Post by Mark Plemmons on Jan 29, 2014 23:26:36 GMT -5
Quick cut and paste of new text as of tonight.
Hack (5; or 4 for Hackers)
This asset hacks and controls electronics (e.g., cameras, locks, vehicle controls, home webcams, etc). Detecting a network is automatic, but time spent on a keyboard (manual or EyePad HUD) followed by a successful [KNO + Sciences: Computer] check is required. The Director determines if more time/checks are required after the initial hack.
Let’s say that Hiro spends one turn attempting to hack a security camera, then succeeds with a [KNO + Sciences: Computer] result of 9. The Director says that making the camera do one thing (rotate) is automatic, but to make it also capture and show a particular screenshot requires Hiro to spend another turn hacking and then succeed at another TN 9.
Devices with direct neural interfaces, like EyePhones and their upgrades, can also be hacked. A Hacker can profile the user’s device ID (perhaps personalized with the user’s name), music playlist, list of applications, and so forth, without having any direct control over it, though control may be achieved with a higher TN. The Director determines how far a device can be profiled or controlled. Vehicles with autonomous controls have a limited access range of [5 x C] feet, where C is the Hacker’s Sciences: Computer rank.
The Director may increase a TN by at least +2 if the Hacker is not inside the target’s wireless signal range, and/or decrease the TN by –2 per day spent probing the network in advance. The Director also decides if an alarm or other result triggers, based on the severity of a failed ability check.
Sample Hack TNs (with time required to access)
TN 3 (Simple; 1 action)
Target: Obsolete cellular phone or similar handheld device
TN 5 (Easy; 1 action)
Target: Unsecured touchscreen or webcam
TN 7 (Average; 1 action)
Target: Personal computer; Secured touchscreen or webcam
TN 9 (Difficult; 1 turn)
Target: Security camera; EyeOS device (profile)
TN 11 (Hard; 1 round)
Target: Specialized and secured server; Autac
TN 13 (Incredible; 2 rounds)
Target: Small corporation network; Vehicle (turn on/off)
TN 15 (Heroic; 3 rounds)
Target: Well-secured large corporation network; EyeOS device (control)
TN 17 (Epic; 4 rounds)
Target: Heavily restricted ruling mega-corporation network; Vehicle (control)
NT3RF4C3 (5; must have Hack)
Unlike other Hackers who ply their skills using ‘rapid-fire typing’, augmented reality interfaces, and an extensive knowledge of code, Hackers with this asset go beyond. They actually ‘dive in’ to the networks, which they see as virtual representations (aka MUDs, for ‘Multi-User Dimensions’) of objects, landscapes, and anthropomorphic personifications. For example, a firewall might appear as a garden maze, a minefield, or a wall of fire, and a secured file might be a glittering ruby in the heart of a castle.
Because the Hacker now naturally intuits codes in this manner, all hacking Target Numbers are reduced by –2, and all access times of one round or more are reduced to a single turn (though it may seem to take more time while in the MUD).
Playing in MUDs. The Director determines the full appearance and extent of the MUD. For example, you might see a digital grid like in TRON, a false reality like in The Matrix, or a mix of themes as in Sucker Punch – so be prepared for anything.
Furthermore, heavily-secured networks may be inhabited by one or more forms of Flux-evolved digital life known commonly as Virtual and Artificial Intelligences (sentients and sapients, respectively). Once a Hacker breaches a MUD that contains a VI or AI, he can expect to eventually confront it in some fashion.
Other Players as Avatars. Of course, a virtual battle wouldn’t be much fun if everyone else has to sit around and watch. Fortunately, the Hacker can bring his companions along. After a Hacker succeeds at his initial hack and enters the MUD, he can attempt a second [KNO + Sciences: Computer] check to link into the EyePhones of his accompanying allies and create virtual avatars of them, as shown in the sidebar. The Hacker’s ability to create his own construct is automatically successful.
Each avatar is an autonomous subroutine that appears as a digitized character, complete with equipment. This keeps the other players involved by allowing them to control their avatars just as they would their PCs. Armor, shields, weapons, and most augments function in the MUD just as they do in the real world, with two exceptions. First, any devices (including augments) that allow access to external communication or data do not work. Second, virtual FCG grenades act like plasma grenades instead.
Combat. Virtual combat works just like combat in reality, but each avatar's MTL score is equal to the Hacker’s KNO rank. When wounded, the character running that avatar suffers an equivalent number of –1 penalties to all actions. After suffering a number of wounds greater than the Hacker’s [KNO x 2] score, the avatar is deleted (‘dies’) and the character wakes in the real world.
Some VIs also have the power to ‘boot’ (remove) characters from their world. A Hacker may spend a full turn trying to re-connect a ‘booted’ character. At the end of that turn, he attempts a [KNO + Sciences: Computer] check versus TN 9. If successful, he has reconnected the character to his avatar.
God Mode. A Hacker can use his Sciences: Computer rank to boost his physical skills (STR, DFT, MTL) while inside of a MUD. He can even redistribute these points once each round. His Sciences: Computer rank does not change.
For example, Hacker ‘Ghaleon’ has Sciences: Computer 5. In one round, he could put all five points into one core value (e.g., STR 5), or spread them out (e.g., STR 2, DFT 2, MTL 1). The next round, he might change this to DFT 5, and so on.
