The Grid

The Grid is a digital frontier, a virtual reality existing on a computerized plane of existence interlaced with the real world. Computers and other electronics form the cross-sections of the Grid, establishing Focal Points which tie the Grid to practical things in everyday life. Over the years, the protocols establishing how the Grid works have become the definitive standard for how all devices communicate.

When connected to the Grid, users see this as an overlaying of reality with additional information, access controls, or augmentations (typically appearing as glowing lines of power, free-floating code and panels, and other attached machines and devices). While connected, users are also present on the Grid, and can be seen to overs on the Grid with an augmented appearance (typically consisting of glowing lines of power, body armor, and other augmentations similar to those seen on structures and vehicles). Objects present on the Grid appear as actual physical constructs which users interact with physically, providing intuitive controls over complex computerized systems. Some users can even learn to interface with components on the Grid using their will alone, gaining even greater control over the digital world.

Beyond being just an overlay for the world computer network, the Grid is also a real realm where being can exist completely separated from physicality. Users can project themselves completely within this realm, having extended interactions while their body remains physically disconnected. When separated, time can move much faster than in the physical world, allowing for digital travel over vast distances or involved mental actions to be carried out rapidly. Such users are also able to apply their mental skills to accomplish more than what their physical body would permit in the equivalent of the physical realm, allowing for fantastic feats of dexterity, speed, and strength within the Grid.

There are also Digitizing Lasers that can transform material entirely into Grid entities, existing indefinitely in a digital space where all sorts of miraculous things can occur. Such beings can re-define parts of their own being through extended use of will, and gain even greater control over this digital space.

## Grid Connections

There are a variety of ways a user can connect to the Grid:

* **Visual**: The user can interact with the Grid, but is limited to their current physical Zone in terms of what they can interact with. They can interact with the physical world and the Grid, but suffer a -1 to physical-related rolls in the real world while connected in this fashion. This mode is common when the user needs to access the Grid quickly.
* **Projected**: The user has projected their mind completely into the Grid. They can change location in the Grid separate from their physical form (see below), but their physical form remains in the same place. While Projected into the Grid, the user's physical body is completely vulnerable.
* **Digitized**: With proper equipment, the user and his physical form can be digitized onto the Grid. With this form of connection even non-Deckers have a wide range of options open to them for Grid Actions, and can perform them using conventional skills ... but their physical forms can also become trapped within the Grid if they cannot find an exit.

Though a Datajack is the most convenient option, there are non-invasive technologies to connect one's mind to the Grid.  These physical Grid Decks are not nearly as efficient as Datajacks, and impose a -1 to all Grid Actions made with them.  Only Visual interaction is possible through these Grid Decks, and because of the penalty on Grid Actions, is also much more-succectable to harm.

## Grid Actions

Regardless of the connection method, users on the Grid can perform several actions unique to the Grid. These function similar to Thaumaturgy, but with regards to the Focal Points that make up the connections of the Grid. Like Thaumaturgy, should the user fail a roll their efforts, all successes up to that point are lost. Depending on the situation, this might simply mean lost time for the user ... but it could also mean ejection from the system which they were operating within -- or even actual harm to the user's mind or body.

Unless actually Digitized or otherwise noted, all rolls use Scholarship.

Most Focal Points on the Grid have Closed Access, meaning only authorized individuals can perform most Grid Actions with them. Most of the space between Focal Points is Open Access, so users can travel between them unhindered. Where Closed Access applies to Zones on the Grid, treat entry into these spaces as if the user were moving between a Threshold Barrier.

The in-between access state is Basic Access, which allows a Focal Point to make a choice whether to allow an action to affect them. Anything commercial on the Grid has this as its default access level.

Each user always has Open Access to themselves.

### Operate

With authorized access, the user can direct a Focal Point to perform actions, with each success resulting in actions within the limitations of the connected device.

Operate can be done by any user with access.

### Search

Users can perform divination-like rolls to locate Focal Points on the Grid.

### Monitoring

Similar to Search, Monitoring involves divination-like actions, except based around detecting when certain occurrences happen within an area or Focal Point. Can also be coupled with Security to create more-conditional countermeasures.

### Obscure

Users can take steps to hide themselves and others on the Grid. Each 2 successes put into Obscure establishes a Block against Search and Monitoring actions.

### Transfer

When decoupled from the real world, users and other digital information on the Grid can move very rapidly, effectively working like Worldwalking, but only on the Grid.

### Hack

For users who do not have access but still need it, they can attempt to break their way into a system. This functions as a Mental Attack against the Focal Point which the user is trying to gain access to. The user can inflict Mental Consequences as a result of this attack, and typically gains full control if the Focal Point is taken out entirely.

