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Ryu
A matrix mechanic has two opposite goals to consider:
- low ratings have to provide some utility, else everyone is buying the best stuff

- PCs still need to have a solid shot at high-end systems, and least at the top end of the power scale


The basic idea is using the standard mechanic of attribute+skill. I would like to determine the result of any action with one roll, so I went with node ratings as thresholds in the next step. An analysis of possible dice pools reveals the problem with that approach:

- a somewhat gifted person (Logic 4, Hacking 3) has 7 dice, 9 in hot VR. Some chances against rating 3, thats about it

- dedicated PCs might have (Logic 7, Hacking 6), possibly with encephalon (+2), and therefore some 15 dice, 17 in VR. The high end extends a bit farther, but this is already pretty dedicated.

As any hacking attempt needs several rolls, you need something more than (usual threshold*3) dice to reliably beat a system.


I´m currently pondering the solution of adding the program rating in question to the number of dice a character has, limited by basic! skill rating. Assuming any hacker will have the best program ratings he can use, you basically double the number of dice from skill. The hackers above get dice pools of 10 respectivly 19 (without hot VR). This should fit nicely with thresholds of 3-6, given mostly by Firewall, System and Encryption.

Any opinions on how this will be balanced? Should I (additionally) limit hits by program rating?
Regardless of your interest in changeing RAW rules, would you like to play in such an environment? I´m assuming logic 6 or 7 and hacking 4 for most starting hackers, resulting in some 15 dice.



Next, we used to have system codes like Blue/Green/Yellow/Red, indicating the general hardness of the system. The Kid reminded me of those, and I want to incorporate them. How about the following:
- each System has a colour code in addition to its rating.
- the colour code results in a price multiplier for the System.
- the colour code modifies the dicepool of a would-be attacker.

Possible way to do it:
Colour/Price/DicePools
Blue 0.5 +2
Green 1 +0
Yellow 2 -2
Red 3 -4

Again, what do you think? This is an easy point to change hacker dicepools (much).
Cthulhudreams
Unless you charge the thresholds this just makes everyone's dice pools way huger so they score bigger hits.

Can I suggest changing the dice pool penalties of the systems to between -3 to -9 to fix this issue? That keeps the pool size(s) the same so you don;t have to change the tresholds.

That said it still doesn't work for the outside of a system programs like sniffer.
Ryu
That is the basic idea, I up the number of hits people will have so they can tackle higher thresholds on not-extended tests. A rating 3 node is and should be (IMO) easy prey for a dedicated, augmented hacker, while script kiddies need no longer apply. Does the number of dice disturb you?

There still is the issue of IC, which I would like to do connection-limited like Frank did, and the effect of a system going on alert.
Cthulhudreams
I was just thinking that there are lots of applications where you are not tackling a node. Say, sniffer.

To perform an Intercept Wireless Signal action, make an
Electronic Warfare + Sniffer (3) Test.

I now get my logic added to that? I'm going to succeed every time, as opposed to 'usually'

Thats what through me. Lots of that style of actions.


Ryu
Ah ok, I see now! All fixed thresholds need an increase, thats for sure.

How about an across the board +1, as someone with rating 3 skill gets up to +3 dice from program?
Aaron
One thing about using three ratings to build a pool is that it's far easier to make everything into Success Tests rather than Opposed Tests. For example, a Matrix attack could be a Logic + Cybercombat + Attack (target's Firewall) Test, and still be a fair simulation.
Karaden
I think your underestimating the DP that people can bring to bear on a hacking test.

I think that logic 7 + skill 8 (using specilty) + MathSPU 2 + program 6 + Vr 2 + some other bonus of 2 is not beyond a dedicated starting hacker. That gives a rather large pool of 27. Now, average that out and you can expect this person to break into a threshhold 7 Red server a decent amount of the time. Maybe that is the level you want the person at, but I just want to point out that I think you are underestimating the skill that most dedicated hackers are going to have.
Buster
QUOTE (Karaden)
I think your underestimating the DP that people can bring to bear on a hacking test.

I think that logic 7 + skill 8 (using specilty) + MathSPU 2 + program 6 + Vr 2 + some other bonus of 2 is not beyond a dedicated starting hacker. That gives a rather large pool of 27. Now, average that out and you can expect this person to break into a threshhold 7 Red server a decent amount of the time. Maybe that is the level you want the person at, but I just want to point out that I think you are underestimating the skill that most dedicated hackers are going to have.

