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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Wakers&amp;diff=10141</id>
		<title>Talk:HorizonVirtual:Wakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Wakers&amp;diff=10141"/>
		<updated>2005-06-21T09:35:01Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Waker Lifespans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Language and Labelling =&lt;br /&gt;
&lt;br /&gt;
As mentioned on the [[Talk:HorizonVirtual:Places|Places discussion]] page, the text makes clear in several places that, barring programmers, wakers have no grasp of a written language and cannot read. However, it then goes on to mention how data access poarts in major systems are &amp;quot;clearly marked&amp;quot; with destination information, and that maps exist. The question is, if DAPs are labelled and wakers have no understanding of (presumably) symbolic langauge, how are they even capable of understanding what said labels mean?&lt;br /&gt;
&lt;br /&gt;
My personal theory is that, while DAPs are not labelled with actual names or descriptions, they are labelled with the IP address of their destination. I think that, while wakers may not be able to read a written language, they have no problem with numbers, and would be able to read an IP address and think, &amp;quot;Ah; that&#039;s the IP address for New York Hub!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 08:45, 17 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Waker Lifespans =&lt;br /&gt;
&lt;br /&gt;
No real upper limit on a program’s lifespan; a mobile waker could live for centuries of Program Time.&lt;br /&gt;
&lt;br /&gt;
No time passes for programs on a shut down computer. Not dead; effectively deep hibernation.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 01:03, 21 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;d imagine there is a limit of sorts, though. After all, I doubt Programs could be &amp;quot;Upgraded&amp;quot; after becoming sentient, and eventually, they might grow...so to say...too old for the systems. For instance, hypothetically, using our timeline, let&#039;s say Sentient Programs have been around since...Windows 98. We&#039;ll use 1998 as a base point, since it&#039;s when a lot of the base technologies got &amp;quot;established&amp;quot;(The Internet as we know it, Operating Systems, GUIs, etc). If we use the begining of 1998 to the begining of 2005, that&#039;s 3,679,200 Program Days, or just over 10,000 Years. And we&#039;ve had huge leaps in technology in only 7 years(Processors going from being measured in Megahertz to Gigahertz, RAM going from 16 and 32 meg sticks to being able to find it in entire Gigabyte sticks, Video Cards now needing RAM of their own, and often times as much or more then the system itself, etc), imagine what Wakers, that survive, must think. Even being as gradual as it&#039;s been, you can&#039;t tell me it hasn&#039;t been culture shock of sorts. Having the newer Desktop Machines now as large as the old New York Hub used to be.&lt;br /&gt;
&lt;br /&gt;
Of course, there&#039;s another idea I had, which while unsupported, I think is just plausible enough to possibly work.&lt;br /&gt;
&lt;br /&gt;
Note: This is just my rambling, feel free to ignore.&lt;br /&gt;
&lt;br /&gt;
Wakers are the second generation of Progenitor Viruses. When the Viruses Spread, they don&#039;t leave intelligence in their wake as much as &amp;quot;bud off&amp;quot;. Thus, Wakers are litterally the children of the Progenitors, even if they had to do it by melding with a normal program. Except for a few. Since they were first made, a few, and with increasing frequency, have been becoming Progenitors of sorts, not quite as destructive, but nowhere near benign. They destroy a System...and vanish. Leaving behind a Waker which is similar to the one that &amp;quot;evolved&amp;quot; into the Semi-Progenitor, but starting with a clean slate. Meaning that it&#039;s fully possible that a single Waker is a third or fourth generation Waker who&#039;s gone through it multiple times, growing and then diminishing back into a Waker.&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Places&amp;diff=10291</id>
		<title>Talk:HorizonVirtual:Places</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Places&amp;diff=10291"/>
		<updated>2005-06-21T09:03:24Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Language and Labelling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Groupthink =&lt;br /&gt;
&lt;br /&gt;
== Wireless Space ==&lt;br /&gt;
&lt;br /&gt;
As mentioned on the main project page, I&#039;d like to get some group input on the coversion of the AstralPlane into Wireless Space, mainly to provide background material for the conversion of the &amp;quot;Astral Projection&amp;quot; spell to the &amp;quot;Wireless Projection&amp;quot; rewrite. the basic information on Astal Space is presented below, taken from [http://www.wizards.com/default.asp?x=d20/article/srd35 the &amp;quot;Planes&amp;quot; RTF on the D20 SRD website]:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE ASTRAL PLANE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.&amp;lt;br&amp;gt;&lt;br /&gt;
The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.&amp;lt;br&amp;gt;&lt;br /&gt;
Both planar travelers and refugees from other planes call the Astral Plane home. &amp;lt;br&amp;gt;&lt;br /&gt;
The Astral Plane has the following traits.&lt;br /&gt;
* Subjective directional gravity.&lt;br /&gt;
* Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.&lt;br /&gt;
* Mildly neutral-aligned.&lt;br /&gt;
* Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.&lt;br /&gt;
&lt;br /&gt;
Discussion is welcomed!&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 01:01, 21 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Conditions =&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
NOTE: As even PCs can be maintained, upgraded or even reformatted, Program Space is to a degree mutable. The overall theme is unlikely to change, but individual buildings may suddenly move (reboot after upgrade). Then again, if a User minute equals a Program day, and a de-fragmentation or antivirus scan often takes half an hour to run, a borough or town may be undergoing a slow shuffling process while the players are present. Any maps they have will probably stay constant, as the File Allocation Table updates itself.&lt;br /&gt;
&lt;br /&gt;
It’s also worth noting that a User’s scheduled weekly virus scan happens just over once a Program year.&lt;br /&gt;
&lt;br /&gt;
* Broken Terrain or Hills indicates disorganised, fragmented data. (Earthquakes as de-fragmentation, overclocked PC or virus attacks?)&lt;br /&gt;
* Steep, thin valleys through hilly regions – low-bandwidth connections, i.e. dialup?&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
&lt;br /&gt;
Rain and fog: system effects like defragmentation, or perhaps a result of system congestion.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some sort of regular darkness MUST be present, as webcrawlers have low light/darkvision capabilities. Perhaps representative of low power/sleep modes on a server?&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 08:35, 17 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Timekeeping =&lt;br /&gt;
&lt;br /&gt;
== Personal Time ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Horizon: Virtual&#039;&#039; text establishes a unit of Program Space time in the section on the Programmer class: a &amp;quot;cycle&amp;quot;. It is described as the length of time required for a programmer to rest in order to regain the capability to execute rewrites. For the purpose of the [[HorizonVirtual:The_Waker_Dictionary|Waker Dictionary]], I&#039;ve linked that length of time to the standard Wizard rest time of eight hours.&lt;br /&gt;
&lt;br /&gt;
No real day or night. Anywhere from ten to twenty-four Program hours to shut a given computer down; an evening’s use of a home PC can equal up to eight Program Space months of up-time.&lt;br /&gt;
&lt;br /&gt;
Usage cycles for &amp;quot;always-on&amp;quot; PCs such as web, corporate or government servers - where usage increases during &amp;quot;business hours&amp;quot; and drops off at other points during the day - would probably be analogous to seasons.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 22:08, 12 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
See also [[Talk:HorizonVirtual:Wakers#Waker_Lifespans|Waker Lifespans]].&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 01:04, 21 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
&lt;br /&gt;
I wonder whether it&#039;s worth developing the idea of a mirrored web site as a sort of &amp;quot;alternate plane&amp;quot; to an existing server. It might not be feasible, as I imagine the back-end would probably make the actual System itself different enough that it&#039;s still easily identifiable as somewhere else, but it might meet the criteria for a spell/rewrite that shifts players to &amp;quot;alternate&amp;quot; planes.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 18:58, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Would the OS level be a sort of sub-plane on every system? Perhaps a substitute for the Plane of Shadow?&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 07:44, 17 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
I somewhat find the idea of the PCs continually messing up and forcing a User to pull out a backup again and again, ala a Virtual Groundhog Day, somewhat amusing. Maybe they stay themselves while everything changes due to their Sentience?&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;br /&gt;
&lt;br /&gt;
= Language and Labelling =&lt;br /&gt;
&lt;br /&gt;
The text makes clear in several places that, barring programmers, wakers have no grasp of a written language and cannot read. However, it then goes on to mention how data access poarts in major systems are &amp;quot;clearly marked&amp;quot; with destination information, and that maps exist. The question is, if DAPs are labelled and wakers have no understanding of (presumably) symbolic langauge, how are they even capable of understanding what said labels mean?&lt;br /&gt;
&lt;br /&gt;
My personal theory is that, while DAPs are not labelled with actual names or descriptions, they are labelled with the IP address of their destination. I think that, while wakers may not be able to rea a written language, they have no problem with numbers, and would be able to read an IP address and think, &amp;quot;Ah; that&#039;s the IP address for New York Hub!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 08:31, 17 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
You could even take that one step further and say that Wakers can find their way around Systems with Internal IP Addresses. After all, I&#039;d imagine every building would be given one, just for record keeping and locational purposes.&lt;br /&gt;
&lt;br /&gt;
Plus, it&#039;d give me an excuse to have a Character say &amp;quot;There&#039;s No Place like 127.0.0.1&amp;quot;. ^_^&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Places&amp;diff=2478</id>
		<title>Talk:HorizonVirtual:Places</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Places&amp;diff=2478"/>
		<updated>2005-06-21T08:05:43Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Planes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Groupthink =&lt;br /&gt;
&lt;br /&gt;
== Wireless Space ==&lt;br /&gt;
&lt;br /&gt;
As mentioned on the main project page, I&#039;d like to get some group input on the coversion of the AstralPlane into Wireless Space, mainly to provide background material for the conversion of the &amp;quot;Astral Projection&amp;quot; spell to the &amp;quot;Wireless Projection&amp;quot; rewrite. the basic information on Astal Space is presented below, taken from [http://www.wizards.com/default.asp?x=d20/article/srd35 the &amp;quot;Planes&amp;quot; RTF on the D20 SRD website]:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE ASTRAL PLANE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.&amp;lt;br&amp;gt;&lt;br /&gt;
The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.&amp;lt;br&amp;gt;&lt;br /&gt;
Both planar travelers and refugees from other planes call the Astral Plane home. &amp;lt;br&amp;gt;&lt;br /&gt;
The Astral Plane has the following traits.&lt;br /&gt;
* Subjective directional gravity.&lt;br /&gt;
* Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.&lt;br /&gt;
* Mildly neutral-aligned.&lt;br /&gt;
* Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.&lt;br /&gt;
&lt;br /&gt;
Discussion is welcomed!&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 01:01, 21 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Conditions =&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
NOTE: As even PCs can be maintained, upgraded or even reformatted, Program Space is to a degree mutable. The overall theme is unlikely to change, but individual buildings may suddenly move (reboot after upgrade). Then again, if a User minute equals a Program day, and a de-fragmentation or antivirus scan often takes half an hour to run, a borough or town may be undergoing a slow shuffling process while the players are present. Any maps they have will probably stay constant, as the File Allocation Table updates itself.&lt;br /&gt;
&lt;br /&gt;
It’s also worth noting that a User’s scheduled weekly virus scan happens just over once a Program year.&lt;br /&gt;
&lt;br /&gt;
* Broken Terrain or Hills indicates disorganised, fragmented data. (Earthquakes as de-fragmentation, overclocked PC or virus attacks?)&lt;br /&gt;
* Steep, thin valleys through hilly regions – low-bandwidth connections, i.e. dialup?&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
&lt;br /&gt;
Rain and fog: system effects like defragmentation, or perhaps a result of system congestion.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some sort of regular darkness MUST be present, as webcrawlers have low light/darkvision capabilities. Perhaps representative of low power/sleep modes on a server?&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 08:35, 17 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Timekeeping =&lt;br /&gt;
&lt;br /&gt;
== Personal Time ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Horizon: Virtual&#039;&#039; text establishes a unit of Program Space time in the section on the Programmer class: a &amp;quot;cycle&amp;quot;. It is described as the length of time required for a programmer to rest in order to regain the capability to execute rewrites. For the purpose of the [[HorizonVirtual:The_Waker_Dictionary|Waker Dictionary]], I&#039;ve linked that length of time to the standard Wizard rest time of eight hours.&lt;br /&gt;
&lt;br /&gt;
No real day or night. Anywhere from ten to twenty-four Program hours to shut a given computer down; an evening’s use of a home PC can equal up to eight Program Space months of up-time.&lt;br /&gt;
&lt;br /&gt;
Usage cycles for &amp;quot;always-on&amp;quot; PCs such as web, corporate or government servers - where usage increases during &amp;quot;business hours&amp;quot; and drops off at other points during the day - would probably be analogous to seasons.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 22:08, 12 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
See also [[Talk:HorizonVirtual:Wakers#Waker_Lifespans|Waker Lifespans]].&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 01:04, 21 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
&lt;br /&gt;
I wonder whether it&#039;s worth developing the idea of a mirrored web site as a sort of &amp;quot;alternate plane&amp;quot; to an existing server. It might not be feasible, as I imagine the back-end would probably make the actual System itself different enough that it&#039;s still easily identifiable as somewhere else, but it might meet the criteria for a spell/rewrite that shifts players to &amp;quot;alternate&amp;quot; planes.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 18:58, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Would the OS level be a sort of sub-plane on every system? Perhaps a substitute for the Plane of Shadow?&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 07:44, 17 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
I somewhat find the idea of the PCs continually messing up and forcing a User to pull out a backup again and again, ala a Virtual Groundhog Day, somewhat amusing. Maybe they stay themselves while everything changes due to their Sentience?&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;br /&gt;
&lt;br /&gt;
= Language and Labelling =&lt;br /&gt;
&lt;br /&gt;
The text makes clear in several places that, barring programmers, wakers have no grasp of a written language and cannot read. However, it then goes on to mention how data access poarts in major systems are &amp;quot;clearly marked&amp;quot; with destination information, and that maps exist. The question is, if DAPs are labelled and wakers have no understanding of (presumably) symbolic langauge, how are they even capable of understanding what said labels mean?&lt;br /&gt;
&lt;br /&gt;
My personal theory is that, while DAPs are not labelled with actual names or descriptions, they are labelled with the IP address of their destination. I think that, while wakers may not be able to rea a written language, they have no problem with numbers, and would be able to read an IP address and think, &amp;quot;Ah; that&#039;s the IP address for New York Hub!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 08:31, 17 Jun 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_F-J&amp;diff=10377</id>
		<title>HorizonVirtual:Master Rewrite Datapad F-J</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_F-J&amp;diff=10377"/>
		<updated>2005-06-21T05:20:20Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad F - J==&lt;br /&gt;
&lt;br /&gt;
===Hold Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 4, Pro 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program&amp;lt;br/&amp;gt;&lt;br /&gt;
This spell functions like hold waker, except that it affects any living program that fails its Will save.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hold Program, Mass===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One or more creatures, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
This spell functions like hold waker, except that it affects multiple creatures and holds any living program that fails its Will save.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hold Waker===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2, Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One humanoid program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D); see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)&amp;lt;br/&amp;gt;&lt;br /&gt;
A winged program who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hold Waker, Mass===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One or more wakers, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
This spell functions like hold waker, except as noted above.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Illuminate===&lt;br /&gt;
&#039;&#039;Evocation&#039;&#039; [Light]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Object touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Programs that take penalties in bright light also take them while within the radius of this simulated light. Despite its name, this rewrite is not the equivalent of daylight for the purposes of programs that are damaged or destroyed by bright light.&amp;lt;br/&amp;gt;&lt;br /&gt;
If Illuminate is cast on a small object that is then placed inside or under a light- proof covering, the rewrite’s effects are blocked until the covering is removed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Illuminate brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Illuminate counters or dispels any darkness rewrite of equal or lower level, such as Darkness.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Imbue Firewall===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
This spell creates a Firewall around you, which grants you several powerful resistances and abilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because all respiration and physiology are provided for you by the Firewall while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect Firewalls adversely.&amp;lt;br/&amp;gt;&lt;br /&gt;
