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Mental Powers |
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LINE OF SIGHT |
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Doesn't Apply |
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CLASSES OF MIND |
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Computers & Humans |
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EFFECT ROLLS |
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Normal |
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RESISTANCE AND BREAKOUT |
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PERCEIVABILITY OF MENTAL POWERS |
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Basically the same; visible to other NET
users |
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COMPETING MENTAL POWERS |
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Normal |
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COMPLEMENTARY MENTAL POWERS |
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Normal |
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EGO ATTACK |
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Used to disrupt Computers or other Hackers
Systems |
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MENTAL ILLUSIONS |
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Used to manipulate Mindscape |
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MIND CONTROL |
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Used to control Computers |
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MIND LINK |
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Trusted Connection |
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MIND SCAN |
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Used to find Computers or other Hackers |
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TELEPATHY |
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Used to access data |
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MENTAL DEFENSE |
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Security features |
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TERMINAL |
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A Terminal has a trusted connection to the
NET enabling it to nearly instantly communicate
to any other Terminal or any Computer connected
to a Terminal worldwide. This is defined
as a Mind Link. In this case the NET is
considered to be a single entity. Additionally,
the Mind Link is defined as being able to
affect both Machine and Human Minds, representing
the ability of the NET to communicate neurally-parseable
data to human users connected to a Terminal.
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Trusted NET Connection: Mind Link,
Machine and Human Minds, Any Terminal On
The NET, Global (40 Active Points); OIF
Immobile (Terminal, -1 1/2); Real Cost:
16 Points |
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COMPUTER LINK TO MIND LINK |
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To connect to a Terminal requires the Computer
being connected, or in the case of a person
using a Brainjack or VR Goggles to connect
directly to the Terminal the user themselves,
to have a Computer Link at the 10 point
level. |
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Once connected to the Terminal via the Computer
Link a person can then benefit from the
Terminals trusted connection with the NET. |
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MINDSCAPE |
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The ability of the NET to provide content
that is tangible to any or all Human senses
is referred to collectively as "Mindscaping",
and discrete content is called a "Mindscape". |
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Mechanically Mindscape effects are modeled
via a special use of the Mental Illusion
Power. To provide a Mindscape to a user
both the content source and the Terminal
the user is connected to must have a Power
Construct built with the Mental Illusions
Power.
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The content provider, usually a NetNode
but sometimes a standalone piece of software,
has a Mental Illusions Power Construct that
defines what it is capable of projecting,
and the Terminal has a Mental Illusions
Power Construct (called a Neural Mindscape
Simulator, or NMS) that defines what it
is capable of displaying to the user.
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The effect level attainable by these constructs
determines the quality of the Mindscape,
and the quality cannot exceed the poorest
resolution of the two Mental Illusions.
Thus if a content provider offers a richly
detailed and fully immersive Mindscape (i.e.
a Mental Illusion with high dice of effect),
a user connected via a Terminal with a poor
quality NMS (i.e. a Mental Illusion with
low dice of effect) can only enjoy as much
of it as the Terminal supports.
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Conversely a user connected to the best
Terminal in the world accessing a content
provider with a poor quality Mindscape (i.e.
a Mental Illusion with low dice of effect)
would not have a better experience than
a user on a mediocre Terminal because the
Mindscape itself is lo quality. |
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NOTE: This is similar to playing
a CD. If you put a clean highly mastered
digital CD into the best sound system in
the world you'll get a great sound. If you
put the same CD in a crappy boom box you
get poor sound. Conversely if you put a
lo-fi analog to digital remastered CD with
poor mixing into the best sound system in
the world, it doesn't sound any better than
if you put the CD into the crappy boom box.
When considering content and media you always
get the lower quality of the two, whether
that be the content itself or the system
playing it. |
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NEURALLY
ENABLED CONTENT (NEC) |
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Neurally Enabled Content is any content
made available via the NET that is capable
of transmitting data that is parseable in
such a way that it stimulates the Human
brain with false sensory stimuli. In other
words, data that allows a user to participate
in a virtual reality. |
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Conceptually NEC is programmed content,
but mechanically it is represented with
the Mental Illusion Power. A Mindscape is
designed to impart a specific sort of experience
to a user, ranging from interactive games
to virtual locales, and other more esoteric
uses. However, once a person is participating
with a Mindscape technically speaking the
nature of the content could be changed on
the fly by a moderator or by design of the
providing software. Thus the following constructs
don't take a "Only for X Content"
Limitation; this also allows the build to
be used interchangeably which is convenient.
