I'm fairly new to all this, I confess. When my questions get irritating, please shut the thread and ban my butt. I'm hoping against hope that my questions will be easy to answer and fill someone with both a sense of being an SR guru and a feeling of benevolence for helping to ease me into the 6th World.
Starter question for 5: the pre-generated hacker has upgraded the commlink he purchased. How'd he do that? I can't find the rule anywhere.
Second question: I've got 5 runners, but none of them want to play a rigger. This may make hasty retreats an issue. What would a freelance rigger charge to essentially be a get-away driver? Would it be hourly? A percentage of the final cut?
Question 3: Has someone made a jolly great data base with good handles for random NPCs? I'm trying to be as varied as I can be, refusing, for example, to let myself have lots of vicious sounding ones. I've got a fixer called Catalyst, a gillette called Cinnamon, a few tribals with tribal sounding names (Nope, I don't have a Two Dogs), but I won't let myself have a Cherry or Sugar because they're too much like Cinnamon.
A#1 - Pg240 and 321. No rules to create, just each stat has to be bought below the avail limit. IE for chargen no stat can be above R5.
A#2 - Up to the GM, but if it is just a getaway driver job, 10% probably wouldnt be a bad ammount.
Each game has multiple "sectors" of play based on the character types that specialize in them. This was much worse in SR3 and previous editions, but is pretty manageable in SR4. Anyway, here's my suggestion...
If the runners aren't specialized in a particular sector of play (i.e., riggers for pursuits), it would probably be best not focus on those areas of play. If they have stealth or combat types, for example, they're probably going to try to make sure there is no pursuit. Let them. Allowing the players to focus in their chosen areas is better than inserting random NPCs to pick up the slack.
That being said, one doesn't need a rigger to conduct a good car chase. I recently had a chase between a lone street-sam on his motorcycle against a couple of roto-drones that worked out pretty well and was kind of fun. Of course, he shot down the roto drones and used his edge to insure his survival.
Wow, thanks for the speedy reply, Konsaki. Point of clarification: if my player wants to upgrade, does he pay for a new rating, or is his existing commlink upgraded by the amount on the table? In essence, the munchkin suggests buying the cheapest commlink and paying for the upgrade instead of buying a better commlink since in the end you'll pay the same for the upgrade regardless of what commlink you started with.
Thanks, Cetiah
The escape thing comes up in another thread, but my
2 worth is this: since we don't have a dedicated rigger, doesn't it make sense for the team to be on individual wheels? Much harder to pursue 5 vehicles going in different directions than one.
Just like you can buy computer cases without any guts, IMO you can do the same thing in 2070 for commlinks. If they are buying 8,000 in parts, I would just give them the case for free. People would notice that it isnt an off the shelf thing though.
If they want to upgrade from R4 signal to R5, i would let them sell back the R4 guts for 1/2 the price, so it would cost them 750 cred total. 500/2 = 250, 1000 for R5 - the 250 = 750 owed. Thats just me though, you could charge them the full 1000 if you wanted. or you could just charge them the difference, which is 500. Its up to the GM.
| QUOTE (Bashfull) |
| Thanks, Cetiah The escape thing comes up in another thread, but my |
Thanks, Konsaki. It occurs to me that other team members might also want the old bits (if they'd conceivably fit) for their commlinks. So the trade-in idea is excellent, and as a further option they could sell it (or give it) to another team member.
P.S. Love the manga pic of Caittie. How can a drawing be sexah? I'm feeling a bit dirty.
| QUOTE (Bashfull) |
| The escape thing comes up in another thread, but my |
I agree about the commlink case, but having said that, the pregenned hacker has a commlink that is upgraded. That means he's paid for the original then paid for the upgrade. Roleplaying wise, a nice touch. Munchkin wise (and I do have a munchkin in my game) it'll get by-passed. I'll use the "it'll be obvious you're a hacker" argument, since the player used a lot of BP for start up cash. He could quite easily have afforded the Fairlight Caliban but I urged against it.
