Lagrange
Lagrange
STATISTICS
Statistics are values that represent the capability of a Character in certain areas.
Statistics are determined by rolling 3d6. Statistics are accompanied by a Modifier equal
to:
(Stat - 10) / 2, rounded down
ARMOR CLASS: Armor Class is a value that represents how well protected a Character is
from attack. Armor Class is equal to 10+DEX Modifier. Armor Class can be improved by
wearing Armor and certain Augmentations.
MELEE ATTACK BONUS: Represents how skilled your Character is at Melee Combat.
Equal to ½ Level (rounded down) + STR Modifier.
RANGED ATTACK BONUS: Represents how skilled your Character is at Ranged Combat.
Equal to ½ Level (rounded down) + DEX Modifier.
ORIGIN
Each Character has an Origin, which determines where in the System they hail from and
how they have been genetically modified. Humanity has split up into 3 “forks”, each of
which are slightly different from one another, but remain sexually compatible.
Benevolent Nanoviruses spread throughout the human population prevent bone and
muscle loss in microgravity.
WEAPON PROFICIENCIES
All Characters have proficiency with 2 types of weapons. Using a weapon of a
non-proficient group penalizes all attack rolls by -2.
d10 ROLL WEAPON PROFICIENCY
4-5 Pistol
6-7 Rifle
8 Shotgun
9 Machine Gun
10 Energy Weapons
CLASS
A Class is what your Character is trained in, a sort of job, if you will. Class determines
Armor Proficiency, Starting Augmentations and Special Abilities. All Characters begin at
Level 1.
RONIN
Ronin are skilled street warriors, guns for hire, augmented killers. Ronin are the
backbone of any crew, and are the strongest Class in realspace combat.
Ronin have a +1 to Athletics. Ronin use their full Level for Melee and Ranged Attack
bonus. Ronin can wear all Armor, and begin with the LOOM Neurosystem, ID Chip and
Neurachem augmentations.
SHINOBI
Shinobi are those who live by stealth and subterfuge, Shinobi are thieves who live by
darkness and would rather slip a mono-knife between an enemy's shoulder blades
before they can even react than confront them head on.
Shinobi have a +1 to Subterfuge. Shinobi can only wear Light Armor. When attacking an
unaware enemy, Shinobi add +4 to their Attack Roll and double their damage. Shinobi
begin with the LOOM Neurosystem, ID Chip and Leopard Grafts (in both legs)
Augmentations.
HACKER
Hackers are computer criminals, console cowboys, who use the Weave to penetrate the
most secure computer systems with ease. In a world where everyone and everything is
connected to the Internet, Hackers are a necessity for any crew.
Hackers have a +1 to Hacking. Hackers add their Level to Trace Time when entering a
Computer System. Hackers can wear up to light armor, and start with the LOOM
Neurosystem, ID Chip, and Grade 1 Integrated Deck Augmentations.
Psions are the only Class that can use Nanopowers, for more information, see Psionics.
Psions can wear up to light armor. Psions begin with the LOOM Neurosystem and ID
Chip Augmentations.
MODDERS
Modders are skilled techno-wizards with the ability to easily modify, disassemble and
repair advanced technology at a moment’s notice. Modders are one of the most
versatile Classes, and are the rulers of the technological world.
Modders have a +1 to Technology. Modders do not receive the movement penalty when
using Drones in combat, and inflict double damage to machines and robots. Modders
begin with the LOOM Neurosystem, ID Chip and Chip Plug Augmentations.
SKILLS
Skills are values that represent your Characters skill in specific areas. A Characters
proficiency in a Skill is represented by Rank, is equal to: (½ Level) + Class Modifier. Each
Character can choose a Favored Skill, the Rank of Favored Skills is equal to: Level + Class
Modifier.
Skill Checks are made whenever a Character attempts a Task with a significant chance
of failure, they make a Skill Check to determine whether or not they succeed. Skill
Checks are made using the Skill and Statistic determined by the GM.
If the sum of a Skill Roll is equal to or greater than the Difficulty set by the GM, it is a
success. GM’s should use the list below as a guideline to determine Difficulty.
EASY TASK 10
NORMAL TASK 12
ANNOYING TASK 15
HARD TASK 18
VERY HARD TASK 20
NEAR IMPOSSIBLE TASK 25
EQUIPMENT
Equipment plays a vital role in LaGrange, each Character begins with 3d6 * 1000 Credits
with which to purchase equipment. LaGrange Characters have a certain number of Item
Slots equal to 8 + Strength Modifier. Each carried item generally consumes one Slot, but
certain weapons or pieces of armor consume more. Oftentimes small items can be
bundled together to only consume one Slot.
