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Shadowrun: For Us It Was a Tuesday [OOC]
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<blockquote data-quote="Deuce Traveler" data-source="post: 6585239" data-attributes="member: 34958"><p>Shayuri, I'm posting the little I have on the Matrix, and I wish it was more spelled out. It seems we are both right in a way. I can have active IC looking for potential hackers, but that's a limited defense almost like rolling for wandering monsters. You have to really trip up for the system to go on full alert and really start deploying IC:</p><p></p><p>Hosts in the Matrix are like a mini-Matrix on the grid.</p><p>From the outside, it is a large icon, often sculpted to look</p><p>like a building or some other place you can actually visit.</p><p>Most are floating above the Matrix’s virtual airspace, but</p><p>some are tethered to physical locations, mostly stores,</p><p>clubs, local venues, and other places that are heavily associated</p><p>with a particular site in meat space.</p><p>The virtual space inside a host is separate from the</p><p>outside grid. When you’re outside of a host, you can’t interact</p><p>directly with icons inside it, although you can still</p><p>send messages, make commcalls, and that sort of thing.</p><p>Once you’re inside, you can see and interact with icons</p><p>inside the host, but not outside (with the same caveat for</p><p>messages, calls, etc.).</p><p>When you enter a host, your persona actually enters</p><p>the host icon. This can be through a door or other portal,</p><p>but some hosts let you just pass through its outer skin.</p><p>The inside of a host isn’t limited by its external size, and</p><p>it usually ranges between the size of a large house and</p><p>that of a large metroplex. The higher the host’s rating, the</p><p>bigger it tends to be, but that’s not a hard-and-fast rule.</p><p>Each host is on a specific grid. Like the rest of the Matrix,</p><p>a host can be accessed from any grid. Hosts are part of</p><p>the Matrix, so once you’re inside a host, the grid you’re on</p><p>doesn’t really matter. The Grid Overwatch Division tracks</p><p>traffic to and from a host, which means it’s still watching</p><p>you when you’ve entered a host, though it does not</p><p>closely monitor what you do there.</p><p>Hosts don’t have to depend on GOD for protection.</p><p>A host can run intrusion countermeasures, or IC, to defend</p><p>itself. These programs are personas that seek out</p><p>and repel or punish hackers. IC is ruthless and efficient,</p><p>with the personality of a heart attack and the mercy of</p><p>an empty clip in a firefight. You can fight off IC, but the</p><p>host can always spawn more, so you can’t really win</p><p>against IC. You can just hold it off long enough to get</p><p>things done.</p><p>HOST ARCHIVES</p><p>Hosts have areas called archives that hold files that aren’t</p><p>in use. File archives are deep in the host’s code, inaccessible</p><p>to the average hacker. If you want an archived</p><p>file, you’ll have to convince someone who already has a</p><p>mark on the file to bring it out of the archive first.</p><p>HOST ATTRIBUTES</p><p>Hosts have a Host rating. Unlike the ratings of devices,</p><p>the Host rating ranges from 1 to 12. Hosts also have all</p><p>four Matrix attributes: Attack, Sleaze, Data Processing,</p><p>and Firewall. The ratings of these attributes are usually</p><p>(Host Rating), (Host Rating + 1), (Host Rating + 2), and</p><p>(Host Rating + 3), in any order. For example, a Rating 4</p><p>host might have Attack 5, Sleaze 4, Data Processing 7,</p><p>Firewall 6.</p><p>A host’s attributes are shared by itself and its IC programs.</p><p>HOST CONVERGENCE</p><p>GOD doesn’t track personas inside a host, but it still</p><p>keeps tabs on the traffic to and from the host. This</p><p>means your Overwatch Score doesn’t change when</p><p>you enter a host, and it continues to accumulate while</p><p>you’re in the host. If you’re in a host when you reach</p><p>convergence, you’re not burned and dumped like you</p><p>are out on the grid (Overwatch Score and Convergence,</p><p>p. 231). Instead, the host gets three marks on</p><p>you and starts deploying IC.</p><p>If you leave a host after convergence, the grid’s</p><p>demiGOD converges on you immediately. You’re better</p><p>off just jacking out from the host.</p><p>INTRUSION</p><p>COUNTERMEASURES</p><p>Intrusion countermeasures, or IC (pronounced “ice”), is</p><p>a type of program that runs in hosts. The purpose of</p><p>an IC program is to defend its host from attack, and it</p><p>tends to be cold-heartedly ruthless about it.</p><p>Each IC program has a persona with its own Condition</p><p>Monitor and Initiative Score. It should be treated as</p><p>if it is in hot-sim, so it gets a total of 4D6 Initiative Dice in</p><p>Matrix combat. IC uses the Matrix attributes of its host.</p><p>The IC in a host and the host itself share marks, so if one</p><p>IC program marks, they all do, and so does the host itself.</p><p>Similarly, the IC and host instantly share spotting</p><p>information, so if the host spots you, so does all its IC.</p><p>Which usually turns out not well for you.</p><p>Individual IC programs alone can be a threat, but</p><p>multiple IC programs working together can be deadly.</p><p>Once the host starts to launch IC, it’s time to finish up</p><p>and buzz out of there.</p><p>SECURITY RESPONSE</p><p>When a host spots you doing something unauthorized,</p><p>illegal, or just something it doesn’t like, it informs its</p><p>owner (or its owner’s designee, like an employed security</p><p>spider) and launches whatever IC programs it has to</p><p>fight off the intruder. A host can launch one IC program</p><p>per Combat Turn, at the beginning of each Combat</p><p>Turn. The host can have up to its rating in IC programs</p><p>running at once, and it can’t launch more than one of</p><p>each type of IC program at once. When an IC program</p><p>takes enough damage to brick it, it crashes and vanishes</p><p>from the host. The host can then run another copy of</p><p>the IC at the start of the next Combat Turn if it wants to.