Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

skillsofts and infomorphs

9 posts / 0 new
Last post
startswithz startswithz's picture
skillsofts and infomorphs
Can informorphs use skillsofts? Since they are running a virtual brain on a server or computer somewhere what would be the limit to the number of skill points they could have active and how long should it take to load a skillsoft? Seems like these would all be limited only by RAM of the system and such. What about synthmorphs? Do they need the skillware or since their brain is once again emulated in software do they only need available storage space? I'd imagine that they don't need skillware to run skillsoft, but I'm probably going to impose a 100 point cap on them. From the way the technology is described it seems like all of these things should be possible, I am just a bit concerned about game balance issues. How is everyone else handling this in their games?
verdra verdra's picture
Re: skillsofts and infomorphs
skillsofts have to go in skillware which are nanobots forming a highly mutable neural network in morphs, so technically all morphs including infomorphs are bound by the same restrictions. but i wouldn't worry too much about balance issues because skillsofts can only increase a skill to 40 including their aptitude and and they still cost money or rep.
OneTrikPony OneTrikPony's picture
Re: skillsofts and infomorphs
they cost money or rep to [b]own[/b] but what about an info morph colony? basicaly the colony server could just run several copies of the skillsoft and imorphs could share and load them as needed. like trinity loading a copy of a chopper pilot program.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

GMJoe GMJoe's picture
Re: skillsofts and infomorphs
I doubt infomorphs can use skillsofts, actually. They don't have brains - not even cyberbrains, which are a kind of hardware. They're run in virtual brain emulators, is my understanding. Skillware, which is required to run skillsofts, can only be installed in morphs, be they bio, synth, or pod in nature. As a GM, I'd probably allow players to use emulatoion software that included a skillware mod, but I'd apply the 100 point limit, on the grounds that there's only so much junk you can do to an ego without resorting to drastic and experimental psychosurgery. Of course, the really strange thing is that AIs can run skillsofts as a standard feature, wheras AGIs can't. I guess you could justify it as AGIs being too comlicated and dynamic for that sort of thing, or as part of the programmed limits put on AGI self-improvement, but it still seems weird.
OneTrikPony OneTrikPony's picture
Re: skillsofts and infomorphs
AGI's can't run skillsofts? I see no refrence to that.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Wild_Cat Wild_Cat's picture
Re: skillsofts and infomorphs
Of course they can -- as long as they're sleeved in a morph with the proper mods. The big question here being, is there an equivalent to these (nanoware) mods that can be installed in an infomorph? The difference with muses is that you can install a skillsoft directly into the muse itself, regardless of its morph or lack thereof.
Come baguette some!
startswithz startswithz's picture
Re: skillsofts and infomorphs
The description of the skillware states that the nanites reroute neurons to give you access to the active skills. For a brain which is virtualized in software (an informorph or someone with a cyberbrain) this should be something that can be achieved easily in software. Since the structure of your emulated neurons is just a set of variables stored in the system's RAM altering these states shouldn't be something that requires any serious hardware. I can see how the upper limit of loaded skillsofts would still apply (limits of transhuman understanding of psychosurgery), but I can't see why a hardware solution is really necessary for cyberbrain/infomorphs.
GMJoe GMJoe's picture
Re: skillsofts and infomorphs
startswithz wrote:
The description of the skillware states that the nanites reroute neurons to give you access to the active skills. For a brain which is virtualized in software (an informorph or someone with a cyberbrain) this should be something that can be achieved easily in software. Since the structure of your emulated neurons is just a set of variables stored in the system's RAM altering these states shouldn't be something that requires any serious hardware. I can see how the upper limit of loaded skillsofts would still apply (limits of transhuman understanding of psychosurgery), but I can't see why a hardware solution is really necessary for cyberbrain/infomorphs.
Strangely, the evidence points to cyberbrains being hardwere. After all, while synthmorphs have them, they're an optional extra in robots and most vehicles. Infomorphs can run on anything with as much processing power as a personal computer, which might be taken as evidence that the only difference between a shell with a cyberbrain and without is processing power - but on the other hand, the definitely-hardware augments included in cyberbrains (puppet socks, for example) indicate that they're more physical than you might think. Plus, there's that -30 penalty to attempts to hack into a cyberbrain that infomorphs don't benefit from. That said, this is dancing around the question, which was why specialised hardware should be necessary to run skillsofts on infomorphs and cyberbrains. To find the answer, look in the 'mindhacks' chapter. On page 232 you'll find the rules for skill imprints through psychosurgery - and the book notes that no matter how well the psychosurgeon rolls, they'll implanted skills will gradually decay. Given that Psychosurgery can create permanant changes in almost every other respect, this is an anomaly. My theory is that somthign about skills makes them hard to 'fix' in a changing mind - that somehow the ego will tend to reject anything that isn't part of its normal self over time. If this is true, it'd explain both why skillware is nanotech (because it requires constant maintenence to keep skills from decaying) and why AGIs can't use skillsofts but AIs can (because AIs, being unable to change, do not reject the skill upgrades with time). Of course, this is just me trying to find a justification that the rules support, and even if I'm right it might be possible for AGIs to have 'virtual skillware' that continually prevents skillsofts from decaying. Still, as always, rule interpretation is up to the GM.
RobBoyle RobBoyle's picture
Re: skillsofts and infomorphs
Though it's not in the book, I would also allow infomorphs to use skillsofts. I agree that there would be skillware emulation software, and I would also still enforce the 100 point limit. (This is probably what the synthmorph version of skillware is too.) Somewhere down the line we will have more options for infomorphs, including noting exactly what implants can be emulated in software form. For example, all bioware mental augmentations, emotional dampers, multi-tasking, mental speed, and skillware will probably be available in a software form. Maybe something like neurachem, too, or at least Level 1 neurachem.

Rob Boyle :: Posthuman Studios