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have a rewrite failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium characters, 1d8 for Large characters), and you are considered armed when making unarmed attacks.&amp;lt;br/&amp;gt;&lt;br /&gt;
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_P-T&amp;diff=10375</id>
		<title>HorizonVirtual:Master Rewrite Datapad P-T</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_P-T&amp;diff=10375"/>
		<updated>2005-06-21T05:18:38Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad P - T==&lt;br /&gt;
&lt;br /&gt;
===Programmer Lock===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The door, chest, or portal touched, up to 30 sq. ft./level in size&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 25RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Programmer Lock rewrite cast upon a door, chest, or portal locks it by rewriting the object. You can freely pass your own Programmer Lock without affecting it; otherwise, a door or object secured with this rewrite can be opened only by breaking in or with a successful Undo Rewrite or Knock rewrite. Add 10 to the normal DC to break open a door or portal affected by this rewrite. (A Knock rewrite does not remove a Programmer Lock; it only suppresses the effect for 10 minutes.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Mark===&lt;br /&gt;
Universal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One personal rune or mark, all of which must fit within 1 sq. ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite allows you to inscribe your personal symbol or mark, which can consist of no more than six characters. The writing or symbol(s) can be visible or invisible. A Programmer Mark rewrite enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a Detect Rewrite rewrite causes it to glow and be visible, though not necessarily understandable.&amp;lt;br/&amp;gt;&lt;br /&gt;
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible Programmer Mark. A Read Rewrite rewrite reveals the words, if any. The mark cannot be undone, but it can be removed by the caster or by an Erase rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
If a Programmer Mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.&amp;lt;br/&amp;gt;&lt;br /&gt;
Programmer Mark must be cast on an object prior to casting Instant Summons on the same object (see that rewrite description for details).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Sight===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite makes your eyes glow blue and allows you to see rewritten items and programs within 120 feet of you. The effect is similar to that of a Detect Rewrite rewrite, but Programmer Sight does not require concentration and discerns rewrite location and power more quickly. The Rewrites are shown in a glimmering &amp;quot;aura&amp;quot; of sorts around the Program or Item.&amp;lt;br/&amp;gt;&lt;br /&gt;
You know the location and power of all rewrites, both on Programs and Items, within your sight. An aura&#039;s power depends on a rewrite&#039;s functioning level or an item’s caster level, as noted in the description of the Detect Rewrite rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you concentrate on a specific Program within 120 feet of you as a standard action, you can determine whether it has any spellcasting or rewrite-like abilities and the strength of the most powerful rewrite or rewrite-like ability the Program currently has available for use.&amp;lt;br/&amp;gt;&lt;br /&gt;
Programmer Sight can be made permanent with a Permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Sight, Greater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Programmer Sight, except that you automatically know which spells or magical effects are active upon any program or object you see.&amp;lt;br/&amp;gt;&lt;br /&gt;
Greater Programmer Sight doesn’t let you identify Rewritten Items.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unlike Programmer Sight, this rewrite cannot be made permanent with a Permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Purge===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One extraplanar program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite forces a Useragent back to its proper system if it fails a special Will save (DC = rewrite’s save DC - program’s HD + your caster level). If the rewrite is successful, the Useragent is instantly whisked away, but there is a 20% chance of actually sending the subject to a system other than its own.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ray of Discorporation===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude partial&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You can discorporate any one living program within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the program instead takes 3d6 points of damage +1 point per caster level (maximum +25).&amp;lt;br/&amp;gt;&lt;br /&gt;
The subject might discorporate from damage even if it succeeds on its saving throw.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reformatting Wave===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death, Sonic]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; One living program/level within a 40-ft.-radius spread&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You emit a rolling wave of Reformation that kills programs that&#039;re caught in it (except for yourself). Programs closest to the point of origin are affected first.&lt;br /&gt;
&lt;br /&gt;
===Static Cloud===&lt;br /&gt;
&#039;&#039;Conjuration&#039;&#039; (Creation)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft. level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Fog spreads in 20-ft. radius, 20 ft. high&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A program within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).&amp;lt;br/&amp;gt;&lt;br /&gt;
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.&amp;lt;br/&amp;gt;&lt;br /&gt;
The spell does not function underwater.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=10374</id>
		<title>HorizonVirtual:Master Rewrite Datapad A-E</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=10374"/>
		<updated>2005-06-20T08:35:51Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad A - E==&lt;br /&gt;
&lt;br /&gt;
===Analyze Subroutine===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One object or program per caster level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None or Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
You discern all rewrites and subroutine properties present in a number of programs or objects. Each round, you may examine a single program or object that you can see as a free action. In the case of an item possessing subroutines, you learn its&#039; functions, how to activate its&#039; functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or program with active rewrites cast upon it, you learn each rewrite, its&#039; effect, and its&#039; rewriter level.&amp;lt;br/&amp;gt;&lt;br /&gt;
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other Analyze Subroutine rewrites for 24 hours.&amp;lt;br/&amp;gt;&lt;br /&gt;
Analyze Subroutine does not function when used on an artifact.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Antirewrite Field===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; 10-ft.-radius emanation, centered on you&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; See text&amp;lt;br/&amp;gt;&lt;br /&gt;
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most rewriting effects, including rewrites, rewrite-like abilities, and inherant abilities. Likewise, it prevents the functioning of any rewritten items or rewrites within its confines.&amp;lt;br/&amp;gt;&lt;br /&gt;
An antirewrite field suppresses any rewrite or rewriting effect used within, brought into, or cast into the area, but does not undo it. Time spent within an antirewrite field counts against the suppressed rewrite’s duration.&amp;lt;br/&amp;gt;&lt;br /&gt;
Summoned programs of any type and incorporeal undead wink out if they enter an antirewrite field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the program. If you cast antirewrite field in an area occupied by a summoned program that has rewrite resistance, you must make a caster level check (1d20 + caster level) against the program’s rwrite resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antirewrite field because the conjuration itself is no longer in effect, only its result.)&amp;lt;br/&amp;gt;&lt;br /&gt;
A normal program can enter the area, as can normal missiles. Furthermore, while a rewritten sword does not have any rewrite abilities within the area, it is still a sword (and a masterwork sword at that). The rewrite has no effect on golems and other constructs that are rewritten during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned programs). Elementals, corporeal undead, and useragents are likewise unaffected unless summoned. These programs’ rewrite-like or inherant abilities, however, may be temporarily nullified by the field. Undo Rewrite does not remove the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
Two or more antirewrite fields sharing any of the same space have no effect on each other. Certain rewrites, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antirewrite field (see the individual rewrite descriptions). Artifacts and Progenitor Viruses are unaffected by normal rewrites such as this. &amp;lt;br/&amp;gt;&lt;br /&gt;
Should a program be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Backup Copy===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 10 minutes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One clone&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite makes an inert backup copy of a program. If the original program has been slain, its kernel immediately transfers to the copy, creating a replacement (provided that the kernel is free and willing to return). The original’s shell, should it still exist, becomes inert and cannot thereafter be restored to life.&amp;lt;br/&amp;gt;&lt;br /&gt;
To create the backup copy, you must have a few lines of coding with a volume of at least 1 cubic inch that was taken from the original program’s shell. The lines of coding need not be fresh, but it must be kept from corrupting. Once the rewrite is cast, the duplicate must be recompiled in a laboratory for 2d4 months.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the clone is completed, the original’s kernel enters it immediately, if that program is already discorporated. The copy is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the copy as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the rewrite fails. If the original program has lost levels since the code sample was taken and died at a lower level than the copy would otherwise be, the copy is one level below the level at which the original died.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite duplicates only the original’s shell and mind, not its equipment.&amp;lt;br/&amp;gt;&lt;br /&gt;
A duplicate can be recompiled while the original still lives, or when the original kernel is unavailable, but the resulting body is merely a kernelless bit of inert coding, which corrupts if not preserved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Circle of Discorporation===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; Several living programs within a 40-ft.-radius burst&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Circle of Discorporation destroys the core operations of living programs, killing them instantly.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite slays 1d4 HD worth of living programs per caster level (maximum 20d4). Programs with the fewest HD are affected first; among programs with equal HD, those who are closest to the burst’s point of origin are affected first. No program of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a program are wasted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Waker, except that the effect is not restricted by program type or size.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program, Mass===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One or more programs, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Program, except that Mass Charm Program affects a number of programs whose combined HD do not exceed twice your level, or at least one program regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a program with too many HD.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Waker===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 1, Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This charm makes a Waker regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the program is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected program never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the rewrite. You must speak the person’s language to communicate your commands, or else be good at pantomiming.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daze Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2, Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program of 6 HD or less&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Daze, but Daze Program can affect any one living program of any type. Programs of 7 or more HD are not affected.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delay Codeeater===&lt;br /&gt;
&#039;&#039;Conjuration&#039;&#039; (Healing)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
The subject becomes temporarily immune to codeeaters. Any codeeater in its system or any codeeater to which it is exposed during the rewrite’s duration does not affect the subject until the rewrite’s duration has expired. Delay Codeeater does not cure any damage that a codeeater may have already done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Detect Codeeater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target or Area:&#039;&#039;&#039; One program, one object, or a 5-ft. cube&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You determine whether a program, object, or area has been affected by or is currently infected with a codeeater. You can determine the exact type of codeeater with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Detect Rewrite===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 0, Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 60 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; Cone-shaped emanation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration, up to 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You detect rewritten programs and areas. The amount of information revealed depends on how long you study a particular area or subject.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;1st Round&#039;&#039;: Presence or absence of rewritten code.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;2nd Round&#039;&#039;: Number of different rewrites and the power of the most potent rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;3rd Round&#039;&#039;: The strength and location of each rewrite. If the items or programs bearing them are in line of sight, you can make Codecraft skill checks to determine the school of rewriting involved in each. (Make one check per aura; DC 15 + rewrite level, or 15 + half rewriter level for a non-rewrite effect.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Rewritten areas, multiple types of rewrites, or strong local rewrites may distort or conceal weaker rewrites.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Rewrite Strength&#039;&#039;: A code&#039;s power depends on a rewrite’s functioning rewrite level or an item’s rewriter level. If the coding falls into more than one category, Detect Rewrite indicates the stronger of the two.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Aura Power&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Rewrite or Object || Faint || Moderate || Strong || Overwhelming&lt;br /&gt;
|-&lt;br /&gt;
| Functioning rewrite (rewrite level) || 3rd or lower || 4th-6th || 7th-9th || 10th+ (Progenitor-level)&lt;br /&gt;
|-&lt;br /&gt;
| Rewritten item (caster level) || 5th or lower || 6th-11th || 12th-20th || 21st+ (artifact)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lingering Rewrite&#039;&#039;: A rewrite lingers after its original source dissipates (in the case of a rewrite) or is destroyed (in the case of a rewritten item). If Detect Rewrite is cast and directed at such a location, the rewrite indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Original Strength || Duration of Lingering Aura&lt;br /&gt;
|-&lt;br /&gt;
| Faint || 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 1d6x10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Overwhelming || 1d6 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Useragents and elementals are not detected in themselves, but if they are summoned, the conjuration rewrite registers.&amp;lt;br/&amp;gt;&lt;br /&gt;
Each round, you can turn to Detect Rewrite in a new area. The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Detect Rewrite can be made permanent with a permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discorporation Imminent===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death, Evil]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Living program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous/10 minutes per HD of subject; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You draw forth the coding of a program and use it to fuel your own power. Upon casting this rewrite, you touch a living program that has -1 or fewer hit points. If the subject fails its saving throw, it discorporates, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving rewrite effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject program.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominate Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One program&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like dominate waker, except that the rewrite is not restricted by program type.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominate Waker===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 4, Pro 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You can control the actions of any waker program through an encrypted link that you establish with the subject’s mind.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as &amp;quot;Come here,&amp;quot; &amp;quot;Go there,&amp;quot; &amp;quot;Fight,&amp;quot; and &amp;quot;Stand still.&amp;quot; You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you have given a dominated waker a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).&amp;lt;br/&amp;gt;&lt;br /&gt;
Changing your instructions or giving a dominated waker a new command is the equivalent of redirecting a rewrite, so it is a move action.&amp;lt;br/&amp;gt;&lt;br /&gt;
By concentrating fully on the rewrite (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.&amp;lt;br/&amp;gt;&lt;br /&gt;
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same system. You need not see the subject to control it.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don’t spend at least 1 round concentrating on the rewrite each day, the subject receives a new saving throw to throw off the domination.&amp;lt;br/&amp;gt;&lt;br /&gt;
Protection from Evil or a similar rewrite can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor undoes it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron Jaunt===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
You enter the Electron State, along with your equipment. For the duration of the spell, you are in an electron state, which means you overlap the normal, physical, Material System. When the spell expires, you return to the normal state of all programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