| QUOTE (Bashfull) |
| I agree about the commlink case, but having said that, the pregenned hacker has a commlink that is upgraded. That means he's paid for the original then paid for the upgrade. Roleplaying wise, a nice touch. Munchkin wise (and I do have a munchkin in my game) it'll get by-passed. I'll use the "it'll be obvious you're a hacker" argument, since the player used a lot of BP for start up cash. He could quite easily have afforded the Fairlight Caliban but I urged against it. |
| QUOTE (Bashfull) |
| I agree about the commlink case, but having said that, the pregenned hacker has a commlink that is upgraded. That means he's paid for the original then paid for the upgrade. Roleplaying wise, a nice touch. Munchkin wise (and I do have a munchkin in my game) it'll get by-passed. I'll use the "it'll be obvious you're a hacker" argument, since the player used a lot of BP for start up cash. He could quite easily have afforded the Fairlight Caliban but I urged against it. |
I assume you always have to "throw away the guts" when you upgrade something. When a character upgrades to alphaware bone lacing, for example, do you let him keep the original bone lacing? Do you give him a discount? Generally, I just assume if its possible to salvage (which might take a little bit of work), the chopshop keeps the bone lacing and then sells it used to gangs. They don't reimburse the guy on the table. If he wants to keep his own bone lacing that will be a rather expensive service.
I assume more or less this same principle applies, say, if a player character is upgrading the bone lacing of another player character. The old bone lacing is trash. I mean, it can't even be used for ghoul food like regular bones.
Just like I wouldn't let a character keep his old hand when he upgraded to a cyberhand, and I wouldn't want to be concerned with the inevitable fate of this hand, I'm going to similiarly ignore the 'old guts' of a commlink when it is upgraded.
I believe it's important to be consistent.
And by the way, isn't it more expensive to buy a cheap commlink and upgrade it? I thought I noticed that some of those commlinks and operating systems, especially the upper ones, seem to give you a discount as a package deal... but if you plan to eventually upgrade it, yeah, buy a cheap one and put up with its lower stats for awhile until you upgrade. If its worth it to you to save a few nuyen.
I disagree with most of what you just posted. I would indeed reimburse my PCs for most cyber they trade in in the course of upgrades, as long as it is salvageable.
| QUOTE (Fortune) |
| I disagree with most of what you just posted. I would indeed reimburse my PCs for most cyber they trade in in the course of upgrades, as long as it is salvageable. |
| QUOTE (cetiah) | ||
It's up to you. As long as you're consistent, I don't think it matters which style you go with. But I'm of the opinion that the basic assumption should be that the rules will be used more often than they will be and that exceptions should be, well, exceptional. For example, does an upgrade price reflect keeping the original parts? Well, if you're going to keep the original parts and sell them afterward, or recieve a discount for trading in the upgraded parts, and that stuff isn't covered in the rules, we should just assume that this kind of stuff is covered rather than applying an exception each and every time that rule is used. Or change the rules. But like I said, so long as you're consistent, I don't think one option is better than another. I made a choice for my games and now PCs know what to expect. (If they really wanted a discount for trading their old cyberwear, I'd start using the Negotiation rules... really roleplay the event and make it fun. Not just a player overriding the standard rules "because I said so".) |
I have to say it's fairly moot in my opinion. Why go to the extra hassle of accounting all this junk? It would not be at all hard to get a case for a comlink, and it can look like whatever you want it too.
Again for 'ware. If they're upgrading in the game, working out how much money they owed back for their old 'ware is a lot more effort than I can be bothered to put in. They don't exactly have surgery costs, or recovery times and costs. What portion of the cost of the 'ware in the RAW goes towards that? Or do you charge the PC extra to cover those costs?
The way I rule it:
Cyberware - You lose the old cyberware as part of the surgery costs
Bioware - You pay 150% of the difference between the ranks if you are upgrading. (Example - Synaptic boosters from rank 2 to 3 would cost 120,000 [80,000*1.5]instead of 240,000 because you already had the prior ranks performed already and they are just building ontop of them.)
| QUOTE (ornot @ Jan 21 2007, 02:30 PM) |
| Or do you charge the PC extra to cover those costs? |
indeed. just offering them an arbitrary amount as seems appropriate to the situation should be enough, i would think.
