The global datanet is the internet of 2117. It combines what exists today with a type of hyper-reality from the future, viewable in the world around you with Agents (future smartphones) and WIPs. There's still code and 2D screens, but also VR elements and simsense constructs. This massive conglomeration of contradictions and kludgy code is a monster to administer, but is a vital element in society. The global datanet is used by approximately 98% of the population to interact with the world around them.
There are two types of "hacking" that you will find in the Sprawl. Combat Decking encompasses quick hacks in meatspace using the Huckster power set from Deadlands. This is covered by the Arcane Background (Combat Decker). The second type of hacking is called Netrunning and is something that anybody with Interface Plugs (whether cabled or wireless) can perform. They surrender their consciousness to the network, and interface directly with the computer.
Combat Deckers are a type of sprawlrunner that doesn't like the quiet life behind a keyboard. Instead, they prefer to be in the thick of things meting out technological justice with their comrades in meatspace. Unlike normal Arcane Backgrounds which are excluded from the Sprawl, Combat Deckers get powers called Programs. These programs are simply reskinned Spells.
Edge: Arcane Background (Combat Decker)
Requirements: Novice, Hacking d6+, Science d4+, Wireless Interface Plugs
Arcane Skill: Hacking (Smarts)
Starting Programs: 3
Program Points: 10
Available Programs: Arcane Protection, Blast*, Blind, Bolt*, Boost/Lower Trait, Burst*, Confusion, Damage Field*, Deflection, Dispel, Divination, Empathy*, Entangle, Fear*, Illusion*, Invisibility*, Malware*, Mind Wipe*, Object Reading*, Puppet*, Sloth/Speed, Slumber*, Sound/Silence (Sound only), Speak Language, Stun, Warrior's Gift*.
Limitation:
All programs must beat the Target's Firewall score.
Some programs are only useful against Drones or Synths (and are marked by an *). Programs with an * have their Program Points reduced by 1 to a minimum of 1.
Character's with the Unplugged Hindrance cannot be directly targeted by program attacks, although they can be caught in the area effect of certain attacks.
Magic: Approved Arcane Edges for Combat Deckers are listed in a section below.
Backlash: A Critical Failure on a Hacking roll causes the Combat Decker a level of Fatigue and all currently active powers are terminated.
Hack on the Fly: Combat Deckers may not Short or spend Bennies for Program Points (see SWADE), but can Hack on the Fly for the ability to use programs - even ones they don't have and are above their Rank! They might also gain additional Program Points or a bonus to their Hacking rolls from such uses. See Hack on the Fly for the details.
Combat Deckers are an inventive sort and can hack on the fly to use programs not in their normal list. Instead of hacking normally, a Combat Decker can choose to engage with a bit of on the fly coding. Hacking on the Fly is an action which includes casting the hack but can only be attempted once per turn.
There are two main reasons a Combat Decker might want to Hack on the Fly. First, he can use any program in his Available Programs list, even those he doesn't normally know, and including those above his current Rank!
Second, with a good hand, he can add any leftover Program Points to his Hacking roll or his personal total.
Here's how to do it:
1. Ante Up: Spend a Benny.
2. Choose a Program: Tell the GM which program your Combat Decker is trying to use and total up the number of Program Points it requires, including all Modifiers.
3. Plan the Hack: Make a Science roll, then draw five cards plus one extra card for a Success or two with a Raise (no cheating on this roll). Failure simply means you get no additional cards. A Critical Failure earns you no additional cards, and after the program is resolved, the marshal rolls on the Backfire Table (see pg DLWW pg 88).
4. Make a Poker Hand: Put together the best poker hand from the cards you drew and consult the Hacking on the Fly Table. Jokers are Wild Cards that can be used as any other card, and you get your ante (Benny) back!
You can only use the Program Points granted by the hand - not your own pool - when Hacking on the Fly.
If you didn't get enough Program Points, subtract however many points you came up short from the Hacking roll in the next step - the game isn't over yet!
5. Hack!: Now make a Hacking roll at -2 for each Rank the power is above your current Rank, if any, and a -1 for each Power Point you came up short in the last step. If the hand gave you more Program Points than you needed, you may add them to the Hacking roll to increase its total, or use them to recharge your regular Program Points for later - your call, but decide before rolling.
Critical Failure has the usual consequences and the GM rolls on the Backfire Table! (see DLWW pg 88). Failure (after adding any leftover Program Points, if possible) means the program fails, The Combat Decker doesn't spend a Program Point but does lose the ante unless a Joker was used.
6. Resolve the Hack: If the program was successful, resolve its effects as usual.
These Edges work as normal for the Combat Decker. If one of these Edges calls for Spirit, replace it with Smarts. The Arcane Skill for these Edges is Hacking.
Arcane Resistance (and the Improved version)
Channeling
Concentration
New Powers
Power Points
Power Surge
Rapid Recharge (and the Improved version)
Soul Drain
Artificer
Any Arcane Background other than Combat Decker
Extra Effort
Gadgeteer
Holy/Unholy Warrior
Mentalist
Wizard
These programs are taken from Deadlands: The Weird West.
