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<blockquote data-quote="The Black Kestrel" data-source="post: 2684948" data-attributes="member: 4903"><p><strong>Netspace</strong></p><p><strong>Publisher:</strong> Adamant Entertainment</p><p><strong>Author:</strong> Malcolm Sheppard</p><p><strong>Graphics:</strong> Gareth-Michael Skarka</p><p><strong>Page Count:</strong> 31 (1 cover, 1 credit, 1 OGL, 1 Advertisement)</p><p><strong>OGL Content:</strong> 100%</p><p><strong>Bookmarked:</strong> Yes</p><p></p><p><strong>Disclaimer: </strong>The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images. This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading.</p><p></p><p>Netspace provides alternate computer hacking and virtual reality rules to those found in d20 Cyberscape (previously published as a free web enhancement for d20 Future found here). It breaks down into five sections: Introduction, Character Types, Netspace, Hacking Netspace and Virtual Life.</p><p></p><p>The Introduction provides paragraph descriptions of each of the four remaining sections.</p><p></p><p>Character Types introduces as new race, a template and an Advanced Class. The new race is the S2 Artificial Intelligence. The S2 AI is an unusual race in that it exists purely in Netspace and normally can’t interact with the physical world (robot drones and IO devices being the exception). The S2 AI receives a number of “racial” abilities related to its computer nature including the ability to rewrite sections of its own code (swapping ability score points around). The most confusing thing about the S2 AI is that as it advances as a character it receives additional racial abilities based on its level. Now to me it sounds like the S2 AI should have a racial class progression, but none is provided. Also two of the abilities it gains contradict each other (the 2nd level Self-Evolution ability and the 3rd level Netspace Existence ability). </p><p></p><p>The new template is the Netborn. This template is designed to represent computer junkies who the vast majority of their time plugged into Netspace. The Netborn are more adept at manipulating Netspace than most, but have trouble dealing with real world and receive penalties to Listen, Spot and Search checks as a result.</p><p></p><p>The Neurohacker is the wizard of Netspace. They range from vandals, to system administrators to data thieves. The Neurohacker is a support class who aids his allies by taking control of opposing computer systems. The class has 10 levels, with a poor base attack progression, good Will saves, regular Fortitude and Reflex saves, d4 hit points, a decent skill list and 5 skill points per level (4 for non-humans). </p><p></p><p>The Neurohacker gains one of three class features per level: Paradigm, Edge or Bonus Feats. Paradigm is defines how the Neurohacker uses his skills. Each Paradigm grants the user access to two Neurohacking sub-skills (more about the Neurohacking skill appears in the Hacking Netspace section) which the become class skills. Edge gives the Neurohacker special abilities related to Netspace ranging from Ambulatory, Clan allies, to a Patron AI and more. </p><p></p><p>The Netspace cover the basics or interacting with the virtual world. Access describes how you enter Netspace and includes four new pieces of equipment. Virtual Geography includes security classes, domains (one or more zones run by a common administrator), user access levels, zones (a discrete section of Netspace with its own rules), firewalls (defensive programming within a zone), icewalls (offensive programming within a zone), links (portals between domains and zones), objects (broken down into two types simulacra and symbols) and movement. Character combat in Netspace is also covered in this section. </p><p></p><p>Hacking Netspace covers the rules for using Computer Operation and Neurohacking skills to manipulate virtual reality. Neurohacking is broken into six sub-skills each of which must be bought separately (like Craft and Knowledge skills). The Neurohacking sub-skills are Avatar, Automata, Ghosts, Infiltration, Netspace and Security. Neurohacking (avatar) allows the user to make changes to the “physical” abilities of his Netspace avatar. Neurohacking (automata) allows the user to create virtual life that serves the user for period time or lets the user take control existing virtual life. Neurohacking (ghosts) allows the user to engage in mind control against other users in Netspace. Neurohacking (infiltration) is actually something of a misnomer as the skill is actually used to inflict symbolic damage or to breakdown fire/icewalls. Neurohacking (netspace) allows the user to create virtual objects, zones and through extended application of the skill whole domains. Neurohacking (security) allows the user to create fire/icewalls and also let them increase their virtual defense scores.</p><p></p><p>Computer Operation is not forgotten and can duplicate the functions of all six of the Neurohacking skills. The downside is that the DC is higher and the actions take much longer to perform that if the Neurohacking skill was used. </p><p></p><p>Also included are rules for creating a S2 AI and emulating FX spells/powers in Netspace. Finally we get four feats related to Netspace.</p><p></p><p>Lastly the Virtual Life section covers using existing creatures in Netspace via the Automaton template and also discusses using S3 AI (god-like artificial intelligences) in the campaign. </p><p></p><p><strong>Likes:</strong> The rules for Neurohacking are one of my favorites from the book. Now I can recreate the ghost-hack incidents from Ghost in the Shell with ease. Also the rules are 100% OGL so if you're looking for VR rules to use in a product Netspace is worth looking at.</p><p></p><p><strong>Dislikes:</strong> The rules on S2 AI are a bit vague for a player character race. Additionally while rules are complete as they are more detail could have been added in some areas. I can envision more uses for both Neurohacking (avatar) and (ghost), such as using Neurohacking (avatar) to hobble an opponent’s avatar or using Neurohacking (ghost) to implant false memories.</p><p></p><p><strong>Note:</strong> Also posted on RPGNow</p></blockquote><p></p>
