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| Homebrew Class Track - Netrunner | |
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| Tweet Topic Started: Jul 14 2015, 08:20 PM (908 Views) | |
| Yog-Sothoth | Jul 14 2015, 08:20 PM Post #1 |
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Extremely Confused
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After seeing Kwak's Hacker class, I just had to take a crack at turning it into an entire class track that uses his base class as a starting point. Hacker -> Cracker -> Phreaker -> Decker -> Netrunner Level 1 - Hacker Requirements: None Characteristics: Intelligence, Dexterity, Fellowship Skills: Academic Lore, Common Lore, Tech-Use, Drive, Larceny, Charm, Deceive Feats:
Bonus for Completion: +1 to noncombat Opposed Tests Level 2 - Decker Requirements: Tech-Use 2, Academic Lore 2, Gain Access Characteristics: Intelligence, Dexterity, Fellowship Skills: Academic Lore, Common Lore, Tech-Use, Drive, Larceny, Charm, Deceive Feats:
Completion Bonus: +1 to noncombat Opposed Tests Level 3 - Phreaker Requirements: Tech-Use 3, Academic Lore 3, Dronejacker Characteristics: Intelligence, Dexterity, Fellowship Skills: Academic Lore, Common Lore, Tech-Use, Drive, Larceny, Charm, Deceive Feats:
Completion Bonus: +1 to noncombat Opposed Tests Level 4 - Netrunner Requirements: Tech-Use 4, Academic Lore 4, Binary Chatter Characteristics: Intelligence, Dexterity, Fellowship Skills: Academic Lore, Common Lore, Tech-Use, Drive, Larceny, Charm, Deceive Feats:
Completion Bonus: +1 to noncombat Opposed Tests Level 5 - Novahot Requirements: Tech-Use 5, Academic Lore 5, Pinball Wizard Characteristics: Intelligence, Dexterity, Fellowship Skills: Academic Lore, Common Lore, Tech-Use, Drive, Larceny, Charm, Deceive Feats:
Completion Bonus: +1 to noncombat Opposed Tests Black Box: While serving as the Chief Arcana Officer of a ship, you may use your Tech-Use skill in the place of Arcana. Codebashing: Every time the character takes this feat, the character may write an icebreaker. This feat will always list the maximum rarity of the icebreaker that can be made with this feat. If no rarity is listed, treat it as having a maximum rarity of Uncommon. Console Cowboy: When using a cyberdeck, you may reroll one die on your Tech-Use tests. Control Freak: When using the Dronejacker feat, you may force the pilot to take another Half Action of your choice. Delete System40k: Should a vehicle you have hijacked with the Dronejacker feat have a Berserker System or Onboard AI, you can modify their code and change their priorities - for example, to make the Berserker System perceive itself as an enemy or edit an Onboard AI into effective nonfunctionality. Dronejacker: You may spend a full action to perform an opposed Tech-Use test to hijack the control systems of a vehicle with a Remote Uplink System. Should you succeed, you may force the pilot to take a Half Action of your choice. Stimhack: You may, during a hack, take 1 point of resilience-ignoring E damage to the head to add +0k1 to a roll. Tech Support: You may, once per session, perform a Tech-Use test in the place of any other test. Edited by Yog-Sothoth, Apr 23 2016, 07:05 PM.
