Difference between revisions of "IC"
(The various types of IC available to stifle deckers) |
(No difference)
|
Revision as of 13:02, 20 November 2007
Contents
Intrusion Countermeasures
It is simply far too impractical (expensive) for security systems themselves to be powerful enough to stop an intruder so it relies on powerful and expensive programs known as IC to fill in the gaps. IC is not an independant intelligence, nor is it even semi-intelligent (like a smartframe or agent). IC is simply a powerful program with a relatively short decision tree. The system chooses to activate/deactivate it and gives it enough information to start the decision tree, but from there it acts autonomously doing whatever it is programmed to do. This does not imply intelligence, but the system doesn't need to waste time controlling it.
There are two basic types of IC: Proactive and Reactive. When activated Proactive IC more or less attacks the decker in cybercombat. Reactive IC just sits there, either monitoring, tracing, or slowing down the decker. Given that, there are three more classifications of IC: White, Gray, and Black. White IC only interferes with the matrix persona of the decker. Gray IC, in addition to messing with the matrix persona can also permanently damage the decker's hardware. Black IC can do everything Gray IC can but also physically harm and/or kill the decker. The majority of reactive IC is white, while proactive IC exists for all types. Finally IC programs can receive modifications similar to a Decker's active programs.
IC Rating
The rating of the IC is a numerical value typically ranging from 3 - 8, although much stronger IC is potentially at the disposal of mega-corporations. The rating is typically used to determine the Target Number players will use to resist the effects of IC, although in some cases it may be used differently. Rating also determines how much Host memory the IC uses up as well as how expensive or legal it is.
White IC Subtypes
Probe: Probe IC is a form of reactive IC that assists the system in locating an intruder. For every system test a decker performs while in the presence of activated probe IC the GM rolls a Probe test using the IC's rating against a TN of the decker's detection factor. Every success adds one to the decker's security tally. SR3 p. 228
Scout: The proactive version of probe IC. Until the system switches into either passive or active alert Scout IC works just like Prove IC, probing a decker's actions. However once the system has gone to passive or active alert the Scout IC activates and now engages the decker in cybercombat. However, instead of doing damage with its attacks Scout IC makes other IC's attacks more effective. For every success Scout IC achieves with its attack it adds that many dice (one time bonus) to the next proactive IC to attack the character. The Matrix p. 104
Trace: Trace IC is a Proactive/Reactive hybrid and technically a gray/white IC hybrid, however Trace IC doesn't damage the decker's equipment. Trace IC servers one major purpose ... physically locating the decker so that the bad boys can be dispatched to eliminate the nuisance. It has two cycles, the hunt and the location cycles. During the hunt cycle it attacks the decker, trying to "lock-on" to his MXP. Once it has that it disappears and becomes reactive IC while it locates his physical address. The rules for Trace IC can be found in The Matrix p. 104-107.
Scramble: Reactive IC that protects aspects of a node from access. It is impossible to access the protected subsystem without defeating the IC with a decrypt system operation or attacking it in cybercombat. The decryption option is preferred since it doesn't induce any security tally. If a decker fails to succeed in his decryption attempt the IC has a chance to destroy/disable whatever it is protecting. SR3 p. 228
DataBomb: Reactive IC that is similar to scramble IC in that it protects subsystems of a node, however instead of preventing access a databomb explodes and causes damage to the decker's icon. It is very tricky to difuse and attempting to simply attack it in cybercombat causes it to explode anyhow. The Matrix p.103-104
Pavlov: Reactive IC that is a variant of the databomb. Instead of being destroyed when it explodes the Pavlov remains and can continue to damage the decker. Additionally it makes access to the protected system difficult. The Matrix p.104
Cripplers: Proactive IC that attacks one of the Decker's persona programs (Bod, Sensors, Evasion, Masking). There is a different breed of crippler for each program. SR3 p. 227-228
Tar Baby: Reactive IC that crashes programs as a decker tries to use them. If successful both the Tar Baby and the program are destroyed (removed from the decker's active memory). Security tally is not raised by this. Tar Babies are programmed to target specific programs and only react when the decker attempts to use one in it's presence. SR3 p. 228
Killer: Killer IC is proactive White IC that directly confronts the decker in cybercombat. On Blue or Green systems Killer IC does Moderate damage. On Red or Orange it does Serious.
Gray IC Subtypes
Rippers: Rippers IC is the gray IC version of Cripplers IC. It is proactive and attacks just like Cripplers IC. However if it reduces an Icon's attrtibute to 0 it may permanently damage that persona chip on the cyberdeck. SR3 p.229
Tar Pit: The gray IC version of a Tar Baby. However if it crashes a program it has a chance to erase all online copies the decker possesses of that program (potentially deleting it all together). SR3 p.229-230
Blaster: Blaster IC is the gray IC version of Killer IC. It is proactive and engages the decker in cybercombat. If Blaster IC crashes the decker's icon it has a chance of permanently damaging the MPCP of the decker's cyberdeck. SR3 p.228
Sparky: "Dark-gray IC" Similar to Killer IC, however if it crashes the decker's Icon it may in fact cause electroshock damage to a decker. SR3 p.229
Black IC Subtypes
Non-Lethal Black IC: Similar to the Killer/Blaster line of IC, except that it damages both the decker's Icon and the Decker at the same time (doing stun damage to the decker). Once the decker has been hit once he is "stuck" and jacking out becomes almost impossible. If the matrix Icon gets killed the IC gets stronger as it dominates all of his bandwidth. If the decker falls unconcious the IC gets one shot at the cyberdeck's MPCP before the connection is lost. SR3 p.230
Lethal Black IC: The same as non-lethal only it causes physical damage. SR3 p.230
Cerebropathic Black IC: Similar to non-lethal Black IC, but instead of taking one final shot at the cyberdeck the IC takes one final shot at the decker's brain. The Matrix SR3 p.107
Psychotropic Black IC: Similar to non-lethal Black IC except that each time the decker takes damage from the IC he has a chance of getting some psychotropic effect imprinted on his mind by the IC. Pretty evil drek. The Matrix p. 108
IC Programming Options
(these are all described in detail in The Matrix SR3 p. 85) Armor: Reduces power of attacks by 2
Cascading IC: The IC "learns" from its mistakes and gains targetting bonuses from missing.
Expert Defense: +1 defense die/ -1 offense die per level. Max of 3
Expert Offense: +1 offense die/ -1 defense die per level. Max of 3
Optimization: Reduces memory footprint of IC.
Party IC: IC that works with other Party IC to overwhelm deckers.
Sensitive: Reduces memory footprint but the IC only functions in certain systems.
Shield: Increases TN to attack IC by 2. Defeats Chaser option, defeated by Penetration option.
Shift: Increases TN to attack IC by 2. Defeats Penetration option, defeated by Chaser option.
Trap: When the "trapped" IC is destroyed immediately calls "big brother" IC.