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SWADE - Fast Lane Hacking

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75% found this document useful (4 votes)
550 views3 pages

SWADE - Fast Lane Hacking

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FAST LANE HACKING

RULES AND GUIDELINES FOR QUICK HACKING SCENES

Hacking is a difficult task to tackle at the table. Many RPG per full hour of rest. Should a console jockey become
systems with dedicated hacking rules overshoot the target, incapacitated from Dumpshock they are knocked unconscious
making it a cumbersome chore to give computer systems a for 1d6 hours.
feeling of “real” security. Often this boils down to a player
needing to endure a separate “hacking minigame,” while the Cyberspace Decks
rest of the group goes to get refreshments. A cyberspace deck is a hacker’s best friend, their gateway to
Fast Lane Hacking supplies you with a simple, fast system cyberspace, and the tool of their trade. Many codeslingers
for Savage Worlds to provide a more detailed experience for modify not only their utilities, but also the decks themselves.
the group’s dedicated electronic surveillance and information Power is a generic indication for the overall computing
specialist (aka, the hacker). power of the deck. Faster cyberspace decks run better tools
and suffer less reaction lag, making the life of a hacker
Fast Lane Hacking significantly easier and less dangerous.
All cyberspace decks are assumed to have enough memory
This system is based on Dramatic Tasks. It is primarily storage to hold the hacker’s utilities and any data they wish to
modeled for Cyberpunk or SciFi settings where the Internet download from cyberspace. Exceptionally large data caches
has been replaced by cyberspace, a living digital world of neon may require additional memory modules hooked up to the
lights, lightning-fast console jockeys, and vast riches (or a cyberspace deck (Game Master’s discretion).
quick death). Hackers connect with their cyberspace decks, Hackers use a variety of programs to suit their needs, which
which they plug directly into their brains via a neuro- collectively are called utilities. Software is only as good as the
jack. Instead of a simple firewall they face Intrusion person using it though, so utilities themselves do not provide
Countermeasure Electronics, also known as ICE, an advantage. Hackers who find themselves in a tough spot
software which can pack a deadly punch! can undertake a Fast Lane Hacking run with only a
Of course you can also use Fast Lane cyberspace deck and no utilities by programming on the fly,
Hacking with modern settings, in which a but this is very difficult to pull off.
hacker relies on an old-fashioned computer The cost given assumes starting funds of 1,000
to break into high-security mainframes to dollars/credits/newyen. The Game Master should modify the
steal data. See the Hacking chapter on cost of cyberspace decks to their game’s starting funds.
page 2 for alternate rules.

New Professional Edge CYBERSPACE DECKS AND UTILITIES


Deckmeister Cyberspace Deck Power Cost
Requirements: Veteran, Smarts d8+, Cheap 1 500
Hacking d8+
This hacker has honed their skills at Streetware 2 1,000
breaking into cyberspace systems and Corporate 3 2,500
fighting ICE to a razor-sharp art.
Security 4 5,000
During each step of a cyberspace run
they draw an additional Action Card and Military 5 10,000
choose which to use. Full Custom 6 20,000
Setting Rules Utilities Cost
Dumpshock Utilities Package 200
Characters ejected from cyberspace
may suffer Fatigue from the sudden
rush of “changing realities.” This is
called Dumpshock, which is
represented as levels of Fatigue.
Dumpshock heals at a rate of 1 level

