Hacker Portfolio: A hacker carries a portfolio of attacks. Which kind they can have depends on their repertoire, dictated by where they stand on the Hack Actions by DC table. A hacker only has double their INT modifier in available actual actions. They must choose this portfolio by spending a full minute to load and unload files as needed. You must choose which hacks will be used and how many with the total not exceeding double your INT modifier. Hack actions are returned to the available action pool at a rate of roundDown(INT Modifier/2) per 10 rounds (1 minute) – you choose which actions are recovered. Actions returning to the available pool represent you resetting the various tools, botnets, and utility programs you need to perform the actions.
Summary
Hacks Readied (Portfolio) = INT modifier x2
Hack Action Regeneration Rate = INT Modifier/2 (Round down) per 10 rounds (1 minute)
Hacking: To initiate all hacks except for Surface hacks, a hacker must first crack the defenses of the target. At the very least, all Surface Defenses must be cracked – some hacks require the Core Defense to be cracked as well, but this is done on a per-hack basis. Cracking a barrier is a move action – roll a Use Computer check vs the Barrier Defense. If you equal or exceed the barrier defense, it is broken. If your check result is lower than the barrier defense, you are kicked back 1d4 levels of barriers and the target may attempt a back-hack against you (see Back-Hack, below). Only AI and Hackers can attempt to back-hack. If the Hacker manages to crack all the barriers of a system successfully all future attempts to breach that target’s barriers made at a later time receive a +4 bonus to Use Computer checks. This bonus lasts until the target has completely refreshed its barriers (which varies from target to target, but it takes a system reset at the least).
Past the Barriers: Once past the surface barriers, the hacker can attempt a Hack action. When they attempt a Hack Action, they make a Hackcraft check against the DC to see if their action is pulled off. Almost all hack Actions take a Standard Action. Having the Quicken Hack ability allows a specific a Hack to be done as a swift action.
CONNECTION MODIFIERS
Your method of connection to your target can incur a modifier on your Use Computer checks made to crack barriers.
| Connection | Use Computer Modifier |
| Through a Dummy Barrier | -5 |
| Through a Back-Hack Blocker | -2 |
| Direct-Connect | +5 |
Back-hack: Back-hacking can occur when you fail to defeat a defense barrier and the target is aware of your hack attempt. If target is aware, they can either eject you from the system or attempt to hack back to either attack you Back-hacking takes the form of an opposed Use Computer check. The higher of the two checks wins (reroll in the event of a tie). If the hacker wins, the back-hack is blocked. If the hack target wins, they can eject the hacker (forcing them to break through all the barriers again) and immediately reset their barriers as a reaction (negating the +4 bonus to Use Computer checks for breaching a target that you have breached before) and they may begin to attempt to hack the hacker on their next turn. If two Hackers enter the same system, they can attempt to back-hack each other in an attempt to push the other out.
Ability Score Loss: Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability. Ability drain, however, is permanent.
While any loss is debilitating, losing all points in an ability score can be devastating.
- Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.
- Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
Having a score of 0 in an ability is different from having no ability score whatsoever.
System ID: Once the surface barrier has been broken, the first piece of information relayed to the hacker is the System ID. This also relays the system’s current location, allowing remote hack attempts. This works with back-hacked hackers as well. System IDs can be scrambled with the appropriate Hack Action. IDs are a serial number and company ID – one can track to reveal one’s name and even address. In the case of AI this reveals the AI’s manufacturer and its designation. Electromagnetism contractors have no System ID, so all this reveals is their current location as can be determined via their network access.
Taking 10 and 20 / Time Adjustments: Usually, one can never take 10 or 20 on Use Computer or Hackcraft checks, except for specific class abilities. However, taking time to properly accomplish a hack does offer some benefits. After the first hour spent analyzing a barrier, the Hacker gains a +4 to all Use Computer checks made to break that barrier. Every additional hour gains an additional +2 for up to 4 hours. This can only be made for that specific barrier and not for further barriers encountered. Also, this does not go towards Hackcraft checks.