An electron program is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial program, you can move through solid objects, including living programs. An electron program can see and hear on the Material System, but everything looks gray and ephemeral. Sight and hearing onto the Material System are limited to 60 feet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Force effects and abjurations affect an electron program normally. Their effects extend onto the Electron State from the Material System, but not vice versa. An electron program can’t attack material programs, and spells you cast while in the Electron State affect only other electron things. Certain material programs or objects have attacks or effects that work on Electron Programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Treat other electron programs and electron objects as if they were material. &amp;lt;br/&amp;gt;&lt;br /&gt;
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron State===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You and one other touched program per three levels&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Electron Jaunt, except that you and other willing programs joined by linked hands (along with their equipment) become pulled into an electron state. Besides yourself, you can bring one program per three caster levels into an Electron State. Once in an electron state, the subjects need not stay together.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the rewrite expires, all affected programs in the Electron State return to material existence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite causes instant growth of a waker program, doubling its height and multiplying its weight by 8. This increase changes the program’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.&amp;lt;br/&amp;gt;&lt;br /&gt;
A waker program whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This rewrite does not change the target’s speed.&amp;lt;br/&amp;gt;&lt;br /&gt;
If insufficient room is available for the desired growth, the program attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the rewrite cannot be used to crush a program by increasing its size.&amp;lt;br/&amp;gt;&lt;br /&gt;
All equipment worn or carried by a program is similarly enlarged by the rewrite. Melee and projectile weapons affected by this rewrite deal more damage. Other rewritten properties are not affected by this rewrite. Any enlarged item that leaves an enlarged program’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Rewritten properties of enlarged items are not increased by this rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
Multiple rewrite effects that increase size do not stack.&amp;lt;br/&amp;gt;&lt;br /&gt;
Enlarge waker counters and undoes reduce waker.&amp;lt;br/&amp;gt;&lt;br /&gt;
Enlarge waker can be made permanent with a permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker, Mass===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program/level, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like enlarge waker, except that it affects multiple programs.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=2453</id>
		<title>HorizonVirtual:Master Rewrite Datapad A-E</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=2453"/>
		<updated>2005-06-20T08:29:48Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad A - E==&lt;br /&gt;
&lt;br /&gt;
===Analyze Subroutine===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One object or program per caster level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None or Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
You discern all rewrites and subroutine properties present in a number of programs or objects. Each round, you may examine a single program or object that you can see as a free action. In the case of an item possessing subroutines, you learn its&#039; functions, how to activate its&#039; functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or program with active rewrites cast upon it, you learn each rewrite, its&#039; effect, and its&#039; rewriter level.&amp;lt;br/&amp;gt;&lt;br /&gt;
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other Analyze Subroutine rewrites for 24 hours.&amp;lt;br/&amp;gt;&lt;br /&gt;
Analyze Subroutine does not function when used on an artifact.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Antirewrite Field===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; 10-ft.-radius emanation, centered on you&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; See text&amp;lt;br/&amp;gt;&lt;br /&gt;
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most rewriting effects, including rewrites, rewrite-like abilities, and inherant abilities. Likewise, it prevents the functioning of any rewritten items or rewrites within its confines.&amp;lt;br/&amp;gt;&lt;br /&gt;
An antirewrite field suppresses any rewrite or rewriting effect used within, brought into, or cast into the area, but does not undo it. Time spent within an antirewrite field counts against the suppressed rewrite’s duration.&amp;lt;br/&amp;gt;&lt;br /&gt;
Summoned programs of any type and incorporeal undead wink out if they enter an antirewrite field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the program. If you cast antirewrite field in an area occupied by a summoned program that has rewrite resistance, you must make a caster level check (1d20 + caster level) against the program’s rwrite resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antirewrite field because the conjuration itself is no longer in effect, only its result.)&amp;lt;br/&amp;gt;&lt;br /&gt;
A normal program can enter the area, as can normal missiles. Furthermore, while a rewritten sword does not have any rewrite abilities within the area, it is still a sword (and a masterwork sword at that). The rewrite has no effect on golems and other constructs that are rewritten during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned programs). Elementals, corporeal undead, and useragents are likewise unaffected unless summoned. These programs’ rewrite-like or inherant abilities, however, may be temporarily nullified by the field. Undo Rewrite does not remove the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
Two or more antirewrite fields sharing any of the same space have no effect on each other. Certain rewrites, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antirewrite field (see the individual rewrite descriptions). Artifacts and Progenitor Viruses are unaffected by normal rewrites such as this. &amp;lt;br/&amp;gt;&lt;br /&gt;
Should a program be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Backup Copy===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 10 minutes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One clone&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite makes an inert backup copy of a program. If the original program has been slain, its kernel immediately transfers to the copy, creating a replacement (provided that the kernel is free and willing to return). The original’s shell, should it still exist, becomes inert and cannot thereafter be restored to life.&amp;lt;br/&amp;gt;&lt;br /&gt;
To create the backup copy, you must have a few lines of coding with a volume of at least 1 cubic inch that was taken from the original program’s shell. The lines of coding need not be fresh, but it must be kept from corrupting. Once the rewrite is cast, the duplicate must be recompiled in a laboratory for 2d4 months.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the clone is completed, the original’s kernel enters it immediately, if that program is already discorporated. The copy is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the copy as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the rewrite fails. If the original program has lost levels since the code sample was taken and died at a lower level than the copy would otherwise be, the copy is one level below the level at which the original died.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite duplicates only the original’s shell and mind, not its equipment.&amp;lt;br/&amp;gt;&lt;br /&gt;
A duplicate can be recompiled while the original still lives, or when the original kernel is unavailable, but the resulting body is merely a kernelless bit of inert coding, which corrupts if not preserved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Circle of Discorporation===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; Several living programs within a 40-ft.-radius burst&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Circle of Discorporation destroys the core operations of living programs, killing them instantly.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite slays 1d4 HD worth of living programs per caster level (maximum 20d4). Programs with the fewest HD are affected first; among programs with equal HD, those who are closest to the burst’s point of origin are affected first. No program of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a program are wasted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Waker, except that the effect is not restricted by program type or size.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program, Mass===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One or more programs, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Program, except that Mass Charm Program affects a number of programs whose combined HD do not exceed twice your level, or at least one program regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a program with too many HD.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Waker===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 1, Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This charm makes a Waker regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the program is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected program never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the rewrite. You must speak the person’s language to communicate your commands, or else be good at pantomiming.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daze Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2, Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program of 6 HD or less&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Daze, but Daze Program can affect any one living program of any type. Programs of 7 or more HD are not affected.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delay Codeeater===&lt;br /&gt;
&#039;&#039;Conjuration&#039;&#039; (Healing)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
The subject becomes temporarily immune to codeeaters. Any codeeater in its system or any codeeater to which it is exposed during the rewrite’s duration does not affect the subject until the rewrite’s duration has expired. Delay Codeeater does not cure any damage that a codeeater may have already done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Detect Codeeater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target or Area:&#039;&#039;&#039; One program, one object, or a 5-ft. cube&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You determine whether a program, object, or area has been affected by or is currently infected with a codeeater. You can determine the exact type of codeeater with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Detect Rewrite===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 0, Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 60 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; Cone-shaped emanation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration, up to 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You detect rewritten programs and areas. The amount of information revealed depends on how long you study a particular area or subject.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;1st Round&#039;&#039;: Presence or absence of rewritten code.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;2nd Round&#039;&#039;: Number of different rewrites and the power of the most potent rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;3rd Round&#039;&#039;: The strength and location of each rewrite. If the items or programs bearing them are in line of sight, you can make Codecraft skill checks to determine the school of rewriting involved in each. (Make one check per aura; DC 15 + rewrite level, or 15 + half rewriter level for a non-rewrite effect.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Rewritten areas, multiple types of rewrites, or strong local rewrites may distort or conceal weaker rewrites.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Rewrite Strength&#039;&#039;: A code&#039;s power depends on a rewrite’s functioning rewrite level or an item’s rewriter level. If the coding falls into more than one category, Detect Rewrite indicates the stronger of the two.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Aura Power&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Rewrite or Object || Faint || Moderate || Strong || Overwhelming&lt;br /&gt;
|-&lt;br /&gt;
| Functioning rewrite (rewrite level) || 3rd or lower || 4th-6th || 7th-9th || 10th+ (Progenitor-level)&lt;br /&gt;
|-&lt;br /&gt;
| Rewritten item (caster level) || 5th or lower || 6th-11th || 12th-20th || 21st+ (artifact)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lingering Rewrite&#039;&#039;: A rewrite lingers after its original source dissipates (in the case of a rewrite) or is destroyed (in the case of a rewritten item). If Detect Rewrite is cast and directed at such a location, the rewrite indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Original Strength || Duration of Lingering Aura&lt;br /&gt;
|-&lt;br /&gt;
| Faint || 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 1d6x10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Overwhelming || 1d6 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Useragents and elementals are not detected in themselves, but if they are summoned, the conjuration rewrite registers.&amp;lt;br/&amp;gt;&lt;br /&gt;
Each round, you can turn to Detect Rewrite in a new area. The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Detect Rewrite can be made permanent with a permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discorporation Imminent===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death, Evil]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Living program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous/10 minutes per HD of subject; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You draw forth the coding of a program and use it to fuel your own power. Upon casting this rewrite, you touch a living program that has -1 or fewer hit points. If the subject fails its saving throw, it discorporates, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving rewrite effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject program.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominate Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One program&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like dominate waker, except that the rewrite is not restricted by program type.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron Jaunt===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
You enter the Electron State, along with your equipment. For the duration of the spell, you are in an electron state, which means you overlap the normal, physical, Material System. When the spell expires, you return to the normal state of all programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
An electron program is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial program, you can move through solid objects, including living programs. An electron program can see and hear on the Material System, but everything looks gray and ephemeral. Sight and hearing onto the Material System are limited to 60 feet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Force effects and abjurations affect an electron program normally. Their effects extend onto the Electron State from the Material System, but not vice versa. An electron program can’t attack material programs, and spells you cast while in the Electron State affect only other electron things. Certain material programs or objects have attacks or effects that work on Electron Programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Treat other electron programs and electron objects as if they were material. &amp;lt;br/&amp;gt;&lt;br /&gt;
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron State===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You and one other touched program per three levels&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Electron Jaunt, except that you and other willing programs joined by linked hands (along with their equipment) become pulled into an electron state. Besides yourself, you can bring one program per three caster levels into an Electron State. Once in an electron state, the subjects need not stay together.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the rewrite expires, all affected programs in the Electron State return to material existence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite causes instant growth of a waker program, doubling its height and multiplying its weight by 8. This increase changes the program’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.&amp;lt;br/&amp;gt;&lt;br /&gt;
A waker program whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This rewrite does not change the target’s speed.&amp;lt;br/&amp;gt;&lt;br /&gt;
If insufficient room is available for the desired growth, the program attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the rewrite cannot be used to crush a program by increasing its size.&amp;lt;br/&amp;gt;&lt;br /&gt;
All equipment worn or carried by a program is similarly enlarged by the rewrite. Melee and projectile weapons affected by this rewrite deal more damage. Other rewritten properties are not affected by this rewrite. Any enlarged item that leaves an enlarged program’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Rewritten properties of enlarged items are not increased by this rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
Multiple rewrite effects that increase size do not stack.&amp;lt;br/&amp;gt;&lt;br /&gt;
Enlarge waker counters and undoes reduce waker.&amp;lt;br/&amp;gt;&lt;br /&gt;
Enlarge waker can be made permanent with a permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker, Mass===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program/level, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like enlarge waker, except that it affects multiple programs.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=2452</id>
		<title>HorizonVirtual:Master Rewrite Datapad A-E</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=2452"/>
		<updated>2005-06-20T07:45:39Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad A - E==&lt;br /&gt;
&lt;br /&gt;
===Analyze Subroutine===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One object or program per caster level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None or Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
You discern all rewrites and subroutine properties present in a number of programs or objects. Each round, you may examine a single program or object that you can see as a free action. In the case of an item possessing subroutines, you learn its&#039; functions, how to activate its&#039; functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or program with active rewrites cast upon it, you learn each rewrite, its&#039; effect, and its&#039; rewriter level.&amp;lt;br/&amp;gt;&lt;br /&gt;
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other Analyze Subroutine rewrites for 24 hours.&amp;lt;br/&amp;gt;&lt;br /&gt;
Analyze Subroutine does not function when used on an artifact.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Antirewrite Field===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; 10-ft.-radius emanation, centered on you&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; See text&amp;lt;br/&amp;gt;&lt;br /&gt;
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most rewriting effects, including rewrites, rewrite-like abilities, and inherant abilities. Likewise, it prevents the functioning of any rewritten items or rewrites within its confines.&amp;lt;br/&amp;gt;&lt;br /&gt;
An antirewrite field suppresses any rewrite or rewriting effect used within, brought into, or cast into the area, but does not undo it. Time spent within an antirewrite field counts against the suppressed rewrite’s duration.&amp;lt;br/&amp;gt;&lt;br /&gt;
