Help - Search - Members - Calendar
Full Version: Matrix House Rules
Dumpshock Forums > Discussion > Shadowrun
The Horror
Ok, what I did here was modify the way hacking works to attempt to bring it more in line with the magic system.

Essentially, the basic idea is that instead of hackers rolling skill + program, that they would roll attribute + skill with a cap on the number of hits in the roll determined by the rating of the program being used (similar to the way Force of spells caps the number of hits).

I've only just finished writing this up. It hasn't been playtested in any way. Any and all feedback would be muchly appreciated.


The Horror



--------------------------------------------------------------------
Skills

Computer and Data Search skills have been removed. In 2070, everyone is assumed to be able to use Computers and Search for data in the matrix at an acceptable level. Matrix Perceptions has been added as a skill.

Hardware Logic
Software Logic
Hacking Logic
Matrix Perception Intuition
Cybercombat Logic
Electronic Warfare Logic

Compiling Resonance
Decompiling Resonance
Registering Resonance




Programs


To perform an action in the matrix: roll attribute + relevant skill. The rating of the program determines the maximum number of successes you can obtain in the roll. This is stated in the text as (Attribute + Skill using your XXX Program). Using a point of Edge removes the cap on number of hits for that roll.

The System or Pilot rating of a node/drone is described here as its Rating. Rating serves to replace both attributes and skills where required (eg. If the text requires a Logic + Hacking roll, an agent would roll Rating x 2 instead).
Firewall now acts like a program. Where used, it acts as a cap on the number of hits for that action.


Detecting Wireless Nodes
- Detecting Active or passive nodes is automatic
- To detect a particular active or passive node in a crowded area make a Logic + Electronic Warfare test using your Scan program (threshold is 1 per 10 nodes in the area, interval 1 combat turn).
- To detect the presence of hidden nodes make an extended Logic + Electronic Warfare roll using your Scan program (15 + 1 per 10 nodes in the area, interval 1 combat turn).
- To detect a particular hidden node in an area make an extended Logic + Electronic Warfare roll using your Scan program (4 + 1 per 10 nodes in the area, interval 1 combat turn).

Matrix Perception
- You automatically detect all icons in a node, except for those running stealth programs.
- To detect hidden targets (targets running stealth programs), roll Intuition + Matrix Perception using your Analyse program. The target/s rolls Logic + Hacking using Stealth program. Each net success yields one piece of information about the target.
- To Observe in Detail, roll Intuition + Matrix Perception using your Analyse program. Each success yields one piece of information.



Breaking In

Hacking on the fly
- Make an extended Logic + Hacking test using the Exploit program (Firewall, 1 IP). Increase the threshold by +3 for security access and by +6 for admin access.
- The target rolls Rating x 2 using its Firewall rating (threshold is your Stealth) to detect you.

Probing the target
- Make an extended Logic + Hacking test using the Exploit program (Rating x 2, 1 hour). Add +3 to threshold for security access and +6 for admin access.
- The target rolls Rating x 2 (threshold is 10 + your Stealth, interval of 1 hour).

Alerts
- Active Alert: the target node receives a +4 dice bonus on all tests by or against the node itself.




Edit Action
- Roll Logic + Hacking using your Edit program. To alter the output of a device for a longer period you must take control of the device first.

Controlling Devices
- Make an extended Logic + appropriate skill roll using the Command program (threshold is the Device/Node Rating, interval 1 combat turn).

Spoof Command
- To spoof orders you must first detect the target using matrix perception
- Make an opposed Logic + Hacking test using your Spoof program. The target makes a Rating x 2 roll using its Firewall program.

Spoofing your Datatrail
- Make an extended Logic + Hacking test using your Spoof program (threshold = 1 per hour since last Spoof of datatrail, interval 5 minutes).
- If you fail to spoof the datatrail, your only option is to modify the Hardware itself. Make a Logic + Hardware test (2) test. Your SIN may also be compromised however.

Jamming
- A jammer blocks all devices with a Signal rating lower than the rating of the jammer. ECCM adds to the Signal rating of the device for purposes of bypassing Jammers.



Track
- Before tracking a target you must have detected the target using matrix perception.
- Roll Logic + Hacking using Track program (10, 1 Initiative Pass). Add the targets Stealth rating to the threshold of this task.
- The target may attempt to redirect a trace. The target rolls Logic + Hacking using Spoof Program. Each hit adds to the threshold of the tracker.
- Apply a –2 modifier to the threshold of tracking if the target has his/her connection jammed open by Black IC.

