Hacking
Hacking covers a range of activities, from bypassing local security devices to infiltrating complex networked systems.
Hacking can be as simple as disabling a security camera or as complex as breaching multi-layered network defenses.
Device Hacking
Device Hacking applies to situations where a player character directly interacts with a specific device, such as a security camera, electronic lock, or piece of equipment with limited, local security protocols. Device hacking can be basic or advanced.
BASIC: These involve bypassing basic security or activating/deactivating a function on the device. Simple hacks follow standard action rules, where success is determined by a single roll against the device’s security difficulty.
ADVANCED: For devices with higher security protocols (e.g., biometric locks, highly encrypted storage), the hack might involve multiple stages such as establishing a connection, bypassing security protocols, and then altering the device's function. Game hosts can run an advanced device hack as a solo task for a player, extending the overall success of failure over multiple actions.
Network Hacking
Network Hacking involves accessing systems that require deeper navigation through multiple security layers, such as secure facilities, data servers, or remotely controlled devices. This is a multi-phase process involving both penetration and navigation through the network.
CONNECTION: The hacker attempts to gain access to the network. This phase often involves a roll to bypass firewall protections or gain initial access to the system. Players can increase their chance of success by acquiring beneficial assets (like having the details of a secure logic account) or gaining an advantage by performing the hack from a secured network access point rather than a public or wireless access point.
PENETRATION: Each layer of the network may have its own defenses (e.g., additional firewalls, data encryption, or intrusion detection systems). Rolls are required at each layer, with difficulty based on the system’s security level.
COUNTERMEASURES: As the hacker progresses, there’s a risk of triggering countermeasures (e.g., lockouts, alerts to system administrators). The host can add pressure by introducing escalating challenges, such as additional security checks or timed penalties if the hacker takes too long.
Game hosts should use tasks when performing network hacking. Fixed tasks can be used to create tension by requiring the player to perform the hack in a specific number of rounds. Dynamic tasks can create drama by making the hacking activity dynamic and exciting as network countermeasures work against the player until they succeed or fail.
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