Summoned programs of any type and incorporeal undead wink out if they enter an antirewrite field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the program. If you cast antirewrite field in an area occupied by a summoned program that has rewrite resistance, you must make a caster level check (1d20 + caster level) against the program’s rwrite resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antirewrite field because the conjuration itself is no longer in effect, only its result.)&amp;lt;br/&amp;gt;&lt;br /&gt;
A normal program can enter the area, as can normal missiles. Furthermore, while a rewritten sword does not have any rewrite abilities within the area, it is still a sword (and a masterwork sword at that). The rewrite has no effect on golems and other constructs that are rewritten during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned programs). Elementals, corporeal undead, and useragents are likewise unaffected unless summoned. These programs’ rewrite-like or inherant abilities, however, may be temporarily nullified by the field. Undo Rewrite does not remove the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
Two or more antirewrite fields sharing any of the same space have no effect on each other. Certain rewrites, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antirewrite field (see the individual rewrite descriptions). Artifacts and Progenitor Viruses are unaffected by normal rewrites such as this. &amp;lt;br/&amp;gt;&lt;br /&gt;
Should a program be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Backup Copy===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 10 minutes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One clone&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite makes an inert backup copy of a program. If the original program has been slain, its kernel immediately transfers to the copy, creating a replacement (provided that the kernel is free and willing to return). The original’s shell, should it still exist, becomes inert and cannot thereafter be restored to life.&amp;lt;br/&amp;gt;&lt;br /&gt;
To create the backup copy, you must have a few lines of coding with a volume of at least 1 cubic inch that was taken from the original program’s shell. The lines of coding need not be fresh, but it must be kept from corrupting. Once the rewrite is cast, the duplicate must be recompiled in a laboratory for 2d4 months.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the clone is completed, the original’s kernel enters it immediately, if that program is already discorporated. The copy is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the copy as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the rewrite fails. If the original program has lost levels since the code sample was taken and died at a lower level than the copy would otherwise be, the copy is one level below the level at which the original died.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite duplicates only the original’s shell and mind, not its equipment.&amp;lt;br/&amp;gt;&lt;br /&gt;
A duplicate can be recompiled while the original still lives, or when the original kernel is unavailable, but the resulting body is merely a kernelless bit of inert coding, which corrupts if not preserved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Circle of Discorporation===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; Several living programs within a 40-ft.-radius burst&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Circle of Discorporation destroys the core operations of living programs, killing them instantly.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite slays 1d4 HD worth of living programs per caster level (maximum 20d4). Programs with the fewest HD are affected first; among programs with equal HD, those who are closest to the burst’s point of origin are affected first. No program of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a program are wasted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Waker, except that the effect is not restricted by program type or size.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program, Mass===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One or more programs, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Program, except that Mass Charm Program affects a number of programs whose combined HD do not exceed twice your level, or at least one program regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a program with too many HD.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Waker===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 1, Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This charm makes a Waker regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the program is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected program never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the rewrite. You must speak the person’s language to communicate your commands, or else be good at pantomiming.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daze Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2, Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program of 6 HD or less&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Daze, but Daze Program can affect any one living program of any type. Programs of 7 or more HD are not affected.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delay Codeeater===&lt;br /&gt;
&#039;&#039;Conjuration&#039;&#039; (Healing)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
The subject becomes temporarily immune to codeeaters. Any codeeater in its system or any codeeater to which it is exposed during the rewrite’s duration does not affect the subject until the rewrite’s duration has expired. Delay Codeeater does not cure any damage that a codeeater may have already done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Detect Codeeater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target or Area:&#039;&#039;&#039; One program, one object, or a 5-ft. cube&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You determine whether a program, object, or area has been affected by or is currently infected with a codeeater. You can determine the exact type of codeeater with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discorporation Imminent===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death, Evil]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Living program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous/10 minutes per HD of subject; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You draw forth the coding of a program and use it to fuel your own power. Upon casting this rewrite, you touch a living program that has -1 or fewer hit points. If the subject fails its saving throw, it discorporates, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving rewrite effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject program.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominate Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One program&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like dominate waker, except that the rewrite is not restricted by program type.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron Jaunt===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
You enter the Electron State, along with your equipment. For the duration of the spell, you are in an electron state, which means you overlap the normal, physical, Material System. When the spell expires, you return to the normal state of all programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
An electron program is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial program, you can move through solid objects, including living programs. An electron program can see and hear on the Material System, but everything looks gray and ephemeral. Sight and hearing onto the Material System are limited to 60 feet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Force effects and abjurations affect an electron program normally. Their effects extend onto the Electron State from the Material System, but not vice versa. An electron program can’t attack material programs, and spells you cast while in the Electron State affect only other electron things. Certain material programs or objects have attacks or effects that work on Electron Programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Treat other electron programs and electron objects as if they were material. &amp;lt;br/&amp;gt;&lt;br /&gt;
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron State===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You and one other touched program per three levels&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Electron Jaunt, except that you and other willing programs joined by linked hands (along with their equipment) become pulled into an electron state. Besides yourself, you can bring one program per three caster levels into an Electron State. Once in an electron state, the subjects need not stay together.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the rewrite expires, all affected programs in the Electron State return to material existence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite causes instant growth of a waker program, doubling its height and multiplying its weight by 8. This increase changes the program’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.&amp;lt;br/&amp;gt;&lt;br /&gt;
A waker program whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This rewrite does not change the target’s speed.&amp;lt;br/&amp;gt;&lt;br /&gt;
If insufficient room is available for the desired growth, the program attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the rewrite cannot be used to crush a program by increasing its size.&amp;lt;br/&amp;gt;&lt;br /&gt;
All equipment worn or carried by a program is similarly enlarged by the rewrite. Melee and projectile weapons affected by this rewrite deal more damage. Other rewritten properties are not affected by this rewrite. Any enlarged item that leaves an enlarged program’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Rewritten properties of enlarged items are not increased by this rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
Multiple rewrite effects that increase size do not stack.&amp;lt;br/&amp;gt;&lt;br /&gt;
Enlarge waker counters and undoes reduce waker.&amp;lt;br/&amp;gt;&lt;br /&gt;
Enlarge waker can be made permanent with a permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker, Mass===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program/level, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like enlarge waker, except that it affects multiple programs.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_F-J&amp;diff=2468</id>
		<title>HorizonVirtual:Master Rewrite Datapad F-J</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_F-J&amp;diff=2468"/>
		<updated>2005-06-19T06:31:51Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad F - J==&lt;br /&gt;
&lt;br /&gt;
===Illuminate===&lt;br /&gt;
&#039;&#039;Evocation&#039;&#039; [Light]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Object touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Programs that take penalties in bright light also take them while within the radius of this simulated light. Despite its name, this rewrite is not the equivalent of daylight for the purposes of programs that are damaged or destroyed by bright light.&amp;lt;br/&amp;gt;&lt;br /&gt;
If Illuminate is cast on a small object that is then placed inside or under a light- proof covering, the rewrite’s effects are blocked until the covering is removed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Illuminate brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Illuminate counters or dispels any darkness rewrite of equal or lower level, such as Darkness.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_U-Z&amp;diff=2423</id>
		<title>HorizonVirtual:Master Rewrite Datapad U-Z</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_U-Z&amp;diff=2423"/>
		<updated>2005-06-19T06:30:44Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad U - Z==&lt;br /&gt;
&lt;br /&gt;
===Undo Rewrite===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target or Area:&#039;&#039;&#039; One spellcaster, program, or object; or 20-ft.-radius burst&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You can use undo rewrite to end ongoing spells that have been cast on a program or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s rewrite. A undone rewrite ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by undo rewrite. Undo rewrite can undo (but not counter) rewrite-like effects just as it does rewrites.&amp;lt;br/&amp;gt;&lt;br /&gt;
Note: The effect of a rewrite with an instantaneous duration can’t be undone, because the magical effect is already over before the undo rewrite can take effect. &amp;lt;br/&amp;gt;&lt;br /&gt;
You choose to use undo rewrite in one of three ways: a targeted undo, an area undo, or a counterwrite:&amp;lt;br/&amp;gt;&lt;br /&gt;
Targeted Undo: One object, program, or rewrite is the target of the undo rewrite rewrite. You make an undo check (1d20 + your caster level, maximum +10) against the rewrite or against each ongoing rewrite currently in effect on the object or program. The DC for this undo check is 11 + the rewrite’s caster level. If you succeed on a particular check, that rewrite is undone; if you fail, that rewrite remains in effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you target an object or program that is the effect of an ongoing rewrite (such as a program summoned by program summoning), you make an undo check to end the rewrite that conjured the object or program.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the object that you target is a magic item, you make an undo check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and Progenitor Viruses are unaffected by mortal magic such as this.&amp;lt;br/&amp;gt;&lt;br /&gt;
You automatically succeed on your undo check against any rewrite that you cast yourself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Undo: When undo rewrite is used in this way, the rewrite affects everything within a 20-foot radius.&amp;lt;br/&amp;gt;&lt;br /&gt;
For each program within the area that is the subject of one or more spells, you make an undo check against the rewrite with the highest caster level. If that check fails, you make undo checks against progressively weaker spells until you undo one rewrite (which discharges the undo rewrite rewrite so far as that target is concerned) or until you fail all your checks. The program’s magic items are not affected.&amp;lt;br/&amp;gt;&lt;br /&gt;
For each object within the area that is the target of one or more spells, you make undo checks as with programs. Rewritten items are not affected by an area undo.&amp;lt;br/&amp;gt;&lt;br /&gt;
For each ongoing area or effect rewrite whose point of origin is within the area of the undo rewrite rewrite, you can make an undo check to undo the rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
For each ongoing rewrite whose area overlaps that of the undo rewrite rewrite, you can make a undo check to end the effect, but only within the overlapping area.&amp;lt;br/&amp;gt;&lt;br /&gt;
If an object or program that is the effect of an ongoing rewrite (such as a program summoned by program summoning) is in the area, you can make a undo check to end the rewrite that conjured that object or program (returning it whence it came) in addition to attempting to undo spells targeting the program or object.&amp;lt;br/&amp;gt;&lt;br /&gt;
You may choose to automatically succeed on undo checks against any rewrite that you have cast.&amp;lt;br/&amp;gt;&lt;br /&gt;
Counterwrite: When undo rewrite is used in this way, the rewrite targets a rewriter and is cast as a counterwrite. Unlike a true counterwrite, however, undo rewrite may not work; you must make a undo check to counter the other rewriter’s rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Undo Rewrite, Greater===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 5, Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like undo rewrite, except that the maximum caster level on your undo check is +20 instead of +10.&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, greater undo rewrite has a chance to undo any effect that remove curse can remove, even if undo rewrite can’t undo that effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wireless Projection===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 30 minutes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You plus one additional willing program touched per two caster levels&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; See text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,000RUs, plus 5RUs per Program affected&amp;lt;br/&amp;gt;&lt;br /&gt;
By freeing your spirit from your physical body, this rewrite allows you to project an Wireless body onto another plane altogether.&amp;lt;br/&amp;gt;&lt;br /&gt;
You can bring the Wireless forms of other willing programs with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.&amp;lt;br/&amp;gt;&lt;br /&gt;
You project your Wireless self onto the Wireless Plane, leaving your physical self behind on the Material System in a state of suspended animation. The rewrite projects an Wireless copy of you and all you wear or carry onto the Wireless Plane. Since the Wireless Plane touches upon other Systems, you can travel Wirelessly to any of these other Systems as you will. To enter one, you leave the Wireless Plane, forming a new physical body (and equipment) on the System you have chosen to enter.&amp;lt;br/&amp;gt;&lt;br /&gt;
While you are on the Wireless Plane, your Wireless body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, Wirelessly and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the Wireless form is slain, the cord simply returns to your body where it rests on the Material System, thereby reviving it from its state of suspended animation. Although Wireless projections are able to function on the Wireless Plane, their actions affect only programs existing on the Wireless Plane; a physical body must be materialized on other planes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You and your companions may travel through the Wireless Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The rewrite lasts until you desire to end it, or until it is terminated by some outside means, such as undo rewrite cast upon either the physical body or the Wireless form, the breaking of the silver cord, or the destruction of your body back on the Material System (which kills you).&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_P-T&amp;diff=2467</id>
		<title>HorizonVirtual:Master Rewrite Datapad P-T</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_P-T&amp;diff=2467"/>
		<updated>2005-06-19T06:29:52Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad P - T==&lt;br /&gt;
&lt;br /&gt;
===Programmer Lock===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The door, chest, or portal touched, up to 30 sq. ft./level in size&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 25RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Programmer Lock rewrite cast upon a door, chest, or portal locks it by rewriting the object. You can freely pass your own Programmer Lock without affecting it; otherwise, a door or object secured with this rewrite can be opened only by breaking in or with a successful Undo Rewrite or Knock rewrite. Add 10 to the normal DC to break open a door or portal affected by this rewrite. (A Knock rewrite does not remove a Programmer Lock; it only suppresses the effect for 10 minutes.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Mark===&lt;br /&gt;
Universal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One personal rune or mark, all of which must fit within 1 sq. ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite allows you to inscribe your personal symbol or mark, which can consist of no more than six characters. The writing or symbol(s) can be visible or invisible. A Programmer Mark rewrite enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a Detect Rewrite rewrite causes it to glow and be visible, though not necessarily understandable.&amp;lt;br/&amp;gt;&lt;br /&gt;
