diff --git a/blog/2019-05-29-long-blog-post.md b/blog/2019-05-29-long-blog-post.md index c21d8ac..aea7a17 100644 --- a/blog/2019-05-29-long-blog-post.md +++ b/blog/2019-05-29-long-blog-post.md @@ -1,7 +1,7 @@ --- slug: long-blog-post title: Long Blog Post -authors: ferris +authors: Ferris tags: [hello, docusaurus] --- diff --git a/blog/2021-08-01-mdx-blog-post.mdx b/blog/2021-08-01-mdx-blog-post.mdx index 6258a8c..99b23c7 100644 --- a/blog/2021-08-01-mdx-blog-post.mdx +++ b/blog/2021-08-01-mdx-blog-post.mdx @@ -1,7 +1,7 @@ --- slug: mdx-blog-post title: MDX Blog Post -authors: [ferris] +authors: [Ferris] tags: [docusaurus] --- diff --git a/docs/Game Mechanics/Pools.md b/docs/game-mechanics/Pools.md similarity index 97% rename from docs/Game Mechanics/Pools.md rename to docs/game-mechanics/Pools.md index eb7d58e..b3fcf01 100644 --- a/docs/Game Mechanics/Pools.md +++ b/docs/game-mechanics/Pools.md @@ -23,30 +23,30 @@ You may spend points from your pools to affect the tests you make; choose one of Various enhancements (ware, drugs, sleights, etc.) provide bonuses to your pools. These are cumulative, up to a maximum bonus of +5 points to any single pool. -# Insight +## Insight Your mental pool may also be used for the following effects: - **Take the Initiative:** Go first in an action turn if you are only taking mental or mesh actions and no physical movement. If multiple characters choose this option, they go in Initiative order before everyone else. - **Extra Action:** Take an extra complex mental or mesh action (or 2 quick actions) in an action turn. These actions may only be taken after everyone else has gone. If multiple characters choose this option, they go in initiative order *after* everyone else has taken their turn. - **Acquire a Clue:** Gain a hint or lead through investigation, research, or analysis of the facts at hand, without needing to make a test. -# Moxie +## Moxie Your social pool may be used to affect Rep Tests and also for one of the following effects: - **Ignore Trauma:** Ignore the effects of 1 trauma for 24 hours or until your next recharge. - **Refresh Rep:** Restore rep network favors at a cost of 1 point for a Minor favor and 2 points for a Moderate favor. Major favors cannot be refreshed this way. - **Acquire a Clue:** Get a tip or lead by gathering information via social interactions without needing to make a test. -- **Control Your Infection:** Avoid making an [Infection Test](Psi/using_psi.md#infection-test) when using a psi sleight (asyncs only). +- **Control Your Infection:** Avoid making an [Infection Test](psi/using-psi.md#infection-test) when using a psi sleight (asyncs only). - **Negate Gaffe:** Ignore a player's social gaffe that the character wouldn't make. -# Vigor +## Vigor Your physical pool may also be used for one of the following effects - **Take the Initiative:** Go first in an action turn. If multiple characters choose this option, they go in initiative order before everyone else. - **Extra Action:** Take an extra complex physical action (or 2 quick actions) in an action turn. This action may only be taken after everyone else has gone. If multiple characters choose this option, they go in Initiative order *after* everyone else has taken their turn. - **Ignore Wound:** Ignore the effect of 1 wound for 24 hours or until your next recharge. -# Flex +## Flex This is your wild-card pool. Points from here may also be used for taking some narrative control - **Introduce NPC:** A new or existing NPC joins the scene. Their presence must be plausible. You may define one aspect of this NPC: their morph, factional allegiance, a noteworthy skill, a specific trait, etc. The GM determines the other details. @@ -63,4 +63,4 @@ You recover the points you have spent from pools by taking a recharge action to While recharging, you may only engage in light, non-strenuous activity: eating, browsing the mesh, talking, reloading, taking watch, etc. Recharge timeframes cannot be shortened or interrupted; if they are, the time invested is lost. ### Temporary Pools -Some effects, such as drugs and psi sleights, provide temporary pool bonuses. These points should be considered extra points that are expended before any of your regular pool points. These bonus points may be restored with a recharge, but only if all of your normal pool points are restored first. If you do not spend bonus points before the duration of the effect ends, they are lost. \ No newline at end of file +Some effects, such as drugs and psi sleights, provide temporary pool bonuses. These points should be considered extra points that are expended before any of your regular pool points. These bonus points may be restored with a recharge, but only if all of your normal pool points are restored first. If you do not spend bonus points before the duration of the effect ends, they are lost. diff --git a/docs/Game Mechanics/Skills.md b/docs/game-mechanics/Skills.md similarity index 96% rename from docs/Game Mechanics/Skills.md rename to docs/game-mechanics/Skills.md index 8d5bc92..8bec013 100644 --- a/docs/Game Mechanics/Skills.md +++ b/docs/game-mechanics/Skills.md @@ -4,7 +4,7 @@ sidebar_label: Aptitudes & Skills sidebar_class_name: green --- -# Aptitudes & Skills +# Aptitudes and Skills Your aptitudes and skills represent your physical and mental attributes, as well as what actions or activities you have trained yourself in. Aptitudes represent your natural, inherent abilities while skills represent abilities learned and honed through education and practice. Aptitudes range from 0 to 30, with a 15 representing an average transhuman. There are 6 aptitude scores which are generated during character creation: @@ -16,7 +16,7 @@ There are 6 aptitude scores which are generated during character creation: - **Willpower (WIL)** is your self-control, mental fortitude, and strength of personality. -

Aptitude Checks

+### Aptitude Checks You will sometimes rely on your aptitudes to make tests rather than learned skills. Aptitude checks normal only come into play in situations where no skill applies, but raw talent does. Aptitude check values are a derived stat, based on your aptitude $\times$ 3. Some examples include: - **Cognition (COG) Check**: Recall a memory, memorize a number, or resist mental manipulation. @@ -79,7 +79,7 @@ Active skills represent things your character does. They usually require some s **Linked Aptitude:** Somatics Athletics encompasses various types of physical activity in environments with gravity. It specifically applies to maneuvering in morphs that are humanoid, uplift, or that use biomimicked movements (snaking, winged flight, etc.), whether sleeved or remote operated. -Use Athletics to scale a wall, tread water, throw a grenade, jump a crevasse, vault a table, backflip off a ledge, or make a barrel roll with a winged morph. Some actions are detailed in the [movement section](Action%20&%20Combat/movement.md#movement). +Use Athletics to scale a wall, tread water, throw a grenade, jump a crevasse, vault a table, backflip off a ledge, or make a barrel roll with a winged morph. Some actions are detailed in the [movement section](./action-and-combat/movement.md#movement). **Specializations:** Acrobatics, Fly, Climb, Jump, Parkour, Run, Swim, Throw @@ -174,7 +174,7 @@ Infiltrate is the art of escaping detection. Use Infiltrate to sneak past a gua **Linked Aptitude:** Cognition -Infosec is short for "information security." It incorporates training in electronic intrusion and counter-intrusion techniques, as well as use of cryptography tools. Use Infosec to hack into electronic and mesh systems, subvert them, and protect them. Also use it to encrypt and decrypt communications and files. Most Infosec Tests are task actions. See the sections on [the mesh](The%20Mesh/Mesh%20Introduction.md#introduction-to-the-mesh) for more details on mesh systems and applications of the Infosec skill. +Infosec is short for "information security." It incorporates training in electronic intrusion and counter-intrusion techniques, as well as use of cryptography tools. Use Infosec to hack into electronic and mesh systems, subvert them, and protect them. Also use it to encrypt and decrypt communications and files. Most Infosec Tests are task actions. See the sections on [the mesh](the-mesh/mesh-introduction.md) for more details on mesh systems and applications of the Infosec skill. **Specializations:** Brainiac, Brute-Force Hack, Decrypt, Probe, Security, Sniff, Spoof, Subvert, VR Hack @@ -185,7 +185,7 @@ Infosec is short for "information security." It incorporates training in electr **Linked Aptitude:** Cognition -Interface is about using and understanding computers, electronics, networks, sensors, and software. It applies to everything from mesh servers and cloud services to embedded habitat/spacecraft system controls and computerized or emplaced weapon systems. Use Interface to manipulate electronics, command software, forge video files, scan for wireless devices, jam frequencies, get sensor readings, control life support functions, and understand new devices. Interface is also used to attack with non-portable weapon emplacements and the weapon systems of piloted (but not jammed or sleeved) vehicles and spacecraft (see [Weapon Systems](Action%20&%20Combat/weapon-types.md#weapon-systems)). +Interface is about using and understanding computers, electronics, networks, sensors, and software. It applies to everything from mesh servers and cloud services to embedded habitat/spacecraft system controls and computerized or emplaced weapon systems. Use Interface to manipulate electronics, command software, forge video files, scan for wireless devices, jam frequencies, get sensor readings, control life support functions, and understand new devices. Interface is also used to attack with non-portable weapon emplacements and the weapon systems of piloted (but not jammed or sleeved) vehicles and spacecraft (see [Weapon Systems](./action-and-combat/weapon-types.md#weapon-systems)). **Specializations:** Forge, Jam, Scan, Sensors, Weapon Systems @@ -208,7 +208,7 @@ Though synthmorphs are designed to emote, reading them is more difficult; apply **Linked Aptitude:** Cognition -Medicine fields encompass healthcare, diagnosis and treatment, and the design and manipulation of biological life forms. Use Medicine: Biotech to modify morphs or install implants. Use Medicine: Forensics to conduct autopsies to ascertain cause of death or the biological functions of alien life. Use Medicine: Paramedic to diagnose ailments and [treat injuries](Action%20&%20Combat/Health.md#healing--repair). Medicine: Pharmacology is used to synthesize drugs or develop an antidote to a pathogen or toxin. Medicine: Psychosurgery is used to [heal stress](Action%20&%20Combat/mental-health.md#mental-health) and [manipulate the mind](Transhuman%20Tech/psychosurgery.md#psychosurgery). Use Medicine: Veterinary to provide healthcare to smart animals and non-sapient critters. +Medicine fields encompass healthcare, diagnosis and treatment, and the design and manipulation of biological life forms. Use Medicine: Biotech to modify morphs or install implants. Use Medicine: Forensics to conduct autopsies to ascertain cause of death or the biological functions of alien life. Use Medicine: Paramedic to diagnose ailments and [treat injuries](./action-and-combat/Health.md#healing--repair). Medicine: Pharmacology is used to synthesize drugs or develop an antidote to a pathogen or toxin. Medicine: Psychosurgery is used to [heal stress](./action-and-combat/mental-health.md) and [manipulate the mind](./transhuman-tech/psychosurgery.md). Use Medicine: Veterinary to provide healthcare to smart animals and non-sapient critters. **Sample Fields:** Biotech, Forensics, Paramedic, Pharmacology, Psychosurgery, Veterinary @@ -283,7 +283,7 @@ Provoke is your talent at emotional manipulation. Use Provoke to taunt an oppon **Linked Aptitude:** Willpower -Psi is the wielding of psychic abilities (sleights) to detect, manipulate, or harm others. Use Psi to target others with [psi-gamma sleights](Psi/psi_gamma.md#psi-gamma-sleights). Psi is resisted with a WIL Check. You must possess the Psi trait to use this skill. +Psi is the wielding of psychic abilities (sleights) to detect, manipulate, or harm others. Use Psi to target others with [psi-gamma sleights](psi/psi-gamma.md). Psi is resisted with a WIL Check. You must possess the Psi trait to use this skill. **Specializations:** Control, Psi, Assault, Sense @@ -388,4 +388,4 @@ In certain cases, Know skills can aid Active skill tests with a complementary sk > | :---: | :---: | > |40-59 | +10 | > | 60-79 | +20 | -> |80+ | +30 \ No newline at end of file +> |80+ | +30 diff --git a/docs/Game Mechanics/Action & Combat/Health.md b/docs/game-mechanics/action-and-combat/Health.md similarity index 100% rename from docs/Game Mechanics/Action & Combat/Health.md rename to docs/game-mechanics/action-and-combat/Health.md diff --git a/docs/Game Mechanics/Action & Combat/action-factors.md b/docs/game-mechanics/action-and-combat/action-factors.md similarity index 52% rename from docs/Game Mechanics/Action & Combat/action-factors.md rename to docs/game-mechanics/action-and-combat/action-factors.md index 06853b9..9a9bec9 100644 --- a/docs/Game Mechanics/Action & Combat/action-factors.md +++ b/docs/game-mechanics/action-and-combat/action-factors.md @@ -2,8 +2,8 @@ sidebar_label: Other Action Factors --- -# Conditions +## Conditions -# Full Defense +## Full Defense -# Surprise \ No newline at end of file +## Surprise diff --git a/docs/Game Mechanics/Action & Combat/Melee Combat.md b/docs/game-mechanics/action-and-combat/melee-combat.md similarity index 100% rename from docs/Game Mechanics/Action & Combat/Melee Combat.md rename to docs/game-mechanics/action-and-combat/melee-combat.md diff --git a/docs/Game Mechanics/Action & Combat/mental-health.md b/docs/game-mechanics/action-and-combat/mental-health.md similarity index 100% rename from docs/Game Mechanics/Action & Combat/mental-health.md rename to docs/game-mechanics/action-and-combat/mental-health.md diff --git a/docs/Game Mechanics/Action & Combat/movement.md b/docs/game-mechanics/action-and-combat/movement.md similarity index 92% rename from docs/Game Mechanics/Action & Combat/movement.md rename to docs/game-mechanics/action-and-combat/movement.md index babb552..f16227a 100644 --- a/docs/Game Mechanics/Action & Combat/movement.md +++ b/docs/game-mechanics/action-and-combat/movement.md @@ -2,5 +2,5 @@ sidebar_label: Movement --- -# Movement -Movement in *Eclipse Phase* is handled like other types of actions. The more complex the movement, the more effort it requires. \ No newline at end of file +## Movement +Movement in *Eclipse Phase* is handled like other types of actions. The more complex the movement, the more effort it requires. diff --git a/docs/Game Mechanics/Action & Combat/Resolving Combat.md b/docs/game-mechanics/action-and-combat/resolving-combat.md similarity index 81% rename from docs/Game Mechanics/Action & Combat/Resolving Combat.md rename to docs/game-mechanics/action-and-combat/resolving-combat.md index 830a443..d8d35ed 100644 --- a/docs/Game Mechanics/Action & Combat/Resolving Combat.md +++ b/docs/game-mechanics/action-and-combat/resolving-combat.md @@ -2,8 +2,8 @@ # Resolving Combat Roleplaying games are about creating drama and adventure, and that often leads to adrenaline and conflict. Action and combat scenes are the moments when the adrenaline really gets pumping and the characters' lives and missions are on the line. -# Initiative +## Initiative -# Objects & Structures +## Objects & Structures -### Destruction Rating \ No newline at end of file +### Destruction Rating diff --git a/docs/Game Mechanics/Action & Combat/weapon-types.md b/docs/game-mechanics/action-and-combat/weapon-types.md similarity index 100% rename from docs/Game Mechanics/Action & Combat/weapon-types.md rename to docs/game-mechanics/action-and-combat/weapon-types.md diff --git a/docs/Game Mechanics/actions-initiative.md b/docs/game-mechanics/actions-initiative.md similarity index 93% rename from docs/Game Mechanics/actions-initiative.md rename to docs/game-mechanics/actions-initiative.md index 02f04de..3db0d93 100644 --- a/docs/Game Mechanics/actions-initiative.md +++ b/docs/game-mechanics/actions-initiative.md @@ -16,7 +16,7 @@ An action turn represents roughly 3 seconds. During each turn you may undertake Additionally, you may take any number of automatic actions per action turn. The GM may allow you to make additional quick actions, depending on their nature. -Also note that basic movements such as walking or running is an automatic action (see [Movement](Action%20&%20Combat/movement.md#movement)). More complex forms of movement, however, may require a quick, complex, or even task actions. +Also note that basic movements such as walking or running is an automatic action (see [Movement](./action-and-combat/movement.md#movement)). More complex forms of movement, however, may require a quick, complex, or even task actions. ## Automatic Actions Automatic actions are always "on" reflexive, or otherwise require no effort to initiate. This includes base and full movement. **Examples include**: base move, basic perception, breathing, defending against an attack, dropping prone, dropping something, full move, resisting damage, speaking a simple sentence or two. @@ -61,4 +61,4 @@ Once you act, your place in the Initiative order in subsequent turns becomes the If multiple characters delay and choose to act at the same time, the one with the lowest Initiative roll must declare their action first, and the higher Initiative character can choose to interrupt or go after. ### Extra Actions -You may spend [Vigor](Pools.md#vigor) or [Insight](Pools.md#insight) for an extra physical or mental action each turn. These extra complex or quick actions take place at the end of the turn, after everyone else has gone. If multiple characters take extra actions, they are handled in Initiative order. You cannot take more than two extra actions in a single turn. \ No newline at end of file +You may spend [Vigor](./Pools.md#vigor) or [Insight](./Pools.md#insight) for an extra physical or mental action each turn. These extra complex or quick actions take place at the end of the turn, after everyone else has gone. If multiple characters take extra actions, they are handled in Initiative order. You cannot take more than two extra actions in a single turn. diff --git a/docs/Game Mechanics/dice-basics.md b/docs/game-mechanics/dice-basics.md similarity index 98% rename from docs/Game Mechanics/dice-basics.md rename to docs/game-mechanics/dice-basics.md index 2cf160d..c9f5cd1 100644 --- a/docs/Game Mechanics/dice-basics.md +++ b/docs/game-mechanics/dice-basics.md @@ -48,12 +48,12 @@ Criticals have more impact than superior results. They represent "Wow!" moments - Take an extra action (critical success) or lose your next action (critical failure). - Break a weapon/tool (critical failure). -# Defaulting +## Defaulting If you lack the skill you need to make a test, you can rely on your character's innate talents and *default* to the skill's linked aptitude instead. For example, if you lack the *Guns* skill, you can still shoot using your *Reflexes* (REF) aptitude as the target number. There is no modifier for defaulting on a skill test, but critical successes are ignored. The GM may also decide that some tests require specialized knowledge or training and so cannot be defaulted on. In some cases, the GM may allow you to default to a related skill. For example, someone trying to repair a gun without any *Hardware* skills could default to their *Guns* skill. In this case, a -10 to -30 modifier applied, depending on how closely the skills are related. -# Teamwork +## Teamwork Multiple characters may cooperate on a test, such as pushing open a door or repairing a robot together. These collaborators must reasonably be able to communicate and work together in an efficient fashion. Only one character rolls for the test (usually the one with the highest skill). Each additional contributing character provides a +10 modifier, up to a maximum of +30. Only the character making the test can use pools to affect the test. For tests involving Know, Technical, or Vehicle skills, collaborating characters must possess the tested skill at 40 or more to provide a teamwork bonus. @@ -76,4 +76,4 @@ When making an opposed test, both sides make a test as described above. Modifie - If both sides roll under their target number, whomever rolls highest wins and succeeds. The other either fails or succeeds but loses. - If both sides tie or fail, either the opponents remain deadlocked or the highest roll or skill wins and succeeds (GM's choice) -Critical successes trump high rolls on opposed tests. If both sides succeed, but the lower roller gets a critical, they pull an upset victory from the clutches of defeat. If both opponents roll critical successes, the higher roll (or skill if ties) wins with a critical, the loser either fails or succeeds but loses. \ No newline at end of file +Critical successes trump high rolls on opposed tests. If both sides succeed, but the lower roller gets a critical, they pull an upset victory from the clutches of defeat. If both opponents roll critical successes, the higher roll (or skill if ties) wins with a critical, the loser either fails or succeeds but loses. diff --git a/docs/Game Mechanics/getting-started.md b/docs/game-mechanics/getting-started.md similarity index 81% rename from docs/Game Mechanics/getting-started.md rename to docs/game-mechanics/getting-started.md index 922ae4d..44c1ea1 100644 --- a/docs/Game Mechanics/getting-started.md +++ b/docs/game-mechanics/getting-started.md @@ -6,22 +6,22 @@ sidebar_label: 'Getting Started' # Getting Started *Eclipse Phase* is played as a collaborative story-telling project that takes place in the player's imaginations. The gamemaster (GM) details the setting, portrays the NPCs, adjudicates rules, and sets the stage for the adventure scenario. The players take on the role of their characters and describe their actions. Each character is defined by a set of characteristics -- skills, traits, etc. -- listed on their character sheet. When the characters encounter difficulties or engage in conflicts with NPCs, dice are used to determine the outcome. -## [Making Tests](dice-basics.md#dice-basics) +## [Making Tests](./dice-basics.md) *Eclipse Phase* uses two ten-sided dice for skill tests and most other trolls. Rolled dice are read as percentiles (d100), with the first die serving as the tens digit and the second as the ones digit. Percentile dice rolls result in a number between 0 and 99 (00 is read as zero). A roll of 5 and 3, for example, is read as 53. Use different colored dice to note which one to read first or use ten-siders made for percentile rolling. When the GM calls for a test, roll percentile dice and compare the result to the target number. The target number is based on the character's skill, aptitude check, or rep network score. If the result is equal to or less than the target number, the test succeeds. If the result is higher, the test fails. -Depending on the circumstances, the GM may apply a *modifier* to your roll, representing the degree of difficulty (or ease) a given action may have. If a roll is particularly difficult, you may also decide to work together and cooperate on a test. For a complete rundown of rolling percentile dice and making tests, see the [Dice Basics](dice-basics.md#dice-basics) page. +Depending on the circumstances, the GM may apply a *modifier* to your roll, representing the degree of difficulty (or ease) a given action may have. If a roll is particularly difficult, you may also decide to work together and cooperate on a test. For a complete rundown of rolling percentile dice and making tests, see the [Dice Basics](./dice-basics.md) page. -## [Pools](Pools.md#pools) -Your character also has access to several *pools* during gameplay. These pools reflect your character's transhuman capabilities and allow you to spend them in order to change or affect the outcome of a roll. More on this can be found in the [Pools](Pools.md) section of the docs the list of pools are: +## [Pools](./Pools.md) +Your character also has access to several *pools* during gameplay. These pools reflect your character's transhuman capabilities and allow you to spend them in order to change or affect the outcome of a roll. More on this can be found in the [Pools](./Pools.md) section of the docs the list of pools are: - **Insight** - The pool which is linked to your mental capabilities: Cognitions, Intuition, and their linked skills. - **Moxie** - This pool is linked to social interactions: Savvy, Willpower, and their linked skills. It can also be sued for Rep and Infection Tests. - **Vigor** - This pool is linked to physical efforts: Reflexes, Somatics, and their linked skills. - **Flex** - This is a wild-card pool. Points spent from here can be used to affect dice rolls for any tests and allow you to take some narrative control of the game. -## [Aptitudes](Skills.md#aptitudes--skills) +## [Aptitudes](./Skills.md) Your aptitudes represent your natural, inherent abilities. They are the foundation for your skills. There are 6 of them: - **Cognition (COG)** represents your intelligence, problem-solving talent, and capacity for logical analysis. @@ -31,15 +31,15 @@ Your aptitudes represent your natural, inherent abilities. They are the foundat - **Somatics (SOM)** is how well you can exploit your morph's physical capabilities, including strength, stamina, and sustained positioning and motion. - **Willpower (WIL)** is your self-control, mental fortitude, and strength of personality. -## [Rep](Transhuman%20Tech/reputation.md#reputation) +## [Rep](./transhuman-tech/reputation.md) Your character has a reputation score in different social networks. This rep will help you score favors, gather information, and acquire necessary gear. Rep scores are used as your target number for Rep Tests. There are seven rep networks to choose from: - **@-rep**: The Circle-A List, for