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WearzManySkins
Unfortunately Frank, a radio frequency in the megahertz range or in all of the radio frequency range, have no effect upon the human brain. EEG waveforms are not in the radio frequency range at all. What mean no effect I mean produces any mental effects besides microwaving brain tissues.

"ALPHA
Alpha waves are those between 7.5 and thirteen(13) waves per second (Hz). Alpha is usually best seen in the posterior regions of the head on each side, being higher in amplitude on the dominant side. It is brought out by closing the eyes and by relaxation, and abolished by eye opening or alerting by any mechanism (thinking, calculating). It is the major rhythm seen in normal relaxed adults - it is present during most of life especially beyond the thirteenth year when it dominates the resting tracing."

"BETA
Beta activity is 'fast' activity. It has a frequency of 14 and greater Hz. It is usually seen on both sides in symmetrical distribution and is most evident frontally. It is accentuated by sedative-hypnotic drugs especially the benzodiazepines and the barbiturates. It may be absent or reduced in areas of cortical damage. It is generally regarded as a normal rhythm. It is the dominant rhythm in patients who are alert or anxious or who have their eyes open."

"THETA
Theta activity has a frequency of 3.5 to 7.5 Hz and is classed as "slow" activity. It is abnormal in awake adults but is perfectly normal in children upto 13 years and in sleep. It can be seen as a focal disturbance in focal subcortical lesions; it can be seen in generalized distribution in diffuse in diffuse disorder or metabolic encephalopathy or deep midline disorders or some instances of hydrocephalus"

"DELTA
Delta activity is 3 Hz or below. It tends to be the highest in amplitude and the slowest waves. It is quite normal and is the dominant rhythm in infants up to one year and in stages 3 and 4 of sleep. It may occur focally with subcortical lesions and in general distribution with diffuse lesions, metabolic encephalopathy hydrocephalus or deep midline lesions. It is usually most prominent frontally in adults (e.g. FIRDA - Frontal Intermittent Rhythmic Delta) and posteriorly in children e.g. OIRDA - Occipital Intermittent Rhythmic Delta)"

As you can see the frequencies range from below 3.0 to greater than 14 Hertz not kilohertz, not megahertz. Wireless communications are in the megahertz range.

As in another Thread "I will blackhammer your momma", unless there is a "GateWay" into the target's brain ie a datajack, or a trodenet, the target's brain is immune to such.

IIRC a datajack is connected to the areas of the brain that can deal with its signal and interprets it as expected.

A trodenet using ultrasound emissions and passive sensors to gain feedback on the signal being input into the brain. The placement of the ultrasound emitters and passive sensors is critical, to the proper operation of the trodenet.

The hacker brainwash ray is a farce of the first order. Maybe Frank can learn something a Med School about the mechanics of the human brain.

As for the "Cool" thingee, this is technology not magic, both are separate in the SR4 game. One can not "Cast" bullets into a target with out a gun bypassing its armor and skin, so even magic has its limitations with in SR4.

Yes electrodes can be placed by a Neurosurgeon in todays technology, and with microcurrents, can invoke responses from the subjects brain.

Other than this rather large issue, the rest looks interesting Frank.

WMS
Simon May
Hackers do need more to do, but giving them the power to hack a brain negates any reason for them to run in the first place. Suddenly, every hacker becomes capable of making others do what he/she wants with little to no defense. This means instead of working, they'll spend 23 hours a day doing what they want and 1 hour a day taking account information out of unsuspecting people's heads. Why work when you can control the world's finances?
kzt
Next someone is going to be complaining that the jammer rules are insane. And it's true they make about as much sense than the the Matrix 'history'. In which nobody could disconnect their system when under a months long devastating attack from the internet, and make no sense unless you assume that only the mentally retarded are allow to run megacorporations computer operations departments. "What's this 'off-site backup' thing?" And where completely new matrix protocols and new hardware can be mysteriously deployed everywhere at the same time after yet another giant matrix meltdown caused by yet another mysterious force where nobody can disconnect their systems and never made any backups. Again.

Then there is the minor detail that breaking strong encryption requires and releases several megatons worth of energy. There are also the explosive rules, which are linear, which makes no sense as blast effects are governed by the inverse cube law. Which is very similar to the issue with the jammer rules, hence closing the circle of SR rules that violate reality and plausibility.

If you have a better fix for the totally worthless SR4 matrix rules I'd love to see them. I'm not necessarily thrilled with Franks, but it looks playable, which the RAW isn't.
kzt
QUOTE (Simon May @ Nov 6 2007, 01:24 AM)
Hackers do need more to do, but giving them the power to hack a brain negates any reason for them to run in the first place. Suddenly, every hacker becomes capable of making others do what he/she wants with little to no defense. This means instead of working, they'll spend 23 hours a day doing what they want and 1 hour a day taking account information out of unsuspecting people's heads. Why work when you can control the world's finances?

And what does "Control Thoughts" and "Mob Mind" do? Is there any reason you couldn't park a few hundred yards away from a popular club with a telescope and have everyone who looked rich and not awakened transfer all their money to your account?

What's the likelihood that a non-awakened will make the resistance roll? A decent starting mage has at least 9 dice, most people get to resist with 3. You do the math.

Has this been a problem in your games yet? Why not?
Simon May
Because none of the mages have taken that spell (though several NPCs have, and the PCs have taken them down, when they weren't under their influence).

If hacking a brain were limited to some hackers instead of all, it wouldn't be an issue, but under this set of rules, it's easy for any asshole to do.
PH3NOmenon
Just to chime in on a truly epic thread: Nice Work.


Changing the Matrix rules to be more in-line with the Magic rules certainly makes sense. Less rules to memorize is a good thing. Rules that make a ton more sense are also a good thing.



The brain lazers thing though... scary... And i think that if you take a step back and look at this for a second you'd agree this is a bit too absurd (almost as much as the BBB matrix rules wink.gif ). Basically, what's to stop anyone from walking into a poor third world country and controlling half the population there? Feeling a bit malicious? Fry some newborn babies! Abortion never was this easy, just fuse out the unprotected infant brain! Or are expectant mothers and babystrollers encased in big Faraday cages nowadays?