It's true that a "starting" character has those kinds of dice pools, but in Shadowrun a starting character is a maxed out veteran specialist. A character with 300 karma is going to have the exact same dice pool as you described because it's the absolute max-out in the game.
Karaden
I don't know about that. I can get a character well over 30 dice using this system.
Buster
QUOTE (Karaden)
I don't know about that. I can get a character well over 30 dice using this system.

Got a build?
Karaden
QUOTE (Buster)
QUOTE (Karaden @ Jan 5 2008, 05:38 PM)
I don't know about that.  I can get a character well over 30 dice using this system.

Got a build?

Sure. Mind this is with a bit of after Character Creation added in, and I'll only include the relevent stuff.

Logic 8(11)
Obtained by base 6 for human, genetic optimization logic, exceptional attribute logic, and ceribral booster 3.

Hacking 7, exploit specility (9)
Aptitude to be able to raise the skill to 7.

Program 6
No problems here.

PuSHeD 1
+1 DP on all logic based tests.

Neocortical Nanties 3
+3 DP on all logic based tests.

MathSPU
+2 DP on encryption based tests (Which you said encryption is part of the defences, so should be included)

Enchephalon 2
+2 on the hacking test.

VR +2


So, that is:
Logic 11 + Skill 9 + Program 6 + PuSHeD 1 + Neocortical 3 + MathSPU 2 + Enchephalon 2 + VR 2 = 36 dice. Also note that if you really wanted you could trade aptitude for codeslinger. Which would actually raise it to a DP of 37 (-1 for skill decrease + 2 for codeslinger)

Now, I admit that this requires a large investment, but is quite possable. Heck, I think I could actually get all but the Cerebral Booster 3 with a starting character. May not be the best shakes at things outside the matrix, but heck, he can get into a threshold 10 red system most of the time, and could actually -buy- his way into a threshold 8 red system.
Sponge
QUOTE (Karaden)
Neocortical Nanties 3
+3 DP on all logic based tests.

QUOTE (Augmentation)

...as long as the character is able to concentrate on the problem at hand without major distractions or encroaching stressful situations (such as ... hacking an ultra-secure system)

So just when you actually need those extra 3 dice, they don't help you.


DS
Karaden
QUOTE (Sponge @ Jan 5 2008, 11:57 PM)
QUOTE (Karaden)
Neocortical Nanties 3
+3 DP on all logic based tests.

QUOTE (Augmentation)

...as long as the character is able to concentrate on the problem at hand without major distractions or encroaching stressful situations (such as ... hacking an ultra-secure system)

So just when you actually need those extra 3 dice, they don't help you.


DS

I would figure that if the character is good enough to get 36 dice on a test, he is good enough to remain calm under -any- cercumstances on that test. Sure, a threshold 8 or 9 is ultra secure to some people, but to him it is just a light workout.

Even if it is something that is secure to him (like threshold 12 or 13 or something) I would still think he is professional enough to keep his head. At worse he should get a composure test. And given that
QUOTE (SR4 p130)
Composure is a Willpower + Charisma Test, with a threshold
based on the severity of the situation (keeping in mind how
oft en the character has faced similar things in the past). Certain
situations are bound to become routine to shadowrunners (getting
shot at, attacked by a angry spirit, or seeing the remains of a
ghoul’s meal); in these cases, gamemasters should no longer ask
for composure tests.


I would think it very resonable to say that as an experienced hacker, a high security system would just be run of the mill for him, and thus the composure test would not be required. Even if you want to go and take that out he still has 33 dice and has a good shot at threshold 10 red systems.
Cthulhudreams
The benefit of the logic + skill limited by program rule is that it doesn't chance the dicepool sizes much, and if you go nuts you're still capped to 6 hits - so your not getting much benift past 20 dice. If you read the end of franktrollman's thread on alt matrix rules he goes over something much like this and indicates the problem.

But, I do like the option, its a bit less GiTS thank franks system, so it would be nice to see it grow wings and fly.

Ryu
Thanks all!

And that bit on max. DP sizes is very important Karaden! I do not own a copy of augmentation personally yet (decided to buy the german edition once it comes out), so many of those options are unfamiliar. Thanks for checking all those pages!

I´m now sure that Cthulhudreams is right and the cap has to stay.

