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Digital Web Systems
The Digital Web is accessible to anyone (in theory) but very few people use it or know what it is about so we've compiled a bunch of information about it and its systems for ease of use, cited from both Mage 20 and the Revised ed Sourcebook: Digital Web 2.0.
Quick Reference Guide
Access
Sensory: VR gear; +1 to all difficulties; Intelligence = Strength, Wits = Dexterity; no physical presence in Web. No magick necessary.
Astral: VR gear; Correspondence 2; Intelligence + Computer, difficulty 7, three successes minimum; Intelligence = Strength, Wits = Dexterity; astral presence in Web. Coincidental magick.
Holistic: Trinary computer; Life 4/ Correspondence 2/ Forces 2; Intelligence + Computer, difficulty 7, five successes minimum; normal Traits, full physical presence in Web. Vulgar magick.
Icons
Basic Creation: Intelligence + Computer, difficulty 5. Three successes minimum.
Changing Icons: Manipulation + Computer, difficulty 5.
Appearance or Intimidation: One dot added per success.
Travel
Finding Your Way: Perception + Computer, variable difficulty. (Or Intelligence + Etiquette (with a specialty in Web Culture), or Area Knowledge (with a specialty in Digital Web).
Popping: Correspondence 3, difficulty 6 in familiar territory, 8 between sectors, + 2 difficulty in unfamiliar areas.
Hacking Restricted Sectors: Wits + Computer Hacking, difficulty 7 to 10; 10 to 20 successes.
Whiteout Severity
Successes Effect
One: The mage responsible for the crash suffers a soft de-rez.
Two: The responsible mage suffers a hard de-rez.
Three: That mage and all icons with 20’ of him get booted to another sector (soft de-rez).
Four: Every icon within 50’ suffers a hard de-rez.
Five: Every icon in the sector gets a soft de-rez; the responsible party suffers a hard de-rez.
Six: All icons within the sector endure a hard de-rez. The sector itself fuzzes and goes offline, as per Duration, below. The offender gets booted to a lost sector (Corrupted Web, Hung Sector, etc.).
Seven+: The entire sector crashes, goes offline for the duration, and suffers long-term damage. All icons within the sector get de-rezed hard; offender may be chaos dumped.
10+: Sector trashed forever. Everyone inside that sector suffers hard de-rez. Offender disappears.
Paradox Pool Duration
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: A month or more.
20+: Trashed forever
Landscape (M20 p104)
In its earliest days, the Web is said to have been composed of text and fog, drifts of typewriter-font words drifting or darting across a dark void of luminescent mist. According to certain Web-historians, even that mist was formed of code – glowing strings of numerals and symbols drawn from all human languages, bound together by the odd alchemy of human thought. Rigid geometric patterns – perhaps reflecting the Platonic solids in a new configuration – soon followed the discovery of this space, with bold colors and angular shapes replacing the original environment.
During its transition from code-fogs and bright geometry to the Zone’s current state, the Digital Web went through a phase right out of Heavy Metal Magazine. Bizarre sectors, comic-book physics, bright colors, and more testosterone-fueled perversity than should be allowed to exist in one space, all flourished from the late ‘70s to the mid-‘90s. A circular trade-off between Web reality and popular sci-fi crafted the visions of both. By the late ‘90s, though, a combination of sophisticated Computer Graphics Imaging, increased net traffic, and the combined imaginations of Sleepers and Awakened had turned the Tronlike cyberscape into a lush electronic world.
These days, a trip to the Digital Web brings you into a hyperreal multiverse of rich vistas and startling colors. Although it’s still bolder and often louder than the mortal realm, there’s a sensual sophistication that was lacking, perhaps impossible, in the older Web. As with the Three Worlds (high, low, and middle umbras), the Web reverberates with vivid sensations. And yet there’s a lingering flatness to it all, especially when compared to the primal impressions of the Three Worlds. Most of the Web feels like a pyrokinetic bazaar, but for all the sound and fury and polymorphous culture, there’s something missing.
It’s scent. The Digital Web doesn’t smell like anything. Taste is oddly lacking too – not just in the aesthetic sense, but in the sensory sense. As vivid as the sights and sounds and even tactile impressions can be, the Digital Web still falls a bit short of full satisfaction as far as the human animal is concerned. That said, considering how ripe certain netizens probably are in person, that missing sense might not be an entirely bad thing.
Grids (M20 p108)
Known dismissively as “sheep pens,” those Grid Sectors get Formatted to keep the majority of Sleeper net traffic from clogging up the Digital Web at large. Originally seen as glowing grids of lines and typeface (hence, “grid”), many of these regions have since taken on the dreamlike texture of CGI artwork. Although quite a few of them – especially the ones denoting office environments, industrial information, and so forth – retain that grid-like appearance from a netspace view, others – particularly gaming zones, social networks, and art communities – feature graphics that Hollywood would kill for.