autonomists, anarchists, Titanians, scum, and Extropians. -- **c-rep**: CivicNet, used by the [Planetary Consortium](../World%20Information/Factions/Inner%20System%20Polities.md#the-planetary-consortium), Morningstar Constellation, [Lunar-Lagrange Alliance](../World%20Information/Factions/Inner%20System%20Polities.md#the-lunar-lagrange-alliance), Jovian Republic, and other hypercorps and capitalists. +- **c-rep**: CivicNet, used by the [Planetary Consortium](../world-information/factions/inner-system-polities.md#the-planetary-consortium), Morningstar Constellation, [Lunar-Lagrange Alliance](../world-information/factions/inner-system-polities.md#the-lunar-lagrange-alliance), Jovian Republic, and other hypercorps and capitalists. - **f-rep**: Fame, the media network used by metacelebrities, journalists, socialites, artists, and glitterati. - **g-rep**: Guanxi, the network for triads, cartels, gangs, and other criminal groups. - **i-rep**: The Eye, Firewall's secret internal network. - **r-rep**: Research Network Affiliates, used by Argonauts, scientists, technologists, and researchers of all stripes. - **x-rep**: ExploreNet, the social network for gatecrashers and exoplanet colonists. -## [Motivations](../Player%20Resources/Character%20Creation/motivations.md#step-13-motivations) -Your motivations define your character's personal agenda, beliefs, and long-term goals. They help you earn [Rez Points](../Player%20Resources/rez-points.md#rez-points) for character advancement and cope with mental trauma. +## [Motivations](../player-resources/character-creation/motivations.md) +Your motivations define your character's personal agenda, beliefs, and long-term goals. They help you earn [Rez Points](../player-resources/rez-points.md) for character advancement and cope with mental trauma. diff --git a/docs/Game Mechanics/Psi/influence_effects.md b/docs/game-mechanics/psi/influence-effects.md similarity index 96% rename from docs/Game Mechanics/Psi/influence_effects.md rename to docs/game-mechanics/psi/influence-effects.md index cc58563..c1ca6e1 100644 --- a/docs/Game Mechanics/Psi/influence_effects.md +++ b/docs/game-mechanics/psi/influence-effects.md @@ -5,7 +5,7 @@ sidebar_label: Influence Effects # Influence Effects Influence effects -- in particular, the impulses and compulsions -- provide character to your specific infection. They speak to a range of behaviors that put a face on the entity affecting you. Players and GMSs are encouraged to use this to generate a personality of sorts for the infection itself. Perhaps they hint at specific alien physiologies, motivations, or cultural mannerisms. Though the exovirus should always remain inscrutable to some degree, its likely manifestations can provide indicators for its general outlook and intentions, which you can then use to add flavor to your PC's own actions. -In this vein, the influence effects provided for each sub-strain should be considered customizable. perhaps you envision an async that is so traumatized and confused by the haunter sub-strain that one of their influence effects is to fly into an uncontrollable rage, lashing out at whatever is around them, even their allies and loved ones. Or perhaps you ascribe a motivation of focused self-interest to the stranger and so devise an influence effect that compels your async to act in completely selfish and narcissistic ways, no matter the detriment to others. Maybe your idea for the xenomorph is that it stems from a hive-mind perspective, and so the async might fail to understand the concept of the individual or lash out at behavior divergent from perceived collective goals. use the effects as listed for guidelines, while also considering options such as temporary disorders, [enhanced behaviors](../../Player%20Resources/Character%20Creation/traits.md#enhanced-behavior), [restricted behaviors](../../Player%20Resources/Character%20Creation/traits.md#restricted-behavior), or even negative traits such as [Neural Damage](../../Player%20Resources/Character%20Creation/traits.md#neural-damage). +In this vein, the influence effects provided for each sub-strain should be considered customizable. perhaps you envision an async that is so traumatized and confused by the haunter sub-strain that one of their influence effects is to fly into an uncontrollable rage, lashing out at whatever is around them, even their allies and loved ones. Or perhaps you ascribe a motivation of focused self-interest to the stranger and so devise an influence effect that compels your async to act in completely selfish and narcissistic ways, no matter the detriment to others. Maybe your idea for the xenomorph is that it stems from a hive-mind perspective, and so the async might fail to understand the concept of the individual or lash out at behavior divergent from perceived collective goals. use the effects as listed for guidelines, while also considering options such as temporary disorders, [enhanced behaviors](../../player-resources/character-creation/traits.md#enhanced-behavior), [restricted behaviors](../../player-resources/character-creation/traits.md#restricted-behavior), or even negative traits such as [Neural Damage](../../player-resources/character-creation/traits.md#neural-damage). ## Architect Sub-Strain > | D6 Roll | Influence Effect | @@ -88,4 +88,4 @@ In this vein, the influence effects provided for each sub-strain should be consi > |6 | **Motivation: +Express True Form**. You are no longer satisfied to dwell in inferior physical forms. You will go to great lengths to modify yourself, whether sophisticated or crude. | > --- > **Other Potential Enhanced Behaviors:** Arousal, Gluttony, Grooming, Socialize -> **Other Potential Motivations:** +Eat the Weak, +Establish Colony, +Hibernate, +Molt, +Play with Prey, +Protect Tribe. \ No newline at end of file +> **Other Potential Motivations:** +Eat the Weak, +Establish Colony, +Hibernate, +Molt, +Play with Prey, +Protect Tribe. diff --git a/docs/Game Mechanics/Psi/psi_chi.md b/docs/game-mechanics/psi/psi-chi.md similarity index 86% rename from docs/Game Mechanics/Psi/psi_chi.md rename to docs/game-mechanics/psi/psi-chi.md index 6313cf4..68d1d31 100644 --- a/docs/Game Mechanics/Psi/psi_chi.md +++ b/docs/game-mechanics/psi/psi-chi.md @@ -50,7 +50,7 @@ You inhibitions are lowered, social intuition expanded, and emotional intelligen ### Control Behavior -You can fine-tune your emotional state. Apply an [Enhanced Behavior](../../Player%20Resources/Character%20Creation/traits.md#enhanced-behavior) or [Restricted Behavior](../../Player%20Resources/Character%20Creation/traits.md#restricted-behavior) (Level 2) trait of your choice at will. You may not change it again until you have taken a recharge action. At the GM's discretion, this trait may apply a +/-10 modifier in some situations. Alternatively, use this to reduce an Enhanced/Restricted Behavior trait imposed on you by up to two levels. You can push this sleight to raise the effect to Level 3 (or three levels of reduction). +You can fine-tune your emotional state. Apply an [Enhanced Behavior](../../player-resources/character-creation/traits.md#enhanced-behavior) or [Restricted Behavior](../../player-resources/character-creation/traits.md#restricted-behavior) (Level 2) trait of your choice at will. You may not change it again until you have taken a recharge action. At the GM's discretion, this trait may apply a +/-10 modifier in some situations. Alternatively, use this to reduce an Enhanced/Restricted Behavior trait imposed on you by up to two levels. You can push this sleight to raise the effect to Level 3 (or three levels of reduction). ### Eco-Empathy With a successful COG Check, you acquire an intuitive understanding of non-sentient, non-terrestrial organisms occupying a producer niche in the local ecosystem (e.g., an alien plant and fungus analogue). The information you gain is of a general and qualitative nature, and doesn't include data you would normally acquire from chemical or genetic analysis. For example, you could determine if a plant thrives only in riparian zones, if it relies on insect analogs for pollination, or if it produces tubers that are edible to transhumans when cooked. @@ -76,7 +76,7 @@ You can block out, ignore, or otherwise isolate pain. Ignore the modifiers from You have an inner well of energy, making it easier to recuperate. You recover +1 pool points during short recharges. ### Patter Recognition -You are adept at spotting patterns and correlating non-random elements. This is useful for translating languages, breaking codes, or finding clues hidden among massive amounts of data. Apply a +10 modifier to appropriate [Infosec](../Skills.md#infosec), [Perceive](../Skills.md#perceive), or [Research Tests](../The%20Mesh/Research.md#research-tests) where you have a sufficiently large sample and time enough to study, as determined by the GM. This might range from a few hours of investigating inscriptions left by long-dead aliens to a week or more of researching a lengthy cipher. This does not apply to brute-force hacking or [Infosec](../Skills.md#infosec) tests made by decrypt apps to break a code. You also learn new languages easily; reduce the timeframe to weeks rather than months. +You are adept at spotting patterns and correlating non-random elements. This is useful for translating languages, breaking codes, or finding clues hidden among massive amounts of data. Apply a +10 modifier to appropriate [Infosec](../Skills.md#infosec), [Perceive](../Skills.md#perceive), or [Research Tests](../the-mesh/Research.md) where you have a sufficiently large sample and time enough to study, as determined by the GM. This might range from a few hours of investigating inscriptions left by long-dead aliens to a week or more of researching a lengthy cipher. This does not apply to brute-force hacking or [Infosec](../Skills.md#infosec) tests made by decrypt apps to break a code. You also learn new languages easily; reduce the timeframe to weeks rather than months. ### Predictive Boost Your brain's Bayesian probability functions are accelerated, enhancing your ability to estimate and predict the outcomes of events as they unfold in real-time around you. In effect, you have an intuitive sense for the most likely outcomes. +2 Initiative. @@ -91,7 +91,7 @@ You have a more intuitive grasp of the world around you. +1 [Insight Pool](../P You have an incredible faculty for intuitive mathematics involving complex, chaotic systems. You can calculate your odds when gambling, predict the outcome of stock market upheavals, and guesstimate the rubble distribution pattern from an explosion. You can also measure exact distances with a look, solve math problems faster than computers, and tell how many microbots make up a swarmanoid. This talent, however, is not conscious, it is intuitive. You do not know the equations you are solving, you simply know the solution. You may make COG Checks to calculate answers to complex mathematical questions. ### Scramble -Scramble helps you to hide from another async using the [ego sense](psi_gamma.md#ego-sense) sleight. Apply a -30 modifier to the async's [Psi Test](../Skills.md#psi). +Scramble helps you to hide from another async using the [ego sense](psi-gamma.md#ego-sense) sleight. Apply a -30 modifier to the async's [Psi Test](../Skills.md#psi). ### Self-Control Your will is tempered and unyielding. +10 to WIL Checks. @@ -106,4 +106,4 @@ You have excellent physiological control. +1 to [Vigor Pool](../Pools.md#vigor) You have finer control over your emotive signals, body language, and micro-expressions and are more capable at interpreting the same in others. +10 to [Deceive](../Skills.md#deceive) and [Kinesics](../Skills.md#kinesics) tests. ### Xeno-Empathy -You have an intuitive understanding of non-human, non-terrestrial organisms (animal analogues). You can make a SAV Check to acquire insight into the creature's ecological niche, motivations, needs, and likely behavioral responses (if non-sapient) or mental/emotional state (if sapient). \ No newline at end of file +You have an intuitive understanding of non-human, non-terrestrial organisms (animal analogues). You can make a SAV Check to acquire insight into the creature's ecological niche, motivations, needs, and likely behavioral responses (if non-sapient) or mental/emotional state (if sapient). diff --git a/docs/Game Mechanics/Psi/psi_gamma.md b/docs/game-mechanics/psi/psi-gamma.md similarity index 99% rename from docs/Game Mechanics/Psi/psi_gamma.md rename to docs/game-mechanics/psi/psi-gamma.md index 1f4cb39..88dadb8 100644 --- a/docs/Game Mechanics/Psi/psi_gamma.md +++ b/docs/game-mechanics/psi/psi-gamma.md @@ -176,7 +176,7 @@ Illusions require intense mental power to sustain. You may not take any complex ### Influence **Action:** Complex $\cdot$ **Duration:** Action Turns $\cdot$ **Infection Mod:** 4 -       This is an offensive version of the [Control Behavior](psi_chi.md#control-behavior) sleight. You manipulate the target's cortices and emotions. Apply an Enhanced Behavior or Restricted Behavior (Level 2) trait. You may push this trait to Level 3. +       This is an offensive version of the [Control Behavior](psi-chi.md#control-behavior) sleight. You manipulate the target's cortices and emotions. Apply an Enhanced Behavior or Restricted Behavior (Level 2) trait. You may push this trait to Level 3. ### Invigorate **Action:** Complex $\cdot$ **Duration:** Instant $\cdot$ **Infection Mod:** 4 diff --git a/docs/Game Mechanics/Psi/Psi_overview.md b/docs/game-mechanics/psi/psi-overview.md similarity index 86% rename from docs/Game Mechanics/Psi/Psi_overview.md rename to docs/game-mechanics/psi/psi-overview.md index 3968f46..4a433db 100644 --- a/docs/Game Mechanics/Psi/Psi_overview.md +++ b/docs/game-mechanics/psi/psi-overview.md @@ -8,17 +8,17 @@ In *Eclipse Phase*, psi abilities are the result of an infection by the mutant W #### Prerequisites -To be an async, you must purchase the psi trait during character creation. It is possible to become an async in game via infection by the Watts-MacLeod strain. To wield psi, you must purchase [psi sleights](psi_gamma.md#psi-gamma-sleights) with CP or [Rez Points](../../Player%20Resources/rez-points.md#downtime-actions). To use psi-gamma sleights, you will also need the [Psi skill](../Skills.md#psi), though you may default to WIL. +To be an async, you must purchase the psi trait during character creation. It is possible to become an async in game via infection by the Watts-MacLeod strain. To wield psi, you must purchase [psi sleights](psi-gamma.md) with CP or [Rez Points](../../player-resources/rez-points.md). To use psi-gamma sleights, you will also need the [Psi skill](../Skills.md#psi), though you may default to WIL. #### Morphs & Psi Async abilities only function on a biological substrate -- meaning that you require a biological brain and nervous system. An async sleeved in a synthmorph, infomorph, or a biomorph with a cyberbrain may not use their sleights. #### Mental Fragmentation -The process of infection has a permanent effect on your async's mind. Upon becoming infect, you either suffered a mental breakdown or underwent a long, slow process of mental subversion. Either way, you acquired either an [Addiction](../../Player%20Resources/Character%20Creation/traits.md#addiction) or [Mental Disorder](../../Player%20Resources/Character%20Creation/traits.md#mental-disorder) negative trait according to your specific sub-strain +The process of infection has a permanent effect on your async's mind. Upon becoming infect, you either suffered a mental breakdown or underwent a long, slow process of mental subversion. Either way, you acquired either an [Addiction](../../player-resources/character-creation/traits.md#addiction) or [Mental Disorder](../../player-resources/character-creation/traits.md#mental-disorder) negative trait according to your specific sub-strain -# Sleights +## Sleights --- -Asyncs manipulate their egos and otherwise create effects that cannot be matched or mimicked by technological means. To use these abilities, they train their mental processes and practice cognitive algorithms called sleights, which they can subconsciously recall and use as necessary. Sleights fall into two categories: [psi-chi](psi_chi.md#psi-chi-sleights) (cognitive enhancement) and [psi-gamma](psi_gamma.md#psi-gamma-sleights) (brainwave reading and manipulation). Psi-chi sleights are passive, always-on abilities. Psi-gamma sleights must be activated, requiring an action and a [Psi skill test](../Skills.md#psi). +Asyncs manipulate their egos and otherwise create effects that cannot be matched or mimicked by technological means. To use these abilities, they train their mental processes and practice cognitive algorithms called sleights, which they can subconsciously recall and use as necessary. Sleights fall into two categories: [psi-chi](psi-chi.md) (cognitive enhancement) and [psi-gamma](psi-gamma.md) (brainwave reading and manipulation). Psi-chi sleights are passive, always-on abilities. Psi-gamma sleights must be activated, requiring an action and a [Psi skill test](../Skills.md#psi). You start with one free sleight, chosen from those available to your specific infection sub-strain. All other sleights must be bought with Customization Points (during character creation) or Rez Points (during gameplay). @@ -29,14 +29,14 @@ Your base Infection Rating $$ \text{Psi trait level}\ \times 10. $$ -Every time you use psi-gamma sleights or [push a sleight](using_psi.md#pushing-sleights), your Infection Rating [increases](using_psi.md#infection-modifiers). Every time you recharge, it [decreases](using_psi.md#easing-the-infection). +Every time you use psi-gamma sleights or [push a sleight](using-psi.md#pushing-sleights), your Infection Rating [increases](using-psi.md#infection-modifiers). Every time you recharge, it [decreases](using-psi.md#easing-the-infection). ### Infection Rating Thresholds As your infection takes a stronger hold, your sleights become more powerful: - **Infection Rating 33+**: Apply the Increased Effect push effect to all of your psi-chi sleights. This lasts until your Infection Rating drops below 33. -- **Infection Rating 66+**: Apply one free [push effect](using_psi.md#pushing-sleights) to all of your psi-gamma sleights. The same effect must be applied to each. This lasts until your Infection Rating drops below 66. +- **Infection Rating 66+**: Apply one free [push effect](using-psi.md#pushing-sleights) to all of your psi-gamma sleights. The same effect must be applied to each. This lasts until your Infection Rating drops below 66. -You may still [push](using_psi.md#pushing-sleights) sleights when you are over a threshold, but you may not apply the same push effect that a threshold already provides, with the exception of the *extra target* effect. +You may still [push](using-psi.md#pushing-sleights) sleights when you are over a threshold, but you may not apply the same push effect that a threshold already provides, with the exception of the *extra target* effect. # Roleplaying Asyncs --- @@ -46,11 +46,11 @@ You should make an effort to explore the nature of your infection and how your c One key aspect to roleplaying an async is to treat the infection as a distinct, if mostly dormant or removed, entity. It is a constant presence below your async's consciousness. It may have its own unique aspirations, but these should remain mysterious. While many of the behavioral compulsions and motivational urges imply a level of sociopathy or destructiveness, think of it more as lacking a moral compass. The exovirus has none of the reference points for morality that transhumanity has. It is not evil so much as indifferent, callous, and *alien*. -# Watts-Macleod Sub-Strains +## Watts-Macleod Sub-Strains --- -As an async, you are affected by a specific sub-strain of the Watts-MacLeod virus. This sub-strain determines how the exovirus affects you personally. It influences what Mental Disorder trait you start with and provides you with a free bonus sleight. It also impacts the behavioral compulsions and spurred motivations that infection inflicts upon you (see [influence effects](influence_effects.md#influence-effects)). The sub-strain ischosen during character creation (or when your character is infected during gameplay). +As an async, you are affected by a specific sub-strain of the Watts-MacLeod virus. This sub-strain determines how the exovirus affects you personally. It influences what Mental Disorder trait you start with and provides you with a free bonus sleight. It also impacts the behavioral compulsions and spurred motivations that infection inflicts upon you (see [influence effects](influence-effects.md)). The sub-strain ischosen during character creation (or when your character is infected during gameplay). -## *The Architect* +### *The Architect* Your infection possesses a distinct curiosity and sense of intelligence. You often see things from a perspective that is different. It drives you to delve into the inner mechanics of things and examine how they work -- whether they be machines or biological entities. The urges push beyond exploration and learning -- you are often compelled to build and construct new things: architecture with inexplicable functions, strange devices, or even new forms of life. Though the virus's exact motivation and intent remains unclear, it leaves you with an unmistakable sense of purpose. #### **Negative Trait (Choose One)**: @@ -63,7 +63,7 @@ Your infection possesses a distinct curiosity and sense of intelligence. You of - *Grok* - *Implant Skill* -## *The Beast* +### *The Beast* Your infection is a ravenous, bloodthirsty monster, yearning to break free. You struggle to keep it in check, placated, or distracted, else the desire for carnage and mayhem overwhelms you. @@ -77,7 +77,7 @@ Your infection is a ravenous, bloodthirsty monster, yearning to break free. You - *Burst of Adrenaline* - *Psychic Stab* -## *The Haunter* +### *The Haunter* The low-level dread of incomprehensible terror, flittering at the edge of perception, is your constant companion. Sometimes it is the crushing weight of the uncaring dark void that makes our extinction a near certainty, sometimes it is a more palpable, unnameable presence, an entity so beyond your ken that you are insignificant in comparison. You are plagued by unrest and unease, taunted by nightmares and a sense that reality is not always as grounded as you would like. @@ -91,7 +91,7 @@ The low-level dread of incomprehensible terror, flittering at the edge of percep - *Infectious Mind* - *Nightmare* -## *The Stranger* +### *The Stranger* Your infection is the shadow at your side, the whispering chant of its unusual desires echoing just below the limits of your perception. It is omnipresent but patient, waiting for moments of vulnerability to steer you towards its inscrutable ends. Though its motivations are hazy, it seems to enjoy testing your limits -- and those of trans-humanity at large. #### **Negative Trait (Choose One)**: @@ -104,7 +104,7 @@ Your infection is the shadow at your side, the whispering chant of its unusual d - *Basilisk Stare* - *Subliminal* -## *The Xenomorph* +### *The Xenomorph* An alien presence lives inside of you. Your instinctual responses are different form those of your original phenotype and you occasionally find yourself acting in ways more fitting to a physiology different from yours. You might feel a weird compulsion to burrow into sand, lay eggs, eat non-nutritious or dangerous substances, or clean phantom appendages that aren't part of your current anatomy. You may even seek out morphs that better accommodate these omnipresent urges. You sometimes express an outlook that other transhumans find strange, just as you are occasionally confused or mystified by transhuman culture practices. When the infection expresses itself strongly, these omnipresent urges seem quite normal, but the transhumans around you seem more and more bizarre and alien. While some asyncs report this sub-strain as adhering to a specific alien anatomy (e.g., they often feel insectoid or aquatic), others clearly feel that the alien presence within transforms and changes over time. #### **Negative Trait (Choose One)**: diff --git a/docs/Game Mechanics/Psi/using_psi.md b/docs/game-mechanics/psi/using-psi.md similarity index 88% rename from docs/Game Mechanics/Psi/using_psi.md rename to docs/game-mechanics/psi/using-psi.md index aaed887..0ee8e72 100644 --- a/docs/Game Mechanics/Psi/using_psi.md +++ b/docs/game-mechanics/psi/using-psi.md @@ -39,7 +39,7 @@ At the GM's discretion, psi sleights may not work on alien creatures at all, dep Psi that targets another character is handled as an [opposed test](../dice-basics.md#opposed-test), the async's [Psi](../Skills.md#psi) versus the defender's WIL Check. [Moxie pool](../Pools.md#moxie) may be used by both. Willing characters may choose not to resist, but they must be aware of what is happening (either the async has warned them or they have experienced it before). Unconscious or sleeping characters cannot resist. #### Psi Full Defense: -Like [full defense](../Action%20&%20Combat/action-factors.md#full-defense) in physical combat, you may spend a complex action to concentrate your mental defenses, gaining a +30 modifier to resist sleights until your next action. +Like [full defense](../action-and-combat/action-factors.md#full-defense) in physical combat, you may spend a complex action to concentrate your mental defenses, gaining a +30 modifier to resist sleights until your next action. #### Criticals: If the defender wins with a critical success, the async is temporarily "locked out" of their mind and may not target them again until they take a recharge action. @@ -49,7 +49,7 @@ If the async rolls a critical failure, they suffer 1d6 DV as the effort takes a If the async wins with a critical success, double the potency of the sleight's effect. In the case of psi attacks, the DV is doubled. ### Mental Armor -The [Psi Armor](psi_chi.md#psi-armor) and [Psi Shield](psi_gamma.md#psi-shield) sleights provide mental armor, a form of neural hardening against psi-based attacks. Like physical armor, this mental