Intercept Traffic (both wireless and wired)
- First you must detect the signal you wish to intercept: Roll Logic + Hacking using your Analyse program.
- Then you must tap into the signal: Make an opposed Logic + Electronic Warfare roll using the Sniffer program. The target rolls Logic + Electronic Warfare using their Analyse program. If the target wins this contest then the tap was detected by the system and the user is warned.
- To block or alter parts of the traffic, make a Logic + Hacking test using your Edit program.
- Note that the traffic may be encrypted.

Encryption and Decryption
- To encrypt: make a Logic + Hacking test using your Encryption program. Your successes become the threshold of any decryption attempts.
- To decrypt: make a test of Logic + Hacking using your Decrypt program (threshold is determined by the original encryption roll).



Crash Program/OS
- Make an extended Logic + Hacking test using the Attack program (Rating x 2, 1 Combat Turn). When the threshold is reached the target program crashes.

Disarm Data Bomb
- Make an opposed Logic + Hacking test using the Defuse program.
- Target rolls Rating x 2 using the Data Bomb program.

Reboot
- The system shuts down in (10 – Response) combat turns.
- Technomancers may reboot after (10 – Willpower) combat turns.

Transfer Data
- The GM may call for a Logic + Hacking test using the Edit program.



Combat

Initiative
Matrix Initiative = Intuition x 2.
To roll initiative: Roll Intuition x 2 using your Response rating as a cap on the number of hits.

Matrix icons have Initiative = Rating x 2, and with a cap on the number of hits equal to their Response rating.

Augmented Reality Initiative and IP
- In AR you may only utilize 1 IP per combat turn on matrix actions (additional IP may be used for non-matrix related actions).
- Initiative is determined as normal for physical actions.

Attack
- To attack another icon roll Logic + Cybercombat using your appropriate attack program rating.
- The defending icon rolls Intuition using their Stealth program.
- A defending icon using full defense rolls Intuition + Cybercombat using their Stealth program.

Damage
- Attack programs inflict a base DV equal to their rating.
- Damage is resisted by rolling Willpower (or Rating) dice.
- If the attack is from an Attack program the target uses their Armor program.
- If the attack is from Black IC the target uses Biofeedback Filter program.

Matrix Condition Monitor
The matrix condition monitor consists of 8 boxes + Willpower/2 round down, or 8 boxes + Rating/2 round down for agents and IC.

Repair Icon
- Logic + Hacking using Medic program. Each hit heals one box of matrix damage.

Jacking out after Black IC attacks
- To jack out after being hit by Black IC roll an opposed Willpower test using your Biofeedback Filter program. The IC rolls its Rating using its Response as a cap on the number of hits.

Dumpshock
- Resist dumpshock damage with Willpower using your Biofeedback filter rating.
tete
not a bad idea but in real life the "skill" of the program saves the computer user alot of time and effort. I think personaly if you wanted something like this I would use Attribute+Program where your Computer Skill is your limiting factor. Reasoning being You could have the best port scanner in the world and if you don't understand the data comming at you, your success would be limited. On the flip side the best network security admin using poor tools will understand everything he gets but will have to spend way more time ajusting his/her tools to find the problem. This could be shown with an extended test where the computer skill (or x2) is the maximum amount of successes you could achive.

I actualy rather like it that way biggrin.gif good idea!
emo samurai
Maybe have the rating of the program modify thresholds the way they did target number in earlier editions.
BlackHat
QUOTE (emo samurai)
Maybe have the rating of the program modify thresholds the way they did target number in earlier editions.

Um. That doesn't work for so many reasons.

Example 1: Hacker with rating 5 commlink hacks another rating 5 commlink.

Rolls logic+hacking (lets say 7 dice) against threshhold of target's firewall (5) - his exploit program of 5 = threshhold 0???

I do like The Horror's houserule though. If my group was more open to house rules, I'd use it.
The Horror
QUOTE (tete @ Feb 24 2006, 02:24 AM)
not a bad idea but in real life the "skill" of the program saves the computer user alot of time and effort. I think personaly if you wanted something like this I would use Attribute+Program where your Computer Skill is your limiting factor. Reasoning being You could have the best port scanner in the world and if you don't understand the data comming at you, your success would be limited. On the flip side the best network security admin using poor tools will understand everything he gets but will have to spend way more time ajusting his/her tools to find the problem. This could be shown with an extended test where the computer skill (or x2) is the maximum amount of successes you could achive.