Rank: Seasoned
Program Points: 4
Range: Touch
Duration: Instant
A reskin of the Curse power, Malware affects Drones and Synths. To use this particularly nasty program, the Combat Decker makes a Hacking skill roll opposed by the victim's Spirit roll. Failure means the victim suffers a level of Fatigue immediately and at sunset each day thereafter (further uses of Malware have no additional effects).
Once the infected becomes Incapacitated, he makes a Vigor roll each day to avoid death.
Removing the Malware: The malware can be lifted by the original hacker at will, and ends automatically if she's slain. Dispel also removes malware, though each individual may only try once - if failed it's beyond her abilities.
This program works just as in Savage Worlds, but the Mind Rider modifier can be used with it.
Modifiers
Mind Rider (+1): The decker can communicate and sense through anmy target under the effects of puppet.
Note: The section here is taken from Interface Zero 3.0 and modified for use with The Sprawl.
When your character is ready to hack, use the following rules. The core mechanic for any hack is a four-step process: Identify the Wireless Network (ignored with CIPs), Hack the System, Manipulate the System, and Log Out. With the possible exception of logging out, each step of a hack takes an action.
Netrunning does not use just the Hacking skill, although that is an important one to have. The following skills are all used when Netrunning:
Notice
Research
Hacking
Other skills might be called for under the Operating a Device task, but that's only if you choose to do that on the network.
Cabled Interface Plugs (or CIPs) are useful for when you want to interact with modern technology, but don't want to see VR elements floating around in the sky. To hack with CIPs, you need to plug directly into the computer you want to interface with the fiber cable attached to your CIP. This negates the step Identify the Wireless Network, but also means you're in the line of fire if security gets called to your location.
Security Ratings are an abstract for sysadmins and Intrusion Countermeasures (IC) in a target network. Security ratings do not come into play unless you accidentally alert them to your presence by failing a skill check when you Manipulate the System. Once you've activated the Security rating, you suffer a penalty to all Skill Rolls equal to the Security Rating of the target network.
Rating 1: No penalty, Firewall 4, Notice d4, No Damage.
Rating 2: -2 penalty, Firewall 5, Fighting & Notice d6, Damage 2d4 (Non-Lethal)
Rating 3: -4 penalty, Firewall 6, Fighting & Notice d8 +Wild Die, Damage 2d6 (Non-Lethal)
Rating 4: -6 penalty, Firewall 7, Fighting & Notice d8+1 +Wild Die, Damage 2d8 (Lethal)
Rating 5: -8 penalty, Firewall 8, Fighting & Notice d10 +Wild Die, Damage 2d10 (Lethal)
In addition to the penalties described above, the network will start to actively try to find you (with a Notice roll for every action you take). If you're using CIPs, the Network needs to make a Successful Notice roll with no penalty because you're plugged directly into a system on the network. With WIPs, the Network suffers a -2 penalty to Notice to find the general area you are hiding. On a Raise to the Notice roll, they have you dead to rights and know your exact location.
Once the Security Rating knows where you are, it can try to attack your Firewall to hurt you. Every round, the Security Rating will roll it's own Fighting against your Firewall. Damage goes against your Toughness (without any worn Armor. The Armor IC-Breaker can still help you)
IC-Breakers are a classification of software available to all netrunners, made up of firewall enhancers, antivirus programs and the like. Abstracted, it's a type of action you can take when Hacking the System to help with other steps or to offset penalties in the event the Security Rating is activated.
Characters who use WIPs need to identify the wireless network that they want to target. The majority of computer systems use Wi-Fi technology to connect to each other, and the hacker must hack the proper Wi-Fi network in order to access the computer system. But how does the character know which network to hack?
In any given location there can be hundreds of devices emitting their own unique wireless signal. When you factor Agents and drones into the equation, that number can jump by orders of magnitude (Imaging trying to find the signal of an individual Agent at a rock concert, for example). Given all of this, before the hacker can begin to invade the target system, they must find its wireless signal. This is accomplished by pinging the area. The process is as follows:
Step 1: Ping the Area: When a character pings the area around her, she makes a Notice roll. Success on the roll reveals all wireless networks within range of her WIP. Each Raise on the roll gives the hacker a +1 bonus to Research rolls to find the correct network (Max +3). Pinging the Area is a Free Action.
Step 2: Identify the Proper Signal: Once the character has successfully pinging the area, she must correctly identify the network she wishes to hack. This is done by making a Research roll. Success means the character has found the correct Wi-Fi signal and may attempt to hack it. Identifying the proper signal is a Regular Action.
To hack into a system and manipulate it in some fashion, make a Hacking skill roll against the target's Firewall rating. Once the Firewall is breached, you're in the system but have to possibly contend with the system's Security Rating in future steps.
To manipulate the system in some fashion, you must use the appropriate skill for the task. All Skills are made against a standard TN (instead of the Firewall rating). If the Security Rating is activates Characters can manipulate the system in the following ways:
Add Device to VCI: Characters with a VCI can make a Hacking roll against the drone or vehicle's Firewall to take control when it is in Basic mode. If it is in Pilot mode, the drone jockey must be Shaken or Stunned first. From here, use the rules for Drones.