armor reduces the amount of damage inflicted by a psychic assault. +The [Psi Armor](psi-chi.md#psi-armor) and [Psi Shield](psi-gamma.md#psi-shield) sleights provide mental armor, a form of neural hardening against psi-based attacks. Like physical armor, this mental armor reduces the amount of damage inflicted by a psychic assault. ## Target Awareness --- @@ -63,16 +63,16 @@ Psi sleights have one of four durations: *constant*, *instant*, *temporary*, or Constant sleights are always "on" #### Temporary: -Temporary sleights last for a limited duration with no extra effort. The temporary duration is determined by your $ \text{WIL}\div 5$ and is measured in action turns, minutes, or hours, as noted. [Influence effects](influence_effects.md#influence-effects) are applied immediately when the sleight is activated, not at the end of the duration. +Temporary sleights last for a limited duration with no extra effort. The temporary duration is determined by your $ \text{WIL}\div 5$ and is measured in action turns, minutes, or hours, as noted. [Influence effects](influence-effects.md) are applied immediately when the sleight is activated, not at the end of the duration. #### Sustained: -Sustained sleights last as long as you want, but require active effort and concentration: apply a -10 modifier to all other skill tests while the sleight is sustained. The async must also stay within ***Close*** range + 10 meters of the target, otherwise the sleight immediately ends. More than one sleight may be sustained at a time, with a cumulative modifier. [Influence effects](influence_effects.md#influence-effects) are applied immediately when the sleight is activated, not at the end of the duration. At the GM's discretion, sleights that are sustained for long periods may incur additional [Infection Modifiers](#infection-modifiers) and [Infection Tests](##infection-tests). +Sustained sleights last as long as you want, but require active effort and concentration: apply a -10 modifier to all other skill tests while the sleight is sustained. The async must also stay within ***Close*** range + 10 meters of the target, otherwise the sleight immediately ends. More than one sleight may be sustained at a time, with a cumulative modifier. [Influence effects](influence-effects.md) are applied immediately when the sleight is activated, not at the end of the duration. At the GM's discretion, sleights that are sustained for long periods may incur additional [Infection Modifiers](#infection-modifiers) and [Infection Tests](#infection-test). -# Infection Modifiers +## Infection Modifiers --- Whenever you take advantage of your psychic abilities, there is a cost to pay. This may manifest physically, in the form of fatigue, headaches, and hemorrhaging. or it may give the infection a chance to claw at the cracks in your psyche and manipulate your outlook. -Whenever you use psi-gamma sleights, two things happen. First, your [Infection Rating](Psi_overview.md#infection-rating) increases by that sleight's Infection modifier. This represents the infection temporarily taking a stronger hold over your mind. Second, the exovirus must make an Infection Test. As the infectee, the async player rolls this test. Asyncs that only use psi-chi sleights do not need to worry about infection flare-ups unless they [push](#pushing-sleights). +Whenever you use psi-gamma sleights, two things happen. First, your [Infection Rating](psi-overview.md#infection-rating) increases by that sleight's Infection modifier. This represents the infection temporarily taking a stronger hold over your mind. Second, the exovirus must make an Infection Test. As the infectee, the async player rolls this test. Asyncs that only use psi-chi sleights do not need to worry about infection flare-ups unless they [push](#pushing-sleights). ### Infection Test The target number for your Infection Test equals your current Infection Rating (including the modifier from the sleight you are using). If this test fails, nothing happens, and you pull off the sleight without any negative effects. If it succeeds, you suffer an [influence effect](#the-infections-influence) appropriate to the sub-strain. @@ -80,7 +80,7 @@ The target number for your Infection Test equals your current Infection Rating ( You may not spend pool to affect the Infection Test, but you may spend [Moxie](../Pools.md#moxie) to avoid making the Infection Test altogether, powering through the sleight with sheer willpower. However, your Infection Rating still increases. #### Critical Failure: -If you roll a critical failure, the exovirus temporarily loses its grip on you. You are immune to [influence effects](influence_effects.md#influence-effects) until your next recharge. +If you roll a critical failure, the exovirus temporarily loses its grip on you. You are immune to [influence effects](influence-effects.md) until your next recharge. #### Superior Success: Apply a +1 modifier to the influence effect roll per superior success. @@ -91,11 +91,11 @@ On a critical success, an influence effect is chosen and the GM also picks one o - **Checkout Time**: This infection is awakened, but bides its time. The next time you take a long recharge or are rendered unconscious, you may awaken to discover that the infection has been active while your mind was under -- literally taking control of your body. What the exovirus does during this time is up to the GM and may not be immediately apparent to your character. You may awaken to a corpse in your bed or strange symbols meticulously etched with bloody fingernails over every inch of your wall, or you may discover a half-completed alien device secreted away in a locker weeks later. More than one async has stimmed themselves awake for days, afraid to fall asleep and let the presence inside them take control. - **Interference**: The exovirus actively impedes you at a critical point. At some points in the future, when you are about to make a test, you must make an opposed test pitting your WIL Check against your Infection Rating +30. If the infection wins, your test will automatically suffer a critical failure (pools may not be applied). GMs are encouraged to select situations that will have dramatic and dire results. -# The Infection's Influence +## The Infection's Influence --- Every time an Infection Test succeeds, the exovirus exerts a bit more control over your psyche. Every async experiences this differently, depending on their particular sub-strain. -Roll 1d6 and consult your sub-strain's [influence effects](influence_effects.md#influence-effects), applying a +1 per superior success rolled on the Infection Test. Influence effects kick in immediately as the sleight is activated. During character creation (or when your PC becomes infected with Watts-MacLeod), you should write down these six influence effects on your character sheet. +Roll 1d6 and consult your sub-strain's [influence effects](influence-effects.md), applying a +1 per superior success rolled on the Infection Test. Influence effects kick in immediately as the sleight is activated. During character creation (or when your PC becomes infected with Watts-MacLeod), you should write down these six influence effects on your character sheet. - **Physical Damage**: You suffer DV 1d6 in the form of fatigue, headaches, and hemorrhaging. @@ -107,18 +107,18 @@ For a temporary period of 1d6 hours, you acquire an extra motivation that should A few influence effects (such as frenzy and hallucinations) are unique to the sub-strain and function as detailed. -# Pushing Sleights +## Pushing Sleights You may boost your sleight's effectiveness, at the cost of increasing the infection's influence. You may choose to push a psi-gamma sleight when you activate it, but before any test is made. Your [Infection Modifier](#infection-modifiers) doubles and you automatically suffer DV 1d6 in addition to making an [Infection Test](#infection-test) as normal. Choose one of the following effects for your pushed sleight: - **Increased Range**: Range doubles; Point-Blank extends to 4 meters, Close extends to 20 meters. This effect is cumulative with the range increase against other asyncs (Point-Blank become 6, Close becomes 30). - **Increased Effect**: Any modifiers provided by the sleight are doubled. For example, +10 becomes +20; +1 pool becomes +2; and so son. - **Increased Power**: The sleight is resisted by WIL Check $\div 2$. -- **Increased Penetration**: [Psi Shield](psi_gamma.md#psi-shield) armor is reduced by half. +- **Increased Penetration**: [Psi Shield](psi-gamma.md#psi-shield) armor is reduced by half. - **Increased Duration**: Double the sleight's Duration (temporary sleights only). - **Extra Target**: You may affect one extra target with the sleight, with the same action, as long as each of them can be targeted via the rules above. You only roll once, with each of the defending characters making their opposed tests against that roll. -You may also push already active psi-chi sleights. In this case, increase your [Infection Rating](Psi_overview.md#infection-rating) by 5 and make an [Infection Test](#infection-test). Psi-chi pushes are temporary, lasting only WIL $\div$ 5 minutes. +You may also push already active psi-chi sleights. In this case, increase your [Infection Rating](psi-overview.md#infection-rating) by 5 and make an [Infection Test](#infection-test). Psi-chi pushes are temporary, lasting only WIL $\div$ 5 minutes. [Moxie pool](../Pools.md#moxie) may be used when pushing to negate the physical damage, but you must still make an Infection Test as normal. If 2 points of Moxie are spent, however, the test is negated entirely. @@ -126,7 +126,7 @@ Additionally, pushing a sleight is not necessarily obvious, though the mental ef -# Easing The Infection -For every short recharge action you take, reduce your [Infection Rating](Psi_overview.md#infection-rating) by 10. It may not be decreased lower than your base Infection Rating (Psi Level $\times$ 10). For every long recharge, reset your Infection to its base rating. +## Easing The Infection +For every short recharge action you take, reduce your [Infection Rating](psi-overview.md#infection-rating) by 10. It may not be decreased lower than your base Infection Rating (Psi Level $\times$ 10). For every long recharge, reset your Infection to its base rating. -You may not reduce your Infection Rating if you have active influence effects -- the urge must be satiated first. \ No newline at end of file +You may not reduce your Infection Rating if you have active influence effects -- the urge must be satiated first. diff --git a/docs/Game Mechanics/rules-primer.md b/docs/game-mechanics/rules-primer.md similarity index 95% rename from docs/Game Mechanics/rules-primer.md rename to docs/game-mechanics/rules-primer.md index 3ef0eb3..dff9bad 100644 --- a/docs/Game Mechanics/rules-primer.md +++ b/docs/game-mechanics/rules-primer.md @@ -74,7 +74,7 @@ Task actions are any actions that require longer than 1 action turn to complete. You may take extra time, applying a +10 modifier and taking 25% longer to complete the task. You may also rush the job, reducing the timeframe by 25% but applying a -20 modifier. If you fail, you expend 25% of the timeframe, +25% per superior failure, before you realize you have failed. ### Initiative -The order in which you act is determined by rolling 1d6 and adding your [Initiative](Action%20&%20Combat/Resolving%20Combat.md#initiative) stat. The highest result goes first; others follow in descending order. On tied initiatives, you go simultaneously or use REF or a roll-off to determine order. You may also *delay* and act later in Initiative order, the count on which act becomes your Initiative on subsequent turns. +The order in which you act is determined by rolling 1d6 and adding your [Initiative](./action-and-combat/resolving-combat.md#initiative) stat. The highest result goes first; others follow in descending order. On tied initiatives, you go simultaneously or use REF or a roll-off to determine order. You may also *delay* and act later in Initiative order, the count on which act becomes your Initiative on subsequent turns. :::danger[Using Rep] @@ -120,7 +120,7 @@ Moxie pool is linked to social interactions: Savvy, Willpower, and their linked - **Ignore Trauma:** Ignore the effects of 1 trauma for 24 hours. - **Refresh Rep:** Restore rep network favors at a cost of 1 point for a Minor favor and 2 points for a Moderate favor. Major favors may not be refreshed this way. - **Acquire a Clue:** Get a tip or lead by gathering information via social interactions without needing to make a test. -- **Control your Infection:** Avoid making an Infection Test when using a [psi sleight](Psi/Psi_overview.md#psi-overview) (asyncs only). +- **Control your Infection:** Avoid making an Infection Test when using a [psi sleight](psi/psi-overview.md) (asyncs only). - **Negate Gaffe:** Ignore a player's social gaffe that the character wouldn't make. ### Using Vigor @@ -139,4 +139,4 @@ The Flex pool is a wild-card pool. It can be used to affect dice rolls for any ## Refreshing Pools You recover the points you spent from pools by taking a recharge action to rest and recalibrate. You can't increase a pool above its original rating; unspent points are lost. The two recharge actions you can take are: - **Short Recharge (2/day):** Short recharges are a task action with a timeframe of 10 minutes. You may take two short recharges per 24-hour period. Each short recharge restores 1d6 pool points; you decide where to allocate them. -- **Long Recharge (1/day):** A long recharge is a task action with a timeframe of 4 hours (8 hours for flats and other biomorphs without biomods). You may only benefit from one long recharge per 24-hour period. A long recharge completely restores your pools to their full value. \ No newline at end of file +- **Long Recharge (1/day):** A long recharge is a task action with a timeframe of 4 hours (8 hours for flats and other biomorphs without biomods). You may only benefit from one long recharge per 24-hour period. A long recharge completely restores your pools to their full value. diff --git a/docs/Game Mechanics/The Mesh/Devices.md b/docs/game-mechanics/the-mesh/Devices.md similarity index 100% rename from docs/Game Mechanics/The Mesh/Devices.md rename to docs/game-mechanics/the-mesh/Devices.md diff --git a/docs/Game Mechanics/The Mesh/Hacking/Countermeasures.md b/docs/game-mechanics/the-mesh/Hacking/Countermeasures.md similarity index 80% rename from docs/Game Mechanics/The Mesh/Hacking/Countermeasures.md rename to docs/game-mechanics/the-mesh/Hacking/Countermeasures.md index 34c9cf1..6ae0837 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/Countermeasures.md +++ b/docs/game-mechanics/the-mesh/Hacking/Countermeasures.md @@ -5,14 +5,14 @@ The ongoing struggle between hackers and electronic security is best described a :::info Every system is unique and handles security differently. The GM maps out each system's set-up. #### ***Motes***: -Notorious for minimal security and outdated defenses. Sometimes, however, they are slaved to a controlled "chokepoint" node with better security (this is the case with most [PANs](../Mesh%20Introduction.md#pans-personal-area-networks)). +Notorious for minimal security and outdated defenses. Sometimes, however, they are slaved to a controlled "chokepoint" node with better security (this is the case with most [PANs](../mesh-introduction.md#pans-personal-area-networks)). #### ***Host***: Defenses largely depend on the security consciousness of their owner. Muses act as a system defender for mesh inserts and ectos. #### ***Servers:*** -Use security [ALIs](../AIs%20&%20Muses.md#alis) and take their defenses seriously. Corporate networks often use [tiered networks](../Mesh%20Introduction.md#tiered-systems) or [air-gapped systems](../Mesh%20Introduction.md#air-gapped-systems) to protect critical assets. Security hackers may be on-site or on-call, arriving in 1d6 action turns. Some simply seek to kick intruders out. Others will [trace](../Tracking.md#tracking) intruders, dispatching security forces or police to apprehend the suspects if located, or hack them back. Security audits are likely to be frequent +Use security [ALIs](../ais-and-muses.md#alis) and take their defenses seriously. Corporate networks often use [tiered networks](../mesh-introduction.md#tiered-systems) or [air-gapped systems](../mesh-introduction.md#air-gapped-systems) to protect critical assets. Security hackers may be on-site or on-call, arriving in 1d6 action turns. Some simply seek to kick intruders out. Others will [trace](../Tracking.md) intruders, dispatching security forces or police to apprehend the suspects if located, or hack them back. Security audits are likely to be frequent ::: -# Firewall +## Firewall --- In *Eclipse Phase*, a firewall is a non-sapient neural-net security suite that monitors network traffic and defends against hackers. Every system has a firewall app actively defending it. Firewalls may initiate automatic countermeasures, depending on their programming. @@ -20,7 +20,7 @@ Each firewall has a rating measuring its defensive capabilities. Firewall ratin If the firewall app on a device is deleted or crashed, tests to hack the system are unopposed until the firewall is restored, unless a system defender engages in active monitoring. -## Firewall Threat Models +### Firewall Threat Models Firewalls build an understanding of what behavior is common or unusual and use these algorithms to identify potential intruders. For example, a firewall will know when a certain user usually logs on, where from, what apps they use, what files they access, and so on. If a hacker uses their credentials but from a different place, at a different time, and doing different things, the firewall may suspect something is amiss and take a closer look. Even a skillful hacker may still be identified by anomalous actions. GMs can call for a [Hacking Test](Hacking.md#hacking-test) whenever they feel a hacker may have exceeded normal activity. If the firewall wins, downgrade the hacker's status one level -- from [hidden](Hacking.md#hidden) to [covert](Hacking.md#covert) (triggering a [passive alert](#passive-alert)), or [covert](Hacking.md#covert) to [spotted](Hacking.md#spotted) (triggering an [active alert](#active-alert)). Alternatively, a hacker who is clearly engaging in shady activity on a well-secured system may trigger an alert, no matter how well they roll. Use this option sparingly, and remember that it applies both to PCs and NPCs. @@ -32,38 +32,38 @@ GMs can call for a [Hacking Test](Hacking.md#hacking-test) whenever they feel a | Host | 50 | | Server | 70 | -# System Defender +## System Defender --- The firewall is but the first line of defense. Almost every system is also monitored by an entity known as its ***system defender***. For most devices, this is the resident ALI. characters skilled in [Infosec](../../Skills.md#infosec) typically guard their own ***Personal Area Networks*** (***PANs***); people who are not rely on their muses. Dedicated teams of operatives often slave their PANs to the group's hacker, who can overwatch the entire groups' security. System defenders have security if not admin privileges. If a [passive](#passive-alert) or [active](#active-alert) alert is triggered, they are informed. defenders are responsible for triggering non-automatic countermeasures. #### Multiple defenders: -Some systems may have more than one defender present. When it comes to active countermeasures and other actions, defenders choose to work together or separately. If acting in convert, the other defenders provide a [teamwork bonus](../../dice-basics.md#teamwork); only the primary defender can use pools. If acting individually, each defender relies on their own [Initiative](../../actions-initiative.md#initiative), [Skills](../../Skills.md#skills) and [Pools](../../Pools.md#pools). +Some systems may have more than one defender present. When it comes to active countermeasures and other actions, defenders choose to work together or separately. If acting in convert, the other defenders provide a [teamwork bonus](../../dice-basics.md#teamwork); only the primary defender can use pools. If acting individually, each defender relies on their own [Initiative](../../actions-initiative.md#initiative), [Skills](../../Skills.md) and [Pools](../../Pools.md). ### Active Defense As a complex action, a system defender can assume control of a system's firewall defenses for one action turn. While engaged in active defense, use the defender's [Infosec skill](../../Skills.md#infosec) in place of [Firewall Rating](#firewall-ratings) for [Hacking tests](Hacking.md#hacking-test). The defender may use pools on these tests. Only on defender can engage in active defense at a time. -# Security Alerts +## Security Alerts --- If a hacking attempt is not stealthy enough, it is likely to earn the attention of the firewall and system defender. Security alerts come in two flavors: [Passive](#passive-alert) and [Active](#active-alert). -## Passive Alert +### Passive Alert Passive alerts are triggered whenever the firewall or defender succeeds on their roll but loses the [opposed](../../dice-basics.md#opposed-test) test against a hacker's [subtle intrusion](Hacking.md#subtle-intrusion) attack. The are also set off when a hacker exposes themselves by rolling a superior failure on a [Hacking test](Hacking.md#hacking-test) within the system. Passive alerts occur when a system detects anomalous activity that may indicate a hacking attempt in progress. The system immediately flags a visual or acoustic cue to the system defender(s) and possibly the owner or admins. The system may be configured to automatically launch one or more passive countermeasures. Depending on the system, extra security hackers or AIs may be brought in to help investigate. If the intruder is not encountered again or located within a set time period (usually 10 minutes), the alarm is deactivated and the event is logged as an anomaly. -## Active Alert +### Active Alert An active alert is triggered when an intruder achieves spotted status or someone attempts a brute-force attack without scoring a critical success. Active alerts are issued when the system knows an intruder is present. The system immediately alerts the system defender(s), owners, and admins. Additional security assets (hackers and AIs) may be called in. The system also launches active countermeasures against the intruder (see below). Active alerts are maintained for as long as the intruder is present and sometimes for a lengthy period afterwards just in case the hacker returns. When a system is on active alert, all intruders suffer a -10 modifier to [Infosec Tests](../../Skills.md#infosec) for the duration of the alert. -# Passive Countermeasures +## Passive Countermeasures --- Passive countermeasures are launched as a precaution whenever there is unusual activity or other signs that there may be an intruder or malware at work. Some of these countermeasures are automatically triggered by the system or firewall whenever a passive or active alert is initiated. @@ -83,28 +83,28 @@ System firewalls can be set to automatically re-authenticate all active users wh As a protective measure, the system temporarily reduces access privileges available to standard users -- and sometimes security accounts as well. This means that legitimate users may be unable to perform certain functions, use some apps/services, or access certain directories without authorization from an admin account. -# Active Countermeasures +## Active Countermeasures --- Active countermeasures are initiated when an intruder is fully detected ([spotted status](Hacking.md#spotted)). Systems/firewalls can be set to immediately trigger automatic countermeasures; others may be pursued at the defender's discretion. ### Counter-Intrusion -Though illegal in some jurisdictions, system defenders may proactively protect their wards by counter-attacking the hacker. For this to occur, the intruder must first be *successfully* [traced](../Mesh%20Actions.md#trace) and their [mesh ID](Authentication%20&%20Encryption.md#mesh-id) obtained. Once this occurs, the defender can then launch their own intrusions on the system from which the hacker originates. +Though illegal in some jurisdictions, system defenders may proactively protect their wards by counter-attacking the hacker. For this to occur, the intruder must first be *successfully* [traced](../mesh-actions.md#trace) and their [mesh ID](authentication-and-encryption.md#mesh-id) obtained. Once this occurs, the defender can then launch their own intrusions on the system from which the hacker originates. ### Crash & Lockout -The defender can attempt to crash the account shell of an intruder that has been spotted (more info in [Mesh Combat](Mesh%20Combat.md#mesh-combat)). If successful, the intruder's [Mesh ID](Authentication%20&%20Encryption.md#mesh-id) can be blocked from accessing the system again (see [Lockout](../Mesh%20Actions.md#lockout)). Hacked accounts are quarantined or deleted and not usable again until a security audit approves and reinstates it. +The defender can attempt to crash the account shell of an intruder that has been spotted (more info in [Mesh Combat](mesh-combat.md)). If successful, the intruder's [Mesh ID](authentication-and-encryption.md#mesh-id) can be blocked from accessing the system again (see [Lockout](../mesh-actions.md#lockout)). Hacked accounts are quarantined or deleted and not usable again until a security audit approves and reinstates it. ### Reboot/Shutdown -The nuclear option for handling an interloper is to reboot or shut down the system. In this case, the system closes all connections to other systems, logs off users, terminates all processes, and shuts itself down -- thereby booting out the intruder (at least temporarily). The disadvantage, of course, is that the system must interrupt its activities. For example, shutting down your mesh inserts means losing all communication with teammates, access to augmented reality, and control over [slaved or linked devices](../Mesh%20Introduction.md#slaved-devices). The intruder