10. CyberSpace

The Savage Worlds Science Fiction Gear Toolkit (Pinnacle) has an excellent set of rules for cyberspace.

I have changed a few definitions and labels to be more in line with how I like them to be.

You will still require the above book however to understand the changes following.

Cyber Skills.

Each cyberdeck comes with five basic skills.

Fight: used to combat opposing ICE or Persona's. May also be used to break down barriers.

Investigation: Data and values. Used to search for data within a node, or to discover what a Node does, its address, function and area of control. Mostly used on s-Nodes, b-Nodes and d-Nodes as the function of other types of nodes is fairly standard.

Lockpicking: Commands and access. Used to gain a user account, to operate Nodes, give commands, raise access levels and to open locked(encrypted) data. Failing on a lockpicking roll will not raise an alarm on an a-Node or s-Node, but will on any other type of node.

Notice: Function and status. Used to examine nodes and ICE to work out what they are and what level they might be. Can be used to discover the current alarm level of the system if you are currently in an s-Node.

Stealth: Movement, visibility and modifications. Can be used to leave a Node (if required) or to hide from ICE (Stealth vs Notice) or to remain un-noticed within a node (System vs Stealth). Stealth is also used to change data within the network, assuming you have the right to edit the data, if not then you have to break it (lockpicking) and then edit it.

Other skills can be added but will take up program slots. Its up to the GM as to what skills they might allow and what effect they might have.

Definitions.

Hacking vs the Real Thing.

All of these rules that follow take the assumption that you are hacking the network, ie you dont have a valid account. In many ways it is far easier to steal a valid account than to hack a system, however in the future this may not be so true as biometric identifiers become more sophisticated. Its still an option tho.

Melee changes.

There is no gang up bonus in matrix combat. All combat is melee unless explicitly noted as otherwise.

Supporting Others.

The normal support rules are not allowed with persona's unless they are all in the same Group (see Group Mode later).

Skill roll results.

A normal skill failure will have various results depending on what it was targeting. Generally simple actions (ones not requiring Admin privileges) can be repeated but at -1 per failed attempt. Generally the following is true, more specific effects may be noted later.

    • If you fail a roll whilst under a -2 or worse penalty then the network will challenge your account. If the network is in alert this will be contested by the Network system, otherwise it requires a simple success.
    • Fail a roll whilst in Admin mode and the network will go into alert.
    • Failing a roll whilst in SuperAdmin mode will raise an alert at a pre-defined level.

Rolling a 1 on your skill dice (and keeping it) will result in an immediate authority check by the network. If the network is not in alert then this check requires only a success to pass. If it is in alert then it will be a contested roll (and as it is from the network it will probably have a wild-dice).

Critically failing a roll will result in your accounts immediate suspension and the network will go into alert.

Challenges.

A challenge occurs when you do something wrong, either failing a skill roll or performing an inappropriate action. When this happens the network will seek to check who you are and if you are a valid user. Normally this is resolved with a simple lockpicking roll, a success being all that is required. When the network is in alert however this becomes a contested roll using either the Nodes System or the Network system value, depending on the alert level.

The following are instances when a challenge may result.

    • Roll a 1 on your skill dice.
    • Fail a skill roll whilst under a -2 or worse penalty.
    • Attempt an illegal command.
    • Alert level 1 is triggered, the offending account is challenged.
    • Alert level 3 is triggered, attempt is made to lower the target to User status (System vs Lockpicking).
    • First contact with an ICE.

System:

Every network and every node will be rated for System, a generic term detailing their power and skill. Generally a node will resist local attempts to manipulate it with their local System value. At times, like when an alarm is raised, then actions may be triggered by the network itself (rather than a node) and these will be done at the Network System value.

Commonly a node will be d4, d6 or maybe d8. They will not normally be a wildcard. An average network will be d6 or d8 and is always considered a wildcard. Better system values are not uncommon, but wildcard status for a node would be uncommon and indicate a custom built piece of technology with a specific purpose.

Networks.

There are two main types of networks - Domains and ad-hoc networks.

A Domain is a network with a Master s-Node and a SuperAdmin.

An ad-hoc network does not have a Master s-Node and thus no SuperAdmin. Instead it has admins at each s-Node that control other nodes locally. X-Nodes within an ad-hoc network are independent security gateways that may or may not have ICE attached to them. Ad-hoc networks rarely have a capacity for an alert level above 3.

Initiative & Actions:

Everyone receives cards as normal, but instead of getting only one action, everyone gets an action on every card they have.

Movement between Nodes.

Moving down a link requires a move action. A second move action can be taken if nothing else is done during that turn, so instead of move and perform a task, you may move and move.

If the network is not in alert then leaving an x-Node, l-node or vr-Node requires a simple success (Stealth). Leaving all other nodes is automatic.

If the network is in alert than leaving an x-Node, l-Node or vr-Node becomes contested, and leaving all other nodes requires simple success (Stealth).

Once a persona's account has been suspended movement is always contested at -2. If the network goes into a high enough alert then the Network System score may become the target used for the contest rather than the node, whichever is higher.

Hardwired:

A network feature that is physically restricted and therefor cannot be modified or altered (although Nanomancy may). This is usually deliberate.

Account Modes

There are three levels of access in most networks. A fourth mode also exists but is commonly restricted to specialist networks (military etc).

When you enter into a network you seek and hopefully gain User level access. This allows you to travel wherever a normal user of the system is expected to go. A User may give commands and needs only a success for them to work.

You may request Admin mode from the s-Node you are currently in (see later) and if successful will gain admin powers over that s-Node and all the nodes it services. Failing this roll will raise an alert. Admins give commands the same as a User (still need a success) but they will have access to a greater range of commands. Admins cannot force a network to do something it is not designed for, or that breaches a safety protocol (or anything else the GM hadn't considered and the player is now trying to ruin).

Domains will have a single Master s-Node that have the authority to raise a user to SuperAdmin level on request (failing this roll will raise an alert). As a SuperAdmn you will have the right to issue all commands, including a command to turn off the alarms. However, ICE and BlackICE are generally released with SuperAdmin level rights also, so you cannot stop them (but you could prevent more being released).

Remember, even though you have SuperAdmin levels rights, you are only pretending to be a valid user - you are hacking the system. As such you still need to re-assert your rights everytime you give a command, the network will constantly be asking your persona for authentication, which requires skill rolls on your part. Also, an alarm is raised as an immediate response (not even a held action can interrupt this) and it takes an action to shut it down (assuming you pass the skill roll). Before you can shut down an alarm it will have spawned ICE into the system and you cannot shut them down.

Group Mode.

A party of players may enter the network and operate as a group. This is a little more complicated but has some advantages. The is an Edge listed below that is very useful for this - Group Leader.

To get past security there is an extra requirement needed, where instead of acting as a single entity one of the hackers must establish a group entity. They do this by raising their authority level to Admin for their current s-Node, and then defeating the Network System with a modifier of -2 to create a Group Account. If successful then the rest of their team may enter the network protected by the Group authority, needing only a successful Lockpicking roll at +2 due to the existing Group account (one time bonus).

The advantages of this is that you get to have a lot more cards and thus actions, plus the persona who is best at something can perform a task. The disadvantages are that ICE may still attack individuals within the group. A group does not act as a single whole, but as a individual collective.

Group members may also support other members via the traditional support rules, they merely need to commit an action in advance. Support is NOT available option outside a Group.

