Phantom Tollbooth: Difference between revisions
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<br/><center> <span class=quote>“If something is there, you can only see it with your eyes open, but if it isn’t there, you can see it just as well with your eyes closed. That’s why imaginary things are often easier to see than real ones.” </span></center> | <br/><center> <span class=quote>“If something is there, you can only see it with your eyes open, but if it isn’t there, you can see it just as well with your eyes closed. That’s why imaginary things are often easier to see than real ones.” </span></center><br> | ||
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<br><hr class=rule><br> | <br><hr class=rule><br> | ||
<br><center><span class=title>Overview</span></center> | <br><center><span class=title>Overview</span></center> | ||
The Phantom Tollbooth is a hypertech powered, trinary-deck servered, virtual reality wonderland in the Glendale Tool Company mage chantry. | The Phantom Tollbooth is a hypertech powered, trinary-deck servered, virtual reality wonderland in the Glendale Tool Company mage chantry. Utilizing a number of upgraded VR setups which include both headsets and full body haptic feedback suits, the Phantom Tollbooth's purpose is to allow access to the Digital Web for multiple people at a time. This is available to both mortals and mages who have access to the Glendale Tool Company chantry.<br> | ||
The upgraded connections and non-existent latency allows Players to eliminate the normal +1 difficulty penalty that | |||
It also has an integrated Digital Web Warzone which functions as a training room, open and available to all Tradition mages. The Phantom Tollbooth Warzone has multiple environments in which training scenarios can proceed with AI enemies of differing types and difficulties that can be entered into the training program by anyone configuring the game, either inside or outside of the Digital Web. The world is a strange, weird place with different types of dangers both inherent and external. The training rooms allow the Tradition mages to prepare for a number of different types of dangers.<br> | |||
The upgraded equipment, connections and non-existent latency allows Players to eliminate the normal +1 difficulty penalty that usually applies to Digital Web visitors who are only connected through VR gear. This eliminated penalty only applies to playing within one of the Phantom Tollbooth Warzone environments.<br><br> | |||
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<br><hr class=rule><br> | <br><hr class=rule><br> | ||
<br/><center> <span class=quote>“‘You must never feel badly about making mistakes,’ explained Reason quietly, ‘as long as you take the trouble to learn from them. For you often learn more by being wrong for the right reasons than you do by being right for the wrong reasons.‘”</span></center> | <br/><center> <span class=quote>“‘You must never feel badly about making mistakes,’ explained Reason quietly, ‘as long as you take the trouble to learn from them. For you often learn more by being wrong for the right reasons than you do by being right for the wrong reasons.‘”</span></center><br> | ||
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<br><hr class=rule><br> | <br><hr class=rule><br> | ||
<br/><center> <span class=quote>“So many things are possible just as long as you don’t know they’re impossible.”</span></center> | <br/><center> <span class=quote>“So many things are possible just as long as you don’t know they’re impossible.”</span></center><br> | ||
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<br/><hr class=rule><br/><center><span class=title>Warzone Environments</span><br><span class=light style="font-size:12pt;">(mouse over description for full details) </span></center><br><br> | |||
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|<span class=light style="font-size:12pt;">Amazon:</span><br/> | |||
| <div class="dropA">An infinite rainforest <div class="dropA-content"> | |||
Towering trees surround everything, some shooting up into the air so high the tops can’t be glimpsed. The air grasps like a cloud, warm and wet, smelling thick with rotting leaves and powerful, syrupy flowers. Birds caw from someplace overhead, unseen beyond the thick overgrown canopies melding their lush, gnarled branches together. Animal hoots resound from deeper into the lush foliage with various howls and shrieks as a reply. A mosaic of light from above plays through the smattering of spaces in the leaves, shifting with each touch of the wind. Hidden animals scurry into the dense underbrush causing leaves to rustle, as they search among the trees for food. Other animals flit through the canopies, bounding from one branch to the other, never having to touch the ground. Insects buzz about creating a consistent hum of electricity that fills every nook and cranny. Ants are everywhere, underfoot, on trees, lining roots and disappearing into the ground. Water gurgles through thin streams as it finds a way to flow through all the roots and leaves and rock and soil, finding a way where none exists, up, under, and around.<br> | |||
