Creating a program is based on B/R computers (programs). The base time to create a program is 24 hours (though you need not spend the entire time at once).
A program can aid a decker in several ways. Each way has a seperate TN, and extra successes cause it to take less time to create the program. The TN is usually the rating of the program, (which is the number of dice it provides to a test).
Analyze a Program: A program can be considered a piece of Rank 1 information to digitally trace a decker. If the decker has distinctive style this will work against him (as he uses the same varible names or something all the time). This assumes the program is left behind in someone else's system.
Disguise a Program: A programmer can use computers to create a digital stealth roll for the program. This is the TN for people who've located it to use it to trace the decker. Distinctive style gives -1 penalty to this roll. If they can't beat the disguise, they might find the program, but be unable to trace anyone using it.
Most of these programs must be specially designed for the system you're trying to use them on- you can't just make a bunch of programs to be used whenever. They are also disposable, you can't use the same program to break into the same system over and over.
Uses for Programs:
Extra Dice: A program may add extra dice to a hacking pool for use in either digital stealth, digital perception, or hacking itself. The TN is the number of dice the program will provide. (So a program which provides 12 dice is TN 12 and takes 24 hours). Each program is designed for a specific system, you can't use the same program over and over.
Operate System: A program may be implanted into a system and watch for a scenario where it operates things. Perhaps it turns on the lights, copies files, deletes things, etc. Such a program has a TN equal to 5+ the dice it will have to use this function, and typically must be left behind in the system afterwards.
Digitial Perception: A program can be set up to always watch for you. It counts as decker support on your behalf, and will help alert you if you are being digitally traced. The TN is 4, and the number of successes is the number of dice it will provide. This program can be left going all the time. Divide successes between lowering time and increasing dice.
TRAP: You can build a trap for your own system, each trap has a cost and rating assoicated with it as left up to the GM. (See Matrix Security).
Tracer: The program can try to do your digital tracing on your behalf. The TN is the number of dice it will have to work with, and it must also split those dice between successes, stealth, and perception. Many deckers with a good digital stealth roll don't bother with stealth or perception, instead allowing people to find a program, confidant that the can't be tracked by it. Of course, since it is openly copying data (and sending it somewhere) that connection might be traced.
Destructive Message: The program can display a message in certain circumstances, then attempt to delete itself. A clever decker can stop the deletion process, rolling computers against the rating of the program, and then they can try to trace it backwards. Most deckers would rather send the message themselves, using their own skill, but sometimes that is not possible.
Protect System: This program can try to prevent access to a system, similar to a TRAP, except that there are no consequences for failure, no disconnect, and you can keep trying until you get it. You must defeat this program before accessing the system, and the program has a TN equal to its rating. There is usally no need to disguise such a program, since you usually use it to protect your own systems.
Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! (Note- some old posts might get updated with new stuff, check often!)
Showing posts with label matrix. Show all posts
Showing posts with label matrix. Show all posts
Friday, December 17, 2010
Tuesday, December 14, 2010
Matrix Actions
Once you've gotten into a system- what do you do with it?
Here are some basic actions. Most actions take an hour base time, with multiple successes decreasing this.
Back Door: This is an attempt to establish an easy entry point for you in the future. You risk someone else finding your back door and disbaling it (or waiting for you to come back through), but in general it can provide you a TN bonus to re-hacking a system or bypassing a trap. The back door itself has a -2 penalty to digital stealth to be discovered. Your own digital stealth to avoid being discovered is unchanged. However, if the door is discovered, you take a -5 penalty to digital stealth next time you use it. (If not, however, you can immediately bypass traps and get a +4 bonus to hacking checks and digital stealth).
Steal Info: The most common use is to search for info read it. Each success grants you access to several documents. If you're just viewing the file, you get a +1 bonus to digital stealth, as this is fairly "easy".
Copy Info: Once info is seen, files may wish to be copied. Most copying does 10 Mp / round. Take a -1 penalty per file copied to digital stealth as they notice the transactions. Also, if you are discovered, during the copying they get a -2 bonus on all TNs to discover who/where you are, by where the file is going.
Modify Info: Perhaps you wish to delete files or implant false ones, or modify existing files. Once you've gotten the doucment, modification depends on the extent of the changes, deleting usually takes 1 round per doucment, some documents take 2-3 rounds if very large. This has no penalties to digital stealth.
Leave Virus: Perhaps you wish to leave a program behind to destroy or modify the function of the system. The base time for this is 10 minutes, modified by successes. While the virus will probably be detected relatively soon, your digital stealth will determine how well you've covered your tracks. (Though they might trace you via the virus program itself, discussed seperately under programs.)
