TECHNOMANCERS, HACKERS, and THE MATRIXQ. What do programs do now? Since target numbers are fixed and all, they obviously don't do that anymore.The majority of tests made while Hacking involves a (Electronics/Cracking skill) + (Program Rating) test. For example, you roll Data Search + Browse Extended Test to do typical Searches. The program effectively substitutes for where the Attribute would normally go in a typical skill-based test.
Q. In the DAQ 2.0, in skill groups it lists: "Tasking: Compiling, Decompiling, Registering". Is this a technomancer only thing?These are skills that pertain to Sprites, the "spirits" of the Matrix that Technomancers can summon. Compiling is Summoning, Decompiling is Banishing, and Registering is Binding.
Q. What do the skills "Software" and "Hardware" do? do these replace programming and B/R?Yup. You are correct.
Q. If cracking is the new computer skill, then what does computer do?Cracking skill group consists of Hacking, Electronic Warfare, and Cybercombat, and is usually used in illegal or oppositional tests. Electronics skill group consists of Computer, Data Search, Software, and Hardware, and is usually used in legal or build/repair/take-apart type tests.
Note that both Computer and Hacking often are used for the exact SAME tests, substituting for each other depending on the situation. Computer is used when you have legal access to a system (a legal user passcode/access) and the system isn't fighting you. Hacking is used when you do not have legal access to a system. For example, if you have legal access to a certain node with a lot of personnel files, you use Computer + Edit to alter the files within. If you are Hacking illegally and do not have a legal access code, you roll Hacking + Edit to alter the files. While redundant in some cases, this allows for folks to be competant/exceptional data handlers (high Computer skill) without being uber Hackers (low Hacking skill).
Q. Why doesn't Hacking take advantage of the Skill+Stat system like the other skills?Hacking does use the same system only, since the character's Physical and Mental Attributes are irrelevant when interacting with to cyberspace (its the programs that do the actual "doing"), instead of a character's Attribute you use the relevant Program or Hardware "Attribute" for each test (ie. the Persona's Attribute). Your computer skill figures in because that's how a character interacts with his OS and hardware.
Q. I thought you didn't have to roll if you had legit access to a system, at least in SR3? Do you immediately switch over if you are able to add a new root user to a system?Normally, yes. But remember that in order for you to do things like Opposed tests to determine forgeries or fake life-like illusions or insert junk data into a file, you would have to roll something. Remember that one scene in "Speed" where they loop the tape? If you had legal access to a system, you'd roll Computer + Edit to do something like that, and it would be opposed by the onlooker's Visual Perception test. If you were hacking and were doing something illegally, you'd roll Hacking + Edit. Basically, anything that would actually require a test would use the Computer skill to roll.
Q. What about MegaPulse and how large data is?In SR4, memory technology is considered to be so advanced that your devices are automatically assumed to have more than you'll ever need to use. Also, you would have wireless instant access to remote data storage at the same time. Thus, in terms of game mechanics, you never really worry about how much Mp you need to use. This is subject to GM fiat, of course. (You can't download the Library of Congress into your Ares Predator IV's internal storage.) Active memory is measured in rating points. storage memory is unlimited, unless the GM decides there are limits in a special situation.
Q. One of the things I've really missed in previous incarnations of the decking rules (and especially since VR2.0) is the possibility of having a group of deckers/hackers/whatevers going together and helping each other out. Is that possible by the book now?Yes. In the case of deckers working together, they'd use the Teamwork Test rules for Extended Tests. Having a bunch of talented deckers looking for flaws in a car's software, for instance, can be advantageous. Of course, having a bunch of talentless hacks pitching in can actually slow you down if they critical glitch. Sometimes, too many cooks can spoil the broth.
Q. How much of SR3 Matrix made it into the BBB? Specifically IC (I'd love to know more about IC), Agents, Searches, and Security Sheaves?The concept and how the matrix and Hosts work is a good deal different, and the mechanics are vastly different, but IC and Agents are still around. I'm assuming you mean "Searches", as in searching for information, and that is still there. The Security Sheave is now gone, however.