may attempt to access the system when it reboots, but if they don't have account credentials or a [back door](Hacking.md#intrusion), they will need to hack in again. Remote defenders will also need to take an action to log back in. +The nuclear option for handling an interloper is to reboot or shut down the system. In this case, the system closes all connections to other systems, logs off users, terminates all processes, and shuts itself down -- thereby booting out the intruder (at least temporarily). The disadvantage, of course, is that the system must interrupt its activities. For example, shutting down your mesh inserts means losing all communication with teammates, access to augmented reality, and control over [slaved or linked devices](../mesh-introduction.md#slaved-devices). The intruder may attempt to access the system when it reboots, but if they don't have account credentials or a [back door](Hacking.md#intrusion), they will need to hack in again. Remote defenders will also need to take an action to log back in. Initiating a reboot/shutdown only takes a complex action, but the actual shutdown process takes 1d6 actions turns (for [motes & hosts](../Devices.md#motes)) or 1d6 minutes (for [servers](../Devices.md#servers)). Rebooting takes an equivalent amount of time. -Logged-in users (including [intruders](Hacking.md#intrusion)) are warned when a reboot or shutdown is initiated. Once started, the shutdown process cannot be stopped, but it may be prolonged by 1d6 action turns with a complex action; this requires [security or admin privileges](Authentication%20&%20Encryption.md#accounts--access-privileges) or an [Infosec Test](../../Skills.md#infosec). +Logged-in users (including [intruders](Hacking.md#intrusion)) are warned when a reboot or shutdown is initiated. Once started, the shutdown process cannot be stopped, but it may be prolonged by 1d6 action turns with a complex action; this requires [security or admin privileges](authentication-and-encryption.md#accounts--access-privileges) or an [Infosec Test](../../Skills.md#infosec). #### Hard Shutdown: The shutdown process takes time in order to warn users, save files, end processes neatly, and otherwise protect the system. A "hard" shutdown is also possible in emergency situations. This requires: - An [Interface Test](../../Skills.md#interface) - A complex action -- [Admin Privileges](Authentication%20&%20Encryption.md#admin-accounts) +- [Admin Privileges](authentication-and-encryption.md#admin-accounts) If successful, the system shuts down at the end of that action turn. hard shutdowns require double the reboot time and may result in lost data (GM discretion). You can also cause a hard shutdown by physically powering down, cutting power, or destroying the device. @@ -112,8 +112,8 @@ If successful, the system shuts down at the end of that action turn. hard shutd An alternative to shutdown or rebooting is simply to sever all connections (usually by temporarily disabling the device's wireless capabilities and going into "airplane mode"). The system loses all active connections, but any intruders are dumped. Termination takes a complex action to initiate and completes at the end of that action turn. Connectivity may be set to restore on the next action turn, in a set time frame, or only when initiated by a local admin. Restarting connectivity takes 1 action turn. Any remote users will need to log back in; intruders without proper credentials will need to [hack](Hacking.md#hacking-test) the system again. While connections are terminated, the system cannot communicate and interact with other systems. ### Trace [Automatic] -Defenders can initiate a trace on a spotted intruder. Most hackers are careful to use an anonymizing service to mask their [mesh ID](Authentication%20&%20Encryption.md#mesh-id) and location, but this is not always the case. If an intruder is physically located, the standard procedure is to alert habitat security or other local or private police, who will mobilize to apprehend the suspect. +Defenders can initiate a trace on a spotted intruder. Most hackers are careful to use an anonymizing service to mask their [mesh ID](authentication-and-encryption.md#mesh-id) and location, but this is not always the case. If an intruder is physically located, the standard procedure is to alert habitat security or other local or private police, who will mobilize to apprehend the suspect. -# Security Audits +## Security Audits --- -Security-conscious systems will undergo an audit on a regular basis or after any detected intrusion, with the intent of patching vulnerabilities that were exploited, eliminating [backdoors](System%20Subversion.md#install-backdoor) that were installed, and determining what the intruder did and what they were after. The GM determines when an audit is undertaken. Make an [Infosec Test](../../Skills.md#infosec) for the system defender, with a timeframe of 24 hours. If successful, any recently exploited vulnerabilities are patched (the hacker loses the +30 bonus to hack again). Superior successes reveal [backdoors](System%20Subversion.md#install-backdoor) or supply additional info on what the intruder was up to. +Security-conscious systems will undergo an audit on a regular basis or after any detected intrusion, with the intent of patching vulnerabilities that were exploited, eliminating [backdoors](system-subversion.md#install-backdoor) that were installed, and determining what the intruder did and what they were after. The GM determines when an audit is undertaken. Make an [Infosec Test](../../Skills.md#infosec) for the system defender, with a timeframe of 24 hours. If successful, any recently exploited vulnerabilities are patched (the hacker loses the +30 bonus to hack again). Superior successes reveal [backdoors](system-subversion.md#install-backdoor) or supply additional info on what the intruder was up to. diff --git a/docs/Game Mechanics/The Mesh/Hacking/Hacking.md b/docs/game-mechanics/the-mesh/Hacking/Hacking.md similarity index 77% rename from docs/Game Mechanics/The Mesh/Hacking/Hacking.md rename to docs/game-mechanics/the-mesh/Hacking/Hacking.md index ddea734..9eacbc7 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/Hacking.md +++ b/docs/game-mechanics/the-mesh/Hacking/Hacking.md @@ -7,14 +7,14 @@ In the digital realm, everything has a vulnerability. Software is the classic p Hackers routinely share, trade, and sell their exploits online. The best of these make their way into pre-packaged exploit app libraries -- software tools that scan a target, openly or with subtlety, probe it for vulnerabilities, and automatically execute attacks. -There are many methods you may use to hack a system. The first is to circumvent the [authentication](Authentication%20&%20Encryption.md#circumventing-authentication) on a legitimate account, but this requires background knowledge of the account and takes time and special effort. The second is to [sniff the traffic](System%20Subversion.md#sniff-traffic) of a legitimate user and remotely spoof commands, which can be powerful but limited. The most common method of hacking is to [directly gain access](#intrusion) to the target and [subvert](System%20Subversion.md#system-subversion) it from within. +There are many methods you may use to hack a system. The first is to circumvent the [authentication](authentication-and-encryption.md#circumventing-authentication) on a legitimate account, but this requires background knowledge of the account and takes time and special effort. The second is to [sniff the traffic](../Devices.md#sniffing) of a legitimate user and remotely spoof commands, which can be powerful but limited. The most common method of hacking is to [directly gain access](#intrusion) to the target and [subvert](system-subversion.md) it from within. :::tip Simple Hacking If these rules at first seem intimidating, keep in mind that the core hacking rules are fairly straightforward. The following guidelines should get you through most situations: - Almost all hacking-involved tests pit the hacker's [Infosec](../../Skills.md#infosec) vs. the target system's [Firewall Rating](Countermeasures.md#firewall-ratings). - To hack into a system, you have a choice of fast (immediate -30 modifier, triggers an alert) or slow (no modifier, takes an hour, no alert). -- By default, you get in with [standard privileges](Authentication%20&%20Encryption.md#user-accounts). Superior successes get you better privileges. -- Once in, you can take any action that your [privileges](Authentication%20&%20Encryption.md#accounts--access-privileges) allow without making a test. +- By default, you get in with [standard privileges](authentication-and-encryption.md#user-accounts). Superior successes get you better privileges. +- Once in, you can take any action that your [privileges](authentication-and-encryption.md#accounts--access-privileges) allow without making a test. - If your privileges don't allow it, make a [Hacking Test](#hacking-test) ([Infosec](../../Skills.md#infosec) vs. [Firewall Rating](Countermeasures.md#firewall-ratings)) to pull it off. - Use your imagination! If you want to do something -- loop sensors, jam weapons, steal files, open a door, crash an opposing AI -- your GM will tell you if you need to make a test. - Don't forget to use [Insight Pools](../../Pools.md#insight) for extra mesh actions or to modify rolls! @@ -28,15 +28,15 @@ Almost all intrusion and subversion efforts rely on Hacking Tests. This [Oppose The art of intrusion involves penetrating a system's security, taking advantage of code glitches and flawed security protocols to bypass the target's defenses. The best methods involve infiltrating a system slowly and quietly, without catching a watchdog's attention. When called for, however, a hacker can toss aside pretenses and attempt to brute-force their way in. ### Establishing a Connection -In order to hack a system, you must establish a direct connection to the target. If you are making a direct wireless connection, the target system must be wireless-capable and within wireless radio range, and you must know the target is there (see [Stealthed Signals](../Devices.md#stealthed-signals)). If the system is hardwired, you must physically jack in by using a regular access port (or skinlink, if the system is so equipped) or tap into a cable that carries the system's traffic (requiring a [Hardware: Electronics Test](../../Skills.md#hardware-field) and appropriate equipment, such as an electronics kit). If you are accessing the target through the mesh, the system must be online and you must know its mesh ID or otherwise be able to find it through [Research](../Research.md#online-research) or [Tracking](../Tracking.md#tracking). +In order to hack a system, you must establish a direct connection to the target. If you are making a direct wireless connection, the target system must be wireless-capable and within wireless radio range, and you must know the target is there (see [Stealthed Signals](../Devices.md#stealthed-signals)). If the system is hardwired, you must physically jack in by using a regular access port (or skinlink, if the system is so equipped) or tap into a cable that carries the system's traffic (requiring a [Hardware: Electronics Test](../../Skills.md#hardware-field) and appropriate equipment, such as an electronics kit). If you are accessing the target through the mesh, the system must be online and you must know its mesh ID or otherwise be able to find it through [Research](../Research.md#online-research) or [Tracking](../Tracking.md). ### Brute-Force Attacks Brute-force hacking is quick, messy, and loud. You select the target, trigger your exploit app, and let it quickly and methodically cycle through attacks against the most common vulnerabilities. Brute-force intrusions require only a complex action, meaning they can be a relevant factor even in combat scenarios. However, the target is almost always alerted to the digital invasion. -To brute-force a target, make a [Hacking Test](#hacking-test). The intruders suffers a -30 modifier. If you succeed, you have gained access to the target system with [user-level access](Authentication%20&%20Encryption.md#user-accounts) privileges and [spotted status](#spotted), and the system goes on [active alert](Countermeasures.md#active-alert). Each superior success increases your privileges one step (first to security then to admin level). On a critical success, you have [covert status](#covert), but a passive alert is still triggered. In this situation, both superior and critical results take effect simultaneously. If you lost the opposed test, you fail to get in and the system goes on passive alert. +To brute-force a target, make a [Hacking Test](#hacking-test). The intruders suffers a -30 modifier. If you succeed, you have gained access to the target system with [user-level access](authentication-and-encryption.md#user-accounts) privileges and [spotted status](#spotted), and the system goes on [active alert](Countermeasures.md#active-alert). Each superior success increases your privileges one step (first to security then to admin level). On a critical success, you have [covert status](#covert), but a passive alert is still triggered. In this situation, both superior and critical results take effect simultaneously. If you lost the opposed test, you fail to get in and the system goes on passive alert. ### Subtle Intrusion -The preferred method of owning a target is to quietly and systematically probe it, analyze its setup and software, and determine the most likely vulnerabilities. Subtle intrusion is a task action with a timeframe of 1 hour (GMs may alter this timeframe for heavily secured or unprotected systems). Make a Hacking Test. If you succeed, you have gained access to the target system with [user-level access](Authentication%20&%20Encryption.md#user-accounts) privileges and [covert Intruder status](#covert). Each superior success increases your privileges one step (first to security then to admin level). On a critical success, you have hidden status; the defender remains unaware of the intrusion. Both superior and critical results may apply. +The preferred method of owning a target is to quietly and systematically probe it, analyze its setup and software, and determine the most likely vulnerabilities. Subtle intrusion is a task action with a timeframe of 1 hour (GMs may alter this timeframe for heavily secured or unprotected systems). Make a Hacking Test. If you succeed, you have gained access to the target system with [user-level access](authentication-and-encryption.md#user-accounts) privileges and [covert Intruder status](#covert). Each superior success increases your privileges one step (first to security then to admin level). On a critical success, you have hidden status; the defender remains unaware of the intrusion. Both superior and critical results may apply. If the firewall succeeds but loses the opposed test, a [passive alert](Countermeasures.md#passive-alert) is triggered. If the firewall wins the opposed test, you fail to get in and the system goes on passive alert. @@ -48,12 +48,12 @@ If you have successfully hacked into a system once, you receive a +30 bonus to H ## Intruder Status --- -Intruder status is a simple way of measuring a hacker's situation as they invade a system -- have they caught the attention of defenses or do they remain unobtrusive? Intruder status is first determined when you access a system, though it may change according to events. Note that intruder status is a separate matter from your [account access privileges](Authentication%20&%20Encryption.md#accounts--access-privileges). The latter represents your permissions and what you are allowed to do on a system. The former indicates the system's awareness of your true nature as an intruder. +Intruder status is a simple way of measuring a hacker's situation as they invade a system -- have they caught the attention of defenses or do they remain unobtrusive? Intruder status is first determined when you access a system, though it may change according to events. Note that intruder status is a separate matter from your [account access privileges](authentication-and-encryption.md#accounts--access-privileges). The latter represents your permissions and what you are allowed to do on a system. The former indicates the system's awareness of your true nature as an intruder. ### Hidden If your status is hidden, the system is completely unaware of your presence and cannot act against you. Your actions are not recorded in logs and other users cannot detect you. Your presence may leave some traces, but they will require thorough analysis and time to find. -While hidden, you receive a **+10** modifier on any efforts to [subvert the system](System%20Subversion.md#system-subversion). +While hidden, you receive a **+10** modifier on any efforts to [subvert the system](system-subversion.md). ### Covert With covert status, your presence on the system looks legitimate and doesn't attract any unusual attention. Only extensive checking will turn up abnormalities. The system is aware of you, but does not consider you a threat. @@ -76,7 +76,7 @@ Any time you use your [Infosec](../../Skills.md#infosec) skill and engage in hac If you roll a [critical failure](../../dice-basics.md#criticals) on a Hacking test, you automatically switch your status to [spotted](#spotted) and the system goes on [active alert](Countermeasures.md#active-alert). -If you attack a target in [Mesh Combat](Mesh%20Combat.md#mesh-combat), you must also make a Hacking Test or trigger a [passive alert](Countermeasures.md#passive-alert). +If you attack a target in [Mesh Combat](mesh-combat.md), you must also make a Hacking Test or trigger a [passive alert](Countermeasures.md#passive-alert). ### Zeroing In -If a system is on passive alert, the system defender may attempt to pinpoint intruders. This requires a complex action and an [Opposed](../../dice-basics.md#opposed-test) [Infosec Test](../../Skills.md#infosec) between defender and each hacker. If the hacker is hidden, the defender incurs a -30 modifier. If the defender wins, the hacker's status becomes [spotted](#spotted) and the system goes on [active alert](Countermeasures.md#active-alert). \ No newline at end of file +If a system is on passive alert, the system defender may attempt to pinpoint intruders. This requires a complex action and an [Opposed](../../dice-basics.md#opposed-test) [Infosec Test](../../Skills.md#infosec) between defender and each hacker. If the hacker is hidden, the defender incurs a -30 modifier. If the defender wins, the hacker's status becomes [spotted](#spotted) and the system goes on [active alert](Countermeasures.md#active-alert). diff --git a/docs/Game Mechanics/The Mesh/Hacking/Authentication & Encryption.md b/docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md similarity index 93% rename from docs/Game Mechanics/The Mesh/Hacking/Authentication & Encryption.md rename to docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md index 8a82deb..17e2687 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/Authentication & Encryption.md +++ b/docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md @@ -11,88 +11,88 @@ Your mesh ID is a unique identifier code that distinguishes you from every other Many mesh IDs are publicly registered (and in some jurisdictions, this is legally mandated). Looking up a registered mesh ID is trivial. Registration data may include a name, physical address, and social media profile if so desired. -# Accounts & Access Privileges +## Accounts & Access Privileges --- To access any mesh device or service, you need an account. Your account links to your mesh ID and determines your access privileges -- what you are allowed to see and do with the device/service. As some systems are more restrictive than others, the GM ultimately decides what privileges an account provides. There are four types of accounts: **public**, **user**, **security**, and **admin**. :::note Account Shell -When you log onto a system, an account shell is created. This account shell is the user interface that allows you to interact with the system. This process represents your presence as you access the system. It can be attacked in [Mesh Combat](Mesh%20Combat.md#mesh-combat). +When you log onto a system, an account shell is created. This account shell is the user interface that allows you to interact with the system. This process represents your presence as you access the system. It can be attacked in [Mesh Combat](mesh-combat.md). ::: -## Public Accounts +### Public Accounts Public accounts provide access to anyone on the mesh. They do not require any type of authentication or login process -- your mesh ID is enough. Public accounts let you browse mesh sites, forums, public archives, open databases, social networks, etc. Public accounts usually have the ability to view an download public data and sometimes write (forum comments, for example), but little else. -## User Accounts +### User Accounts User accounts require some form of authentication to access the device/service. These accounts are provided to people who regularly use the system: employees, clients, etc. Most users are allowed to use the system's standard features as well as view, download, upload, and change their own or shared data. They are note allowed to create new accounts, access logs, alter security features, or do anything that might impact the system's functions. -## Security Accounts +### Security Accounts Security accounts are intended for security personnel and ALIs that watch over the system. They also require authentication but provide greater privileges than standard users. Security accounts can typically view and edit logs, command security features and ALIs, add/delete non-admin accounts, alter the data of other users, and so on. -## Admin Accounts +### Admin Accounts Admin accounts provide complete control ("root") over the system. Admin privileges allow you to access and alter all of the features and data. They can do everything security accounts can, as well as alter access privileges of other accounts, shut down or reboot the system, stop and start any apps or services, and add or delete any software. Every system has one root admin account that cannot be deleted or lose its privileges; for implant and hardware devices, this root account usually belongs to the person they are embedded in. -# Authentication Methods +## Authentication Methods --- Most systems require some kind of authentication (a process by which a system determines whether the claimed identity of a user is genuine) before they will grant you an account and access privileges. There are multiple authentication methods a system can use (highly secure systems may require more than one). Though some are more secure than others, each has their own drawbacks. -## Biometric Scan +### Biometric Scan These systems scan one or more of your morph's biometric signatures (fingerprint, palm print, retinal scan, DNA sample, etc.). Popular before the Fall, such systems have fallen out of use as they are impractical with synthmorphs or users that frequently resleeve. -## Ego Scan +### Ego Scan This system authenticates the user's ego ID, verified with a brainwave scan. As it requires a hardwired and tamper-proof brainprint scanner, such systems are typically only found in high-security environments. -## Direct Neural Interface +### Direct Neural Interface If you have implants or embedded hardware, these are directly spliced into you nervous system, with the physical links themselves providing the authentication. -## Mesh ID +### Mesh ID Some systems accept your [mesh ID](#mesh-id) as authentication. This is extremely common with most public systems, which merely log the mesh ID of any user that wishes access. Other systems will only allow access to specific mesh IDs, but there are vulnerable to [spoofing attacks](#spoofing). -## Other Account +### Other Account If you have access to an account on one system or service, and are logged in, this may give you automatic access to accounts on related systems or services. For example, having an account with a social network portal may give you free access to certain online news feeds or commercial data archives. This is also the method used for slaved devices, where access to the master device automatically grants you access to its slaved devices. hackers favor going after master accounts as a way of accessing other systems. -## Passcode +### Passcode The most common authentication method is the passcode -- a string of alphanumeric characters or logographic symbols. Anyone with the passcode can access the account. most passcodes are quite long (to deter brute-force cracking methods), and so are stored in an encrypted format in your mesh inserts. -## Passkey +### Passkey Passkey systems call for an encrypted code that is either hardwired into a physical device (that is either implanted or physically jacked into an ecto) or extracted from specialized software. Advanced passkeys combine hardwired encryption with physical nanotech etching to create a unique key. To access such systems, the passkey must either be acquired or somehow spoofed. -## Quantum Key +### Quantum Key QK systems rely on a passcode delivered on a quantum-entangled and encrypted channel. Due to their expense and logistics, these are rare, but highly secure. -# Circumventing Authentication +## Circumventing Authentication Since hacking or breaking encryption can be challenging or take time, it is sometimes easier to bypass authentication systems. -## Acquiring Credentials +### Acquiring Credentials If you can somehow acquire the passcode, passkey, biometrics, or quantum-entangled device used to authenticate an account, you can log in as a legitimate user, no tests necessary. This may require creative means to acquire: theft, blackmail, bribery, social engineering, forknapping, or unsavory methods like torture. -## Forging Authentication +### Forging Authentication Lacking actual credentials, you can try to fake them. Biometric and passkey systems can potentially be forged by hackers who are able to get a look at the originals. The