Systems and the Internet
Systems are the only reason that the Internet exists. Thousands of computers interconnected to each other allowing a massive sharing of information. At least that’s the basic concept, but most people don’t share their information. Systems are the network of computers that can be accessed through the Internet. They contain massive amounts of information from simple food recipes to the newest design for the hottest motorcycle on market. Of course, the information is almost always protected in some way, from simple security codes to deadly ICE that kills a cyberjacker.
A system’s appearance varies from system to system. When a system is connected to the Internet the system administrator programs how the system will appear to people via a Realty Enforcement System (R.E.S.) chip. A system can appear as anything and as can the ICE. Passwords or coded access points may appear as walls of granite or spinning saw blades. While ICE may appear as mounted knights and programs running in the system may appear as peasants working in the fields. A cyberjacker may create an appearance for himself, which many cyberjackers do to show their individual style and taste. For example, Data Shark, a well-known cyberjacker has the appearance of a giant, great white shark that swims on currents of data.
The Internet appears how a cyberjacker chooses for it to appear. Through simple programming, the Internet appears as a Wild West town with streets of dirt and horse-drawn wagons or a fantastic world of magic and glistening streams. The appearance of a system will always override the programming a cyberjacker has done to modify the appearance of the Internet through a Reality Enforcement System (R.E.S.). The forces the cyberjacker to conform to virtual reality created by the R.E.S. Therefore, doors and walls stop a cyberjacker and other aspects of the reality apply to the cyberjacker.
System Security
All systems have a Security Level. The Security Level is represented by a colour. The colour of a system represents the complexity of the system’s entry codes and usually, but not always, the sensitivity of the information contained within. White systems are often simple systems such as computer message boards for hobbyists; they have only minimal protection and are rarely by anything other than simple passwords. Orange systems are the most common; they have complex passwords and will contain basic tracer or non-lethal ICE. Purple to brown systems represent well-protected systems that contain sensitive information. Many corporations have purple to brown level systems and they always contain ICE that is sometimes lethal. Finally, grey to black systems are extremely tough to crack and contain sensitive information. They are often military systems or corporate research and development severs. These systems will have the best ICE money can buy.
Whenever a cyberjacker wishes to enter a system without authorization, the cyberjacker must beat the system security colour. To do this the cyberjacker must make a successful Computer Hacking skill roll. The security level of a system incurs certain skill bonuses or penalties to the cyberjacker’s skill. This penalty applies to all activities performed in the systems. Decryption programs can help adjust this modifier.
| Security Level | Skill Penalty |
| White | No Modifier |
| Blue | -5% |
| Green | -10% |
| Orange | -15% |
| Purple | -20% |
| Yellow | -25% |
| Brown | -30% |
| Gary | -45% |
| Red | -50% |
| Black | -60% |
Security Total
Each time a cyberjacker fails a skill roll when in a system, that failure adds to the Security Total of the system. When the Security Total reaches a certain number, the system may take steps to protect it. The system may attempt to detect the invalid user, activate ICE to deal with intruders, move to a new security status, alert system operators to an intrusion, or shutdown completely. When the Security Total reaches a set number of failures, the system takes measures to be deal with possible intruders. This number is called a Security Step. The Security Step is a number set by the game master that activates defensive measures. At low Security Steps the system will usually just try to detect the cyberjacker, while at high Security Steps the system will activate lethal ICE and alert system administrators (i.e. enemy cyberjackers) to the intrusion. What happens at each Security Step is up to the game master. A good rule of thumb is that every time the Security Total goes up about three to six points; the system takes a new step to protect itself.
A system may attempt to detect an intruder. The system may send out ICE to investigate or do a full scan to validate all users (i.e. ask for pass codes). When this happens, the cyberjacker must make a prowl roll using any stealth programs. The security level penalty applied to this roll. If the cyberjacker fails the skill roll than the system will validate the user and request a user name and password. The cyberjacker must make a computer hacking roll with any bonuses from decryption programs. If the cyberjacker fails the skill roll then the system immediately takes steps to eliminate the intruder.
System Topography
The Internet is made up of network of computers connected to each other via phone lines, satellite relays, and other forms of communications mediums. Systems are made of a series of nodes. Nodes are computers that are connected to the Internet. A node may only be a single computer that serves some purpose (advertising, on-line ordering, controlling security systems, Internet Service Provider, etc.), or it may connect to a series of computers that form a network for a corporation.
These networks are used for connecting the employees of the company even though they may be on the other side of the planet or possibly even in orbit around the Earth. This ease of communication allows for employees that would not normally be able to work together, to combine efforts and ideas to make new products and discoveries for their corporation. The corporations aren’t the only ones using the Internet. People use it every day; just like people do the Internet in the 20th century. The government, scientists, and private citizens all use the Internet for work and recreation, but unlike the 20th century, computers are as common at televisions and telephones, which makes the Internet much larger then the Internet could have ever been.
