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cetiah
Basic Rules
Updates: 0
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Rule of Dice Function
A GM will not make you roll more than once for the same action. Generally speaking, your first attempt at an action represents your character's best effort during that scene.
You can continue to attempt an action all you want, but you will never score more hits than you did with your initial action attempt.
Likewise, if you succeed at a roll, the GM isn't going to "take away" your success by making you roll the same thing again. Your best effort carries forward for the scene, whether successful or not.
This works for and against a player, but generally encourages investments in higher ratings for skills and programs.

Rule of Edge
(Amendment to the Rule of Dice Function)
A player may spend an Edge point to ignore the Rule of Dice Function and retry a Matrix Action that he has failed at. There is no limit to the number of Edge Points that can be spent in this way. The Edge point does not give him an extra initiative pass with which to conduct the Matrix Action, it merely waives the Rule of Dice Function temporarily.

Rule of Definition
The word "Matrix", as in Matrix Actions, applies to any applicable Hacking, Data Search, Computer, Electronic Warefare, or similiar Knowledge Skill, either pertaining to interacting with the matrix or any other electronic interaction.

Rule of Targeting
You must have some method of designating a target to perform a Matrix action on him or it. You can't, for example, say "I hack into the mage's comlink" unless you have some method of determining which of your enemies is the mage. Usually, line of sight combined with AR imaging is enough to designate an opponent, device, or node associated with either one. This form of targeting is called Direct Targeting.

Direct Targeting can always be performed against a device you can't see, so long as you have Direct Targeting with someone using or carrying that device. If you can Directly Target a device, you can always Directly Target that device's OS and associated security nodes (even if the node is held on a completely different system).

If you have no way of determining a target, you can still attempt a Designate Action to attempt to remotely designate a target, if that target is within your Signal range. If the target is not within your Signal range, you can still access him remotely via the Matrix so long as you both have Matrix access but this incurs a +3 increase to the threshold of the Designate Action.

Rule of Signal
(Amendment to Rule of Targeting)
To Directly Target a node, the device associated with that node (device, comlink, or server) must be within the Signal range of your Transmitter. The signal rating of your Comlink usually serves as your default Transmitter, but there are other transmitters you can use such as the Satellite Uplink Relay (Signal 8).

If a node is not within range of your Signal, you can use Remote Targeting via the matrix. This uses your Scan program to scour the Matrix, looking for the node. If a Node is not connected to the Matrix or within your Signal range, you cannot use Remote Targeting.

Rule of Stealth
(Amendment to the Rule of Targeting)
Some nodes run an active Stealth I.C.E. If you are running [Stealth], you can not be Directly Targeted by any hacker who is not running a Scan at an equal or higher rating. Hackers using a lower rating Scan program (or no Scan program at all) must use Remote Targeting to find you.

Matrix Actions
There are two types of Matrix actions: an Access action and an Operation action. Operation actions cannot be made against a target until a successful Access Action is made during the scene.

Matrix Programs
All actions have at least one associated program, and that program must be used with the action. If you score more hits on a test than your associated program's rating, the number of hits beyond the rating are reduced by half (rounded up). So 6 hits with a program rating of 4 counts for only 5 hits.

Alerts
A hacker that glitches on any Hacking Test triggers an alert, which is forwarded to any relevant security forces. Alerts have no other effect. (Later rules may have additional guidelines and rules for Alerts. If using my Mission Builder rules, treat all Alerts as a Silent Alarm security event.)

Accessing a Node
To maintain Access in one or more nodes, a hacker must spend one of his initiative passes each turn performing one of three types of Matrix Actions: Access, Operation, or Idle. The first action of each initiative pass must be a Matrix action or all Access connections are lost/dropped. (A Hacker who loses his Connection in this way is considered to have done so voluntarily and does not suffer from the Rule of Dice Function restricting him from accessing again.) Likewise, a hacker may terminate the connection voluntarily for any reason at any time.

Accessing Multiple Nodes
There is no limit to the amount of nodes you can access at once. However, to maintain access with at least one of them, your first action in the combat turn must be a Matrix action.

Operations on Multiple Nodes
If you have access to multiple nodes, you can perform a single action on any number of those nodes at once. Roll once for all of them, and compare the hits rolled to the Firewall ratings of each device to determine success or failure. Failure automatically drops your access.

Burned by a Firewall
If you perform any action that is opposed by a Firewall, or for which Firewall is a threshold, then failure has some consequences. First, the Rule of Dice Function applies and you cannot retry that action without spending edge. Second, if you fail on an access test, or on three or more operation tests, or any two tests consecutively, your access is automatically dropped.

Burned by a Firewall (Multiple Nodes)
(Amendment to Burned by a Firewall)
If you are performing a single action on multiple nodes using the Operations on Multiple Nodes rule, then any failures against the firewall automatically drop your access from those nodes that you failed against.
cetiah
On Comlinks...
Updates: 5
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Comlinks come in many shapes and variations. When purchasing a Comlink, choose from one of the following models.


CODE

Comlink Type                       Firewall     System      Capacity     Avail      Cost
-------------------------------    ---------   --------   ---------     -----      ------
Standard Comlink                       2           2            2          4        ????
Stylish Comlink                        2           2            2          5        ????
Implanted Comlink                      2           2           0.5         4        ????
Terminal Comlink                       2           2            4          4        ????


Standard Comlink: About the size and shape of cell-phones today, the standard com-link has a variety of useful features and functions. An AR interface is included with the purchase of this comlink.
Stylish Comlink: Like the standard comlink, but usually meant to be incorporated as some kind of a device like a wristwatch, sunglasses, or a chair. An AR interface is included with the purchase of this comlink.
Implanted Comlink: Like a Standard Comlink, but reduced in size to conviniently fit in someone's head as a piece of cyberwear. An AR interface or cold-sim interface is included with this purchase.
Terminal Comlink: This is about the size of a large laptop computer today. Although large and bulky compared to a standard comlink, it also has more capacity for upgrades. An AR interface or cold-sim interface is included with this purchase.

Response: All comlinks come with a Response attribute of 1. Certain hardware, interfaces, utility programs, and spells may upgrade Response while using a Comlink, but it can never rise above 4.

Included Programs: Each Comlink purchase comes with Analyze 2 and Browse 2 operation programs.

Included Interface: Standard and Stylish Comlinks come with an AR interface built-in. Cyberdecks and Implant Comlinks come with your choice of AR interface or cold-sim interface.

The prices listed above represent your standard off-the-shelf comlink sold over the counter at your local Stuffer Shack. Your 6-year old kid cousin probably has one. They can't be upgraded once purchased, but rather serve as disposable computers. Most of them don't have a very long shelf-life.

If a person wants more than just the over-the-counter models, he can buy an Advanced Comlink. When purchasing an Advanced Comlink, you may include any customizations you want along with the Comlink, but those changes are permanent and can't be switched out later. The most important customization for runners are the illegal Stealth Chips, which allow a shadowrunner to use Fake SINs and maintain an anonymous presence in a world trying to track his every move.

But Hackers don't even use Advanced Comlinks. The real hacker pays a little extra and buys a Custom Comlink to stay ahead of the state-of-the-art curve. A Custom Comlink is like an Advanced Comlink, but costs twice as much, is much harder to acquire, and can be upgraded in any way at any time with a successful Hardware + Logic (2) test, provided you have the parts and skill to upgrade it.

CODE

Advanced Comlink
Cost: (price * 4), Avail: +2

Custom Comlink
Cost: (price * 8), Avail: +6R



Comlink customizations:

Customizations come in two flavors: Hardware and Programs. Hardware customizations can only be bought with Advanced and Custom comlinks when purchasing it. After purchasing the comlink, only Custom comlinks can have hardware customizations installed, but the process isn't simple and requires a Hardware + Logic(2) test to install the parts. Program customizations are exempt from these restrictions.

Capacity: Each Comlink has a Capacity listed with it, which determines how many hardware upgrades you can install. Each capacity attribute listed in [brackets] indicates a capacity cost, and you reduce this from the current capacity of the comlink when installing the upgrade. Note that you do not have to pay any Capacity for an interface included with the purchase of your comlink. The Capacity costs for upgrades indicates cost for additional interfaces, beyond your first.

Augmented Reality Interface
Cost: ????, Cap: [0.5], Avail: 4
By default, this comes included on all standard and stylish comlinks. It comes included with some cyberdecks and implanted comlinks. You may only use one interface at a time, but can have any number of them installed.

Cold-Sim Interface
Cost: ????, Cap: [0.5], Avail: 4
This comes included on some cyberdecks and implanted comlinks. Users get an automatic +1 increase to their Response when using a cold-sim interface. You may only use one interface at a time, but can have any number of them installed.

Hot-Sim Interface
Cost: ????, Cap: [0.5], Avail: 6F
This upgrade can be installed to improve the VR experience, upgrading the interface from cold-sim to hot-sim. Hot-sim users get an automatic +2 increase to their Response when using a hot-sim interface. A user can choose between cold-sim or hot-sim when using the comlink. This can only be installed on comlinks with Cold-Sim Interfaces.

