Difference between revisions of "Digital Web"

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=Travel=
 
=Travel=
* Finding your way: Perception + Computer vs variable difficulty
+
Reference: DW2.0 pages 100-102
* Popping: Correspondence 3 (+2 difficulty to go to another Sector, +2 difficulty for unfamiliar areas)
+
* Finding your way (walking): Perception + Computer vs variable difficulty
* Hacking restricted sectors: Extended Wits + Computer Hacking vs (7 to 10), accumulate 10 to 20 successes
+
** Hot Links (apart from the rare Restricted ones) are quick, easy, and painless, but sometimes one-way
 +
* Popping (direct teleportation): Correspondence 3 (+2 difficulty to go to another Sector, +2 difficulty for unfamiliar areas, +2 difficulty if destination is Restricted)
 +
** Normally takes at least two turns (one to scan, one to go); skipping the scan counts as 'unfamiliar areas'
 +
** Fail = unknown Sector, or Restricted or occupied area (de-rezzed and booted out of the Net)
 +
** Botch = Junkland, Haunt, etc. or painful crash
 +
 
 +
=Sectors==
 +
Reference: DW2.0 pages 102-103
 +
 
 +
==Restricted Sector==
 +
Hacking:
 +
* Extended Wits + Computer Hacking vs (7 to 10), accumulate 10 to 20 successes
 +
* May be resisted by security systems, typically 5 to 10 dice vs 5
 +
* May include puzzles or other challenges, e.g. (Perception or Intelligence) + (Cryptography or Enigmas or Linguistics or Psychology or Occult or Science)
 +
* Faking an ID badge: Perception + Cryptography vs (7 to 10), typically requires an existing valid ID badge and a compatible fake icon created with 5+ successes
 +
 
 +
==Corrupted Web==
 +
* ST discretion
 +
* Nothing works normally, not even magic
 +
* Getting out is harder than getting in
 +
* Wits + Technology may occasionally help
 +
 
 +
==Junklands==
 +
* Easy to enter and leave
 +
* Spending time in one causes disorientation or loss of temporary Willpower (Willpower vs 7 or higher to resist)
 +
 
 +
==Constraint Realms==
 +
* Any icon not fitting the 'dress code' is dumped
 +
* Functionally Restricted for purpose of teleporting in or out
 +
 
 +
==Haunts==
 +
* Junklands with some wraiths, and possibly some links to the Shadowlands
 +
* Resonance of death (Jhor) seeps into everything
 +
 
 +
==Trash Sectors==
 +
* Inaccessible unless you get dumped so badly that your body and mind become separated
 +
 
 +
==Hung Sector==
 +
* Stuck in a time loop, requires Time magic to escape
  
 
=Damage=
 
=Damage=

Revision as of 10:43, 11 October 2020

For Royce inhabits a sci-fi universe where his every transaction and correspondence occurs at lightning speed across the vast electronic data-stream known as "cyberspace."

"I usually check a couple news sites first thing in the morning," Royce says as he instantaneously uplinks current events from across the globe on his brightly illuminated view-screen. "CNN.com and Huffington Post are pretty good."

The Digital Web is a zone within the Umbra based entirely within virtual reality, unusual in that many mortals have (limited) access to it (think Second Life and you're on the right track). It's also the unofficial home of the Virtual Adepts as a whole.

PCs merely accessing the Internet without any sort of VR interface don't need to worry about any of this.

Primary reference is Digital Web 2.0 page 110 ('Web Systems' charts). Additional references are listed below.

Access

Reference: DW2.0 pages 35-37

Sensory visitation

  • Requires VR equipment
  • +2 to all difficulties (including but not limited to magic)
  • Pretty much anything except uploading/downloading data or moving around requires magic (including 'physically' attacking someone else's icon)
  • For 'Strength' rolls, use Intelligence instead
  • For 'Dexterity' rolls, use Wits instead
  • Remain aware of normalspace, but distracted

Astral immersion

  • Requires Correspondence 2 (coincidental) and complex VR setup (Intelligence + Computer, 3+ successes)
  • Substitute attributes as with sensory visitation
  • Lose awareness of normalspace for the duration (some Virtual Adepts set up their system to scan for physical intrusion and pull them out)

Holistic immersion

  • Requires Life 4 Forces 2 Correspondence 2 (vulgar) and more complex VR setup (Intelligence + Computer, 5+ successes)
    • Alternatively, you can travel into the Middle Umbra and then further (Dexterity + Athletics or Cosmology vs 7), but this takes a 'long time' and staff has not yet determined how long
  • Do not substitute attributes
  • 'Physical' damage to your body remains in effect after you leave, same as if you had suffered that damage in normalspace