Activate System: Some computer systems control traffic light, fire alarms, maglocks, etc. Perhaps you wish to control these things. This may include transfering money in a bank system. Generally speaking, each round you may manipualte one thing (not each phase), meaning change one (or all at once) street lights, or unlock one maglock, etc. This is easy to see (since the changes tell people to look for you). Every turn you stay connected doing something, your digital stealth gets a -1 penalty.
Shut Down: Perhaps you wish to shut down the whole system (or just a part of it-like the alarms). This is harder to do and generally requires 30 minutes (modified by successes). This is also very easy to detect. If you stay in the system, you will automatically be seen, but if you immediately disconnect, your digital stealth represents how well you've covered your tracks.
Search for/Disable/Combat Traps: Discussed under matrix security.
Communicate: Perhaps you want to be in the system to communicate with another decker in teh system. This is as fast as regular conversation. You cannot "hide" while doing this.
Monitor: An advanced form of steal info, this involves monitering conversations (such as police dispatch, etc) or other data (cameras, chat room conversations, etc) actively to learn info. Once hacked into the system, you see things in real-time. This has no modifications to digital stealth.
Here are some basic actions. Most actions take an hour base time, with multiple successes decreasing this.
Back Door: This is an attempt to establish an easy entry point for you in the future. You risk someone else finding your back door and disbaling it (or waiting for you to come back through), but in general it can provide you a TN bonus to re-hacking a system or bypassing a trap. The back door itself has a -2 penalty to digital stealth to be discovered. Your own digital stealth to avoid being discovered is unchanged. However, if the door is discovered, you take a -5 penalty to digital stealth next time you use it. (If not, however, you can immediately bypass traps and get a +4 bonus to hacking checks and digital stealth).
Steal Info: The most common use is to search for info read it. Each success grants you access to several documents. If you're just viewing the file, you get a +1 bonus to digital stealth, as this is fairly "easy".
Copy Info: Once info is seen, files may wish to be copied. Most copying does 10 Mp / round. Take a -1 penalty per file copied to digital stealth as they notice the transactions. Also, if you are discovered, during the copying they get a -2 bonus on all TNs to discover who/where you are, by where the file is going.
Modify Info: Perhaps you wish to delete files or implant false ones, or modify existing files. Once you've gotten the doucment, modification depends on the extent of the changes, deleting usually takes 1 round per doucment, some documents take 2-3 rounds if very large. This has no penalties to digital stealth.
Leave Virus: Perhaps you wish to leave a program behind to destroy or modify the function of the system. The base time for this is 10 minutes, modified by successes. While the virus will probably be detected relatively soon, your digital stealth will determine how well you've covered your tracks. (Though they might trace you via the virus program itself, discussed seperately under programs.)
Activate System: Some computer systems control traffic light, fire alarms, maglocks, etc. Perhaps you wish to control these things. This may include transfering money in a bank system. Generally speaking, each round you may manipualte one thing (not each phase), meaning change one (or all at once) street lights, or unlock one maglock, etc. This is easy to see (since the changes tell people to look for you). Every turn you stay connected doing something, your digital stealth gets a -1 penalty.
Shut Down: Perhaps you wish to shut down the whole system (or just a part of it-like the alarms). This is harder to do and generally requires 30 minutes (modified by successes). This is also very easy to detect. If you stay in the system, you will automatically be seen, but if you immediately disconnect, your digital stealth represents how well you've covered your tracks.
Search for/Disable/Combat Traps: Discussed under matrix security.
Communicate: Perhaps you want to be in the system to communicate with another decker in teh system. This is as fast as regular conversation. You cannot "hide" while doing this.
Monitor: An advanced form of steal info, this involves monitering conversations (such as police dispatch, etc) or other data (cameras, chat room conversations, etc) actively to learn info. Once hacked into the system, you see things in real-time. This has no modifications to digital stealth.
Matrix Security
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.
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.
Wednesday, December 8, 2010
The Matrix and Gathering Info/Locating People
The matrix just needs a huge overhaul from Shadowrun's existing rules- it's basically it's own seperate game.
Matrix vs Internet
The matrix is now mostly wireless, though it has non-wireless host systems. The "internet" is available to anyone with a computer- wireless almost worldwide. The internet can be accessed wtih a cyberdeck, though the cyberdeck provides no particular bonuses to internet access, except for perhaps access speed.