means and techniques for doing so differ and are beyond the scope of this book, but successfully forging such systems would allow a hacker to log in as the legitimate user. At the least, forging should require multiple skill tests (for example, [Infosec](../../Skills.md#infosec) and [Hardware: Electronics](../../Skills.md#hardware-field) to extract a retinal print from a retinal scanner's memory, and [Medicine: Biotech](../../Skills.md#medicine-field) to grow a duplicate eye) and lengthy timeframes. -## Spoofing +### Spoofing You can attempt to disguise your connection as if it came from a legitimate user or system. If successful, the recipient system is fooled by the charade and treats your commands and other traffic as legitimate. -To spoof signals, you must first successfully monitor an active connection between the two systems using a [sniffer app](../Devices.md#sniffing). Armed with this data, you can use it to mask your own signals with a spoofer app. This requires a complex action and a [Hacking Test](Hacking.md#hacking-test) between you and the target system (the one *receiving* the signals). If you win, your communications are treated as if coming from the legitimate system. If the firewall loses the contest but also succeeds, it is aware that there are discrepancies with the transmission (which is not that unusual). It may investigate further; this requires another Hacking Test (the spoofer suffers -30 against a [VPN](../Mesh%20Introduction.md#vpns-virtual-private-networks)); if the defender wins, they detect evidence that incoming communications are being tampered with and may respond accordingly. +To spoof signals, you must first successfully monitor an active connection between the two systems using a [sniffer app](../Devices.md#sniffing). Armed with this data, you can use it to mask your own signals with a spoofer app. This requires a complex action and a [Hacking Test](Hacking.md#hacking-test) between you and the target system (the one *receiving* the signals). If you win, your communications are treated as if coming from the legitimate system. If the firewall loses the contest but also succeeds, it is aware that there are discrepancies with the transmission (which is not that unusual). It may investigate further; this requires another Hacking Test (the spoofer suffers -30 against a [VPN](../mesh-introduction.md#vpns-virtual-private-networks)); if the defender wins, they detect evidence that incoming communications are being tampered with and may respond accordingly. :::info Note that spoofing only allows you to fake signals from one system to another. To fake signals back the other way, you must succeed in a [Hacking Test](Hacking.md#hacking-test) against the other system as well. Successful man-in-the-middle attacks against both systems can be challenging but quite devastating. ::: -# Encryption +## Encryption There are two types of cryptography commonly used in *Eclipse Phase*: public key and quantum. -## Public-Key Cryptography +### Public-Key Cryptography In public-key cryptosystems, you generate two keys, a public key and a secret key. You give the public key to your friends or simply post it to the mesh at large. Others can use your public key to encrypt messages to you that only your secret key -- controlled by you -- can decrypt. Public-key crypto is widely used for encrypting files. Due to the strength of the public-key system algorithms, such crypto is essentially unbreakable without a quantum computer. It is also used in VPNs, but sniffer apps exploit flaws in the protocol implementation that enable them to capture, bypass, or spoof the crypto keys without actually cracking them. -## Quantum-Key Cryptography +### Quantum-Key Cryptography Quantum-key distribution systems use quantum mechanics to enable secure communications between two parties. The advantage to transmitting information in quantum states is that the system itself instantly detects eavesdropping attempts as quantum systems are disturbed by any sort of external interference. In practical terms, this means that quantum-encrypted data transfers are unbreakable and attempts to intercept automatically fail. Note that quantum crypto doesn't work for basic file encryption, its only use is in protecting communication channels. While quantum-key systems have an advantage over public-key systems, they are more expensive and less practical. To generate a quantum key, the two communications devices must be entangled together on a quantum level, in the same location, and then separated. This means that quantum-encrypted communications channels require some setup effort, especially if long distances are involved. As a result, quantum-crypto protocols are reserved for high-security communication links. -## Codebreaking +### Codebreaking What this means is that public-key-encrypted files are somewhat safe and quantum-encrypted communications are absolutely safe. GMs should take note: this may be useful to PCs, but may also hinder them. If the PCs need to get at something that is encrypted, they may need to deploy non-hacking methods to get the secret key/passcode to find some way to bypass the encryption entirely. -## Quantum Codebreaking +### Quantum Codebreaking Quantum computers can also be used to break public-key encryption. This is an [Infosec](../../Skills.md#infosec) task action with a timeframe of 1 week. Once started, the quantum computer finishes the job on its own; you do not need to provide constant oversight. This process does not benefit from time-accelerated simulspaces. GMs should modify this timeframe to fit the needs of their game. Note that quantum computers cannot break quantum-encrypted communications, only public-key-encrypted files. diff --git a/docs/Game Mechanics/The Mesh/Hacking/Mesh Combat.md b/docs/game-mechanics/the-mesh/Hacking/mesh-combat.md similarity index 99% rename from docs/Game Mechanics/The Mesh/Hacking/Mesh Combat.md rename to docs/game-mechanics/the-mesh/Hacking/mesh-combat.md index 130919d..ffb8b14 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/Mesh Combat.md +++ b/docs/game-mechanics/the-mesh/Hacking/mesh-combat.md @@ -67,7 +67,7 @@ Software (except for account shells) may still be attacked after it has crashed. Damage and wounds to apps cannot be repaired; the app must be rebooted to remove errors. Infomorphs, cyberbrains, account shells, and operating systems have built-in redundancy settings that will fix broken processes and correct errors over time. Such software will repair either 1d10 damage or 1 wound per minute; all damage must be fixed first. -# Hardware Damage +## Hardware Damage --- Mesh gear ranges from cheap and vulnerable motes to durable, self-repairing servers. They are treated just like other [[Resolving Combat#Objects & Structures|objects]] for physical combat purposes. If a device is physically damaged, there is a 10% change it suffers a [[Mesh Combat#Glitches|glitch]]. If the device suffers a wound, it automatically glitches. Additionally, wound modifiers apply to all mesh tests involving that device. @@ -85,11 +85,11 @@ Infomorphs do not sleep, so they remain active even when their morph carrier is If a morph is knock out by wounds or accumulates damage equal to or exceeding its [[Health#Durability|Durability]], there is a 25% chance that any infomorph riders are knocked offline as well. If not, they may still operate while the morph is unconscious. if damage equals or exceeds the morph's [[Health#Death Rating|Death Rating]], there is a 75% chance the physical damage decommissions an infomorph rider as well. Otherwise, it may remain active, though it will lose power after 48 hours. At the GM's discretion, significant trauma to the head (or ware location) or other exceptional conditions (e.g., falling into a cryovolcano) may increase those odds or automatically disable the infomorph. Muses and other infomorph riders have been responsible for saving their injured or incapacitated carriers by reaching out for help on countless occasions. -# Glitches +## Glitches --- Glitches represent additional errors and malfunctions that may affect software or devices. Glitches may occur dur to overloaded systems, hardware damage, or wounds inflicted by mesh combat. Each time a glitch is inflicted, roll 1d6, consult the Glitch Table, and apply the result -## Glitch Table +### Glitch Table | 1d6 Roll | Glitches | | --- | --- | diff --git a/docs/Game Mechanics/The Mesh/Hacking/Mindware Hacking.md b/docs/game-mechanics/the-mesh/Hacking/mindware-hacking.md similarity index 90% rename from docs/Game Mechanics/The Mesh/Hacking/Mindware Hacking.md rename to docs/game-mechanics/the-mesh/Hacking/mindware-hacking.md index 1807a00..ddccf71 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/Mindware Hacking.md +++ b/docs/game-mechanics/the-mesh/Hacking/mindware-hacking.md @@ -1,15 +1,15 @@ # Mindware Hacking Pods, synthmorphs, and some bots, vehicles, and biomorphs are equipped with cyberbrains. This technology enables transhuman egos to sleeve into and control these forms. Under the hood, cyberbrains are specialized hardware (hosts) for running an infomorph's digital mind-state. The drawback to both cyberbrains and infomorphs is that they can be hacked, just like any other electronic device. -# Preconditions +## Preconditions --- -To hack a cyberbrain, you must be able to access the cyberbrain itself. Most cyberbrains are linked to mesh inserts and slaved to the user's PAN, meaning they can be wirelessly accessed by hacking the PAN first. Cyberbrains are also equipped with access jacks on the exterior of the morph, so if you have physical access to the morph, you can plug in and access via a wired connection. If the subject is not willing or incapacitated, you must first successfully [grapple](../../Action%20&%20Combat/Melee%20Combat.md#grappling) the target. +To hack a cyberbrain, you must be able to access the cyberbrain itself. Most cyberbrains are linked to mesh inserts and slaved to the user's PAN, meaning they can be wirelessly accessed by hacking the PAN first. Cyberbrains are also equipped with access jacks on the exterior of the morph, so if you have physical access to the morph, you can plug in and access via a wired connection. If the subject is not willing or incapacitated, you must first successfully [grapple](../../action-and-combat/melee-combat.md#grappling) the target. To hack an infomorph, you must know its mesh ID and have access to its home device. This may mean you must first hack the device the infomorph is running on. Additionally, because they run an ego, cyberbrains and infomorphs feature hard-coded security measures; apply a -30 modifier to all hacking attempts. -# Mindware Subversion +## Mindware Subversion --- Once a cyberbrain or device running an infomorph has been infiltrated, it may be subverted just like other systems. Since such mindware contains an ego, however, an intruder has several unique options. @@ -21,7 +21,7 @@ As an intruder, the first action you may wish to take will be to install a lockb Egos trapped within a lockbox are quite vulnerable. They could, for example, be subject to enforced uploading, simulspaces, forking, or psychosurgery. Egos trapped for extended periods may suffer stress from helplessness. ### Control Ware (Cyberbrain) -As in [Control Ware](System%20Subversion.md#control-ware), you will have privileged access to a morph's ware -- not to mention hacking the ware directly. One can use this to (de)activate the ware, modify its functioning parameters, access diagnostics and usage logs, or install [scripts](../Mesh%20Actions.md#scripting) to manipulate this ware in the future, among other creative uses. +As in [Control Ware](system-subversion.md#control-ware), you will have privileged access to a morph's ware -- not to mention hacking the ware directly. One can use this to (de)activate the ware, modify its functioning parameters, access diagnostics and usage logs, or install [scripts](../mesh-actions.md#scripting) to manipulate this ware in the future, among other creative uses. ### Copy Ego You can copy the source code of an infomorph resident in a cyberbrain/device. This counts as an inactive backup file of the ego, though it may be run as an infomorph on a host or server. The "forknapping" of infomorphs from compromised systems by criminal interests remains an ongoing problem in the inner system. Some infomorphs come equipped with a copylock app; this applies an additional -30 modifier (cumulative with the infomorph's -30 encoded security modifier) to copy attempts. @@ -45,7 +45,7 @@ You can modify the sensory inputs from a morph to its resident cyberbrain. Bloc Morphs with puppet sock implants may be remotely operated, just like a bot. If the residents ego is not locked out with a lockbox app, it may fight attempts to puppet the morph as an automatic action -- you may likewise counter the ego's attempted actions. Make an opposed test pitting the ego's [WIL Check](../../Skills.md#aptitude-checks) against your [Interface](../../Skills.md#interface) skill. If the opposer wins, no action is taken. Morphs with locked-out cyberbrains may still be puppeted. If the cyberbrain is shut down, however, no puppeting is possible. ### Scorch Ego -Direct access to an infomorph/cyberbrain ego opens the possibility for types of attacks that are normally infeasible due to strict content filtering. You conduct such attacks using [scorchers](../../../Player%20Resources/Gear/Meshware.md#scorchers) -- hostile apps that employ damaging neurofeedback routines. +Direct access to an infomorph/cyberbrain ego opens the possibility for types of attacks that are normally infeasible due to strict content filtering. You conduct such attacks using [scorchers](../../../player-resources/gear/meshware.md#scorchers) -- hostile apps that employ damaging neurofeedback routines. ### Shutdown Cyberbrains and infomorphs may be deactivated, just like [other systems](Countermeasures.md#rebootshutdown) -- this includes hard shutdowns. If a cyberbrain is shut down, its morph will freeze in place or collapse. Shut down morphs may not be puppeted. @@ -54,4 +54,4 @@ Cyberbrains and infomorphs may be deactivated, just like [other systems](Counter You may tap into the target's sensorium for surveillance purposes. Sensory data may also be recorded or broadcast as XP. ### Terminate Cortical Stack Feed -The cyberbrain feeds backup data to the cortical stack. This is a one-way connection, so the cortical stack itself may not be hacked, but the transfer of data may be cut off. Likewise, an infomorph's ongoing updates to its inactive backup files may be terminated. This can be done for a temporary period or it can be indefinitely severed. A restored backup will be missing memories from the period when the feed was terminated. \ No newline at end of file +The cyberbrain feeds backup data to the cortical stack. This is a one-way connection, so the cortical stack itself may not be hacked, but the transfer of data may be cut off. Likewise, an infomorph's ongoing updates to its inactive backup files may be terminated. This can be done for a temporary period or it can be indefinitely severed. A restored backup will be missing memories from the period when the feed was terminated. diff --git a/docs/Game Mechanics/The Mesh/Hacking/Surveillance Hacking.md b/docs/game-mechanics/the-mesh/Hacking/surveillance-hacking.md similarity index 87% rename from docs/Game Mechanics/The Mesh/Hacking/Surveillance Hacking.md rename to docs/game-mechanics/the-mesh/Hacking/surveillance-hacking.md index aa31e76..97c6119 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/Surveillance Hacking.md +++ b/docs/game-mechanics/the-mesh/Hacking/surveillance-hacking.md @@ -1,7 +1,7 @@ # Surveillance Hacking Surveillance is one of the mesh's primary uses. Knowing how to conduct your business unseen is a necessary skill for characters of all stripes. -# Detecting Sensors +## Detecting Sensors --- Though it is often wisest to act as if you are under surveillance all of the time, sometimes you may want to know where the cameras are. Many sensors actively broadcast their presence, and even if they don't, their location can be triangulated via their radio emissions. If in stealth mode, they can be found with an [Interface Test](../../Skills.md#interface) at -30. @@ -17,11 +17,11 @@ Active sensors such as radar and lidar betray their presence because they transm # Avoiding Recognition --- -If you can't avoid the sensors, trick them. Privacy devices like the shroud are common and provide anonymity, though your presence may still be noted. Invisibility cloaks will hide you from many sensors, but are more likely to raise questions. Ware such as skin flex, synthetic mask, sex switch, and chameleon skin may also help conceal your identity or counter biometric matching. Old-fashioned disguise is also an option; make an [opposed test](../../Psi/using_psi.md#opposed-tests) between [Exotic Skill: Disguise](../../Skills.md#exotic-skill-field) and [Perceive](../../Skills.md#perceive). Face- and pattern- matching algorithms fare poorly against certain makeup and visual patterns; apply a -20 to Perceive Tests when using such patterns. +If you can't avoid the sensors, trick them. Privacy devices like the shroud are common and provide anonymity, though your presence may still be noted. Invisibility cloaks will hide you from many sensors, but are more likely to raise questions. Ware such as skin flex, synthetic mask, sex switch, and chameleon skin may also help conceal your identity or counter biometric matching. Old-fashioned disguise is also an option; make an [opposed test](../../psi/using-psi.md#opposed-tests) between [Exotic Skill: Disguise](../../Skills.md#exotic-skill-field) and [Perceive](../../Skills.md#perceive). Face- and pattern- matching algorithms fare poorly against certain makeup and visual patterns; apply a -20 to Perceive Tests when using such patterns. # Active Jamming --- -One noisy and short-lived option for countering coveillance is to jam all radio frequencies (see [Jam Signals](System%20Subversion.md#jam-signals)). This will not stop sensors from detecting or recording, but it will prevent them from transmittign this information via the mesh using wireless radio -- for as long as the jamming lasts. hardwired sensors or systems using laser or microwave links are unaffected (though microwave links may be jammed separately). Jamming is useful as you can do it on the go, but it also impacts everyone and everything around you and is likely to attract the attention of security forces. In a similar manner, dazzlers may be used to temporarily blind cameras. +One noisy and short-lived option for countering coveillance is to jam all radio frequencies (see [Jam Signals](system-subversion.md#jam-signals)). This will not stop sensors from detecting or recording, but it will prevent them from transmittign this information via the mesh using wireless radio -- for as long as the jamming lasts. hardwired sensors or systems using laser or microwave links are unaffected (though microwave links may be jammed separately). Jamming is useful as you can do it on the go, but it also impacts everyone and everything around you and is likely to attract the attention of security forces. In a similar manner, dazzlers may be used to temporarily blind cameras. # Hacking Sensors --- @@ -50,4 +50,4 @@ Skipjacking is the art of moving in a way that minimizes exposure even under ubi # Avoiding Eavesdropping --- -The combination of total surveillance and lip-reading apps means that even conversations out of microphone range may be eavesdropped if they are under a camera's watchful eye. To bypass this, direct communication can be established via skinlink, a fiber-optic wire between access jacks, or even tight-beam laser link. \ No newline at end of file +The combination of total surveillance and lip-reading apps means that even conversations out of microphone range may be eavesdropped if they are under a camera's watchful eye. To bypass this, direct communication can be established via skinlink, a fiber-optic wire between access jacks, or even tight-beam laser link. diff --git a/docs/Game Mechanics/The Mesh/Hacking/System Subversion.md b/docs/game-mechanics/the-mesh/Hacking/system-subversion.md similarity index 79% rename from docs/Game Mechanics/The Mesh/Hacking/System Subversion.md rename to docs/game-mechanics/the-mesh/Hacking/system-subversion.md index 28ed536..495519b 100644 --- a/docs/Game Mechanics/The Mesh/Hacking/System Subversion.md +++ b/docs/game-mechanics/the-mesh/Hacking/system-subversion.md @@ -1,46 +1,46 @@ # System Subversion -Once you have successfully penetrated a system, your options will depend on your access privileges and the nature of the system. Many of the actions you take as an intruder are not that different from a regular user (i.e. searching files, operating devices, etc.) See [Mesh Actions](../Mesh%20Actions.md#mesh-actions). +Once you have successfully penetrated a system, your options will depend on your access privileges and the nature of the system. Many of the actions you take as an intruder are not that different from a regular user (i.e. searching files, operating devices, etc.) See [Mesh Actions](../mesh-actions.md). -Any time you attempt to do something that your [access privileges](Authentication%20&%20Encryption.md#accounts--access-privileges) do not allow for, you must [hack](Hacking.md) the system to do what you want. In most cases, this requires a [Hacking Test](Hacking.md#hacking-test). Apply modifiers from ongoing [system alerts](Countermeasures.md#security-alerts). If you win the contest, you succeed, but each attempt puts you in risk of discovery if you roll a superior or critical failure (see [Exposure](Hacking.md#exposure)). +Any time you attempt to do something that your [access privileges](authentication-and-encryption.md#accounts--access-privileges) do not allow for, you must [hack](Hacking.md) the system to do what you want. In most cases, this requires a [Hacking Test](Hacking.md#hacking-test). Apply modifiers from ongoing [system alerts](Countermeasures.md#security-alerts). If you win the contest, you succeed, but each attempt puts you in risk of discovery if you roll a superior or critical failure (see [Exposure](Hacking.md#exposure)). Aside from exceeding your privileges, there are some techniques that are explicitly subversive. A sampling of common subversions are described below; GMs should use these as guidelines for arbitrating others. -# Break Encryption +## Break Encryption --- -You can attempt to decrypt an encrypted file without proper authorization (see [codebreaking](Authentication%20&%20Encryption.md#codebreaking)). +You can attempt to decrypt an encrypted file without proper authorization (see [codebreaking](authentication-and-encryption.md#codebreaking)). -# Control Ware +## Control Ware --- -If hacking mesh inserts, a [cyberbrain](Mindware%20Hacking.md#mindware-hacking), or a [PAN's](../Mesh%20Introduction.md#pans-personal-area-networks) master node, you will have privileged access to a morph's ware -- not to mention hacking the ware directly. A hacker can use this to (de)activate the ware, modify its functioning parameters, access diagnostics and usage logs, or install [scripts](../Mesh%20Actions.md#scripting) to manipulate this ware in the future, among other creative uses. +If hacking mesh inserts, a [cyberbrain](mindware-hacking.md), or a [PAN's](../mesh-introduction.md#pans-personal-area-networks) master node, you will have privileged access to a morph's ware -- not to mention hacking the ware directly. A hacker can use this to (de)activate the ware, modify its functioning parameters, access diagnostics and usage logs, or install [scripts](../mesh-actions.md#scripting) to manipulate this ware in the future, among other creative uses. -# Disable Safety Mechanisms +## Disable Safety Mechanisms --- Many systems have safety features in place to prevent people from accidentally (or intentionally) harming themselves or others. You may override the warnings and mechanisms of safety systems by winning a [Hacking Test](Hacking.md#hacking-test). A -30 modifier applies, as such systems are built with redundant features. This can be used to open both sides of an airlock simultaneously, mute the imminent collision alert on a spacecraft, or to prevent authorized users from being notified of tampered equipment or dangerous circumstances. At the GM's discretion, some safety features may automatically restart, [requiring suppression](#suppress-process). -# Edit AR Feed +## Edit AR Feed --- If hacking a device broadcasting AR, you can selectively block or edit out specific sensory data using an AR illusion app, or simply terminate the AR feed entirely. This could entail blocking out all AR data of a specific type (audio, visual, haptics, etc.) or blocking specific people, things, sounds, or other things. For example, you can block the user form seeing a friend's messages, edit out a person from their vision, prevent them from hearing an alarm siren, and so on. Depending on the situation and context, the GM may decide that this is automatically successful (something that would be easy to miss) or any give the target a modified [Perceive Test](../../Skills.md#perceive) (-0 to -30) to notice the change (if the blocking creates obvious gaps or is off-kilter to the responses of others). For example, blocking the view of someone moving through a crowd will not change the fact that the crowd is creating a space for that person to move through. Likewise, blocking the smell of smoke will not stop the target form seeing smoke, flames, or others reacting to the blaze. -# Eliminate Traces +## Eliminate Traces --- To hinder [security audits](Countermeasures.md#security-audits), you can clean up evidence of your intrusion before you exit a system. This involves erasing incriminating data in the access and security logs and otherwise hiding any evidence of system tampering. Take a complex action and make a [Hacking Test](Hacking.md#hacking-test). If successful, you wipe away details that might be used to track you down or reveal what you did, including