::: quick edit to touch on a point made in the posts above me. Yes, mages can do this too. But there's a whoooooole lot more techkiddies around than there are mages. and ALL of the techkids can do it... :::


I always figured that to 'have' a PAN, you need to be able to interact with the Matrix. After all, if this is not the case can i create a PAN for my cat? A tree? A garbagecan? And no PAN = no brainlasers! But then again... people without a PAN own nothing more technologically advanced than a 2007 cellphone. And that would be so old-skool... amirite?
Seven-7
QUOTE (PH3NOmenon)
I always figured that to 'have' a PAN, you need to be able to interact with the Matrix. After all, if this is not the case can i create a PAN for my cat? A tree? A garbagecan? And no PAN = no brainlasers! But then again... people without a PAN own nothing more technologically advanced than a 2007 cellphone. And that would be so old-skool... amirite?

Small note, cellphones network.


As for the rest of you:

-For those who say it's technologically not possible: You can't say or not say, so much is different between RL and SR Timeline that it's impossible to say "This isn't possible!" The telco's were telling us networking over phones is impossible too, but we did it. We DO know that it's possible if you look at the canon of Shadowrun and extrapolate or whatever.


-For those who say it's broken: Any Mage can spend 3 bp to get Mind Control in chargen or a day or so and 5 karma otherwise plus 1,500. Or hell, pay someone 5,000 bucks to do it for you. At least mages dont have to fight IC to do it.
Blade
Interesting. Not sure I'd want that, though.
FrankTrollman
If you can wrap your mind around a magician channelling a mana bolt into a mundane man who cannot channel mana, but you cannot or will not wrap your mind around a hacker inducing changes in distant brains and microchips which do not come with antennae attached, then these rules are not for you. I honestly don't "know" how it works to project information into microchips and brains that are across the room.

I also don't care. This ability is actually a cornerstone of what makes this system works. The fact that you can choose to shut out the Matrix is one of the cornerstones of the rules in the basic book. Go ahead and use them to the best of your ability if you like that.

-Frank

Rotbart van Dainig
The point is that said mana bolt has certain limitations in reaching the target, the most important being LoS.
The matrix rules you are proposing are essentially the magical equivalent of teleport... which is, unsurprisingly, not allowed for magic, either.

Those limitations serve as an important part of game balance.

Bottom line:
These rules turn Shadowrun into Hackerrun.
Ryu
First read-through (sans technomancers)!

- Put down one more vote against brain hacking an orphan brain please. This should be limited to touch-range tech. You did say that orphan brains are very uncommon, so no great deal.

- I like "Forge credentials" as a new option for playing in the matrix. Much better than creating false accounts on a whim.

- Boot/Reboot times make non-lethal options much more interesting in matrix combat. I will need to look into pressing a power button as a ways of lowering system defense for a short time.

- Veracity is a "belief" rating. Maybe this should be split into tech. veracity against scanners and metahuman veracity for, well, metahumans. A runner might well decide that information diseminated from the corp. court is LESS likely to be true than some internet blog.

- If you write this up for download, could you include the signal range table? I´d basically like to never look at the "Wireless World" section while we test this rules.



"Denial is a river in Egypt..." LOL!
Ol' Scratch
So, basically, the premise is that you can't leave home unless you have a commlink. Hell, you can't even be at home without a commlink. You can't sleep without a commlink. You can't do anything without a commlink. Because the moment you're without a commlink, you're effectively dead. God help you if you drop your commlink or the batteries die out on you.

Yeah. Not a fan of that premise at all.

The proper choice is one of reprecussions. If you wire yourself (via implant, active use of trodes, or whatever else) then sure, you're opening yourself to be hacked. Have a good commlink or hacker on hand to keep you nice and safe. Speed and convenience comes at a price. But if you choose to stay unwired -- including the use of oldschool AR gloves and goggles -- or otherwise not even bother with such things at all, you should be sound as a pound. You're always being penalized by not having full access to the world aroudn you; no sense double penalizing you by making you a free target.

Well, at least until that hacker hacks into a Lone Star patrol drone, takes over your car, or otherwise attacks you through physical means with a hijacked device.

It's actually a very strong parallel to how magic works, just in reverse. A mage can affect anyone on the material plane with his powers, but if he wants to affect a purely astral target, he has to open himself up to that world and become equally vulnerable to attacks from the astral. And to render himself completely immune? Just stop astrally perceiving. Now those astral entities have to materialize in order to affect him, and they have the option to ignore everything by not materializing.

But saying that there's no defense at all against a hacker (even with a PAN and a hardcore commlink, they're still vulnerable because hackers have even more hardcore commlink and skills than Joe Average)? That's just insane, both from a design philosophy and a practical standpoint. Especially since all you need to be a good hacker is a fistfull of nuyen and a few Agent programs. [Note: Haven't read the above information in detail yet. But if, as Frank suggested later on, this brain hacking is the cornerstone of these rules, I'm going to have to pass on 'em.]
KiwiTroll
First reading only

While i find the modification to be very impressive I also have trouble with the brain hacking rules.

I like the concept. What i dislike is the idea that signal seems to be the only restriction. In other words it seems like with a sattelite dish a hacker can globally target and modify the peaceful people of San wherever into a bloodthirsty mob.

I'd like it to be a possibility with the right kit working on a physical LOS. to use a virtual line of site on someone who's not online feels a bit too much like targetting spells from astral to me.

If its possible then it should be similar to ritual sorcery rather than spellcasting.

I suspect i have misread something somewhere.

Frank perhaps you could set up the steps for using "Neurological Reform"
Ryu
A hacker SHOULD be able to affect targets worldwide. If the target can be found, that is. Same as with magic really.
Ol' Scratch
They can, by hacking into devices near the target once they find them with similar technology. Considering that technology can be found just about anywhere on the planet, most of which is Matrix enabled, that alone is uber powerful. Hackers don't need the ability to hack into anyone they want on a whim. And at least this way, people have a chance to survive the attack(s).

I don't know understand the constant referrals to magicians, especially since the common thought around these parts is that magic is too powerful for the very reasons the comparisons are being made.
FrankTrollman
Defending yourself from Brainhacking can come in many forms:
  • Obscurity. If they don't know who or where you are, they can't target you. Naturally.
  • Firewall. Anyone can plug themselves into a Firewall that will provide protection from brainhacking. This is generally a good idea.
  • Signal Defense. If you are within signal range of a skilled Electronic Warrior, they provide protection against most forms of Brainhacking, similarly to how a magician provides defense against spells.
  • Jamming. Jammers produce static zones, which severely damage Technomancers and their connection to the Deep Resonance and reduce the Signal of Hackers. This reduces the range of hacking, brain hacking included.
  • Faraday Cage. If you are on different topological sides of a Faraday Cage, hacking is implausible across the boundary. Go go Wi-Fi blocking paint!
  • Keeping yor head down.[/b] Most of the exciting hacking possibilities are also Line of Sight, meaning that the hacker targetting yo literally could have shot you instead.
That being said, brain hacking is a real threat. It is supposed to be. It has to be, or people won't take the Matrix seriously. Can you imagine how mch people wold care about the magician if you could keep him from affecting you by being mundane? How effective he'd be if he could only Astrally Project into areas that his enemies put a Ward on? How about Street Samurai if bullets nd spurs didn't work on unarmed men or only locked doors could be entered by cybered characters?

If simply refusing to connect yourself to the Matrix makes you safe from the Matrix, the hacker's participation in the game is over. Being an orphan brain must be a source of vulnerability or people will just throw their commlinks away and laugh.

---

That being said, being a Hacker in this system is much less about Equipment and much more about your skills. Agents do not even exist. The ability to do any real brain hacking is no something that comes cheap - it is a genuine character investment. The rules are intended to encourage combat hackers to be a distinct character who runs around with the team and hacks things. Not for characters and corporations to throw money at the Matrix until it solves itself.

Still, these rules epend upon three pieces of speculation:
    You cannot win the Matrix without playing. Having less invested in the Matrix in terms of equipment, forethought, and skills makes you more vulnerable to Matrix attack. This goes all the way down, so if you're a bunch of guys in the mud with sticks who don't know what a computer is you are the most vulnerable to Matrix attack.

    Hacking requires active participation. Sending commands across the Matrix does almost nothing. If you want to brain hack people or even just steal important files you have to roll up your sleeves and run into the line of fire.

    Brains do hacking, machines just ASIST. No matter how many commlinks you have in a pile, if you don't have a metahuman plugged in to each one orchestrating the hack attack, you aren't attacking shit.
These are game balance and playability directed demands, and the entire system collapses like a house of wet cards if you remove any one of them. If you can not or will not accept them, these rules are not for you and you should go try to make the rules in the basic book work to the best of your ability. I wish you luck in that endeavor. I fully predicted, and containue to maintain that the Matrix rules are a core sticking point and source of divergence among Shadowrun players. I stated months ago that I believe the ultimate number of competing and frequently sited Matrix rules in use by players of the game was going to be about seven. I hold to that assessment.

Many people want a Hacker in Shadowrun to operate like a hacker in the real modern world. Guessing passwords, logging in from remote terminals, stealing the computers of influential people in order to make purchase orders, blah blah blah. That's fine, but real-world hackers don't run around doin two fisted facility intrusions as part of Team Impossible in order to break into high security systems in real time. Seriously, they don't do that at all.

Some people want hackers to be forced to deal with computers alone. This is even more restrictive than forcing all Awakened characters to play Astral Adepts and it leads to fundamental questions as to why anyone anywhere allows themselves to be hacked when Net BSD has been around for a century.

This system is not the only answer to the basic questions of how hackers operate, and what they do as player characters, and what corporations do to defend themselves. But it's an answer to those questions, and like any other system of delicately stacked assumptions it comes crashing down if you pull the legs off. I predicted the existence of at least 4 more competing Matrix systems. Unwired is going to come out eventually, which means that there's room for 3 more Fan creations. If you don't like my system, make one of your own with assumptions you do like. All you need to do is explain:
  • Why Hackers are valued members of the team.
  • Why corporations defend themselves from Hackers with IC instead of shutting off antennas.
  • Why rogue computer code doesn't DDOS your ass into the 19th century.
  • Why Hackers participate in the actual run rather than just the legwork.
  • Why the Hacker has anything to do on runs where the objective is something other than "stealing the paydata."
Answer those questions with a coherent system and then come and talk to me about how you don't like my system of brain hacking. Then we'll put you up as one of the competing systems of Matrix use that people use.

-Frank
Blade
So you introduced this whole brain hacking part because you wanted to prevent hacker becoming useless just because people could switch off their connection?

I don't think it's the way to go. I prefer to have players realize that switching off the connection is something that nobody sane in his mind would think about in 2070. The Matrix is as ubiquitous as electricity today: would you refuse to have electricity just because someone (or something) can destroy your appliances with a sudden surge?
Even mobile phones are nearly the same now: there's a risk that they cause brain cancers yet people use them daily, using hands free kit when they're really cautious about it...

According to your rules, it'd look like people use commlinks because they want to be safe from brain hackers rather than because they can't do anything without it.
Ryu
I do not follow on the brain hacking reasoning. A hacker that forces the opposition to shut down all modern technology has a "objective accomplished" report to do. No communication, no tactical orientation system, no nothing. The hacker is still responsible for meddling with the omnipresent hardware.

The similarity of matrix and magic rules does not make hackers the same as mages. Because hackers need less karma to improve (no initiations, no buying spells - even if programs work the same way), they should be able to aquire some meat skills at chargen, some later. Especially since they do not have to buy a "hacker" positive quality.

--
Luckily, the assumption that a brain can only be added to a PAN with specialised tech that has direct contact to the body should work just fine with the rest of the rules. Maybe we will give the chance to bypass that to TMs, which should than be called Technomages.
deek
I've made a first pass, also sans technomancers:)

I'll have to re-read. I am open to trying this in my game, as I run a bi-weekly campaign and our hacker does more shooting than anything else. The only time he hits the matrix is for some data, or to shut off cameras and unlock doors...so, I think we would all be open to him doing more.

I came away with some things I liked, but I also thought that some areas were incomplete...but it sounds like these are supposed to be complete, so I really need to re-read it.
eidolon
QUOTE (Simon May)
Hackers do need more to do,


Every time I see this I wonder what game people are playing.
Moon-Hawk
I'm definitely having some trouble with one of your core principles; that an orphan brain can be hacked from across the room. I mean, I understand it, I'm just not sure if I'm comfortable with it yet, and I haven't yet decided that it's desirable.
I understand the parallels you're making with mages, but one thing about this whole orphan brain thing that bothers me: I understand why mages mind control is limited. There are physical LOS requirements, and penalties for sustaining spells, or at the least limits on sustaining foci. But what prevents the hacker from brain hacking and enslaving millions of people in third world countries and having a zombie army? Have they already been hacked and semi-enslaved by their own governments?

I really haven't had any problem in my games with people disconnecting themselves from the matrix to be safe from it. Without a commlink you're a hobo, and while we might be doing a gang-level campaign, nobody in my group has wanted to play Hoborun so far. People can dress it up as a "neo-luddite" all they want; you're a hobo. biggrin.gif

I really, really like a lot of the stuff in here. Your explanation of IC and why you can't have armies of it is wonderful. I really love the descriptions of why they were called cyber-terminals, and how they simply don't function the same without a brain connected to them and that's where the real awesome comes from.
The veracity rules are brilliant. Bravo.

Overall, I'd say at least half of this stuff is brilliance smothered in awesome sauce. The rest of it I haven't decided yet. At the very worst it's excellent stuff based on a core conceit I'm not willing to make, but I'm really just not sure yet. I get what you're going for, but I've got some mental inertia so I'll have to ruminate and see.
In any case, it's all wonderful stuff, the fluff is great, the rules are well thought out, and with how much you trash the matrix rules I applaud you "putting your money where your mouth is" and posting an alternative. Most people just bitch. biggrin.gif
Thanks for posting this, I'm looking forward to the download.
Moon-Hawk
QUOTE (eidolon)
QUOTE (Simon May)
Hackers do need more to do,


Every time I see this I wonder what game people are playing.

In my group the hacker is the busiest one, easily. I have to rush through some of the hacking actions, not because they take too long, but simply because there is such an overwhelming amount of useful stuff that can be done.
eidolon
QUOTE (Moon-Hawk)
QUOTE (eidolon @ Nov 6 2007, 10:37 AM)
QUOTE (Simon May)
Hackers do need more to do,


Every time I see this I wonder what game people are playing.

In my group the hacker is the busiest one, easily. I have to rush through some of the hacking actions, not because they take too long, but simply because there is such an overwhelming amount of useful stuff that can be done.

Cool, then it's not just me that that doesn't think that hackers are being left out because they aren't direct-damage killbots.
Ol' Scratch
Personally, I think the following are better analogies for how hackers and magicians should be compared.
  • John Doe is standing in the middle of a dead magic zone (for lack of a better name at the moment). A mage trying to attack him directly with magic is in the same boat as a hacker trying to directly hack into someone with no Matrix connectivity whatsoever. Instead, the mage would have to pull out his gun and shoot John Doe, just like a hacker would have to hack into nearby technology or drones to do what needs be done.
  • John Doe gets a standard datajack installed and buys an off-the-shelf rating 3-across-the-board commlink. A hacker trying to hack into him directly is on par with a mage using magic on an average bloke on the street.
  • John Doe has a hacker friend who's protecting his PAN. A hacker attacking this guy is similar to a mage attacking a guy protected with counterspelling.
  • John Doe is a drek-hot hacker with a state-of-the-art commlink. A hacker attacking this guy is the same as a mage attacking a full magician with counterspelling up and spirits on call.
Those comparisons seem to make a lot more sense to me.

But to each their own.
Buster
The only thing I would change in all these awesome rules is the naked brain hacking thing. And as a powergamer, the very first thing I would do with the naked brain hacking rules is brain hack every homeless person and datajack-free hippie and create an Agent Smith Army in the real world. Granted, I could still do that against every rating 3 datajack wearing wageslave, but it would take more time and there would be more security concerns.

Besides, I would say that a datajack/commlink makes you more vulnerable to brain hacking, not less vulnerable. Even ignoring realistic reasons, for game balance reasons I think you should only be able to hack someone that has a datajack installed and eliminate trodenets. That distinction wouldn't change any of your awesome rules, but would make all the rules realistic and eliminate the controversy.
Buster
I finished reading everything including the programs and technomancer stuff. I love the overall theme of people being crushed by oceans of data. I bet med school helps a lot to generate that feeling biggrin.gif . Your technomancer rules really make technomancers playable and give them a lot of unique flavor. I can't wait to play test these rules (using the datajack-only brainhacking tweak), it puts the cyberpunk back into Shadowrun. cyber.gif
Mercer
QUOTE (Doc Funk)
Personally, I think the following are better analogies for how hackers and magicians should be compared.

[snip]

Those comparisons seem to make a lot more sense to me.

That's how I see it too (although in the interest of full disclosure, I should point out I'm pretty new to SR4 and don't know a hell of a lot about hackers, having never played one).

I'm playing a samurai in my current group. If my group was on a run and got attacked by hackers, and our hacker couldn't protect us from them, our only real option would be to shut off all our comlinks, or anything we had with a node. If we don't have our comlinks we can't communicate, which means unless we're in sight of each other we don't know what the other people in the group are doing. We lose the bird's eye view of the surveillance drone, we can't talk to one another, and that empties out a big part of our options box. That to me is the downside to being isolated from a PAN. The hackers can't fry us directly, but we're pretty much flying blind against enemies that have cameras and surveillance drones and sentry guns, who can effectively turn the environment (or at least, all technology in the environment) against us.

Everybody in the group has a little technology. To use a magic metaphor, it'd be like every person in the group is astrally perceiving, but the majority of them can't project. If we get attacked by spirits that own the astral, our only option would be to stop perceiving so the spirits had to manifest, and then deal with them in the physical world. Manifesting in hacker terms would be interacting through a drone or similar system or actually walking over and shooting at us.
Blade
Actually, what I don't like about it (besides what I already mentioned) is that for me hackers interact with tech. In somes cases they may toy a bit with "brainhacking" through personafix or skillwire hacking or any other trick like that but this is as far as it goes.

With these rules, they are technomages (and I'm not just talking about the use of the same rules as for mages). It's a choice, but I don't really like it.

As for using magic rules for programs, I think it's great for TM (along with complex forms that aren't the same as the programs) but I don't like it for hackers.

I'm not saying that it's not good, I'm just saying I don't like it.
(Yes, I do have my own "Alternate Matrix Rules" (actually not so "alternate").)
Lagomorph
Well done Frank, thank you.

If you go through and do a revising, some more clarity on ranges and b&d effects would be great, I read through, and kind of get it, but a glossary of new terms would be great.

Whats closer connection or hand shake range? how does LOS fit into the connection ranges? are certain connection ranges limited by being in LOS?

Whats funny is that I was just wondering what ever happened about frank's matrix rules earlier this week.
deek
Maybe I haven't got this far in my second read, but where are things like program loads or costs? RAW had programs divided into hacking and common use, but Frank has these setup in "spheres" similar to magic.

I guess I would like to know what RAW are still effective and which ones are just replaced by Frank's work. I'm still reading through a second time, but if I were to sit down with a player right now in chargen, I am having a hard time deciding how they would go through purchasing programs, program loads, upgrading, etc.
Eurotroll
I'm still on the fence regarding he brain hacking. I concur that it ought to be possible and I see its foundational nature for Frank's (thoroughly consistent) alternative Matrix system.

I'm not so sure I would allow it all hackers. It is good to know that its conception is as a hacker-equivalent to the ubiquitous pornomancer adepts (or mages for that matter; Black Magic with the Dragon or Adversary mentor anyone?), but currently I'm wondering if it wouldn't make more sense to treat remote brain hacking as a route open only to Technomancers -- they seem to possess both the intuitive understanding of how to act on either side of a man-machine interface (essentially being one themselves) as well as the sort of quasi-magic ability that would make such feats more palatable. This would maintain the vulnerability of an orphan brain as a core aspect while while boosting TMs and capping hackers (who still one-up TMs in cybercombat, being at one remove to Matrix damage).
Kyoto Kid
...makes sense in a way to me too. Agreed that TM's need some kind of an edge on Matrix Specialists.
FrankTrollman
QUOTE (blade)
So you introduced this whole brain hacking part because you wanted to prevent hacker becoming useless just because people could switch off their connection?


In essence yes. The purpose is not merely to create a list of options and suggested oppositions that make for exciting player-centric game play. The idea here is to create a Nash Equilibrium which in turn generates exciting player-centric gameplay.

See if you can eliminate the threat of hackers just by not spending thousands of nuyen.gif to upgrade your brain to accept wireless signals and simply communicate via radios and telephones, then the logical thing to do is to do that. Similarly if you can surround yourself with a dead magic zone by simply not hiring any mages, you'd logically expect most secure facilities to do that as well.

It's not enough for the game to tell you that people have wireless devices set up as camera networks, the game has to show you why they don't just go closed circuit like secure facilties do right now. For the game to have versimilitude, the systems people have in place have to make logical sense. A Firewall of 1 has to be more protection than not having a Firewall. If a Rating 1 Ward made you more vulnerale to Magical attack, how many people would use Wards at all?

And that's the reason for Brain Hacking. A Firewall of zero is worse than a Firewall of 1. That is the single most major departure from the Basic Book description. In the BBB, no Firewall is better than a Firewall of 10, and that means that Nash Equilibrium is that you cannot hack anything at all. Hell, even drones are going to be operated with an automatic refusal of Matrix input and accept simple commands from one-time pads. In this system, a Firewall of 1 is better than no Firewall. And that means that the Nash Equilibrium is that people get the most all-encompassing networks with the best Firewalls they can afford - and that's where we want to be.

Optimal behavior by the targets of your Shadowruns should nonetheless involve you hacking things.

---

QUOTE (deek)
I'm still reading through a second time, but if I were to sit down with a player right now in chargen, I am having a hard time deciding how they would go through purchasing programs, program loads, upgrading, etc.


Is there a demand for me to put together an equipment list which emphasizes the things characters want and need in this system?

-Frank
deek
Frank, yeah, I think an equipment list would be helpful. I'm over halfway through my re-read and so far, I don't have any major complaints. Its obviously different than RAW, but I currently run the matrix different than RAW, so that is not a big deal.

I am up for doing some playtesting in my own campaign to see how this fares in practice. The first step in doing that though, is converting my player's current matrix gear to this system. I'm not too concerned about cost, but I'm sure at chargen, that will be a big deal.

At this point, I really don't have a problem with the "brain hacking" concept. Its no more dangerous than someone shooting you or a mage mind-raping you...
Ol' Scratch
QUOTE
See if you can eliminate the threat of hackers just by not spending thousands of nuyen.gif to upgrade your brain to accept wireless signals and simply communicate via radios and telephones, then the logical thing to do is to do that.

See, that's where the problem is. That's not a means to eliminate the threat of hackers. Not by a longshot. All it does is help protect you against direct Matrix attacks, that's all. Hackers have access to pretty much everything around you. Security cameras and drones, your bank accounts, credit history, birth/death certificates, SINs, criminal records, and news feeds just to name a few right off the top of my head. And at the same time they can completely shut down your communications (yes, even radio and telephone) either directly by hacking into the devices or services, or indirectly by making you shut all your electronics down.