There are no advantages to movement in a Group Account, you each need to move and make the needed rolls to do so

Eg: Four players try to enter a network as a group. The leader has d10 in Know(Hacking) (which allows him to have 3 friends) and a deck with d8 in all skills. The three people with him have Know(Hacking) at d4 and all skills at d4.
To start with the Leader enters via a standard data port and using Lockpicking to create a user account, Lockpicking roll vs the controlling s-nodes system score of d6. He is successful. He finds there is one data path out of the a-Node so he moves down that link to the next Node (which for now is unknown) and performs a Notice to see what he is in. The node is an s-Node so it will not contest his action, he merely needs a success to discover it is an s-node. He rolls a raise on the notice roll so the GM advises that the s-Node has a system score of d4. There are 7 other links leaving the node.
He nows needs to raise his authority to Admin level for this s-Node, he does this by contesting with the s-Node (Lockpicking). If he wins he is now Admin of that node and can ask for a system report (just needs a success). The system report will describe what the s-Node controls, in this case 6 of the unknown links go to a-Nodes controlled by the s-Node. The last link goes to a node not under the control of the s-Node so no information is available.
As an admin he can now request that a Group account be created by the network, which means contesting with the Network System at -2 to his Lockpicking roll. At this point he does not know what the Network System value is. The roll is successful with a raise, so the GM tells him that the Network system value is d6. He now has a group account so his 3 friends can enter the network via any of the a-Nodes attached to the s-Node, or even piggyback off his deck through his connection, they only need a successful Lockpicking roll (not contested and at +2 for the first attempt).
Lets assume they all move to the next node, the unknown one. As they have a valid account and no alerts are active they are free to move. Once there the players decide to play it safe and all three followers perform a support action with their Notice skill. Two of them get successes and the third fails. This gives the leader +2 to his rolls. The failed roll results in nothing happening as the network is not on alert and it was not a contested roll. He could retry if they had cards but the next try is at -1, so they just let it go. The Leader makes his notice roll and because it is an x-Node it is contested (remember also that he does not have admin level rights in this node, but he doesnt know that yet). He wins and discovers it is an x-Node, and that it has another link going to an unknown node.
Here is where it can get tricky for a group. If they all want to leave the node then they all must make Stealth rolls vs the x-Nodes system (because you dont get free moves out of an x-node). The weaker skilled players may not be able to manage this individually, but as a group they can help each other. Organising their action cards everyone supports the weakest member of the team in their Stealth roll, on a success he is allowed to move out. Then they repeat the same thing until the last member is left, the one with the best skills, who can get himself out.

Remote Access.

An Admin of an s-Node may give commands to any other a-Node, b-Node or d-Node under its control. This is done at -1 per link travelled down AFTER the first.

A SuperAdmin may do the same when located at any s-Node of its Domain. A SuperAdmin at the Master s-Node may give commands to any node in its domain, at the same penalty, but with a maximum penalty of -2.

Connecting to the Network.

To connect to the network you must connect to the a-Node and 'gain access' (either by a physical connection or via a wireless one). Gaining access is the point of entry security check that allows you to create a 'user account' and pretend that you are permitted to be on the system (using Lockpicking skill). You cannot leave the a-Node till you have a user account. There are a few ways to fool the system that you are a user however - Bluffing, Impersonating and Hacking. You could actually have a valid user account of course, but what fun is that!

Hacking: is where you take existing code that is floating around the system and attempt to use that to fool the security system that you are a valid user.

Benefit: None

Weakness: None

Bluffing: is where you try to confuse the system into thinking you are a valid user.

Benefit: +1 to all your Stealth rolls.

Weakness - each security scrutiny you suffer after the first becomes hard and harder, -1 culmative for each x-Node Contest.

Impersonating: is where you use an existing account that is currently present and pretend to be them.

Benefit: +1 to first roll to gain access to the network at User level, +1 to all un-contested rolls.

Weakness: the user may notice something strange if they are on at the same time, or the system may have tools that will notice strange behaviour, increased chance of a system alert going out everytime you give a command (take a significant action). User must disguise themselves, all commands at -1.

Changing modes is difficult and applies a -2 penalty to the action. Failure and the system goes into alert.

Nodes.

Access Nodes (a-Nodes)

An Access node is a point of entry into a network, it can be a hard point such as a wire, or it might be a wireless point. There are several types of access nodes; makeshift, general, secure and premium.

Makeshift a-Nodes are created on the fly by the hacker, usually through a device (d-Node) that is connected to the network but is not designed as a data entry point. This will require a Repair roll. The advantage of this can be easier physical access, but they are less reliable. By definition accessing a public wireless network is always considered to be via a makeshift a-Node. All rolls via an makeshift a-Node are at -1 (unless a raise was rolled during the repair roll).

General a-Nodes are the standard data ports, or a secure wireless access point, used to gain access to a network. Actual access to the connection is open to anyone, but until they gain a User account they can do nothing else.

Secure a-Nodes are access points with built in security features. They are difficult to use (-2) but once penetrated allow the user immediate access to all lower security level nodes (pre-authenticated). +1 to all lockpicking rolls after you gain access. Failing this roll will raise an alert.

Premium a-Nodes are secure and high bandwidth nodes, providing the best possible service (usually have time limitations on valid access keys). Very difficult to enter (-4), but all lockpicking rolls after that are at +1, plus the persona gains the Quick edge. Failing this roll will raise an alert.

Device Nodes (d-Nodes)

A physical device connected to the network providing data in some form, such as a web camera, sensors, manufacturing equipment etc. With a successful Repair roll you may convert a d-Node into a make shift a-Node (-1 to all rolls unless you get a raise with the repair roll).

Service Nodes (s-Nodes)

A device (physical or virtual) that is controlling a collection of a-Nodes, b-Nodes or d-Nodes

Security Nodes (x-Nodes & xb-Nodes)

A gateway through which any user account must re-authenticate itself to pass. More advanced security nodes may have bio-metric features (xb-Nodes).

Binary (Data) Nodes (b-Nodes)

A data store and associated functions.

Link Nodes (l-Nodes)

Link nodes connect networks over large distances using high power beams and/or satellite relays. A l-Node should be placed along any link that connects significantly different physical locations, as may occur in a dispersed network. Leaving a l-Node is the same as leaving an x-Node, and requires a skill roll but it is not challenged, so only a 4 is needed. I-Nodes place penalties on all skills rolls that use or pass through that node. Trace a path between the persoan and their rig, if it passes through an l-Node then any penalty is applied. Penalties for l-Nodes depend on the length of the link, following are some examples:

Different Dome on the moons surface or in orbit around moon: -1

From moon's surface to a location on the far side of the moon: -2

From moon's surface to a location in orbit around the earth: -3

From surface to a location on the surface of the earth: -4

From earth orbit to Mars: -8

Virtual Reality Nodes (vr-Nodes)

A node that acts as the entry point to a Virtual Reality. Leaving the node to enter the VR will require a Stealth roll.

Restricted Nodes

An s-Node, l-Node or d-Node can have a 'restriction' placed on it. This is a limitation as to which accounts may use it. You will be at -2 to the first command you perform in the node EACH time you enter it, but once accepted no further penalty applies whilst you remain there.

Tunnels.

Allows user to by pass various nodes and move directly from the origin to the target as if they are adjacent. A tunnel can exist already within a network, or they may be created if you know the destination node's address. Tunnels are created with the owners security, but require confirmation from the networks security to allow their creation. Tunnels can be created at User, Admin and SuperAdmin level, and any persona of higher level may use them freely, but persona's of equal or lesser level must use Stealth to enter them.

Bandwidth.

Bandwidth is a term we will use for the amount of data that can be moved through a network, or along a data line. Generally the bandwidth of a modern network will be sufficient for anyones needs, and thus applies no modifiers. On occassion, and sometimes by design, you may suffer limited bandwidth through a data link and thus be at a penalty to all your actions within the network whilst on the far side of the link causing the problems. Worse still, due to your method of access to a network, you may be at a penalty but the ICE may not be. Bandwidth penalties are as follows:

Normal: 0

Limited: -1

Poor: -2

Weak: -4

Choked: -6

Wireless networks are often points of poor bandwidth and may suffer penalties for this on top of their 'makeshift' access penalty. A common bandwidth restriction can occur when you hack into a network via a makeshift a-Node, such as a video camera. Generally an a-node will have sufficient bandwidth for its purpose, particularly in well designed networks where such things may even be monitored. A Choke can also be deliberately created within a network to hinder invaders who have to pass through it. A moderated Choke might be used, where its effect can be changed as required, but this leaves it vulnerable to attack, so most Chokes are hardwired.