Control Rig
Cost: ????, Cap: [1], Avail: 10R
This upgrade can only be installed in comlinks that have a Hot-Sim Interface. When this upgrade is installed into a comlink, it allows the hacker to use the Machine Merge operation action, which is otherwise restricted. This action allows the hacker to take control of a nearby drone, enhancing its standard functions.

System Upgrade
Ratings 1-4
Cost: ????, Cap: [0.1], Avail: 4
Each upgrade rating purchased improves the System attribute of the comlink by +1.

Firewall Upgrade
Ratings 1-4
Cost: ????, Cap: [0.1], Avail: 4
Each upgrade rating purchased improves the System attribute of the comlink by +1.

Stealth Chip
Cost: ????, Cap: [1], Avail: 10F
This is required in order to use [Stealth] I.C.E. (intrusion counter-measure electronics), but the [Stealth] program must be purchased separately.

Filter Chip
Cost: ????, Cap: [0.5], Avail: 10F
This chip is required to run Biofeedback Filter ICE Breaker on your comlink. When combined with Biofeedback Filter, it allows you to re-direct [Biofeedback] damage suffered by a VR-hacker to a Filter Chip. Unfortunately, this destroys the Filter Chip. A comlink can be installed with more than one Filter Chip.


Speed Chip
Ratings 1-3
Cost: ????, Cap: [1], Avail: 8R(+2R per rating)
By default the speedchip is turned off, but when activated, it adds its Rating to the Response of your Comlink (to a maximum of 4). Unfortunately, the Speed Chip can't run very long without doing serious damage to your Comlink. If you glitch while using a Speed Chip, your Comlink is destroyed.

Hardcoding
Cost: ????, Cap: [0.1], Avail: 4
Each point of Hardcoding allows 1 rating worth of programs to be hardcoded into the comlink. The hardcoding can include more than 1 program if all the ratings are "paid for", but a program can not be "partially hardcoded" at some level lower than its rating. Hardcoding prevents other hackers or I.C.E. from deleting the program off your comlink.





Purchasing New Programs:

1) Purchasing. Purchasing legal programs is rather easy, and can be instantly over Matrix download. Illegal programs tend to be harder to acquire.
2) Upgrading. When purchasing a program that you already have (such as buying a higher-rating Analyze program, for example), the original lower-rating program is deleted.
3) Copying. If you copy a program from your comlink to another system or node, the original program is deleted. Likewise, if a hacker does a datasteal against your comlink and takes your program, you no longer have it or any copies of it.
4) Compatibility. Programs are exclusive to their comlink type. That is, if you have a standard comlink, you need to buy programs made to run on a standard comlink. Programs taken from an implanted comlink (or a security node) will not be compatible.


Access Program (program)
Ratings: 1-6
Cost: ????, Avail: 8R
This covers any single Access program used to hack into other nodes.

Operation Program (program)
Ratings: 1-6
Cost: ????, Avail: 4
This covers a wide range of programs designed for various operations.

Utility Programs (program)
Ratings: 1-6
Cost: ????, Avail: 4
These handy programs run in the background, providing you with miscellaneous benefits for various tasks.

[Code Gate] I.C.E. (program)
Ratings 1-4
This program constantly monitors traffic going through your comlink, aggressively interfering with and stopping any activity it is suspicious of. As long as this program is loaded and running, you have +1 bonus to your Firewall attribute per rating.

[Stealth] I.C.E. (program)
Ratings 1-6
Cost: ????, Avail: 8F (+1F per rating)
In addition to managing your Fake SINs and carefully monitoring your social networking protocols, this I.C.E. helps to protect your Comlink from hackers trying to Remotely Target your Comlink. By default, most Comlinks are constantly sending out information, whether it is positioning data to local traffic grids or consumer purchasing information to the corp that built your comlink. This Stealth program prevents all that undesired traffic, even those that are hardwired into your Comlink. You still send out signals and all the proper social networking information, but that data can't be saved or logged in anyway without special Scan software to defeat the Stealth I.C.E.

Gray I.C.E. (program)
Ratings: 1-4
Cost: ????, Avail: 9R (+3 per rating)
These programs are typically used by high-security corporate and government facilities to protect against hackers.

Black I.C.E. (program)
Ratings: 1-4
Cost: ????, Avail: 14F (+2 per rating)
Officially speaking, these don't exist. (Somebody needs to tell that to Renraku.)

Skillsoft
Ratings: 1-6
Cost: ????, Avail: ????
This program is used to give skills to drones or users with cold- or hot- sim VR interfaces.
cetiah
Comlink Hardware
Updates: 2
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System
The maximum amount of Programs you can have loaded at any one time is determined by System. You cannot have more Program loaded than your System rating. You can load, unload, or swap out a program with a Complex Action. This is also the maximum rating of any program you can run. If you have a higher rating program, its rating is temporary reduced down to the system rating as long as you are running that program.

Firewall
This is an abstract measure of your overall security against hacking attempts. It will be used as the threshold for almost all hacking tests.

Response
If a hacker has more initiative passes than his Response score, the Response score represents the maximum amount of initiative passes in which Matrix actions can be used. Comlinks start with a basic response of 1, meaning that only one initiative pass each turn can be used for Matrix actions (the first one).

If a hacker has more Response than he has initiative passes, the hacker recieves a number of bonus initiative passes equal to the difference. These bonus initiative passes occur prior to his standard actions, and can only be used for Matrix Actions.

All AR comlinks have a Response of 1, unless they have Speed Chips hardcoded into them, and these can only be installed in custom comlinks. The other way to raise your Response is to use a cold- or hot- sim Virtual Reality interface.

Signal
This is the maximum range at which your Comlink can communicate, access, analyze, or otherwise interact with other devices when not connecting through the Matrix. The highest Signal rating of all of your devices are always used for anything requiring Signal, which is usually Electronic Warefare tests or Remote Targeting attempts. When intercepting traffic between nodes, the lowest Signal rating between the two nodes exchanging the information is usually used as the threshold.

Speed Chips
Hackers seeking a greater Response from their Comlink can install Speed Chips, however, these are illegal and dangerous. Wif you glitch while using a Speed Chip, this will burnout the Comlink, destroying it.

Cold-Sim VR Interface
When operating with cold-sim full Virtual Reality, a hacker is vulnerable to attacks from certain forms of I.C.E. However, he recieves a +1 Response bonus to his ComLink while using cold-sim full Virtual Reality. A player can only use one Interface at a time.

Hot-Sim VR Interface
When operating with hot-sim full Virtual Reality, a hacker is vulnerable to attacks from certain forms of I.C.E. However, he recieves a +2 Response bonus to his ComLink while using hot-sim Virtual Reality. A player can only use one Interface at a time.

Augmented Reality AR Interface
This is the default interface for most ComLinks. Unlike VR interfaces, it has no Response increase, but it allows users to use the Direct Targeting ability against any device in their line of sight.
cetiah
That's enough for now. It's getting late...
ludomastro
cetiah,

I would love to see more of this. I fell like the new hacking rules are far better than previous editions; however, they still feel a little ... "extra" if you know what I mean. Keep up the good work.
cetiah
To make this easier to track, I'm trying to put a certain section of rules in each post. For example, all the programs will be posted together. If I need to add more rules later, or change some, rather than starting a new post about the changes, I will just go back and edit the rules summary.

If you wish to keep track of the rules updates as I go, I'm including an "Updates: " section at the top of each rules-summary post. The higher this number is, the more I've gone back and made changes. So if its higher than last time you saw it, it means something in that post was changed or added to. I've already done this for a couple of the posts.
cetiah
Dice Rules
Updates: 1
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Rule of Dice Function
A GM will not make you roll more than once for the same action. Generally speaking, your first attempt at an action represents your character's best effort during that scene.
You can continue to attempt an action all you want, but you will never score more hits than you did with your initial action attempt.
Likewise, if you succeed at a roll, the GM isn't going to "take away" your success by making you roll the same thing again. Your best effort carries forward for the scene, whether successful or not.
This works for and against a player, but generally encourages investments in higher ratings for skills and programs. Whether you succeed or fail, you stick with what you got an adapt to the situation as necessary.

Rule of Edge
(Amendment to the Rule of Dice Function)
A player may spend an Edge point to ignore the Rule of Dice Function and retry a Matrix Action that he has failed at. There is no limit to the number of Edge Points that can be spent in this way. The Edge point does not give him an extra initiative pass with which to conduct the Matrix Action, it merely waives the Rule of Dice Function temporarily.

Rule of Extension
Some operations are marked as "Extensive" actions along with their action type (free, simple, complex). These are strange exception to the Rule of Dice Function. If you roll a test for an extensive operation and fail, you can choose to keep trying by investing more time into that operation. You keep the same result you rolled, but each time interval you dedicate to the task allows you to roll additional dice equal to your Logic attribute. Roll the dice and add any hits to your previous results.

