TEXT: MATRIX 
  91 
   
  The Matrix is the virtual world of computers linked together through a 
  global telecommunications network.  Within this digital world, every 
  aspect of the network is represented as a virtual landscape, with icons 
  that can be touched, manipulated, and used for whatever its intended 
  purpose.  The Matrix was designed to make the field of information 
  technology easier and more intuitive.  But slicing through the permanent 
  neon glow of the Matrix like a digital ninja is the commando of the 
  virtual world, the decker. 
   
  Deckers are the extreme of computer enthusiasts and hackers, utilizing 
  their unique set of skills to crack the most difficult security of a mega-
  corp, or to find obscure but valuable data and sell it to the highest 
  bidder.  To the master decker, no system is impervious to his infiltration.  
  And wary are those in the meat world who would upset or threaten such 
  a decker, for their life, their money, and their reputation could suddenly 
  become empty. 
   
  ACCESSING THE MATRIX 
   
  A cyberdeck or cyberterminal is used to connect to the Matrix, which 
  comes standard with a fiber-optic cable that plugs into a home telecom 
  jack.  If no standard jack can be found, certain specialized tools can be 
  used to connect directly to the fiber-optic telecom line without need for 
  the jack.  Another cable connects to either an electrode net that slips 
  over the user’s head, or through a direct cybernetic interface through a 
  Datajack.  The ‘trode net is serviceable but sometimes fuzzy, but safer.  
  But jacking directly into the Matrix through a Datajack is an experience 
  like no other.  The Matrix is your world when you jack in. 
   
  After jacking in, the deck or terminal blocks out the user’s standard 
  senses and instead feeds directly to the brain the virtual world of the 
  Matrix.  The decker appears in the Matrix location corresponding to the 
  real world location where he jacked in from the real world.  The 
  landscape of the Matrix is a glittering neon and electric glow of a 
  gigantic digital city.  It is infinite in size, but getting from one place to 
  another is as quick as cybernetically entering an address. 
   
  Those who legally log into the Matrix on registered cyberterminals have 
  tags associated with them that identify themselves to the Matrix at all 
  times, leaving a handy data trail that can be traced back to the point of 
  origin.  Cyberdecks, conversely, are free of such tell-tale tags and the 
  deckers remain anonymous, free to roam as they will.  But every system 
  is built with some form of security, and the tougher the security, the 
  tougher things can be for a decker wandering around a powerful host 
  system.  When mega-corps want to keep their secrets to themselves, they 
  may be willing to kill to do so.  And even the Matrix can be deadly when 
  snooping around a place where one doesn’t belong. 
   
  JACKPOINTS 
   
  Jackpoints are the physical connection deckers use to access the Matrix.  
  There are typically two types: legal and illegal. 
   
  Legal is exactly what it sounds like, a legally registered telecom system.  
  An illegal jackpoint could be access from an illegal telecom connection, 
  or service stolen from the telecom company without their knowledge.  It 
  can also come from a device known as a dataline tap, which is a junction 
  box hooked directly into the fiber-optic lines that make up the matrix.  
  The illegal jackpoint is the most common and most-preferred method of 
  jacking into the Matrix by deckers.  Legal and illegal jackpoints can 
  sometimes change depending on where you go jack in from and where 
  you go while jacked in, but a decker will always know what his status is, 
  even before he hits the power button. 
   
  ICONS 
   
  Anything a character sees in the Matrix is an icon, from the walls of a 
  mega-corp host network, the blue telecom grid that whisks him instantly 
  to the destination he calls out.  The icon for the user or any other user in 
  the Matrix is known as a persona, and that is the common reference to a 
  user’s presence in the Matrix.  The persona is really just a program 
  running within the Matrix, executed on the system by the user’s 
  cyberdeck or cyberterminal.  The cyberdeck converts neural impulses 
  from the user to run programs, stored locally in the deck, in the Matrix.  
  The persona is an interface system of sorts, as it converts the Matrix into 
  a fully virtual world for the decker to explore. 
   
  The persona can be personalized to however the user wants it to look to 
  those who see him.  There are no limits except those of creativity.  
  Anything in the matrix can look like anything, whether it accurately 
  represents its purpose or not.  A standard icon set is in place, so that it is 
  as user-friendly as it can be for those who use it on a regular basis.  
  When visiting another part of the Matrix, a decker can generally assume 
  that a data file will look the same as any other. 
   
  There are host systems in the Matrix that are “sculpted” to their 
  designer’s whim.  Some of the traditional Japanese mega-corps tend to 
  sculpt their system to resemble a feudal Japanese temple or castle, 
  complete with scurrying peasants and soldiers with spears.  With 
  sculpted systems, there is no limit to what the designer can do.  But 
  these systems are still designed intuitively, for they still need the work to 
  be done in a timely manner, and training someone to navigate a 
  hopelessly unintuitive system could be a major burden. 
   
  There are many programs and icons that remain hidden or disguised 
  from intruders or even legal users unless triggered.  Often, these are 
  Intrusion Countermeasures or IC, which attempt to remain undetected 
  until an intrusion is detected.  A deck with a good Sensors persona 
  program can detect these hidden icons and prepare to deal with them.  A 
  decker can also use the ability to remain hidden by using masking 
  programs to become invisible or seem like an authorized user. 
   
  GRIDS AND HOSTS 
   
  The Matrix is composed of telecommunications networks (grids) and 
  computer systems (hosts).  The grids carry voice and data transmissions 
  from place to place.  Hosts are often a series of networked computers in 
  a single location, but can often be extended to include several different 
  locations with an intricate pattern to get from one to the next.  A host is 
  most loosely defined as any computer system important enough for a 
  decker to invade and tough enough to fight back. 
   
  REGIONAL TELECOMMUNICATIONS GRID (RTG) 
  The RTG is analogous to the old Area Code system of the early 21st 
  Century.  When randomly generating System Ratings for a public grid 
  (see Host Rating Table below) assume that the grid has a difficulty of 
  easy.  Also, subtract 2 from all Subsystem ratings. 
   
  LOCAL TELECOMMUNICATIONS GRID (LTG) 
  The LTG is a grid that typically represents a city or group of cities 
  within the same geographical area.  A decker almost always logs into an 
  LTG first.  LTG Ratings are almost always the same as the Parent RTG. 
   
  PRIVATE LTG 
  Private LTGs (PLTG) are independent global grids that are closed to the 
  general public.  Mega-corps typically employ at least one PLTG which 
  allows them greater ease of inter-corporate communications.  Most 
  governments also maintain at least one PLTG that serves the same 
  purpose. 
   
  PLTGs are governed by the laws of the corp or country that owns them 
  and they are free to install any security measures they want.  A PLTG is 
  a considerable investment of money to build and maintain, and 
  providing security to the grid is a minor expenditure compared to the 
  cost of having to rebuild one. 
   
  PLTGs usually connect to a public LTG so that they may communicate 
  outside their corporate confines, and deckers may gain entry to a PLTG 
  through these entry points.  But it is not unusual to have completely 
  isolated PLTGs for overly sensitive corps, and the only way to gain 
  entry to these would be from a host inside the corporate grid. 
   
  
  SHADOWPUNK—MATRIX 
  92 
  HOSTS 
   
  Hosts are the computer systems that serve as the backbone of the Sixth 
  World’s information network.  Billions of nuyen and uncountable 
  megapulses of data flow through these systems every day.  Hosts are the 
  vaults where the jewels of the Sixth World are kept.  Information.  That 
  which is worth the most money.  Hosts serve as databanks, research file 
  storage, libraries, virtual shopping malls, chat rooms, virtual arcades, 
  private meeting sites, message boards, local networks, archives, banks, 
  and the list goes on. 
   
  Not all hosts are connected to the Matrix.  Hosts of highly paranoid or 
  ultra secure sites do not connect to the Matrix to lessen the chance of 
  intrusion by unauthorized deckers.  The only way into these systems is 
  by going to the physical location of the host and jacking into it there. 
   
  SYSTEM ACCESS NODES 
  System Access Nodes (SANs) connect host computers to grids and to 
  each other.  When a decker performs a Logon to Host operation from the 
  grid or from a dedicated host connection, he enters the SAN icon for the 
  host he is invading.  The gamemaster needs to determine where the SAN 
  are accessed from and where they lead. 
   