Security:

Most security systems rely on a point of entry barrier, that is to say you cant get into the system until you pass the security system, but once you are in then most of the system assumes you are meant to be there (you are authenticated). You only need to re-authenticate when you try to pass into more secure areas, or areas that double check your authority. Another time you may need to check security is if you try to raise your authority level. By default you enter into a system as a "user", and this allows you User level access (a broad term that allows you to do normally expected things), you can use the system, but you can't abuse it.

To abuse the system you need to raise your rights to "Admin" levels. As an admin you are entitled to make the system do what you like, as long as it does not violate safety protocols, or force it to perform actions that endanger the system itself. To do that you need to become a "SuperAdmin".

SuperAdmins have total control of the system, even the systems security itself, you are god. The only thing that will stop you as a SuperAdmin is ICE, and these are only found in the more advanced and powerful systems. All ICE runs with SuperAdmin authority and thus is your equal and cannot be shutdown. BlackICE is generally only activated if the system goes on alert, as it can do as much damage to the system as the intruders.

Bio-metric Security

Some parts of a network will be protected by bio-metric security tools. These will require a physical device to examine a physical object, such as an eyeball or a fingerprint, to verify the authority. In a matrix world however you are on the other side of the equation, a physical door is no obstacle to you, so must of these devices will have little effect on you.

Some bio-metric devices can be used to restrict passage through a node (usually an x-Node) by a persona. These work on the assumption that unless there is a physical biometric to be checked then you are not allowed through (show me the body!). To get past these physical checks you will have to hack them. These will be rated for their level of sophistication as a modifier to any Lockpicking, Stealth and Investigation contests made within that node. The ratings will be -2 (d6 node), -4 (d8 node), -6 (d10 node) and -8 (d12 node), reflecting the inherent sophistication of the system (and its cost).

Nodes with this feature will be flagged as xb-Nodes.

Network Actions, Commands.

Commands: a user gives a s-Node, b-Node or d-Node an order to perform a task (Lockpick)

Challenges: security challenges the user account to confirm authentication (Stealth or Lockpicking)

Requests: to raise access levels (Lockpicking).

Actions:

Move: once you have an active account you are entitled to move within the system, normally this can be done automatically, but this right is revoked when an account is suspended and successful Stealth roll will be required to leave the current node.

Examine: Function and status. Used to examine nodes and ICE to work out what they are and what level they might be. Can be used to discover the current alarm level of the system if you are currently in an s-Node.

Investigate: Data and values. Used to search for data within a node, or to discover what a Node does, its address, function and area of control. Mostly used on s-Nodes, b-Nodes and d-Nodes as the function of other types of nodes is fairly standard.

Hide: To hide you must specify this on your action and make a successful Stealth roll, you remain 'hidden' until you take some other action (or are discovered), discarding your cards as they come up. Note: your can 'hide' in a node anytime you wish, even during combat although this will suffer a -2 penalty to the initial roll.

Raise Access Level: attempt to gain Admin or SuperAdmin level (a Lockpicking roll).

How to gain Admin level: request to a suitable system node to raise access level, lockpicking test at -2. At Admin level you will gain +1 to all skill rolls against that node or nodes it controls. Admin rights are only applicable to the s-Node you are in and any b-nodes, d-Nodes or a-Nodes under its control.

How to gain SuperAdmin level: request to a suitable system node (not all of them have the ability) to raise access level, lockpicking test at -6. At SuperAdmin level you will gain +2 to all skill rolls vs Nodes within the network, plus you gain Remote Access rights.

Not all system nodes may have the ability to grant these requests, particularly SuperAdmin which may be restricted to a single master s-Node.

Lower Access Level: you may drop to a lower admin level at anytime as a free action, as long as you are at an s-Node.

Node Commands:

Generally you have to be present in a node to issue a command to it. Admin level users may give commands to nodes under the control of the s-Node they are in, with -1 to any skills rolls for each extra node after the first (Remote access). SuperAdmin users at the Master s-Node may do the same to any node in the network, and their remote penalty is limited to a maximum of -2. SuperAdmin at any other s-Node act the same as Admins.

Report: on a success the node will give a basic report of its address, its function and the types of any sub-ordinate nodes. With a raise you get more detail and system values of the various nodes under this nodes control.

Link Status: the node you are currently in will report the status of a single link, including traffic levels (low, med or high), type of link, length in rough physical terms etc.

Activate/Deactivate: activate or de-activate this node or a sub-ordinate node. Issuing a command to de-activate or activate a node will raise an alert. It generally requires admin mode, and sometimes SuperAdmin mode. It will take till the end of the next turn for the node to change status. If an ICE or persona are present in a node when it de-activates then they are destroyed or jacked out of the system.

Copy/Move: data is copied, or moved, from one location to another. Data can be protected in various ways; encryption, permission levels, automatic alerts etc.

Delete: data is deleted.

Edit: change the data passing through, or in the node, using Stealth. Requires an investigation roll to find the data. If the data is static and unsecured then a straight Stealth roll is required. If it is dynamic (streaming) then -2 or worse may be applied and the roll may be contested (Notice vs Stealth). Note that this can have consequences down the line, and may trigger extra rolls and maybe alerts if the appropriate data is not getting through.

Filter: the node will begin removing data from the stream that is passing through it, selectively. An investigation roll will be required to begin with to find the data, then a stealth roll to begin filtering it (with penalties if it is streaming data). Note that this can have consequences down the line, and may trigger extra rolls and maybe alerts if the appropriate data is not getting through.

Clash of Authority.

Where the commands of more than one user clash (and this is fairly difficult to arrange), a contest will occur and the winner prevails. When the users are at different authority levels then the higher user will gain +2 per level they have over the other.

Alert Levels.

Alerts: system raises an alarm. Networks will have various levels of alert depending on how sophisticated they are. Less powerful networks may not have the resources to raise more than a level 1 alert, whereas the most powerful system may have 5 levels of alert. Some systems may bypass some levels, go straight from 1 to 4 for eg.

When an alert is raised the system will repeat any existing alert level requirements and if it is available will implement the next level of alert. AN existing alert will generally remain in effect for 30 mins per level, with extra alerts escalating to higher levels.

Each time an alert is raised a report is generated on who caused it and where they are, allowing ICE to move to engage that target.

Level 1 alarm: will result in an immediate (but once only) authentication challenge of the account that caused the alarm. As this is done more thoroughly the user rolls at -1. A log record is created of the event, a text message is sent to an on-duty technician.

Level 2 alarm: the offending account is immediately flagged as suspicious and ALL actions are performed at -1. A log record is created and usually a message is sent to an administrator. Low level ICE may be released to investigate.

Level 3 alarm: the account is suspended and an attempt is made to demote it to User level (Network System roll vs targets Lockpicking or Stealth), all further actions are at -2. ICE are released to investigate. A log record is created and a priority message is dispatched.

Level 4 alarm: as level 3 plus all x-Nodes will refuse passage (cant leave the node) of any but Admin level users. A log record is created and a emergency priority message is dispatched. ICE are released to investigate. All User accounts are suspended. Node movement is now controlled by the Network system score. Non-essential nodes may be disabled.

Level 5 alarm: emergency Shutdown of all none essential systems (see Shutdown below), and normal shutdowns of other systems, all x-nodes will refuse passage of any but SuperAdmin level users. BlackICE are released.

Suspended accounts: are at -2 to all actions they perform. Automatic entry is suspended so all moves require an action (stealth) and contested roll to leave them. A SuperAdmin may un-suspend an account but such an activity is in itself suspicious.

An alert is raised as an immediate response to some failed action by a persona. The instant the alert is raised the actions associated with it are triggered, no interruption can occur. A persona can takes actions to try to deal with an alert but they cannot stop what the alert does without elaborate plans. For eg: logs are usually recorded some place, you would need to track them and remove the entry. Messages to personell cannot be stopped unless the communications network is blocked. ICE cannot be stopped once they are released as they have SuperAdmin level rights.

Physical Alerts: this is where a person hits a button and raises an alarm.

ICE - Intrusion Countermeasures (Electronic)

ICE are the tools used by a network to defend itself and clean its system of intruders and faults. As such they are released by the network with SuperAdmin rights, allowing them to act without fear of subversion.