But now the question arises; what do these systems look like? This section discusses system concepts and common topographical layouts. This is of course not all-inclusive; the Internet is a large place after all. It will, however, provide some of the basic concepts that are needed for a game master to properly run a cyberjacker through a cyberjacking scenario and give the player an idea of what to expect when he decides to cyberjack a system.
Independent Nodes
Independent nodes make up a large majority of the computers in the Internet. They are usually only simple things, such as Internet Service Providers, on-line encyclopaedias, and personal Internet page libraries. They rarely contain any sellable data, but often contain useful information that can help a cyberjacker. It may simply be a message board where a cyberjacker can get in contact with other cyberjackers and learn tricks of the trade, pick up new programs, find the location of a certain node, or any number of things. They often have rather low security colours, rarely above green, and contain white ICE, if any. There are some rather paranoid people on the Internet, so don’t be surprised if to find a black node that is nothing but a listing of some guy’s favourite holo-movies. In the example below, nodes one, two, three, and four are all connected directly to the Internet.
Firewall System
A firewall system is the next most common system on the Internet. It is a classic network design. A firewall is a term used for a part of a car. In cars, firewalls are physical objects that separate the engine from the passengers. They are meant to protect the passenger in case the car's engine catches fire while still providing the driver access to the engine's controls. Firewall systems consist of a specially designed gateway that screens communications. All of the nodes are connected to the Internet via a single node, called the firewall, which is connected to the Internet. The only way to access these nodes is by passing through the firewall. The firewall usually has a very high security colour, while the nodes connected to the firewall are considerably lower. These systems can be any type of system but most are computer networks for smaller companies whom want access to the resources available on the Internet. In the example, the firewall node is connected to the Internet and has a security colour of purple. Nodes one and two are both connected to the firewall. Node one has a security colour of blue and node two has a security colour of white. For someone trying to access these nodes they must pass through the firewall.
Node Access System
A Node access system is consists of a series of node connected to each other and connected to the Internet via a node, similar to a firewall system. Some of the nodes are only connected to the other nodes by passing through another node. Node access systems are the most common corporate system because is provides security and open access. In example, the main node is connected to node two. Node two is connected to nodes one, three, and four, and nodes one and four are connected to each other. To access node one from node two you can go directly to node one or choose to go through node four. Node five is connected to node three. The only way to access the node five is go through node three. More than likely, node three has a higher security colour than the other nodes the other nodes in the system.
Unconnected Systems
Unconnected systems are simply computer networks that are not connected to the Internet. This is the most secure system because the only way for an intruder to get into the system is for them to be breaking into the system by being in the facility where the system is kept. Unconnected systems are common for top secret government and corporate computer networks. Once inside the system, it can have any designed, or it may not be networked to any other computers in the facility.
CYBERHACKING
Information here was supplied by AJ Picket with some minor additions by myself.
Accessing the Internet
Any character can use a Cyberdeck to interface with the Internet provided they have the required skills. Those skills are Computer Operation, Computer Programming, Computer Hacking, Computer Networks, and Cyberjacking. If a character has these skills, then he or she may cyberjack. To access the Internet a cyberjacker must also have a few pieces of basic equipment: a headjack or fingerjack, a Cyberdeck and a set of eye-phones. The headjack and Cyberdeck allows the cyberjacker to interface with the Internet and a pair of eye-phones allows the cyberjacker to see the virtual world. Without eye-phones the cyberjacker must have the optic nerve implant to see the Internet.