Icons

Reference: DW2.0 page 99

  • Basic creation: Intelligence + Computer vs 6, base is Appearance 1 Intimidation 0, each success gives +1 to one of those stats
    • House rule: No minimum number of successes for new icons
    • House rule: Can be extended, but each additional roll is +1 difficulty (cumulative)
    • Each roll takes 3 to 5 minutes
  • Changing faces:
    • Adjusting details of appearance (e.g. hair color): Quick and automatically successful
    • Adjusting traits: Manipulation + Computer vs 5, each success lets you adjust Appearance or Intimidation by 1

Travel

Reference: DW2.0 pages 100-102

  • Finding your way (walking): Perception + Computer vs variable difficulty
    • Hot Links (apart from the rare Restricted ones) are quick, easy, and painless, but sometimes one-way
  • Popping (direct teleportation): Correspondence 3 (+2 difficulty to go to another Sector, +2 difficulty for unfamiliar areas, +2 difficulty if destination is Restricted)
    • Normally takes at least two turns (one to scan, one to go); skipping the scan counts as 'unfamiliar areas'
    • Fail = unknown Sector, or Restricted or occupied area (de-rezzed and booted out of the Net)
    • Botch = Junkland, Haunt, etc. or painful crash

Sectors=

Reference: DW2.0 pages 102-103

Restricted Sector

Hacking:

  • Extended Wits + Computer Hacking vs (7 to 10), accumulate 10 to 20 successes
  • May be resisted by security systems, typically 5 to 10 dice vs 5
  • May include puzzles or other challenges, e.g. (Perception or Intelligence) + (Cryptography or Enigmas or Linguistics or Psychology or Occult or Science)
  • Faking an ID badge: Perception + Cryptography vs (7 to 10), typically requires an existing valid ID badge and a compatible fake icon created with 5+ successes

Corrupted Web

  • ST discretion
  • Nothing works normally, not even magic
  • Getting out is harder than getting in
  • Wits + Technology may occasionally help

Junklands

  • Easy to enter and leave
  • Spending time in one causes disorientation or loss of temporary Willpower (Willpower vs 7 or higher to resist)

Constraint Realms

  • Any icon not fitting the 'dress code' is dumped
  • Functionally Restricted for purpose of teleporting in or out

Haunts

  • Junklands with some wraiths, and possibly some links to the Shadowlands
  • Resonance of death (Jhor) seeps into everything

Trash Sectors

  • Inaccessible unless you get dumped so badly that your body and mind become separated

Hung Sector

  • Stuck in a time loop, requires Time magic to escape

Damage

Type Description Roll Success Failure Botch
Net fatigue Weariness Willpower vs 6 No effect Neurosis / depression / nightmares Nervous breakdown / Quiet
Virus infection Varies
Soft de-rez Teleported elsewhere No lasting harm unless you were dumped out of a restricted area (-1 to a mental attribute for one day)
Hard de-rez Pain Stamina vs 7 Disoriented 1 level of lethal damage, -1 to a mental attribute 2 levels, -2
Icon death Intense pain, harm, possible death
  • Restricted area: Permanent -2 to each mental attribute
Stamina vs 7 Disorientation, damage (-1 level per success) Coma, damage Instant death
Chaos dump Death Arete vs 8 Survive Death Death

Gauntlet ratings

Rating Successes Area
2 2 Virgin Web
4 2 Haunt Sectors, Corrupted Web
5 2 Junklands
6 3 Webspace between Sectors
7 4 Average Sectors
8 4 Grid Sectors, Conduits
9 5 Constraint Realms
10 5 Restricted Sectors

Umbral magic here opens gateways into Hellholes or the Shadowlands.

Whiteout severity

Successes Mage who caused crash Others Sector
1 Soft de-rez
2 Hard de-rez
3 Booted into another Sector, soft de-rez Same (within 20 feet)
4 Hard de-rez Same (within 50 feet)
5 Hard de-rez Soft de-rez
6 May be booted into Lost Sector (Junkland, Trash Sector) or chaos dumped Hard de-rez Fuzzes, offline for several seconds
7+ May be chaos dumped Hard de-rez Crashes, offline (duration depends on mage's Paradox), long-term damage
10+ Disappears Hard de-rez Trashed permanently
Paradox pool Duration of Sector crash
1-3 Less than a minute
4-6 One to five minutes
7-10 One to six hours
11-13 One day
14-16 One week
17-20 One month or more, ST discretion
20+ Permanent