> [!NOTE] > Hacking is known as "Breaching" in the default setting. #### Hacking Computer hacking refers to unauthorized access to computer systems. Depending on the setting, this may allow for various levels of control of networked devices, or simply a method of obtaining data. #### Types Of Hacks There are two different methods of interacting with computer controlled devices with the Terminal (Computer) Skill. - Flash Intrusion: a rapid, surface-level hack that exploits unsecured channels, shallow encryption, or vulnerable handshakes. Quick to execute, but limited in scope and duration. This does not require the hacker to connect directly to the host system, and can be used like a regular Action. - Full Hack: a deliberate breach of a host system. This requires the hacker to connect directly to the network either wirelessly or hard wired. While engaged in a full hack, the operator must deal with system defenses in real time, including active countermeasures and intrusion detection programs. Success allows deeper control of the host system: persistent access, command injection, or planting self-executing code. Depending on the system, this may take 1 Turn or several. #### Defensive Programs Commonly known as ICE or Intrusion Countermeasures Electronics. These can vary in their function and scope. Some may simply observe and resist, others may attempt to stymie the hacker’s progress, or may attempt to forcefully eject the hacker from the system. Some settings may have what’s commonly called Black ICE. These programs are capable of causing physical harm, or even killing the intruding hacker, via overloads or electrical surges through their neural connections. All of these programs are treated as NPC opponents in the system. #### Terminals (Computers) To access or intrude on a system, a hacker requires a portable computer. This might be a standard commercial laptop with specialized software, a hardened military rig, or a purpose-built custom machine with neural connection capability. In the game rules, the exact form of the device is a narrative choice. All such computers share the same basic statistics, which can be adjusted or flavored to fit the setting. #### Hacking Mechanics Hacking is meant to be an integrated part of encounters and not a completely separate mini-game. The Skill Checks, defensive programs, and damage systems are all similar to normal combat. - **Turn order**: attackers will always go first, then the system or defenders will respond. If a hacker has their own system back-hacked, they will become the defender. - **Actions**: unless otherwise noted, any use of a program, copying a file, manipulating a control or device, requires 1 [[Action]] within the system. There are no [[Reactions]] in the hacking system. - **Successes and Failures**: [[Successes]] are added to the “[[Damage|damage]]” that your attack does against defensive programs or a host system. For Flash Intrusions or other binary outcomes, you will succeeds as long as exceed the device’s or program’s rating. - Failures will incur 1 point of **Trace**. Botches will incur 2 points of Trace. --- - **Ratings**: are a combination of different values. It works like Domain [[Threshold|Thresholds]], mitigating incoming attacks and total allowance for “damage.” It also indicates the number of dice a program will roll when attacking. Programs may also have bonuses to attack or defense which add flat damage or Soak values, much like [[Weapons|weapons]] and [[Armor|armor]]. - **Damage**: is not physical damage, but malicious code that is attempting to cause malfunctions within programs or a computer. Each time an attack exceeds the target’s Rating, they will incur 1 point of damage. There is no [[Stress]] equivalent in the hacking mechanics, only “Wound” equivalents, however, they do not have any associated [[Condition|Conditions]] or [[Difficulty Value|DV]] modifiers. --- - [[NPC]] Programs and computers that malfunction from damage are no longer useable for the duration of the scene. However, they will reset automatically after the scene ends. - [[Player Character|Players]] may attempt to reboot their computers to clear any malicious code and restore their programs. This will take turns equal to the computer’s Rating minus Successes rolled with the Terminal Skill. Rebooting your computer takes 2 Actions (1 Turn) in a turn-based encounter. - If your computer is malfunctioning, rebooting, or offline, you may not use Flash Intrusions. --- - **Trace**: is built up from mistakes while in the system or caused by certain defensive programs. When your Trace value exceeds your computer’s Rating (plus any additional rating from stealth programs), the system will be able to pinpoint your physical connection location. If you are wirelessly connected, it will be able to determine which access point you are using and locate you within a Medium Range (30m) area. How dangerous this is depends on the situation. If your character is alone, they may be attacked by security forces once your location is known. This may also complicate the situation for your allies. In some cases, your clients may not be happy if the nature of the hack was intended to be covert. - **Disconnecting**: this is highly dependent on the setting. There may be no penalty for disconnecting while in a system, or you may be at great physical or mental risk by “pulling the plug.” There are no set rules for this by default. #### Wardens Opposing NPC hackers may be in a system with you. In such cases, they may use defensive programs to assist them in attacking your computer. Any Checks made directly against you are considered Opposed Checks. Their Successes will be compared to your computer’s rating to determine if any damage was caused. Wardens can also use hacker programs to boost their attack and Soak values. If they are operating the system mainframe directly, they may have a considerable advantage over the player.