Rule
Rule Category:Imperial Net
Rule Name:Accessing the Imperial Net
Most users access the imperial net through an implanted datalink connection (basically a datajack implanted in their head) or through virtual reality goggles. By the Champions rules, they are essentially using the power Desolidification with the advantage Imperial Net Access (+1/2). Users who access the imperial net by datajack or virtual reality goggles have the following stats. As a general rule, datajack access is going to be faster and better than goggles. This will be reflected in the stats. For example, a person using a datajack can get a SPEED of 12 whereas someone using goggles is limited to 4.

Note that the VR Goggles or datajack simply enable throughput. The actual characteristics and powers are programs loaded into the computer or cyberdeck that is connected to the datajack or VR interface.

Stats

Maximum for
VR Goggles
Maximum for Datajack
Stat
Type I
Type II
Type III
Type IV
STR
20
30
60
100
None
DEX
20
25
30
35
None
CON
20
30
35
40
None
BODY
20
30
35
40
None
INT
EGO
PRE
COM
None
None
None
None
None
PD
7
12
20
None
None
ED
7
12
20
None
None
SPEED
4
6
8
10
12
REC
8
12
None
None
None
END
40
60
None
None
None
STUN
40
60
None
None
None
Powers (points) *
100
250
400
700
None
Max Single Power *
40 AP
75 AP
100 AP
None
None
Max Defense
30 AP
50 AP
75 AP
100 AP
None
* excluding costs of the access powers (Desolidification, FTL travel and Mind Link)

Powers
Desolidfication - This is the underlying power that allows the character to enter the imperial net. Cost is 100 active points and 33 real points.
Advantages and Limitations
  • 0 END Persistent (+1)
  • Imperial Net Access (+1/2)
  • Leave Body Behind (-1)
  • Travel on Imperial Net only (-1)

FTL Travel - This power allows the persona to travel through the communications grid at or faster than the speed of light. For travel within a planetary network, travel is at the speed of light. It takes one phase to travel from one node to another within a planetary network and up to one turn to travel to a node in the same system, but on a different planet, moon, or orbital station. Travel via the imperial net from one system to another (for example, from the imperial net on Jewell to the imperial net on Regina) is at the speed of communications which is 1 parsec per hour. Cost is 36 active points and 8 real points.
Advantages and Limitations
  • Travel on Imperial Net only (-1)
  • Speed determined by communications link (-1)
  • Persona only (-1)

Mind Link - This power keeps the line of communication open between the character's imperial net persona and their computer or cyberdeck. In the net, it is known as the "trace". The trace follows a line from the point where the character implemented their persona (i.e., entered the imperial net) and where their persona currently resides. Because of the nature of the communications grid, the trace may move around a bit or even fade. For example, if a persona enters at point A, then travels to point B, then travels back to point A before moving on to point C, the trace running from point A to point B will eventually fade. See the imperial net rules concerning the trace for more information. In practical terms, not only does this allow the character to load new programs from his computer to his persona, but it also allows him to communicate with his partners who might be watching him via his computer/cyberdeck. Cost is 20 active points and 10 real points.
Advantages and Limitations
  • Communications between Computer and Persona only (-1)

Other powers may be available depending on the equipment used. Total point cost cannot exceed the limit for the type of equipment (see table above). However, limitations can be added to powers so that more can be loaded. For example, if someone with VR Goggles currently has four powers that are 25 points each, and wants to add another one, he could take one or more limitations on one or more of the existing powers to get more points.

Power Frameworks (Elemental Control or Multipower) cannot be used. Do not include the cost (active or real) of Desolidification, FTL Travel or Mind Link when determining point cost.

All limitations must be approved by the GM. A limitation that the ability can only be used in a VR environment cannot be taken because it is already assumed. You generally cannot take skills or character disadvantages.

Powers are programmed into the interface (whether VR goggles or datajack) and can be changed. Characteristics are integral to the interface and cannot be changed.

Some powers are not allowed, such as Desolidification (beyond what is needed for access), FTL Travel and Extra-dimensional Movement.

Powers must be loaded before entering the net. Someone with Computer Programming skill could, however, change a program on the fly. To do this, he must have points available (i.e., if he is using VR Goggles and already has 100 points of powers, then he must flush one or more programs to free up points before he can hack something new). Once a program is flushed, it cannot be reloaded without exiting the net.

To create a new program on the fly, the computer programmer designs the power that he wants and computes the active point cost. Then he makes a Computer programming roll at -1 per 10 points in the power (rounded normally so a 25 point power would be -2). If he is successful, the power is created. Powers created in this manner automatically have a "burnout" roll equal to 8 or less, plus 1 per 2 points by which the roll was made. Thus, the program is guaranteed to work at least once, since burnout rolls are made after the power is used. The burnout limitation is not figured into the cost of the power when determining total point cost.

Maximum Defenses includes the maximum active points that can be spent on Armour, Force Field, Mental Defense, Power Defense and Flash Defense.

Cost
VR Goggles - 2000 + (Characteristics Cost x 100).
Type I Datajack - 5000 + (CC x 100)
Type II Datajack - 7000 + (CC x 150)
Type III Datajack - 10,000 + (CC x 250)
Type IV Datajack - 25,000 + (CC x 400)
Programs - AP x 10

Important Note: If using Hero Creator to build the interface, and you buy INT, EGO and PRE down to 0, remember not to take the deduction for these into account when figuring cost. For example, if you have an interface with a STR of 15 and all other stats are default, the characteristic cost is 5 points.

If a character wishes to be able to access the imperial net with a mutant power, then he must buy Desolidification. He may choose to have different limitations if he chooses but must take the Imperial Net Access advantage (+1/2) and (unless he can convince the GM otherwise) the Leaves Body Behind limitation (-1) and the Mind Link power. Normal desolidification will not allow a character to access the imperial net.
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