Interconnectivity between devices was supposed to be the greatest thing ever. The Internet of Things was supposed to make life simpler. Refrigerators could automatically add things to your shopping list when you ran out of them. Cars could automatically contact your mechanic when they broke down. Lights could turn themselves off when you left the room. Weapons could interface with sensors to increase their accuracy by automatically adjusting their crosshairs for wind and distance. Of course, all of this is true, and does happen – but this increasing prevalence of wireless connections and communication opened up a whole new world of systems that could be compromised and exploited for tactical, strategic, and criminal gains. These days, ‘hacking’ isn’t just about breaking into bank accounts, stealing people’s social networking accounts to distribute spam, or holding systems for ransom – it has become an integral part of the battlefield. With weaponry becoming increasingly electronic, a properly-trained hacker could take a brand-new gun in the hands of an enemy and turn it into what is essentially a brick, all without touching the weapon. Of course, this can only happen if the person holding the gun forgot to properly protect their gear – of course, that might not stop a skilled hacker. A character’s ability to hack is determined by their Intelligence score (though some elements of the rules work off of Wisdom in special cases, as indicated below).
THE BASICS
Barrier Defense: Barrier Defense is effectively another Defense score, like Fortitude, Reflex, and Will – best comparable to Will. Barrier Defense functions like an additional layer on top of Will defense, which must be beaten in order to target Will defense with a hack. Barrier Defense comes in two kinds: Surface and Core.
- Surface Defense: Surface Defense represents code-based firewalls, and is found in all forms of electronics. If this is the Surface Defense of a character trained in the Hackcraft skill, add +5 to the defense score to represent their ability to better maintain their own firewalls. Any electronic device has a Surface Defense, if it does not have an INT score listed assume that the device’s INT score is 10. An AI, computer, or tech-based DNI can have a number of surface barriers running equal to their INT modifier (minimum 1). Electromagnetism contractors can have a number of surface barriers running equal to their WIS modifier (minimum 1).
- Surface Defense = 10 + INT modifier + Barrier Defense (INT-dependent, see table below) + 5 (if trained in Hackcraft) + Barrier Quality (see below).
- Core Defense: Core Defense is more like ‘force of will,’ and is only found in AI and DNI-users (both magical and technological). Core Defense represents more of an ability to adapt to the incoming hack code and fight it off, rather than the pure blocking ability of Surface Defense.
- Core Defense = 10 + Heroic Level + 2x (Tech-based DNI: INT Modifier; MagicDNI or AI: WIS Modifier) + Barrier Defense (INT or WIS-dependent, see table below) + Class-Based Will Defense Modifier.
Total Defense: Like in physical combat, a hacker or system can choose to focus on defense rather than offense. At the beginning of your turn, you can choose to take a penalty to hackcraft checks up to your INT modifier and add this number as a bonus to your Surface Defense and Core Defense. This penalty and bonus lasts until the beginning of your next turn. For ‘meat’ characters (anyone who isn’t an AI) this can only be done if you are actively hacking at the time – otherwise it is assumed that you are not paying attention to the digital world. AI can choose to take total defense regardless of what actions they are taking.
REQUIREMENTS TO HACK: In order to hack, you must have one of the following:
- Direct Neural Interface (DNI) – This is a brain/computer interface that allows you to use your mind as your hacking system. This can take the form of either a Wirehead Neural Interface, CEC Neural Interface, or the Speak Digital ability of Electromagnetism Contractors. AI are automatically considered to have a DNI.
- Computer System – As a somewhat safer, albeit less effective alternative to the DNI, you can use a standalone computer system. Datapads and portable computers are the normal devices used for this. Comlinks normally cannot be used for this, as they effectively have a non-existent Intelligence score – but if they are modified with an Intelligence-increasing modification or choice from Tech Specialist or Superior Tech, they can be used. The caveat is that your effective Intelligence score when using a computer system to hack with is limited by the Intelligence score of the computer. If you have an 18 INT and the computer you are using only has a 14, you have a 14 INT for the purposes of hacking. While this does make hacking an expensive prospect, using a standalone computer system without a direct neural interface means you cannot be targeted by attacks that damage your Intelligence score. Using a computer to hack requires you to have 1 memory unit for every hack action you know, plus 1 memory unit for each hack action you have readied.
| INT or WIS SCORE | BARRIER DEFENSE BONUS | HACK ACTIONS (BY DC) |
| 1 | 0 | CANNOT HACK |
| 2-3 | 0 | CANNOT HACK |
| 4-5 | 1 | CANNOT HACK |
| 6-7 | 1 | CANNOT HACK |
| 8-9 | 1 | 1x DC 14 |
| 10-11 | 2 | 1x DC 14, 1x DC 18 |
| 12-13 | 2 | 1x DC 14, 1x DC 18, 1x DC 22 |
| 14-15 | 3 | 1x DC 14, 1x DC 18, 1x DC 22, 1x DC 26 |
| 16-17 | 3 | 2x DC 14, 1x DC 18, 1x DC 22, 1x DC 26, 1x DC 30 |
| 18-19 | 4 | 2x DC 14, 2x DC 18, 1x DC 22, 1x DC 26, 1x DC 30, 1x DC 34 |
| 20-21 | 4 | 2x DC 14, 2x DC 18, 2x DC 22, 1x DC 26, 1x DC 30, 1x DC 34, 1x DC 38 |
| 22-23 | 5 | 2x DC 14, 2x DC 18, 2x DC 22, 2x DC 26, 1x DC 30, 1x DC 34, 1x DC 38, 1x DC 42 |
| 24-25 | 5 | 3x DC 14, 2x DC 18, 2x DC 22, 2x DC 26, 2x DC 30, 1x DC 34, 1x DC 38, 1x DC 42, 1x DC 46 |
| 26-27 | 6 | 3x DC 14, 3x DC 18, 2x DC 22, 2x DC 26, 2x DC 30, 2x DC 34, 1x DC 38, 1x DC 42, 1x DC 46 |
| 28-29 | 6 | 3x DC 14, 3x DC 18, 3x DC 22, 2x DC 26, 2x DC 30, 2x DC 34, 2x DC 38, 1x DC 42, 1x DC 46 |
| 30-31 | 7 | 3x DC 14, 3x DC 18, 3x DC 22, 3x DC 26, 2x DC 30, 2x DC 34, 2x DC 38, 2x DC 42, 1x DC 46 |
Barrier Defense Bonus: This is connected to Intelligence and is added to all Barrier Defense Numbers. Characters with a magical-based DNI (Electromagnetism contractors) use Wisdom instead of Intelligence when determining their personal Barrier Defense Bonus for their Core Barrier Defense.
Hack Actions: This is the maximum number of Hacks per DC the Character can know. Certain feats, racial templates, and character classes may modify these numbers. It is initially based off one’s Intelligence (even for magical-based DNI users) but may be modified later with feats and / or character abilities.
SURFACE DEFENSE BARRIERS
Surface Defense Barriers, as code, can be upgraded with better and better software suites which provide bonuses to Surface Defense. Purchased surface barriers can even be utilized by Electromagnetism contractors, who essentially memorize the code and adapt it to run on their brains.
DO I NEED TO BUY BARRIERS FOR ALL MY GEAR? – In short, no. You CAN, but that gets extremely expensive. The easiest way to protect your gear is to slave all your gear to only accept communication from one device (usually your comlink or your DNI) and use that device as the hub for your network. The downside to this is that if that device gets breached, it can access any of the devices connected to it. The upside is that you can invest in the best possible barriers you can afford.
