comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .