HorizonVirtual:Packets

From RPGnet
Jump to: navigation, search

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).

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).

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.

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 "Addon" is listed, then the Module takes up no Units and simply enhances the existing abilities.

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.

Base Stats

Speed: 25

Hardness: 5

HP: 50

Unit = 5 X 5 Foot Area

Modules

Cockpit

Cost: 1,000+
Minimum/Maximum Size: 1/Inf

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's also the ability to have additional pilots and people operating additional systems. Each additional Unit of a Cockpit costs 500 RUs.

Capacity

Cost: 500+
Minimum/Maximum Size: 1/Inf

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'll fit less Cargo in a Program Unit, and Programs don'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's only 500 Pounds.

Compression

Cost: 1,000+
Minimum/Maximum Size: 1/Inf

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't exist, and therefore don't influence the total size of the Packet. This is useful for Packets meant to go places most Programs can.

Code Regeneration Chamber

Cost: 3,000+
Minimum/Maximum Size: 1/Inf

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's Healing Rate per hour. Every 1,000 RUs spent in addition adds another Multipler onto it (X3, X4, X5, etc).

Improved Hover

Cost: 1,000
Minimum/Maximum Size: Addon

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'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.

Flight

Cost: 3,000+
Minimum/Maximum Size: Addon

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.

Improved Density

Cost: 100 (See Description)
Minimum/Maximum Size: Addon

Many choose to increase the Hardness of their Packet. This Addon does so. Total cost to increase Hardness by 1 Point is <Current Hardness> X 100. If you wish to buy this multiple times at once, each Point must be recalculated.

Improved Armor

Cost: 1,500
Minimum/Maximum Size: Addon

Additional layers of coding are added to the Packet, increasing Hit Points by 10.

Improved Speed

Cost: 500
Minimum/Maximum Size: Addon

The Packet has optimization done to its' propulsion coding, making it move 5 Feet faster per time this Module is bought.

Improved Transmission Speed

Cost: (See Description)
Minimum/Maximum Size: Addon

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.

Firewall

Cost: 5,000+
Minimum/Maximum Size: Addon

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.

Wireless Travel

Cost: 500(See Description)
Minimum/Maximum Size: Addon

Packets are diverse vehicles, are often called to go into territory many Programs wouldn'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'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'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.

Electron State

Cost: 1,000(See Description)
Minimum/Maximum Size: Addon

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'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'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.

Weapon Locker System

Cost: 1,000+
Minimum/Maximum Size: Addon

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.

Weapon (Manual)

Cost: (See Description)
Minimum/Maximum Size: Addon

Some Packets do dangerous work. Naturally, they'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' 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.

Weapon (Semi)

Cost: (See Description)
Minimum/Maximum Size: Addon

Some Packets do dangerous work. Naturally, they'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' 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.

Weapon (Automatic)

Cost: (See Description)
Minimum/Maximum Size: Addon

Some Packets do dangerous work. Naturally, they'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' 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't provide any additional benefit unless the Gunner has a higher BAB then the Pilot. But if there's no Gunner to man the weapons when they're designated as Gunner, then the Pilot can't attack.