Daedalus, Winter 2004

Lacuna Part I. The creation of the Mystery and the Girl from Blue City
by Jared Sorensen

Inside, a Sorcerer supplement
By Clinton R. Nixon

Fourth Millennium preview
By James Maliszewski and Kevin Brennan

Dark Drive
By John Wick

Robots & Rapiers Q&A
With Ralph Mazza

Cyberpunk gangbusters
By Eddy Webb and Jesse Noller

Causality and Choice: Getting rid of the {TECH}
By Neel Krishnaswami

Ten Big Gimmes
By Emily Dresner-Thornber

Articles

Originality and exclusivity
By T.S. Luikart

Battling stereotype
By Lynndi Lockenour

In the spirit of radio
By M.J. Young

Column
A universe of generic games
By Jason L Blair

From the Editor
Pointing toward science fiction in role-playing games
By Matt Snyder

Letters to the Editor
Out of Character

 

 

 

 

Inside

By Clinton R. Nixon

In a far-too-soon future, the world falls apart. The tyranny of the elite draws the blood of the weak. Bleak skies "the color of television, tuned to a dead channel" blanket the ground below in oppression.

But, there is an escape. A simple telephone jack, and one can be transported into a world without aging, without pain, without hunger, without ugliness – as long as you obey the rules. Will you go Inside?

Inside: a Sorcerer mini-supplement
Inside is a cyberpunk-themed supplement for Sorcerer, the game of power and temptation by Ron Edwards. (www.sorcerer-rpg.com) In it, the players take the role of hackers, people with the ability to re-code Inside, a vast virtual world world of beauty and structure.

There is no set setting for Inside. Like the game Sorcerer, I’m painting with a wide brush here, allowing you to create your own setting from the pieces and themes I’m throwing out. You could have a world like "The Matrix," in which the majority of humanity knows nothing but Inside, and the characters are freedom fighters waking everyone up. You could have a world like Jim Munroe’s excellent novel Everyone in Silico, where people conduct everyday business in this virtual world—and more and more of humanity is moving to conduct their entire lives inside, leaving mortality and pain behind. You could have a much more conventional cyberpunk world in the vein of William Gibson’s Neuromancer, where the majority of humanity lives in the gray here-and-now, and the powerful and elite of the real world are building a new, even more intrusive power structure Inside.

No matter what sort of setting you choose, there are a few tenets that always apply.

All characters are hackers. This isn’t Shadowrun, as much as I like that game. This doesn’t mean your character doesn’t have useful real-world talents. Take Hiro, Protagonist of Neal Stephenson’s Snow Crash. He’s the best swordsman in the world. He’s a perfect "Inside" character–and he’s a hacker.

Hacking is prohibited. There are no exceptions to this. Programming Inside might be legal–with a license or some such business. Freelance coding is strictly prohibited, though, whether by law, robots, or yakuza assassins. Therefore, your character is an outlaw.

The player characters can get outside. Even if you take this setting to its apocalyptic Matrix-style end, where all of humanity has enslaved itself, the player characters can get outside Inside and be, well, humans. That doesn’t mean it’s necessarily easy; getting out a different way than the way you came in requires a Contact roll.

Building a perfect cage
In presenting this mini-supplement in Daedalus, I’m hoping not only to present something fun to use in your game, but at least show the first steps to making your own Sorcerer mini-supplement. In creating a mini-supplement, or even designing a campaign, for Sorcerer, there’s a few questions you need to answer.

What is a sorcerer in this setting?
In "Inside," as mentioned before, a sorcerer is a hacker. As defined by Eric S. Raymond in his essay "What is a hacker?":

There is a community, a shared culture, of expert programmers and networking wizards that traces its history back through decades to the first time-sharing minicomputers and the earliest ARPAnet experiments. . . .

Hackers solve problems and build things, and they believe in freedom and voluntary mutual help. To be accepted as a hacker, you have to behave as though you have this kind of attitude yourself .. But copping an attitude alone won’t make you a hacker, any more than it will make you a champion athlete or a rock star. Becoming a hacker will take intelligence, practice, dedication, and hard work.

