5+ cultures. Mass = 2 kg. Power = vehicle or 24-hr. powercell. Breakdown No. == 2/2. Cost = CR 500.