I actualy rather like it that way  biggrin.gif  good idea!


So you mean: attribute + program, with the number of hits capped by your skill?

That sounds pretty good. I do like it.

Will be a tough choice on which option to go with though. The way I set it up was specifically thinking of programs as spells of a set force. That way I could explain how the entire system works to my players a little bit better.
tete
grinbig.gif Yeah explaining it may be a bit rough, especialy to non-techies. For me it would be as easy as lauching up an ethereal session and asking my players how much of that junk do you understand. The program is obviously telling us alot about network traffic but how many people can understand it. The program got the successes but it was limited by your skill when it comes to being useful. Now with time you may be able to decipher more but thats increasing your understanding ie skill. The program is still getting the same number of successes.

This puts an intresting twist in cracking. As a company not spending money on skilled people or good programs will be easier to crack. Not because its less secure (though it could be that to) but because it takes them longer to track whats going on. Which is true to life because if you find out you've been cracked two days later its already too late.
Serbitar
QUOTE (tete @ Feb 23 2006, 01:24 PM)
not a bad idea but in real life the "skill" of the program saves the computer user alot of time and effort. I think personaly if you wanted something like this I would use Attribute+Program where your Computer Skill is your limiting factor.

Nice idea. I might consider to use it in my house rules. Feels quite streamlined, because I'm limiting sucess by skill anyways.
Maybe even spells should be changed that way (rolling magic+force, limited by skill).

I will have to think that through.

@Horror: Would be nice if you mentioned the rules before your changes, too. Would be easier to compare. Or/and add one or two words why you changed it.

I would be interested in it.
Aku
i dont like it because, unlike spells, you buy them at a rating * cost, where as spells are used on a chosen force basic. I can't buy "attack" and say when i want it at ratin 3 vs rating 10
Serbitar
But you dont get drain, too. I fleshed it out a little in this thread:
http://forums.dumpshock.com/index.php?showtopic=11921
Aku
What i think the problem is, is that someone flubbed up on the coding times. Hackers are supposed to be using their own code, but thats completely un-doable RAW unless the GM lets you pre-code. True hackers "wouldnt use someone else's code, or atleast, let anyone find out" So what i take that to mean, and i'm not big on the "forensics" side of the game, is that systems know how certain code works, so if you buy that Novatech Flamethrower Rating 6 attack program, sysops are gonna know that thats what it is. it might not be much help, but its something over having nothing at all.
The Horror
QUOTE (Aku)
i dont like it because, unlike spells, you buy them at a rating * cost, where as spells are used on a chosen force basic. I can't buy "attack" and say when i want it at ratin 3 vs rating 10


Very true. But BP wise, programs are cheaper than spells using RAW. A rating 5 program costs 1 BP (rating x 1000) whereas a spell costs 3 BP. Two extra BP for the added flexibility.

Aku
True, but i think a hacker has a longer list of "need" programs, that any one archetype of mage will have.
Dv84good
@ tete

I was think if you have a skill of 6 and a program of say 3 could you not say the the program is limiting what the user is able to do with the program. Basicly you know what you want the program to do but it is not able to do it.
Spoonfunk
I understand that hackers have an intense list of programs needed and it does put a crimp on things that the hacking skill doesnt have default rules but in a way it kinda makes sense, im mean can you read these forums without a web browser?

Aku
That is true Spoon, but i think, in any discussion of whats balanced, it has to be considered. sure, on an individual level, a mage needs 3BP for a spell, vs. 1 BP for a program, but when you look at the list of programs you NEED to have, vs the list of spells for any one archetype, i dont think theres a big variation in cost.

For instance, the archetypes in the book spend an average of 17.25 BP (round to 18) on spells. conversely, i have 21 "must have" programs. which at rating 5, would be 21 BP
Brahm
I'm not sure it is a good way to make a comparison Aku, but remember that the magician does then spend a lot of Build Points to raise up their Magic. It is the Magic attribute that defines the Force of the spells. Also I would class all 21 programs at a rating of 5 somewhere short of a need.
Aku
true perhaps, , but then, a hacker can't just get away with one skill for hacking, like a magician can with spellcasting.
Raizer
I am using the matrix rules as written in my campaign with only this stipulation:
·A Hacker’s abilities during an extended test when using programs instead of a skill is limited to half the dice pool being used (round down) plus their Logic.'
·If you cannot succeed at completing the extended test during that timeframe of rolls, you may never complete that task unless your modifiers change and you start over.
kigmatzomat
QUOTE (The Horror)
So you mean: attribute + program, with the number of hits capped by your skill?