</p><p>Most hosts don’t have intrusion countermeasures</p><p>running all the time. While IC is mercilessly efficient,</p><p>it’s not very bright. The added safety of omnipresent</p><p>IC is outweighed by the cost of paying (or covering up)</p><p>wrongful injury and death lawsuits, especially since IC</p><p>can be deployed in seconds at the first sign of trouble.</p><p>Typically, the only IC that remains active 24/7 is Patrol</p><p>IC, which is mostly harmless to the innocent.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6585239, member: 34958"] Shayuri, I'm posting the little I have on the Matrix, and I wish it was more spelled out. It seems we are both right in a way. I can have active IC looking for potential hackers, but that's a limited defense almost like rolling for wandering monsters. You have to really trip up for the system to go on full alert and really start deploying IC: Hosts in the Matrix are like a mini-Matrix on the grid. From the outside, it is a large icon, often sculpted to look like a building or some other place you can actually visit. Most are floating above the Matrix’s virtual airspace, but some are tethered to physical locations, mostly stores, clubs, local venues, and other places that are heavily associated with a particular site in meat space. The virtual space inside a host is separate from the outside grid. When you’re outside of a host, you can’t interact directly with icons inside it, although you can still send messages, make commcalls, and that sort of thing. Once you’re inside, you can see and interact with icons inside the host, but not outside (with the same caveat for messages, calls, etc.). When you enter a host, your persona actually enters the host icon. This can be through a door or other portal, but some hosts let you just pass through its outer skin. The inside of a host isn’t limited by its external size, and it usually ranges between the size of a large house and that of a large metroplex. The higher the host’s rating, the bigger it tends to be, but that’s not a hard-and-fast rule. Each host is on a specific grid. Like the rest of the Matrix, a host can be accessed from any grid. Hosts are part of the Matrix, so once you’re inside a host, the grid you’re on doesn’t really matter. The Grid Overwatch Division tracks traffic to and from a host, which means it’s still watching you when you’ve entered a host, though it does not closely monitor what you do there. Hosts don’t have to depend on GOD for protection. A host can run intrusion countermeasures, or IC, to defend itself. These programs are personas that seek out and repel or punish hackers. IC is ruthless and efficient, with the personality of a heart attack and the mercy of an empty clip in a firefight. You can fight off IC, but the host can always spawn more, so you can’t really win against IC. You can just hold it off long enough to get things done. HOST ARCHIVES Hosts have areas called archives that hold files that aren’t in use. File archives are deep in the host’s code, inaccessible to the average hacker. If you want an archived file, you’ll have to convince someone who already has a mark on the file to bring it out of the archive first. HOST ATTRIBUTES Hosts have a Host rating. Unlike the ratings of devices, the Host rating ranges from 1 to 12. Hosts also have all four Matrix attributes: Attack, Sleaze, Data Processing, and Firewall. The ratings of these attributes are usually (Host Rating), (Host Rating + 1), (Host Rating + 2), and (Host Rating + 3), in any order. For example, a Rating 4 host might have Attack 5, Sleaze 4, Data Processing 7, Firewall 6. A host’s attributes are shared by itself and its IC programs. HOST CONVERGENCE GOD doesn’t track personas inside a host, but it still keeps tabs on the traffic to and from the host. This means your Overwatch Score doesn’t change when you enter a host, and it continues to accumulate while you’re in the host. If you’re in a host when you reach convergence, you’re not burned and dumped like you are out on the grid (Overwatch Score and Convergence, p. 231). Instead, the host gets three marks on you and starts deploying IC. If you leave a host after convergence, the grid’s demiGOD converges on you immediately. You’re better off just jacking out from the host. INTRUSION COUNTERMEASURES Intrusion countermeasures, or IC (pronounced “ice”), is a type of program that runs in hosts. The purpose of an IC program is to defend its host from attack, and it tends to be cold-heartedly ruthless about it. Each IC program has a persona with its own Condition Monitor and Initiative Score. It should be treated as if it is in hot-sim, so it gets a total of 4D6 Initiative Dice in Matrix combat. IC uses the Matrix attributes of its host. The IC in a host and the host itself share marks, so if one IC program marks, they all do, and so does the host itself. Similarly, the IC and host instantly share spotting information, so if the host spots you, so does all its IC. Which usually turns out not well for you. Individual IC programs alone can be a threat, but multiple IC programs working together can be deadly. Once the host starts to launch IC, it’s time to finish up and buzz out of there. SECURITY RESPONSE When a host spots you doing something unauthorized, illegal, or just something it doesn’t like, it informs its owner (or its owner’s designee, like an employed security spider) and launches whatever IC programs it has to fight off the intruder. A host can launch one IC program per Combat Turn, at the beginning of each Combat Turn. The host can have up to its rating in IC programs running at once, and it can’t launch more than one of each type of IC program at once. When an IC program takes enough damage to brick it, it crashes and vanishes from the host. The host can then run another copy of the IC at the start of the next Combat Turn if it wants to. Most hosts don’t have intrusion countermeasures running all the time. While IC is mercilessly efficient, it’s not very bright. The added safety of omnipresent IC is outweighed by the cost of paying (or covering up) wrongful injury and death lawsuits, especially since IC can be deployed in seconds at the first sign of trouble. Typically, the only IC that remains active 24/7 is Patrol IC, which is mostly harmless to the innocent. [/QUOTE]
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