Quicklinks

Networking Programs

Unlicensed: Network P (Personal), Network S (Slave)
Technical License I: Network M (Master)
Technical License II: Network E (Estate), Warden

Security Programs

Grunts: Vambrace Knight | Banshee Skeleton | SplinterSoft Ogre
Wyrms: SplinterSoft Hydra | SplinterSoft Dragon | Vambrace Tarrasque
Fortifications: SplinterSoft Anchor | Banshee Turret | Vambrace Barracks
Walls: Vambrace Castle Wall | Banshee Bone Wall | SplinterSoft Fire Wall


Programs are virtual tools used by a terminal or other device. Each program is housed on a program chip that is specially built and wired to execute a particular program. They cannot be rewritten or designed to run other programs.

Only devices with available program ports can use and house program chips. For a program to function properly, the program’s chip must be inside a device at the time the program is used.

Under-Licensed Use. If you attempt to use any network or security programs that you do not have the license for it is difficult. You can not use any networking or security programs you do not have the license for.


Networking Programs

Networking programs are programs used to create and manage networks of terminals, including Open Weave Webs (OWW) and Isolated Weave Webs (IWW).

Networking programs can sometimes play a role in virtual combat, allowing for special actions during the course of the combat. Any use in a virtual combat will be specified in the item.


Unlicensed Networking Programs

Network P (Personal). A Network P program acts as a public access key in order to access a limited and open form of a network known as the Open Weave Web (OWW). A Network P costs 15 credits.

After a Network P program is installed, you can choose to connect to any public OWW within 1 astral mile with the device. Once your device is connected to an OWW, it is commonly known as a “personal device” on the network. OWWs are home to many devices known as “estate devices” that can host data files and be found through the Directory on the OWW and allows a user to search through all estate devices. Once your device is connected to an OWW, you can connect and communicate with any estate devices on the network. This communication though  is limited in capacity and you can only communicate data that the estate allows, if any.

Each Network P program has a built in serial number that can not be changed, known as a “Personal Identification Number”, otherwise known as a PIN. When purchased, your PIN is attached to your ID within a government database. Any estates that you communicate with are able to view your PIN but not your government ID.

Network S (Slave). A network S program acts as a private access key to connect into a specific  Isolated Weave Web (IWW) that the network S was programmed for at installation. It costs 15 credits, however in most cases a network S is provided to employees or members that need access to the IWW.

Once installed onto a device, a Network S program allows you to connect into a specific IWW from the device. On this IWW, the device with the Network S program installed becomes one of the “slave devices” of the network and it gains certain privileges and permissions on the IWW. A slave device is able to send and receive data to other slave devices that are connected to the IWW, but can not initiate any communications with the IWW’s master device. In addition, the status of the device (whether it is online, offline, etc.) is always reported to the IWW’s master device.

Each Network S program has a built in serial number that can not be changed, known as a “Slave Identification Number”, or SIN. Most organizations create and maintain a list of SIN’s and the IDs of the people that were given the program. Any device on the IWW is able to see all active users’ SINs.


Technical License I Networking Programs

Network M (Master). A network M program allows you to turn a device with enough memory strands into a central server to an intranet of slave terminals and devices, known as an Isolated Weave Web (IWW). It costs 900 credits.

Once installed onto a device, a Network M program allows you to host a IWW from the device. On this IWW, the device with the Network M program installed becomes the “master device” of the network and it gains certain privileges and permissions over devices, known as “slaves”, that use Network S chips to connect to the IWW. The master device can access all slave devices within 1 astral mile remotely, and can forcefully write, delete, and transfer data between any devices on its IWW, including itself.

In addition, all security programs installed onto the master device provide its security and defenses to all devices connected to the Master’s IWW. This allows the master of an IWW to host and control the security of the entire IWW at one location. When this is done, it is commonly known as a “castle device”, as it must be sieged before the unprotected slaves within the IWW can be attacked.

The amount of slave devices that can be connected to a master device is equal to 1 for every memory strand that the master device has installed. If enough memory strands are removed to make it so that there are too many slave devices, the most recent save device to connect into the IWW is removed from the IWW, and can not access it until enough memory strands are installed.


Technical License II Networking Programs

Network E (Estate). A network E program allows you to turn a device with enough memory strands into a public access point on a nearby Open Weave Web (OWW). The program chip itself is only 500 credits, however the licensing costs required to legally operate a public access point on an OWW can cost between 10,000 and 100,000 credits, based on the purpose of the device.

After you installed a Network E onto a device, the program allows you to connect to any public OWW within 1 astral mile of the device. Once connected to an OWW, your device creates a public access point on the network and is considered an “estate device”. As an “estate device” you can select programs and data files that can be accessed by personal devices on the OWW. Similarly, personal devices can communicate and send data to you.

