The story title is "Matrix Text Game". The story author is "The Crisses". The story headline is "A Shadowrun Matrix Simulator". The story genre is "Game Assistant". The release number is 12. The story description is "A play-along version of matrix interactions to help speed play at live pencil-and-paper games. Other uses: GM can test matrix threats/features, can help to train new hacker & technomancer players. Image credit: Unmaterial Tower by Lance Sheilds (cc/by, cropped & color-adjusted)." The story creation year is 2012. Release along with an interpreter, cover art and the source text. Release along with a file of "Sample Character" called "Myth.i7x". Release along with a file of "Shadowrun Matrix Extension" called "Shadowrun Matrix.i7x". Release along with a file of "Release Notes" called "ReleaseNotes.rtf". Use undo prevention and the American dialect. [There's a lot going on, so don't change these lines. This makes it so that the game doesn't crash.] Use MAX_OBJ_PROP_COUNT of 256. Use MAX_PROP_TABLE_SIZE of 2000000. Use MAX_STATIC_DATA of 5000000. Use MAX_OBJECTS of 4000. Use MAX_ARRAYS of 4000. [include the Shadowrun Matrix rules so that Inform even has a clue what to do.] Include Shadowrun Matrix by crisses. [Include the player's character file.] Include Myth by Soulfire. My Commlink houses Matrix Persona. My Commlink is revealed. The mission of Matrix Persona is "Find out what '84 Sorayama' means." [Set the game's default noise level. It can be quiet (no die rolls) or noisy (show successes/glitches).] The current noise level is noisy. Part 1 - Tutorialville Section 1 - Setting up Tutorialville [It is helpful to group related nodes into a single nexus (system network); it makes it easier to localize alerts, to limit the movement of IC, to change descriptions as needed, etc. A nexus simply means "all these nodes belong together". We set it up here, but we use it later.] Tutorialville is a nexus. Tutorial Town is in Tutorialville. Tutorial Security is in Tutorialville. Tutorial Town is north of My Commlink. Tutorial Town is a node. It is revealed. "This area is a place you can come to practice your Matrix skills or learn about new commands.[paragraph break]A 'node' (like this 'room') can represent the interior of a node (including the security you need to pass to enter the node) OR a node can represent an unprotected node, one that you can get into with a public account.[paragraph break]There are also real 'rooms,' a physical meat-body location, and the icons in it can represent augmented reality icons, such as personal profiles, information, or control panels for devices. The Pit, which is 'down' from your commlink, is one such room[if Tutorial Alert is happening].[line break]There is an enormous samurai here. He is actively looking around the node, and he looks ready for a fight[end if]." The item-type-description is "This is a node, basically a public vestibule for the Tutorial system." Table of Tutorial Town Stats stat rating activation "rating" 0 false with 13 blank rows When play begins: initialize Table of Tutorial Town Stats for Tutorial Town at rating 2; Give Tutorial Town a rating 0 in "firewall"; Deactivate the "firewall" stat of Tutorial Town; [We will put a simple "slave object" here. These things don't do much. Technically if the character has been authorized in a node, they have access to a slaved device.] The picture is a slave-object in Tutorial Town. "There is a picture hanging on the wall. You can see things in the picture are moving. To find out more about it, you can try 'analyze picture' or just 'examine picture'." [This second description is only shown when the player uses "analyze" or "examine" on the picture.] The item-type-description is "This is a camera slave node. It's actually pretty boring right now." The description is "The picture is showing a lonely street in the Barrens." [Here's another "slave object" here. This time it's followed by a custom action & result. If the character pushes the button, he's a klutz, and later you'll see that when the character is a klutz, an alert goes off.] The button is a slave-object in Tutorial Town. "There is a big red button on a pedistal in the center of the node[if Tutorial Alert is happening]. Maybe you shouldn't have pushed that button[end if]." The item-type-description is "This slave object is an alarm. Pushing this button will probably cause an alert in this system." [Every person can be a klutz or be stealthy. This is the switch that will trigger an alert. Other circumstances might also trigger an alert, like failed die rolls, etc. We are not yet distinguishing between general and restricted alerts.] Check an actor pushing the button: now the actor is a klutz; [This IC wakes up when the Tutorial system is on alert. He's a pushover. When the game starts he is "nowhere" and when an alert is sounded, he enters play.] The Tutor Samurai is in Tutorial Town. The Tutor Samurai is an ice. "[if the Tutor Samurai is peaceful]The Tutor Samurai is here. Have you tried 'analyze samurai'?[otherwise]The Tutor Samurai is holding his katana threateningly." The item-type-description is "This is an attack IC." The Tutor Samurai is security of Tutorial Town. Table of Tutor Samurai Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of Tutor Samurai Stats for Tutor Samurai at rating 1; Give Tutor Samurai a rating 1 in "armor"; Give Tutor Samurai a rating 1 in "attack"; Give Tutor Samurai a rating 1 in "firewall"; [We told the application that there was another node -- now we're defining it.] Tutorial Security is north of Tutorial Town. It is a node. "This is another bland node. You might try to 'analyze ' on the objects here.[if Tutorial Alert is happening] Your peaceful reverie is punctuated by the deafening blasts of the alarm klaxon[otherwise] Honestly, very little goes on here in Tutorial Security[end if]." Table of Tutorial Security Stats stat rating activation "rating" 0 false with 13 blank rows When play begins: initialize Table of Tutorial Security Stats for Tutorial Security at rating 4; [Slave-Objects are different from other objects -- they don't do much of anything yet. If you have control of the node they're in you should be able to control the object.] The panel of lights is a slave-object in Tutorial Security. "There is a panel of lights to one side of the node." The item-type-description is "This panel represents the slaved traffic signal sensor nodes for a corner in the Barrens." [A data-object holds items of data. It can be encrypted (give it a crypt-rating). It could be unlocked (specify "The item is unlocked.")] Tutorial Security contains a safe. The safe is a data-object. "[if safe is closed]There is a safe in a corner of the node. The safe looks very strong. You probably want to 'analyze safe' to make sure that the safe is, ahem, safe[otherwise]There is an open safe in the corner of the node[end if]." The crypt-rating of the safe is 2. The bomb-rating of the safe is 1. The item-type-description of the safe is "This safe is actually a data store. Data stores are tricky, but they're often the entire reason why you're in the matrix in the first place. All data stores can hold actual paydata or quest data inside, they can be rigged with a bomb, a virus, or encrypted. You will want to check this safe for these issues using 'analyze'. [if the safe is locked][line break][line break]For sake of the tutorial, I'll tell you that the data is encrypted (crypt rating [crypt-rating]). You may need to 'run Decrypt' then try 'decrypt safe'. Normally you would have to check to find out whether it's encrypted with analyze.[end if][if bomb-rating of safe is greater than 0][line break][line break]Also, there is a data bomb on the safe. You had best defuse it (normally you find this out through analyze).[end if]". The description is "The safe door swings open. And there's no explosion! Phew. What's in here? Oh, you see a folder and a stack of papers.". The encrypted description of the safe is "Drek! The safe won't open. Must be 'locked'." The defused description of the safe is "Well, it should finally be ok to open ('browse')...You could 'analyze' it again to be sure." The decrypted description is "The safe now appears transparent. The door is still closed. You might be able to open ('browse') it, but if there's a data bomb you'll get hurt. Even if you analyze the safe and it says it seems OK to open it, you might want to 'run defuse' and 'defuse safe' just to be sure." In the safe is a folder. The folder is a paydata. "You see a folder in the safe. You can analyze it to find out what it really is, you can 'take folder' to download the data, or you can 'examine folder' to just take a better look at the icon." The item-type-description is "Your analyze program reveals that this folder is actually data -- your objective!" In the safe is a stack of papers. The stack of papers is paydata. The street value of the stack of papers is 1000. The item-type-description is "While this stack of papers might look useless, your analyze program reveals that it's actually a bunch of very interesting looking data. (Street value approximately [street value of the stack of papers]¥.)" Section 2 - Tutorial Scenes [A scene is like a grouping of events. It allows us to have sequential events, consequences that last until they're taken care of. In terms of this Matrix simulator, Combat and Alerts are both scenes. Combat can take place inside of other scenes. System alerts and combat scenes are recurring -- so you can trigger an alert multiple times, or go into combat multiple times. I've also made the tutorial a scene, so that we can have different layers of tutorial if needed.] Matrix Tutorial is a recurring scene. Matrix Tutorial begins when the player is in Tutorialville. Matrix Tutorial ends when the player is not in Tutorialville. Tutorial Alert is a recurring scene. Tutorial Alert begins when Tutorialville contains a breached node. Tutorial Alert ends when the number of breached nodes in Tutorialville is less than 1. [Let's activate the IC.] When Tutorial Alert begins: Now all the ice in Tutorialville are combative; if the player is in Tutorial Town and The Tutor Samurai is in Tutorial Town: say "The Tutor Samurai has drawn his katana."; [Although I have no current circumstances where the player will be stealthy again yet...I might eventually have something do so...] When Tutorial Alert ends: Now all the ice in Tutorialville are peaceful; Now the player is stealthy; Now all the icons owned by the player are stealthy; [This is to remind the character that this system is on alert.] Every turn while the player is in Tutorialville and Tutorial Alert is happening: say "The alert is still sounding."; Part 2 - Ares [We'll consider this the "vestibule" of the system. This "node" won't have any particularly important features or paydata. Nor will it have any IC unless there's a restricted alert sounded. If you want a node visible/reachable at a distance, make sure it has a higher Signal rating.] West of My Commlink is Ares Macrotechnology. Ares Macrotechnology is a node. "A Greek coliseum looms before you. It is a formidable construct, the icon of Ares Macrotechnology. Pigeons and hawks flow into and out of the structure.[if Ares Restricted Alert is happening] There is an enormous statue of the Goddess Athena here. Or maybe she's not a statue. She is actively looking around the node, and she looks ready for a fight.[end if]". Understand "macro" and "macrotech" as Ares Macrotechnology. When play begins: Give Ares Macrotechnology a rating 4 in "signal"; [It might be useful to have a mechanism by which we can "join together" all of these nodes and other objects. To do this we use a "nexus" which will mean "all these nodes belong together". This allows us to change features of the entire area at once. If we add more nodes, we'll need to add them to this definition.] The Ares System is a nexus. Ares Macrotechnology, Ares Hidden Node, and Ares Security are in The Ares System. [We told the application that there was a node called "Ares Security" -- now we're defining it.] Ares Security is west of Ares Macrotechnology. It is a node. "This is an armory. There are stacks of weapons, hung from every wall. [if Ares Restricted Alert is happening]Or there would be, if the alert were called off.[otherwise]Troops of Greek legions are stationed in this node.[end if]". Table of Ares Security Stats stat rating activation "rating" 0 false with 13 blank rows When play begins: initialize Table of Ares Security Stats for Ares Security at rating 3; Give Ares Security a rating 1 in "signal"; Give Ares Security a rating 4 in "firewall"; The God Ares is in Ares Security. It is a ice. [black ice] "[if Ares Restricted Alert is happening]There is a large statue of Ares, God of War and across from him, Athena.[otherwise]The statue of the god Ares has his sword leveled at you.[end if]". Table of God Ares Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of God Ares Stats for God Ares at rating 6; Give God Ares a rating 4 in "armor"; Give God Ares a rating 5 in "attack"; Give God Ares a rating 6 in "blackout"; [Slave-Objects are different from other objects -- they don't do much of anything yet. If you have control of the node they're in you should be able to control the object.] Font is a slave-object in Ares Security. It is fixed in place. "There is a font to one side of the node." The description of the font is "When you look inside the Font, you can tell that this is hooked up to security cameras because you see mundane non-matrix footage." Gong is a slave-object in Ares Security. It is fixed in place. "There is a gong across from the font.[if Ares Restricted Alert is happening] That infernal object is the source of all the pain in your ears.[end if]" The description of the gong is "This is the Ares alarm system. You definitely do not want to touch it." [Inside of corporate systems, there's often wired segments to prevent hackers from just breaking in. This is why hackers now need to be physically present on many runs; you can't just hack in from anywhere or you're trying to take on the entire system's defenses. A 'hub-access-node" is a standard wired node around rating 3.] Ares Hidden Node is west of Ares Security. It is a hub-access-node. "This room seems to be built out of skulls and bones." Cycnus is in Ares Hidden Node. It is a ice. [black ice] "[if Ares Restricted Alert is happening]Cycnus laughs. It's not a laugh you ever wanted to hear, and you don't want to hear it again.[paragraph break]'You will pay for your treason! May my father Ares strengthen my spear against you, scoundrel! A new skull to adorn the walls, new blood to paint the halls!'[otherwise]There's this really mean looking guy in greek armor, just waiting for you to screw up so that he can put your head on a pike to scare off the next guy.[end if]". The description of Cycnus is "You examine Cycnus more closesly, and then you wish you hadn't. He has this disarming way of looking right through you, and the muscles on his neck roll around like the flesh doesn't even wish to stay on his bones. When he grins at you, it is not warm nor welcoming. It is cold, and toothy, and deadly. You now know what the pig feels like when it's led to the slaughter." Table of Cycnus Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of Cycnus Stats for Cycnus at rating 6; Give God Ares a rating 5 in "armor"; Give God Ares a rating 6 in "attack"; Give God Ares a rating 7 in "black hammer"; [A data-object holds items of data. It can be encrypted (give it a crypt-rating). It could be unlocked (specify "The item is unlocked.)] Ares Hidden Node contains a cage. The cage is a data-object. In the cage is a skeleton. In the cage is teeth. "There is a cage containing a skeleton in a corner of the node. The cage looks very strong." The crypt-rating of the cage is 2. The bomb-rating of the cage is 3. The item-type-description is "This cage is actually a data store." The description is "[if the number of data in the cage is greater than 0]The cage is empty[otherwise]The cage door swings open. Inside is the skeleton. Oh, and you also notice there's some teeth scattered around the bottom of the cage[end if]." The encrypted description of the cage is "Drek! The cage won't open. Must be 'locked'." The defused description of the cage is "Well, it should finally be safe..." The decrypted description is "The cage now appears transparent. The door is still closed." The skeleton is a paydata. The item-type-description is "The skeleton is stiff and unyielding, like it feels as if it is safer in the cage than out there with that madman. Your analyze program reveals that this is actually data -- your objective!" The teeth is paydata. The street value of the teeth is 10000. The item-type-description is "All these teeth laying scattered in the bottom of the cage looks worthless, but your analyze program reveals that it's actually a bunch of very interesting looking data. (Street value approximately [street value of the teeth]¥.)" After taking the teeth: award 5 points; say "[1 sas]Whizzers! It feels good, finding something worth taking. What next?"; After taking the skeleton: award 5 points; say "[1 sas]The skeleton stiffly resists as you try to manhandle it into your satchel. Now you just need to get out of here and make sure you clean up."; Section 1 - Ares System Alert [Every person can be a klutz or be stealthy. This is the switch that will trigger an alert. Other circumstances might also trigger an alert, like failed die rolls, etc. We are not yet distinguishing between general and restricted alerts.] Instead of an actor attacking the gong: now the actor is a klutz; say "Maybe [the actor] shouldn't have done that." instead; [This defines the "scene" change in the story. We can have all sorts of things happening during the scene.] Ares Restricted Alert is a recurring scene. Ares Restricted Alert begins when The Ares System contains a breached node. Ares Restricted Alert ends when the number of breached nodes in The Ares System is less than 1. [The most important changes when the scene begins...We could add +4 to the firewall of specific things, just don't forget to take that bonus away if/when the alert ends. We could have a spider show up (as long as the spider is defined somewhere).] When Ares Restricted Alert begins: Now all the ice not owned by the player in the Ares System are combative; move The Goddess Athena to Ares Macrotechnology; if the player is in Ares Security: say "Athena has disappeared, and the Ares statue is taking a sudden interest in you."; if the player is in Ares Macrotechnology: say "A statue of the Goddess Athena appears. Or maybe she's not a statue: she looks like she really wants to use that giant sword on you."; [Although I have no current circumstances where the player will be stealthy again yet...I might eventually have something do so...] When Ares Restricted Alert ends: remove The God Ares from play; remove The Goddess Athena from play; Now all the ice in Tutorialville are peaceful; Now the player is stealthy; Now all the icons owned by the player are stealthy; [This is to remind the character that this system is on alert.] Every turn during Ares Restricted Alert: if the player is in Ares Security: say "The alert is hurting your ears. Kinda."; otherwise if the player is in The Ares System: say "You clearly hear an alarm going off in the distance."; [These are two ice that "wake up" when the system is on Alert. When the game starts they are "nowhere" and when an alert is sounded, they enter play.] The Goddess Athena is an ice. Table of Goddess Athena Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of Goddess Athena Stats for Goddess Athena at rating 6; Give the Goddess Athena a rating 4 in "armor"; Give the Goddess Athena a rating 4 in "attack"; Give Goddess Athena a rating 5 in "black hammer"; Part 3 - The Pit Bar System [Another way to run a hackable location -- this time the hacker is in a physical-world location (finer points of which should be taken care of at the table-top game), and the hacker can browse all the pertinent items that are hackable.] The Pit is down from My Commlink. The Pit is a room. "The press of bodies and the smell of the unwashed mingles with the stench of stale alcohol and the busy buzz of conversation. Ahhhh...The Pit. Home Sweet SINless." Instead of going down from My Commlink: try logging off instead; Instead of going up from The Pit: try jacking in instead; Meat Body is in The Pit. "You wrinkle your nose as you realize it's you who smells unwashed. Your temples are pounding, and you could really use a soycaf, but there's a warming beer here between your hands, and you don't have the motivation to call over the waitstaff or walk over to the ordering system. [paragraph break]This world seems so 2-dimensional after coming down from the Matrix." [A few types of access-points devices that one can purchase as "retail" packages are pre-programmed in: Cafe, Restaurant, Library, eStore, Hub, Residential, Premium, Retail, Freemium & Civic. So we can just use the out-of-the-box access-point "Cafe".] Pit access-point is a cafe-access-device in The Pit. "The Pit node is set up like an old-fashioned terminal. You go over to a screen and place orders, which the bartender then fills in order of priority. Sure beats waiting in line." Lou wears Lou's commlink device. Lou's commlink device is a commlink-device. It is set to hidden mode. Lou is a man in The Pit. "Ah, the famous Lou. If only his commlink weren't hidden. But then he's a Troll and you could see him anyway if you'd only take time to open your meat eyes." Peaches' commlink device is a commlink-device in The Pit. It is set to passive mode. "A 3D icon of a peach floats in the Bar's virtual space, spinning slowly." Peaches is a woman in The Pit. "The peach icon belongs to the cute-for-an-orc woman sipping some frothy bar drink laced with marinated fruits. You've heard of her before: her name is Peaches." Stalker's commlink device is a commlink-device in The Pit. It is set to passive mode. "Another