FIREARMS
WEAPON FIRE TYPE DMG MAG. SLOTS COST AMMO
PISTOLS
RIFLES
MACHINE GUNS
SHOTGUNS
ENERGY WEAPONS
Knife d4 1 10
Baseball Bat d6 1 20
Mono-Katana d8 2 500
ARMOR
ARMOR ARMOR CLASS BONUS SLOTS COST
AMMUNITION
AMMUNITION TYPE (PER 10) COST
.380 ACP 2
9mm 1
.357 Magnum 4
5.56mm 5
7mm 4
50 BMG 6
12 Gauge Buckshot 4
Energy Cell 10
GENERAL EQUIPMENT
EQUIPMENT COST
Pack of Cigarettes 20
Medkit 200
Atmofilter 50
Toolkit 75
1 NB Datastick 25
Flashlight 15
50’ Rope 10
Thieves Tools 35
Toolkit 50
PSIONICS
Psionics are abilities used by emitting and manipulating nanites, Psionics are only
usable by Psions. A Psion begins knowing two first-level Nanopowers, and can learn a
new Nanopower each time they level up. Psions may only know Nanopowers of a Power
Tier equal to or less than their Level. Psions have a certain amount of Psi Points
determined by Level and Mind Modifier, each time a Nanopower is activated, Psi Points
are spent. Psi Points regenerate only if the Psion sleeps for 4 hours uninterrupted.
1 3+MIND Modifier
2 5+MIND Modifier
3 7+MIND Modifier
4 9+MIND Modifier
5 11+MIND Modifier
6 13+MIND Modifier
7 15+MIND Modifier
8 17+MIND Modifier
9 19+MIND Modifier
10 21+MIND Modifier
On a Participant’s Turn in combat, they may, in any order, move up to 6m, interact with
an object (pull a lever, retrieve an item from a bag, etc.), and take a Major Action
(reloading a weapon, attacking a target with weapon, activating a nanopower).
FIRE TYPE
When attacking with a firearm, you must choose which fire type you are using, S, B or F.
The fire types available to your weapon are listed on the firearms table. Fire types
consume differing amounts of ammunition and deal differing amounts of damage.
SINGLE SHOT (S): One die of damage. One ammo used.
BURST FIRE (B): One die of damage. Three ammo used. +2 To Hit and Damage.
FULL AUTO (F): Five dice of damage, 3d10 ammo used. Rather than targeting a
single participant, target all participants (including allies) in a 2mx2m square. Compare
the attack roll to the Armor Class of all within the square to determine if they were hit.
-2 To Hit on areas more than 3m away.
ATTACK ROLLS
When attacking, an Attack Roll must be made to determine whether or not the target is
hit. The attacker rolls a “To Hit” Roll, 1d20 + Attack Bonus (Melee Attack Bonus for melee
attacks and Ranged Attack Bonus for Ranged Attacks) and compares it to the Armor
Class of the Target. If the sum of the Attacker’s To Hit Roll is equal to or greater than the
target’s Armor Class, they are hit, and take damage determined by weapon and fire type
(fire type only affects firearms). If a 20 is rolled on the d20 when making a To Hit roll, the
attack automatically hits, and damage inflicted is multiplied by 2.
MICROGRAVITY COMBAT
Combat in Microgravity is much different than combat in gravity. Unless wearing Mag
Boots and clinging to a magnetic surface, in Microgravity Combat, recoil from Firearms
adds to Spin. Spin is a value representing the control a Character has over their
movement in Microgravity. Spin starts at 0, using a pistol increases it by 1, using a rifle
or shotgun increases it by 2, and using full-auto fire increases it by 3. Spin is subtracted
from all To-Hit Rolls and Skill Checks. Characters can spend a Major Action stabilizing
themselves to remove a point of Spin. Energy Weapons have no recoil, and thus do not
add Spin when used.
COVER
If a Character moves behind Cover, they may receive Armor Class Bonuses, provided the
Cover is sturdy enough to stop bullets. Objects that cover more than ½ the body provide
a +2 to AC, and objects that cover more than ¾ of the body provide a +4.
