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Software (Computer)

Buying Software

SOFTWARE EFFECTS The effects of a program can be almost any-thing. The following list attempts to be as broad as possible, but is by no means exhaustive. For software effects that don’t fit into any of the listed effects, use this list as a general guide to estimate the characteristics for a soft-ware effect. Each Software Effect is listed with the following characteristics:

Craft DC Modifier: Some effects are harder to produce than others, and this can result in an additional modifier to the pro-gram’s Craft DC. If such a modifier is applicable to a specific software effect, it will be listed here.

Memory Cost: Software takes up memory to store and use. The more complex the program, the memory space it uses. The number of available memory “slots” each effect fills is listed here.

Saving Throw: Some software effects that target other systems, users, or Grid objects can be resisted. Not all software effects have a saving throw as an option. The DC to resist the software effect is determined by the effect’s Effect Complexity (DC = 15 + Effect Complexity).

Benefits: This is where the game rules for the effect are described.

Special: Any special circumstances or restrictions regarding the use of this software effect are described here.

ASSIST PROGRAMS (PL 5) Among the oldest and simplest kinds of soft-ware, assist programs aid a user in making specific kinds of skill checks.

Craft DC Modifier: None

Memory Cost: +1 or +2, 1 block; +3 or +4, 2 blocks; +5, 3 blocks

Saving Throw: None.

Benefit: As long as her shadow is running the assist program or she is able to refer to it in a display of some sort, the user gains an equipment bonus equal to the program’s Complexity to any skill checks involving one specific skill. The skill is selected when the program is written, and cannot be higher than one-half the number of ranks that the writer has in the chosen skill.

Special: None.

AUTOMATION SOFTWARE (PL 5)

Automation software is utility software that enables a system or shadow to perform a task without direct intervention on the part of a user.

Craft DC Modifier: +5.

Memory Cost: 1 +one-half Complexity.

Saving Throw: None.

Benefit: Automation software can be crafted to serve a wide variety of purposes. It is most commonly used to give a computer the ability to control networked systems like doors, alarms, dedicated computers, and so on. It can also be used to set triggers for other software, including programs in the active memory of a shadow. A crafter can’t create an automation program for a task that he could not perform; if the task requires a skill or a feat, he must meet that requirement in order to write the program.

The Complexity of the program is based on the complexity of the task to be per-formed, as shown on the Automation Soft-ware table. Automation programs are an exception to the limit of 5 Complexity points for a single effect. Certain very complex tasks may end up requiring software with a complexity of 6 or more.

CONSTRUCT SOFTWARE

Construct programs allow the user to create either objects or agents. These are single use programs that are deleted from active memory once used, though the object created usually persists until dissipated or destroyed (see The Grid).

In order to use any construct program within a domain of which she is not the administrator, the user must first overcome the permissions DC of that domain. Activating construct software is an attack action that provokes an attack of opportunity.

Craft DC Modifier: Object, +0; Agent, +5.

Memory Cost: Object, 4; Agent, 1.

Saving Throw: Agents, none; Firewalls, none; Obstacles, none or Ref negates; Items, none.

Benefit: Create either an object or an agent, below.

Special: None.

Agent (PL 6): Agents are useful programs that can fulfill any number of functions for their user. Usually, agents are simply data search and retrieval programs that move independently throughout a domain, or even throughout the Grid itself to obtain the data requested by their user. Agents may look like almost anything the user desires, but generally have little or no artificial intelligence or personality of their own, though some users do spend the time and resources to craft more lifelike models.

Agents differ from shadows in that the user does not have to invest part of her own mind into them and risks no harm if they run into trouble.

Statistics for a typical agents are given below, with options for creating more ad-vanced agents included. The typical agent can’t take any actions that require it to over-come a domain’s portal or permissions DC’s and has no memory blocks in which to store programs.

Once created, agent software can’t be modified or upgraded. To make an agent with different characteristics, a user must write and create a new program.

Agent statistics:

Complexity: 1+.

Challenge Rating: An ordinary agent cannot make attacks or deal damage, hence, it has no CR. Agents with installed attack soft-ware gain a CR equal to one-half their Hit Dice plus the complexity of the installed weapon software.