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| Periapsis | Jul 14 2015, 08:32 PM Post #2 |
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And here's the aforementioned hacking system I kitbashed in a few caffeine-fueled manic rushes. It's missing a few bits (most notably cyberdecks/devices or whatever we're calling them now, as well as hacker v. hacker combat), but overall it's quite usable, if not necessarily balanced. Hacking Step 1: Find a Weakness Every system in the Great Wheel, regardless of (or often because of) its sophistication, has a flaw that an enterprising hacker can exploit. The flaw differs from system to system, and a good hacker has to be able to find any number of loopholes in “secure” code and encryptions. To Find a Weakness, a hacker must make the appropriate tests under the proper conditions, whether those involve casing the location, scanning the system, or old-fashioned legwork to get passwords and account details. Systems have three main Weaknesses. System Weakness Whoever wrote the security routines missed something or left a loophole that you can exploit for profit. To scan for a System Weakness, you need to make an Extended Tech-Use + Intelligence test for at least (TN - Tech-Use*2) minutes. If you succeed, you may then Exploit the Weakness. If you fail, you do not necessarily need to give up. Instead, you can try again, but the TN will increase by 5 as the system administrators wise up to your presence. If you fail three consecutive times, the administrator is alerted, and while you may try again, there will be some sort of penalty- whether it’s security guards, a system shutdown, or a self-destruct sequence. User Weakness User errors are depressingly common, even in the most technologically-literate parts of the Great Wheel. If on-site system scanning isn’t an available option, just speaking to someone who does have access can give you a clue to its weaknesses. Make a Contacts + Fellowship roll to locate someone with experience, with a TN based on the rarity of the system you want to access (Outdated and/or Ubiquitous (Windows 98): TN 10; Modern and/or Uncommon (Mac OS): TN 15; New and/or Rare (Windows 10 Beta, Linux): 20; Bleeding-Edge and/or Very Rare (Corporate Darknets): TN 25). Once you locate the person, engage them in Social Combat. If you win, they’ll reveal (intentionally or unintentionally) a weakness, whether that’s their password, an admin account, or the location of the sysadmin’s personal machine. Location Weakness Software runs on hardware, and hardware needs to be somewhere. Whether or not the hardware is somewhere secure against people just walking up to it and jacking in, however, depends. When all else fails, sometimes you just have to find where the servers are, gun down the guards, and poke the machines with a USB until you find what you’re looking for. When on-site, make a Tech-Use test to get information about a weakness out of the machines. A Multikey or other appropriate thieves tools can help you with this, providing a +1k0 bonus, as jimmying open a server’s faceplate and extracting its motherboard is rather difficult with your bare hands. If you fail, you can try again at a TN increased by 5, but with 3 failures, your presence in the system will be noticed and defensive measures will be taken against you. Hacking on the Fly Sometimes you just need that squad of combat drones to go away right now, and can’t spare the time to do proper legwork and config-rewriting. If you have a direct connection (wired or wireless) to an item’s system- for example, a drone, a mech, or even a smartgun- you may make a Tech-Use test against 10 + the item’s Availability * 5. If you succeed, you can instantly exploit a weakness. However, this does not work when attempting to hack a protected computer network; ICE is sophisticated enough to detect and repel these attacks on face. Step 2: Exploit the Weakness Once you know how to access the machine, you need to get into position and actually work for a living. When in a location with access to the system (whether that’s on-site or far away sipping a soykaf and laughing maniacally), you can exploit your found weakness for fun and profit. However, it’s not as simple as just logging on and taking what you need/want/find