Constraints/rules: +2 difficulty to ranged attacks due to trees and vines. +1 difficulty to melee attacks due to slippery and rough terrain. | |||
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|<span class=light style="font-size:12pt;">Old Mansion: </span><br/> | |||
| <div class="dropA">A Gothic battletrap<div class="dropA-content"> | |||
This Victorian mansion’s entrance is one of many that lead into and out of the sector. The Gothic elegance is immediately apparent in every detail of the house from the ceilings to the floors. Rooms feature impeccable decor, premium linens, and all the amenities a discriminating guest appreciates. Open and airy, perfect for conversation or small gatherings with fully stocked and functioning kitchens, the layout of the mansion seems endless because it is. Doors lead to hallways which lead to stairs which leads to more Victorian mansion, yet none of it seems out of place. There are no markers or guide posts, one must learn this sector for what it is.<br> | |||
The foyer features restored mahogany millwork or oak flooring, owl-themed wallpaper or heavy silk damask curtains. Other rooms lighten up with sparser furnishing schemes and nature motifs in soft, subdued tones, nothing bright or vivid. Delicate rose pinks, grays, lavender or sage are seen in some rooms while others have a warmer feel with mustard yellows, burgundies or teals<br> | |||
Constraints/rules: The interior of house is the entirety of the sector. There is no exterior. +2 to hiding attempts due to all the hiding places within the housing. Improvised weapons are usually always within reach. | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">Desert: </span> <br/> | |||
| <div class="dropA">An arid sandscape<div class="dropA-content"> | |||
A landscape of sand spreads out into the horizon while harsh sunlight beats down from above. Wind gusts across the sand tearing at anyone and anything in its way. The dry grit of the air sits on the tongue, lingering with a copper taste. A cairn of crumbling rock just out of the ground forming an unshapely portal that serves as the entrance and exit to this sector, duplicated across the landscape, though few and far between. Snake tracks can sometimes be seen across the ground, though eventually they are worn away by the piping gusts that push across the desert. Every now and then a vibrant desert bloom can be spotted, though rarer than an oasis. A more common sight are the cacti of various sizes and shapes that dot the landscape.<br> | |||
Constraint/rules: There is no cover or hiding places. The cacti that dot the landscape are a hazard inflicting 4 dice of Lethal damage. | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">Ruins: </span><br/> | |||
| <div class="dropA">Nothing left standing<div class="dropA-content"> | |||
This sector is a field of ancient fallen buildings. Weather-worn stone pillars surrounded by dead clumps of grass stand mournfully with nothing to support. Half-crumbled buildings, cracked blocks and stones broken up by meandering tree roots spread out as far as one can see. Wind whips past stone corridors and through window openings. Pitted steps and staircases lead up to missing floors. Caved-in roofs weighed down by vines or other foliage give way to nature retaking its territory. The crunch of dead leaves cry out underfoot with almost every step. Faceless marble or stone statues stand sentinel over the building graveyard. Inscriptions and carvings in stone are faded, aged away by time what they once read now only chalky dust hanging in the air mixed with mildew. Once-towering spires are laid low, spilled out near and through other remains. Dusty and cobwebbed corridors are little more than skeletal remains throughout what is left of buildings.<br> | |||
Constraints/rules: Loose rock, boulders and pillars can be used as environmental dangers inflicting 4, 7, and 10 dice of damage respectively. The hazards can be knocked onto an opponent with 2, 3, and 4 successes on a Strength or appropriate Forces, Time, Entropy, respectively. (Forces replaces Matter in the Digital Web.) | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">House Party: </span><br/> | |||
| <div class="dropA">Innocent bystanders<div class="dropA-content"> | |||
Loud music and the smell of stale alcohol immediately greet visitors to this sector consisting of a large, multi-room house. Crammed hallways and people spilling out of rooms as they converse loudly to be heard over the conversation next to them dominate the area. All around a party rages! There are people sitting on the stairs and slung over the bannister leading up to the second floor, half empty beer cans and empty bottles are abandoned on tables, shelves, and anything with a flat surface. Pounding on the bathroom door constantly reminds anyone inside of the line that forms outside of it. A bag of ice slowly melts in the sink and discarded red plastic cups are everywhere in various states of being crumpled.<br> | |||
