From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Matrix (long but worth looking at :) |
Date: | Mon, 24 Jul 1995 10:09:23 +0200 |
What? No, something else :)
I've written my own replacement for SR2's decking rules. Many of you
probably know about my feelings toward the rules in both VR and SR2, and
today I had some ideas buzzing around inside my head, so I sat down behind
my word processor and typed them down. The result is below, tell me what you
think...
(I've suddenly got this urge to buy an asbestos suit :)
---------------
MATRIX RULES v3.0
Why this, then?
Decking sucks where game mechanics are concerned. You roll loads of dice,
nothing ever happens, everything happens at once, and it's too abstract to
get a good idea of what is going on. Those, at least, are my own personal
feelings toward it. I bought Virtual Realities because I thought it would
help, but it only made things worse; now that Virtual Realities 2 is
supposed to come out this year, maybe things will get better. In the
meantime, this chapter is an attempt to make things more workable.
NODES
Nodes are no longer abstract places where you can be at any place or range
you desire nearly immediately. From now on, nodes are mapped out on grid
paper; the more powerful the node, the larger the area it encompasses.
For mapping out a node, you'll need grid paper, with the number of squares
contained in a node being equal to the Security Code (p.14, Virtual
Realities). For those who don't own this book, multiply the System Rating by
1 for a Blue node, 2 for a Green node, 3 for an Orange node, and 4 for a Red
node. The following table lists it all precisely:
NODE AREA TABLE
NODE 1 2 3 4 5 6 7 8
Blue 1 2 3 4 5 6 7 8
Green 2 4 6 8 10 12 14 16
Orange 3 6 9 12 15 18 21 24
Red 4 8 12 16 20 24 28 32
In a normal UMS (Universal Matrix Specifications) node, the node has a shape
that shows its function: an SPU is hexagonal, a datastore is square, etc. In
such systems, it can be a bit tricky to draw the node large enough for it to
have a "floorspace" equal to the area given on the table.
Sculpted nodes can have any shape the designer programmed into them, as long
as they have the required area. For example, you could make an SPU look like
an "L" instead of a hexagon.
Datalines
A dataline must end in one of the squares at the edge of a node. They may
not end inbetween two squares. Any number of datalines may end in the same
square.
Movement
A decker may move a number of squares up to his Intelligence per Action. If
he moves into a dataline, the entire dataline counts as one square, no
matter its actual length. The persona may not move through anything that
blocks the decker (the sides of the node, certain kinds of IC, etc.), but an
infinite number of personas and IC may occupy any given square. There's no
stacking rules in the Matrix, chummers.
Intelligence-boosting bioware or cyberware does increase the decker's
movement rate, but similar magic does not.
System Operations
These remain unchanged from those mentioned in SRII and Virtual Realities
(pages 166/167 and 11, respectively).
Hacking Pool
This is unchanged from the rules on page 85 of SRII.
COMBAT
This procedure has been significantly altered, to make it much more like
physical combat than it is in the SRII rules.
The steps taken are as follows:
1. Determine Range
Most utilities and ICE cannot make ranged attacks. The attacker must be in a
square adjacent to that of the target, or in the same square.
2. Make Attacker's Success Test
The attacker rolls a number of dice equal to the rating of the utility in
use, plus any desired Hacking Pool dice. Count the successes.
3. Make Target's Damage Resistance Test
If the attack was successful, the target makes a Damage Resistance Test;
deckers use their Bod rating, IC uses its rating. Count the successes
4. Determine the Result
Compare the successes. Depending on who rolled the most successes, the
damage is staged appropriately. A tie means the utility or IC does its base
damage. A clean miss occurs if the number of successes from the target's
Hacking Pool dice exceeds the attacker's successes.
5. Apply Damage
The damage is staged appropriately and applied to the target's condition
monitor.
Range and Base Target Number
Range for most utilities and IC is 1, which means the attacker must be in a
square adjacent to the target, or in the same square as the target.
Utilities with the Ranged option may attack from further away, as may some
IC (see below for details).
