▰▰▰▱ SHADOWRUNUNOFFICIAL // 2057 / CHARACTER GENESIS
Matrix

Matrix Mechanics

Decking from scratch — what a decker does, the gear that lets them do it, and the dice behind every step. No technomancers in 2057: the Matrix belongs to deckers and their cyberdecks. Sources: SR2 core Matrix chapter (pp. 170–189) plus Virtual Realities 2.0 (FASA7904) for the subsystem / Detection-Factor / Security-Tally model.

// HOW THIS PAGE FITS

This page is the player's side of the Matrix — how to run a decker. The IC & Host Design page is the GM's side — building the systems you break into — and the Host Builder generates one for you. New to the dice? The refresher below covers everything you need.

// DICE REFRESHER (the whole engine)
  • Test = roll a pool of d6 vs a Target Number (TN); every die ≥ TN is a success. (A rolled 6 explodes — reroll & add — so high TNs aren't impossible.)
  • Hacking Pool = bonus dice a decker adds to Matrix tests; it refills every Combat Turn (~3 sec).
  • Condition Monitor = a 10-box damage track (Light 1 · Moderate 3 · Serious 6 · Deadly 10). Fill it and the thing crashes / drops.
  • Initiative = Reaction + dice; highest acts first.

// THE CYBERDECK — YOUR BODY IN THE MATRIX

A decker lies down, jacks a cable from their datajack into the deck, and their mind enters the Matrix as an avatar — the persona. Everything they can do is the deck and its programs.

MPCP
Master Persona Control Program — the deck's core rating and your persona's health bar. It has its own Condition Monitor; fill it and you're violently ejected ("dumped").
Persona programs
Your avatar's body stats: Bod (soak damage), Evasion (dodge), Masking (stealth), Sensor (perception). Each is rated, capped by the MPCP.
Utility programs
Your tools, each rated: Sleaze/Deception (sneak), Analyze, Browse, Decrypt, Attack (your weapon), Medic (repair the deck), Shield, etc.
Memory & I/O
Active memory runs programs; storage memory holds programs and downloaded paydata; I/O / Load speed set how fast programs load and data moves.

// ACCESSING THE MATRIX

Jack in, ride the phone grids — RTG (Regional Telecom Grid) → LTG (Local Telecom Grid) → the target host, addressed like NA/UCAS-SEA-2206 — and enter through the host's SAN (System Access Node) with a logon. (SR2 p. 172; VR2.0 p. 20)

// WHAT A DECKER DOES — SYSTEM OPERATIONS

A host isn't one difficulty number; it's rated in five subsystems, each governing a kind of action. To do anything you run the matching utility as a System Test: roll Computer skill + Hacking Pool + the utility against that subsystem's rating. (VR2.0 p. 16)

SubsystemThe action it resists
AccessLogging on / getting in
ControlIssuing system commands (reroute power, spoof a sensor)
IndexSearching for files / locating paydata
FilesReading, editing, downloading data
SlaveOperating slaved devices — cameras, maglocks, doors

// STAYING UNSEEN — DETECTION FACTOR & SECURITY TALLY

Every System Test is opposed: while you act, the host rolls to notice you. Two numbers govern it (VR2.0 pp. 18–19):

Detection Factor
The TN the host rolls against to spot you = (Masking + Sleaze) ÷ 2, round up (half your Masking if you run no Sleaze). Higher = stealthier. This is why every serious decker runs a Sleaze program.
Security Tally
A hidden suspicion meter. Each action, the host rolls its subsystem vs your Detection Factor; every success it scores is added to the tally. It only climbs, and you never see it — so you never quite know how many more actions you can risk.

As the tally crosses thresholds the GM set in advance, the host fires IC and raises alerts (Passive → Active). The decker's whole game is a race against their own rising tally — get in, get the paydata, get out before it turns lethal. (How the GM builds those thresholds: IC & Host Design.)

// CYBERCOMBAT

When IC engages you (or you attack it), it plays out in Combat Turns much like meat combat. (SR2 p. 178)

  1. 01

    Initiative

    Reaction + dice (deck response boosts add dice). Deckers act fast; highest goes first.

  2. 02

    Declare range & lock on

    Move to sensor range and pass a Sensor/Execution Test to bring a combat utility online.

  3. 03

    Attack

    Run your Attack utility: roll Attack rating + Hacking Pool vs the IC's rating (its rating is the TN). Each success = one box on the IC's Condition Monitor. Fill it and the IC crashes.

  4. 04

    IC hits back

    It attacks your persona; you soak with Bod (use Shield as armor). Leftover successes mark your MPCP Condition Monitor.

  5. 05

    Patch & press

    Spend an action on Medic to repair deck damage; Mirrors/Smoke boost evasion/obscure you. If your MPCP fills, you're dumped (and take dump shock). (SR2 p. 175)

// IC AT A GLANCE

WHITE · GRAY

White IC is non-lethal — it blocks, traces, and scrambles (Access, Barrier, Probe, Tar Baby). Gray IC attacks your deck & programs — Blaster (crashes your MPCP, can fry chips), Killer, Tar Pit (destroys utilities), Trace (hunts your location).

BLACK

Black IC attacks your brain through biofeedback — real Physical (or Stun) damage to the person; it can knock out, kill, or fry your deck. Jacking out while it has you risks a parting jolt. This is the decker's lethal risk. (SR2 p. 171)

Full IC list and behaviours: IC & Host Design.

// GETTING OUT

You can jack out as a simple action any time — unless Black IC has latched on, where bailing means a Willpower Test vs the IC's rating to avoid damage. Otherwise: grab the paydata and go before the tally turns the host lethal.

// RUN WALKTHROUGH

// JITTER vs. ATLAS LOGISTICS (Orange host)
  1. Log on (Access Test). Host rolls Access vs his Detection Factor 5 → 2 successes → Tally 2.
  2. Search the index for payroll (Index Test) → host scores 1 → Tally 3.
  3. Read the file (Files Test) → host scores 2 → Tally 5, which crosses a trigger step → a Trace IC wakes and starts hunting him.
  4. Download → host scores 3 → Tally 8Killer IC + Passive Alert. Cybercombat: he Attacks (Attack 5 + Pool 6 vs IC rating) and crashes it in two turns, taking a couple of MPCP boxes, then Medics them off.
  5. Paydata in hand and the tally climbing toward the lethal steps, he jacks out — seconds of Matrix time while the street team was still in the lobby.
// CAVEATS & FLAGS
  • This page uses the VR2.0 subsystem / Detection-Factor / Security-Tally model on top of the SR2 core decking actions ("B-clean"). It's the runnable middle path.
  • Deliberately omitted (it's deep VR2.0 crunch): cyberdeck construction, custom programming, frames, and the full program/IC catalogue.
  • Cybercombat damage staging mirrors meat combat — the summary here covers the working loop; SR2 pp. 178–189 has the full detail.