As the theory goes, people invest themselves in the Web… and so, groups of people – even Sleepers – who spend lots of time and energy here are rewarded with more impressive realms. Even now, the majority of websites on the Meatspace Internet are Grid Sectors. They can grow vast, but their reality is pretty Constrained. That’s intentional. Grid Sectors have Restriction protocols that keep the majority of the sheep (sometimes known as bleaters) from wandering around and shitting all over Webspace.
Awakened travelers can come and go easily enough, but it takes a dedicated (or fortunate) Sleeper to hop the fence and go off elsewhere. By and large, folks don’t even know they can go elsewhere; they ping from Grid to Grid, never realizing there’s so much more to the Internet than the things they see on their screens.
Despite the original intent behind them, Grids make up the majority of shared space in the Digital Web. Sleepers and Awakened share company in such regions, where the Awakened netizens simply realize what’s really going on. To Meatspace bleaters, these Grids combine text and graphics to create a computer interface. Awakened visitors, on the other hand, can walk through those spaces, interacting with people’s icons as if they were sharing a room in Meatspace. Although the mortals interact through keyboards and headsets, visiting mages experience the Web as full-contact Reality.
As I’ve mentioned, virtual geography is changeable – now more so than ever before. The majority of Grid Sectors, though, include a variety of zones, including Warzones: gaming areas that are among the largest and most elaborate communities on the Web; FaceSpace, the various social media Grids, which look like tract housing made of pictures; the Wharchives, colossal libraries filled with ever-changing content; Trawlers, little virtual teleportation boats that skim the Web for information; InfoSpace, where blogs and newsfeeds appear as handbills with shifting text and illustrations, often flying around on virtual winds, getting stapled to posts, or being snapped up and slapped up with “sticky” glue to surfaces in other Grids; the Restricted Salons and Galleries where artists and bloggers meet and share their work with exclusive company; the Dream Theatres, where virtual memories play out for enthusiastic (and often obnoxious) audiences; Echo Chambers, where folks preach from virtual soapboxes and get swept up in amplified hysterias; the Pleasure Zones, drenched in cheesy sexuality for any taste imaginable; and many other Grids besides – all of them flickering with advertising space, flame wars, and the lambent glow of mortal egotism on a vast yet disconnected scale.
C-Sectors (M20 p108)
To preserve what netizens build in this Zone, Formatted Sectors are typically Constrained – that is, set into certain forms by protocols that limit the possibilities within that sector. That process used to be anathema to many Virtual Adepts, who claimed that information needed to remain free, especially in virtual reality space. That idea, sadly, faded under the stress of conflict, division, and the incursion of all those goddamned Sleepers who could not and would not follow the plan. Even the most idealistic Adepts soon wound up Constraining private realms where only the most elite of them could go. As usual, meet the new boss, same as the old boss.
For a while, sectors that had been Formatted within certain protocols were called Constraint Realms, regions where visitors and their activities had to follow a certain theme. Folks who bridled at the term “constraint” preferred configuration instead.
Eventually, the clunky phrase was streamlined into C-Sector (occasionally even into the grotesque pun “C-Section”), a term that’s come to mean “any area configured to suit a given idea.” And because almost any Formatted area is configured to suit a given idea – and, by extension, to exclude ideas that don’t fit the creator’s plans – C-Sector now refers to an area designed for a particular kind of use. Any type of sector that’s been deliberately Formatted by netizens is essentially a C-Sector.
Under that huge umbrella, you’ve got SRVRZ, the highly- Restricted Technocratic strongholds; FreeSpace, which has ironically been Constrained to keep out everyone but the most idealistic transhumanists; a multitude of private Saves where netizens gather in exclusive company, shaping little reality rooms to suit their needs and fancies; Coms (or ComGrounds) like the legendary Spy’s Demise, where folks from different factions can mingle in relative safety; and the massive Grid Sectors where the majority of the action, Awakened and otherwise, goes down…
Warzones (DW2 p?)
Remember when I said that *everything* Sleepers do
online winds up reflected here in the Web? Well, consider
the sectors created by networked video games — especially
shooters. True, the Warzones actually originated with Technocrat
training grounds and Adept "paintball" arenas, but
in the last few years they've grown to truly epic levels.
People (Awakened or otherwise) just can't seem to get
enough of killing (simulated or otherwise). To feed the
need, Warzone Sectors have sprung up all over the Web,
each one devoted to war games of various levels of intensity.
Essentially, a Warzone is a sector featuring some kind
of terrain, a variety of weapons, and targets... including
yourself. Most feature "medical kits" and "recharging pills"
of different kinds, as well as an array of weapons strewn
around for the players to pick up and employ. The majority
of Warzones are Sleeper-based Grid Sectors, although a
good number (like the Crater) have been set up by spinners
for their own amusement. All are Constraint Realms of
some kind — you usually have to adjust your icon into a
massive fighting dude or cartoon character. Most are cool as
shit. Imagine playing *Doom* for real. If you're killed, you
get dumped back at the starting point, unless you're holistically
immersed (more on that later), in which case you get
punched back into Hamburger Country with a nasty headache
and some minor burns.
