Dias Ex Machina
Publisher / Game Designer
In this thread, it's my goal to post details on the Pathfinder-compatible ¬cyberpunk rules being developed for DEM's upcoming NeuroSpasta game system. This is the initial stage, so there's still remains considerable work fine tuning the details.
First, an overview.
The goal of these rules is to create a hacking-rule subset familiar to players of Pathfinder. We don't want to create a whole new set of rules detached from what you know. In the setting, everyone has a direct neural access to the internet, implanted with a device called a SEED allowing memory recording, sensory stimulation, and the like. This has allowed a few rare hackers (like the PCs) to be able to crack these systems and attack the brains of normal people. These include standard combat-like afflictions as well as more role-playing related effects like memory alternation. For this reason, it was important that hacking be a non-map-based contest. Players and opponents need to be able to hack into a target in real time, break down a firewall, and inflict an effect in a window not much longer than a standard game turn; this while simultaneously acting in the real world (dodging or even attacking back) on a real map. As a result, digital monsters (servers) are not listed with speed or size (more on that later).
Going into the hacker class (the manipulator), we thought it prudent to split hacking into two categories. The first are hack talents, which are abilities written like spells. These are the ones people know most of, the ones doing damage, stunning opponents, hijacking electronics, that sort of thing. The second are programs. Anyone can use programs and the limit of how many you can have is dependent on your neural implant. Programs can be as simple as a constantly running firewall booster or an anti-viral program to a complicated multi-tier virus where you can implant hacking talents and send them into targets to activate when you want.
The other idea we wanted to entertain is in the application of hacker feats. Instead of having a hacking talent for a single target and a hacking talent for the same effect on multiple targets, you can select feats which allow you limited multi-target options on hacking talents a limited number of times a day. This way, a PC can adjust if he wants a more powerful one-on-one hacking master or someone able to hack everyone around at the same time, though not as effectively. Since hacking use similar rules as spells, you set a DC the opponent has to pass with a Fort or Will save, which we call the ProgDC. However, in order to activate a talent, you first need to breach their firewall…and this comes in the form of a traditional attack similar to one against AC, though wirelessly. Your implants offer a bonus and you roll against the opponent's firewall. Servers have multiple firewalls you would need to break in sequence. Since hackers need to crack firewalls before even using any hack talents, we made a lot of talents reusable in case the target saves.
What's GIA
GIA: Hack abilities and programs are listed with a range of "GIA", meaning it requires an opponent's GIA (Global Internet Address) to activate. When targeting fixed networks, you do not require range, only the GIA. Gaining a GIA takes no action and is assumed to have been done if the following situations occur:
--You are informed of the target's GIA directly from an information source.
--You gain line of sight on the target. Line of sight is limited to 100 feet (20 squares) unless using enhancements (binoculars, targeting scope, cybernetics, etc).
--You can see the target through telepresence and have a global position of the location you are looking at. The target cannot be more than 100 feet (20 squares) from the source of the camera. Your location is considered the same as the camera.
--The target answers as cybercell or traditional phone call and you know the exact global position of the transmission's destination (either by the location of the land line or by a phone trace).
Knowing a GIA does not mean you know the target's actual location even though knowing the target's actual location does give you the GIA. You can gain the GIA from a back-hack and not know the target's actual location.
Since servers don't move, these addresses seldom change. You must still know the physical location of the server to know its GIA. This can be established by checking a map or a building layout. Some server's locations (like an automatrix or echelon) are automatically known. Many corporate servers have their servers in hidden locations which must first be discovered.
If you gain the target's GIA, you can hack them. The moment a mobile target moves even one square (more than 5 feet), its GIA changes and you must re-establish it. If you have breached all your opponent's firewalls, then your connection to the target is established. You are considered to be in a dive. When you are diving, you cannot be severed from the target if the GIA changes. Attacking a target with an ability requiring a GIA does not provoke opportunity attacks.
HACKING
Hacking involves breaking through firewalls to directly attack computer networks, neural nets, cybernetics, or brains as well as attacking these systems after the firewalls have fallen. You must breach every firewall of the target (unless a server) before you can activate any non-firewall hack abilities (ones requiring a Will or Fort save). The moment you break a firewall, you are considered in a dive (see later). Hack attacks gain enhancement from cybernetic implants. You add your SEED's enhancement bonus to attack rolls against firewalls and to the save DCs versus Fortitude or Will. If you score a critical hit with a firewall attack, you gain a +4 bonus to your firewall attack against the same target until the end of your next turn as well as a bonus to all saving throw DCs you impose during the dive. You do not need to breach the firewalls of allies if applying positive effects.
Neural: The neural property has two functions. Firstly, it is the damage type of hack attacks. These ignore a target's damage resistance and can only be reduced via resist neural. Secondly, the neural attack reveals to the target that it is being hacked (meaning an enemy is currently diving into it). Without this property, the target is not aware the effect is coming from a hack (all hack abilities that inflict damage reveal their presence).
