Guide to Hacking

!Blackhat_1.pngWelcome to the electrifying world of cinematic cyberpunk hacking! This guide breaks down the optional rules from Pyramid Magazine 3/21 ("Console Cowboys and Cyberspace Kung Fu"). Designed for action-packed cyberpunk games, these rules prioritize speed and movie-style flair over deep simulation.

The Hacker: Blackhat, Decker, Console Cowboy

You are the digital ghost, the infiltrator of virtual fortresses. Your role is to navigate The Net, bypass security, steal or alter data, and control systems to support your team.

Understanding the Digital Landscape: Network Components

Before you hack, know what you're hacking into:

  1. The Net (Cyberspace): The global network connecting everything.
  2. Network: A specific, often private, collection of connected systems (corporate intranet, building security, etc.). Your target area.
  3. Network Access Point (NAP): Your doorway into a specific Network.
    - External NAP: Connecting remotely via The Net. Faces external firewalls/ICE. Convenient, but distance/routing might give penalties (-1/-2).
    - Internal NAP: Physically plugging in locally or strong local wireless. Bypasses external firewall but requires physical infiltration. Faces internal security.
  4. Computer: An individual processing unit (server, mainframe, etc.). Runs programs, stores data. Often has own ICE. Your Cyberdeck is your computer.
  5. Terminal: Device for interacting with a Computer (keyboard, screen, VR). Input/output only.
  6. Node: Generic term for any distinct point/device on a Network (Computer, Terminal, camera, etc.).

Analogy: The Net = World roads. Corporate Network = Private estate roads. Main Gate = External NAP. Server Room = Computer. Wall Socket in Server Room = Internal NAP. Security Monitor = Terminal. Any junction/device = Node.

The Tools of the Trade: Hardware & Software
Hardware: Computers, Interfaces, and Decks

!Blackhat_5.pngComputers & Complexity: Key stat is Complexity.

Interfaces (Connecting to The Net): How you perceive The Net.

Interface Clashes: Slower interface takes -2 penalty per "step" difference in contests.

Cyberdecks: Computers optimized for VR hacking.

Software: Hacking Programs

!Blackhat_4.pngYour digital toolkit. Uses your computer skills as a base.

Initiating the Hack: Getting Connected

Before the netrun begins, you need to establish a connection to the target Network. How you do this depends on the situation:

  1. Finding the Target: First, you need to know what you're hacking. This might involve real-world investigation, buying info from contacts, or using online search tools (potentially requiring Research or Streetwise skills) to find the network address or physical location of a relevant NAP.
  2. Choosing Your Access Method:
    • Remote Hacking (via External NAP): You connect from your own safe location (your apartment, a net café, the back of the team van) through The Net to the target Network's publicly accessible point (like their website server or main communications gateway). This is safer physically but means you immediately face the network's outermost defenses – usually a strong firewall protected by ICE.
    • Local Hacking (via Internal NAP): Your team physically infiltrates the target location (e.g., sneaking into the corporate office building). You find a physical data port in a wall or computer, or get close enough for a strong, direct wireless connection to their internal network. This bypasses the tough external firewall but exposes your physical body to guards, security patrols, and other real-world dangers. You'll still face the internal security measures of the network once connected.
  3. Making the Connection: Once you've chosen your NAP and are ready, you use your Interface (Terminal, VR, or Total VR) and Cyberdeck to establish the link. The GM might require a simple Computer Operation roll if the connection method is unusual or technically difficult, but usually, just declaring the connection is enough to start the netrun proper.
  4. First Obstacle: The netrun usually begins the moment you encounter the first layer of security protecting the NAP or the Network itself. For external connections, this is almost always the main firewall ICE. For internal connections, it might be the ICE on the specific computer you jacked into, or a network-wide internal monitoring system.
The Netrun: Executing the Hack

!Blackhat_3.pngOnce connected and facing the first obstacle, the netrun proceeds in abstract "rounds," similar to a chase scene.

The Digital Environment & Defenses

Networks have automated programs (ICE, Analyze, etc.) and potentially active Sysadmins or AIs. Layered ICE is standard.

Netrun Rounds & Actions
  1. Initiative: Highest computer Complexity acts first when timing matters.
  2. Declare Action & Complexity Check: Choose program(s) to activate. Ensure total load (active + continuous) is within 2/20/200 limit.
  3. Roll Dice: Make skill rolls for active programs.
    • One active program: Roll normally.
    • Multiple active programs: Take -1 to all active rolls per program activated beyond the first.
  4. Contested Rolls: Pit skill vs. defender's in a Quick Contest. Apply interface modifiers.
  5. Defender Actions: They act.
  6. Outcome & Repeat.
  7. Retries: Usually allowed at cumulative -1 skill per prior fail against that specific obstacle.
Hazards Lurking in the Code

Your Core Hacking Toolkit (Program Overview)

!Blackhat_2.pngCheck individual wiki pages for full stats (Base Complexity, skill defaults, etc.).

  1. Alter (Single-Execution): Modifies data or programs subtly (e.g., change records, add backdoors to ICE). Changes are usually only noticed when they cause an effect, unless detected by Analyze.
  2. Analyze (Continuous/Single-Execution): Gathers information about a target (user, computer, program, file). Can detect modifications made by Alter, Spoof, or Stealth (Program) by winning a Quick Contest. Can be run continuously to monitor systems or scan for irregularities.
  3. Breach (Single-Execution): Your lockpick/battering ram. Penetrates a target ICE program. Requires winning a Quick Contest against the ICE. Must defeat all layers of Layered ICE to access the protected target.
  4. Control (Single-Execution): Takes control of a compromised computer or networked device (cameras, turrets). Allows the hacker to make the target perform its normal functions. ICE-protected systems must be Breached or Spoofed first.
  5. Damage (Single-Execution): Attacks hardware (causing crashes/damage) or, more dangerously, the mind of a VR-connected hacker (forcing HT rolls vs brain damage/incapacitation).
  6. ICE (Continuous): Defensive program. The fundamental firewall/guard. Blocks unauthorized actions unless Breached or Spoofed. Essential network defense.
  7. Jam (Continuous): Floods a target program (Analyze, Listen, Search) or comm channel with static, rendering it useless. Brute-force, not subtle – easily noticed.
  8. Listen (Continuous): Passively monitors data streams or network events. Used by defenders as a gatekeeper for ICE (can be Spoofed). Used by attackers to eavesdrop (must beat Stealth (Program); gets encrypted data as-is, requiring separate decryption like Code-Cracking from Action 2).
  9. Search (Continuous/Single-Execution): Actively looks for specific files, programs, or computers on a network. Must beat Stealth (Program) or Spoof in a Quick Contest to find hidden targets. Can be run continuously to scan for specific types of targets.
  10. Spoof (Continuous/Single-Execution): Feeds false information to Analyze, Listen, or Search. Used to masquerade as a legitimate user or hide actions (like making a breached ICE appear normal to Analyze). Can be detected if the target program wins a Quick Contest.
  11. Stealth (Program) (Continuous): Hides a user, program, computer, or data from Analyze, Listen, and Search. Opposing programs must win a Quick Contest against Stealth (Program) just to get any information at all.
  12. Trigger (Continuous): Defensive/utility program. Automates actions based on conditions set by the user (e.g., "If Listen detects password failure three times, Trigger system lockdown"). Doesn't require rolls itself; activates based on linked programs' results.

Practical Hacking Examples