Therefore, you have to learn to distrust attitude and respect competence of every kind.

As you can see, a hacker is not exactly the negative stereotype of today. It’s someone driven to hone a unique skill–in this case, and in most uses of the word, programming–to a level of ability that it can be used to solve any problem.

Don’t throw out the entire baby with the tub of soda, though. This sort of insatiable drive isn’t the healthiest thing. In order to learn more–control more–sacrifices have to be made. What will your character give up?

What is sorcery in this setting?
In this setting, sorcery is the ability to code. Coding will let your character make new constructs Inside, take control of existing constructs, and understand the underlying structure of the virtual world. It can even be used to make your character’s avatar–his representation Inside, his very self there–different and more powerful.
The ability to code provides no special powers Outside, though. When choosing to stay outside Inside, your character makes the decision to leave his most powerful weapon checked.

What is Humanity in this setting?
To be honest, this was a hard one for me. I originally starting mapping Sorcerer’s rituals to the programming metaphor and thought I had something. Soon, I realized I had very little if I couldn’t follow the metaphor through to Sorcerer’s central question: What will you do for power?

In Inside Humanity is the ability to distinguish between truth and artifice. Using sorcery–and sacrificing Humanity–provides the characters with great power to create and control beings, artificial beings in an artificial world. By using this power, you grant real power to electronic mirages.

The power of truth is different; it is the power to interact–more specifically, solve problems–on an interpersonal level. It’s going to your boss and explaining that you have to miss a day of work instead of coding an ingenious voice-activated construct to reply to calls and send email in your place. It’s breaking up with the girlfriend you don’t want anymore instead of disappearing into the night and erasing all records of yourself in telephone and other public directories. It’s knifing the fucker who hurt you instead of altering his records to make him appear to authorities as a grand-theft robbing kidnapper.

It is, essentially, staying Outside–in the real world. What this means for players is that they must make Humanity checks when their character uses their abilities Inside to avoid Outside problems, when they use the grid to weave lies. Players can make Humanity gain rolls when their characters confront problems Outside that cause them great difficulty.

What does it mean to have zero Humanity in this setting?
Losing all of your character’s Humanity means that he has achieved a Zen-like mastery over coding. His skills have increased to the point that he sees in code; he feels in code. He is the master of himself and others Inside.

Unfortunately, he’s also on the verge of being only code, nothing more than an electronic construct. Characters that hit zero Humanity have to choose between two paths – staying Inside forever, or never coming back the same.

The mechanics of zero Humanity are covered later in this text.

Living the mirage

Describing Inside
What is it like Inside? No matter what your final setting Outside is like, Inside looks the same. It is a late-1990’s metropolis, clean, with fair-to-good weather. It rains some days, but it’s never so hot or cold to be unreasonable, and the sun’s out most days. One important factor is that almost everything is concrete, steel, and glass. Artifice likes to look solid.

If you play with a relatively new (timeline-wise) setting, where people come and go from Inside regularly, they enter and exit from bathrooms. In designing Inside, it seemed like the most private place, so people’s "bamfing" doesn’t disturb others. When people don’t have to live Inside, it needs something to attract people, so its theme parks are amazing, with physics-defying rides, and complete virtual reality simulations of other worlds.

If you play with a relatively advanced setting where people live their lives Inside, there are no bad neighborhoods. There are poor neighborhoods, sure, but they’re quaintly blue-collar, with block parties on the weekend and such.

Being hackers, the characters may find unauthorized places Inside that are nothing like like the rest. An apartment door might take them to a Japanese garden, or to a fantasy-themed land where fireballs are the order of the day. (These may well be the remnants of old virtual theme parks.)

It’s important to note that nothing overly breaks real-world rules, though. People don’t teleport from place to place; they take monorails and subways, or drive themselves if they can afford it. People still experience hunger and eat in restaurants. Night and day still come. Inside looks like a typical city, just nicer.