DO I NEED TO BUY THE BARRIER FOR EACH BARRIER I CAN HAVE RUNNING? – Only if you want each surface barrier layer you have running to be different.
| Barrier Type | Cost | Availability | Barrier Quality | Maze Rank | Hackcraft/Use Computer Check |
| Passive Civilian Barriers | |||||
| Basic—Level 0 (included standard with all electronic gear) | Free | — | +3 | — | — |
| Alpha—Level 1 | 500 | — | +6 | — | — |
| Beta—Level 2 | 1500 | — | +8 | — | — |
| Gamma—Level 3 | 3000 | — | +10 | — | — |
| Delta—Level 4 | 6000 | — | +12 | — | — |
| Epsilon—Level 5 | 10000 | — | +24 | — | — |
| Zeta—Level 6 | 15000 | — | +30 | — | — |
| Eta—Level 7 | 22000 | — | +36 | — | — |
| Military Attack Barriers | |||||
| Alpha—Level 1 | 2000 | Military | +14 | — | +15 |
| Beta—Level 2 | 6000 | Military | +20 | — | +17 |
| Gamma—Level 3 | 12000 | Military | +24 | — | +19 |
| Delta—Level 4 | 24000 | Military | +28 | — | +21 |
| Network—Level 5** | 26000 | Military | +32 | — | +23 |
| Network—Level 6** | 28000 | Military | +36 | — | +25 |
| Network—Level 7** | 30000 | Military | +40 | — | +27 |
| Maze Barrier | |||||
| Alpha—Level 1 | +50% | As Base Barrier | As Base Barrier | 5 | As Base Barrier |
| Beta—Level 2 | +150% | As Base Barrier | As Base Barrier | 10 | As Base Barrier |
| Gamma—Level 3 | +300% | As Base Barrier | As Base Barrier | 15 | As Base Barrier |
| Delta—Level 4 | +500% | As Base Barrier | As Base Barrier | 20 | As Base Barrier |
| Network—Level 5** | +800% | As Base Barrier | As Base Barrier | 25 | As Base Barrier |
| Network—Level 6** | +1200% | As Base Barrier | As Base Barrier | 30 | As Base Barrier |
| Network—Level 7** | +1600% | As Base Barrier | As Base Barrier | 35 | As Base Barrier |
| ** Only available for networks, not individual systems. | |||||
Barrier Types: There are three types of Barriers.
Defense Barrier/Passive Civilian Barrier: Standard Defense Barriers everyone has or uses at some point. These are cheapest and most common. Thus, they are usually the easiest to break.
Military Attack Barrier (aka Offensive Barrier): If you fail in your attempt to break the barrier, it responds by attacking back. Usually Attack barriers are so difficult, you need a wire connection to succeed, granting the Attack barrier the usual +5 bonus for direct connect. Attack Barriers respond regardless of if the target of the incoming hack is aware of the hack or not, and as such they have their bonus for Hackcraft and use Computer. All Attack Barriers automatically have 8 instances of Energy Damage in their Hacker Portfolio.
Maze Barrier: Instead of being a traditional firewall, the Maze Barrier combines the firewall with an extensive array of nested and un-nested virtual hosts, forcing the attacker to sort through the mess to find the actual exit from the proverbial maze. Maze barriers may be attack or passive and come with a Maze rank. To determine how long it takes the attacker to breach the maze barrier, the attacker must make a Use Computer check against the Maze Rank of the barrier. If the beat the Maze Rank, they break through the maze immediately and can make a Use Computer check vs the Barrier Defense. If they fail to beat the Maze Rank, they must spend a number of swift actions equal to the difference between their check result and the Maze Rank before they are allowed to make a Use Computer check vs the Barrier Defense. Failure to beat the results the Barrier Defense results in expulsion from the barrier (and possibly a back-hack attempt damage if the barrier is an attack barrier). Maze barriers have a multiplier rather than cost as it is modified onto existing passive or attack barriers. Maze Barrier can be combined with any other class of barrier, but only one Maze can be built into one barrier.