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> Redlining cyberlimbs, A new hacker attack?
Tarantula
post Aug 19 2007, 12:53 AM
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If a game is utilizing the optional rule to redline a cyberlimb for bonus stats (Aug, 44) then if a hacker successfully infiltrates a limb, could he just redline it to cause the character using it to have to resist a painful stun damage every time? (For example, redlining someones standard cyberarm with strength 3 to 6 making him resist 6S every combat turn)?

As a side note, since its only every combat turn, that means a character benefits more from redlining if they have 2-4 IPs in that turn, since they can act more and utilize their redlined stats more.
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Jhaiisiin
post Aug 19 2007, 01:45 AM
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I suppose you could rule he activates the pain sensor system and overrides any cutoff the owner might try to initiate... There wouldn't be actual redlining though, unless the limb was doing something that could reach redline in the first place. That said, perception equals reality, and if the limb *thinks* it's doing something stressful, it might just send the feedback to the owner. So in a round about way, I'd say yes, they could cause the owner damage that way.
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hyzmarca
post Aug 19 2007, 01:53 AM
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Redlining a cyberlimb causes damage to the user over time no matter how what is done with it. All that is needed is to disable the limb's limitations which, apparently, exist to protect the flesh rather than being actual limits of the metal. For a character at rest, this could be represented by minor burns due to limb overheating, for example, or tearing around the limbs mounts when they try to move the arm.
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PlatonicPimp
post Aug 19 2007, 04:00 AM
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Dear lord, I think you are right. Shit, I need to enrypt my cyberlimb NOW!
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pestulens
post Aug 19 2007, 04:02 AM
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Can you say Ghost in the Shell
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Tarantula
post Aug 19 2007, 04:05 AM
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And,if the hacker is really infiltrated, and the user has multiple cyberlimbs, he could do each one, for (with 6 limbs, (2 arm, 2 leg, 1 torso, 1 head... redlining the strength on the head, and, uhh, body? I guess, on the torso) for a total of 6S 6 times every combat turn. That'd suck.
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hyzmarca
post Aug 19 2007, 04:06 AM
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Which is why it is stupid to connect your cyberlimb to your PAN in the first place.
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Tarantula
post Aug 19 2007, 04:13 AM
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Which is why when their limb starts malfunctioning, they have to go into surgery instead to find out whats wrong with it, and then to fix it instead. Rules on Aug, 127-128 for that. Really sucks it does.
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hyzmarca
post Aug 19 2007, 04:36 AM
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QUOTE (Tarantula)
Which is why when their limb starts malfunctioning, they have to go into surgery instead to find out whats wrong with it, and then to fix it instead. Rules on Aug, 127-128 for that. Really sucks it does.

Or they could just plug a wired display directly into the limb. You can even build the limb with a diagnostics display and a few buttons to cycle through the menus. They could even add a speaker so that the limb can tell you exactly what is wrong in the voice of Majel Barrett-Roddenberry.
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Tarantula
post Aug 19 2007, 04:51 AM
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Also, Aug, 31 has a bit to say on the subject as well...
"Nonetheless, for the paranoid, it is relatively easy to have a street doc disable or remove wireless links. Note, however, that this makes care and maintenance more difficult. Besides requiring invasive surgical procedures for inspection and maintenance, the gamemaster may apply a –1 to –3 dice pool modifier to any relevant tests the cyberdoc performs. Note that some implants may not need a complete wireless link—built-in RFID sensor tags can monitor the implant and report any problems. The gamemaster determines what implants/devices incorporate wireless links."
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Cain
post Aug 19 2007, 04:51 AM
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You know, with the rules for manual cyber controls, there's no reason why you can't turn off the wireless while on runs, then turn it back on when it's safe.

I also think that even tagging some cyber is absolutely pointless. Bone lacing comes immediately to mind.
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Cthulhudreams
post Aug 19 2007, 04:58 AM
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Or more seriously have your gear wired to a DNI - with a manual switch to disconnect or connect them.