Rule of Time Intervals
(Ammendment to the Rule of Extension)
There are no time intervals listed for Extensive Tests, because this is open to player and GM interpretation based on the scope of their campaign. I use "1 day" as my standard time interval for most extensive tests, and, consequently, there's a lot of downtime between and during runs and some of these runs can go on for weeks. The time interval should be adjusted to suit the nature of your campaign environment.

Rule of Limited Extension
(Optional Rule)
You can invest as many time intervals as you want, but in some cases, the GM may limit how many time intervals can be invested. In this case, I recommend limiting the maximum number of time interval investments to the rating of the skill being used for that test.

Rule of Sustainment
Some actions are listed as "sustained". This means you can continue to perform this action on subsequent turns, usually gaining some benefit for investing these actions, but you do not re-roll the attempt. Each action, you use the result you initially rolled.
cetiah
Matrix Operation Actions
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Updates: 4

Rule of Access
All of the following actions are considered "Operations" or "Operation Actions" and can only be performed on a system in which you have legitimate user access through a legitimate interface, or in which you have performed an "Access Action" (see Hacking Actions).

Rule of Test Skills
Each action has a "test" listing skills and attributes that are usually associated with it. For the most part, these are mere guidelines. Use "Computer" skill for any action performed on your own system that is beneficial to you and your teammates. Use "Hacking" for any skill that is performed on someone else's node without authorization.

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Awaken Node (Complex)
Test: Hacking + Logic
Program: Awaken
Threshold: Firewall
Effect: After [Sleeper] I.C.E. has put its node 'to sleep' to prevent operations actions from being performed on that node, you can use this action to 'wake it up', allowing use of that node again. This is the only operation action that can be performed on a 'sleeping node'.

Perception Test (Simple, extensive)
Test: Computer + Logic
Program: Analyze
Threshold: Firewall
Effect: Each hit reveals one piece of information about a node, such as its OS type, alert status, whether a given program is running, etc. It can be used to interrogate details from a system that normally isn't made to give up that information such as whether or not a file is edited, if there is a particular type of I.C.E. active, or if anyone else is using the Node. This is also the action used to access files and information from file servers, and each hit is approximately equal to one page of data that can be read per point of Response or Logic (whichever is lower).

Edit Test (Complex)
Test: Hacking + Logic
Program: Edit
Threshold: Firewall
Effect: Each hit edits one piece of information in a file or signal traffic. Alternatively, each net hit can maintain these edited changes for 1 Combat Turn when editing live feeds and signal traffic. At the GM's discretion, a complex ediitng could require up to four hits per detail. For example, to edit a camera to omit a single individual might require 2 net hits for 1 Combat Turn, and each additional hit can allow the camera to omit this individual for an additional Combat Turn. These choices can be determined after the hits are rolled.

Track Test (Complex, extensive)
Test: Computer + Logic
Program: Track
Threshold: Firewall
Effect: Each net hit allows the hacker to pinpoint the physical location of a node, or device or active user associated with that node. 1 net hit = regional location ("Seattle area"), 2 net hits = neighborhood location ("Downtown Seattle"), 3 net hits = specific address.

Transfer Data (Simple)
Test: None
Program: None
Threshold: None
Effect: Any amount of information or data can be transfered from your system to any node you have access to, or vice versa.

Detect Wireless Node (None)
Test: None
Program: None
Threshold: None
Effect: If your Scan program is higher than the rating of any Stealth I.C.E., you can Directly Target or Remotely Target that node, provided you meet all other targeting designation requirements.

Designate Node (Simple)
Test: Electronic Warefare + Logic
Program: Sniffer
Threshold: Firewall (+3)
Effect: If there is a node within your transmitter's Signal range, you can use this action to Remotely Target it. If the node is not within your Signal range, you can still use the Matrix to Remotely Target it provided that you are both connected to the Matrix, but this raises the threshold by +3.

Logoff / Jack Out (None)
Test: None
Program: None
Threshold: None
Effect: A hacker can terminate his connection with a node at any time. This is considered a voluntary logoff and the hacker can attempt to access the node again later.

Data Search (Complex, extensive)
Test: Data Search + Logic
Program: Browse (+ Knowledge Skill)
Threshold: Special (easy: 2, average: 4, hard/paydata: 6, extreme: 10)
Effect: Each net hit reveals one piece of information. Depending on the situation, this information could also qualify as Intel. Note: If the hacker has any relevant Knowledge Skill pertaining to the information he is searching for, he may add the Knowledge Skill rating to his Brose program rating when conducting the Data Search operation.

Command Test (Simple)
Test: Hacking + Logic
Program: Command
Threshold: Pilot or Firewall (whichever is higher)
Effect: Each net hit allows the hacker to send one simple command to a device. Multiple hits could provide additional simple commands, or more complicated commands (per the GM's discretion). "Shutdown" is a common simple device or drone command, as is "Restart". "Remain Idle" is a simple command, but requires no net hits (only success of the action).

Allocate Memory (Complex)
Test: None
Program: None
Threshold: None
Effect: You may unload or load any number of programs on your local system node, in any combination. You can not run more programs than your System rating at any one time.

Execute/Terminate Program (Simple)
Test: Hacking + Logic
Program: Command
Threshold: Pilot or Firewall (whichever is higher)
Effect: This is the hostile hacking version of the "allocate memory" action. It cannot be used to crash I.C.E., nor can it interfere with operations programs or skillsofts. It can be used to crash minor programs (like spreadsheets and similiar programs), close accessed files, mess with minor operations on an associated terminal, and load or unload autosofts. In addition, if you score net hits equal or higher than the System rating of a node (or Firewall * 2 for Security systems), then you can terminate that node, completely crashing it until it recieves on-site maintenence and repair.

Degrade Signal (Simple, sustained)
Test: Electronic Warfare + Logic
Program: Edit + Sniffer
Threshold: Signal (lower of two nodes) + ECCM (higher of two nodes)
Effect: If the traffic between two nodes has been accessed (with Intercept Signal access action), or the node of either the sender or reciever has been accessed (with Monitor Activity access action), a hacker can prevent successful communication of the traffic.

Overwatch Test (Complex, sustained)
Test: Computer + Logic
Program: Overwatch
Threshold: #of protected nodes
Effect: The net hits from this action will contribute to the Firewall defense of all nodes designated "protected" by the hacker. He must have access (legitimate or otherwise) to each protected node. Each net hit temporarily increases the Firewall rating of each protected node for the rest of the Combat Turn and all subsequent Combat Turn that the action is sustained.

AR Tactical Networking (TacNet) (Complex)
Test: Computer + Logic (+ Knowledge Skill)
Program: (Intel)
Threshold: 0 (auto-success)
Effect: A hacker may use this action to designate a particular skill or skill group. If the hacker is using an AR Interface, each net hit scores provides the hacker with a +1 bonus die to all actions in that scene requiring the use of the selected skill, the selected skill group, or any skill associated with the selected skill group. In addition, the hacker can confer any ally at his location that is using an AR Interface with a similiar bonus of the same selected skill or skill group, equal to half the number of net hits scored (rounded up).
TacNet bonuses last until the end of the scene.
A character can benefit from only one TacNet bonus at a time, and if he accepts one, he loses his other TacNet bonuses.
No program is associated with this action, but any Intel loaded works as a sort of "virtual program" (using up 1 System as normal) and otherwise followng the rules of other Programs with a rating equal to the amount of Intel points you have. This Intel is lost at the end of the scene.

Compile Intelligence (Simple)
Test: Data Search + Logic
Program: Analyze
Threshold: Firewall
Effect: This test is used to analyze security or tactical data relavent to a mission, such as radio frequencies, security policies, blueprints, etc. For each net hit, you may read one datafile, giving you and your allies 1 point of Intel. Intel is lost at the end of a Mission, but each 3 Intel lost in this way provides the hacker with 1 point of Paydata. Each point of paydata is worth 500 nuyen on the black market.

Compile Paydata (Complex)
Test: Data Search + Logic
Program: Browse
Threshold: Firewall
Effect: This test is used to find confidential and restricted information that can be sold on the black market for profit. Each net hit yields one point of paydata, modified by the chart below. Each paydata is worth 500 nuyen, but missions with a DataSteal objective will pay much more for the paydaya retrieved.
The total amount of paydata retrieved will be modified after the roll, based on the type of system in which the paydata was stored. Generally, the more secure the system, the more paydata is available.
Individual Comlink: -4 paydata
Private Access Terminal: -2 paydata
Corporate Fileserver: no modifier
Government Database: no modifier
Maximum Security Fileserver: +2 paydata

Machine Merge
Test: Software + Logic
Program: Hacker's Reaction attribute
Threshold: Pilot attribute of target drone
Effect: A Hacker can use this action to take mental control of any single drone he has access to, and merge his mind into it. Doing so allows him to add his hits to the effective Pilot score of that drone. Only hackers with 'hot-sim' VR interface can perform this action. Furthermore, the hacker must have a VR Control Rig, either as cyberwear, or as part of his comlink.
cetiah
Matrix Access Actions
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Updates: 1

Rule of Access
All of the following actions are considered "Access Actions" and are required to gain access into a node without authorization. This will allow you to use Operation Actions on that node.