ICE come in various forms relating to the task they are expected to carry out. Normal ICE are used to check systems, analyse problems, report and repair faults. They are the worker class, and as such generally do not have a wild-dice.

BlackICE are the warriors and always have a wild-dice. BlackICE are released for the specific purpose of defending the network and assume that intruders exist somewhere in the system.

All ICE have traits equal to the networks system value, less one dice type. (or more) All BlackICE will have traits equal to the networks system value. ObsidianICE (if the option is used) may have traits higher then the Network by one level.

All ICE have access to the following powers (but that doesnt mean they have them). As a general guide ICE will have Level Headed as a base power and one extra power if thier system is d6 or greater. BlackICE will have Level Headed and Quick, and one extra power at d6, two at d8, three at d10 etc.

Armour: ICE can be designed with improved defensive capacities, add half their system value to their Toughness.

Burrowing: is able to Tunnel (qv).

Elemental: partial virtualisation of its surrounding environment allows the ICE to inflict extra damage, +1d6 elemental damage (heat, cold, shock)

Enhanced: the ICE has had one of its traits enhanced so that it functions at a dice type higher then normal. This ability can be taken multiple times.

Ethereal: the ICE is naturally invisible, -4 to notice it.

Haze: the ICE counts as having a Deflection spell (2 pts) at all times.

Fear: the ICE exudes a fearfulness to the node in which it resides, immediate Guts check to all personas when they first come into contact with it. Note that personas dont normally come with a Guts skill, so they would be using 1d4-2.

Fearless: the ICE is immune to all fear related effects.

Feature: the ICE has an undiscovered programming flaw, up to the GM how this will manifest.

Hardy: does not take wounds from being shaken.

Infection: the ICE carries a virus which can be transmitted via a Stun or Wound. The target must make a VIG roll to resist the virus. Effects vary but generally lower the Persona's traits.

Immunity: the ICE is immune to some form of elemental damage (heat, cold, shock).

Invulnerability: the ICE is able to be stunned, but does not take damage of any kind. Very rare.

Level Headed: as the Edge.

Paralysis: anyone taking a stun or damage from this ICE must make a VIG roll vs 4 (?) or be paralysed for 1d6+1 cards. Advanced forms of this power will also paralyse the real body of the persona so they cannot jackout whilst affected.

Poison: as normal. Advanced form sof this power may transfer back into the mind of the real body of the persona and affect them as well.

Quick: as the edge

Quickness: as the arcane spell, but permanent.

Regeneration: the ICE is able to regenerate as listed in the rules (p143)

Size: the ICE is bigger or smaller than normal, modifying hit chances and tuffness values.

Smite: the ICE has a damage bonus as if equipped with a weapon, the damage dice is one level less than the ICE's system dice.

Spawning: the ICE can trigger the network to spawn new copies of itself at the nearest x-Node. An advanced form of this power will allow the ICE to spawn a copy of itself where it stands, but this takes an action to do.

Stun: as listed, p144.

Weakness: the ICE has a weakness to some form of attack so that it suffers extra damage, p144.

ICE Functions.

ICE will generally have specific functions that it is designed to perform, generally this will be related to one of the 5 basic skills, and for which they will get a +1 to all their rolls related to that function.

Repair ICE: repairs damaged nodes, restores nodes to their normal function if they have been deviated. May also shut down an node if it is considered faulty. Lockpicking +1.

Tracker ICE: tracks suspended accounts back to their origins (their entry point into the network) and then arranges for a Repair ICE to correct that problem. This may take some time unless the ICE has some good rolls. A normal success will yeild that the target has been here but not the directions it came from, so it would have to check all of them one by one. On a raise it can see exactly the path required. Investigation +1.

Discovery ICE: searches for and finds intruders and then reports them for further action. Does this by challenging the account with its Notice skill. If it wins then it sees through the account and flags it as an intruder, it will then suspend the account on its next action. Notice +1

Ghost ICE: can be dispatched to follow a suspended account and remain unseen by them, reporting to the network where they are so that steps can be taken. Generally a Ghost ICE will move to where a Discovery ICE has reported an intruder and then perform wait actions on its cards, acting only after its target moves and following them. Stealth +1 and usually Ethereal and Level Headed edge.

Combat ICE: have Fighting +1 and will attack intruders.BlackICE is a powerful form of Combat ICE, but combat ICE are cheaper.

ICE at Work

ICE generally attack suspended accounts, thats how they identify enemies. If you account is not suspended then ICE will generally issue a challenge to you (System vs Lockpicking) when they first encounter you, as long as you pass then the ICE will start looking at other options. ICE will not challenge you again unless there is reason to, or unless the network increases its alert level at which time new challenges will be done. For this reason networks will tend to issue DiscoveryICE at low alert levels, then CombatICE as more alerts come in.

Network Design.

Keep it simple.

A single system node will generally run either a lot of stuff (they were doing it on the cheap) or it may be dedicated to one area of activity - ie the system node controls all the security cameras in one area. I see system nodes as servers (although they can be other specialist devices custom made for a task), and servers can do lots of things or a few things, depending on its role and how much money they had. System nodes will come with default security, they dont need a security node to protect them - most of the time. System nodes may represent a single device, or a collection of system nodes may be running from a single physical device (virtualised servers).

Security nodes should be specialist systems acting as a gateway to some important component. Security nodes are extra layers of security over and above the networks basic security levels. The presence of a security node is suggestive that something of value is present, or it may be a trap.

Network Economics.

Networks cost money, and money can be limited, so not all networks will have BlackIce, or 5 levels of alarm, or IntruderSystems. The economics can expose a network to attack just as easily as poor design or slack administration. The follwoing are some guidelines on what to expect of a network based on how much money is being spent on it.

All networks will have a Wealth value, scored as a dice type: d4, d6 etc. The following descriptions give you some ideas, one or more of the reasons for the rating may apply, take your pick.

d4: poor, ad hoc, badly designed, badly administrated, badly maintained, weak ICE, usually only 2 x-Node.

d6: average, ad hoc with talent, considered design but with limited budget, cost savings in staffing, system maintenance occassionally skipped, average ICE, usually 3 x-Nodes.

d8: robust, ad hoc with flair, acceptable design, acceptable staffing, acceptable maintenance, robust ICE may have a few BlackICE, usually 4 x-Nodes.

d10: wealthy, ad hoc with superior skills, corporate design, corporate staffing, diligent maintenance, strong ICE and probably BlackIce, may have IntruderSystems, usually 5 x-Nodes

d12: rich, ad hoc with genius, inspired design, dedicated and well trained staff, rigorous maintenance, you are in a world of pain!

A networks overall System value will generally not exceed its economic value.

A networks component nodes will generally not exceed its economic value by more than one dice type, and often will be one type lower.

Network Resources.

A network cant unleash an unlimited amount of ICE, there are limits to how much processing it can do. Each x-Node can support a number of active ICE equal to their dice type halved. If the network is a Domain it may support a number of extra ICE equal to half the networks System value (spawned from the Master s-Node). Each BlackICE will count as two normal ICE.

A network is an entity also and can take actions, thus it needs action cards. A network will get cards based on its Network system value, one card for d4, 2 for d6 3 for d8 etc. Ad hoc networks get one less card, minimum of 1.

A network is also doing what it is required to do whilst all of this is going on. To reflect the networks normal duties the following status levels can be used.

    • Light: the network is performing little work, its ICE can perform all their skills tests at +1 better, not just their area of design. So Combat ICE would perform all skill rolls at +1, not just their Fighting skill rolls.
    • Moderate: normal operations.
    • Heavy: Players may reduce the number of action cards by one for an ICE that they can see, but not so that they have no card, and not a Joker.
    • Full Load: all personas and all ICE lose one of their cards. If it is their only card then it is considered to be a 2 of Clubs unless it is a Joker.

A SuperAdmin may drop a networks load one level as an Lockpicking command, that new level will apply from the next turn. This will raise an alert.

Network Shutdown.