HD/hp: An agent’s Hit Dice equals one-half of their creator’s Hit Dice or character lev-el (minimum 1). An agent uses d4 for hit points, and gains a number of additional hit points equal to its creator’s ranks in Computer Use. Furthermore, agents always have maxi-mum hit points per HD.

Massive Damage Threshold: An agents has a massive damage threshold equal to its creator’s Intelligence score. If an agent takes damage from a single attack greater than its massive damage threshold, it must make a Fortitude save (DC 20) or be destroyed. A de-stroyed agent is completely destroyed and must be rewritten from scratch.

Initiative: Agents use their creator’s In-telligence bonus for their initiative bonus.

Speed: Agents typically have a speed of 30. Movement software may be installed to increase their speed. Such programs must be written or purchased separately, but adds its complexity to the complexity of the agent, adds a number equal to its complexity to the agent’s Craft DC, and add their memory cost to the agent’s memory cost

Defense: An agent’s Defense is equal to 10 + its creator’s Int modifier. A flat-footed agent loses its creator’s Int bonus to Defense.

Agents may be created with installed defensive software to increase their Defense. Such programs must be written or purchased separately, but add their complexity to the complexity of the agent, add a number equal to their complexity to the agent’s Craft DC, and add their memory cost to the agent’s memory cost.

Base Attack Bonus/Attacks: The typical agent has no attacks and cannot deal dam-age. Agents with installed weapon software have a base attack bonus equal to one-half of their creator’s ranks in Computer Use.

Weapon software and other combat programs (such as Bullseye or Megastrike) may be installed in an agent. Such programs must be written or purchased separately, but add their complexity to the complexity of the agent, add a number equal to their complexi-ty to the agent’s Craft DC, and add their memory cost to the agent’s memory cost.

Saves: An agent has no good saves. It uses its creators Intelligence bonus instead of Constitution, Dexterity, and Wisdom bonuses for all saves.

Skills: An agent has 10 skill points. Its creator must spend its skill points at the time the program is written, and they cannot be changed after the software is completed. An agent can have as many ranks in a particular skill as its creator. Unlike shadows, agents make skill checks normally, instead of using Computer Use in place of other skills.

Additional skill points can be coded into an agent. For each 5 additional skill points, the agent’s Craft DC increases by +2, and its memory cost increases by +1.

Other: Agents are typically created to serve a single purpose. They have no free will and take no actions without orders from their creator. Such orders must be relatively simple and concrete. Common uses for agents in-clude tracking down the location of a particu-lar domain or file, guarding a domain, shad-ow, or file, and other tasks that one might ex-pect of a well trained pet in the real world.

Object : Objects are relatively simple pro-grams to make but tend to use quite a bit of memory. They are immobile, independent features that a user can place within domains.

The most common kind of object is a Firewall, usually placed to protect one’s home domain from intrusion. Other objects include Obstacles and Items.

Firewalls (PL 5) allow a user to erect a barrier to block certain other kinds of soft-ware. When activated, a barrier springs into place as a semi-transparent wall that can be placed over a door or from one wall to anoth-er in a room within a domain. When a fire-wall program is written, its creator selects a specific type of software to block from the fol-lowing list: agents, automation software, de-fensive programs,, malware, movement pro-grams, object software, special ability pro-grams, tracers, utility programs, or weapons. The firewall blocks the specified kind of pro-gram from passing through it. Any shadow can pass through the firewall, but programs installed in its available memory that are blocked by the firewall must either remain on the other side of the firewall or be deleted. Multiple firewalls can be erected in the same virtual space. A shadow can attempt to sneak a pro-gram past a firewall undetected; doing so re-quires a successful Computer Use check op-posed by the Computer Use check of the fire-wall’s creator, and the firewall’s creator gets a +5 bonus on the check. If the shadow fails the check, the programs is automatically de-leted. If the shadow fails the check by 5 or more, an administrator is alerted of the at-tempt.

Firewalls never block software carried in the active memory of shadows cast by au-thorized users. Obstacles are programs that a user can place in a specific location or attach to a nor-mal Grid object, portal, or file to impede move-ment or block access. Unlike most Grid ob-jects, obstacles can not be dissipated, but must be overcome via skill or force.

