One of the security measures for pretty much every Matrix node is “Trigger or cancel an alert.” I’m having a little…

One of the security measures for pretty much every Matrix node is “Trigger or cancel an alert.” I’m having a little…

One of the security measures for pretty much every Matrix node is “Trigger or cancel an alert.” I’m having a little difficulty wrapping my head around this one.

Alerts are referenced elsewhere in the Matrix moves section. For the Login move, an alert specifically advances a clock, but in the Compromise Security move it leaves the effects of an alert undefined. The section on alerts and traces basically says that alerts are alerts and will get something’s attention.

It sounds to me more like the soft move of announcing that something is on its way to the hacker. So just play it by ear and just do what sounds good at the time?

Also, under specialised ICE the Code Wall is listed as a blue ICE that just spams sever a connection over and over. It’s a blue ICE, so it only executes one routine at a time. However under alerts and traces, a successful trace is given as a requirement for executing the sever connection routine. Is a trace needed to sever or not?

The Fixer’s Hustling move is almost identical to the Operator’s Moonlighting from Apocalypse World, but there’s one…

The Fixer’s Hustling move is almost identical to the Operator’s Moonlighting from Apocalypse World, but there’s one…

The Fixer’s Hustling move is almost identical to the Operator’s Moonlighting from Apocalypse World, but there’s one key difference. On a 7-9, Moonlighting says that if you chose to work one Gig you profit, if you chose more than one one of them is a disaster and the rest profit. Hustling changes this to making one Job a disaster on a 7-9, with the rest profiting. As written, there’s no reason to pick fewer Jobs than you have Crew. I’m going to assume that was an oversight?