  SYSTEM RATING 
   
  Every system has a Security Rating and five Subsystem Ratings: Access, 
  Control, Index, File, and Slave.  These are collectively know as the 
  System Rating.  The GM can use the table below to randomly determine 
  a host’s System Rating or make them up. 
   
  HOST RATING TABLE 
  Intrusion Difficulty 
  Security Value 
  Subsystem Rating 
  Easy 
  10+1d6 
  6+½d6 
  Average 
  13+1d6 
  8+1d6 
  Hard 
  16+2d6 
  12+1d6 
   
  SECURITY RATING 
  Rated with a color followed by a number these determine the general 
  security of the host.  The four security codes are Blue (little or no 
  security), Green (average security), Orange (significant security), and 
  Red (high security).  Some matrix legends exist concerning systems with 
  defenses off the scale, called Ultraviolet, UV, or Black Systems. 
   
  The security value following the code starts at 11 and goes up from 
  there.  This is the “skill” of the system to detect intruders.  Roll against 
  this number as if it were a skill with a penalty equal to the Decker’s 
  Detection Factor.  So a Red-13 system rolling against a decker with a 
  Detection Factor of 5, rolls against an 8 or less.  The Security Tally is 
  determined by how far under the number the system rolls, with a 
  minimum of one.  If the above system had rolled a 5 against the decker, 
  his Security Tally would have increased by 3.  If it had rolled anything 
  above an 8, then no tally would have accrued.  If it had rolled exactly an 
  8, then the tally would increase by 1. 
   
  SECURITY CODES 
  The Security Code of a host measures the level of security for the 
  system.  Generally this reflects the sensitivity of data on the host or it 
  could reflect the paranoia of the host’s owner. 
   
  Blue Hosts 
  Blue hosts include most public-service databases: newsfax distribution 
  systems, public library databases, directories of listed commcodes.  
  Pretty much anything that is free, even if a government, corp, or private 
  individual provides it, is Blue.  Small businesses that are too poor to 
  secure their systems tend to have Blue hosts as well. 
   
  Green Hosts 
  Green hosts are average systems, but never make the mistake of thinking 
  that a Green host represents easy prey.  They may be more patient with 
  intruders than the Orange or Red systems, but they can load any IC the 
  hotter hosts mount. 
   
  Orange Hosts 
  Orange hosts pride themselves on being secure systems, if not wild-eyed 
  killer hosts.  Orange hosts store your standard “confidential” data and 
  carry out processing that is important but not absolutely essential to the 
  host’s operators.  Orange systems include the typical factory controller 
  and the networks used by middle management in a typical corporate 
  office. 
   
  Red Hosts 
  Red hosts offer the most security that a system may legally carry.  They 
  contain “top secret” data, often the kind owners will kill to protect, and 
  mission-critical process controls (life support, vital labs and factories, 
  power grids, and the like).  Anti-intrusion defenses tend to be lethal—
  deckers get no “warning shots” on Red systems. 
   
  SUBSYSTEM RATINGS 
  The five subsystems ratings—Access, Control, Index, Files, and Slave—
  represent the resistance of a system’s subsystems to unauthorized 
  manipulations by a decker.  These ratings function as skill penalties to a 
  decker’s Computer skill when attempting to manipulate the system 
  illegally.  For example, an unauthorized decker would roll his Computer 
  skill minus the appropriate subsystem rating to accomplish a task.  
  Success allows the decker to do what he or she wanted.  Failure means 
  that the system has rejected the unauthorized attempt. 
   
  Keep in mind that a high subsystem rating does not impede authorized 
  users from using the subsystem.  It simply makes illegal manipulation 
  more difficult. 
   
  Note that when a Passive Alert has been activated, all subsystem ratings 
  are raised by 2. 
   
  Access Rating 
  The Access rating measures a system’s resistance to unauthorized 
  access.  To access a grid/host, an unauthorized decker must use his 
  Computer skill (and utilities) minus the Access Rating. 
   
  Control Rating 
  The Control rating measures a system’s resistance to unauthorized 
  administrative commands.  For example, an unauthorized decker 
  attempting to kick a legitimate user off a host must use his Computer 
  skill (and utilities) minus the Control rating of the system. 
   
  Index Rating 
  The Index rating measures a system’s resistance to unauthorized 
  searches.  An unauthorized decker searching a grid or host for a system 
  address or specific file must use his Computer skill (and utilities) minus 
  the Index rating of the system. 
   
  Files Rating 
  Deckers must use their Computer skill (and utilities) minus the system’s 
  Files rating whenever they attempt to illegally read or write datafiles in a 
  system.  Deckers must also make skill rolls to decrypt encoded files and 
  send output to devices such as faxprinters or chip cookers. 
   
  Slave Rating 
  The Slave rating governs the operation of remote devices controlled by a 
  system.  For example, the decker must use his Computer skill (and 
  utilities) minus the Slave rating of the system to manipulate devices 
  controlled by the host, such as security cameras and elevators. 
   
  RATING FORMAT 
  A Red-18 system with the following Subsystem ratings—Access 10, 
  Control 12, Index 10, Files 9, Slave 9—would be written in the 
  following format: 
   
  Red-18/10/12/10/9/9 
   
  
  SHADOWPUNK—MATRIX 
  93 
  CYBERDECKS 
   
  Cyberdecks are the tools that deckers use to interface with the Matrix.  It 
  is his doorway into the world of the matrix, giving him form to write his 
  name in the electron lights. 
   
  DECK RATINGS 
  The power of a decker’s persona is defined by the processing power of 
  this deck’s MPCP (Master Persona Control Program), and his Bod, 
  Sensor, Evasion, and Masking programs.  The MPCP represents the 
  master operating system for the deck and has an MPCP rating that 
  measures its ability to take damage and continue functioning.  The Bod, 
  Sensor, Evasion, and Masking programs are called persona programs.  
  The numeric ratings of these programs serve as the “attributes” for the 
  decker’s persona and are used whenever tests are made against the 
  decker while in the matrix.  The Bod program determines the amount of 
  damage a persona can take before being dumped from the matrix.  The 
  Evasion program is used when the decker attempts to perform 
  maneuvers in Cybercombat.  The Masking program affects the persona’s 
  Detection Factor.  The Sensor program determines how perceptive the 
  icon is in the matrix. 
   
  The MPCP rating is the central value for cyberdecks.  The MPCP 
  multiplied by 3 equals the maximum total of the deck’s persona 
  programs.  No single Persona rating may exceed the MPCP rating.  The 
  Bod attribute multiplied by 3 is the BODY, or the amount of damage the 
  persona can take before being dumped. 
   
  The shorthand format for cyberdeck ratings is: 
   
  MPCP/Bod/Evasion/Masking/Sensor 
   
  HARDENING 
  Hardening represents internal deck programs specifically designed to 
  reinforce the deck’s resistance to invasive code such as viruses, gray and 
  black IC, etc.  Treat each point of Hardening as 2 Resistant DEF against 
  any damage from Black IC to the persona and the decker.  If the icon has 
  been crashed by gray IC and it makes an attack, reduce the amount of 
  damage done by 1 per point.  Hardening also works against Black 
  Hammer and Killjoy utilities, but not against other attack utilities. 
   
  ACTIVE MEMORY 
  Active Memory is the cyberdeck’s “RAM” to use the old term.  It is the 
  limit on the amount of utility programs that the deck can run at one time.  
  For each Mp in Active Memory, the deck can have the equivalent Mp in 
  utilities. 
   
  STORAGE MEMORY 
  Storage Memory is analogous to the hard drives on old time computers.  
  Any program in a deck’s storage memory can be uploaded onto the deck 
  by using the Swap Memory operation.  All utilities must be kept in 
  storage memory, whether they are in Active Memory or not.  
  Additionally, storage memory is used for data uploads and downloads.  
  The total amount of Mp for all utilities and other stored data cannot 
  exceed the storage memory of the deck. 
   
  I/O SPEED 
  The input and output of a deck is analogous to the old modems that 
  connected terminals and computers back in the dark ages of computing.  
  All uploads and downloads are always at the full I/O speed of the deck 
  in Mp per Turn. 
   
  RESPONSE INCREASE 
  Response increase is the Matrix equivalent of wired reflexes.  The first 
  point of Response Increase gives the decker +4 Lightning Reflexes and 
  +3 SPD only while in the Matrix.  Each point thereafter gives +2 
  Lightning Reflexes and +1 SPD.  Response Increase cannot exceed a 
  deck’s MPCP rating divided by 4, rounded down. 
   
  DETECTION FACTOR 
  Detection Factor is a penalty to the hosts Security test rolls against the 
  intruding decker.  To determine the deck’s Detection Factor add together 
  the ratings of the Masking persona program and the Sleaze program and 
  divide by 2. 
   
  SENSOR TESTS 
  This is a standard Perception test (base INT roll) plus the rating of the 
  Sensor persona program.  This is modified down by the rating of IC or if 
  the icon is a decker by the decker’s Masking + Sleaze programs.  The 
  decker can add the rating of his or her Scanner utility if he or she 
  actively searches for other deckers. 
   
  Whenever a new icon enters an area where the decker could detect it, the 
  decker gets a free sensor test with no utilities to see if he notices it (the 
  GM should make this roll).  If he fails, he does not notice the new icon.  
  If he succeeds, the icon remains “visible” unless it tries to escape or the 
  decker leaves the area.  Otherwise, a decker suspecting the presence of 
  other icons may use a Locate operation to try to find hidden icons. 
   
  CYBERTERMINALS 
   
  These are the old style computer and monitor, with a set of electrode 
  nets or a datajack cable.  This is the way most users of the Matrix 
  perceive it.  They are slow but cheap, and cyberdecks are just too 
  expensive to hand out as standard equipment. 
   
  SECURITY TALLY 
   
  The GM tallies each point by which the host/grid succeeds in Security 
  test rolls while a decker is in the system.  This tally runs as long as the 
  decker is logged on to that system.  When the tally reaches a level set by 
  the gamemaster, it may trigger actions within the host/grid, ranging from 
  the activation of black IC programs to nothing at all. 
   
  SECURITY SHEAVES 
  A sheaf consists of a list of trigger steps.  These steps represent security 
  tally thresholds.  As a decker’s security tally reaches each trigger step, 
  the system may activate one or more IC programs as well as trigger 
  alerts.  If a decker surpasses more than one trigger step in a single 
  action, the events for all the triggered steps that have been reached or 
  exceeded happen all at once. 
   
  System Security Code 
  Trigger Step Range 
  Blue 
  ½d6+4 
  Green 
  ½d6+3 
  Orange 
  ½d6+2 
  Red 
  ½d6+1 
   
  ALERTS 
   
  NO ALERT 
  Generally, trigger steps under a no alert status activate reactive IC 
  programs. 
   
  PASSIVE ALERT 
  In a typical security sheaf, the third or fourth trigger step activates a 
  passive alert.  Trigger steps typically activate proactive white or gray IC 
  programs.  When a system goes on passive alert, increase all subsystem 
  ratings by 2. 
   
  ACTIVE ALERT 
  Under active alert status, trigger steps typically activate proactive gray 
  IC and sometimes Black IC.  Trigger steps may also activate corporate 
  or law-enforcement deckers in the system. 
   
  HOST/GRID RESET 
  Blue systems reset after 2d6 minutes, during which time the system 
  deactivates security measures and the security tally drops to 0.  More 
  secure systems do not reset as quickly.  Green, Orange, and Red systems 
  begin to reset after 3d6 minutes, provided the decker did not trigger an 
  alert.  If the decker triggered an alert, roll 1d6 every 5 minutes for Green 
  systems, 10 minutes for Orange systems, and 15 minutes for Red 
  systems.  Reduce the security tally by the result. 
   
  
  SHADOWPUNK—MATRIX 
  94 
  SYSTEM OPERATIONS 
   
  These actions require a Computer skill roll.  Bonuses to the skill are 
  provided by appropriate Utilities, applicable Skill Levels, and other 
  factors the GM deems appropriate.  They are modified negatively by the 
  appropriate subsystem rating. 
   
  ANALYZE HOST 
  Test: Control 
  Utility: Analyze 
  Action: Full Phase 
  An Analyze Host operation enables a decker to analyze the ratings of the 
  host.  For each point the decker makes his roll over Security Test, the 
  decker chooses one of the following pieces of information: Host’s 
  Security Rating (code and value), the rating of one of the five 
  subsystems on the host.  The decker must be on the host to analyze it. 
   
  ANALYZE IC 
  Test: Control 
  Utility: Analyze 
  Action: 0-Phase 
  The Analyze IC operation enables a decker to identify any specific IC 
  programs that he has located (deckers may locate IC programs by 
  performing Locate IC operations or by coming under attack from the IC 
  program).  If the Analyze IC operation succeeds, the decker learns the 
  type and rating of the IC program and any options or defenses it carries. 
   
  ANALYZE ICON 
  Test: Control 
  Utility: Analyze 
  Action: 0-Phase 
  The Analyze Icon operation scans any icon and identifies its general 
  type: IC, persona, application, etc.  The decker may adds his Sensor 
  rating as well as his Analyze program to his Computer skill.  
   
  ANALYZE SECURITY 
  Test: Control 
  Utility: Analyze 
  Action: ½ Phase 
  The Analyze Security operation tells the decker the current security 
  rating of the host., the decker’s security tally on the host (including any 
  tally points accrued by the Analyze Security operation), and the host’s 
  alert status. 
   
  ANALYZE SUBSYSTEM 
  Test: Targeted Subsystem 
  Utility: Analyze 
  Action: ½ Phase 
  An Analyze Subsystem operation identifies anything out of the ordinary 
  about the targeted subsystem.  The operation identifies the presence of 
  scramble IC programs or other defenses or system tricks present on the 
  subsystem. 
   
  CONTROL SLAVE 
  Test: Slave 
  Utility: Spoof 
  Action: Full Phase 
  The Control Slave operation enables a decker to take control of a remote 
  device controlled by the host’s Slave subsystem.  If the slave performs 
  some kind of specific operation, the appropriate skill applies to the 
  decker trying to control them.  The Control Slave operation is a 
  monitored operation. 
   
  DECRYPT ACCESS 
  Test: Access 
  Utility: Decrypt 
  Action: ½ Phase 
  The Decrypt Access operation defeats scramble IC programs guarding 
  access to a host.  IC programs on a scrambled Host must be defeated 
  with a Decrypt Access operation before a decker can perform a Logon to 
  Host operation. 
   
  DECRYPT FILE 
  Test: Files 
  Utility: Decrypt 
  Action: ½ Phase 
  The Decrypt File operation defeats scramble IC programs on a file.  
  Deckers must perform successful Decrypt File operation on scrambled 
  files before performing other operations on them.  A file with scrambled 
  IC cannot be downloaded until after it has been decrypted. 
   
  DECRYPT SLAVE 
  Test: Slave 
  Utility: Decrypt 
  Action: ½ Phase 
  The Decrypt Slave operation defeats scramble IC programs on a Slave 
  Subsystem.  A decker cannot Control Slave until he has performed a 
  Decrypt Slave operation on scrambled Slaves. 
   
  DOWNLOAD DATA 
  Test: Files 
  Utility: Read/Write 
  Action: ½ Phase 
  The Download Data operation copies a file from the host to the decker’s 
  cyberdeck.  The data moves at the deck’s I/O Speed.  It may be 
  transferred to Active Memory, Storage Memory, or even off-line 
  storage. 
   
  The Download Data operation is an ongoing operation that continues 
  until the data transfer is completed, the decker logs off or is crashed, or 
  the decker terminates the download early.  If the operation is terminated 
  early, it creates a corrupted copy of the file. 
   
  EDIT FILE 
  Test: Files 
  Utility: Read/Write 
  Action: ½ Phase 
  The Edit File operation enables a decker to create, change, or erase a 
  datafile.  Small changes can be made directly on the host by performing 
  this operation.  Otherwise, the decker must prepare changes off-line and 
  upload it to Active Memory and perform and Edit File operation. 
   
  A successful Files Test can create new files, but because the files have 
  counterfeit headers, the host may notice irregularities. (GM discretion) 
   
  Deckers can also use Edit File operations to make copies of files on the 
  same host.  This requires two System Tests, the first being a Files Test to 
  copy, and the second is against the subsystem that controls the location 
  where he or she wishes to hide the copy. 
   
  After altering, inserting, or deleting files, a decker may make a Control 
  Test using his Read/Write utility to authenticate the file’s headers.  If the 
  decker fails to take this step, it will take 1d6 hours before the system 
  notices the tampered file and report it to the host’s supervisor. 
   