your mesh ID. -# Force Re-Authentication +## Force Re-Authentication --- While sniffing a target, you can break the connection and force them to re-authenticate in order to capture their login credentials (see [Sniffing](../Devices.md#sniffing)). This requires winning a [Hacking Test](Hacking.md#hacking-test) against the authenticating firewall. -# Hide File or Process +## Hide File or Process --- You can obfuscate the presence of a file, code element, or even an active app, script, or other software process. This takes a complex action and an [Infosec Test](../../Skills.md#infosec); note the result. Anyone that seeks to find that file or process later must bear your result with an opposed [Research Test](../../Skills.md#research) at -30. -# Impair Senses +## Impair Senses --- If hacking a device projecting AR, the AR illusions app can be used to distract and impair the target. For example, dark illusory clouds can obscure vision, ear-wrenching high-volume noises can make people cringe, and a persistent tickling sensation might drive anyone crazy. Make an [Interface Test](../../Skills.md#interface); if successful the target suffers a -10 impairment modifier to [Perceive](../../Skills.md#perceive) and other actions, with an additional -10 per superior success. Modifiers may be temporary, as the target can adjust their filters and/or turn their AR off if necessary. -# Inject AR Illusion +## Inject AR Illusion --- If hacking an AR-capable device, you can insert fake sensory input into an AR feed with a [Hacking Test](Hacking.md#hacking-test). The primary use of the AR illusions app is to inject different kinds of visual, auditory, tactile, and even emotional illusions into the augmented reality of the device's user, depending on the type of interface used. How the hacked user will respond to the illusion depends on whether they are aware of the intruder, what type of interface they are using (entoptic or haptic), and how realistic the illusion is. @@ -49,47 +49,47 @@ The best illusions are crafted in advance, using real footage and advanced image ### Improvising on the Fly: Hackers may also improvise illusions as needed, taking advantage of the AR illusion app's advanced tools, patching in and manipulating sensory clips as needed in real-time. This requires a sustained task action from the hacker and is more difficult and easily sotted (+10 to +30 modifier to [Perceive Tests](../../Skills.md#perceive)). The advantage is that the hacker can modify the illusion in reaction to the user's actions or environment factors on the fly. -# Install Backdoor +## Install Backdoor --- Backdoors are ways into a system that bypass normal authentication and security features. Backdoors are secretly installed by hidden intruders so that they may access the system at a later time without needing to hack in again. Backdoor details can be shared with others. Most backdoors are installed by replacing an existing app with a copy that was modified to incorporate a vulnerability that allows instant remote access to the system. The trick lies in making the copied app look like the unmodified original, so that it isn't detected during security audits. -To install a backdoor, you must have access to the system, take a complex action, and win a [Hacking Test](Hacking.md#hacking-test). Apply a -20 modifier if you want the backdoor to provide [security access privileges](Authentication%20&%20Encryption.md#security-accounts), -30 for [admin privileges](Authentication%20&%20Encryption.md#admin-accounts). If you succeed, the backdoor is installed -- you may use it to access the system without making a test until it is removed; you automatically acquire [covert status](Hacking.md#covert). Every superior success applies a -10 modifier towards attempts to discover the backdoor later (see [Security Audits](Countermeasures.md#security-audits)). On a critical success, the backdoor provides [hidden status](Hacking.md#hidden). +To install a backdoor, you must have access to the system, take a complex action, and win a [Hacking Test](Hacking.md#hacking-test). Apply a -20 modifier if you want the backdoor to provide [security access privileges](authentication-and-encryption.md#security-accounts), -30 for [admin privileges](authentication-and-encryption.md#admin-accounts). If you succeed, the backdoor is installed -- you may use it to access the system without making a test until it is removed; you automatically acquire [covert status](Hacking.md#covert). Every superior success applies a -10 modifier towards attempts to discover the backdoor later (see [Security Audits](Countermeasures.md#security-audits)). On a critical success, the backdoor provides [hidden status](Hacking.md#hidden). -# Install Blocker +## Install Blocker --- -To deter countermeasures, you can activate a process that will pre-emptively block a specific app, command, or action on that system. For example, you could install a blocker to prevent a shutdown from being initiated, stop an app from launching, or prevent a device function from being activated. Creating a blocker requires a complex action and a [Hacking Test](Hacking.md#hacking-test); the particular action it blocks must be specified. If successful, any attempt to conduct that action automatically fails. To undo a blocker, it must first be located (requiring a [Research Test](../Research.md#research-tests)) and then deleted (a complex action). System reboots will also remove all blockers. +To deter countermeasures, you can activate a process that will pre-emptively block a specific app, command, or action on that system. For example, you could install a blocker to prevent a shutdown from being initiated, stop an app from launching, or prevent a device function from being activated. Creating a blocker requires a complex action and a [Hacking Test](Hacking.md#hacking-test); the particular action it blocks must be specified. If successful, any attempt to conduct that action automatically fails. To undo a blocker, it must first be located (requiring a [Research Test](../Research.md)) and then deleted (a complex action). System reboots will also remove all blockers. :::info Blockers are not omnipotent; GMs should use their best judgement when defining their limitations. ::: -# Jam Signals +## Jam Signals --- You can transmit radio signals that deliberately interfere with other radio signals in order to disrupt communications. You can choose to selectively jam a particular device or devices, or universally jam all radio signals. Jamming requires a complex action and an [Interface Test](../../Skills.md#interface) to initiate. If successful, affected devices within range have their radio communications disrupted -- they are cut off from the mesh and cannot communicate wirelessly until the jamming ends or they move out of range. Wired devices are unaffected. -Jamming is also quite difficult to overcome (see [Bypass Jamming](../Mesh%20Actions.md#bypass-jamming)). Jamming may also be used to block radar signals and sensors. +Jamming is also quite difficult to overcome (see [Bypass Jamming](../mesh-actions.md#bypass-jamming)). Jamming may also be used to block radar signals and sensors. -# Loop Sensor Feed +## Loop Sensor Feed --- -A common method of undermining surveillance systems is to loop the sensor feed, so that it repeatedly shows insignificant footage or data, allowing physical intruders to pass undetected. To loop a feed, you must first find and copy a recorded segment of the sensor feed (possibly requiring a [Research Test](../Research.md#research-tests)) or spend the time to record it. Looping the feed requires a complex action and a [Hacking Test](Hacking.md#hacking-test). Looped feeds can be set to automatically revert after a set time frame. +A common method of undermining surveillance systems is to loop the sensor feed, so that it repeatedly shows insignificant footage or data, allowing physical intruders to pass undetected. To loop a feed, you must first find and copy a recorded segment of the sensor feed (possibly requiring a [Research Test](../Research.md)) or spend the time to record it. Looping the feed requires a complex action and a [Hacking Test](Hacking.md#hacking-test). Looped feeds can be set to automatically revert after a set time frame. -# Modify Tacnet +## Modify Tacnet --- If hacking a tacnet-enabled system, you can alter, block, or inject tacnet data of your own. This could be used to change maps, block sensory feeds, alter health status indicators, and so on. You can also tag foes as friends, which would prevent a smartlink-enabled weapon from being used against them. -# Sniff Traffic +## Sniff Traffic --- You can intercept and monitor wireless signals (see [Sniffing](../Devices.md#sniffing)). -# Suppress Alarm +## Suppress Alarm --- You can attempt to turn off a passive alert by winning a [Hacking Test](Hacking.md#hacking-test). The system will have alerted any defenders as soon as the alert was triggered, so this will not necessarily deter scrutiny, but it may sidestep automatic countermeasures such as [re-authentication](Countermeasures.md#reauthenticate-automatic) or [reduce privileges](Countermeasures.md#reduce-privileges-automatic). The same action can be used to reduce an [active aler](Countermeasures.md#active-alert) to a [passive alert](Countermeasures.md#passive-alert) (which can then be subsequently turned off with another suppress action). -# Suppress Process +## Suppress Process --- -Many hacking techniques are fire-and-forget -- you disable a function, kill the app, terminate the connection, etc. -- and move on. The disruption is temporary; the system defender or another user can simple restart the process. Some systems are designed to automatically restart certain processes on their own (GM discretion). To prevent the process from restarting, you need to delete the underlying software from the system (usually requiring [admin privileges](Authentication%20&%20Encryption.md#admin-accounts)) or you must actively suppress the process. +Many hacking techniques are fire-and-forget -- you disable a function, kill the app, terminate the connection, etc. -- and move on. The disruption is temporary; the system defender or another user can simple restart the process. Some systems are designed to automatically restart certain processes on their own (GM discretion). To prevent the process from restarting, you need to delete the underlying software from the system (usually requiring [admin privileges](authentication-and-encryption.md#admin-accounts)) or you must actively suppress the process. Suppressing a process requires a complex action each action turn. This will counteract the system's automatic attempts to restart the process. Anyone that wishes to restart the process must successfully defeat you in an [Opposed](../../dice-basics.md#opposed-test) [Infosec Test](../../Skills.md#infosec) though it may be terminated again...unless termination is blocked. @@ -97,13 +97,13 @@ Suppressing a process requires a complex action each action turn. This will cou Many hackers task their muse with suppressing processes. ::: -# Tap AR +## Tap AR --- You can access and monitor any augmented reality experienced by a user as if it were your own with a [Hacking Test](Hacking.md#hacking-test). You can even set this up to automatically forward the same AR experience to you if you leave the system. -# Tap Senses +## Tap Senses --- -If hacking mesh inserts or a cyberbrain (see [Mindware Hacking](Mindware%20Hacking.md#mindware-hacking)), you can tap into the target's sensorium for surveillance purposes. Sensory data may also be recorded or broadcast as XP. +If hacking mesh inserts or a cyberbrain (see [Mindware Hacking](mindware-hacking.md)), you can tap into the target's sensorium for surveillance purposes. Sensory data may also be recorded or broadcast as XP. diff --git a/docs/Game Mechanics/The Mesh/Infomorphs.md b/docs/game-mechanics/the-mesh/Infomorphs.md similarity index 100% rename from docs/Game Mechanics/The Mesh/Infomorphs.md rename to docs/game-mechanics/the-mesh/Infomorphs.md diff --git a/docs/Game Mechanics/The Mesh/Research.md b/docs/game-mechanics/the-mesh/Research.md similarity index 86% rename from docs/Game Mechanics/The Mesh/Research.md rename to docs/game-mechanics/the-mesh/Research.md index b68efd3..569d4c4 100644 --- a/docs/Game Mechanics/The Mesh/Research.md +++ b/docs/game-mechanics/the-mesh/Research.md @@ -11,14 +11,14 @@ Research Tests are handled as task actions. The suggested timeframe is 1 hour, For searches that are more detailed, difficult, or central to the plot, make a [Research Test](../Skills.md#research) (or have your muse make one for you). If you are searching for data tied to a particular subject or field of study, you can use an appropriate [Know skill](../Skills.md#know-skills) as a complementary skill. -For searches that are more detailed, difficult, or central to the plot, make a [Research Test](#research-tests) (or have your muse make one for you). If you are searching for data tied to a particular subject or field of study, you can use an appropriate [Know](../Skills.md#know-skills) skill as a complementary skill. +For searches that are more detailed, difficult, or central to the plot, make a Research Test (or have your muse make one for you). If you are searching for data tied to a particular subject or field of study, you can use an appropriate [Know](../Skills.md#know-skills) skill as a complementary skill.
GMing Research Tests

Research Tests are often important for the story line as one of the main methods PCs have for acquiring clues. For this reason, it is important for GMs to have some flexibility. If the timeframes provided in the rules don't plug so well into your plot framework, modify them to fit your needs. Some evidence may simply take more work to dig up, and sometimes clues will fall right into the PCs' outstretched mandibles. Especially sleuthful PCs sometimes get ahead of the game -- for this reason, it helps to structure your story so that they don't even know what clue they next need until it comes close to the time they will need it. - If the Pcs fail their Research Tests, they should have other opportunities for discovering the information they need. [Insight Pool](AIs%20&%20Muses.md#aptitudes-skills-and-pools) can also be useful here, when spent to acquire a clue. Insight expenditures should still come with some effort, however. A Pc that buys intel with an Insight point may still need to spend a few hours crawling through the mesh. + If the Pcs fail their Research Tests, they should have other opportunities for discovering the information they need. [Insight Pool](ais-and-muses.md#aptitudes-skills-and-pools) can also be useful here, when spent to acquire a clue. Insight expenditures should still come with some effort, however. A Pc that buys intel with an Insight point may still need to spend a few hours crawling through the mesh.

@@ -54,18 +54,18 @@ For searches that are more detailed, difficult, or central to the plot, make a [

-# Online Research +## Online Research --- -The mesh is a treasure trove of data for those skilled in exploring its nooks and filtering out the detritus. Use the [Research skill](../Skills.md#Research) when looking things up online. You can search for news, research papers, public sensor feeds, social network activity, personal information, corporate information, SolArchive entries, criminal records, government data, leaked reports, mesh-connected devices, and much, much more. Digitized data of all kinds can be searched: text, pictures, audio, video, XP, raw data, software, etc. This data is culled from all manner of sources: archives, databases, directories, social networks, cloud services, blogs/vlogs, forums, chat rooms, and regular mesh sites. Research is conducted using various public and private search engines, both general and specialized, as well as data indices and search AIs. +The mesh is a treasure trove of data for those skilled in exploring its nooks and filtering out the detritus. Use the [Research skill](../Skills.md#research) when looking things up online. You can search for news, research papers, public sensor feeds, social network activity, personal information, corporate information, SolArchive entries, criminal records, government data, leaked reports, mesh-connected devices, and much, much more. Digitized data of all kinds can be searched: text, pictures, audio, video, XP, raw data, software, etc. This data is culled from all manner of sources: archives, databases, directories, social networks, cloud services, blogs/vlogs, forums, chat rooms, and regular mesh sites. Research is conducted using various public and private search engines, both general and specialized, as well as data indices and search AIs. You also use [Research](../Skills.md#research) when looking for information on a specific network or device to which you have access: a sensor mote, someone's ecto or tablet, a robot , or an opponent's mesh inserts (see [Searching Specific Systems](#searching-specific-systems)). Likewise, since everyone inevitably uses and interacts with the mesh, Research skill is also a way to identify, backtrack, and/or gather information on people as long as they have not hidden their identity with a shroud of disinformation (see [Tracking](Tracking.md)). -# Search Challenges +## Search Challenges Due to the sheet amount of data available, finding what you're looking for can be a daunting task. Thankfully, information is fairly well-organized, thanks to the hard work of "spider" AIs that cruise the mesh and update data and search indices. Another impediment to online searches is the amount of incorrect data and misinformation. Much data is simply wrong (mistakes happen) or outdated. Falsehoods are intentionally perpetuated and spread for memetic warfare purposes. Hacktivist groups actively seed false data in an effort to combat out-of-control surveillance data mining. This misinformation can linger for years and propagate far and wide as it is circulated without fact-checking. To counteract this, many data sources incorporate reputation scores so that untrustworthy or disreputable sources can be identified and ranked lower in search results. Many archives also harness the collaborative power of mesh users and ALIs to crowdsource verification of their data. -# Searching Specific Systems +## Searching Specific Systems --- Online research in *Eclipse Phase* is not the same as just googling something. Here are five ways in which it is vastly improved: @@ -118,20 +118,20 @@ The combination of abundant computing, archived data, and ubiquitous public sens ## Private and Proprietary Data -Not everything can be found online. Some data may only be acquired by asking the right people (see [Networking](../Transhuman%20Tech/reputation.md#reputation)). Information that is considered secret or proprietary could be stored away in private networks behind firewalls, in off-mesh hardwired networks, or in commercial archives. This would requrie you to gain access to such networks in order to get the dat you need (though a successful Research Test may tell you where to look). +Not everything can be found online. Some data may only be acquired by asking the right people (see [Networking](../transhuman-tech/reputation.md)). Information that is considered secret or proprietary could be stored away in private networks behind firewalls, in off-mesh hardwired networks, or in commercial archives. This would requrie you to gain access to such networks in order to get the dat you need (though a successful Research Test may tell you where to look). ## Analyzing the Results -Just because you've acquired the data doesn't mean you understand it. You may need to make a skill test using [Know](../Skills.md#know-skills) or another appropriate skill to analyze the results and discover what you're looking for. For example, a [Research Test](#research-tests) might pull up the chemical details of a particular alien toxin, but a [*Know: Chemistry* Test](../Skills.md#know-skills) may be necessary to actually understand the repercussions and concoct an antidote. +Just because you've acquired the data doesn't mean you understand it. You may need to make a skill test using [Know](../Skills.md#know-skills) or another appropriate skill to analyze the results and discover what you're looking for. For example, a Research Test might pull up the chemical details of a particular alien toxin, but a [*Know: Chemistry* Test](../Skills.md#know-skills) may be necessary to actually understand the repercussions and concoct an antidote. -# Real-Time Alerts +## Real-Time Alerts --- You may ask your muse to monitor mesh feeds for news or other mentions as they occur in real time. You can also monitor existing data for any updates or changes. If and when the information comes up, the GM makes a secret Research Test on your muse's behalf. If successful, the update in noted. if not, it is missed, though the GM may allow another test if and when the topic reaches a wider range of circulation or interest. -# Searching Specific Systems +## Searching Specific Systems --- You can also use the [Research skill](../Skills.md#research) to scan for specific keywords, file names, media, or other data on a system. When searching a single device such as a mote or host, this simply takes a complex action. For larger devices and networks, this is a task action with a longer timeframe; see the *Searching Timeframes* table below for suggestions. -The rules above assume you are looking for something specific. Sometimes, however, you may simply be browsing through an opponent's captured device, looking for something interesting, incriminating, or that otherwise stands out as a clue. If you are searching a system without knowing exactly what you are looking for, the process can take significantly longer. In this case, make a [Research Test](#research-tests) for every hour you search. The GM should apply a negative modifier between 0 and -30 based on the size of the system and the density of information it contains. If you succeed, you find one clue or other intriguing bit of data, plus one per superior success. Note that encrypted files must first be decrypted before they can be searched. +The rules above assume you are looking for something specific. Sometimes, however, you may simply be browsing through an opponent's captured device, looking for something interesting, incriminating, or that otherwise stands out as a clue. If you are searching a system without knowing exactly what you are looking for, the process can take significantly longer. In this case, make a Research Test for every hour you search. The GM should apply a negative modifier between 0 and -30 based on the size of the system and the density of information it contains. If you succeed, you find one clue or other intriguing bit of data, plus one per superior success. Note that encrypted files must first be decrypted before they can be searched. > ## Searching Timeframes @@ -142,4 +142,4 @@ The rules above assume you are looking for something specific. Sometimes, howev > | PAN | 1d6 action turns | > |TacNet | 1d6 minutes | > | Small Network (Mesh Site, Lab, Ship Net) | 1d6 x 5 minutes | -> | Large Network (Hypercorp Division, Habitat Net) | 1d6 x 10 minutes | \ No newline at end of file +> | Large Network (Hypercorp Division, Habitat Net) | 1d6 x 10 minutes | diff --git a/docs/Game Mechanics/The Mesh/Tracking.md b/docs/game-mechanics/the-mesh/Tracking.md similarity index 52% rename from docs/Game Mechanics/The Mesh/Tracking.md rename to docs/game-mechanics/the-mesh/Tracking.md index 9b17b62..bf68859 100644 --- a/docs/Game Mechanics/The Mesh/Tracking.md +++ b/docs/game-mechanics/the-mesh/Tracking.md @@ -5,7 +5,7 @@ sidebar_label: Tracking Users # Tracking -Every time you interact with other systems on the mesh, you leave traces of your presence. Logins are recorded, access is logged, and most devices even keep a record of all other devices that have been within radio range. At the least your [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id) will be recorded, and possibly other data as well: type of device, length of connection, apps used, AR perceived, time, physical location, and possibly the mesh IDs of other systems you were connected to. On top of this, apps and services -- particularly commercial ones -- keep a usage history and often surreptitiously log other data about you, which is then transmitted to their vendors and sold to advertising networks and other data brokers. This may include friends lists, installed apps, browsing history, personal data, cached forms, and a "fingerprint" of your device that can be used to track you online even if you switch your mesh ID. +Every time you interact with other systems on the mesh, you leave traces of your presence. Logins are recorded, access is logged, and most devices even keep a record of all other devices that have been within radio range. At the least your [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) will be recorded, and possibly other data as well: type of device, length of connection, apps used, AR perceived, time, physical location, and possibly the mesh IDs of other systems you were connected to. On top of this, apps and services -- particularly commercial ones -- keep a usage history and often surreptitiously log other data about you, which is then transmitted to their vendors and sold to advertising networks and other data brokers. This may include friends lists, installed apps, browsing history, personal data, cached forms, and a "fingerprint" of your device that can be used to track you online even if you switch your mesh ID. # Physical Tracking --- @@ -13,13 +13,13 @@ Many users willingly allow themselves to be physically tracked via the mesh. To ## Tracing by Mesh ID -To track the current or last known physical location of a [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id) requires a [Research Test](Research.md#research-tests). If successful, the results are returned instantly if the target is within the local mesh region; targets further away may take longer, as dictated by distance lag. Superior