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Chapter One:
The VRNet
The d20 Future book covers most aspects of a futuristic game, but
one concept it does not address in detail is virtual reality. This article
presents the virtual reality network, or VRNet, with detailed infor-
mation about its history, hardware, and software, as well as avatars
(virtual reality representations of users), and the new prestige class
called the Cybernaut.
three-dimensional world that provides a sense of movement and
even tactile sensations when used in conjunction with the proper
equipment. The VRNet can also be more dangerous to the user’s
mental stability than the Internet, since long-term immersion in a
virtual world can fool the mind and body into thinking it is real. This
problem is compounded by the fact that avatars (the virtual online
representations of individual users) are not merely vessels for move-
ment and interaction—they can also be used to attack other avatars
and inflict harm upon other VRNet users.
1
THE VRNET
The virtual reality network (VRNet) is, in simple terms, a graphical
representation of computer-generated structures placed in various
digital locations and configurations. Comparable to the Internet of
the 21st century, the VRNet is a nexus for all information accessible
via computers. In the VRNet, corporate networks join with public
forums, personal domains intersect with top-secret government
databases, and users can explore a digital landscape as though
moving from place to place in the real world. The difference
between a virtual reality network and the Internet of old is that the
VRNet immerses its users in a world that seems entirely real rather
than simply scrolling text and images across the screen. A VRNet
functions in three dimensions and is, in essence, another world
waiting to be explored.
The VRNet develops toward the end of Progress Level 5 and
continues to evolve throughout PL 6 and 7. In many respects, the
VRNet exists parallel to the real world, though it is actually just a
visual illusion of a three-dimensional space created by an artful
combination of data and software. A staple of many science fic-
tion campaigns, the VRNet is the equivalent of the fantasy genre’s
“alternate dimension”—a place where heroes can go to continue
their adventures beyond the humdrum world in which they exist.
Like the modern-day Internet, the VRNet is also a tool for the stor-
age, exchange, and theft of information.
Despite its sophistication, the VRNet is not solely the domain
of hackers and network administrators, and high levels of technical
savvy are not required to use it. The VRNet is as much an instrument
of the masses as it is a mystifying “otherworld” wrapped in billions of
lines of computer code. Schoolchildren use the VRNet to take virtual
field trips and do research for class projects. Scientists perform
complicated and dangerous experiments in the safety of a virtual
world in which simulations can predict all possible outcomes. Col-
lege students meet old friends in computer-generated coffeehouses
to chat, even though they are physically separated by thousands (or
even millions) of miles.
Any product or activity that can be found or performed on the
modern Internet is also available on the VRNet. Research, commu-
nication, information warfare, espionage, blackmail, entertainment,
and even romance can all be found somewhere in the cyberlanes.
However, the VRNet presents a far more interactive experience
than the Internet can. The VRNet wraps its users in a complete
HISTORY OF THE VRNET
The VRNet was spawned by the 21st-century Internet—the foremost
electronic communications tool of its time. Though the VRNet
shares many common characteristics with its archaic progenitor,
the evolution of technology allowed it to become much more than
the Internet ever was. Researchers in the early Information Age
sought to expand the usefulness of the global communications
network by making it a social experience, similar in many ways to
visiting a shopping center or traveling the streets of a major city, but
without the bother of physically leaving the house. This focus on the
development of social interaction capabilities eventually enabled
users accessing the same information or playing the same games to
speak and interact as though they were in the same room. While
this aspect of the Internet was met with enthusiasm, anonymity on
the information superhighway slowly became a thing of the past
as technology gained the capability to collect information and to
customize services for individual tastes.
The most drastic revolution was the development of true virtual
reality (VR). Though the concept had been present in a primitive
form for many years, true virtual worlds had not previously been
possible because of the limitations on hardware and the exorbitant
cost of the interface. The breakthrough came on two fronts: afford-
able interaction hardware and highly efficient VR software. For the
first time, the tools for creating virtual worlds were not only readily
available, but also simple and flexible enough that almost anyone
could create vivid and realistic settings in mere minutes.
This software in turn spawned the creation of the first nodes,
or virtual locations on the VRNet. As nodes proliferated, computer
hardware was modified to include built-in VR node interpreters,
which allowed users to access any computer system via virtual real-
ity. The benefits of this arrangement were obvious and welcome.