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. 1
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
FAST LANE HACKING
Systems Step 1: Breaking in
Hacking into hosts in the Fast Lane inflicts a penalty on all The hacker enters the system, either through the front door, or
rolls, depending on the protection installed on the host system. by sneaking into a hidden access point.
This starts at a no penalty for run-off-the-mill systems and Complication: Barrier ICE blocks the way! If the hacker
increases with more sophisticated security. Obtaining fails their roll the system goes on Alert. If they critically fail
passcodes for the system provides a bonus to certain steps. the system goes on High Alert!
Modern settings: no change, but it’s called a firewall.
Alerts
Hosts may trigger system-wide alerts. These alert states, called Step 2: Avoid security
Alert and High Alert, bring about the activation of additional
The intruder must get past security, preferably unseen.
credential checks, loading of ICE, or the login of a security
Whether it’s ICE or Corp security doesn’t matter.
professional.
Complication: Cyberpatrols spots the hacker! If the
In modern settings ICE is replaced by aggressive
codeslinger fails their roll they suffer 1 level of Cybercombat
countermeasure software which cannot harm the hacker, only
Fatigue and the system goes on Alert (High Alert if it was
their computer.
already on Alert).
On a Critical Fail the hacker suffers the above consequences
Cybercombat Fatigue
and also repeats step 2!
Combat in cyberspace leads to Cybercombat Fatigue. This Modern settings: no change, but it’s called an Intrusion
Fatigue heals within a few seconds after a cyberspace run ends Scanner.
and the hacker jacks out.
If a hacker is incapacitated from Cybercombat Fatigue they Step 3: Navigate the system
are ejected from cyberspace, remove all Cybercombat Fatigue
and take 1 Wound from neural feedback. Now that they are past the watchdogs the hacker needs to find
For modern settings Cybercombat Fatigue also exists, but the correct node in the system.
it represents the strain hacking into a highly secured system Complication: The console jockey triggers hidden ICE! If
puts on the hacker’s computer. If a modern-setting hacker is they fail their roll the system goes on Alert (High Alert if the
incapacitated from Cybercombat Fatigue, their computer system was already on Alert). If they critically fail the ICE
crashes. also has offensive capabilities and the hacker suffers 1 level of
Cybercombat Fatigue!
Hacking
Step 4: Locate the paydata/manipulate the system
Breaking into a system is a multi-step process, and is handled
similarly to a Dramatic Task. The hacker needs to collect five The hacker must find the correct access port or security panel
Task Tokens, except they don’t stop if they reach the token in the vast data storages while under pressure!
limit or fail a Complication. There are five steps, each Complication: More ICE activates and patrols the system.
representing a different stage of the cyberspace run. Draw a If the hacker fails their roll the datastore wipes itself as a
card for each step. Clubs incur the usual –2 penalty, plus a security measure, the security panels lock down, and the
Complication as described below. Unlike most Dramatic system goes on High Alert. If they critically fail they also
Tasks, the hacker must complete all five steps. The run does suffer 1 level of Cybercombat Fatigue from attacking ICE or
not end in success when the hacker reaches 5 tokens. Corp hackers.
The console jockey may end a cyberspace run at any time In high-security hosts the ICE may be Black ICE! In that
by jacking out. If they jack out after drawing a Clubs card, case the hacker suffers d4 Wounds!
either before or after making the roll for it, they have to Modern settings: There is no Black ICE, instead their
succeed a Vigor roll –2 or suffer 1 level of Dumpshock computer is damaged as the intrusion countermeasures use
Fatigue. weaknesses in its software to remove safeguards. Repairs cost
d6 x 100.

Writing and Layout: Manuel “ManuFS” Sambs (Veiled Fury Entertainment)


Thanks: Donavon Bailey | Editing, Proofreading: Charlotte Irrgang, Dylan Brooks, Richard Woolcock 2
Art: Jeshields (illustrations) and Lord Zsezse Works (page background)
FAST LANE HACKING
Step 5: Get out FAST LANE HACKING CIRCUMSTANCES
Getting out is not as easy as simply jacking out. Before the System Modifier
deck jockey jacks out, they need to wipe all traces of their Trivial –1
intrusion, and clean up the logfiles.
Complication: Trace ICE is activated and it’s locked on! If Basic Security –2
the hacker fails their roll the Trace ICE locates their physical Corporate –4
location and reports it to its corporate masters. On a Critical
Fail it also burns the deck! Until the hacker repairs it, which Military –6
costs d6 x 100, they suffer –2 to all rolls in cyberspace. System Status Modifier
Modern settings: It’s simply called a Trace. On a Critical
Fail the target has a security team nearby, or informs law Alert –1
enforcement elements; either arrive quickly. High Alert –2
Passcodes Modifier
Success or Failure?
User +1
If a hacker succeeds with more than 5 tokens the Game
Master may reward them with additional intel, paydata, or Security +2
other benefits of a flawless run. Cyberspace Deck Modifier
If the hacker finishes Step 5 and has accumulated exactly 5
tokens, then their cyberspace run maybe didn’t go exactly as Power lower than system modifier –1
planned, but they got what they entered the system for. Power higher than system modifier +1
If they are after Paydata they copy the correct files and, if
No Utilities –2
they wish so, delete the original in the system. That host had
better have a good backup system! Damaged cyberspace deck –2
If their target is Manipulation of the target system, the
hacker now has a choice. They may make specific alterations
to the system, like switching off cameras or setting them to
show a looped image, opening cyberspace-controlled doors
while having them showing as still closed, blocking alarms, or
other semi-permanent changes, and then jack out. These
manipulations may be detected by system administrators if
they perform a system sweep.
Alternatively, the hacker may stay in the system and
manipulate it on the fly as the situation changes. Every
additional change requires a simple Hacking roll. On a failure
the system goes to Alert, or High Alert if it was already Alert.
On a Critical Failure the system immediately goes to High
Alert and the console jockey gets swarmed by ICE. They
suffer 1 level of Cyberspace Fatigue and are kicked off the
system.
If the hacker manages to complete all 5 steps, but does so
with 4 or fewer tokens, the run was a failure. Any Paydata
they copied is either corrupt, irrelevant to the goal of the
hacker and unsellable, or comes with hidden ICE attached
which wipes it on first access.
Manipulations on the actual systems either don’t take at
all, or are immediately discovered by security personnel and
corrected (passcodes get changed, surveillance taps deleted,
the hacker kicked from the system).

Fast Lane Hacking is part of the larger Sprawlrunners release, which is coming soon to the Savage Worlds Adventurer’s Guild! 3

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