In reply to The Watcher (msg # 39):
Leireblomst Outpost
* Alien OS (180)
- This system cannot be assaulted unless a countermeasure is down
- Repairs a countermeasure or itself by 10% max value per round (18/round)
- Attacks at IN intensity (Damage at 0/-1CS/+0CS/+1CS)
- Whenever a countermeasure falls, OS takes 10 damage
- Whenever OS recovers from being stunned, it becomes immune to stuns for 2 rounds
* Passive AI (EX/20)
- AI (vs. Hacking)
- Doubles healing while active
* Firewall (EX/20)
- Barrier (vs. Reason)
- System damage is reduced by 10 while active
-- Static damage caused by countermeasures being destroyed is not reduced
* Encryption (IN/40)
- Code Gate (vs. Intuition)
- Reduces all Hacking rolls by -4CS while active
* Surge Splicer (UN/100)
- Sentry (vs. Psyche)
- Whenever the OS heals, the hacker takes damage equal to the amount healed
-- Does not count healing in excess of the System's maximum health
-- Only OS healing triggers this, not countermeasure healing
* Multicore Processor (GD/10)
- AI (vs. Hacking)
- Does not contribute to OS total health
- Allows the OS to attack and heal in the same turn
quote:
Reminder re: Hacking System 2.0
1) Hacking requires an AI or enabling piece of equipment, program, hardware, whatever.
2) Hacking works as follows:
- All systems are protected by some combination of countermeasures, all of which provide a benefit to the system
- These countermeasures must be attacked in the correct way in order to drop their benefit and leave the system more vulnerable
- Attack rolls use your hacking skill rather than Fighting
- Damage dealt is equal to either your R, I, or Hacking stat, depending on the target of your hack
-- Barriers must be attacked with Reason
-- Code Gates must be attacked with Intuition
-- Sentries must be attacked with Psyche
-- AI/Automation must be attacked with your Hacking stat (this is not the same as the OS!)
3) Each countermeasure has an intensity, which is not its health pool. Unless otherwise stated, a single green or better "hit" will drop a countermeasure to 0, at which point it will start "healing" back up to its intensity. It remains OFF until it reaches that intensity, at which point it turns back ON.
3a) The system itself cannot be harmed unless at least one countermeasure is OFF, at which point damage dealt to the "defeated" countermeasure on subsequent attacks bleeds through to the system itself.
3b) If a RM (30) Barrier is attacked and hit, it becomes OFF. It then heals by the OS's stated amount per round, remaining OFF until it reaches 30+. If the Barrier it attacked and hit again, any "healing" done during the reboot is lost, and the difference between the lost health and the attack's value is dealt to the system as damage.
4) Every system has an OS. This is not a "countermeasure", but rather is the system's health. Most OS can heal themselves and other systems, and all of them will attempt to damage the attacker every round.
5) Once a system has been reduced to 0, all countermeasures drop to 0. The OS then begins healing them, starting with the weakest countermeasure, at its normal regeneration rate. Once all countermeasures are fully healed, the OS is restored and any access gained by the hacker is lost.
5b) If the Hacker's pool (R+I+P) is reduced to 0, they are ejected from the system and take damage equal to the OS's remaining health. Their pool regenerates at a rate of Psyche per hour.
6) Intensities matter. The System gets different effects based on its countermeasures. The hacker enjoys the following:
If the system was ON:
-White: whiff. Nothing happens.
-Green: system hit! It goes offline, and its reboot health is set to 0.
-Yellow: green effect + deal damage equal to related stat - reboot max health to system
-Red: yellow effect + STUN the system (it cannot attack or heal that round)
If the system was OFF:
-White: whiff. Nothing happens.
-Green: Hit! Deal damage to the system equal to your related stat minus countermeasure's reboot health, then zero the reboot health.
-Yellow: As green, but "freeze" countermeasure so it cannot be healed this turn.
-Red: As yellow, but STUN the system (it cannot attack or heal that round)
6b) AI are more resistant to stuns than most...see OS for details.
This message was last edited by the GM at 03:16, Tue 07 May 2019.