3.4 - Computers and the AC
Alpha State
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The only thing more ubiquitous than computers in the cyberstar wastes is the network connecting them all. If you've got blood you've got a computer, and if you're breathing you're in a network. Most interactions with other people are either augmented by one program or another, or facilitated by them entirely. Even if they're not, you've most likely got your Augmented Reality Interface active so you can access and even see everything that's around you, which means nothing you're seeing is really what you're actually seeing.
That person you're having a conversation with isn't really there, they're just a neuroholo projected into your mind telling you where their avatar is standing. In fact, plenty of the people you see walking down the street are just neuroholo avatars. Most of the decorations you're seeing are just neuroholos as well; plants, artwork, plenty of lighting elements aren't physically real, and almost none of the interfaces with which you use things are real either.
What's more, you can go even deeper. Shift from Augmented Reality into Augmented Virtual and the world around you can be whatever you want; the cityscape around you can instead be a magical forest of giant trees populated by elves, a wild west steampunk wonderland, a world of furries living happy shiny lives, or anything else you can buy. There's a program for that.
Yet, you can go even deeper. Shift into full Virtual Reality and you're no longer constrained by the physical world. Exist as a neuroholo avatar, blinking from one side of the starbase to the other in an instant, passing through unsecured walls like a ghost; or just leave the physical world behind entirely and go live in your favorite VR MMO. Why bother being limited by physical reality at all? It's just so restrictive. Better to let go of those things. Your physical body will be fine, surely you've left it in a safe place, all you really need are your online friends and the life you've built in that world.
The Atom Cloud
Known officially as the Atom Cloud, known colloquially as A Damn Cloud (or more commonly just the AC), society as we know it literally wouldn't function without it. These days, even official docs tend to call it A Damn Cloud (this drives some techs up the wall). Its original name, of course, is derived from its existence and usage on the atomic level.
The AC exists within atmosphere and is carried by it. Where there is breathable atmosphere, the AC is present. It stems from various manufacturing plants spread across each starbase and space station; they constantly regulate the AC content of the local atmosphere, generating new AC particles and destroying outdated ones as necessary. Whenever any starship docks at a station and equalizes atmo, the AC is updated along with it. You almost can't find places without AC, it takes a lot of effort to avoid.
The Atom Cloud serves three primary functions:
Carries Power to everything that needs it. Capable of sustaining and transferring an electrical current, the AC carries electricity to all points. All electronic devices from laptops, to vehicles, to the latest cyber-implants, constantly draw power from the AC. Most electronics are built without any form of battery, because they're perma-charged as long as they're in the AC.
Carries Signal to anything that uses it. Not too different from an electrical current, the AC carries and transfers signal. This means anything designed to communicate with other devices can see and connect to any other device that's in the same atmosphere. The only devices it can't connect to are ones that move into a different atmosphere (or out of any atmo entirely), or devices specifically built without any AC-IO ports (hard to find, and illegal).
Reads the Environment to detect physical objects. This function is an added element implemented some time in the past couple decades. It serves as a useful tool for anyone connected to the AC, allowing those using ARI, AVI, or VRI (see below) to see the locations of all devices and structures. It also allows ANet tracking algorithms to monitor citizen behavior, but that's another matter.
The AdamNet
Nobody actually remembers whether its technical name is the AtomNet or AdamNet; even official documentation uses the two so interchangeably that nobody really cares anymore. It's just the ANet. The technical description of the ANet is: a collection of communicating computers and other devices, such as Internal Computing Systems, weapons, vehicles, service stations, and homes. What this means is that basically everything is on one massive network: your brain, your car, your house, your gun, everything.
The ANet, AC, tracking algorithms, VR, and AR all operate as an interconnected system, and that system is ubiquitous throughout the entire atmosphere. You can't open a door without accessing the ANet; when you do, you're using the same system that's showing one girl her favorite streamer's live feed, providing power to a merc's cybernetic arms, carrying the text conversation of a group of gangsters, running a corporate datafarm, reading and feeding every AI on the station, and more. Everything that uses electricity, or sends or receives a signal, is in constant communication with multiple elements of the ANet, and the ANet is doing ALL of that simultaneously. For over 500 billion people and every bit of tech or peripheral they ever use.