The base target number is the IC's rating for attacks against IC, or the
deck's Evasion rating if an atack is made against a decker. Some situational
modifiers may apply, usually incurred through use of defense utilities or
injuries.
-----
Phul Throttle is in a bit of a nasty situation, with that Killer-4 IC coming
up to, well, kill his deck. Phul whips out his Attack-5, and fires it at the
IC when it's come close enough. His target number is 4 because of the IC's
rating.
-----
Attacker's Success Test
The attacker rolls a number of of dice equal to the rating of the utility in
use. If the attacker is a decker, he may add Hacking Pool dice, though not
more than the base number of dice in use.
-----
Phul rolls 4 extra dice from his Hacking Pool, making it 9 in total. His
target number is 4; he scores 3 successes.
-----
Target's Damage Resistance Test
The target, if it is IC, rolls its rating against the rating of the
attacking utility. If the target is a decker, he rolls his Bod against the
attacking utility's rating, but he may substract his deck's Hardening from
the target number, just as armor does against a physical attack.
-----
The IC, being rating 4, rolls 4 dice against a target number of 5, scoring 1
success.
-----
Determine Result
Utilities and IC that can be used to actively attack with have a Damage
Code. Damage does not start at Light anymore, instead every Attack and
similar utilities must be bought with a damage built into it. The same goes
for IC.
If the attacker has more successes, the Damage Level is staged up by 1 for
every 2 successes in the attacker's favor. If the target has more successes,
the Damage Level is staged down in the same manner.
-----
Phul has 3 successes, the IC only 1, so that means there's 2 successes in
Phul's favor. Phul's Attack-5 has Moderate staging, His two successes bring
the damage done to the IC up to Serious.
-----
Apply Damage
This is done as normal.
UTILITIES
Executing a Utility
For all except for Combat utilities, make an Execution Test by rolling a
number of dice equal to the utility's rating, plus any desired Hacking Pool
dice. The target number is the node's System Rating, and the decker must
roll enough successes to beat the Security Rating (p.165, SRII). Note that
the number of net successes is equal to the number rolled, minus the number
required; if you roll 6 successes in a Red node, your utility works with 2
net successes.
With Combat utilities, the making of the attack counts as the Execution
Test, but it does still need to generate enough successes to overcome the
Security Rating.
The more successes, the better the utility works. There is no Resistance
Test on the part of the node.
Executing any utility is a Complex Action, unless otherwise noted. Utilities
either work continuously, or only at the moment they are activated.
Multiple Utilities At The Same Time
A decker can have more than one utility running at the same time, but at a cost.
-Any Hacking Pool dice used for one utility are not available for other
tests until that utility is shut down, either by the decker or by some other
means.
-For every utility past the first that is running, add +2 to all the
decker's target numbers, except Damage Resistance Tests.
-Switching a running utility off is a Free Action.
A decker may activate multiple utilities in the same Complex Action, but at
a +2 target number modifier per utility past the first.
UTILITY DESCRIPTIONS
Following are descriptions of all utilities that need to be altered to fit
in with these new Matrix rules. Utilities that are not mentioned can be used
unaltered from either SRII or Virtual Realities, but note that whenever
their description speaks of "successes," it means "net successes."
Armor
When executed, this utility adds its net successes to the Bod of the deck.
It degrades by 1 point every time a successful attack is made against the
persona's Bod Rating while Armor is active. The increase in Bod can never be
greater than Armor's Rating, including when Armor degrades past the increase
it originally provided. In such a case, the Bod increase becomes equal to
the new rating.
Once activated, Armor runs continually until switched off, or until its
rating reaches 0. In the latter case, its rating can be restored to normal
by shutting down and re-booting the cyberdeck.
When placed in a frame, its rating becomes the Bod Attribute of the frame.
Options: Link
Size: Rating^2 x 3 Mp
Attack
Attack must be bought with a specific Damage Level, which is the base damage
done by the Utility on a successful attack. Attack can be bought without a
Damage Level, in which case it starts at no damage, but can be staged up.
For example, Kev rolls 3 net successes for his no-damage Attack, meaning he
does a Light wound to his target. Had he rolled only 1 net success, he would
have done no damage whatsoever.