A few Warzones, however, are lethal. If you get killed in
one of those, you're history. Your icon is de-rezzed (usually in
some spectacularly gory fashion), and deadly feedback turns
your meat into steak. In most cases, lethal Warzones are
clearly marked. To enter the sector, you have to key in your
ID code; doing so removes any obligation the host has toward
protecting you. At that point, you're on your own. Some
spinners use Warzones to settle grudges; while most of 'em
prefer the common setup, a few go for the lethal ones instead.
If you get called out, be careful, and make sure you know what
you're agreeing to before the blast-bolts start flying.
The *really* nasty Warzones originated with the U.S.
Army's VR training grounds. You didn't know about those?
Yeah, the military has hundreds of battle simulations online
— maps of Iraq, Kuwait, Moscow, even New York City —
and it uses 'em to train troops, plan missions and test battle
scenarios. Fun as it might seem, don't *ever* get caught
near one of those! Every one of them is fatal to Webspinners.
For sheer destructive power, the world's baddest HIT Mark
can't touch an Apache attack 'copter or Abrams tank. Get
nailed by one of *those,* even in VR, and your Avatar takes
a very permanent vacation.
Restricted Sectors (DW2 p101)
Restricted Sectors (including SRVRZ) throw up a bewildering array of blinds, traps, and misdirections, etc. These vary from sector to sector, the same tricks are rarely used twice. Even the Technocrats know enough to vary the baffles from place to place — "standard format protocols" allowed the Virtual Adepts to stomp early SRVRZ into digital dust. In story terms, a traveler going in or out of the sector must either run a gauntlet of tricks and traps (most of which either pop trespassers into other sectors, de-rez 'em or fry 'em), or carry some ID software that bypasses the security codes. Really heavily Restricted areas might be so saturated with scanners and tests that everyone there, even the native icons, moves slower than usual.
In game terms, a trespasser must win between 10 to 20 successes on a Wits + Computer Hacking roll. The difficulty may vary from 7 to 10, and might include resisted rolls from the security systems (usually a Dice Pool of five to 10 dice rolling against difficulty 5 — it's their system!). Some systems might (at Storyteller's option) include puzzles for the player, or a succession of challenges that requires several different rolls of other Traits (Perception or Intelligence + Cryptography, Enigmas, Linguistics, Psychology, Occult, Science: Math or Physics, or even Secret Code Language). Remember, most programmers prize themselves on imagination, and often want to hide their secrets from everyone... even their own allies.
An "ID badge" containing the proper codes allows a traveler to enter a Restricted Sector without difficulty. Such badges are usually coded to specific icons, and malfunction if carried by "intruders." Faking such passes (Perception + Cryptography, difficulty 7 +) almost always requires a working badge to use as a template, and a compatible fake icon (a HIT Mark, for instance) with a really good program (five successes or more).
Corrupted Web (DW2 p101)
Corrupted Web and its effects are left to the Storyteller's option — no two are alike. Two things are certain: Nothing in a Corrupted area will act the way it's supposed to — not magick, not knowledge, not perceptions, nothing — and getting out will always be harder than getting in. Pure Storytelling (perhaps with the occasional Wits + Technology roll thrown in to give players a chance) works better for such horrors than predictable systems. Corrupted Web is anything but predictable.
Haunted Web (M20 p108)
The most fearsome sectors feature literal ghosts in the machine. In places that have been corrupted by Whiteouts or malicious programs, that overlap with the Low Umbra, or that mark the site of a particularly nasty digital death, you might find such ghosts… or worse, become one yourself! Haunts are obvious; like Meatspace haunted houses, they feature ghostly phenomena, often acted out against a misty, ruined backdrop.
Such places play ugly games with your mind… and because consciousness is everything in the Digital Web, those games can have nasty consequences.
More frightening still are the Hung Sectors, where metaphysical data stutters can trap unwary travelers and get them stuck, frozen or flickering, in potentially endless loops. And then there’s the Rip: fractal storm-tides that are said to draw netizens into the Trash Sector, a legendary virtual hell of lost data and broken-code chaos. Some folks think that the Rip and the Trash Sector reflect the damnation of Alan Turing – making that Sector a virtual rock where the Prometheus of net-space gets eternally devoured for the hubris of opening it up to us. Others speculate that it’s where data goes to die… and because everything is information, it’s the ultimate fate of all things. An even cheerier theory posits that the Trash Sector is the demented side of virtual reality, the broken shell of its divine consciousness.
Oh, yeah – didn’t I tell you? According to some theories, the Digital Web is alive… and it feeds on our life energies when we spend time in it – which, when you think about it, would explain a lot of things about the Internet age.
Junklands (DW2 p101)
Junklands are easy enough to enter or leave. Bad things happen to spinners who wind up in them, though. The disturbing Resonance and disconcerting images in such places often take a toll on visitors' sanity. In game terms, those effects could come out as disorientation or Willpower drains. A successful Willpower roll (difficulty 7 + ) might screen out the worst effects of a Junklands visit, but no one, not even the most callous Euthanatos, is able to enter such a sector without feeling uncomfortable. (Granted, some folks like being uncomfortable.)