For example, when the onboard computer system on a motorcycle
began to exhibit glitches, programmers could simply jack into the
computer and step inside to explore the problem. The VRNet began
to replace the traditional global information network as more and
more companies and users converted text and flat images into three-
dimensional nodes that could represent the information in new and
interesting visual ways.
By the late Information Age, all computer systems came
equipped with VR-compatible hardware and software. Though many
computer systems were still not linked to the VRNet itself (usually
to prevent external tampering by malicious hackers), the VRNet
had become a massive sprawl of millions upon millions of nodes. As
humanity began to spread into the stars, the VRNet spread as well,
until it encompassed not only all of Earth, but also various other
worlds and colonies.
BARRIERS AND PORTALS
Barriers and portals make up the file and directory structure of any
VR computer system. As an avatar moves between visually distinct
areas, or “rooms,” in a VRNet node, it is actually moving between
different directories in a particular system. The walls of the room
(which might appear as physical walls, transparent force fields, or
any other form the designer chooses) are actually the limitations of
a particular directory. Put another way, objects contained within
a given set of walls are actually programs or pieces of data con-
tained within the corresponding directory. Thus, when an avatar
moves into a room and picks up a calculator, the user has actually
moved into a directory containing a calculator program and begun
manipulating it.
Portals can transfer avatars not only between rooms in a node,
but also from one node to another. Portals can take many visual
forms, from simple doors to swirling magical vortexes, but in every
case, a portal simply allows an avatar to move from one location
to another within the VRNet. Most portals to other nodes are one-
way links that transfer an avatar completely to the other computer
system. Some nodes feature return portals, but for the most part, a
portal simply gives visiting avatars the virtual address of the target
node and sends them on their way.
2
NODES
“Node” is a generic term for a virtual location on the VRNet. In
fact, any computer system that is equipped with VR hardware and
software can have one or more nodes. The VRNet links these nodes
across a network to make them available to other users.
A node can serve a single purpose, have many functions, or have
no purpose at all. Some nodes are filled with complex toolsets,
while others are merely data repositories. Often a node is simply
a graphical representation of a computer system’s various files,
programs, and directories—an arrangement that makes navigation
and manipulation a much simpler task. Still other nodes can serve
as the sites for VRNet-based adventures.
Every node has some graphical representation that illustrates
its functions. Nodes can take on any visual form that the owner
chooses, and some people make their livings by designing VRNet
nodes to reflect their customers’ tastes. For example, an owner with
a flair for design might have a node that looks like a magnificent
palace, while a less creative individual might opt for one resembling
a large, white room filled with black file cabinets.
Because of the wide variations in node appearance, traveling
across the VRNet is like visiting thousands of different worlds and
time periods. A VRNet user’s avatar might step from a Wild West
saloon into an Irish castle, then hop over to a futuristic, hovering
restaurant in the middle of an asteroid field to meet a friend. Even
nodes that are disconnected from the VRNet and exist only within
freestanding computer systems have graphical representations. Most
VR computer hardware comes with a standard, bare-bones graphical
style that gives its user enough visual cues to set up and navigate a
node.
While most computer owners never use their VRNet hardware to
dive into their home security systems or poke around the software
that runs their car stereos, such uses are possible. Heroes familiar
with the technique can use the VRNet to access a door’s security
lock or activate a defense system from the “virtual inside.” Because
few people other than hackers, criminals, and technicians ever see
the VR representations of such systems, they are typically quite bare
and bland in design.
INANIMATE OBJECTS
Most VRNet nodes feature visual representations of inanimate
objects that avatars can manipulate. Such objects range from purely
decorative items, such as artwork (images) or televisions (movie files)
to functional items such as chairs and tables. Raw data (such as text
information) is also considered an inanimate object and is most
often represented as books, tablets, or scrolls in the virtual world.
To the computer, inanimate objects are the simplest of pro-
grams—they output visual and sometimes tactile data to an avatar
but serve little to no purpose other than decoration or simple
interaction. Such objects are easy to create and remove, and they
take up very few system resources. Avatars can typically conjure up
inanimate objects at will from a set data library, which contains files
for most common household items as well as any custom items the
avatar might have at hand.
INTERACTIVE OBJECTS
Any object in a VRNet node that can be acted upon and that
reacts in some way other than simple movement is considered an
interactive object. Such objects are complex programs that serve
a purpose or function in the virtual world. Within the node, they
typically appear as scientific calculators, typewriters, computers,
paintbrushes, canvases, and other objects that can be interacted
with in a variety of ways.