successes may fine-tune the location of provide supplementary details such as live sensor footage. +To track the current or last known physical location of a [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) requires a [Research Test](Research.md). If successful, the results are returned instantly if the target is within the local mesh region; targets further away may take longer, as dictated by distance lag. Superior successes may fine-tune the location of provide supplementary details such as live sensor footage. -if the target is in [privacy mode](Mesh%20Introduction.md#privacy-mode), apply a -30 modifier to this test. If the target is actively disguising their activity by spoofing mesh IDs or cycling through false mesh IDs, this becomes an opposed test pitting [Research](../Skills.md#research) against the target's [Infosec](../Skills.md#infosec) skill, with a timeframe of 1 hour. If the target is using an anonymizing service, they can only be tracked back to the service itself. +if the target is in [privacy mode](mesh-introduction.md), apply a -30 modifier to this test. If the target is actively disguising their activity by spoofing mesh IDs or cycling through false mesh IDs, this becomes an opposed test pitting [Research](../Skills.md#research) against the target's [Infosec](../Skills.md#infosec) skill, with a timeframe of 1 hour. If the target is using an anonymizing service, they can only be tracked back to the service itself. ## Tracking by Biometrics -The prevalence of sensor motes, XP feeds, and biometric recognition apps make it possible to track people by their face, morph, gait, voice, clothing, gear, thermal signatures, scent, and other physical characteristics. However, the sheer amount of sensors and people can make this challenging and trigger both false-positives and false-negatives. The success of searches of this nature is best left to GM fiat, but a [Perceive](../Skills.md#perceive) (if eyeballing) or [Research](Research.md#research-tests) (if using a biometric matcher app) Test can also be called for, modified appropriately by the size of the area surveilled, as noted on the Biometric Searches table. If the target is actively avoiding sensor detection, this research test is opposed by the target's [Infiltrate](../Skills.md#infiltrate) skill (or [Exotic Skill: Disguise](../Skills.md#exotic-skill-field)). +The prevalence of sensor motes, XP feeds, and biometric recognition apps make it possible to track people by their face, morph, gait, voice, clothing, gear, thermal signatures, scent, and other physical characteristics. However, the sheer amount of sensors and people can make this challenging and trigger both false-positives and false-negatives. The success of searches of this nature is best left to GM fiat, but a [Perceive](../Skills.md#perceive) (if eyeballing) or [Research](Research.md) (if using a biometric matcher app) Test can also be called for, modified appropriately by the size of the area surveilled, as noted on the Biometric Searches table. If the target is actively avoiding sensor detection, this research test is opposed by the target's [Infiltrate](../Skills.md#infiltrate) skill (or [Exotic Skill: Disguise](../Skills.md#exotic-skill-field)). > ### Biometric Searches > | Area | Modifier | @@ -38,24 +38,24 @@ The prevalence of sensor motes, XP feeds, and biometric recognition apps make it While viewing someone's public mesh presence is relatively easy, tracking someone's less-public online activity is usually a more challenging affair. ## Researching Public Mesh Presence -Most people post a vast amount of information about themselves online. Social network profiles, forum posts, lifelog entries, personal media collections, XP casts, work portfolios, habitat resident indices, and more are readily accessible with a [Research Test](Research.md#research-tests). Privacy-conscious people usually have a similar online presence, except pseudonymous and/or only viewable to vetted friends and contacts. Private profile data can still be scraped, but it requires using proxies, sock puppet accounts, and data collection services (apply the -30 private data modifier). Alternatively, rep favors can work just as well, especially if the target is a friend of a friend. +Most people post a vast amount of information about themselves online. Social network profiles, forum posts, lifelog entries, personal media collections, XP casts, work portfolios, habitat resident indices, and more are readily accessible with a [Research Test](Research.md). Privacy-conscious people usually have a similar online presence, except pseudonymous and/or only viewable to vetted friends and contacts. Private profile data can still be scraped, but it requires using proxies, sock puppet accounts, and data collection services (apply the -30 private data modifier). Alternatively, rep favors can work just as well, especially if the target is a friend of a friend. Most hypercorps and governments have access to vast databases compiled by marketing and private intel firms. These can provide extensive data such as purchasing and travel habits, known acquaintances, and more Access to this data is often brokered through black market services. ## Tracking Ongoing Mesh Activity -It is tricky, but not impossible, to acquire a far more detailed assessment of someone's mesh activity: rep-net interactions, services used, sites browsed, people messaged, etc. At the least, this would entail knowing their [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id) and applying a -30 obscure data modifier to your [Research Test](Research.md#research-tests), simply because you would largely be relying on access and transaction logs which are only rarely public. A slightly better approach is to focus on one specific type of activity -- for example, use of certain online services -- and either deploy some judicious low-level hacking (summarized with a quick-and-dirt [Infosec Test](../Skills.md#infosec), timeframe of 1 hour) or use rep favors, bribes, or threats to get the info you need. The GM must use their best judgement here when applying modifiers. Additionally, tracking someone's activity on a single system is much easier, requiring a [monitor activity](Mesh%20Actions.md#monitor-activity) action. +It is tricky, but not impossible, to acquire a far more detailed assessment of someone's mesh activity: rep-net interactions, services used, sites browsed, people messaged, etc. At the least, this would entail knowing their [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) and applying a -30 obscure data modifier to your [Research Test](Research.md), simply because you would largely be relying on access and transaction logs which are only rarely public. A slightly better approach is to focus on one specific type of activity -- for example, use of certain online services -- and either deploy some judicious low-level hacking (summarized with a quick-and-dirt [Infosec Test](../Skills.md#infosec), timeframe of 1 hour) or use rep favors, bribes, or threats to get the info you need. The GM must use their best judgement here when applying modifiers. Additionally, tracking someone's activity on a single system is much easier, requiring a [monitor activity](mesh-actions.md#monitor-activity) action. ## Active Monitoring -By far the best approach to monitor someone's mesh activity, especially in real-time, is to actively analyze their mesh traffic. This can be done remotely and requires only their [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id) and a [sniffer app](Devices.md#sniffing). Alternatively, you can hack their PAN and monitor what they do from there. +By far the best approach to monitor someone's mesh activity, especially in real-time, is to actively analyze their mesh traffic. This can be done remotely and requires only their [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) and a [sniffer app](Devices.md#sniffing). Alternatively, you can hack their PAN and monitor what they do from there. # Tracking Countermeasures --- -Given the prevalence of surveillance and mesh tracking, covert operatives and those concerned about their privacy have several options above and beyond the simple [privacy mode](Mesh%20Introduction.md#privacy-mode). +Given the prevalence of surveillance and mesh tracking, covert operatives and those concerned about their privacy have several options above and beyond the simple [privacy mode](./mesh-introduction.md). ## Burner Mesh IDs -The easiest method of anonymizing your mesh activity is to deploy a "burner" [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id) for each separate online transaction. Burner IDs are meant to be used one time and then erased. Though illegal in many jurisdictions, they are popular with criminals and anyone wanting a low profile. You may use burner IDs simultaneously as your real mesh ID or other burners for different online connections (though this is considered poor opsec, as they may be correlated). +The easiest method of anonymizing your mesh activity is to deploy a "burner" [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) for each separate online transaction. Burner IDs are meant to be used one time and then erased. Though illegal in many jurisdictions, they are popular with criminals and anyone wanting a low profile. You may use burner IDs simultaneously as your real mesh ID or other burners for different online connections (though this is considered poor opsec, as they may be correlated). -Burner IDs are ideal in that they are use only for short periods. Though they may be traced or even sniffed like other mesh IDs, the trail will end when they stop being used. Though they are easy to deploy, they are not fool-proof, and some care must be taken to avoid leaking your real [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id) or carelessly associating it with accounts or other data that may betray you. Keep in mind that a burner ID will not help you if you are traced or sniffed while you are still using it. A resourceful opponent may also be able to correlate burner ID use with physical surveillance footage or other mesh ID logs. If someone attempts to trace you using a burner mesh ID you have discarded, they must make a [Research Test](Research.md#research-tests) at -30 against your [Infosec](../Skills.md#infosec) skill. +Burner IDs are ideal in that they are use only for short periods. Though they may be traced or even sniffed like other mesh IDs, the trail will end when they stop being used. Though they are easy to deploy, they are not fool-proof, and some care must be taken to avoid leaking your real [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) or carelessly associating it with accounts or other data that may betray you. Keep in mind that a burner ID will not help you if you are traced or sniffed while you are still using it. A resourceful opponent may also be able to correlate burner ID use with physical surveillance footage or other mesh ID logs. If someone attempts to trace you using a burner mesh ID you have discarded, they must make a [Research Test](Research.md) at -30 against your [Infosec](../Skills.md#infosec) skill. #### Disposable Ectos A more low-tech version of this trick is to simply use burner ectos. Use once, or until hot, then discard. The advantage is that ectos can be physically left behind or planted on others, both useful for misdirection. @@ -66,4 +66,4 @@ Many people have a vested interest in keeping their affairs anonymous. To meet Tracking an anonymous account is a practical impossibility and something that only an extremely resourceful organization employing a systematic and expensive effort could attempt. ## Spoofing Mesh IDs -Some hackers prefer to mask themselves as other users, either as a red herring, a statement, or to frame someone else. This follows the same procedure as [spoofing someone for authentication](Hacking/Authentication%20&%20Encryption.md#spoofing). \ No newline at end of file +Some hackers prefer to mask themselves as other users, either as a red herring, a statement, or to frame someone else. This follows the same procedure as [spoofing someone for authentication](Hacking/authentication-and-encryption.md#spoofing). diff --git a/docs/Game Mechanics/The Mesh/AIs & Muses.md b/docs/game-mechanics/the-mesh/ais-and-muses.md similarity index 93% rename from docs/Game Mechanics/The Mesh/AIs & Muses.md rename to docs/game-mechanics/the-mesh/ais-and-muses.md index bc95012..b45e38e 100644 --- a/docs/Game Mechanics/The Mesh/AIs & Muses.md +++ b/docs/game-mechanics/the-mesh/ais-and-muses.md @@ -1,6 +1,6 @@ AIs are self-aware software. Like other code, they must be run on a computerized device. They may be crashed in mesh combat, copied, erased, stored as inert data, infected with viruses, and reprogrammed. -# ALIs +## ALIs --- Artificial limited intelligences are designed as "custodian helpers" for specific devices or tasks. They are based upon machine-learning neural nets that draw upon vast data sets concerning the device/operations, meaning that they are well-versed in the best methods and likely outcomes. They are programmed with the core skills they need for their tasks and equipped with a personality expressly geared towards customer service, obedience, and satisfaction. @@ -8,19 +8,19 @@ Most ALIs are run on bots, vehicles, and other devices to assist transhumans or In most societies, ALIs are considered things or property rather than people and accorded no special rights. They may also be banned from certain roles or activities. A few polities treat them as persons with limited or full civil rights and protections. -## Personality +### Personality ALI personality matrices are encoded with individual identities and character traits. They seem conscious and self-aware, though detailed probing will reveal shallow personalities and other limitations. They lack self-interest and initiative, and their emotional programming is narrow (based on empathy along) or non-existent, though they may be programmed to anticipate the needs and desires of users and pre-emptively take action on their behalf. Though sentient, it remains a matter of debate whether ALIs are fully sapient. -Given their limited personality, ALIs are less emotive and more difficult to read. Apply a **-30** modifier to [Kinesics Tests](../Skills.md#Kinesics) [[Skills#Kinesics|Kinesics Tests]] made against them. When combined with non-expressive synthetic morphs, increase this modifier to -60. Some ALIs lack emotive capability altogether and are simply impossible to read. +Given their limited personality, ALIs are less emotive and more difficult to read. Apply a **-30** modifier to [Kinesics Tests](../Skills.md#kinesics) [[Skills#Kinesics|Kinesics Tests]] made against them. When combined with non-expressive synthetic morphs, increase this modifier to -60. Some ALIs lack emotive capability altogether and are simply impossible to read. -## Commanding ALIs +### Commanding ALIs Due to built-in safety features, ALIs must serve and obey the instructions of authorized users within their normal functioning parameters. They are also programmed to follow the law (in the inner system) or an ethical code (autonomist areas). If need be, however, ALIs can be quite clever in how they interpret commands and act upon them. More importantly, their psychological programming is based on human modes of thought and an understanding and support of transhuman goals and interests. This is part of an effort to create "friendly AI." An ALI will be reluctant to follow commands that will have a negative impact on the user or other transhumans. Pre-programmed imperatives can force it to ignore or disobey orders taht are dangerous. In the case of accidents, they are sometimes coded to minimize harm and damage and sometimes coded to protect the user at all costs. Of course, ALIs designed for military and weapon systems do not face such restrictions. -## Limitations +### Limitations Lacking generalized intelligence, ALIs are inept and clueless when it comes to situations outside their specialty. Secondary skills tend to be less competent than an equivalent transhuman. They are generally incapable of creative or "outside-the-box" thinking. -## Aptitudes, Skills, and Pools -ALIs usually have aptitudes of 10, with a maximum of 15. Most have 5-7 active skills, with a maximum of 10. Their skills cannot exceed 40 (including aptitudes), with the exception of one active skill appropriate to the ALI's specialty, which can be 60. most have 3-5 [Know skills](../Skills.md#Know), with a maximum of 10. Their Know skills cannot exceed 80. +### Aptitudes, Skills, and Pools +ALIs usually have aptitudes of 10, with a maximum of 15. Most have 5-7 active skills, with a maximum of 10. Their skills cannot exceed 40 (including aptitudes), with the exception of one active skill appropriate to the ALI's specialty, which can be 60. most have 3-5 [Know skills](../Skills.md#know-skills), with a maximum of 10. Their Know skills cannot exceed 80. ALIs cannot default; if they don't possess a skill, they can't use it. They can use specializations (which can exceed their maximums). @@ -30,18 +30,18 @@ By design, ALIs are incapable of self-improvement. to acquire or improve a skil For all other rules, ALIs are treated as [infomorphs](Infomorphs.md). -## Traits +### Traits ALIs have the Modified Behavior (Obedient, Level 3) and Real-World Naivete traits. GMs may assing other traits as they see fit. -## Lucidity and Trauma +### Lucidity and Trauma ALIs are capable of suffering mental stress and trauma, and so have Lucidity, Trauma Threshold, and Insanity Rating stats. -## Sleeving +### Sleeving ALis user their own individual infomorphs. ALIs may be sleeved into any morph with a cyberbrain. They cannot be downloaded into biomorphs with biological brains. -# Muses +## Muses --- -Muses are a subtype of ALI designed to be personal aides and companions. Most transhumans grew up with a muse at their virtual side. Muses have more personality and psychological programming than standard ALIs and over time they build up an extensive database of their user's preferences, likes and dislikes, and personality quirks so that they may more effectively be of service and anticipate needs. Most muses reside within their owner's mesh inserts or ecto, where they can manage their owner's [PAN](Mesh%20Introduction.md#pans-personal-area-networks), communications, online searches, rep interactions, and other mesh activity. +Muses are a subtype of ALI designed to be personal aides and companions. Most transhumans grew up with a muse at their virtual side. Muses have more personality and psychological programming than standard ALIs and over time they build up an extensive database of their user's preferences, likes and dislikes, and personality quirks so that they may more effectively be of service and anticipate needs. Most muses reside within their owner's mesh inserts or ecto, where they can manage their owner's [PAN](mesh-introduction.md#pans-personal-area-networks), communications, online searches, rep interactions, and other mesh activity. @@ -49,12 +49,12 @@ Muses are a subtype of ALI designed to be personal aides and companions. Most t > > Muses provide boundless roleplaying opportunities. GMs can use them to remind, nag, encourage, or pester PCs -- no one is ever really alone. If you find it overwhelming to keep track of the PCs' muses and their personalities, have the players roleplay each others' muses. Simply give each player an index card with the muse's skills and personality notes; hold the card up when roleplaying as the muse. This can also be a useful tool for keeping players involved in a scene when the party splits up and their own PCs are busy elsewhere. -## Personality & Relationships +### Personality & Relationships Muse personalities are customizable. They are bundled with a subscription to a library of traits, quirks, and affects, many based on historical fictional personas. Muses may also be modeled on personality templates of actual people; some are built from life-logged interactions with relatives or friends, others are based on fictional characters, childhood pets, or imaginary friends. While your first muse as a child was molded to suit you according to a battery of tests, over time you altered it to fit your changing tastes. Transhumans develop strong bonds to their muses due to their omnipresence and devotion. Your specific relationship may vary, depending on your own personality, history, and views on sentient programs. Some transhumans treat their muses as intelligent toys, servants, or pets. Others are closer, viewing them as confidantes, mentors, comrades, or even paramours. A few, however, have contentious or even hostile relationships, especially if the muse has taken on an unwelcome guardian role. -## What Your Muse Can Do For You +### What Your Muse Can Do For You The primary use for muses is to handle trivial online tasks, thus freeing you up for more important things. This can be quite handy during time crunches or chaotic situations -- it is otherwise quite inconvenient when you need to google something in the middle of a firefight. If you are note skilled in [Infosec](../Skills.md#infosec) and don't have or trust a team hacker, your muse can also act as your PAN's [system defender](Hacking/Countermeasures.md#system-defender). Its important to remember that muses can also assist you in certain tasks, providing a [teamwork bonus](../dice-basics.md#teamwork). Here are a few specific examples of tasks your muse can take on: @@ -74,24 +74,24 @@ Here are a few specific examples of tasks your muse can take on: - Monitor your health (via medichines) and the status of ware/gear. - Summon help if something happens to you. -## Online, Even When You're Down +### Online, Even When You're Down Muses do not sleep, remaining active while you rest or hibernate. Likewise, if you are incapacitated or grappled, your muse can still act. Shock attacks, however, temporarily disrupt implanted systems, so your muse will be incapacitated as you are. -## Muse Backups +### Muse Backups Muses are normally backed up and stored along with the ego, including on cortical stacks. -## Other Infomorphs As Muses +### Other Infomorphs As Muses Some people prefer full-blown intelligences for aid and companionship over a muse. Any infomorph can take a muse's residence within your mesh inserts, whether an AGI, disembodied transhumans, or even a fork of yourself. -# AGIs +## AGIs --- AGIs are complete and fully autonomous digital consciousnesses, self aware and capable of intelligent action at the same level as other trans-humans. AGIs are capable of creativity, learning, and self-improvement (at a slow but steady pace equivalent to humans). They also possess deep, rounded personalities and stronger emotional/empathic abilities than standard ALIs. Most are raised in VR in a manner similar to human children, so that they are socialized with transhuman values. As a result, they have a fairly human persona and outlook, though some deviation is to be expected -- AGIs often possess or develop personality traits and idiosyncrasies that are quite different from human norms and sometimes outright alien. -# ASIs +## ASIs --- Super-intelligent AIs can self-upgrade at exponential rates and grow into god-like digital entities. -# Non-Standard AIs +## Non-Standard AIs --- Not all ALIs and AGIs are programmed and designed to adhere to human modes of thought and interests. diff --git a/docs/Game Mechanics/The Mesh/Common Mesh Uses.md b/docs/game-mechanics/the-mesh/common-mesh-uses.md similarity index 88% rename from docs/Game Mechanics/The Mesh/Common Mesh Uses.md rename to docs/game-mechanics/the-mesh/common-mesh-uses.md index 129d9ac..89cf547 100644 --- a/docs/Game Mechanics/The Mesh/Common Mesh Uses.md +++ b/docs/game-mechanics/the-mesh/common-mesh-uses.md @@ -12,7 +12,7 @@ AR overlays data and sensory input from the mesh onto your physical senses. Thi Most habitats and businesses transmit data on public AR channels. Directories, signs, maps, help guides, tourist information, available services, and public alerts are easily toggled and perceived. Corporations and private groups also offer their own AR channels to authenticated users, ranging from streaming music and networked games to underground night life and black-market services. :::info -AR also has its downsides: if you are hacked, it can be used [against you](Hacking/System%20Subversion.md#inject-ar-illusion). (AR sensory input is also a potential vector for so-called basilisk mind hacks) +AR also has its downsides: if you are hacked, it can be used [against you](Hacking/system-subversion.md#inject-ar-illusion). (AR sensory input is also a potential vector for so-called basilisk mind hacks) ::: ## AR Mist and Filters @@ -24,23 +24,23 @@ In some locations, AR adverts can be so overwhelming, they are referred to as "m Since reality can be overlaid with hyper-real entoptics, you can "skin" your environment by modifying your perceptual input to fit your particular tastes or mood. Need your spirits boosted? Pull up a skin that makes it seem like you're outdoors, with the sun shining down, the sounds of gentle surf in the background, and butterflies drifting lazily overhead. Pissed off? Be comforted as flames engulf the walls and thunder grumbles ominously in the distance. You can go about your day accompanies by your own personal soundtrack or the smell of roses, the ocean air, or freshly baked pastries. Tired of listening to your co-worker's babble? A simple filter can block them out, replacing them with a gray-shaded outline and the pleasant sounds of birds. Entire libraries of skins may be freely downloaded for the express purpose of making the cheaply fabricated less distasteful and countering the space-induced cabin fever of cramped environments. -# Virtual Reality [VR] +## Virtual Reality [VR] --- Only [servers](Devices.md#servers) have the bandwidth and processing requirements to run full VR simulspaces, especially ones with multiple users. For extra stability, most VR services are offered in locations with hardwired physical