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comStar Firewall alert - PhaseThrough

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a castle could represent a control program governing the climate<br />

of a greenhouse under its control, in which case it would be an<br />

icon. But it could also simply be a tree put there by the sculptors,<br />

an object that does not do anything.<br />

All icons carry an identifying tag, giving the VR user instant<br />

knowledge about the kind of icon he is looking at; AR users get<br />

a small descriptive tag next to the icon. The kind of information<br />

provided depends on the access rights of the Matrix user. In some<br />

cases wrong tags may be supplied. While a spider with security<br />

access might be informed that the knight’s armor in front of him<br />

is a trace IC, the hacker with only user privileges might be told that<br />

it is only a piece of data. In this case the hacker must use Analyze<br />

software to get the complete information.<br />

Additionally, all icons have an access ID attached. Data icons use<br />

the ID of the node to which the storage is connected, and constructs<br />

and programs alike use the ID of the node that is running them.<br />

nodes<br />

In the Matrix, a node can look like a skyscraper, a cornfield,<br />

a whole village, an undersea domain, or only one room—the possibilities<br />

are endless. Typically a node is represented by a single<br />

structure, like a mansion, a ship, or a space station, but even if a<br />

node is depicted as a whole conglomerate of houses or a vast realm,<br />

the node is still only one node.<br />

In many cases, different functions of a node will be represented<br />

as different areas. This is particularly true of nexi, which<br />

handle multiple functions and users. For example, a node’s files<br />

may be represented as a warehouse filled with crates and packages,<br />

its wireless functionality as a radio tower, and its security controls<br />

by a police station.<br />

No matter how big part of a node’s virtual environment might<br />

seem, it is important to remember that space does not really exist inside<br />

the node. You may have accessed part of a node that is depicted<br />

as the top of a major mountain peak, virtual miles away from other<br />

parts of the node, but if you Browse for a file or seek to Analyze<br />

another user on the node, they will be within sight or reach.<br />

networks and grids<br />

VR representations of networks and grids are mostly a collection<br />

of portals to other nodes. A network could be represented<br />

as a city, for example, with every building being either an icon, a<br />

node, or simply a piece of VR sculpture intended to add detail<br />

the virtual environment. Portals to individual nodes or networks<br />

(see p. 58) may look completely different than the nodes to which<br />

they are connected. By entering a train station, one could suddenly<br />

stray upon a vast field, facing a hut, with a city nowhere in sight.<br />

Most nodes provide a fitting VR interface to make such transitions<br />

between nodes and networks seamless.<br />

clusters<br />

The individual nodes that make up a cluster (see Clusters, p.<br />

55) normally share the same metaphor. This is not necessary, but the<br />

connection of different themes often results in bad coding glitches<br />

where the two metaphors meet. Alternately, the cluster may present<br />

a single metaphor to each user as they access the cluster, with<br />

each sub-node represented as different rooms, buildings, or other<br />

partitioned areas featuring their own distinct metaphors.<br />

Unwired<br />

Matrix perception and topoLogY<br />

The basic use of Matrix Perception in the SR4<br />

rulebook allows users to scan an entire node.<br />

Users may even set their Analyze program to do<br />

this automatically, as noted on p. 218, SR4, and<br />

this is certainly a good way of handling security<br />

with resident spiders and IC (see p. 69). Some of<br />

the advanced topology described in this book,<br />

however, has an impact on Matrix Perception.<br />

The large nature of nexi (see p. 196), with processing<br />

power and virtual space for large numbers<br />

of users, programs, and other icons, makes Matrix<br />

Perception more difficult. It simply takes time<br />

to process all of the icons and activity in such a<br />

busy environment. Divide the processor limit of a<br />

nexus by 10 (round normally). This is the number<br />

of Combat Turns it takes your Analyze program<br />

to complete a full scan of all users and activity in<br />

the node. Alternately, if you don’t want to take<br />

the time to perform a detailed scan, you can<br />

make a quick scan and hope you happen to catch<br />

what you’re looking for. In this case, take a Simple<br />

Action to make a Matrix Perception Test with a<br />

dice pool modifier equal to the processor limit ÷<br />

10 (rounded normally).<br />

If two nodes are slaved together (see Slaving, p.<br />

55), icons in one node can choose to make a Matrix<br />

Perception Test on the other node, as if they were<br />

in that node, due to the nature of the connection.<br />

Only one node may be scanned at a time, however,<br />

they may not be scanned together.<br />

In the case of a node cluster (p. 55), the entire<br />

group of nodes is considered to be a single node<br />

for Matrix Perception Tests.<br />

reality filters<br />

Reality filters (see Reality Filter, p. 226, SR4) help a user<br />

obtain more information out of the virtual environment he experiences.<br />

Though most metaphors try to provide a Matrix user<br />

with the best information experience possible, it still takes some<br />

time to get used to a certain theme. In principle, the reality filter<br />

is a huge library that relates icons with certain shapes and forms,<br />

overriding the VR information from the icon itself. A hacker<br />

running a reality filter with a science-fiction theme might see<br />

an attacking IC as a combat robot, while it was a knight in<br />

shining armor in the original medieval metaphor of the node.<br />

Depending on the complexity of the environment and the quality<br />

of the reality filter, it helps the user to adapt more quickly to<br />

the environment of a node.<br />

virtUaL topoLogY<br />

The virtual topology of a network or grid does not need<br />

to be connected in any way to the hardware’s setup in the real<br />

world. Two nodes might seem to be right next to each other in<br />

the Matrix while they are many miles apart in the real world. The<br />

Simon Wentworth (order #1132857) 9<br />

57<br />

Matrix topoloGy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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