Rule of Test Skills
Each action has a "test" listing skills and attributes that are usually associated with it. For the most part, these are mere guidelines. All "access actions" to gain illegitimate access to a system will require the Hacking skill, even if Computer Skill is normally listed. (Though actions requiring Data Search or Electronic Warfare still require those same skills.) If you have accessed a node using an access action, all operations with that node will also use Hacking instead of Computer.

Use "Computer" skill for any action performed on your own system that is beneficial to you and your teammates. Use "Hacking" for any skill that is performed on someone else's node without authorization.

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Exploitation (Complex)
Test: Hacking + Logic
Program: Exploit
Threshold: Firewall
Effect: This is the default action used to access a device or OS. Once you have access, you may perform operations on that node until your connection is terminated. The threshold may be modified based on what you are attempting to target:
Comlink: no modifier
Standard device: no modifier
Security device: no modifier
Cybernetic device: +3
Standard Node: no modifier
Sector Security Node: +3
Master Security Node: +6

Intercept Signal (Complex)
Test: Electronic Warfare + Logic
Program: Sniffer
Threshold: Signal (lower of 2 nodes)
Effect: This action is used to gain access to a stream of traffic between any two nodes. You may perform Edit, Degrade Signal, Execute/Terminate Program, and Analyze operation actions on that traffic as long as your connection is not terminated and the traffic continues transmitting. You can also use the Data Transfer to record traffic that you have access to.

Probe OS Node (Complex, extensive)
Test: Hacking + Logic
Program: Probe + Exploit
Threshold: Firewall + System (or Firewall * 2 for security OS)
Effect: This action is used to gain access to a node or device. Once you have access, you may perform operations on that node until your connection is terminated.
Only devices with an Independant Security OS can be probed in this way. Probe thresholds are modified as follows:
Independant Security Node (comlink or similiar): no modifier
Independent Security Node (device or security device): no modifier
Independant Security Node (cybernetic device): +3
Sector Security Node: +3
Master Security Node: +6
cetiah
Security Operating Systems
----------------------------------
Updates: 0



Rule of OS
All devices have an associated security OS. A device can have more than one OS, but is limited to only one security OS.

----------------------------


Independent Security OS
The default security OS for most devices in 2070.
These devices have their own nodes and must be accessed individually by their users and administrators. While this is the cheapest of all security OSes, maintenance, upgrades, and access must be achieved individually, and this can be a time consuming process for administrators with lots of devices.

Sector Security OS
The solution to overcome the limitations of the Independent Security OS.
Sector OSes are handy operating systems that allow a single administrator to access multiple devices. Typically, these will be installed in facilities requiring differing levels of security and access for different "sectors". A sector is a group of related devices, usually linked under a common sector based on physical geography (all devices on the 3rd floor) or device type (all security cameras).

A properly distributed Sector Node, allows increased anti-hacker security installed in key areas or security devices, while allowing less-restrictive software to run on devices used by employees.

Anyone with access to the Sector OS automatically has access to all devices that is linked to that same sector security OS. However, the advantage of the sector OS is that an expensive firewall can be shared by multiple devices. All devices linked with a sector OS use the same Firewall rating.

In addition, all attempts to access a sector OS receives a +3 penalty to the threshold (although individual devices can still be accessed normally).

Master Security OS
The ultimate in digital security needs, the Master Security OS allows an administrator to share top-of-the-line security features with all devices in a facility. This is common in facilities where maximum security is regarded as more important than convenient regular access for employees. A single SysOp can overwatch the entire facility from the Master Node. Anyone with access to the Master Node has access to all devices linked to the Master OS.

Any device linked with the Master Security Node uses the same Firewall rating and I.C.E. as the Master Node. In addition, all programs installed on the Master Node can be used by any device with authorization by the administrator.

All attempts to access a Master OS receives a +6 penalty to the threshold (although individual devices can still be accessed normally).
cetiah

I think there's enough information listed here to play a very decent Shadowrun game now. Sometime either tomorrow or over the weekend, I'll add some rules for I.C.E. and new programs for hackers including ICE Breakers and Utilities. If I get around to it, I'll try to write up some Viruses, too, 'cause, you know, we gotta' have those. But the rules should be fully functional as is.

It's theoretically possible for the Firewall rating to reach about 13, right now, but in general most hackers should be expecting to run into Firewall ratings between 4 and 6 for security devices. Anything higher than that is probably a Master Security OS in a maximum-security compound, or, you know, a hacker.

Any hacker worth his salt can hack a Firewall 2 system, which is the default for most of the everyday folks in the Shadowrun universe. In most cases, this probably isn't even worth rolling dice for. Firewall 4 should be where things start getting challenging.
cetiah
Sample Hacks
Updates: 1
------------------------------------


Joe Shadowrunner
Logic: 6
Edge: 2
Computer Skill: 3
Hacking Skill: 5
Electronics Warfare Skill: 0
Data Search: 4

System: 5 (up to 5 programs can be loaded at once)
Firewall: 5
Interface: AR
Response: 1
Signal: 4
I.C.E.:
* [Stealth 4]
Programs:
* Exploit program 4 (loaded)
* Scan program 4 (loaded)
* Browse program 4 (loaded)
* Analyze program 4
* Command program 4 (loaded)
* Sniffer program 4 (loaded)

Joe vs the Elevator
Average Security (Indie OS) Firewall: 3
Joe wants to access restricted Level 3 in a research facility. He needs to hack an elevator and disable the camera watching it.
1. Since Joe has line of sight with the camera, he can Directly Target it using AR.
2. Since he can directly target it, he can use a Complex Action to Exploit it.
3. Exploitation is a Hacking+Logic test using Exploit against Firewall.
4. Joe's player rolls (4,1,1,1,1,4,4,2,6,1,3) for 1 successes against a threshold 3. At least he didn't glitch. Rather than fail completely, he will use one edge point to re-roll the failures, keeping 1 hit and rolling 10 dice (3,6,4,4,1,6,1,6,2,3) for a total of 4 hits. Success!
5. He has access. Next turn he will use a Command program to shut down the Camera. Even if he has additional actions this turn, his Response score limits him to only one Matrix Action per combat turn.
6. Next turn, he still has access, he uses his Hacking +Logic against the same threshold of 3. (6,3,4,5,6,4,5,1,5,5,5) 7 hits. This is 3 hits higher than his Command program, so the extra hits are halved to 1.5, rounded up to 2. So his 7 hits are reduced to 6, which grants him 3 net hits. He only needs 1 to command the camera to shut down, and so he uses the other 2 to ensure that it's shutdown for an additional 2 combat turns.
7. He runs into the elevator. Next turn, he can't hack the elevator until next turn. (We're assuming the elevator is programed so that level 3 is a restricted area.)
8. Joe has to access the elevator. Once again, just by being in the elevator his AR will grant him Direct Targeting and so he can use his Exploitation action. He rolls his 11 dice to attempt access and Joe rolls (5,5,3,6,5,4,2,2,6,1,2) for 5 hits. This is one higher than his Exploit 4, so the extra hits (1) are halved to 0.5, rounded back up to 1. The threshold is only 3, so he gets in. (Since each device is on an indie node, they can all have different firewall ratings but in general security devices will have the best firewall the company saw fit to purchase, so they will usually be the same - although security on secret Level 3 may be higher.) Since Joe scored more hits than the Firewall rating, Joe has access to the elevator.
9. Next turn, Joe can attempt to perform a Command operation on the elevator to get it to take him to Level 3. The Camera is still turned off and will remain so for 2 more turns. Joe rolls (6,6,1,6,5,6,5,5,2,1,1) for a total of 7 hits. This is higher than his Exploit program so the extra hits (3) are halved to 1.5, rounded up to 2, for a total of 6 hits. The Firewall is 3, so that's 3 net hits. With 1 hit, Joe instructs the elevator to go down to level 3. Having nothing else to do after that, he uses 1 more hit to instruct the elevator to shut down and another hit to make it shut down an extra turn. The elevator goes to level 3, Joe steps out, and the elevator shuts down.
Total Turns: 4
Total Edge Spent: 1
Total Actions: 1 Complex, 1 Simple