Generally, I consider a char with maxxed hacking skill, hacking-centered augmentation and appropiate specialisation so far "out there" that breaking into Red-7s is indeed par for the course. For all others, buying two groups at 3 or 4, plus some supporting ware, is already a large chunk of BP to put into one area. Maybe DP boni from ware should be limited to skill, too? Or one could limit max. DP size to four times basic skill?

It is very easy do up the Colour Code Mods to 0/-2/-4-/-6, or even higher. I´ll leave fine-tuning that for the beta-stages, after IC and alert stages are developed.
The Red Menace
I have to say, I do dig your color code idea. Very creative.
Karaden
QUOTE (The Red Menace)
I have to say, I do dig your color code idea. Very creative.

You never played SR3 before? That was the standered back then.
Jaid
i have found that the matrix change i like most is actually moon-hawk's.

attribute + skill, you are assumed to have all programs available to you at a rating equal to your commlink's response (in the event that rating even matters), and commlinks have their cost multiplied by the response rating. you get a penalty to your dice roll for not having a given program running should you try to take action without loading it (the penalty is a standard one for not having appropriate tools iirc).

doesn't change dice pool sizes at all, doesn't require changing any other thresholds in the game really. requires some minor changes to technomancers (iirc they pay 3 BPs per complex form, and can thread to reduce the penalty for not having the CF or to simply give a bonus to using the CF). i think that was pretty much it.
Karaden
I remember that one. I argued debated in that one quite a bit. I think it was actually a fairly decent system. I initally didn't like taking out the programs, but I suppose it ends up working out quite well. Don't remember if/how custom commlinks where delt with.
Ryu
Yeah, I like his system, too. I had previously opened a thread about another part of my alternative matrix system, and have considered some of his ideas.

Without my dislike of some other elements of the matrix rules I´d even have adopted his system and be done with. IE, should I not be able to find an adequate idea for SOTA rules, ratings=response is so in my rules...

What I want to do:
- introduce SOTA rules so anyone not able to maintain high-end ratings will pay through the nose = advantage to the hacker
- remove all extended tests for tasks were you are supposed to fail occasionally
- improve encryption (success test is a given) by considering the kind of password used and the amount of data encrypted (money transfer = little data over time= super-effective), and with that remove the constant SIN integrity checks the whole world has going on
- rework what IC can do (based on Franks idea of "multiples don´t help")


And yeah, the colour code idea is quite old and definitly not mine. I gave credit even for the reminder, The Kid meaning Kyoto Kid wink.gif


Moon-Hawk
QUOTE (Ryu)
- remove all extended tests for tasks were you are supposed to fail occasionally
- improve encryption (success test is a given) by considering the kind of password used and the amount of data encrypted (money transfer = little data over time= super-effective), and with that remove the constant SIN integrity checks the whole world has going on

Wow, so much love. love.gif Thanks everybody.

Speaking of this, my favorite fix for easy encryption was from an old thread. (another of mine, actually) Here.
The issue is, SR encryption is way too lenient, even with the standard limit on extended tests. But realistic encryption makes for an un-fun game.
The gist of it was thus: An extended test with a variable interval. The first test takes 1 action. The second roll takes 1 turn. The third roll 1 minute. The fourth roll takes 1 hour. The fifth takes 1 day. And so on.

It works out such that anytime a hacker with skills, attributes, programs, etc of X is up against a system with programs rated at X, breaking the encryption takes roughly a minute. This is roughly true whether you're dealing with a relative n00b with a crappy comm trying to break the equivalent of a Windows password, and is also roughly true for the mega-awesome-super-hacker trying to hack the scary megacorp research net.
It's definitely enough to slow you down, but leaves hacking highly possible and keeps hackers playable. As the hacker's ability far outshines the systems, breaking encryption tends toward the near-instant SR standard. (Nova-hot deck vs password: "password". Idiot.) Whereas when a hacker is faced with encryption with generally higher ratings than his own it takes so long that it either isn't useful, or can't be done at all. On the whole, it's still generally more generous than a realistic encryption, but not such a pathetic speed bump as regular encryption.
I will say, though, I thought of this before Augmentation, so between all the cool hacking stuff in there, plus the already present +2 for hot sim, what I previously estimated as "roughly equal" now favors the hacker somewhat, so this system may need a tweaking of the time intervals to get this to work out.

Oh, and I love Frank's reasoning preventing multiple IC/Agents.
Ryu
I advanced my conept today, much.