  Deckers may also check to determine whether a file has been tampered 
  with.  If the file was altered without authenticating the headers, a Files 
  Test will reveal it.  If the file headers were authenticated, then the 
  Decker must make his skill roll by more than the tampering decker to 
  reveal it. 
   
  EDIT SLAVE 
  Test: Slave 
  Utilities: Spoof 
  Action: Full Phase 
  This operation allows a decker to modify data sent to or received from a 
  remote device controlled by a host’s Slave subsystem.  A decker could 
  perform Edit Slave operations to alter video signals or sensor readings 
  from a computer controlled security camera or alter readings being sent 
  to a console or simulator.  The Edit Slave operation is a monitored one. 
   
  
  SHADOWPUNK—MATRIX 
  95 
  GRACEFUL LOGOFF 
  Test: Access 
  Utilities: Deception 
  Action: Full Phase 
  The Graceful Logoff operation enables a decker to disconnect from a 
  host and the LTG where he logged on to the grid without experiencing 
  dump shock.  Also, this operation clears all traces of the decker and his 
  actions from the security and memory systems of the host.  A track 
  utility in process subtracts its rating from the decker’s Computer roll for 
  any Graceful Logoff attempts. 
   
  LOCATE ACCESS NODE 
  Test: Index 
  Utilities: Browse 
  Action: Full Phase 
  The Locate Access Node operation is “directory assistance” of the 
  Matrix.  It enables deckers to find the codes of LTGs that provide access 
  to the hosts he wants.  The operation also lets him locate commcodes for 
  regular telecom calls.  Once a decker has located a LTG code, he need 
  not repeat this operation to find the host in the future—unless the owners 
  change the address, of course. 
   
  LOCATE DECKER 
  Test: Index 
  Utilities: Scanner 
  Action: Full Phase 
  This operation is a two-step process.  The decker makes the standard 
  System Test and then makes a Sensor Test.  The amount by which he 
  rolls under his skill determines his success.  Any deckers with a Masking 
  program less than this amount is located.  In addition, the decker knows 
  if they log off or jack out.  If a targeted decker is running a sleaze 
  program, add its rating to the targeted decker’s Masking rating to 
  determine if the searching decker locates him.  Located deckers may 
  break contact by maneuvering.  Friendly deckers who wish to make their 
  presences known to each other may do so automatically. 
   
  LOCATE FILE 
  Test: Index 
  Utilities: Browse 
  Action: Full Phase 
  This operation searches for specific datafiles.  To use the operation, the 
  decker must have some idea of what he is looking for.  If the operation 
  succeeds, the decker knows the system location of the file. 
   
  LOCATE IC 
  Test: Index 
  Utility: Analyze 
  Action: Full Phase 
  This operation follows the same rules as the Locate Decker operation, 
  except that the decker automatically locates the IC program(s) if the 
  System Test succeeds.  The IC remains located until it maneuvers to 
  evade detection. 
   
  LOCATE SLAVE 
  Test: Index 
  Utility: Browse 
  Action: Full Phase 
  This operation follows the same rules as Locate File.  The operation is 
  used to determine system addresses for specific remote devices 
  controlled by the host. 
   
  LOGON TO HOST 
  Test: Access 
  Utility: Deception 
  Action: Full Phase 
  This operation simply consists of the standard System Test.  The decker 
  will not know the Access Rating until he takes his first shot at it.  At that 
  point, it will be all too evident.  Once he begins trying to crack the 
  system, remember to keep track of his security tally. 
   
  LOGON TO LTG 
  Test: Access 
  Utility: Deception 
  Action: Full Phase 
  This operation consists of the usual System Test using the Access Rating 
  of the LTG.  Remember to begin counting the security tally on the grid 
  while the decker is there.  If the test fails, the decker can try again, but 
  his security tally remains on the grid for some time.  If the decker 
  switches to a different jackpoint before his next logon attempt, the grid 
  will have to start a new security tally for the decker. 
   
  LOGON TO RTG 
  Test: Access 
  Utility: Deception 
  Action: Full Phase 
  Once he has logged onto the LTG, a decker can log on to the controlling 
  RTG by performing the Logon to RTG operation.  He must perform this 
  operation if he wants to connect to a different LTG on the same RTG, or 
  to a different RTG altogether. 
   
  To perform the operation, the decker makes a System Test against the 
  RTG’s Access Rating.  Remember that “local” changes in the LTG 
  system ratings will not carry over to the RTG. 
   
  Remember that an RTG maintains the same security tally for all a 
  decker’s activities on any LTGs it controls, as well as the RTG itself. 
  Once on the RTG, he can perform a Logon to LTG to reach any LTG 
  attached to it, or a Logon to RTG to reach any other RTG in the world. 
   
  MAKE COMCALL 
  Test: Files 
  Utility: Commlink 
  Action: Full Phase 
  A decker on an RTG can make a call to any commcode on an LTG 
  controlled by that RTG by performing a Make Commcall operation.  
  The decker can make a call, then move to another RTG and make a call 
  to a number under it’s control, then link the two together.  A decker can 
  move to multiple RTGs in this manner, building a secure conference 
  call.  Each call the decker links together requires another System Test. 
   
  Deckers can get a license to provide this service on various RTGs.  In 
  that case, no tests are needed to make the calls or link them together.  
  The license is usually restricted to corporate deckers. 
   
  The Tap Commcall operation cannot trace this kind of call, but another 
  decker could use the Track utility to try to locate the commcodes 
  involved. 
   
  Also, the decker can detect any taps or tracers on the commlines by 
  winning an opposed Sensor vs. Bugging skill roll.  He can neutralize 
  them with another opposed Evasion vs. Bugging skill roll. 
   
  Dumping a participant from a comcall requires a Files Test.  Jumping 
  into a tapped call also requires a Files Test. 
   
  MONITOR SLAVE 
  Test: Slave 
  Utility: Spoof 
  Action: ½ Phase 
  This operation enables the decker to read data transmitted a remote 
  device.  He can listen to signals from audio pick-ups, watch feeds from 
  security cameras, examine readouts on a computerized medical scanner 
  hooked up to the host, etc.  As long as he maintains the operation, he 
  receives constant updates from the device.  Monitor Slave is a monitored 
  operation. 
   
  NULL OPERATION 
  Test: Control 
  Utility: Deception 
  Action: Full Phase 
  The GM may require a decker to perform one or more Null Operations 
  whenever the decker is waiting for something to happen, whether it is an 
  event in the Matrix, the end of an ongoing operation, or something else 
  that involves hanging around in cyberspace without make System Tests.  
  Modify the System Test as a penalty for each time down the time chart 
  the character must wait longer than a Phase. 
   
  
  SHADOWPUNK—MATRIX 
  96 
  SWAP MEMORY 
  Test: None 
  Utility: None 
  Action: ½ Phase 
  This operation enables a decker to load a new utility program into his 
  deck’s Active Memory and then upload it to his on-line icon.  Starting 
  the operation is a ½ Phase action, but it may take longer to finish loading 
  depending on the deck’s I/O Speed and Active Memory. 
   
  TAP COMMCALL 
  Test: Special 
  Utility: Commlink 
  Action: Full Phase 
  The Tap Commcall operation enables deckers to locate active 
  commcodes on an LTG, trace and tap commcalls.  Deckers use the 
  commlink utility for all the tests required during this monitored 
  operation. 
   
  The decker must be active on the RTG that controls the LTG to locate 
  the active commcodes.  The decker makes an Index Test to detrmine if 
  any commcodes on the LTG are sending or receiving a call.  If the 
  decker is checking for a particular commcode, he must be on that 
  commcode’s parent RTG, and he receives a +2 bonus to his roll.  If the 
  decker finds a commcode in use, he can make a Control Test to trace the 
  call to its origin or destination.  If multiple participants are undertaking a 
  conference call with that commcode, each point the roll is made reveals 
  the commcode of one participant. 
   
  If the call was set up by another decker using the Make Commcall 
  operation, then the Control Test locates the decker controlling the call.  
  The decker trying to trace the call must then move to the RTG the 
  calling decker is in and use a track utility against him.  Note that using 
  the track utility on a decker is considered an attack and reveals your 
  presence to the decker.  The track utility locates all the other commcodes 
  involved in the call. 
   
  If the decker wants to tap the call and record it in his deck’s storage 
  memory, he must make a Files Test.  Each minute of recording takes up 
  1 Mp of storage. 
   
