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*'''LOCATION ARCHETYPE'''
*'''LOCATION ARCHETYPE'''
**'''The Deck Shop'''
**'''The Deck Shop'''
<!-- Noch Fehlende Kapitel:
*'''PROGRAMS'''
*Programs
**'''Source and Object Code'''
*System Operations
**'''Utilities'''
*Cybercombat
***Operational Utilities
*[[Hacker]] House
***Special Utilities 
*Matrix Law
***Offensive Utilities 
*[[Künstliche Intelligenz|Artificial Intelligence]]
***Defensive Utilities 
*The [[Otaku]]
**'''Programming'''
*Matrix Hot Spots
***Program Ratings
*Appendix
***Program Size
*Index -->
***Programming Tools
**'''Optional Rule: Utility Options'''
***Options and Size
***Options and Ratings
***Options and Cost
***Area
***Chaser
***DINAB
***Limit
***One-Shot
***Optimization
***Penetration
***Sensitive
***Skulk
***Squeeze
***Targeting
**'''Command Sets'''
**'''Frames'''
***Frame Core
***Frame Loading
***Running a Frame
***Dumb Frames
***Smart Frames
**'''Upgrading'''
**'''Buying Programs'''
*'''SYSTEM OPERATIONS'''
**'''Interrogations'''
**'''Ongoing Operations'''
**'''Monitored Operations'''
**'''Operations Descriptions'''
*'''CYBERCOMBAT'''
**'''Cybercombat Sequence'''
***Subjective Time
**'''Initiative'''
***Decker Initiative
***IC Initiative
***Other Programs
**'''Actions'''
***Free Actions
***Simple Actions
***Complex Actions
***Non-Combat Actions
**'''Initiating Combat'''
**'''Combat Maneuvers'''
***Evade Detection
***Parry Attack 
***Position Attack
**'''Resolving Attacks'''
***Improvised Attacks
***Icon Damage
***Condition Monitors
***Simsense Overload
***Dump Shock
*'''HACKER HOUSE'''
**'''Persona Software and Firmware'''
***MPCPs
***Personaware Programs
***Full Persona Suites
**'''Utilities'''
***Operational Utilities
***Special Utilities
***Offensive Utilities
*'''MATRIX LAW'''
**'''Dataspace Jurisdictions'''
***Public Dataspace
***Government Dataspace
***Corporate Dataspace
*'''[[Künstliche Intelligenz|ARTIFICIAL INTELLIGENCE]]'''
**'''[[Semi-Autonome Knowbots|Semi-Autonomous Knowbots]]'''
***SKs and Native Hosts
***SK Ratings
***Utility Pool
***SK Response
***Running an SK
**'''True AI'''
*'''THE OTAKU'''
**'''Becoming [[Otaku]]'''
***The [[Tiefenresonanz|Deep Resonance]]
**'''Building an Otaku'''
***Allocating Attributes
***Allocating Skills
***Allocating Resources
***Programming Days
**'''Living Persona'''
***Enhanced Attributes
***Response
***Armor/Hardening
**'''Complex Forms'''
***[[Sprite]]s
***Otaku and the SOTA
**'''Otaku and Damage'''
**'''Playing an Otaku'''
***Cyberadept or Technoshaman?
**'''Mystery of the Otaku'''
***What's Really Going On?
*'''MATRIX HOT SPOTS'''
**'''[[Ares Macrotechnology]]'''
**'''Shiseki-Gumo'''
**'''Federal Records'''
*'''APPENDIX'''
**'''Goods and Services'''
**'''Reference Tables'''
**'''Cyberdeck Record Sheet'''
**'''Cyberdeck Construction Worksheet'''
**'''Programming Worksheet'''
*'''INDEX'''


==Siehe auch==
==Siehe auch==

Version vom 7. Januar 2012, 07:50 Uhr

Vorlage:Unvollständig

Informationen

VirtualRealities2.0.JPG

® FASA
Verlag: Fasa
eBook-Ausgabe: Catalyst Game Labs
Nummer: 7904
Edition: 2
Erschienen: Dezember 1995 (Print) / August 2011 (eBook)
Sprache: englisch
Übersetzung: {| class="infobox" style="float:right; clear:right;" Informationen

, Réalités Virtuelles 2.0

|-


| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Format: Print / eBook |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Einband: Softcover |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Seitenanzahl: 176 |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Dateigröße: 44.62 MB |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Preis: 18,00 $ (Print) / 7,50 $ (eBook) |-


| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Credits:

  • Autor: Vorlage:Impressum
  • Produktentwicklung: Vorlage:Impressum, Vorlage:Impressum
  • Lektorat FASA: Donna Ippolito, Sharon Turner Mulvihill, Diane Piron-Gelman, Robert "Brainiac" Cruz
  • Art Dircetor & Cover Design: Jim Nelson
  • Projektmanager: Joel Biske, Mark Ernst
  • Cover Artwork: Darrell Anderson
  • Farbillustrationen: Darrel Anderson, Joel Biske, Jim Nelson
  • Layout der Farbseiten: Mark Ernst, Jim Nelson
  • Illustratoren: Darrell Anderson, Peter Bergting, Joel Biske, Mike Jackson, Jeff Laubenstein, Jim Nelson
  • Layout: Mark Ernst

|} Virtual Realities 2.0 ist ein Regelwerk für die zweite Edition von Shadowrun. Es deckt den gesamten Bereich der Matrix inklusive der seiner Zeit brandneuen Otaku und der Semi-autonomen Knowbots / KIs ab, und ersetzt den Vorgängerband "

Informationen

". Außer für Spielleiter war es namentlich für Spieler, die einen Decker oder Otaku als SC spielen wollten, praktisch unverzichtbar.

Das Buch erschien im Dezember 1995 bei FASA in englischer Sprache. 2011 wurde es von Catalyst Game Labs als eBook im PDF-Format (Scan) erneut veröffentlicht.

Rückseitentext

"There I was, standing next to Joe on the corner, when outta nowhere comes this overgrown troll riding the hugest Harley Scorpion I've ever seen, blastin' away from all three firmpoints. What really scared teh bejeezus outta me were his arms - coupla big chainsaws, buzzin' away like a hundred million wasps. He rode right up and sliced through Joe like a hot knife though butter! Joe flickered a bit, his face contorting into a pirmal scream, and disappeared. I hotfooted it back to the squat with the words, "Buy Mitsuhama" running through my brain - don't ask me why, "Then Joe's brother unhooked us from the Matrix...

...AND THE REAL NIGHTMARE BEGAN."

Virtual Realities 2.0 offers a complete overhaul of all the rules for running Shadowrun's worldwide computer network, the Matrix. New rules provide a faster-playing version of decking through the Net, update Shadowrun technology, and offer new equipment and equipment rules. This sourcebook also includes rules for playing otaku, the mysterious technoshamans who seem to live in the Matrix, and offers the most current information about Matrix law and artificial intellidences.

Virtual Realities 2.0 replaces the Virtual Realities sourcebook. For use with Shadowrun, Second Edition.