Hack (5; or 4 for Hackers)
This asset hacks and controls electronics (e.g., cameras, locks, vehicle controls, home webcams, etc). Detecting a network is automatic, but time spent on a keyboard (manual or EyePad HUD) followed by a successful [KNO + Sciences: Computer] check is required. The Director determines if more time/checks are required after the initial hack.
Let’s say that Hiro spends one turn attempting to hack a security camera, then succeeds with a [KNO + Sciences: Computer] result of 9. The Director says that making the camera do one thing (rotate) is automatic, but to make it also capture and show a particular screenshot requires Hiro to spend another turn hacking and then succeed at another TN 9.
Devices with direct neural interfaces, like EyePhones and their upgrades, can also be hacked. A Hacker can profile the user’s device ID (perhaps personalized with the user’s name), music playlist, list of applications, and so forth, without having any direct control over it, though control may be achieved with a higher TN. The Director determines how far a device can be profiled or controlled. Vehicles with autonomous controls have a limited access range of [5 x C] feet, where C is the Hacker’s Sciences: Computer rank.
The Director may increase a TN by at least +2 if the Hacker is not inside the target’s wireless signal range, and/or decrease the TN by –2 per day spent probing the network in advance. The Director also decides if an alarm or other result triggers, based on the severity of a failed ability check.
Sample Hack TNs (with time required to access)
TN 3 (Simple; 1 action)
Target: Obsolete cellular phone or similar handheld device
TN 5 (Easy; 1 action)
Target: Unsecured touchscreen or webcam
TN 7 (Average; 1 action)
Target: Personal computer; Secured touchscreen or webcam
TN 9 (Difficult; 1 turn)
Target: Security camera; EyeOS device (profile)
TN 11 (Hard; 1 round)
Target: Specialized and secured server; Autac
TN 13 (Incredible; 2 rounds)
Target: Small corporation network; Vehicle (turn on/off)
TN 15 (Heroic; 3 rounds)
Target: Well-secured large corporation network; EyeOS device (control)
TN 17 (Epic; 4 rounds)
Target: Heavily restricted ruling mega-corporation network; Vehicle (control)
NT3RF4C3 (5; must have Hack)
Unlike other Hackers who ply their skills using ‘rapid-fire typing’, augmented reality interfaces, and an extensive knowledge of code, Hackers with this asset go beyond. They actually ‘dive in’ to the networks, which they see as virtual representations (aka MUDs, for ‘Multi-User Dimensions’) of objects, landscapes, and anthropomorphic personifications. For example, a firewall might appear as a garden maze, a minefield, or a wall of fire, and a secured file might be a glittering ruby in the heart of a castle.
Because the Hacker now naturally intuits codes in this manner, all hacking Target Numbers are reduced by –2, and all access times of one round or more are reduced to a single turn (though it may seem to take more time while in the MUD).
Playing in MUDs. The Director determines the full appearance and extent of the MUD. For example, you might see a digital grid like in TRON, a false reality like in The Matrix, or a mix of themes as in Sucker Punch – so be prepared for anything.
Furthermore, heavily-secured networks may be inhabited by one or more forms of Flux-evolved digital life known commonly as Virtual and Artificial Intelligences (sentients and sapients, respectively). Once a Hacker breaches a MUD that contains a VI or AI, he can expect to eventually confront it in some fashion.
Other Players as Avatars. Of course, a virtual battle wouldn’t be much fun if everyone else has to sit around and watch. Fortunately, the Hacker can bring his companions along. After a Hacker succeeds at his initial hack and enters the MUD, he can attempt a second [KNO + Sciences: Computer] check to link into the EyePhones of his accompanying allies and create virtual avatars of them, as shown in the sidebar. The Hacker’s ability to create his own construct is automatically successful.
Each avatar is an autonomous subroutine that appears as a digitized character, complete with equipment. This keeps the other players involved by allowing them to control their avatars just as they would their PCs. Armor, shields, weapons, and most augments function in the MUD just as they do in the real world, with two exceptions. First, any devices (including augments) that allow access to external communication or data do not work. Second, virtual FCG grenades act like plasma grenades instead.
Combat. Virtual combat works just like combat in reality, but each avatar's MTL score is equal to the Hacker’s KNO rank. When wounded, the character running that avatar suffers an equivalent number of –1 penalties to all actions. After suffering a number of wounds greater than the Hacker’s [KNO x 2] score, the avatar is deleted (‘dies’) and the character wakes in the real world.
Some VIs also have the power to ‘boot’ (remove) characters from their world. A Hacker may spend a full turn trying to re-connect a ‘booted’ character. At the end of that turn, he attempts a [KNO + Sciences: Computer] check versus TN 9. If successful, he has reconnected the character to his avatar.
God Mode. A Hacker can use his Sciences: Computer rank to boost his physical skills (STR, DFT, MTL) while inside of a MUD. He can even redistribute these points once each round. His Sciences: Computer rank does not change.
For example, Hacker ‘Ghaleon’ has Sciences: Computer 5. In one round, he could put all five points into one core value (e.g., STR 5), or spread them out (e.g., STR 2, DFT 2, MTL 1). The next round, he might change this to DFT 5, and so on.