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= CHAPTER THREE - THE MATRIX = The wireless Matrix is made up of thousands of individual ‘Nodes’ (something like modern day cellphone towers) each with its’ own signal strength that creates an overlapping systems without breaks in every modern Metroplex. Corporations also support their own Nodes along with the public infrastructure. Almost every device at this time is wireless and can and will broadcast its information out to the world for all to see and use. This includes your home or apartment appliances, window shades, maglocks, comlinks, cyberware, vehicles, drones, etc. Basically anything electronic has a wireless connection so that it can be view and talk to other wireless devices. This way if you are running low on Soy Milk, your refrigerator can tell you about it and your Harley will let you know when you need to change the oil again. Your cyberware and comlink can receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc. [[File:SR.D5.Matrux.jpg | 350px | left]] Active Users can immerse themselves into this Augmented Reality (AR) wireless world to view and access the information there. This allows them to ‘see’ other AR uses basic information along with hundreds if not thousands of wireless ads and banners. This information is overlaid onto the uses field of vision but does not block it (although it can be overloaded with too much information in some high-spam traffic areas). In order to project ones conscious into the Matrix requires the Emersion ability (either with a Simsense rig or Datajack implant). To manipulate the Matrix requires the Hacking skill and Programs. All computer systems and devices in this world have a Broadcast strength for how far out its basic radio signal is. If its within an greater Node network it can connect to the Matrix and thus pretty much anywhere in the world. A devices Firewall is the basic security of the device against hostile hacking. At its basic level is a penalty to any hostile or illegal action attempted against the device. '''COMLINKS'''</br> A comlink is basically an advanced personal computer, PDA and cellphone. When in 'active user' mode, anyone can see your basic display information in AR as is ‘projected’ out into the wireless world. They can contact you and project visual ads or banners to you. This is called an Active User mode and is how many SINers operate. In the world of Shadowrun this might not always be a good idea. You don't want Lone Star or mall security to know what you and your friends are talking about especially if you are discussing not-so-legal activities. Comlinks can operate on ‘hidden mode’ where they only talk to other comlinks that have given them permission and do not appear on others AR overlay. Of course this is illegal is certain higher security areas. For example, Lone Star does not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle. Most shopping centers and corporate locations also require anyone visiting to have their public information displayed at all times. This has the added benefit of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough (high enough ranking). == MATRIX 101 == The Matrix is built upon millions of different broadcasting Nod Systems that create the virtual structures that act as a real structures to the Matrix Personas and users. A Host is the center of multiple Nod Systems that support an individual sites such as a Corporate Matrix site (think websites of old), Chat rooms, Data sharing sites, News broadcast sites, library sites, government agencies and public access sites, etc. But also illegal chat room, Shadow sites, Warzane sharing sites, etc. For simplistic sake I am using a modified version of Cyberspace (for the Matrix) and Jockeys (for Riggers) found in Spawlrunners. The rules are included below for those without the PDF. '''COMMON TERMS'''</br> Before we get into the rules, there are a few terms we use to describe various rules elements or technology. These terms are presented here so you can familiarize yourself with them before reading further. :'''Active Users''': whenever anyone with a comlink that is on and broadcasting a signal, that person is an Active User. They are viewing the Matrix (generally via AR) and can see information (text, advertisements, other AR users, etc.) that is being broadcasted out via a Nodes. A user can operate in '''Hidden Moe''' where their data is keep private and the can only communicate with Nods that grant them permission. Their broadcast signal is still detectable but their information and conversions are private. :'''AR''' (Augment Reality): With an active user comlink a user can view the world around her via AR which is often called an enhanced version of the real world which is achieved via digital visual elements, sounds or other sensory stimuli that is experienced. Often in commerical area with lots of advertising this can be ads tailored to an individuals but can also include basic data of other active users who are broadcasting that data out for all to see. See Emersion levels below. :'''Back-Door''': A back door is slang for a secret Access port that can bypass certain levels of a Network Host security. For example this could allow a decker to gain Access to a Tier IV security area without first bypassing or Accessing the lower Tier security areas and gets the deccker straight to the Network Host. :'''Closed Host''': A Host system that does not have access to the Matrix. This is often done by paranoid and ultra security minded corps or government agencies where they store their most secretive and sensative data. Often the case for where the real pay dirt might be located and why a Decker might follow a team when breaking into a physical site. :'''Computer System''': A computer system is a term to describe anything with a microprocessor and wireless connectivity. A computer system might be a cyberarm, a comlink, a broadcasting Node, any kind of vehicle, drone or a security system; In 2060s the possibilities are endless. Basically, if it has a microprocessor, it can be hacked via the wireless signal it emits. Hacking a computer system also gives you direct access to any devices linked to the system. See Devices for more information. :'''Counter Hacking''': Counter hacking is the process by which a person defends herself against an unwanted intrusion into a computer system or device. This is accomplished by making an opposed Hacking skill check (the person counter hacking gains their Firewall rating as a bonus to this check). You can attempt this roll untrained if you need to. The winner of the opposed roll is either booted from the system or remains logged in, as the case may be. If booted the hacker suffers a -2 to future hacking attempts against this computer system for the rest of the scene. :'''Device''': A device is an object that is linked to a computer system in some way, much like your home printer, microphone or web camera that is connected to your computer or comlink (in to 2060s desktops are rare). Most devices are wirelessly linked to a computer, though some can be hardwired with cables or nano wires (especially with Cyberware for 'security reasons). Common devices are alarm systems of all types, door maglocks, security cameras and systems (like weapons), elevators and even items you can sync up with your comlink. Some devices can only be hacked by gaining access to the computer system to which they are linked, while others can be hacked directly. :'''Dumpshock''' and '''Logging Off''': when a decker is forced off the Matrix (not just booted from a systems) this can cause her to suffer Dumpshock (see Matrix Combat) as it is not very safe. A decker could suffer dumpshock also by unplugging his Persona from the Matrix as an Action but when using Cold or Hot EMersion, this is also dangerous and requires a Spirit check. A failures causes the decker to be Distracted and Vulnerable for 2d6 rounds (see SWADE pg. 100). Critical failure causes the decker to be Stunned for 1d6 rounds (SWADE pg. 106) and a Vigor check or suffer a Wound. To log off safely the decker must spend 1d4+1 Actions with Cold Emersion and 1d6+2 Actions with Hot Emersion. :'''Emersion''': When a decker uses Emersion to projecting their consciousness into the Matrix and experience it through a