Attack -No damage: Size: Rating^2 x 2 Mp
Attack(L) -Light damage: Size: (Rating+1)^2 x 2 Mp
Attack(M) -Moderate damage: Size: (Rating+2)^2 x 2 Mp
Attack (S) -Serious damage: Size: (Rating+3)^2 x 2 Mp
Attack(D) -Deadly damage: Size: (Rating+5)^2 x 2 Mp
All: Options: Area-Effect, Link, Mobility, One-Shot, Penetration, Range
Target: Evasion against personas; IC Rating against IC
Auto Execute
This utility allows other utilities to be run simultaneously without
imposing a +2 modifier on the decker. It does not make Execution Tests
unnecessary, so its function is totally different than it is under Virtual
Realities rules!
Auto Execute must be run using an Execution Test, like any other utility. If
successful, it can control a total number of rating points of other
utilities equal to its number of successes multiplied by the deck's MPCP rating.
-----
Phul launches an Auto Execute-4 in a Blue-3 node. The program gets 2
successes, modified to 1 for being in a Blue node. Phul's MPCP is 5, so his
Auto Execute can control up to 5 rating points in other utilities.
-----
Note however that Auto Execute itself still gives a +2 if used at the same
time as another program. It cannot control itself, though it can be
controlled by another Auto Execute (which is rather pointless, by the way).
Auto Execute is required in a frame. Running it for that purpose requires an
Execution Test against a target number 4 to determine how many rating points
it may control.
Options: Link
Size: Rating^2 Mp
Black Hammer
This must be bought like Attack, and uses all rules for that utility. It
does Physical damage on the decker, instead of damaging the persona.
Options: Area-Effect, Mobility, One-Shot, Penetration, Range
Size: Rating^2 x 70 Mp
Cost Availability Street Index
rating x 20,000Y 24/30 days 5
Cloak
When executed, this utility adds its net successes to the Masking of the
deck. It degrades by 1 point every time a successful attack is made against
the persona's Masking Rating while Cloak is active. The increase in Masking
can never be greater than Cloak's Rating, including when Cloak degrades past
the increase it originally provided. In such a case, the Masking increase
becomes equal to the new rating.
Once activated, Cloak runs continually until switched off, or until its
rating reaches 0. In the latter case, its rating can be restored to normal
by shutting down and re-booting the cyberdeck.
When placed in a frame, its rating becomes the Masking Attribute of the frame.
Options: Link
Size: Rating^2 x 3 Mp
Killjoy
This must be bought like Attack, and uses all rules for that utility. It
does Stun damage on the decker, instead of damaging the persona.
Options: Area-Effect, Mobility, One-Shot, Penetration, Range
Size: Rating^2 x 60 Mp
Cost Availability Street Index
rating x 15,000Y 20/21 days 5
Mirrors
When executed, this utility adds its net successes to the Evasion of the
deck. It degrades by 1 point every time a successful attack is made against
the persona's Evasion rating while Mirrors is active The increase in Masking
can never be greater than Mirrors' Rating, including when Mirrors degrades
past the increase it originally provided. In such a case, the Evasion
increase becomes equal to the new rating.
Once activated, Mirrors runs continually until switched off, or until its
rating reaches 0. In the latter case, its rating can be restored to normal
by shutting down and re-booting the cyberdeck.
When placed in a frame, its rating becomes the Evasion Attribute of the frame.
Options: Link
Size: Rating^2 x 3 Mp
Relocate
When run, make an Execution Test against the Trace IC's rating. The Trace
rolls a Resistance Test usin the persona's Masking Rating as the target
number. If Relocate has more successes, the IC is sent on a wild goose chase.
Options: Link, Range
Size: Rating^2 x 2 Mp
Shield
When executed, this utility adds its net successes to the Hardening of the
deck. It degrades by 1 point every time an attack against which Hardening
defends, hits the persona while Shield is active. The increase in Hardening
can never be greater than Shield's Rating, including when Shield degrades
past the increase it originally provided. In such a case, the Hardening
increase becomes equal to the new rating.