For Visual Grid Access, Hack has a base range of 1 Zone, with a -1 to the roll for each additional Zone to the Focal Node. When on the Grid directly, Hack has a range of 2 Zones.

Direct physical access to a system dramatically increases the chance of success, adding +4 to the roll.

Hack almost by definition has to be done on Closed Access targets, since the purpose is to provide the user access to a Focal Point.

### Edit

When users have access to a system, they can attempt to make Maneuvers on it to alter how it operates.

### Deletion

When necessary, users can cause permanent harm to a system. This functions as an attack following the rules of Evocation Attacks. Deletion can be performed on Focal Points which the user does not have access.

### Anti-Virus

When a system is suffering attempts to be Hacked or Deleted, quick defensive measures can be taken in the form of Anti-Virus. This functions much as Counterspelling Evocation does, cancelling out the successes of Hack or Deletion attempts.

### Security

It is possible to create Blocks to prevent Transfer, Hack, Deletion, and even Operate actions. These function very much like Wards.

### Restore

Users can heal consequences inflicted upon themselves or Focal Points on the Grid. The difficulty for this is equal to twice the severity of the consequence (4 successes for Mild, 8 successes for Moderate, etc).

### Deception

Though difficult, users can alter the way in which an entity on the Grid is perceived. Visuals are the most common to start with. Each 3 successes can establish a Block on how a subject is perceived to one of the senses. By default, this affects a single subject, but can be increased to zone-wide per sense with 2 additional successes. Multiple Deceptions can be established to alter all of how a subject is perceived.

### Development

With effort, users can create Applications on the Grid. Each Application is an object or structure of varying complexity incapable of thinking but able to handle a specific operation. This functions like Conjuring.

### Programming

With enough time, users can create Programs which can function within the Grid. This effectively functions like Summoning, though without the same concerns about the entity rampaging on the user.

## Deckers

**Point Cost**: 2

The elite power-users of the Grid are Deckers, sixth-age hackers whose brains are linked to the technology powering this digital realm. Their minds have an intuitive bond with this space, and they are able to re-shape the Grid to serve their own needs.

* The character has a Datajack Cybernetic Enhancement
* Able to perform Grid Actions
* Can use Scholarship in place of other Skills when on the Grid

## Headware

Headware is special cyberware that focuses on enhancing a Datajack for specific Grid Actions.

### Kali Assault Rig

**Point Cost**: 1

With this headwear upgrade, a Decker has an improved ability to brute force their way into a system. All Hacking attempts gain a Weapon Rating 4.

### Black Hat Battle Rig

**Point Cost**: 1

Black Hats bring the offensive might of the Grid, gaining +2 to rolls for all Delete actions, and +2 shifts of power to Delete effects.

### White Hat Defense Rig

**Point Cost**: 1

White Hats are protectors of systems, gaining +4 to rolls for Anti-Virus, Security, and Restore actions.

### System Hardening

**Point Cost**: 1

This headwear insulates users from Hacking attempts, giving them +4 ARM against Mental damage from Hacking. Users also gain +2 to opposed rolls for Delete actions.

### Cloaking Rig

**Point Cost**: 1

Users equipped with this upgrade gain +4 to any roll to Obscure or Deception. Deception effects gain an additional sense automatically to their effect.

### Multi-Core Rig

**Point Cost**: 1

This headwear upgrade allows for a user to perform more than one Operate command at a time as a supplemental action and without the standard penalty to rolls.

### Watchdog Rig

**Point Cost**: 1

The Watchdog upgrade lets a user perform active Monitoring of a system in a similar way to a Spider Rig. All initiative rolls made for Grid activities gain a +4 to the roll, and all Alertness check relating to Grid activities gain +2 to the roll. Finally, the strength of any Security or Monitoring effect in increased by 2, and their duration is extended by two steps.

### Search Engine Rig

**Point Cost**: 1

Users with this upgrade may perform Search actions at +4 to the results, and Operate actions at a +2 to the results. Additionally, the time required to perform any Search is reduced by four steps, potentially resulting in many such operations becoming instantaneous.

### High-Speed Rig

**Point Cost**: 1

When equipped with this upgrade, the user has a greatly-improved ability to perform Transfer operations, gaining +4 on these rolls. Additionally, the time required to perform any Transfer is reduced by four steps, potentially resulting in many such operations becoming instantaneous. Finally, this headwear grants a general +4 Initiative while taking Grid actions.

### Dev Rig

**Point Cost**: 1

Developers are talented at creating and modifying Applications and Programs. They gain +4 to any rolls related to Edit, Development, or Programming, and reduce the time to perform such actions by two steps.