There is no outside Inside. By that, I mean there is no countryside–no beach, no place to get away from the city. There are parks, but that’s about it. In a nod to the excellent movie Dark City, there may be signs pointing to the beach, and people might even talk about going there, but it does not exist.

Frisco: an example setting
Frisco is the City By the Sea, an idyllic place of equality, good jobs, and nice weather. Westwego, a corporation involved in cutting-edge digital-sensory research, made it big when they brought out their star product, RealLife. RealLife gave everyday people the chance to visit a new city, meet others, and escape the conditions of their own lives, deemed lesser by advertisement.

When San Francisco fell into the sea two weeks after their launch, they exploded in a way no one could predict. Their product offered the city the survivors once knew and loved, all in its best day. Frisco had no crime, no earthquakes, low rent, and a job for everyone. In what was termed an act of extreme benevolence, they offered all survivors a free Bronze Pass to Frisco They hook you up, stick in a feeding tube, and you’ve got a new life and a new job. The fact that their data banks now lay on the ocean-floor remains of the real San Francisco was emotional icing on the cake. Entire companies moved their operations inside RealLife’s Frisco, and families followed.

Ten years later, the West Coast of America is a ghost town. Conditions from San Diego to Vancouver are brutal, with enormous unemployment, high crime, and filth cluttering the streets. A full third of the population lives in sinister black cubic buildings, hooked to machines offering eternal life. Inside these black boxes, there are always free terminals offering guest passes to RealLife, but rumor on the street is that not everyone entering a Westwego office comes back.

In this setting, Inside is controlled by the Westwego corporation, large, faceless, and with no clear leader. The characters might live in the outside world, or be trapped Inside, under the watch of the enormous Transamerica building, now the RealLife offices of Westwego. What happens in those black glass boxes? What happens to the bodies of people who sign up for RealLife? Why are people disappearing? Who exactly is staring down from that monolithic Transamerica tower? And do the ghosts of the real San Francisco haunt the brave new world of Frisco?

Characters
Characters are created using the same rules as Sorcerer. The statistics are a bit different, though. Following are the new descriptors and rules. Humanity is computed as normal.

Stamina

Body hacker: As you analyze and slice code, so you do to your body. Raw-egg shakes, protein supplements, and a bizarre regimen–often martial arts–keep you in shape.

Keyboard jockey: Your body’s been toned by nights under fluorescent lights, typing away and munching on snack food. In other words, you’ve ignored it. This does not denote a low Stamina, though–you could be whip-thin in that lanky way, or alternatively, one big eatin’ dude, impossible to put down.

Hopped-up: The goth sister to "body hacker," you take coffee and speed in the morning and phenobarbital when you’re ready to crash for 16 hours.

Trapped in the wrong body: Your body was born to play football, and your head was born for compiling. Your natural health keeps you going.

Rebel: Your anger’s as easily seen in your fists as your eyes.

Will

Focused: Your mind is like a laser, able to concentrate on one thing for hours at a time. You’re not easily distracted from your personal train of thought, though.

Ideology: You believe in an ideal, a personal reason you do what you do.

Thrill-seeker: The truth is, controlling your own little electronic world is fun.

Self-absorbed: If the faces just knew what you do, if they could just understand; they’d be just like you.

Fu

Formal training: (Fu 2+) The powers-that-be judged you of good character and trained you to be one of the architects of Inside. They judged wrong.

Underground student: (Fu 1-3) You found a mentor in the underground, someone who taught you how to code.

Confederation: (Fu 1+) You are a member of an illegal group, organization, coven, cartel, or whatever you guys call it.

True hacker: (Fu 4+) You’re an original gangster–a hacker who’s been there since the beginning, and will never give up your right to change the electronic world.

Natural talent: (Fu 1+) You were born Inside. You’ve got unnatural talents, though, talents that have led you to believe something’s not real about your world.