Inhaltsverzeichnis

  • INTRODUCTION
  • INTERLUDE 1: WELCOME TO THE MATRIX
  • MATRIX 2.0
    • Icons
    • Grids and Hosts
      • Matrix Topology
    • System Radngs
      • Security Rating
      • Subsystem Ratings
      • Rating Format
    • Deck Radngs
      • Detection Factor
      • The Hacking Pool
    • System Tests
    • Security Tally
  • INTERLUDE 2: THINGS TO COME
  • GRIDS AND HOSTS
    • Grids
      • RTG
      • LTG
      • Private LTGs
      • Jackpoints
      • Grid Security Tallies
      • System Operations on Grids
      • Satellite Links
    • Hosts
      • Security Codes
      • Intrusion Difficulty
      • System Ratings
      • System Tricks
      • Passcodes
      • Host Networks
      • UV Hosts
  • INTRUSION COUNTERMEASURES
    • Proactive vs. Reactive
    • Locating IC
    • Crashing IC
      • Suppressing IC
    • IC Ratings
    • White IC
      • Cripplers
      • Killer
      • Data Bomb
      • Probe
      • Scramble
      • Tar Baby
    • Grey IC
      • Blaster
      • Rippers
      • Sparky
      • Tar Pit
      • Worms
    • Trace IC
      • Trace Factor
      • Hunt Cycle
      • Location Cycle
      • Defeating Trace IC
      • Trace Effects
      • Trap Trace
      • Trace on a Grid
    • Black IC
      • Black IC in Combat
      • Lethal Black IC
      • Non-lethal Black IC
      • Psychotropic Black IC
      • Recovering from Psychotropic Effects
    • IC Defensive Options
      • Armor Defense
      • Shield Defense
      • Shift Defense
    • Trap IC
    • Opdonal Rules
      • Cascading IC
      • Expert IC
      • Constructs
      • Party IC
    • Host Shutdown
  • INTERLUDE 3: SOTA IN FEAR
  • MAPPING MATRICES
    • System Access Nodes
    • Security Sheaves
      • Trigger Steps
      • Alerts
      • Random IC Allocation
      • Caveats
    • Host Reset
    • What Hosts Do
    • UMS and Sculpted Systems
      • Choosing a Metaphor
      • Effects of Sculpted Systems and Reality Filters
      • Mapping Sculpted Systems
  • INTERLUDE 4: WORLDS OF THE MATRIX
  • DECKERS
    • Attributes
      • Skills
    • The Persona
      • The MPCP
      • Persona Programs
    • Optional Rule: Deck Modes
      • Default Mode
      • Bod Mode
      • Evasion Mode
      • Masking Mode
      • Sensor Mode
    • Deckers and Tasks
      • Task Bonuses
      • Finishing Tasks
      • Health and Tasks
    • Optional Rule: SOTA
      • SOTA Factor
      • Lifestyle and SOTA
      • Maintenance Costs
  • ARCHETYPES
    • Decker
    • Elven Decker
  • CYBERDECKS
    • Constructing Decks
      • Task Descriptions
      • Cranial Cyberdecks
    • Tools and Parts
      • Tools
      • Parts
    • Upgrades
      • Optional Rule: Salvage
    • MPCP
      • MPCP Upgrades
      • Reality Firters
      • MPCP Iconography
      • MCCP Construction
    • PERSONA PROGRAMS
    • PERSONA CONSTRUCTION
    • Active Memory
    • ASIST Interface
      • Control Interfaces
      • RAS Override
      • Tortoises
    • Hardening
    • ICCM Biofeedback filter
    • I/O Speed
    • Response Increase
    • Satllnk Interface
    • Storage Memory
    • Miscellaneous Components
    • Decks it la Carte
      • Package Discounts
    • Optional Rule: Breadboarding
    • Optional Rule: Commercial Conversions
    • Optional Rule: Bandwidth
      • Icon Bandwidth
      • I/O Bandwidth
  • CONTACT
    • The Deckmeister
  • LOCATION ARCHETYPE
    • The Deck Shop
  • PROGRAMS
    • Source and Object Code
    • Utilities
      • Operational Utilities
      • Special Utilities
      • Offensive Utilities
      • Defensive Utilities
    • Programming
      • Program Ratings
      • Program Size
      • Programming Tools
    • Optional Rule: Utility Options
      • Options and Size
      • Options and Ratings
      • Options and Cost
      • Area
      • Chaser
      • DINAB
      • Limit
      • One-Shot
      • Optimization
      • Penetration
      • Sensitive
      • Skulk
      • Squeeze
      • Targeting
    • Command Sets
    • Frames
      • Frame Core
      • Frame Loading
      • Running a Frame
      • Dumb Frames
      • Smart Frames
    • Upgrading
    • Buying Programs
  • SYSTEM OPERATIONS
    • Interrogations
    • Ongoing Operations
    • Monitored Operations
    • Operations Descriptions
  • CYBERCOMBAT
    • Cybercombat Sequence
      • Subjective Time
    • Initiative
      • Decker Initiative
      • IC Initiative
      • Other Programs
    • Actions
      • Free Actions
      • Simple Actions
      • Complex Actions
      • Non-Combat Actions
    • Initiating Combat
    • Combat Maneuvers
      • Evade Detection
      • Parry Attack
      • Position Attack
    • Resolving Attacks
      • Improvised Attacks
      • Icon Damage
      • Condition Monitors
      • Simsense Overload
      • Dump Shock
  • HACKER HOUSE
    • Persona Software and Firmware
      • MPCPs
      • Personaware Programs
      • Full Persona Suites
    • Utilities
      • Operational Utilities
      • Special Utilities
      • Offensive Utilities
  • MATRIX LAW
    • Dataspace Jurisdictions
      • Public Dataspace
      • Government Dataspace
      • Corporate Dataspace
  • ARTIFICIAL INTELLIGENCE
  • THE OTAKU
    • Becoming Otaku
    • Building an Otaku
      • Allocating Attributes
      • Allocating Skills
      • Allocating Resources
      • Programming Days
    • Living Persona
      • Enhanced Attributes
      • Response
      • Armor/Hardening
    • Complex Forms
    • Otaku and Damage
    • Playing an Otaku
      • Cyberadept or Technoshaman?
    • Mystery of the Otaku
      • What's Really Going On?
  • MATRIX HOT SPOTS
  • APPENDIX
    • Goods and Services
    • Reference Tables
    • Cyberdeck Record Sheet
    • Cyberdeck Construction Worksheet
    • Programming Worksheet
  • INDEX

Siehe auch

Weblinks

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