Avatars

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Avatars are software representations of individual characters or programs. A VRNet user must have an avatar to interact with anything on the VRNet. An avatar is the user’s eyes and ears in the boundless confines of the VRNet. It takes the form of a three-dimensional interactive model that cannot overlap with any other object in the VRNet (that is, it occupies its own virtual space). More than just a reflection of its user’s personality, an avatar is a collection of allocated memory that transfers the user’s personal programs from node to node. Additionally, avatars represent their individual users in VRNet combat and any attacks made against an avatar actually represent attacks on the VRNet user’s computer hardware and software. All users on the VRNet must have an avatar. There are no floating, formless avatars that drift from node to node, unable to be touched. This restriction is built into all the software and hardware that makes the VRNet work. Avatars can take many forms and have many functions, but even amateur VRNet users can put together a reasonably unique avatar within a matter of moments. All VR computer hardware comes with a selection of default avatars that can be used on the fly, but most VRNet users have their own custom avatars that can be accessed while on any computer system. If an avatar is destroyed, the user must create another one from scratch.

### **Point-of-Origin Computers**

The computer from which a character logs onto the VRNet is called a point-of-origin computer. Every point-of-origin computer has a built-in node (sometimes referred to as the point-of-origin node). Basically, it is the virtual, three-dimensional equivalent of an Internet home page. The point-of-origin node is where the user’s avatar first appears when the user logs in. If the user does not have her own avatar, a pregenerated one is created for her so that she can explore the VRNet. She can then alter the avatar’s appearance to suit her personal taste. Many users use VR software to protect their point-of-origin computers and nodes against hackers. When a user logs off of the VRNet, her avatar, wherever it might be in the virtual universe, simply dissolves. If the user logs back on, the avatar reappears in the computer’s point-of-origin node.

### **Avatar Appearance**

Avatar appearances vary widely, from simplistic stick figures to more elaborate and bizarre designs. Most hackers and veteran VRNet users design their own custom avatars. Others, particularly wealthy users, pay professional avatar designers hefty sums of money to create avatars that are both unique and not easily duplicated—the VRNet equivalent of having a personal tailor or fashion designer. A massive toolset exists for the creation of avatars, so VRNet users encounter a whole spectrum of avatar designs. There is no “typical” VRNet avatar. They come in all shapes, from Roman gladiators and Valkyries to Ray Harryhausen skeletons and lovable cartoon characters. Avatars are limited in size to the VRNet equivalent of a Medium-size character, since collision problems could occur with giant avatars in small node spaces. Most VRNet nodes have programs that detect and dispel inappropriately sized avatars, although talented hackers might be able to modify their avatar’s size for short periods of time before their handiwork is detected and scrapped. Otherwise, there are few limitations on avatar appearances and the VRNet community generally encourages creativity.

### **Avatar Upgrades**

Another important aspect of an avatar is its ability to store software (including any virtual items it appears to be holding). All avatars can hold up to 10 blocks of available memory; this is a standard number across the VRNet that is universally built into all VR software and hardware. Whenever a user writes a particular program, he must store that program in his avatar’s available memory, or it cannot be used. If an avatar doesn’t have enough available memory blocks to store a program, the user must choose to delete other programs carried by the avatar before the new one can be stored. Each program comes with a standard memory cost, indicating the number of blocks of available memory the program requires for storage. Each piece of software has a physical representation in the VRNet, as determined by the author of the software, which the avatar carries as though it were an item.

### **Avatar Combat**

On the VRNet, combat occurs whenever one user (or program) attacks another. Avatars representing users face off on a virtual battlefield, fighting with weapons made of software until one side or the other is destroyed or driven away. Combat on the VRNet functions exactly the same as it does in the real world, with a few exceptions:
• An avatar reduced to 0 hit points is destroyed. All of a destroyed avatar’s programs are lost, and its user is abruptly disconnected from the VRNet (see page 50).
• Avatars cannot attack objects or weapons. Objects are pieces of software and must be dissipated (see Dissipating Objects in a Node, page 52); weapons are programs that must be hacked to deal damage to them.
• Avatars cannot deal nonlethal damage and are immune to nonlethal damage as well.
• Avatars cannot grapple.

### **Avatar Combat Options**

In the VR universe, avatars move like normal characters and use weapons like normal characters. However, their speed and combat ability is entirely a measure of their programming and their user’s prowess with a computer. An avatar can enhance its speed with special software. Similarly, weapon software exists for almost any portable weapon imaginable, from virtual assault rifles to over-sized boxing gloves. Some special combat options available to avatars work differently from their real-world counterparts and are described below.

**Bull Rush:** An avatar can attempt a bull rush as normal. However, instead of making opposed Strength checks, the colliding avatars make opposed Computer Use checks. Avatars of greater size do not get a special size bonus on their check, and avatars with multiple legs do not get a special stability bonus on their check.

**Disarm:** An avatar with a melee weapon can attempt to disarm another avatar’s melee or ranged weapon. If the defending avatar has multiple weapon programs installed, the attacker can choose which one to target. Attempting to disarm a weapon provokes an attack of opportunity from the defender. The attacker and defender make opposed Computer Use checks, with the defender’s check result setting the TN for the attacker’s check. If the attacker’s check succeeds, the weapon falls into a square adjacent to the defender. Any avatar can pick up a disarmed weapon program (as a move action).

**Feint:** Just like in regular combat, a feint is merely an attempt to draw an opponent’s attention away from the real attack. Dummy programs might mimic other attack modes while the real weapon program comes in unseen. Attempting a feint requires a successful Bluff check, opposed by the defender’s Sense Motive check. If the feinting attacker succeeds, the next attack he makes ignores the defender’s Intelligence bonus to Defense (if he has one).

**Trip:** An avatar can attempt a trip as normal. However, instead of making opposed ability checks, the avatars make opposed Computer Use checks. Avatars of greater size do not get a special size bonus on their check, and avatars with multiple legs do not get a special stability bonus on their check. Attempting a trip always provokes an attack of opportunity, regardless of the weapon the attacker is wielding.