Hive Cataclysm Wikia
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== The Neural network ==
 
== The Neural network ==
Note when players initially interact with the neural network your hits within cyber space are the same as '''JUST''' your body hits e.g. if you have two body hits outside of cyber space, you only have two hits in cyberspace. This represents your mental rigidity within cyber space, if this rigidity is broken e.g. your hits drop to zero, your mind is shattered by the feedback from the neural connection. Depending on the method of your rigidity being broken you may suffer a variety of effects from specific injury effects through to Character death.
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When players initially interact with the neural network your hits within cyber space are the same as '''JUST''' your body hits e.g. if you have two body hits outside of cyber space, you only have two hits in cyberspace. This represents your mental rigidity within cyber space, if this rigidity is broken e.g. your hits drop to zero, your mind is shattered by the feedback from the neural connection. Depending on the method of your rigidity being broken you may suffer a variety of effects from specific injury effects through to Character death.
   
 
Besides this the players may also connect to the neural net whilst in the hub camp to converse with the entities within the neural network, they must inform a ref beforehand who will indicate the amount of time required, at which point after the player may carry out any roleplay they deem appropriate for the allotted time e.g. A people’s player may pray to the ancestors and attempt to commune with the ‘spirits’ of the dome to get an answer to a query or puzzle as an example of the kind of said roleplay that would be apt for the people’s faction. Once this is complete the player will need to report to GOD where they will receive an answer or response to their roleplay. We apprise to the ‘rule of cool’ in this as we do with prototype crafting, as such the more the player puts into it and the more seen effort wise by the ref’s, the more those at GOD will have to respond to e.g. The more you put in and roleplay the more we can put out.   
 
Besides this the players may also connect to the neural net whilst in the hub camp to converse with the entities within the neural network, they must inform a ref beforehand who will indicate the amount of time required, at which point after the player may carry out any roleplay they deem appropriate for the allotted time e.g. A people’s player may pray to the ancestors and attempt to commune with the ‘spirits’ of the dome to get an answer to a query or puzzle as an example of the kind of said roleplay that would be apt for the people’s faction. Once this is complete the player will need to report to GOD where they will receive an answer or response to their roleplay. We apprise to the ‘rule of cool’ in this as we do with prototype crafting, as such the more the player puts into it and the more seen effort wise by the ref’s, the more those at GOD will have to respond to e.g. The more you put in and roleplay the more we can put out.   

Latest revision as of 14:31, 15 February 2020

The Neural network[]

When players initially interact with the neural network your hits within cyber space are the same as JUST your body hits e.g. if you have two body hits outside of cyber space, you only have two hits in cyberspace. This represents your mental rigidity within cyber space, if this rigidity is broken e.g. your hits drop to zero, your mind is shattered by the feedback from the neural connection. Depending on the method of your rigidity being broken you may suffer a variety of effects from specific injury effects through to Character death.

Besides this the players may also connect to the neural net whilst in the hub camp to converse with the entities within the neural network, they must inform a ref beforehand who will indicate the amount of time required, at which point after the player may carry out any roleplay they deem appropriate for the allotted time e.g. A people’s player may pray to the ancestors and attempt to commune with the ‘spirits’ of the dome to get an answer to a query or puzzle as an example of the kind of said roleplay that would be apt for the people’s faction. Once this is complete the player will need to report to GOD where they will receive an answer or response to their roleplay. We apprise to the ‘rule of cool’ in this as we do with prototype crafting, as such the more the player puts into it and the more seen effort wise by the ref’s, the more those at GOD will have to respond to e.g. The more you put in and roleplay the more we can put out.   

Active Uploads[]

Whilst in the Neural Net a user may run ONE ACTIVE UPLOAD (AU) to begin with, Active uploads are Cyber-tech craft-able items that only take affect when the user is connected to the Neural network and can only affect the neural network, they have a variety of forms such helpful software or free hacks e.g. the VIRUS DEFENDER craft-able provides the user when active an additional hit whilst connected and allows for an additional active upload to be run simultaneously as an example. This limit can be altered the further into the neural net skill tree a player goes however and when combined with potential augments and other upgrades can be vastly expanded upon.