Q. If there is no Security Sheave, how does IC work?Similar to how it worked pre-VR2.0. Basically, if you fail to properly sneak into a host, or you alert the host through your actions (Like destroying things), there are several responses the host can make. One of them is to have IC on hand to attack the intruder. It's more freeform now, and this sort of thing is basically at the GM's disctrection (Though there is a random d6 chart of responses in the book for lazy GMs
). Other possible actions include calling in a security hacker, attempting to terminate the hacker's connection, or shutting down the system altogether. Another interesting thing is, IC is always loaded onto frames. and frames can be hacked.
Q. So...I may be reading this wrong, but is it all or nothing? (ie. I can't have a trace launch at one response and a killer the next, to use SR3 IC; instead hacker fails roll, host's security system sends in the IC) ... I guess a better way to ask is are there more or less or the same number of IC on any given server?I think it's GM's call. The new rules are pretty loose and designed to give both the player and GM more freedom, and to run a lot faster. One of the biggest design elements of a lot of the rules seems to have been to remove excess bookkeeping. So a Host could have multiple pieces of IC. Maybe it all attacks the first time you misstep. Maybe each time it loads a new copy of the IC. You could still set up a security sheave of sorts with a prearranged list of events that happen each time the Hacker sets off an alert. But as it stands, there's no hard and fast rules. Other than if the system shuts down, it won;t activate any additional IC
Q. What's the limiting factor for Technomancers/Hackers to acually hack a node. Other than the Firewall rating of a vehicle, I assume the character must be in range of the node's signal to hack it? Am I correct? (I had an event where a hacker was attempting to hijack vehicles on a street corner and I ruled that unless he hit the threshold on the extended test in one round, the car would move past him and out of range too quickly for him to get control over. Then he moved to a traffic light and got a nice shiny new car. Course, then he also got a nice shiny new criminal SIN, but that's a different story.)Range is a consideration, yes. Assuming the hacker is trying to brute force hack the car, which it sounds like he is. If he were going through the 2070 equivalent of OnStar to access the car, range isn't as much of a consideration.
There's other things to keep in mind too. Since the hacker is brute forcing this, he's trying to find a hole in the car's software to grant him access, instead of spoofing through an authorized channel (like the OnStar example I mentioned above). Since standard electronic devices only have admin level access, this is an automatic +6 threshold.
And while he's doing the hacking, the car is making tests to discover it. If the car makes threshold before the decker does, it will defend itself. Since many cars probably don't come with IC or their own security deckers, it will likely just shut its network access down (it will "go autistic", if you've ever watched Ghost in the Shell ). Though it may inform the local authorities of the location of the intrusion attempt before it does so ("Help, I'm a car at the corner of 12th and Pine, and I'm being hacked!"). Since cars are designed to operate just fine without networked access, shutting its access down doesn't harm it. It'll still just keep driving via its Pilot rating or the guy behind the wheel.
Important things to keep in mind:
Range: It's very possible a hack on the fly will take more than one initiative pass because of the threshold (probably around 9, 3 for device rating plus 6 for admin access). The hacker needs to stay in the car's range during that time.
Limited attempts: Under the information on Extended Tests in the Game Concepts chapter, it is recommended that on tests where success isn't ensured (and finding a security flaw in the car's software isn't a sure thing), the character should be limited to a number of rolls equal to his dice pool. So if his dice pool for the Hacking + Exploit test is 8, he's got 8 rolls to get the threshold. If he can't do it in that time, he just can't find a flaw in the software.
Glitches: If the hacker rolls a glitch during the Extended Test, the GM can roll 1d6 and subtract that number of hits from the hacker's accumulated hits thus far. If it goes below 0, the test fails. The GM can then rule that the hacker just can not find a flaw in the car's security. If at any time the hacker rolls a critical glitch, the whole test fails and again the GM has an opportunity to say the hacker just can't find an appropriate security flaw right now.
The other way into a car is through the authorized channels. Every car has a limited subscriber list it talks to, with subscribers that likely have dedicated passkeys. For instance, the car's owner might have a dedicated passkey built into his commlink so he can access his car from his PAN. Likewise, the 2070 version of OnStar (GridGuide, perhaps?) probably has a dedicated passkey for the car, so it can do things like unlock the car remotely in case the car is in an accident, the driver is unconscious, and the paramedics need to get inside.