Hackers are hardly helpless against a Matrix-shunning character. Well, decent or better ones anyway. Only two-dimensional, dim-witted, one-trick-pony ("Derr, I only bought Blackhammer 'cause that's the only utility I'll ever need!") hackers who have no idea what they're doing will be at a loss.
deek
Comments to Frank:

I've noticed that some programs have effects based on their rating and others don't. For example, Crash does damage equal to its rating + net hits. Looking at Who Is program, it doesn't seem to matter if it was a rating 1 or rating 6.

You've used terms like combat rounds, combat turns, rounds, IPs, etc. I'm not always sure if you are talking about a "pass" or a "combat round", as I'm not sure how you are interchanging them.

I'm having trouble understanding LOS under Type descriptions. You say that in order to have LOS your device has to draw a clear line where the target is physically present at. So, for Black Hammer, that makes sense. I can't Black Hammer someone that is four blocks away if my device doesn't have a clear path. But something like Reveal Contents, where information from datastores is copied out, what does LOS to my device mean there? I guess I'd like more description on what you mean by LOS.

Maybe I just can't find it, but under Backtrack and Who Is programs, you refer to Matrix Stealth checks or tests, but I can't find anything about Matrix Stealth.

There are a few sections (e.g. Decrypt, Encrypt and Nanopaste Trodes) that seem to have some game mechanic effects, but you do not go into any tests or "rules" on them. You kinda keep it at a high level, but don't give anything that translates in-game to a roll or test.
Earlydawn
The brain hacking is pretty silly, but beyond that, I think it's much better then current 4th edition Matrix rules. You may want to re-codify it into a less-narrative version for quick reference, but I'd say it's pretty good regardless.

Oh, and I love the idea of technomancers speaking directly to technology, wireless connection or not. Very spooky and fun.
Simon May
QUOTE (Doctor Funkenstein)
That's not a means to eliminate the threat of hackers. Not by a longshot. All it does is help protect you against direct Matrix attacks, that's all.

Dr. Funk hits it dead on the head. Honestly, I love most of the rule changes you make. The only thing that really bothers me is that every hacker has the ability to brain hack.

Now if it required the purchase of a quality to do so, or a special set of programs, it wouldn't be an issue. With mages, they have to buy the mind control spells. It's not simply in their repertoire. If you're trying to mimic the magic system, there need to be about 40 more programs/sprites that are far more specific than the ones you have. That way when a hacker or technomancer decides he wants to be a brain hacker at start-up, he has to purchase it at a cost to his other abilities.

I also think that perhaps limiting brain hacking of orphan brains to technomancers would help cut down on the number of people out there just grabbing individual brains off the street.

QUOTE (Moon-Hawk @ Nov 6 2007, 09:44 AM)
QUOTE (eidolon @ Nov 6 2007, 10:37 AM)
In my group the hacker is the busiest one, easily.  I have to rush through some of the hacking actions, not because they take too long, but simply because there is such an overwhelming amount of useful stuff that can be done.
Cool, then it's not just me that that doesn't think that hackers are being left out because they aren't direct-damage killbots.
The issue for me is the same as astral projection. Every time a hacker or technomancer goes full VR, I have to pull off into another room and deal with that whil the other players sit around waiting. Sure, there's a lot they can do from AR, but given the advantages of VR, it's never made sense for them not to drop their meat body off and go bounding through the wireless that way.

So when I say hackers do need more to do, I mean simultaneously and without leaving the room. And what this really means is that the hackers in games I run don't know the rules well enough and I don't prep enough to be able to say, "well, there's turrets here, PANs here, security feeds here, drones here, and blah blah blah" for hackers to do. Really, the brain hacking rules seem to be as much a way to give GMs less prep as a way to give hackers more to do.
deek
I didn't see anything relating to nodes. I'm trying to conceptualize how a hacker would break into a foreign system. There is a way to Find Mind, but nowhere do I see a way to scan for active nodes (or hidden, for that matter).

The closest I can find is either the Backdoor or Jedi Trick exploit programs, which both seem to be pretty easy to do. Though, I still don't see a way to actually target a foreign system or find one...

After finishing my re-read, I think there is a lot of good stuff in here. The concepts are very solid. I think there are a few gaps that are not addressed (as I have pointed out in my posts), but I think once those are closed, we'll be in good shape.

I don't think its complete though, at least as a replacement, just yet. You either need to identify what of the RAW works with this and what gets fully replaced and then I think it will be complete and playable!

Oh, I wouldn't mind a few examples as well. Just of some basic matrix actions, whether that be a quick hack to a foreign system or some sample matrix combat, just to see how the programs work.

One more thing...IC. Do they use programs like a hacker? You mention they can attack and trace and whatnot, but I don't see any stats or what they do against a hacker. You have it abstracted down to each network could have IC, but it wouldn't be multiple IC, just the strongest rated. So, what is the hacker fighting when IC has detected him? I guess I'd just like to see some more examples...
Buster
QUOTE (FrankTrollman @ Nov 6 2007, 01:46 PM)
And that's the reason for Brain Hacking. A Firewall of zero is worse than a Firewall of 1. That is the single most major departure from the Basic Book description. In the BBB, no Firewall is better than a Firewall of 10, and that means that Nash Equilibrium is that you cannot hack anything at all. Hell, even drones are going to be operated with an automatic refusal of Matrix input and accept simple commands from one-time pads. In this system, a Firewall of 1 is better than no Firewall. And that means that the Nash Equilibrium is that people get the most all-encompassing networks with the best Firewalls they can afford - and that's where we want to be.

Ah, I see where you're coming from now. However, you could make datajacks so incredibly necessary, and the cost of brainhacking so high (which therefore greatly lowers the chance of someone bothering to brainhack a wageslave), that everyone would still want a datajack even though it exposes them to some possible danger.

Real world examples: Look at cellphones. They may very well cause cancer, but even though the downside is extreme, the risk is very low, and the cellphones are vastly more convenient than landlines. The same could be said of smoking cigarettes. Everyone knows they cause cancer but the perceived benefits (weight loss, coolness factor) exceed the small risk of a great price. Look at television, all those ads are designed to brain hack us and we know it, but we still watch because the shows are fun. Also look at cars. The death toll every year from automobile related deaths is staggering, but the benefit is greater than risk*downside. A crazed maniac could very well walk into my building and shoot me, but that doesn't make me want to buy a bulletproof vest.