I'd argue the opposite:

Attribute + Skill limited with successes capped by program rating.

Theory is that a highly intelligent hacker with lots of experience can optimize his software to get the absolute most out of it almost all the time whereas someone who's not that bright or hasn't built up a history won't be able to get the program to live up to its potential.

It's why most people only bother with PaintShop and never buy Photoshop; the user is incapable of taking full advantage of what the software can do. Since System also limits program Rating this also goes back to the CPU. A faster computer can generate more successes per cycle assuming the user knows what they are doing.

Plus, IMO, it is always superior to have an external force (software/hardware) cap the potential of a character.
Spoonfunk
QUOTE
That is true Spoon, but i think, in any discussion of whats balanced, it has to be considered. sure, on an individual level, a mage needs 3BP for a spell, vs. 1 BP for a program, but when you look at the list of programs you NEED to have, vs the list of spells for any one archetype, i dont think theres a big variation in cost.

For instance, the archetypes in the book spend an average of 17.25 BP (round to 18) on spells. conversely, i have 21 "must have" programs. which at rating 5, would be 21 BP


I would agree with the must haves for the programs being generally alot more in BP's but then again it seems to me that its just like today. Yeah sure there are amzing Haxor's out there but when you but a computer you arent neccassarily going to use it for that express purpose. The ease in wich the matrix can be accessed in the future is one of the indications for this. Yeah sure you can buil the baddass hacker with all 21 BP's in all the neccarry programs but you can also just take the ones you need to tap a persons commlink if you are a surviellance expert.

I think its great that you have come up with a fully detailed system behind the attribute+skill way of doing things, and if it works for you and your group Hey more the better. Im just posing this side to show that there is more than one way to open a can a chili.
Azralon
QUOTE (kigmatzomat)
Attribute + Skill limited with successes capped by program rating.

I like that quite a bit, as well as your reasoning behind it.
Brahm
QUOTE (Azralon @ Feb 24 2006, 06:21 PM)
QUOTE (kigmatzomat @ Feb 24 2006, 11:35 AM)
Attribute + Skill limited with successes capped by program rating.

I like that quite a bit, as well as your reasoning behind it.


Really? A sampling of the reasoning:

An excellent reason for not buying Photoshop is because you don't actually have a need for it that they can justify dropping several hundred dollars, and they have Paintshop because it is a lot cheaper. Myself included, I haven't upgraded from PSP 6 because I just don't need the extra stuff. Actually most people have Microsoft Paint because it is free and they didn't actually make the explicit choice to get it.

QUOTE
A faster computer can generate more successes per cycle assuming the user knows what they are doing.


This is total red herring toss out that could go either way.


But all that aside, what it comes down to is the game. It is also generally a bad idea to limit successes. The only places it is done is in FirstAid, which it doesn't actually limit the number of hits, just the number of boxes you can heal. You still count and can use the extra hits. The other place is with Magic, where it is linked into the Drain mechanic and you don't have to buy up where you set the limit, and it doesn't stop at a fairly small number. It also holds Magic in check since it is rolling against things outside of magic. Usually that isn't the case in Hacking.

Balance that against what you are trying to accomplish. Which is?
Dv84good
What it does is make it harder for people who are not hacker to be hackers. Because they have to buy logic+skill+programs. You also know what to default to. And if limits are a problem raise program levels above 6. Certain corps can have them.
Brahm
QUOTE (Dv84good @ Feb 24 2006, 06:57 PM)
What it does is make it harder for people who are not hacker to be hackers.  Because they have to buy logic+skill+programs. You also know what to default to.  And if limits are a problem raise program levels above 6.  Certain corps can have them.

Most of the cost of being the crack VR decker is in the 5 Skills. That is roughly 3 times the cost of boosting your Logic, depending on when and how you build them up.

Try just upping the Availability of the R programs to Ratingx3, or even Ratingx4. This helps the program dice from dominating the pool to start with, and also helps keep starting Technomancers relavent deckers. It would help to boost the cost at the higher end, but the Avail should get you most of the way there.

You might also think about upping the Response 5 upgrade to 14R, and Response/Signal 6 to 16R, or even 16F or 18F. Treating that equipment like light miltary/heavy commercial, and full on hardened military grade respectively.