SHOTGUNS
Shotguns have a +2 to Hit and Damage on targets within 3m, and a -2 To Hit and
Damage beyond that.
SAVING THROWS
Saving Throws are made to negate or reduce the danger posed by a non-standard
effect. Saving Throws are made by rolling 1d20 + (½ Level) + Stat Modifier, if the result is
equal to or greater than the Difficulty set by the GM (15 standard, 20 difficult, 25 near
impossible).
ENDING COMBAT
Combat ends when only allied participants remain undefeated, or all enemy
participants surrender or flee.
SPACE
As most LaGrange adventures will take place many millions of miles away from Earth,
this section details rules for operating, travelling and fighting in space.
GRAVITY
Everything in the universe with mass produces a gravitational pull, while the pull of
most objects is negligible, larger objects can emit significant gravity. Gravity is
measured in G, 1G is equivalent to Earth gravity, while 0.5G would be equivalent to half
of Earth’s Gravity. Gravity takes objects with Mass and gives them Weight, the pull of
the Gravity affects how much an object weighs, for example an object that weighed 5
lbs on Earth would weigh only 0.8 lbs on the Moon! When gravity is less than 0.05G, it is
considered Microgravity, where objects appear to be essentially weightless and can
float around easily. In space, there are two ways to “simulate” gravity, Spin and Thrust.
Large, spinning centrifuges can simulate gravitational pull to their inner wall, the larger
the centrifuge and faster the spin, the stronger the pull, however due to the resources
required to construct properly sized centrifuges, most space stations remain in
Microgravity. While a spacecraft is actively accelerating or thrusting in one direction,
objects are pulled in the opposite direction, similar to gravity, the G of acceleration is
equivalent to the G of pull.
Carrying Capacity and Movement speed are doubled in 0.5G or less, and halved in 1.3G
or greater. It takes 24 hours to adapt to Spin Gravity or Microgravity for the first time,
and during that time, Characters rolls are penalized by 2 due to nausea and
disorientation.
RADIATION
Thanks to advanced radiation shielding technology, Radiation is rarely a problem,
however, if exposed to high amounts of Radiation (reactor meltdown, hull puncture), all
Characters must make a Difficulty 14 Strength Saving Throw or develop a Radiation
Complication from the table below. Radiation Complications manifest after 2d6 hours.
ORBIT
Spacecrafts may position themselves into Orbit. There are two types of Orbit, Closed
and Open Orbits. Closed Orbits mean that the Orbiting Object will continue to Orbit the
body. Open Orbits occur when the Escape Velocity of a body is reached, and are shaped
like a parabola, rather than continue to revolve around the body, the Object completes
one Parabolic Orbit and then escapes.
There are four tiers of orbit, Geosynchronous, Low, Medium and High. These orbits vary
only in their distance from the planet.
There are two directions of orbit, Prograde and Retrograde. Prograde means that an
object is orbiting in the direction of the spin of the body. Retrograde means that the
object is orbiting in the opposite direction. Most orbiting objects orbit in
Prograde.Spacecraft can freely change orbit tiers, but it costs 1 point of Fuel to reverse
Orbit Direction and 1 point of Fuel to escape from a body (2 to escape from a gas giant).
DISTANCES
While objects in space are always moving, below is a static distance table meant to
simplify gameplay. Distances are given in JOTUNs.
PLANET MERC VENUS EARTH MARS BELT JUPITER SATURN URANUS NEPTUN
COMMUNICATIONS
Communications between spacecraft are done using lasers or radio. It takes about 100
seconds for Comm signals to cross a JOTUN. There are two types of messages that can
be sent, open and closed. Open messages can be picked up by anyone within a JOTUN
while closed messages can only be picked up by the intended target (intercepting and
decrypting takes a Difficulty 20 Computer Check).
DETECTION AND STEALTH
All Ships emit signals that allow any craft within a JOTUN to easily detect them and
their position. These signals can be suppressed, but if a Ship is in an active burn, it is
still detectable by drive signature. In order to stay undetected, the radiators must be
disabled, transmissions must be off and the ship must not be accelerating,
communications cannot be sent while in stealth. Detecting a stealthed ship requires a
Difficulty 20 Computer Check. A ship cannot stay in stealth for more than 6 hours at a
time due to heat build up.
SPACE TRAVEL
Space Travel is an integral part of LaGrange, and vehicles used to traverse space are
generally referred to herein as “spaceships” or “spacecraft”. Spacecraft are expensive
and difficult to maintain, and most are owned by Corporations or Governments.
