If you're going to be making a legal long distance
jump, going to New York is no problem. But face it; you
don't want to spend a lot of euro on long distance
charges. You want to run that old LONG DISTANCE LINK
command on the Menu and blast on through.
That's where Security Levels come in. Each LDL is
ringed with codes and defenses to keep you from logging
free calls on In-ternet's phone tab. These defenses are
reflected in the LDL's Security Code; a value you must
roll a 1D10 value equal or higher than in order to scam
the system. If you fail the roll, you've been caught.
Worse, your actions may alert the ever-vigilant NETWATCH
goons, who will track you down and drag you off to Death
Valley Maxi-mum Security Prison. Roll 1D6 and see what
happened:
1-4 |
You are cut off the line &
are charged for the call. |
5 |
You are cut off and NETWATCH is
given your access code. Expect a friendly visit
in Realspace soon. |
6 |
The NetCops try to bust you on
the spot (Roll 1D6) |
|
1-2 |
They fine you 1D6x100eb. |
3-5 |
You escape. They don't
have a trace on you, but will spend 1D6+1
days patrolling that area of the Net
hoping you'll show up. |
|
6 |
You escape, but they issue an
ANB (All Net Bulletin) on you. They know you're
out there, and they're looking for you. It's only
a matter of time... |
Often, it's smarter to take the long
way around when approaching a target city, moving through
low security LDLs instead of jamming right through the
high security ones.
|