A node or network shutdown can be triggered by an Alert Level, by a command from an Admin or Super Admin, or by various physical world actions - someone throwing a switch, power lines being cut, explosions etc.

An a-node, b-Node, d-node or s-node can be shutdown by a command from an s-Node Admin (the s-Node controlling them). It will generally take till the end of the next Turn for them to turn off. b-Nodes may take longer, roll 1d6 and this is the number of complete turns required for them to safely shutdown, and of course the s-Node controlling the b-Node cannot shutdown until the b-node has. If an emergency shutdown is activated then this delay with b-Nodes is waived (and data will be lost).

An x-Node can only be shutdown by a command from a SuperAdmin if there is one, or by an Admin of the x-Node if not.

The last node to go down is always the Master s-Node, at which point all links close as well and everyone is jacked-out of the network automatically. Up until this point linsk remain active and personas may still move around, they cannot re-activate parts of the network unless they gain SuperAdmin and reverse the shutdown command.

Ad-hoc networks, which do not have a Master s-Node, require an admin to visit each node and order it to de-activate. In an ad-hoc network it is usually faster to just physically flick the switch.

Viruses.

The easy way out is to say that networks of the future will not suffer the effects of viruses. However, if you want to have them....

A virus is essentially a type of node. It can be purchased from someone, or you can program your own. It enters the system and immediately attempts to gain a user account (System vs System). If successful it has penetrated the network. It only gets one attempt at this, if it fails then the anti-virus systems destroy it and that virus is dead forever (the details are automatically spread to every other network). A week of re-programming will change the virus sufficiently to allow another attempt. A critically failed attempt to result in some small detail of the programmer being learned by the system and all future virus's created by that person will be at -2 to that initial roll. That hacker would also become 'wanted'.

If the virus succeeds then what it does next depends on its programming. A virus will act just like a node, it will have a system value. The designer will have a specific purpose in mind when he created it, so all we are interested in is whether the virus can accomplish that purpose. The GM must decide how difficult the task is and assign a modifier appropriately. When the purpose is required a contest of the virus system vs the network's system, modified by the difficulty, is rolled. It works or it doesnt. Keep it simple.

A virus program can have some characteristics based on how well the programmer rolled. A successful roll will create a virus program with a system one dice type lower than the creators Hacking skill level. Each raise can be used to impart extra features, such as improved system dice type, a wild dice, a benny (the virus can use its own bennies to re-roll one of its rolls).

Virtual Realities.

The most sophisticated networks will be in a world of their own, literally. True virtual reality is a complete world of its own, and the rules in such a world can be the normal ones, or strange ones. Most VR will use normal physical world rules This modifier can theoretically get worse if the virtual world is deliberately designed to be weird, but this generally requires a considerable training regime to be in place so that those who operate within it can handle it. Alien networks with a custom VR would probably be at -4 (and likewise aliens in a human network may suffer the same penalty).

A VR will normally be a separate area of a network, buried behind security and consisting mostly of a cluster of b-Nodes and s-Nodes. Somewhere in there will be a vr-Node, which is the entry point into the VR itself. For a persona to enter the VR they move to the vr-Node and then move out of it into the VR itself, doing requires a success roll (Stealth vs System).

GMs will have two options then as to how they can treat VR worlds. The one I like best is that the persona converts into an interface between the real you at one end and the VR at the other, so the real you appears in the VR and treats it as if they are really there, with your real skills and abilities. This is by far the simplest way of doing things.

The other option is that you convert the persona into you, so your character appears there and has values based on your persona's values. Such a character would only have the 5 normal skills of a persona.

Custom Worlds

A VR may be created with its own physical laws, different to what we are normally used to. Everyone who enters such a world will be at a negative to everything they do until they have adjusted (or been trained). Entering an alien VR would probably apply -1 or -2.

Extra Notes on CyberSpace. (Optional thoughts)

Virtual reality of the kind imagined in science fiction requires extremely advanced and sophisticated equipment. Reducing it down to a portable deck requires even more sophistication. The idea that you are going to interact with all of this via keyboard, or even with some part of your physical body is ludicrous. Computers work in fractions of seconds, it takes longer to get a signal from your brain to your finger. So forget about all that hollywood space filler. True virtual reality will work directly from the brain, but because of this its very likely that computers will be slowed down deliberately to allow the brain to keep pace real time. Data processing may remain at the fastest speed, but command interaction may slow to the slowest common denominator - the brain. Because of this ICE is an inherently dangerous thing, because ICE will not accomodate speed restrictions, accordingly most ICE will begin with the Quick edge, and can easily be given the Level Headed edge, and should probably be able to cast Quickness, or even count as having it permanently. You can possibly make allowances for systems to run at slower human speeds until an alert goes up, and then the ICE count as having Quickness.

Another view is that the brain-computer interaction will be heavily sub-routined to allow the brain to perform many tasks under the one thought, or for the brain to create ad-hoc functions to perform tasks at true computer speeds, merely overwatching the resulting activities and guiding them as required. This view might allow you to keep chemcial brains up to speed. Mechs of course are not organic and can be assumed to be able to act at speeds equivalent with purely electronic entities, but as I mentioned elsewhere, sentiency applies a layer of cumbersome detritus to the thinking, and will slow down everyone.

All of these things can be used to ramp up your cyber systems. Truely tough systems will have all the speed advantages, but the players will be aware of this ahead of time so they make the final decision. By using Nanomancy they can even out the playing field somewhat. By being supremely gifted in their skills they can resist even the toughest onslaughts, at least for a time. The trick as a GM (I think) is to keep cyberspace quick and nasty. Dont have huge dungeon like systems with dozens of nodes, reduce them down, keep it simple.

CMx2's and CyberSpace

The CMx2 is after all mostly a computer, and the nanites it uses are able to interact with metal and electricity at a very fundamental level, making them ideal for cyber space, except.. their move to sentience required them to give up some of their machine nature. On the positive side however a Mech does not require a deck/rig to enter cyberspace, they just need to plug in and use their innate skills. They thus begin with a basic rig built in with all values at d4, and a Program Limit of 10 (so they have 5 spare slots).

They will still need the skill Knowledge(Rigging) to interact with cyberspace, and this skill will limit all their other traits and skills (any trait or skill above this will be cut back).

Mechs can upgrade their deck to higher trait values by making improvements to their system, as will be noted in the Gear section. To improve beyond d4 the Mech must allocate one hard point to a rig. A Basic HP will allow Trait values of upto d6, Improved of upto d8, Advanced of upto d10 and Advanced+ of upto d12 or better.

The following resources will be required to create a rig.

A raise during the creation will increase the Program Limit by 5.

Mechs can create Programs for use in cyberspace, or they can use Programs written by others, there is no restrictions on program usage like their might be with other material items.

At character creation a Mech may use a skill point to start with a rigging program of their choice beginning at d6. Extra skill points can be used to improve this one die type, or to buy other rigging programs. Such programs will be Omega stage and bug free.

Nanomancy, Psionics and Wierd Science in Cyberspace.

Some Nanomancy, Psionic and Weird Science powers may be tranferred into cyberspace by having a program and paying an appropriate amount of program slots for each power. Generally the powers will convert to a matching skill or skill modifier.

Nanomancers are best aligned to this type of magic and perform at a penalty of -1. Psionics and Weird Scientist are in a foreign environment and use their powers at -2 at all times. Casting a spell is an action and all network modifiers apply, so if the users account has been suspended they cast at -2 extra.

Each spell will require a program to be written for it, and it will take up the indicated number of slots in your rig. The programmer does not need to have the Arcane Background skill (and thus many of them will be available on the blackmarket). Power points are still drawn from the users normal pool. Durations change to become cards rather than turns, this may have some interesting side effects.

Ranged attacks: magic attacks that were ranged are now resolved as melee attacks, needing to overcome the targets Parry score. There is no range in the matrix, nor is there any range or not ranged side effects. Simply swap the skill used into the melee resolution system, but the damage remains the same.

Armour: [2] improved toughness

Barrier: [2] can be used to block entry or exit to a Node

Beast Friend: [-] not applicable

Blast: [3-4] only useable within the current node and effects all present except yourself and those in your group. A 2d6 Blast requires 3 slots, a 3d6 Blast requires 4 slots.

