================================================================= ALTERNATIVE FOCI for Virtual Adepts _________________________________________________________________ ". . . for I will have Understanding. . . Understanding of Digital Watches. And, when I have Understanding of Digital Watches, I will have Understanding of Computers. . ." The Ultimate Evil, in Time Bandits The way Virtual Adepts use foci in the Virtual Adept, Digital Web, and Book of Shadows supplements is completely at odds with the rules and impressions given in the original MAGE rule book. Obviously, the newer sources take precedence for rule purists, However, MAGE is a sufficiently flexible game to allow for 'camps' of V-Depts who use foci as implied in the original. That is, their computers are not unique foci and do not have to be trinary (and can be removed starting at Arete 2, as with any Tradition mage). The following is an elaboration of exactly how such a camp might utilize the various computer technologies in their magick. Normally, Virtual Adepts use high-tech laptop computers to focus all their spheres. However, computers and microprocessors have become very common and there are many other modern and near- future devices that a V-Dept can avail herself of. Potentially, any device that includes a microprocessor chip can be used for some magical effects. Virtual Adepts may also be able to acquire or create magickal, trinary, computers with special abilities. Baseline V-Dept Laptop: The basic computer used by virtual adepts is a modern laptop upgraded to their technological standards. Such a computer is the equivalent of a powerful workstation and can handle large amounts of normal software and data without impeding its functionality as a focus. It is generally programmed with a database of Rotes and modules to speed the use of magickal effects. When constructing an effect from basic modules or adapting a Rote to the current situation (making it Coincidental), there is a +2 to initiative difficulty. When programming a new effect - one that has never been used before or is being used in a very different way - the penalty to initiative is equal to the rating of the highest sphere being used. It is also possible to activate a Rote as vulgar magick with no initiative penalty. Normal Computers: Virtual Adepts can employ normal laptop or micro- computers. The Adept can code any effect she wants on such a computer, taking a +1 initiative penalty for each level of the highest sphere being used. However, she cannot set up the machine with Rotes and modules for more than 4 spheres. Also, the machine's low processing speed may become a problem. When using a conjunctional effect with more than 5 total sphere levels (ex: forces 5, prime 2 is 7 total sphere levels), an additional turn of processing time is needed for each level over 5 before the effect occurs. The Big Guns: It is possible to employ normal mini-computers and high-end workstations to perform V-dept magick as easily as with the base-line computers above. In addition, 'souped up' mini- and mainframe computers are used by V-dept researchers attempting to push the limits of their tradition's knowledge of correspondence or to develop totally new Rotes involving multiple spheres at higher levels. Palmtops: These are tiny computers - about the size of pocket calculators. Normal ones are set up to run 1 or 2 software packages and certainly can't have hard disks of any kind. They can still be used to work magic, though with some difficulty. Such a device can be used to cast a few Rotes stored on its 'flash card' (about 10 sphere levels worth), and you can carry several such cards. However, it cannot hold the sheer volume of modules needed to quickly perform most effects. Effects must be programmed in giving a +1 initiative penalty per level of the highest sphere. And, effects over level three take an extra turn per level to run. Virtual Adept modified ones, on the other hand, can be equal to the best personal computers on the market. These are basically equal to the normal microcomputers described above. PDA's: Personal Digital Assistants are tiny electronic devices that take input directly from their screens using a special stylus. An unmodified PDA can be loaded with a single Rote or used to program an effect. Programming takes one turn per highest sphere level (handwriting recognition is much slower than typing) with an initiative roll made on the last turn. Adjusting the stored Rote (to make it coincidental) gives a +2 to initiative difficulty. Effects over level 2 require an extra turn per additional level to run. Enhanced versions are equal to most laptops and PCs. They can be set up to handle two or three spheres, programming is still slow, but effects with up to 4 total sphere levels can be run in a single