QUOTE (hyphz @ May 30 2011, 05:44 PM)

Hi folks,
First of all, hello everyone and thanks for letting me join

Come on in, we'll try not to bite

QUOTE (hyphz @ May 30 2011, 05:44 PM)

First. Maps. We're coming from D&D 4E where everything is about maps. Some of the sample adventures have maps but most of them don't. Is SR generally run with maps or without and if it's without, how do you deal with players asking for exact ranges?
Exact maps usually aren't all that necessary. It's very useful to have a clear sketch of how a building works, where the exits, security checkpoints etcetera are, but measurements are rarely all that important. The main use is so that the players can more easily hash out a plan for how they get in, and to show who's standing where in a fight.
Here are some interesting articles about more light-weight maps:
article 1 and
article 2. I haven't tried out this method yet, but it looks very useful if you need to make maps quickly or need to map huge buildings with lots of uninteresting rooms - it focuses on the important stuff.
QUOTE (hyphz @ May 30 2011, 05:44 PM)

Secondly, I'm a bit baffled about some of the rules on the Matrix. Specifically:
- If you have Commlink + Simsense + Trodes, you can access AR *or* VR, right? Or is it just VR? I'm just left wondering why anyone buys Monocles/Goggles/AR Gloves when Simsense is just plain cheaper and does all the same things.
It's a bit like PCs, notebooks, smartphones and so forth - convenient interfaces. For VR you need a Sim Module (which renders the Matrix for you), some interface (trodes, datajack, AR gloves, image link) to let you see it, and something to actually run your software on (commlink).
AR is mostly the same, except you can skip the Sim Module. Note that there are some bigger devices (like a Simrig) which also contain a Sim Module.
QUOTE (hyphz @ May 30 2011, 05:44 PM)

- Some of the sample characters seem to have bits missing - some have Commlink + Simsense but no Trodes for instance. Does a Datalink substitute?
The premade characters have been known to contain serious character building flaws, so don't take them as too-excellent examples. But a datajack does substitute for trodes; it's like an USB/ethernet port concealed behind your ear.
QUOTE (hyphz @ May 30 2011, 05:44 PM)

- Can you have a Smartlink but no Commlink?
Yes, but more importantly: you need to have a smartlink both on the gun and in some sort of interface device (cybereyes, contact lenses, glasses...), so you that you can interact with the gun's targeting datafeed.
QUOTE (hyphz @ May 30 2011, 05:44 PM)

- Commlinks have variable Matrix scores, but part of the text also states that Commlinks substitute for Personal Credsticks, and the Device table says that Credsticks would have Device 6. How's that resolved? I presume the intention isn't that people can gain money by hacking their own Commlink!
This hasn't been said to clearly, but my take on it is this:
The money isn't actually on the credstick. The money is in a bank, and the credstick has a list of
one-time pads hardcoded in it to match an account on that bank; you can use them to send the bank orders to transfer the money to other accounts. Since these orders are encrypted in a mathematically proven secure manner, it's hopeless to try to spoof transfer orders; you
must have the credstick's secret information to make transfers.
So if someone hacks the credstick, they can still clean out the account, but they haven't actually hacked the bank account, they just got access to the credit card.
QUOTE (hyphz @ May 30 2011, 05:44 PM)

- I don't really want to use the add-on books until I've gotten used to running things with just the core, but the FAQ references Unwired stating that one way to stop Cyberware being hacked is to "keep Signal low". But there are no rules letting you choose the Matrix stats of your cyberware, you just get the Device rating based on its Grade. Which paradoxically means that Deltaware, with its higher Device rating, is more easily hacked than the basic stuff (yes, it has higher security too but that can be broken by a high skilled hacker whereas needing to be obviously sitting right next to the guy's cyberarm to hack it is kind of a general dealbreaker)
Hacking cyberware was a dumb idea they came up with so that hackers would try to hack people in combat. It's dumb because nobody worth hacking would be stupid enough to leave their cyberware's wireless transmitters on.
And you can't hack what you can't connect to. So in Unwired they quietly retconned the whole thing and said that cyberware with even a whiff of security applications comes with the wireless disabled.
If you sit down next to a street sam, grab your screwdriver and manually connect, sure, you could try to hack him. (If he lets you.) But wireless hacking of cyberware only works if the cyborg is truly incompetent

QUOTE (hyphz @ May 30 2011, 05:44 PM)

- Another issue is that an awful lot of the electronics/Matrix rules talk about PANs but most of the items described as having PAN interaction don't have any specific rule saying that their user must have a Commlink. What happens if, when you realize that your smartgun or cyberarm or whatever has been hacked, you throw your commlink on the floor and shoot it? Or you just don't have one in the first place?
One way to increase security is to separate important systems.
Your smartlinked gun has a Cybersafety (Arsenal/Augmentation; it's an implant in your hand that connects to the gun. The gun only works if it's being held by someone with the correct Cybersafety implant. The implant doesn't cost Essence, and connects the Smartlink to you too) or a Skinlink (core book), neither of which can be connected to with wireless.
Your implants have had the wifi antennas physically removed. They connect through wires in your body with a socket such as a Datajack. It all connects to a "secret" commlink through Skinlink (or the commlink is actually implanted.) The secret commlink is never used to connect to the outside world directly, but just in case, it has a Firewall 6 and an Agent with the highest Analyze you can get running in it. The whole node is encrypted and has a data bomb set on it. It connects via wires to the Gatekeeper commlink; only someone who gets through the Gatekeeper can even find out it's there, let alone hack it.
Then there's the Gatekeeper commlink: again secured to the hilt, but this is the node you use to communicate with your team with. Don't use it for frivolous things, and shut it off when you're not running, just to cut down on people's chances to notice its existence or probe it.
Finally, there's the Decoy commlink. Not too secure, but not implausibly easy to hack either, it has all sorts of fake data on it. Because cops get suspicious if you don't have any commlink; this one is just to make you look like a normal person.
Now, if it should happen that someone hacks the Gatekeeper commlink, just shut its power off. You'll be running in "autistic mode", as Ghost in the Shell calls it - no way to connect to you, so you can't be hacked. (Remember: the Secret commlink doesn't connect to the Matrix, it just runs all your PAN devices.)
There are two reasons to be less paranoid-radio silent; communication with teammates and a TacNet (Unwired). But if you appear to be hacked, or someone's trying to hack you and it doesn't look good, just cut their access off.