Bolt: [1-2] only usable within the current node. Only a single bolt may be cast at a time (not 3). A 2d6 Bolt requires 1 slot and a 3d6 Bolt requires 2 slots. A raise does extra damage.

Boost/Lower: [2] applicable to the persona traits. A raise will boost the target two levels.

Burrow: [2] through the silican, only works within the current node.

Burst: [2] only usable within the current node, a successful cast vs a 4 will allow 1 target, reach raise will add an extra one. Targets may still roll to avoid the damage as normal. No fire effects.

Deflection: [2] improved parry

Detect Arcana: [1] Range remains sight. Can be used to see Ghost ICE.

Dispel: [2] remove security locks, failure will raise an alarm.

Elemental Manip: [3] May be used to modify the existing physical nature of the network, such as hardwired devices.

Entangle: [2-3] A single target is affected as noted in the spell, plus until they break free they may not leave the node. The 3 slot version will target everyone in the node except those in the casters group.

Environmental Protection: [2] Can be used to survive in custom virtual realities, cancelling penalties.

Fear: [2] only works on other persona or ICE

Fly: [-] not applicable.

Greater Healing: [5] Heals the persona.

Healing: [2] Heals the persona.

Invisibility: [3] harder to notice.

Light: [2] can be used to illuminate the current node, giving +1 to Notice rolls, +2 on a raise.

Obscure: [2] conceals the caster and his group from being noticed within a node,

Puppet: [3] allows the caster to take admin control of a node or ICE (but never BlackICE)

Quickness: [3] the target gets an extra card, on a raise they get 2 extra cards.

Shape Change: [2] allows the caster to take the shape of a node connected to the current node, thus hiding...

Smite: [2] extra damage.

Speak Language: [2] might be used to decrypt data, +1 (+2) to rolls

Speed: [-] extra move action

Stun: [2] targets everything in the node except the caster and those in their group.

Telekenesis: [-] : not applicable

Teleport: [4] can move one node per 5 squares, must have passed through the node during the current mission to count as known, and must be adjacent to be visible. Still counts as a move from the node.

Zombie: [2] can target defeated ICE.

CMx2 Advantages.

Running Nakid:

A mech may elect to send his own nanites into cyberspace to gain increased initiative. When they run nakid they gain an extra action card. The drawback is that damage suffered by the Mech in cyberspace is applied to the physical body as well once the nanites return to the body. Dump shock damage is added to any existing damage. Healing however is done separately, so heals on the persona have no effect on the Mech, and vice versa. Essentially the mech becomes two bodies, run separately, but when they rejoin you merge all damage into the one.

Further, a healer out in the real world acts once per draw of the action cards (as normal) so the timing can be tricky.

Cyber Edges (Technology)

Extra Memory (Novice)(Mechs only)(0 slots)

The Mech gains an extra 3 Program Spaces each time they take this edge. It may be taken only once per level. It is applied to any deck they use and represents better organisational skills.

Improved Network Linkages (Novice)(1 slot)

The Hacker is able to support 2 extra decks over its normal limit in a group. Thus normally a mech with SM d8 could join with 2 other decks/Masters to form a group. With this edge they can take 4 extras.

Advanced Network Linkages (Novice)(Advanced Technology)(2 slots)

The Hacker is able to support +4 extra decks over its normal limit in a group.

Hacker (Seasoned)(0 slots)

You gain +1 to rolls using one of the five basic cyber skills - fighting, lockpicking, investigation, notice and stealth. This only applies in cyberspace.

Improved Hacker (Veteran)(0 slots)

You gain another +1 to rolls using one of the five basic cyber skills - fighting, lockpicking, investigation, notice and stealth. This only applies in cyberspace. It can be the same skill, thus making +2, or another.

Remote Repair (Novice)(Mechs only)(2 slots)

You are able to use your Repair skill on a mech persona (not the person or mech itself) inside cyberspace, but only the 1 combat round version (-2 to cast and 2 power)(See Repair skill notes in chapter 2).

One with the Matrix (2 slots)

The user may apply any CHA modifiers they have (positive or negative) as a positive modifier to their Lockpicking rolls. The draw back to this is that the Persona leaves a lasting impression on the system that can be identified. This mark can be cleared if the Persona spends an action doing so as their last action before leaving the network, Stealth roll but this time their CHA acts as a hinderance. They only get one roll to succeed at this. If they jackout of the network suddenly then obviously they cannot do this. Each time their Persona is identified a file will be created that can be used to cancel out part or all of their CHA modifier (-1 each time the file is updated). This file can be passed around so others can use it. Of course, because it is a file it can be altered!

Group Leader (2 slots)

You have mastered to intricacies of the security system such that you are able to run a Group Account as if it was you alone. You may make rolls for everyone in your group account as long as they are all currently holding their actions and in the same node as you. Whatever you do they do, copycat style, thus allowing you to move them around the network as one. When you perform your action they all discard their hold card and do the same thing with the same success level. Plus, whenever you perform a support action it applies to everyone in the group who is present in the same node, you support the Group rather than the individual (your support is still restricted to specific skill use).

CyberSpace Optionals.

Power Filters

A node may have a power filter applied to it. This prevents more than a specific amount of power flowing through the node, restricting everyones skills to a specific level. Eg a d6 Power Filter would prevent any program (skill/attribute) above d6 being used in the node. Programs above this rating would be dropped back to the limit. Particularly nasty Power Filters might simply prevent higher programs from running. ICE may or may not be restricted by this effect. Appears as a system node.

Power Choke.

Similar to a Power Filter but this node prevents the passage of power through it. Whenever any form of power is used a path must be traced and if it goes through one of these nodes then the Choke is applied, limiting the amount of power that can flow through per round, first come first served. Appears as a system node.

Worm Holes.

A Worm Hole will siphon off computing power in the form of program slots. Any persona entering the node will lose a number of program slots to the Worm Hole and cannot recover them until they reboot. Successful detection of the node type would allow the personas to avoid entering. Appears as a data node.

Security Locks

Security Locks is a proprietory encryption system that can be licensed from ?? Not only does the encryption package make the data almost impossible to de-crypt, it also contains anti-tampering protocols that can perform a number of tasks should an improper action be detected on the data (such as wipe it all).

IntruderSystems(R)

Intruder Systems (R) are service provided by the Intruder Corp where they provide an external security service for your network. They do this by installing their own security package (a special x-Node, usually d12) and then establishing a Premium link to that client network from their own. When alerts reach a pre-defined level the IntruderSystem will connect to the network and release a package of ICE and BlackICE into that network, depending on the contract.

Barriers

An electronic Barrier can be placed at various s-Nodes to prevent the passage of any kind of electronic data, including personas. This is uaually control by a physical switch (hardwired) and the controls are on the far side of the barrier usually so you cant hack that. Barriers can be attacked however and destroyed but this automatically raises a system alert at the highest possible level. An electronic barrier is treated the same way as a physical obstacle (no raises).

Obsidium ICE.

Matrix myth has many stories of special forms of ICE to spook the fledgling hacker into the straight and narrow. Most of them are simply wrong, but some of them are true. Defence networks and very top secret research networks may be equipped with Obsidium ICE. Obsidium ICE may have values higher than their Networks System value and take up 3 pts of system resources.

Weapon Programs

Programs may be written and slotted that will give extra damage during melee. Normally in the matrix you do your persona's ST in damage but with these programs you can do weapon bonus damage. The program may not be run higher than the hackers Know(Hacking) skill or the rigs ST rating.

Damage Slots

d4 1

d6 2

d8 3

d10 4

d12 5

Kaleidoscope

KAL is a custom designed sub-processor that can be added to s-Nodes to improve their security. The effect of the KAL is to increase the difficulty of obtaining Admin mode to -4 (compared to the normal -2).

Redundancy and Innovation.

Programs become out of date, innovation leads to improvements. To reflect this hacking rolls of all kinds can attract negatives if they are not kept upto date. Rather than institute a book-keeping nightmare I suggest that the hacker make some rolls just prior to each mission, assuming they have time to refresh their coding.