interesting. Almost all computer systems host incredibly advanced security programs called ICE, for Intrusion Countermeasures Electronics, which are expert systems tailor-coded to patch security holes and boot hackers as fast as they’re discovered. As soon as you try to log on, you enter Cyber Combat. Each turn, you may take 1 Hacker Action, and then make a Tech-Use Opposed Test against the ICE (which rolls Availability + Tech-Use). The first person- player or ICE- to reach 3 victories in Cyber Combat wins, and either the player is booted from the system and security is called, or the ICE is deactivated and the player can have their way with the computer. However, if there is more than one piece of ICE defending a system, succeeding against one only means the hacker is up against the next line of defense, and must beat that ICE in Cyber Combat before accessing the data they're looking for. Hacker Actions Crash You try to crash the system itself and force it to reboot without the ICE online before the ICE can respond. Make an Dexterity + Tech-Use test against the ICE’s Strength. If you succeed, the ICE takes a -0k1 penalty to their test. Purge You try to directly delete the ICE’s source code and remove it from the system. Make an Intelligence + Tech-Use test against the ICE’s Strength. If you succeed, the ICE takes a -2k0 penalty to their test. Rewrite You find the ICE’s configuration files and rewrite them to make you a friendly user. Make a Wisdom + Deceive test against the ICE’s Strength. If you succeed, the ICE requires one more victory in Cyber Combat to boot you from the system. Stealth You imitate the logon and access patterns of a legitimate user. Make an Intelligence + Deceive test against the ICE’s Strength. If you succeed, you may make a Deceive test rather than a Tech-Use test in your Opposed Test this turn. ICE All Intrusion Countermeasure Electronics has an Availability, Strength (10 + Availability * 5) a Tech-Use score, and penalties for failing to pass. Some ICE has other abilities that benefit it or penalize the hacker. All ICE makes tests with Availability as its associated characteristic. When making tests, Availability is considered as a number of dots assuming Ubiquitous is 1, Very Common is 2, Common is 3, etc. White ICE “White ICE,” so named for its legality (as opposed to Black ICE) and ubiquity, is the sort which you find in everyday hacking and cracking. The no-frills type of White ICE is designed to simply keep intruders out, and it does so very well. However, other types of White ICE can nab information on the Hacker, report the hacker to authorities, or even harm the hacker’s equipment. Sample Consequences: Adware: Installs adware onto hacker’s device, all tests with that device take -1k0 until a successful TN 15 Tech-Use test (with the device) to delete the adware Watchman: Sends hacker’s info to law enforcement, who will investigate crime. Keylogger: Stealthily tracks the hacker’s keystrokes and sends them all to the ICE owner. This consequence requires a TN 15 Tech-Use test to detect. Digger: Backhacks into hacker’s devices and bricks whatever was used to hack in Cash Siphon: The ICE makes a Tech-Use test. The Hacker takes a penalty to their next Wealth test equal to the test’s result / 3. If using modified Wealth rules, the Hacker instead loses credits equal to the result squared. Black ICE While no ICE is a nice thing to encounter on a lazy afternoon browsing private corporate datastacks, Black ICE is the worst of the bunch. They aren’t so much designed to keep intruders out as they are to fry aforementioned intruders’ brains. As such they're almost universally prohibited from civilian or even most corporate useage, and defend only the most heavily classified data- where even the knowledge of the data's existence is an unforgivable risk. Sample Consequences: Mad Hatter: The Hacker gains insanity points. Roll 2d10 and receive insanity points equal to the higher result. Worst Trip: The Hacker sees some crazy shit and gains a minor derangement. Neural Burn: The Hacker suffers brain damage. Roll a d6 to determine which mental or social characteristic is reduced. Basilisk Hack: The Hacker’s mind is subtly edited, inserting a compulsion or two - likely to the benefit of the