Alright need some help parsing the text. Our Tech got a cyberdeck and is now a wannabe hacker.
Alright need some help parsing the text. Our Tech got a cyberdeck and is now a wannabe hacker.
Basically I’m trying to get a handle on alerts, alarms, and mission clocks. Here are some of the questions i’m wrestling with now:
1.) Now when shut down happens at 2100 the hacker can reverse this from the security node. But this does not necesarily move the mission clock back, right?
2.) When an IC triggers an alarm in an area it advances the mission clock and lets the system know where the hacker is. So when the hacker turns off an alarm does this reduce the mission clock? I’m seeing the possibility for a tug of war on the mission clock and its so radically different from the rest of my sprawl play, that I’m doubting whether i’m reading the rules right.
3.) Are physical alarms the same thing? If someone gets a 7-9 on a fast talk and lets the runners past but radios up to HQ… Can the hacker use a hold to reduce physical alarms and say that HQ doesn’t do anything and no clocks are advanced? I think part of my worry here is the npc guards are becoming increasingly like video game characters in that they’ll forget substantial evidence because the move says so. Or atleast i’m not seeing how the fiction works here.
4.) How would you ‘show approaching danger’ with a native User heading to the ROOT module to defend the matrix space? The hacker was in the Security module and I felt I didn’t know how to demonstrate the User going to ROOT, so instead the User went to the Security module to try to undo the damage. The User was ambushed and thrashed, which was fine but if I wanted a smarter User who went to the ROOT module how would the hacker be aware and fight against it? Is it just about moving fast to ROOT to stop the tampering? Or is it that the User can’t know where the hacker is without alarms?
I know these things might be handled differently at every table but I’m interested in how anyone else has handled these things.