Access Points & Neural Links
Access Points are critical magitech interfaces scattered throughout the galaxy—hardware nodes that serve as bridges between the physical world and the localized arcane-tech network infrastructure known as the Subnet. These Access Points can be found on terminals, control panels, machinery, automated defense systems, droids, Spelljammers, industrial computers, and even embedded into many structures of Imperial design. From dimly lit server vaults on Avalon to rust-caked control consoles in the mines of Orpheus, these ports are how systems talk—and how intruders listen.
Physical Design
Access Points are usually small, socketed ports ringed with arcane circuitry and illuminated glyphs, their shape and design varying based on manufacturer, era and location. Most are circular or triangular in nature, with embedded sigils that glow softly when active. Older models feature brass or steel fixtures with exposed wiring and magical fuses, while newer Imperial tech integrates seamless obsidian plating and biometric runes.
Interface Methods
Neural Link: Cyborgs, Warforged, Droids
Characters with cybernetic or synthetic interfaces can jack directly into Access Points using a neural link—a retractable, high-density data cord embedded in their body. Once connected, their consciousness partially immerses into the Subnet, allowing real-time data navigation, remote activation, or intrusion attempts.
External Connection (Organics)
Organic beings without internal hardware must use an external data jack or terminal device, typically a small handheld arcane-tech unit with a physical cable. These devices simulate a neural link interface, but with slower speeds and fewer privileges unless modified or enchanted.
Game Mechanics
Connecting to an Access Point requires:
1 action if equipped with a neural link
1 minute if using a makeshift or external terminal (unless proficient with Arcana or Tinker’s Tools, which reduces to 1 round).
Subnet Navigation Check:
Once connected, the character must succeed on a skill check based on their goal:
Arcana (Intelligence) for interacting with arcane protocols.
Investigation (Intelligence) to locate hidden files or control nodes.
Sleight of Hand (Dexterity) for quick bypasses or unauthorized overrides.
Technology (Homebrew Skill) or Tinker’s Tools (if applicable) may substitute in some cases.
Practical Uses:
Unlocking sealed doors or compartments.
Extracting information from fallen droids or enemy systems.
Disabling arcane wards, sentry constructs, or magical turrets.
Downloading schematics, coordinates, or encrypted messages.
Rewriting limited functions in nearby droids (DM’s discretion).

