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[OOC] Missions 2 - Rising Sin

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Sentinemodo

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« Reply #645 on: <02-13-13/1418:20> »
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation

Found it on page 65 of the core rulebook:
"Teamwork tests
Each of the secondary characters makes the appropriate test; each hit they score adds +1 die to the primary character's dice pool."

Seems quite powerful but I like keeping the lowest stealth of the group as the threshold.

that much I knew - I was asking for the mass attack

ninja'd :)
« Last Edit: <02-13-13/1424:28> by Sentinemodo »
Sorry for a small delay ;)

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Sichr

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« Reply #646 on: <02-13-13/1422:20> »
MASS ATTACKS
A mass attack refers to a team of hackers pooling their re-sources to hack a particular system. Functionally, a mass attack is
Probing the Target (see Probing the Target, p. 236, SR4A) with a
Teamwork Test. Hackers and technomancers can work together
on mass attacks. If the test is successful, all of the participating
hackers gain access to the node.
Agents and sprites cannot participate directly in Teamwork
Tests, but add +1 die to the prime character’s dice pool for each
agent or sprite assisting (maximum +5).

Sentinemodo

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« Reply #647 on: <02-13-13/1424:03> »
Q:
Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

A:

Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

Assuming you want to hack grid nodes nearby you'll need to find one for this district - simple action, analyze disctrict node (1hit necessary, on autobuy) to find grid node (not hidden, public access)
matrix perception another simple action (if not actively looking) to identify the stats at least
from earlier experince you expect something along the lines of Firewall 4, System 4.
They should not be activelly patrolled by security spiders, but might scramble IC on identified intrusion attempts.
continous reboot would require at least security access level to edit the starting routine.
if you go for admin, then it is a simple reboot action -> System + Response (10, 1 Combat Turn) Extended Test
or you can then crash the node from security action -> Hacking + Exploit (System + Firewall, Complex Action) Extended Test. Keep in mind that the latter will initiate alert and scramble IC.
if you don't care about leaving traces in the access log, hacking is doable within one CT probably rebooting within another 3CT..

single crash is enough to put this distrcit in grid chaos. and it will take a visit by physical repair team to restore order, unless they wake a security spider to log in and repair things in between reboots.

rereading OOC for some info and Sent, I have a feeling that Question and Answer didnt connect this time. I know I was sending a message to mouse about hacking the grid, well this OOC questio I understand he asks for commlinks, cameras etc, so he can erase traces...not the grid node.

seems like, I've lived under that impression:

Grid is online in this parts?

and
yes, or at least close enough, but since they got a deal with cops, it might be corrupted/not working correctly
Edge + Edge(1) roll if you want it to be  off.
and
nope. If I want it to be off, Id make it that way. as soon as mouse puts himself together...

that's barely 10 pages of OOC from now :P
Sorry for a small delay ;)

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Sentinemodo

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« Reply #648 on: <02-13-13/1426:45> »
MASS ATTACKS
A mass attack refers to a team of hackers pooling their re-sources to hack a particular system. Functionally, a mass attack is
Probing the Target (see Probing the Target, p. 236, SR4A) with a
Teamwork Test. Hackers and technomancers can work together
on mass attacks. If the test is successful, all of the participating
hackers gain access to the node.
Agents and sprites cannot participate directly in Teamwork
Tests, but add +1 die to the prime character’s dice pool for each
agent or sprite assisting (maximum +5).

all right, we'll use it from now on.
Sprites and agents (and I'll extend it to spirits in the magical plane for consistence) do not participate in Teamwork tests on standard rules but add only +1 to the dicepools if they have relevant program/cf/skill/ability
Sorry for a small delay ;)

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Sichr

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« Reply #649 on: <02-13-13/1431:18> »
yup just not to forget :) i was thinking about hacking that sunshine cyberware if any, since she can connect fractal to datastore, well tat was before override :)

Sentinemodo

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« Reply #650 on: <02-13-13/1431:56> »
I forgot about this, I think this wouldn't have changed anythign in the Fractalrolls (and he was't affected during the node encounter. but Mouse and Omar are affected (mosue for hacking and omar for rigging)

As you approach the building and park on a safe distance few block away you observe it and it matches both the description given by Mayuri and from what Mouse was able to dig out on the building.

The neighbourhood is rough, dangerous people are walking the streets with weapon carried openly.
You're also immediately attacked with countless spam messages offering sex services and online gambling mainly.

Quote from: ooc
Until further notice, you get -1 to all matrix related rolls and -3 instead of -2 to physical actions if you are heavily using AR.

As you zoom your visual observation aides you single out bouncers. They are Asians, visibly armed with heavy pistols and armor vests they also wear helmets as well as arms and legs guards. People from a short queue after being verified are allowed in or sent away.

The last round of combat stay as it was anyway. I don't want to reroll it, and the only significant thing that could have went other way was the mage oneshotted or not.

verified, that singel dice on that attack wouldn't change anything
« Last Edit: <02-13-13/1437:04> by Sentinemodo »
Sorry for a small delay ;)

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Sichr

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« Reply #651 on: <02-13-13/1440:28> »
you know, since we are in Hidden mode, all of us, it is hard to believe that this has anything to do with rules.
No offense. But Ive just ignored it. sorry. Anyone would have to bypass locate my commlink/ our network and bypass our firewall, Mouse bionode etc, to get anything on my AR/VR that I dont want to see...IDN why S0R0 spam tags may succeed in that
« Last Edit: <02-13-13/1447:57> by Sichr »

Sentinemodo

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« Reply #652 on: <02-13-13/1552:41> »
you know, since we are in Hidden mode, all of us, it is hard to believe that this has anything to do with rules.
No offense. But Ive just ignored it. sorry. Anyone would have to bypass locate my commlink/ our network and bypass our firewall, Mouse bionode etc, to get anything on my AR/VR that I dont want to see...IDN why S0R0 spam tags may succeed in that

Seems like we're back on the old tracks. :(
If you want I could send you a previous mission we're playing to show you an example of this particular ruling, that it is RAW by Missions.
(going by distributing your access_id to spam sites, that gives you -3 for all matrix actions due to spam).