In Space, distance is measured using JOTUNs. One JOTUN is about 20 million miles
across, or ⅕ of an AU. A Ship can traverse 1 JOTUN per day per point of speed (e.g. a
ship moving at 1 speed traverses 1 JOTUN per day).
In game, Spacecraft have 6 values that represent their capabilities:
● ACCEL: Determines how much Speed is gained from a burn.
● FUEL USE: Determines how many points of fuel are used per burn.
● FUEL CAPACITY: Determines how much Fuel the ship can store.
● MASS: Determines how much cargo the ship can store.
● LIFE SUPPORT: Determines how many weeks a Ship can support life for its
maximum crew.
● CREW: Determines the minimum and maximum crew a ship can hold.
● ARMOR CLASS: Determines how protected the Ship is from damage.
● HIT POINTS: Determines how much damage a Ship can receive before being
destroyed.
When a Ship breaks orbit and wishes to traverse the void, a Burn or Acceleration must
be made. Burns last 6 hours, and during that time, faux-gravity is generated on the Ship
equivalent to the Accel of the Ship in G. Burns increase the Speed of a Ship by 1 per
point of Accel, and use an amount of Fuel determined by Fuel Cost. Burns must also be
made to decelerate and change direction.
In order to Pilot a Ship, a Character must jack-in to the ship using their LOOM
Neurosystem implant. This allows them to interface with the Ship’s computational
components and control the ship as if it was an extension of their body. Most Ships are
controlled by an on-board AI that automates most tasks. If a Pilot wishes to fly the ship
without the AI system enabled, they receive a -2 to all Piloting Checks.
A point of ALFHEIM Fuel costs 500 Credits. Xenon is used as ALFHEIM Fuel.
A point of JOTUNHEIM Fuel costs 1000 Credits. Deuterium and Helium-3 are used as
JOTUNHEIM Fuel.
A point of NIDAVELLIR Fuel costs 10000 Credits. Deuterium, Helium-3 and Antimatter
are used as NIDAVELLIR Fuel.
SPACE COMBAT
Space Combat is lethal and expensive, and should only be used as a last resort. Space
combat can only be conducted between ships within the same JOTUN. There are two
types of space combat, Orbital and Deep Space. A round in Space Combat is equivalent
to about 20 minutes of in-universe time, though it may vary. Ship combat requires two
crew members, a Pilot (who chooses maneuvers and orbital transfers) and a Gunner
(who controls the weapons).
ORBITAL COMBAT
Combat between Ships in Orbit is more complex than in Deep Space. In Orbital Combat,
there are four tiers of Orbit, Geosynchronous, Low, Medium and High. Orbital Combat
can only be conducted by ships on the same tier of Orbit. If a Ship is at
Geosynchronous Orbit, they can spend a point of fuel to land on a Terrestrial planet, if
a Ship is at High Orbit, they can spend a point of fuel to change to an open orbit and
escape (if the other ship does the same, switch to deep space combat). Each round of
Orbital Combat, on their Turn a Pilot can make an Orbital Change, take a Maneuver, and
Attack, in that order.
Every ship involved in a Space Combat rolls initiative at the beginning of each round to
determine who acts first, to determine Initiative in space, make a Piloting Check.
Highest rollers on Initiative act first, lowest rollers last. When all Ships have acted, the
round restarts. Combat ends when all ships surrender or combative ships are destroyed.
Maneuvers are an important part of Space Combat, and the following Maneuvers can be
taken:
● CHANGE DISTANCE: Only usable in Deep Space combat, changes ship distance
from long to close or vice versa.
● EVASIVE MANEUVERS: +2 to Ship AC.
● FLEE: One ship attempts to flee, both Pilots roll Piloting Checks, whoever rolls
higher is successful, if the fleeing ship gets three successes, they escape and
combat ends, if the pursuing ship gets three successes, both success counters
are set back to 0.
In Combat, on the attack phase, every weapons system installed into a ship can attack
once. Close Range weapons cannot attack at Long Range, but Long Range weapons may
attack at Close Range. To make an attack roll, the Gunner must make a Technology
Check and compare it to the Armor Class of the target. If the roll is equal to or greater
than the AC, the ship takes the amount of damage listed under the weapon system, and
its HP is reduced by that amount. At 0 HP, a ship is disabled, at -10, it is destroyed.