This is, as you can imagine, a lot. The ANet is built on the AC, carrying power and signal to every device in the same atmosphere. The way it sends power and signals is via guidance algorithms that plot routes for everything that needs to get from one place to another. Your text needs to reach the person you're talking to, the live stream you're watching needs to reach your eyes, power needs to reach your cybernetics, signal from your brain needs to reach the door you want to open, plus a hundred other things, all at once, and that's just for you. Guidance algos make sure all these signals reach their intended destination without interference from one another.
The ANet is sending so many signals at once, and they're all so complex, the web of their interactions is so thick, that no programmer would be able to do anything with them if we didn't organize them in some fashion. So every function, connection, or interaction on the ANet is represented—in AR, VR, or anywhere else it gets visualized—as lines of circuitry. Each line is actually an intensely complex string of code that is ever-shifting, every atom ever-changing. So, to us, it looks like lines of circuitry along which we can see a gently pulsating glow of light. And, thanks to guidance algorithms, we never see any of these lines cross each other.
Whenever you adjust your AR or VR filters to show ANet code, the circuitry you're seeing around you is the visual representation of all the things happening at that moment. If you move fast enough (rippers do this sometimes), you can follow the signal of one function from the person or machine that initiated it all the way to its endpoint. For example, if someone sends a wire transfer to their bank you could follow the signal from that person to the bank's secured servers; the signal would cut between traffic of countless other lines of code, weaving between people and buildings, traveling halfway across the entire starbase in less than a wink. Guidance algorithms in action, letting you see the function of a thing too complex for your brain to ever truly grasp.
Lastly, most active ANet traffic isn't even visually displayed. You can always see your own active codelines, but when someone in Sector 50 sends a text to Sector 376, you're not going to see their codeline even if it passes right by you. It's there, but visualization filters are set by default to only display codelines that are sent or received within 1 kilometer of you. These filters can be adjusted or even removed, but that's not recommended as the human brain can't really process that much; to you it would just look like you're embedded in solid code.
ANet Color Coding
At some point too far back for anyone to remember, the ANet was given standardized color-coding. This makes it easier for programmers to understand what they're looking at at any given time. These color values can be different on private networks within contained atmospheres, and some programmers customize their visualization software to their color preferences, but for the most part the ANet uses these colors.
Common Traffic is the general codelines seen throughout the ANet, represented with purple (#681988) codelines. At a base level this means automated connections (such as between a person and a door, or a freight car and a track switch), so most codelines are already purple to begin with. What's more though, as a matter of security any codeline for which you don't have permissions is depicted as common traffic. The idea is that this makes it more difficult for rippers to know which codelines are which, because everything just looks like regular automated traffic. The only reasons a codeline will be depicted as any of the other color groups are because (1) you are the initiator or recipient of it, or (2) you have admin privileges with both the sender and recipient.
Secured Traffic is anything that's heavily secured. All code is encrypted and everything has basic firewalls, but not everything is protected with ICE or protected by advanced firewalls; anything that is protected is represented with gold (#F8EF00) codelines. Note that this color designation is higher priority than community or personal traffic designations, and so any gold codeline could very well be either of those.
Community Traffic is anything sent or received by an organization, represented with hot pink (#D00070) codelines. Community traffic obviously includes corporations (though most of that is also heavily secured and therefore gold), but it also applies to small businesses, churches, and even things like intra-server communities like a band's fanbase. Many larger gangs even have private servers, the traffic for which is technically community traffic.
Personal Traffic is anything between individuals, represented with blue (#0032A0) codelines. It is also a kind of default catch-all; any codeline that isn't automated, isn't secured, and isn't flagged as community traffic, gets flagged as personal.