Persona the Matrix looks like a whole other world. Emersion requires a comlink and either a simsense rig (an electronic device that can transmit your brain signals from your brain into the Matrix and have that information transmitted back out into the Matrix) or a Datajack that allows a Decked to pulled directly into the Matrix network. See Emersion levels below for more details. :'''Hidden User''': Comlinks can be set on Hidden Mod, their info is not broadcast out to the world and in order to access their info etc. requires a. A simple Scan program check will still detect a hidden comlink as it is still broadcasting. :'''Intrusion Countermeasures''' (or IC): Are Matrix constructs designed to detain and possibly kill deckers invading a network host. IC constructs range from benign Probe constructs that simply monitor activity to Trace programs that determine the location of an intruding decker to IC that can warp or physically damage the brain through lethal biofeedback. :'''Network''': As the name implies, a computer network (or simply network) is a collection of computer systems which are linked together wirelessly. The stronger the network, the wider the area it covers. There are many types of networks in the world. Some are restricted to a single building or collection of buildings (like a hospital or your house). These are commonly known as Local Area Networks (LANS) while others—Wide Area Networks— cover entire cities or even geographic regions (like Europe). Some are satellite networks that comprise Global Area Networks (GANS) spanning the entire globe. :'''Networks Hosts''' (or simply Hosts): Are the millions of individual agencies, corporations, small business, government agencies and local community computer systems that exist within this Matrix network. A company's system might include dozens, hundreds or (in the case of megacorps and lare agencies) thouses of interconnected Hosts with their own seperate data-files and security. It is for this reason Decker who want to break into a Host are looking for something in partical (even if its just something to steal). :'''Node''': Is anything that is broadcasting a signal that others can interact with. Nodes can be anything from a host computer system, a device like a comlink, or Network, etc. :'''Persona''': In the Matrix when anyone is using Emersion (Cold or Hot) and whom are wanting to interact within the Matrix uses a Persona. The Persona has Matix attribute traits and skills that only exist in the Matrix but allow the users to interact within it. :'''Programs''': Matrix Programs are the structures and building blocks of the Matrix. They create everything one sees in the Matrix and how one interacts with it. Illegal programs used by Deckers allow them to modify or bypast the layers of security a Network Host might have installed, fight other decker's Personas or IC programs sent to stop these intruders, etc. ===Actions in the Matrix=== [[File:SR,DracoFound.jpg | right ]] Too maybe make this a bit easier I am going to make most non-combat actions in the Matrix as being '''Dramatic Tasks''' (SWADE pg. 122). As I want to make your programs and powers worth in in these situations also I will have some notes as we go. These Dramatic Tast are split up into the following scenses "'''''Hacking a Device'''''" (Using programs and hacking to cause Tricks against foes), "'''''Searching the Matrix'''''" (finding what your looking for on the Matrix), "'''''Accessing Networks'''''" (hacking through multiple layers of security on the Matrix), "'''''Keeping Secrets'''''" (finding hidden data on the Matrix or Network Host site that someone wants to keep a secret) and "'''''The Dark Matrix'''''" (finding and using a 'dark' Matrix site where info can be provided by other deckers). For these types of Dramatic Tasks the GM first sets what the task is, how long the decker/party has to complete it, and how many 'tokens' they need for success. These are generally Single Person Task as a Team of Deckers is rather rare. Finally unlike normal Dramatic Tasks, many of these tests are Contested by Enemy Programs, Security Systems and/or hostile Personas. Combat in the Matrix happens when the Decker trips up security and alerts Intrusion Countermeasures (IC), enemy Persona and Sprits that might face off against them. This is not a Dramatic Action. Instead see '''Matrix Combat''' below. ====Hacking a Device or Drone==== To hack a device such as a comlink or cybernetic implant, the decker needs to make a Challenging Dramatic Task (4 successes tokens before the end of 3 rounds) with a Hacking contested skill check against the Comlink's Security Hacking skill. This is for any Active User in the decker's broadcast range. If the device is a Hidden User and the decker has located them with the Scan program, the Task requires 5 'tokens' before 3 rounds. Success allows the decker to impose either Distraction or Vulnerable (SWADE pg. 100) onto the target for 1d4 rounds. If the decker gained an extra token during the contest, she can impose both the Distracted and Vulnerable on the target for the same amount of time. Failure causes the decker to suffer a Dumpshock as the device 'kicks her off the system'. A Rigger (or Decker/Technomancer) can try and forcibly take control of an enemy drone, a vehicle or Sypder system with an Opposed Hacking skill check (or in the device is on remote service then a basic Hacking success). The attacking hacker must be within his Broadcast radius. The attack suffers a penalty of twice the devices Firewall rating. The hacker must devote his full attention to this action for the duration that he wish to control the enemy’s device. ====Searching the Matrix==== So you want to find some juicy info on the Matrix. But what do you want to find? Searching for the Public Forum of a famous Simsense star or rocker, or the public press briefing of a Corporation or government agencies is fairly easy and does not require a roll or more than a round or two. But searching for even basic or general information on an individual or on finding some obscure public forum can be a difficult task as there is simply so much information out there these days that one has to shift through a mountain of data to get the answers you might seek. Seeking ultra-secure or illegal data is much more complex and dangerous. Basic data search like looking up a SIN registered comlink number, Low end not illegal datafiles, Traffic Cams, etc. is a CHALLENGING task requiring 2-5 tokens but with no time limit. This requires a Matrix Search skill (or ''Research'' skill but with an additional -1 or -2 to the check). The '''''Agents''''' program will add +1 per Rank to this Search test. The Power '''''Empathy''''' adds +2 to the Technomanchers skill roll. Complications are fairly safe and only incrase simply add Time. Base time for this searches double or thriple the base number of rounds. Complications increase this to 5 rounds per Action round. Note that Searching the Matrix is generally just used for general data hosted on the Matrix. Corporate Files and Secrets are going to be hidden behind layers of Security. As such to gain such data one needs to Access a Network Host and search for Hidden Data (see below). ====Accessing Networks==== Anything above Basic Public information searches are '''''Contested Dramatic Tasks'''''. One must bypast or better the Security AI of a device or Network Hosts to access the information. Deckers must make a seperate Dramatic Task against each Teir of Security. The GM determines where the data will be in the Network Host Matrix system. Too search for Hidden or obscure data searches like private communications between low level wageslaves, corporate project plans, etc. Something semi-legal but private that others don't really want you to know about. A Security System is really only there to monitor its Host, watching for code errors and intuders. Its function is to raise alarms when it detects a problem and/or try to boot hostile Personas or programs from its systems. It still draws Initiative cards and acts in the round as it tries to "fix" any problems that it might encounter. Intrusion Countermeasures or IC (see below) is the more proactive attack-dog programs used to protect to system. ====Keeping Secrets==== As wireless information can be stolen