This keeps the Skill relavent much longer. Not just at starting but because toting around r33t gear is nolonger a casual no-brainer. There is legal risk to carrying it around.
Brahm
If you wanted to go nutso on the cost for programs, say RatingxRatingx200 for 'R' programs, then you might also want to look at trying to make Programing feasible and you'll also want to interpret the Crack & Copy rules on page 228 as Extended Software Test allowing you to make 1 copy only of a given program. Which I like as the interpretation anyway.

As an added feature you could then give something like a +1 or +2 die bonus to a decker that is using a program they wrote themselves. cyber.gif This would help make it easier to keep the Program creation rules feasible for PCs to build the programs, but still make sense why they would build them and still run instead of just building programs for a living.
kigmatzomat
QUOTE (Brahm @ Posted on Feb 24 2006, 08:56 PM)

QUOTE (Azralon)

QUOTE (kigmatzomat)

Attribute + Skill limited with successes capped by program rating.

I like that quite a bit, as well as your reasoning behind it.


Really? A sampling of the reasoning:

An excellent reason for not buying Photoshop is because you don't actually have a need for it that they can justify dropping several hundred dollars, and they have Paintshop because it is a lot cheaper. Myself included, I haven't upgraded from PSP 6 because I just don't need the extra stuff.


I'll admit, I haven't used PaintShop in years so I was surprised to find it had layers. It appears the Paintshop 6 is equivalent to at least Photoshop 4. I'll point out that in SR4 logic, Photoshop would be R6 program and Paintshop would be the R3 program with a sizeable gulf in the cost so my example is far from specious. Paint would be a whopping R1 program.

Plus, I'm fairly certain that anything more complicated than resizing an image can be done faster and probably better in Photoshop. The plugins and filters can do some incredible things with just a few keystrokes if you have the knowledge. You can do the same thing in Paintshop, it just takes longer.

Remember this, I'll use it later.

QUOTE

QUOTE

A faster computer can generate more successes per cycle assuming the user knows what they are doing.


This is total red herring toss out that could go either way.


They don't really go either way. A slow computer means lower Rating and less dice, if you roll rating. A slow computer means lower Rating and a lower threshold. The two are not equivalent.

For instance, IRL I am a hydraulic modeler that runs simulations of very large pipe networks. My ability to get the correct results are independent of the computer's speed (Response ~ program Rating for this arguement). It will take me X number of iterations to get the right answer; aka X number of skill checks. However, if a slow computer/software (R3) takes 6 hours to get a result while a fast computer/software (R6) gives a result every 3 hours then I will succeed sooner with the fast computer.

Since SR4 does not have the time required to repeat a test based on the program's rating we have to ensure the mechanics account for the computer's quickness/laggardliness in some fashion.

QUOTE

But all that aside, what it comes down to is the game.  It is also generally a bad idea to limit successes.
....snip.....
Balance that against what you are trying to accomplish. Which is?


Modeling reality in an acceptable fashion; "acceptable" defined as "not so bulky as to interfere with fun while staying in tune with the existing mechanics."

If you are arguing against limiting successes then you are denying what I consider incontrovertible empirical evidence than poor software takes longer to do the same task than good software. Relying on my personal experiences, I know that a good program makes it easier do things. I also know that a fast computer will outperform a slow computer. I know that personal ability (attribute) plus learned knowledge (skill) are key in accomplishing anything, presuming you have the correct tools (software). I know that tools (software) can cause a given task to take more or less time or be impossible.


There are 3 variables to a Matrix task: attribute, skill, program. Every other roll to achieve a task I can think of in SR4 is Attribute + Skill. A few special situations allow you to roll Attribute + Skill + Skill but those are specific cases, not intended to be the norm. There are two examples, that you stated, where the successes on Attribute + Skill is limited by a device/object/spell Rating.

So at this point, Att+Skill (program Rating threshold) is in keeping with the existing rules.