Create a Backdoor: Characters can create a back door in a computer system by making a successful Hacking roll. Success negates the need to Identify the System or Hack the System again for the next 24 hours. A Raise gives you one free re-roll on any skill check when you Manipulate the System for the next 24 hours.
Datamine: Characters can make a Research roll to scan the system for specific files and other, similar types of data. This data may be downloaded/replaced or edited as an action. The time it takes to datamine is equal to one round plus a number rounds equal to the tier of the Security Rating.
Disable Device: Characters can disable any device linked to the system with a successful Hacking skill check. At their discretion, game masters may require another skill be used instead of Hacking. For instance, safely shutting down a nuclear reactor might require the character to roll their Science skill.
Edit a File or Device: Characters can edit a file or linked device by making a Hacking skill check. The time it takes to edit the file/device is equal to one round plus a number of rounds equal to the tier of the Security Rating.
IC-Breaker: Activate an IC-Breaker by making a Hacking skill check. You can set up IC-Breakers to help before the Security Rating has been activated, but they run the risk of triggering the system.
Breakout: Gain a +1 bonus to Secure Logout or +2 with a Raise.
Counter: Negate 2 points of penalties when the Security Rating activates or 4 with a Raise.
Firewall Booster: Boost your own Firewall by +1 or +2 with a Raise.
ICE Pick: Gain a damage value of 2d6 or 2d8 with a Raise against Sysops and other biological operators in a network.
Net Shield: Gain Armor +2 against damage from the Security Rating or +4 with a Raise.
Skillwire: Choose a Skill used when you Operate a Device and gain +1 bonus or +2 with a Raise.
Operate a Device: Characters may attempt to operate a device linked to the computer system, such as an elevator, an automated weapon system, a vehicle, etc. To do so, the character must have the appropriate skill. The following skills are a sample of what may be necessary.
Boating: Characters must use Boating to operate watercraft of all types. This includes aquatic drones (if you have a VCI).
Driving: Characters must use Driving to drive land-based vehicles of all types. This includes land-based drones (if you have a VCI).
Electronics: Characters must use Electronics when attempting to do things such as jamming or disabling communications, signals, opening secure doors, etc.
Notice: Characters must use Notice when operating devices such as security cameras or other, similar items.
Piloting: Characters must use the Piloting skill if they wish to operate aircraft, including airborne drones (if you have a VCI).
Shooting: To operate weapon systems such as sentry guns, the character must use the Shooting skill.
It might seem odd to add this step, but it can be important, especially if you are trying to avoid the attention of the people monitoring the system you've hacked. Characters can log out in one of two ways: standard logout or secure logout.
Standard Logout: Logging out of a computer system in this fashion requires no Hacking skill roll and takes an action, but sysadmins get a Notice roll to see if they detect it (possibly blowing the whole operation if you've been hidden this whole time). This is often done under extreme circumstances when time is a factor. It's generally not recommended, unless your cover has already been blown.
Secure Logout: If the character has extra time and wants to cover their tracks, they can choose to spend their entire turn logging out of the system they've hacked. Unlike other operations in the system, covering your tracks can be difficult. This requires a Hacking roll at a penalty equal to the Security Rating of the network (regardless if you've tripped security or not). Success indicates the character has covered their tracks. Failure allows the sysadmins to notice the changes. A critical failure alerts them to the changes and gives them your location as if you tripped security and they got a Raise on the Notice roll to find you.
Neon_Bright is attempting to hack into Denta Cyberdynamics R&D network so she can retrieve schematics for a new cyberarm. Neon_Bright begins the hack. Her Hacking skill is d12+1 and she has the Hacker Edge, which allows her to ignore 2 points of penalties to Hacking skill rolls if the Security Rating activates. The R&D network is a Security Rating 3 system, so she needs to roll a 6 or higher to crack the Firewall. She rolls her Hacking skill and a Wild Die, and scores a 7 with her Hacking skill die, but her Wild Die Aces! She re-roll the Wild Die again and gets a 3, for a total of 9. Neon_Bright has successfully cracked the network.
On her next turn, Neon_Bright needs to datamine the network. Instead of rolling her Hacking skill die, she must make a Research roll against the Target Number of 4 (no Penalties for Security Rating just yet). Neon_Bright has d6 Research and makes her roll, scoring a 5. The time it takes to datamine the network is 4 rounds (1 round plus 3 rounds because of the network's Security Rating). The team needs to guard Neon_Bright until the process is finished. Once the process is complete, Neon_Bright spends another Action to download the file and then prepares to log out.
The run has gone smoothly so far, and Neon_Bright doesn't want to tempt fate. She opts to securely logout rather than just pull the plug. She decides to spend her turn deleting logs and makes a Hacking skill roll with a -6 penalty, and scores a 10. Neon_Bright has logged out without leaving a record, though it was tricky.