Here is the first draft of the hacking rules. I didn't really flesh out what the details of each roll entails
but you get the picture. As the security of the system goes up, as does the number of rolls required. Let me know what you think.
I would envisions many places would have one or more of the levels...
Unsecured - Can hack remotely. Any over the counter packet sniffer can do this.
Sequence of Events:
- IQ roll to trcroute to locate the target on the network & localize the network
- Hack roll to identify a specific system & install packet sniffer
- Network hacked
Minimum Security - Can hack remotely, firewalled access, public and private LANs, private LANs may have additional firwealls.
Sequence of Events:
- IQ roll to trcroute to locate the target on the network
- IQ roll to localize the network:
o If public, roll is for anti-detection required
o If private, roll is required to identify subnet
- Hack roll to identify a specific system & install packet sniffer
- Network hacked
Medium Security - May / may not be hack-able remotely. Firewalled access, private LANs only, with time limited public access.
Sequence of Events:
- IQ roll to trcroute to locate the target on the network
- IQ roll to localize the network
o If public, roll is for anti-detection required
o If private, roll is required to identify subnet.
- Hack roll to disable/counter Firewall.
- Hack roll to identify a specific system & install packet sniffer
- Network hacked
- Frequent challenge response & anti-detection rolls required (encryption key required 1 per 10 minutes game time)
(Systems would still require additional hacking)
High Security - Some or ALL of these. This is the ultimate in security usually reserved for government
or high power organizations due to the cost involved in maintaining them. Point to point networks only.
For these networks you have to gain physical access.
- No outside connection.
- Point to point internal connections only.
- Contained in local areas of a building, i.e. lab area or financial area.
- Encryption on the wire.
Sequence of Events:
- Hack roll to use hardware to tap into physical network
Note: Protocol is encrypted and may be proprietary.
- Hack roll to determine protocol
- Anti-detection rolls required
- Hack roll to install de-encryption software
- Anti-detection rolls required
- Hack roll to install a sniffer
- Anti-detection rolls required
- Network hacked
- Frequent challenge response (encryption key required 1 per 10 minutes game time)
- Frequent anti detection (encryption key required 1 per 5 minutes game time)
- (Systems would still require additional hacking)