Cyberpunk:iga hackingregler

entomophobiac

Low Prep High Play
Joined
6 Sep 2000
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Uppsala
I helgen gjorde jag ett experiment, som var att först fråga spelgruppen vad de ville spela för något och sen försöka skriva det scenariot på en dag. Gruppen ville ha cyberpunk och heist, så en omaka underdoggrupp som jobbar från en gammal food truck ombyggd till mobil cyber clinic blev ramverket.

En av karaktärerna är en Body-Puritan vars religion förbjuder att han modifierar sin kropp, vilket gör honom till en perfekt cyberware hacker--för han saknar egen hårdvara som kan bli infekterad.

Men. Jag ville ha ett fancy hackingsystem. Ett litet "minigame", och slängde ihop det hastigt och lustigt. Eftersom vi spelar via Roll20 i dessa Coronatider fick hackerspelaren skriva in dessa kommandon och jag spårade hur många cykler som gick åt längs vägen.

Det fungerade faktiskt riktigt bra, och fick ju en fast tidsbegränsning i och med ICE-systemet. Men mest av allt kändes det väldigt stämningsfullt. :)

Systemet, saxat direkt från dokumentet:

HACKING
You have a number of hacks available that you can use under the right circumstances. Consider them functionally to work like "spells," requiring Computer Programming and Computers to prepare, but Computer Hacking to use.

Infecting cyberware (or other systems, like infolayers) so that they can be targeted by these hacks requires direct hardline access. But once they’re infected, it’s as easy as opening a stream, doing your thing, and getting out again.

Your hacks:

strm_open(1) -> starts a built-in burst transmitter in hacked cyberware mod and allows sending signals from the implant as well as injecting new commands.

trap(1) -> requires an open stream. Adds +1 cycle to all hacks, but will also report ICE activity and will delay ICE by as many cycles as the number of success levels to lay the trap.

log_dump(1d10) -> lets you dump a full log from any piece of infected cyberware with an open stream, where you can then find information on where it’s been, how it’s been operated, etc. Also allows you to gain access to the video feed from an eye, for example.

log_kill(1) -> lets you delete an implant’s log from infected cyberware with an open stream.

strm_inject(X or X+1d10) -> injects a piece of software into an opened stream; the software must have been prepared in advance and can only perform combinations of single-word instructions. Each word takes 1 cycle, making the total cycle time of strm_inject equal to the number of words used. If you use an unprepared hack, the cycle time is the number of words + 1d10.

strm_close(1d6+1) -> closes the active stream and automatically runs log_kill() on the stream operation. (The +1 is for the log_kill.)

strm_terminate(1) -> closes an active stream and dumps the stack, forcing the cyberware to reboot. This is an escape protocol that will remove any software that was injected during the stream and will typically disable the person with the cyberware temporarily--it's also obvious that it happened for the person with the cyberware. It can also be fatal, if the cyberware is a heart, lungs, or other system and the person has no backup systems.

Intrusion Countermeasures Electronics (ICE)
Every cycle you maintain a stream, there is a risk that you are detected by ICE. The ICE gets +1 per cycle that passes from the start of the stream and uses your initial Computer Hacking roll as its target for detecting you.

The ICE makes no dice rolls—it will eventually be successful with its search. When it succeeds, it will capture the stream and try to identify the hardware used. Depending on how advanced the ICE is, this can include anything from simply triangulating a position in world space to frying the cyberhacker’s brain.

E.g.: If you make an initial Computer Programming roll of 18, the ICE will take 18 cycles to track you down. Each cycle after that, the ICE will start using cycles to execute its own operations against you.
 
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