Quickdeck rules.
These rules are meant to be a quick and effective way for a GM to add matrix theatrics to a session. It recognizes that the decker is not just a normal computer user, and is an expert in penetrating systems. Shadowrunners were never designed to be the average joe, and for a time that concept was lost. The goal is to make decking appear to be more like the books where deckers stuck their hands into things and twisted code in order to accomplish their goal. Quickdecking may be a small departure from realism in terms of the mechanics used in order to gain efficiency and cinematics.
Everything in a system should be skulpted or themed for extra impact. From pagodas and samurai, steam punk airships with dials and tubes to a barn and farm animals. There will be a themes section to help out with ideas if you need some.
The quickdecking rules have stripped things down for efficiency. Filesize, transfer rates, and network speeds have been removed. Programs are more like agents forcing deckers to rely more heavily on their decking abilities and deck. The objective is to reduce inflated system threshholds and unnecessary downtime in programming, and replace it with a decker ripping through the system to retrieve data. A decker will want to spend money on new and improved decks. Most likely the decker will have different decks for different vectors.
Another change that the quickdecking rules offers is more variety of decks for different purposes. Decks will have different concealabilities, CPU ratings and Response increases. Miniturization has benefits and costs. The benefit is that it becomes easier to sneak decks into places, the cost is that they aren't as powerful as larger decks, and cost more.
For instance a rating 5 CPU deck with a concealability of 3 will be much cheaper than a rating 5 CPU with a concealability of 12. It is highly unlikely tha the concealability 12 deck will have a high response increase.
In quick decking rules there are some important things to remember:
1. CPU rating - This is the deck's ability to do work.
* It limits the maximum rating of a program that it can run
* It limits the maximum number of programs that can run
* deck's ability to withstand attacks from IC
* CPU rating will automatically incorporate a programming suite, and utilities for the decker to perform their electronic wizardry.
2. Computer Skill - This is the decker's skill in hacking systems, and ability to tweak program performance
* is used to send fake/spoofed commands to the System in order to gain access
* is used as the decker's attack skill
3. System rating - This is the system's ability to detect fraudulant commands or users.
* is used in an opposed test with the decker. (Much like spirit banishing)
* the rating is dependant upon the access point (internal/external/device/terminal can have different ratings)
4. Account rating - this is the security rights that an account has
* if the decker doesn't have an account then they have to hack in to access the system
* every command/file that is greater than the account requires a hack attempt
5. File/Command Ratings - This is the security level on a file/commawnd
* if the file / command rating is greater than the account rating then it requires a hack attempt
* files -> have an access rating, could have paydata value, can be encrypted, or hiding a piece of IC that launches when accessed
6. Programs are bots/agents - programs run and perform actions with limited instructions.
* are similar to spirits when you give them simple instructions
* have a single function
* must have an encephalon process or deck SPU to maintain it
* the advantage is that more actions can be done at the same time, disadvantage is that they don't have hacking pool when they challenge the system unless maintained by the encephalon. (hacking pool can be allocated to a process like a mage allocates shielding dice to a team member)
7. IC - defensive programs launched by the system
* IC are launched when a system wins an opposed test
* IC have 6 forms - Trace - Crash - Dump - Scramble - Burn - Kill
* If trace wins - deckers location is revealed to system and deck needs to be cleaned or it constantly reports location. Computer skill TN IC rating. Takes IC rating in hours.
* If crash wins - any program that are running on the deck greater than the reduced CPU rating will corrupt. The decker will be required to launch a new program, and maintain it.
* If dump wins - deckers is ejected from the system (roll for dumpshock)
* If scramble wins - all data on the deck if fried
* If burn wins - decker's CPU is fried
* If kill wins - decker's brain fried
Short version
Hack Login
-> computer skill + hacking pool TN system rating vs system rating TN CPU
Locate file
-> computer skill + hacking pool TN system rating vs system rating TN CPU
Download file
-> computer skill + hacking pool TN system rating vs vs system rating TN CPU **1 for each rating of the file or paydata, device
Combat
-> computer skill + hacking pool TN IC rating vs IC rating TN CPU **pay 1 encephalon process or hacking pool for each IC crashed
Repair
-> repair utility must be greater or equal - can heal 1 rating per complex action
Response Increase 1 2 3 4 5
Response increases are within the deck, can go beyond physical (new lightgates, better frabrication, extra sub processors, etc)- they cannot be greater than 1/2 the CPU rating round up
Decking cyberware:
Encephalon - maintain rating in processes. Can allocate hacking pool dice limited to rating.
1 - 1 rating
2 - 2 rating +1 cyber reaction
3 - 3 rating +1 cyber reaction
4 - 4 rating +2 cyber reaction
spu math adds rating to hacking pool, and some to reaction
1 +1 cyber reaction
2 +1 cyber reaction
3 +2 cyber reaction
4 +2 cyber reaction
IC initiative - (rating / 2)d6 + rating
Each system has a directory of files and devices -> and possible list of sub systems
Decking naked CPU is 1/2 willpower