Tuesday, August 27, 2013

New Digital Trace and Hacking Rules

New Simplified Matrix and computers rules

Digital Tracing is used to locate people and systems, or to find out restricted information on the Matrix. It consists of finding a pattern or bit of information or "Digital Trace" on the matrix, and stealthily investigating it through hacking. Hackers have sophisticated heuristics, programs and NUMB3RS style cross-referencing that they use to track a target in combination with breaking into and passing through restricted systems and channels. Modern matrix security and identity protection are ubiquitous, and effective, so the process isn't easy; nonetheless it's often a first resort for finding someone. There are a few steps:

1. Find a Digital Trace
The attacker attempts to find a lead in locating his target in the matrix. To do this, he rolls an open computers test against a base target number of (4+ the defender's digital stealth ranks) +or- any of the following modifiers

Social Modifiers
target known well*: - 6
superficial details(appearance, habits): - 1~2
personal info(Name, CC#): -4
Target hunted: -2~-6
*This is the sum of personal info and superficial details, and replaces them if they are maxed.

Evidentiary Modifiers
Contact With system defender has interacted with: -2
Access to personal system of defender: -4
Digital Contact: -4

Defender Bonuses
Protected by Engineer or VI: +Rating
Defender has Fake ID: + 1/2 Rating
Defender Sheltered by a group: + 2~6
Previous Session*: +2
Blind Search**: +6
*The matrix as a whole, and individual defenses are adaptive, and each previous attempt at tracing a target imposes a 2 point penalty, these stack each time the same attacker goes after the same defender.
**If none of the above negative modifiers apply, then the attacker has no "hook" to find his target, and this penalty applies on top of all others.

Many of these modifiers will be known only to the GM. Thus; the attacker rolls an open test and the GM reports his success or failure in finding a Trace. Failure could mean either that he didn't roll high enough, or that there was nothing to be found. It is similar in this way to checking a device for tampering. If the Attacker succeeds the GM informs him of the target number that he will have if he chooses to begin a session. Finding additional information or evidence can lower the target number before the session, if the attacker chooses to go out and find it through old-fashioned means, or during the session if the attacker picks it up digitally as he goes along.

1. The attacker first divides his Tech Pool Dice (if any) between his computers and Digital Stealth skills. They remain allocated in this way until the session ends or contact is made with the defender.

2. The Attacker rolls an open Digital Stealth test. This determines how hard it is for the defender to detect him, how long he has, and how close he can get. At this point the session is begun, and if the attacker backs out, he receives a +2 previous session TN penalty.

3. The Attacker attempts to find information about the target by rolling computers versus the established TN. Depending on how specific or sensitive the information is, a penalty is applied to digital stealth:

Level 1: -2 penalty, vague information: country, race, sex
Level 2: -4 penalty, more descriptive: city, hair color, archetype
Level 3: -6 penalty, good info: City district, photo, modus operandi
Level 4: -8 penalty, exact info: Building, Name, SIN, Deploy Hacking Power

Every attempt has a 50% chance to cause digital stealth to degrade by 2 points. Each failed attempt permanently lowers digital stealth by the level the attempt was failed at.

Before the Attacker actually gains the information, the defender has a chance to roll computers+tech pool (if any) to see if the attacker is exposed. If this roll fails, the Attacker continues unimpeded. If it succeeds, the defender may respond in various ways such as counter-hacking, or the deployment of IC.

If you get caught...

Counter-hacking
The Defender may try to further expose the Attacker by rolling computers vs. the Attacker’s current digital stealth rating. Each success reduces digital stealth by 1 and imposes a +1 penalty on current and future trace attempts.

The Defender may attempt to gain information about the Attacker by rolling computers vs a TN of the Attacker's current digital stealth level + the level of information desired.

The Defender may attempt to end the attacker's session outright with an opposed computers roll. The defender gains a -1 bonus, and the attacker gains a +1 penalty for each round since the attacker has been exposed.

Intrusion Countermeasures (IC)
The Defender May use their action to deploy Intrusion Countermeasures, or IC. Once deployed, IC remains in effect for the duration of the session, acting each turn. Defenders may allot tech pool dice to their IC. A user may control a number of defensive programs equal to their computers skill.

White IC
White IC rolls its user's computers skill against TN 4 and can be avoided by using tech pool to negate successes. It is resisted by rolling computers against a target number equal to its rating. Each net success from the IC reduces the attacker's computers skill by one for the duration of the session. Attackers reduced to 0 computer's skill may not take actions other than to attempt to leave the session.
White IC programs cost ¥1000*rating

Black IC
Black IC rolls its user's computers skill against TN 4 and can be avoided by using tech pool to negate successes. It is resisted by rolling computers+body against a target number equal to its rating. Black IC has a base damage code of moderate, and stages up as ranged damage. The IC is capable of frying hardware or killing hackers.
Cost: ¥10,000*rating, avial: rating*1.5, street index: 2

Tar bombs
Defenders may deploy Tar Bombs to hamper attackers. The defender rolls computers vs a TN of the attacker's current digital stealth level. Each success imposes a +1 penalty on the attacker's rolls, up to a maximum of the Tar's rating. Attackers effected by tar cannot choose to leave a session. The penalties from Tar are reduced by 1 each turn, and can be negated by using an action to roll computers vs the Tar's rating, with each success lowering them by 1. A Tar Bomb program can be used once per session.
Tar Bombs cost ¥1500*rating and have an availability of their rating, with no street index.

Barriers
Defender's may place barriers to protect their information and systems, causing attackers to require extra successes to gain access. The defender rolls computers vs TN 6, with each success placing an additional barrier, up to a maximum of ½ the program’s rating.
Cost: ¥1000* rating, avail: rating/rating days, street index: 1


Summoning help
Attackers or defenders may use their actions to summon help from others they can contact who can link to their session. New participants arrive at the start of the next turn, and participate as either attackers or defenders accordingly. Participation in a session counts as digital contact.

Leaving a session
The attacker may choose to leave a session at any time prior to being discovered, or as their chosen action after being discovered. Attackers may choose to abort an action and leave the session instead after a defender has responded.

Data-jacks and computers
Being linked into a system with a data-jack gives a user the ability to supplement computers tasks with intelligence, and a tech pool equal to ½ their intelligence if they would not normally have one.

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