interesting icon: a black panther. It sits, cleaning its paw with a massive tongue, its eyes closed." Stalker is a woman in The Pit. "The panther icon belongs to this tiny Asian woman with short-cropped black hair wearing an all black jumpsuit and one of those bulky army jackets almost everyone wears. She's so tiny she could hide anything under that jacket. Her hands, covered in black skin-tight gloves, are resting lightly on the table. Her eyes flick in your direction, and you feel a chill run down your spine as she mentally dissects you and checks your spleen for signs of tumors. Ok, small -- but deadly." Part 4 - International Comm Call To say long distance commcall: say "[paragraph break]The loud speaker says: 'Welcome to [The Location]. Please proceed to your destination in an orderly fashion:[line break][available neighbors][line break]Thank you for using [The Location]'"; Seattle SAN is up from My Commlink. It is a node. It is revealed. "For a relatively small civil SAN, there is a lot of traffic here.[long distance commcall]." [For ease of use, we will define just one set of node stats for the regional sans, then simply have all the regional nodes look up their values from the same list.] Table of Regional SAN Node Stats stat rating activation "rating" 0 false with 13 blank rows When play begins: initialize Table of Regional SAN Node Stats for Seattle SAN at rating 2; Give Seattle SAN a rating 0 in "firewall"; Deactivate the "firewall" stat of Seattle SAN; UCAS Western Regional SAN is east of Seattle SAN. It is a node. It is revealed. "There's a good amount of traffic here. It is a civil SAN.[long distance commcall]." The stat table of UCAS Western Regional SAN is the Table of Regional SAN Node Stats. UCAS National SAN is east of UCAS Western Regional SAN. It is a node. It is revealed. "There's an overwhelming amount of traffic in this civil SAN.[long distance commcall]." The stat table of UCAS National SAN is the Table of Regional SAN Node Stats. Western Satellite SAN is up from UCAS National SAN. It is a node. It is revealed. "There's an overwhelming amount of traffic in this international Satellite SAN.[long distance commcall]." The stat table of Western Satellite SAN is the Table of Regional SAN Node Stats. Eastern Satellite SAN is west of Western Satellite SAN. It is a node. It is revealed. "You hop a beam over to the Eastern Satellite... again, it's very crowded here. Strange that it's west of the Eastern Satellite...[long distance commcall]." The stat table of Eastern Satellite SAN is the Table of Regional SAN Node Stats. Japan SAN is down from Eastern Satellite SAN. It is a node. It is revealed. "Japanese markets must be open, because this national SAN looks like a stock exchange trading floor...[long distance commcall]." The stat table of Japan SAN is the Table of Regional SAN Node Stats. Tokyo SAN is east of Japan SAN. It is a node. It is revealed. "The variety of icons flowing through this regional SAN is dazzling.[long distance commcall]." The stat table of Tokyo SAN is the Table of Regional SAN Node Stats. Chiba SAN is east of Tokyo SAN. It is a node. It is revealed. "The icons of the traffic flowing through Chiba make even the best matrix clubs in Seattle look like off-the-shelf newb default icon slums. This is the hottest place on Planet Earth for tech, and the icons here make you self-conscious about your own icon's quality. You soak up the inspiration, ready to hit the sculpting programs when you get back.[long distance commcall]." The stat table of Chiba SAN is the Table of Regional SAN Node Stats. Part 5 - Sorayama System Map (Mercurial) The Sorayama System is a nexus. Sorayama Gate House, Sorayama Gazebo, Sorayama Garden, Sorayama Armory, Sorayama Counting House, Sorayama Temple Courtyard, and Sorayama Great Hall are in the Sorayama System. Sorayama Gate House is down from Chiba SAN. Sorayama Gate House is a node. "You approach the towering gate house of a classic samurai castle. A high, pagoda-like tower blocks your way, with a massive, closed and barred gate in its center." The item-type-description is "This is a node used as a SAN (System Access Node)." Sorayama Gazebo is east of Sorayama Gate House. It is a hub-access-node. "You slip into an eight-sided walled enclosure." The item-type-description is "This is a node used to double-check access into the system." Conch-Shell Samurai is in Sorayama Gazebo. "[if conch-shell samurai is peaceful]The gazebo is guarded by a fierce-looking samurai warrior armed with a conch-shell trumpet[otherwise]The samurai blows an alert on his conch-shell, and readies his sword for attack[end if]." It is an ice. The item-type-description is "This is a normal analyze IC." Table of Conch-Shell Samurai Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of Conch-Shell Samurai Stats for Conch-Shell Samurai at rating 6; Give Conch-Shell Samurai a rating 5 in "attack"; Give Conch-Shell Samurai a rating 6 in "analyze"; Give Conch-Shell Samurai a rating 4 in "armor"; Give Conch-Shell Samurai a rating 5 in "firewall"; Sorayama Garden is east of Sorayama Gazebo. It is a hub-access-node. "You near an eight-sided garden, with bonsai trees set among lovingly raked stones. In the center, a clear pool shimmers. In its depths, you see the flashing of golden fish. A high wall blocks the eastern end of the garden." The item-type-description is "This is a node used to route traffic and block access to another area." The golden fish is in the Sorayama Garden. It is data-traffic and scenery. crypt-rating