Repairing a Ship costs 1/100 Ship Cost per point of HP repaired, and takes a day per
point.
SPACECRAFT
While most Spacecraft are owned by Corporations or Governments, a few are owned by
small companies or individual groups. According to Stellar Consortium law, any
non-crewed ship recovered in interplanetary space becomes the property of the crew
that recovered it, this is referred to as salvage.
BASE SHIPS
SHIP GRAVITY DRIVE ACCEL FUEL FUEL MASS LIFE CREW AC HP COST
USE CAP. SUPP.
RAPTOR: Small orbital fighter craft, Raptors are designed for planetary defense.
OTV: Designed for cargo hauling between Orbital Habitats. Cannot break orbit.
SLOWBOAT: Designed for slow-speed interplanetary cargo and passenger trafficking.
CARGO SHIP: Designed for large-scale fast-speed cargo trafficking.
PASSENGER LINER: Similar to the Cargo Ship, but with more advanced Life Support
Systems and built-in centrifuges to simulate gravity for passengers. Cannot take off
from bodies with more than 0.2G.
FRIGATE: The most common type of naval spacecraft. Cannot take off from bodies with
more than 0.2G.
CRUISER: Larger version of a Frigate, designed with more advanced drive systems and
shielding. Cannot take off from bodies with more than 0.1G.
WARSHIP: A naval spacecraft the size of a skyscraper, Warships are among the most
feared spacecraft in the system. Cannot take off from bodies with more than 0.1G
DREADNOUGHT: An advanced form of hyper-fast Warship over a km long, only 3 have
been manufactured, 2 by Venus and 1 by Cimmeria.
SKJOLD: A ship the size of a Frigate, Skjold are known for being blindingly fast, and
taking a toll on their crew members due to the high acceleration.
WEAPONS SYSTEMS
Each installed Weapons System uses up Mass. While the Ship’s Mass remains the same,
for the sake of further Cargo, Weapons Systems and Modifications, it is reduced.
WEAPON DAMAGE RANGE AMMO COST AMMO CAP. MASS COST COST
Nanomaintenance 5 500K
Each Augmentation takes up a Slot in a part of the User’s body, each part of the body
has a certain amount of Slots. LOOM Neurosystem and ID Chip Augmentations do not
consume an Augmentation Slot.
HEAD: 3 Augmentation Slots
EYES: 1 Augmentation Slot
BODY: 2 Augmentation Slots
PER ARM: 1 Augmentation Slot
PER LEG: 1 Augmentation Slot
*Illegal Implant
LOOM NEUROSYSTEM: LOOM Neurosystems are the most common Augmentation in the
Solar System, found in over 80% of humanity, the LOOM Neurosystem allows neural
interfacing with certain devices via ports implanted at the base of the skull and allows
perception of and interaction with the Weave. The LOOM Neurosystem also comes with
a built-in AI assistant. Does not consume an Augmentation Slot.
BRAINBOX: Brainboxes are found only among the uber-rich, and store a digital
back-up of your consciousness on a chip buried inside the brain. This chip can be
removed and the consciousness downloaded into a new cloned body.
CHIP PLUGS: Ports installed behind the left ear allowing use of Neurochips to learn new
skills and proficiencies.
PAIN EDITOR: Removes check penalties at low HP.
COGNITIVE PROCESSOR: +2 Mind.
TIER 1 INTEGRATED DECK: Advanced computer integrated directly into the brain. Allows
easy manipulation of the Weave. 4 Firewall, 2 Processing.
TIER 2 INTEGRATED DECK: As Tier 1, but with 4 Firewall, 4 Processing.
TIER 3 INTEGRATED DECK: As Tier 1 but with 6 Firewall, 4 Processing.
MENTAL SHIELDING: +2 to Mind Saving Throws.
INFRAVISION: Cybereyes that allow vision into the infrared spectrum.
SMARTEYES: Cybereyes that grant a +1 bonus with SmartGun attacks.
MICROOPTICS: Cybereyes that grant a +1 to Perception.
REINFORCED BONES: +5 Maximum HP. Bones reinforced with titanium.
SKIN WEAVE: Skin thickened and reinforced through nanoweaving. +1 AC.
NEURACHEM: Neural enhancements to enhance reflexes. +2 Dexterity.
MUSCLE GRAFTS: Vat-grown muscle grafted onto existing muscle. +2 Strength.