In the living room a blasting stereo pumps out rebellious noise and haze from cigarettes and pot fills the room in a cloud. Every several minutes or so the sound of glass breaking or the smash of something knocked over is heard over the cacophony. Lazily looped lights shed colors across living room furniture while popcorn and chip fragments are ground into the carpet by apathetic party goers. There are snack bowls with chips, pretzels, or popcorn, left on tables with drink spills setting in on almost every piece of furniture. Pizza boxes are stacked on counters and tables all over the house with half eaten slices, crusts and crumbs littered about them. Party on.<br> | |||
Constraints/rules: The interior of house is the entirety of the sector. There is no exterior. When combat begins, all non-combatants in the party run, but there is no escape. Instead is a constant rush of people in random directions. Every round requires an appropriate roll requiring one success to remain in place. It requires two successes to move to another place, even an opponent. Any botches on that roll drop the character prone. Anyone prone takes 5 dice of Bashing damage due to trampling. Any ranged attacks that miss strike a bystander who remains prone if they take more than two levels of damage, then are subject to being killed by trampling. Normal people do not handle pain well. | |||
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|<span class=light style="font-size:12pt;">Spaceport: </span><br/> | |||
| <div class="dropA">Starship land 'scape<div class="dropA-content"> | |||
This sector consists of a massive spaceport on a floating city. A hardened surface, appearing to be a combination of concrete and steel, stretches out widely upon which an endless variety of ships and transports sit in various states of preparedness. The dull roar of idling engines are randomly subsumed by the loud yell of active ones while announcements and directions over the intercom system struggle to be heard over both as they sound off. Stale recycled air mixes with burnt ozone all around, constantly shifting with the coming and goings of each ship.<br> | |||
All around are the obscura of future tech. Multiple lights sit about for various purposes form signaling ports to warning indicators. Buttons and switches operate docking and undocking protocols for visitors. Cables snake along the ground coupled to each other and hissing various gasses at random intervals. Boxes of various types from wooden, to glass, to metallic are stacked in random places, labeled and marked from everything from adhesive stickers to digital imprints. Individuals scurry about consisting of all manner of aliens, most in various uniforms with ships patches displayed proudly or work crew symbols indicating their affiliations. Along the walls spaced evenly digital windows and security monitors allow for interaction with the spaceport systems and authorities.<br> | |||
Constraints/rules: The spaceport is the entirety of the sector. Although buildings can be seen on the skylines, they can never be reached and will always maintain a permanent distance from any players without moving. (Distance is an illusion.) Environmental dangers include among other things, ships landing and taking off. Engines thrusting for landing and take-off inflict 10 dice of Lethal damage and require a balance roll to prevent falling prone. Engine thrust can be avoided with an appropriate avoidance roll at 2 successes. Other environmental hazards (cables, boxes, doors, etc.) are left to the ST to determine. | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">Power Station:</span><br/> | |||
| <div class="dropB">An industrial deathtrap<div class="dropB-content"> | |||
The main generating building is split into two halves: the turbine hall and the boiler room. The turbine hall presents an early 19th century French arcade ambiance with its vast open middle that is surrounded by four floors of walkways topped with a giant glass roof. The main turbine hall is immense with Piranesi-like walkways and staircases. Its spectacular all-glass ceiling allows vast amounts of light into the great hall and evokes early steel construction design, a time when structure became longer and taller and took on lightness in its architecture. South of the turbine hall is the boiler room, an area that has unquestionably seen better days. The majority of the boilers have collapsed, producing a long hallway bordered by giant cross beams and piles of bricks. Desks, cubbies, shoes and hangers remain in their original resting places, covered in layers of mud and dust. To the north of the main generating building is the substation that was turned into some sort of catchall. This room, while not as arresting as the generating building, contains many offices, bathrooms, and locker rooms.<br> | |||
Contraints/rules: Roll 1d10 every round. A result of 1 signifies some type of industrial accident occurs, inflicting 4 dice of Lethal damage if not avoided. Roll a reflexive Dexterity + Athletics/Acrobatics difficulty 8 to avoid. Examples of industrial accidents: falling vent, electrical explosion, breaking floorboard, flailing electrical wire, etc. | |||
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|<span class=light style="font-size:12pt;">Victorian Street: </span> <br/> | |||
| <div class="dropB">Battle in 1850<div class="dropB-content"> | |||