with enough skill, effort and technology, a great deal of sensitive information may not be available via the Matrix but instead is hosted in isolated or Closed Network within an on-sight Network. It’s for this reason that a Decker must often accompany a team to the physical location to get access to the really good info. ====The Dark Matrix==== In the 2060's the Matrix has a number of illegal 'dark networks' sites where like-minded deckers and hackers (and a few technomanchers) hang out and exhange information. If one has the right contacts (Matrix Connected Edge or Contact with a Dark Matrix Decker) you might also access the various information available on the 'Dark Sites' (called Shadow Hosts in Shadowrun). Without a connections one might still find one, depending on how secreative and/or illegal the data they deal in is. This requires a Search Matrix skill check a -1 to -4 (or Research skill check but at an additional -2 skill penalty) Dramatic Task of 4 successes before 3 'rounds'. The rounds here last either 5 minutes up to one day depending again on how secrative and illegal the Shadow Host is. Once you have found one the deckers then needs to 'prove their not a narc' to the other users on the Shadow Host. With contacts this is a simple Persuasion check to ask about the info available (like other Contacts). If a decker is not connected in some way then... and 1d6 rounds. Depending on how obscure this search might be the GM might impose a -1 to -4 to the Skill check and/or add additional time (i.e. by multiple the base 1d6 rounds by extra dice or time like minutes or hours). Raise(s) provide additional information depending on what you are searching for and/or can cut down on the time required. Also when a Decker gains Access to a Network Host site on the Matrix it does not mean that she has been granted all the information located there automatically. First off for even Moderate Corps there will be a mountain of files, reports, recordings, briefings, data, etc. within in the lowest Security Rating. A Decker just doing random searches to see what dig or data he might be able to find here should make a Search check (minus the Host's Firewall) spending 1d6 Actions per Tier of the Host. Success means he found interested data files that he might use, sell, steal, etc. Raises can give you additional or richer payday data filed. If the Decker knows what he is looking for, such as Specific data or a particual data file make the same roll as above but it only takes 1d4 rounds per the Host's security tier. With the Sniffer Program this drops to 1 Action per tier. Success finds the files, and raise might get additional related data-files, etc. Now, just because the Decker has been able to break into and gain Access to a private or secret Tier does not grant them all the data that could be found there. They still must use their Browse or Search Matrix skills or Scan and Sniffer Programs to seek out the specific information or systems that they want find. This data could be hidden in the Tier behind a data-lock or hidden host. So this can take time and the longer the decker is in the Tier the greater the chance they could be detected (just cause you have Acess does not mean that system is not on the lookout for such actives). First step is to seek out the data files. This requires a Browse or Search skill check (minus the Tier's Firewall) and 1d6 Actions times the Tier Firewall. I.e. a Orange Tier Host that is not on alert would imposse a -3 penalty to the Decker's Matrix skill or program and would take 3d6 rounds to located it (if the decker knows what he is looking for. Just random data search double the time required). === Device and Network base Security === {| class="wikitable" border="0" |- | '''Tier''' || '''Code''' || '''Example(s)''' || '''Firewall''' || '''Basic AI System Stats''' |- | I || Green || Comlink, Public Forum || 1 || Smarts d4, Hacking d4, Browse d4, Search d4 |- | II || Blue || Private Data || 2 || Smarts d6, Hacking d6, Browse d6, Search d6 |- | III || Orange || Secure Data or Hosts || 3 || Smarts d8, Hacking d8, Browse d8, Search d8 |- | IV || Red || Secret Hosts || 4 || Smarts d10, Hacking d10, Browse d10, Search d10 |- | V || Ultra || Ultra Secret Hosts || 5+ || Smarts d12, Hacking d12, Browse d12, Search d12 |- |} *'''Teir I''' (Green): Basic secure system common for basic devices, computer system, comlink, maglock, securty cameras, cybernetic system, drone or vehicle, and public forums (just so pranksters can't post offensive comments or change the basic data found here) and small stores and even vending machines. These systemss inclues no IC beyond maybe shutting down to prevent damage or thief. Tier I can take a single Action each round, generally to detect problems, raise an alarm or trying to Boot a hostile Persona. *'''Tier II''' (Blue): Some additional security to protect private or personal data and systems to basic security against hackers looking to steal basic info or items that a Host might provide to the public or hack an well secured Rigged vehicles, etc. This Tier might include some low end 'White' IC programs like Tracers and Alarms that can alert great response. In a bigger corporation when a alert is sounded the Host might even increase the Firewall and dispatched more serious security. This can be expensive though and is uncommon except for larger corps or agencies. Tier II systems can ignore one Multi-Action penalty a round. *'''Tier III''' (Orange): Security here will be protecting more secure information and/or personal data like low-level bank accounts, standard wageslave personal data (not upper management or off-the books employees) files or basic research papers on low end gear or programs. White IC is common at this Tier and depending on the size and wealth of the Host can increase the areas Firewall rating faster. Tier III system can ignore one Multi-Action penalty a round and draw two cards, taking the best for Initiative (as the Level Headed edge). *'''Tier IV''' (Red): Security at this level is for secret data and/or research on the Host. Generally this is where confidential corporate communication and basic data about the corps are stored. These site also include Grey IC programs that are more serious attack programs. The data here could be embarashing or worth a lot as data other corps or agencies want like a bleeding edge program that can better sleazy past IC or the latest version of the Predator'a smartgun interface system, etc. Firewalls and alerts are fast as the system responses to intrudes here. Tier IV systems can ignore two Multi-Action penalties a round and draw two cards, taking the best for Initiative (as Level Headed edge). *'''Tier V''' (Ultra): This level of security is only available to the megacorps or important agencies where they keep the most sensitive and important data secrets. This could be plans and sematics for a new missile system or AI program or for the conspiracy minded -- where the UFOs are keep and experimented on. Black IC is often used here and a decker had better be good and have the best bleed edge tech to survive long in such a system. Tier V systems can ignore two Multi-Action penalties a round and draw three cards, taking the best for Initiative (as Imp. Level Headed edge). === Intrusion Countermeasures (IC)=== Intrusion Countermeasures or IC are Matrix constructs designed to boot, detain and possibly kill deckers invading a computer host. IC constructs range from benign Probe constructs that simply monitor activity to Trace programs that determine the location of an intruding decker to IC that can warp or physically damage the brain through lethal biofeedback. IC acts as hostile NPCs that draw initiative, make attacks, use programs and can take damage and be crashed itself (acting either as an Extra or as a Wild Card depending on the Tier, etc.). There are two features of the IC -- this 'type' (White, Grey or Black) and its Rankings level. The Host's Security Tier somewhat determines the IC's Ranking as lower Tier Hosts cannot handle the massive processing required for higher Ranking IC. Think of Types as how willing a IC is to kill you and Ranking as how danagerous it is in a fight (a White IC might be super dangerous to your Persona but not your meat body or cyberdeck). '''Types of