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Glossary of Cyberjacking Terms |
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| Damage Threshold Capacity | A number which represents the amount of damage that a cyberdeck can receive before being rendered inoperable. D.T.C. is determined by the cyberdeck |
| Trace Damage Capacity | A number that represents a Tracer program’s attempt to trace a cyberjacker. T.D.C. is equal to the cyberjacker’s stealth program |
| Virtual Damage Capacity | V.D.C. is a representation of how much damage a cyberjacker or program can take before being destroyed. V.D.C. is equal to a cyberjacker’s hit points plus the cyberjacker’s M.E. attribute. If a cyberjacker’s V.D.C. is ever reduced to zero then the character must make a saving throw vs. Coma/Death |
| Virtual Physical Prowess | V.P.P. represents how quickly the cyberjacker responds to combat situations in the Link. V.P.P. is equal to a cyberjacker’s I.Q. attribute plus cyberdeck speed. To get bonuses use the standard attribute chart and go down the P.P. column using V.P.P. attribute to get bonuses |
| A cyberjacker also gets a bonus to strike, parry, and dodge due to exceptional skill with a computer. To get bonuses from exceptional computer skill divide the cyberjacker’s skill percentage in cyberjacking by 24 (round fractions down) | |
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Virtual Reality Combat |
| Combat in
cyberspace uses traditional Palladium combat rules. See the combat section
for combat rules. The only important difference is the length of melee
rounds and what combat skills apply in the Link. Melee rounds in cyberspace,
unlike standard melee rounds, are much shorter. Each link melee round is
only three seconds. When combat in cyberspace and combat in the physical
world are taking place at the same time then resolve the cyberspace combat
round, then resolve the standard combat round. This order helps to reflect
the speed that combat in cyberspace takes place. Physical attributes and skills do not always apply in cyberspace. All cyberjackers have two actions per melee round which cannot be increased by hand to hand combat skills, boxing, other physical skills or special abilities. The skills of Cyberspace Combat Basic and Elite can increase the number of actions per melee round and skill with a computer will provide bonuses to strike, parry, and dodge.. A cyberjacker may need to exit cyberspace quickly. To do so the cyberjacker must perform the jacking-out procedure. The jacking-out procedure consists of the cyberdeck breaking the link between the cyberjacker and the cyberdeck with no ill effects. The jacking-out procedure takes one melee action. The cyberjacker can perform no other action including defensive actions while jacking-out. The cyberjacker can choose to stop the jacking out procedure to engage in combat at any time. A cyberjacker may choose not to perform the jacking out procedure, because he or she needs to exit the Link in hurry to avoid a trace or a deadly piece of ICE. If the cyberjacker chooses to do so, (which consists of pulling the headjack plug before the procedure is complete) than the cyberjacker must make a Saving Throw verses Link Shock and roll a 14 or higher on a twenty sided die. If successful the character suffers a penalty of -20% on all skills -2 to initiative, and -3 to strike, parry and dodge for 1D4 hours. If the character fails then he or she is knocked unconscious for 3D6 minutes. |
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Cyberjacking Programs |
| A cyberjacker may be skilled with a cyberdeck, but that expensive deck and hard-learned skills are useless without even the simplest programs. Programs aid a cyberjacker in everything that a cyberjacker does in the Link from combat to the simple management of a database. Only the most desperate or insane cyberjacker would enter the Link without a simple program or two. Each program is unique in some way, and some programs may not even be essential. Decryption Programs are code-breaking programs which allow a cyberjacker to bypass the security protocols of a system and gain access without the proper security codes. The higher the bonus a program provides the more effective it is at breaking codes. A decryption program assists a cyberjacker in code breaking, but they are not essential. For more information on decryption rules see the section Fortresses of the Virtual World. Stealth programs allow a cyberjacker to move around a system undetected and prevents traces. If a cyberjacker does not have a stealth programs he or she will immediately be detected by the system and attempts to trace will be almost instantaneous. Combat programs are used to attack security programs, cyberjackers, and cyberdecks. Miscellaneous programs are programs that provide the cyberjacker with unique abilities while in the Internet..These programs do not fit into any of the categories discussed above. |
|
Decryption Programs |
| Decryption
programs make breaking into systems much easier than if the cyberjacker were
trying to break the codes by skill alone. Decryption programs provide a
bonus to the cyberjacker’s Cryptography, Computer Hacking and Cyberjacking
skill. The more effective the program, the higher the bonus it provides. The
maximum bonus that a decryption program can provide is a bonus of +60%. No
matter how good the decryption program, a character’s skill can never be
higher than 98%. Many cyberjackers write their own decryption program.
Creating a decryption program is tricky. A cyberjacker has a -5% penalty
applied to his computer programming skill for each bonus of +5% (i.e. +10%
causes a -10% penalty to the programming skill). Cost: Total bonus x $ 4000 |
|
Stealth Programs |
| Stealth
programs provide a cyberjacker with the ability to move around a system
undetected. In effect, it provides the cyberjacker with a form of virtual
prowl skill. The maximum percentage that a stealth program can provide is
92%. A cyberjacker may create a stealth program The cyberjacker has a base
prowl equal to half his programming skill. The cyberjacker may add +10% to
stealth program for a cumulative -5% penalty to his Computer Programming. Cost: Stealth program percentage x $ 1,500 |
|
Ranged Weapon Programs |
| Ranged weapon
programs are used for striking enemies at a distance. A cyberjacker may
choose to create a program rather than purchase it. Ranged weapon programs
are complex and quite time consuming to design. Ranged weapon programs have
a payload equal to the cyberjacker’s Computer Programming skill divided by
the number of dice of damage that the program does. For Example, if a
programmer has a 78% programming skill then, a ranged program may do 1D6
damage per shot and have 78 shots, it may do 6D6 damage and have only 13
shots, or it may do 1D6 x 10 damage and have 8 shot, etc. Once the weapon
has been emptied then the cyberjacker must load a new weapon program or
attempt to reload the weapon by making a success for Computer Programming
skill roll (takes two actions). There is a -15% skill penalty to the
cyberjacker’s computer programming skill when creating a ranged weapon
program.
