The following is the first version of my homebrew matrix overhaul for Shadowrun SR4. In contrast to Frank's overhaul (which establishes the decker as a full role) this ruleset is designed for decking to be something not quite as crucial to a team of runners. Goals include:
- fast and streamlined
- simple, with few elements
- decking should be cheap to acquire
- compatible with "old" SR fiction
This is by no means a finished writeup. It is still missing rules for non-matrix hacking, non-IC constructs and probably much more. It is however enough for my group to use in games. I'm putting this out here for critique and adaption, but I am going to continue to work on it.
Edit: Damn the formatting is crap. Please bear with me until I get this at least somewhat readable.
Low-tech matrix overhaul
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Low-tech matrix overhaul
Last edited by Murtak on Wed Aug 05, 2009 1:04 pm, edited 1 time in total.
Murtak
Software is dead
There is no more software – at least for deckers there isn't. With the enormous amount of data processing necessary just for displaying the matrix, much less interacting with it or automatically reacting to black ice software is simply too slow, too weak to be worth considering when your life is on the line. Instead all programs are coded in programmable hardware. Software still exists of course, but it's use is mostly restricted to non-decking work. On the bright side software is cheap or even free.
No software program may have a rating above 2. All software programs have a rating of 0 in cybercombat.
The matrix
The matrix is a digital illusion, designed to present immensely complex systems in a way intuitively understandable for humans. As such, what is seen in the matrix does not necessarily correspond to the real world. Crashing a matrix host does not usually harm any computer and crashing a computer may crash several hosts – or none at all. All interaction between the matrix and the real world is done via icons called slaves.
Architecture
At it's core, the matrix consists of nodes and icons. Nodes are virtual locations, appearing to be rooms, buildings, forest clearings or any other presentation which allows for icons to enter them. Everything else – users, programs, databases, slaves and files – are represented as icons. Icons differ from nodes in that they can be interacted with, while nodes may only be entered or left.
Nodes
A node is a virtual location. It may be connected to other nodes. Multiple nodes are commonly organized as a single host. Nodes monitor their icons and may trigger countermeasures depending on those icons' actions.
Nodes may trigger countermeasures based on decker actions which increase the decker's security tally. The trigger may be a specific action or any action which increases security tally.
Newly created IC appear at the end of the following turn (after all actions have been taken). IC lying dormant which was merely woken instead appear at the start of the next turn (before any action have been taken). In any case the IC is not initially aware of the decker.
Spawn tables may also trigger non-IC responses such as alerting security deckers, cutting of access to parts of the system or even powering down the node altogether.
Hosts
Hosts are organized collections of nodes, which share data to a certain degree. Like individual nodes, hosts can trigger countermeasures. A host can have as few as a single node or as many nodes as the supporting hardware allows. Most hosts have between 3 and 20 nodes. Larger systems are usually built out of several hosts.
Hosts have a dice pool. This dice pool is used for both hacking and cybercombat tests.
When logging in to a host (see below) a security threshold is generated. When a decker fails to win an opposed roll inside any node of the host he accumulates a point of security tally.
Like nodes, hosts may also trigger countermeasures. Unlike nodes, host triggers are based on the decker's total security tally in comparison to his security threshold. A trigger may be any multiple of the security threshold.
IC triggered in this way appear in the node in which the triggering action was taken at the end of the following turn (after all actions have been taken).
Hosts usually purge their stored login data in set intervals or after a severe access violation. Commonly intervals are daily, weekly or monthly purges, with larger and more frequented hosts preferring longer intervals.
Icons
The parts of the matrix which can be manipulated are called icons. Users, deckers, IC, files and slaves all have icons.
All icons have the following attributes (although some icons may have a rating of zero in one or more attributes):
Attack
Defend
Masking
Sensor
Each attribute limits the maximum number of successes on corresponding hacking or cybercombat tests.
Host-controlled icons use the hosts pool instead.
All icons have a detection threshold equal to their Masking attribute. This is the number of successes needed to detect the icon using the scan action.
Decking
Strictly speaking decking is the act of accessing the matrix using a cyberdeck. Most people instead use the term to describe any criminal computer activity taking place in the matrix.
Matrix actions
All opposed actions add to the security tally on a tie or unsuccessful roll.
Opposed Actions
Log on (Masking vs Host)
Log on is a special extended action. The decker has to decide in advance how many actions he wishes to use to log onto the host.
One action
One roll
Ten minutes
Two rolls
One day
Three rolls
One month
Four rolls
Should the hacker fail to log in he may of course try again, but for a number of minutes equal to the host's color code he will be at a -2 dicepool penalty (cumulative for multiple failures). A legitimate login adds a positive dicepool modifier of +1 to +6, depending on the access rights of the login.