I'll post more when the class is more refined…
First, an overview.
The goal of these rules is to create a hacking-rule subset familiar to players of Pathfinder. We don't want to create a whole new set of rules detached from what you know. In the setting, everyone has a direct neural access to the internet, implanted with a device called a SEED allowing memory recording, sensory stimulation, and the like. This has allowed a few rare hackers (like the PCs) to be able to crack these systems and attack the brains of normal people. These include standard combat-like afflictions as well as more role-playing related effects like memory alternation. For this reason, it was important that hacking be a non-map-based contest. Players and opponents need to be able to hack into a target in real time, break down a firewall, and inflict an effect in a window not much longer than a standard game turn; this while simultaneously acting in the real world (dodging or even attacking back) on a real map. As a result, digital monsters (servers) are not listed with speed or size (more on that later).
Going into the hacker class (the manipulator), we thought it prudent to split hacking into two categories. The first are hack talents, which are abilities written like spells. These are the ones people know most of, the ones doing damage, stunning opponents, hijacking electronics, that sort of thing. The second are programs. Anyone can use programs and the limit of how many you can have is dependent on your neural implant. Programs can be as simple as a constantly running firewall booster or an anti-viral program to a complicated multi-tier virus where you can implant hacking talents and send them into targets to activate when you want.
The other idea we wanted to entertain is in the application of hacker feats. Instead of having a hacking talent for a single target and a hacking talent for the same effect on multiple targets, you can select feats which allow you limited multi-target options on hacking talents a limited number of times a day. This way, a PC can adjust if he wants a more powerful one-on-one hacking master or someone able to hack everyone around at the same time, though not as effectively. Since hacking use similar rules as spells, you set a DC the opponent has to pass with a Fort or Will save, which we call the ProgDC. However, in order to activate a talent, you first need to breach their firewall…and this comes in the form of a traditional attack similar to one against AC, though wirelessly. Your implants offer a bonus and you roll against the opponent's firewall. Servers have multiple firewalls you would need to break in sequence. Since hackers need to crack firewalls before even using any hack talents, we made a lot of talents reusable in case the target saves.
What's GIA
GIA: Hack abilities and programs are listed with a range of "GIA", meaning it requires an opponent's GIA (Global Internet Address) to activate. When targeting fixed networks, you do not require range, only the GIA. Gaining a GIA takes no action and is assumed to have been done if the following situations occur:
--You are informed of the target's GIA directly from an information source.
--You gain line of sight on the target. Line of sight is limited to 100 feet (20 squares) unless using enhancements (binoculars, targeting scope, cybernetics, etc).
--You can see the target through telepresence and have a global position of the location you are looking at. The target cannot be more than 100 feet (20 squares) from the source of the camera. Your location is considered the same as the camera.
--The target answers as cybercell or traditional phone call and you know the exact global position of the transmission's destination (either by the location of the land line or by a phone trace).
Knowing a GIA does not mean you know the target's actual location even though knowing the target's actual location does give you the GIA. You can gain the GIA from a back-hack and not know the target's actual location.
Since servers don't move, these addresses seldom change. You must still know the physical location of the server to know its GIA. This can be established by checking a map or a building layout. Some server's locations (like an automatrix or echelon) are automatically known. Many corporate servers have their servers in hidden locations which must first be discovered.
If you gain the target's GIA, you can hack them. The moment a mobile target moves even one square (more than 5 feet), its GIA changes and you must re-establish it. If you have breached all your opponent's firewalls, then your connection to the target is established. You are considered to be in a dive. When you are diving, you cannot be severed from the target if the GIA changes. Attacking a target with an ability requiring a GIA does not provoke opportunity attacks.
HACKING
Hacking involves breaking through firewalls to directly attack computer networks, neural nets, cybernetics, or brains as well as attacking these systems after the firewalls have fallen. You must breach every firewall of the target (unless a server) before you can activate any non-firewall hack abilities (ones requiring a Will or Fort save). The moment you break a firewall, you are considered in a dive (see later). Hack attacks gain enhancement from cybernetic implants. You add your SEED's enhancement bonus to attack rolls against firewalls and to the save DCs versus Fortitude or Will. If you score a critical hit with a firewall attack, you gain a +4 bonus to your firewall attack against the same target until the end of your next turn as well as a bonus to all saving throw DCs you impose during the dive. You do not need to breach the firewalls of allies if applying positive effects.
Neural: The neural property has two functions. Firstly, it is the damage type of hack attacks. These ignore a target's damage resistance and can only be reduced via resist neural. Secondly, the neural attack reveals to the target that it is being hacked (meaning an enemy is currently diving into it). Without this property, the target is not aware the effect is coming from a hack (all hack abilities that inflict damage reveal their presence).
I'll post more when the class is more refined…