Barriers (PL 5) are simple obstacles that are used to block a portal or space, usually ap-pearing as opaque walls or fields of force. They are placed just like firewalls (see above), but they block shadows rather than software. There is no way to dissipate or sneak by a bar-rier; it must be destroyed by Grid weapons. Barriers have a hardness of 2 and 5 hit points per point of Complexity.

Traps (PL 6) are exactly what they sound like; they are placed in a location (such as in front of a portal) or on a portal or file and are triggered by whatever conditions the crea-tor sets (usually unauthorized access). Traps can be detected if searched for (Computer Use check DC = Complexity + 20), and can be disarmed (Computer Use check DC = Com-plexity + 20), but if either check is failed by 5 or more, the trap goes off and the system ad-ministrator is notified.

All traps allow a Reflex Save to negate. If a trap has multiple effects, the shadow makes a separate save against each effect.

The effects of the trap determine its Complexity. More than one effect can be set in a trap, each counting as a separate effect.

Ability Damage/Drain: Sometimes called Mindscrapers, programs that follow a trace back to a user’s gridcaster and damage his body are illegal almost everywhere. By bombarding the target with discordant imag-es, sounds, and sensations, mindscrapers do ability damage to either Intelligence or Consti-tution (software creator decides). Mindscrap-ers must be paired with a successful trace in order to do damage. Particularly advanced and complex mindscrapers can actually cause permanent ability drain.

Damage: This effect deals its damage to the shadow who tripped the trap when triggered.

Freeze: Paralyzes a target shadow for 2d6 rounds by trapping its interface software in a logic loop. The user can take no action with his shadow except to disconnect. Often paired with a notify.

Notify: This effect is not noticed by the shadow unless he makes a Computer Use check equal the Search/Disarm DC of the trap. It discreetly alerts the system administrator of the intruder and his location.

Snare: Snares immobilize the shadow who triggered them by bombarding its move-ment software with junk data and resource-consuming processes. Any shadow caught in a snare must free itself by making a successful Computer Use check against a DC of the trap’s Complexity +20. The check is a full round ac-tion that provokes attacks of opportunity.

Stun: Triggering the trap releases a tor-rent of junk data and meaningless queries that stun a shadow for 2d4 rounds. Often pared with a notify.

Trace: A trace is a subtle program that extracts information from a shadow to learn the Grid address of target’s point of origin computer, including the corresponding real world location from which the target connect-ed to the Grid. Like notify, traces have no obvi-ous effect and can only be noticed if the target makes a Computer Use check with a DC equal to the trap’s Search/Disarm DC. The trace takes 1d4 rounds to extract the infor-mation it needs to determine the target’s ad-dress, 3d4 rounds if the target has taken measures to obscure his location. If a target detects a trace, he can try to neutralize it by making a Computer Use check against the trap’s Search/Disarm DC. Making the check is a full round action that provokes attacks of opportunity. Disconnecting from the Grid or the site also blocks this kind of trace. Once the trace has determined the intruder’s location, the information is logged and sent to the us-er..

Finally, Items (PL 5) are simple con-structs that perform no function whatsoever. Inert and immobile, they are merely placed in a location to be seen by any shadow who happens by. These programs are usually used as calling cards by gridpilots. The item can look like almost anything, from graffiti to a business card to a black rose. The base Com-plexity for an item is 1. For an additional +1 Complexity each, the creator can endow it with any of these of these traits:

Animation: The item walks, rolls, crawls, flies, or otherwise moves around the room in which it is placed in a random pat-tern.

Audio: The item constantly loops through a small (1 to 10 seconds) audio file. The audio has no effect on shadows or do-mains in itself, though it may be annoying or threatening.

Scent: The item gives off a scent detect-ible by shadows in the room where it is locat-ed. The scent can be anything from pleasant to mildly offensive, but has no effect other than potentially being annoying. Video: The item displays a small (1 to 10 seconds) video file over and over again. This may be some kind of light show or similar display, or a video clip displayed in either holo or screen format. Items can be dissipated with a success-ful Computer Use check against their Com-plexity + 20.

DEFENSIVE SOFTWARE (PL 6)

These are programs designed to increase a shadow’s Defense.

Craft DC Modifier: None.

Memory Cost: = Complexity.

Saving Throw: None.

