From: | "Jason Carter, Nightstalker" <CARTER@***.EDU> |
---|---|
Subject: | Matrix V 2.0 |
Date: | Tue, 3 Aug 1993 13:49:45 -0700 |
DESIGNER: Jason J Carter
E-Mail: Carter@***.edu
DESCRIPTION: A revamping of the Matrix rules to make decking more fun and
deadly.
MATRIX Version 2.0
By Jason J Carter & Steve Huth
Adapted from stuff done by FASA
The purpose of these rule modifications are to remove some of the problems with
the decking rules as presented in Shadowrun. These problems include, but are
not limited to the ineffectiveness of attacks in the Matrix, the size and power
of the Hacking Pool, and the "Search for Sixes". The greatest flaw to this set
of rule modifications is that you will need to own a large number of dice to use
them quickly.
Note: Whenever Computer Skill is used in this text, the decker may replace
Computer Skill with his Software Concentration or his Decking Specialization.
Hacking Pool Modification
The immense size of the Hacking Pool in proportion to the number of dice rolled
made the pool all to effective. In this system two things have been done to
reduce the effectiveness of the Hacking Pool. First the number of dice rolled
have been increased. Secondly, the Hacking Pool has been divided into two dice
pools, the new Hacking Pool and a Matrix Combat Pool.
Hacking Pool
The Hacking Pool reflects the decker's ability to modify and fine-tune programs
while they are in use, suppress IC messages, and write programs on the fly.
The number of in the Hacking Pool is equal to the decker's Computer Skill
mulitplied by 1.5 (rounded up). The Hacking Pool may be used to affect the
success of Sensor and Masking utilities, but not Combat Utilities. The maximum
number of dice that can be used to affect a program is the Rating of the
program.
Matrix Combat Pool
The Matrix Combat Pool reflects the decker's ability to react to combat
situations in the Matrix. It can be used to increase the effect of Combat
Utilities, and for Damage Resistance Test. The number of dice in the Matrix
Combat Pool is equal to the deckers Reaction. The maximum number of dice usable
to augment a Combat Utility is equal to that utilities rating, but there is no
limit to the number of dice that can be used on a Damage Resistance Test.
Matrix Initiative
There are three levels of cyberdeck command, each with their own advantages and
disadvantages. They are full cybernetic interface, standard interface, and
manual interface.
Deckers using full cybernetic interface receive all bonuses from increased
response on their deck and gain an additional 1d6 on their initiative rolls.
While in full cybernetic interface, the decker is unaware of his surroundings
and suffers from a +8 penalty to notice direct physical stimuli that does not
include pain. Pain is always noticed.
Deckers using standard interface often utilize keyboards along with their
datajacks, but this is not required. All increase response bonuses are recieved
while using stardard interface.
Manual interface includes using a cyberdeck with an electrode net or by keyboard
alone (turtling). While using manual interface the deckers reaction is halved
and he gains no additional reaction points from increased response. Additonal
initiative dice are still gained.
System Operations
To perform a system operation the decker must receive more successes than the
node. The decker rolls Computer Skill plus Hacking Pool dice while the system
rolls its Security Rating and adds Node Autosuccesses (See program execution
below). Both are rolling against a target number of 4 + Mods.
Program Execution
Program execution test and effect test have been unified into just one die roll.
Executing all but defense utilities is a complex action. Executing a defense
utility is a simple action.
When the target number of a roll is indicated to be something plus "Mods" this
refers to modifiers to the program execution test. This include, but are not
necessary limited, to Persona Condition, node overload, and the presense of
a Smoke program.
Node Autosuccesses is not a dice a number of dice to be rolled, but a number of
sucesses that a node/IC automatically recieves on any defensive test. The
amount of autosucceses is determined by the node color. Blue nodes receive one
autosuccess, Green nodes receive two autosucesses, Orange nodes receive three
autosuccesses, while Red nodes receive four autosuccesses.
Combat Utility Execution Test
Target Number: 4 + Mods
Dice: Computer Skill + Program Rating + Matrix Combat Pool Dice
Damage Resistance Test
Target Number: Power - Hardening
Dice: (Persona) Bod/Evasion Rating + MPCP Rating + Matrix Combat Pool Dice
(IC) Node Autosuccesses + Node Security Rating + IC Rating
Sensor Utility Execution Test
Target Number: 4 + Mods
Dice: Sensor Rating + Program Rating + Hacking Pool Dice
Sensor Resistance Test
Target Number: 4 + Mods
Dice: (Node) Node Autosuccesses + Node Security Rating
(IC) Node Autosuccesses + Node Security Rating + IC Rating
(Persona's running Sleaze use Sleaze execution test)
Masking Execution Test
Target Number: 4 + Mods
Dice: Masking Rating + Program Rating + Hacking Pool Dice
Masking Resistance Test
Target Number: 4 + Mods
Dice: (IC) Node Autosuccesses + Node Security Rating + IC Rating
Grey IC Execution Test
Target Number: 4 + Mods
Dice: Node Autosuccesses + Node Security Rating + IC Rating
IC Modifications
All IC have hardening at a level of 1/4 their Rating (rounded up).
WHITE IC
Access IC
No modifications.
Barrier IC
No modifications.
Probe IC
Probe IC (including Black IC) double their rating when rolling to defeat the
sleaze program.
Scramble IC
When attempting to download a scrambled file, the system rolls a number of dice
equal to the scramble rating verses target number 4. Add the number of
successes to the node's successes on the system operation test.
GREY IC
Acid IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck's Bod
by one, to a minimum of one. Power is the IC rating.