The hacker could go through the driver's commlink to get access to an authorized channel. But hacking commlinks can be harder, especially if the car owner isn't around (like you're trying to hack a parked car). You could also try to go through the OnStar-like service. Advantages there are that range is not really an issue (most of those services use satellite coverage to reach a car wherever it might be) and service's hosts don't go anywhere or get shut off. Of course, in that situation, you're hacking into a full-fledged host, which is bound to have IC, security deckers, and all that fun stuff.
TECHNOMANCERSQ. More details if you could on the differences between hackers and technomancers ...?Technomancers use complex forms instead of programs, they need no device to access the matrix. They have no separate Matrix condition monitor. They use the same skills common to Hackers, but Technomancers use them differently and cannot teach them to non-technomancers. Technomancer versions are not available as skillsofts. Technomancers must learn complex forms from another technomancer or a sprite.
Q. Do Technomancers start out smarter than average like otaku did?There are no stat mods for being a technomancer, except for gaining the Resonance attribute. So, no.
Q. Can Technomancers go full VR?Technomancers can go full VR (in fact, they prefer this, according to the book). Technomancers are always considered as being in hot-sim VR, and cannot do cold-sim VR at all (unless they strap on a commlink and do it "old school").
Q. Do Technomancers experience drain?Yes.
Q. What do Technomancers use for data storage if they need no devices or cyber?Store it online somewhere. Instead of downloading into headware, they transfer it to their "website" or a "Resonance Realm/Well" or whatever. Technomancers have no form of organic storage memory whatsoever, so if they want to download a file, they need to mentally transfer it to a physical storage device. (p.233)
Q. How does a Technomancer download data?Most technomancers will still have a Commlink, as that still contains their ID, "credstick", phone, etc. And any onboard memory for that can be used as storage space.
Q. What is technomancer threading?Threading is the ability for a Technomancer to either boost the ratings of existing Complex Forms or create a new "temporary" Complex Form. Threading causes Fading, and takes concentration to sustain (-2 to all dice pools).
Q. Are technomancers hackable? I know they can hack other's networks, but are theirs unhackable because it is all in their mind?They have a firewall rating. Not sure if that means they are hackable. They can "shut off" their connection to the Matrix in emergencies, which implies that they can be hacked. Note that hacking into a commlink/technomancer is most likely useful because of the devices hooked into the PAN, and not necessarily for the act of hacking into the commlink/technomancer itself.
Q. So I can use eletronic warfare vs technomancers? Can I signal jam his mind?Yes. And they can have ECCM Complex Forms to overcome Jamming.
Q. Does jamming give technmancers headaches, like a background count or such?Meh. Probably not. It will certainly make them cranky or perhaps frightened. Imagine suddenly losing your sight or hearing, and you get the idea... if it has happened before, it could be a nuisance (especially for socially well-grounded technomancers or veteran runners), but some technomancers may panic.
Q. Can a Technomancer use a touch link or skin link to download data?Yes. Also, a Skin Link (different from a Touch Link, which is simply a way to receive Touch-related data from AR directly through a cybernetic connection) is a plausible way to connect with your devices, I guess, but folks are still going to hack into your "Commlink" first under SR4 rules (in the case of Technomancers, this is their Living Persona).
Q. Can Technomancers get mentor spirits?No. Mentor Spirits are for Awakened Characters. However, I can definitely see a way to make the equivalent rules for Technomancers (different philosophies on Resonance/Dissonance and the like), but this would be house ruling it.
Q. What causes a technomancer to take fading? Is it everything they do, and are they allowed to mix programs on their comlink with complex forms? (ie. run 1 program and 1 form)?Summoning/Registering Sprites and Threading Complex Forms are the two tasks that come to mind that cause Fading. While technomancers can get a commlink and use programs on that commlink, they will need to get an entirely separate skill to do so, as the Technomancer and Hacker versions are separate skills. p233
Q. Does this count for coding too? good technomancer coders don't make good holoLisp coders?Technomancers have their own version of the following skills: Computer, Cybercombat, Data Search, Electronic Warfare, Hacking, Hardware, and Software. Thus, since they get the Software skill, they can code as a technomancer skill. I don't see any text that limits the Software skill, preventing a technomancer from intuitively coding a project similar to the way a Hacker would write a program. They just would not be able to use said programs to Hack with their Technomancer-version of skills, since the programs aren't Complex Forms and thus do not allow the Technomancer to exercise his/her own mind-machine interface.