This eclectic sector appears to be a simple city street during the Victorian Era at night, always night. It opens up to a cobblestone road with building fronts on both sides featuring a two-room apartment, and shops belonging to a taxidermist, a tailor, a mortician, and a confectioner. The sickly sweet smells of the candy store contrast sharply with the stale scents of death from both the mortician and the taxidermy businesses. The street also contains a large speakeasy, a detective agency with an attached darkroom, and a dilapidated church complete with pews, an altar, lit candles, a confessional, and a large wooden cross behind the pulpit.<br> | |||
The speakeasy is a small, very dark parlor. In the center of the room are a lounge table, and three dusty shot glasses. In the side of one of the buildings exists an interesting nook with what appears to be package slots. Several packages rest within, though no particular system for delivery or retrieval is apparent.<br> | |||
Constraints/rules: The year is 1850. No items can exist within the zone that did not exist in 1850. +1 difficulty to perception checks due to low lighting. -1 difficulty to hiding due to heavy shadows. | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">Techathedral: </span> <br/> | |||
| <div class="dropB">Pray for your digital soul<div class="dropB-content"> | |||
A massive, masterful Gothic structure makes up the entirety of this sector, though not quite a genuine reproduction. Though the design is undeniably European, American touches are evident throughout: Statues of American saints stand in niches on the 20,000-pound bronze doors of the west portal. Above these rises the cathedral’s most impressive external feature: twin 330-foot towers, which like the rest of the white-marble exterior, bristle with crockets, foils, pinnacles, and other intricate masonry that characterizes the Gothic style. The touches, however, are lined with neon lights, giving a futuristic twist to the religious experience.<br> | |||
The interior is just as exquisitely detailed, with soft light filtering through hologram windows where stained glass would normally be, flooding the soaring, cavernous space within. The cathedral’s floor-plan is the traditional shape of a short-armed crucifix and video screens project religious iconography in startlingly high definition. The nave is lined with altars and filled with pews that face the ornate sanctuary, itself bathed in LED lights that cast harsh shadows behind every surface.<br> | |||
Constraints/rules: The interior of technocathedral is the entirety of the sector. There is no exterior. All enemies present as techno-priests with futuristic weaponry covered with Judeo-Christian iconography. | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">Cybertropolis:</span><br/> | |||
| <div class="dropB">Obligatory cyberpunkery<div class="dropB-content"> | |||
One of many such worlds, Cybertropolis is a cyberpunk inspired dream/nightmare. Technologically red-lined with cutting edge tech, skyscrapers fill the skyline bearing the company moniker or logo of some company or other, from countries around the world and in any number of languages, proclaiming ownership of their little part of the world. Some of the company names are fictional, others are real world companies who have negotiated for naming rights in the Digital Web sector.<br> | |||
The sky is overcast, clouded by smog and perpetually grey. The rain, when it falls, has a slight burn to it, which is irritating but manageable. Glass, mirrors and neon lights are everywhere. Reds, blues, greens, oranges, and purples fill the air with a haze of ambient light battling for supremacy among clusters of digital billboards and attention drawing holograms. At street level flying cars whirl by on all manner of engines and shops blast hawking ad pitches on repeat to draw customers to side and back alley shops where technowizards ply trades not suitable for the main streets and drug lords and mercenaries clad in leathers and decked out with cyber enhancements ply their trade without concern.<br> | |||
Constraints/rules: Its cyberpunk. You know what to do. | |||
</div></div><br/> | |||
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|<span class=light style="font-size:12pt;">Pyramids:</span><br/> | |||
| <div class="dropB">Great Wonder workout<div class="dropB-content"> | |||
Vast and tall unmistakable pyramids among the desert form the content in this sector, their massive forms towering to great and impressive heights. All around them a flurry of activity adds authenticity to the sector as various peoples wander the site, many with canvas bags over their shoulders. Discussions continue apace in Arabic while lines of tourists clutching cameras and bags excitedly chatter among themselves as they follow pointing tour guides in red leather shoes and beige clothes embroidered with gold threads.<br> | |||