Remember, though, that not all cyberware is something you can remove from one person and install on another person. Things like wired reflexes are done by nanites secreting compounds and suchlike - you can't pull them out with a pair of pliers and staple them into someone else. I could see it for things like cybereyes, cyberlimbs, and other outright replacements.
Also keep in mind that for some 'ware, the raw materials reclaimed could be offset by the extra time and trouble of having to remove the old stuff first, as opposed to simply putting the new stuff in.
| QUOTE (Fortune) |
| I would indeed reimburse my PCs for most cyber they trade in in the course of upgrades, as long as it is salvageable. |
Time to loot the corpses....
Back on the subject of the rigger I'd say it depends a lot on the skill of the rigger NPC, exactly how risky it is for them, and more importantly what vehicle is involved. In shadowrun there is a fairly developed community of T-bird cross boarder smugglers. That wouldn't be cheap. A guy in van on the other hand.
I'd say if you made up the rigger as a PC character with a vehicle purchased with BP they'd want a share of the profits equal to whatever slice a PC gets, and then discount the price by however much the rigger shouldn't have to get into combat.
Of course the rigger will try to get the runners to agree to pay for damages and expensive weapons fired (missles arne't cheap!).
Also remeber the rigger is an NPC with a brain he isn't going to kamikazi he's vehicle trying to save the runners like as not.
Right, next n00bi3 question.
My hacker is in a firefight. He's not the best gunfighter, but decides his best course of action is to switch off someone else's cyberware, or readjust their smartlink, or ejct the clip from his pistol. In game mechanic terms, how would he do this? Is it hacking or electronic warfare?
I'd say Hacking, but only if he is stupid enough to leave sensitive equipment such as his gun/cyberware connected to his Commlink PAN. (And even then you first have to find his Commlink Node, get past whatever ICE he has, and then connect to the gun's Node on his PAN, all of which will take time.)
If like 99% of everyone with half a brain he doesn't have a huge Hack Me written on his forehead then you have to get very close to him, within 3 meters if I remember correctly. And that is if he is even using Wireless Mode instead of a Skinlink PAN, which in my opinion for 50 Y extra each device on the PAN is the way to go for most non-grunts who has to live or die based off their equipment.
*Edit*
And in my games, the basic package that every corp sec grunt is issued is a smartlinked gun/glasses and a cheap Signal 0 Commlink all programmed to only talk with itself and other matching corp issued equipment sets and to also only run in Hidden Mode. True, it is possible for a Decker to hack into this setup, but the corps figure that if a Decker has the time to do so while within 3 meters then they have bigger issues to deal with anyways...
hacking in combat will take too long. your best bet is to just throw grenades or something, or maybe get yourself a few drones that you can be commander of.
| QUOTE (Ravor) |
| True, it is possible for a Decker to hack into this setup, but the corps figure that if a Decker has the time to do so while within 3 meters then they have bigger issues to deal with anyways... |
Aye, but wouldn't that require the Decker to have access to every link on that Wireless Chain? On corp turf then wouldn't the Decker have to have first hacked the building's Matrix before even being able to start trying to hack the grunt's Signal 0 PAN?
Of course, the other more secure package using Skinlinks costs an extra 150 Y for each unit, so I guess it depends on whether the Security Chief for the corp is able to win the battle against the Accounting Chief.
Still, personally I say that as long as you are using Hidden Mode and are limiting your Signal then 'combat hacking' takes far too long to be useful in actual combat itself.
| QUOTE (Ravor) |
| Aye, but wouldn't that require the Decker to have access to every link on that Wireless Chain? On corp turf then wouldn't the Decker have to have first hacked the building's Matrix before even being able to start trying to hack the grunt's Signal 0 PAN? |
I feel it would be in the interests of a corp to have a certain degree of communication between its guards comlinks and even smartlinks; That way whoever is commanding a unit of guards has an idea how much ammo they have left, and can use information gathered through a guncam to provide some kind of AR overlay showing where any intruders are.