Once activated, Shield runs continually until switched off, or until its
rating reaches 0. In the latter case, its rating can be restored to normal
by shutting down and re-booting the cyberdeck.
Options: Link
Size: Rating^2 x 4 Mp
Sleaze
Sleaze can be used against Access or Barrier IC or a Scanner utility. If the
Execution Test has at least 1 success, the persona becomes invisible to the
target.
If the decker stays within 1 square of the IC or other persona, he must
re-Sleaze every turn, but qith a +1 target number modifier per turn.
Options: Link, Range
Size: Rating^2 x 3 Mp
Smoke
Smoke causes a target number penalty to come in effect, +1 for every 2
successes rolled on the Execution Test. This penalty applies only in the
square the persona occupies when Smoke is executed, and the Smoke will stay
there even if the decker moves away. Once launched, a cloud of Smoke loses 1
point off the modifier per turn it stays active. A decker can launch as many
Smoke programs as he wants to, but they can only be placed into the square
the decker's persona is in.
Options: Link, Mobility, One-Shot, Range
Size: Rating^2 x 2 Mp
OPTIONS
Most options stay unmodified from Virtual Realities. Those that are changed
are noted here, as well as a new option called Range.
Area-Effect
For every point bought, the area of effect increase by one square; all
squares must be adjacent to one another, though they need not be formed into
a geometrical shape.
Area-Effect is incompatible with the Penetration option, while Shield
utilities function at twice their number of rolled successes, though it
degrades normally. Also add +2 to the target's Bod Rating or the IC's rating
(of the IC has hardened defenses) to resist the damage.
To determine the size of a utility with the Area-Effect option, add the
Area-Effect rating to the utility's rating.
Mobility
This needs a small addition, namely that the movement rate of a Mobile
utility is equal to its rating, but it must remain within line of sight of
the decker.
Range
For every point of Range bought, the persona may use the utility from 1
square of distance. Normally, a decker may only affect IC or personas in the
same square the decker is in, or in any adjacent squares; with Range 2, he
may affect any target or square within 3 squares with the one he occupies
himself. The maximum Range is equal to the rating of the utility.
To determine the size of a utility with the Range option, add +1 to its
rating per point of Range bought.
Staging
This option is not used anymore. If you've got an Attack program with
Staging, simply convert it to the corresponding new Attack proghram on page
xx--Attack with Serious staging becomes an Attack(S), for example..
INTRUSION COUNTERMEASURES
Under these new rules, IC must also be modified a bit. No longer omnipresent
in a node, they now have to conform to the square grid too.
Any necessary modifications to general or specific types of IC are noted below.
White IC
White IC is usually placed in a specific square, and will most often
interrogate anything that passes through or into that square or any square
adjacent to it. This means IC is most often placed at points where a node
can be entered or left--much more efficient than trying to form a row of IC
across a node.
If a persona remains within White IC's range, the IC will try to interrogate
it on every Action it gets. White is generally has a movement rate of 0, so
it can't move through a node.
Barrier
Barrier can affect a number of squares up to its rating, but the more it has
to protect, the weaker it becomes--the actual rating used to see if a
persona can Sleaze past it or kill it is its full rating divided by the
squares it protects. Round off to the nearest whole number: Barrier-8
extending over 3 squares uses a rating 3 against attempts to deceive or
destroy it.
If the decker crashes it, it disappears completely, and not just in the
square that was attacked.
Load Rating: 1/2 Rating (round down)
Movement: 0
Gray IC
For Gray IC, the movement rate equal to the IC's rating.
Killer
Normal Killer has a base damage of a Light wound and has a Load Rating equal
to 1/2 times its rating (round down).
Killer(M) has a base damage of a Moderate wound and has a Load Rating equal
to its rating.
Killer(S) has a base damage of a Serious wound and has a Load Rating equal
to 1 1/2 times its rating (round down).
Killer(D) has a base damage of a Deadly wound and has a Load Rating equal to
2 times its rating.
Target: Bod
Load Rating: see above
Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Wizards never die, they just become metaphysically challenged
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Guru :)