Internet
The internet can be used to find any public information- myspace profiles, wikipedia articles, google searches, etc. Like today, the internet might show you a google maps of a place taken a few years ago, but not a street camera or anything like that. The internet is incapable of breaking security of any system. Computers skill can be used to access the internet.
Matrix
Matrix is basically internet 2.0, and can only be accessed using cyberdecks. The matrix is used to break into secure systems and search out classified information. The matrix is also mostly wireless, though many systems (especially extremely classified ones- such as research labs) don't have any outside access and must be instead accessed from inside the facility.
A cyberdeck can be used through any data port to attempt to access a computer using standard hacking rules, except that people "off-site" can get a +1 to +3 TN penalty to all rolls based on how "far" they are from the system. (Example: Attempting to access the LA police computers from your house in LA would be +2, from another police station would be +1, from LA's police station would be +0. Likewise, attempting to access Aztechnology's secret research lab might be impossible off site. Accessing one of their less secure buildings might by +3 outside of Aztlan or aztechnology buildings, +2 from any aztechnology computer, and +1 from a central office, with +0 from the facility you're trying to access). This keeps deckers/hackers in the mission instead of hanging out at home.
Locating/Identifying People
This is not as easy as it may seem. While there are street cameras (owned by a variety of businesses, traffic cameras, sattelites, and similar) they are not all on one system and people rarely look at them as they approach, leaving it difficult to find a specific person on an image search.
For being "secretive" roll some of your dice seperately and track that highest number as your "matrix stealth". You are splitting dice amongst being secretive and learning info.
Identifying People
Identifying people involves searching out things about them on the matrix and seeing what comes back. This involves a hacking test. Computers can be used for internet ID, but they get +1 TN penalty to target numbers and no hacking pool, and can only gain level 1 or 2 information.
The TN is 4, which is modified by certain things (below). Every 2 successes can get you 1 extra piece of information, or move you to the next "level" of information. The information gathering test takes 1 hour per piece of information you uncover. Less than 2 successes means you've gained no info. You must gain at least one piece of info from a level before you move to the next level.
Level 1 info
Name
Listed Address
Businesses /Charities publically associated with
Public Knowledge
Photo
Level 2 info
License plate number
Rumors
office phone numbers, "public" phone numbers, business address
immediate family member names
approximate income level
Level 3 info
Credit report
regular contacts
active warrants/tickets
drivers license photo
SIN
bank account balance
public/business tax returns
aliases
if target is a decker/rigger/mage
Level 4 Info
Actual business/home address(es)
credit report
medical history
criminal history
tax returns (private/personal)
Thumbprint, blood type, etc.
special cyberware
Modifiers to gaining info TN:
Existing Details:
Name only (+1)
photo only (+2)
fuzzy image only (+4)
vague details only (+6)
name + photo (+0)
have at least 1 rank 1 info (besides name/image) (-1)
have at least 1 rank 2 info (-2) (does not stack with rank 1)
have at least 1 rank 3 info (-3) (does not stack with rank 1/2)
have at least 1 rank 4 info (-4) (does not stack with rank 1/2/3)
Target Behavior:
Target has deckers protecting his identity (+ opposed decker roll)
Target is a public figure (-1 to -3)
Target uses fake identities (+1 per alternate id)
Target goes to lengths to avoid digital transactions and pictures (+2 to +6)
Target has no SIN (+2)
Target is from a foreign country (+2 unless in that country)
Target has distinctive features or style (-1 each)
Target goes to length to be in photos, has extensive myspaces pages, etc (-1 to -3)
Target carries no cell phone or transmitters (+3)
Target is gathering info about you currently (-2)
Your behavior
You are trying to be secretive (+2)
Information Rank
Gaining rank 2 info (+2)
Gaining rank 3 info (+4)
gaining rank 4 info (+6)
Tracking Someone
Once you have the identity of a person, you might want to find out where s/he is. This is a bit more complex, causing hacking into traffic cams, credit card readers, and similar things.
The tracking check takes 1 hour per "zoom in". It takes 2 successes to gain level 1 info, 4 for level 2 info, 6 for level 3 info, and 8 for level 4 info. There are TN modifiers to this test (below), but the base DC is 4.
Level 1 info The country they are currently in
Level 2 info The city they are currently in
Level 3 info The district they are currently in
Level 4 info the building/vehcile/street they are in.
Modifiers
Existing Info
Vague details only (impossible)
Fuzzy image only (+12)
Photo only (+4)
name only (+2)
name + photo (+1)
every rank 1 info (-1, max -2)
every rank 2 info (-1, max -2) stacks with rank 1
every rank 3 info (-1, max -3) stacks with rank 1,2
every rank 4 info (-1, no max) stacks with other ranks.
