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objects

Objects

Every object and creature on the Grid is some kind of software. Buildings and rooms are simply graphical interpretations of a file structure program, avatars are merely collections of processes belonging to a single user, and even agents, viruses, and other autonomous “creatures” on the gridscape are just carefully crafted pieces of artificial intelligence serving preprogrammed purposes.

The Grid uses simple actions of the avatar to execute complex commands. Thus, not only is everything software, but every action is a symbol. When a shadow walks through a door, it is actually following an electronic pathway to another part of the system. Shadow combat is represented in easily understandable terms (punches, kicks, gunshots, and so forth) so that the user’s mind can grasp the action being represented without needing to know the details.

Inanimate Objects

Most Grid nodes feature visual representations of inanimate objects that shadows can manipulate. Such objects range from purely decorative items, such as artwork (images) or televisions (movie files) to functional items such as chairs and tables. Raw data (such as text information) is also considered an inanimate object and is most often represented as books, tablets, or scrolls in the virtual world.

To the computer, inanimate objects are the simplest of programs—they output visual and sometimes tactile data to a shadow but serve little to no purpose other than decoration or simple interaction. Such objects are easy to create and remove, and they take up very few system resources. Shadows can typically conjure up inanimate objects at will from a set data library, which contains files for most common household items as well as any custom items the avatar might have at hand.

Interactive Objects

Any object in a Grid node that can be acted upon and that reacts in some way other than simple movement is considered an interactive object. Such objects are complex programs that serve a purpose or function in the virtual world. Within the node, they typically appear as scientific calculators, typewriters, computers, paintbrushes, canvases, and other objects that can be interacted with in a variety of ways.

Most interactive objects are still simple programs by most standards. They can also be complex programs, although extremely complex programs are typically represented as nodes in their own right. Interactive objects usually take considerable time to program, although they may be stored in an avatar’s available memory for quick access.

Dissipating Objects Within a Domain

When a shadow encounters an inanimate or interactive object in a node, its user may choose to dissipate it. To do so, he must first gain control over the object by making an attack action and a Computer Use check against the Permissions DC of the domain. If the check succeeds, the object is deleted. Some objects, particularly those integral to the node’s functionality, may have higher-than-normal Permissions DCs at the GM’s discretion.

A dissipated object is effectively destroyed, and the Admin must reconstruct it to get it back. Barriers (including walls within a node) and portals are neither inanimate nor interactive objects, and they cannot be dissipated.

Objects installed in another shadow’s active memory cannot be dissipated.

Stealing Objects

Most objects in a domain are simple programs that can be picked up and taken (downloaded) if they can be accessed. As with any form of data, the more complex the object is the more slots of the shadow’s memory are required to store it.

Most objects in a domain are backed up and can be easily replaced, but particularly valuable or unusual items may be unique.

Objects installed in another shadow’s active memory can only by taken by disarming their owner, or by “mugging” the shadow.

A shadow which is paralyzed or otherwise helpless (unable to defend himself) can be mugged. The mugger uses an attack action (which provokes an attack of opportunity and is able to be interrupted) to make an attempt to down-load a single program or file from the target. The target makes a Will saving throw, which is the DC for the mugger’s Computer Use check.

If the mugger succeeds, she is able to review a list of the items in the target shadow’s memory and may select one program or file. Note that the download of data from a mugging victim requires the time and memory space as described in the Data and Storage and Access.

objects.txt · Last modified: 2021/12/04 00:39 (external edit)