Let's revisit the Paint/Paintshop/Photoshop scenario to compare att+skill (limit program) vs attribute+program (limit skill). HackerB has att:4 skill:4; he's a competent pro but far from legendary.

att+skill (limit program) vs attribute+program (limit skill)
Paint 4+4 (limit 1) avg successes:4 effective successes:1
Paint Shop: 4 +4 (limit 3) avg successes:4 effective successes:3
Photoshop 4+ 4 (limit 6) avg successes:4 effective successes:4


attribute+program (limit skill)
Paint 4+1 (limit 4) avg successes:2.5 effective successes:2.5
Paint Shop 4+3 (limit 4) avg successes:3.5 effective successes:3.5
Photoshop 4+6 (limit 4) avg successes:4.5 effective successes:4

So the arguement for att+skill(cap program) and att+program (cap skill) comes down on how much variance you want between crappy software and good software.
It has been my experience that good software can achieve a task several times faster than bad software (MS paint is "teh suxx0rz" as the kids say) so I like att+skill(cap program). If, in your mind, PSP is only slightly superior than MSPaint you would prefer att+program (cap skill).

Either is an arguable valid model but I think the precedent of att+skill (limit Rating) set by magic and first aid gets the win on a technicality since it reduces the amount of things to learn. Simplifications always trump complications. "Like Magic" is easier to learn than "like magic, but backwards."
Brahm
QUOTE (kigmatzomat @ Feb 24 2006, 10:35 PM)
However, if a slow computer/software (R3) takes 6 hours to get a result while a fast computer/software (R6) gives a result every 3 hours then I will succeed sooner with the fast computer.

However how that gets modeled in the mechanics can indeed be done multiple ways. More dice, putting caps on, etc.

I'm going to repeat what I said in a different thread, just incase you missed it. Which is going to be a lot more productive.

QUOTE
I suggest not trying too hard to equate SR computing to RL. I find general computing in SR is about a 3 or 4 Pull on the Crack Pipe Scale, and in places 5 or 6 Pulls. For example decking via satelite link.

You really are better off trying to find the mechanic and then map the specifics of reality over top of it.


Onto playing the game.

Differentiation from different numbers of hits is what makes fixed TN work. Putting caps on hits reduces the differentiation of multiple hits, especially when the Edge dice come out. This is why putting caps on the number of hits is generally a bad thing.

QUOTE
Simplifications always trump complications.

Another great reason to not use a cap. nyahnyah.gif

Also you have to keep a close watch on how you are changing dice pools relative to Technos. Remember I talked about not rolling against others outside of decking? Well that is only true if you include both mundanes and Technos within scope. Otherwise you could just use Logic + Skill + Program for the dice pool, which is used a lot of places when you are using a rated tool with a skill.

Just a small adjustment to the Availability of the 'R' programs and the highend commlinks clears up most of the worst game play issues that exist. The weakling starting Techno, the moderately powerful non-Hacker decker, and deckers with relatively few cash requirements to reach the upper echelon of decking.

After that you just need to wrap you head around what the composition of the dice pools really mean. It isn't a lot different than understanding why one particular Skill uses Attribute X instead of Y for a given task. Remember that sometimes a different Attribute is added to the dice pool for a given Skill, even though the normal Attribute could also be seen as an influence in that situation as well.
The Horror
Today I sat down and decided to rewrite the entire technomancer section. Currently it will work perfectly as is with my matrix house rules, but I still felt like it could be made more consistent with the rest of the magic rules. I don't know if I've succeeded, but it does seem ok.

Once again, any and all comments are welcome. If you see anything that seems wrong or unbalanced please point it out.


The Horror


-------------------------------------------------------------------------
Modification to OP on Matrix House Rules

Changed use of Stealth program when defending from attacks to use of Firewall rating according to the latest errata.


Technomancers

System = Logic
Signal = Resonance/2 round up.
Firewall = Willpower
Response = Intuition


Threading and using Complex Forms

Note:
- For the purposes of these house rules, the definition of threading has changed. Threading is now defined as ‘loading’ or ‘casting’ complex forms.
- All complex forms must now be threaded on the fly.
- Biofeedback filter is now a complex form.

Complex Forms now function similarly to spells. They each cost 3 BP, and can be used at a variable Force. Given that according to the hacking house rules programs are a cap on the number of successes, the Force allocated to a complex form is the cap on the number of successes. Using a complex form incurs stun fading that is resisted with Intuition and Willpower. ‘Overcasting’, or using a complex form at a Force greater than the Resonance attribute, inflicts physical fading.

Once a complex form is threaded, it will remain active at the selected force until the Technomancer chooses to unthread it (ie. Unload it). A Technomancer may have a number of active complex forms equal to their Response rating (Intuition attribute). Additional complex forms beyond the Response rating of a technomancer must be sustained. Sustaining a complex form incurs a –2 dice penalty to all actions.

