So check this out. (and apologies if this thread was already brought up... possibly by me lol)
There was a comic book called The Authority some years back. Not looking to discuss the comic save for the powers of one of the characters.
The Midgnigher was a brawler. If you've never seen him before, think of Batman, give him a trench coat instead of a cape, make him less of a detective and more of a brute. That's The Midnighter. Unlike Batman, he did have a special super-power which is where the topic of this thread comes in.
The Midnighter had the ability to review a fight in his head millions of times as the fight was happening. He knew exactly what his opponent was going to do and exactly how to beat them.
So why doesn't this technology exist in Eclipse Phase?
Imagine a combat helmet. It has micro-cameras all over it for a near 360 degree view.
Inside the helmet are a few Ecto's that are hooked up to generate a simulspace just for a single AI. This AI's simulspace is operating 60 times faster than real time. It's nothing fancy. Just a blank white room. Just a space for the AI to examine what's going on in the real world.
Say my character has this helmet on and someone goes to throw a punch at me. They pull their arm back and swing. Takes half a second. The AI on the helmet recognizes aggression and kicks on. For the AI, that punch is going to take 30 seconds to land. Consider what an AI can do in the Eclipse Phase setting when it has 30 seconds to crunch numbers and possibilities. In just a few seconds of accelerated time, it's fed to my brain (or cyberbrain... in fact, cyberbrain probably works best) EXACTLY how to block the punch and counter-attack effectively.
To the guy throwing punches, my character appears to know EVERY move he's going to make BEFORE he makes it.
If he takes out a gun and tries to riddle me with holes, the helmet can observe the angle of his weapon and direct me how best to dodge. If my character wants to return fire, the AI can make micro-corrections to where my weapon is aimed.
So here's my take on how this would work with game stats. To avoid any nasty copyright issues, we'll call it...
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Adanced Tactical AI Analysis Coordination... or ATAAC for short.
ATAAC is a helmet that can be used by pods or synthmorphs. Inside the helmet is an AI programmed for personal combat residing in a tiny simulspace. The morph connects directly to the ATAAC system and allows the ATAAC AI partial control over the morph's actions. The simulspace operates 60 times faster than the real world. If the morph is attacked or enters combat, the ATAAC AI reviews the combat information in it's accelerated simulspace and optimizes the morphs attacks and defenses. Apply a +30 bonus to all offensive and defensive maneuvers that pertain to physical combat. This includes targeting foes with ranged or melee weapons as well as fray rolls to avoid being hit. This bonus represents the AI "fine tuning" the movements of the ego. Alternately, the character has the option to let the ATAAC system take over the morph completely. In this case, the character is assumed to have all melee, ranged and defensive skills (fray & free running) at 60.
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If this seems too powerful, here are some possible drawbacks:
Using ATAAC system can be damaging to the morph as the Ego and AI attempt to move the morph in different directions at once. For every 3 rounds the ATAAC system is used, apply 1D10 points of damage as servos misfire.
The ATAAC system can cause mental stress as two entities (ego and AI) attempt to control one morph. Apply 1D10/2 stress per round of combat.
Walking around with an ATAAC helmet carries a social stigma. It's hard to negotiate with someone when they know at any moment you could reach out and snap their neck. Apply a -30 penalty for face-to-face social roles.
Your thoughts?
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-Duke Rollo