There are also two special case color designations:
Interaction Icons aren't codelines, rather they're little symbols that tell you where an interaction point is and what it's desginated as, represnted with cyan (#32C9EC) icons. These can vary widely depending on your Interface level (see more below). For example while in ARI you'll see nodes representing people, vehicles, weapons, vending machines, and anything else with an AC-IO port. While in VRI you'll see those, plus more low-level icons that represent actual computer functions such as access nodes, data nodes, control nodes, etc. Your ICS will automatically filter out most interaction icons for the same reason it filters out most codeline traffic; by default it'll only show you the ones you created, ones for which you have admin privileges, ones you've specifically marked to visually track, and ones within 10 meters.
ICE isn't something that most people see, represented with white (#FFFFFF) codelines. These are generally only visible from inside a NetStructure, and most people never go into places like that.
Interface Ratings
The methods of interfacing with a computer system each have a different effect on what you can or can't do.
Raw Meat Interface (RMI) Not a technical definition, but you've turned off your ICS' input-output software. You can't see or hear anything your ICS might show you, and you can't make your ICS to do anything. You can't use any interfaces, open doors, buy or sell, see news or social media, listen to music, access products or services, anything. You basically can't use or access anything but hardtech.
While in RMI, you have no INLaT. When people speak you see & hear the language they're actually speaking; when you read text, you see its original language. RMI gives you raw reality, so if you encounter a language you don't know, you can't understand it.
Also, while in RMI you don't see or hear any ads. No holograms, billboards, or pop-ups, no ad jingles, announcements, corporate branding, or warnings.
Augmented Reality Interface (ARI) Your ICS is on and active; you can see and hear things that aren't really there, things your ICS tells your brain to see and hear. This is the most common Interface method, to the point where it's assumed. Most people and situations will assume you're in ARI.
While in ARI or below, you have INLaT. When people speak, you hear a language you know (usually the one you were raised with). Your ICS even adjusts what you see, so that people's mouths seem to move appropriately to the words you hear them speaking. When you read anything, your INLaT autotranslates it into your primary language, and tells your brain that's what you're seeing.
You also see ads. Every hologram, pop-up, brand jingle, and more, are all visible and audible because your ICS tells your brain they're there. Interfaces, door panels, market screens, social media, personal comms, and more, all appear around you wherever you choose. They look like semi-transparent holo-displays; ads and corpo interfaces take on corporate branding, but your own displays can look however you prefer.
You are presented with Neura-Lite, which is a limited version of NeuraVis (see AVI below). You see semi-opaque plantlife and foliate growing everywhere, holographic waterfalls, and similar beautification. These are referred to as neuroholo; nonphysical things your ICS tells your brain are there.
Lastly, you can read the Public Data of anything you see (see CodeBlock 3.31). You must have physical line of sight to the subject, and can turn this on or off. You cannot access external files or software with ARI.
Augmented Virtual Interface (AVI) Your ICS replaces the world around you with a virtual representation. This Enhanced Reality Application (ERA) can look like anything at all. Buildings, objects, and people, take on the appearance dictated by your ERA. When you enter AVI, gain 1 Dissonance.
Every ICS is installed with NeuroCorp AVI Community ERA, called NeuraVis. NeuraVis shows everything around you in idealized ways: streets are clean, there is sunlight shining from a giant golden star nearby, and SB65 is a verdant living space, where every building is covered with lush plantlife. Everyone around you is peaceful, happy, and speaks in a calm manner. You hear NeuroCorp branded music, played in a gentle, soothing tone.
Other ERA software exists. Anything written by standard corporate contract is prohibitively expensive, but any ERA not written by corporate contract is illegal.
You see ads everywhere. Every flat surface has an ad on it, every interface has a pop-up, brand jingle, and more. Interfaces, door panels, market screens, social media, personal comms, and more, all appear around you wherever you choose. They always retain an apperance that matches the ERA you're using.
AVI lets you read the Public Data of anything you see (see CodeBlock 3.31). You must have physical line of sight, and can turn this on or off. This also allows you to access external files and software, with which you can rip software (see CodeBlock 3.32).