To a certain extent I would do this simply to allow a hacker or TM to use their funky skills, but making the enemy hackproof, while doable, is kinda dull and limits cunning plans available to the PCs. I could certainly see a corp changing its procedures if this type of hacking became overly prevelant (ie. seriously fragged up the GM's game balance).
| QUOTE (Butterblume) |
| I imagine this as working todays internet, as long as you know where you are going (IP adress), the routing to the destination is fully automatic. If there is a way through the matrix to your target, you'll get there. (there might not be, someone standing with signal strength zero on an empty parking lot can't be hacked this way ). |
| QUOTE (ornot) |
| I feel it would be in the interests of a corp to have a certain degree of communication between its guards comlinks and even smartlinks; That way whoever is commanding a unit of guards has an idea how much ammo they have left, and can use information gathered through a guncam to provide some kind of AR overlay showing where any intruders are. |
Remember, when you switch off your wireless connection to your commlink, you have no outside connection at all, even to your teammates (you know, the little warnings that they give -nade, napalm, etc..)
Bashfull, your question won't get you a solid answer. We've been going back and forth on this issue for a while now on a variety of different threads. My advice to you is to consider a way that would be most fun for your group and stay consistent with that. Otherwise wait for Unwired to be released or take a look at Serbiter's stuff.
For my campaigns...
An action like this is simply two Hacking checks, one against the enemy comlink's firewall (default 2 for unlisted grunts), and then a second check to actually eject the clip or whatever. The hack-in check doesn't have to repeated later in that scene unless the hacker switches targets; he can continue taking hacking actions to shut off the guy's gun if he wants, so long as he keeps succeeding against the firewall.
Basically, the hacker exchanges 1 of his complex actions to force an opponent to lose one of his complex actions. The biggest risk is that it won't work, like most other actions targeting an opponent.
Most people on this list do not run it this way. I do it to make it easy for hackers, to allow them to get the most ability from the capabilities they've purchased, and to make sure that the most common actions for hackers can be resolved quickly without slowing down the play. (So hacking a comlink takes about as much time and dice rolls as shooting someone, for example.)
We really won't agree on this issue, and you're better off either looking at the other threads where we discuss these issues or deciding on you're own how you're group wants to handle it. The rules are pretty open to interpretation, and those interpretations are modified by people's concepts here of "common sense" (such as assuming a runner wouldn't have his gun linked, even though the definition of the PAN describes someone with all of his little devices linked...)
Do we think this is a question that will be addressed in future by Fanpro? I actually thought there was specific mention of weapons and cyberware being part of your PAN. That's why I asked the question initially. I did find it odd: why would cyberware take such a regressive step? Why not just use the old cyberware/scope/smartlink that wasn't linked so you couldn't have it hacked? In the end I decided it was a game mechanic introduced to make hackers more useful in general play so I ran with the idea. Is it the case that most people disagree?
I went with the same conclusion, plus I'm trying to embrace "The Wireless World" as a theme in my game whenever possible. But I think most people believe that shadowrunners should be more secure and more-or-less resistant to hacking attempts, without having to be hackers themselves. I'm also trying to keep hacking attempts to 3 opposed rolls or less whenever possible, unless retrieving a file or something is the overall goal of the mission.
There have been all sorts of topics about it, from using wires to connect all of your devices, to how exactly one finds or receives signals in "hidden mode", to linking a group's commlinks together to give hacker's more stuff to have to get through, etc. etc.
Cetiah, do you let hackers make only the 2 hacking checks before messing about with cyberware too? Bypass the firewall and now you're allowed to turn off his eyes? That seems fairly unbalancing to me...
I'm not quite sure what you mean by bypassing the firewall.
Let's try an example.
Combat Turn #1: Hacker hacks into comlink with the Firewall as his threshold. Next, he commands the smartlink to eject the clip, using the Firewall as a threshold. Then the target, annoyed as hell, fumbles for another clip and sticks it in.
