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  1. A Step by Step Guide to Hacking a System:
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  3. 1. Detecting the Wireless Network [SR4 p225]: Locating an Active or Passive wireless network within range requires no test and takes only a Free Action. If in an area of high wireless traffic the GM may require an Electronic Warfare + Scan (GM determined threshold, 1 Combat Turn) Extended Test.
  4. If the target network is in Hidden mode an Electronic Warfare + Scan (4) Test is required. If looking for hidden nodes in general an Electronic Warfare + Scan (15+, 1 Combat Turn) Extended Test is required.
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  6. A security system will likely be in hidden mode, so to detect its network will require an Electronic Warfare + Scan (4) Test
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  8. 2. Breaking In [SR4 p221]: Ideally a hacker will probe a target node’s weakness over a period of time looking for a way in, alternatively a hacker may have to hack in on the fly.
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  10. a) Probing the Target: A Hacking + Exploit (target’s System + Firewall, 1 hour or 1 day) Extended Test is required. The interval is 1 hour if in VR, 1 day if in AR. This will provide Personal account privileges, increase the threshold by +3 for Security, or +6 for Admin privileges.
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  12. Once the threshold has been achieved a hacker can break in with a simple Complex Action (no test required). However at this time the system gets to make a single Analyze + Firewall (hacker’s Stealth) Test, if it succeeds an alert is triggered.
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  14. b) Hacking on the Fly: A Hacking + Exploit (target’s Firewall, 1 Initiative Pass) Extended Test is required to access the system with Personal account privileges, increase the threshold by +3 for Security, or +6 for Admin privileges.
  15. Each time the hacker performs a test the system gets to make an Analyze + Firewall (hacker’s Stealth) Extended Test, if it succeeds an alert is triggered.
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  17. Once a hacker is into the system he is free to go about performing any tasks that his account privileges would normally permit. However he should still be on alert for roving security hackers and Intrusion Countermeasures (IC). In addition if an alert has been raised the system is likely to take active measures to deal with the hacker.
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  19. Assuming the hacker has hacked in with Security or Admin privileges the GM will likely not require any test to edit the footage from a security camera. However a test may be required to see how well he splices the footage (e.g. a Computer + Edit test with the number of hits becomng a threshold for the guard to spot the editing whilst watching the CCTV screens).
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  21. If the hacker gets in with only basic privileges he will need to do the following:
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  23. If you want to edit the footage for more than a Turn the hacker needs to take control of the camera prior to the Edit action. I would say this is a Hacking + Command test (this test would likely not be needed if he had appropriate privileges). This would be explained as buffering some footage to loop or something similar.
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  25. Make a Hacking + Edit test (instead of a Compter + Edit test) as described above to see how seamless the editing is.
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  27. 3. Log Off [SR4 p220]: No test is required to log off; it is merely a Simple Action. The exception is when a hacker is engaged with Black IC [SR4 p231].
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  29. Alternatively he could stay on line in augmented reality and penetrate the site with the team.
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  31. -------------------
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  33. No one uses mental stats while hacking.
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  35. Both hackers and technomancers use program + skill.
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  37. It's just for technomancers, their programs are called complex forms, and they tend to have much less complex forms than hackers do, but they can thread up CFs they don't have, or increase the rating of ones they do.
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  39. Their cap is equal to the technomancer's Resonance stat, and they can be threaded either out of nowhere (giving you a temporary, entirely new CF) or as an increase to one you already know (giving you a potentially unlimited rating program).
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  41. Matrix Combat Summary
  42. Attack:
  43. Persona: Cybercombat + Attack Program
  44. Agent, IC, Sprite: Rating + Attack Program
  45. Defense: Response + Stealth
  46. Full Defense: Response + Stealth + Hacking (Persona) or Rating (Sprite, Agent, IC)
  47. Damage Boxes Inflicted: Attack Program + Net Hits
  48. Damage Resistance:
  49. Attack: System + Armor, hits reduce damage
  50. Blackout/Black Hammer: Willpower + Biofeedback Filter, hits reduce Damage
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  52. Living Persona Table
  53. Firewall = Willpower
  54. Response = Intuition (+1 in full VR)
  55. Signal = Response / 2, rounded up
  56. System = Logic
  57. Biofeedback Filter = Charisma
  58. VR Matrix Initiative = (Intuition * 2) + 1
  59. VR Matrix Initiative Passes = 3
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