Joe vs the maglock
Heavy Security (Sector OS) Firewall: 4
Joe comes across a maglock-4 during one of his runs, and he needs to hack it. He'll choose to hack the maglock directly rather than the Sector OS governing it.
1. Joe can see the maglock and has AR, so he has Direct Targeting on the maglock.
2. Joe uses exploitation action to access the maglock. (3,3,6,3,4,2,6,5,6,6,5) for 6 hits. This is 2 more than his Exploit program so the extra hits are halved to 1, for a total of 5 hits. That beats the firewall, so Joe has access.
3. Joe wants to command the maglock to open the door, so he uses a command action. He rolls Hacking + Logic (11 dice) and gets (3,5,2,1,1,4,3,1,5,2,4) and scores 2 hits. That's not enough to defeat the firewall.
4. Despite Joe's best efforts, he can't hack the maglock without spending Edge. He decides to get out his tools and find another way to open the maglock.
5. Next turn, when he doesn't use a Matrix Action, he will automatically lose connection with the maglock.
Total Edge Spent: 0
Total Actions Spent: 1 Complex, 1 Simple
Total Turns: 2

Joe vs the volcano
No Security (No OS) Firewall: 0
You had to see this coming.
1. Joe can see the volcana and has AR, so he has Direct Targeting with the Volcano.
2. The Volcana has no node associated with it, so there is no hacking attempt possible.
3. Joe's going to have to try another strategy...
Total Edge Spent: 0
Total Actions Spent: None
Total Turns: 0


Joe vs the Fileserver
Average Security (Sector OS) Firewall: 3
Since this is a Datasteal mission, the hacking steps are a little more involved here. Joe's mission is to access the fileserver and get a data packet consisting of 6 paydata.
1. Joe is not within line of sight of the file server, and has no other way to directly target it, so he will have to Remotely Target the fileserver.
2. Joe has 4 Scan so he can Remotely Target any node connected to the Matrix that has [Stealth] I.C.E. rated at 4 or less. He uses his Designate Target action, rolling Electronic Warfare + Logic. He has no electronic skill, so he will default to logic. (5 dice total) He rolls (4,5,4,6,2) for a total of 2 hits. This isn't enough to beat the firewall, so Joe uses an Edge point to re-roll his failures, keeping 2 hits and rolling 3 dice (5,4,5) for a total of 4 hits. He has Remotely Targeted the fileserver.
3. Joe will attempt to access the server using an Exploitation action. This is a Hacking+Logic test so Joe rolls 11 dice (4,3,4,5,2,5,5,5,5,6,4) for 6 hits. This is 2 higher than his Exploit program, so the extra hits(2) are halved to 1, for a total of 5 hits. Joe has access to the fileserver.
4. Again, even if Joe has extra initiative passes available, his Response limits him to only 1 initiative pass a turn for Matrix Actions. He has to wait until next turn to perform his Compile Paydata action. He rolls 10 dice for Data Search + Logic (4,2,1,6,3,2,4,2,1,2) for a total of 1 hit. This is terrible. Despite his best efforts, he can't find the data packets, or he can't access them through the high security. If he doesn't have any more Edge to spend now, he's going to have to abandon the mission or find some other way of getting files off the server.
Total Edge Spent: 1
Total Actions: 2 Complex
Total Turns: 2
Eryk the Red
These are pretty neat. I might appropriate some of your basic ideas for my game (like the "roll once per scene" rule). I don't much care for Response determining your Matrix IPs, though I understand the choice. I have my own solutions to that issue. Overall, though, the ideas are sound, and I like having some more well-defined matrix actions. (Tactical Networking stands out to me as a good one.)
cetiah
QUOTE (Eryk the Red @ Jan 26 2007, 08:54 AM)
These are pretty neat. I might appropriate some of your basic ideas for my game (like the "roll once per scene" rule). I don't much care for Response determining your Matrix IPs, though I understand the choice. I have my own solutions to that issue. Overall, though, the ideas are sound, and I like having some more well-defined matrix actions. (Tactical Networking stands out to me as a good one.)

Cool.

But just a quick warning: the "roll once per scene" rule is only fair if the players get very few dice rolls. Under RAW, players are rolling many times for what amounts to basically the same objective. They roll to find a hidden node, they roll to connect to it, they roll each round that they fight IC, they roll to defeat data bombs, to decrypt files, etc. etc.

Suppose you succeed at the first roll. Do you successfully hack? No, you go on to the next... which you might fail.
Suppose you fail at the first roll. Well then you are screwed and can't try again.

See, the more rolls you add, the less fair this rule becomes. That's why I've tried to limit hacking to 2 rolls for most situations when using this rule, and never more than 3 unless I really want to focus on that. Even then, when there's more than 2 rolls needed the extra rolls don't usually indicate failure, but rather some consequence that you may suffer through in addition to your success/failure result.

Also the "roll once per scene" rule becomes fuzzy with opposed rolls. Do opposing rolls only roll once per scene? It works best for standard tests, but adapting it for other types just means you have a few more decisions to make.
Eryk the Red
Yeah, I wouldn't let it directly affect actual cybercombat. But rolling once is something I've been trying to implement in a few ways anyway. Like rolling perception once per encounter, and basing all descriptions on that. I only have them roll once for most extended rolls, also (unless the interval is long, like days or weeks). It's basically in line with the sort of stuff I've been trying to do anyway.
cetiah
Updates: 2


“The trouble with the rat-race is that even if you win, you're still a rat.” -Lily Tomlin

“I wouldn't mind the rat race -- if the rats would lose once in a while.” -Tom Wilson

-----------------------------

These programs, commonly referred to as 'rats', form the bottom-wrung of viruses in the Sixth World of 2070. They are small, relatively harmless but very annoying virus programs that log onto the Matrix disguised as a legitimate user and perform pre-programmed instructions on public nodes.

Need to tell people about a sale your business is having? Logging onto every public forum you could find would be much too time-consuming, but with a well-made SpamRAT, you can reach hundreds of thousands of forums within a few hours. Need to do some research for a school project? Why do the work yourself when a DataRAT can scour the public information databases and forums all over the Matrix and compile it into a convenient report for you by the end of the day?

Most people find rats very annoying, but they are an everyday part of life on the matrix. There are millions of rats running around everyday doing all sorts of stuff. There really isn't a way to stop them. Some companies routinely release hundreds of CatRATs as a public or charity service, but even these relatively well-intended actions just increase the amount of junk regular users have to sift through to use the public Matrix forums.

There are far more rats then legitimate users on the Matrix at any given time. Less than 1% of all Matrix activity are actually legitimate users or RATs conducting useful activities. Rats conduct millions of operations each hour, most of which doesn't provide fruitful results, and these "extra" automated tasks make up over 99% of Matrix activity.

This rat infestation only grows worse every day.

Every effort to contain or restrict the rats only further makes the Matrix harder to use or annoys legitimate users. Some public nodes have been forced to setup firewalls that force users into an interrogative registration process before granting them access but clever rats will eventually get around these restrictions. RATs can not access secure nodes but any node that makes itself open to the public has no "full" protection against the rats. Some companies running these nodes subscribe to services that regularly upload CatRATs, but although they sometimes help the process, they can't do so subtelly and it can be annoying to watch two or more rats arguing with each other on a forum as they try to verify someone's identity. Even worse, since these CatRATs don't have much more intelligence then your standard rat, sometimes they classify legitimate users as RATs.

Ironically, the biggest movement made against the RAT infestation were made by video game nodes who wouldn't tolerate CheatRATs in their servers. They open the server as a public server and then, prior to starting the game, close off the servers with a firewall against all unidentified servers. After an hour or so to let the CatRATs investigate the users, the game begins, protected by a firewall that prevents any additional users or rats from accessing the game.

The Matrix as a whole is very hostile to anything it detects to be a rat, but as long as rats can pretend to be legitimate users, they can't be restricted without also restricting the users the node was intended to serve. Matrix nodes are constantly monitoring activities, looking for one of thousands of indicators that might reveal a user to be a rat in disguise and working with other nodes to corner the rat, preventing it from accessing other nodes. It takes about a day for the Matrix to inoculate itself against any given RAT, at which point that rat no longer bothers anyone but hundreds of thousands are released everyday and the Matrix takes about a day to render each generation inert.

A RAT is a special program that can be purchased by a user. Most are cheap and commonly available, but a few are illegal and expensive. They have no hacking skills but can easily register and interact with nodes that allow public access, which is a large portion of the Matrix. RAT programs can only be used once because the Matrix reacts quickly to inoculate itself against them.

A RAT program is only as good as the user that sends it out into the wild, so it uses the user's skill ratings for all of its operations. Also because of its inefficient nature and the resistance it encounters, it takes a full day to complete its instructions. A RAT is good for one task, takes a full day, uses its owner's skill rating, and is useless thereafter.

SpamRAT
Cost: 1,000¥, Avail: 4, Skill: None required
If you need to distribute information to a lot of people very quickly, the SpamRAT is for you. Each SpamRAT is guaranteed to target at least 100,000 people in the first few hours. At the owner's option, the SpamRAT can be instructed to only send a message to a portion of that population meeting certain requirements.

CommRAT
Cost: 5,000¥, Avail: 8F, Skill: Electronic Warfare
Similiar to the SpamRAT, but far more sophisticated and expensive, this rat is a highly illegal program favored by trid broadcasters who attempt to distribute illegal information to the public. This rat scours the Matrix, looking for as many comcodes as it can find and sends its message to those comcodes as an anonymous comcall. By the end of the day, the CommRAT has sent its message to approximately 10 times the number of hits scored on your Electronic Warefare test (rolling only your skill, not attributes).