Unthreading a complex form is a free action. Threading a complex form does not take an action, and is automatically performed as part of another matrix action.


Example of how to use complex forms

Jameson
- Resonance 5, Logic 5, Willpower 4, Intuition 3
- Cybercombat 5, Matrix Perception 4
- Learned complex forms Analyse, Command, Edit, Scan, Armor, Attack, Biofeedback Filter, Defuse, Exploit, Stealth, Track
- Threaded complex forms: Exploit 4, Stealth 6

IC
- Rating 4
- Analyse 4, Armor 2, Stealth 2, Blackhammer 3


note: I have added hot sim dice to attack and defense rolls, not to Fading resistance or to damage soaking.

Jameson attacks the IC. Jameson rolls Logic + Cybercombat (10 dice) using his Attack complex form. He sets the Force to 5 and rolls 12 dice (10 + 2 for hot sim), obtaining 4 successes (which was not capped since the Force of the complex form was 5). The IC rolls Intuition (replaced by its Rating) using its Firewall rating as a cap on the successes. Rolling 4 dice, it scores 2 successes. Overall, Jameson scores 2 net hits. His Attack inflicts 5 damage (Force of Attack complex form) + 2 net successes. The IC attempts to resist by rolling its Willpower (replaced by its Rating) using its Armor program. Rolling 4 dice, the IC rolls 2 successes (matching its cap of 2 on the roll). Overall the IC takes 5 damage. Now Jameson must resist Fading of 2 (Force/2 round down). Rolling 7 dice (Willpower + Intuition), Jameson scores 2 successes resisting the Fading completely.

Jameson is now considered to have a threaded Attack complex form at his disposal, of Force = 5. During the next IP, Jameson will not have to thread the complex form again. His Attack Complex form will remain threaded until he chooses to remove it from his list as a free action.

The IC now attacks Jameson. The IC rolls Rating x 2 dice (8 dice) using its Blackhammer program. Rolling the dice, the IC scores 4 successes, which are capped to 3 due to its program rating. Jameson rolls Intuition to defend, using his Firewall as a cap on the number of successes. Jameson rolls his Intuition (3 dice) + 2 dice for hot sim and scores 1 hit. The IC scores one net success, dealing 5 damage (rating 3 Blackhammer + two net successes).

Jameson must now resist this damage by rolling Willpower (4 dice) and using his Biofeedback Filter complex form. Since Jameson has not previously threaded Biofeedback filter, he must thread this complex form right now. Selecting a Force of 3, Jameson resists the damage by rolling Willpower (4 dice) and capping his successes at 3. He scores 2 successes, and takes 3 physical damage from the black IC. Jameson must now also resist Fading of 1 (F/2 round down) because he threaded a complex form. To resist Fading Jameson would roll 7 dice (Willpower + Intuition), so he just buys his success and takes zero Fading.

Now Jameson has another problem. He currently has 4 complex forms threaded (Exploit 4, Stealth 6, Attack 5, Biofeedback Filter 3). To keep all of these complex forms threaded Jameson will have to incur a –2 sustaining penalty to all further actions. Alternatively, during the next IP Jameson may use a free action to unthread one of the complex forms that are currently threaded. Another alternative in turn would be for Jameson to utilize the services of a registered Sprite and have it sustain the complex form for him.


Summary of Complex Forms
Cost: 3 BP
Fading: F/2
Duration: S

Optional Rule: Technomancers may thread a complex form they have not yet learned, but to do so they put their very lives at risk. The Fading for threading unlearned complex forms is much higher (F/2 + 5).


List of Complex Forms

Analyse
Command
Edit
Encrypt
Scan
Armor
Attack
Biofeedback Filter
Black Hammer
Blackout
Data Bomb
Decrypt
Defuse
ECCM
Exploit
Medic
Sniffer
Spoof
Stealth
Track

Browse and Reality Filter have been removed from all of my posted matrix house rules. Browse was removed because I removed the Data Search matrix action. Reality Filter was removed for no good reason (didn’t remember to type it up).


Compiling
Compiling a Sprite is a complex action. Roll Resonance + Compiling in an opposed test against the selected Rating for the Sprite. Net hits determine the number of services the Sprite owes. The services of a summoned Sprite remain only for a period of 8 hours after being compiled, unless the Sprite is registered to the Technomancer. The fading value suffered by the technomancer is equal to 2x the number of hits (not net hits) scored by the Sprite. If the Sprites Rating is higher than the technomancers Resonance, the fading is physical instead of stun.