Cover
In Inside hacking is illegal. You must have a license to code at all. That means your character can’t just be a hacker–he’s got to do something for a day job. He might be a fully legal coder, or something much different: a courier, a street marketer, a dopehead, or a powerful executive. The choice is completely up to the player, and this becomes your character’s Cover.

The Cover score is determined like it is in Sorcerer. It serves one other purpose than it does in that game, though. When your character is suspected of hacking, his Cover score is what you roll to portray him as nothing more than what he seems.

Martial Arts
If you own the excellent supplement Sex and Sorcery, every single hacker knows martial arts using those rules when they are Inside. Why? Because it’s fucking cool. Major villains should be given this same ability.

The Price and Telltale
Your character’s Price and Telltale are things that affect him Outside. As defined in Sorcerer, power comes with a price. Your character’s Price is something he’s poor at because he is a hacker. With the Telltale, it’s similar; it’s a giveaway to those in the know that he’s not exactly legal. This will vary greatly depending on the setting. The fact that Tank, from The Matrix, doesn’t have a big plug-in on the back of his head would be a pretty good example.

Sample character: Chi Mack, hacker at large
Chi missed out on the RealLife exodus. At the time, he was too busy selling the old way to escape reality–pills, grass, and anything else he could find. As downtown Vancouver grew more and more desolate, he realized he was missing out on something big, and it ticked him off. He’d always had his ear to the street.

When he finally got Inside on a visitor’s pass, he liked the concept, but it was a bit too ordered. Sure, it was a great trip, but you only got to explore the pathways that were obvious. Making his way through a couple of acquaintances, he found the Flesh Consortium, a bunch of malcontents dedicated to showing those jack-heads that they were missing out on a whole world of sensory experience. Sometimes the politics get a little boring, but he thinks they’re on the right track. Screwing up reality, even when it’s just an electronic illusion, is a damn good time.

Stamina: 3 (hopped-up)
Will: 5 (thrill-seeker)
Fu: 2 (confederation)
Cover: 5 (street fixer)
Humanity: 5
Price: -1 (addiction: penalty to all actions if he’s not on hallucinogens. Reality bums him out.)
Telltale:
All members of the Flesh Consortium have scarification. Chi’s is a spider-web on his left forearm.

Power, control, and gasoline
While Inside looks like the real world, it’s most definitely not. A motorcycle looks, feels, and smells like a motorcycle, but it’s a piece of code. It’s the same with a front door, walking stick, ink pen, or monorail operator. All of these things are daemons, pieces of code that can be created, altered, controlled, and destroyed by people who have the knowledge.

The types of daemons in Inside can be broken down into several groups.

Types of Daemons

Avatars: Avatars are representatives of real people Inside. When someone enters the simulation, a digital facsimile is created. Avatars look like the people that control them, and are generated directly from the brain’s own self-image.

Turings: These daemons can interact like humans, and are also called artificial intelligences. They don’t necessarily look human, but they can talk like one and put on a good replica of a personality. Most utilitarian jobs are done by Turings, and most mid-level functionary positions are held by them. There are rumors of uncontrolled Turings, powerful daemons that have the ability to control others.

Utility: These daemons look like inanimate objects and are programs written to assist a Turing or Avatar. Almost everything that doesn’t walk and talk Inside is a Utility daemon.

Virus: These daemons can overwrite other daemons, controlling them. These daemons are used by the powers that be to control Inside, change an Avatar’s actions, and enforce their will. It is illegal for a normal person to use a virus, and mentioning them is discouraged.

Unlike in Sorcerer, most daemons are stand-alone with no one particularly controlling them. Everything is a daemon Inside. You might ride in a taxi Inside, but it’s still a piece of code. (It’s a pretty sweet ride when you Chmod and re-Code it.)

Daemon statistics
Like humans, daemons have scores that define them They use different terminology to reflect the different nature of their world, though. The scores are as follows:

Robustness: When two daemons come into conflict, their Robustness helps their code overcome each other’s. This is like Stamina Outside, and it is most often used in physical conflicts.

