comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
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hacker’s handbook . . . . . . . . . . . . . . . . . . . . . . . . . .<br />
100<br />
Hacker Bookkeeping<br />
One issue with botnets and mass probes is<br />
that player characters can quickly accumulate<br />
a lot of compromised nodes and a lot of bots—<br />
more than a gamemaster can be expected to<br />
fully detail at the table. The key to avoiding unnecessary<br />
bookkeeping and holding up the game<br />
is for the gamemaster to plan ahead and let the<br />
player worry about the bulk of the bookkeeping.<br />
Make up a list of five (or ten or fifteen) nodes that<br />
would be of particular interest to the hacker, are<br />
specifically relevant to the campaign, or are particularly<br />
amusing false leads; the majority of the<br />
rest of the nodes compromised by mass probing<br />
will be home terminals, student commlinks, and<br />
other nodes only useful as a place to store a bot<br />
or rip an access ID from.<br />
logged the probe, security patches updating software in the time<br />
between the probe and the intrusion attempt, and other security<br />
measures to protect against mass probing.<br />
Mass probing never reveals hidden nodes.<br />
BotnetS<br />
A botnet is like a specialized VPN that allows a hacker to<br />
maintain and manage large numbers of agents (or worms) without<br />
overloading her subscription list. The agents are loaded with a copy<br />
of the unrated botnet program along with the rest of their payload<br />
and loaded into separate nodes to run independently. From that<br />
point on, the agent (or bot) counts as only a single subscriber on<br />
your subscription list, and its active programs do not count toward<br />
your persona’s active program limits. However, the only way to<br />
communicate with the agent is through the botnet.<br />
The botnet program contains a list of all the agents online and<br />
connected through the botnet, with simple status symbols communicating<br />
their effective Matrix attributes, current Matrix Condition<br />
Monitor, payload, location, and what action they are undertaking.<br />
With a Simple Action, the hacker can issue a command (see Issuing<br />
Commands, p. 220, SR4) to any number of bots in the botnet.<br />
Botnets can be intercepted, hacked, or spoofed in the same<br />
manner as virtual private networks (see p. 94). A compromised<br />
botnet can quickly lead to another hacker “stealing” your bots by<br />
locking you out of your own botnet, or even turning them against<br />
you. For this reason, bots typically feature an Encrypt program<br />
that protects their communications or can be programmed to<br />
report in or shut down if subjected to an unsuccessful Spoof or<br />
Hacking attempt (player’s discretion). You may also check to see<br />
if your botnet is compromised with an Opposed Test, putting<br />
your Hacking + Analyze versus the intruding hacker’s Hacking +<br />
Stealth; success allows you to cut off the compromised bots and<br />
deny the intruding hacker the use of the rest of the botnet.<br />
Botnet programs contain access IDs for their handlers,<br />
theoretically allowing others to trace you (see Track, p. 219, SR4)<br />
back to your originating node; most hackers use proxy servers (p.<br />
104) or disposable commlinks to negate this potential threat. Bots<br />
lack some of the independence and adaptability of other agents<br />
and have a more limited ability to communicate—usually only<br />
to signify if a job is done, if they take damage, or if someone has<br />
attempted to hack them and failed.<br />
If a hacker is using mass probing to place bots, accounts<br />
lost to security upgrades and system audits will usually remove<br />
the bots as well. A botnet can also assist a hacker in performing<br />
a mass probe; add a 1 die positive modifier to the hacker’s Mass<br />
Probing Test for every bot in the botnet carrying an Exploit<br />
program, up to a maximum bonus equal to the character’s<br />
Hacking skill.<br />
agent ScriptS<br />
Like IC, agents—including mooks, bots, and drone pilots—<br />
can have scripts (see Scripting, p. 69), a list of actions that they<br />
take when certain conditions apply. Scripts can make a hacker’s<br />
(and a gamemaster’s) life much easier, as hackers can spend less<br />
time micromanaging their agents or bots. Players and gamemasters<br />
should be aware that no script—no matter how ridiculously<br />
long, complex, or detailed—can handle every<br />
situation in which an agent might find<br />
itself. Some events, like encountering<br />
an AI, might be without precedent,<br />
and the agent will do nothing—or<br />
mistake the event<br />
for a different<br />
trigger on the<br />
script. When<br />
in doubt about<br />
whether an agent should<br />
follow a script or not (or<br />
in a situation where the<br />
script suggests two contrary<br />
courses of action), have the<br />
agent make a Pilot + Response<br />
Test against a threshold<br />
determined buy the gamemaster;<br />
if successful<br />
the player chooses<br />
the agent’s<br />
action, if not<br />
the gamemaster<br />
does (see Issuing<br />
Commands, p.<br />
214, SR4). The<br />
Adaptability<br />
autosoft (p.<br />
113) may aid<br />
in this test.<br />
Mook Cost Multiplier Availability Modifier<br />
Unrestricted Agent 1.2 +2<br />
Unwired<br />
Simon Wentworth (order #1132857) 9