Haunts (DW2 p101)
Haunts essentially work like Junklands do — with the addition of a ghost or two, and possibly a few nihils leading into the Underworld. The Resonance of death — which Euthanatos call Jhor — seeps into everything in a Haunt Sector. No one can come or go without feeling the cold touch of mortality and its aftermath. (See Wraith: The Oblivion and its supplement, Artificers, for more details on the Restless Dead, and Euthanatos, pp. 59-61, for more about the death-taint.)
Trash Sector (DW2 p101)
The Trash Sector is inaccessible unless you get dumped so badly that the connection between consciousness, the icon and RealSpace is severed. Since we don't advise doing this to the players' characters, this mysterious "lost world" should remain more a rumor than a certainty... although sadistic Storytellers might expand on the legend at their option.
Hung Sector (DW2 p102)
The only way out of a Hung Sector involves Time magick. Nothing else "unfreezes" the endless moment of repetition. A traveler caught in a HS repeats the first few words or actions she made as she entered the sector. Unless she activates an Advanced Time-diffusion Prog (Time 4) as she goes in, she's stuck a turn or so after she enters. A Time-savvy magus can free her, so long as he stands outside the sector itself. Anyone who steps into the HS is stuck... possibly for a long, long time.
Internal Access (M20 p105)
Any conscious entity can dream; very few, however, can enter the Dream Zone under their own power and then walk around there at will. The Digital Web works the same way. Billions of people access virtual space every day, via phones and keyboards. These folks don’t actually enter the Digital Web, though – they skim along its proximity, brushing its strands the way that insect wings displace the air. As Sleepers do in the magickal realm, most people affect the nature of Reality as a whole yet rarely work their Will upon it. They pass briefly through the virtual realm, fireflies flashing here and there. To become human in that region, you’ve got to send yourself there through one of several methods:
Sensory Visitation (M20 p466)
The quick and easy way to enter the Web involves simply strapping on the right gear and logging in. Any Sleeper can do this, although most mortals figure that what they’re seeing is cool graphics, not actual reality.
In the old days, sensory visitation required bulky VR gear. Now all it demands is a pair of high-end net-access sunglasses, maybe with a pair of sleek VR gloves for tactile contact. Certain gaming platforms provide a limited interface for sensory visitation through screens, keyboards, and other related devices.
Sure, this virtual reality looks like state-of-the-art graphics… and it is. Still, there’s more to that World of Woecraft game than most people think. Why else would it be so addictive? Story-wise, sensory visitation projects the traveler’s visual, audio, and – to a limited degree – tactile senses into the Web.
Through the interface, her mind visits the Web even though her physical body remains at home. Although her contact with that online world holds certain limitations, she sends a part of her consciousness into that space.
System-wise, sensory visitation requires only the proper equipment. Anyone can do it, although few people understand just what it is they’re doing. A traveler uses several Mental Traits in place of Physical ones: Intelligence instead of Strength and Wits instead of Dexterity. Thanks to that uneasy separation of body and mind, all rolls for a visiting character receive a +1 difficulty penalty; that used to be +2 in the old days, but the interface has improved since then, and people are more attuned to computer simulations than they were in the ‘90s.
Astral Immersion (M20 p467)
At the next level of Web access, a traveler immerses herself into the Web through a limited form of astral projection. As the narrator mentioned in Chapter Four, this trick involves projecting your senses – and by extension, your sense of reality – into the Web. Thanks to a combination of good gear, a ready mind, and the skill to go where the visitor wants to go in the way she wants to go there, the average netizen can reach the deeper level of digital reality without actually downloading herself into the Web.
In game terms, astral immersion requires good VR equipment (by 2015, you could use a high-grade smart phone or tablet with correct programs and the right apps), an Intelligence + Computer roll (three successes, difficulty 7), and at least two dots in the Correspondence Sphere. If your group employs the Data Sphere option (detailed in the sidebar and in Chapter Ten, pp. 524-525), the roll for that difficulty is 6 instead of 7. Again, the character uses Intelligence and Wits in place of Strength and Dexterity, which gives an edge to agile-minded netizens.
On both game and story levels, the astrally immersed character is vulnerable in Meatspace; her entire concentration remains focused on the Digital Web environment, leaving her body in a deep trance. Smart travelers leave alarms, guards, or allies, and other levels of security on their bodies; after all, if anything happens to the meat back home, that visit may become a one-way trip. On the positive end, they can drop out immediately if need be. Although the experience of going from one reality to another can be disorienting for a minute or so, the benefits of being able to ditch out on a bad situation kinda make up for the inconvenience of building a new icon when you return.
Holistic Immersion (M20 p467)
Maximum access involves projecting one’s own self into the Digital Web. Downloading the body as information, a high-end Trinary computer system disassembles the traveler’s physical data and jacks it into a different level of reality. Although the necessary gear has been refined since the 1990s, this is still one hell of a stunt, requiring tremendous processing power and Enlightened technology.