I have changed to an attribute+skill+knowledge skill, with program ratings limiting net hits.

The knowledge skills are named XXX Familiarity, with XXX being either a program or a group of programs. For some things general knowledge skills are used instead.

Thus, I have being a hacker more exclusive because you have to learn more skills. On the other hand programs become basically free, reducing the required BP for resources.


On Encryption, I have given threshold modifiers for more difficult kinds of password. Credsticks are back and extremly secure, because they are passkeys with automatic encryption for the money transfer (Threshold 9 to break into, while needing decryption 6 running. Nothing to speak of the defenses inside that Bank server - credstick PAN. While it can be done, it is sufficiently out there to allow for belief in a matrix payment system.
Moon-Hawk
QUOTE (Ryu)
Thus, I have being a hacker more exclusive because you have to learn more skills.

As, see, I think we have different goals for hackers. smile.gif

I like your encryption ideas, though.
Cthulhudreams
You still need to do something about agents and pilot programs as well, even if you hit agents with the nerf bat the fact you can make a perfectly effective rigger that has no technical skills himself aside from 'fix' the spell is insane. Don't let that fly.

I'd do what he's done to agents - lock them up in a system, though that requires you defining how systems interact better, and ban all applications of pilot that entail a program that isn;t for moving or shooting guns.

Edit: I disagree with your change to skill pools on the basis that it locks hackers into spending their knowledge skills on being a better hacker as opposed to something to round out the concept.
Ryu
QUOTE (Moon-Hawk @ Jan 8 2008, 12:38 AM)
QUOTE (Ryu @ Jan 7 2008, 05:30 PM)
Thus, I have being a hacker more exclusive because you have to learn more skills.

As, see, I think we have different goals for hackers. smile.gif

I like your encryption ideas, though.


There are knowsofts... while a real hacker will have the skills in the meat, everybody may enter the playing field.
Moon-Hawk
Good point.
Ryu
QUOTE (Cthulhudreams)
I disagree with your change to skill pools on the basis that it locks hackers into spending their knowledge skills on being a better hacker as opposed to something to round out the concept.

No need for disagreement. There will be Knowsofts to handle that problem. Plus, you will like the new form of Codeslinger, removing that very problem (BP spend*multiplier for Familiarity Knowledge skills)
Ryu
Basic Mechanic
All Matrix actions use the attribute+skill+(Program) Familiarity mechanic, with program rating limiting hits.

Program Familiarity
Program Familiarities are knowledge skills modelling the experience a hacker has with certain kinds of programs, in contrast to the broad active skills. At character generation, Familiarities are limited to rating 4. The codeslinger quality (5-8 BP) gives you 2 knowledge skill points to spend on Familiarities per BP spend. Having this quality makes you a hacker for other qualities purposes. (Note: modifier may change when the number of different Familiarities is decided upon, 10 BP should make you quite competent).

Familiarities are available as knowledge softs up to rating 4.

(Intended effect: increase the importance of skills and attributes vs. bought programs, have DPs sufficiently high to use success tests against system ratings, tempt players to consider the matrix)


Software Prices/Ratings
Most Matrix Software is freely available up to rating 3 as open source; this level is maintained by automatic updates. Matrix software above rating 3 degrades by one rating point per month. New players start with every program (they want) at rating 3+1/2 Software skill (round up); they need to maintain those themselves from the get-go. Familiarity Knowsofts are also subject to degradation.

Bought Software is maintained by the creator at the original rating for one year.

A hacker can maintain his software ratings with a (sum of (software rating-3), 2 hours) extended Software test, stretched over a whole month. Each hit on that extended test missing by the end of the month forces the hacker to lower one software rating by one (minimum remaining 3).

New/ Replacement Programs may be found with a Data Search (rating, 1 hour) extended test. Matrix Security Divisions are constantly hunting for such transfers, so one should be prepared for visitors (GM discretion).

(Intended effect: remove need to buy programs, give hackers something to do, give decicated hackers a saving compared to other characters)

System does not limit usable program ratings. Response is degraded for every 5 programs running; agents count as two programs regardless of load. Everything else forces max. System, and I like to leave that choice to the player.
Ryu
Password Type mods (applicable for System and Encryption)
Simple Password: +0
Enhanced Password: -2 hits if lacking data
Access key: -3 hits without key

Those are given as negative for the number of hits to keep the required Decryption rating (as that limits hits) unchanged.