Attack (Attack vs Defense)
If the decker scores more successes he damages the target icon with damage equal to his icons base damage rating (usually 5) plus the number of excess successes. Using the attack action drops hidden mode.
Control (Attack vs Defense)
Control is an extended opposed test. On each test the decker may accumulate security tally. The number of net successes needed to control the target depends on the type of icon.
File: 1
Slave: 2
IC: 4
Controlled files may be deleted or altered. Controlled slaves may have their input or output altered (machines my be turned on, off, or reprogrammed, cameras may send false data, etc). Controlled IC may be despawned or forced to disregard the decker.
Trace (Sensor vs Defense)
Trace is an extended opposed test. Failed actions do not add to the decker's security tally, but if he fails (but not ties) two rolls in a row the trace attempt fails. If the decker accumulates a number of net successes equal to his target's masking rating he may pinpoint the target's location.
Login point in same host: 1m
Login point in same host the current host is in: 10m
Else: 100m
The decker may only use the trace action if he has the trace add-on.
Evade (Masking vs Sensor)
If the decker scores more successes than his target he is hidden (from that target only) at his regular detection threshold (all other rules apply as normal).
Overview (Sensor vs Host)
If the decker wins the roll he gains information about the host system based on the number of net successes.
1: Show neighboring nodes and their general purpose
2: As above, but show all nodes
3: As above, but also show connections to other hosts
Unopposed Actions
Scan (Sensor)
Any hidden icons with a detection threshold lower than the number of successes become visible to the decker. (Non-hidden icons are automatically visible.)
Log out (Masking)
Remove the number of successes scored by the decker from his security tally. If his total tally is now lower than the host's security threshold he may use this login handle again (with a security threshold equal to the current threshold minus the reduced security tally).
Reconfigure
The decker may either reassign program ratings, or deactivate one add-on to activate another add-on.
Move
Using the move action the decker may move one node. Using the move action reduces the decker's detection threshold by one until the start of his next pass.
Hide
By using the hide action the threshold for other icons to detect the decker is set to his masking rating. If the decker is struck in cybercombat all icons in the node may immediately take a scan action to detect him.
Heal
The decker heals either one icon damage or one point of damage to one of his attributes.
Intrusion Countermeasures
No IC can have a rating higher than it's host's rating. Most ICs have a rating of one third to one-half their host's rating.
White IC
White IC have defense and sensor ratings equal to their rating. They do not have ratings in any other attributes.
Barrier IC
Barrier IC may not move. It attaches itself to a single node-to-node connection and prevents all icons from passing through. Sneaking past Barrier IC is possible, but hard – the decker must make take a successful evade action with a -4 dicepool modifier.
Tracer IC
Tracer IC uses the trace action instead of attacking.
Gray IC
Gray IC has attack and defense equal to it's IC rating, a sensor rating equal to its IC rating -1 and no masking rating.
Blaster IC
Blaster IC directly attacks the decker's icon, using the attack action.
Tar IC
Tar IC attempts to cripple the decker by attacking his programs. On a successful attack Tar IC deals one point of damage to one of the decker's program ratings, plus an additional point of damage if the IC scores three or more net successes. (This damage may be fixed by rebooting or using the heal action)
Black IC
Black IC has a rating equal to its IC rating for all of its attributes.
Killer IC
Killer IC directly attacks the decker, using the attack action. Instead of damaging the icon, killer deals stun damage to the decker
IC options
White IC may not have options. Gray IC may have a single option. Black IC may have up to two options.
Focused
The IC gets a +2 bonus to one of it's attributes.
Expert
The IC gets a +2 dicepool modifier to all actions involving a single attribute.
Ripper (black IC only)
If the IC scores 3 or more net successes on an attack it deals physical damage instead of stun damage.
Psychotrophic (black IC only)
If the IC scores 3 or more net successes on an attack it may implant a simple suggestion to the decker.
Acidic
If the IC scores 3 or more net successes on an attack it also lowers the deck's rating by one.
Bomb
An IC with this option may only be triggered by a specific opposed decker action (i.e. “a search action in node X”). If the decker accumulates security tally on that action, the IC is spawned, immediately attacks once and then despawns. The decker's dicepool is reduced by 10 against this attack roll.
More
IC cant venture past their host (but can alert IC in neighboring hosts, if those are friendly).
IC passes depend on host colorcode
blue 1
green 2
yellow 3
red 4
Cybercombat
leaving node (unless evading) draws AoO from all icons.
