Protects a program from direct attacks with redundancy and error correction. Users can also use it "in reverse" on others as an unarmed attack.
Protects a program from direct attacks by trapping suspicious interactions.
Makes a program harder to see.
Lets a program detect things.
The "logical footprint" of a program, and also a general measure of how much stuff you have to do to affect the program.

To generate a raster-rezzed User, set Complexity to 10, and distribute 64pt to the other attributes. Each attribute costs points equal to its square; for example, Bod: 3 costs 9pt. Leftover points stick around, for later advancement.

Derived Stats

The base for initiative. Equals the sum of Bod, Evasion, Masking, and Sensors, minus Complexity.

Game Concepts

Tests are made with "SA [dice] VS [TN]". For example, if your Evasion is 3, a "TN: 4 Evasion test" is "SA 3 VS 4". The TN is basically a difficulty, and can be modified. If you get ones equal to the number of dice, that's a critical failure.

Everybody has HP equal to their Complexity. Unless otherwise stated, TNs are worsened by damage; 1 or 2 damage is +1 TNs, 3-5 damage is +2 TNs, 6-9 damage is +3 TNs, and you don't have enough HP to survive worse.

Inanimate programs are "utilities". As a User, you can use many utilities at default. Any utility that uses an attribute+utility test(like Sensors+Analyze) you can use by just rolling attribute dice. A few other utilities specify a default for Users.

Range penalties apply when using utilities at a distance. Touching the target, or otherwise using it within the same process, is +0 TN; any other target in the same node is +1 TN; an adjacent node in the same sector is +2 TN; an adjacent sector in the same core is +3 TN. Most utilities can't cross cores, but for those that can, an adjacent core in the same blade is +4 TN, another blade in the same LAN is +5 TN, and anything outside the LAN is +6 TN if it can be reached at all.

Normal initiative is R★, which means roll [Reaction + 1D6] each turn. Response Increase(and some other things) will add more dice(★ = 1D6). Each turn, there can be multiple passes. The first pass is simply from highest initiative to lowest; everybody who didn't go negative gets to act in the first pass. Once the first pass is complete, subtract 10 from each initiative, and everybody who didn't go negative gets to act in the second pass, from highest to lowest. Continue until everybody's out of passes, then discard initiative it gets rerolled anew each turn.

When you act in a pass, you get an action and a move. These are executed simultaneously. A number of vehicular utilities allow fast movement, but normally a move is just to an adjacent node.

Attack Utilities

Attacking usually uses a 4-step process:


Attack Utilities

The basic attack utility. Deals HP damage. Users can default to a TN: 6 Bod test for the Execution step.
The attack stops before the Resistance step; if the attack hits, it lodges in the target(the attacker loses the utility instance). Do note the net successes, though. Then, at the end of the target's next turn, the Corrode deals HP damage equal to its net successes the Resistance step is rolled at this time and it also loses one net success. While it still has net successes, it continues to stick on the target, dealing damage at the end of each turn. Eventually the Corrode will run out of successes and terminate.
debuff utilities
These four different utilities work the same way, attacks whose effect is to reduce one of the target's attributes, to a minimum of 0. Acid reduces Bod, Binder reduces Evasion, Painter reduces Masking, Blackeye reduces Sensors. However, reducing attributes does not affect Reaction.
An attack whose effect is to reduce the target's Reaction. There is no minimum, although any negative initiative means the target is locked up.

Defense Utilities

Checks for and corrects errors. Make a TN: 3 utility test, with the target's damage TN modifiers; each success repairs one HP. However, each use successful or not degrades the utility instance by 1.
Acts as auxiliary "armor" for the program equipping it, providing automatic successes on the Resistance test. However, each time a Resistance test is made, the utility instance degrades by 1. Eventually the Shield will run out and terminate.
If you really want to hide something, bury the needle in a stack of needles. Smoke simulates bursts of high-volume system activity, obscuring perception in the node. Smoke adds to the TN of all Sensors tests(including every Sensors utility) made from, to, or through the node. However, the utility instance degrades by 1 each turn. Eventually the Smoke will run out and terminate. Smoke can be carried from node to node, and put down in a node(and picked up, if you can sense it).
buff utilities
These four different utilities work the same way. Mirrors buffs Evasion, Armor buffs Bod, Quicksilver buffs Evasion, PPDM buffs Sensors. Make a TN: 4 utility test, with range penalties. Without any successes, the buff doesn't run. Otherwise, it lodges in the target(the attacker loses the utility instance), and provides a buff based on the successes. However, each turn the buff utility degrades by 1 success. Eventually the buff will run out of successes and terminate.

Sensors Utilities

Examines a target in detail. Make a Sensors+utility test with a TN of the target's Masking, with range penalties. The successes, if any, determine what you learn about the target program.
SuccessesInfo Learned
1The target's specific Complexity, and a general notion of its function("Complexity: 3 security software"). You can target an attack at one of the target's running utilities, albeit at +4 TN.
2The above, plus specific types and ratings for the most prominent utility running in its process("his rifle is a Degrade 4"). The penalty for targeting a running utility drops to +3 TN.
3The above, plus specific types and ratings for other utilities running in its process("and the shield on his arm is a Shield 3"). The penalty for targeting a running utility drops to +2 TN.
4The above, plus specific types and ratings for utilities loaded in its process, even if they aren't running("on his belt are a Medic 4 and a keyring 2"). The penalty for targeting a running utility drops to +1 TN.
5The above, plus the target's specific function. For Users, this is merely "adaptive decision-making", although some adaptive decision-making programs have been written to masquerade as Users.
Browses through mass storage on the blade it's run in, searching for some subject. The base time is derived from how much storage is attached, and how fast that storage is. The GM secretly makes a TN: 2 Sensors+utility test, and if you want to time out you must decide how long to wait for the browse to complete. If there are no successes, the Browse takes the full base time to return "not found", regardless of whether the data is there. If there are any successes, the Browse takes the base time divided by the successes to return a result, which will be "not found" if there is no subject data, or a list of files with the subject data and their sizes.
Strips a Venom program down to the file it's guarding. Make a Sensors+utility test with a TN of the target's rating; the target makes a test of its rating against a TN of the Devenom utility to subtract successes. If there are any net successes, the Venom program is stripped. However, a failed attempt is detected by the Venom program, and it trashes the file as usual(generating a key, encrypting the file, and throwing away the key).

Masking Utilities

Generates fake keys(usually session keys) to deceive authorization checks by other programs. These keys are logged by the system, so it does leave a trail of sorts. The GM secretly makes a TN: 4 Masking+utility test; every 2 successes gives 1 level of key quality. If a program's authorization check doesn't beat the key's quality level, the check is deceived.
Bypasses the Sensors attribute by making the program running it appear to not exist. Make a TN: 4 Masking+utility test; anyone who's already seen you can make a TN: 4 Sensors test to resist, although their resistance only applies to them. The successes add to the TN for anyone to detect you, until the next time you act. (In each pass after the first, you can choose to skip instead of acting in order to not strain your Sleaze.) However, if you keep the Sleaze running and don't move to another node, the TN of your Masking+utility test increases by 1 each time you reroll the Sleaze. And if you drop the Sleaze, anyone in the node who made a Sensors test to see you while sleazed gets to reroll immediately.