  If the comm. connection is scrambled, the decker must decrypt it by 
  making an opposed skill roll using his Computer (Encryption is 
  complimentary) vs. Encryption used on the commline.  The decrypt 
  utility adds to the decker’s skill roll.  This test does not affect security 
  tally. 
   
  If the phones involved have a dataline scanner, the decker may set that 
  off.  He must make an opposed skill roll pitting Computer against 
  Bugging, and the Commlink utility adds to the decker’s skill.  If the 
  decker wins, he has synchronized the tiny fluctuations in signal intensity 
  caused by his tap and fooled the scanner.  This test does not affect 
  security tally. 
   
  Once a decker has tapped and unscrambled a call, he can listen in and 
  record as he wishes.  When the call is over, he can stay locked on to any 
  of the commcodes.  He can then monitor any subsequent calls placed 
  from these commcodes.  He does not need to make any new tests to trace 
  or tap calls or defeat scanners or encryption. 
   
  Deckers may also reveal themselves and enter in tapped comcalls, or 
  disconnect participants from comcalls by performing a Make Comcall 
  operation.  Tap Comcall is a monitored operation. 
   
  UPLOAD DATA 
  Test: Files 
  Utility: Read/Write 
  Action: ½ Phase 
  This operation enables a decker to transmit data from his cyberdeck to 
  the Matrix.  This data comes directly from his deck’s storage memory 
  and does not affect Active Memory. 
   
  If the decker is creating a new file on the host, the file is written 
  automatically.  If the decker intends to modify an existing file on the 
  host, he must perform an Edit File operation after the upload is finished. 
  UTILITIES 
   
  OPERATIONAL UTILITIES 
   
  ANALYZE 
  Multiplier: 3 
  System Operations: Analyze (Host, IC, Icon, Security, Subsystem), 
  Locate IC 
  The Analyze Utility adds to the decker’s Computer skill for Systems 
  Tests that identify IC, Programs, and other resources or events 
  controlled by the host. 
   
  BROWSE 
  Multiplier: 1 
  System Operations: Locate (Access Node, File, Slave) 
  The Browse utility adds to the decker’s Computer skill for Systems 
  Tests to locate specific data values or system addresses.  Unlike analyze 
  and scanner utilities, which search for Matrix activity, the browse utility 
  works on the contents, or real-world functions, of these data nodes. 
   
  COMMLINK 
  Multiplier: 1 
  System Operations: Make Comcalls, Tap Comcalls 
  The Commlink utility adds to the decker’s Computer skill for Systems 
  Tests that affect the decker’s communications link. 
   
  DECEPTION 
  Multiplier: 2 
  System Operations: Graceful Logoff, Logon to (LTG, RTG, Host), 
  Null Operation 
  Unless otherwise noted, the Deception utility adds to the decker’s 
  Computer skill of all Access Tests. 
   
  DECRYPT 
  Multiplier: 1 
  System Operations: Decrypt (Access, File, Slave) 
  The Decrypt utility adds to the decker’s Computer skill of any Systems 
  Tests to defeat Scramble IC programs. 
   
  READ/WRITE 
  Multiplier: 2 
  System Operations: Download Data, Edit File, Upload Data 
  The Read/Write utility adds to the decker’s skill for Systems Tests 
  necessary to transfer files or otherwise access, edit, or create data in the 
  Matrix. 
   
  RELOCATE 
  Multiplier: 2 
  This utility is used against track utilities in their location cycle.  The 
  decker using relocate makes a Computer skill roll adding the rating of 
  the Relocate utility to his skill minus his opponents Sensor rating.  The 
  tracking decker rolls his Computer skill adding the rating of the Track 
  utility to the roll minus his opponents Masking rating.  If the relocating 
  decker wins, the track utility fails completely.  The attacker must 
  successfully attack the target decker again before using the Track utility 
  against his opponent. 
   
  SCANNER 
  Multiplier: 3 
  System Operations: Locate Decker 
  The scanner utility adds to the decker’s Computer skill for System Tests 
  made during operations to search for deckers. 
   
  SPOOF 
  Multiplier: 3 
  System Operations: Control Slave, Edit Slave, Monitor Slave 
  The spoof utility adds to the Computer skill of the decker for all System 
  Tests made to affect system and subsystem slaves. 
   
  
  SHADOWPUNK—MATRIX 
  97 
  SPECIAL UTILITIES 
   
  SLEAZE 
  Multiplier: 3 
  The sleaze utility combines with a deck’s Masking Rating to enhance the 
  deck’s Detection Factor: (Masking + Sleaze) / 2, rounded up. 
   
  TRACK 
  Multiplier: 8 
  The track utility is a trace program used as a combat program against 
  hostile deckers.  If the attack succeeds, make an opposed skill roll 
  Computer vs. Computer with the track utility adding its skill to the 
  attacker, and the Masking rating adding its rating to the defender.  If the 
  attacker wins, the track utility locks onto the target decker’s data trail 
  and begins its location cycle.  Roll 1d3 to determine how many turns the 
  track utility needs to locate the target decker’s jackpoint.  If the decker 
  can destroy the utility before the last Phase of the last turn is completed, 
  then the track is not completed. 
   
  The target decker can try to escape the attacking decker by logging off 
  or jacking out.  The track utility makes logoff operation more difficult 
  (see Graceful Logoff). 
   
  Targeted deckers can use the relocate utility against track programs.  Of 
  course, the target decker can always crash the attacking persona, which 
  would stop all its pesky programs. 
   
  OFFENSIVE UTILITIES 
   
  ATTACK 
  Multiplier: 
  1d6: 2 
  1½d6: 3 
  2d6: 4 
  2½d6: 5 
  Target: Personas, IC 
  The attack utility, the least subtle offensive program, can be 
  programmed to inflict 1d6 to 2½d6 BODY.  It samples the instruction 
  algorithms of the targeted icons and tries to introduce fairly coarse 
  memory faults into the icon’s most frequently accessed code segments.  
  In cybercombat, that translates to a direct attack on the persona or IC. 
   
  This attack affects the on-line icon only and has no effect on a decker’s 
  meatbody or cyberdeck.  The Armor utility reduces the damage done by 
  Attack utilities. 
   
  BLACK HAMMER 
  Multiplier: 20 
  Target: Deckers 
  The Black Hammer utility is a black IC program that targets the decker, 
  not the deck.  It can kill a decker without knocking his cyberdeck off-
  line, so that the decker’s jackpoint remains traceable.  Black Hammer 
  lacks the blaster-like capabilities of mainframe-driven black IC, but 
  otherwise its effects are identical to those of lethal black IC. 
   
  KILLJOY 
  Multiplier: 10 
  Target: Deckers 
  The killjoy utility mimics non-lethal black IC.  Killjoy programs inflict 
  STUN damage to a decker’s meatbody.  Otherwise, the Killjoy utility is 
  identical to the Black Hammer utility. 
   
  SLOW 
  Multiplier: 4 
  Target: IC 
  The slow utility reduces the execution speed of proactive IC.  Whenever 
  a decker attacks IC with the Slow utility, make an opposed skill test 
  pitting the Security Value (Security Rating plus IC rating) against the 
  decker’s Computer skill plus the Slow Utility.  If the IC rolls better than 
  the decker, nothing happens.  If the decker rolls better than the IC, it 
  loses 1 SPD per 2 points the decker rolled succeeded by.  If the IC is 
  reduced to 0 SPD, it hangs and goes dead. 
   
  Disabling IC in this manner prevents the IC from raising the decker’s 
  security tally.  However, suppressing the IC still requires 1 point of the 
  decker’s Detection Factor.  If the IC is not suppressed at the beginning 
  of the next turn, combat resumes where it left off. 
   
  Reactive IC is not vulnerable to the Slow utility. 
   
  DEFENSIVE UTILITIES 
   
  ARMOR 
  Multiplier: 3 
  The armor utility reduces the amount of BODY done by attacks on the 
  decker’s icon by it’s rating (just like rPD).  This only affect attacks on 
  the decker’s persona or icon, not for attacks on his meatbody.  The 
  utility loses 1 rating every time the decker takes damage, every time it 
  fails to completely absorb damage from a hit.  Deckers can replace 
  degraded Armor utilities with fresh copies of the program by performing 
  a Swap Memory operation. 
   
  CLOAK 
  Multiplier: 3 
  The cloak utility adds to the decker’s Computer skill for Evasion Tests 
  made during combat maneuvers. 
   
  LOCK-ON 
  Multiplier: 3 
  This utility adds to the decker’s Computer skill for opposed Sensor Tests 
  made during combat maneuvers. 
   
