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Hacking Information

Rules


1- Hacking is Consent based. If you do not get consent from the other player first, then it is voided, be reasonable and be creative on what exactly you want to gain from hacking


2- Hacking in combat is different from Hacking outside of Combat. If you are in combat, the standard class abilities apply. Deckers, Technomancers, and Anyone with Hacking as a Standard ability get a bonus that do give them an edge. If you have none of these you cannot hack.


3- Hacking outside of Combat, the Hacker post and rolls against the target. The Defender must Post as well. Do not break Metagaming rules, but indicate in some way or another for log purposes that you are being hacked in some way shape or form.


4. Hacker at any time can stop the hacking attempt if they feel they are not going to win. However Regardless of the level of Hack attempt, they must take a Mark of Hunt. This resets after 3 days.


5. If a Hacker gets a mark of Hunt from failing or Leaving a Hack attempt, they cannot attempt to hack the same target for 48 hours real time


6. Under No Circumstance Should Players Demand Neos from a fake Bank Account. Neos Are Earned from getting on sim yourself, Money can be taken Away for Story fluff, but Neos given are up to the player being targeted.

 


For All Hacking:


1.) If hacker loses a roll the bonus of the one being hacked does not change for the next turn.


2.) All hacking must be logged from start to finish following the required setup. Players can add in as much story fluff as they want. If a corp is hacked into corp leader should be ready to give a decent amount of intel the hacker finds in order to enhance roleplay and give the hacker something to do with said information.


3.) Hacker and target player should be taking regular turns as in a battle. If hacker loses rp will be reported to the police at the discretion of the person being hacked. If no police are available an admin can be told. Target and Hacker must be on at the same time in order for roleplay to occur. There are no npc roles. This is player vs player through and through just at levels of difficulty.


4.) Nobody under a rank 4 should be hacking into a corporation(Faction) or the leading corporation This is because only a skilled hacker should be able to do that. By rank 4 you are considered quite adept at your skills. Businesses and personal items can be hacked into by anyone of any rank.


Key Notes


-Matrix
No this is not Neo and Chosen ones preventing machines from killing Humans. The Matrix is a Virtual world within the lore of Neonosa. Think of it like the Internet but much more in depth. The Matrix is a constant stream of Data and information, where everything is connected.


-N.O.I.
Neonosa Overwatch Intelligence is an Agency that works with the Neonosa Police Department. It is a section division that watches over the Matrix. They Regulate if icons are performing legally and within the Terms of Service within the matrix. If Hackers fail an attempt N.O.I. records and reports your location and identity. Be ready to move quickly. If you fail three times you may just be hunted down icly. You must tell the person you have failed and alert the police and or courthouse. This is to give our police and courthouse more rp.


If a hacker fails an attempt he/she has a mark of hunt, if the hacker gets three marks of hunted then N.O.i. tries to located them and apprehend them. After three days the marks are reset and the hackers marks revert back to 0.


The Breakdown:


A.) Leading City Faction Current Eden. (This will change if another faction gains power.)
-All rules apply for corps listed below but they get a +6 bonus on the hackers first attempt to get in instead of +5. This is to consider they are the government.


B.) Corps


Hacking is determined by best 2 of 3. If the Hacker wins 2 rolls, some information is given.
If the Defender gets 2, the hacker fails. 


Entering roll the corp gets a +5  against the person hacking. The hacker themselves being a hacker gets a +5 for their first roll ONLY. (Hackers are anyone with Decker, Technomancer, or Hacking ability gets a +5 to rolls on the first hack attempt)
-If Hacker wins the roll then the systems weaken.
-If the hacker loses they give themselves away of being present and the corp loses no bonus.


If hacker won, corp second roll gets a +2 to the dice against the person hacking.
-If the hacker wins the corp system weakens more.
-If hacker loses the corp bonus does not change, they keep their +2 on last roll. The hacker is discovered but has a chance to get out before they leave too much a trace.


Corp third roll gets a +1 to their dice against the hacker.
-If the hacker loses they give their position away and better disconnect fast and run.
-If the hacker wins they get all the information they accessed and do not leave a trace.

 


C.) Businesses


Hacking is determined by best 2 of 3. If the Hacker wins 2 rolls, some information is given.
If the Defender gets 2, the hacker fails. 


They follow the same setup as the corps but lesser bonus.


Entering roll the business gets a +3  against the person hacking. The hacker themselves being a hacker gets a +5 for their first roll ONLY.  If Hacker wins the roll then the systems weaken. If the hacker loses they give themselves away of being present and the business loses no bonus.


If hacker won, business second roll gets a +2 to the dice against the person hacking. If the hacker wins the corp system weakens more. If hacker loses the corp bonus does not change, they keep their +2 on last roll. The hacker is discovered but has a chance to get out before they leave too much a trace.


Business third roll gets a +1 to their dice against the hacker. If the hacker loses they give their position away and better disconnect fast and run. If the hacker wins they get all the information they accessed and do not leave a trace.

 


D.) Personal Items Player vs Player


2 rolls required. Similar setup.


First roll player being hacked gets a +1 to their dice, hacker remains +5 for first roll only.
-Hacker wins they get in without any issue.
-Player wins, hacker doesn't get in and they get discovered.


Second Roll no bonus for either hacker or player being hacked.
-Hacker wins roll they get all they want and leave without a trace, unless they leave a message.
-Hacker loses they are discovered and can be tracked.

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