Story-wise, the traveler becomes pure information; this requires at least seconds of processing time with the appropriate gear. Although rumors speculate that portable HI Devices exist, few people are crazy enough to trust their molecules to a glorified iPad, so such Devices might or might not exist. Rules-wise, holistic immersion requires specially equipped Trinary computer Devices, an extended Intelligence + Computer roll (five successes, difficulty 7), and a Life 4/ Correspondence 2/ Forces 2 Effect. A character using the Data Sphere still faces difficulty 7, due to the physical nature of this metaphysical download process. Each roll reflects 30 seconds of processing time. Any interruption during the transfer process disrupts the attempt and inflicts an immediate Paradox backlash upon the user. (See Chapter Ten.) Downloading yourself into a computer is, of course, extremely vulgar in all locations on Earth, so that backlash can be very, very nasty.
A holistically immersed character uses all of his usual Traits in all of the usual ways. For better and worse, he is in the Web. A traveler could also access the Web holistically by climbing into that Zone on the Pattern Web.
Web Traits (M20 p467)
A traveler who enters the Web through either sensory visitation or astral immersion uses his Intelligence as Strength and his Wits as Dexterity. Stamina is still Stamina. Although his icon may take damage, his physical body rarely does.
A holistically immersed character uses his normal Traits. Physically present, he enjoys and suffers all effects of his presence.
Travel (DW2 p101)
Virtual reality is just that: virtually reality. "Solid" objects and surfaces appear in Webspace as solid as ones in RealSpace; Your spinner can sit in a chair or lean on a wall as readily as he can in the material world. Distances are more ephemeral, but still appear to be distances. Dante is Elite enough to fly or teleport between sectors if he wants to, but it's usually easier just to walk through the conduits.
Conduits lead nearly everywhere if you know which roads to follow. For the most part, this is kinda like getting around town in RealSpace: You know the roads where you walk most often. You can use magick or back doors for personal travel, and employ conduits and hot links as public transit. All of these options are open to Webspinners with the know-how and imagination to employ them.
Traveling in familiar territory doesn't really demand anything special. Finding your way through unknown pathways might require a Perception + Computer or Web Culture roll; the more arcane the route, the higher the difficulty. In story terms, your character needs to search for landmarks, watch for the scenery changes that reflect the sector (see the description of the Spy's Demise for an example), look for hot links, or ask for information. Although many of the well-traveled conduits have signs and/ or maps (kinda like the "you are here" boards in malls), many old or obscure passages have no markings at all. It's easy to get lost in such areas if you aren't careful. The Whereami Effect (Mage, p. 189) is a popular tool in Netspace.
Hot Links (M20 p469)
A popular innovation from the late ‘90s allows travelers to access different places via a hot link: a flashing sign or object that connects a traveler with another Web sector. In this case, the traveler simply touches the hot link and pops into the other location. Such links rarely lead back to the original location, however, although a savvy traveler can backspace with a Correspondence 3 Effect.
Popping and Backspacing (M20 p 469)
“He who controls Correspondence controls the Internet.” That’s not entirely true, but a mage with three dots or more in the Correspondence Sphere certainly has an edge over visitors who do not. In the case of popping and backspacing, the netizen can hop back and forth between sectors so long as she has some idea where she’s going and doesn’t encounter a Constraint that blocks her access to and from that area.
Popping and backspacing usually employ a pop prog: a program that scans for a prospective location, logs that area, and focuses the Correspondence 3 Effect. Assuming that he’s going back to his previous location within a minute or two of arrival, the traveler doesn’t need a pop prog in order to backspace. A smart netizen takes a turn to scan for the new location with his pop prog, then pops on the following turn. Popping blind (that is, without scanning first) raises the usual difficulty by +2. If both locations are located in the same sector, the Effect remains coincidental; if the traveler pops between sectors, the Effect is vulgar. (Again, see Magick in the Web, below.)
A failed pop lands the traveler in some interesting form of hot water: the wrong place, a bad time, in the middle of nasty business, and so forth. A botched roll drops the visitor into some truly awful place or kicks him off the Web with a soft de-rez, as described under Digital Damage, below. If the traveler wants to pop in or out of a Restricted sector (an area with tight Constraint protocols), then the difficulty rises to 8 or 9, the Effect is vulgar, and a failed or botched roll instantly inflicts icon death or a chaos dump upon the traveler.
Even if the player’s roll succeeds, the character may get booted out anyway unless he’s appropriately prepared to suit that sector’s particular Constraints.
Icon-ogasm (M20 p109)
“Sleepy” visitors can spend the better part of their lifetimes in the Grids. Embodied as ghostly icons with synthetic voices, these people drift throughout the Grids, acting out shadow puppet reflections of the human experience. Their words tend to be clipped, slurred, or overly eloquent, depending on the typing speed and writing skill of the people on the other end of the icon. Quite often, they’re an obnoxious, self-centered reminder of how far we are from global Utopia.
Awakened visitors have vivid icons with voices and behaviors that seem almost human. Astral immersion provides the most flexible experience, whereas holistic immersion and Web-climbing provide the most solid icons. Sensory visitation creates a hazy icon that’s still more tangible than a Sleeper icon from the Grid. It sometimes takes a moment or two, but Awakened folks can often recognize each other’s nature, if not identity, in the Web.