Personal Data Caches & Neural Enclaves[]

In correspondence with the Neural Net skill every net diver has an allotted amount of personal data caches; PDC’s for short, which allow the net diver to carry out certain things like specific abilities  or neural enclaves whilst within the neural net and in some circumstances outside of as well. PDC’s are the representation of preloaded pieces of executable programs that the player can activate to carry out a specific action in the virtual world, and as such the players own personal PDC’s naturally regenerate/recompile come the following morning of the next day, refreshing themselves. As such the net diver skill allots 3 PDC’s to the player, with the code vault providing another 2 to this total. Cyber tech crafters can also craft one use PDC’s as well in small batches allowing net divers to carry extra with them which can be added to their own to carry out certain larger tasks, or just give a longer use of their preferred own abilities.

In relation to this we have listed on the following pages the wider actions that can be carried out in this fashion with the associated PDC cost, time required and result alongside for ease of reference.  As with crafting prototyping we aim for the ‘rule of cool’ with any roleplay from the neural enclaves as well as for any attempts to form new enclaves. The more effort put into the roleplay by the players the more we have to respond to add to the effect as a whole. For forming new enclaves the PDC cost itself won’t be cheap alongside the other costs involved however once submitted If the heads of system agree with the intended action from the new enclave it will be codified and issued into the system for use by the player base.        

As stated beforehand those net divers have access to a set of neural enclaves which can be used to effect the wider world map or other more localised areas in certain ways. For some these actions can be carried out by a single individual but for others the combined effort of multiple divers may be required in order to carry out the desired action in order to achieve the desired goal. In character wise these neural enclaves are a combination of prepared data, pre-set programs and large scale virus attacks designed to exploit flaws in the already damaged neural network, allowing them to alter sections of code to cause certain response on the local scale, or to cause glitches and failures in other systems linked to the network amongst other nations & factions for whatever reasons the Ghiests wish.

Out of character mechanics wise these enclaves are akin to rituals found in more fantasy based systems, they can be simplistic actions designed to provide a simple boost to a particular downtime action or to help fellow net divers before they attempt an excursion into the virtual world. On the grander scale they are coordinated actions carried out by a set of individuals in concert with one another with a targeted specific result in mind that requires time to carry out successfully, with precautions taken against the potentially wider attention the players may be bringing down upon themselves as they carry out their action. 

Accordingly these intrusions into neural enclaves also provide on opening for other non-net divers to still have a place in the enclave even though they can’t directly assist via an IC and OC medium. These individuals can help to maintain the health of the divers whilst conducting the enclave as an example, serving as guards against the sprite like parasites known as ‘Brain jacks’ that often infest old portions of the neural network and gather like moths to a lit flame, often manifesting themselves to try an engulf unguarded divers.

Current Enclaves in System[]

Below is a list of all current enclaves within the Cataclysm system with their exact description, purpose, cost and effect listed alongside them for player use and reference.

Enclave – “Reinforced Neural Connection” (RNC)                                                                             

Effect – “Provides +2 hits whilst within the neural net”

Number of Net divers Required – “1 or more Controller required to cast”

PDC’s Required – “3 PDCs required for execution cost” (2 more PDCs per targeted person added to this cost, up to a maximum of 3 people can be targeted)

Enclave – “Micro Pulse” (MP)                                                     

Effect – “Must be performed within the neural network, provides the player with basic information on entities they may face”

Number of Net divers Required – “1 or more Controller required to cast”

PDC’s Required – “2 PDC required for execution cost”

Enclave – “Macro Pulse” (MP)                                                                   

Effect – “Must be performed within the neural network, provides the player with detailed information on entities they may face.”