Most interactive objects are still simple programs by most
standards. They can also be complex programs, although extremely
complex programs are typically represented as nodes in their own
right. Interactive objects usually take considerable time to program,
although they may be stored in an avatar’s available memory for
quick access.
SECRETS OF NODE DESIGN
Though every node is designed with an individual graphic style, vari-
ous common “style sets” form the foundation of most node design
on the VRNet. Thus, many nodes share elements of the same styles,
and most of the amateur-built nodes are similar in design. Only
professionally designed nodes deviate from these standard toolsets,
but even they share several recognized elements.
The visual style of a node must conform to certain standards
that have been established across the VRNet to make navigating
the network easier for users. Though they may take different forms,
these standard elements can be broken down into three categories:
barriers and portals, inanimate objects, and interactive objects. Each
of these elements is tied to certain programs that run either actively
or passively, and any representation that can be seen, touched, or
manipulated in a VRNet node can be classified in such a way.
MOVING BETWEEN NODES
Travel between nodes on the VRNet can be accomplished in several
ways, including various options based on custom software. The two
most common methods of internodal travel are portals (see Barriers
and Portals, above) and the “direct hop” method.
To make a direct hop, an avatar’s user must be able to retrieve the
virtual address of a particular node (a string of letters and numbers)
from memory. A user that visits a particular node several times can
learn its virtual address and visit it at will, much as a person could
memorize the location of a particular restaurant and walk directly
to it rather than taking a bus route. Some nodes block direct access,
however, forcing avatars to enter through designated portals.
Other programs can also transport an avatar from one node to
another, but portals and direct hops are the only forms of internodal
transit built directly into the VRNet code. Other means of travel may
vary greatly from program to program and are considered software
upgrades to an individual avatar or node.
Not all nodes are intended for public access. Some are blocked
to all but designated avatars (which are given software “keys”),
while others are simply closed to the outside world altogether.
Some nodes require password access or specific routes of entry,
thereby ensuring that only selected avatars may enter. This tech-
nique prevents anyone from using another person’s VR interface and
avatar to break into a particular node. If an avatar does not have the
proper key or password for a restricted portal, the user must make
a Computer Use check against the node’s Portal DC to move the
avatar through it (see Sample Nodes for more information on Portal
DCs). Node security is a major concern for users of the VRNet, and
each node has a series of roadblocks that must be overcome to gain
access.
ter. In another node, an avatar might find the data stored on dusty
scrolls in some unknown language.
An avatar that comes across data on a VRNet node has several
options. If the data is free and open to the public, it can be viewed
and copied at will. Some data must be purchased, and some is off-
limits to all who do not possess the correct password or software
key. An avatar that tries to access such encrypted data gets nothing
but a jumble of indecipherable words. A user may attempt to break
the data encryption with a full-round action and a Computer Use
check against a DC that varies depending on the level of encryption.
Decrypted data appears in words or terms that the avatar and its
user can understand. Once an avatar has access to restricted infor-
mation, the following options become available.
Altering Data:
Altering a relatively small piece of data (such as
a brief message) requires a full-round action and a successful DC 15
Computer Use check. Altering a larger chunk of data also requires
a DC 15 Computer Use check but takes 1 minute or longer (GM’s
discretion).
Copying Data:
An avatar can take a move action to copy a given
piece of data (no Computer Use check required).
Destroying Data:
An avatar that gains access to a particular
piece of data may destroy it as a full-round action (no Computer
Use check required). The destroyed data is lost and can no longer
be accessed by normal means on the VRNet node.
3
WHAT CAN BE DONE ON NODES?
Though much has already been said about the versatility and useful-
ness of the VRNet, the uses of a node might not be readily apparent.
If a node is simply a virtual representation of a single computer
system, avatars (and their users) can perform a variety of actions
and tasks there.
In general terms, an avatar can run any program stored in its
available memory that does not violate the rules of the node. Any
software designed to overcome security or read encrypted data is
certainly outside the realm of acceptable program usage, but an
avatar that can cover its tracks well enough may still be able to use
it. Otherwise, unless a node has a particular restriction on what
programs may be run within its confines, an avatar is free to execute
any programs it has access to there. For most users, program use
within the VRNet means keeping notes in a word processing applica-
tion, making use of an agent (see below), or other simple processes.
