COMPUTER HACKING RULES

JAMES BOND: 007

ROLEPLAYING GAME

HACKING MADE SIMPLE:

These rules are an attempt to give the GM and player of JB: 007 some reasonably realistic rules, without losing the playability of the game or the excitement of 'movie-style' hacking.

A hacker faces two types of defenses automatic and human. In the first case the hacker attempts to exploit flaws in the security and operational programming of the network; the difficulty for breeching the defenses goes against a set Ease Factor, as listed below.  The hacker rolls to bypass the programming or security:  if successful, any research on the system is conducted using the PER attribute, any programming the INT attribute or Cryptography skill. Every action taken by the intruder has a chance of being detected, if there is a monitoring agent on the system (whther automatic or human.)  The ease for a systems administrator or security program detecting an intruder is the Quality Result of their actions. Any failure to access or conduct an action locks out the intruder or calls in human defense.

If detected, the hacker may not even realize that he has been nabbed. A successful PER or Sixth Sense skill roll will warn him if he is being locked out, monitored, or traced.

To trace a hacker, the system administrator must roll versus a PER at EF5. His quality result gives the time it takes to trace the call and the accuracy. The hacker gets a number of tries equal to the quality result to notice the trace and disconnect. Even on a QR1, the hakcer gets one chance to notice and pull the plug. (Of course, the bad/good guys know the approximate location of the person...)

Some organizations use'black programs' that attack the hacker's computer, causing it to freeze up, crash, or even burst into flames.

Computer Networks:

Here are some average defenses for a hacker to overcome:

SYSTEM TYPE / SECURITY LEVEL / HUMAN ADMINISTRATOR SKILL

Average PC/MAC - EF9 - PC 10-20
Average Small Business - EF8 - PC 10-20
City Government - EF6 - PC 2-15
Local Police - EF5 PC 12-20
Large Business - EF5 - PC 12-22
University/Laboratory - EF9 - PC 12-25
Federal Government - EF5 - PC 15-25
Bank - EF3 - PC 15-25
Military - EF4 - PC 10-20
Internet Providers - EF4 - PC 15-25
Intelligence Agency (FBI, MI5) - EF3 - PC 15-28
Government Laboratory - EF4 - PC 15-30
Multinational Corporation - EF3 - PC 12-25
Credit Bureau/Multinational Bank - EF3 - PC 18-25
Infobank/Data Haven - EF2 - PC 20-28
Shady Bad Guy Organization (SPECTRE, TAROT) - EF1 - PC 20+

HACKERS - THEIR COMPUTER ACCOUNTS:

Any hacker gets a number of illicit accounts equal to his Cryptography skill. Illicit accounts die every 3d10 weeks, minus one week for each time they are used. One hero point can reconstitute a closed account during the course of play. More accounts are gained through hacking or expediture of experience points (just like getting equipment...) they may also be used to upgrade an account.

EXP PTS.
EXP PTS. ACCOUNT TYPE
100 XP Limited Access to any system
300 XP Accountant or Programmer
500 XP System Administrator
1000 XP Back Door

Figuring Starting Accounts:

% DICE ROLL SYSTEM TYPE / D10 ROLL LEVEL OF ACCOUNT
01-30 - Public Bulletin Board
31-50 - University/College
51-55 - Black Market/Hacker BBS
56-60 - Small Business
61-70 - Transport Network (SABRE, Amtrack, etc...)
71-75 - City/State Government
76-80 - Federal Government
81-85 - Police Network
86-90 - Credit Bureau
91-96 - Laboratory
97 - Military
98 - Intelink/Intelligence Agency
99 - Information Haven/Bank
00 - Sinister Bad Guy Organization

01 - Open/Demo
2-7 - Limited
08 - Programmer/Accountant
09 - System Administrator
10 - Back Door (SA