Benefit: The creator chooses one type of Defense bonus to impart when designing the software: armor (equipment), deflection, or shield. Each works exactly like its real world counterpart except that there are armor or shield penalties to movement, max Dex bo-nus, or skill checks. The Complexity and size of the program determines its effect:

Special: None.

ENTERTAINMENT SOFTWARE

One of the driving forces in the evolution of computing from its earliest days, games re-main hugely important culturally and finan-cially. Entertainment software has no game effect in itself, is great fun at parties, can grant bragging rights, and can occasionally be sold for some real creds. To create a really good (and therefore profitable) game, one or more creators should collaborate with each other to marry the Craft (software) skill with Craft (visual arts), Craft (writing) and perhaps more.

Naturally, the higher the Complexity of a game, the more elaborate and impressive it is, at least from a programming point of view.

MALWARE

Malware is software designed to target and infect a computer’s or shadow’s program-ming. There are many ways to deliver mal-ware and many possible effects. Aptly named, malware programs are the diseases and poi-sons of the Grid.

Craft DC Modifier: +5.

Memory Cost One-half Complexity

Saving Throw: For shadows, Fort ne-gates; for Computers, none.

Benefit: The program crafter chooses a type of malware, a delivery vector, and the Complexity of the malware from lists below. When a piece of malware software is success-fully created, the crafter keeps track of her suc-cessful Craft (software) check, which will be used in opposed rolls to infect targets and to resist detection and eradication of the pro-gram. Once these characteristics are set, they cannot be changed. Malware programs are one-use programs, erased from active memory as soon as they are launched. When a computer is exposed to mal-ware, the crafter’s Craft (software) check is op-posed by the computer’s Portal DC, or the per-missions DC of the particular room or file be-ing targeted. If the malware crafter’s check is higher, the target is infected and the malware takes effect. If the computer’s security DC is higher, the malware is eradicated.

A shadow exposed to malware makes a Will save with a DC equal to 15 + the Com-plexity of the malware. A successful save ne-gates the effect and the malware is eradicat-ed.

Once malware has a hold on a shadow or system, it is very difficult to track down and eradicate. Finding malware requires a 5d20 minute Computer Use check against the mal-ware creator’s Craft (software) check, and eradicating it requires another such check. Malware programs are nearly always illegal.

Special: The following options may be added to a piece of malware. They are consid-ered additional effects, so do not count against the limit of 5 Complexity points.

The Will save DC of a malware program can be increased by 1 for each additional Complexity point spent. The detection DC of a piece of malware can be increased by 1 for each additional Complexity point spent. The eradication DC of a piece of malware can be increased by 1 for each addition-al Complexity point spent. Malware that inflicts hit points of dam-age (on the Grid or in the physical world) can do +1 damage on each die for 2 Complexity and +1 Memory Cost.

Malware Types: Malware comes in many forms. The following list is by no means ex-haustive.

Leper Viruses (PL 5) infect system regis-tries and change the pathways and locations of files and resources. Once a file is moved by a Leper Virus, it is almost impossible to find, requiring a 1d4 hour Computer Use check with a DC equal to 20 + the virus creator’s to-tal Craft (software) skill bonus + the Complexi-ty of the virus. Hidden files are unusable, but still take up space in memory. The Complexity of the virus also determines the number of files affected: Complexity 1, 1 program; Com-plexity 2, 1d2 programs; Complexity 3, 1d3 programs; Complexity 4, 1d4 programs; Com-plexity 5, 1d6 programs.

Leper viruses are contagious. They in-fect devices and storage media physically con-nected to the host system. This includes 3D and X3D crystals, gridcasters (and thus, shad-ows), and any other device that transfers data of any sort to or from the host system via a physical connection.

Logic Bombs (PL 6) are set to activate under specific circumstances, defined by the malware creator. The circumstances can be quite complex and specific. Once activated, a Logic Bomb inflicts 1d6 damage per Complexi-ty point to an infected shadow, or corrupts (see sidebar) 1 program per Complexity point in an infected computer (randomly selected or GM’s choice). Logic bombs are easily custom-ized to have other effects, instead of the ones listed here.

Macro Viruses (PL 5) are scripts that take advantage of a user’s own programs to cripple his computer and/or shadow. They are hidden in a file of some sort (usually a docu-ment or data file) and activated when the tar-get uses software to open the file. The Macro Virus then uses that program to generate copies of itself and to infest all documents and data files in the target. This slows the tar-get system and puts a drain on its resources,.