Interface: On the other hand, daemons can interface with each other, attempting to exert influence over each other via normal protocols. Their Interface is how well they can exert this control. This is analogous to Will.

Fu: Much like a hacker’s Fu, a daemon understands code. Unlike hackers, they cannot create new code on the fly, but they can help someone analyze code or understand what another daemon is doing.

Power: This is the strength of a program, and a measure of how powerful its code is. With more code comes more self-awareness and ability to perform autonomous actions. All daemons, even those without abilities, have a minimum Power of 1.

Daemon abilities
Abilities are used as written in the Sorcerer rules, but are extrapolated into a meta-verse. Some examples:

Warp would be used as normal to change the shape of things Inside.

Perception could be used as normal, or like Hiro’s Bigboard in Snow Crash, which he could use to obtain the name and public information about everyone in a nightclub.

Cover is used to make a daemon appear to be an everyday, legal, doing-good sort of daemon; Shapeshift can be used for similar results.

Special Damage is just what it sounds like.

Travel and Transport allow, or subvert, the normal modes of transportation Inside.

Utility daemons with very mundane powers that do not fit into a Sorcerer ability do not have to be defined with abilities. An ink pen can write without a special ability, and a wall can prevent people from walking through it. A monorail, however, has Travel and Transport, and a massive Robustness.

There is one new daemon ability: Crossover. Crossover lets a daemon’s abilities affect the real world; it is a linked ability, like Ranged. The most obvious use is with Special Damage. Normal Special Damage attacks can destroy someone’s avatar Inside and kick them out dazed. Crossover Special Damage will attack the very electrodes attached to your character and blow his brain out the back of his head.

The non-obvious uses are for electronic representations of real-world objects. Some examples:

  • A monitor that is connected to a camera Outside.
  • A wall of repelling code that keeps a real-world door locked.

Needs and Desires
In order to allow for some sort of economy Inside, the designers built inertia into the system. In other words, while a program–something composed of data, with no moving parts–should be able to work forever, the inertia Inside stops programs from doing that. Each program has something that must be input into it on a regular basis in order to work. A virtual motorcycle needs virtual gasoline, for example.

Desires, re-titled Purposes, are a bit different. Each program has a Purpose built into it and barring other instructions, will attempt to fulfill this Purpose at all times. With Utility daemons, this is somewhat obvious and boring; with Turings, this can drive an entire game.

Avatars
Your character’s avatar is his body Inside. While it is a daemon, it is not an external program. Instead, it is the representative of the person using it to access Inside. Avatars, by default, are based off the user’s mental self-perception, within algorithmic limits.

Avatars follow special rules from other daemons. Since all their actions come from the user, Robustness, Interface, and Fu are always the same as the user’s Stamina, Will, and Fu. Robustness is not limited to the normal Interface restrictions. Avatars are the only daemons that cannot be Chmod-ed, and they can not be re-Coded; the identity conflict is impossible to overcome. The new sorcerous ritual Hack is used for temporarily altering an Avatar.

Sample daemons

Bigboard, an invisible monitor
Bigboard appears as a watch, but when in The Black Hole, a power-broker’s bar, it displays the names and public information of everyone in the room to the owner, visible only to him.

Type: Utility
Robustness: 3
Interface: 4
Fu: 3
Power: 4
Abilities: Cloak, Perception (everyone in the Black Hole), Perception (all public data about people in room)
Need: The user must have an interrogative conversation with Black Hole denizens. Bigboard thrives on data.
Purpose: To disseminate data.
Telltale: The user’s face has a greenish glow upon it when Bigboard is being used.

The Tea Garden, a room unto itself
The Tea Garden appears as a door in the owner’s home. When it is opened, it gives access to an outdoor landscape, a Japanese garden surrounded by rock faces and waterfalls.

Type: Utility
Robustness: 5
Interface: 6
Fu: 3
Power: 6
Abilities: Transport, Confuse (anyone in the Tea Garden), Warp, Psychic Force
Need: The Tea Garden needs to trap Turings or Avatars inside it. When the door is closed, those daemons are attacked by the Tea Garden until they are absorbed.
Purpose: To obscure information.
Telltale: The doorway has no handle or knob, nor any visible way to open it.

