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<blockquote data-quote="kigmatzomat" data-source="post: 2512743" data-attributes="member: 9254"><p>Hacking</p><p></p><p>The cyberdeck has been replaced by the Comm as processing power is so great now that an old Fairlight Excaliber v1.0 is on par with the popular GameSlave Omega "Comms for Gamerrrrs." (Okay, I made that up but it's the idea)</p><p></p><p>Comms have 4 properties:</p><p>Response: Intuition + Response is matrix initative. Response degrades if you overload the processor.</p><p>Signal: The transceiver's power ranked 0-9. 0 is 3m, 9 is 400km. Cheap comms only reach 100m while the top of the line hits 4km. Yes, you can turn it down.</p><p>Firewall: armor for hackers value 1-3</p><p>System: the comm's OS. Bargain-bin comms have rating 1, most are 2-3 with the best being 4. Every (system) programs you run reduces your Response by 1. Deva has a system rating of 3 so you can run 1-2 programs with no penalty, 3-5 at -1 Response, 6-8 at -2, etc. </p><p></p><p>Most tests are Hacking + (Program rating) opposed by either another decker's Hacking + (Program) or a server's System + Firewall. </p><p></p><p>Deckers can use three modes of operation: "augmented reality" (aka lots of HUDs and audible cues), cold sim (VR but with limiters on pain, etc), hot sim (no limiters, few defenses, can be addictive since it's BTL).</p><p></p><p>AR restricts you to meat-body initiative. Cold Sim initiative is Response + Intuition and you get a second iniative pass. Hot Sim is Response + Intuition +1, you have 3 initiative passes and you get a universal +2 to all Matrix tests. </p><p></p><p>A planned break-in can be done slowly, using extended Hacking + Exploit tests requiring System+Firewall successes, made 1/day in AR or 1/hr in VR. This gives user-level access. Add +3 to difficulty for security access, +6 for admin access. When you actually access the system it gets to make an Analyze + Firewall test to recognize you as bogus, and it needs (Stealth program rating) successes to succeed.</p><p></p><p>On-the-fly hacks are more brutal and likely shorter lived. Extended Hack+Exploit Program test as Complex action needing (Firewall) successes. The server gets to make Extended Analyze+Firewall tests needing (Stealth) successes to notice you and can sound the alarm even before you get in. </p><p></p><p>After that it turns into something similar to normal combat using Cybercombat skill + (attack program rating) opposed by decker's Response + (stealth program) or IC's Response + Firewall. Damage is net successes + (attack program rating) Hardware resist damage with System + (Armor program) while deckers use Willpower+(Biofeedback Filter program), and IC use Rating+(Armor). </p><p></p><p>Comms have 8+(System/2) boxes of damage. IC can be built with more or less damage than their rating might suggest.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2512743, member: 9254"] Hacking The cyberdeck has been replaced by the Comm as processing power is so great now that an old Fairlight Excaliber v1.0 is on par with the popular GameSlave Omega "Comms for Gamerrrrs." (Okay, I made that up but it's the idea) Comms have 4 properties: Response: Intuition + Response is matrix initative. Response degrades if you overload the processor. Signal: The transceiver's power ranked 0-9. 0 is 3m, 9 is 400km. Cheap comms only reach 100m while the top of the line hits 4km. Yes, you can turn it down. Firewall: armor for hackers value 1-3 System: the comm's OS. Bargain-bin comms have rating 1, most are 2-3 with the best being 4. Every (system) programs you run reduces your Response by 1. Deva has a system rating of 3 so you can run 1-2 programs with no penalty, 3-5 at -1 Response, 6-8 at -2, etc. Most tests are Hacking + (Program rating) opposed by either another decker's Hacking + (Program) or a server's System + Firewall. Deckers can use three modes of operation: "augmented reality" (aka lots of HUDs and audible cues), cold sim (VR but with limiters on pain, etc), hot sim (no limiters, few defenses, can be addictive since it's BTL). AR restricts you to meat-body initiative. Cold Sim initiative is Response + Intuition and you get a second iniative pass. Hot Sim is Response + Intuition +1, you have 3 initiative passes and you get a universal +2 to all Matrix tests. A planned break-in can be done slowly, using extended Hacking + Exploit tests requiring System+Firewall successes, made 1/day in AR or 1/hr in VR. This gives user-level access. Add +3 to difficulty for security access, +6 for admin access. When you actually access the system it gets to make an Analyze + Firewall test to recognize you as bogus, and it needs (Stealth program rating) successes to succeed. On-the-fly hacks are more brutal and likely shorter lived. Extended Hack+Exploit Program test as Complex action needing (Firewall) successes. The server gets to make Extended Analyze+Firewall tests needing (Stealth) successes to notice you and can sound the alarm even before you get in. After that it turns into something similar to normal combat using Cybercombat skill + (attack program rating) opposed by decker's Response + (stealth program) or IC's Response + Firewall. Damage is net successes + (attack program rating) Hardware resist damage with System + (Armor program) while deckers use Willpower+(Biofeedback Filter program), and IC use Rating+(Armor). Comms have 8+(System/2) boxes of damage. IC can be built with more or less damage than their rating might suggest. [/QUOTE]
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