Okay, now you've made yourself a real nice place to
play. Now it's time for some actors. Virtual realities
are basically stage sets, with buildings, sky, trees and
ground all serving as the major locations. Cars, AVs,
books, furniture, etc., are all props in the virtual
construct But if you want other people to relate to, you
need to create those separately, as programs. There are
three kinds of "people" you can construct to
populate a virtual reality:
The Crowd: The Crowd is an
interactive program with limited conversational ability
and a pseudo-intellect. The Crowd tends to act like -
well... a crowd; all of ifs members think and do about
the same things. For example, if the Crowd is at a party,
they will mill about, chatter aimlessly about nothing.
and "ooh" and "ah" if you do
something really interesting. However, if you attempt to
engage a single member of the Crowd in conversation, he
or she will only be able to utter banal pleasantries,
like "Yeah, nice party" and "Hey, what
about those (Giants, 49ers, Bears, Yankees, etc.)?".
The Crowd doesn't have a Memory option, so if you meet
someone from the Crowd elsewhere, he will stammer, try to
pretend that he remembers you, and generally do all the
things you would do in a similar situation. Who says this
is an artificial reality?
To create a Crowd takes a Difficulty of 16 (multiplied
by whatever you spend for it's level of realism). A Crowd
takes up 1 MU for every 100 people involved. The same
crowd can be used in any part of the virtual reality; it
just gets moved around and "redressed" for the
next scene. Crowds are often sold on the open market or
traded among Netrunners. After all, everyone needs a
change from the same old Crowd.
Individuals: These are characters
with all the pseudo-intellect and conversational
abilities of the crowd, but with a memory option as well.
They represent key players in your virtual reality, and
can relate to you very much as real people would. They
remember your name, what you've done together, and even
have their own personality quirks. Each Individual has a
Difficulty of 21 (multiplied by what ever you spend for
its level of realism), and takes up 2 ML) of space. But
this can be well worth it if the Individual is your own Virtual
Cute Blond Movie Starlet (or Hunk).
Individual programs can often be bought or copied from
other sources; there is a booming business in providing
these one of a kind programs for virtual use. Most
bulletin boards and shopping boards have advertising
sections for Individual copies; these are known as
"meat markets", "slave pits" and
"casting couches". Prices range from a couple
hundred eb (for the Boring History Professor
model) to two or three thousand (for the Zarkonian
Love God/Goddess model).
Offensive/Defensive Programs: Not all
the "inhabitants" of a virtual reality are
simple minded conversation pieces. Any offensive or
defensive program can, for a few extra Difficulty points,
be outfitted with an interactive option, conversational
ability and pseudo-intellect. This allows the program to
have a decorative function as well as a protective one;
you can come home to your virtual castle, put your feet
up in your virtual chair, have your virtual servant pour
you a virtual drink and relax while petting your virtual
(and deadly) Hellhound on it's shaggy metal head.
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