Almost all estates run specialty-made, first-party programs for its overall goal on the OWW that are not available for purchase. These programs are made by teams of technicians and are in constant development. The most common of these programs, known as “gates”, allows the estate to control and restrict the communications between itself and the personal devices on the OWW.

Each Network E program has a built in serial number that can not be changed, known as a “Estate Address”. The OWW has a unique estate, known as the Directory, that all personal devices are able to natively access and search. Any legally acquired Network E programs have their estate addresses added into this directory. A user can access any active estate by manually entering the estate address, if it is known.

Warden. A terminal warden program costs 400 credits and is a program that monitors and logs the behaviors or commands of any creature using or interacting with the terminal it is placed within. Installing a warden takes 4 hours and after successful installation, the program will produce a date log of the following behaviors:

  • When the device was turned on or off
  • When a user accesses the device through an approved method
  • When a user opens or accesses files
  • When a file is updated, created, deleted, transferred, or copied.
  • When a user asks a Database query
  • When the device is enabled or disabled
  • Whenever a program is installed or uninstalled
  • Whenever a relay is connected or disconnected

The warden can be customized to record less data to preserve space. All recorded data from the warden goes to memory strands stored on the terminal.

When installed into a master device in an IWW, the warden can be commanded to track the activities of any slave devices you choose.


Security Programs

Security programs are a specific type of program chip that can integrate into a device’s frame directly and interact with other devices and networks in virtual combat. All security programs require a 5 minute installation time before they can become activated. Security programs are only functional in devices with a working Frame Board.

The rules to using security program chips in virtual combat can be read on the Virtual Combat page.

All security programs are divided by type. Each security program has variable licenses requirements depending on the version of the program you are purchasing.


Grunts

Grunts are defensive programs that are used in virtual combat to attack offensive programs and protect your own from the other side’s defenses.

Vambrace Knight. A knight has a starting AC of 0, [health] hit point(s), and deals [damage] damage. When a knight is activated, the activating user can fortify the knight as part of the activation.

A SuperUser can shortcode a knight to recover 1 hit point. The shortcode DC is equal to 15. On a roll of 30 or higher, the knight recovers 1 additional hit point.

LicenseCostHealthDamage
TC – I30 ¢21
TC – II140 ¢32
TC – III320 ¢43

Banshee Skeleton. A skeleton has an AC of [Armor Class], [health] hit point(s), and deals [damage] damage. A skeleton can not be fortified. When a skeleton is destroyed, it instead becomes deactivated and has it’s maximum HP permanently reduced by 1. If the skeleton has 0 maximum HP upon deactivation, the chip is destroyed permanently.

A SuperUser can shortcode a skeleton to become a decoy. The shortcode DC is equal to the skeleton’s AC. A decoy skeleton must be destroyed before any other grunts can be targeted.

LicenseCostArmor ClassHealthDamage
TC – I35 ¢1221
TC – II175 ¢1541
TC – III390 ¢1961

SplinterSoft Ogre. An ogre has a starting AC of [Armor Class], [health] hit point(s), and deals [damage] damage. When an ogre is activated, the activating user can attack with the ogre as part of the activation.

A SuperUser can shortcode an ogre to become enraged. The shortcode DC is equal to 10 + three times the ogre’s damage and on success, the ogre’s loses half of it’s AC and its damage is increased by 1.

LicenseCostArmor ClassHealthDamage
TC – I40 ¢1012
TC – II190 ¢1223
TC – III450 ¢1534

Wyrms

Wyrms are offensive programs that are used in virtual combat to breach other terminals or otherwise destroy a network’s architecture.

SplinterSoft Hydra. A hydra has a starting AC of [Armor Class], [health] hit point(s), and deals [damage] damage. A hydra can be used for an action a number of times equal to its current hit points.

A SuperUser can shortcode a hydra to to recover 1 hit point. The shortcode DC is equal to 10. On a roll of 20 or higher, the hydra’s maximum hit points is increased by 1 before it recovers any hit points.

LicenseCostArmor ClassHealthDamage
TC – I180 ¢1241
TC – II455 ¢1552
TC – III1,175 ¢1863

SplinterSoft Dragon. A dragon has a starting AC of [Armor Class], [health] hit point(s), and deals [damage] damage. A dragon takes 1 less damage from all attacks made by grunts.

A SuperUser can shortcode a dragon to destroy enemy grunts. The shortcode DC is equal to 20 and on success, all grunts on another target frame lose 1 hit point.