designer. In addition to these effects, the Hacker takes 5 damage. If this damage reduces their health to 0 or lower, they flatline. Sample ICE White ICE Weyland IceWall Availability 1 (Ubiquitous), Strength 15, Tech-Use 2 Consequences: Adware (Installs adware onto hacker’s device, all tests with that device take -1k0 until a successful TN 15 Tech-Use test (with the device) to delete the adware) NBN PayWall Availability 1 (Ubiquitous), Strength 15, Tech-Use 1 Consequences: Cash Siphon (The ICE makes a Tech-Use test. The Hacker takes a penalty to their next Wealth test equal to the test’s result / 3. If using modified Wealth rules, the Hacker instead loses credits equal to the result * 10) NEONet Enigma Availability 2 (Very Common), Strength 20, Tech-Use 3 Consequences: Watchman (Sends hacker’s info to law enforcement, who will investigate crime.) Universal Omnitech SnoopCat Availability 2 (Very Common), Strength 20, Tech-Use 2 Consequences: Keylogger (Stealthily tracks the hacker’s keystrokes and sends them all to the ICE owner. This consequence requires a TN 15 Tech-Use test to detect) Abilities: For each keylogger, adware, malware, or other virus installed on the Hacker’s device, the SnoopCat has +5 Strength and +1 Tech-Use. Evo Chimera Availability 3 (Common), Strength 25, Tech-Use 2 Consequences: Digger (Backhacks into hacker’s devices and bricks whatever was used to hack in) Abilities: At beginning of each Round of Cybercombat, can remove 5 Strength to gain 1 Tech-Use or vice-versa Black ICE Jinteki Neural Katana Availability 5 (Rare), Strength 30, Tech-Use 3 Consequences: Neural Burn (Hacker suffers brain damage, reduce a random mental/social characteristic by 1) Renraku Demigod Availability 5 (Rare), Strength 35, Tech-Use 3 Consequences: Worst Trip (The Hacker sees some crazy shit and gains a minor derangement) Abilities: Even if the hacker succeeds, a temporary derangement is still gained for the next week. Modron Operating System Availability 7 (Mythic Rare), Strength 40, Tech-Use 5 Consequences: Mad Hatter (The Hacker gains insanity points. Roll 2d10 and receive insanity points equal to the higher result), Basilisk Hack (The Hacker’s mind is subtly edited, inserting a compulsion to KILL ALL MORTALS) Icebreakers Where there is ICE, there are Icebreakers. Icebreakers are programs designed by hackers to combat ICE, and typically assist with certain actions the hacker can take. Some even provide specialized actions or new functions to normal actions. Sample Icebreakers Arsenal (Common) An Arsenal program tries hundreds of intrusion routines to overload enemy ICE before it can mount an effective defense. On your first round of Cyber Combat, you may take 2 different Hacker Actions. Escape Rope (Common) Few hackers jack in without an escape plan, and the Escape Rope engine is one of the most common Plan Bs. ICEmakers do their best to code up really damaging consequences, but when your device can sever all connections between it and the outside world on a nanosecond’s notice, many of those become much less damaging. When you lose Cyber Combat, you may jack out of the system and avoid all consequences that install, edit, or damage your device. Faust (Rare) The Faust systems intrusion device specializes in nothing less than the total Carthaginian destruction of the target system’s defenses, even at the cost of the Hacker’s own higher brain functions. Hackers can voluntarily suffer 1 damage to give +0k1 to a Purge action. This damage cannot be prevented and ignores Resilience. Makarov (Rare) The Makarov is an icebreaker that specializes in forging credentials and writs, from Sigil Power Authority inspection probes to subpoenas. It can provide a +2k1 to a Stealth test at the cost of providing the ICE with an extra victory if you fail the test. Kuang (Mythic Rare) Kuang was designed specifically to slowly and stealthily infiltrate military systems so bleeding edge that the knife is still in the wound - and, specifically, those with walls of black icy static that jealously guard artificial intelligentsia. To that end, while the decker holding its leash suffers a -3k1 to all actions taken in a military network, they need to win two fewer victories to defeat all ICE. Edited by Periapsis, Jul 14 2015, 08:35 PM.