turn (higher level ones require an additional turn per level above four). Programmable Calculators: Even normal Programmable and Scientific calculators can be used for Correspondence, Entropy, Matter, or Forces. Effects higher than level two cannot be produced. Level 1 effects take a +2 initiative penalty to program, those of level 2 take a +4 penalty. Memory is sufficient for a single level 1 rote. Graphing calculators can also be used for Correspondence 3 effects. These take an extra turn both to program and run. Enhanced versions still are not really computers but they have sufficient processing power to run rotes with up to 3 total sphere levels in one turn. Those with more than 3 total sphere levels take an extra turn per additional level to execute. Up to 5 rotes can be stored by installing PROMs and sufficient expanded memory can be added to hold enough modules for one sphere. Adjusting a stored rote takes the usual +2 penalty. Effects up to level 3 take a turn to program with a +2 initiative penalty per level. Higher level rotes take another turn per extra level. Modems: Modems are needed to access the spheres of Prime & Spirit, the baud rate and other features are relatively unimportant. Obviously the modem must be physically connected to a working phone line (or be cellular) to be effective. Cellular Phones: Normal phones are really only useful to a V- dept if she is using an old-fashioned modem (one where the handset is placed on it to make the connection). Cellular phones, however, actually contain processors and can be used to do some magick even without an actual computer. Normal cell- phones can be used to perform Spirit and Prime effects of level 1. One such rote can be stored (speed dial). Effects cannot be programmed on a cell-phone, but the rote can be adjusted to make it static magic (+2 initiative difficulty). Cell-phones can be modified by the addition of advanced processor chips and rotes can be burned into PROMs and physically installed (3-6 depending on the size of the phone). Rotes can be of any level and are instantly accessible. They can be adjusted to current static reality with a +2 initiative penalty. It is still not possible to program effects on a cell-phone. Most V- dept cell-phones are 'thumbed' - illegally accessing the cellular service - so the phone bills and, hopefully, the MiB's don't wind up at your door. Pagers: These little devices run a poor second to cell-phones, however, you can still use one to perform the Prime 1 effect 'The Rush' (storing quintessence is a message you want to get) or the Spirit 1, Mind 1 rote 'Umbral Pager' (of course). Enhanced pagers could be used for one or two installed rotes much like a cell-phone but would be limited to level one and two rotes. However, pagers take no initiative penalties, because they are so simple to operate. Electricity: Virtual Adepts need electricity to utilize the sphere of Forces. Normal household current or the output of their laptops' advanced NiCad batteries are sufficient for any level forces effect. Batteries will be drained however, normal batteries are good for a few level 1 effects or one of level 2 or three. Advanced ones will run a V-dept laptop for about a day; level 1 Forces effects are not a significant drain, levels 2 and three drain 10 or 15 minutes worth of power, level 4 use an hour, and level 5 will use six or more hours. It's usually a good idea to carry spares. Of course, a permanent Spawn Lesser Forces effect solves this problem nicely. Virtual Reality Gear: Though the sphere of Spirit is normally accessed through a communications network, it is also possible to do so by entering a virtual reality. Normal V/R gear can be used as a focus for Spirit, eliminating the need to hook up to a network. Normal V/R gear is perfectly acceptable, though conspicuous. The 'Adepts, however, have created sophisticated V/R devices that look like sunglasses, hearing aids and the like. In either case they must be hooked up to a computer to be of use. Digital Watches: In addition to displaying the correct time, a digital watch can be used for other Time 1 effects (detecting temporal anomalies for instance). It is also possible to install an enhanced processor and a PROM with a single rote (up to Time 3) burned into it. Such a rote can be accessed instantly but, cannot be adjusted to fit static reality (it will always be vulgar). Alternate I/O devices: Normal input and output is achieved through the use of a keyboard and monitor. However, there are other options available both to sleepers and V-depts. Voice Recognition: Voice recognition (and Audio output) is currently available, but not terribly efficient. It could be used to activate a rote with no penalty, but for any other purpose the errors in recognition and ambiguity of language would