A program that is more than 3 months old will be at -1 per 3 months, but max of -2.

This Know(Programming) roll will yield results as follows.

Critical fail: all actions with this program are at -4, all other programs are at -2.

Fail: all actions with this program are at -2, all other programs are at -1.

Success: status quo

Raise: this program is at +1

Second raise: this program is at +2.

Further raises: the program gains a benny that can be used only for rolls relating to it.

Refreshing code is a daily function, so each program will require a days work, if time permits. Rush missions will result in a requirement to select which programs you can roll for.

Bennies cannot be used on these rolls.

GMs should feel free to upgrade the defences of targets in a similar fashion, or where programs are old or out of date (budget cut-backs) apply penalties (never worse than -2).

Summaries

Alerts

The following is a list of events that will raise an alert in most networks. Alerts identify the causer, note their location and log all the data, which allows ICE to track them.

    • Fail a contested Lockpicking roll.
    • Fail a Lockpicking roll to establish a User account on a Secure or Premium a-Node.
    • Fail any skill roll vs an x-Node.
    • Fail any contested skill roll vs a node whilst acting in Admin or SuperAdmin mode.
    • Fail in an attempt to gain Admin or SuperAdmin mode.
    • Fail to succeed in changing your hacking mode.
    • De-activate or activate a node.
    • Critically fail a skill roll, your account is suspended also.
    • ICE is destroyed.
    • Fail an authority challenge.

Contests.

The following is a list of actions that require a skill roll.

    • Move from an x-Node, vr-Node or l-Node whilst network is NOT in alert. Move from any other kind of node whilst the network IS in alert. Stealth (simple).
    • Move from an x-Node, cr-Node or l-Node whilst network IS in alert. Stealth vs System (contested)
    • Attempt to see hidden. Notice vs Stealth (contested)
    • Attempt to hide. Stealth (simple)
    • Edit data. Stealth (simple/contested).
    • Break encrypted data. Lockpicking vs Encryption (contested)
    • Whilst the network is NOT in alert, issue a command or action to an x-Node or Master s-Node. Whilst the network is in alert, issue a command or action to any other kind of node. Lockpicking (simple)
    • Whilst the network is in alert, issue a command or action to an x-Node or Master s-Node. Lockpicking (contested)
    • Examine a persona, node or ICE. Notice (simple/contested)
    • Investigate a node. Investigation (simple/contested)
    • Make an attack. Fight.

Challenges.

A challenge will be simple (Lockpicking) until the network goes on alert. Once an alert is raised it is contested and will come from the node unless the alert level is high enough, in which case it comes from the higher of the node or the Network.

    • Roll a 1 on your skill dice.
    • Fail a skill roll whilst under a -2 or worse penalty.
    • Attempt an illegal command.
    • Alert level 1 is triggered, the offending account is challenged.
    • Alert level 3 is triggered, attempt is made to lower the target to User status (System vs Lockpicking).
    • First contact with an ICE.

Modifiers

+1 all skill rolls vs Nodes under your control whilst Admin

+2 all skill rolls vs all Nodes whilst SuperAdmin

-2 Your account is suspended.

-2 Edit streaming data.

-2 to gain Admin mode

-6 to gain SuperAdmin mode.

-2 to create Group account

-1 per node after the first for Remote Access (max penalty of -2 if in SuperAdmin mode).

Example Encounter.

On the left is a diagram of a small Domain network.

Network Resources: Robust, Network system value d8 (Wildcard).

Features:

Master s-Node for Domain control (d10)

s-Node (d8) controlling all a-Nodes, including a secure Wireless access (d6). Two of the a-Nodes are Secure (d6). There are multiple a-Nodes (d4), probably an office area.

s-Node (d6) controlling 3 d-Nodes (d4)

2 x-Nodes (d8) protecting access to the Master s-Node.

A powerful custom x-Node (d10+Wildcard) protecting the data stores, b-Node (d6), controlled by an s-Node (d6).

The players (3 of them) have little information about the network and have been paid to break into the network and destroy the data stored on the b-Nodes.

The player leading the group (Andrew) is a skilled hacker with d10 skill and has a good deck, all traits rated d8 and five skills rated d8. He has the Hacker Edge and a program for it in his deck, giving him +1 to all his Lockpicking skills. His two friends (John and Mark) have d6 in Know(Hacking) and have average decks rated d6 in all traits and skills. They have decided to go in as a group.

They sneak in at night into the Office area and plug into one of the many d4 a-Nodes there. A-Nodes function only as access points and forward any connection to their controlling s-Node. Andrew goes in first and his a-Node automatically moves him to the s-Node. He then begins with a Lockpicking roll to create his User account and get onto the system (he is using Hacking mode, which is the default). He rolls d8+d6 and gets 8+1 vs the controlling s-Nodes d8 roll of 4. This is a raise so the GM tells him the s-Node is rated d8 and there are 4 other links connected to the s-Node.

He tries to raise his access level to Admin to allow him to create the Group Account. At this moment back in the real world a guard enters the corridor outside and the two left there try to hide (not to mention Andrew's prone body). For this example everyone is getting a single card so actions will occur naturally, but if Andrew had extra cards he would be getting an action every card in the matrix, which means he can accomplish quite a bit more. If the real people outside had had extra cards they are still limited to one action per turn.

Andrew rolls his Lockpicking to raise his access level vs the s-Nodes system value. A result of 6+1-2 vs 3, a success. He now has admin access to this s-Node and all the nodes it controls. As a side note you might notice that the only way to access the Master s-Node in this network is through this point (assuming you use an a-Node to do so). As Andrew has admin control of the s-Node he can control who has access. A better design would have inserted an access point directly into the Master s-Node, or possibly through the d10 x-Node, assuming the physical location of that node would be secured. There is no reason why you cannot have a x-Node between an a-Node and its controlling s-Node, x-Nodes are simply gateways that ask questions, as long as you answer them correctly you will not have any problems.

Andrew now tries to create the Group Account needed for his friends. To do this he must defeat the Network System value (d8+d6), and he will be at -2. He rolls 3+1-2, which is a fail so the GM doesnt even have to bother rolling his System dice. Andrew bennies the roll and then gets 7+1-2, the network rolls 5, so the Group Account is created. He can communicate to his friends through their decks.

They now plug into the network and join the group, Lockpicking roll at +2 vs the s-Node system. In theory, if they had taken their time, Andrew could have used a card to support the first person entering the network, and then the two of them could support the third person. Now they are in they all agree to follow Andrew and move as a single group, so they act on the slowest card of the three of them.

Andrew moves to the next node, the d8 x-Node, and performs a Notice action. He rolls a 4, a success, and he finds it is an x-Node with 2 links (but without a raise he does not get anymore info). He attempts to leave the x-Node to move down the untried link. This requires a Stealth success roll as he is leaving an x-Node (not in alert), he rolls 6 and succeeds.

He orders to two others to support his next Notice action, one passes and gives him +1 and the other fails and gives nothing. Andrew rolls and gets 3+1, a success, so he is told it is an s-Node with 3 links. He is not told that it is a Master s-Node or its system value. He repeats the Notice roll and this time his friends give him +3 to his rolls and he rolls a 6+3=9, which is a raise. The GM tells him this is the Master s-Node and it has system d10 and a wilddice.

It is probably a good time to point out that Andrew forgot to lower his Admin status with the previous s-Node so he is still acting in Admin mode, which means a failed command will raise an alert. However he is NOT an admin of this s-Node, so he does not get the +2 bonus (nor does he get it at the x-Node). He possibly should have given a command to drop his Admin status back at the first s-Node, before leaving. An advantage of not doing so however is that if he returns to that node he will still have admin level.

He does an investigation to examine the data traffic passing through the node and again asks his friends to support him. One of them gives him a +1 bonus, but the other rolls a 1 on his skill dice and fails (3 on his wilddice). He suffers a challenge from the s-Node, his d6+d6 vs d10+d6. He rolls a 6 on his wilddice and ends with 10, the s-Node rolls an 8, so he passes the challenge. This is not a good place to fail. Andrew rolls 5+1, which is enough for the GM to tell him that a lot of data is coming from the left and going to the right (from the security cameras to the data store).