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The following examples represent typical
levels of Mindscape quality, but as this
technology is over four decades old and
produced world wide, there is a lot of room
for variation. |
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Basic Mindscape: Mental Illusions
6d6 (standard effect: 18 points) (Human
class of minds), Reduced Endurance (0 END;
+1/2), Continuous (Breakout Roll Does Not
Degrade) (+1) (75 Active Points); Brainjack
or VR Goggles Contact Required (Constant
Power requires contact throughout use; -1),
Only Available Via The NET (-1), Stops Working
If Provider Is Disrupted (-1/2); Real Cost:
21 Points |
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Improved Mindscape: Mental Illusions
10d6 (standard effect: 30 points) (Human
class of minds), Reduced Endurance (0 END;
+1/2), Continuous (Breakout Roll Does Not
Degrade) (+1) (125 Active Points); Brainjack
or VR Goggles Contact Required (Constant
Power requires contact throughout use; -1),
Only Available Via The NET (-1), Stops Working
If Provider Is Disrupted (-1/2); Real Cost:
36 Points |
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Immersive Mindscape: Mental Illusions
10d6 (standard effect: 30 points) (Human
class of minds), Reduced Endurance (0 END;
+1/2), Cumulative (up to 60 effect,
+1/2), Continuous (Breakout Roll Does Not
Degrade) (+1) (150 Active Points); Brainjack
or VR Goggles Contact Required (Constant
Power requires contact throughout use; -1),
Only Available Via The NET (-1), Stops Working
If Provider Is Disrupted (-1/2); Real Cost:
43 Points |
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The above Power Constructs provide for an
individual to experience a Mindscape, but
most Mindscapes are multi-user, allowing
multiple people to experience the same Mindscape
and also to interact individually, cooperatively,
and oppositionally within it. |
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For this to be possible, the content provider
must also include a Neural Relay Enabler
(NRE), which is represented as a Naked Power
Advantage applying Area of Effect (One Hex)
to the Mental Illusion Power, as illustrated
below.
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AoE (One Hex) is used because AoE is needed
to enable a shared Mental Illusion via the
rules, but since space is irrelevant within
the content of people connecting to a content
provider via the NET, there is no reason
to require AoE (Radius) or some other variety
of AoE more expensive than AoE (One Hex).
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NOTE: How many minds fit into a hex
is kind of the HERO equivalent of angels
and pin heads, so it is assumed an infinite
number of minds can fit into that "hex"
and benefit from the Mental Illusion. |
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Neural Relay Enabler (Basic): Area
Of Effect (up to One Hex; +1/2) for up to
75 Active Points of Mental Illusions, Reduced
Endurance (0 END; +1/2) (112 Active Points);
Only Available Via The NET (-1); Real Cost:
27 Points |
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Neural Relay Enabler (Improved):
Area Of Effect (up to One Hex; +1/2) for
up to 125 Active Points of Mental Illusions,
Reduced Endurance (0 END; +1/2) (112 Active
Points); Only Available Via The NET (-1);
Real Cost: 46 Points |
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Neural Relay Enabler (Immersive):
Area Of Effect (up to One Hex; +1/2) for
up to 150 Active Points of Mental Illusions,
Reduced Endurance (0 END; +1/2) (112 Active
Points); Only Available Via The NET (-1);
Real Cost: 56 Points |
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NEURAL MINDSCAPE SIMULATOR (NMS) |
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The Terminal a user is connected to accepts
NEC feeds and attempts to render the
Mindscape they represent, to the extend
that the Neural Mindscape Simulator the
Terminal is equipped with can handle. Older
and budget models, including many Public
Terminals, have a limited ability to do
this, but more advanced / expensive models
such as those found in respectable domiciles
are much better and are able to achieve
higher quality verisimilitude up to total
immersion.
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Mechanically, the NMS is also represented
as a Mental Illusion Power Construct. The
following examples represent typical levels
of quality, but as this technology is over
four decades old and produced world wide,
there is a lot of room for variation. |
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Basic NMS: Mental Illusions 6d6 (standard
effect: 18 points) (Human class of minds),
Reduced Endurance (0 END; +1/2), Continuous
(Breakout Roll Does Not Degrade) (+1) (75
Active Points); OIF Immobile (Terminal,
-1 1/2), Brainjack or VR Goggles Contact
Required (Constant Power requires contact
throughout use; -1), Stops Working If Terminal
Disrupted (-1/2), Can Only Generate Mindscape
Via NET Content (-1/4); Real Cost: 18 Points |
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Improved NMS: Mental Illusions 10d6
(standard effect: 30 points) (Human class
of minds), Reduced Endurance (0 END; +1/2),
Continuous (Breakout Roll Does Not Degrade)
(+1) (150 Active Points); OIF Immobile (Terminal,
-1 1/2), Brainjack or VR Goggles Contact
Required (Constant Power requires contact
throughout use; -1), Stops Working If Terminal
Disrupted (-1/2), Can Only Generate Mindscape
Via NET Content (-1/4); Real Cost: 29 Points |
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Immersive NMS: Mental Illusions 10d6
(standard effect: 30 points) (Human class
of minds), Reduced Endurance (0 END; +1/2),
Cumulative (up to 60 effect; +1/2),
Continuous (Breakout Roll Does Not Degrade)
(+1) (150 Active Points); OIF Immobile (Terminal,
-1 1/2), Brainjack or VR Goggles Contact
Required (Constant Power requires contact
throughout use; -1), Stops Working If Terminal
Disrupted (-1/2), Can Only Generate Mindscape
Via NET Content (-1/4); Real Cost: 35 Points |
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AVATARS |
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In most interactive Mindscapes, users are
represented to other users via a form of
some sort, referred to as an Avatar. This
is a concept that is easy to understand;
anyone that has ever played an 3rd person
video game has used an Avatar before --
whatever the game used to represent the
player's character in the game was in effect
their Avatar. |
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In theory a user's Avatar can be whatever
they want it to be, but in practice many
Mindscapes have their own rules regarding
what constitutes acceptable avatars. This
is used for a variety of purposes ranging
from verisimilitude in immersive Mindscapes
(i.e. in a Hyborean Age interactive game,
allowing people to move around looking like
futuristic space marines would disrupt the
game for many) to the design aesthetics
of a Mindscape's designers, and everything
in between. |
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