IC''': There are three broad categories of IC and some basic Stats that go with each Category :'''White IC''' is only programmed to attack a decker's online Persona and cannot permanently damage the decker or his deck. :'''Grey IC''' is designed to specifically target the dekcer's cyberdeck and running programs which can result in permanent damage. :'''Black IC''' is specifically progammed to attack the decker himself, creating dangerous biofeedback between the decker and his cyberdeck, possibly leading to permenent physical and psychological damage. '''Rank''' and '''Grade''' are how dangerous the IC is, '''Stats''' is the die ranking for the IC's Smarts, Strength and Vigor Matrix attributes, '''Derived Stats''' are the IC's Matrix Parry and Toughness, '''Skills''' is the ICs die ranking in their Matrix skills -- Hacking, Electronics along with Browse, Search, Sneak and Trickery. '''Actions''' are how many Extra Actions the IC can take in a round, ignoring the Multi-Action penalties for such actions. Finally '''Basic Programs''' are the base line programs for the IC. These Programs work just like the Matrix Decker Programs (see below). {| class="wikitable" border="0" |- | '''Rank''' || '''Grade''' || '''Stats''' || '''Derived Stats''' || '''Skills''' || '''Actions''' || '''Basic Programs''' |- | I || Low || d4 || Parry 4, Toughnes 4 || d4 || 1 || Hammer I |- | II || Base || d6 || Parry 5, Toughness 6 (1) || d6 || 2 || Armor I, Hammer II (Penetrating I) |- | III || Priority || d8 || Parry 7, Toughness 9 (2) || d8 || 2 || Armor II, Hammer III (Penetrating II), Hardening I, Shielding I |- | IV || High || d10 || Parry 9, Toughness 13 (4) || d10 || 3 || Armor IV, Hammer IV (Penetrating IV), Hardening II, Shielding II |- | V || Ultra || d12 || Parry 12, Toughness 18 (6) || d12 || 3 || Armor VI, Hammer V (Penetrating V), Hardening IV, Shielding IV |- |} Now depending on the Type of IC, the systems can have additional Programs as listed below... :'''Basic White IC Programs''': Hammer, Tracer, plus... : *'''Sentry''' - Each rank of this Program adds +1 to the ICs Browse and Search Matrix Skills. : *'''Acid''' - This program can reduces the Toughness of a Persona. The rating adds +1 to the ICs Hacking skill. This is a contested skill of the ICs Hacking vs. the decker's Persona's Hacking skill or Vigor Matrix stat plus Firewall. Success reduces the Persona's Toughness rating by one point per margin of success. of this IC program is used as a bonus to its Contested Hacking skill check vs the Decker. A success lowers the Persona's Toughness rating by one step. Each raise over the IC wins by lowers its Toughness by 1 additional step. These reduces last 5 + the Acid rating of the systems rounds. A decker could reload a Stat or Skill by it takes 1d6 Actions for each step reloaded (a raise get additional step lost reloaded). Average Rating I-II, max rating V : *'''Binder''' - This program can reduces a Persona's Parry score. The rating of this IC program is used as a bonus to its Contested Hacking skill check vs the Decker. A success lowers the Persona's Parry by one step. Each raise over the IC wins by lowers the Parry by an additional 1 step. These reduces last 5 + the Bindder rating of the systems rounds. A decker could reload a Stat or Skill by it takes 1d6 Actions for each step reloaded (a raise get additional step lost reloaded). Average Rating I-II, max rating : *'''Tar baby''' - This program can hold an Persona in place, allowing the system time to trace and/or idenity her real identity. The rating of the program is a bonus to the IC's Strength score when attempting to seize the Persona. Works like Grappling (SWADE pg. 101), but that the IC itself does not need to 'grab' the Persona and can act otherwise normally. : *'''Tracer''' - This program works to locate a Deckers meat body. Could also gain personal data (SIN if the decker has one, etc.) with Raises on the check to find him. The rating is added to the IC's Search skill in a contested roll against Hacking (Ghosting and Spoofing could aid that decker as does his Firewall act as a bonus against this check). It takes 3d6+3 rounds minus the Rating of the Tracer Program (minimum 1 round). If the program fails it can make a new attempt if the Decker is still present in the Host. :'''Gray IC Programs''' : *'''Acid Bomb''' - this program can cause permanent damage to a Persona's Matrix Attributes and Skills. This is done by corrupting and/or erasing the core core of the Persona at its sourse. This requires the Decker to try and repair it through re-writing it or by purchasing a new Persona (or the attributes and/or skills that were effected). : *'''Blaster''' - Works just like Grey Hammer rating I and II under the Matrix Decker Programs. It is used to damage the hardware of the decker's cyberdeck. : *'''Ripper'''- Causes permanent damage to any Program that the persona is running. This is done through corrupting and erasing the code of the Program and requiring a decker to either repair it (by re-writing it, see Matrax Decker Programs) or purchasing a new version. :'''Black IC Programs Cerebropathic - Non-lethal black IC Black Hammer - Induces lethal biofeedback to the decker Non-lethal - Designed to knockout the decker Psychotropic - Conditions the mind of the decker to perform erratically Cyberphobia - induces Matrix and simsense phobia Frenzy - inspires maniacal rage Judas - induces unconscious compulsion to betray Positive Conditioning - inspires love of the company, prevents the character from acting against the company === Enemy Personas and Spyders === Corporates often hire their own Matrix secruty person to help monitor their Network and fight against hostile Personas (i.e. Deckers like you). == EMERSION LEVEL WITHIN THE MATRIX == When a Decker logs onto the Matrix there are three levels of ‘emersion’ that one can use. Riggers do something similar but generally only access a vehicles system. Technomancers experience the Matrix the same way but can use any of the following emersion automatically without a computer or comlink. So long as they are within their broadcast range of a network. * '''AR or Augmented Reality''' is the most basic level and most of society in the 2060’s involved in at least some level of AR with the comlinks transmitting and receiving data from all the Nodes and system around them every day. AR user or Decker reaction on his or her initiative card in the round. AR provides lots of additional levels of information that is not overly distracting, except when the Decker tries to interact with both ‘realities’ at the same time (for example, decking and combat in the real world at the same time). At these times the Decker is ‘Distracted’ (SWAE pg. 100). This is in addition to any Multi-Action penalties. You can use a Persona in AR in order to use programs etc., and it can take ‘Matrix damage’ as normal. Most AR browsers do not even have a stock persona and only allow character to use Persona Skills (except Scan). * '''Cold Sim''' is the safest version of ‘emersion’ into the Matrix (requires a minimum of a Sim Emersion upgrade on a Comlink or a Datajack). The Decker leaves his meat-body back in the real-world as they send their consciousness into the Matrix. Generally the worst that can generally happen to the Decker is that they can be dumped off the Matrix forcibly (called Dumpshock), although some programs (like Grey Hammer) can deal harm to the comlink. Cold Sim grants one Extra Action in the Matrix (can ignore one Multi-Action penalty each round). Using a Simsense Rig (see gear) Cold Sim is the best emersion a person can use. * '''Hot Sim''' is the most dangerous (and illegal) version of emersion into the Matrix. This requires a Datajack (see Cyberware). With it the Decker uses her Emersion ability (from either cyberware or a comlink) in order to place their consciousness almost fully into the Matrix. Deckers have died while hacking this way while others suffered other adverse physical and psychological effects. Hot Sim grants two Extra Actions in the Matrix (ignore two Multi-Action penalties). In order to use this level of emersion requires a Datajack implant allowing for direct access to the users brain patters when interacting with that Matrix. A decker with a Datajack and the Emersence Comlink does not have to