LicenseCostArmor ClassHealthDamage
TC – I250 ¢1233
TC – II635 ¢1544
TC – III1,560 ¢1855

Vambrace Tarrasque. A tarrasque has a starting AC of 0, [health] hit point(s), and deals [damage] damage. When a tarrasque is activated, the activating user can fortify the tarrasque as part of the activation. At the start of your turn, a tarrasques AC is increased by 1, up to a maximum of 40.

A SuperUser can shortcode a tarrasque to destroy a grunt. The shortcode DC is equal to 25 and on a success, a grunt within another frame is destroyed and the tarrasque recovers hit points equal to the destroyed grunts hit points.

LicenseCostHealthDamage
TC – I475 ¢52
TC – II1,100 ¢73
TC – III2,675 ¢94

Fortifications

Fortifications are support programs that are used in virtual combat to help aid with the security or offense of a network, often with passive or automatic effects.

SplinterSoft Anchor. An anchor has a starting AC of [Armor Class] and [health] hit point(s). When an anchor is activated by a SuperUser, the SuperUser can shortcode it as part of the activation. An anchor can be attacked by grunts in addition to wyrms.

While an anchor is active, your connection can not be severed from the network, however the network can still be turned off. An anchor can not be targeted unless it is the only non-wall security program active on your mainframe, and you can not have more than one anchor active at a time.

A SuperUser can shortcode an anchor to improve its strength. The shortcode DC is equal to 10 and on success, the anchor gains 1 temporary hit point. On a roll of 20 or higher, the anchor gains 2 temporary hit points instead.

LicenseCostArmor ClassHealth
TC – I205 ¢154
TC – II615 ¢186
TC – III1,305 ¢228

Banshee Turret. A turret has a starting AC of [Armor Class], [health] hit point(s), and deals [damage] damage. A turret cannot be fortified. This is a structural program. At the end of your turn, a turrent will attempt to attack a random active wyrm on another frame. The turret has a modifier on its attack roll equal to its license level.

A SuperUser can shortcode a turret to increase it’s potency. The shortcode DC is equal to 15 and on success, the turrets modifier is increased by 1 for the next 10 minutes. On a roll of 30 or higher, the turrets modifier is increased by 2 instead of 1.

LicenseCostArmor ClassHealthDamage
TC – I425 ¢1542
TC – II905 ¢1873
TC – III2,110 ¢22104

Vambrace Barracks. A barracks has a starting AC of 0 and [health] hit point(s). When a barracks is activated, the activating user can fortify the barracks as part of the activation. At the end of your turn, a barracks will attempt to create a temporary grunt known as a militia within an open slot that could host a grunt. A user can create a number of militia up to the barracks license level, however each grunt needs an open slot.

All militia have an AC of 8, 1 hit point and deals 1 damage. Militia cannot be fortified. Any user can use an action to control a militia, regardless of technical licensing.

A SuperUser can shortcode a barracks to increase its potential. The shortcode DC is equal to 15 and on success, the barracks will increase all militia on the mainframes AC by 2. On a roll of 30 or higher, the increase in militia AC is increased to 4. This can never increase the AC beyond 20.

LicenseCostHealth
TC – I420 ¢6
TC – II920 ¢9
TC – III2,005 ¢12

Walls

Walls are programs that are used in virtual combat as defensive barriers, blocking malicious and unauthorized access to a terminal or network. Walls prevent non-security programs from being targeted.

Vambrace Castle Wall. A castle wall has [health] hit point(s). This is a structural program and is fortified by the user after it is successfully installed. The castle wall can not be fortified again unless it is uninstalled and reinstalled.

A SuperUser can shortcode a castle wall to recover 1 hit point. The shortcode DC is equal to 10. On a roll of 20 or higher, the castle wall recovers 1 additional hit point.

LicenseCostHealth
TC – I50 ¢6
TC – II240 ¢10
TC – III670 ¢14

Banshee Bone Wall. A bone wall has a starting AC of [Armor Class] and [health] hit point(s). A bone wall can not be fortified.

LicenseCostArmor ClassHealth
TC – I20 ¢101
TC – II95 ¢142
TC – III230 ¢203

SplinterSoft Fire Wall. A fire wall has [health] hit point(s). This is a structural program and is fortified by the user after it is successfully installed. The fire wall can not be fortified again unless it is uninstalled and reinstalled.

A SuperUser can shortcode a fire wall to damage attackers. The shortcode DC is equal to 10, and on a success, all wyrms that attack the fire wall take 1 damage. On a roll of 20 or higher, this damage is increased by 1. This effect only lasts until the start of your next turn.

LicenseCostHealth
TC – I60 ¢5
TC – II250 ¢8
TC – III710 ¢11