Should an avatar attempt to run a program designated as “off-limits”
by the node, the user must make a Computer Use check to overcome
the Permissions DC of the node before the program can be executed
(see Sample Nodes for more information on Permissions DCs).
PLAYING GAMES
One of the most common uses of the VRNet is entertainment—par-
ticularly games. Various popular games place avatars in nodes
modeled after gladiatorial arenas, battlefields, racing tracks, alien
motherships, and other exotic environments.
SAMPLE NODES
The following sample nodes represent some of the most common
kinds of nodes that d20 Future characters might find and explore
on the VRNet. Each entry includes a description of the node’s visual
style, a brief history and statement of its purpose, and several pieces
of relevant information that the GM needs to run an adventure in it.
The terms used to present this information are defined below.
Type:
A node can be coded as private, public, or private/public.
Private nodes are not accessible to just anyone, and users wishing
to gain entrance without the proper authorization or software key
must hack their way in with a successful Computer Use check (DC
varies with the security). Public nodes are open to everyone. A
AVATAR INTERACTION
When two users wish to meet in the virtual world for a discussion,
their avatars need only be present in the same “room” in the same
node. Special communications software can also make it possible for
two avatars to “speak” (that is, transfer data) across different nodes,
provided that neither avatar is inside an area that is blocked off from
the rest of the virtual reality world. Avatars can interact in the same
way that they interact with objects on the nodes, from touching one
another to running programs on each other. Additionally, two users
can pit their avatars against each other in combat. The sight of two
avatars locked in battle is a sure sign that the two users are hurling
complex programs and devious hacks at one another’s systems.
Everything is
Software
Every object and creature on the VRNet is some kind of soft-
ware. Buildings and rooms are simply graphical interpretations
of a file structure program, avatars are merely collections of
processes belonging to a single user, and even agents, viruses,
and other autonomous “creatures” in cyberspace are just
carefully crafted pieces of artificial intelligence serving pre-
programmed purposes.
The VRNet uses simple actions of the avatar to execute
complex commands. Thus, not only is everything software,
but every action is a symbol. When an avatar walks through a
door, it is actually following an electronic pathway to another
part of the system. Virtual combat is represented in easily
understandable terms (punches, kicks, gunshots, and so forth)
so that the user’s mind can grasp the action being represented
without needing to know the details.
DATA STORAGE AND ACCESS
The VRNet is, first and foremost, a tool for data storage and access,
though how data is presented varies from node to node. On one
node, avatars might access data by conversing with a virtual charac-
The HINet
A technological descendent of the VRNet, the Hyper-Immer-
sion Network (HINet) comes into existence around the end of
PL 7. Unlike its predecessor, which can only emulate images
and occasionally textures through the interface hardware, the
HINet is a completely realistic virtual world that is completely
indistinguishable from the real one.
The HINet functions in exactly the same ways as the stan-
dard VRNet does, except that accessing the HINet requires a
neural interface to transmit impulses directly to the user’s brain.
The technology is so advanced that every sensation, every
smell, and every texture is perfectly rendered in virtual space,
and avatar interaction is exactly like personal interaction. Avatar
combat feels realistic, and the user actually feels the pain of
an injury to her avatar. Unimaginable worlds can be explored in
their full splendor without ever having to leave home.
The downside of this amazing experience is that people on
the HINet become so completely immersed in the virtual world
that they are unable to tell the difference between it and their
own reality. Deaths can result from people staying on the HINet
so long that they forget to nourish their physical bodies. Thus,
the use of HINet interfaces is usually carefully monitored.
can interact in public, plus private and group rooms connected by
portals to the main area.
The social club aspect of Lord Vapor’s Lounge is merely its
surface purpose, however. Over the years, this node has become
a haven for hackers and other elite VRNet users who wish to meet
and discuss the latest VR software. Pirated and illegal software is
exchanged every nanosecond in the back rooms of Lord Vapor’s
Lounge, and anyone wishing to find a particularly talented hacker
would do well to make some friends among the node’s administra-
tive staff. Since the node is a known haven for troublemakers, Lord
Vapor’s Lounge has a permanent software block on all weapons.
Thus, any user wishing to have an avatar employ a weapon program
here must first succeed on a Computer Use check against the node’s
Permissions DC.
Type:
Public.
Portal DC:
25.
Permissions DC:
30.
Detection Range:
5.
Active Administration:
Yes.