A credstick(passkey) may such run Encryption at an effective rating of (base Rating 6) +3, with biometric data even +5, forcing any attacker lacking to deal with the opposite side of the connection.

Normal systems can be made challanging to break into, but are rather easy by default.
Ryu
Standard Programs
(A)nalyse
Used to detect data streams and analyse the type of matrix entities.

(B)rowse (no Familiarity, use appropriate knowledge skill)
Browse is used to search for Data. Roll an extended test, limited to (Data search) rolls. Each roll has a threshold based on the availability of the data in the accessible data bases. Total the achived net hits. IE: Data Search 4, Logic 4, appropriate knowledge skill 4. DP of 12. Information on the subject in question is hard to find (threshold 3). Four rolls of 12 dice come up 3, 6, 2, 5 hits, resulting in 0, 3, 0, 2 = 5 net hits. Dole out information for that number of hits. The threshold is an easy way to reward a player that hacks into an appropriate database.

©ommand(Familiarity may be specialised on device type)
Command is run by devices that allow themselves to be used via AR commands.

(D)NI Protection (not skill based)
DNI Protection automatically runs on any device that provides DNI. Crashing this program crashes the Connection. As long as it is running, its rating is deducted from all damage to the DNI users stun or physical damage track. May be set up to disconnect after it was not able to filter all damaging signals.

(E)nycryption (not skill based)
- Protects networks from outside access working as threshold for Decryption
- Protects Files from being accessed without password
- May be set up to destroy protected files if a Decryption attempt only fails by a pre-set margin (former Data Bomb)

(F)ile Manipulation (no Familiarity, use appropriate knowledge skill)
File manipulation programs are used for a wide variety of tasks, mostly editing images and sound files for the creation or falsification of evidence. They use Computer + Intuition (for creative content) or +Logic (hard facts). The GM sets a threshold based on difficulty, while any net successes build the threshold for catching the fake (skill varies).

Familiarities: Analyse, Command
Knowledge skills to consider(but not needed): useful seach topics, Security Procedures for manipulating logs, creative knowledge skills for faking evidence
Ryu
Hacking Programs
Matrix Combat
Attack / Blackout / Black Hammer /Medic (Matrix Combat Familiarity for all), Armor
Attack damages all matrix condition monitors, Blackout and Black Hammer damage matrix users. All require a connection between attacker and target.

Offensive programs use Cybercombat + Intuition against the targets Defense value of (Firewall+System/2, round down) rating. Damage is Attack rating + net hits, reduced by Armor (for Attack) or DNI Protection (for Black Hammer and Blackout) rating. Yes, this may hurt. You may only attack entities in the same node as you.
Medic: Roll Logic+Computer+MC familiarity vs. a threshold of 2, any net hits reduce 1 box of icon damage.

Sneak(no familiarity)
Used to hide the comlink/device node or disguise its type. See matrix actions.

Exploit, Spoof, Decryption (Illegal Access Familiarity, spec. for program)
See matrix actions

ECCM (not skill based)
Works as RAW

Familiarities: Matrix Combat, Illegal Access
Ryu
Reality Filters
Reality Filters have no rating, and a cost based on visual quality(free or up to several k¥ based on artistic value). All superimpose a specific iconography on every identified matrix entity. Unidentified programs use their given icons. This gives +2 to matrix initiative.
Ryu
Intrusion Countermeasures
Each node can have one IC program running. The function of IC is to detect and combat intruders. IC runs complex algorithms and therefore counts as (rating/2, round up) programs for determining load.

IC does test of 3*IC rating vs the hackers sneak to decect the hacker each time a forbidden action is performed on or against the node (everything not afforded by any aquired user rights).

IC can be loaded:
Trace IC tries to pinpoint the hackers location
Combat IC attacks, all skills and ratings are assumed to be at the ICs rating. Combat IC uses Attack, Blackout or Black Hammer.
Both can be loaded with Sneak to disguise their presence.

As for agents, I do not nerf them much, but use Franks idea of brain computing: The true creative power of the human brain is needed to run semi-autonomous agents. Thus, each agent has to maintain a connection to its users brain. Any agent after the first imposes a -2 distraction modifier, the negative mod may not be larger than willpower, else the last booted agent(s) crash. Agents use their rating for logic and else use their users skills.