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| Guest | Jul 15 2015, 01:36 PM Post #3 |
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Unregistered
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{idly wanders in, glances around confused and rambles for a bit} first and foremost...all dem shout-outs...I like them. for refinement and extra feat ideas I might suggest you go to the Netrunner and Shadowrun generals for further names and thoughts... next I'd suggest you wrap up all of this(also gear and other things) into a chapter that sits separate to the rest of the book, as an optional Hacking Module for the game.(some people want to play a low tech game after all) third you might include rules for long duration hacks(RAW right now seems to say it takes a few minutes tops to find and exploit a weakness) a hack taking a few hours might add tension, one taking DAYS would put some serious fatigue strain on the hacker, etc. etc. I wonder if you can hack a Geth... you could do with more ICE and ICE-Breakers but thats a small quibble... on the whole though it looks a reasonably solid start good job, godspeed, and may Vectrons golden nipples shine their luck-light on you |
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| Kwak | Jul 15 2015, 11:06 PM Post #4 |
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Sous Chef
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I like this. But I made Hacker to be a hi-tech Peasant, specifically to give people more access to Tech-Use stuff. Would it be possible to drop the prereqs to the first level if you're gonna do this? |
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| SporkMaster5000 | Jul 16 2015, 10:56 AM Post #5 |
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renaming and adjusting one of them could allow there to still be a tech for dummies class, along the lines of the ratcatcher, mercenary, etc. and a full class track with prereqs |
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| Yog-Sothoth | Jul 16 2015, 07:47 PM Post #6 |
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Extremely Confused
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Sure. To what? Or should I drop them entirely? |
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| Kwak | Jul 17 2015, 02:29 AM Post #7 |
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Sous Chef
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I'd prefer if Hacker kept its lack of prerequisites so that anyone can take it. Also the multiclassing potential here is delicious, I love it |
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| Guest | Jul 19 2015, 10:30 AM Post #8 |
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Unregistered
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Looking at the discussion for the hacker "level 0" class and the change to make it the first class in a step here, the best synergy I see is to keep the initial hacker as the no prerequisite class like Mercenary is, and then change the first level of Netrunner to be something a bit different. That way Hacker still fulfills its original intention as being the "Hi-Tech Peasant" class to get access to things like the Tech Priest and Netrunner class lines and get a sampling of their abilities. That's just my two-cents though. |
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| Yog-Sothoth | Sep 19 2015, 08:41 PM Post #9 |
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Extremely Confused
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Some more Black ICE. Charon Availability 6 (Very Rare), Strength 40, Tech-Use 3 Consequences: Biofeedback (The Hacker takes 1d5 critical E damage to the head), Neural Burn (Hacker suffers brain damage, reduce a random mental/social characteristic by 1) Zed Availability 5 (Rare), Strength 35, Tech-Use 4 Consequences: Sleeper (When a trigger word is spoken within hearing distance of the Hacker, the Hacker enters a very suggestible state, taking two checks to all Willpower tests and social combat for the rest of the scene) Tanako Availability 6 (Very Rare), Strength 40, Tech-Use 3 Consequences: Worst Trip (The Hacker sees some crazy shit and gains a minor derangement), Overclock (The Hacker takes 1d5 points of Fatigue) Abilities: Whether or not the Hacker succeeds, they fall unconscious for a minute. Shrink Availability 7 (Mythic Rare), Strength 45, Tech-use 2 Consequences: Mad Hatter (The Hacker gains insanity points. Roll 2d10 and receive insanity points equal to the higher result), Archivist (The Hacker's memories are copied and transmitted to a secure location for analysis) Abilities: The ICE and the Hacker switch places; the ICE may perform Hacker Actions, while the Hacker may not. When a characteristic is required, utilize the ICE's Availability. When a skill other than Tech-Use is required, utilize the ICE's Tech-Use plus one. The Hacker is considered to have a Strength equal to the result of a Tech-Use roll which they must make at the beginning of every turn. Hubbard Availability 5 (Rare), Strength 35, Tech-Use 2 Consequences: Mad Hatter (The Hacker gains insanity points. Roll 2d10 and receive insanity points equal to the higher result), Rewrite (The Hacker's memories of the past few days are replaced with an elaborate and completely fictitious sequence of increasingly inane events) Edited by Yog-Sothoth, Sep 19 2015, 08:53 PM.
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| Guest | Dec 4 2015, 09:42 AM Post #10 |
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Unregistered
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I am posting to bump this magnificent system for refinement and inclusion in book 3... if I could I'd dig up my Netrunner cards and my ShadowRun Unwired book and list some cool-sounding ICE, ICE-Breakers, and other neat shit that might go good in the hacking system. |
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