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible Programmer Mark. A Read Rewrite rewrite reveals the words, if any. The mark cannot be undone, but it can be removed by the caster or by an Erase rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
If a Programmer Mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.&amp;lt;br/&amp;gt;&lt;br /&gt;
Programmer Mark must be cast on an object prior to casting Instant Summons on the same object (see that rewrite description for details).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Sight===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite makes your eyes glow blue and allows you to see rewritten items and programs within 120 feet of you. The effect is similar to that of a Detect Rewrite rewrite, but Programmer Sight does not require concentration and discerns rewrite location and power more quickly. The Rewrites are shown in a glimmering &amp;quot;aura&amp;quot; of sorts around the Program or Item.&amp;lt;br/&amp;gt;&lt;br /&gt;
You know the location and power of all rewrites, both on Programs and Items, within your sight. An aura&#039;s power depends on a rewrite&#039;s functioning level or an item’s caster level, as noted in the description of the Detect Rewrite rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you concentrate on a specific Program within 120 feet of you as a standard action, you can determine whether it has any spellcasting or rewrite-like abilities and the strength of the most powerful rewrite or rewrite-like ability the Program currently has available for use.&amp;lt;br/&amp;gt;&lt;br /&gt;
Programmer Sight can be made permanent with a Permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Sight, Greater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Programmer Sight, except that you automatically know which spells or magical effects are active upon any program or object you see.&amp;lt;br/&amp;gt;&lt;br /&gt;
Greater Programmer Sight doesn’t let you identify Rewritten Items.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unlike Programmer Sight, this rewrite cannot be made permanent with a Permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Purge===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One extraplanar program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite forces a Useragent back to its proper system if it fails a special Will save (DC = rewrite’s save DC - program’s HD + your caster level). If the rewrite is successful, the Useragent is instantly whisked away, but there is a 20% chance of actually sending the subject to a system other than its own.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reformatting Wave===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death, Sonic]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; One living program/level within a 40-ft.-radius spread&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You emit a rolling wave of Reformation that kills programs that&#039;re caught in it (except for yourself). Programs closest to the point of origin are affected first.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_P-T&amp;diff=2418</id>
		<title>HorizonVirtual:Master Rewrite Datapad P-T</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_P-T&amp;diff=2418"/>
		<updated>2005-06-19T06:25:38Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad P - T==&lt;br /&gt;
&lt;br /&gt;
===Programmer Lock===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The door, chest, or portal touched, up to 30 sq. ft./level in size&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 25RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Programmer Lock rewrite cast upon a door, chest, or portal locks it by rewriting the object. You can freely pass your own Programmer Lock without affecting it; otherwise, a door or object secured with this rewrite can be opened only by breaking in or with a successful Undo Rewrite or Knock rewrite. Add 10 to the normal DC to break open a door or portal affected by this rewrite. (A Knock rewrite does not remove a Programmer Lock; it only suppresses the effect for 10 minutes.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Mark===&lt;br /&gt;
Universal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One personal rune or mark, all of which must fit within 1 sq. ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite allows you to inscribe your personal symbol or mark, which can consist of no more than six characters. The writing or symbol(s) can be visible or invisible. A Programmer Mark rewrite enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a Detect Rewrite rewrite causes it to glow and be visible, though not necessarily understandable.&amp;lt;br/&amp;gt;&lt;br /&gt;
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible Programmer Mark. A Read Rewrite rewrite reveals the words, if any. The mark cannot be undone, but it can be removed by the caster or by an Erase rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
If a Programmer Mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.&amp;lt;br/&amp;gt;&lt;br /&gt;
Programmer Mark must be cast on an object prior to casting Instant Summons on the same object (see that rewrite description for details).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Sight===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite makes your eyes glow blue and allows you to see rewritten items and programs within 120 feet of you. The effect is similar to that of a Detect Rewrite rewrite, but Programmer Sight does not require concentration and discerns rewrite location and power more quickly. The Rewrites are shown in a glimmering &amp;quot;aura&amp;quot; of sorts around the Program or Item.&amp;lt;br/&amp;gt;&lt;br /&gt;
You know the location and power of all rewrites, both on Programs and Items, within your sight. An aura&#039;s power depends on a rewrite&#039;s functioning level or an item’s caster level, as noted in the description of the Detect Rewrite rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you concentrate on a specific Program within 120 feet of you as a standard action, you can determine whether it has any spellcasting or rewrite-like abilities and the strength of the most powerful rewrite or rewrite-like ability the Program currently has available for use.&amp;lt;br/&amp;gt;&lt;br /&gt;
Programmer Sight can be made permanent with a Permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Programmer Sight, Greater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Programmer Sight, except that you automatically know which spells or magical effects are active upon any program or object you see.&amp;lt;br/&amp;gt;&lt;br /&gt;
Greater Programmer Sight doesn’t let you identify Rewritten Items.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unlike Programmer Sight, this rewrite cannot be made permanent with a Permanency rewrite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Purge===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One extraplanar program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite forces a Useragent back to its proper system if it fails a special Will save (DC = rewrite’s save DC - program’s HD + your caster level). If the rewrite is successful, the Useragent is instantly whisked away, but there is a 20% chance of actually sending the subject to a system other than its own.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=2422</id>
		<title>HorizonVirtual:Master Rewrite Datapad A-E</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Master_Rewrite_Datapad_A-E&amp;diff=2422"/>
		<updated>2005-06-19T06:19:00Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master Rewrite Datapad A - E==&lt;br /&gt;
&lt;br /&gt;
===Analyze Subroutine===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One object or program per caster level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None or Will negates; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
You discern all rewrites and subroutine properties present in a number of programs or objects. Each round, you may examine a single program or object that you can see as a free action. In the case of an item possessing subroutines, you learn its&#039; functions, how to activate its&#039; functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or program with active rewrites cast upon it, you learn each rewrite, its&#039; effect, and its&#039; rewriter level.&amp;lt;br/&amp;gt;&lt;br /&gt;
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other Analyze Subroutine rewrites for 24 hours.&amp;lt;br/&amp;gt;&lt;br /&gt;
Analyze Subroutine does not function when used on an artifact.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Antirewrite Field===&lt;br /&gt;
&#039;&#039;Abjuration&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; 10-ft.-radius emanation, centered on you&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; See text&amp;lt;br/&amp;gt;&lt;br /&gt;
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most rewriting effects, including rewrites, rewrite-like abilities, and inherant abilities. Likewise, it prevents the functioning of any rewritten items or rewrites within its confines.&amp;lt;br/&amp;gt;&lt;br /&gt;
An antirewrite field suppresses any rewrite or rewriting effect used within, brought into, or cast into the area, but does not undo it. Time spent within an antirewrite field counts against the suppressed rewrite’s duration.&amp;lt;br/&amp;gt;&lt;br /&gt;
Summoned programs of any type and incorporeal undead wink out if they enter an antirewrite field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the program. If you cast antirewrite field in an area occupied by a summoned program that has rewrite resistance, you must make a caster level check (1d20 + caster level) against the program’s rwrite resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antirewrite field because the conjuration itself is no longer in effect, only its result.)&amp;lt;br/&amp;gt;&lt;br /&gt;
A normal program can enter the area, as can normal missiles. Furthermore, while a rewritten sword does not have any rewrite abilities within the area, it is still a sword (and a masterwork sword at that). The rewrite has no effect on golems and other constructs that are rewritten during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned programs). Elementals, corporeal undead, and useragents are likewise unaffected unless summoned. These programs’ rewrite-like or inherant abilities, however, may be temporarily nullified by the field. Undo Rewrite does not remove the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
Two or more antirewrite fields sharing any of the same space have no effect on each other. Certain rewrites, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antirewrite field (see the individual rewrite descriptions). Artifacts and Progenitor Viruses are unaffected by normal rewrites such as this. &amp;lt;br/&amp;gt;&lt;br /&gt;
Should a program be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Backup Copy===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 10 minutes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; One clone&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 1,500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
This Rewrite makes an inert backup copy of a program. If the original program has been slain, its kernel immediately transfers to the copy, creating a replacement (provided that the kernel is free and willing to return). The original’s shell, should it still exist, becomes inert and cannot thereafter be restored to life.&amp;lt;br/&amp;gt;&lt;br /&gt;
To create the backup copy, you must have a few lines of coding with a volume of at least 1 cubic inch that was taken from the original program’s shell. The lines of coding need not be fresh, but it must be kept from corrupting. Once the rewrite is cast, the duplicate must be recompiled in a laboratory for 2d4 months.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the clone is completed, the original’s kernel enters it immediately, if that program is already discorporated. The copy is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the copy as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the rewrite fails. If the original program has lost levels since the code sample was taken and died at a lower level than the copy would otherwise be, the copy is one level below the level at which the original died.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite duplicates only the original’s shell and mind, not its equipment.&amp;lt;br/&amp;gt;&lt;br /&gt;
A duplicate can be recompiled while the original still lives, or when the original kernel is unavailable, but the resulting body is merely a kernelless bit of inert coding, which corrupts if not preserved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Circle of Discorporation===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, M&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; Several living programs within a 40-ft.-radius burst&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GSR Cost:&#039;&#039;&#039; 500RUs&amp;lt;br/&amp;gt;&lt;br /&gt;
A Circle of Discorporation destroys the core operations of living programs, killing them instantly.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rewrite slays 1d4 HD worth of living programs per caster level (maximum 20d4). Programs with the fewest HD are affected first; among programs with equal HD, those who are closest to the burst’s point of origin are affected first. No program of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a program are wasted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 3, Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Waker, except that the effect is not restricted by program type or size.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Program, Mass===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 6, Pro 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; One or more programs, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Charm Program, except that Mass Charm Program affects a number of programs whose combined HD do not exceed twice your level, or at least one program regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a program with too many HD.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charm Waker===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Charm) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 1, Pro 1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This charm makes a Waker regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the program is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected program never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the rewrite. You must speak the person’s language to communicate your commands, or else be good at pantomiming.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daze Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2, Pro 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 ft. + 10 ft./level)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One living program of 6 HD or less&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Daze, but Daze Program can affect any one living program of any type. Programs of 7 or more HD are not affected.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delay Codeeater===&lt;br /&gt;
&#039;&#039;Conjuration&#039;&#039; (Healing)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes (harmless)&amp;lt;br/&amp;gt;&lt;br /&gt;
The subject becomes temporarily immune to codeeaters. Any codeeater in its system or any codeeater to which it is exposed during the rewrite’s duration does not affect the subject until the rewrite’s duration has expired. Delay Codeeater does not cure any damage that a codeeater may have already done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Detect Codeeater===&lt;br /&gt;
&#039;&#039;Divination&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target or Area:&#039;&#039;&#039; One program, one object, or a 5-ft. cube&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; No&amp;lt;br/&amp;gt;&lt;br /&gt;
You determine whether a program, object, or area has been affected by or is currently infected with a codeeater. You can determine the exact type of codeeater with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.&amp;lt;br/&amp;gt;&lt;br /&gt;
The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discorporation Imminent===&lt;br /&gt;
&#039;&#039;Necromancy&#039;&#039; [Death, Evil]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Thk 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Living program touched&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous/10 minutes per HD of subject; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
You draw forth the coding of a program and use it to fuel your own power. Upon casting this rewrite, you touch a living program that has -1 or fewer hit points. If the subject fails its saving throw, it discorporates, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving rewrite effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject program.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominate Program===&lt;br /&gt;
&#039;&#039;Enchantment&#039;&#039; (Compulsion) [Mind-Affecting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One program&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like dominate waker, except that the rewrite is not restricted by program type.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron Jaunt===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
You enter the Electron State, along with your equipment. For the duration of the spell, you are in an electron state, which means you overlap the normal, physical, Material System. When the spell expires, you return to the normal state of all programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
An electron program is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial program, you can move through solid objects, including living programs. An electron program can see and hear on the Material System, but everything looks gray and ephemeral. Sight and hearing onto the Material System are limited to 60 feet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Force effects and abjurations affect an electron program normally. Their effects extend onto the Electron State from the Material System, but not vice versa. An electron program can’t attack material programs, and spells you cast while in the Electron State affect only other electron things. Certain material programs or objects have attacks or effects that work on Electron Programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Treat other electron programs and electron objects as if they were material. &amp;lt;br/&amp;gt;&lt;br /&gt;
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electron State===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch; see text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You and one other touched program per three levels&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min./level (D)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rewrite Resistance:&#039;&#039;&#039; Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like Electron Jaunt, except that you and other willing programs joined by linked hands (along with their equipment) become pulled into an electron state. Besides yourself, you can bring one program per three caster levels into an Electron State. Once in an electron state, the subjects need not stay together.&amp;lt;br/&amp;gt;&lt;br /&gt;
When the rewrite expires, all affected programs in the Electron State return to material existence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enlarge Waker, Mass===&lt;br /&gt;
&#039;&#039;Transmutation&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Pro 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One waker program/level, no two of which can be more than 30 ft. apart&amp;lt;br/&amp;gt;&lt;br /&gt;
This rewrite functions like enlarge waker, except that it affects multiple programs.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:The_Waker_Dictionary&amp;diff=10198</id>
		<title>Talk:HorizonVirtual:The Waker Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:The_Waker_Dictionary&amp;diff=10198"/>