use Hot Sim all the time when in the Matrix. If she wishes to be safe she can dial it back to just using Cold Sim. ''NOTE: that other Extra Action Enhancements such as magical Powers (like Quickness) or Cybernetics (Wired Reflexes) only help your reaction with AR. They have no effect on Cold or Hot Sim. Edges like Quick or Level-Headed help all for all types of initiative.'' == PERSONA == [[File:SR.D5.Persona.jpg | 300px | left]] While “jacked” into the Matrix through a direct neural interface Emersion, the Decker projects her conscious into it and no longer have any meat-body Physical Traits (Agility, Strength and Vigor), nor can they use any skill tied to these Traits. Deckers and Wage-Programmers create unique Persona – an electric, Matrix version of whatever the Decker choices to look like (the Decker’s Avatar). At a very basic level a Persona cost of 500¥ with a Strength and Vigor Trait of D4 each (Agility is irrelevant in the Matrix). Each Trait can be Upgrades individually as listed below. The Decker must have a comlink or computer where the electronic version of this Persona is stored and can be uploaded onto the Matrix. Matrix Strength determines the basic number of Programs (see below) that the device can handle running at one time (total number of programs not program ratings). Comlinks can handle ½ Matrix Strength in Programs while a Cyber-Deck and handle the full Matrix Strength in Programs running at one time. It takes an Action to drop and load a Program unless noted in the Program’s description. Rank Cost (each traits must be purchased separately for both '''''Strength''''' and '''''Vigor''''') :D6 = 1,500¥ each :D8 = 5,000¥ to each :D10 = 15,000¥ to each :D12 = 50,000¥ to each A Decker’s Persona also has four basic skills – '''''Browse''''' (Matrix Notice), '''''Search''''' (Matrix Research), '''''Sneak''''' (Matrix Stealth), and '''''Trickery''''' (Matrix Persuasion). Each starts at a base D4 with the basic Persona built. Rank Cost (each skill rank must be purchased separately for each skill) :D6 = 500¥ each :D8 = 1,000¥ to each :D10 = 2,500¥ to each :D12 = 5,000¥ to each == MATRIX DECKER PROGRAMS == Deckers are illegal hackers on the Matrix and they often use a lot of illegal programs to help them acheive their goals. Many corps employ their own Deckers to act as counter-deckers as it where and protect their network. Most of the following programs are illegal (or at least require a license) and only work within the Matrix (except for the Scan Program which allows a device to detect the Broadcast signals of other devices and nodes in the 'meat world'). As range is meaningless in the Matrix all Area Effects can affects everything and everyone in the local system (or the Tier security area). A Decker can attempt to write her own Programs or increase her Matrix Traits and or Skills instead of purchasing them. The same can be used to repair a Stat or Program damage 'permenantly'. The time and check are the same as follows. It takes a base 20 hours of dedicated work per 2,000¥ to normally purchase it; not counting restricted or illegal price increase. A decker can normally devote 10 hours a day (14 with a Spirits check that if made works for a week). Those who require less sleep (due to drugs or cybernetics like a Sleep Regulator, etc.) can devote an additional 6 hours per day. At the end the Decker makes a ''Science'' skill check. Success grants the first rating or increase a Trait or Skill by +1 step. Failure wastes the time invested. '''COMMON PROGRAMS''' * '''Agents''' (Restricted) – creates a semi-autonomous programs that can do various takes and/or aid the decker. The basic Agent is a Minion and has a d6 in all of its Matrix Attributes (including a Smarts of a d6 and a Hacking of a d6) and a d6 in all Matrix skills. They are semi-independent AI that will follow orders and instructions but are not creative in any way themselves. Each Rank of Agent adds one additional Agent. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10). :Agents can have the following Programs added at the cost listed under that Program but the Decker must purhase these programs seperately for her Persona and for Agents (not all of them individually just once for the Agent program)-- Armor, Fortitude, Ghosting, Hammer, Scan, Shield, Sniffer, Spoof and Tracer. * '''Armor''' (Restricted) – provide Matrix protection like armor +1 per rating. Cost 200¥ x rating (max 10). * '''Black Hammer''' (Illegal) – Requires the Hammer Program (not rated, it function so long as the Hammer Program is running). This illegal program not only can damage a Persona but also the meat body of the decker projecting into the Matrix. The decker’s body suffers ½ the damage the Persona would have taken minus the decker’s comlink Firewall rating. Compare this amount to the decker's unarmored (or cybered) Toughness rating to see if she would suffer Wounds. If the decker is using AR this program can have no effect on the meat body. If using Cold Sim these wounds are not lasting (heal one such Wound an Hour, +2 to Healing) and do not require rolling on the Injury Table (see Grity Damage under Setting Rules). If the Decker is running a Hot Sim then these wounds care lasting (heal as normal) and the roll on the Head Injury Table (SWADE pg. 95). Cost 30,000¥ [[File:SR.D5.Programs.jpg | right]] : *'''Crippler''' (Restricted) - This program can reduce the rating of a Persona's or ICs Matrix Stats and/or Skills. Each rank adds +1 to the decker's Sneak Matrix skill. This is a contested Sneak skill check vs. the Persona's or ICs Matrix Vigor plus Firewall. A success lowers on Matrix Stat (Strength or Vigor) or Matrix Skill by one step. Each raise over the decker's wins by lowers one that stat or skill or a seperate one (decker's choice) by one step. This last one round per margin of success. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10). * '''Confusion''' (Restricted) – This program can cause an enemy Persona or Security AI or IC Programe to become confused. Each rank adds +1 to the decker's Sneak Matrix skill. This is contested Sneak skill check vs. the Security's Smarts plus the systems Firewall ranting. Success and the Security system gains the Distracted or Vulnerable feature (SWADE pg. 100) for one round equal to the decker's margin of success. With a raise the Security AI gains both features for the same amount of time. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10). * '''Corrupt''' (Restricted) – This program erodes IC or Persona’s traits (Matrix Attributes or Skills). Each rank adds +1 to the decker's Trickery Matrix skill. This is a contested Trickery skill check vs. the Persona's or Security system AI's Hacking skill plus Firewall. Success lowers one trait by 1 die step. Each raise lowers a trait (same or a different one) by another 1 die step. These reductions are lasting unless Repaired (see Repairing programs). Cost 3,000¥ x Rank (Rank 1-5), Costs 7,500¥ x Rank (Rank 6-10). * '''Crash''' (Illegal) - This progame is used to chash a Host's Security AI. Doing so grants Access to the decker but the system will go on alert automatically in 2d6 rounds (minus the Security Tier, minimum one round). Each rank adds +1 to the decker's Trickery Matrix skill. Make a contested Trickery skill check vs. the Secruity AI Smarts plus Firewall. Success crashes the Network Host's security for 1 round per margine of success. Cost 3,000¥ x Rank (Rank 1-5), Costs 7,500¥ x Rank (Rank 6-10). * '''Data Bomb''' (Illegal) – This program destroys a data-files and information stored on a Network Host. Each rank adds +1 to the decker's Sneak Matrix skill. Make a contested Sneak skill vs. the Security AI's Smarts plus Firewall. Success destroy one set of data-files in a system per margin of success. Cost 500¥ x Rank (Rank 1-5), Costs 1,500¥ x Rank (Rank 6-10). * '''Erase''' (Illegal) – This program can temporally erodes or erases a Program used by a enemy Persona or IC. Each rank adds +1 to the decker's Sneak Matrix skill. Make a contested test betwen Sneak skill and the enemy's Smarts of Hacking skill (whichever is better) plus Firewall. Success reduces the ranking of one Program by one for each margin of success. The rankings return automatically at one level per Round afterwards. If the program is reduced to rank 0 then that program must be reloaded by the Persona or IC as an Action and then it returns at one rank per round as above. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10). * '''Exploit''' (Illegal) – This Program allows the decker to gain control over the Hosts Security system. This is a contested check of the Deckers Trickery Matrix skill and the Hosts Security System's Smarts stat. If the decker wins he gains Access to that Tier's AI and it will act friendly and helpful towards the decker as if he belongs there (note as normal the Security AI will still be running peroidic scans to look for intrudures and can still determine that the decker is there illegally and act accordingly; see Host Security above). Cost 10,000¥ * '''Fortitude''' (Restricted) – This program adds to your Persona’s Matrix Toughness. Each level adds +1 to a max rating of 5. Cost 2,000¥ x Rank (Rank 1-3), Costs 5,000¥ x Rank (Rank 4-5). * '''Ghosting''' (Illegal) – the Decker’s persona is partially invisible to other programs and Personas. Each rank adds +1 to the Sneak Matrix skill. Skill opposed by the systems AI Smarts or Browes skill. Success by the Decker allows him Access to this level's Tier Security (but as always the host systems is still running scan to find intuders). Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10). * '''Glue''' (Restricted) – This program can ensnares an IC oe Persona in place such that it cannot move out of the Hosts system where it was located. The IC and/or Personal also act as if Grapped (see Grappling on SWADE pg. 101). A decker may jack-out and there by shut her Persona off to escape from the host but this causes the decker to e Distracted and Vulnerable for 1d6 rounds as she suffers from Dump Shock (see Matrax Combat below). It also means that any progress the decker made into the Security Tiers are lost and she must start over. Cost 5,000¥ * '''Grey Hammer''' (Restricted) – Requires the Hammer Program (not rated, it function so long as the Hammer Program is running). This semi-legal attack program can damage the target's Comlink. Any damage the Persona inflicts on a target with the Hammer program also compare part (or all) of that damage to the Comlink's Hardness. This can cause Wounds to the Comlink are with other objects also compare the damage to the target’s hardware Hardness plus Firewall rating plus Firewall. This causes wounds are normal to the Comlink (a Wild Card’s comlink or hardware can take three wounds as normal. Use the worst of the Wound Penalty of the Persona or Comlink for penalties in the Matrix, Fourth wound auto crashes the Persona and the Comlink if brioken and in serious need of repair). Cost 5,000¥ for grade I inflections ½ damage to the Comlink directly. Cost 20,000¥ for grade II and inflicts the full amount against the comlink. * '''Hammer''' (Restricted) – This program increase the Persona’s Strength damage by the rating. Rating I: Str+1d4, Cost 500¥; Rating II: Str+d6, Cost 1,500¥; Rating III: Str+d8, Cost 4,000¥; Rating IV: Str+d10, Cost 8,000¥; Rating V: Str+d12, Cost 15,000¥. Can add upgrades of Penetrator – Reduces Armor Program by its rating. Cost 250¥ x Rating (max 10). * '''Jammer''' (Illegal) – This program causes a system to not be able to communicate with its host system or others Persona's or IC. This is a contested Matrix Trickery skill check vs. the targets Trickery, Smarts or Hacking skill. Success by the decker blocks all communication by the target, thus it cannot raise alarms etc. The basic duration of this program is 5 rounds. Cost 5,000¥ * '''Medic''' – This program can heal Matrix wounds to its Persona. The decker makes an Electronics skill check, minus any wound penalties and the systems Firewall rating. Success heals a wound, a raise two wounds. This program can only be used a number of times equal to its rating before requiring it to be reloaded (which normally takes a number of actions of 1d6 rounds x rating). Cost 1,000¥ x rating for levels I-III; costs 2,000¥ x rating for levels IV-VI; costs 5,000¥ x rating for levels VII-X. * '''Passkey''' (Illegal) – This program grants a decker a bonus to Matrix Trickery skill to overcoming a Data-Lock, allowing him to bypass the security protocols faster and with less danger of alerting security. Each rating adds +1 to his Trickery skill check against a Data-Lock. Cost 500¥ x rating for levels I-V; 1,000¥ x rating for levels VI-X. * '''Scan''' – This legal program allows anyone with a Comlink to find nodes and wireless devices while in the real world. The Range equals to the system's Broadcast range. Requires only a basic success with a Matrix Search skill check (or Electronics or Hacking skill checks but at -2 penalty). A success by the decker allows her to know where all broadcast signals within her range are, so for example the location and numbers of an enemy team (if they have their comlinks on, even if in hidden mode), etc. With a Raise the program gathers additional information like the weapon types being carried, cybernetic systems, etc. Cost 2,000¥ * '''Shield''' (Restricted) – This program adds to the Persona’s Matrix Parry Score. Each rating adds +1 to this Score. Cost 2,000¥ x rating, I-III. * '''Sniffer''' (Restricted) – This program is used to search a system for data-locks and cases or to find hidden data stores. It can be used to detect a Persona hidden under a Ghosting or Spoof program. Each ranking grants +1 to the Persona’s Browse and Search Matrix skills. Cost 1,000¥ x rating for levels I-V; 3,000¥ x rating for levels VI-X. * '''Spoof''' (Illegal) – This program disguises the Persona to make it appear that it belongs where it normally does not. Each level grants the user a +1 to his Trickery Matrix Skill opposed by the systems AI Smarts or Browes. Success by the Decker allows him Access to this level's Tier Security (but as always the host systems is still running scan to find intuders). Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10). * '''Tactical Display''' (Restricted) - This program allows the Decker to use Scan to find enemy comlinks within his own range and as an Action share that information with his allies via their AR. Once that has been set up the decker does not need to spend an Action to continue the display. 2,500¥ * '''Tracer''' (Restricted) – This program uses your Persona’s Search Matrix skill to try and locate the physical location of another Persona almost anywhere on Earth. As an Action make an Search check opposed by the target’s Hacking skill roll plus her Firewall (if running Ghost program that counts as a penalty to the Tracer check while Spoof adds to the enemy's opposed check to try and hide), after 2d6+2 rounds. Success locates the target’s physical location to within a block, with a raise within a few feet and reduces the time to 1d6+1 rounds. The decker could log off and/or jack out to try and avoid the Tracer. Cost 10,000¥. ''NOTE – these are only the basic programs. You can create others system but remember range has no Matrix effect. Any Area effect will affect everything you can ‘see’ within the Local Host System'' == MATRIX COMBAT == A Decker's Persona can engage another hostile Persona (be it a rival decker or wageslave employed by a corp or agencies) and IC in Matrix combat. A security system AI generally can only be crashed or fooled into thinking you belong there. They are not 'faught' as it where. As Persona can move around in the Matrix at near light speed (after all you are just code) Range is irrelevant. All combat is assumed to be ‘hand-to-hand’ just for the sake of easy of play. Attack rolls to hit in the Matrix are determined using your Hacking skills minus any Firewall within a System (but not from comlinks, etc.). This penalty only applies to hostile hackers and not a system Program or IC or personas recognized in their own Host system (if a Decker successfully Spoofs or Sneaks into a system he does not suffer this penalty either). A Decker’s Persona Strength deals base damage (plus Hammer Program). Persona Vigor to determine the Decker’s Matrix Toughness (2 + ½ Matrix Vigor die). Armor that a Decker’s meat-body is wearing doesn’t count, nor does Dermal Planting or Brawny or Size. A Persona’s Parry score is equal to 2 + ½ Hacking skill. Edges like Parry do not add to this score nor does Dodge aid in the