1 Cyberdecks
Decks
Cost = Rating x 10.000 (addons cost extra)
sum of icon attributes = 3x deck rating
no attribute higher than deck rating
max no of addons = rating
Addons
each costs 5000
+damage (default 4)
+hardness
virtuality filter – ties produce no tally if initial hacking vs host successful
rerouter – antitrace
blackhammer – physical damage to deckers
trace – tracing program
passes:
ar 1, vr 2, hotsim with simsense 3, booster +1
hotsim = -2 to soak tests vs black IC
There is no more software – at least for deckers there isn't. With the enormous amount of data processing necessary just for displaying the matrix, much less interacting with it or automatically reacting to black ice software is simply too slow, too weak to be worth considering when your life is on the line. Instead all programs are coded in programmable hardware. Software still exists of course, but it's use is mostly restricted to non-decking work. On the bright side software is cheap or even free.
No software program may have a rating above 2. All software programs have a rating of 0 in cybercombat.
The matrix
The matrix is a digital illusion, designed to present immensely complex systems in a way intuitively understandable for humans. As such, what is seen in the matrix does not necessarily correspond to the real world. Crashing a matrix host does not usually harm any computer and crashing a computer may crash several hosts – or none at all. All interaction between the matrix and the real world is done via icons called slaves.
Architecture
At it's core, the matrix consists of nodes and icons. Nodes are virtual locations, appearing to be rooms, buildings, forest clearings or any other presentation which allows for icons to enter them. Everything else – users, programs, databases, slaves and files – are represented as icons. Icons differ from nodes in that they can be interacted with, while nodes may only be entered or left.
Nodes
A node is a virtual location. It may be connected to other nodes. Multiple nodes are commonly organized as a single host. Nodes monitor their icons and may trigger countermeasures depending on those icons' actions.
Nodes may trigger countermeasures based on decker actions which increase the decker's security tally. The trigger may be a specific action or any action which increases security tally.
Newly created IC appear at the end of the following turn (after all actions have been taken). IC lying dormant which was merely woken instead appear at the start of the next turn (before any action have been taken). In any case the IC is not initially aware of the decker.
Spawn tables may also trigger non-IC responses such as alerting security deckers, cutting of access to parts of the system or even powering down the node altogether.
Hosts
Hosts are organized collections of nodes, which share data to a certain degree. Like individual nodes, hosts can trigger countermeasures. A host can have as few as a single node or as many nodes as the supporting hardware allows. Most hosts have between 3 and 20 nodes. Larger systems are usually built out of several hosts.
Hosts have a dice pool. This dice pool is used for both hacking and cybercombat tests.
When logging in to a host (see below) a security threshold is generated. When a decker fails to win an opposed roll inside any node of the host he accumulates a point of security tally.
Like nodes, hosts may also trigger countermeasures. Unlike nodes, host triggers are based on the decker's total security tally in comparison to his security threshold. A trigger may be any multiple of the security threshold.
IC triggered in this way appear in the node in which the triggering action was taken at the end of the following turn (after all actions have been taken).
Hosts usually purge their stored login data in set intervals or after a severe access violation. Commonly intervals are daily, weekly or monthly purges, with larger and more frequented hosts preferring longer intervals.
Icons
The parts of the matrix which can be manipulated are called icons. Users, deckers, IC, files and slaves all have icons.
All icons have the following attributes (although some icons may have a rating of zero in one or more attributes):
Attack
Defend
Masking
Sensor
Each attribute limits the maximum number of successes on corresponding hacking or cybercombat tests.
Host-controlled icons use the hosts pool instead.
All icons have a detection threshold equal to their Masking attribute. This is the number of successes needed to detect the icon using the scan action.
Decking
Strictly speaking decking is the act of accessing the matrix using a cyberdeck. Most people instead use the term to describe any criminal computer activity taking place in the matrix.
Matrix actions
All opposed actions add to the security tally on a tie or unsuccessful roll.
Code: Select all
Action Decker Host
Move Free - -
Scan Free Sensor -
Heal Simple - -
Evade Simple Masking Sensor
Inspect Simple Sensor Defense
Search Simple Sensor Host
Hide Simple - -
Attack Complex Attack Defense
Log Out Complex Masking -
Overview Complex Sensor Host
Reconfigure Complex - -
Control Extended Attack Defense
Log On Extended Masking Host
Trace Extended Sensor Defense
Opposed Actions
Log on (Masking vs Host)
Log on is a special extended action. The decker has to decide in advance how many actions he wishes to use to log onto the host.
One action
One roll
Ten minutes
Two rolls
One day
Three rolls
One month
Four rolls
Should the hacker fail to log in he may of course try again, but for a number of minutes equal to the host's color code he will be at a -2 dicepool penalty (cumulative for multiple failures). A legitimate login adds a positive dicepool modifier of +1 to +6, depending on the access rights of the login.
Attack (Attack vs Defense)
If the decker scores more successes he damages the target icon with damage equal to his icons base damage rating (usually 5) plus the number of excess successes. Using the attack action drops hidden mode.
Control (Attack vs Defense)
Control is an extended opposed test. On each test the decker may accumulate security tally. The number of net successes needed to control the target depends on the type of icon.
