Situation: Lets assume most of your group does not really know the matrix rules. Shocking idea, I know. Now if you introduce all the rules you know at once (which is of course "all of them". Yeah, right.), they´ll go straight into information overload mode. Not nice. Hey, at least they got the part about comlink modes and augmented reality.
Solution: You pretend you don´t know much about the matrix either. No, not the NPC solution this time. You introduce a limited ruleset, rules-as-written from the get-go. Whatever a player wants to look up has to be in the book. Once they´ve gotten the basics down, you sneakily build up to "full Unwired".
Development: Happening right now, right here.
My personal take:
Including the rules for Matrix Perception and Data Search is a no-brainer. The basic ways of hacking (Spoof and Exploit) are also essential. Then one needs to be able to use all kinds of nodes, and to handle matrix combat (which I will happily leave to Aarons cheat sheets). The rules writeup below addresses unexperienced GMs (I keep telling myself that I´ll get to play occasionally).
Running the Matrix 101
Matrix Perception (pg. 218 main book)
Computer + Analyse, in case of hidden personae/nodes opposed by Hacking/Firewall + Stealth.
One piece of information per (net) hit
Uses: The most common use is against icons that have stealth running and are in hidden mode. Both metahuman opponents and autonomous programs may do so, because it provides a first-strike advantage in matrix combat. The second main use is determining node properties before a hacking attempt is conducted. Your main villian might have a surprisingly good ´link. The third is gaining specific matrixIDs for use with Spoof.
Data Search (pg. 220 main book)
Extended Test, Data Search + Browse, threshold 2-16, search area determines base time: Device: one IP, Network: one turn, whole matrix: one minute
- reward specific search terms and search areas with better information
- rich, matrix savy opponents might monitor specific topics on the matrix
- assume hits are bought and don't bother rolling the dice, unless you want to check for glitches
Uses: Think internet, but with a severe increase in available information. See the optional AR bonus you might gain for some actions by getting DIY-help from the matrix (memo to self: search reference)
Spoofing Orders (pg. 224 main book)
Hacking + Spoof against Pilot/System + Firewall.
The basic requirement is a legitimate user ID for the (type of) node in question.
You will have MANY nodes that might come up in game, so take it easy and have identical access rights across nodes. You just need user groups with different access rights:
- separate all on-site nodes into public/work-related/security measures, and larger facilities into different areas
- determine what kind of access to those nodes any user group would have
- if your players manage to spoof the order, they can do whatever the user in question would have been able to
Use: Making a device perform a simple order, one time only. Advantage: It ties someone elses matrixID to the crime, Disadvantage: There is a risk of detection each time an order is given. Your player might want to run Stealth.
Node Hacking (pg. 221 main book)
Extended test, Hacking + Exploit vs. Firewall +0/+3/+6, one turn. System rolls Firewall+Analyse vs. Stealth, also an extended test unless the player increases the base time to one hour.
- Note that you can almost ensure detection on the second intruder detection test if you beef up Firewall and Analyse too much. Try running with analyse 1 and variable Firewall for starters.
- Other users or IC programs get a matrix perception roll to detect the hacker
Use: Gaining access rights of a certain level (but not an account) to a matrix node. The disadvantage is a limit to the rating of nodes that a hacker can reliably beat without raising an alarm, which can only be circumvented with a massive increase in required time.
Using a node
Information about the node: see Matrix Perception
Finding data: see Data Search
Editing data: Computer/Hacking + Edit, (pg. 219 main book)
Using a matrix function without associated program: Logic+Computer
Using a meat-world function: Relevant Skill + Command
Some semi-random spice
A device that only has a unifieddevice rating will mostly roll 2*device rating on tests.
The Cluster rules of Unwired allow you to combine several devices into one matrix node. Within the simplification of this subset of the rules, you simply have one node that controls all functions of all devices, with the twist that the lowest Firewall and System are used, and that Response is averaged. Which does not require any calculation if all devices have the same device rating. Lower number of nodes = fewer matrix tests, less book-keeping.
Minimal investments into hacking enable your players to defeat rating 3 nodes. Step it up too quickly and they´ll abandon the attempt of learning the matrix rules. Remember: Success is mostly a given in other areas, too. Try to mention that a little bit of hacking and a better comlink are way cheaper than the common investment into hardware skill. Not to speak of the "secondary" uses of hacking.
Encryption requires decryption on part of the attacker.