General Question time:
- This form of matrix combat is rather stable and tech-based. Should I go more with style and emulate the unarmed combat rules?
- How does this version of agents look like? Good? Bad?
- I have a list of matrix actions, and consider to move many tests to Intuition, were the right feel for the code is more important than the straight problem solving logic. Good idea, or should everything stay as-is?
Ryu
Matrix Actions
Matrix Perception Logic+Computer Program: Analyse Threshold: Sneaker
All entities without Sneaker are identified automatically. If data was manipulated, it can be detected with a Perception test vs. The fakers net hits

Intercept WiFi Signal Logi+EW Program:Analyse Threshold:4

Signal Decryption Intuition+EW Program:Decryption Threshold: Encryption + PW mods

Spoof Signal Logic+EW Program:Spoof Threshold:lower System of Imitated and Target node

Change User Type Logic+Hacking Program:Exploit Threshold:System+PW mods
Secure setups will require a passkey for admin access, ie the owners credstick
Gain Access to Datastore Logic+Hacking Program:Exploit Threshold:System

Data Search Intuition+Data Search Program:Browse Threshold:defined by GM

Data Transfer requires Data Access, time is no issue

File Decryption Logic Hacking Program:Decryption Threshold:Encryption+PW mods

Edit File Logic+Computer Program:File Manipulation Threshold:determined by GM, record net hits

Use Device Command of Device+Skill Program:none Threshold: unchanged

Icon Repair Logic+Software Program:Medic Threshold:2, 1box/net hit repaired
Note: An Icon can only be repaired once per combat turn.

Trace Intuition+Computer Program:Analyse Threshold: Sneaker (+ Relocate Net hits)

Relocate Trace Willpower+Computer Program:Sneak Threshold:Analyse, net hits increase Trace threshold.
It is simple but very tasking to constantly change the routing of ones connection.




Anything I missed? Comments, anyone?
Cthulhudreams
Questions/Comments/things you still need to fix.

Agents are bad at everything because you've added a third skill, but still mandatory as they add +3-4 dice to everything you do via team work tests.

Or still mandatory because you still haven't closed the 'log in my icon on <arbitrary commlink X> and then agent their runs heal on me, and I go do my hacking with a free medic every IP loophole

You still haven't made any hacking skills required on part of riggers - drones can still run EW autosofts themselves, and load an IC to defend themselves.

IC can still attack at ranges greater than connection.

Agent smith still works, just only on the part of the corps by rounding up homeless people/their employees.

But the biggest and most critical problem is you haven't provided any reason what so ever for everyone to not just unplug everything/set the wireless on fire. You need an incentive to be connected or a penalty not to be connected.
Ryu
IC can only act against a hacker doing things on its node - and only one IC may run on that node.

Yes, the rigger part is missing. Minor oversight eek.gif .

I do not consider the possibility of medics agents in any way disturbing. That is not free, that is using an agent. Speaking of those, they use both skills of their user, so they roll rating+user skill+ user familiarity skill. Usually less dice than a dedicated hacker, but still worth it (I think maybe they (and IC) should only get 2 IP?). Agent Smith does now take an efford: the homeless tend to have low attributes and little to no skill at the matrix. And they have to be housed. I think I can live with that, too.

EDIT: Limited Icon Repair to 1/turn



I think that now even lower System/Firewall/Encryption ratings make the matrix so secure that anyone would live with the remaining risk. See DNI Protection. Your death by matrix can be avoided. The PCs, with above average skill, augmented attributes and high-end gear are a threat, but their type is rare in the world. And they don´t care for Joe Public. What is the remaining risk? For money, I use credsticks as high-tech passkeys. The usual possibility of getting +1-3 from AR support on any test, plus the participation in society always was enough for me. If a player does not want to participate in the matrix, I let him. But those people are outsiders.

From the angle of "What can a hacker do?" There is always a house system or a security network to play with. Cameras and gun mounts and drones provide a serious advantage, the corps will use those. The thresholds to play with those should work pretty well with the standard device ratings.
Cthulhudreams
Wait? They use the skills of their users? Thats amazing - So every hacker gets a 'hidden' bonus to his skills of 1/3 of his dice pool? (Via the agent just endlessly using teamwork?) Thats huge and probably breaks all your thresholds, a 4/4/4 hacker rolls 16 dice (15 when capped to starting availibility), and a 6/6/6 hacker rolls 24 dice (21 , getting an average of 5.33 and 7 or 8 successes respectively, as opposed to 4 and 6 respectively.