EQUIPMENT
| Item | Cost | Availability |
| Back-Hack Blocker | 500 | Licensed |
| Dummy Barrier (Wired) | 500 | Licensed |
| Dummy Barrier (Wireless) | 1000 | Licensed |
| Barrier Breaker | 20000 | Illegal |
| Ice Breaker | 2000 | Military |
Back-Hack Blocker: Back-Hack blockers are usually built-in software or a physical device that blocks Back-Hacking by giving you a +5 bonus for all opposed Use Computer checks made for countering a Back-Hack attempt. However, all other Use Computer rolls suffer a –2 penalty. This can be used in conjunction with other systems like Dummy Barriers.
Dummy Barrier: A forced disconnect device used by placing it between a data plug and a terminal, or by acting as a relay for wireless communications. It looks for attack code in the form of offensive viruses that could harm a user while the user is wired. It physically ejects the wire or terminates the connection that connects the user and the subject or absorbs the shock of the physical attack. Each time the dummy barrier negates a hack, there is 25% chance the dummy barrier will short out, rendering it useless. It will still absorb that attack but then no others. If the Barrier survives, it functions perfectly the next time with no loss in function. It just needs to be reset. While hacking through a dummy barrier, all Us Computer and Hackcraft checks suffer -5 penalty. Dummy barriers come in both wired and wireless versions.
Barrier Breakers: A program with a preset number of hacking keys to get through barriers. Barrier breaker can’t really break through barriers as more they go through their hacking keys to find one that works. When someone uses a Barrier breaker against a surface barrier, he gains a +2d6 bonus to his next three Use Computer checks against that barrier. After that, the barrier breaker offers no help to that specific barrier although it can be used on others.
Ice Breaker: This breaks down defensive barriers. It is a program that acts on its own to find weaknesses in barrier defenses. It can only be used on Passive barriers. If used against an attack barrier, the Military defense would detect the probe and fry the program. It incurs a –2d4 penalty on the Passive Barrier’s defense bonus on the next three rounds.
VIRUSES
Viruses come in many shapes and forms. They are so prevalent, that to detail all the rules of all the functions of viruses, it would take up its own book. What are listed here are various ways to create and implement basic viruses.
Generally, to construct a virus, the programmer makes a Use Computer Skill. Each roll results in one hour of programming time (taking 10 or 20 increases the time accordingly). Each DC reflects how complicated the Virus is and how many capabilities the programmer can attempt to incorporate.
Making a vaccine: A computer virus is like an organic virus. A vaccine can be made to counteract is effects. The vaccine is a program that erases the virus and its harmful effects (unless they are permanent). The create a virus requires a Use Computer Skill that beats the roll the designer used to create it. It also requires at least one hour per roll. Taking 10 and 20 are also options. However, an original copy of the virus is required—ether a virus that has infected someone or copy from the source. The vaccine can then be sent to all parties involved. Vaccines are programs that do not rewrite any data on the system they are used on, but hunt down programs that do not belong. As a result, it is a surface action and does not need to break through barriers to work.
Virus ID: Having a copy of the virus and decompiling it also results in an specific ID template of the programmer. It does not reveal names or System IDs. The ID is simply the pattern of programming. If two Viruses by the same programmer are placed side by side, enough similarities emerge to connect them. If one knows who programmed one, they can add another to that Hacker’s profile. This ID cannot be changed because it is not really an ID, just a pattern of programming.
| Virus Type | Creation DC | Virus Portfolio |
| Basic | 20 | 2 |
| Complex | 25 | 4 |
| Multifaceted | 30 | 6 |
| Composite | 35 | 8 |
| Zenith | 40 | 10 |
Virus Type: Directly related to how many different actions the virus can have.
Skill DC: The DC required to successfully program the virus.
Portfolio: How many different actions the virus can have.
Using Viruses: Viruses almost have skills on their own. They carry a Use Computer Skill = to the programmer’s – 5. They cannot swap any attacks from their portfolio. Choose the actions and how they will operate in order. The virus cannot deviate from their list or their order. Virus can be implanted or used to hack. If they are used to hack, they do so with a reduced ability of course, but it saves the Cyberbrain from Intelligence Damage. A virus that gets hit with any damage is instantly vaporized. A cyberbrain can only hold one virus / Int Bonus. The virus cannot be implanted with actions the Programmer. The programmer must also roll to succeed in the action as if doing the action herself when programming it. A success implants the program successfully. Failure results in time loss. Remember, every roll, regardless of success or failure, takes an hour.