DataRAT
Cost: 300¥, Avail: 4, Skill: Data Search
This logs into the matrix and sifts through all of the public data it can, making relatively innocent inquiries wherever it can. When releasing a DataRAT, the owner asks one specific question such as "Who wrote the Declaration of Dependance?" or "How many spirits can dance on the tip of a pin?" It then goes to work, so that the owner doesn't have to invest any of his own time or effort answering the question. 24-hours later, the owner makes a single check using (only) his Data Search skill to represent the DataRAT's findings.


MeetRAT
Cost: 200¥, Avail: 4, Skill: Etiquette
These "match-maker" RATs investigate Matrix users, attempting to make contact with users that meet certain pre-defined requirements. It starts with relatively harmless inquiries and vague messages to probe the target's interest, sends a series of responses to test for certain characteristics, gathers all the data together and finds the best match for the system it is used for. These MeetRATs are everywhere and used by everyone, from little Billy trying to get a date for a prom, to Yakuza arms dealers looking for new markets, to Lone Star investigators hunting down shadowrunners. At the end of the day, the MeetRAT introduces you to a new contact with loyalty 1 and connection equal to the number of hits scored. Unfortunately, very occasionally, the user that the MatchRAT 'introduces' to you ends up being a clever rat. Also, while the MeetRAT is careful only to find a user that best fits your requirements (as far as its dog-brain can tell), it usually misrepresents you to that contact and they aren't always pleased to find out they've been striking up a friendship or a business deal with a rat.


CheatRAT
Cost: 10¥, Avail: 8, Skill: Computer
These handy little programs were a common threat to video games only a year or so past, but since have become very rare in the Matrix, being replaced by CheatSoft utility programs. They disguise themselves as users to play a game according to pre-programmed instructions, and any awards or progress they make in their first few hours are transfered to the owner before the CheatRAT is caught.


CatRAT
Cost: 10¥, Avail: 4, Skill: None
These little rats were designed to curb the rat infestation. They are programmed similiar to the MeetRATs, but they are looking for other rats, not users. When they find one, they attack it, converting it into a CatRAT. Unfortunately, CatRATs have become an even bigger nuissance than most of the SpamRATs they were designed to hunt.
cetiah
Intrusion Countermeasure Electronics (I.C.E.)
Updates: 2


For most systems, a firewall is all the protection you need. In fact, the vast majority of systems in 2070 *only* have a firewall. Firewalls are easy to get, and very effective. Some facilities, however, have significant and exacting security requirements and utilize I.C.E., either to provide additional security or as a way to seek retribution against criminals attempting to hack into their systems.

ICE is always denoted with its name in [brackets]. Not all ICE will have ratings, but those that do usually don't go beyond rating 4 (that we know of). In addition, some ICE have pre-requisites before they can be run on a system.

Security OSes have no limits to how many ICE can be installed, but comlinks and similiar nodes can only run so many programs at once, based on their System attribute. I.C.E. counts as one of those programs while it is running.

In general, most Master Security OSes will have between 2-4 ICE. Some high-security Sector OSes might have 1-2.



[Code Gate]
Ratings 1-4
Cost: ????, Avail: ?R (+?R per rating)
This program constantly monitors traffic going through your comlink, passively interfering with and stopping any activity it is suspicious of. As long as this program is loaded and running, you have +1 bonus to your Firewall attribute per rating.

[Stealth]
Ratings 1-6
Cost: ????, Avail: 8F (+1F per rating)
A system with this I.C.E. package may send out misleading ARO information, preventing any kind of Remote Targeting. A node with this I.C.E. running can send out information to nearby nodes, but that information cannot be logged or recorded in any way. For I.C.E. to run on a system, its associated device or comlink must have a Stealth Chip installed.

[Watchdog]
Ratings 1-4
Cost: ????, Avail: ?R (+?R per rating)
When a hacker attempts an access action on this system, a security alert is triggered if the hacker's net hits do not exceed the rating of Watchdog. (If using my Mission Builder rules, treat this as a Silent Alarm security event.)

[Biofeedback]
Ratings 1-4
Cost: ????, Avail: ?R (+?R per rating)
A firewall upgraded with this ICE will inflict stun damage against a hacker using a Virtual Reality cold- or hot-sim interface. Hackers using AR interfaces are immune to Biofeedback. When a hacker attempts an access action against the firewall, Biofeedback inflicts stun damage equal to its rating. Each net hit the hacker achieved against the firewall reduces the amount of damage inflicted by 1. Damage recieved from [Biofeedback] can not be resisted with Body, Willpower, or Armor.

[Electrical Countermeasure Stimulation]
Cost: ????, Avail: ?R
For this ICE to be run, [Biofeedback] must also be running. While this ICE is running, all [Biofeedback] damage is converted to physical damage.

[Psychotropy]
Cost: ????, Avail: 18F
For this ICE to be run, [Biofeedback] must also be running. If [Biofeedback] inflicts at least 1 damage to a hacker using a hot-sim Virtual Reality interface, then that hacker also reduces his current and maximum Essence score by 1.

[Burnout]
Cost: ????, Avail: ?R
For this ICE to be run, [Biofeedback] must also be running. After net hits against the firewall for an access attempt are determined and deduced from [Biofeedback] damage, double all damage inflicted to the hacker by [Biofeedback].

[Sculpted System]
Cost: ????, Avail: ?R
While a hacker has access to this system, the System rating of his comlink is reduced by 1.

[Encryption]
Ratings 1-4
Cost: ????, Avail: ?R
This ICE is used to protect certain files from tampering or inspection. The "protected" files have their own Firewall rating equal to the Firewall rating of their security node, plus the rating of [Encryption]. Use this "file Firewall" against any Compile actions and any actions which normally call for the use of an Edit or Analysis program. These files will "remember" their "file Firewall" ratings, even if they are moved onto a system with a different Firewall rating.

[Trace]
Ratings 1-4
Cost: ????, Avail: ?R
When a hacker attempts an access or operation action on this system, [Trace] inflicts one 'mark' against the hacker per rating. Each net hit the hacker achieves against the Firewall during his access or operation attempt will reduce the amount of 'marks' inflicted by [Trace] (in addition to any other effects that net hits provide). If the Firewall scored any net hits against the hacker, then [Trace] has successfully pinpointed the hacker's physical location and inflicts a TAG instead of 'marks'. Ignore marks and tags if not using my Social Engineering rules.

[Sleeper]
Ratings 1-4
Cost: ????, Avail: ?R
When a hacker attempts an access action on this system, the node 'goes to sleep' if the hacker's net hits do not exceed the rating of [Sleeper]. A 'sleeping' node is immune to any and all operations actions (except Awaken Node) performed on that node (even legitimate actions) until the node is 'awoken'.

[Data Worms]
Ratings 1-4
Cost: ????, Avail: ?R
When a hacker fails an access or operation action on this system, the program he is using for that action is eaten away by [Data Worms]. Reduce the rating of that program by half the node's Firewall attribute (rounded up).
cetiah


ICE Breakers
Updates: 0


Scan
Ratings 1-6
Cost: ????, Avail: 10F
This program is used to defeat [Stealth]. You may Remotely Target a system so long as its [Stealth] is not higher than your Scan.

Sneak
Ratings 1-4
Cost: ????, Avail: 10F
This program is used to defeat [Watchdog]. The rating of [Watchdog] is considered 1 point lower per rating of Sneak while this ICE Breaker is loaded.

Decypher
Ratings 1-4
Cost: ????, Avail: 10F
This program is used to defeat [Code Gate]. The rating of [Code Gate] is considered 1 point lower per rating of Zero while this ICE Breaker is loaded.

Biofeedback Filter
Cost: ????, Avail: 10F
While this program is running, the hacker may redirect [Biofeedback] damage to an installed Filter Chip. When a [Biofeedback] I.C.E. inflicts damage to a hacker, the hacker may choose to re-direct that damage to his Filter Chip, destroying it.

Decryption
Ratings 1-10
Cost: ????, Avail: 8 (ratings 6+ is 8F)
When you attempt to run Analyze, Sniffer, Edit, or Compile Actions on an encrypted file, the "file firewall" is reduced by 1 for each rating of Decryption. If this reduces the threshold to 0, the file is automatically decrypted and the action is successful (though the hacker may still have to roll for net hits).

Uplink
Ratings 1-20
Cost: ????, Avail: 12F
Not quite a program, per se, but rather a combination of program and subscription services that allow you to re-route your wireless signal, anonymously, through hundreds of otherwise restrictive nodes. This makes it much harder for [Trace] I.C.E. to find you. If you have Uplink loaded when accessing a node, you may ignore 1 'mark' per rating of Uplink that [Trace] I.C.E. inflicts on you. In addition, until you have suffered a number of 'marks' equal to your rating, you are immune to TAGs from that [Trace] I.C.E.