Unregistered Sprite Services
A Sprite can be commanded to perform any one task, or to perform a continual use of a specific Complex Form. Eg. A Sprite ordered to destroy an icon will continue to do so until the icon is destroyed, at which point a service will be used up. A Sprite ordered to Track an icon will continue to do so until the icon is traced or until it fails in its task, at which point a service will be used up.


Registering

To Register a Sprite roll an opposed Resonance + Registering test against the Sprites Rating x 2. Additional net hits beyond the first add to the number of services owed by the Sprite.

A Technomancer may have a number of registered sprites equal to his Charisma attribute.

Registering a Sprite takes one combat turn. The Sprite-Technomancer link is automatically reestablished the moment a Technomancer reenters the Matrix.


Registered Sprite Services
- Extended Services: a registered Sprite will not automatically decompile after 8 hours, but will remain registered to the technomancer until all services are utilized.
- Loaned Services: a registered Sprite may be ordered to obey another hackers or technomancers commands. It still remains bound to the technomancer that compiled it however.
- Hacking Services: a registered Sprite may be used to sustain a complex form for a period of time equal to the Sprites Rating in Combat Turns, utilizing one service.
- Aid Study: a registered Sprite may add its Rating in dice to the extended complex form learning test.

Sprites may be re-registered. Roll to register the Sprite as normal. Each net hit adds to the number of services the Sprite owes the technomancer.


Decompiling

To decompile a Sprite, roll an opposed Resonance + Decompiling test against the Sprite’s Rating (+ Resonance if registered). Each net hit reduces the number of owed services by one. Fading is 2x the number of hits rolled by the Sprite.
Churl Beck
QUOTE (The Horror)
So you mean: attribute + program, with the number of hits capped by your skill?

That sounds pretty good. I do like it.

One problem with this is that it destroys any hope of defaulting. Which means that all shadowrunners without Computer Skills are "unaware."
The Horror

It also destroys consistency with the rest of the system. That's why I plan to stick to attribute + skill myself.
kigmatzomat
QUOTE (Brahm @ Feb 25 2006, 12:37 AM)
Otherwise you could just use Logic + Skill + Program for the dice pool, which is used a lot of places when you are using a rated tool with a skill.

Just a small adjustment to the Availability of the 'R' programs and the highend commlinks clears up most of the worst game play issues that exist. The weakling starting Techno, the moderately powerful non-Hacker decker, and deckers with relatively few cash requirements to reach the upper echelon of decking.


The only stat+skill+rating rolls I know of are the sensory cyberwares which augment existing ability, a significantly different thing than a tool required to do a job. Examples would be appreciated.

As for the disparity between technomancers, nonhacker-hackers, and deckers:

SR4 hacker (Logic:4 Skill 4 or 5, program rating 4 or 5)
skill + program (no cap): 4/5 + 4/5 = 4-5 hits
attribute+skill (cap rating): 4+4/5 = 4-4.5 hits limited to 4 or 5 hits
attribute+program (cap skill): 4 + 4/5 = 4-4.5 hits limited to 4 or 5 hits
attribute+skill+program: 4 + 4/5 + 4/5 = 6-7 hits

SR4 Technomancer (Logic:5 Skill:3 program rating 3-5)
skill + program (no cap): 3 + 3/5 = 4-5 hits
attribute+skill (cap rating): 5+3 = 4 hits limited to 3 or 4 hits
attribute+program (cap skill): 5 + 3/5 = 4-5 hits limited to 3-5 hits
attribute+skill+program: 5 + 3 + 3/5 = 5.5-6.5 hits

SR4 Smuggler (Logic:4 Skill 3 or 4, program rating 5)
(the only non-hacker archetype I saw with hacking skills & programs)
skill + program (no cap): 3 + 5 = 4 hits
attribute+skill (cap rating): 4+3/4 = 3.5-4 hits limited 5 hits
attribute+program (cap skill): 4 + 5 = 4.5 hits limited to 3-4 hits
attribute+skill+program: 4 + 3/4 + 5 = 6-6.5 hits

IMO the ranking should be Hacker/Techno/Smuggler b/c a hacker can lose his gear while a technomancer can't. The 2 scenarios that fulfill that expectations are the SR4 default (skill + program, no cap) and attribute+skill (cap program).

If you want to post your changes to the availablility we can see how they shake down as well.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012