When programming, the cyberjacker may choose to increase the die type used for damage (i.e. increase the base six-sided die to an eight-sided die, and so on) up to a maximum of a ten-sided die. For each die type increase there is a -30% penalty to the cyberjacker’s programming skill roll. Cost: Size x $ 500 |
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Melee Weapon Programs |
| Melee weapons
are much simpler combat programs. They take less time to program, eliminates
the need of worry about running out of ammunition, and take much less
storage space on the cyberdeck. The drawback is that the cyberjacker must be
close for the weapon to be effective. A melee weapon may do one die of
damage for every 10% (round fractions up) of the cyberjacker’s programming
skill (i.e. a cyberjacker with a 78% programming skill may have a weapon
which does 8D6 damage)..When programming, the cyberjacker may choose to
increase the die type used for damage (i.e. increase the base six-sided die
to an eight-sided die, and so on) up to a maximum of a ten-sided die. For
each die type increase there is a -15% penalty to the cyberjacker’s
programming skill roll.
Cost: Size x $ 300 |
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On the Fly Programming |
| There are times when the programs the cyberjacker has just won't do the job. When this happens, a cyberjacker may alter a program to do what he or she needs it too. On the fly programming is a simple Computer Programming skill roll. The game master may apply skill penalties depending on how significant of a change will be made to the program. There is usually a minimum skill penalty of -10% to the skill roll. The player must define how their character is going to alter the program. For example, a cyberjacker is caught off guard by a rather nasty piece of ICE and he does not have a combat program ready. Rather than load up a combat program, the cyberjacker decides to alter his decryption program so it can harm the ICE. The player says he is going to alter it so the decryption program can find the command to shut the ICE down. The Game master decides the standard -10% penalty is all that is necessary and the player makes the skill roll. The character succeeds at altering his program and attacks the ICE this round. |
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Ghosthacking |
| Only the most skilled hackers can attempt this. Basically what this entails is reprogramming someone's brain. This can be done by diving into the persons ghost from an outside computer network (provided they have a full time connection to cyber-net). To do this you must first crack the persons "ghost key", which is extremely difficult. The second method is to interface with the person directly and "ghostdive" into their mind. Special software is required and it is highly illegal on the open market (very rare and expensive, can cost $ 50,000+ for usable software). So, in short is an extremely difficult process to pull off, but if one can do it the possibilities are endless. You can reprogram people to do your bidding, turn them into different people or replace their memories with new ones. It should be noted that once this is done, there is no going back, the changes are permanent (although they are somewhat shallow). Even if one has the equipment they are up against difficult odds. To crack a persons ghost key it is a resisted roll of IQ+ Interface + 1D10 Vs. the victims IQ + ME + 1D10. The hacker must beat the victims role by the amount of the victims cool. Note that although the victim is making a roll, he is most likely unaware that he is being ghost hacked. Once the ghost key has been hacked the hacker can try to mess around in the victims brain. He must make another IQ+ Interface + 1D10 Vs. a difficulty rating set by the GM. It is very hard to tamper with the brain so the ratings should be high. Oh yeah, if you fumble, the victim will be permanently brain damaged to the point of retardation. |
Virtual Reality Combat
Combat in cyberspace uses traditional combat rules.
Physical attributes and skills do not always apply in cyberspace. All
cyberjackers have two actions per melee round which cannot be increased by hand
to hand combat skills, boxing, other physical skills or special abilities. The
skills of Cyberspace Combat Basic and Elite can increase the number of actions
per melee round and skill with a computer will provide bonuses to strike, parry,
and dodge.. Jacking Out During Combat A cyberjacker may need to exit cyberspace
quickly. To do so the cyberjacker must perform the jacking-out procedure. The
jacking-out procedure consists of the cyberdeck breaking the link between the
cyberjacker and the cyberdeck with no ill effects. The jacking-out procedure
takes one melee action. The cyberjacker can perform no other action including
defensive actions while jacking-out. The cyberjacker can choose to stop the
jacking out procedure to engage in combat at any time. A cyberjacker may choose
not to perform the jacking out procedure, because he or she needs to exit the
Link in hurry to avoid a trace or a deadly piece of ICE. If the cyberjacker
chooses to do so, (which consists of pulling the headjack plug before the
procedure is complete) than the cyberjacker must make a Saving Throw verses Link
Shock and roll a 14 or higher on a twenty sided die. If successful the character
suffers a penalty of -20% on all skills -2 to initiative, and -3 to strike,
parry and dodge for 1D4 hours. If the character fails then he or she is knocked
unconscious for 3D6 minutes.
Net Combat:
Initiative: each side rolls D20 +INT
Rounds & Actions: People in the net have 1 action per round. Netrunner’s have at
least 1 based on their level.