The Webwork was once singular; vast and invisible to most, a hidden realm of photons and electromagnetic signals echoing along vioptic fibres and between arrays of crystal and arcsteel. This time has long past. Now, out of its remains, there are many smaller Webworks, fragments of the original. For a select few with the right faculties these Webworks (alt Networks) are malleable realms of vibrant colour, fractal patterns, fundamental shapes, and luminous avatars; places where technical skill and intellect far outweigh physical abilities. While many Webworks have tenuous connections to one another most are individual domains, centered around a Webwork node. Many are dominated by Geists or Artilects who act as a controller for data and traffic but it is also not uncommon to find ‘Headless’ networks where simple algorithms route and store information and maintain basic functionality.
– For Heliar, Artilects, and Geists a Webwork can be experienced directly, either via a Light Interface or a Physical Link
– Humans with a Neural Node Interface can also experience this
– Harm sustained in a Webwork generally translates to Stress in the outside world, for Heliar, embodied Artilects, and Humans. However, for entities that exist entirely within the Webwork such as Geists and some Artilects this is equivalent to physical damage. Only a few abilities can cause physical damage to an embodied and connected entity.
– Intellect or Intuition + Technology, Investigation, Observation, and Lore and associated focus skills are the primary skills needed for navigating and manipulating a Webwork
– Physical systems connected to a Webwork are each considered a *Place* within the Webwork. The nature of these places can range from highly detailed to simple featureless locales.
– The dominant occupant of a piece of hardware or Place determines its shape and appearance. It is possible to alter this against the will of the occupant and Opposing visions require opposing Intellect + Will checks.
– An Embodied character which fills their Stress maximum OR which suffers 2x their Intellect in harm in a single act is disconnected from the Webwork and cannot reconnect for 1d10 – Will Hours.
– A Disembodied character which fills their Stress maximum or which suffers 2x their Intellect in harm in a single act is Deactivated. They can then be deleted or recovered with a successful Intellect + Tech check.

Webwork Functions

Move: This function allows an entity to transition to another Place in the Webwork.
Attack: This function allows an entity to attempt to damage another entity in the Webwork.
Control: This function allows an entity to manipulate or assume control over another entity in the Webwork
Exit: This function allows an entity to exit the Webwork

Geist Attacks

Semantic Overload: The target is inundated with an enormous volume of disparate Input. This triggers an Opposed check (Geist +4) and the target takes 1 harm per point of spread between results.
Disorient: The targets addressing and positional systems are attacked with a deluge of alternate information. The target is stunned, taking -3 to actions on next turn.
Block Function: This attack disables one standard webwork function for 1d10 rounds.
Discharge Capacitors: Physical systems in or proximate to the target are overloaded, causing physical damage to the target. This only works on embodied targets.
Clone: The Geist creates a Basic copy of themselves which gets 1 action per turn.
Repair: The Geist repairs harm done from a previous attack. (Int+Tech vs 16). This is only available to Geists.
Memory Overrun: The target is assaulted by a distracting or harmful memory, possibly altered by the Geist.
Trace: The targets physical location in the real world becomes known to the Geist
MemLogger: The Geist gains access to the targets memories. Opposed Int+Tech each round and for each round the Geist can extract 1 weeks worth of memories.