Virtual Reality Interface (VRI) Your ICS turns off all visual, audio, and physical stimuli and replaces them with an entirely virtual reality. It depicts SB65 in the same way as AVI. You are represented by an avatar of yourself; this holo looks like you by default, but you can install soft to look like anything or anyone. When you enter VRI, gain 1 Dissonance.
While using VRI, you can travel anywhere. Your body doesn't move, but your conscious mind does. You can move in an instant to and from any location in the same atmosphere. By default your avatar is set to Display, which means other people see and hear you if they're using ARI, AVI, or VRI. You can also set your avatar to Private, which means no one can see or hear you without programs designed for that purpose.
VRI is also capable of Full VR. This is usually locked, but you can unlock it with corporate or ripsoft programs. In Full VR you don't see an ERA display, you see the raw ANet. Purple lines of code flash in every direction, looking a lot like circuitry that extends into empty blackness. Everything with an AC-IO port is displayed, as are their system icons.
While in VRI you see ads everywhere, just like most other interface types. You can access door panels, market screens, and anything else that is based in software, but you can't interact with anything physically. You can't pick up objects, hit things, use weapons, or the like. You also can't be interacted with physically.
Though you retain no physical sensation from your body while in VRI, it still exists in its normal state. It still needs food and water, and is still just as fragile as any other meat sack (cyberaugmentation notwithstanding).
VRI lets you read the Public Data of anything you see (see CodeBlock 3.31). You must have physical line of sight, and can turn this on or off. This also allows you to access external files and software, with which you can rip software (see CodeBlock 3.32).
Lastly, while in Full VR, you can dive into software. This gives you full access to their systems if you're able to rip your way through their NetStructure (see CodeBlock 3.32).
Everything that happens online leaves a some data behind, and almost everything that ever happens these days has some form of online component. People text about stuff, computers leave trace logs, map programs auto-tracks locations, people have to log in and out of most buildings, websites constantly track activity for ad purposes, and more. Leaving a digital footprint is a given, the hard part is controlling it.
What's In An Online Profile
All data is classed in four categories: Public, Market, Secure, and Dark. Every noun has data related to it on the ANet, and every bit of it falls into one of those four categories. The category applied to a particular UCT or line of data places certain restrictions on what can or can't be done with it.
Public Data
This data is unprotected, which is generally because it's intended to be information everyone else should know about the subject it applies to. If some kind of secret information gets marked as public, that's usually an error. Some examples of public data:
- Name The subject's legal name, literal name, brand name, or other designation.
- Handle | Locked | Everyone has a handle. For objects, model number takes the place of a Handle.
- Pronouns If the subject has any.
- Language Most people operate with an INLaT, but you can see what language they're really speaking, reading, and hearing.
- Standing Bounty | Locked | The size of the reward for turning the subject in to police, updated in realtime.
Market Data
This data is general corporate property, and thus is protected from public view. The only market data you're authorized to view is your own, and viewing another person's market data is legally trespassing. Some examples of market data:
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- Housing History Current housing, past housing, rental trust score, ownership viability, all of it.
- Medical History | Hardcoded | From every stubbed toe to every major surgery.
- Purchasing History Every object purchased outright; for most people this will be short, or blank.
- Rental History Full history of rental memberships in stores, hotels, restaurants, all of them.
- Romantic History Marriages and divorces, long and short term relationships, blind dates, all of it.
- Sexual History Physical sexual activity, online porn preferences, stated sexual interests, and the like.
Secure Data
This data is property of the specific corporation that owns the subject's citizenship (or owns the subject entirely). You may view your own secure data by purchasing timed access to the files, but viewing it without permission (or viewing the secure data of any other subject) is legally theft. Some examples of secure data:
- Corporate Profile Subject's current or past corporate employment history, if any.
- Criminal History | Hardcoded | If the subject ever stole a pencil, or murdered a corporate exec, it's here.
Dark Data
Technically this isn't an official data category, but any data that's been secured as much as it can be is considered "dark." Since dark data is hidden from everyone except the person who put it there, legally that's considered theft of corporate data. Which means if a corp finds it you could be in trouble.