Identity is an elusive concept in this space. As I mentioned earlier, folks project aspects of their Earthly selves here, but those aspects can be deceptive. An icon might look nothing whatsoever like that person’s physical self. Skilled netizens can appear in whatever form they choose. More often than not, you can guess a lot about a person in Meatspace by the way they behave. After all, appearances aren’t everything. In the Digital Web, however, identity is fluid and often unpredictable. For bleaters and Awakened netizens alike, this Zone provides potent lessons about the tricky nature of reality.
Icons (M20 p467)
As with many computer and video games, netizens get to design their own small-a avatars to represent their virtual selves. Typically called icons (see Mind Matters, Icons, and Avatars, Chapter Four, M20 p. 107), these synthetic reflections can take whatever form a traveler can devise. Certain areas, called Constraint Realms, might limit the types of icon a person may wear within that area. In general, though, the netizen can program an original design, download a predesigned one, or select a variety of virtual costumes to reflect her desired persona.
In story terms, netizens place great importance on clever, appealing, and imaginative icons. It’s like dressing for an exclusive and very high-end Halloween party – the wrong icon marks you as someone unworthy of attention… or worse, worthy of the wrong kind of attention. Social interactions in the Web can slide up or down the difficulty scale based upon the icon you wear. It’s always a good idea to keep several options in mind.
Crafting and Changing Icons (M20 p468)
Game-wise, a player rolls Intelligence + Computer, difficulty 5, to design an original icon. Wearing a pregenerated one requires no roll. Icons start with a base Appearance of 1 and an Intimidation of 0. Each success allows the player to add one dot of Appearance, Intimidation, or both to her character’s icon. Crafting a basic icon requires at least three successes, although taking one “off the rack” is more or less instantaneous if you don’t much care what it looks like. A really good icon might demand five to 10 successes, with each roll reflecting five minutes or turns of game time.
Changing icons is quick and easy if your character has preloaded options that were created earlier. Such costume changes require one turn and no roll. Really radical or off the cuff transformations, however, demand a Manipulation + Computer roll, difficulty 5; each success allows you to shift one dot of Appearance, Intimidation, or both.
Aside from Appearance and Intimidation, icons do not change a character’s Traits or capabilities. Any additional abilities or accessories (fire breathing, wings, etc.) must be created with additional magicks. Fortunately, most forms of magick are coincidental within Webspace; for details, see Magick in the Web, below.
Magick (M20 p469)
Generally coincidental except:
Mages who cast spells by will alone are essentially performing vulgar magick without witnesses.
Spells cast inside a Restricted sector that come from outsiders to that area.
Effects that violate a sector’s Constraint protocols.
Any magick cast within the Corrupted web.
Workings of tremendous size. Large-scale spells (explosions, great conjurations, time freezes, gigantic icons, morphing or co-location of whole areas, dimensional rifts, and multi-icon morphs) shift power around so radically that a Whiteout becomes almost inevitable. In such cases, the roll is made as if the spell is "vulgar with witnesses" (the "witness" being the Net itself), and generates Paradox accordingly. (DW2 p106)
Forces or Prime Effects that score more than five successes.
Effects or gates that jump between sectors or that attempt to bridge the Web with other areas of the Otherworlds.
Effects that jump from Netspace to Meatspace
Magick Adjustments (DW2 p106)
Any Webspinner can use a limited version of the Landscape of the Mind Effect. A Perception + Alertness roll allows a character to sense the area around her as if she was looking down at herself through a tactical display. These perceptions extend only to places within the sector or conduit that the spinner is standing in at the time. Arcane, invisibility and other forms of concealment may negate this ability, or contest it with a resisted roll.
Characters with Correspondence, Forces or Prime can use those Spheres at one level higher than their normal rating, up to a maximum of 5. This "bonus" does not extend to Devices or Talismans of any kind, and is somewhat limited — the Rank 6 secrets of the archmasters are too arcane for lesser magi to understand, even here.
Life and Matter work only on "solid" bodies or objects. Although either one can be linked to other Spheres or channeled out of the Web, the Spheres cannot harm or heal VR bodies or objects by themselves. Life and Matter work normally upon bodies that have been Holistically projected into the Net, or with objects that are connected to it, like computer networks or the machines wired to them. Against VR icons or objects, however, these Spheres are useless.
Optional Rule: The Data Sphere (M20 p467)
In the Revised sourcebook for the NWO, an optional rule allows certain characters to replace the Correspondence
Sphere with a related Sphere: Data. Essentially, the character regards the usual Correspondence principles as aspects
of information. Detailed in Chapter Ten, this option reflects the practice of compiling and correlating data to connect
things to one another.
If your group chooses to employ this option, a character using Data instead of the Correspondence Sphere reduces all
Digital Web-based magick difficulties by -1. Essentially, his approach to data works exceptionally well in a Zone in
which reality and principles are based upon mathematical information.
Paradox (M20 p470)
Thankfully, Paradox doesn’t carry over between Earth and the Web unless the offending mage has climbed up into the Web from some other area of the Umbra. Going offline dumps a mage’s net-based Paradox; he can return a minute or so afterward with no ill effects.