Screecher
Ratings 1-4
Cost: ????, Avail: 8F
This program is used to defeat [Sleeper]. The rating of [Sleeper] is considered 1 point lower per rating of Screecher while this ICE Breaker is loaded.

Self-Modifying Code
Ratings 1-6
This program is used to defeat [Data Worms]. The rating of Self-Modifying Code is reduced from the effective Firewall attribute of a host for purposes of calculating how many ratings worth of programs its [Data Worms] eat away. If effective Firewall score is not brought down to 0 or less, then the [Data Worms] can eat away at either, the program you were using or Self-Modifying Code.

Garrowolf
I'm impressed with the amount of work you have put into this. I had to rewrite the hacking rules myself. I made some different assumptions and decisions though.

Once of the things that I did to reduce the amount of dice rolls was to change the way some of the ratings were treated. Basically there are several possible sections to a roll in my game. There are the bonuses to the hacker's roll, there is the threshold from the target, there is the equipment that lowers the threshold, then there is the opposition roll (if there is one).

For example, I treat firewall as a threshold that is lowered by exploit. If the exploit is as high as the firewall then you don't have a threshold. If the exploit is higher then you get the difference in extra dice for rolling. If it is lower then you have the difference as a threshold on ALL dice rolls while in the system.

I treat alarms a little differently. If you get more 1s on your roll then you got successes past the threshold then each 1 past counts as an alarm point. For example if you get 5 successes against a threshold of 3 gives you 2 successes but you have three 1s then you have one 1 past your actual 2 successes. That means you have 1 alarm point generated from that test. These build up while you are in the system.

You have a stealth program that supresses it's rating in alarm points cumulatively.

The alarm level past your stealth rating counts as automatic successes on the server's side. There is no perception tests for the server.

This means one roll has covered all of this. You roll the bones and read the signs.

Anyway, have fun.
cetiah
Programs
Updates: 1



Access Programs: Exploit, Probe, Sniffer

Operations Programs: Analyze, Awaken, Browse, Command, Edit, Overwatch, Track

Utility Programs: BioSOFT, BlogSOFT, ChatSOFT, CheatSOFT, FightSOFT, HobbySOFT, IdentiSOFT, LinguaSOFT, LinkSOFT, MapSOFT, SpySOFT, TacSOFT, TechSOFT

ICE-Breakers: Biofeedback Filter, Decipher, Decryption, Scan, Screecher, Self-Modifying Code, Sneak, Uplink

I.C.E.: Biofeedback, Burnout, Code Gate, Data Worms, E.C.S., Encryption, Psychotropy, Sculpted System, Sleeper, Stealth, Trace, Watchdog

Rats: CatRAT, CheatRAT, DataRAT, MeetRAT, SpamRAT

Other Data: Intel, Marks, Paydaya, TAGs, Trash
cetiah
QUOTE (Garrowolf @ Jan 26 2007, 11:37 PM)
I'm impressed with the amount of work you have put into this.

Credit where credit is due: Serbiter was my inspiration. It's harder to dismiss a project as 'that would be too much work' when you're looking at someone who just did it. Plus, he had me questioning a lot of stuff, which is the most important part of any process.

Also, none of it would have been written without Bashful and Terantula whose inquisitiveness forced me to really clarify my opinions on key issues and present it in a meaningful way. The posts from Alex and Eryk The Red (and now you) are the sole reason that I'm spending so much time and effort to tweak this, make sure it all works, and come up with new ideas to add variety and options.

This project expanded way past my initial intents, but I like the way its shaping up.
cetiah
QUOTE
Once of the things that I did to reduce the amount of dice rolls was to change the way some of the ratings were treated. Basically there are several possible sections to a roll in my game. There are the bonuses to the hacker's roll, there is the threshold from the target, there is the equipment that lowers the threshold, then there is the opposition roll (if there is one).

Yeah, this sounds a lot like the ICE system I adopted. ICE adds to the threshold, ICE Breakers lower it. I figure both ICE and ICE Breakers are pretty rare/expensive though, so I don't imagine there'll be a lot of this, and the threshold never goes below the Firewall.

QUOTE
For example, I treat firewall as a threshold that is lowered by exploit. If the exploit is as high as the firewall then you don't have a threshold. If the exploit is higher then you get the difference in extra dice for rolling. If it is lower then you have the difference as a threshold on ALL dice rolls while in the system.


Awesome.
I like the importance that programs have in your system. The main fault I'm seeing in the stuff I'm writing is that there's not a huge difference in jumping between ratings 3 to 4 for operation programs, or even for a jump from 3 to 6 really.
But I don't want to actually lower the 'base' threshold because I don't want to put situations where cool programs can substitute for good skills. (Well, except for the cool programs that literally do substitute for skills.)

QUOTE
I treat alarms a little differently. If you get more 1s on your roll then you got successes past the threshold then each 1 past counts as an alarm point. For example if you get 5 successes against a threshold of 3 gives you 2 successes but you have three 1s then you have one 1 past your actual 2 successes. That means you have 1 alarm point generated from that test. These build up while you are in the system.

Interesting.
Very interesting.
But that would kill [Watchdog] and for some reason that's my favorite part of the whole damn system. smile.gif I think it's Netrunner's influence. At least I don't have a "dogcatcher".
But I'll definitely consider this.

You might be interested to know that my original model for ICE (which I later abandoned for these firewall-enhancing models) involved adding their rating to however many 1s the hacker rolled for purposes of determining a glitch. And then each ICE had a unique effect if the hacker glitched. This had a side-effect though in which, if you actually glitched to begin with, you trigger all the ICE on the system at once. smile.gif You still could, sort of.

QUOTE

This means one roll has covered all of this. You roll the bones and read the signs.


QUOTE
Anyway, have fun.

Thanks. You too. There's a lot of stuff here (and more in the autosofts and utilitity programs I'll be writing soon) that isn't dependant on the rest of the system, so you might find something to 'port over if you're interested.
Serbitar
Hi Cetiah, nice work.

But I have a couple of questions.

- How do agents fit into this?
- How is ICE affecting system performance? (You mention something about system restricting it, but not the way it is doing so)
- How are programs affecting system performance (if at all)?
- How do you balance high security systems? (Systems youa re not supposed to break in like Zurich Orbital)
- How do you handle AR IPs?
- How do you handle targeting people carrying several Commlinks?
- How do you handle Credsticks and Stuff, that is supposed to have high security but low processing power?

Im looking forward to the answers and keep up the good work.
cetiah
QUOTE
- How do agents fit into this?

ICE, ICE Breakers, and Utilities can be assumed to be agents, or a combination of agents, or a combination of agents and local programs. It really doesn't matter. Agents are essentially just a background element and don't work like an indpendant NPC. You can see the influence in the Agents idea in ICE, ICE Breakers, Viruses, and Utilities which do their jobs independently of the hacker's actions. But I don't treat them like seperate NPCs, so much as passive programs. I consider the Firewall to be an agent because it operates independantly of the hacker.

Rats are, obviously, agents.

QUOTE
- How is ICE affecting system performance? (You mention something about system restricting it, but not the way it is doing so)


In corporate or security systems: I assume ICE interferes with most conventional operations or is annoying for legitimate users. It's just an in-game justification (in addition to cost) of why ICE can't be installed in every system, but can be installed in max-security systems that most people have no business going into.

In Comlinks: Comlinks are limited by their System attribute to how many programs they can run. ICE is a type of program. If you load an ICE, that means there's fewer other programs you can load at the same time. Access programs, operation programs, utilities, autosofts, ICE Breakers, and ICE all suffer from this restriction. Only Viruses and rats do not (because they are never actually run on your system.)

Furthermore, some programs ([Stealth] and Biofeedback Filter) do tasks the comlink was never made to do and the physical comlink itself has be upgraded with a Chip in order to run these programs.

QUOTE
- How are programs affecting system performance (if at all)?

They do not, but you can not load more programs at once than your System attribute.
QUOTE
- How do you balance high security systems? (Systems youa re not supposed to break in like Zurich Orbital)

The actual specifics as far as which kind of facilities will have what kind of security are covered in my Mission Builder house rules which bases the decision on who owns the facility, where the facility is located, and what type of facility it is. A research facility in a AAA zone owned by a subsidiary of NeoNet should be a bitch to hack into. But one of their warehouses in a C zone wouldn't be as hard, by default. Since Mission Builder isn't done, I gave some guidelines up above. Right now its up to the GM to balance. I recommend Firewalls 4-6, and adding 1 or 2 ICE in very wealthy or secure facilities with Master Security OSes. To represent Zurich Orbital though you could toss as much ICE as you wanted, enough to bring the Firewall as high as 13.

QUOTE
- How do you handle AR IPs?