File: 1
Slave: 2
IC: 4
Controlled files may be deleted or altered. Controlled slaves may have their input or output altered (machines my be turned on, off, or reprogrammed, cameras may send false data, etc). Controlled IC may be despawned or forced to disregard the decker.
Trace (Sensor vs Defense)
Trace is an extended opposed test. Failed actions do not add to the decker's security tally, but if he fails (but not ties) two rolls in a row the trace attempt fails. If the decker accumulates a number of net successes equal to his target's masking rating he may pinpoint the target's location.
Login point in same host: 1m
Login point in same host the current host is in: 10m
Else: 100m
The decker may only use the trace action if he has the trace add-on.
Evade (Masking vs Sensor)
If the decker scores more successes than his target he is hidden (from that target only) at his regular detection threshold (all other rules apply as normal).
Overview (Sensor vs Host)
If the decker wins the roll he gains information about the host system based on the number of net successes.
1: Show neighboring nodes and their general purpose
2: As above, but show all nodes
3: As above, but also show connections to other hosts
Unopposed Actions
Scan (Sensor)
Any hidden icons with a detection threshold lower than the number of successes become visible to the decker. (Non-hidden icons are automatically visible.)
Log out (Masking)
Remove the number of successes scored by the decker from his security tally. If his total tally is now lower than the host's security threshold he may use this login handle again (with a security threshold equal to the current threshold minus the reduced security tally).
Reconfigure
The decker may either reassign program ratings, or deactivate one add-on to activate another add-on.
Move
Using the move action the decker may move one node. Using the move action reduces the decker's detection threshold by one until the start of his next pass.
Hide
By using the hide action the threshold for other icons to detect the decker is set to his masking rating. If the decker is struck in cybercombat all icons in the node may immediately take a scan action to detect him.
Heal
The decker heals either one icon damage or one point of damage to one of his attributes.
Intrusion Countermeasures
No IC can have a rating higher than it's host's rating. Most ICs have a rating of one third to one-half their host's rating.
White IC
White IC have defense and sensor ratings equal to their rating. They do not have ratings in any other attributes.
Barrier IC
Barrier IC may not move. It attaches itself to a single node-to-node connection and prevents all icons from passing through. Sneaking past Barrier IC is possible, but hard – the decker must make take a successful evade action with a -4 dicepool modifier.
Tracer IC
Tracer IC uses the trace action instead of attacking.
Gray IC
Gray IC has attack and defense equal to it's IC rating, a sensor rating equal to its IC rating -1 and no masking rating.
Blaster IC
Blaster IC directly attacks the decker's icon, using the attack action.
Tar IC
Tar IC attempts to cripple the decker by attacking his programs. On a successful attack Tar IC deals one point of damage to one of the decker's program ratings, plus an additional point of damage if the IC scores three or more net successes. (This damage may be fixed by rebooting or using the heal action)
Black IC
Black IC has a rating equal to its IC rating for all of its attributes.
Killer IC
Killer IC directly attacks the decker, using the attack action. Instead of damaging the icon, killer deals stun damage to the decker
IC options
White IC may not have options. Gray IC may have a single option. Black IC may have up to two options.
Focused
The IC gets a +2 bonus to one of it's attributes.
Expert
The IC gets a +2 dicepool modifier to all actions involving a single attribute.
Ripper (black IC only)
If the IC scores 3 or more net successes on an attack it deals physical damage instead of stun damage.
Psychotrophic (black IC only)
If the IC scores 3 or more net successes on an attack it may implant a simple suggestion to the decker.
Acidic
If the IC scores 3 or more net successes on an attack it also lowers the deck's rating by one.
Bomb
An IC with this option may only be triggered by a specific opposed decker action (i.e. “a search action in node X”). If the decker accumulates security tally on that action, the IC is spawned, immediately attacks once and then despawns. The decker's dicepool is reduced by 10 against this attack roll.
More
IC cant venture past their host (but can alert IC in neighboring hosts, if those are friendly).
IC passes depend on host colorcode
blue 1
green 2
yellow 3
red 4
Cybercombat
leaving node (unless evading) draws AoO from all icons.
1 Cyberdecks
Decks
Cost = Rating x 10.000 (addons cost extra)
sum of icon attributes = 3x deck rating
no attribute higher than deck rating
max no of addons = rating
Addons
each costs 5000
+damage (default 4)
+hardness
virtuality filter – ties produce no tally if initial hacking vs host successful
rerouter – antitrace
blackhammer – physical damage to deckers
trace – tracing program
passes:
ar 1, vr 2, hotsim with simsense 3, booster +1
hotsim = -2 to soak tests vs black IC
Last edited by Murtak on Wed Aug 05, 2009 1:12 pm, edited 1 time in total.
Murtak