Hacking
System Overview
Colony Alpha utilizes a hacking system to allow for hackers to exploit electronics. Hacking can be used to access a datachron, disable a mag-lock, override a biometric scanner on a pulse rifle, and much more.
Hackers normally use a specialized terminal called a NETCAT to crack a system. but some cybernetic augmentations allow for direct neural access. Hacking is a race against time to locate and penetrate the target’s system core while avoiding intrusion countermeasures that will attempt to sever the hacker’s connection.
| NETCAT (Network Encrypted Tunneling and Cyber Access Terminal)
A NETCAT is a special computer used by hackers. NETCATs are often heavily customized with special hardware and software to facilitate hacking. NETCATs should be represented by some fort of keyboard or datapad and a screen (plexiglass makes a great futuristic screen). NETCATs also need cables to hack into other electronics in order to hack them. |
To begin a hack, a player must have a NETCAT or a cybernetic data jack and physical access to a data port for the system he/she wishes to break into. The hacker must then jack into the data port. Once jacked in, a hacker can use his/her Hacking knowledge rank to attempt to assess the security of a system. The hacker may not be able to accurately determine the security rating of a system that is beyond his/her Hacking knowledge rank. A staff member will marshal all hacking attempts and provide the player with a hacking “deck.” This deck is a set of cards with paths on them. The hacker must find a path to the system core and defeat it.
While hacking, characters are vulnerable to the outside world. Hacking takes place in real time, meaning that a hacker can be physically attacked if he/she is not in a safe place or well protected. If a hacker jacks out of the system, the hack has failed. If the hacker takes longer than 30 seconds to make a move, the hack has failed.
If the hacker has jacked in via a direct neural interface, there are grave consequences for jacking out without defeating the system core. The hacker’s consciousness could be lost in the program or the hacker could suffer physical or mental damage from the trauma.
Skills on the Hacker knowledge path will help the hacker navigate a system by spending FOC.
Lockout
Any time the hack fails the system’s AI will lock out the hacker for 30 minutes. The system lockout is per hacker. The system AI recognizes the hacker’s data patterns and sets a temporary firewall to block him/her. Other hackers can still attempt a hack during this waiting period. There are hacker skills that allow a hacker to bypass the lockout.
Hacking Deck
When a hack is start the hacker is given a shuffled hacking deck selected by a game marshal based on the security level of the system. The hacker starts with 20 clock cycles at knowledge rank 1, which represents the time before the program is able to lock out the hacker. Clock cycles are also a hacker’s number of “moves.” The clock cycles should be represented by percentile dice for easy reference. The number of clock cycles per Hacking rank is shown below:
| Hacking Rank | Clock Cycles |
|---|---|
| Rank 1 | 20 |
| Rank 2 | 30 |
| Rank 3 | 40 |
| Rank 4 | 50 |
A hacker must locate and defeat the system core before he/she is out of clock cycles or else the hack fails. The system core is hidden somewhere in the hacking deck. In order to find the system core the hacker must flip over tiles from the deck and connect the paths shown on the face of the tile. A tile could have multiple paths, dead ends, or traps. If, for whatever reason, the hacker cannot defeat the system core before running out of clock cycles the hack has failed.
The hacker uses a token to mark his/her position in the system. Moving the token costs 1 clock cycle, which should be tracked with percentile dice. The token starts on a special tile called the Jackpoint. The token can move along any pathway. The hacker must place a tile any time his/her token would move to a space where there is no tile. Tiles must be placed to line up with the path the hacker is on, even if this creates dead-ends on previously placed tiles.
In order to defeat the system core the hacker must have more clock cycles left than the number listed on the system core tile. It is entirely possible for a hacker to reach the system core with fewer clock cycles than the core has defense. In this instance, the hacker must branch off and look for special tiles called Exploits which will grant the hacker additional cycles with which they can use to further fight countermeasures or bring down the system core once and for all.
As tiles are placed, special objects may be revealed which help or hinder the hacker. The hacker may encounter firewalls, DoS (Denial of Service) spikes, intrusion countermeasure expert systems (ICE), exploits, or the system core. These tiles have special rules which are detailed below.
Jackpoint
The Jackpoint is where the hacker enters the system. This is always the first tile placed when a hack is started. If a hacker’s token is on the Jackpoint he/she may spend 1 clock cycle to jack out of the system without causing Lockout.
System Core
The system core is the kernel of the program the hacker is attempting to crack. The system core will have a number on the tile which indicates its defense. This is the amount of clock cycles it will take to penetrate it. If the hacker has more clock cycles left than the defense of the system core, the system was hacked! The defenses go down, the mag-locks opens, or that pulse rifle is ready to fire.
Firewalls
Firewalls block a pathway. The hacker may choose to pierce a firewall or circumnavigate it. Each firewall tile has a defense number which indicates the number of clock cycles it will take a hacker to crack it. Once the firewall has been defeated its tile will act like a normal pathway. Until a firewall is cracked no tiles may connect off of it and the hacker must branch out his/her search.
DoS (Denial of Service) Spikes
DoS spikes are sudden attacks by the system to overwhelm the hacker’s. Each DoS spike tile has a number which indicates an immediate clock cycle penalty that the hacker must pay. The hacker adds the number on the tile to his/her current clock cycles. If the hacker runs out of clock cycles, he/she was overwhelmed by the DoS attack and the hack fails.
Exploits
Exploits are vulnerabilities in the system’s code. When a hacker encounters an Exploit he/she increases her maximum clock cycles by the number listed on the tile.
Intrusion Countermeasure Expert Systems (ICE)
ICE represents a special AI defense algorithm inside a program. When an ICE tile is revealed a special token is placed the tile. The ICE will then move towards the hacker’s jackpoint at a rate of 1d3 tiles per clock cycle. ICE can bypass any system defenses such as firewalls without penalty. If the ICE reaches the hacker’s jackpoint it will inject malicious code into the hacker’s NETCAT and destroy it. If the hacker was jacked in through a direct neural link the ICE will physically damage the hacker or worse. The hacker may learn skills which will help defense against ICE.
What To Do After You Successfully Hack The Core?
Once you’ve cracked the system core you have complete control of the computer system. There are a number of generic commands that you may execute to help you find information or take control of a subsystem. These commands are only suggestions. Please do not feel bound to them.
| Hacking Commands Once You’re “In”
*Activate Peripheral – take control of an attached device such as a maglock *Clear Data – remove existing files, data, or functions from a device *Copy Data – copy a file or piece of data to your NETCAT *Display Data – display the contents of a file or dataset *Overwrite – create a custom function or program on the target system (may require a Hacking check) *Search – search the computer memory for a particular file or dataset |
Electrokinetics, Datajacks, and Hacking
Eletrokinetic Pariahs and people with cybernetic datajacks are often able to interface directly with computer systems without the need of a NETCAT. However, if ICE reaches their jackpoint before they can safely log out of a system, the ICE gets downloaded into the person’s mind. This causes an immediate Stress Test and Head Injury directly related to the complexity level of the system. In addition there are some mild side effects such as synesthesia, where the character smells colors, sees sounds, etc…