Target Behavior
Target has deckers protecting his identity (+ opposed decker roll)
Target is a public figure (-1 to -3)
Target uses fake identities (+1 per alternate id)
Target goes to lengths to avoid digital transactions and pictures (+2 to +6)
Target has no SIN (+2)
Target has distinctive features or style (-1 each)
Target goes to length to be in photos, has extensive myspaces pages, etc (-1 to -3)
Target rarely, if ever, leaves the country (-5 for level 1 only)
target rarely leaves the city (-4 to level 2 only)
Taget rarely leaves home (-3 for level 3/4)
Target carries no cell phone or transmitters (+3)
Target carries public or business cell phone for non-secure job (-3) (like truck driver)
Target drives company car/police car etc (-2)
Target is gathering info about you (-2)
Your Behavior
You are trying to be secretive (+2)
Identifying Checks against you
Sometimes you'll want to know if someone is trying to learn things about you.
When someone is tracing you, you get to make a perception test every time they learn a piece of information about you. If actively decking (or if you have deckers watching out for you) this can be supplimented by a hacking roll. This perception test has modifiers as well, base 4. Perceptive helps for this, but keen senses do not.
Perception Test Modifiers
Level 1 information being gained (+12)
Level 2 information being gained (+4)
Level 3 information being gained (+0)
Level 4 information being gained (-2)
Person being secretive (+ opposed computer roll)
Person has trouble magnet (-2)
Person has distinctive style (-1)
You are currently gathering info/locating them (-2)
With one success, you know someone is searching for you. Each extra success nets you extra information as if you were gathering info about them. (R1 info only) Afterwards you can search them out using decking skill, and avoid their "being secretive" roll modifiers, gaining a -1 bonus to gaining information until they notice you back. If they make their perception test about you searching them back, they can choose to break connection, or keep probing, allowing you to both learn about each other.
While very difficult and complex, this ensures deckers are not "broken" but that there's a chance they can find out info about people.
Matrix vs Internet
The matrix is now mostly wireless, though it has non-wireless host systems. The "internet" is available to anyone with a computer- wireless almost worldwide. The internet can be accessed wtih a cyberdeck, though the cyberdeck provides no particular bonuses to internet access, except for perhaps access speed.
Internet
The internet can be used to find any public information- myspace profiles, wikipedia articles, google searches, etc. Like today, the internet might show you a google maps of a place taken a few years ago, but not a street camera or anything like that. The internet is incapable of breaking security of any system. Computers skill can be used to access the internet.
Matrix
Matrix is basically internet 2.0, and can only be accessed using cyberdecks. The matrix is used to break into secure systems and search out classified information. The matrix is also mostly wireless, though many systems (especially extremely classified ones- such as research labs) don't have any outside access and must be instead accessed from inside the facility.
A cyberdeck can be used through any data port to attempt to access a computer using standard hacking rules, except that people "off-site" can get a +1 to +3 TN penalty to all rolls based on how "far" they are from the system. (Example: Attempting to access the LA police computers from your house in LA would be +2, from another police station would be +1, from LA's police station would be +0. Likewise, attempting to access Aztechnology's secret research lab might be impossible off site. Accessing one of their less secure buildings might by +3 outside of Aztlan or aztechnology buildings, +2 from any aztechnology computer, and +1 from a central office, with +0 from the facility you're trying to access). This keeps deckers/hackers in the mission instead of hanging out at home.
Locating/Identifying People
This is not as easy as it may seem. While there are street cameras (owned by a variety of businesses, traffic cameras, sattelites, and similar) they are not all on one system and people rarely look at them as they approach, leaving it difficult to find a specific person on an image search.
For being "secretive" roll some of your dice seperately and track that highest number as your "matrix stealth". You are splitting dice amongst being secretive and learning info.
Identifying People
Identifying people involves searching out things about them on the matrix and seeing what comes back. This involves a hacking test. Computers can be used for internet ID, but they get +1 TN penalty to target numbers and no hacking pool, and can only gain level 1 or 2 information.
The TN is 4, which is modified by certain things (below). Every 2 successes can get you 1 extra piece of information, or move you to the next "level" of information. The information gathering test takes 1 hour per piece of information you uncover. Less than 2 successes means you've gained no info. You must gain at least one piece of info from a level before you move to the next level.