Gabriel, the avenging angel
Gabriel is a rogue agent of Inside, turned in a fierce battle with one of the original hackers, who Chown-ed and re-Coded Gabriel before his own death. Gabriel is powerful enough that he tends to pick his own master.

Type: Turing
Robustness: 6
Interface: 7
Fu: 6
Power: 7
Abilities: Special Damage (with Crossover), Armor, Taint, Shadow, Daze, Shapeshift
Need: Gabriel thrives on taking over parts of its owner’s life. He uses his Shapeshift abilities to appear to be the hacker, and interacts with Avatars that know the hacker.
Purpose: Destruction.
Telltale: Gabriel’s mouth has no teeth, nor tongue, nor anything except a black void inside it.

Investigators (En-Vees)
Investigators are continuity cops Inside, designed by the system to watch for hackers that would alter the program. Stealthy, strong, and nearly impossible to notice, they are every hacker’s nightmare.

Type: Virus
Robustness: 7
Interface: 8
Fu: 7
Power: 8
Abilities: Spawn, Hop (with Ranged), Perception (through the eyes of its spawn), Mark, Boost Stamina, Fast
Need: To create more Investigators. If an Avatar dies within the Investigator’s presence, it can send a spawn into the dying program, which gestates a new Investigator within one to two weeks.
Purpose: To stop all threats to the structure of Inside.
Telltale: Any Avatar inhabited by an Investigator gives off a sweet smell, much like orchids.
Chmod strength: 5 (to Inside)

Up against the system
Hacking is the art of subverting Inside to your will. It is this supplement’s version of sorcery, and follows many of the same rules. Like sorcery, it involves bringing up inhuman forces and controlling them; unlike sorcery, these forces are either created by the hacker or are found all around him in this supplement’s version of a Mystic Otherworld.

Rituals
Hacking has the following rituals, five of which are analogous to standard Sorcerer rituals; the sixth is new. Beside each ritual is the name as used in Sorcerer.

Design (Contact): This is the initial design work done for a daemon. You have to be able to visualize how a daemon will work before you can create it. To succeed at this ritual, a roll of the hacker’s Fu vs. the daemon’s Power is needed. This process is usually done Outside, and Design is the only ritual that can be conducted without being Inside.

There is another version of the Contact ritual, called "Contact" by hackers. Inside, you cannot exit except through pre-defined entry and exit points determined by the simulation. Usually, this is the same way you came into Inside, and, usually, others cannot see you do it. A Contact roll is necessary to exit any other time, and the Power rolled against is the highest Power of any daemon present.

Code (Summon): Coding is how daemons get built; it is the part where a hacker sits down and builds the internals of the thing. This process requires a successful roll of the hacker’s Will - Humanity vs. the daemon’s Power.

A daemon (which is owned by a hacker) can be re-Coded to give it new statistics and abilities. Abilites cannot be taken away and statistics cannot be lowered in this way. The roll is two-part: first, Will - Humanity + Chmod strength vs. the old Interface. Successes from that roll are rolled over into Will - Humanity vs. the new Interface. A new Chmod roll must also be made.

Chmod (Bind): This is how a hacker exerts ownership over a daemon. (Its name is taken from an archaic command from the pre-virtual Internet.) In "Inside," all daemons are owned by something; all daemons not owned by people are owned by Inside itself, except for completely free-willed, self-owning (and illegal) Turings. A true hacker can chmod others’ daemons, though.

This ritual requires a roll of the hacker’s Fu vs. the daemon’s Interface. Chmod-ing a daemon a hacker has just coded–an unowned daemon–is always successful. The result is used as the Chmod strength ("binding strength" from Sorcerer), which is a measure of how well the hacker understands the program and how much control he has over it. If the roll was in the daemon’s favor, well, it has more power in the situation, and the hacker is not very aware of what he has.