When infecting a computer, the Macro Virus inflicts a –1 penalty per Complexity point to all Computer Use checks made using that computer.

When infecting a shadow, the virus has the following effects based on its Com-plexity, cumulatively: Complexity 1: The shadow’s movement rate is reduced by 10 (minimum 1) and its ini-tiative and attack rolls take a –1 penalty.

Complexity 2: The shadow’s Defense and Reflex saves take a -1 penalty, and the shadow cannot run.

Complexity 3: The shadow’s movement speed is reduced by another 10 (minimum 1), and its initiative rolls, Reflex saves, and De-fense are all penalized by another 2.

Complexity 4: The shadow’s attack rolls, initiative rolls, Reflex saves, all take an additional –1 penalty, and the shadow’s reac-tions are slowed so much that it can’t make attacks of opportunity.

Complexity 5: The shadow may only perform one move or standard action per round, not one of each, and no more free ac-tions than its users’ intelligence bonus..

Macro viruses are contagious. They in-fect every document and data file in the host system, and can be spread to any system or shadow that receives documents or data from the infected shadow or computer.

Surge (PL 7) software is a dreaded form of malware that physically damages a target computer or Gridpilot, using the electri-cal impulses in the target’s hardware (or wetware, as the case may be) to inflict 1d4 points of electricity damage per Complexity point. Unlike most malware, Surges don’t stick around after they do their damage. They have an instant effect and are gone.

Trojans (PL 5) are malware hidden in-side a seemingly benign program, often a game or utility program. Once activated, the Trojan invades the host system and reports back to its user. The degree of control the Tro-jan gains over the target and the amount of information it reports back to its user depends upon its Complexity.

These effects are cumula-tive:

Complexity 1: The simplest Trojans are little better than Tracers; they report the Grid address and point of connection of an infect-ed computer or shadow and update this in-formation constantly.

Complexity 2: As Trojans grow more complex, they allow their users to learn more about their hosts. The user gains a +2 insight bonus to any Computer Use checks made to overcome portal or permissions DC’s of an in-fected computer, or a +2 insight bonus attack and damage rolls against an infected shadow.

Complexity 3: The Trojan transmits logs of all activities of the host computer or shad-ow to its user, granting her still greater in-sight. Aside from any information that the us-er may learn by reviewing the logs, this inti-mate knowledge increases the insight bonus-es granted at Complexity 2 by +1. The user also gains a back door into an infected com-puter (allowing her to bypass the Portal DC completely), or, in the case of an infected shadow, the malware user gains a +2 insight bonus to its Defense and Saving Throws against the shadow.

Complexity 4: The Trojan grants its user even more detailed data and insight into the host and the software it runs. In an infected computer, this grants the user a +2 bonus to all Computer Use checks made while casting his shadow in the host computer. In an infect-ed shadow, the Trojan doubles the threat range of any attacks the user’s shadow makes against the target shadow in combat, and inflicts a –2 penalty on saves that the infected shadow makes against the user’s software.

Complexity 5: The most advanced Tro-jans allow their users to exercise devastating control over their hosts. All accumulated bo-nuses to the user from the previous Complexi-ty levels are doubled, as are the saving throw penalties to an infected shadow.

Worms (PL 6) are a particularly insidi-ous form of virus that infect not only the tar-get computer or shadow, but every computer with which it is networked or connected, Up-on infection, the worm begins reproducing itself, corrupting programs (see sidebar) in the host computer or shadow. Then, without any need for action on the part of the computer’s user, they actively seek out every other com-puter with which the host is networked, in-fecting them as well. Any shadow that uses the infected computer is exposed to the virus, as are any computer with which an infected shadow connects to the grid. Furthermore, any program written on, stored in, or modi-fied by a host is exposed, as is any shadow or computer that interacts with or receives in-fected programs. The Complexity of the virus determines the number of files affected: Com-plexity 1, 1 program; Complexity 2, 1d2 pro-grams; Complexity 3, 1d3 programs; Complex-ity 4, 1d4 programs; Complexity 5, 1d6 pro-grams. Malware Delivery Vectors: There are three ways to launch a malware program against a target system or shadow:

Contact malware requires the user to attach a malware program to the targeted system or shadow, usually requiring a touch attack roll in shadow combat.