		<updated>2005-06-19T02:56:35Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Undead = Corrupt Files? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Wish List =&lt;br /&gt;
* General terms used by Wakers.&lt;br /&gt;
* Waker Slang.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Sources =&lt;br /&gt;
&lt;br /&gt;
trey_palmer of the [http://games.groups.yahoo.com/group/horizonvirtual/ horizonvirtual Yahoo! Group] provides the following resources for computer terms:&lt;br /&gt;
* http://www.sharpened.net/glossary/index.php &lt;br /&gt;
* http://whatis.techtarget.com/ &lt;br /&gt;
* http://www.factmonster.com/ipka/A0006024.html &lt;br /&gt;
* http://www.csgnetwork.com/glossary.html &lt;br /&gt;
* http://www.geocities.com/ikind_babel/babel/babel.html &lt;br /&gt;
* http://catb.org/~esr/jargon/html/index.html&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 17:16, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Specific Ideas =&lt;br /&gt;
&lt;br /&gt;
== Kernel ==&lt;br /&gt;
&lt;br /&gt;
I also like the idea of using the term [http://www.sharpened.net/glossary/definition.php?kernel kernel] to refer to a waker&#039;s soul.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 16:25, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Igtenio, however, has used the term as [[HorizonVirtual:Igtenio&#039;s_Kernel_And_Shell_System|a direct replacement for &amp;quot;hit points&amp;quot;]], which does seem like a better idea.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:08, 12 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
I actually used it in a Vitality and Wound System, where Vitality points repersent non-consequential wounds or near misses, and Wound Points repersent more dire injuries. Thus I thought calling Vitality points &amp;quot;Shell&amp;quot; Points(To refer to it being an outer layer, and nowhere near as important as the inner functions), and Wound points &amp;quot;Kernel&amp;quot; Points(Repersenting Core Functions being messed with) was more appropriate, if used.&lt;br /&gt;
&lt;br /&gt;
I think using Kernel for the Soul is a sound idea.&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;br /&gt;
&lt;br /&gt;
== Phishing ==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a possible slang term: [http://www.sharpened.net/glossary/definition.php?phishing Phishing]. As defined, it would seem an ideal match for a waker con game; so maybe a phisher is a Program Space con-artist.&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 16:04, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Undead = Corrupt Files? ==&lt;br /&gt;
&lt;br /&gt;
Terminal and Restored have been added to the dictionary as replacements for zombie and undead respectively, but they&#039;re both a little generic and misleading; &amp;quot;terminal&amp;quot; is more commonly used in computing terms to refer to &amp;quot;dumb terminals&amp;quot; or emulator sessions, which to my mind are closer to communication spells/rewrites.&lt;br /&gt;
&lt;br /&gt;
Igtenio and I both came up with &amp;quot;corrupted&amp;quot; independently as a replacement for &amp;quot;undead&amp;quot;. Again, it still sounds a little more generic, but it&#039;s a more close match for the actual use of the term.&lt;br /&gt;
&lt;br /&gt;
Also, Restored sounds more like the result of a &amp;quot;Resurrection&amp;quot;-style rewrite. Maybe a Corrupted Restore would be better for undead, with Restore just being used for any waker brought back to life?&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:30, 18 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m of the mind that &amp;quot;Corrupted&amp;quot; alone would be a better term, just because not all types of Undead(To use the original term) have to die first.&lt;br /&gt;
&lt;br /&gt;
Vampires are the first one which spring to mind, which while Undead, don&#039;t have to die to become one. Thus to say that a Vampire-inspired Undead Program in Virtual was an attempt at Restoration and was simply corrupted in the process would be mischaracturizing it.&lt;br /&gt;
&lt;br /&gt;
Or, Corrupted could be a term used for more then just Undead. It could refer to &#039;&#039;any&#039;&#039; Waker or Dreamer whose coding is degraded or changed somehow for the worse, be it from a Codeeater or another Corrupted Program.&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;br /&gt;
&lt;br /&gt;
= Other Ideas for Slang =&lt;br /&gt;
&lt;br /&gt;
* Applet - teasing/derogatory term for a Bantam or maybe a dreamer?&lt;br /&gt;
* Form Factor?&lt;br /&gt;
* [http://www.sharpened.net/glossary/definition.php?nybble Nybble]: See Applet.&lt;br /&gt;
* Pinging also just has to be in there somewhere.&lt;br /&gt;
* [http://www.sharpened.net/glossary/definition.php?rawdata Raw and Cooked Data?]&lt;br /&gt;
* Readme, as in &amp;quot;Oh, come on, waker! Do you need a readme for this? It&#039;s easy!&amp;quot; (Probably doesn&#039;t work, as only wakers with the programmer class can read anyway.)&lt;br /&gt;
* Safe Mode?&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 16:19, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliased&#039;&#039;&#039; – jagged or serrated&lt;br /&gt;
* &#039;&#039;&#039;Anti-aliased:&#039;&#039;&#039; visually smooth; often used as a simile (“You’ve got some anti-aliased moves there, waker.”)&lt;br /&gt;
* &#039;&#039;&#039;Alpha/Beta/Gold:&#039;&#039;&#039; phases of developing an idea or plan; often used as epithets (“Pro’ never seems to get his mind beyond alpha.”)&lt;br /&gt;
* &#039;&#039;&#039;Defragment, -ation:&#039;&#039;&#039; Organise; tidy; bring order to chaos.&lt;br /&gt;
* &#039;&#039;&#039;Fragmentation:&#039;&#039;&#039; Entropy; discord; untidiness; sloppiness of maintenance.&lt;br /&gt;
* &#039;&#039;&#039;Pixels:&#039;&#039;&#039;&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:05, 12 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Sector&#039;&#039;&#039; needs to be in somewhere.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:44, 18 Jun 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:The_Waker_Dictionary&amp;diff=2389</id>
		<title>Talk:HorizonVirtual:The Waker Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:The_Waker_Dictionary&amp;diff=2389"/>
		<updated>2005-06-19T02:49:18Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Kernel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Wish List =&lt;br /&gt;
* General terms used by Wakers.&lt;br /&gt;
* Waker Slang.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Sources =&lt;br /&gt;
&lt;br /&gt;
trey_palmer of the [http://games.groups.yahoo.com/group/horizonvirtual/ horizonvirtual Yahoo! Group] provides the following resources for computer terms:&lt;br /&gt;
* http://www.sharpened.net/glossary/index.php &lt;br /&gt;
* http://whatis.techtarget.com/ &lt;br /&gt;
* http://www.factmonster.com/ipka/A0006024.html &lt;br /&gt;
* http://www.csgnetwork.com/glossary.html &lt;br /&gt;
* http://www.geocities.com/ikind_babel/babel/babel.html &lt;br /&gt;
* http://catb.org/~esr/jargon/html/index.html&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 17:16, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Specific Ideas =&lt;br /&gt;
&lt;br /&gt;
== Kernel ==&lt;br /&gt;
&lt;br /&gt;
I also like the idea of using the term [http://www.sharpened.net/glossary/definition.php?kernel kernel] to refer to a waker&#039;s soul.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 16:25, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Igtenio, however, has used the term as [[HorizonVirtual:Igtenio&#039;s_Kernel_And_Shell_System|a direct replacement for &amp;quot;hit points&amp;quot;]], which does seem like a better idea.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:08, 12 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
I actually used it in a Vitality and Wound System, where Vitality points repersent non-consequential wounds or near misses, and Wound Points repersent more dire injuries. Thus I thought calling Vitality points &amp;quot;Shell&amp;quot; Points(To refer to it being an outer layer, and nowhere near as important as the inner functions), and Wound points &amp;quot;Kernel&amp;quot; Points(Repersenting Core Functions being messed with) was more appropriate, if used.&lt;br /&gt;
&lt;br /&gt;
I think using Kernel for the Soul is a sound idea.&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]]&lt;br /&gt;
&lt;br /&gt;
== Phishing ==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a possible slang term: [http://www.sharpened.net/glossary/definition.php?phishing Phishing]. As defined, it would seem an ideal match for a waker con game; so maybe a phisher is a Program Space con-artist.&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 16:04, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Undead = Corrupt Files? ==&lt;br /&gt;
&lt;br /&gt;
Terminal and Restored have been added to the dictionary as replacements for zombie and undead respectively, but they&#039;re both a little generic and misleading; &amp;quot;terminal&amp;quot; is more commonly used in computing terms to refer to &amp;quot;dumb terminals&amp;quot; or emulator sessions, which to my mind are closer to communication spells/rewrites.&lt;br /&gt;
&lt;br /&gt;
Igtenio and I both came up with &amp;quot;corrupted&amp;quot; independently as a replacement for &amp;quot;undead&amp;quot;. Again, it still sounds a little more generic, but it&#039;s a more close match for the actual use of the term.&lt;br /&gt;
&lt;br /&gt;
Also, Restored sounds more like the result of a &amp;quot;Resurrection&amp;quot;-style rewrite. Maybe a Corrupted Restore would be better for undead, with Restore just being used for any waker brought back to life?&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:30, 18 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Other Ideas for Slang =&lt;br /&gt;
&lt;br /&gt;
* Applet - teasing/derogatory term for a Bantam or maybe a dreamer?&lt;br /&gt;
* Form Factor?&lt;br /&gt;
* [http://www.sharpened.net/glossary/definition.php?nybble Nybble]: See Applet.&lt;br /&gt;
* Pinging also just has to be in there somewhere.&lt;br /&gt;
* [http://www.sharpened.net/glossary/definition.php?rawdata Raw and Cooked Data?]&lt;br /&gt;
* Readme, as in &amp;quot;Oh, come on, waker! Do you need a readme for this? It&#039;s easy!&amp;quot; (Probably doesn&#039;t work, as only wakers with the programmer class can read anyway.)&lt;br /&gt;
* Safe Mode?&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 16:19, 10 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliased&#039;&#039;&#039; – jagged or serrated&lt;br /&gt;
* &#039;&#039;&#039;Anti-aliased:&#039;&#039;&#039; visually smooth; often used as a simile (“You’ve got some anti-aliased moves there, waker.”)&lt;br /&gt;
* &#039;&#039;&#039;Alpha/Beta/Gold:&#039;&#039;&#039; phases of developing an idea or plan; often used as epithets (“Pro’ never seems to get his mind beyond alpha.”)&lt;br /&gt;
* &#039;&#039;&#039;Defragment, -ation:&#039;&#039;&#039; Organise; tidy; bring order to chaos.&lt;br /&gt;
* &#039;&#039;&#039;Fragmentation:&#039;&#039;&#039; Entropy; discord; untidiness; sloppiness of maintenance.&lt;br /&gt;
* &#039;&#039;&#039;Pixels:&#039;&#039;&#039;&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:05, 12 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Sector&#039;&#039;&#039; needs to be in somewhere.&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 19:44, 18 Jun 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Area_And_Distance_In_Program_Space&amp;diff=10124</id>
		<title>HorizonVirtual:Area And Distance In Program Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Area_And_Distance_In_Program_Space&amp;diff=10124"/>
		<updated>2005-06-19T01:29:01Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If there’s one problem I have with the world of Virtual as written, it’s the idea that one megabyte on a hard drive equals one square (or cubic) mile of Program Space. Let me explain in terms of comparison:&lt;br /&gt;
&lt;br /&gt;
Depending on which source you credit, New York City occupies between three and four hundred square miles of real estate. Add in the metropolitan land area, and you’re looking at over a thousand square miles.&lt;br /&gt;
&lt;br /&gt;
My personal hard drive has eighty gigabytes of storage space, approximately half of it used. By &#039;&#039;Virtual&#039;&#039; reckoning, it would generate eighty thousand square miles of Program Space, over one hundred and sixty percent of the area of New York State. My PC is networked with my wife’s, which also has an eighty-gig drive. Just these two PCs would create an area over three times the size of New York State. Considering the sheer volume of networked computers in homes, businesses and governmental authorities in New York, the New York Hub would be incredibly huge (even accounting for the fact that a majority of these would be shut down outside of User Space daylight hours); even assuming a significant amount of virtual wilderness, you’d probably wind up with NYH being almost a planet of its own.&lt;br /&gt;
&lt;br /&gt;
While you could possibly justify this argument by treating each major region as a D&amp;amp;D plane, the text gives the impression that, although regions can be wildly different, they are closer to cities or even nations, instead of self-contained planes. Based on this, I’d be tempted to equate one square mile of Program Space with one gigabyte. This means that, rather than the average (approx. 40-60 GB HDD) home PC being effectively a state of its own, it becomes roughly equivalent to a medium-sized metropolitan area. This still results in a massive region on the User city scale, but this still becomes slightly more manageable when you consider a good portion of that area “wilderness” (i.e. unused hard drive space).&lt;br /&gt;
&lt;br /&gt;
--[[User:IMAGinES|IMAGinES]] 21:42, 12 Jun 2005 (PDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
I would also like to add that I think the Weight Factor is off, as well.&lt;br /&gt;
&lt;br /&gt;
The average White Male between 20 and 30 is about 168 pounds, or 76 Kilograms. In Virtual, the factor given is 1 Kilogram = One Byte of Code.&lt;br /&gt;
&lt;br /&gt;
This&#039;s unacceptable. That means that a Waker takes up 76 Bytes of Code. As an example of how small this is, the Calculator program in Windows 2000 is 89 Kilobytes. Meaning that the Calculator takes up well over a thousand times more coding then a sentient program(1 Kilobyte Equals 1,024 Bytes, meaning that the calculator takes up roughly 91,136 bytes). That&#039;s insane. I&#039;d find it more acceptable to say that One Kilogram equals roughly 500 Kilobytes of coding. Meaning that the average Userclone Waker would take up a more respectable rough estimate of 38 Megabytes.&lt;br /&gt;
&lt;br /&gt;
--[[User:Igtenio|Igtenio]] 20:28, 18 Jun 2005&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Area_And_Distance_In_Program_Space&amp;diff=10133</id>
		<title>Talk:HorizonVirtual:Area And Distance In Program Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Area_And_Distance_In_Program_Space&amp;diff=10133"/>
		<updated>2005-06-19T01:23:56Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Area_And_Distance_In_Program_Space&amp;diff=2369</id>
		<title>Talk:HorizonVirtual:Area And Distance In Program Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:HorizonVirtual:Area_And_Distance_In_Program_Space&amp;diff=2369"/>
		<updated>2005-06-16T09:26:54Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would also like to add that I think the Weight Factor is off, as well.&lt;br /&gt;
&lt;br /&gt;
The average White Male between 20 and 30 is about 168 pounds. In Virtual, the factor given is 1 Kilogram = One Byte of Code. Therefore, the average Userclone Waker would be 76 Kilograms.&lt;br /&gt;
&lt;br /&gt;
This&#039;s unacceptable. That means that a Waker takes up 76 Bytes of Code. As an example of how small this is, the Calculator program in Windows 2000 is 89 Kilobytes. Meaning that the Calculator takes up well over a thousand times more coding then a sentient program(1 Kilobyte Equals 1,024 Bytes, meaning that the calculator takes up roughly 91,136 bytes). That&#039;s nucking futs. I&#039;d find it more acceptable to say that One Kilogram equals roughly 500 Kilobytes of coding. Meaning that the average Userclone Waker would take up a more respectable rough estimate of 38 Megabytes.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Igtenio%27s_Heritage_and_Form_Mods&amp;diff=10333</id>
		<title>HorizonVirtual:Igtenio&#039;s Heritage and Form Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Igtenio%27s_Heritage_and_Form_Mods&amp;diff=10333"/>
		<updated>2005-06-16T09:11:04Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heritages ==&lt;br /&gt;
 &lt;br /&gt;
=== Absorbers ===&lt;br /&gt;
I changed the Versitile ability. They no longer get Bonus Skill&lt;br /&gt;
Points.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Versatile (Absorber)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Absorbers are descended from Viruses which could take on a myriad of&lt;br /&gt;
forms, along with their abilities. While the Absorber doesn&#039;t have an&lt;br /&gt;
ability akin to their Progenitor Parents, an Absorber automatically&lt;br /&gt;
gets a number of Skills equal to (Intelligence Modifier X 2) which&lt;br /&gt;
they may take and progress in as if they were Class Skills. An&lt;br /&gt;
Absorber will always get a Minimum of 2 Skills, even if his&lt;br /&gt;
Intelligence Modifier is Zero or a negative.&lt;br /&gt;
 &lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, -1 Intelligence, -1 Charisma&lt;br /&gt;
&lt;br /&gt;
Gains the Power Attack &#039;&#039;or&#039;&#039; Point Blank Shot Feat for Free.&lt;br /&gt;
&lt;br /&gt;
=== Infectors ===&lt;br /&gt;
&lt;br /&gt;
New Ability Modifiers: +2 Charisma, -2 Strength&lt;br /&gt;
 &lt;br /&gt;
== Forms ==&lt;br /&gt;
 &lt;br /&gt;
=== Userclones ===&lt;br /&gt;
Userclones gain an additional 4 SP at 1st Level, and an additional 1 SP per Level, along with the Bonus Feat.&lt;br /&gt;
 &lt;br /&gt;
=== Titans ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
 &lt;br /&gt;
=== Prototypes ===&lt;br /&gt;
Their Base Land Speed is still 30, but they effectively weigh Nothing when Hovering. Also, Prototypes may turn their ability to Hover on and off at will as a Free Action, allowing them to move as any other Program would. When not Hovering, Prototypes are affected like any other Program is. If the Prototype begins falling, his Hovering ability will automatically kick in, whether he&#039;s concious or not.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Igtenio%27s_Heritage_and_Form_Mods&amp;diff=2237</id>
		<title>HorizonVirtual:Igtenio&#039;s Heritage and Form Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Igtenio%27s_Heritage_and_Form_Mods&amp;diff=2237"/>
		<updated>2005-06-16T09:10:06Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Prototypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heritages ==&lt;br /&gt;
 &lt;br /&gt;
=== Absorbers ===&lt;br /&gt;
I changed the Versitile ability. They no longer get Bonus Skill&lt;br /&gt;
Points.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Versatile (Absorber)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Absorbers are descended from Viruses which could take on a myriad of&lt;br /&gt;
forms, along with their abilities. While the Absorber doesn&#039;t have an&lt;br /&gt;
ability akin to their Progenitor Parents, an Absorber automatically&lt;br /&gt;
gets a number of Skills equal to (Intelligence Modifier X 2) which&lt;br /&gt;
they may take and progress in as if they were Class Skills. An&lt;br /&gt;
Absorber will always get a Minimum of 2 Skills, even if his&lt;br /&gt;
Intelligence Modifier is Zero or a negative.&lt;br /&gt;
 &lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, -1 Intelligence, -1 Charisma&lt;br /&gt;
&lt;br /&gt;
Gains the Power Attack &#039;&#039;or&#039;&#039; Point Blank Shot Feat for Free.&lt;br /&gt;
&lt;br /&gt;
=== Infectors ===&lt;br /&gt;
&lt;br /&gt;
New Ability Modifiers: +2 Charisma, -2 Strength&lt;br /&gt;
 &lt;br /&gt;
== Forms ==&lt;br /&gt;
 &lt;br /&gt;
=== Userclones ===&lt;br /&gt;
Userclones gain an additional 4 SP at 1st Level, and an additional 1 SP per Level, along with the Bonus Feat.&lt;br /&gt;
 &lt;br /&gt;