Accessing Online Profile Data
Whether or not you can access a piece of information depends on its data class. Any access can be accomplished by looking at a target for more than a few seconds while you're in ARI, AVI, or VRI, or by looking up their handle online.
Public data is unrestricted. If you access anyone's public profile in any way, you'll see this first.
Market and secure data are restricted. Accessing either is either while in deep VR by breaching the target's personal NetStructure, or by utilizing a program that specifically reads a target's market or secure data.
Dark data is hidden. Accessing it is usually only possible by breaching a target's personal NetStructure. Some programs exist that can read a target's dark data, but they are highly restricted.
Hacking may be the oldest, surest way to get through most cybersecurity, but sometimes your only option is to just rip the code apart. It's possible to rip into a system without detection, but it's not easy; most of the time the SysAd's gonna know someone was there, and if you're especially sloppy they're gonna know exactly who entered their territory without permission. Sometimes, that doesn't bother you; other times, you just don't have a choice.
Technically, anyone can rip; practically, almost no one does. All you really need to rip code is a connection to the system you wanna rip, which is easy because as long as you have a NeuroDeck and you're in the same atmosphere as your target then you've got connection. The problem is most NetStructures are packed with ICE, so unless you really know what you're doing you're gonna screw it up. At best you'll trip the alarms and leave your personal ID all over the system, at worst you'll run into one of the more hostile ICE programs running through that system and it'll physically fry your brain. But if you know what you're doing, and you've got a suite of your own ripping programs to help you get through the system, then sometimes ripping is the best route to solve your problems.
What Is A NetStructure
The short version is that a NetStructure is any combination of software, hardware, and SysAd actvity designed to (1) perform specific functions, (2) retain specific data, and (3) protect those functions and data from intruders. A NetStructure can be basically anything; the primary server in a corporate office, a vehicle, a vending machine, or someone's brain (the price we all pay for carrying neuralware). An example NetStructure can be found here.
Usually, you won't have to deal with a NetStructure; this remains true for hackers, NetNinjas, and everyone else. Most regular folk aren't likely to ever end up in a NetStructure, because it's a place you have to specifically spend effort to reach, and they wouldn't know what to do if they ended up there. By contrast, Hackers and NetNinjas usually don't bother with the hassle of breaking into a NetStructure when they can fire off a simple program that will do most things they need.
The only reason to enter a NetStructure is when you need to do more than the basics. You've got plenty of programs that might distract someone, change something they're seeing, burn out a few neurons, or any number of other things. Sometimes, though, you need to do more. Or you need to do a bunch at once, or you need to go deeper. That's when you gotta break into the target's NetStructure where you can read, edit, delete, and even add shit, provided you're able to get through security.
A NetStructure can only be accessed in deep VR. Even if you access a NetStructure while you're not in VR, by looking at something and choosing to open its NetStructure with an ICS command, doing so automatically puts you in deep VR. This means that your body falls to the ground (so most people only do this while already laying down), and you immediately gain 1 Dissonance.
The NetStructure Map
The typical NetStructure is comprised of nodes, each of which is connected to one or more other nodes via pathways. You can travel along any pathway in any direction, not matter how long or short the path may be, but entering a node costs 1 cyber action. Some pathways may cross others, but you can't jump from one to another, you have to follow it to the end of line.
Map Nodes
Each node is classed as one of five types: Access, Security, Data, Feed, or Function.
Access Nodes are where you enter the NetStructure. There is usually only one Access node in a small NetStructure, but a larger NetStructure may have more than one; an Access node is where you begin your time in the scene, and if there's more than one you can choose which you prefer, unless the Narrator specifies one for story reasons.
Security Nodes contain nothing helpful, and exist only to impede your progress. Upon entering a Security node, you must immediately make a Techie + Software + Security STK Check against the DN listed in the node. If you succeed, nothing happens. If you fail, several things happen: (1) the NetStructure is alerted to your presence, (2) all aggressive ICE programs on the NetStructure are immediately activated, and (3) you are pushed back to the node you were at before you failed your STK Check.