The great Sphinx is here, its form unmarred as it might have been just after creation with massive blocks of gleaming stone carved into paws towering over visitors at ground level. Braying camels with intricately detailed saddles lift splayed hooves through the gritty sand, their heads thrusting with each step as they are led around the site by men in colored, tasseled headdresses. Above, the bright sun beats down against a brilliant blue sky during the day to be replaced by a bright moon and a brilliant field of stars unfettered by ambient light. The air smells of cigarette smoke, lamp oil, and leather. Around the pyramids, craggy stone juts out of the uniformly beige sand and low stone mastabas with smooth stone polished by the winds sit as lesser companions to the monoliths.<br> | |||
Constraints/rules: None | |||
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|<span class=light style="font-size:12pt;">Space Cruise:</span><br/> | |||
| <div class="dropB">0 gravity. Nuff said.<div class="dropB-content"> | |||
This massive ship gleams with curvy white interior architecture accented with gold. Spacious interiors give way to wide, elongated viewing decks through which to view the vast, beautiful galaxy as the luxury cruise liner sails through space. Sharply dressed employees in crisp, bright white uniforms with blue and gold accents carry out various ship duties and assist passengers with energetic, smiling expressions of helpful enthusiasm. The sound of people talking in small groups plays all around every brass-railed corner as people indulge in ship amenities. A fruity cocktail of over-oxygenated air keeps a tropical sensation hanging about, boosting the sense to enhance every experience.<br> | |||
All manner of entertainment is found throughout the many decks and halls of the ship: fancy restaurants, retail shops from fund and touristy to elegant and expensive, casinos where passengers can gamble themselves into galactic levels of debt, game rooms for kids and separate rooms for adults to play in, zero gravity viewing environments for the true space immersion, delightful pools and tranquil spas, throwback shuffleboard courts and gravity bending climbing walls, winding and twisting exercise tracks and competitive fitness stations, bars of all stripe from wild and entertaining to close and intimate, elegant ballrooms and more traditional clubs for a younger generation.<br> | |||
Constraints/rules: Zero gravity environment. "Without the Microgravity Operations Skill, a character in such environments cannot use dice from any Physical Ability. Each dot in this Skill allows your character to use a dot in his other physical Abilities. Let’s say that the guy | |||
mentioned above has four dots in Martial Arts; he could use one of them at Microgravity 1, two at Microgravity 2, and so on. Without such training, a person bounces and floats with very little control of personal physics." (Book of Secrets p. 27) | |||
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<br/><center> <span class=quote>“There are no wrong roads to anywhere.”</span></center><br> | |||
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<br><center><span class=title>Equipment and Features</span></center> | |||
<div class=insetA>[[Image:PT1.jpg|250px|center|middle]]</div><span class=light style="font-size:14pt;">Headsets:</span> Light and thin, the Phantom Tollbooth VR headsets are not the bulky unwieldy headsets of today, but the thin future tech of tomorrow. Soft flexible material provides a form fitting seal around facial feature to maximize immersion and block out external light. The front thickness of the headset measures just under and inch and weighs only 5 ounces in total. The elastic band can be adjusted to personal taste to eliminate slippage and headset movement depending on activity. All inputs and connections work wirelessly to give a full freedom of movement.<br><br> | |||
<div class=insetA>[[Image:PT2.jpg|250px|center|middle]]</div><span class=light style="font-size:14pt;">Gloves:</span> Rather than handheld controllers, the Phantom Tollbooth uses gloves as the primary input and controlling method. These resemble traditional gloves, built with fabric to fit the hands, and are filled with sensors that provide feedback or stimulus to the hands. The gloves use microfluidic technology that lets the user feel weight, movement, texture and shape of virtual objects, which gives an amazingly sensation of reality to the objects that touch the skin. The gloves can be used separately from the haptic feedback suit while still retaining all virtual sensations limited to the hands for quick and easy access to the Digital Web.<br><br> | |||
<div class=insetA>[[Image:PT3.jpg|250px|center|middle]]</div><span class=light style="font-size:14pt;">Haptic feedback suits:</span> A number of general use suits have been designed with a multitude of sensors and diodes to both receive and give stimulus ranging from a steady pulse of pressure to light electrical shocks. It include full-body motion capture and comes with 268 haptic points capable of simulating a wide variety of physical sensations, like feeling the touch of other players in a social situation, feeling the pulse-pounding music of a concert, mimicking the feel of raindrops hitting your body or feeling the impacts of shots of punches in a warzone.<br> | |||
Any user that requests one can have a custom tailed suit in the color and style of their choosing at no cost to them. There is no extra benefit to a custom suit besides IC comfort and style.<br><br> | |||