Andrew moves to the right and the x-Node (d10+wilddice). He is worried about the power of the nodes so he doesnt ask for his friends support this time and makes a Notice roll by himself. He rolls 6 which tells him he is in an x-Node with two links. He doesnt want to stay here so he moves on, making a Stealth roll to leave the x-Node. Unfortunately he rolls1 and 1, a critical failure. He bennies the roll and gets 1 and 5, a success but the 1 on his skill dice causes a challenge from the x-Node. The x-Node rolls a 10, and ends with 14. Andrew rolls a 8 and ends with 11. The GM tells him he fails and an alert has been raised. The network is now on Alert Level 1, his persona's location has been noted and a text message sent to an administrator.

Because Alert level 1 has been triggered Andrew is again challenged (thats what alert level 1 does), he rolls 7+1 and the node rolls 6. He passes, but the network is now in alert and things get harder.

He attempts to leave the x-Node, because of the alert this is now a challenged roll, he rolls 6 and the node rolls 5. He passes and moves to the s-Node. He performs a Notice and succeeds and is told it is an s-Node with 2 links. He moves from the s-Node, which is now a roll due to the alert, and gains a success. He is now in the b-Node. He does a Notice and succeeds and is told it is a b-Node. He moves back to the s-Node controller.

He needs to raise his access level to Admin of this node, so he rolls Lockpicking vs System at -2 and succeeds. He then gives a Delete Command to the node. Unfortunately this command has been protected and requires a SuperAdmin to be used, so it fails and triggers a challenge, and raises an alert. Issuing a command during an alert makes the roll contested, failing a contest in Admin mode raises an alert, and failing a contest during an alert causes a challenge.

Andrew could have done an Investigate and the nodes properties and discovered this (but those properties might have been encrypted, which means he would need to break it etc etc). Andrews is simply told that the command failed.

The Alert level becomes 2 and Andrews account is flagged and suffers a -1 penalty to all rolls. A message (the second now) is sent to an administrator. Low level ICE may be released, and in fact one is. The custom x-Node next door can have 5 ICE active at a time, so it activates Ghost ICE (d6, Level Headed, Ethereal, Stealth +1). The ICE will not get cards till the next turn.

Andrew also suffers a challenge, the nodes d6 vs his Lockpicking, which he passes.

The next round the ICE goes first and last (2 cards). On the first turn it moves to the s-Node. As it is first contact the players are given a Notice roll at -4 (it is invisible) to detect the arrival of the Ghost ICE, they all fail.

Andrew has to gain SuperAdmin rights and to do that means going back to the Master s-Node (here he gueses as to which one it is, as he didnt find out before). He leaves the s-Node, simple success needed, and moves back to the x-Node.

Andrew needs to leave the x-Node which is a contest, he fails. This raises 2 alerts, one for failing a skill roll vs an x-node, and one for failing a skill roll as an Admin (he still hasnt dropped that for the first s-Node or the second s-Node).

The network goes to alert level 3, meaning Andrews account is suspended and a challenge is made to demote him (which works so he is reduced to User mode), more ICE are released.

The network goes to alert level 4, meaning x-Nodes refuse passage unless you are an Admin of that node (or a SuperAdmin). All accounts are suspended. Contested movement rolls are now done by the networks System value (d10+wc). More ICE are released (Combat ICE, level headed, armour, d6, Fight +1, Par 6, Tuf 7). Non-essential nodes may be de-activated, and in this case the office a-Nodes would be a good candidate. To do this the network issues an order (the network should probably be getting cards to determine when this happens) to the controlling s-Node and the a-nodes turn off at the end of the next turn at which point all three of them are dumped from the network as if they had jacked out.

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Lets assume that the a-Nodes are not turned off and Andrew stays inside, and lets move him to the Master s-Node but keep all the alerts.

The Ghost ICE now has a turn, the Network has receieved alerts updating the targets position due to the new alerts, so it moves to the x-Node and then to the Master s-Node. On its next action it holds its card and will follow Andrews persona.

Next action the cards fall as follows:

Network: 5 spades, 7 spades, 10 hearts

Ghost ICE: 6 clubs, 2 spades

Andrew: King clubs

Mark: 5 diamonds

John: King spades

Combat ICE: 6 hearts, 9 hearts

John goes first and decides to support Andrews lockpicking roll to gain SuperAdmin mode. He rolls d6&d6 at -2 (suspended), he gets 11-2=9, so +2 to Andrews roll.

Andrew has an action and rolls to raise his mode to SuperAdmin. This is Lockpicking at -6, -2 for suspended, +1 for Hacker edge, +2 for friend. He rolls 6 and then plays an adventure cards to gain +1d6 extra and rolls +4 for a total of 10-5=5, the network rolls a 4, Andrew has a success.

The network has a go but nothing is happening for it (most of the time it can be ignored).

The Combat ICE moves from the x-Node to the Master s-Node and attacks Andrew. It rolls 4 vs Andrews parry of 6, so it misses.

The Network has another go, nothing.

The Combat ICE attacks again and rolls a 5, misses.

Ghost ICE has a turn and continues to hold.

The Network has another go.

Mark has a go and attacks the Combat ICE with his d6+d6 Fighting vs the ICEs parry of 6. He rolls a 9 and hits doing 1d6 ST damage, for 4pts vs the ICE's toughness of 2+3+2=7. No effect.

Ghost ICE continues to hold.

Next action the cards fall as follows:

Network: Q clubs, 9 clubs, 9 hearts

Ghost ICE: J clubs, K diamonds

Andrew: 8 clubs

Mark: 3 spades

John: 5 diamonds

Combat ICE: 9 diamonds, 8 spades

Ghost ICE continues to hold

Network does nothing

Ghost ICE holds

Network does nothing

Combat ICE attacks Andrew and rolls 7, doing 7 damage which stuns him.

Network does nothing

Combat ICE attacks and misses.

Andrew rolls to remove stun, does so and can act. Uses a Remote Access command to the s-Node controlling the data store and commands a delete. This is contested Lockpicking vs the Networks System (d8), modifiers are +1(edge)+2(SA mode)-2(suspended)-1(remote) = 0. He rolls 6 vs the Networks 5 and the command is accepted. Mission over.

John has a go and jacks out.

Mark has a go and jacks out.

Andrew will jack out on his next action (or one of the others can pull the plug if they go first.

Of course in a harsher world the GM would unleash a lot more ICE than I have used above. This network is capable of supporting 4+4+5+5 ICE ( where BlackICE count as 2). Further there might have been an Administrator available who could enter the network and act against the invaders. As he has a valid account he can raise himself to Admin or SuperAdmin at will (no contests required). If present, and if he noticed, he might be able to cancel the Delete command (it takes affect at the end of the turn after it is given).

Other Thoughts.

A record of valid accounts and passwords/biometric data must be kept somewhere, most often in the Master s-Node. Such data is highly secured, requiring a SuperAdmin mode, and encrypted (usually at the Network System level, with a WC). An alert will be attached to it.

Alerts: can be triggered by actions, can be assigned to something. The alerts listed above are the basic alerts that a network usually has pre-installed. The owners can add alerts as they wish. A hacker can use an Investigation to see an attached alert (normal success allows him to see the link but no details). A network probably should have a limit to how many of these it can have, so lets limit them to the die types of all the s-Nodes halved. Its really upto to the GM to design the network fairly and not overwhelm the players with paperwork.

Ranged Combat: there is no range in the matrix, everyone moves around at the speed of light. Ranged skill rolls can be used to make an attack, but one attack is the same as another attack in the matrix. In all cases you defend with your Parry (not the normal target of 4 for ranged attacks). So someone with d12 Shooting skill and d6 Fighting can use their Shooting skill to make an attack, but it simply replaces their Fighting skill, and you need to beat the targets Parry in either case. The damage done remains unaltered.

Possibly a handy tool for creating network maps:http://my.lovelycharts.com/