Interaction malware requires that the target “pick it up”. That is, targets are exposed to interaction malware by interacting with a file or grid object that is a carrier or host for the malware. The malware designer initially hides the malware in a file or other Grid ob-ject.

Proximity malware is placed in a Grid “room” and that room (and the computer that generates it) become infected and any shad-ow that enters the room is exposed. At the malware designer’s option, the room and its generating system may only be carriers, not affected by the malware themselves, but ex-posing any shadow enters the room.

MOVEMENT SOFTWARE

Movement software grants a shadow an in-crease in speed or a new type of movement ability. Craft DC Modifier: None. Memory Cost: = Complexity Saving Throw: None. Benefit: The creator of the software can program one of the effects below. Special: None. Speed Bonus (PL 6): For each point of com-plexity, the shadow’s movement speed with one movement type increases by 5 feet. Flight (PL 7): The shadow gains the ability to fly, with a movement speed of 10 per Com-plexity point with average maneuverability. For +1 Complexity, maneuverability can be improved by one step, from average to good, then from good to perfect. Note that due to the vagaries of Grid architecture this ability could be very useful or completely useless in a particular node or room. Teleport (PL 6): The shadow gains the ability to instantly teleport to predetermined Grid lo-cations. The target location must be familiar to the user and must be either a public site or one that the user is authorized to access. This does not give the shadow the abil-ity to hop from one stellar grid to another without the use of drivesats and the normal transmission time. It does, however, give the shadow a ready escape hatch in case of a run gone bad, and completely befuddles most trace attempts. Teleport is always a Complexity 5 pro-gram. SPECIAL ABILITY PROGRAMS (PL 6+) Software can be written to emulate almost any special quality or trait found in the physi-cal universe. To list them all here would be im-possible. The GM and software crafter should work together to determine the Complexity, Craft DC Modifier, and Memory Cost of pro-grams using the software types described here as a guide. In general, no single effect should have a Complexity of less than 1 or greater than 5. Any ability that the GM feels should have a higher complexity should probably be beyond the current PL. Likewise, no effect should have a Memory Cost of less than 1, but there is no theoretical maximum to the size a program could attain (though finding a computer pow-erful enough to run it could become a prob-lem). Keeping in mind all of the bonuses higher level character can accrue to their Computer Use checks, and the fact that can generally take 20 when designing a program, the GM should not be shy about piling on the Craft DC Modifiers for truly powerful software. TRACES (PL 5) A trace is a complex program that extracts in-formation from a shadow to learn the Grid address of target’s point-of-origin computer, including the corresponding real world loca-tion from which the target connected to the Grid. Craft DC Modifier: +5 Memory Cost: = Complexity. Saving Throw: Touch and Ranged, None; Remote, Will Negates. Benefit: The user can trace a shadow. The delivery of the trace depends upon the complexity of the software. Complexity 2 trac-es require a touch attack roll, Complexity 3 re-quire a ranged touch attack roll, and Complex-ity 5 traces may be delivered remotely, with no attack roll (but the target gets a Will Save) against any target in the same area or virtual “room” as the user, as long as the user has line of sight to the target. The trace takes 1d4 rounds to extract the information it needs to determine the tar-get’s address, 3d4 rounds if the target has tak-en measures to obscure his location or if he moves away from the node before the trace is complete. If a target is aware of a trace, he can try to neutralize it by making a Computer Use check against the 20 + the program’s Complexity. Making the check is a full round action that provokes attacks of opportunity. Disconnecting from the Grid or the site also blocks the trace. Once the trace has deter-mined the intruder’s location, the information is logged and sent to the user. Special: Shadows who have been “hit” with a trace in shadow combat are automati-cally aware if it, but shadows tagged by a re-mote trace must make a Computer Use check (DC= 20 + Complexity) to notice the trace. UTILITY PROGRAMS