Data Nodes contain information, classed by the name of the specific node you entered. For example, a Secure Data Node contains all Secure Data held on the NetStructure. While in a Data Node you can view or copy anything found there; viewing anything costs 1 real action, copying anything costs 1 cyber action. You can also attempt to modify or delete any of the data found here, but doing so costs 1 cyber action and you must make an STK Check against the NetStructure's Firewall; if you fail, you become lightly injured and you are pushed back to the node you were at before you entered that Data Node.
Feed Nodes contain information based on the tactile, visual, aural, olfactoral, and gustatoral input (if any) of whatever contains the NetStructure you're infiltrating. For example, if you hacked into a vending machine with a security cam, you can see what it sees; if you hacked into a person's brain you can feel, taste, hear, smell, and see everything they do. If whatever you've hacked into doesn't have a particular sensory capability, there's nothing for you to see in that category.
It's important to note that there are usually two different kinds of Feed Nodes. A Sensory Feed Node is a live current feed of the NetStructure's current sensory input; you can observe and record but you can't pause, rewind, or fast-forward. A Memory Feed Node is also a live feed, but it's built on the recording of what comes from the nearest Sensory Feed Node; you can pause, rewind, and fast-forward all you want. There are limits to a Memory Feed Node, in that you can't go forward past the current point in time, and if you go too far back most of the memory begins to degrade. Anything older than about an hour either gets stored on a Data Node or a Function Node; if it doesn't, it's gone forever.
While in a Feed Node you can view and copy what you're seeing without difficulty. You can also attempt to modify or delete any of the feeds, but doing so costs 1 cyber action and you must make an STK Check against the NetStructure's Firewall; if you fail, you become lightly injured and you are pushed back to the node you were at before you entered that Feed Node. Modifying any sensory data in a Feed Node might also require some level of programming and artistry, depending on what you're trying to do, at the Narrator's discretion. Convincing someone they saw someone they didn't means you need to make that thing believable, plus you've got to create the illusion across multiple senses.
Control Nodes organize, maintain, and operate the basic functions of the entire NetStructure they're fitted within. They're hard to reach, buried at the farthest back end of their NetStructure under deep security. They also house the NetStructure's ICE programs, either unleashing them whenever an intruder is detected, or using them as a last line of defense when an intruder reaches a Control Node.
There are two different kinds of Control Nodes. An ICS Core Function Node monitors the software of the ICS that is the NetStructure itself, think of it like the Admin functions of the entire operating system. From an ICS Function Node you can view or copy any of the NetStructure's existing ICE programs by spending 1 cyber action. You can also attempt to modify or delete any of the NetStructure's ICE programs; doing so is 1 cyber action and you must make an STK Check against the NetStructure's Firewall; if you fail, you become lightly injured and you are pushed back to the node you were at before you entered that Control Node.
A Control Function Node monitors the hardware, wetware, and software of the machine or person in which the NetStructure is installed. This means heart rate, active thought patterns, nerve functions, throttle control, soup can dispensor, or the like; if it's a physical or physiological function of the machine or person you've hacked into, this Node has access to those functions. You can view anything here without any effort. If you want to modify any of the functions, such as burning out a vehicle's engine or stopping someone's heart, you must make an STK Check against the NetStructur's Firewall; if you fail, you become lightly injured and you are pushed back to the node you were at before you entered that Function Node.
SeedNets are illegal spaces (see codeblock wip) with their own atmospheres, separated from the rest of SB65 by airlocks, that has replaced standard ANet protocols and algorithms with their own. Their name derives from the way in which they're initialized, wherein someone activates a customized ANet kernel that populates an atmosphere with fresh software to handle all the data transfer processes. This effectively creates a new ANet lacking corporate tracking algorithms; you can't transfer data between a SeedNet and the real ANet, but usually that's the reason they're created in the first place.
Differences From the ANet
Aside from the inability to transfer anything between a SeedNet and the ANet, there's a few other key differences.