The downside is extremely high, but the chance of that downside occurring is extremely low, therefore everyone will still engage in that behavior if the upside is high enough.

Therefore, if you increase the cost of brainhacking software (both in terms of nuyen cost and creation skill), this will reduce the chance of some supervillian (i.e. me) from running amok and enslaving a particular wageslave even though she/he's only protected with a rating 3 firewall datajack they bought at the mall kiosk. The wage slave gains all the fantastic benefits of having a datajack, but only has a slight chance that some maniac is going to try to brain hack him/her. This results in everyone making themselves vulnerable, but still allows some hotshot hacker with truckloads of nuyen and/or time to hack people's brains.
deek
QUOTE (Simon May)
The only thing that really bothers me is that every hacker has the ability to brain hack.

Now if it required the purchase of a quality to do so, or a special set of programs, it wouldn't be an issue. With mages, they have to buy the mind control spells. It's not simply in their repertoire. If you're trying to mimic the magic system, there need to be about 40 more programs/sprites that are far more specific than the ones you have. That way when a hacker or technomancer decides he wants to be a brain hacker at start-up, he has to purchase it at a cost to his other abilities.

I also think that perhaps limiting brain hacking of orphan brains to technomancers would help cut down on the number of people out there just grabbing individual brains off the street.

Its a long read, but you may want to look it over again. Hackers still need programs to brain hack, so its not just by default. There are a lot of programs there, and I think after availability and costs get factored in, you can really limit what characters are going to be able to have, let alone, start out with. There is going to be an investment to get all that stuff.

The other thing to keep in mind, is this whole LOS thing that Frank introduces for Matrix actions. I don't quite understand it completely yet, but it doesn't sound like you are going to have LOS to everyone in the world at once...so it is limiting.

Also, if you look at the Type: B programs, what brain hacks can you do:

Brain Scan
Find Mind
Black Hammer
Jingle
Seize
Peristalsis
Taxman

None of these "control" the target's brain. You can damage a person, sneak in a fact, force a -2 dice pool or start convulsions in him/her.

Or, anyone with a gun could walk up to you and shoot you, and if you have no armor, you are in for a lot of pain...I don't think its anymore dangerous than a gun or mage...
noonesshowmonkey
@ Eidolon

Nope, you are not alone. Hackers in my games generally have so much stuff to do that I have to kick them in the ass to keep the game moving. Theres just so many different ways that hacking can function. I have no idea how a group could do anything in SR4 without a hacker.

About brainhacking

I just ignored that whole premise of the rules set for consideration if / when adapting it to my current game. Core principles like Veracity, compiling one-use programs for hacking, the various hacking "spells (programs)" and their uses etc. are the kinds of things that I was most interested in. Essentially, the system that Frank put forth allows for a mechanical resolution of various interpretations of what you can do with Exploit or Edit without having to essentially default. This is a good thing in a lot of ways. Luckily, the whole system is designed pretty harmoniously and as a result it doesn't look like it will break down & slow down to resolve these checks.

Brain hacking, while cool, departs pretty significantly from the aesthetic of SR4 as I know it. So I just hacked the idea from the main body and left a bloody, but beautiful, stump.

- der menkey

"Certainly there is no hunting like the hunting of man and those who have hunted armed men long enough and liked it, never really care for anything else thereafter."
~ Ernest Hemingway
Smilin_Jack
Geostationary Satellites over cities, which meets LOS and Signal requirements, broadcasting Taxman so all Citizens report to the Computer for Assignment. cyber.gif

Nifty Ideas, I'll gank some of them - but for me, the brainhacking issue evokes the same distaste that the Paranoia RPG does.
deek
Well, luckily, the brain hacking stuff is very limited. Aside from Black Hammer, just remove the remaining 6 Type: B programs and its gone...

I might end up doing that as well, as I haven't even allowed TMs in my campaign, so I'm not too sure that I need to add brain hacks right now either. I think it is pretty doable in Frank's rules and doesn't create havoc, but it does diverge a bit from what I am used to in SR.
Seven-7
QUOTE (Simon May)
QUOTE (Doctor Funkenstein @ Nov 6 2007, 02:13 PM)
That's not a means to eliminate the threat of hackers.  Not by a longshot.  All it does is help protect you against direct Matrix attacks, that's all.

Dr. Funk hits it dead on the head. Honestly, I love most of the rule changes you make. The only thing that really bothers me is that every hacker has the ability to brain hack.

Now if it required the purchase of a quality to do so, or a special set of programs, it wouldn't be an issue. With mages, they have to buy the mind control spells. It's not simply in their repertoire. If you're trying to mimic the magic system, there need to be about 40 more programs/sprites that are far more specific than the ones you have. That way when a hacker or technomancer decides he wants to be a brain hacker at start-up, he has to purchase it at a cost to his other abilities.

I also think that perhaps limiting brain hacking of orphan brains to technomancers would help cut down on the number of people out there just grabbing individual brains off the street.

QUOTE (Moon-Hawk @ Nov 6 2007, 09:44 AM)
QUOTE (eidolon @ Nov 6 2007, 10:37 AM)
In my group the hacker is the busiest one, easily.  I have to rush through some of the hacking actions, not because they take too long, but simply because there is such an overwhelming amount of useful stuff that can be done.
Cool, then it's not just me that that doesn't think that hackers are being left out because they aren't direct-damage killbots.
The issue for me is the same as astral projection. Every time a hacker or technomancer goes full VR, I have to pull off into another room and deal with that whil the other players sit around waiting. Sure, there's a lot they can do from AR, but given the advantages of VR, it's never made sense for them not to drop their meat body off and go bounding through the wireless that way.