4
VRBANK
The global banking service known as VRBank operates entirely within
the VRNet, and its node is a hub of commercial and corporate activ-
ity. Customers come here to conduct bank transactions, examine
their funds, make currency exchanges, and even get financial advice
from customer support avatars. The VRBank node is heavily moni-
tored, just like a real bank would be.
Graphically, the node resembles a massive office building. The
ground floor offers hundreds of rows of avatar bank tellers, plus
several thousand automatic banking machines. The portal to rest
of the node looks like an elevator sitting off to one side, and like an
elevator, it can transport avatars to any number of locations within
the node. VRBank also features a number of areas in which custom-
ers can converse in any language with the avatars of bank employees,
as well as private, restricted areas where only bank employees and
executives may go. The node also has an area known as the Vault,
where all bank transaction programs are run and data files containing
account information are stored.
Type:
Private/public.
Portal DC:
20.
Permissions DC:
25.
Detection Range:
5.
Active Administration:
Yes.
private/public node is accessible to everyone but has some private
areas or zones intended solely for administrators or other specified
users.
Portal DC:
An unauthorized VRNet user must make a Computer
Use check against the node’s Portal DC to grant his avatar access to
the node or to unlock a restricted area within it. Not all of a node’s
portals are necessarily the same; some may be unlocked, while
others may have higher or lower Portal DCs than normal.
Permissions DC:
Whenever an avatar attempts to execute a
program not normally allowed in the node, the user must make a
Computer Use check against the node’s Permissions DC. If the check
succeeds, the program can be executed.
Detection Range:
An avatar that fails an attempt to open a
locked node portal or execute a prohibited program may inadver-
tently trip the node’s security systems. The user must fail the check
by an amount equal to or higher than the node’s detection range to
activate its security countermeasures.
Active Administration:
This entry denotes whether the node
has an active, sentient administrator (that is, a VRNet user—typi-
cally the node’s designer). A “no” in this field means that automated
programs monitor security for the node.
WATCHTOWER
Watchtower is a popular public node used by avatars to navigate the
vastness of the VRNet. Privately owned but available to the general
public, Watchtower is merely a graphical representation of a massive,
searchable database of VRNet nodes. The search engine of choice for
most VRNet visitors, Watchtower can search for a particular VRNet
node by owner, content, services, or almost any other aspect that
can be described in words. Watchtower also allows visitors to step
through portals directly to their chosen nodes, making travel to
any given node a simple matter of entering a search criterion and
popping through a portal.
Watchtower’s graphic design is reminiscent of a lighthouse.
Avatars enter the lower level of a tall, cylindrical tower and give their
search phrases to an automated avatar dressed as a mariner. A short
trip up an elevator brings them to the central area of the lighthouse,
where the windows display a panoramic view of all nodes that match
the search phrases. Once the visiting avatar selects a node, a portal
to it opens in the center of the room.
LORD VAPOR’S LOUNGE
Named after a famous 21st century hacker, Lord Vapor’s Lounge is
a virtual hotspot where the VRNet elite gather to socialize within
the confines of cyberspace. A natural evolution of the “chat rooms”
that became popular in the early days of the Internet, Lord Vapor’s
Lounge is one part nightclub and one part underworld haven. Users
from every segment of society visit the lounge, and the anonymity
provided by their avatars makes it easy for patrons to hide their
real-world social standing. Even so, however, users with “designer
avatars” (virtual representations crafted by the most expensive VR
designers) enjoy plenty of attention in Lord Vapor’s Lounge and are
often treated like film stars by the “rabble.”
The node is modeled after the most cutting-edge nightclubs and
has evolved over the years, changing with every passing fad. The
lounge features a central meeting area where thousands of avatars
Type:
Public.
Portal DC:
15.
Permissions DC:
15.
Detection Range:
10.
Active Administration:
No.
Point-of-Origin
Computers
The computer with which a user logs onto the VRNet is called
his point-of-origin computer. Every point-of-origin computer
has a built-in node (the virtual, three-dimensional equivalent
of an Internet home page) called the point-of-origin node.
Many users employ VR security software to protect their point-
of-origin computers and nodes against hackers (see VRNet
Software for examples).
When the user logs in, his avatar appears in the point-of-
origin node. If he does not have his own avatar, a pregenerated
one is created for him so that he can explore the VRNet. He
can then alter his avatar’s appearance at any time to suit his
personal taste. When he logs off of the VRNet, his avatar simply
dissolves, disappearing from wherever it was in the virtual uni-
verse at the time. When he logs back on, the avatar reappears
in the point-of-origin node.