In order to take control of a daemon that someone else owns, the Chmod strength must be lowered. Any time either the owner or the daemon takes penalties, that Chmod strength is lowered like all statistics. If it hits zero, then a hacker can try to Chmod the daemon. This usually results in some serious pre-ownership fistfights.

Daemons owned by Inside have a Chmod strength from 1 to 5, depending on how important they are to the system and how much attention they attract. A fire hydrant in the middle of a neighborhood, only there for appearance, would have a Chmod strength of 1, while the monorail would have a Chmod strength of 5.

Nice (Punish): Like "chmod," this term is taken from the 1990s’ Unix world. This ritual forces a daemon to calm the hell down, and it restricts its abilities significantly. It requires a successful roll of the hacker’s Will vs. the daemon’s Robustness; successes are used as penalties against all the daemon’s actions. (These penalties are relieved as in Sorcerer.) Your hacker can Nice his own daemons automatically, exacting penalties less than or equal to his Will. Nicing daemons not Chmod-ed to the hacker is not automatic, and the daemon uses its Chmod Strength in its roll.

Kill (Banish): A daemon can be killed by unraveling its code and scrambling the memory of it Inside. For a character do this, the player must make a successful roll of his Will + Humanity vs. the daemon’s Interface + Power. If and only if the hacker is the one who has ownership of the daemon, and the Chmod strength is in the hacker’s favor, the hacker can add the Chmod strength to his roll. Otherwise, it is added to the daemon’s.

If this ritual is done as a snapshot, as it often is, the hacker’s Humanity and the Chmod strength are still used in the roll. Snapshot attempts to Kill a daemon are often called "disbelieves." Many hackers are fans of online sword-and-sorcery games where illusions of fearsome creatures can be dealt with by attempting not to believe in them.

Hack (new): This ritual is different than any in Sorcerer It allows the hacker to temporarily–for one instance–use a daemonic ability. It’s a subversion of the virtual reality system, and allows for those running-on-walls moments that all players want. This ritual–always snapshot, with no penalties–requires a Fu vs. Humanity roll, and successes on the Hack roll are used for the ability’s Power. Hack definitely requires a Humanity check, like all rituals.

Hacking and Humanity
Humanity, as mentioned earlier, is a hacker’s ability to distinguish between truth and artifice. Because of this, hacking can be very detrimental to one’s Humanity as one puts more faith in artificial things. (For the record, all rules about when Humanity checks are made for sorcery–and Humanity gain rolls for Banishing–that are in Sorcerer apply in Inside.)

When a character hits zero Humanity, the player has a choice. His character will either lose all ability to see the real, or be struck with it between the eyes. Either the character’s conciousness will become fully digitized and enter Inside completely as a free-willed daemon, or his brain will react violently to artificial sensory exposure. If the latter, his ability to perform Inside will be forever changed.

If the first choice is taken, the player must make a roll of his hacker’s Fu vs. Will. If successful, the victories are added to his Power, which increases Will, now called Interface. He has become a daemon. If this roll is unsuccessful, any other hacker present–including non-player hackers–can attempt to Chmod the daemon in its destruction. The outcome of this roll is the Chmod strength, and Power is set to the ex-hacker-now-daemon’s Interface. If no one attempts to Chmod the daemon, it dies.

If the second choice is taken, the player must make a roll of his hacker’s Will vs. Fu. If successful, the amount of victories equal the number of points of Humanity the hacker regains. However, these victories also count as permanent penalties to any action taken Inside by the hacker. The act of being Inside is painful to the brain and causes terrible migraines. Any time the hacker enters Inside, including the current time, he has these penalties to all actions, and the penalties continue Outside from the brain damage (halving after an hour, and ending after a day). If the roll to gain Humanity is unsuccessful, the hacker is immediately ejected from Inside, taking terrible damage. His Fu is lowered by the amount of victories the opposition rolled; he takes damage equal to those victories. He gains Humanity equal to those victories, and he may never enter Inside again without dying, requiring a successful Fu vs. Will roll every five minutes Inside to not expire.

