Some people really want to play as software constructs. For game purposes these shouldn't be called "programs" because those are tools, not characters. I suggest there should be a type of character called a Virtual Machine.
VMs don't have an Integration stat, but they can still be Corrupted. Any time they would lose Integration, they lose software instead. This represents being infected by viruses, or disk fragmentation, or munged configuration files. Where human characters have a global running penalty equal to 10% of their Corruption stat, VMs lose access to one .exe for every 10% of their Corruption. VMs don't strictly "die" when they reach 100% Corruption, and can in fact continue playing past that point and gain more than 100% Corruption. But they will eventually be left with no .exe that they can run, at which point they cannot do anything. LogicalDash 14:23, 30 December 2010 (UTC)
Lag Lag is measured by an area's Lag Factor. In a lagging area, you must roll 1d10 whenever you take an action. If the amount rolled is less than your CAP, you are delayed (Lag factor x (CAP- number rolled)) seconds.
Time for someone to step in and make Shit Get Done. I'm gonna throw up some WIP rules for creating .exes. Someone (possibly me) needs to figure out how movement will work, as I see no rules for it. CREATING .EXES The most commonly created .exe is an offensive, data-corrupting programs. When making a .exe, you must first decide on it's statistics, using the rules below. You then roll FACE + Program weapon.exe to determine if you succeed. Coding or attempting to code a weapon takes one day per 10 target number. that must be achieved. The programming roll needed to succeed is called the "Target number, and is determined as below. Weapon Statistics The default (Target Number 20) weapon stats are given below. The CAP value represents the amount of your capacity the .exe takes up. You may carry up to capacity x 2 worth of this value in programs, but you start with only 1/2 your maximum stored .exe Melee | Damage: 1d6+POW | CAP: 1 | Ms: 12 | Bonus to hit dice: 0 | Targets: 1 Modifications The default program given can be modified as follows. Each modification increases the Target Number (TN) by a given amount, and may cause other changes, or have prerequisites. +5: Each additional (UNDETERMINED BASIC MOVEMENT UNIT) of range +20: Additional target, max 3. Increase CAP by 3 and MS by 5. +20/-10 -1 MS to use .ex. May be reversed, increasing the MS to use a .exe by 1, and subtracting 10 from the TN. +10: Bonus to hit die, cannot provide more than .5 the users basic to-hit. +7: Increases damage die by one step. (May be decreased to 1d4 for -5). Increase/Decreases CAP by 1. +10/-5: Decreases/Increases CAP by 1- May not be altered more than 5 either way. It costs 1 resource per 10 TN to hire an NPC coder to create a .exe for you,
Movement rules (Work in Progress) Movement exists in 2 forms on the Net: In-Site movement, and out-of-site movement. All characters and NPC's have access to the Move.exe program. This allows for in-site movement. However, in the hostile environment the web has become, moving between large sites is difficult. This requires the new skill, Navigate, detailed in out of site movement.
In-Site movement Sites are divided up into hexes, squares, or whatever the Admin has a battle mat for. Using the program move.exe, it is possible to move through these hexes. In 1 ms, you may move (FACE\CAP) hexes. Note that in areas of low bandwidth where lag is a risk, it is far more efficient to move over several ms than one ms at a time, though you lose flexibility.
Out-of site movement Out-of-site movement requires that you roll Data Scanning+Navigate against a static challenge. A site you have never visited increases this challenge by 2. A site you are familiar with decreases the static challenge by 1. A site you have spent an hour studying decreases the challenge by 2, and a site you are intimately familiar with reduces the challenge by 3. On a success or higher, you navigate to the sight over the course of 10 ms per point of static challenge. During this time, you may be attacked at EITHER endpoint. You may show 1 additional program the way per point of FACE+Navigation.
On a failure On a failure, roll 2d10, add, and refer to the table below. 1: Critical error, all time is taken up as normal, but all participants take 3d10 corruption and are thrown to random adresses with 1d10 charachters altered from the original adress. This likely leads to a domain squatter full of Olds and low bandwidth. 2: As above, but program aborts and no adress throw occurs- charachters remain at start point. 3: Ambushed by Viruses of CR 1 greater than the players. 4: Security error, all involved gain 1 INT. 5: Partial disconnect, all involved lose 1 INT. 6: One random .exe from each participant. 7: Bandwidth drained, a 40 hex radius of start and endpoints gains lag factor 1. 8-12: Typical failure, no negative results, but remain at start point. 13: Mild lag, procedure takes 10% longer but roll again to reach intended address, on a failure, you must try again. 14: Moderate lag, as above, but 20% 15: Bad lag, as 13 but 30% 16: Intense lag, as 13 but 40% 17: Net vortex, all involved roll FACE or be immobilized for 1d10 days. 18: 1 random participant must roll CAP or be destroyed. 19: Kidnapped by appropriate program while in transit. 20: Something tremendously bad happens. This should be determined by the Admin.