So when I say hackers do need more to do, I mean simultaneously and without leaving the room. And what this really means is that the hackers in games I run don't know the rules well enough and I don't prep enough to be able to say, "well, there's turrets here, PANs here, security feeds here, drones here, and blah blah blah" for hackers to do. Really, the brain hacking rules seem to be as much a way to give GMs less prep as a way to give hackers more to do.

I don't mean to be offensive, but wow.


You guys are ok with a average joe who fiddles with computers hacking a low end car and ramming up someones ass (Either giving them brain damage, threatening them into submission, or out right killing them) for as low as about...what? A thousand yen worth of gear?

But you're almost flabbergasted that someone has to do it with programs that we dont even know are available and could cost who knows how much! Lets do some math (By core standards)

Metalink Commlink: 100Y
Vector Zim Os: 200Y
Expliot R2: 500Y
Command R1: 50Y
Total: 850Y

Skill: -1 (Default)
Attr: 3 (Logic)
Prog: 2 (Expliot)
VR: 2
Edg: 2 (Human)
Total: 8 Dice (Buying 2 successes), (7(1Firewall+6Admin), 1 init pass): Average 15 seconds.

Vs

2 dice


Wow, so why isn't everybody doing this? It certainly seems cheaper than brain exploding people.

Think about it before you guys get all frothy over the subject.
Earlydawn
I don't think that people are specifically upset about what's possible at what price. The issue stems from this new angle that hacking can now directly attack brains, totally changing a critical dynamic that was previously governed by what kind of technology a character carries.
Fortune
QUOTE (Seven-7 @ Nov 7 2007, 07:23 AM)
Think about it before you guys get all frothy over the subject.

It's more a flavor thing than a mechanics thing. I don't want brain-hacking in my Shadowrun in the same way that I don't want big-ass Giant Mechs in my Shadowrun. Any potential set of rules or mechanics for that type of thing are, to me, immaterial.
FrankTrollman
QUOTE (Buster)
Ah, I see where you're coming from now. However, you could make datajacks so incredibly necessary, and the cost of brainhacking so high (which therefore greatly lowers the chance of someone bothering to brainhack a wageslave), that everyone would still want a datajack even though it exposes them to some possible danger.


Sure. You could adjust the Nash Equilibrium with a carrot instead of a stick. You could make it so that datajacks gave you muffins and blow jobs all day such that them allowing you to be hacked was considered a minor set back. And you could write those rules because I'm not going to.

I have no idea how to make datajacks indepently groovy enough that player characters would seriously feel that increasing their vulnerability to brain hacking was something that they were willing to pay money and essence for. I don't think you do either, although I could be wrong. Maybe you have some rule formulated by which Datajacks make you just all around better enough of the time that you could create an equilibrium in which players and security personel had them in sufficient numbers that you could none-the-less support a blanket restriction on hacking targets which refused to purchase that eqipment. But I don't.

Ghost in the Shell was cool. The whole thing where the team had one guy on board who was all meat because even though he wasn't as fast or as strong or as good at anything he was unhackable and unpredictable. That's a valid way to set up some science fiction. But seriously I don't know how you'd make it work. Especially not in a world in which Mages already "get something" for not having datajacks.

Keeping your Essence is a reward in and of itself. It doesn't need to come with "immunity to 1/3 of the characters". And If it does, then datajacks have to provide something really, really awesome. And I don't have any ideas. It would require a different complete rewrite than the one I did.

-Frank
Lagomorph
RE: Brain Hacking

I'm kind of suprized that brains have always been a 1-way-street in shadowrun in terms of hacking, you can always hack with your brain, but can never have your brain hacked. It seems like a double standard to me, and leads to problems like "Brains can't be hacked, but technomancers have a node in their brain, can their node be hacked or is it immune?".

If you don't allow TM's in to your game, then it makes sense to try and keep brains as sacred, but considering no other meat is really sacred in the game I don't see what makes the brain worth saving.
Seven-7
QUOTE (Earlydawn)
I don't think that people are specifically upset about what's possible at what price. The issue stems from this new angle that hacking can now directly attack brains, totally changing a critical dynamic that was previously governed by what kind of technology a character carries.

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

It's more a flavor thing than a mechanics thing. I don't want brain-hacking in my Shadowrun in the same way that I don't want big-ass Giant Mechs in my Shadowrun. Any potential set of rules or mechanics for that type of thing are, to me, immaterial.



______________________________________________________________________

QUOTE
Honestly, in the wrong hands, this is a game breaking mechanic, allowing a hacker to create his own Cobra army by brainwashing random people.


QUOTE
Hackers do need more to do, but giving them the power to hack a brain negates any reason for them to run in the first place. Suddenly, every hacker becomes capable of making others do what he/she wants with little to no defense. This means instead of working, they'll spend 23 hours a day doing what they want and 1 hour a day taking account information out of unsuspecting people's heads. Why work when you can control the world's finances?


QUOTE
If hacking a brain were limited to some hackers instead of all, it wouldn't be an issue, but under this set of rules, it's easy for any asshole to do.


QUOTE
The brain lazers thing though... scary... And i think that if you take a step back and look at this for a second you'd agree this is a bit too absurd (almost as much as the BBB matrix rules wink.gif ). Basically, what's to stop anyone from walking into a poor third world country and controlling half the population there? Feeling a bit malicious? Fry some newborn babies! Abortion never was this easy, just fuse out the unprotected infant brain! Or are expectant mothers and babystrollers encased in big Faraday cages nowadays?



QUOTE
The matrix rules you are proposing are essentially the magical equivalent of teleport... which is, unsurprisingly, not allowed for magic, either.

Those limitations serve as an important part of game balance.

Bottom line:
These rules turn Shadowrun into Hackerrun.


QUOTE
- Put down one more vote against brain hacking an orphan brain please. This should be limited to touch-range tech. You did say that orphan brains are very uncommon, so no great deal.




QUOTE
Cool, then it's not just me that that doesn't think that hackers are being left out because they aren't direct-damage killbots.



QUOTE
And as a powergamer, the very first thing I would do with the naked brain hacking rules is brain hack every homeless person and datajack-free hippie and create an Agent Smith Army in the real world.



Suuure as hell seems like it.
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