Secondary Effect – “Makes all entities within the neural network aware of the player’s presence immediately and their general location”

Number of Net divers Required – “1 or more Controller required to cast”

PDC’s Required – “5 PDCs required for execution cost”

Enclave – “Neural Flash Feedback” (NFF)                                                                             

Effect – “Force all currently spawned lower strength entities (5 hits or less) into a permanently stunned & paralysed state, freshly compiled entities will not be affected”

Number of Net divers Required – “1 or more Controllers required”

PDC’s Required – “8 PDCs required for execution cost”

Enclave – “Entity Reset Command” (ERC)                                                                             

Effect – “Resets the IFF of a small handful of spawned entities, switching them to friendly towards players for the duration of the excursion. Affect entities will seek to defend the casters & their allies”

Number of Net divers Required – “1 or more Controllers required”

PDC’s Required – “10 PDCs required for execution cost”

Enclave – “Emergency Evacuation Protocol” (EEP)                                                                            

Effect – “Group target (Casting target is all players on the excursion, must be cast with all excursion members present at time of casting for players to receive the effect), Allows each member of the excursion to perform a single ‘emergency jack out’ upon themselves during the course of the excursion”

Number of Net divers Required – “2 or more Controllers required”

PDC’s Required – “15 PDCs required for execution cost”

Enclave – “Data Retrieval Breach” (DRB)                                                                               

Effect – “Reduces the hack time required by 45 seconds and number of hackers required by 1 to a minimum of 1 for any hackable entity, system or target”

Number of Net divers Required – “2 or more Controllers required”

PDC’s Required – “12 PDCs required for execution cost”

Enclave – “Mothball Allocation Survey”  (MAS)                                                  

Effect – “+25% to supplies generated by targeted players scavenge downtime”

Number of Net divers Required – “2 or more Controllers required”

PDC’s Required – “10 PDCs required for execution cost”

Note: Initial casting PDC cost increased to 12 to provide +25% to generated supplies and +10% currency to scavenge downtime results on a selected target with the same required number of controllers (e.g. 12 PDC cast cost for +25% to generated supplies and +10% currency on a selected target for said targets scavenge downtime by 3 or more casting controllers)

Enclave – “Trade Directives Override” (TDO)                                                                      

Effect – “+25% to currency generated by targeted player’s trade downtime”

Number of Net divers Required – “3 or more Controllers required”

PDC’s Required – “12 PDCs required for execution cost”

Note: Initial casting PDC cost increased to 15 to provide +25% to generated currency and +4 items to trade downtime results on a selected target with the same required number of controllers (e.g. 15 PDC cast cost for +25% to generated currency and +4 items on a selected target for said targets trade downtime by 3 or more casting controllers)

Enclave – “Intelligence assimilation reroute” (IAR)                                                                           

Effect – “+100 generated reconnaissance strength on a selected target or +25% to reconnaissance strength generated by players for selected target”

Effect Choice: Casters may pick from either of the above effects for this enclave when casting it

Number of Net divers Required – “3 or more Controllers required”

PDC’s Required – “18 PDCs required for execution cost”

Note: Initial casting PDC cost increased to 24 to provide +200 generated reconnaissance strength on a selected target with the same required number of controllers (e.g. 24 PDC cast cost for +200 reconnaissance strength on a selected target by 3 casting controllers)

Enclave – “Integrated Coordination support” (ICS)                                                                          

Effect – “+25% to combat strength generated by players for selected target”

Number of Net divers Required – “3 or more Controllers required”

PDC’s Required – “20 PDCs required for execution cost”

Note: Initial casting PDC cost increased to 26 to provide +35% generated combat strength on a selected target with the same required number of controllers (e.g. 26 PDC cast cost for +35% generated combat strength on a selected target by 3 or more casting controllers)

Enclave – “Advanced Neural Cyber Support” (ANCS)

Effect – “+10% combat strength added of selected target army’s maximum combat strength for one season to said targeted army” (e.g. for a max strength of 3000, army would receive a bonus 300 combat strength for the season)

Number of Net Divers Required – “3 or more Controllers required”

PDC’s Required – “21 PDCs required for execution cost”

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