The 'what can a hacker do' doesn't answer the question of 'why would the house system or corp security system be constructed in such a way as to let a hacker attack it.

Isn't the corp best to use cables + secure passkey for everything and remove all non admin accounts? This keeps the hacker out of their system, and makes him dead weight.

I don't think 'it is easier to use wireless' is really a valid answer, as the wireless matrix is only 5 years old, so most buildings will have full cabling for wired comms. Easier and safer to build back on the old stuff.

If I sound aggressive, I just reckon a spirited attack is whats best for find problems smile.gif

Ryu
Yes, you sound aggressive, but that is helpful for the very reason you give. The cuddly, no critizism way does not tend to find loopholes.Thanks!

The teamwork problem has to be killed dead, you are right. How about "Agents can act on their own to a limited degree, but they are not capable of intelligent support of anothers actions, excluding them from teamwork tests"?



Cable/Passkey/Opt-Out
The cable+pass key way will always be more secure, no way around that. Going without cable is easier (I say that anyway), but the real advantage is controlling drones. Nothing beats integrated drones. Once you have drones, you might as well run the rest of the setup wireless, too. As for using already present old cable, that is valid. Would you like to see a "connections via wire come with a -3 DP mod for all matrix actions, including Use Device"? I don´t think it is needed.

If you as a hacker face a cabled system, you might want to install a wireless adapter yourself. As for the admin account, those are not afforded better protection per se, but are safer because they are rarely used (Never got that part of the wireless rules). Any extra protection has to come from safer password types. If you want to protect a PAN by using passkeys, every device on it has to have one. That makes it rather easy to steal/aquire one. A more proper setup is standard user account with passkey, admin account with another one. Cameras are better set up with an IC program hunting for manipulation attempts, and use wireless to lure the hacker into the trap.

So if you face passkey protection, you have to find a passkey, or you blow into the network by brute force (can still be done, even if you might need edge). On a wired system, you want to crack open a device to install a wireless adapter anyway. The corp does know this takes the same efford, and therefore can have trust in a wireless setup requiring just the same.

So the main reason not to opt out is that opting out does not really increase protection, but does increase cost. The cost part is not reflected ingame, but do not underestimate the cost of laying wire on a modern corporate facility (That stuff adds up. In a flexible manufacturing structure, wires would be impossible to justify). If matrix security would be based on RAW cost, every facility would run Rating 6 servers and devices. Those cost only small change compared to industrial machines. I am torn on having hardware SOTA rules - those would tackle that problem, but get quite complex due to the number of devices an average player owns.

From a playing perspective, I like the prospect of having the players hunt for passkeys and passwords again. That was a bit lost with the current free-entry encryption rules.

FrankTrollman
QUOTE
So the main reason not to opt out is that opting out does not really increase protection, but does increase cost.


That's how my system works. I'm just not sure how you don't get additional protection for your sensitive information if prospective hackers have to sneak or fight their way to your physical data cables and then splice in additional illegal hardware that they brought from home and then try to hack in rather than just hacking in directly from off site.

How are you not safer in your model by putting the sensitive information on a wired system and putting the drones on a separate unwired system than by putting everything on a wireless mesh network?

And if passcodes get you into the system, and not having the passcodes essentially kicks you out of the system, what is the hacker even for? A B&E man or Pornomancer can make a reasonable play for the passcodes, and whether they get them or not the hacker doesn't seem to be adding anything to the equation.

-Frank
Cthulhudreams
I agree with frank, any one with any sanity is just going to separate the wireless for the drones from the wired network. Interestingly that closely parallels today - the addition of a highly secure gateway between the two.

The camera thing is just confusing. If you want honey pots, why make them actual production devices. Instead have a vulnerable network loaded with black IC and no production devices, and get them to attack that instead, while your home network is safe and secure with wired connections.

Adding a cable tap is obviously what the hacker is going to do, but generally cables are inside the buildings, so for the tough part of break and enter shadowrun missions - ie breaking and entering - the hacker gets to sit on his hands.

But lets get on with attacking the passkeys thing: This is stupid. Actually its not stupid per say, it makes hacking about social engineering attacks and all that goodness, but is it really want you want? Everything will be locked down - I would bet money on the all the players pans being that, so why wouldn't everything else?

Ryu
The passkey is hardware the hacker will want to aquire, so he needs to get at a device.