Utility programs are designed to improve the basic functions of a shadow or computer. They can have a wide variety of effects. Craft DC Modifier: None. Memory Cost: = Complexity. Saving Throw: None. Benefit: The list below includes the most common types of utility software, but is by no means exhaustive. Special: Utility programs are generally set to perform their functions without any guidance from a user. A utility program in ac-tive memory may be set to run constantly, to run in specific circumstances, or to run on a set schedule. Alarm (PL 5): Alarm software alerts the system administrator to intruder activity. The com-plexity of the program reduces the detection range of the node in which it is run. The de-tection range is the number (usually around 5) by which by an intruder must fail a Com-puter Use DC for a notification to be sent to the administrator. Thus, Complexity 3 alarm software notifies an administrator of an intrud-er if she fails a Computer use Check by 2 or more, and Complexity 5 alarm software noti-fies an administrator even if an intruder makes the check exactly. Antivirus: (PL 5) Antivirus software finds and destroys malware. It adds its Complexity to a shadow’s save to resist malware, or to the Por-tal or Permissions DC of a computer when op-posed by the malware crafter’s Craft (software) check. Antivirus software also adds it Complexity to any Computer Use checks made to eradicate malware in the computer or shadow that runs it. Datadoc (PL 6): Datadoc programs repair damaged or corrupted software and files. Un-like many types of utility programs, a datadoc must be activated by a user to take effect (full-round action). The Complexity of the datadoc determines how quickly it works, as shown on the Datadoc Programs table. Data Storage (PL 5): Data storage software allows a shadow to download and carry files. This is not the same as the download capacity that any Grid-capable computer has built-in, as there is no direct link between the system housing the data and the shadow’s point-of-origin computer. Downloaded files are automatically compressed, a process requiring 1 round per Complexity point of the program. The com-pression process reduces the memory cost of files to a fraction of their base. Unlike normal files, compressed files occupy unrounded frac-tions of memory slots. Thus, two compressed files might have memory costs of 0.5 each, and both share the same slot of active memory. Encryption (PL 5): Encryption software allows the user to encode data files so that an unau-thorized user gets nothing but a jumble of let-ters and numbers when accessing it. The Complexity of the encryption program deter-mines the DC of any attempt to decrypt the data. GridLog (PL 6): A GridLog in active memory makes an accurate record of a gridpilot’s run through the datastream. It can be used as sim-ple vicarious entertainment, or as a tool to review a successful or unsuccessful run. The Complexity of the program determines the quality and accuracy of the record. Complexity 1: A simple text record of all locations visited, all programs run, and all ac-tions taken. Search checks can be made to glean specific information from the record, but at a –4 penalty. Complexity 2: An audio-video record in 2D, including all the information in the Com-plexity 1 version. Search checks take only a –2 penalty, and Spot and Listen checks are possi-ble, also at a –2 penalty. Complexity 3: A holographic record with hi-quality, multi-directional sound. In-cludes all of the information in previous ver-sions and allows Search, Spot, and Listen checks with no penalty. Complexity 4: Adds olfactory, tactile, and thermal stimuli to previous versions. Al-lows Search, Spot, and Listen checks at +2. Complexity 5: Increased quality of all sensory data and an added machine lan-guage data channel allow not only Search, Spot, and Listen checks at a +3 bonus, but a Computer Use check (DC 30) to gain a +2 in-sight bonus to any single check or roll at-tempted during the logged run when at-tempted again in another run. Translator (PL 6): Translator software takes one language and translates it to another. The designer must understand both languages in order to write the program. A Complexity 1 translator can translate text between two languages. A Complexity 2 translator translates both text and spoken words, though the Gamemaster may require occasional Sense Motive checks from those involved in a translated conversation if partic-ularly complex or abstract matters are dis-cussed. A Complexity 3 version allows com-plete understanding.