Whiteout: The Paradox Glitch (M20 p470)
Even a reality as flexible as the Digital Web has its limits…
and when those limits get pushed by too much energy and
information shifting around at once, the Web crashes. The
resulting Whiteout can be as innocuous as a localized slowdown
or as vast as the Great Crash that took the entire net offline in
’97. Anyone with a lick of sense fears a replay of that particular
incident, so folks online tend to avoid throwing their weight
around too freely.
The Lag
Story-wise, Whiteouts de-rez the offending netizen. Large
ones crash parts of a sector, and really large ones trash the area
and everyone in it. Sometimes, if you’re lucky, you can spot an
impending Whiteout by the lag: a stuttering effect that slows
and pixelates everyone in the surrounding area. Experienced
netizens know to log out immediately when lag shows up. If a
sector starts lagging, a Whiteout’s on the way.
Rolling the Whiteout
In game terms, a Whiteout functions like any other Paradox
backlash. For details, see the Paradox entry in Chapter Ten.
The scale of a Whiteout, and its effects on the characters
involved, can be found on the nearby Web Systems chart. The
associated effects and duration of the Whiteout depend upon
the Paradox Pool of the person who provoked the backlash.
The bigger his Pool, the longer the Whiteout.
A netizen can invoke the Whiteout when he accumulates
five Paradox points or more, especially if he accumulates them
all at once. The Storyteller usually rolls the dice for a backlash
– one die per point in the Paradox Pool, rolled against a
difficulty of 6. If the characters have been throwing around a
lot of Forces or Prime magick, the difficulty may be 4 instead
of 6. Fortunately, that option doesn’t apply to Warzone sectors,
which are set up to handle lots of force.
Thankfully, Paradox doesn’t carry over between Earth
and the Web unless the offending mage has climbed up into
the Web from some other area of the Umbra. Going offline
dumps a mage’s net-based Paradox; he can return a minute or
so afterward with no ill effects.
Getting Outta Dodge (M20 p470)
A large-scale Whiteout – that is, one involving more than 10 points of Paradox – signals its approach with lag. Every character nearby, except the one who provoked the backlash, get one action in which to ditch out and avoid the blast. In game terms, this involves a roll of Wits + Computer, difficulty 8.
Success means that a character was able to drop offline in time to escape the Whiteout. Failure means that character gets hit with half damage as well, and a botch means the character takes full damage. If a bystander plans to stay online and ride out the backlash, then she takes half damage from the Whiteout. The person who triggered it, however, has no such options.
It’s worth mentioning that folks who court Whiteout aren’t terribly popular online.
Damage and Death
Bashing, Lethal, and Aggravated Damage (M20 p470)
In the Digital Web, combat follows the usual rules. Characters still use their Stamina to soak damage. Although the settings may be bizarre – adding to or reducing dice pools and difficulties – the physics play out in the usual way. The primary difference between them comes through in the damage suffered through such attacks.
For sensory or astrally immersed netizens, most injuries involve bashing damage. System shock (headaches, nervous twitches, fatigue, etc.) may affect the end user back home, but with a few exceptions, those injuries clear up quickly. Netizens refer to such injuries as egg-frying: your “egg” (head) gets a bit fried when you tangle with folks online.
Holistically immersed people, on the other hand, suffer damage as if Netspace were normal space. A punch inflicts bashing damage, and a gun deals out lethal damage. Because there’s no icon to take the punishment, an HI visitor suffers the consequences. That’s the primary reason folks still prefer astral visitation over full-on immersion.
Aggravated damage is, fortunately, rare. The only attacks that inflict such damage involve viruses, chaos dumps, Whiteouts, and feedback programs. Among netizens, agg damage manifests as burns, internal bleeding, brain hemorrhages, and the occasional exploding head. Really badly injured netizens tend to die offline, their icons sizzled and their bodies suffering aftershocks that leave their meat cooked or rotting in front of their computer gear.
Net Fatigue (M20 p471)
Strenuous activity online leads to fatigue offline. Most netizens know all too well the headaches, backaches, joint pain, nightmares, fading vitality, and chronic obesity that plague people who spend most of their lives in front of computers. Game-wise, such effects are simply left to narration and roleplaying. Although a player might have to make a Willpower roll after some especially traumatic or exhausting experience (failure results in a nasty case of fatigue, neurosis, or Quiet), net fatigue is just part of life on the Digital Web. It’s been said that the Web feeds on its human occupants, and net fatigue may be the end result.
Virus Infection (M20 p471)
VR VD affects netizens the way herpes infects swingers: frequently, pervasively, and with annoying and sometimes serious results. One of the more infuriating forms of online virus involves the adware infection that causes netizens to suddenly talk like commercials at unexpected times. (Make a Willpower roll to resist the effects.) Although security software for an icon allows a netizen a soak roll against virus attacks, most netizens get infected at least once. On a more ominous note, hackers, crackers, and security programs often pass off deadlier forms of virus. Such attacks can follow a traveler back into Meatspace, eroding his physical and mental abilities like a physical illness or poison. The Environmental Hazards section, earlier in this chapter, details the effects of various toxins. The Storyteller determines how nasty a particular virus will be.