Then you have several modes

A) All gear connected to the DNI, DNI to a commlink - Highly risky, controlled environments only.
B) All gear disconnected from the DNI, DNI linked to the commlink - Common usage.
C) All gear connected to the DNI, DNI not linked to the commlink - on a run you do this with a subvocal mike and some googles.

Total security with minor functional impact.
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Ol' Scratch
post Aug 19 2007, 04:58 AM
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That's to completely disable/remove wireless connectivity, meaning you're removing any chance of controlling it through a wireless connection ever. However, all wireless devices have the option of simply turning them off (at the beginning of the gear chapter in SR4) whenever you want.

Hence the use of the word "paranoid."

The only thing you really need to watch out for are hidden RFID tags, which is what the tag remover is for. I personally just buy a bunch of Stealth Tags, say that they're replacing any that were found, and calling it a day.
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Tarantula
post Aug 19 2007, 05:12 AM
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Yeah, because burning out the RFID tags in your dermal plating that tell the doc which plates are damaged and which aren't is a good idea when you come in and he needs to check every plate by hand.
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Ol' Scratch
post Aug 19 2007, 05:21 AM
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Hence replacing them with Stealth Tags. You know, encrypted ones that can only be accessed if you know the password. Yeah, those Stealth Tags.
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Cthulhudreams
post Aug 19 2007, 05:21 AM
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QUOTE (Tarantula @ Aug 19 2007, 12:12 AM)
Yeah, because burning out the RFID tags in your dermal plating that tell the doc which plates are damaged and which aren't is a good idea when you come in and he needs to check every plate by hand.

But there is nothing stopping you have an on-off switch for the data readout and connecting it to your DNI.

So bascially you are going to dump the readout via your DNI onto your commlink and then transmit it all to the doc.

And if he wants live infomation, you just create a feed of that info and let the doc subscribe to it. Tada. And you don't even have to give him access to your PAN.
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Crusher Bob
post Aug 19 2007, 07:01 AM
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Or just have a specialty port on your skin that you can plug a wireless uplink into. Don't forget to have a faraday cage around the operating theatre as well. That way you can't be hacked while your cyberware is in a vulnerable state.
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hobgoblin
post Aug 19 2007, 08:39 AM
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have the doc install a datajack while your under the knife. then have him route the diagnostics to it.
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Ol' Scratch
post Aug 19 2007, 08:52 AM
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Or just be smart rather than paranoid and keep the wireless connectivity turned off whenever you need to. Just like the beginning of the gear chapter mentions. (God forbid.)
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hobgoblin
post Aug 19 2007, 09:02 AM
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a paranoid shadowrunner is a living shadowrunner, or something like that :P
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Ol' Scratch
post Aug 19 2007, 09:13 AM
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Nah, the smart ones are the ones who live long. The paranoid ones usually get themselves killed.
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Draconis
post Aug 19 2007, 09:20 AM
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Hmmm now if I where a hacker/corp security I'd make some nanites that infect cyberware and equipment. You'd pass through an infected area then the little guys would turn on everything that can possibly transmit a wireless signal, then have it lock into on mode and ignore further external input. Your own cyber is now screaming your location and you can't turn the signal off. Can you crack open your cyber in the middle of a run?
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Ol' Scratch
post Aug 19 2007, 09:25 AM
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Then I'd invent my own super ultra-tech nanites on the fly that auto-inject themselves into my system and give your nanites a bloody nose while turning everything back off AND increasing all my attributes by 500 points, because I'm just that awesome and supersmart, too.

Making up stuff is fun.
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hobgoblin
post Aug 19 2007, 09:33 AM
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hell, are there not already a kind of nanite in augmentation thats designed to take out any other kind of nanite not flagged as friendly?
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Ol' Scratch
post Aug 19 2007, 09:42 AM
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Yes, but mine are more superawesome, and it's apparently so easy to make your own so why not? Ungh!
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