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More Matrix Questions

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SDTroll

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« on: <11-18-19/0650:30> »
Shocking, I know, but the matrix section has produced a few more questions

How big is an RCC? Can a rigger carry it with them on a run? Does it fit into a pocket? Is it the size of a car?

Since Technomancers are always difficult to find in the matrix, are they considered to always be running silent? Can they run silent as well, and would there be a reason to? Can they be obvious if they want? Or would they always be that weird voice from nowhere unless you get the 5 hits?

What is the advantage of DNI? It’s mentioned frequently, but I cannot find any effects of it.

Banshee

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« Reply #1 on: <11-18-19/0803:35> »
An RCC is usually presented as about the size of a laptop or console game unit ..  so yes it's portable but not small enough to be easily concealed by putting it in a pocket.

TM's have the choice of running silent or not, but even if not running silent it is difficult to tell they are a techno instead of a decker. That's what the 4 threshold on the matrix perception check is for... not just seeing a TM persona but knowing that it is a TM

For now the only benefit of a DNI is allowing you to connect to a device that is not wireless.. there will more rules as soon as I get a chance to work on a matrix splatbook for more
Robert "Banshee" Volbrecht
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Xenon

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« Reply #2 on: <11-18-19/1316:32> »
How big is an RCC?
In previous edition a standard commlink was compared to a smartphone, a cyberdeck with a tablet and a RCC with a laptop.

Having said that, since most users have access to DNI commlinks may come in a wide array of size and shapes (jewelry was mentioned) and the shape of the cyberdeck have changed to a gauntlet in this edition - but we think RCC is still the shape similar of a small briefcase, console or laptop.


Since Technomancers are always difficult to find in the matrix, are they considered to always be running silent?
I read that as their matrix persona are always difficult to distinguish from a regular device based persona (and that this is what the fixed threshold is for).

That to find a technomancer (or living network) that is trying to hide is just resolved as a regular opposed matrix perception test.


What is the advantage of DNI? It’s mentioned frequently, but I cannot find any effects of it.
It let you control electronic devices directly with your mind - without physically touching them and without touching them virtually by using gadgets such as AR gloves.

Game mechanic wise this mean the Use Simple Device action become a Minor Action rather than a Major Action (for example setting the timer on a detonator cap will go from a Major Action to a Minor Action if you have DNI).

The Send Message matrix action let you send longer messages (about a paragraph worth of text) if you have DNI (compared to a single sentence).

If you eject a clip or change firing mode (which both are normally Minor Actions) would gain a free Minor Action if you have DNI.

You need DNI to get the positive dice pool modifier of one dice when using a smartlink system (the internal or external smartgun weapon accessory plus the internal or external smartlink visual enhancement).

It is required (together with a sim module for cold-sim) VR and (together with a sim-module modded for hot-sim) hot-sim VR and in turn VR is required in order to jump in (but to jump in you also need admin access and an implanted control rig).

Note that technomancers get to use both cold-sim and hot-sim VR by default (and they can jump in if they have a mind over machine echo, and they may establish a direct connection. or a linked direct neural interface connection, by physically touching a device with their skin link echo).
« Last Edit: <11-18-19/1337:07> by Xenon »

Banshee

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« Reply #3 on: <11-18-19/1337:51> »
Minor point but cyberdecks are bracer size not bracelets... from wrist to elbow basically... literally like a wearable tablet computer
Robert "Banshee" Volbrecht
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Xenon

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« Reply #4 on: <11-18-19/1340:10> »
Yeah, I just found the entry in the book. 'Gauntlet' was the word used. Updated my original post.


Edit: Also just realized that there is a huge difference between a bracelet [jewelry] and a bracer [wrist guard].