  MEDIC 
  Multiplier: 4 
  The medic utility is used to reduce heal BODY done to the on-line icon.  
  To use the utility, the decker must take a Full-Phase action and make a 
  Computer skill roll at –6.  If this roll succeeds, the icon heals BODY 
  equal to the rating of the program.  The utility loses 1 rating point each 
  time it is used, whether it heals the icon or not.  Deckers may load a new 
  copy of the Medic utility at its full rating by performing a Swap Memory 
  operation. 
   
  INTRUSION COUNTERMEASURES (IC) 
   
  IC (pronounced “ice”) stands for intrusion countermeasures.  Some IC is 
  just designed to impede the decker or get an ID on him.  Others are 
  designed to crash his icon of the Matrix.  Still others go after his deck.  
  And then there’s black IC—which just tries to kill him. 
   
  IC is either proactive or reactive.  Proactive IC attacks the decker once it 
  is alerted to his presence.  Reactive IC just sits there.  It may activate 
  when the security tally reaches a specific threshold, decker actions may 
  trigger it, or it may reside in a specific location or resource of the host.  
  Once a decker triggers reactive IC, the IC affects the decker’s operations 
  until the decker destroys or deceives it, or otherwise convinces it to go 
  away. 
   
  CRASHING IC 
  Whenever a decker “kills” or crashes IC, roll 1d6 and add that to the 
  security tally.  This represents the heightened alertness the system senses 
  from the destroyed program. 
   
  SUPPRESSING IC 
  A decker can avoid the penalty for crashing IC by suppressing it when 
  he destroys it.  Reduce a decker’s Detection Factor by 1 for each IC 
  program he suppresses.  This remains in effect as long as he or she is in 
  the system, and as long as he continues to suppress the IC.  They must 
  declare that they are suppressing IC as soon as the program is destroyed 
  and before the roll is made to increase the security tally above. 
   
  IC RATINGS 
  IC has a rating which affects how it functions against the decker.  In 
  cybercombat, IC has BODY (as cyberdecks), equal to the host’s security 
  rating plus its rating, which measures the damage it can take before 
  crashing. 
   
  
  SHADOWPUNK—MATRIX 
  98 
  WHITE IC 
   
  White IC affects only the decker’s online icon.  It cannot affect the 
  decks permanent ratings or utilities. 
   
  CRIPPLER 
  Cripplers are proactive white IC programs that each attack one of the 
  decker’s persona programs.  Crippler comes in four varieties: Acid (vs. 
  Bod), Binder (vs. Evasion), Jammer (vs. Sensor), and Marker (vs. 
  Masking).  Whenever a crippler program tries to attack an icon, rolled 
  make opposed skill rolls for the system and the decker.  The decker rolls 
  his Computer skill plus the rating of the attacked persona program.  The 
  system rolls its security rating plus the rating of the Crippler.  If the 
  decker makes the roll by more than the system, there is no affect.  If the 
  system makes its roll by more than the decker, reduce the persona 
  program by 1 per 2 points the roll was made (to a minimum of 1). 
   
  KILLER 
  Killer IC is proactive IC that causes damage to icons in cybercombat.  
  Killer IC has an OCV equal to its rating and does damage depending 
  upon the security code of the system.  In Blue systems, it does 1d6 icon 
  damage.  In Green systems, it does 1½d6 icon damage.  In Orange and 
  Red systems, it does 2d6 icon damage.  If an attack from Killer IC 
  reduces the BODY of the deck to 0, the decker is dumped.  Armor utility 
  programs reduce damage from Killer IC. 
   
  PROBE 
  Probe IC is reactive IC that conducts additional interrogations of data 
  packets and program requests for computer resources.  It helps detect 
  any operations performed by unauthorized programs.  Probe IC makes a 
  skill roll at 11+rating minus the decker’s Detection Factor and adds any 
  results to the security tally. 
   
  SCRAMBLE 
  Scramble IC is reactive IC used to protect elements of a host’s Access, 
  Files, or Slave subsystems.  It can be set to protect specific components 
  and specific files.  Scramble IC and the decker must roll opposed skill 
  rolls, with the decker using his Computer skill (and Decrypt utility) 
  against the IC, which rolls 11+rating.  If the IC wins, the decker cannot 
  decrypt the IC and access to that aspect of the node is denied.  If the 
  decker tries to decrypt scramble IC on data and fails, the IC and decker 
  make opposed skill rolls.  The decker rolls his Computer skill 
  (Cryptography is a supporting skill) and the IC rolls 11+rating.  If the IC 
  wins, the data is destroyed.  Decrypting Scramble IC does not add to a 
  decker’s security tally.  Decker’s can attack Scramble IC and crash it, 
  but doing so increases the security tally as normal unless they suppress 
  it. 
   
  TAR BABY 
  Tar Baby is reactive IC that attempts to crash decker’s utility programs.  
  Each Tar Baby is pre-programmed to target a specific type of utility 
  (operational, offensive, defensive, special).  Tar Baby IC does not attack 
  completely passive utilities such as armor and sleaze programs.  
  Whenever a decker uses the specified type of utility, the GM makes a 
  test for both the utility and the Tar Baby IC.  The roll is at 11+rating for 
  both programs.  If the IC wins, it crashes itself and the utility (but does 
  not increase the security tally).  If the utility wins, it remains safe and the 
  GM makes a secret Sensor test to determine if the decker notices the IC. 
   
  GRAY IC 
   
  Gray IC programs attack a decker’s cyberdeck and utilities directly.  
  Any damage caused by a gray IC attack permanently affects the deck’s 
  ratings.  Damaged chips and other components must be replaced to 
  restore the deck’s original ratings. 
   
  BLASTER 
  Blaster IC is proactive IC that attacks in cybercombat in the same 
  manner as Killer IC.  Armor reduces damage from blaster attacks.  
  Additionally, Blaster IC may permanently damage a decker’s MPCP if it 
  crashes his icon.  If Blaster IC dumps a decker, make a skill roll for the 
  IC (11+rating) with a penalty equal to the MPCP rating.  Reduce the 
  MPCP by 1 per 2 points the roll is made (Hardening protects against 
  this). 
   
  RIPPER 
  Ripper IC is a gray version of crippler IC.  This proactive IC attacks in 
  the same manner as crippler.  In addition, whenever a ripper program 
  reduces an persona program to 0, make a skill roll for the IC (11+rating) 
  with a penalty equal to the MPCP rating.  Reduce the MPCP by 1 per 2 
  points the roll is made (Hardening protects against this).  There are four 
  different versions of Ripper IC: Acid-rip (vs. Bod), Bind-rip (vs. 
  Evasion), Jam-rip (vs. Sensor), Mark-rip (vs. Masking). 
   
  SPARKY 
  The proactive IC called Sparky attacks in the same manner as Killer IC.  
  If Sparky crashes the persona, it causes an overload in the decks power 
  supply that feeds random jolts of electricity to the MPCP and the 
  decker’s brain.  This ranges from mild shock therapy to a killing jolt.  
  This is dark gray IC indeed.  Whenever Sparky crashes a persona, make 
  a skill roll for the IC (11+rating) with a penalty equal to the MPCP + 2.  
  Reduce the MPCP by 1 per 2 points the roll is made.  The attack also 
  causes 2d6 Killing damage to the decker (with Hardening providing 
  protection). 
   
  TAR PIT 
  This is reactive IC that operates and attacks in the same manner as Tar 
  Baby.  If Tar Pit crashes a utility on-line, it also injects viral code into 
  the deck that corrupts all copies of the program in the deck’s active and 
  storage memories.  When Tar Pit crashes a program, make a skill roll for 
  Tar Pit (11+rating) with a penalty equal to the MPCP rating + 
  Hardening.  If the test succeeds, the IC corrupts all copies of the 
  program stored on the deck.  If the test fails, there is no further effect, 
  and the decker can reload the program from his storage memory with a 
  Swap Memory operation. 
   
  BLACK IC 
   
  Black IC is a form of proactive IC that samples the command 
  transactions between the decker and his deck and then injects dangerous 
  biofeedback responses into the deck’s ASIST interface.  These feedback 
  responses raise the deck’s simsense signal to the same levels as a BTL 
  chip on overdose intensity.  As a result, the signal may overload the 
  decker’s neural connections and in turn render him unconscious, trigger 
  psychological disorders, brainwash him, or cause death from stroke, 
  heart failure, respiratory paralysis, aneurysm, or neurotransmitter 
  autotoxicity.  And those are just a few of the possible effects. 
   