LIMB GRAFT: New Arm, Leg, or Tail implanted. Fully prehensile. Augmentations cannot
be installed into the grafted limb.
NANOSURGEONS: Regain 1 HP per hour.
PANIC BUTTON: When reduced to 0 HP or less, your HP is immediately restored to 1d4
points. Panic Buttons take 12 hours to reset themselves. If reduced to -10 HP or less, the
Panic Button does not activate.
SURVIVAL ADAPTATIONS: Take half damage from vacuum exposure. Go up to a week
without eating, drinking or sleeping.
ID CHIP: Implanted into the back of the left hand, the ID chip broadcasts out identifying
information drawn from the Stellar Consortium ID Registry.
CYBERBLADES: Retractable blades in the arm or hand. Functions as a Mono-Katana.
LIMBLASER: Energy Pistol built-in to the forearm with a firing port in the palm. Fires at
neural command when the arm is fully extended.
HYDRAULIC RAMS: +1 to melee damage.
SMUGGLING COMPARTMENT: An item up to the size of a Revolver can be stored in the
thigh. Undetectable without a corporate-grade Cyberscanner.
LEOPARD GRAFTS: +2m movement per round. Must be installed into both legs.
LEAPERS: If Leapers are installed into both legs, the User can jump up to 8 feet
vertically and 25 feet horizontally with a running start.
CYBERSPACE
The Weave is a massive interplanetary Augmented Reality communications network,
most people connect to The Weave using the LOOM Neurosystem implant, though it is
possible to connect with electrodes placed onto the temple and an external computer.
The Weave is fully immersive, and can replicate any sensation relatively accurately, The
Weave renders itself semi-transparently over the User’s view of the real world. The
Weave displays placed decorations, ads, and windows around The User, and allows
real-time internet searching, usage of apps downloaded onto the User’s LOOM, and
interaction with an AI assistant, thanks to advanced neural integration, the Weave can
be interacted with without peripherals, being controlled entirely by Neural Command.
The Weave was designed by the Hieroglyph corporation, and is tightly policed by their
OVERSEER Division. When Users connect to a Cyberspace System without
authorization, OVERSEER is alerted after a certain number of rounds, when Trace hits 0,
OVERSEER traces the location of the criminal User, severs their Weave connection
forcibly, and alerts local law enforcement to their location.
When a warrant has been placed for someone’s arrest, if the law enforcement agency
knows their Weave Signature, a wanted sign is displayed over their head in the Weave. It
takes a Difficulty 15 Hacking Check to hide the sign (and requires a Deck Augmentation).
Cyberspace Systems are local networks of meshed devices, all connected to a central
management hub. To simplify use and access, Cyberspace Systems render as their own
“virtual worlds”. Cyberspace Systems are mostly isolated, and require a User to be
within 6m of a networked device in order to connect. Cyberspace Systems are divided
into Nodes, each Node represents a connected device, and holds at least one
connection to another Node. There is always a System Core Node that represents the
central controlling computer of the System, in the System Core, files are stored, and can
be read after penetrating the ICE. Unauthorized access to Nodes is prevented by ICE
(Intrusion Countermeasures) Software that must be deactivated before accessing the
Node.
Disconnecting from a System can only be done safely on the Node which the User
entered from, disconnecting from a different Node causes biofeedback, dealing 1d4
damage to the User.
TRANSHUMAN TECH
Though Augmentations are relatively commonplace, some people have taken the
pursuit of Transhumanism even further than simply modifying their body. This chapter
details the more extreme variations of Transhuman technology that can be found in
the LaGrange world, but all technologies in this chapter should be considered optional.
UPLOADING
Uploading oneself into The Weave is expensive, costing 1 million, once uploaded into
the Weave, the physical form of a Character dies, and the person can never leave the
Weave again. Uploading grants a +4 to Hacking Checks and allows the uploaded person
to hack as if they had a Tier 3 Integrated Deck implant. Uploaded people can
temporarily download into linked robot bodies.
RESLEEVING
Using a Brainbox implant, consciousness can be stored as quantum data that can be
uploaded into brains, this data is designed to download into a new organic body, it
cannot be run on a computer. New bodies must be cloned versions of the original
(which is expensive and takes decades, because the clone must age to maturity), which
cost 300000 Credits. Trying to download into a foreign body causes conflicts in brain
structures, and results in the death of the body, and is considered murder. Making
several copies of brainbox data can be done, but costs 100000 and is highly illegal.