(English is not my native language).
« Last Edit: <11-18-19/1343:56> by Xenon »

SDTroll

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« Reply #5 on: <11-19-19/0810:05> »
TM's have the choice of running silent or not, but even if not running silent it is difficult to tell they are a techno instead of a decker. That's what the 4 threshold on the matrix perception check is for... not just seeing a TM persona but knowing that it is a TM

So the paragraph on pg 189 should say identify rather than spot for the Matrix Perception test?  The icon of a Technomancer is as obvious as any other, but in order to identify them as a techno you need 5 hits on a matrix perception test.  Would the techno be able to resist the test like a normal matrix perception?  So it would be a threshold of 5 on the opposed test, or you would need 5 net hits.

For now the only benefit of a DNI is allowing you to connect to a device that is not wireless.. there will more rules as soon as I get a chance to work on a matrix splatbook for more

So the Skinlink echo allows wireless bonuses with a touch rather than a wireless connection?  Would this give any protection to the device from hacking?  I assume the technomancer can't build a PAN without the Living Network echo, so any devices she has aren't protected except by any innate protection they have.  Would this mean a techno without the Living Network echo can't join a daisy chain, either as the master or a slave, if you are using that house rule?

On a similar note, what is an enemy hacker allowed to hack, if he gets access?  I've seen posts about data spiking cybereyes.  Are all cybereyes vulnerable to that?  What if they aren't wireless at all.  I don't see any cybereye mods with a wireless bonus, does that leave any vulnerabilities?  If I have a cybersystem with a component with a wireless bonus, say cyberears with a spatial recognizer, can the hacker hit all of my ears or just the spatial recognizer?  Can a hacker affect a DNI through a cable?  If my smartgun is cabled to my goggles is it vulnerable to hacking.

Finally, at least for now, can I activate the wireless bonus for an item but leave it outside my network.  Basically refuse to have it connect to my commlink.  For example, a tag eraser that doesn't communicate with my systems, just recharges by induction.  I assume no, just to avoid adding the complication of trying to decide if a certain device needs access to work wireless.  Can a techno then not use the wireless bonus because they can't form a PAN, assuming they don't carry a separate commlink for that purpose.

Michael Chandra

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« Reply #6 on: <11-19-19/0900:41> »
Cybereyes usually are wireless to use the Smartlink system with Smartguns.
How am I not part of the forum?? O_O I am both active and angry!

Banshee

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« Reply #7 on: <11-19-19/0904:20> »
TM's have the choice of running silent or not, but even if not running silent it is difficult to tell they are a techno instead of a decker. That's what the 4 threshold on the matrix perception check is for... not just seeing a TM persona but knowing that it is a TM

So the paragraph on pg 189 should say identify rather than spot for the Matrix Perception test?  The icon of a Technomancer is as obvious as any other, but in order to identify them as a techno you need 5 hits on a matrix perception test.  Would the techno be able to resist the test like a normal matrix perception?  So it would be a threshold of 5 on the opposed test, or you would need 5 net hits.

For now the only benefit of a DNI is allowing you to connect to a device that is not wireless.. there will more rules as soon as I get a chance to work on a matrix splatbook for more

So the Skinlink echo allows wireless bonuses with a touch rather than a wireless connection?  Would this give any protection to the device from hacking?  I assume the technomancer can't build a PAN without the Living Network echo, so any devices she has aren't protected except by any innate protection they have.  Would this mean a techno without the Living Network echo can't join a daisy chain, either as the master or a slave, if you are using that house rule?

On a similar note, what is an enemy hacker allowed to hack, if he gets access?  I've seen posts about data spiking cybereyes.  Are all cybereyes vulnerable to that?  What if they aren't wireless at all.  I don't see any cybereye mods with a wireless bonus, does that leave any vulnerabilities?  If I have a cybersystem with a component with a wireless bonus, say cyberears with a spatial recognizer, can the hacker hit all of my ears or just the spatial recognizer?  Can a hacker affect a DNI through a cable?  If my smartgun is cabled to my goggles is it vulnerable to hacking.

Finally, at least for now, can I activate the wireless bonus for an item but leave it outside my network.  Basically refuse to have it connect to my commlink.  For example, a tag eraser that doesn't communicate with my systems, just recharges by induction.  I assume no, just to avoid adding the complication of trying to decide if a certain device needs access to work wireless.  Can a techno then not use the wireless bonus because they can't form a PAN, assuming they don't carry a separate commlink for that purpose.