  BLACK IC IN COMBAT 
  Black IC begins to subvert the ASIST interface ina deckers cyberdeck as 
  soon as it scores a successful attack on the decker, even if it does no 
  damage.  Until the IC scores that first hit, jacking out of the Matrix is a 
  0-Phase action. 
   
  After a Black IC hit, the decker must spend a Full Phase action and 
  make a successful Ego roll (minus the Black IC rating) to jack out.  If 
  the test succeeds, the IC makes one more cybercombat attack against 
  him before the connection goes down.  If a companion at the jackpoint 
  pulls the plug, the IC also gets a free attack before losing the connection. 
   
  LETHAL BLACK IC 
  Lethal Black IC fights like Killer IC in cybercombat, except that a 
  successful attack causes damage to the icon and the decker.  The damage 
  is the same for each, as determined by the security code.  Blue is 1d6 
  Killing damage.  Green is 1½d6 Killing.  Orange and Red do 2d6 Killing 
  damage.  Armor protects the icon, while Hardening protects the decker. 
   
  If the icon goes down before the decker dies, the IC keeps the Matrix 
  connection alive.  All the decker can do is try to jack out before the IC 
  kills him. 
   
  The Matrix connection automatically goes down if black IC kills the 
  decker.  But before it turns the deck loose, the IC gets a shot at the 
  MPCP as if it were Blaster IC, but double the IC’s rating.  If black IC 
  completely destroys the MPCP, the IC deletes all data downloaded by 
  
  SHADOWPUNK—MATRIX 
  99 
  the decker during the run.  It deletes any such data stored in a connected 
  storage memory as well, and reduces the MPCP to 0. 
   
  NON-LETHAL BLACK IC 
  Non-lethal black IC functions in the same manner as lethal black IC 
  except the damage it does to the decker is STUN, not BODY.  The DC is 
  equivalent in Normal Damage, reduced by the character’s ED and 
  Hardening.  If the damage from non-lethal black IC renders a decker 
  unconscious, the decker’s Matrix connection is automatically broken.  
  However, the non-lethal black IC still gets its last shot on the MPCP as 
  above. 
   
  CYBERCOMBAT 
   
  Cybercombat follows many of the same rules as standard combat using 
  the Hero System, such as OCV, DCV, and the Turn system.  A few 
  things are changed which are detailed below. 
   
  • 
  IC has a speed based on the host’s Security Code and their 
  Initiative rating is equal to the Security Rating plus the IC Rating. 
  • 
  IC attack as per their description.  The OCV for the attack is the 
  Rating of the IC. 
  • 
  The Decker can only attack with an Offensive Utility.  The Base 
  OCV for the attack is the rating of the program.  The OCV can be 
  modified by any applicable Skill Levels 
  • 
  The DCV of any target is determined on the target below and is a 
  factor of legitimacy in the host and the security code. 
  • 
  Movement means nothing in the host, though there are some 
  special maneuvers possible to change the situation (see below). 
  • 
  Damage is only kept track of with BODY.  Reducing a Decker’s 
  persona to 0 BODY dumps the Decker.  Reducing an IC construct 
  to 0 BODY crashes the IC. 
  • 
  Simsense Overload: Whenever a Decker’s icon takes damage 
  from white or gray IC may suffer an attack of Normal Damage 
  through a resonance effect over the ASIST interface.  Each attack 
  from gray or white IC that damages the icon forces the Decker to 
  make an EGO Roll at -1 per 2 BODY taken by the icon.  Success 
  results in no Normal Damage to the Decker’s meat body.  Failure 
  in the EGO Roll results in a 1d6 Ego Attack (applied vs. Mental 
  Defense). 
  • 
  Dump Shock: When a Decker is crashed off the Matrix or jacks 
  out without performing a Graceful Logoff operation, he risks 
  damage from Dump Shock.  This measures the shock of sudden 
  transition from virtual to physical reality.  The damage is based on 
  an Ego Attack, and in Blue systems it is 1d6, in Green systems it is 
  2d6, in Orange systems it is 3d6, and Red systems the Ego Attack 
  is 4d6 
   
  CYBERCOMBAT TARGET NUMBERS TABLE 
  Host Security Code 
  DCV of Intruding 
  Icon 
  DCV of Legitimate 
  Icon 
  Blue 
  6 
  3 
  Green 
  5 
  4 
  Orange 
  4 
  5 
  Red 
  3 
  6 
   
  IC INITIATIVE AND SPEED TABLE 
  Host Security Code 
  Speed 
  Effective DEX 
  Blue 
  3 
  Security Rating + IC Rating 
  Green 
  5 
  Security Rating + IC Rating 
  Orange 
  6 
  Security Rating + IC Rating 
  Red 
  8 
  Security Rating + IC Rating 
   
  COMBAT MANEUVERS 
   
  All icons in cybercombat can perform combat maneuvers to avoid 
  detection, parry attacks, or gain a superior “position”.  Combat 
  maneuvers are all considered ½-Phase actions. 
   
  To perform a combat maneuver, the acting icon makes an opposed test.  
  Deckers use their Computers skill modified by their Evasion persona 
  program and tally success.  IC use the host’s security rating modified by 
  the IC Rating and tallies success.  If the acting icon achieves a higher 
  success than the opponent, the maneuver succeeds.  If the acting icon 
  does not achieve higher success or fails the test, the maneuver fails. 
   
  If the acting icon has the Cloak Utility, add the rating of the utility to the 
  Computer skill.  If the opponent has a Lock-On Utility, add the rating of 
  the utility to the Computer skill. 
   
  Compare the difference in successes on the opposed test, as this 
  determines the level of success of the maneuver. 
   
  EVADE DETECTION 
  An icon may perform an Evade Detection maneuver to evade an 
  opposing icon that has detected it.  A Decker must use the appropriate 
  Locate operation to redetect the icon that has evaded him. 
   
  IC programs redetect evading icons in a number of Turns equal to the 
  net success level in the Combat Maneuver test.  The time is shorted by 1 
  Turn for each point added to the icon’s Security Tally during the period. 
   
  PARRY ATTACK 
  The Parry Attack maneuver enables the maneuvering icon to enhance its 
  defenses in cybercombat.  If the maneuvering icon wins the Combat 
  Maneuver test, increase its DCV by the level of success. 
   
  This bonus lasts until the next attack by the opposing icon.  If the 
  opposing icon performs a Position Attack maneuver, the maneuvering 
  icon retains the Parry Bonus.  If either icon performs an Evade Detection 
  maneuver, the bonus is lost. 
   
  POSITION ATTACK 
  The Position Attack maneuver enables an icon to position itself for an 
  attack on an opponent.  This is a dangerous maneuver that may backfire 
  on an icon.  If the acting icon wins the Combat Maneuver test, the icon 
  may add the level of success to the OCV of his next attack.  If the 
  opposing icon wins the Combat Maneuver test, that icon receives the 
  bonus.  The bonus lasts until the next attack. 
   
  
  SHADOWPUNK—MATRIX 
  100 
  STOCK CYBERDECKS 
  Model 
  Deck Rating 
  Hardening 
  Active 
  Memory 
  Storage 
  Memory 
  I/O Speed 
  Response 
  Increase 
  Cost 
  Allegiance Sigma 
  MPCP-3 
  1 
  200 
  500 
  100 
  0 
  14000 
  Sony CTY-360-D 
  MPCP-5 
  3 
  300 
  600 
  200 
  1 
  70000 
  Novatech Hyperdeck-6 
  MPCP-6 
  4 
  500 
  1000 
  240 
  1 
  125000 
  CMT Avatar 
  MPCP-7 
  4 
  700 
  1400 
  300 
  1 
  250000 
  Renraku Kraftwerk-8 
  MPCP-8 
  4 
  1000 
  2000 
  360 
  2 
  400000 
  Transys Highlander 
  MPCP-9 
  4 
  1500 
  2500 
  400 
  2 
  600000 
  Novatech Slimcase-10 
  MPCP-10 
  5 
  2000 
  2500 
  480 
  2 
  960000 
  Fairlight Excalibur 
  MPCP-12 
  6 
  3000 
  5000 
  600 
  3 
  1500000 
   