Combat Turn #2: Having already hacked his way into the comlink, so long as he doesn't do anything else or change to hacking someone else, the hacker doesn't have to hack in again. This time he goes for the cybereyes, shutting them off. The guy's comlink's Firewall is, once again, the threshold for this task. If the hacker is successful, the target is now blind and annoyed as hell and must spend a simple action to turn on his cybereyes.
The rolls for hacking people in hidden mode are a hair slow for combat. But it still only takes a handfull of seconds of game time to do it.
This is important because there are some crazy groups out there who like to do things other than charge into a corp with a pair of gyro mounts so they can dual weild HMGs. It's true. And clever hacking can play heavily into that.
In my games I tend to run a range of network security from lax to paranoid, but I'm sure to play out the disadvantages of playing it too secure. For example if they aren't using coms at all then the guards don't know where each other are or neccesarily know what's going on and they aren't frequently checking in.
Actually a general point to the OP. You sort of have to decide what sort of campaign you want to play. A LOT of GMs out there don't think they've made a good adventure unless there is a firefight, and preferably one in most scenes. Typically these GMs end up with their players turning into combat munchkins, because that's what they reward. If you want your characters to be skillfull and multifaceted you have to make sure your world makes their skills worthwhile. Don't fall prey to the idea that just becuase they got to make some rolls with their infiltrate, hack or con that makes them worthwhile. Your players will figure out if they would have been better off just charging in and will start alloting Karma/Nuyen appropriatly.
Cetiah, does he need to trace the commlink first before he hacks the firewall? What sort of action is that? I'm assuming that, all this time, the hacker is potentially under fire, or at least desperately trying to hide.
I don't think this is a game imbalance. I'm all for anything that brings deckers back into the team - sure, it's hackers now, but a rose is a rose, innit? I reckon I'm joining Cetiah's club unless someone else has anything to add.
| QUOTE (Bashfull @ Jan 23 2007, 04:45 PM) |
| Cetiah, does he need to trace the commlink first before he hacks the firewall? What sort of action is that? I'm assuming that, all this time, the hacker is potentially under fire, or at least desperately trying to hide. I don't think this is a game imbalance. I'm all for anything that brings deckers back into the team - sure, it's hackers now, but a rose is a rose, innit? I reckon I'm joining Cetiah's club unless someone else has anything to add. |
How does it work when their commlink is running in a hidden mode? How do programs on the hackers commlink affect his performance? Why is it a simple action to reactivate your cybereyes if its merely a mental command, shouldn't it be a free action?
Geez, tough questions. Okay, bare with me here...
| QUOTE |
| How does it work when their commlink is running in a hidden mode? |
| QUOTE |
| How do programs on the hackers commlink affect his performance? |
| QUOTE |
| Why is it a simple action to reactivate your cybereyes if its merely a mental command, shouldn't it be a free action? |
Alright, some more questions for you...
You said that to hack they merely need a program, and thats all. You didn't really say which program is required. You use exploit as an example, but when do sniffer, spoof, stealth, or track come into play?
What happens if a hacker is playing overwatch on commlinks (say, editing AR info together for the team, and the like, while watching for enemy intruders onto a team members commlink). How can he use his analyze program to find an intruding hacker if the hacker is in and out in a simple action? How can there be any cybercombat at all? What if there is an agent loaded into a runners commlink with analyze, and attack programs? Programmed to constantly analyze and then attack any intruders detected. Does such an agent get any chance to negate a hackers attempts?
You like to compare your method of hacking to shooting someone. Theres a key difference. If you shoot at someone, you have your threshold to hit them, as well as them getting a defence roll to avoid being shot. With your method of hacking, there is only the hacking roll with a threshold to successfully affect them, there is no defensive roll to avoid being hacked. Isn't that a bit of an imbalance issue? Especially if I'm a hacker with wired 3, going 4 passes a combat turn. Even with magic there is a token willpower/body roll to resist the effects.