The passkey is NOT the whole password, owning one only reduces the threshold for breaking in. Off-site hacking can´t get you a passkey, it is hardware. "Social hacking" is -and should be- an alternative that can be used. Everything else is just unfair to the face.

There is additional protection afforded by using wire, but the main stumbling blocks (aquire passkey, beat encryption, beat system) remain on wireless setups. If it was a real world, going wireless would have a rather massive cost advantage. So there is your justification for opt-in.

The thresholds of passkey-protected systems don´t really keep out high-end PC hackers, but they keep out most anyone who only dabbles a bit in hacking. And that is a level of protection very commonly accepted today.
I´m emulating your logic that a PC hacker should be able to do everything (depending on equipment), while I offer reasonable security from anyone else, starting as low as device rating 3. Defeating passkeyed encryption 5 is a threshold of 8, that is hard, but that is also supposed to be the high-end of device ratings. There might now be some correspondence between a callenging threshold/setup choosen by the GM, and the assumptions of the device rating table.
Ryu
QUOTE (Cthulhudreams)
I agree with frank, any one with any sanity is just going to separate the wireless for the drones from the wired network. Interestingly that closely parallels today - the addition of a highly secure gateway between the two.

The camera thing is just confusing. If you want honey pots...(snip)

Adding a cable tap is obviously what the hacker is going to do, but generally cables are inside the buildings, so for the tough part of break and enter shadowrun missions - ie breaking and entering - the hacker gets to sit on his hands.

But lets get on with attacking the passkeys thing: This is stupid. Actually its not stupid per say, it makes hacking about social engineering attacks and all that goodness, but is it really want you want? Everything will be locked down - I would bet money on the all the players pans being that, so why wouldn't everything else?

Sorry about the camera confusion, that was only a tangent. It does not contribute to the general topic of "how is a secure system set up".

Wireless networks need to offer some kind of security, if they are to be used. Passkeys offer some exclusivity. (Memo to self: Cost for single passkey = use 2*signal upgrade cost with rating=encryption?). A real hacker will still be able to do things without having the passkey, but getting one is not hard if they are installed on just any device on the network. Admin passkeys are more rare, but would require an admin to walk up to the device to plug-in the passkey. But hey, surprisingly the common User account does allow you to use the device.

I tend to leave the wired/unwired decision outside the rules. Low signal ratings force a would-be attacker to be on the facility perimeter anyway, if forcing him to install his own wireless router is worth the wire-laying cost is a managerial decision. I/We have never followed the SR paradigm that just any system is on the matrix, but being wireless and being on the matrix are different things.



So lets talk a PAN setup for your usual samurai (assuming he wants to exchange data at all, so actually has his comlink on).

Normal user access allows to use non-cyberware connected devices. This account can be passkey-protected, but then you need a passkey for every device you might want on your PAN. On this network, encryption and system use the passkey mod. Connections with the outside world can´t use a passkey.

Admin access allows for the control of implanted cyberware, and requires a(nother) passkey. As there is no passkey-mod for implanted ware, a would-be attacker could alternativly just spoof the comlinks signal to get at implanted ware. Expect security-conscious runners to disable wireless on ware, always.

There will be IC running (at a cost of effective response). Also, the "free" agent will be on combat duty.



Assuming a rating 4 system, I need 7 successes to beat system in order to gain admin status. Asumming logic 6, Cracking 4, Familiarity 4, Hot SIM+2, I have 16 dice to do it. Quite possible, but secure from Harry Hacker with logic 4, Cracking 3, and Familiarity 3, no hot-SIM because he is a chicken (10 dice). The PC in question did not invest himself to death in matrix gear and skills. Hardly a need to bother about the passkey for those who did, but those are rarer than good mages.

Speaking of device ratings, MoonHawks price multipliers for Response will be in effect. System will be device-specific, so you don´t get away with maintaining only one rating-6 copy.



About the hacker sitting on his hands, what game are you playing? That has come up before, and still baffles me. If there is a drone network, the hacker is busy. Besides the whole thing about finding information on the target (requires breaking into secure online databases). In combat, anyone with wireless gear is susceptible to hacking. Or don´t your security guards love getting tactical data from the (maybe wired) camera system and the drones? If you are physically weak, your comrades will be glad to carry a wireless router for you. And a physically weak hacker should PUNCH through average encryption ratings, passkeyed or not.
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