Finding hidden nodes is matter of hitting 15 hits treshold on extended test, for all nodes that appear within mutual signal ratio.
I could change the ruling into low level DDOS attack - basically having your nodes attacked by botnet averaging to 30 bots per node and reducing your response by 1 instead of penalty to matrix actions. But I won't this kind of rule is similar to magic background rule. I find it well fitting. certainly not crippling.

real life, regardless of ad blocking tools you use you still see popups you didn't want to while browsing. this is just a hyperbole from that. 
Sorry for a small delay ;)

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Sentinemodo

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« Reply #653 on: <02-13-13/1601:02> »
Snake, since I didn't understood properly and I've described you hacking the Grid node. I'm thinking on solution.
We could switch that into hacking attempt of casino node, but I'll just enable you infromation from the courier sprite perception action, that the casion node is separated into two nodes.
- front node - with public access and signal 0 wired to tables, with signal 1 repeaters enabling AR games (only public access, drawing gaming results from the main server.
- main casino server - strongly encrypted node.

You could start decryption, but it will certainly take longer than the combat to break it.

We could also switch that attempt into hacking the individual guards commlinks, but that will also take lot's of indivudal hacks (there are about 15 guards in the vicinity if I count correctly) and you need to identify them as there are at least 50 other commlink nodes around.

Tell me what you want me to do. Or propose something entirely other as guess I mislead you with my answer. Sorry about that.
Sorry for a small delay ;)

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snake_eyes

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« Reply #654 on: <02-13-13/1611:48> »
Actually the main district node was what I was looking for. I was thinking that there may be more than one, but I could always move higher up the chain. The objective was to block coms except for us.

I did have one outstanding question though, how long to create a back door? I'm looking to block all open ports, but I need a back door to maintain connection. The idea was to create the back door, create new admin account, reconnect as new admin account via back door, del all other accounts, close all ports, clean logs.

Another question if the analyze program were to shut down, does that automatically trigger an alarm (or trigger a spiders investigation?
« Last Edit: <02-13-13/1616:32> by snake_eyes »

Sentinemodo

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« Reply #655 on: <02-13-13/1621:21> »
depending on the script.
usualy not, as the programs do crsah from time to time. (particulary if you edit access log and wirte there something about memory error or something like this). Each node is probably patrolled by agent from time to time to check if all the programs are up and running, but the Grid is one hell of a network, so this might be quite large time frame before spider gets notified.

blocking all comms is not function of this node (this ones provide services for cars drivign over the streets)
the communication node that provide matrix service, might be more difficult to hack (as it has a signal greater range and is a better hardware overall), plus there are multiple matrix service providers in Denver. (just like currect cell phones providers). and you'd need to hack them all to block matrix access to all 'links in range.

creating backdoor - unwired, pg. 97
Creating a reusable exploit requires a
successful Extended Software + Exploit (Firewall + System, 1
Initiative Pass) Test if you have at least security-level access on the
node—otherwise replace Software with Hacking. Once created,
this provides a hidden exploit that gives the hacker a +6 dice pool
modifier to gain access to that node using the Exploit program.

creating hidden account
A hacker who has hacked the node may also create a “legit”
account on the system (see Hackers & Editing, p. 225, SR4) and
then hide the fact that they created it. This requires a successful
Software + Editing Test if you have at least security privileges on
the node, or a Hacking + Edit (2) Test if you do not. For securitylevel
access, increase the threshold to 3; for admin access, increase
it to 4.
...
A hidden account is not visible to spiders or administrators,
being discernible only by the system.
...
To create a hidden account, you must already have access to
the node (either legit or hacked) and must follow the procedure
for creating a legitimate account noted above. On the next action,
the legitimate account must then be hidden with a Hacking +
Stealth (Firewall, 10 minutes) Extended Test.
Sorry for a small delay ;)

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Sichr

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« Reply #656 on: <02-13-13/1642:35> »
..., that it is RAW by Missions.
....

OK.

Netzgeist

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« Reply #657 on: <02-13-13/1647:36> »
[Nostalgia=on]Oh, all this talk about hidden accounts and creating backdoors reming me of the RMD mission... Those were the good times, eh? [nostalgia=off]
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation

Found it on page 65 of the core rulebook:
"Teamwork tests
Each of the secondary characters makes the appropriate test; each hit they score adds +1 die to the primary character's dice pool."

Seems quite powerful but I like keeping the lowest stealth of the group as the threshold.

Just don't forget that there's also a possible maximum bonus modifier a character can get.
Quote from: SR4A, pg. 61, Dice Pool Modifiers
Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher.

snake_eyes

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« Reply #658 on: <02-13-13/2007:21> »
Control of traffic...ok...traffic jam it is then...

 ;D

Sichr

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« Reply #659 on: <02-14-13/1300:18> »
OK. Back in town. What is fractals position? How long for him to get on stairway?