Matrix. Call Shots are irrelevant in the Matrix. Wild Cards Personas have 3 Wounds, Extras as normal. When a Persona takes damage it affects its Matrix skills and traits, etc. just as normal (penalties for wounds). If you are in a Cold-Sim and your Persona takes enough damage to be incapacitated (‘Crash your Persona’), you are forced out of the Matrix and back to the real world in a most unpleasant way… often referred to as '''Dumpshock'''. You are automatically Stunned for 2d6 rounds, and then can recover as normal. When running in Hot-Sim and your Persona is incapacitated your meat body suffers a Wound on a failed Vigor test (you can soak this as normal). A critical failure causes you to be Stunned for 2d6 minutes. == RIGGERS == Riggers control and operate a numbers vehicles, drones and/or security systems using of '''Vehicle Rig Control''' (VRC) cyberware. All vehicles that are to be controlled must be within her Broadcast range and have the Vehicle Rig upgrade although a Rigger can jack directly into a vehicle via a VCR and Vehicle Rig. This has the added bonuses of granting the Rigger the Interface-Remote Control bonuses to all skills (see Cyberware). A Rigger with a VCR can control a maximum number of such vehicles or systems equal to ½ her Smarts die. With just AR a rigger can control these devices but without the Interface-Remote Control skill bonuses (and using the drone’s skill to make all skill checks with. Remember they are not Wild Cards). Riggers can also use Cold or Hot Emersion. With Emersion they gain the skill bonus and each vehicle or device they control directly and these devices counts as a Wild Card. They can ignore one Multi-Action penalty with Cold Sim and two Multi-Action penalties with Hot Sim emersion. The Rigger can suffer from Dumpshock or physical damage when a drone or vehicle they are directly controlling is destroyed just like when a Persona is destroyed (see Matrix Combat). If the rigger is controlling a vehicle, drone or system, they gain the ''Interface-Remote Control'' skill bonuses of +2 to Boating, Drive, Fighting, Notice, Pilot, and +1 to Shooting. A vehicles operator suffers a Multi-Action Penalty when controlling (Boating, Drive, or Pilot) skill check and attacking (Shooting) skill check with the same round. The Combat Ace edge eliminates this penalty. [[File:SR.D5.Rigger2.jpg | 700px]] Riggers use all basic Matrix Skills that a Decker does (and the VCR cybernetic implant includes all at a base rating of D4 each) but its Programs that it can run are limited to Confuse*, Crash*, Exploit*, Ghosting*, Jammer*, Scan, Spoof* and Search (*can only be used vehicles, drones or security systems). They run these through the VRC and don’t require additional computer hardware to do so. These programs are purchased the same way as with Deckers. Drones can extend the range when using Scan and Search to find hidden comlinks, nods, electronic devices, drones, etc. In this way a Rigger can act as something of a team’s ‘Overwatch’ lookout. How does the Rigger do this? The VRC Implant allows a Rigger to track her drones via a victual display. With the Scan program added she can detect enemy comlink and drone signals and project that display to her allies comlinks via AR (sharing this info is a free action for her). At the same time they can be running Spoof to hide their own vehicles and team member’s comlinks from hostile Riggers and Deckers. A Decker could do this also with a Tactical Display program (see Programs above). A special type of Rigger employed by many Corps is called a '''Sypder'''. They control a building or corporate area’s surveillance and threat response equipment (Automated Systems; things like alarms, fire suppression systems and of course pop-out wall guns and gas release systems). In these cases, each ‘system’ that the Sypder is in control of counts as a vehicle or drones for the limit to the number of devices he can control remotely. Different remote controlled guns would count as a vehicles, drones, etc. while camera systems don’t. Instead they act as the Spyder’s eyes and ears. Spyder’s often use the same Matrix Programs as Riggers plus Armor and Hammer. == TECHNOMANCERS == As the Sixth World has advanced with return of magic that surprised the world 50 years ago, a new wonder has made an appearance – the Technomancers; those who can access the wireless Matrix with only the power of their minds. :'''Arcane Background (Technomancer)''' :'''Starting Power Points''': 10 :'''Starting Powers''' (Called Living Programs): 3 :'''Skill''': Hacking (Smarts) :'''Power List''': Any (However Summon Ally works differently in this setting, see below). OTHER BASIC ABILITIES :'''Wireless Access''': Technomancers can somehow access the wireless Matrix without the benefit of a computer or comlink; they simply can sense and access it as if they did. This allows them to use any Emersion level within the Matrix. They also create something they call a Living Persona within the Matrix without any hardware to back it up beside their mind. They can natural access AR, Cold and Hot Sim. :'''Natural Signal Strength and Firewall''': Technomancers automatically have the Broadcast ability of 50” (100 yards) with the following modifiers (at no additional cost) – Firewall 1 and the Emersion enhancement and basic Interface abilities. '''LIVING PERSONA AND PROGRAMS'''</br> The Technomancer start with something called a ''Living Persona''. This grants the Technomancer all the benefits of a comlink and datajack without requiring one. When emerged into the Matrix their Persona’s Strength Trait is equal to their Smarts die and their Vitality Traits is equal to Spirits (Matrix Toughness is equal to 2 + ½ Spirits). Technomancer also uses their Hacking as their Fighting skill with Matrix Parry (2 + ½ Hacking). The Technomancer starts with all of the Matrix Skills. Her Browse and Search skill are equal to her Smarts die and her Sneak and Trickery are equal to her Spirits die. A Technomancers’ Living Persona ‘Powers’ works just like a Magic Users spells but only within the Matrix and only effect Matrix Hosts, Programs, IC and other Personas. A Technomancer uses her Hacking skill to ‘cast’ these spells and they cost the same Power Points as listed. Note that a Technomancer can run any number of powers at the same that as they wish to 'maintain'. They are not limited by their Matrix Strength as normal Deckers. As with other Magic Users, a Technomancer gains two power with the New Powers edge. In order to raise her Matrix Attribute Traits or Matrix Skills an Advance grants them 2 points for Matrix Attributes or 4 points for Matrix Skills. These skills are not tied to attributes but the max is d12. '''POWERS IN THE MATRIX'''</br> The Technomancer uses Powers in the Matrix as a magic user uses them to cast spells in the ‘real world’. Programs, Hosts and IC all count as creatures that can be affected by Powers like ''mind reading'' or ''object reading'' or ''puppet''. Range is meaningless in the Matrix and so any range listed for a power is ignored. Area Effect powers will effect the entire Device or Host area irregardless of the Burst size. There are a few powers that don't really work in the Matrix as there are no equivelent targets. For example ''animal friend'' is hard to use as there are very few free spirt like entities that might count as an animal in the Matrix. Technomanchers are vulnerable to Grey and Black Hammer attacks as their minds are exposed directly to the Matrix. However the Powers ''arcane protections'' and ''protections'' acts as 'Toughness' verses these attacks (normally arcane protection only protects against other Technomancers Powers and Sprite attacks). There are two Powers that need special attention for how they work in the Matrix…</br> :'''Astral Projections''': this power works in the Matrix like the real world(?) for mages. The Technomancher can move through most Nods security unseens and only other Technomanchers and Sprits can somewhat interact with them. However they cannot see or understand the cdes and icons that they view from these 'Realm'. Everything looks cold and fuzzy although they might get some emotions off personal or important datafiles, etc. :'''Banish''': this power works against Sprites but also a systems IC but against them the power only