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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

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