  CYBERDECK ACCESSORIES 
  Type 
  Cost 
  Hitcher Jack 
  250 
  Off-line Storage 
  50 + (5 x Mp) 
  Vidscreen Display 
  100 
   
  PROGRAM COSTS 
  Rating 
  Cost 
  1-3 
  Size x 100 
  4-6 
  Size x 200 
  7-9 
  Size x 500 
  10+ 
  Size x 1000 
   
  PROGRAM SIZE TABLE 
  Multiplier 
  Program 
  Rating 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  2 
  4 
  8 
  12 
  16 
  20 
  24 
  28 
  32 
  36 
  40 
  3 
  9 
  18 
  27 
  36 
  45 
  54 
  63 
  72 
  81 
  91 
  4 
  16 
  32 
  48 
  64 
  80 
  96 
  112 
  128 
  144 
  160 
  5 
  25 
  50 
  75 
  100 
  125 
  150 
  175 
  200 
  225 
  250 
  6 
  36 
  72 
  108 
  144 
  180 
  216 
  252 
  288 
  324 
  360 
  7 
  49 
  98 
  147 
  196 
  245 
  294 
  343 
  392 
  441 
  490 
  8 
  64 
  128 
  192 
  256 
  320 
  384 
  448 
  512 
  576 
  640 
  9 
  81 
  162 
  243 
  324 
  405 
  486 
  567 
  648 
  729 
  810 
  10 
  100 
  200 
  300 
  400 
  500 
  600 
  700 
  800 
  900 
  1000 
  11 
  121 
  242 
  363 
  484 
  605 
  726 
  847 
  968 
  1089 
  1210 
  12 
  144 
  288 
  432 
  576 
  720 
  864 
  1008 
  1152 
  1296 
  1440 
  13 
  169 
  338 
  507 
  676 
  845 
  1014 
  1183 
  1352 
  1521 
  1690 
  14 
  196 
  392 
  588 
  784 
  980 
  1176 
  1372 
  1568 
  1764 
  1960 
   
  PROGRAM SUMMARY 
  Program 
  Effect 
  Multiplier 
  Operational Utilities 
   
   
  Analyze 
  Analyze (Host, IC, Icon, Security, Subsystem), Locate IC; Add rating to Computer Skill for Systems Test 
  3 
  Browse 
  Locate (Access Node, File, Slave); Add rating to Computer Skill for Systems Test 
  1 
  Commlink 
  Make Commcall, Tap Commcall; Add rating to Computer Skill for Systems Test 
  1 
  Deception 
  Graceful Logoff, Logon to (LTG, RTG, Host), Null Operation; Add rating to Computer Skill for all Access Tests 
  2 
  Decrypt 
  Decrypt (Access, File, Slave); Add rating to Computer Skill for Systems Tests to Defeat Scramble IC 
  1 
  Read/Write 
  Download Data, Edit File, Upload Data; Add rating to Computer Skill for Systems Tests 
  2 
  Relocate 
  Add rating to Computer Skill, subtract opponent’s Sensor rating vs. opponents Track program roll 
  2 
  Scanner 
  Locate Decker; Add rating to Computer Skill for Systems Tests 
  3 
  Spoof 
  Control Slave, Edit Slave, Monitor Slave; Add rating to Computer Skill for Systems Tests 
  3 
  Special Utilities 
   
   
  Sleaze 
  Sleaze rating added to Masking Rating divided by 2 equals Detection Factor 
  3 
  Track 
  Add rating to Computer Skill, subtract opponent’s Masking rating vs. opponents Relocate program roll 
  8 
  Offensive Utilities 
   
   
  Attack 
   
   
  1d6 
  Attack Personas, IC; Program rating is OCV for the attack 
  2 
  1½d6 
  Attack Personas, IC; Program rating is OCV for the attack 
  3 
  2d6 
  Attack Personas, IC; Program rating is OCV for the attack 
  4 
  2½d6 
  Attack Personas, IC; Program rating is OCV for the attack 
  5 
  Black Hammer 
  Attack Deckers; Program rating is OCV for the attack; Damage is based on the security code of the host 
  20 
  Killjoy 
  Attack Deckers; Program rating is OCV for the attack; Damage is based on the security code of the host 
  10 
  Slow 
  Attack IC; Add rating to Computer Skill vs. Security Rating plus IC rating to slow IC  
  4 
  Defensive Utilities 
   
   
  Armor 
  Reduces the BODY done to a decker’s persona; Lose 1 rating every time it protects from damage 
  3 
  Cloak 
  Add rating to Computer Skill for Evasion Tests for combat maneuvers in cybercombat 
  3 
  Lock-On 
  Add rating to Computer Skill for Sensor Tests for combat maneuvers in cybercombat 
  3 
  Medic 
  Computer Skill Roll at –6 to heal persona BODY equal to rating 
  4 
   
  
  SHADOWPUNK—MATRIX 
  101 
  MATRIX REFERENCE CHART 
  Name 
  Test 
  Utility 
  Action 
  Effect 
  Analyze Host 
  Control 
  Analyze 
  Full Phase 
  Identify one of the host’s security rating or any of the five 
  subsystems per point of success 
  Analyze IC 
  Control 
  Analyze 
  0-Phase 
  Identify IC type, rating, and any options 
  Analyze Icon 
  Control 
  Analyze 
  0-Phase 
  Identify icon’s general type: IC, persona, application, etc. 
  Analyze 
  Security 
  Control 
  Analyze 
  ½ Phase 
  Identify security rating of the host, current security tally on the 
  host, and the host’s alert status 
  Analyze 
  Subsystem 
  Targeted 
  Subsystem 
  Analyze 
  ½ Phase 
  Identify anything out of the ordinary about the targeted 
  subsystem 
  Control Slave 
  Slave 
  Spoof 
  Full Phase 
  Take control of a remote device controlled by that host 
  Decrypt Access 
  Access 
  Decrypt 
  ½ Phase 
  Attempt to defeat Scramble IC on the System Access Node 
  Decrypt File 
  Files 
  Decrypt 
  ½ Phase 
  Attempt to defeat Scramble IC on a datafile 
  Decrypt Slave 
  Slave 
  Decrypt 
  ½ Phase 
  Attempt to defeat Scramble IC on a Slave Subsystem 
  Download Data 
  Files 
  Read/Write 
  ½ Phase 
  Copies a file from the host network to the cyberdeck 
  Edit File 
  Files 
  Read/Write 
  ½ Phase 
  Create, change, or erase a datafile on the host network 
  Edit Slave 
  Slave 
  Spoof 
  Full Phase 
  Modify data sent to or received by a remote device controlled by 
  that host 
  Graceful Logoff 
  Access 
  Deception 
  Full Phase 
  Logoff without experiencing Dump Shock 
  Locate Access 
  Node 
  Index 
  Browse 
  Full Phase 
  Directory assistance 
  Locate Decker 
  Index 
  Scanner 
  Full Phase 
  Find a decker in the local host network 
  Locate File 
  Index 
  Browse 
  Full Phase 
  Find a specific data file 
  Locate IC 
  Index 
  Analyze 
  Full Phase 
  Find any active IC on a host 
  Locate Slave 
  Index 
  Browse 
  Full Phase 
  Find a slave device on the network 
  Logon to Host 
  Access 
  Deception 
  Full Phase 
  Logon to a host network 
  Logon to LTG 
  Access 
  Deception 
  Full Phase 
  Logon to the Local Telecommunications Grid 
  Logon to RTG 
  Access 
  Deception 
  Full Phase 
  Logon to the Regional Telecommunications Grid 
  Make 
  Commcall 
  Files 
  Commlink 
  Full Phase 
  Make a call to any commcode on an LTG controlled by the 
  current RTG 
  Monitor Slave 
  Slave 
  Spoof 
  ½ Phase 
  Read data transmitted from a slave device 
  Null Operation 
  Control 
  Deception 
  Full Phase 
  Do nothing but stay online 
  Swap Memory 
  None 
  None 
  ½ Phase 
  Swap files between Active and Storage Memory 
  Tap Commcall 
  Special 
  Commlink 
  Full Phase 
  Tap an existing commcall to listen, speak, or disconnect others in 
  the call 
  Upload Data 
  Files 
  Read/Write 
  ½ Phase 
  Transmit data from cyberdeck to host 
   
   
  
SOURCE: textdata/thevault/Hero System/SHADOWPUNK/Shadowpunk ver 091 PDF/Shadowpunk-08-Matrix.pdf