The Chrome Market ยท Chapter 8

Intrusion

A hack is a clock. The hacker works inward one layer at a time while an Alert climbs behind.

The System

Every system has three numbers.

Number What it is
Security The difficulty of intrusion checks against it: 1 Easy to 5 Extreme
Layers How many successful checks it takes to reach the centre
Countermeasures What it does when it notices
System Security Layers Countermeasures
A door lock, a camera, a vending machine 1 1 None
A car, a home network, a shop's till 2 1 None
A smart weapon, a consumer drone, a phone 2 1 None
A person's cyberware 3 1 A Biter at Chrome tier if the owner paid for one
An office network, a police cruiser, a security drone 3 2 Wall, Tracer
A corporate site, a bank branch, a military vehicle 4 3 Wall, Tracer, Biter
A data fortress, a central bank, a state ministry 5 4 Two Walls, Tracer, Biter, Black

Reach. The hacker must be connected: on the same network, within wireless range (Short for a handset, Medium for a deck), or plugged into a port on the site. A system with no outside connection is reached only from inside the building. That is why crews have someone who goes in.

The Run

In structured play a hacker acts on his or her own turn like anyone else. Outside it, each check is a minute.

An intrusion check is an action: Hacking against the system's Security. Add the deck's Boon Dice.

Result Outcome
Success The hacker is through one layer
Breakthrough Through two layers
Failure Alert rises by 1
2 Boons Learn what the next layer holds, or what countermeasures the system has
3 Boons Alert falls by 1
2 Bane (GM spends) Alert rises by 1, even on a success
Calamity (GM spends) One countermeasure acts at once

Inside a layer the hacker may use what is there. Each use is an action. It needs no check unless a living defender opposes it, in which case it is Hacking against Hacking.

Layer What the hacker can do there
Outer See through cameras, open ordinary doors, read schedules and directories, loop a camera's feed
Inner Copy or change files, silence an alarm, lock doors, take a drone or a turret, listen to internal comms
Core Move money, change who is authorised, erase logs, shut the system down, lock everyone else out

A system with one layer has all of it in that layer. A system with two has Outer and Inner in the first.

Anything loud raises Alert by 1: shutting down, locking out, taking a drone that someone is watching.

Alert

Alert State Effect
0 Quiet Nothing
1 Flagged Add 1 Bane Die to the hacker's checks against this system
2 Hunting Countermeasures act at the end of each round. A human defender is called
3 Locked The hacker is thrown out. The system cannot be entered again by the same route for a day. Guards are sent to wherever the Tracer found

Alert stays where it is when a run ends, and falls by 1 a day.

Countermeasures

Countermeasure What it does when it acts
Wall Passive. Add 1 Trial Die to intrusion checks against the layer it guards
Tracer Makes one check each time it acts, with 3 Ability Dice against the hacker's Hacking ranks as Trial Dice. After two successes it has the hacker's location
Biter Attacks the hacker's deck: 4 Strain to a hacker using a Neural Link or Datajack. To anyone else, one loaded program is burned and must be reloaded after the run
Black Chrome tier. Attacks through a Neural Link: 3 Wounds and 3 Strain each time it acts, ignoring Resistance. It cannot reach a hacker who is not linked

Pulling the plug is a maneuver for a linked hacker, and it ends the run where it stands. It is the answer to a Black countermeasure, and it is always available.

A Black countermeasure inflicts Critical Injuries only as any other source of Wounds does. It does not kill by itself.

Decks and Programs

A deck adds Boon Dice to intrusion checks and holds programs. A program does one thing, once in a run, unless its entry says it is passive.

Deck Tier Boon Dice Programs Price Avail Notes
Handset Near 0 1 300 Common A phone with the right software. Security 1 and 2 only
Field Deck Near 1 3 4000 Restricted A hardened tablet or laptop. The working tool of the trade
Combat Deck Chrome 2 4 20000 Illicit Built for speed against live opposition. Needs a Datajack or a Neural Link
Black Deck Chrome 2 6 75000 Illicit A custom machine with no maker's mark. Needs a Neural Link. Its owner is wanted for having it
Program Tier Price Avail Effect
Breaker Near 1500 Illicit Remove 1 Trial Die from an intrusion check against a Wall
Ghost Near 2500 Illicit Ignore the first point of Alert gained in a run
Mask Near 1000 Illicit The run appears to come from somewhere else. A Tracer finds the mask, not the hacker, the first time
Shield Near 2000 Restricted Reduce the Strain or Wounds from a Biter or a Black countermeasure by 3
Sniffer Near 800 Restricted Finding one named thing inside a layer needs no check
Scrubber Near 2000 Illicit On leaving, reduce Alert by 1 and erase the log of the run
Worm Chrome 5000 Illicit Left behind in a layer that was reached. The next run against this system starts at that layer
Hijack Near 3000 Illicit Add 2 Boon Dice to intrusion checks against drones, vehicles, and weapons
Crasher Near 2500 Illicit Shut down one device or one layer for a number of rounds equal to net Successes. Always adds 1 Alert
Scalpel Chrome 8000 Illicit Add 2 Boon Dice to intrusion checks against cyberware

Loading a different set of programs takes ten minutes.

Hacking Things

A smart weapon, a drone, a vehicle. Security 2 or 3, one or two layers. Inside, the hacker may shut it down for a number of rounds equal to net Successes on a further check, or, for a drone or vehicle, take control of it for that long.

A person's cyberware. Security 3, one layer, and only if the target has a wireless implant: a Smartlink, an Internal Comm, a Neural Link, a Memory Store, or Cybereyes with a display. Inside, the hacker may do one of these each round:

  • Shut down one implant until the end of the target's next turn.
  • Make the target Disoriented for a round with noise and false images.
  • Read what the implant holds: the last hour of a Memory Store, the contacts of a comm.

A hack cannot move the target's body, make the target attack, or speak with the target's voice. The target ends it by switching the implant's wireless off, which is a maneuver and costs whatever that implant did over the air.

A Datajack has no wireless. Nothing reaches it that is not plugged into it.

An Example

Ines is in the stairwell with a Field Deck (1 Boon Die) while her crew crosses a lobby. The building is Security 3 with two layers, a Wall on the second, and a Tracer.

Round one: she succeeds and is in the first layer. Round two: she loops the lobby cameras, no check. Round three: she goes for the second layer against the Wall, with an extra Trial Die, and fails. Alert 1. Round four: she fails again, with a Bane Die added. Alert 2: Hunting. The Tracer makes its first check at the end of the round and succeeds. She has one more round before it knows which stairwell.

The hacker in the stairwell