Simple slicing attempts require a successful Hacking roll. However, when under pressure, a time crunch, in the midst of combat, or for highly secured systems the following rules should be used.
Breaking into a system is a multi-step process, and is handled similarly to a Dramatic Task. There are five steps, each representing a different stage of the slicing run. Draw a card for each step. Clubs incur the usual –2 penalty, plus a Complication as described below. Unlike most Dramatic Tasks, the slicer must complete all five steps. The run does not end in success when the hacker reaches 5 tokens or fails when a Complication is failed.
The slicer may end at any time by disconnecting. If they disconnect after drawing a Clubs card, either before or after making the roll for it, they have to succeed a Vigor roll –2 or suffer 1 level of Fatigue. The Fatigue heals with a full hour of rest.
Slicing into hosts inflicts a penalty on all rolls, depending on the protection installed on the host system. This starts at no penalty for run-of-the-mill systems and increases with more sophisticated security. Obtaining passcodes for the system provides a bonus to Hacking steps 1, 2, and 5.
Hosts may trigger system-wide alerts. These alert states, called Alert and High Alert, bring about the activation of additional credential checks, countermeasure software, or the login of a security professional.
Slicing can be a strenuous activity, especially when under a time crunch or with security closing in. This Fatigue heals within a few seconds after a slicing run ends and the slicer disconnects.
If the slicer is incapacitated from Slicing Fatigue, their connection is immediately terminated, all Slicing Fatigue is removed, and they take 1 Wound from feedback shock.
The slicer enters the system, either through the front door, or by sneaking into a hidden access point. Using a passcode provides a bonus on this step.
Complication: Security software blocks the way. If the slicer fails their roll the system goes on Alert. If they critically fail the system goes on High Alert.
The intruder must get past security, preferably unseen. Using a passcode provides a bonus on this step.
Complication: Security agents spot the slicer’s activity. If the slicer fails their roll they suffer 1 level of Slicing Fatigue and the system goes on Alert (High Alert if it was already on Alert). On a Critical Fail the slicer suffers the above consequences and also repeats step 2.
Now that they are past the watchdogs the Slicer needs to find the correct node in the system.
Complication: The slicer triggers hidden countermeasures. If they fail their roll the system goes on Alert (High Alert if the system was already on Alert). If they critically fail the software also has offensive capabilities and the slicer suffers 1 level of Slicer Fatigue.
The slicer must find the correct access port or security panel in the vast data storages while under pressure.
Complication: More countermeasures activate and agents patrol the system. If the slicer fails their roll the datastore wipes itself as a security measure, the security panels lock down, and the system goes on High Alert. If they critically fail they also suffer 1 level of Slicer Fatigue from attacking countermeasures or agents.
In high-security hosts the countermeasures may be run by droid processors. In that case the slicer suffers d4 Wounds.
Getting out is not as easy as simply disconnecting. Before the slicer disconnects, they need to wipe all traces of their intrusion, and clean up the log files. Using a passcode provides a bonus on this step.
Complication: Trace software is activated and it’s locked on. If the slicer fails their roll the Trace software locates their physical location and reports it to security personnel. On a Critical Fail it also fries the slicer’s system. Until the slicer repairs it, which costs d6 x 100 credits, they suffer –2 to all rolls using the system.
If a slicer succeeds with more than 5 tokens the Game Master may reward them with additional intel, data, or other benefits of a flawless run.
If the slicer finishes Step 5 and has accumulated exactly 5 tokens, then their slicing run may not have gone exactly as planned, but they got what they entered the system for. If they are after data, they are able to copy the correct files and, if they wish so, delete the original in the system.
If their target is manipulation of the target system, the slicer now has a choice. They may make specific alterations to the system, like switching off cameras or setting them to show a looped image, opening controlled doors while having them showing as still closed, blocking alarms, or other semi-permanent changes, and then disconnect. These manipulations may be detected by system administrators if they perform a system sweep.
Alternatively, the slicer may stay in the system and manipulate it on the fly as the situation changes. Every additional change requires a simple Hacking roll. On a failure the system goes to Alert, or High Alert if it was already Alert. On a Critical Failure the system immediately goes to High Alert and the slicer gets overwhelmed by countermeasures. They are kicked off the system and suffer 1 level of Fatigue.
If the slicer manages to complete all 5 steps, but does so with 4 or fewer tokens, the run was a failure. Any data they copied is either corrupt, irrelevant to the goal of the slicer and unsellable, or comes with hidden countermeasures attached which wipes it on first access.
Manipulations on the actual systems either don’t take at all, or are immediately discovered by security personnel and corrected (passcodes get changed, surveillance tapes deleted, the slicer kicked from the system).
Trivial 0
Basic Security -2
Corporate -4
Military -6
Alert -1
High Alert -2
User +1
Security +2
Damaged computer -2