add an additional +1 to initiative difficulties and lengthy tasks like programming would get frustrating. More advanced forms, available to the 'Adepts, solve most of these problems. A virtual adept can have a voice recognition system that lets him access his computer with a simple headset and microphone. In this way rotes can be accessed with no penalty and adjusted to fit static reality with only a +1 initiative penalty. Assembling a program from modules would still be at a +2 penalty because debugging is made more difficult (the computer must read out code line by line). More difficult programming task will take twice as long for the same reason. A major advantage, of course, is that you keep both hands free while doing this. HUD: Heads Up Displays are currently used by fighter pilots, they project images onto the cockpit canopy so that output can be read without glancing down at instruments. A virtual adept could use a HUD in a vehicle or a more advanced version on a helmet visor or even sunglasses. (This technology is similar to that used in V-dept V/R gear.) In either case all initiative penalties for using the computer connected to the HUD are reduced by 1. Power Glove: Some virtual adepts really have used Nintendo PowerGloves as input devices. More advanced versions can be made to appear less conspicuous (again using V/R technology). This type of input allows gestures to replace whole lines of input code. Rotes can be accessed (even coincidentally) instantly as can programs built from modules. However, true programming cannot be done (there are too many possible lines of code and only so many gestures you can memorize). V/R Gear: This is just combining advanced HUDs and PowerGloves to make input and output faster. In addition, complex programming can be done at a 'virtual keyboard,' though you'll look silly typing in midair. Pointers & GUIs: Mice, touch screens, trackballs and the like do not significantly speed up the tasks of the virtual adept (though they're still nice to have). Graphic User Interfaces also do little beyond looking cute. However, combined, they do make an unfamiliar system easier to use (-1 Computer difficulties). Hidden Computers: Many common devices, today, contain microchips. Everything from VCRs, to microwave ovens, to anti- lock brakes. Generally speaking these devices cannot be accessed in the way V-depts need to program and use magick (and that's just how the technocracy likes it). However, if such a device can be included in a coincidental effect, the adept can use it to cast that effect without using any other foci. For instance, a V-dept is hiding out (sans foci) in a sleeper's hotel room. He'd like to use Correspondence to see if he's still being pursued, but still needs a focus to use that sphere. So he picks up the remote and clicks on the TV. Sure enough, a local traffic report happens to show a black cadillac exiting the freeway. He is gone when the Men in Black arrive. Extra Time: In most cases, spending an extra turn on a magical effect gets you a -1 to the difficulty of your Arete roll. Unfortunately, Virtual Adepts who are still dependent on their computer foci cannot benefit so easily. To get the normal benefit of extra time, the V-dept must carefully optimize his code and debug it line by line. This can be a lengthy process. To determine how much time is required, make a roll against Intelligence + Computer, using the difficulty of the effect. Successes Time 1 1d10 days 2-3 1d10 hours 4 1d10 minutes 5+ 1d10 turns Alternately, instead of rolling a d10, you could use the total number of sphere levels in the effect. If you fail you work for 1d10 days, scrap most of what you just did and roll again. If you botch you either fail completely and cannot make another attempt or believe you have succeeded when an undetected bug will actually raise your difficulty by 1 per botch when you try to use the effect. Remember that the effect and associated coincidence programmed are unique - you cannot re-use the program and still get the reduced difficulty. Of course, you can keep the program in your database like a rote and use it again, adjusting it to make it coincidental if you so desire (+2 initiative difficulty). Unfamiliar Systems: Virtual Adepts manage to hold their own against other mages by performing complicated programming tasks under pressure - sometimes in seconds. One factor that helps them pull this off is the intimate familiarity a V-Dept develops with the system(s) she uses most frequently. However, it is possible to use any computer, however unfamiliar or unsophisticated, to execute code as its typed in - effects produced this way take a +1 initiative penalty per highest sphere level in addition to any penalties for the computer's level of sophistication - the same penalty as for creating