is 4. The item-type-description is "These golden fish are data traffic flowing through this node." Understand "fish" as the golden fish. Sorayama Garden Courtyard is east of Sorayama Garden. It is a hub-access-node. "Beyond the garden wall there is a small countyard. A long gallery of windows runs along this side of the wall. The garden is full of craftsmen, all dressed in period peasant attire, and seated at long tables. However, quite anachronistically, they are armed with very modern-looking medical instruments, gruesomely working on quivering human body parts." The item-type-description is "This area is a node which deals mostly with i/o ports and slave modules." Table of Sorayama Garden Courtyard Stats stat rating activation "rating" 0 false with 13 blank rows When play begins: initialize Table of Sorayama Garden Courtyard Stats for Sorayama Garden Courtyard at rating 2; Give Sorayama Garden Courtyard a rating 4 in "firewall"; Courtyard Windows are slave-objects and scenery. The item-type-description is "These windows represent bioscanners, holographic imaging systems, sophisticated cameras, and so on." Courtyard Craftsmen are slave-objects and scenery. The item-type-description is "These craftsmen represent slave modules for surgical equipment and remote-controlled devices. Sorayama probably comes here to perform surgeries." Sorayama Armory is south of Sorayama Gazebo. It is a hub-access-node. "Here is a large armory, crammed with ancient armor, katana, and other samurai weapons." The item-type-description is "This armory represents a node that protects other areas from invasion." Samurai Warrior is in Sorayama Armory. "[if the samurai warrior is peaceful]It is guarded by a mighty warrior in full armor, weilding a great katana[otherwise][paragraph break]The Samurai Warrior has drawn its great katana and holds it at the ready[end if]." It is ice. The item-type-description is "This is an attack-IC." Table of Samurai Warrior Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of Samurai Warrior Stats for Samurai Warrior at rating 6; Give Samurai Warrior a rating 5 in "attack"; Give Samurai Warrior a rating 6 in "analyze"; Give Samurai Warrior a rating 4 in "armor"; Sorayama Counting House is west of Sorayama Armory. It is a hub-access-node. "This area bustles with activity. It is a busy counting house; along the walls filled with a long rack of scrolls. Across the way, there is a smaller cabinet also filled with scrolls." The item-type-description is "This is a datastore node." [This is a non-standard hub-access-node. Let's give it a custom stat table so we can give it a higher Firewall rating.] [Create a blank table:] Table of Sorayama Counting House Stats stat rating activation "rating" 0 false with 13 blank rows [At the beginning of the table we'll create the rest of the Table of Sorayama Counting House Stats by giving the Counting House a copying the current table (the one for all hub-access-nodes) and then changing the Firewall rating. "Give" will also activate the stat or program rather than just change the rating.] When play begins: initialize Table of Sorayama Counting House Stats for Sorayama Counting House at rating 3; Give Sorayama Counting House a rating 6 in "firewall"; A long rack is in Sorayama Counting House. It is a data-object and scenery. The item-type-description is "This is a data-object and holds a great deal of data." The description is "You can now interact with the many scrolls inside the long rack; there are several in each cubby. Skimming through the scrolls, you see nothing of particular value. This is storage for the many routine surgeries that the Chiba cyberartiste doctor performs every year." [+Here's an interesting way of dealing with lots of nonsense that might delay or amuse players who like wasting their time...or who insist on trying to take everything in sight. If the player insists that somehow the information would be useful, point out that the names are pseudonyms simply to remind Sorayama of whom the customer is. It means nothing to anyone else.+] The many scrolls is data in the Long Rack. It is fixed in place. The description is "'[scroll name] [scroll occupation]/[scroll upgrade]/[a random number between 10 and 50]0,000¥ for [one of]reduced invasive[or]standard[or]elite[at random] surgery/performed [a random number between 1 and 12]/[a random number between 1 and 28]/4[a random number between 0 and 9].'". To say scroll name: say "[one of]Joe[or]Jane[or]John[or]Joanna[or]Wang[or]Mai[or]Tom[or]Dick[or]Harry[or]Arthur[or]Mary[or]Maria[or]Sue[or]Willy[or][or][or]Pat[or]Chris[or]Bob[at random]"; To say scroll occupation: say "[one of]Samurai[or]Bodyguard[or]Hacker[or]Rigger[or]Specialist[or]Security Guard[or]Mage[or]Adept[or]Child[as decreasingly likely outcomes]"; To say scroll upgrade: say "[one of]Wired Reflexes level [scroll level][or]Muscle Replacement level [scroll level][or]Cybereyes level [scroll level][or]Cyberears level [scroll level][or]Datajack[or]Skillwires level [scroll level][at random]"; To say scroll level: say "[a random number between 1 and 3]"; Instead of taking the many scrolls, say "You could take these, but it's not even worth considering." instead. A smaller cabinet is in Sorayama Counting House. It is a data-object and scenery. The item-type-description is "This is a data-object holding about 100 pieces of data." The description is "These are records for Sorayama's Ultra Line 'masterpieces'. You search on the keyword '84 Sorayama' and find the record for one 'Maria