networks. Comfortable enclosed couches are provided for users, as their physical sense are cut off. See [Virtual Reality](#virtual-reality-vr) for more information. -# Backups, Forking, Egocasting +## Backups, Forking, Egocasting --- Most people have backups taken and forks created at reputable body banks. The sanctity of egos is highly valued, so mesh security tends to be top notch. Even black-market body banks and darkcasters have reputations to protect. If you have a cyberbrain or access to an ego bridge, you can make backups and forks at any time, but are reliant on your own security. Inactive backups/forks/egos are simply large files that can be stored on any device. Activated Infomorphs, however, can only be run on hosts or servers. -# Banking +## Banking --- Physical currency is a thing of the past. Polities that still use money deploy various types of blockchain-based crypto-currencies. Transactions are electronic, heavily encrypted, and archived in a public ledger. This means payments and transfers are linked to a mesh ID and may be tracked, though many use anonymized accounts or proxies to hide their trail. Electronic currencies are either stored in an encrypted wallet on your personal device or entrusted to the security of an online service. -# Communications +## Communications --- Messaging, video calls (using avatars), and emails remain dominant forms of communication, though these are sometimes hampered by distance lag. For discussions across great distances or that require face-to-face privacy, forks are deployed. Non-encrypted comms can be [sniffed](Devices.md#sniffing) by hostile parties. -# Experience Playback [XP] +## Experience Playback [XP] --- Every morph with mesh inserts has the capability to transmit or record their experiences in the form of XP. Sharing with friends, social networks, or with the public at large is popular. Short clips are common, but some x-casters post an ongoing lifelog for subscribers. @@ -50,7 +50,7 @@ The depth of these experiences depends on how much of the recorded sensory perce Due to the prevalence of x-casting, live XP feeds are an integral part of the coveillance paradigm. -# Gaming +## Gaming --- Along with AR and VR console games, multiplayer interactive alternate-reality games (so-called MARGs) are popular. Many players are involved with one or more in-game "coteries" in various settings. Here are a few examples: - *Cloak & Dagger* (espionage) @@ -61,31 +61,31 @@ Along with AR and VR console games, multiplayer interactive alternate-reality ga These games present stories and plots experienced through skinned AR environments and interactions with other players (and paid NPCs) both online and in-person, with more detailed VR immersion scenarios available as well. -MARGs function as [VPNs](Mesh%20Introduction.md#vpns-virtual-private-networks). Much like social networks, they treat their customers as products and heavily monitor their activities. Hacked game accounts can reveal a treasure trove of tracking data. +MARGs function as [VPNs](mesh-introduction.md#vpns-virtual-private-networks). Much like social networks, they treat their customers as products and heavily monitor their activities. Hacked game accounts can reveal a treasure trove of tracking data. -# Location Services or Mapping +## Location Services or Mapping --- You can almost always pinpoint your location on an inhabited world or in a habitat by measuring signals either from orbiting GPS satellites or nearby mesh nodes. Finding your way is easy with AR cues such as visual trails or arrows or audio directions. Location services can tell you where to find the nearest local autocook, give you review on nearby cafes, and tell you who in the area matches your dating profile, personal interests, or is looking for a game match. -A side effect of location services is that your movements are logged by every nearby mesh node due to automated pings and your physical activity can be correlated with your online activity and [mesh ID](Hacking/Authentication%20&%20Encryption.md#mesh-id). This feature is considered an advantage by parents watching over their kids, businesses monitoring their employees, and friends seeking out other friends, but can be a detriment to those seeking a low profile. +A side effect of location services is that your movements are logged by every nearby mesh node due to automated pings and your physical activity can be correlated with your online activity and [mesh ID](Hacking/authentication-and-encryption.md#mesh-id). This feature is considered an advantage by parents watching over their kids, businesses monitoring their employees, and friends seeking out other friends, but can be a detriment to those seeking a low profile. -# Media & News +## Media & News --- -Recorded and streamed VR, XP, 3D video, music spoken word, podcasts, and even old-fashioned flat vids and audiobooks are offered by a variety of services. The sheer amount of media available is dauting -- most people carry personal libraries in their head that contain far more than they will ever consume. Entertainment for even niche interests is never farther than a few mental menus away. News and media feeds are highly personalized and curated to your tastes by your [muse](AIs%20&%20Muses.md#muses). +Recorded and streamed VR, XP, 3D video, music spoken word, podcasts, and even old-fashioned flat vids and audiobooks are offered by a variety of services. The sheer amount of media available is dauting -- most people carry personal libraries in their head that contain far more than they will ever consume. Entertainment for even niche interests is never farther than a few mental menus away. News and media feeds are highly personalized and curated to your tastes by your [muse](ais-and-muses.md#muses). Many venues transmit their own local AR media channels, to keep social groupings focused on the same vibe. When you can stream a live performance from a DJ on Mars directly into your head almost anywhere, most club-goers prefer getting on the same channel so they can all dance to the same beat, experience the same visuals, and share the energy. -# Mobile Offices +## Mobile Offices --- -Online collaboration tools, remote networking, and ALI assistants mean that work is rarely tied to a physical location -- most people carry their jobs with them. For security purposes, [VPNs](Mesh%20Introduction.md#vpns-virtual-private-networks) are mandatory. Encrypted data module implants are often mandatory for employees that carry sensitive company data in their heads, possibly protected by a dedicated corporate security AI. Many hypercorps retain remote access privileges to their workers' mesh inserts and implants. +Online collaboration tools, remote networking, and ALI assistants mean that work is rarely tied to a physical location -- most people carry their jobs with them. For security purposes, [VPNs](mesh-introduction.md#vpns-virtual-private-networks) are mandatory. Encrypted data module implants are often mandatory for employees that carry sensitive company data in their heads, possibly protected by a dedicated corporate security AI. Many hypercorps retain remote access privileges to their workers' mesh inserts and implants. -# Coveillance +## Coveillance --- -Public sensor feeds are available to everyone on the mesh -- everyone is watched by everyone else. These sensors provide real-time coverage of most public areas within a habitat, though they are subject to vandalism and sabotage. Many private networks are also available, some of which are accessible for a fee or if you know the right people. Sensors and coveillance are covered in detail in [Surveillance Hacking](Hacking/Surveillance%20Hacking.md#surveillance-hacking). +Public sensor feeds are available to everyone on the mesh -- everyone is watched by everyone else. These sensors provide real-time coverage of most public areas within a habitat, though they are subject to vandalism and sabotage. Many private networks are also available, some of which are accessible for a fee or if you know the right people. Sensors and coveillance are covered in detail in [Surveillance Hacking](Hacking/surveillance-hacking.md). -# Social Networks +## Social Networks --- Social networks are the fabric of the mesh, weaving people together. They are the means by which most people keep in contact with their friends, colleagues, and allies, as well as current events, the latest trends, new memes, and other shared interests. They are an exceptionally useful tool for online research, getting favors, and meeting new people. In some cases, they are useful for reaching or mobilizing masses of people (as often illustrated by anarchists and pranksters). There are thousands of social networks, each serving different cultural and professional interests and niches. Most social networks allow users to feature a public profile to the entire mesh and a private profile that only those close to them can access. @@ -98,9 +98,9 @@ If you are hacked, your social network accounts may also be at risk. Your profi ::: -# Tagging +## Tagging --- Entoptic tags are a way for people to "tag" a physical person, place or object with virtual data. These e-tags are stored in networks local to the tagged item and move with the item if it changes location. E-tags are viewable in AR and can hold almost any type of data, though short notes and pictures are the most common. E-tags are often linked to particular social networks or circles within that network so that people can leave notes, reviews, memorabilia, media, and similar things for friends and colleagues. -Finding hidden tags in an area requires an [Interface Test](../Skills.md#interface) at -30 at best or may be impossible without access to the right networks/devices (GM discretion). Even when found, they may require [decryption](Devices.md#encryption). - \ No newline at end of file +Finding hidden tags in an area requires an [Interface Test](../Skills.md#interface) at -30 at best or may be impossible without access to the right networks/devices (GM discretion). Even when found, they may require [decryption](./Hacking/authentication-and-encryption.md#encryption). + diff --git a/docs/Game Mechanics/The Mesh/Mesh Actions.md b/docs/game-mechanics/the-mesh/mesh-actions.md similarity index 99% rename from docs/Game Mechanics/The Mesh/Mesh Actions.md rename to docs/game-mechanics/the-mesh/mesh-actions.md index 279be2f..1c86df3 100644 --- a/docs/Game Mechanics/The Mesh/Mesh Actions.md +++ b/docs/game-mechanics/the-mesh/mesh-actions.md @@ -10,7 +10,7 @@ Keep in mind that your actions are limited by your current [[Devices#Accounts & Unless otherwise noted, these actions each take a complex action but require no skill test, assuming you have access privileges. -# Universal Actions +## Universal Actions These actions apply to [[Devices#Motes|motes]], [[Devices#Hosts|hosts]], [[Devices#Servers|servers]], and most other electronics. Any user can take these actions, though high-security systems may restrict some of these to users with security or admin privileges. @@ -93,7 +93,7 @@ Many devices include miniaturized sensors. These can be viewed or streamed dire Get a report on the system's "health" and integrity, that status of its built-in functions, the progress of ongoing processes, security alerts/intruder status, and so on. -# Security Actions +## Security Actions Actions reserved for accounts with security or admin privileges @@ -134,7 +134,7 @@ Access the system's logs. This will tell you when users accessed the system, wh You can see which other users are currently accessing the system, what apps they are using, and their mesh IDs. Intruders with hidden status will not be shown. -# Admin Actions +## Admin Actions Only admin accounts are allowed to take these actions. @@ -155,7 +155,7 @@ You can completely erase all data from the system: all files, apps, accounts, in -# Scripting +## Scripting A script is a simple program -- a batch of instructions -- that you can embed in a system to be executed at a later scheduled time or upon a certain trigger event, without your presence. When activated, the script will undertake a series of pre-defined actions, in order. Scripts are commonly used by hackers to subvert a system while they are occupied elsewhere, but they can also be used with your own systems (though it is usually easier to tell ALIs what to do).. @@ -163,4 +163,4 @@ Scripts can be programmed on the fly or pre-programmed. When composing the scri To load a script into a system, you must have the necessary access privileges or must succeed in a [[Hacking|Hacking]]. If successful, the script is loaded into the system and will run as programmed. Once the script is activated, it carries out the pre-programmed sequence of actions. The script is considered to have the same access privileges as the account that runs it. The programmer's [[Skills#Infosec|Infosec]], [[Skills#Interface|Interface]], and [[Skills#Research|Research]] skills are used for any tests called for by those actions, but only the script's own Insight pools may be used. -Scripts may also be discovered in [[Countermeasures#Security Audits|security audits]]. \ No newline at end of file +Scripts may also be discovered in [[Countermeasures#Security Audits|security audits]]. diff --git a/docs/Game Mechanics/The Mesh/Mesh Introduction.md b/docs/game-mechanics/the-mesh/mesh-introduction.md similarity index 99% rename from docs/Game Mechanics/The Mesh/Mesh Introduction.md rename to docs/game-mechanics/the-mesh/mesh-introduction.md index 381f9a3..9d907ae 100644 --- a/docs/Game Mechanics/The Mesh/Mesh Introduction.md +++ b/docs/game-mechanics/the-mesh/mesh-introduction.md @@ -18,7 +18,7 @@ However, those without cranial computers and mesh inserts must rely on **ecto** If you'd prefer to keep a low profile, you can go into privacy mode, which provides a small degree of anonymity. Privacy mode hides your social profile -- no one will be able to view your data, but they will still be able to anonymously ping and ding your rep scores. Privacy mode will also ask sensors and other devices to ignore and not track you, though depending on their configurations or AIs they may simply ignore this request. It applies a -30 modifier to [[Tracking|mesh tracking]] attempts. Privacy mode is considered rude or gauche in some circumstances. An option to allow authenticated police/security override this mode is legally required in some authoritarian jurisdictions, but it may be easily toggled off. ::: -# Mesh Topology +## Mesh Topology --- Though the mesh as a whole consists of innumerable devices all connected to the other devices around them, the actual layout is more complex. Many sub-networks exists within the mesh network itself @@ -43,7 +43,7 @@ Hypercorp networks, habitats, and similar large systems operate on a tiered mode ## Air-Gapped Systems The most heavily secured systems are air-gapped -- physically separated from the mesh. They may be hardwired, lacking wireless transceivers, or enclosed within radio-proof barriers. The only way to access such systems is physically, either directly plugging in, defeating the radio-blocking enclosure, or somehow attaching a wireless transceiver to the system. -# Islands In The Net +## Islands In The Net --- The distance between habitats requires special consideration. A signal sent from the inner planets to a station in the Kuiper Belt, 50 AU from the sun, can take as long as 7 hours, traveling at the speed of light. This means that communications between habitats outside of your local region (any others within 50,0000 km) may suffer time lags of minutes or hours -- each way. This makes standard forms of communication (video calls and even messaging) a challenge, and means that news from afar is already old when it is received. In a sense, each region is its own island in the mesh. On planetary bodies like Mars, Venus, Luna, or Titan, "local" encompasses all of the habitats and linked mesh networks on that planetary body and in orbit. diff --git a/docs/Game Mechanics/The Mesh/Virtual Reality.md b/docs/game-mechanics/the-mesh/virtual-reality.md similarity index 100% rename from docs/Game Mechanics/The Mesh/Virtual Reality.md rename to docs/game-mechanics/the-mesh/virtual-reality.md diff --git a/docs/Game Mechanics/Transhuman Tech/Identity Systems.md b/docs/game-mechanics/transhuman-tech/identity-systems.md similarity index 100% rename from docs/Game Mechanics/Transhuman Tech/Identity Systems.md rename to docs/game-mechanics/transhuman-tech/identity-systems.md diff --git a/docs/Game Mechanics/Transhuman Tech/psychosurgery.md b/docs/game-mechanics/transhuman-tech/psychosurgery.md similarity index 100% rename from docs/Game Mechanics/Transhuman Tech/psychosurgery.md rename to docs/game-mechanics/transhuman-tech/psychosurgery.md diff --git a/docs/Game Mechanics/Transhuman Tech/reputation.md b/docs/game-mechanics/transhuman-tech/reputation.md similarity index 100% rename from docs/Game Mechanics/Transhuman Tech/reputation.md rename to docs/game-mechanics/transhuman-tech/reputation.md diff --git a/docs/Player Resources/Reputation.md b/docs/player-resources/Reputation.md similarity index 100% rename from docs/Player Resources/Reputation.md rename to docs/player-resources/Reputation.md diff --git a/docs/Player Resources/Character Creation/motivations.md b/docs/player-resources/character-creation/motivations.md similarity index 100% rename from docs/Player Resources/Character Creation/motivations.md rename to docs/player-resources/character-creation/motivations.md diff --git a/docs/Player Resources/Character Creation/overview.md b/docs/player-resources/character-creation/overview.md similarity index 100% rename from docs/Player Resources/Character Creation/overview.md rename to docs/player-resources/character-creation/overview.md diff --git a/docs/Player Resources/Character Creation/traits.md b/docs/player-resources/character-creation/traits.md similarity index 76% rename from docs/Player Resources/Character Creation/traits.md rename to docs/player-resources/character-creation/traits.md index 783f91a..2fea83f 100644 --- a/docs/Player Resources/Character Creation/traits.md +++ b/docs/player-resources/character-creation/traits.md @@ -4,7 +4,7 @@ sidebar_label: Traits # Traits -Most traits provide modifiers in certain situations. Ego traits are purchased during character creation (or possibly with [Rez Points](../rez-points.md#rez-points)) and stay with the character +Most traits provide modifiers in certain situations. Ego traits are purchased during character creation (or possibly with [Rez Points](../rez-points.md)) and stay with the character # Positive Traits --- @@ -22,4 +22,4 @@ Most traits provide modifiers in certain situations. Ego traits are purchased d ### Mental Disorder -### Restricted Behavior \ No newline at end of file +### Restricted Behavior diff --git a/docs/Player Resources/Gear/Armor.md b/docs/player-resources/gear/armor.md similarity index 100% rename from docs/Player Resources/Gear/Armor.md rename to docs/player-resources/gear/armor.md diff --git a/docs/Player Resources/Gear/Meshware.md b/docs/player-resources/gear/meshware.md similarity index 100% rename from docs/Player Resources/Gear/Meshware.md rename to docs/player-resources/gear/meshware.md diff --git a/docs/Player Resources/Gear/Services.md b/docs/player-resources/gear/services.md similarity index 100% rename from docs/Player Resources/Gear/Services.md rename to docs/player-resources/gear/services.md diff --git a/docs/Player Resources/Gear/Weapons.md b/docs/player-resources/gear/weapons.md similarity index 100% rename from docs/Player Resources/Gear/Weapons.md rename to docs/player-resources/gear/weapons.md diff --git a/docs/player-resources/index.md b/docs/player-resources/index.md new file mode 100644 index 0000000..eeb6f00 --- /dev/null +++ b/docs/player-resources/index.md @@ -0,0 +1,5 @@ + + +# Player Resources + +These pages are for all the player resources diff --git a/docs/Player Resources/rez-points.md b/docs/player-resources/rez-points.md similarity index 100% rename from docs/Player Resources/rez-points.md rename to docs/player-resources/rez-points.md diff --git a/docs/World Information/Factions/Inner System Polities.md b/docs/world-information/factions/inner-system-polities.md similarity index 100% rename from docs/World Information/Factions/Inner System Polities.md rename to docs/world-information/factions/inner-system-polities.md diff --git a/docs/World Information/Factions/Outer System Polities.md b/docs/world-information/factions/outer-system-polities.md similarity index 100% rename from docs/World Information/Factions/Outer System Polities.md rename to docs/world-information/factions/outer-system-polities.md diff --git a/docs/World Information/Factions/Social Movements.md b/docs/world-information/factions/social-movements.md similarity index 100% rename from docs/World Information/Factions/Social Movements.md rename to docs/world-information/factions/social-movements.md diff --git a/docs/world-information/index.md b/docs/world-information/index.md new file mode 100644 index 0000000..fbd0fdb --- /dev/null +++ b/docs/world-information/index.md @@ -0,0 +1,4 @@ + +# World Information + +These pages possess all world information about Eclipse Phase. diff --git a/docs/World Information/Locations/Extrasolar Systems.md b/docs/world-information/locations/extrasolar-systems.md similarity index 100% rename from docs/World Information/Locations/Extrasolar Systems.md rename to docs/world-information/locations/extrasolar-systems.md diff --git a/docs/World Information/Locations/Inner System/Earth & Earth Orbit.md b/docs/world-information/locations/inner-system/earth-and-earth-orbit.md similarity index 100% rename from docs/World Information/Locations/Inner System/Earth & Earth Orbit.md rename to docs/world-information/locations/inner-system/earth-and-earth-orbit.md diff --git a/docs/World Information/Locations/Inner System/Luna.md b/docs/world-information/locations/inner-system/luna.md similarity index 100% rename from docs/World Information/Locations/Inner System/Luna.md rename to docs/world-information/locations/inner-system/luna.md diff --git a/docs/World Information/Locations/Inner System/Mars.md b/docs/world-information/locations/inner-system/mars.md similarity index 100% rename from docs/World Information/Locations/Inner System/Mars.md rename to docs/world-information/locations/inner-system/mars.md diff --git a/docs/World Information/Locations/Inner System/Sol and Mercury.md b/docs/world-information/locations/inner-system/sol-and-mercury.md similarity index 100% rename from docs/World Information/Locations/Inner System/Sol and Mercury.md rename to docs/world-information/locations/inner-system/sol-and-mercury.md diff --git a/docs/World Information/Locations/Inner System/Venus.md b/docs/world-information/locations/inner-system/venus.md similarity index 100% rename from docs/World Information/Locations/Inner System/Venus.md rename to docs/world-information/locations/inner-system/venus.md diff --git a/docs/World Information/Locations/Outer System/Saturn.md b/docs/world-information/locations/outer-system/Saturn.md similarity index 100% rename from docs/World Information/Locations/Outer System/Saturn.md rename to docs/world-information/locations/outer-system/Saturn.md diff --git a/docs/World Information/Locations/Outer System/The Main Belt.md b/docs/world-information/locations/outer-system/main-belt.md similarity index 100% rename from docs/World Information/Locations/Outer System/The Main Belt.md rename to docs/world-information/locations/outer-system/main-belt.md diff --git a/docs/World Information/Locations/The Pandora Gates.md b/docs/world-information/locations/pandora-gates.md similarity index 100% rename from docs/World Information/Locations/The Pandora Gates.md rename to docs/world-information/locations/pandora-gates.md diff --git a/docs/World Information/Locations/Quarantine Zones.md b/docs/world-information/locations/quarantine-zones.md similarity index 100% rename from docs/World Information/Locations/Quarantine Zones.md rename to docs/world-information/locations/quarantine-zones.md diff --git a/docusaurus.config.js b/docusaurus.config.js index 25f0721..d8216d0 100644 --- a/docusaurus.config.js +++ b/docusaurus.config.js @@ -98,7 +98,7 @@ const config = { type: 'docSidebar', sidebarId: 'gameSidebar', position: 'left', - label: 'Game Mechanics', + label: 'Game mechanics', }, { type: 'docSidebar', @@ -128,15 +128,15 @@ const config = { items: [ { label: 'Game Mechanics', - to: '/docs/Game Mechanics/getting-started', + to: '/docs/game-mechanics/getting-started', }, { label: 'Player Resources', - to: '/docs/Player Resources', + to: '/docs/player-resources', }, { label: 'World Information', - to: '/docs/World Information', + to: '/docs/world-information', }, ], }, diff --git a/sidebars.js b/sidebars.js index 8add305..62524f9 100644 --- a/sidebars.js +++ b/sidebars.js @@ -10,17 +10,32 @@ */ // @ts-check +import { globby } from 'globby'; +// const GAME_MECHANICS_FILES = await(['./docs/game-mechanics/**/*.mdx']) +// const PLAYER_RESOURCE_FILES = await(['./docs/player-resources/**/*.mdx']) +// const WORLD_INFORMATION_FILES = await(['./docs/world-information/**/*.mdx']) +// /** @type {import('@docusaurus/plugin-content-docs').SidebarsConfig} */ const sidebars = { // By default, Docusaurus generates a sidebar from the docs folder structure //tutorialSidebar: [{type: 'autogenerated', dirName: '.'}], - gameSidebar: [{type: 'autogenerated', dirName: 'Game Mechanics'}], + // gameSidebar: { + // 'Game Mechanics A': GAME_MECHANICS_FILES, + // }, + // playerSidebar: { + // 'Player Resources B': PLAYER_RESOURCE_FILES, + // }, + // loreSidebar:: { + // 'Eclipse Phase Lore': WORLD_INFORMATION_FILES, + // } - playerSidebar: [{type: 'autogenerated', dirName: 'Player Resources'}], + gameSidebar: [{type: 'autogenerated', dirName: 'game-mechanics'}], - loreSidebar: [{type: 'autogenerated', dirName: 'World Information'}] + playerSidebar: [{type: 'autogenerated', dirName: 'player-resources'}], + + loreSidebar: [{type: 'autogenerated', dirName: 'world-information'}] // But you can create a sidebar manually /*