Another point, you say that there is no true "hidden" mode for wireless signals. I agree that if it is communicating in some way, there isn't really any "hidden" method to do it, besides disguising it as white noise somehow. However, I disagree with your assertion that merely seeing someone should allow you to hack into them. You and I can be sitting at a starbucks, both on wireless enabled laptops, both connected to the starbucks wireless access point. Merely because I know the specific location of your laptop tells me nothing about how it is wirelessly accessing the point, nor how I can directly interact with it via wireless signals. If I was really working for it, I could watch packets you send, and find out what your IP address was, provided you weren't using any kind of encryption. But, again, thats more than a simple matter that could be done upwards of 8 times in 3 seconds (4 IPs max a combat turn, 2 simple actions an IP).
| QUOTE |
| Alright, some more questions for you... |
| QUOTE |
| You said that to hack they merely need a program, and thats all. You didn't really say which program is required. You use exploit as an example, but when do sniffer, spoof, stealth, or track come into play? |
| QUOTE |
| What happens if a hacker is playing overwatch on commlinks (say, editing AR info together for the team, and the like, while watching for enemy intruders onto a team members commlink). |
| QUOTE |
| How can he use his analyze program to find an intruding hacker if the hacker is in and out in a simple action? |
| QUOTE |
| How can there be any cybercombat at all? |
| QUOTE |
| What if there is an agent loaded into a runners commlink with analyze, and attack programs? |
| QUOTE |
| Programmed to constantly analyze and then attack any intruders detected. Does such an agent get any chance to negate a hackers attempts? |
| QUOTE |
| You like to compare your method of hacking to shooting someone. Theres a key difference. If you shoot at someone, you have your threshold to hit them, as well as them getting a defence roll to avoid being shot. With your method of hacking, there is only the hacking roll with a threshold to successfully affect them, there is no defensive roll to avoid being hacked. Isn't that a bit of an imbalance issue? Especially if I'm a hacker with wired 3, going 4 passes a combat turn. Even with magic there is a token willpower/body roll to resist the effects. |
| QUOTE |
| Another point, you say that there is no true "hidden" mode for wireless signals. I agree that if it is communicating in some way, there isn't really any "hidden" method to do it, besides disguising it as white noise somehow. However, I disagree with your assertion that merely seeing someone should allow you to hack into them. |
| QUOTE |
| You and I can be sitting at a starbucks, both on wireless enabled laptops, both connected to the starbucks wireless access point. Merely because I know the specific location of your laptop tells me nothing about how it is wirelessly accessing the point, nor how I can directly interact with it via wireless signals. If I was really working for it, I could watch packets you send, and find out what your IP address was, provided you weren't using any kind of encryption. But, again, thats more than a simple matter that could be done upwards of 8 times in 3 seconds (4 IPs max a combat turn, 2 simple actions an IP). |
My point with the agent is this: IC is merely an agent loaded with detection and combat programs utilized to deter intruders on a system. If a runner who is unskilled in computers purchases such a program (an expensive investment) solely for the purpose of hacking protection, why should it not be able to do this? Shouldn't an agent be able to provide commlink overwatch for a team, as well as hacking prevention?
Once a hacker establishes a connection, how do you sever it? You say that if a hacker fails his hack, he can't hack me again for the scene. What if I just reboot my commlink? Or even quicker, just toggle the wireless connection causing him to lose his link and force an attempt to rehack... and to make things easier, since you said detecting an intruder was a trivial task to do, have a program setup that once an intruder is detected on my commlink, to toggle off and on the wireless link. So, hacker hacks in, success, my program toggles the wireless off and on, and hacker now can hack in again if he feels like. Fantastic. Simple, easy hack protection in your game.
Firewalls are not active protection. They are passive protection. Similar to armor being a passive protection from damage. You are correct that there is no constant threshold for damage resistance, however, there is a threshold to successfully hit in the first place (during the attack test). That is the comparison to your hacking in which the person being hacked is unable to do anything to actively try to avoid it. Heres an example to illustrate my point...
Ex1: Gun1 shoots at Fodder1. He rolls his Agi + Pistols against a threshold of 1 (Fodder 1 is in short range, and not moving), Fodder1 goes on full defense to try to avoid the shot and rolls Reaction + Dodge + Dodge.