Slipping through the cracks
Hacking, by its nature, will attract attention. Every character’s Avatar has the ability Cover, at the same level as the character’s Cover. The nature of the Avatar’s Cover depends on the definition of the character’s Cover. A character with the Cover "government programmer" would have the same thing Inside, while a pizza-delivery-boy character would probably have the Cover of "tourist" inside.

This Cover is used, usually against Interface or Fu, to make people believe that your character is most definitely not up to no good, no sir, no way. If it’s a character’s daemon that’s suspected of being illegal, things get hairier. The more powerful a daemon is, the harder it is to keep hidden. The opposing roll gets to add the daemon’s Power to it, unless the daemon also has Cover. The character’s roll does get to add the Chmod strength to it, however.

Running Inside

Hopefully, by now, you’ve got plenty of ideas for running Inside or a cyberpunk-themed Sorcerer game. Here is my advice for keeping your game interesting.

Do not forget Outside
Arguably, interactions Outside are the most important part of running Inside. Players may be loathe to focus the story there Unlike in vanilla Sorcerer, characters do not always have the power of sorcery at their command; they only have it Inside. This, of course, is why Outside is so important. In a game that questions the value of artifice, it is imperative to highlight the option between a real world where characters are no better–and perhaps worse–than everyone else, and a fake world where they are godlike.

A great way to push this is to make the story interconnected between the two worlds. Perhaps there are investigators on a character’s trail Inside as well as Outside, forcing him to confront them in both worlds. Even better, perhaps the character’s Outside love interest is his worst enemy Inside. I reference this book often in Inside, to the point of liberally stealing the example setting from it, but Jim Munroe’s Everyone in Silico really is the book to check out for creating these stories. Snow Crash by Neil Stephenson runs a close second here.

Turn up the fistfights
What made the movie "The Matrix" so popular? You can argue for the philosophies of it all you like–and they did increase interest–but it was their pairing with some of the most eye-popping martial arts seen in American movies that took audiences by storm. When you’ve got this malleable world in which to play and characters who can, with an action, make immense aerial leaps, smash walls, or split into multiples, use it for all it’s worth in action scenes.

Play with the metaphors
Inside being a supplement, I didn’t go through the Sorcerer rulebook and extrapolate every rule into a virtual-reality world. The reader should, though. There are some fun metaphors to discover. For instance, when summoning a demon in Sorcerer, a character can obtain a bonus from human sacrifice. Now, that’s pretty dark, icky stuff right there. What would the metaphor be, though?

Well, in Inside, Summoning is Coding, so whatever the sacrifice would be would have to be done while concentrating on describing a daemon in a computer language. That takes time, obviously, and what takes away free time? Relationships do, of course. A "human sacrifice" could just as easily be a sacrifice of another human in your life, whether it be your boss, parents, or love interest.

The rule for "Inside" would be: A character can gain a bonus when Coding by permanently severing a relationship he has. This bonus is equal to the target’s Humanity. This requires a second Humanity check, though, and the hacker receives a penalty to this check equal to the target’s Humanity.

Poke fun liberally
I’ve been rambling on and on about "truth and artifice" for this whole article, which can get a little cumbersome. Your game should drop the heavy for the fun often. Think about the concept of Inside: A world imagined as perfect, copied from the stereotypes of late-1990s humanity. It’s screaming for comedic moments. Maybe all cab drivers look and sound exactly the same because the designers thought people felt that way anyway. Maybe the clouds in the sky often make pornographic arrangements on accident because the designers gave the cloud code the ability to form into what observers were looking for. Feel more than free to steal from your favorite books and movies, especially ones that are anachronistic, given that other hackers can shape their own corners of Inside into whatever they like.

Whatever the case, Inside is here to be fun while asking questions. That’s the real pleasure of good science fiction: it can be wondrous, amazing, and funny while not being intellectually devoid.

 

Supplement by Clinton R. Nixon