Response + Decryption vs. Encryption*2, extended test, 1 turn
WiFi-Scan is used to detect wireless nodes - even if they are hidden (for hidden icons on the same node see matrix perception above).
Electronic Warfare + WiFi-Scan, threshold variable, 1 turn
Active/passive node: threshold 1+ depending on number of nodes present
Hidden node, location known: threshold 4
Hidden node, general search: threshold 15+
Certain data might be secured by a data bomb (find out with Matrix Perception)
Hacking + Defuse vs. Data Bomb*2, not an extended test. Can be used for plot protection.
Link to the first example
Now the second part is ensuring that no hacker is ever surprised by the program requirements of the reduced ruleset. So those should be explicit. Ruleswise, one set of Aarons Hacker Cards per player is the recommended minimum. Don´t ever forget them.
Software and you
Maximum Program rating (=System)(capped by Response): ___
If you have Unwired, the Optimisation program option can come into play here. Ignore for the time being if you don´t.
Advantage: Metahuman
You are not limited to a dicepool of 12 like any agents ultimately are. Your dicepools are modified:
- by the hot-SIM bonus of +2 (Survival tip: No hot-SIM without Biofeedback-filters)
- by qualities (ie codeslinger)
- by augmentations
Security Concerns
Firewall: Core requirement of a secure comlink
As high as you can get. You can get rating 6. `Nuff said. You are a runner, and while this may be a transhuman age, information is still king.
Stealth: Core requirement of a runner comlink, required to enter hidden mode
As high as you can get. See your program cap. You want to hide your matrix self on the run, and stealth does exactly that.
Encryption: Core requirement of privacy, even if Decryption is rather easy. Really easy. Like in "listening in on the guards"-easy. Just saying.
They might have an ear on the matrix, too. If you own Unwired, you want to run a tactical network. Any good guys hacking that one would get rather perfect targeting data, don´t you say?
Joe Average Utility
Analyse: You need it to get information about anything, and for some defensive rolls (against Spoof).
At that price/benefit ratio, take what you can get.
Browse: Free information on the matrix? Your connection charges told you all information comes at a price?
Any rating will do, the test interval is rather short.
Command: Used for controlling all kinds of real-world functions nodes might have, should they require a test.
Might or might not come up. It´s easy to justify rating 3.
Basic Hacking
Spoof: Look at the spoof mechanic. A device resists faked orders with a dp of twice it´s rating. You can beat that, and it doesn´t take time at all.
Seriously, the Hardware skill approach to opening a door is pretty obvious, and takes waaay longer than a simple action. The Hacking skill has better secondary uses, too.
Exploit: Also often easy, this can get dangerous fast if you are hacking on the fly.
Consider the price of all those hacker services, and that beating a device rating of 3 is ruleswise an easy challenge. If you earn enough, you still have to deal with any information leaks.
Things-went-bad-programs: Attack, Armor, Biofeedback-Filters. You DO have Analyse, you MIGHT have Blackout / Black Hammer.
Handling the matrix is about avoiding detection. If you failed at that, you´ll need to fight a retreating battle. Or win.
Hacker´s Little Helpers
WiFi-Scan: Can´t hack it if you can´t find it. Used to find hidden nodes, as Analyse only finds hidden users on a node.
Trace: Want to know where your target is? No problem, defense is almost impossible.
Decryption: Rating is not that important, but you need it to defeat encrypted nodes
Defuse: If someone set you up the (data) bomb, this is handy. Warning: This is not an extended test, but opposed by the Data Bomb rating*2. Maybe getting the password is safer?
Things that I intentionally left out, and why:
- Program loads don´t matter much. If the group starts to concern themselves with that, fine. But experienced matrix players will not suffer from program load often, so I´ll leave that out for the first few sessions.
- Subscriptions are much the same. Yes, the game can benefit greatly from considering those, but ignoring subscription limits will not hurt that much.
- Node usage, any kind of detail, because I want my players to learn the basics first. Noted for early expansion.
- Wireless Network Tech, because there is no common base in real-world knowledge for my group. One half of my player base would object, and that kind of attrition is too high. Noted for early expansion.
The above is what I think you need to run the matrix, but there are of course many concepts that this reduced set of rules just glosses over. Please post any advice you have for beginner GMs who want to introduce the matrix, or any questions you might have for your fellow GMs. (And please, keep any answers RAW).
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