Certain security protocol have the capacity to injure a person connected to the matrix, or damage his equipment and cyberware. While this is treated as cyber-combat in the existing system, I'm changing it to be more like a traps system than a monster system. TRAP is the term given to Tresspass Reporting Automated Programs.
When hacking:
Divide your dice into 3 categories: Your digital stealth roll, Your digital perception roll, and your actual hacking.
Discovering a Trap
Certainly springing a trap is going to alert you that there is something going on. Each trap has a rating. This is how difficult it is to discover that a system is protected by a given program. Usually it's not to difficult to learn this.
Any "oops" on a check to discover a trap springs the trap. Generally one success on a digital perception roll is enough to discover a trap. When a trap is discovered, the hacker may choose to attempt to continue hacking, or give up, or attempt to disable the trap.
Springing the Trap
Whenever you muck around in the system, the trap can attempt to locate you. It rolls a number of dice equal to it's rating to oppose your digital stealth roll (open test). If it succeeds, it spots you and springs. Each trap has a different effect when "sprung".
Multiple traps all check seperately against the same roll.
Disabling the Trap
Disabling a trap takes a base time of 1 hour (divided by # of successes). Use hacking pool against a TN of the trap's rating to disable it. No successes means you sprung the trap. Multiple traps must be disabled seperately.
Types of Trap- Keep in mind a system may have more than 1 trap.
Sever- This trap simply severs the open connection if it discovers trespassing. Very basic, you can always attempt to re-connect though it takes time again. Cheap, however. Good for low security systems.
Report- This trap silently reports that the system has been breached. It then attempts to digitally trace the hacker and gain all information it can on them. It rolls it's rating against the hacker's digital stealth (with a +1 bonus). Each success gains it information as if digital tracking. It continues to do this as long as the hacker is in the system. The hacker can roll digital perception (see digital tracing) to realize he's being watched.
Dump Shock- This trap not only severs the connection, but sends a wave of energy into the user. The trap rolls successes against the user's intelligence. The user uses willpower to resist this damage. The damage is special to the trap and is like a ranged weapon. (So a given dump shock trap might by Rating (4,6M) meaning that it rolls 4 dice and uses those successes to stage up 6M damage. Sometimes this doesn't sever the connection, but is used in connection with Lock to continually damage the user.
Lock- This trap attempts to prevent the rigger from severing his own connection (and is usually used in conjuction with report, but not always). The decker must oppose the rating of the lock using his willpower. If the decker has more successes, he may sever the connection, otherwise he is unable to disconnect (though he may use his other skills to try to disable the trap normally).
Wipe- This trap attempts to wipe clean the user's cyberdeck. Roll an opposed roll against the trap and the cyberdeck's rating. For each net success of the wipe, the cyberdeck loses 1 rating worth of program (and provided hacking pool). If completely wiped of decker programs, this disconnects the user.
Steal- This trap attempts to copy information from the decker's cyberware memory or cyberdeck memory into itself (or any connected computer based on where the decker currently is connected). It usually uses this to help trace the decker. Roll opposed rolls using the rating against the decker's cyberdeck rating. Each net success copys 1 unit of information over to the other system to be analyzed.
Black IC- This attempts to fry the physical componants of a decker's hardware. It can attempt to fry the decker's cyberdeck, datajack, or any headware the decker has. If it targets cyberware it uses the decker's willpower, otherwise it uses the rating of the cyberdeck. It rolls an opposed roll. If successful (2 net successess) it damages the cyberware so it must be repaired. 4+ net successes means the equipment is destroyed- it must be replaced and all data on it is lost. Needless to say this is the most evil and expensive kind of matrix security.
Watch- This alerts the system to potential threats, grating a +1 on all other Trap rolls once sprung, and is usually combined with sever to kick the decker out and to increase security in case he tries to get back in.
Any hacking penalty you have for being offsite (described in matrix section) applies to all rolls the decker makes against traps. Keep in mind if he's also trying to accoplish something in the system he must split his dice to accomplish that other task. Also, if a trap is completely disabled, it may be apparant (at some later time) that the system was tampered with unless the trap is turned back on as the decker leaves the system, which is treated the same as disarming, including the chance to spring it.
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