a new effect. In order to utilize rotes and modules stored on another V-dept's or Technomancer's computer, a roll of Wits + Computer is required. Consult the chart under Extra Time, above, to determine how long it takes for the V-dept to familiarize herself with the new system. Alternately, a marginal success allows the user to access one rote or assemble one effect normally The roll must be repeated each time even when using the same rote, until the time is taken to gain familiarity. The base difficulty is 4 if the system is set up to be 'friendly,' 8 if it is protected, and 6 otherwise. Difficulty is raised by 1 if the user is a Disciple and the system belongs to an Adept or if an Adept attempts to use, a Master's system, and by 2 when a Disciple tries to use a system belonging to a Master. A Graphical User Interface reduces difficulty by 1 while a bare command line (without menus or help facilities) raises it by 1. The Boot Disk: Most V-depts use a special operating system and command interpreter to help them perform their magick. These systems bear some resemblance to those used by sleepers. For instance, DIS (Disk Invocation System) is a somewhat dated command-line driven system, while System 13 uses a Graphic User Interface, and GATES adds a GUI to DIS. Most Adepts have several backups of their chosen OS and favorite Rotes. A single disk can be made to hold the complete operating system and a number of rotes as well. The V-dept can store Rotes with sphere levels totaling up to his Arete plus his total known sphere levels. An intelligence + computers roll lets her store an addition sphere level of rotes per success. The resultant floppy is called a Boot Disk. Any computer can be rebooted from this disk (assuming an appropriately sized disk drive, minor incompatibilities like sticking an IBM disk in a Macintosh won't slow down V-dept magick). Unless the system is magickally protected, the boot-up sequence 'learns' the new system and creates a sort of virtual architecture over it so the Adept can use it much like his own. Of course, when this is done to a normal computer, it is still limited to the rotes on the Boot Disk, everything else has to be done normally, though the unfamiliarity penalties are removed. Magickally protected computers must be overcome with a contested Arete roll. The difficulty is based on the power of the system and the levels of sphere magic its set up to use, typically highest sphere +3. Trinary Computers: The basic concept of a trinary computer is fairly well described in The Digital Web source book. However its importance is over emphasized. Trinary computers are very useful and many V-dept know how to make and use them. I am not one of these, however. But I can tell you that much of what the Digital Web said about how we use magic with computers is just dead wrong (or at least horribly unclear). I hope the preceding has given you a better idea. (Anyway, I was going to tell you about trinary computers.) Exactly how trinary computers are made is not commonly known. However, the basic concept - that they use three states instead of two, a sort of 'fuzzy logic' - and use of them is common knowledge. Trinary computers fall somewhere between foci and Talismans. Though they cannot cast magic themselves, they do make it much easier for the lucky mages who use them. Using 'fuzzy' logic, rotes and modules flexible enough to encompass a wide range or coincidental effects can be created. There is no initiative penalty for invoking a rote stored in trinary form, even when not casting it as vulgar magic. Putting together programs from modules is also no problem as the computer does the gruntwork of integrating the modules. Programming a new effect is also much easier as the computer can run special magickally oriented CASE (Computer Aided Software Engineering) tools that can instantly write whole modules for the character. New effects give only half (round up) the normal initiative penalty. Trinary computers are otherwise equal to other V-dept computers of similar size and configuration. Though I have heard rumors of incidents were such computers achieved an inconvenient level of sentience. In spite of what Digital Web says, Trinary computers are not "vital to the use of magick beyond the second sphere." I'm quite capable of sifting the correspondence point or teleporting using my laptop (and after two years it's badly in need of an upgrade). The very idea that my tradition needs some secret process that requires veritable quests to discover just to use magick beyond the lower levels of discipleship is ridiculous. (Too bad I don't have Time ** or I could've warned 'em before they got the book out.) =================================================================
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