It's limited by Response. Most comlinks have a Response of 1, so they get up to 1 initiative pass that can use AR or VR actions. If the Response is higher, they can use more of their initiative passes for these actions. If the Response is higher than their IP, they get bonus IP that must only be used for AR and VR actions. VR interfaces give bonuses to Response but makes you vulnerable to [Biofeedback]. There are Speed Chips that allow AR users to increase Response, but they have some risks. Response never rises above 4.

QUOTE
- How do you handle targeting people carrying several Commlinks?

I don't. There's no advantage to carrying several comlinks, due to Direct Targeting and Remote Targeting. If one is private and one is public, the private one will be harder to target with Remote Targeting unless the hacker has a good Scan program, but that's about it. It's not worth doing.

The concept is rather silly to me. In SR2, I never had a decker running around with 10 decks. If you networked a bunch of comlinks together, all you really get in the end is one comlink and one node. If you want to justify your high Firewall score by saying you have a multi-tiered structure with multiple comlinks, go ahead, but that's just flavor. It doesn't matter how you get your additional security; just that you get it.

QUOTE
- How do you handle Credsticks and Stuff, that is supposed to have high security but low processing power?


Credsticks have neither high security nor high processing power. What they have is heavily encrypted files. We can assume the agency who issued the credstick had a Firewall of 6 and Encryption 3, giving the files on the credstick an effective Firewall of 9 against certain actions.

To access the credstick, requires Direct or Remote Targeting against the owner's comlink. Next, an access action must be made against the credstick, which uses its owner's comlink's Firewall attribute.

Next, the hacker must perform a Compile Paydata action. Because the encryption prevents this, the hacker has to beat a Firewall 9. Each net hit gives 1 point of paydata worth of credits, or 500 nuyen.
cetiah
Utility Programs
Update: 1


Utilities are designed to use AR to collect data, make immediate decisions, and otherwise work to help a hacker do whatever he's up to at that moment. Utilities can only be used with AR, and run automatically without any effort of the hacker (beyond loading the program), and, in turn, the program compiles information and displays it into a meaningful way.

Only hackers very familiar and comfortable with AR can take advantage of utilities, so the hacker's own Computer skill rating serves as a limit to the effective rating of the utility, in much the same way that System does. A utility program can not function at a rating higher than the hacker's System attribute, nor can it function at a rating higher than the hacker's Computer skill rating.

Utilities will not function if they are not loaded or if the hacker is not using an Augmented Reality (AR) Interface. Utilities can not be used to aid any defaulted skill tests (so the hacker must have at least 1 rating in the appropriate skill being improved).

[MapSOFT]
Ratings 1-4
Cost: ????, Avail: 8
When this utility is purchased, choose one Pilot skill (such as Pilot Ground Craft, for example). When the hacker perform a test using the selected Pilot skill or his Navigation skill, add the rating of [MapSOFT] to his effective skill for that test.

[ChatSOFT]
Ratings 1-4
Cost: ????, Avail: 8
When the hacker perform a test using his Etiquette or Negotiation skill, add the rating of this program to his effective skill for that test.

[HobbySOFT]
Ratings 1-4
Cost: ????, Avail: 8
This utility contains a vast library of information related to a particular subject, as well as interactive exercises to help organize and distribute that information. When the program is purchased, select one Interest Knowledge Skill. When the hacker perform a test using that skill, add the rating of this program to his effective skill for that test.

[LinguaSOFT]
Ratings 1-4
Cost: ????, Avail: 8
The utility serves to help translate selected language into a format easier for the hacker to understand. When this program is purchased, select a language. This effectively adds its rating to the hacker's Language Skill rating in that language.

[SpySOFT]
Ratings 1-4
Cost: ????, Avail: 8
When the hacker perform a test using his Perception or Tracking skill, add the rating of this program to his effective skill for that test.

[BlogSOFT]
Ratings 1-4
Cost: ????, Avail: 8
This utility sifts through the Matrix to keep itself up-to-date on all SOTA advancements within a particular field. When the program is purchased, select one Professional or Academic Knowledge Skill. When the hacker perform a test using that skill, add the rating of this program to his effective skill for that test.

[BioSOFT]
Ratings 1-4
Cost: ????, Avail: 8
When the hacker perform a test using his First Aid or Medicine skill, add the rating of this program to his effective skill for that test.

[FightSOFT]
Ratings 1-4
Cost: ????, Avail: 8
When the hacker perform a test using his Unarmed Combat or Dodge skill, add the rating of this program to his effective skill for that test.

[TechSOFT]
Ratings 1-4
Cost: ????, Avail: 8
When the hacker perform a test using his Software or Hardware skill, add the rating of this program to his effective skill for that test.

[CheatSOFT]
Ratings 1-4
Cost: ????, Avail: 8F
When the hacker performs any test involving dice, cards, darts, pool, role-playing, or any non-athletic-based game in this program's library, the hacker receives bonus dice to the test equal to the rating of [CheatSOFT]. Most modern video games and Matrix Deathmatch games are included in its library.

[LinkSOFT]
Cost: ????, Avail: 8
This program allows the use of any smartlinked devices, such as guns, melee weapons, lockpicks, etc. It adds +2 to the effective rating of the relevant skill needed to use that device.

[TacSOFT]
Cost: ????, Avail: 8R
This program keeps track of multiple assailants in a combat scene, and alleviates the standard -2 penalty for changing targets during a combat turn.

[IdentiSOFT]
Cost: ????, Avail: 8F
This program allows you to manage your Fake SINs, deciding which ones to use at any given time or for any given tasks. Hackers with [Stealth] I.C.E. running do not need this program since these features are built into the Stealth Chip.
cetiah
Pirate TRID Broadcasts
Updates: 0


I thought this deserved its own subject. As it stands right now, my rules above don't allow a trid pirate to work very effectively, unless we assume that he just uses a bunch of CommRATs. (but what fun is that?) I figure we need some rules on "trid pirate" hackers and so players who want to play trid pirates can use these rules.


Let's say Tom Broadcaster has some juicy paydata he wants to distribute across Seattle. Why is he doing this? I don't know. Why do pirate broadcasters do anything? They're weird freaks, but Seattle wouldn't be the same without them.


For the trid broadcaster, we're going to have to assume Intercept Signal is an extensive test. This means if he spends the whole day (or whatever the 'time interval' is for your campaign) performing this task, he'll add his hits from a Logic test to his access results.

First, Tom must roll to access the signals. This is an Intercept Signal Test, a Complex Test of Electronic Warfare + Logic, limited by the sum of his Sniffer programs. This test has no threshold. Count up his total hits. We're going to call these hits, his Publicity.

Next, Tom must roll an Edit Test, using his Hacking + Logic, limited by his Edit program. The number of hits scored is the maximum amount of paydata that can be sent in his pirate transmission before it is successfully terminated by the Matrix.

For each point of Publicity (the number of hits scored on the Intercept Signal test), the message has reached 1 person per point of the trid pirate's Signal rating. (# of messages received = Publicity * Signal)

If the trid pirate chooses to extend the test, he can add any resulting hits from his Logic test(s) to his Publicity.

If the hacker glitches any of these tests, then local authorities have traced his Signal back to his physical location and possibly made some deductions to establish his identity. (If using my Social Engineering rules, the trid pirate gains a TAG.)

Furthermore, if the trid pirate rolls any 1s on any of these tests, then local authorities have come closer to establishing his identity/location. (If using my Social Engineering rules, the trid pirate gains a 'mark' for each 1 rolled. Ignore these marks if the trid pirate glitches (and thus gains a TAG).) A trid pirate operating with [Stealth] I.C.E. and a Stealth Chip can ignore a number of marks equal to the [Stealth] rating, however, some trid pirates purposefully neglect to do this since it prevents the message from being recorded by anyone recieving the comcall. Trid pirates who choose not to use [Stealth] programs are commonly referred to as "martyrs".

The paydata is now worthless (and effectively deleted). Each point of paydata "sacrificed" in this way improves the trid pirate's Street Cred, as if he had gained one point of Karma per paydata sacrificed.

If the trid pirate is just trying to get a message out, "Frag the cops!", then use these rules but assume 1 Combat Turn worth of interaction per paydata. At the GM's discretion, the player may roll a Leadership+Charisma test as part of the broadcast signal, but the maximum number of hits scored is limited to the number of hits scored on the Edit Test. Each hit on the Leadership+Charisma test could be treated as sacrificed paydata, in addition to any other effects determined by you and your GM.
cetiah
Added the Control Rig and Machine Merge operation action to throw riggers back into the game.
cetiah

In my later post, Cetiah's Identity Rules, I refer frequently to an attribute called 'heat'. This replaces the 'marks' references here.

Any references to 'gives the hacker a mark' should instead read 'increases the 'heat' attribute of the hacker's current identity".

Although I haven't mentioned it here, a character can only use one single identity for any given site on the same day. This is mostly to restrict a character from 'switching identities' every time a camera sees him during a run, gaining a heat-distribution advantage that makes no logical sense. I'll try to discuss it in the identity thread.
Meriss
Good lord Fan Pro give the girl/guy a job s/he earned it! Nice work Cetiah
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