The Actions implemented cannot cause Int damage as there is no power in the Virus to cause such a feedback unless given the Strike function. Viruses get no bonuses for direct connection via QRS or a Total Immersion Harness.
Virus Barriers: Viruses are allowed to have a single barrier. Because of their smaller size and simplistic design in comparison to a full system, the barriers cost half as much. They only protect the Virus.
Virus Functions: Each Virus can be given as many functions as need be, increasing its DC and time to completion.
| Virus Function | Creation DC Modifier |
| Databank | +2 |
| Delayed Action | +5 |
| Feat | +5 |
| HA-1 | +5 |
| HA-3 | +7 |
| HA-5 | +10 |
| Modular | +10 |
| Pandora’s Box | +0 |
| Probe | +2 |
| Relay | +2 |
| Strike | +5 |
| Time Bomb | +2 |
| Toy Bomb | +2 |
| Tracer | +2 |
| Trash Bomb | +2 |
Databank: Databank is a section of the virus that contains information. This could release at a specific moment or be used as a storage area. A virus may attack areas to retrieve information or could already have information the virus is programmed to release. The Databank may also be used to store useful information the virus requires to operate (like a Command Encryption Key).
Delayed Action: A virus that will activate only when a time is reached or a command given. The virus must be able to receive the command (so it cannot affect systems that are not online, unless the command is given via direct physical connection).
Feat: Add a [Hacking] feat to the virus. May be taken several times, each additional feat adds an additional +5 to the DC.
HA (Hyper-Attack): HA viruses are attack viruses that are exempt from being fixed in their portfolio or attack order (see below). They can swap out attacks like normal hackers. HA-1 carries a spare memory of 1 additional action and can swap into its portfolio instantly before the action comes up. HA-3 has 3 spare memories and the HA-5 has 5.
Modular Virus: Similar to Toy Bombs, they are disguised in e-mails or picture file header data, and when certain conditions are met, they compile into a single program. It downloads in packets, avoiding surface barriers. If the virus is meant to target Core Defense, it must still make an attack vs the Core Defense to succeed. The virus takes at least 1 full minute to download the way it does.
Pandora’s Box Virus: Any virus that when opened will start up and do what the virus is made to do. It is similar to the Toy Bomb except it does not require a Disguise roll but it cannot be equipped with a delayed action function. It must be downloaded or placed in a system and cannot be transmitted in.
Probe Virus: This virus is illegal…and completely harmless—it attacks every nearby system in a 150-square radius in order to find a specific one. However, it only locates something. No attack actions can be incorporated. It can only target wireless-capable systems, and must be executed from a wireless system.
Relay: The Relay function transmits data back to another source, either a hacker, server, or external memory. This can relay information that the virus stores on a Databank, or it can relay location data from a tracer virus.
Strike Virus: Normal viruses cannot cause actually damage to a living target (INT Damage). However, strike viruses can, but are only half as effective.
Time Bomb: A special type of Virus that can be set to manifest at a specific time.
Toy Bomb: Like a virus, it is actually concealed as an icon or image file. It sits in plain view until the conditions are met (which are usually when the file is opened). Toy Bombs must be accepted by the target system or be downloaded into the system’s memory. The advantage of this is that it requires no hacking to download the virus into memory. The Programmer must also make a Deception check to hide the Toy Bomb – this sets the DC for the Hackcraft, Knowledge (Technology), or Use Computer check to spot the virus. Toy Bombs circumvents the Surface Defense but not the Core Barrier.
Tracer Virus: Locates where someone is hacking from. Upload the virus into somewhere where someone is hacking into or remotely accessing and it tracks the source. The tracer virus rolls its Use Computer Skill. If it beats the Hacker, it locates the Hacker. If it has any other attacks, it can do that as well. If added with the Relay function, it can send that information back to the programmer, allowing the programmer to directly hack the target.
Trash Bomb Virus: Is any virus that when deleted will start up and do what virus was made to do.