Level 1 info
Name
Listed Address
Businesses /Charities publically associated with
Public Knowledge
Photo
Level 2 info
License plate number
Rumors
office phone numbers, "public" phone numbers, business address
immediate family member names
approximate income level
Level 3 info
Credit report
regular contacts
active warrants/tickets
drivers license photo
SIN
bank account balance
public/business tax returns
aliases
if target is a decker/rigger/mage
Level 4 Info
Actual business/home address(es)
credit report
medical history
criminal history
tax returns (private/personal)
Thumbprint, blood type, etc.
special cyberware
Modifiers to gaining info TN:
Existing Details:
Name only (+1)
photo only (+2)
fuzzy image only (+4)
vague details only (+6)
name + photo (+0)
have at least 1 rank 1 info (besides name/image) (-1)
have at least 1 rank 2 info (-2) (does not stack with rank 1)
have at least 1 rank 3 info (-3) (does not stack with rank 1/2)
have at least 1 rank 4 info (-4) (does not stack with rank 1/2/3)
Target Behavior:
Target has deckers protecting his identity (+ opposed decker roll)
Target is a public figure (-1 to -3)
Target uses fake identities (+1 per alternate id)
Target goes to lengths to avoid digital transactions and pictures (+2 to +6)
Target has no SIN (+2)
Target is from a foreign country (+2 unless in that country)
Target has distinctive features or style (-1 each)
Target goes to length to be in photos, has extensive myspaces pages, etc (-1 to -3)
Target carries no cell phone or transmitters (+3)
Target is gathering info about you currently (-2)
Your behavior
You are trying to be secretive (+2)
Information Rank
Gaining rank 2 info (+2)
Gaining rank 3 info (+4)
gaining rank 4 info (+6)
Tracking Someone
Once you have the identity of a person, you might want to find out where s/he is. This is a bit more complex, causing hacking into traffic cams, credit card readers, and similar things.
The tracking check takes 1 hour per "zoom in". It takes 2 successes to gain level 1 info, 4 for level 2 info, 6 for level 3 info, and 8 for level 4 info. There are TN modifiers to this test (below), but the base DC is 4.
Level 1 info The country they are currently in
Level 2 info The city they are currently in
Level 3 info The district they are currently in
Level 4 info the building/vehcile/street they are in.
Modifiers
Existing Info
Vague details only (impossible)
Fuzzy image only (+12)
Photo only (+4)
name only (+2)
name + photo (+1)
every rank 1 info (-1, max -2)
every rank 2 info (-1, max -2) stacks with rank 1
every rank 3 info (-1, max -3) stacks with rank 1,2
every rank 4 info (-1, no max) stacks with other ranks.
Target Behavior
Target has deckers protecting his identity (+ opposed decker roll)
Target is a public figure (-1 to -3)
Target uses fake identities (+1 per alternate id)
Target goes to lengths to avoid digital transactions and pictures (+2 to +6)
Target has no SIN (+2)
Target has distinctive features or style (-1 each)
Target goes to length to be in photos, has extensive myspaces pages, etc (-1 to -3)
Target rarely, if ever, leaves the country (-5 for level 1 only)
target rarely leaves the city (-4 to level 2 only)
Taget rarely leaves home (-3 for level 3/4)
Target carries no cell phone or transmitters (+3)
Target carries public or business cell phone for non-secure job (-3) (like truck driver)
Target drives company car/police car etc (-2)
Target is gathering info about you (-2)
Your Behavior
You are trying to be secretive (+2)
Identifying Checks against you
Sometimes you'll want to know if someone is trying to learn things about you.
When someone is tracing you, you get to make a perception test every time they learn a piece of information about you. If actively decking (or if you have deckers watching out for you) this can be supplimented by a hacking roll. This perception test has modifiers as well, base 4. Perceptive helps for this, but keen senses do not.
Perception Test Modifiers
Level 1 information being gained (+12)
Level 2 information being gained (+4)
Level 3 information being gained (+0)
Level 4 information being gained (-2)
Person being secretive (+ opposed computer roll)
Person has trouble magnet (-2)
Person has distinctive style (-1)
You are currently gathering info/locating them (-2)
With one success, you know someone is searching for you. Each extra success nets you extra information as if you were gathering info about them. (R1 info only) Afterwards you can search them out using decking skill, and avoid their "being secretive" roll modifiers, gaining a -1 bonus to gaining information until they notice you back. If they make their perception test about you searching them back, they can choose to break connection, or keep probing, allowing you to both learn about each other.
While very difficult and complex, this ensures deckers are not "broken" but that there's a chance they can find out info about people.
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