Additional languages may be added to the translator program for +1 Complexity each.

WEAPON SOFTWARE

Weapon programs are designed for shadow combat on the Grid. Without weapon soft-ware, a user’s shadow can’t do damage to an-other shadow. Grid weapons can take any form, but are grouped into three broad cate-gories: melee, ranged, and area. There are no damage types in shadow combat, so a virtual sword, mace, and energy blade all do the same kind of damage. Furthermore, the weapon’s size and configuration have no bearing on its effect in shadow combat.

Although effective against shadows, weapon software generally has no effect on virtual objects. Exceptions to this rule do exist, however. Programmers and Grid architects sometimes create objects that are susceptible to weapon software or domains in which weapon software can damage any object as a weapon might in the real world, either for the sake of realism or for some artistic purpose.

Weapons software operates just like handheld weapons in the real world, and may be disarmed, dropped, or picked up by other shadows. Activating a weapon program is a move action that does not provoke an attack of opportunity.

Craft DC Modifier: Melee, +0; Ranged, +5; Area, +0.

Memory Cost: Melee (#of slots = Com-plexity); Ranged, (# of slots = Complexity X2); Area, (# of slots = Complexity X1.5).

Saving Throw: Melee, none; Ranged, none; Area, Ref 1/2.

Benefit: Choose one type of weapon, below.

Special: The following options do not increase the base complexity of the weapon, but do increase the final Craft DC and Memory Cost of the program:

Extending a melee weapon program’s reach to 10 feet increases the program’s Craft DC by 10 and costs an additional memory slot.

Extending a ranged weapon program’s range increment by 10 feet increases the Craft DC by 5. Increasing a melee or ranged weapon program’s threat range or its critical multiplier by 1 increases the Craft DC by 5 and the memory space by 1.

Creating an area weapon program with an extra use increases it Craft DC by 5. Increasing its burst radius by 5 feet increases the DC by 5 and costs an additional memory slot.

Melee Weapons (PL 6): Melee weapon soft-ware can take the form of any handheld weapon. The simplest weapon software to program, melee weapon software takes less time to create and takes up less available memory than ranged or area weapons.

The damage a melee weapon program inflicts is based on its complexity, as shown on the Melee Weapon Damage table.

All Grid melee weapons have a 5 foot reach and do not provoke attacks of oppor-tunity. They have a threat range of 20 and a critical multiplier of X2.

Ranged Weapons (PL 6): Ranged weapon software can take the form of any kind of pro-jectile, beam, or thrown weapon. It delivers damage out at a distance and is more difficult to Craft and store than ranged weapon pro-grams.

The damage a ranged weapon pro-gram inflicts is based on its complexity, as shown on the Ranged Weapon Damage ta-ble.

All ranged Grid weapons have a maxi-mum range of 300 feat and a range incre-ment of 30. Using ranged weapons provokes attacks of opportunity. They have a threat range of 20 and a critical multiplier of X2.

Area-Effect Weapons (PL 7): Area-effect weap-on software can take the form of any grenade, explosive, or other special effect that targets an area instead of a specific shadow. These weapons follow all of the normal rules for thrown explosives with a burst radius of 10 feet, as described in Chapter 10: Combat. Area-effect weapon programs are fairly easy to write, but consume a sizeable block of availa-ble memory. In addition, all area weapons are single use programs that are deleted from ac-tive memory when spent, requiring them to be reloaded to be used again.

The damage an area-effect weapon program inflicts is based on its complexity, as shown on the Area Weapon Damage table.

SOFTWARE FLAWS

The following limitations and defects are the result of taking shortcuts when crafting soft-ware. While they do make the software less effective and useful, they also cut down the Complexity and thus the Crafting time, as well. No program can ever be reduced below Com-plexity 1, and the Memory Cost of programs is not reduced by flaws. Unlike corrupted programs, flawed software can’t be repaired.

BUGGY CODE

Buggy code is riddled with bad references and other errors, making it prone to cata-strophic malfunctions. See the sidebar on page 716 for details.

Craft DC Modifier: -1

EPHEMERAL CODE

Ephemeral code is extremely unstable and does not bear up under the strain of use. It is destroyed and removed from memory after one use (for active programs) or session (for passive programs). This flaw cannot be ap-plied to programs that already have limited uses or duration.

Craft DC Modifier: -2

SLOPPY CODE

Sloppy software contains redundant and un-necessary code, increasing its Memory Cost by +1. This flaw may be applied a program more than once.

Craft DC Modifier: -1

UNSTABLE CODE

Unstable code contains errors that make it write back over itself and become corrupted. See the sidebar on page 716 for details.

Craft DC Modifier: -2.

WEAK CODE

“Weak” code is poorly designed in some inte-gral way, reducing its general effectiveness. If the program allows a saving throw, the save DC is reduced by 2. If it uses opposed checks of any sort to take effect or to resist detection or negation, those checks take a –2 penalty. If the program uses more than one of these rolls, any or all of them may be effected by this flaw, with each penalty cumulatively reducing the Craft DC.

Craft DC Modifier: -1

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