[QUOTE="The Black Kestrel, post: 2684948, member: 4903"] [B]Netspace[/B] [B]Publisher:[/B] Adamant Entertainment [B]Author:[/B] Malcolm Sheppard [B]Graphics:[/B] Gareth-Michael Skarka [B]Page Count:[/B] 31 (1 cover, 1 credit, 1 OGL, 1 Advertisement) [B]OGL Content:[/B] 100% [B]Bookmarked:[/B] Yes [B]Disclaimer: [/B]The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images. This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading. Netspace provides alternate computer hacking and virtual reality rules to those found in d20 Cyberscape (previously published as a free web enhancement for d20 Future found here). It breaks down into five sections: Introduction, Character Types, Netspace, Hacking Netspace and Virtual Life. The Introduction provides paragraph descriptions of each of the four remaining sections. Character Types introduces as new race, a template and an Advanced Class. The new race is the S2 Artificial Intelligence. The S2 AI is an unusual race in that it exists purely in Netspace and normally can’t interact with the physical world (robot drones and IO devices being the exception). The S2 AI receives a number of “racial” abilities related to its computer nature including the ability to rewrite sections of its own code (swapping ability score points around). The most confusing thing about the S2 AI is that as it advances as a character it receives additional racial abilities based on its level. Now to me it sounds like the S2 AI should have a racial class progression, but none is provided. Also two of the abilities it gains contradict each other (the 2nd level Self-Evolution ability and the 3rd level Netspace Existence ability). The new template is the Netborn. This template is designed to represent computer junkies who the vast majority of their time plugged into Netspace. The Netborn are more adept at manipulating Netspace than most, but have trouble dealing with real world and receive penalties to Listen, Spot and Search checks as a result. The Neurohacker is the wizard of Netspace. They range from vandals, to system administrators to data thieves. The Neurohacker is a support class who aids his allies by taking control of opposing computer systems. The class has 10 levels, with a poor base attack progression, good Will saves, regular Fortitude and Reflex saves, d4 hit points, a decent skill list and 5 skill points per level (4 for non-humans). The Neurohacker gains one of three class features per level: Paradigm, Edge or Bonus Feats. Paradigm is defines how the Neurohacker uses his skills. Each Paradigm grants the user access to two Neurohacking sub-skills (more about the Neurohacking skill appears in the Hacking Netspace section) which the become class skills. Edge gives the Neurohacker special abilities related to Netspace ranging from Ambulatory, Clan allies, to a Patron AI and more. The Netspace cover the basics or interacting with the virtual world. Access describes how you enter Netspace and includes four new pieces of equipment. Virtual Geography includes security classes, domains (one or more zones run by a common administrator), user access levels, zones (a discrete section of Netspace with its own rules), firewalls (defensive programming within a zone), icewalls (offensive programming within a zone), links (portals between domains and zones), objects (broken down into two types simulacra and symbols) and movement. Character combat in Netspace is also covered in this section. Hacking Netspace covers the rules for using Computer Operation and Neurohacking skills to manipulate virtual reality. Neurohacking is broken into six sub-skills each of which must be bought separately (like Craft and Knowledge skills). The Neurohacking sub-skills are Avatar, Automata, Ghosts, Infiltration, Netspace and Security. Neurohacking (avatar) allows the user to make changes to the “physical” abilities of his Netspace avatar. Neurohacking (automata) allows the user to create virtual life that serves the user for period time or lets the user take control existing virtual life. Neurohacking (ghosts) allows the user to engage in mind control against other users in Netspace. Neurohacking (infiltration) is actually something of a misnomer as the skill is actually used to inflict symbolic damage or to breakdown fire/icewalls. Neurohacking (netspace) allows the user to create virtual objects, zones and through extended application of the skill whole domains. Neurohacking (security) allows the user to create fire/icewalls and also let them increase their virtual defense scores. Computer Operation is not forgotten and can duplicate the functions of all six of the Neurohacking skills. The downside is that the DC is higher and the actions take much longer to perform that if the Neurohacking skill was used. Also included are rules for creating a S2 AI and emulating FX spells/powers in Netspace. Finally we get four feats related to Netspace. Lastly the Virtual Life section covers using existing creatures in Netspace via the Automaton template and also discusses using S3 AI (god-like artificial intelligences) in the campaign. [B]Likes:[/B] The rules for Neurohacking are one of my favorites from the book. Now I can recreate the ghost-hack incidents from Ghost in the Shell with ease. Also the rules are 100% OGL so if you're looking for VR rules to use in a product Netspace is worth looking at. [B]Dislikes:[/B] The rules on S2 AI are a bit vague for a player character race. Additionally while rules are complete as they are more detail could have been added in some areas. I can envision more uses for both Neurohacking (avatar) and (ghost), such as using Neurohacking (avatar) to hobble an opponent’s avatar or using Neurohacking (ghost) to implant false memories. [B]Note:[/B] Also posted on RPGNow [/QUOTE]
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