Digital Death: The De-Rez (M20 p108)
Death, incidentally, tends to be as permanent as your method of travel. De-rezing when you’re in sensory visitation mode usually results in a headache and scattered perceptions but not much worse than that. An astral visitor gets those effects, plus – quite often – minor brain damage, physical burns, or both. A traveler who gets cacked while holistically immersed dies for real. The more you enter, the more you risk. And so, while the Digital Web offers opportunities to die another day, that death might one day prove permanent.
Soft De-Rez (M20 p471)
The most common fate for errant travelers, a soft derez instantly pops the traveler into some other part of theWeb… typically a dump site or respawning ground. There, the icon and its user wind up stunned for several minutes, then get up and start over again.
In game terms, a soft de-rez is typically an automatic effect triggered when someone goes where she’s not supposed to be or dies in a sector that’s been dedicated to computer games so that death is not as dangerous as the more serious forms of icon destruction detailed below. The dump automatically inflicts one to three levels of bashing damage (no soak roll), depending on the severity of the attack.
For holistically immersed travelers, a soft de-rez inflicts between one to four levels of bashing damage but allows for a soak roll. The de-rezed character also suffers a penalty of +2 to all of her difficulties for an hour or two, thanks to the system shock of having her mind and body booted to another part of Netspace. If she happens to be in a Restricted sector when she gets de-rezed, then the character also loses one dot from a Mental Attribute for the same length of time, to reflect the mental fogginess that comes from getting slammed around the Web.
Hard De-Rez (M20 p472)
Heavier attacks throw the visitor right offline. The icon gets blasted out of existence, and the user winds up back in his chair, head throbbing and senses boiled.
Story-wise, a hard de-rez strikes someone who violates a major protocol in a Restricted sector, crosses the wrong netizen, provokes a minor Whiteout backlash, or sustains enough damage to take him to Incapacitated while online. The effect boots him out of Netspace and leaves his physical body and consciousness scrambled and hurt.
In game terms, a hard de-rez inflicts two automatic health levels in lethal damage. A sensory or astral netizen gets a soak roll against this damage (difficulty 7, not the usual 6) because of the distance between his icon and his physical form. A holistically immersed visitor does not get that roll, however, as his body takes the full effects of the dump.
In either case, the player must also make a Stamina roll, difficulty 7, or else lose two points from a Mental Attribute. These lost points heal like health levels lost to lethal damage and reflect the egg-frying intensity of a hard de-rez.
Icon Death (M20 p473)
The fate of netizens who get cacked in sectors that haven’t been designed to protect them from the consequences of mortality, icon death fries the icon and boots the traveler back into Meatspace. Story-wise, the icon explodes in a shower of screaming pyrotechnics or CGI gore while the person on the other end wakes up back in material reality, probably suffering minor burns and a major headache… and possibly suffering a lot worse than that.
(For the record, a holistically immersed traveler who gets killed in Netspace dies. That’s that.)
From a rules perspective, icon death strikes a character whose icon falls below Incapacitated or who’s caught in a major Whiteout backlash. The Storyteller calls for a Stamina roll, difficulty 7. If the player succeeds, the traveler gets knocked unconscious by the shock; waking up several minutes later, she’ll be hallucinating her way through a crushing headache. Any injuries the icon took in Netspace manifest in Meatspace as bashing damage, although each success on the Stamina roll reduces that damage by one health level. The player can heal the remaining damage by spending one Willpower point per health level lost. Even then, however, the character remains haunted and scrambled for some time afterward; in game terms, she suffers a penalty of +3 to all difficulties for a day or two after the dump.
If that roll fails, the consequences become more severe. In this case, the damage is lethal and the character falls into a coma. A botched roll inflicts aggravated damage, frying the character in her chair; if by some miracle she survives, she’s still in a coma and will suffer permanent impairment if she ever wakes up again.
A character who dies in a Restricted sector endures a profound mental breakdown. Even if the roll succeeds, that character loses two dots from each Mental Attribute, which heal back as if they were health levels of aggravated damage. If the Stamina roll fails, then that character undergoes…
The Chaos Dump (M20 p473)
The dread of every netizen alive, a chaos dump blasts both the icon and its user’s consciousness into fractals. The meat and the mind remain connected through the process, which results in an awful kind of Internet oblivion. An Arete roll (difficulty 8) sends the traveler’s consciousness into an immediate Quiet, from which he may eventually escape. Success inflicts aggravated damage on the body as above. Failure or a botch on this roll cooks the mage from the inside out… the awful fate of many netizens on the day of the Great Whiteout. From that fate, no resurrection is possible.
Fortunately, chaos dumps are rare – typically the result of a huge Paradox backlash in the web. Among netizens, deliberately inflicting a chaos dump on someone is like using nerve gas on a crowded subway – the unforgivable act of someone too far gone for salvation. This is not to say, of course, that people don’t do such things; those who do, however, are hated and hunted by almost everyone.
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