has a Duration of 5 (as the system can reload the IC program back onto the Host site). :'''Summon Sprite''': a Technomancer that takes the Summon Sprits Power can summon up these constructs (?) from the deep Matrix. They act in all ways as elementals and spirits. These Sprites work exactly like Summoned Elemental power except for their traits powers and abilities as listed below. Note that none of the Sprits have Agility score or Pace listed as movement is irrelevant in the Matrix as everything is moving at near light speed. :'''Teleport''': a base success allows you to bypass a Security Host to move into the next level or an adjacent Host area. A raise allows you to skip or bypass two tiers. TYPES OF SPRITES</br> [[File:SR.D5.Sprite.jpg | right]] '''Brute Sprites''' - these sprites are good at smashing other programs and Personas. They are the Technomancers combat specialist but not good at much else. :'''Attributes''': Smarts d4, Spirits d6, Strength d12, Vigor d10 :'''Parry''' 6, '''Toughness''' 11 (4) :'''Skills''': Brows d4, Hacking d8, Search d6, Sneak d4, Trickery d4 :'''Special Abilities and Programs''' :* '''Armor''': as Program, base rating AP 4 :* '''Hammer''': as Program, base damage Str+d6 and Penetrator AP 2. :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer) attacks. :* '''Resilient''': the Brute Spirt can take one wound before being banished/destroyed. :* '''Sprite''': ignores 1 point of Wound penalties. '''Courier Sprite'''– these sprites are messengers and tracers. :'''Attributes''': Smarts d6, Spirits d6, Strength d8, Vigor d6 :'''Parry''' 6, '''Toughness''' 5 :'''Skills''': Brows d10, Hacking d8, Search d10, Sneak d8, Trickery d8 :'''Special Abilities and Programs''' :* '''Blast''': can send an electronic blast that deals 2d8 damage in an area (so the Node or System). :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer and Sprit) attacks. :* '''Sprite''': ignores 1 point of Wound penalties. :* '''Sniffer''': as Program :* '''Tracer''': as Program '''Crack Sprite''' – these sprites are masters of finding programming flaws and exploiting them. :'''Attributes''': Smarts d8, Spirits d6, Strength d8, Vigor d6 :'''Parry''' 7, '''Toughness''' 5 :'''Skills''': Brows d6, Hacking d10, Search d6, Sneak d4, Trickery d4 "'''Special Abilities and Programs''' :* '''Confusion''': as Program :* '''Crack''': sends a bolt of electronic that can short out systems. Damage 3d8. :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer and Sprit) attacks. :* '''Passkey''': as Program :* '''Sprite''': ignores 1 point of Wound penalties. '''Fault Sprite''' – these sprites are designed to inject errors codes into programs to cause them to crash :'''Attributes''': Smarts d6, Spirits d6, Strength d10, Vigor d8 :'''Parry''' 6, '''Toughness''' 6 :'''Skill'''s: Brows d8, Hacking d8, Search d8, Sneak d8, Trickery d8 :'''Special Abilities and Programs''' :* '''Corrupt''': as Program :* '''Data-Bomb''': as Program :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer) attacks. :* '''Sprite''': ignores 1 point of Wound penalties. :* '''White Noise''': as Program. GREATER SPRITES</br> All Greater Sprites automatically gain Resilient (Brute Sprits gain Very Resilient). As with Technomancers and ‘Spells’ use the Hacking skill to cast. :'''BRUTE''': Increase Strength to d12+2 and Vigor to d12. Increase Toughness to 14 (4). Increase Hammer damage to Str+d8. Gain 10 Power Points and power: Protection. This spell is generally used on the Technomancer or his allies. :'''COURIER''': Increase Vigor to d8 and Toughness to a 6. Add Program Ghosting. Gain 10 Power Points and power: Speed. This spell is generally used on the Technomancer or allies to grant them the Quicken modifier. :'''CRACK''': Increase Vigor to a d8 and Toughness to a 6. Add Program Spoof. Gains 10 Power Points and power: Invisibility. This spell is often used on the Technomancer or allies. :'''FAULT''': Increase Strength to a d12 and Vigor to a d10. Increase Toughness to a 7. Add Program Erase. Gain 10 Power Points and power: Insubstantial. This spell is generally used on the Technomancer or allies. SUPERIOR SPRITES</br> All Superior Sprites automatically gain Very Resilient (Brute Sprites gain the Hardy racial ability) :'''BRUTE''': Increase Armor to +8 and toughness to 18 (8). Increase Hammer to Str+d12 and AP 4. Increase Power Points to 15 and add powers: Barrier and Fear. :'''COURIER''': Increase Blast to 2d10 damage with AP-2. Add Program Jammer. Increase Power Points to 15 and add powers: Mind Reading and Object Reading. :'''CRACK''': Increase Crack to 3d10 damage. Add Programs Data-Bomb and Glue. Increase Power Points to 15 and add powers: Illusion and Suggestion. :'''FAULT''': Increase Vigor to a d12 and Toughness to a10 (2). Add Programs Armor and Havoc. Increase Power Points to 15 and add powers: Puppet and Stunning. '''MENTOR SPRITES'''</br> As with other Arcane Backgrounds the Technomancer can gain a Mentor Sprit in this case that aids them only in the Matrix. This still requires the Mentor Spirit Edge. '''Anubis''': is thought to be one of the first A.I. created in a lab somewhere in Asia that escaped his creators and now resided in the Deep Matrix zones. Anubis embodies freedom and chaos. :'''Advantages''' (chose any two of the following): +2 to Stealth and/or Taunt and/or +2 to casting Invisibility and/or Havoc powers. :'''Disadvantages''': Impulsive (Major). '''The Enlightened Construct''': This machine spirits seeks to bring enlightenment and meaning to metahumanity through knowledge and understanding. It promotes equality in all things and people. It seeks to bring metahumanity to its next evolutionary step. :'''Advantages''' (chose any two of the following): +2 to Common Knowledge and/or Persuasion and/or +2 to Empathy and/or Mind Reading. :'''Disadvantages''': Code of Honor (Major) '''Ghost in the Machine''': the theoretical super intelligence of the Matrix and reflects the ideas of What is consciousness? Those that follow it are often deep thinkers and philosophers. :'''Advantages''' (chose any two of the following): +2 to Academic and/or Science and/or a +2 to casting Divination and/or Illusion powers. :'''Disadvantages''': Cautious (Minor) or Loyal (Minor) '''RESONANCE'''</br> When a Technomancer delves deep into the mysteries of the Matrix (sometimes called Deep Resonance or the Resonance) they gain new abilities to manipulate the Matrix in strange ways. :'''Ally Sprite''': You have conjured an ally sprite that is not have a duration but instead is there whenever you need it. This required a week long full concentration ritual on your part. The Sprite is a basic type you can summon and is a Wild Card (but not no benny of its own). For every 5 full raises you achieve your spirit grows in power. The first time it gain Greater Sprite abilities and the second time it gain Superior Sprite abilities. It will follow your instructions and is far more “sentient” that a normal spirit or element. It is not limited to a certain area around you and if it is banished or destroyed will reappear in 2d6 days. :'''Alter Signature''': This power can be used as a free action (automatically). The Technomancer can choose to alter her Matrix signature at will, disguising it so that it cannot be used to identify her, forging the signature of someone else or simply reducing the amount of time that it lasts. Whenever someone tries to read their signature minus the number of times the caster has taken any Initiation Edges (including the Alter Signature edge) from their Notice. This Resonance edge also grants the Technomancer as the Disguise power when attempting to appear like it belongs within the Host as an approved user. :'''Coding''': This Edge can be taken more than once. Each level adds +1 to next Hacking check when casting a Power (only). :'''Erase Image''': This Edge allows the Technomancer to erase any traces of his passing within a Host and also the Tracer Program. :'''Revive''': The Technomancer can maintain a power for up to one hour for no additional power point cost. The caster cannot use this ability again for 24 hours after the spell ends. :'''Threading''': This Edge can be taken more than once. Each level reduces the cost of casting a Power by 1 (minimum 1).
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