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comStar Firewall alert - PhaseThrough

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hacker’s handbook . . . . . . . . . . . . . . . . . . . . . . . . . .<br />

96<br />

coUnterfeiting otHer cUrrencieS<br />

There are other kinds of electronic money in<br />

the Sixth World besides nuyen, and hackers can<br />

counterfeit those too. Typical examples include<br />

national currencies (UCAS dollars) and corpscrip<br />

(Aztechnology corporate pesos). These monies<br />

are usually easier to counterfeit than nuyen but<br />

are much more difficult to pass as authentic (verification<br />

systems get +4 dice on Opposed Tests to<br />

detect counterfeits). Player characters can also<br />

generate game currencies such as those used<br />

in Matrix games to buy virtual equipment (pikucredu);<br />

game cred can be purchased with nuyen<br />

inside the game but cannot (legally) be exchanged<br />

for nuyen after purchase.<br />

A very few backward places in the Sixth World<br />

even rely on physical mediums of exchange in<br />

the form of coins or bills (see Using Forgery, p.<br />

124, SR4).<br />

optional rule: forging Sins and ids<br />

Creating a fake system identification number (SIN) requires<br />

extensive resources that most shadowrunners just don’t have; the<br />

forger must generate and insert corroborating data into a number<br />

of government and corporate databases, the names and addresses<br />

of which are not available to the general public. The fixers and<br />

syndicates who deal in false SINs and IDs have established channels<br />

and contacts that work in the issuing institutions and have<br />

multiple backdoors into the necessary databanks. Even then it<br />

can be a tedious, expensive process to produce a high-rating false<br />

SIN, and also a very personal one involving increasing degrees of<br />

personal information and biometric data depending on the rating<br />

of the fake SIN. Solo hackers and technomancers can forge their<br />

own SINs, but without the apparatus of contacts and backdoors<br />

in place the process is much longer and more difficult than buying<br />

a fake SIN. Gamemasters should think very carefully before<br />

allowing their player character hackers to dabble in forging SINs,<br />

as it can prove unbalancing. The following rules are for use at the<br />

gamemaster’s discretion.<br />

Creating a fake SIN or fake license (see Legality, p. 303, SR4)<br />

requires Matrix access (through a commlink, terminal, or a technomancer’s<br />

innate ability) and an Extended Forgery + Edit Test (see<br />

the Forgery Table, p. 95, for Interval and Threshold). Fake SINs<br />

and licenses have a rating from 1 to 6 that determines how well<br />

they stand up to verification systems (see Fake ID, p. 260, SR4).<br />

Once created, the fake SIN or license and its corroborating data<br />

must be accepted by official databases, which requires a series of<br />

system intrusions and Hacking + Edit (System, 1 hour) Extended<br />

Tests on challenging nodes; the gamemaster decides on the target<br />

system ratings and can choose to play these out or summarize them<br />

quickly with an Extended Hacking + Edit (Rating of fake SIN x<br />

System, 1 hour) Extended Test.<br />

Burnt and Stripped Sins<br />

When a SIN is exposed as a fake or is no longer usable because<br />

of crimes connected to it, it is said the SIN is burnt. A SIN<br />

contains biometric and identifying data that a character doesn’t<br />

want to fall into the wrong hands, and can only be stripped of<br />

such incriminating data. Fixers and fences who buy fake SINs (see<br />

Fencing Goods, p. 303, SR4) typically strip them automatically,<br />

but some characters might not want to take the chance that their<br />

personal data is recorded first. A character can strip a SIN with a<br />

series of system intrusions and Hacking + Edit (System, 1 hour)<br />

Tests on challenging nodes; the gamemaster decides the target system<br />

ratings and can choose to play these out or summarize them<br />

quickly with an Extended Hacking + Edit (Rating of fake SIN x<br />

System, 1 hour) Test.<br />

When a SIN is burnt or stripped, the character loses all online<br />

accounts, licenses, DocWagon contracts, rental agreements,<br />

deeds for property, and legal debts tied to that SIN.<br />

optional rule: forging passkeys<br />

A passkey (see Passkeys, p. 64) contains an encrypted code<br />

that, combined with a valid passcode, allows a user access to a<br />

system. The encrypted code is incremented or scrambled every<br />

time it accesses the system, which means the code changes with<br />

every use. A dedicated character could forge a copy of a passkey,<br />

but it would require at least a schematic of the passkey and a copy<br />

of its firmware. The forged passkey (if made correctly) would be<br />

good for one use only—and it would have to be used before the<br />

actual passkey is used, or the code won’t work. If someone uses<br />

a forged passkey to access an account, the original passkey no<br />

longer functions correctly, and spiders or admin users will know<br />

that the last time the account was activated, it was done with a<br />

forged passkey.<br />

Given these limitations, most shadowrunners choose to steal<br />

or “borrow” passkeys; especially more advanced nanotech and alchemical<br />

passkeys, which require special facilities and equipment<br />

to manufacture.<br />

expLoitS<br />

Not to be confused with the Exploit program, an exploit is<br />

a loophole, a code flaw, or other software error that a hacker can<br />

take advantage of (in other words, an exploit is what the Exploit<br />

program is designed to find, from a built-in database of security<br />

flaws, and take advantage of ). A hacker that discovers a new exploit<br />

(i.e., one that software and security vendors don’t know<br />

about and haven’t plugged yet, and that hasn’t even circulated<br />

through the hacker underground) has a decided advantage when<br />

dealing with the subject of that exploit. The hacker gains a +2 dice<br />

pool modifier for a Hacking or Cybercombat Test targeting that<br />

specific exploitable software (a particular brand of agent, program,<br />

firewall, or operating system).<br />

Finding a new exploit requires research into the already existing<br />

exploits available for that piece of code and detailed analysis<br />

of the code itself, while also requiring a successful Extended Logic<br />

+ Hacking (10 + rating, 1 day) Test. Every time the new exploit<br />

is used, there is a chance that the exploit is plugged and no longer<br />

works—the hacker won’t know for sure until they try to use the<br />

exploit and it fails.<br />

Exploits aren’t restricted to a single system, so even if an exploit<br />

is plugged in one system, there’s a chance it will still work on other<br />

systems, until news of its existence spreads at least. Known new exploits<br />

are always plugged when a new patch arrives for the software.<br />

Unwired<br />

Simon Wentworth (order #1132857) 9

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