AVATARS
Avatars are software representations of individual characters or
programs. Every user must have an avatar to interact with any por-
tion of the VRNet. In a sense, the avatar is the user’s eyes and ears
in virtual space.
An avatar takes the form of a three-dimensional interactive
model that cannot overlap with any other object in the VRNet—that
is, it occupies its own virtual space. More than just a reflection of
its user’s personality, an avatar is a collection of allocated memory
that can transfer the user’s personal programs from node to node.
Avatars also represent their users in VRNet combat, and any attacks
made against an avatar actually represent attacks on the hardware
and software of the user’s computer.
Avatars can take many forms and have many functions, and
many are quite sophisticated, but even an amateur VRNet user
can put together a unique avatar within a matter of moments. All
VR computer hardware comes with a selection of default avatars
that can be used on the fly, but the typical VRNet user creates her
own custom avatar that she can access from any computer system.
If an avatar is destroyed, the user must create another one from
scratch.
Every avatar is linked to a particular user and system. A
floating, formless avatar that drifts from node to node and
cannot be touched might prove quite useful to someone with
subterfuge on her mind, but no such avatars can exist. This
restriction is built into all of the software and hardware that
makes the VRNet work.
AVATAR APPEARANCE
No “typical” avatar exists—a user may represent himself with any-
thing from a stick figure to a Roman gladiator to a Ray Harryhausen
skeleton. Lovable cartoon characters are quite popular, as are heroic
figures such as wizards and valkyries. Most hackers and veteran
VRNet users prefer to design their own custom avatars as unique
personal statements. Others (particularly wealthy users with plenty
of money to spend) pay professional avatar designers hefty sums
of money to create avatars that cannot be duplicated—the VRNet
equivalent of hiring a personal tailor or fashion designer to forge
a unique “look.” A massive toolset is available for the creation of
avatars, so VRNet users have almost boundless resources available
for creating avatar designs.
Avatar size is limited to the VRNet equivalent of a Medium-size
character, since collision problems could occur with giant avatars in
small node spaces. Most VRNet nodes have programs that detect
and dispel inappropriately sized avatars, although talented hackers
can sometimes modify their avatars’ sizes for short periods of time
before their handiwork is detected and scrapped. Otherwise, the
VRNet imposes few limitations on avatar appearances, and the
virtual community tends to encourage creativity.
5
Hero-Created Nodes
Heroes in any campaign that prominently features the VRNet
may want to create their own nodes at some point. To do so,
a character must first purchase a VRNet server, which costs
approximately the same as a standard computer. He must then
spend a minimum of 1 hour designing the basic visual style of
the node. A truly elaborate node takes significantly more time
to create, and designers sometimes spend several hours a day
creating content for their nodes.
The owner of a node determines who can and can’t
enter it. The portal software and permissions software that
come with the server allow the owner to lock any or all of
the node’s portals and to prevent the execution of certain
programs. The owner must make two Computer Use checks,
the results of which determine the node’s Portal DC and
Permissions DC, respectively. The owner can take 20 on both
of these checks.
A node is under active administration only when its creator’s
avatar (or the avatar of an administrator hired by the creator)
is active within the node. If no administrator avatars are
present, the node’s default detection range is 10. When the
node is being actively administered, the detection range is 5.
If the node’s detection range is violated, the owner or other
administrator instantly becomes aware of the violation if he is
online. Certain programs and class features can reduce a node’s
detection range.
AVATAR UPGRADES
Besides representing its user in VRNet nodes, an avatar also has the
ability to store software. Whenever a user writes a program, she
must store it in her avatar’s available memory or it cannot be used
on the VRNet. Any avatar can hold up to ten blocks of available
memory, regardless of the specific VR software and hardware in use.
If the avatar doesn’t have enough available memory blocks to store
the desired program, the user must delete other programs to create
enough space for the new one. Each program has a standard memory
cost, which indicates the number of memory blocks required to
store it. The author chooses an object to represent the program in
the VRNet during the design process, and the avatar wears, holds, or
carries that object from node to node as long as it has the program
in its memory.
AVATAR STATISTICS
An avatar has its own statistics block, which replaces that of the
user within the VRNet. The avatar statistics block is pared down to
include only those values relevant to adventuring in VRNet nodes.
Challenge Rating (CR):
An avatar’s CR is equal to its user’s
character level.
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