=== Titans ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
 &lt;br /&gt;
=== Prototypes ===&lt;br /&gt;
Their Base Land Speed is still 30, but they effectively weigh Nothing when Hovering. Also, Prototypes may turn their ability to Hover on and off at will as a Free Action, allowing them to move as any other Program would. When not Hovering, Prototypes are affected like any other Program is. If the Prototype begins falling, his Hovering ability will automatically kick in, whether he&#039;s concious or not.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
 &lt;br /&gt;
=== Userclones ===&lt;br /&gt;
Userclones gain an additional 4 SP at 1st Level, and an additional 1 SP per Level, along with the Bonus Feat.&lt;br /&gt;
 &lt;br /&gt;
=== Titans ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
 &lt;br /&gt;
=== Prototypes ===&lt;br /&gt;
Their Base Land Speed is still 30, but they effectively weigh Nothing when Hovering. Also, Prototypes may turn their ability to Hover on and off at will as a Free Action, allowing them to move as any other Program would. When not Hovering, Prototypes are affected like any other Program is. If the Prototype begins falling, his Hovering ability will automatically kick in, weather he&#039;s concious or not.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Igtenio%27s_Heritage_and_Form_Mods&amp;diff=2236</id>
		<title>HorizonVirtual:Igtenio&#039;s Heritage and Form Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Igtenio%27s_Heritage_and_Form_Mods&amp;diff=2236"/>
		<updated>2005-06-16T09:09:17Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Destroyers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heritages ==&lt;br /&gt;
 &lt;br /&gt;
=== Absorbers ===&lt;br /&gt;
I changed the Versitile ability. They no longer get Bonus Skill&lt;br /&gt;
Points.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Versatile (Absorber)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Absorbers are descended from Viruses which could take on a myriad of&lt;br /&gt;
forms, along with their abilities. While the Absorber doesn&#039;t have an&lt;br /&gt;
ability akin to their Progenitor Parents, an Absorber automatically&lt;br /&gt;
gets a number of Skills equal to (Intelligence Modifier X 2) which&lt;br /&gt;
they may take and progress in as if they were Class Skills. An&lt;br /&gt;
Absorber will always get a Minimum of 2 Skills, even if his&lt;br /&gt;
Intelligence Modifier is Zero or a negative.&lt;br /&gt;
 &lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, -1 Intelligence, -1 Charisma&lt;br /&gt;
&lt;br /&gt;
Gains the Power Attack &#039;&#039;or&#039;&#039; Point Blank Shot Feat for Free.&lt;br /&gt;
&lt;br /&gt;
=== Infectors ===&lt;br /&gt;
&lt;br /&gt;
New Ability Modifiers: +2 Charisma, -2 Strength&lt;br /&gt;
 &lt;br /&gt;
== Forms ==&lt;br /&gt;
 &lt;br /&gt;
=== Userclones ===&lt;br /&gt;
Userclones gain an additional 4 SP at 1st Level, and an additional 1 SP per Level, along with the Bonus Feat.&lt;br /&gt;
 &lt;br /&gt;
=== Titans ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
 &lt;br /&gt;
=== Prototypes ===&lt;br /&gt;
Their Base Land Speed is still 30, but they effectively weigh Nothing when Hovering. Also, Prototypes may turn their ability to Hover on and off at will as a Free Action, allowing them to move as any other Program would. When not Hovering, Prototypes are affected like any other Program is. If the Prototype begins falling, his Hovering ability will automatically kick in, weather he&#039;s concious or not.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
 &lt;br /&gt;
=== Userclones ===&lt;br /&gt;
Userclones gain an additional 4 SP at 1st Level, and an additional 1 SP per Level, along with the Bonus Feat.&lt;br /&gt;
 &lt;br /&gt;
=== Titans ===&lt;br /&gt;
New Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
 &lt;br /&gt;
=== Prototypes ===&lt;br /&gt;
Their Base Land Speed is still 30, but they effectively weigh Nothing when Hovering. Also, Prototypes may turn their ability to Hover on and off at will as a Free Action, allowing them to move as any other Program would. When not Hovering, Prototypes are affected like any other Program is. If the Prototype begins falling, his Hovering ability will automatically kick in, weather he&#039;s concious or not.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Packets&amp;diff=10339</id>
		<title>HorizonVirtual:Packets</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Packets&amp;diff=10339"/>
		<updated>2005-06-13T04:00:41Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Weapon (Semi) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Packets are the transport horses of Program Space. Many of the organizations use them to transport data and programs between systems, due to them being faster and often more reliable then sole programs. Advanced Messenger and Webcrawler programs will often have Packets which help protect data they might be carrying, and allow them to gain access to areas in Program Space they might otherwise have problems with (such as Wireless Travel).&lt;br /&gt;
 &lt;br /&gt;
Packets are also known as Modular Access Vehicles, which describe them quite well. Unlike many vehicles in Program Space, which require specialty Crafters to upgrade them, Packets are modulary made, allowing a program who crafts Modules for a Packet to sell them indivitually, rather then have to work on that exact vehicle. The controls for reconfiguring a Packet are usually located in an area where not just anyone can gain access to them, which is often in the cockpit or similarly locked room. A character can install additional control panels in a Packet or buy a personal model, but they cost additional RUs(See below).&lt;br /&gt;
&lt;br /&gt;
A Packet is based on a single Module, which controls all other Modules, and is the basis for the Packet. This Module is the Cockpit.&lt;br /&gt;
 &lt;br /&gt;
Below common Modules are listed. First is the name, which is the common name. Second is cost, which lists, in RUs, the cost of each Unit of the Module. The third entry, Minimum/Maximum Size, explains the minimum size of a Module, and the maximum number of Units it can support. Some are listed as Inf, which means that the Unit size is only limited by cost. If a Module has a minimum size above 1, the cost is still per Unit. Therefore, a Module which costs 1,000 RUs and has a Minimum of 3 Units would cost, at minimum, 3,000 RUs. If &amp;quot;Addon&amp;quot; is listed, then the Module takes up no Units and simply enhances the existing abilities.&lt;br /&gt;
 &lt;br /&gt;
When building a Packet, every Packet has an additional third of its total Units converted into Free Units. Free Units repersent areas created to manuver around. Therefore, if you build a 2X3 area of Capacity, you could add an additional row of Free Units to the size as a way to get to the front of the vehicle. Free Units cannot be used for constructive purposes, only to round out a Packet, and are not counted when calculating total Units for the Wireless and Electron Modules.&lt;br /&gt;
 &lt;br /&gt;
=== Base Stats ===&lt;br /&gt;
&lt;br /&gt;
Speed: 25&lt;br /&gt;
&lt;br /&gt;
Hardness: 5&lt;br /&gt;
&lt;br /&gt;
HP: 50&lt;br /&gt;
 &lt;br /&gt;
Unit = 5 X 5 Foot Area&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
 &lt;br /&gt;
=== Cockpit ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
The Cockpit is the heart of the Packet. Some only have the cockpit, which are more tank or single-program oriented, whereas some will expand the cockpit into a full bridge-like structure(For larger Packets with systems). A single Unit Cockpit will consist of a Chair and a Control Panel, along with a single Configuration Control Panel. While expanding it allows for more room, here&#039;s also the ability to have additional pilots and people operating additional systems. Each additional Unit of a Cockpit costs 500 RUs.&lt;br /&gt;
 &lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Capacity is considered to be the space dedicated to Program and Cargo transport. When bought, it must be specified how much is meant for Programs, and how much is meant for Cargo. While they can be interchanged to a small degree, generally, you&#039;ll fit less Cargo in a Program Unit, and Programs don&#039;t enjoy being in a Cargo Unit. Every Unit bought is 1 Program or a Ton of Cargo. If Cargo is put in a Program Unit, it&#039;s only 500 Pounds.&lt;br /&gt;
 &lt;br /&gt;
=== Compression  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Packets are as big as they are in Units. While those Units, upon first buying, can be configured however the owner wants, once chosen they are stuck that way. Compression can convert a normal Unit into a Virtual Unit. Virtual Units technically don&#039;t exist, and therefore don&#039;t influence the total size of the Packet. This is useful for Packets meant to go places most Programs can.  &lt;br /&gt;
 &lt;br /&gt;
=== Code Regeneration Chamber  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Packets which carry passengers who could be hurt will frequently be equiped with a Code Regeneration Chamber. Each Chamber takes up a single Unit, and only a single Chamber can fit in a Unit. When a Program is put into the Chamber, any HP loss is immediately suspended (Even by Microviruses), and the Program begins regenerating at twice it&#039;s Healing Rate per hour. Every 1,000 RUs spent in addition adds another Multipler onto it (X3, X4, X5, etc).&lt;br /&gt;
 &lt;br /&gt;
=== Improved Hover  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
     &lt;br /&gt;
While all Packets, by default, float off the ground, they do not truely hover. Terrain conditions can influence the speed of a Packet, and while it cannot truely stop one(Unless there&#039;s a sudden drop of more then 3 feet...in which case, it plummets), it can slow it down. Improved Hover fixes this, by making the Packet into a true Hovervehicle, letting it go over all but the worse Terrain with no penalties. However, any drop of more then 6 feet is still dangerous. Anything less and the Packet simply floats downwards for a few moments.&lt;br /&gt;
 &lt;br /&gt;
=== Flight ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Packets, despite their ability to Hover, are still land vehicles. Flight changes this, by allowing the Packet to move above the ground aerially. Speed while flying is equal to 25, with speed increasing in 5 Foot Increments per additional 500 RUs.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Density ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 100 (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Many choose to increase the Hardness of their Packet. This Addon does so. Total cost to increase Hardness by 1 Point is &amp;lt;nowiki&amp;gt;&amp;lt;Current Hardness&amp;gt;&amp;lt;/nowiki&amp;gt; X 100. If you wish to buy this multiple times at once, each Point must be recalculated.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Armor ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Additional layers of coding are added to the Packet, increasing Hit Points by 10.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Speed ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
The Packet has optimization done to its&#039; propulsion coding, making it move 5 Feet faster per time this Module is bought.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Transmission Speed ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon  &lt;br /&gt;
&lt;br /&gt;
The Packet is optimized for travel between Servers. Unlike most Modules, this one has a set cost. Transfer Speed X2 is 2,000 RUs, X4 is 6,000, and X8 is 18,000.&lt;br /&gt;
 &lt;br /&gt;
=== Firewall ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Many Packets are equiped with with a vehicle-wide Firewall which helps to protect it against attacks. When bought, the Firewall initially has 20HP and regenerates 5 per hour when active, and three times that much when turned off. For every additional 1,000 RUs spent, the Firewall gains 10 HP. For every additional 500RUs, the firewall regenerates an additional Hit Point per hour when active, and three when turned off. It takes one action to activate a Firewall.&lt;br /&gt;
 &lt;br /&gt;
=== Wireless Travel ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500(See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Packets are diverse vehicles, are often called to go into territory many Programs wouldn&#039;t dream of. Wireless Travel is one such thing, in which a Program moves through User Space on a Wireless signal. This Addon allows a Packet to enter the Wireless spectrum and move through Wireless Space. Using this Addon requires that you complete buying the Packet. After you&#039;ve finished, take the total Units and multiply them by 500. This is the cost in RUs to give the Packet the ability to Wirelessly Travel. If you cannot purchase the total sum, then the vehicle cannot Wirelessly Travel until you can. It&#039;s all or nothing. If you buy additional Modules which take up Units after purchasing this, then they must have an additional 500 RUs added per Unit.&lt;br /&gt;
 &lt;br /&gt;
=== Electron State ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000(See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
A Packet equiped with the Electron State Addon has the ability to enter The Electron Spectrum, which makes it invisible and incorporal to all but other vehicles and Programs in the Electron State. Using this Addon requires that you complete buying the Packet. After you&#039;ve finished, take the total Units and multiply them by 1000. This is the cost in RUs to give the Packet the ability to travel in the Electron Spectrum. If you cannot purchase the total sum, then the vehicle cannot travel in the Electron State until you can. It&#039;s all or nothing. If you buy additional Modules which take up Units after purchasing this, then they must have an additional 1000 RUs added per Unit. You must also purchase fuel for the Electron State. While a Packet can hold a nearly unlimited amount of Fuel, it costs 200 RUs per round you wish to stay in the Electron State. &lt;br /&gt;
&lt;br /&gt;
=== Weapon Locker System ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets have internal systems for storing weapons. The Weapon Locker System is the most common. When Installed, the Owner may set where the first Panel is. Any Weapon inserted into it is automatically stored in the coding of the Packet, and set to only allow the Program who put it in there to remove it. Some Packets use this for Passengers, but many are also armed with additional Panels, which cost 200 RUs each, and function exactly as the Primary Panel goes. The same library is used for all Panels, so someone who puts a weapon in at one panel can withdraw it from another.&lt;br /&gt;
 &lt;br /&gt;
=== Weapon (Manual) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + 50%. If the character already has a weapon, he can have it attached for 50% of the weapons&#039; cost. Manual weapons on a Packet are similar to Turrets, and require a dedicated person to be in the same Unit as the weapon is mounted on to use it.&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Semi) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + Weapon Cost times 2. If the character already has a weapon, he can have it attached for twice the weapons&#039; cost. Semi-automatic weapons on a Packet allow the Pilot to take one attack per turn, while still controlling the vehicle. Semi-Automatic can also be designated as Gunner, which allows someone in the Bridge other then the Pilot to attack using two weapons per turn.&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Automatic) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + Weapon Cost times 4. If the character already has a weapon, he can have it attached for four times the weapons&#039; cost. Automatic Weapons on a Packet allow the Pilot to attack with all weapons while still controlling the vehicle. While Automatic could also be designated as Gunner, it wouldn&#039;t provide any additional benefit unless the Gunner has a higher BAB then the Pilot. But if there&#039;s no Gunner to man the weapons when they&#039;re designated as Gunner, then the Pilot can&#039;t attack.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Packets&amp;diff=2173</id>
		<title>HorizonVirtual:Packets</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Packets&amp;diff=2173"/>
		<updated>2005-06-13T03:59:57Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Weapon (Manual) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Packets are the transport horses of Program Space. Many of the organizations use them to transport data and programs between systems, due to them being faster and often more reliable then sole programs. Advanced Messenger and Webcrawler programs will often have Packets which help protect data they might be carrying, and allow them to gain access to areas in Program Space they might otherwise have problems with (such as Wireless Travel).&lt;br /&gt;
 &lt;br /&gt;
Packets are also known as Modular Access Vehicles, which describe them quite well. Unlike many vehicles in Program Space, which require specialty Crafters to upgrade them, Packets are modulary made, allowing a program who crafts Modules for a Packet to sell them indivitually, rather then have to work on that exact vehicle. The controls for reconfiguring a Packet are usually located in an area where not just anyone can gain access to them, which is often in the cockpit or similarly locked room. A character can install additional control panels in a Packet or buy a personal model, but they cost additional RUs(See below).&lt;br /&gt;
&lt;br /&gt;
A Packet is based on a single Module, which controls all other Modules, and is the basis for the Packet. This Module is the Cockpit.&lt;br /&gt;
 &lt;br /&gt;
Below common Modules are listed. First is the name, which is the common name. Second is cost, which lists, in RUs, the cost of each Unit of the Module. The third entry, Minimum/Maximum Size, explains the minimum size of a Module, and the maximum number of Units it can support. Some are listed as Inf, which means that the Unit size is only limited by cost. If a Module has a minimum size above 1, the cost is still per Unit. Therefore, a Module which costs 1,000 RUs and has a Minimum of 3 Units would cost, at minimum, 3,000 RUs. If &amp;quot;Addon&amp;quot; is listed, then the Module takes up no Units and simply enhances the existing abilities.&lt;br /&gt;
 &lt;br /&gt;
When building a Packet, every Packet has an additional third of its total Units converted into Free Units. Free Units repersent areas created to manuver around. Therefore, if you build a 2X3 area of Capacity, you could add an additional row of Free Units to the size as a way to get to the front of the vehicle. Free Units cannot be used for constructive purposes, only to round out a Packet, and are not counted when calculating total Units for the Wireless and Electron Modules.&lt;br /&gt;
 &lt;br /&gt;
=== Base Stats ===&lt;br /&gt;
&lt;br /&gt;
Speed: 25&lt;br /&gt;
&lt;br /&gt;
Hardness: 5&lt;br /&gt;
&lt;br /&gt;
HP: 50&lt;br /&gt;
 &lt;br /&gt;
Unit = 5 X 5 Foot Area&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
 &lt;br /&gt;
=== Cockpit ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
The Cockpit is the heart of the Packet. Some only have the cockpit, which are more tank or single-program oriented, whereas some will expand the cockpit into a full bridge-like structure(For larger Packets with systems). A single Unit Cockpit will consist of a Chair and a Control Panel, along with a single Configuration Control Panel. While expanding it allows for more room, here&#039;s also the ability to have additional pilots and people operating additional systems. Each additional Unit of a Cockpit costs 500 RUs.&lt;br /&gt;
 &lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Capacity is considered to be the space dedicated to Program and Cargo transport. When bought, it must be specified how much is meant for Programs, and how much is meant for Cargo. While they can be interchanged to a small degree, generally, you&#039;ll fit less Cargo in a Program Unit, and Programs don&#039;t enjoy being in a Cargo Unit. Every Unit bought is 1 Program or a Ton of Cargo. If Cargo is put in a Program Unit, it&#039;s only 500 Pounds.&lt;br /&gt;
