Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Breaking into a red zone
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="PapersAndPaychecks" data-source="post: 5696475" data-attributes="member: 28854"><p>IMC starships must by law be equipped with a Worm. (Worm stands for write once, read many.) The Worm logs everything seen on the ship's sensors, every use of its weaponry, every cycling of its airlocks, and in fact everything else the ship's computer knows about.</p><p></p><p>In case it's helpful, here are the relevant rules cut and pasted from one of my campaign files.</p><p></p><p>[ctrl+c]</p><p>Worms can be destroyed or disconnected. Unless the Worm is actually destroyed, then the data on it cannot be affected. It can't be overwritten or changed in any way.</p><p></p><p>It is possible to disconnect a Worm, and to reconnect it later, so that there is no record of what happened in between, but there is very little point in doing this. Disconnecting the Worm will leave a trace on the Worm indicating when, and for how long, it was disconnected. Disconnecting a ship's Worm is a serious offence in Galactic law, and if detected it will lead to the ship's owner being arrested and the ship itself being confiscated by the authorities until it can be established what went on.</p><p></p><p>Destroying a Worm takes considerable force but is certainly possible. The Worm itself is about the size of a man's thumb and made of industrial diamond.</p><p></p><p>It is also possible to clone a Worm, and then fill the clone copy with perfectly innocent data. Certain illegal organisations have the necessary equipment and expertise; if such an organisation can be found, it will charge a base price of Cr 150,000,000 (MCr 150). Note that the cloned Worm has to run at the same time as the original, in order to keep consistent timestamps, so at some point the Worms will have to be switched in order to anonymise the starship.</p><p></p><p>Player characters with both Computer-3 and Forgery-3 will be able to clone a Worm for themselves, using equipment costing at least Cr 100,000,000 (MCr 100). Naturally, such an act will bring very severe penalties if detected.</p><p></p><p>An individual's personal Worm contains their transaction record (and therefore all their personal money), but no other data. The reasons for a transaction are not recorded -- only the identity of the parties and the amount of money. Cloning an individual's Worm is detectable because a transaction will always appear on two Worms -- the payer and the payee -- and will be cross-checked against one another.</p><p></p><p>The practical upshot is that it is impossible to forge credits. Only other documents.</p><p></p><p>There are two main limits on data on a worm:-</p><p></p><p>1) Medical anonymity: The ship's medical bay and regen tank may lawfully be disconnected from the Worm in order to preserve patient confidentiality. This is routinely done.</p><p></p><p>2) Right of access: The authorities have no automatic right to requisition a starship's Worm unless a crewmember is arrested or the ship is salvaged.</p><p></p><p>Code can also be held in the root sector of a Worm. This code is often used for a starship mortgage, such that if the starship mortgage payment is more than a month in arrears, then the Worm will disable the ship's drives.</p><p>[ctrl+v]</p></blockquote><p></p>
[QUOTE="PapersAndPaychecks, post: 5696475, member: 28854"] IMC starships must by law be equipped with a Worm. (Worm stands for write once, read many.) The Worm logs everything seen on the ship's sensors, every use of its weaponry, every cycling of its airlocks, and in fact everything else the ship's computer knows about. In case it's helpful, here are the relevant rules cut and pasted from one of my campaign files. [ctrl+c] Worms can be destroyed or disconnected. Unless the Worm is actually destroyed, then the data on it cannot be affected. It can't be overwritten or changed in any way. It is possible to disconnect a Worm, and to reconnect it later, so that there is no record of what happened in between, but there is very little point in doing this. Disconnecting the Worm will leave a trace on the Worm indicating when, and for how long, it was disconnected. Disconnecting a ship's Worm is a serious offence in Galactic law, and if detected it will lead to the ship's owner being arrested and the ship itself being confiscated by the authorities until it can be established what went on. Destroying a Worm takes considerable force but is certainly possible. The Worm itself is about the size of a man's thumb and made of industrial diamond. It is also possible to clone a Worm, and then fill the clone copy with perfectly innocent data. Certain illegal organisations have the necessary equipment and expertise; if such an organisation can be found, it will charge a base price of Cr 150,000,000 (MCr 150). Note that the cloned Worm has to run at the same time as the original, in order to keep consistent timestamps, so at some point the Worms will have to be switched in order to anonymise the starship. Player characters with both Computer-3 and Forgery-3 will be able to clone a Worm for themselves, using equipment costing at least Cr 100,000,000 (MCr 100). Naturally, such an act will bring very severe penalties if detected. An individual's personal Worm contains their transaction record (and therefore all their personal money), but no other data. The reasons for a transaction are not recorded -- only the identity of the parties and the amount of money. Cloning an individual's Worm is detectable because a transaction will always appear on two Worms -- the payer and the payee -- and will be cross-checked against one another. The practical upshot is that it is impossible to forge credits. Only other documents. There are two main limits on data on a worm:- 1) Medical anonymity: The ship's medical bay and regen tank may lawfully be disconnected from the Worm in order to preserve patient confidentiality. This is routinely done. 2) Right of access: The authorities have no automatic right to requisition a starship's Worm unless a crewmember is arrested or the ship is salvaged. Code can also be held in the root sector of a Worm. This code is often used for a starship mortgage, such that if the starship mortgage payment is more than a month in arrears, then the Worm will disable the ship's drives. [ctrl+v] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Breaking into a red zone
Top