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Hard Space Redux

Yes and no, Asians like cash for business, but cashless for convenience.

Cash usually isn't traceable, and only the contracting parties know if the transaction took place, and how much money actually changed hands.

As I understand blockchains, the algorithm is a history through which accounts it passed through.


Ya, LE may like the easier tracing of activity that might otherwise be impossible.
 
As I understand blockchains, the algorithm is a history through which accounts it passed through.

Which is why "scrubbers" exist...

Scrubber sets up shop. Scrubber isolates blockchain transfer in and destination from source, then sends blockchain transfer from a different bitcoin onward, all for a nominal fee.

When a scrubber is running well, none of the BC the seller gets is from the buyer's wallet. It's not even from any one wallet... it's from a dozen plus... and from a variety of bitcoins.
 
Considering there's no FTL comms, do you think physical cash might be more popular on other colonies?

Or might they also use electronic payments as well?

I'm wondering how easy it is for bank branches on colony worlds to update data or other information.
 
That's what mail packets (X-boats or equivalent in the milieu) are for.
With the various factions that make up each bloc, I wonder if each might have its own set of X-boats or couriers or whatever.

Especially the corporations for secret information.
 
The networks are probably corporate, rather than government-run. Each megacorp with its own "Xboat" network.
 
Are there different grades of cybernetics, like one sees in Shadowrun or Cyberpunk 2020?

Like there's crappy street level stuff/"used" cyberware vs say the most high-tech best cyberware money can buy except it's generally restricted to corporate CEOs or corporate spec ops teams?
 
Are there different grades of cybernetics, like one sees in Shadowrun or Cyberpunk 2020?

Like there's crappy street level stuff/"used" cyberware vs say the most high-tech best cyberware money can buy except it's generally restricted to corporate CEOs or corporate spec ops teams?
Cybernetics have a rating from I to IV:
I: common stuff everybody has, such as implanted omnicomps. Cost 100's of Cr.
II: Relatively common hardware, accessible to the civilian market (or street criminals). Primitive wired reflexes; cyberlimbs; simple dermal armor. Cost 1000's of Cr.
III: Professional or specialist hardware. Advanced wired reflexes; berserker modules. Cost 10000's of Cr.
IV (also known as R-Grade): rare, restricted, military hardware. Full-body cyborg rebuilds; vacuum adaptation; military-grade neural-cyberspace interface.
 
Cybernetics have a rating from I to IV:
I: common stuff everybody has, such as implanted omnicomps. Cost 100's of Cr.
II: Relatively common hardware, accessible to the civilian market (or street criminals). Primitive wired reflexes; cyberlimbs; simple dermal armor. Cost 1000's of Cr.
III: Professional or specialist hardware. Advanced wired reflexes; berserker modules. Cost 10000's of Cr.
IV (also known as R-Grade): rare, restricted, military hardware. Full-body cyborg rebuilds; vacuum adaptation; military-grade neural-cyberspace interface.
Interesting. What would most black market adventurers, on their first jobs, be generally packing? The more common hardware? "Used" hardware at discount prices?

What kind of cybernetics separate the haves from the have-nots you'd say? Like what little ways could say a super wealthy corporate CEO show, in their cybernetics, that they have access to money and resources beyond what a simple runner starting out may have?
 
Interesting. What would most black market adventurers, on their first jobs, be generally packing? The more common hardware? "Used" hardware at discount prices?

What kind of cybernetics separate the haves from the have-nots you'd say? Like what little ways could say a super wealthy corporate CEO show, in their cybernetics, that they have access to money and resources beyond what a simple runner starting out may have?

What would they muster out with, or alternatively what would you allow them to purchase before the start of play? Anyone could have Lv 1, Lv 2 could be mustering out benefits, though that's also possible for a 3. The Lv 4 material sounds like in-game play objectives.
 
You can get up to Grade III implants as chagren benefits or buy them with chargen cash benefits.

CEOs will have all sorts of quality-of-life implants: sleep regulator allowing 2 hours of sleep a day instead of 6-8, urine recycling systems to avoid going too much to the toilet, designer cybereyes with designer logos, maybe even a gold-plated cyberarm...
 
How well developed are low berths in your setting?

And considering how the week long stay in jump space is a thing, and the fact the Cthuloid eldritch abominations here apparently live(?) in jump space as well, is there a danger of encountering them even without misjumping?
 
How well developed are low berths in your setting?

And considering how the week long stay in jump space is a thing, and the fact the Cthuloid eldritch abominations here apparently live(?) in jump space as well, is there a danger of encountering them even without misjumping?
Low berths are Classic Traveller standard - they are dangerous, especially for unhealthy people. They are a last-ditch option - which many, many residents of Earth are willing to take to escape the wastelands and urban blight of the devastated homeworld.

There is always a chance to encounter Cthuloid horrors, especially if sorcery is involved. It is easier to summon them in a ship in Jump Space than in Real Space.
 
Low berths are Classic Traveller standard - they are dangerous, especially for unhealthy people. They are a last-ditch option - which many, many residents of Earth are willing to take to escape the wastelands and urban blight of the devastated homeworld.
In a setting such as Hard Space, considering the lack of technology such as artificial gravity, what are often the biggest differences between high Passage vs aay Middle Passage? High Passage gets the best position for rotational gravity?
 
In a setting such as Hard Space, considering the lack of technology such as artificial gravity, what are often the biggest differences between high Passage vs aay Middle Passage? High Passage gets the best position for rotational gravity?
As usual, better food, better service, and potentially better gravity.
 
There is always a chance to encounter Cthuloid horrors, especially if sorcery is involved. It is easier to summon them in a ship in Jump Space than in Real Space.
If they're summoned into real space, are they weakened in any way? Like "reality" sort of messes with them because they're not in their native realm?

Kind of like how in Warhammer 40,000, if a daemon is summoned into real space, it's often weaker than in the Warp.
 
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