<div class=insetA>[[Image:PT4.jpg|250px|center|middle]]</div><span class=light style="font-size:14pt;">Loading Room:</span> The initial sight upon turning on the VR headset is an infinite white room containing with two vintage, weathered, red leather chairs and a small an antique television set. The loading room is a replica of the loading room from The Matrix. There, a user can choose their icon from a default list of over 2000 or create their own icon, as well as spawning any items they have access to. Menus or address bars can be opened from there to access other areas of the Digital Web or hot links are available to go directly into one of the Phantom Tollbooth Warzones. | |||
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<br/><center> <span class=quote>“But someday you’ll reach them all, for what you learn today, for no reason at all, will help you discover all the wonderful secrets of tomorrow.”</span></center><br> | |||
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== Access == | == Access == | ||
Sensory: VR gear; +1 to all difficulties; Intelligence = Strength, Wits = Dexterity; no physical presence in Web. No magick necessary.<br> | Sensory: VR gear; +1 to all difficulties; Intelligence = Strength, Wits = Dexterity; no physical presence in Web. No magick necessary.<br> | ||
Astral: VR gear; Correspondence 2; Intelligence + Computer, difficulty 7, three successes minimum; Intelligence = Strength, Wits = Dexterity; astral presence in Web. Coincidental magick.<br> | Astral: VR gear; Correspondence 2; Intelligence + Computer, difficulty 7, three successes minimum; Intelligence = Strength, Wits = Dexterity; astral presence in Web. Coincidental magick.<br> | ||
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.<br> | 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.<br> | ||
== Icons == | == Icons == | ||
Basic Creation: Intelligence + Computer, difficulty 5. Three successes minimum.<br> | Basic Creation: Intelligence + Computer, difficulty 5. Three successes minimum.<br> | ||
Changing Icons: Manipulation + Computer, difficulty 5.<br> | Changing Icons: Manipulation + Computer, difficulty 5.<br> | ||
Appearance or Intimidation: One dot added per success.<br> | Appearance or Intimidation: One dot added per success.<br> | ||
== Travel == | == 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).<br> | 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).<br> | ||
Popping: Correspondence 3, difficulty 6 in familiar territory, 8 between sectors, + 2 difficulty in unfamiliar areas.<br> | Popping: Correspondence 3, difficulty 6 in familiar territory, 8 between sectors, + 2 difficulty in unfamiliar areas.<br> | ||
Hacking Restricted Sectors: Wits + Computer Hacking, difficulty 7 to 10; 10 to 20 successes.<br> | Hacking Restricted Sectors: Wits + Computer Hacking, difficulty 7 to 10; 10 to 20 successes.<br> | ||
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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.<br> | 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.<br> | ||
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 | 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…<br> | ||
=== Restricted Sectors <sub>(DW2 | === Warzones <sub>(DW2 p?)</sub>=== | ||
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.<br> | |||
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.<br> | |||
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.<br> | |||
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.<br> | |||
=== Restricted Sectors <sub>(DW2 p101)</sub> === | |||
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.<br> | 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.<br> | ||
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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).<br> | 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).<br> | ||
=== Corrupted Web <sub>(DW2 | === Corrupted Web <sub>(DW2 p101)</sub> === | ||
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.<br> | 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.<br> | ||
=== Haunted Web <sub>(M20 p108)</sub> === | === Haunted Web <sub>(M20 p108)</sub> === | ||
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. | 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.<br> | ||
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.<br> | 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.<br> | ||
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.<br> | 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.<br> | ||
=== Junklands <sub>(DW2 | === Junklands <sub>(DW2 p101)</sub> === | ||
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.)<br> | 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.)<br> | ||
=== Haunts <sub>(DW2 | === Haunts <sub>(DW2 p101)</sub> === | ||
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.)<br> | 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.)<br> | ||
=== Trash Sector <sub>(DW2 | === Trash Sector <sub>(DW2 p101)</sub> === | ||
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.<br> | 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.<br> | ||
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Latest revision as of 19:18, 10 April 2022