Binder IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck's
Evasion by one, to a minimum of one. Power is the IC rating.
Blaster IC
Blaster IC performs exactly like Killer IC (see below) until it crashes a
persona. When the persona crashes the Blaster IC rolls dice equal to its
Rating versus Target Number 4 + Mods. The cyberdeck rolls dice equal to its
MPCP rating versus a Target number of Blaster Rating minus Hardening. Caculate
the damage as if the Blaster IC had attacked the persona, with the number of
boxes of damage being the number of MPCP Rating points permanently lost.
Jammer IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck's Sensor
by one, to a minimum of one. Power is the IC rating.
Killer IC
The damage of Killer IC is cacluated just like an attack in melee combat. The
power is equal to the IC rating and the base damage level is determined by the
following chart.
Program Rating Damage Level
1 - 3 L
4 - 6 M
7 - 9 S
10+ D
Use the Bod rating of the deck to resist damage.
Marker IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck's
Masking by one, to a minimum of one. Power is the IC rating.
Tar Baby IC
No modifications.
Tar Pit IC
No modifications.
Trace IC
The Trace IC makes a Grey IC Execution test will the decker rolls dice equal to
deck Masking Rating + Computer Skill versus target number 4. If the Trace gets
positive net successes, divide the successes into 10 to determine the number of
turns the Trace will take.
Trace and Report
No other modifications.
Trace and Dump
No other Modifications.
Trace and Burn
The decker may not use Matrix Combat Pool dice to defend himself from the
Blaster part of this program.
Black IC
No general modifications.
Hanging Tough
The black IC rolls dice equal to its Rating while the decker makes a Computer
Skill test, both versus a target number of 4 + Mods. If the black IC receives
positive net successes, it delivers damage to the decker as if it were Killer
IC of the same rating. The decker may resist the damage with his Body (or
Willpower if the black IC was set to stun). Hardening still protects the
decker, but the Shield Utility does not.
Jacking Out
The decker rolls Computer Skill plus Willpower Rating dice while the black IC
rolls Rating dice, both versus a target number of 4 + Mods. If the decker
rolls more successes than the black IC he jacks out and must resist 4M Stun
Damage. If the black IC receives more successes, it prevents the decker from
jacking out. The attack preceeds as under Hanging Tough, but the decker does
not get to make a Computer Skill test. Say ouch!
Utilities
Combat Utilities
Attack Program
Deckers use Bod to defend themselves from this program. The power of this
program is the decker's Computer Skill. Base damage level is determined by the
chart under Killer IC.
Blind Program
Deckers use Evasion to defend themselves from this program. The power of this
program is the decker's Computer Skill. Every two net successes reduces the
target's Sensor Rating by 1, to a minimum of 1.
Hog Program
Deckers use Evasion to defend themselves from this program. The power of this
program is the decker's Computer Skill. To determine if a hog program stays
hidden in the deck roll the program rating dice and the deck's MPCP Rating in
dice, both versus target number 4. If the hog recieves one net success it
stays hidden. The decker may run a check with a simple action, in which case
he may add Hacking Pool dice to the MPCP roll.
Poision Program
Deckers use Evasion to defend themselves from this program. The power of this
program is the decker's Computer Skill. Every two net successes reduces the
target's Bod Rating by 1, to a minimum of 1.
Restrict Program
Deckers use Evasion to defend themselves from this program. The power of this
program is the decker's Computer Skill. Every two net successes reduces the
target's Evasion Rating by 1, to a minimum of 1.
Reveal Program
Deckers use Evasion to defend themselves from this program. The power of this
program is the decker's Computer Skill. Every two net successes reduces the
target's Masking Rating by 1, to a minimum of 1.
Slow Program
Power is the program rating.
Defense Utilities
Armor Program
No modifications.
Cloak Program
No modifications.
Medic Program
No modifications.
Mirrors Program
No modifications.
Restore Program
To restore the rating of a persona program, roll Rating Dice plus Hacking Pool
versus target number 4 + Mods. Then roll dice equal to the program or IC rating
that did the damage, also versus target nmber 4. Each net success restores
one rating point to the reduced persona program.
Shield Program
The rating of the shield program is added to the deck's hardening Rating.
Smoke Program
No modifications.
Sensor Utilities
Analyze Program
No Modifications.
Browse Program
No modifications.
Decrypt Program
No modifications.
Evaluate Program
No modifications.
Scanner Program
No modifications.
Shift Program
No modifications.
Masking Utilities
Deception Program
Once a Deception program defeats a particular piece of IC, the decker will not
be bothered by that piece of IC until the alarm level changes. Once the alarm
level changes (from standard to passive or passive to active) it will be
necessary to redefeat every piece of IC in the system.
Relocate Program
No modifications.
Sleaze Program
Sleaze is a sustained program. When activated the decker makes the execution
test and records the number of successes. From then until the decker drops the
sleaze, whenever the decker encounters a piece of IC, it makes its detection
test. If it receives more successes than the sleaze did when it was activated,
it detects the decker. While using a sleaze program the decker may not perform
system operations or use combat utilities. Doing either void the program.
Flygrams
The number of Hacking Pool dice required for a flygram is equal to the sum from
1 to the desired program rating. Flygrams may not benefit from Hacking Pool
dice, but they may benefit from Matrix Combat Pool dice. The following chart
is provided for your use.
Program Rating Hacking Dice
1 1
2 3
3 6
4 10
5 15
See Ya in Shadows,
Jason J Carter
The Nightstalker