Ex2: Hacker1 attempts to hack Fodder1. He rolls his hacking test (Computer + Exploit?). Fodder1 has a Firewall of 2. If Hacker1 exceeds the firewall in hits, Fodder1 has been hacked, if not, he hasn't. There is no action Fodder1 can take to actively try to prevent being hacked. The best he can do is plan better in the future and buy a better firewall. Thats where the imbalance comes in.
| QUOTE |
| My point with the agent is this: IC is merely an agent loaded with detection and combat programs utilized to deter intruders on a system. If a runner who is unskilled in computers purchases such a program (an expensive investment) solely for the purpose of hacking protection, why should it not be able to do this? Shouldn't an agent be able to provide commlink overwatch for a team, as well as hacking prevention? |
| QUOTE |
| Once a hacker establishes a connection, how do you sever it? |
| QUOTE |
| You say that if a hacker fails his hack, he can't hack me again for the scene. What if I just reboot my commlink? Or even quicker, just toggle the wireless connection causing him to lose his link and force an attempt to rehack... |
| QUOTE |
| and to make things easier, since you said detecting an intruder was a trivial task to do, have a program setup that once an intruder is detected on my commlink, to toggle off and on the wireless link. So, hacker hacks in, success, my program toggles the wireless off and on, and hacker now can hack in again if he feels like. Fantastic. Simple, easy hack protection in your game. |
| QUOTE |
| Firewalls are not active protection. They are passive protection. Similar to armor being a passive protection from damage. You are correct that there is no constant threshold for damage resistance, however, there is a threshold to successfully hit in the first place (during the attack test). That is the comparison to your hacking in which the person being hacked is unable to do anything to actively try to avoid it. Heres an example to illustrate my point... Ex1: Gun1 shoots at Fodder1. He rolls his Agi + Pistols against a threshold of 1 (Fodder 1 is in short range, and not moving), Fodder1 goes on full defense to try to avoid the shot and rolls Reaction + Dodge + Dodge. Ex2: Hacker1 attempts to hack Fodder1. He rolls his hacking test (Computer + Exploit?). Fodder1 has a Firewall of 2. If Hacker1 exceeds the firewall in hits, Fodder1 has been hacked, if not, he hasn't. There is no action Fodder1 can take to actively try to prevent being hacked. The best he can do is plan better in the future and buy a better firewall. Thats where the imbalance comes in. |
I'd like to point out a critical comparison here.
If the magic rules worked like hacking works in RAW, then summoning a spirit would be a really intense process. First, you would have to roll to see if you can gaze into the astral plane. Then, you would have to search the astral plane for the spirit you want to find. Then you'd have to roll some ability to send a message to that spirit and contact it. Then you would roll negotiation to buy services. Then you would cast a spell or something to bridge that spirit into your native plane. To do all of this, you would need like 5 spells. And then of course you would need to erase all that astral signiture stuff. Each of these actions would take a Complex or Extended Actions, with the gazing into the astral plane being a simple action.
Now imagine if some guy came and said, "Hey, in my game we just roll Magic+Summoning skill check aganst a single threshold and the net hits are how many services he gets. Streamlines stuff for our game because we have a conjurer, and all the other runners have a little Summoning skill."
You would think he was a complete loon.
You'd probably be right.
First, a point you seem to have missed... "Once a hacker establishes a connection, how do you sever it?" This was meant as say, if a hacker is hacking me, and I know he has succesfully connected to me, how could I sever his connection? Say on the first pass, he hacks me successfully, could I then hit the reset button on my commlink to kick him out since it reboots? Could my teams hacker who is connected to my commlink do anything to boot him out of the device?