 &lt;br /&gt;
=== Compression  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Packets are as big as they are in Units. While those Units, upon first buying, can be configured however the owner wants, once chosen they are stuck that way. Compression can convert a normal Unit into a Virtual Unit. Virtual Units technically don&#039;t exist, and therefore don&#039;t influence the total size of the Packet. This is useful for Packets meant to go places most Programs can.  &lt;br /&gt;
 &lt;br /&gt;
=== Code Regeneration Chamber  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Packets which carry passengers who could be hurt will frequently be equiped with a Code Regeneration Chamber. Each Chamber takes up a single Unit, and only a single Chamber can fit in a Unit. When a Program is put into the Chamber, any HP loss is immediately suspended (Even by Microviruses), and the Program begins regenerating at twice it&#039;s Healing Rate per hour. Every 1,000 RUs spent in addition adds another Multipler onto it (X3, X4, X5, etc).&lt;br /&gt;
 &lt;br /&gt;
=== Improved Hover  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
     &lt;br /&gt;
While all Packets, by default, float off the ground, they do not truely hover. Terrain conditions can influence the speed of a Packet, and while it cannot truely stop one(Unless there&#039;s a sudden drop of more then 3 feet...in which case, it plummets), it can slow it down. Improved Hover fixes this, by making the Packet into a true Hovervehicle, letting it go over all but the worse Terrain with no penalties. However, any drop of more then 6 feet is still dangerous. Anything less and the Packet simply floats downwards for a few moments.&lt;br /&gt;
 &lt;br /&gt;
=== Flight ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Packets, despite their ability to Hover, are still land vehicles. Flight changes this, by allowing the Packet to move above the ground aerially. Speed while flying is equal to 25, with speed increasing in 5 Foot Increments per additional 500 RUs.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Density ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 100 (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Many choose to increase the Hardness of their Packet. This Addon does so. Total cost to increase Hardness by 1 Point is &amp;lt;nowiki&amp;gt;&amp;lt;Current Hardness&amp;gt;&amp;lt;/nowiki&amp;gt; X 100. If you wish to buy this multiple times at once, each Point must be recalculated.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Armor ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Additional layers of coding are added to the Packet, increasing Hit Points by 10.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Speed ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
The Packet has optimization done to its&#039; propulsion coding, making it move 5 Feet faster per time this Module is bought.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Transmission Speed ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon  &lt;br /&gt;
&lt;br /&gt;
The Packet is optimized for travel between Servers. Unlike most Modules, this one has a set cost. Transfer Speed X2 is 2,000 RUs, X4 is 6,000, and X8 is 18,000.&lt;br /&gt;
 &lt;br /&gt;
=== Firewall ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Many Packets are equiped with with a vehicle-wide Firewall which helps to protect it against attacks. When bought, the Firewall initially has 20HP and regenerates 5 per hour when active, and three times that much when turned off. For every additional 1,000 RUs spent, the Firewall gains 10 HP. For every additional 500RUs, the firewall regenerates an additional Hit Point per hour when active, and three when turned off. It takes one action to activate a Firewall.&lt;br /&gt;
 &lt;br /&gt;
=== Wireless Travel ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500(See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Packets are diverse vehicles, are often called to go into territory many Programs wouldn&#039;t dream of. Wireless Travel is one such thing, in which a Program moves through User Space on a Wireless signal. This Addon allows a Packet to enter the Wireless spectrum and move through Wireless Space. Using this Addon requires that you complete buying the Packet. After you&#039;ve finished, take the total Units and multiply them by 500. This is the cost in RUs to give the Packet the ability to Wirelessly Travel. If you cannot purchase the total sum, then the vehicle cannot Wirelessly Travel until you can. It&#039;s all or nothing. If you buy additional Modules which take up Units after purchasing this, then they must have an additional 500 RUs added per Unit.&lt;br /&gt;
 &lt;br /&gt;
=== Electron State ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000(See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
A Packet equiped with the Electron State Addon has the ability to enter The Electron Spectrum, which makes it invisible and incorporal to all but other vehicles and Programs in the Electron State. Using this Addon requires that you complete buying the Packet. After you&#039;ve finished, take the total Units and multiply them by 1000. This is the cost in RUs to give the Packet the ability to travel in the Electron Spectrum. If you cannot purchase the total sum, then the vehicle cannot travel in the Electron State until you can. It&#039;s all or nothing. If you buy additional Modules which take up Units after purchasing this, then they must have an additional 1000 RUs added per Unit. You must also purchase fuel for the Electron State. While a Packet can hold a nearly unlimited amount of Fuel, it costs 200 RUs per round you wish to stay in the Electron State. &lt;br /&gt;
&lt;br /&gt;
=== Weapon Locker System ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets have internal systems for storing weapons. The Weapon Locker System is the most common. When Installed, the Owner may set where the first Panel is. Any Weapon inserted into it is automatically stored in the coding of the Packet, and set to only allow the Program who put it in there to remove it. Some Packets use this for Passengers, but many are also armed with additional Panels, which cost 200 RUs each, and function exactly as the Primary Panel goes. The same library is used for all Panels, so someone who puts a weapon in at one panel can withdraw it from another.&lt;br /&gt;
 &lt;br /&gt;
=== Weapon (Manual) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + 50%. If the character already has a weapon, he can have it attached for 50% of the weapons&#039; cost. Manual weapons on a Packet are similar to Turrets, and require a dedicated person to be in the same Unit as the weapon is mounted on to use it.&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Semi) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + Weapon Cost times 2. If the character already has a weapon, he can have it attached for twice the weapons&#039; cost. Semi-automatic weapons on a Packet allow the Pilot to take one attack per turn, while still controlling the vehicle. Semi-Automatic can also be designated as Gunner, which allows someone in the Bridge other then the Pilot to attack using two weapons per turn.&lt;br /&gt;
 &lt;br /&gt;
=== Weapon (Automatic) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + Weapon Cost times 4. If the character already has a weapon, he can have it attached for four times the weapons&#039; cost. Automatic Weapons on a Packet allow the Pilot to attack with all weapons while still controlling the vehicle. While Automatic could also be designated as Gunner, it wouldn&#039;t provide any additional benefit unless the Gunner has a higher BAB then the Pilot. But if there&#039;s no Gunner to man the weapons when they&#039;re designated as Gunner, then the Pilot can&#039;t attack.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HorizonVirtual:Packets&amp;diff=2172</id>
		<title>HorizonVirtual:Packets</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HorizonVirtual:Packets&amp;diff=2172"/>
		<updated>2005-06-13T03:56:10Z</updated>

		<summary type="html">&lt;p&gt;Igtenio: /* Weapon (Manual) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Packets are the transport horses of Program Space. Many of the organizations use them to transport data and programs between systems, due to them being faster and often more reliable then sole programs. Advanced Messenger and Webcrawler programs will often have Packets which help protect data they might be carrying, and allow them to gain access to areas in Program Space they might otherwise have problems with (such as Wireless Travel).&lt;br /&gt;
 &lt;br /&gt;
Packets are also known as Modular Access Vehicles, which describe them quite well. Unlike many vehicles in Program Space, which require specialty Crafters to upgrade them, Packets are modulary made, allowing a program who crafts Modules for a Packet to sell them indivitually, rather then have to work on that exact vehicle. The controls for reconfiguring a Packet are usually located in an area where not just anyone can gain access to them, which is often in the cockpit or similarly locked room. A character can install additional control panels in a Packet or buy a personal model, but they cost additional RUs(See below).&lt;br /&gt;
&lt;br /&gt;
A Packet is based on a single Module, which controls all other Modules, and is the basis for the Packet. This Module is the Cockpit.&lt;br /&gt;
 &lt;br /&gt;
Below common Modules are listed. First is the name, which is the common name. Second is cost, which lists, in RUs, the cost of each Unit of the Module. The third entry, Minimum/Maximum Size, explains the minimum size of a Module, and the maximum number of Units it can support. Some are listed as Inf, which means that the Unit size is only limited by cost. If a Module has a minimum size above 1, the cost is still per Unit. Therefore, a Module which costs 1,000 RUs and has a Minimum of 3 Units would cost, at minimum, 3,000 RUs. If &amp;quot;Addon&amp;quot; is listed, then the Module takes up no Units and simply enhances the existing abilities.&lt;br /&gt;
 &lt;br /&gt;
When building a Packet, every Packet has an additional third of its total Units converted into Free Units. Free Units repersent areas created to manuver around. Therefore, if you build a 2X3 area of Capacity, you could add an additional row of Free Units to the size as a way to get to the front of the vehicle. Free Units cannot be used for constructive purposes, only to round out a Packet, and are not counted when calculating total Units for the Wireless and Electron Modules.&lt;br /&gt;
 &lt;br /&gt;
=== Base Stats ===&lt;br /&gt;
&lt;br /&gt;
Speed: 25&lt;br /&gt;
&lt;br /&gt;
Hardness: 5&lt;br /&gt;
&lt;br /&gt;
HP: 50&lt;br /&gt;
 &lt;br /&gt;
Unit = 5 X 5 Foot Area&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
 &lt;br /&gt;
=== Cockpit ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
The Cockpit is the heart of the Packet. Some only have the cockpit, which are more tank or single-program oriented, whereas some will expand the cockpit into a full bridge-like structure(For larger Packets with systems). A single Unit Cockpit will consist of a Chair and a Control Panel, along with a single Configuration Control Panel. While expanding it allows for more room, here&#039;s also the ability to have additional pilots and people operating additional systems. Each additional Unit of a Cockpit costs 500 RUs.&lt;br /&gt;
 &lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Capacity is considered to be the space dedicated to Program and Cargo transport. When bought, it must be specified how much is meant for Programs, and how much is meant for Cargo. While they can be interchanged to a small degree, generally, you&#039;ll fit less Cargo in a Program Unit, and Programs don&#039;t enjoy being in a Cargo Unit. Every Unit bought is 1 Program or a Ton of Cargo. If Cargo is put in a Program Unit, it&#039;s only 500 Pounds.&lt;br /&gt;
 &lt;br /&gt;
=== Compression  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Packets are as big as they are in Units. While those Units, upon first buying, can be configured however the owner wants, once chosen they are stuck that way. Compression can convert a normal Unit into a Virtual Unit. Virtual Units technically don&#039;t exist, and therefore don&#039;t influence the total size of the Packet. This is useful for Packets meant to go places most Programs can.  &lt;br /&gt;
 &lt;br /&gt;
=== Code Regeneration Chamber  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; 1/Inf&lt;br /&gt;
&lt;br /&gt;
Packets which carry passengers who could be hurt will frequently be equiped with a Code Regeneration Chamber. Each Chamber takes up a single Unit, and only a single Chamber can fit in a Unit. When a Program is put into the Chamber, any HP loss is immediately suspended (Even by Microviruses), and the Program begins regenerating at twice it&#039;s Healing Rate per hour. Every 1,000 RUs spent in addition adds another Multipler onto it (X3, X4, X5, etc).&lt;br /&gt;
 &lt;br /&gt;
=== Improved Hover  ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
     &lt;br /&gt;
While all Packets, by default, float off the ground, they do not truely hover. Terrain conditions can influence the speed of a Packet, and while it cannot truely stop one(Unless there&#039;s a sudden drop of more then 3 feet...in which case, it plummets), it can slow it down. Improved Hover fixes this, by making the Packet into a true Hovervehicle, letting it go over all but the worse Terrain with no penalties. However, any drop of more then 6 feet is still dangerous. Anything less and the Packet simply floats downwards for a few moments.&lt;br /&gt;
 &lt;br /&gt;
=== Flight ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Packets, despite their ability to Hover, are still land vehicles. Flight changes this, by allowing the Packet to move above the ground aerially. Speed while flying is equal to 25, with speed increasing in 5 Foot Increments per additional 500 RUs.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Density ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 100 (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Many choose to increase the Hardness of their Packet. This Addon does so. Total cost to increase Hardness by 1 Point is &amp;lt;nowiki&amp;gt;&amp;lt;Current Hardness&amp;gt;&amp;lt;/nowiki&amp;gt; X 100. If you wish to buy this multiple times at once, each Point must be recalculated.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Armor ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Additional layers of coding are added to the Packet, increasing Hit Points by 10.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Speed ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
The Packet has optimization done to its&#039; propulsion coding, making it move 5 Feet faster per time this Module is bought.&lt;br /&gt;
 &lt;br /&gt;
=== Improved Transmission Speed ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon  &lt;br /&gt;
&lt;br /&gt;
The Packet is optimized for travel between Servers. Unlike most Modules, this one has a set cost. Transfer Speed X2 is 2,000 RUs, X4 is 6,000, and X8 is 18,000.&lt;br /&gt;
 &lt;br /&gt;
=== Firewall ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Many Packets are equiped with with a vehicle-wide Firewall which helps to protect it against attacks. When bought, the Firewall initially has 20HP and regenerates 5 per hour when active, and three times that much when turned off. For every additional 1,000 RUs spent, the Firewall gains 10 HP. For every additional 500RUs, the firewall regenerates an additional Hit Point per hour when active, and three when turned off. It takes one action to activate a Firewall.&lt;br /&gt;
 &lt;br /&gt;
=== Wireless Travel ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500(See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Packets are diverse vehicles, are often called to go into territory many Programs wouldn&#039;t dream of. Wireless Travel is one such thing, in which a Program moves through User Space on a Wireless signal. This Addon allows a Packet to enter the Wireless spectrum and move through Wireless Space. Using this Addon requires that you complete buying the Packet. After you&#039;ve finished, take the total Units and multiply them by 500. This is the cost in RUs to give the Packet the ability to Wirelessly Travel. If you cannot purchase the total sum, then the vehicle cannot Wirelessly Travel until you can. It&#039;s all or nothing. If you buy additional Modules which take up Units after purchasing this, then they must have an additional 500 RUs added per Unit.&lt;br /&gt;
 &lt;br /&gt;
=== Electron State ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000(See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
A Packet equiped with the Electron State Addon has the ability to enter The Electron Spectrum, which makes it invisible and incorporal to all but other vehicles and Programs in the Electron State. Using this Addon requires that you complete buying the Packet. After you&#039;ve finished, take the total Units and multiply them by 1000. This is the cost in RUs to give the Packet the ability to travel in the Electron Spectrum. If you cannot purchase the total sum, then the vehicle cannot travel in the Electron State until you can. It&#039;s all or nothing. If you buy additional Modules which take up Units after purchasing this, then they must have an additional 1000 RUs added per Unit. You must also purchase fuel for the Electron State. While a Packet can hold a nearly unlimited amount of Fuel, it costs 200 RUs per round you wish to stay in the Electron State. &lt;br /&gt;
&lt;br /&gt;
=== Weapon Locker System ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets have internal systems for storing weapons. The Weapon Locker System is the most common. When Installed, the Owner may set where the first Panel is. Any Weapon inserted into it is automatically stored in the coding of the Packet, and set to only allow the Program who put it in there to remove it. Some Packets use this for Passengers, but many are also armed with additional Panels, which cost 200 RUs each, and function exactly as the Primary Panel goes. The same library is used for all Panels, so someone who puts a weapon in at one panel can withdraw it from another.&lt;br /&gt;
 &lt;br /&gt;
=== Weapon (Manual) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + 50%. If the character already has a weapon, he can have it attached for 50% of the weapons&#039; cost. Manual weapons on a Packet are similar to Turrets, and require a dedicated person to be in the same Unit as the weapon is mounted on to use it.&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Semi) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + Weapon Cost times 2. If the character already has a weapon, he can have it attached for twice the weapons&#039; cost. Semi-automatic weapons on a Packet allow the Pilot to take one attack per turn, while still controlling the vehicle. Semi-Automatic can also be designated as Gunner, which allows someone in the Bridge other then the Pilot to attack using two weapons per turn.&lt;br /&gt;
 &lt;br /&gt;
=== Weapon (Automatic) ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; (See Description)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minimum/Maximum Size:&#039;&#039;&#039; Addon&lt;br /&gt;
&lt;br /&gt;
Some Packets do dangerous work. Naturally, they&#039;ll have exterior Weaponry to help deal with this. This list of weaponry is taken from the Equipment Chapter of Virtual, but has an additional cost. Buying Manual versions of weapons on a packet is Weapon Cost + Weapon Cost times 4. If the character already has a weapon, he can have it attached for four times the weapons&#039; cost. Automatic Weapons on a Packet allow the Pilot to attack with all weapons while still controlling the vehicle. While Automatic could also be designated as Gunner, it wouldn&#039;t provide any additional benefit unless the Gunner has a higher BAB then the Pilot. But if there&#039;s no Gunner to man the weapons when they&#039;re designated as Gunner, then the Pilot can&#039;t attack.&lt;/div&gt;</summary>
		<author><name>Igtenio</name></author>
	</entry>
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