Yes, and the matrix perception is already being addressed in errata/FAQ

Don't confuse wireless bonuses with wireless functionality... almost everything in the 6th World is wireless and open to hacking.
Robert "Banshee" Volbrecht
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SDTroll

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« Reply #8 on: <11-19-19/0940:59> »


Don't confuse wireless bonuses with wireless functionality... almost everything in the 6th World is wireless and open to hacking.

If there is no advantage, why would a runner leave anything wireless?  I know things are usually wireless, but the rules say it's easy to turn it off, so why not?

Banshee

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« Reply #9 on: <11-19-19/0959:59> »


Don't confuse wireless bonuses with wireless functionality... almost everything in the 6th World is wireless and open to hacking.

If there is no advantage, why would a runner leave anything wireless?  I know things are usually wireless, but the rules say it's easy to turn it off, so why not?

There many devices that need wireless functionality to operate but don't provide wireless bonuses. Cybereyes for example by themselves do not provide a bonus but if you want full integration between them and your smart gun you need them to wireless or DNI
Robert "Banshee" Volbrecht
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SDTroll

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« Reply #10 on: <11-19-19/1003:22> »


Don't confuse wireless bonuses with wireless functionality... almost everything in the 6th World is wireless and open to hacking.

If there is no advantage, why would a runner leave anything wireless?  I know things are usually wireless, but the rules say it's easy to turn it off, so why not?

There many devices that need wireless functionality to operate but don't provide wireless bonuses. Cybereyes for example by themselves do not provide a bonus but if you want full integration between them and your smart gun you need them to wireless or DNI

So back to the question, assuming I have cybereyes and I'm running a smartgun link wirelessly, because that cable is just so old school, can the hacker who penetrates my PAN take out my entire cybereye, or just the smartgun link?

Stainless Steel Devil Rat

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« Reply #11 on: <11-19-19/1007:14> »
The smartlink is just an add-on in the cybereye, akin to Thermographic Vision enhancement.  You could potentially target just the smartlink (or the thermographic vision) for shenanigans, but if you're doing destructive hacking I'm not sure you even CAN brick just one add-on without harming the rest of the cybereye.  It's certainly more advantageous to just take out the entire cybereye.

Note that if your target doesn't have cybereyes, where the smartlink is its own discrete piece of cyberware implanted in a biological eye, then yes it's discrete from other pieces of cyberware in that same eye.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Banshee

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« Reply #12 on: <11-19-19/1007:47> »


Don't confuse wireless bonuses with wireless functionality... almost everything in the 6th World is wireless and open to hacking.

If there is no advantage, why would a runner leave anything wireless?  I know things are usually wireless, but the rules say it's easy to turn it off, so why not?

There many devices that need wireless functionality to operate but don't provide wireless bonuses. Cybereyes for example by themselves do not provide a bonus but if you want full integration between them and your smart gun you need them to wireless or DNI

So back to the question, assuming I have cybereyes and I'm running a smartgun link wirelessly, because that cable is just so old school, can the hacker who penetrates my PAN take out my entire cybereye, or just the smartgun link?

Yes. Anything connected to the network can be a target
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SDTroll

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« Reply #13 on: <11-19-19/1009:19> »
So, go old school and use the cable. :)

Xenon

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« Reply #14 on: <11-19-19/1207:57> »
Cybereyes usually are wireless to use the Smartlink system with Smartguns.
This is the answer I think OP is looking for.
Not sure why it seem as if he choose to ignore it....


So, go old school and use the cable. :)
A good reason why you want your smartgun system (which consist of an internal or an external smartgun accessory as well as an internal or an external smartlink visual enhancement) to be wireless connected and working in concert with DNI is because you will gain a positive dice pool modifier of one dice. The drawback is that your smartgun system can be hacked.

A good reason to connect your smartgun system with a wire (or a skin link echo for that matter) is to be immune to hacking. The drawback is that you don't get a positive dice pool modifier.

Everything have a price.