I do like the simplicity of it for things such as shutting down cameras, opening doors, and the like... which is why you'll find them not used in my examples. My concern is that when a hacker is using it to hamper an enemy, it seems a bit too potent with the typical device rating of 3, and virtually worthless for anyone who puts up the small amount of cash required to pick up firewall 6 on their commlink.
| QUOTE |
| First, a point you seem to have missed... "Once a hacker establishes a connection, how do you sever it?" This was meant as say, if a hacker is hacking me, and I know he has succesfully connected to me, how could I sever his connection? Say on the first pass, he hacks me successfully, could I then hit the reset button on my commlink to kick him out since it reboots? Could my teams hacker who is connected to my commlink do anything to boot him out of the device? |
| QUOTE |
| I do like the simplicity of it for things such as shutting down cameras, opening doors, and the like... which is why you'll find them not used in my examples. My concern is that when a hacker is using it to hamper an enemy, it seems a bit too potent with the typical device rating of 3, and virtually worthless for anyone who puts up the small amount of cash required to pick up firewall 6 on their commlink. |
In raw? I wouldn't subscribe my cyberware to my commlink. Anything important is connected with a wire. Wireless communication is done on a secondary commlink not connected to the first. The primary commlink is skinlinked, making its signal rating less than zero, as it can only transmit along the biofield of a human body. The first commlink is the primary commlink used for control of all my important things. Secondary commlink would at most be connected to glasses for AR display and earbuds/microtransciever for communication with the team. Drop an agent with analyze and attack programs, along with encrypt for your communications. If the agent detects a hacker coming in, he can initiate a terminate connection (223) while engaging the hacker in cybercombat. If the agent is defeated, the system resets. (223) Both of those can kick the hacker out before he is able to do -any- damage. And that is the utility of them.
| QUOTE |
| In raw? I wouldn't subscribe my cyberware to my commlink. Anything important is connected with a wire. Wireless communication is done on a secondary commlink not connected to the first. The primary commlink is skinlinked, making its signal rating less than zero, as it can only transmit along the biofield of a human body. The first commlink is the primary commlink used for control of all my important things. Secondary commlink would at most be connected to glasses for AR display and earbuds/microtransciever for communication with the team. Drop an agent with analyze and attack programs, along with encrypt for your communications. If the agent detects a hacker coming in, he can initiate a terminate connection (223) while engaging the hacker in cybercombat. If the agent is defeated, the system resets. (223) Both of those can kick the hacker out before he is able to do -any- damage. And that is the utility of them. |
I need to backup and put this all together in a more cohesive format. If you have more questions, feel free to ask them in http://forums.dumpshock.com/index.php?showtopic=16379
No, I don't run a campaign, I played in one. In the campaign I did run, I had a technomancer... so without him getting some scene time of tense die rolls, and well executed timing of utlizing previously probed targets to hack away some problems, he would've felt very useless. Pretty much, as long as the hacker is able to stay undetected (easy with probing out a target, difficult to impossible with hacking on the fly) they're very useful.
| QUOTE (Tarantula @ Jan 25 2007, 01:18 AM) |
| No, I don't run a campaign, I played in one. In the campaign I did run, I had a technomancer... so without him getting some scene time of tense die rolls, and well executed timing of utlizing previously probed targets to hack away some problems, he would've felt very useless. Pretty much, as long as the hacker is able to stay undetected (easy with probing out a target, difficult to impossible with hacking on the fly) they're very useful. |
Umm, yeah. He probed virtually any mainframe he had the time to that was associated with the target. During legwork, he'd do data searches on the company, then probe out as much as he could while everyone else was gathing intel of their own. Then, when its time for the run, he was with everyone else, but with his probed access availible to him when he needed it. Worked out great. He got to do his legwork (in the 'trix and in probing) and the more social characters did their own (talking to contacts) while the physicals did their own scouting about intel. Overall, they came up with fairly solid plans that covered most angles their small group could handle. With plans for how to pull out if something they couldn't handle came up.
| QUOTE (Tarantula) |
| Umm, yeah. He probed virtually any mainframe he had the time to that was associated with the target. During legwork, he'd do data searches on the company, then probe out as much as he could while everyone else was gathing intel of their own. Then, when its time for the run, he was with everyone else, but with his probed access availible to him when he needed it. Worked out great. He got to do his legwork (in the 'trix and in probing) and the more social characters did their own (talking to contacts) while the physicals did their own scouting about intel. Overall, they came up with fairly solid plans that covered most angles their small group could handle. With plans for how to pull out if something they couldn't handle came up. |
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