Aguilar'. Skimming the file, you know you've hit paydirt. You can download her record by saying 'take scroll'." Scroll 84 is in the smaller cabinet. It is paydata. The description is "This is the medical and installation records of one 'Maria Aguilar' whom you recognize from the photos enclosed as the performance artist 'Maria Mercurial'. It discloses her cybernetic enhancements, rehabilitation, follow-up visits, and a note that the doctor has heard that she is doing well and climbing the rock-star ladder." Sorayama Temple Courtyard is south of Sorayama Armory. It is a hub-access-node. "You have reached a quiet courtyard in what appears as a Buddhist temple. It is spare, clean, and bare of any vegetation. The courtyard surface is raked gravel, with larger rocks positioned artfully here and there, these larger rocks are covered with artwork." The item-type-description is "This is a datastore node." A quiet Monk is in Sorayama Temple Courtyard. It is ice. [black ice] "[if the quiet monk is peaceful]A monk sits quietly here in lotus position, hands poised in a mudra on his lap, eyes closed and apparently meditating[otherwise]The monk stands alert and ready, but also relaxed[end if]."The item-type-description is "This is black IC. Better watch out." The description of the monk is "[if the quiet monk is peaceful]Even though you strain to see him better, the monk is still meditating, with his shaved head and modest robes.[otherwise]Even though you strain to see him better, the monk is still relaxed and alert. Then he becomes a flying flurry of arms and robes, and starts wiping your butt all over the electrons.[end if]". Table of A quiet Monk Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of A quiet Monk Stats for A quiet Monk at rating 8; Give quiet Monk a rating 7 in "black hammer"; Give quiet Monk a rating 5 in "attack"; Give quiet Monk a rating 6 in "armor"; [When convenient, create your own items: in this canse we want 'rock' to be paydata.] A rock is a kind of paydata. After taking a rock: award 1 point; say "[1 sas]Ok, now you have [number of rocks which are carried by the player] rock[if number of rocks which are carried by the player is greater than 1]s[end if].[if number of rocks which are carried by the player is 6] This is starting to get heavy. Wait! This is virtual reality.[end if][if number of rocks which are carried by the player is 7] Rich, rich, filthy rich![run paragraph on][end if][if number of rocks which are carried by the player is 8] You're a happy miser.[end if][run paragraph on]"; Rule for deciding whether all includes rocks: now dont-take-all is true; it does not. Sumi-e Rock is in Sorayama Temple Courtyard. It is a rock. "This rock is covered in a [italic type]sumi-e[roman type] ink painting, with delicate fronds of feathered plants and bamboo in black and red." The description is "These are the plans for a brilliant and intricate cyberarm." The street value is 100000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Understand "plants" and "plant" and "bamboo" as Sumi-e Rock. Netsuke Rock is in Sorayama Temple Courtyard. It is a rock. "This rock is carved into a painted figurine of a plump asian elephant; it's a [italic type]netsuke[roman type] piece." The description is "This cyberleg design is intreguing. If only you knew what you were looking at." The street value is 160000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Understand "elephant" as Netsuke Rock. Fan Rock is in Sorayama Temple Courtyard. It is a rock. "This rock is painted to resemble a gracefully painted [italic type]fan[roman type], with long rows of kanji notes on it." The description is "This looks like the plans for a very sturdy cybertorso, with lasers and built-in gadgets." The street value is 240000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Understand "kanji" and "painted fan" as Fan Rock. Geisha Rock is in Sorayama Temple Courtyard. It is a rock. "This rock depicts a beautiful white-faced [italic type]Geisha[roman type] in full decorated silken kimono carrying a painted parasol." The description is "These are the plans for a seamless and undetectable synthskin that changes color at will." The street value is 100000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Understand "kimono" and "parasol" as Geisha Rock. Temple Rock is in Sorayama Temple Courtyard. It is a rock. "A [italic type]temple[roman type], artfully drawn in simple strokes of black and red ink, adorns this rock." The description is "These are plans for very realistic-looking cybereyes with many enhancements. Beautiful!" The street value is 80000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Buddha Rock is in Sorayama Temple Courtyard. It is a rock. "Peaceful [italic type]Buddha[roman type], eyes closed, is resting or praying on this rock." The description is "One of the more odd plans in the collection, this is a realistic looking cybertorso but the shoulderblades extend out into memory metal wings. You wonder whether it lets someone fly, or even glide -- or are they just for show?" The street value is 120000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Understand "praying" as Buddha Rock. Kabuki Rock is in Sorayama Temple Courtyard. It is a rock. "Graceful and fancifully dressed figures are dancing in traditional [italic type]kabuki[roman type] form on this rock." The description is "Full headware sensory enhancement plans: realistic cyberears, cybereyes, enhanced sense of smell and taste without interfering with natural smell or taste (brilliant!), and even heat and cyberware sensors." The street value is 180000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Understand "dance" and "dancing" and "figures" as the Kabuki Rock. Noh Mask Rock is in Sorayama Temple Courtyard. It is a rock. "This rock is carved into the form of a frightening mask, called a [italic type]Noh[roman type] mask. The face grimaces at you evilly." The description is "Plans and outlines for a very realistic cyberhand modification with built-in weapons." The street value is 80000. The item-type-description is "This is data. A work-in-progress, thus kept very accessible in the system." Sorayama Great Hall is south of Sorayama Garden and east of Sorayama Temple Courtyard. It is a node. "As you approach, this building is impressive. The Great Hall of a mighty daimyo, or a samurai lord. The lord sits brooding on a dais at the far end of the hall. Beside him is a huge lacquer chest, open to reveal the glint of gold." The item-type-description is "This is the system's CPU, a node that is the master control of everything on the system. While a little out-dated, they really don't make beautiful systems like this anymore." Table of Sorayama Great Hall Stats stat rating activation "rating" 0 false with 13 blank rows When play begins: initialize Table of Sorayama Great Hall Stats for Sorayama Great Hall at rating 4; Give Sorayama Great Hall a rating 8 in "firewall"; The smoking Fu Dog is in Sorayama Great Hall. "[if the smoking fu dog is peaceful]The doors of the room are guarded by two Fu dogs, the fierce lion-hounds that guard Japanese temples from evil. This Fu dog has smoke rising from its nostrils[otherwise]The smoking Fu Dog lopes off into the distance[end if]." It is ice. The item-type-description is "This is a track IC." Table of The smoking Fu Dog Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of The smoking Fu Dog Stats for The smoking Fu Dog at rating 6; Give smoking Fu Dog a rating 4 in "attack"; Give smoking Fu Dog a rating 5 in "track"; Give smoking Fu Dog a rating 4 in "armor"; The flaming Fu Dog is in Sorayama Great Hall. "[if the flaming fu dog is peaceful]This Fu dog is panting slightly, flames flickering from its gaping mouth[otherwise]The Fu dog bristles at you, flames licking in your direction with every growling breath[end if]." It is ice. [black ice] The item-type-description is "This is a blackout IC." Table of The flaming Fu Dog Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of The flaming Fu Dog Stats for The flaming Fu Dog at rating 7; Give flaming Fu Dog a rating 4 in "attack"; Give flaming Fu Dog a rating 5 in "blackout"; Give flaming Fu Dog a rating 5 in "armor"; Oni Bearing Longbow is in Sorayama Great Hall. "[if the oni bearing longbow is peaceful]Behind the chest looms the figure of an oni, a Japanese demon, bearing a powerful yumi (longbow)[otherwise]The terrible Oni stirs, face a mask of calm as it raises the yumi and its bulky arm overhead, setting a ya (arrow) to the yumi.[end if]." It is ice. [black ice] The item-type-description is "This is black IC. You could have guessed." Table of Oni Bearing Longbow Stats stat rating activation "maximum matrix boxes" 0 true with 43 blank rows When play begins: initialize Table of Oni Bearing Longbow Stats for Oni Bearing Longbow at rating 8; Give Oni Bearing Longbow a rating 7 in "attack"; Give Oni Bearing Longbow a rating 8 in "black hammer"; Give Oni Bearing Longbow a rating 6 in "armor"; [Just fixing the visual map for these locations -- this is purely cosmetic.] Index map with Sorayama Garden Courtyard mapped west of Ares Hidden Node. Section 1 - Sorayama Restricted Alert Sorayama Restricted Alert is a recurring scene. Sorayama Restricted Alert begins when The Sorayama System contains a breached node. Every turn while the player is in The Sorayama System and Sorayama Restricted Alert is happening: say "You clearly hear the trumpet blaring, and clanging bells and shrill gongs from the gate house."; When Sorayama Restricted Alert begins: Now all the ice in the Sorayama System are combative; if the player is in Sorayama Great Hall: say "The smoking Fu Dog runs into the distance, howling and snuffling. The flaming Fu Dog turns to face you, and the imposing Oni steps out from behind the chest."; remove smoking Fu Dog from play; Sorayama Restricted Alert ends when the number of breached nodes in The Sorayama System is less than 1. [Although I have no current circumstances where the player will be stealthy again yet...I might eventually have something do so...] When Sorayama Restricted Alert ends: Now all the ice in the Sorayama System are peaceful; Now the player is stealthy; Now all the icons owned by the player are stealthy; Part 6 - Administration [Some scripts for testing.] Test all with "be noisy / test dummy / test heal / test die / test scan". Test dummy with "run medic / attack dummy / attack dummy / attack dummy / heal me / attack dummy / attack dummy / reset dummy" in My Commlink. Test heal with "attack dummy / attack dummy / attack dummy / run medic / heal me / heal dummy /reset dummy " in My Commlink. Test die with "attack gong / z / z / z / z" in Ares Security. Test scan with "run scan / scan nearby / scan nearby / scan nearby / scan nearby / scan nearby / scan nearby / scan nearby" in Ares Macrotechnology. Test bomb with "analyze cage" in Ares Hidden Node. Test rocks with "take Sumi-e " in Sorayama Temple Courtyard. Test scrolls with "run decrypt" in Sorayama Counting House. Volume 1 - Scrapbook - not for release