Power is usually not available in a SeedNet. Most people who build a SeedNet are lucky if they can get their hands on a power generator capable of even sustaining life support and lighting in their little contained atmosphere. Since they're air-gapped from the ANet, that means there's no way for the SeedNet's AC to carry power to any devices. Thus, while in a SeedNet, any cybernetics, computers, or other powered hardware are on battery power; if they don't have a battery installed (which is extremely common), they lose power entirely. On occasion a SeedNet's creators will have the financial and logistical ability to provide larger and more capable power generators, but that's pretty uncommon.
Tracking generally doesn't happen in a SeedNet. There's no corporate tracking algorithms at all, which means none of your actions will incur criminal debt. It also means that Tracking programs will not function in a SeedNet (for example, NeurOpacity or X-Ray programs). Sometimes, a SeedNet's creators will generate their own tracking algorithms, but those are almost unheard of. The point of a SeedNet is, generally, to escape tracking.
Connection to anything outside a SeedNet while you're in it (or to anything inside a SeedNet while you're outside it) is impossible. That means cloudsites, social media, databases, RSDs, and anything else you'd normally access on a daily basis simply can't be accessed.
SeedNet Breaches
If the atmosphere containing a SeedNet connects to an atmosphere containing the regular ANet, it is instantly overpowered. Corporate software, especially wielded by their Brain Stacks, is far too efficient and powerful for any SeedNet to resist. The SeedNet is consumed, every bit of data it contains is processed and filed. It also usually means an Adjudicator will be dispatched within moments, often accompanied by any number of combat troops.
StreetNets are illegal physical networks of physical computers. People use old hardware computers that have no AC-IO ports, which means they physically can't connect to the modern ANet; they're usually connected by long ethernet cables, allowing people to network old school style. A StreetNet also applies to the use of physical data storage—usually in the form of thumb drives or data shards—passed around by hand.
Highly Illegal
Being that corponations can't track or control anything that happens on a StreetNet, it goes without saying that they're illegal. This is why they're most common in free zones, where it's at least easier to get away with that sort of illegality. StreetNets do exist in corporate zones, but they're frequently tracked down and burned out. Every free zone has multiple StreetNets, not to mention the existence of hand networks that can and do span the breadth of SB65.
StreetNet Ethernet
Most modern computers don't have any kind of ethernet or other physical data port; only really old computers actually have those, or occasionally a modern computer that's had one installed and its AC-IO port removed. People who find, refurbish, or otherwise utilize an old computer tend to run long ethernet cables between each other, or hook them all up to a centralized network hub. In certain areas, especially free zones, you can find these cables running like spiderwebs through every hatch, corridor, and public area.
It's generally assumed that most StreetNets span pretty far through a neighborhood, but it's often impossible to track just how big they are or what directions they reach into. They often start when a few people connect their computers together or set up a network hub, and from there they grow organically whenever someone else wants to join the network. All it takes is for one person to plug in their computer at a spot nobody else notices, and you've got a branch in your network that's almost impossible to track.
Very often, you can even find multiple StreetNets in the same area, or one especially large StreetNet will be criss-crossed with a dozen or so smaller ones. So long as there's not even one cable connecting two StreetNets together, they're separate; the instant someone hooks up a cable between them, they're now the same StreetNet. Some people hide or disguise the cables that form their StreetNet, for this exact reason.
Hand Networks
Though there's no actual physical network to track, anytime someone hands another person a physical storage device that's technically part of a StreetNet. It's not connected to any individual StreetNet of interconnected computers, but it exists and intertwines with the general concept of what people think of as the StreetNet. People trade music and movies, news reports, personal business, illegal software, and more. Most people don't have cyberware that contains a physical data port, so they're usually just trading the storage devices around to use on their computers.
Couriers
One of the most critical aspects of the broader concept of the StreetNet is the profession of courier. Anyone who carries physical storage devices from one person or place to another is breaking multiple corporate laws, and so there exists a profession full of people willing to take that risk for you. However, since that risk does exist, most couriers charge commensurate rates, and so generally the only people who can afford to hire couriers are fairly high-up. This is why most people end up thinking of couriers as being part of the upper echelons of society, which further reinforces couriers' ability to charge higher rates.
Description of programs. wip
Using programs
Given the way modern code is written, and the ways in which you interact with code in deep VR, it's technically possible to hack, rip, and do anything else without the use of programs. It's just a really bad idea, because everyone else is going to be using programs. Going into any NetStructure architecture without any programs is like going into a gunfight empty-handed.
Every program has one or more tags that define what it's used for. These tags don't do anything in and of themselves, but certain things only affect programs with particular tags.
Active programs have an effect that only functions when they are activated. While deactivated, the program uses no NRAM. When activated, the program's function takes effect, and for the duration it uses NRAM as listed in its details.
Tracking programs don't necessarily track things, but they make use of (and therefore require) the tracking algorithms present in the ANet. This means that they can't function without those algorithms, and it also means their activity can always be tracked by anything capable of reading those algorithms.
Program Storage
Players can have any number of programs loaded. Each program uses up a certain amount of space, usually measured in Exobytes (EB); if you've got enough money, you might have a storage drive measured in Zettabytes (ZB). Inactive programs are stored either on a Neural Storage Drive (NSD), Quantum Mirrored Drive (QMD), or sometimes a Solid State Drive (SSD); for the vast majority of cases, it'll probably be an NSD (QMDs are expensive as fuck, SSDs are ancient tech). Active programs remain on your storage drive, but also take up space in your Neural Random Access Memory (NRAM); usually about half the space they take on your storage drive (unless the program specifies otherwise).
Inactive and Active programs
Inactive programs don't do anything unless they have a passive effect. An inactive program with no passive effects doesn't benefit or hinder you in any way, it just takes up space on your storage drive. An inactive program with a passive effect provides whatever benefit the passive effect is, given in the program's description.
Active programs perform whatever function they were designed for. An active program's passive effect continues (if it has one), but the program's primary function takes precedence in any instance where one might contradict the other. Every program's primary function is detailed in its description.
Program Categories
Every program is categorized as aggressive, defensive, support, or utility, and its primary function exists within the confines of those descriptions. For example, a defensive program can never be used to perform aggressive actions.
There are, as well, complex programs that fall within more than one category. These programs are expensive, difficult to write, and take up a lot more storage space, but they're usually extremely sought-after. For example, one of the more famous programs ever written is called Kingslayer; an extremely powerful program that makes the user almost unstoppable in any netstructure (the word "kingslayer" has also become a coloquial term for any highly powerful program, but most hackers and NetNinjas only refer to actual Kingslayers as kingslayers).
Something Something
Write something about how programs function. Defensive programs wrap around you and ablate damage, aggressive programs seek out ICE. LYNN FINISH THIS
List of programs
Stuff and things.
- NeurOpacity
[ Active, Tracking ][ 128EB:16EB | $5/$c255,000 | 16c3 ]
This program effectively gives you control over your own opacity in relation to others. You can set your opacity anywhere from 0% to 100%; anyone who's viewing the world through ARI or AVI will see you as appropriately visible or transparent, since their own ICS will tell their brains they can see through you. It doesn't show your internal organs or anything, it just shows what's behind you. People using RMI can still see you normally with their eyeballs, and people using VRI can still see your AC-IO port.
- X-Ray
[ Active, Tracking ][ 64EB:8EB | $4/$c223,000 | 14c4 ]
This program doesn't actually let you see through things, but it does read the AC tracking algorithms in an area you designate: a room, vehicle, person, briefcase, anything you choose. It reads what the algorithms see and then tells your brain that you're seeing through whatever surface is blocking your vision. Usually it makes that surface look like a semi-opaque pane of pixelized glass (a really interesting effect if you're looking through fabric), and on the other side you can see a blue-tinted representation of what the algorithms see on the other side. Fun part is, any good NetNinja knows how wrong the tracking algos can be.