Interface Zero Hacking 2.0
Interface Zero Hacking 2.0
Interface Zero Hacking 2.0
credits
The Deep
Hacking 2.0 brings a much needed update to the Interface Zero game setting, streamlining the old system,
taking it in directions never seen before in the cyberpunk
milieu! Herein youll find quick-easy rules for hacking any
system you can imagine. We also introduce a new component to the game; the hyper glove.
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This game references the Savage Worlds Deluxe game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of
Pinnacle Entertainment Group. Used with permission.
Pinnacle Entertainment makes no representation or warranty as to
the quality, viability, or suitability for purposes of this product.
2012 Gun Metal Games. Interface Zero and all related marks and
logos are trademarks of Gun Metal Games. Unless otherwise stated,
all interior artwork, graphics, character names, and fiction are Product Identity of Gun Metal Games.
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introduction
table of contents
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INTRODUCTION
BASIC RULE CHANGES
SKILLS
CHANGES TO EXISTING EDGES
NEW EDGES
NEW HINDRANCES
HACKING FOR N00BS
HYPER REALITY
THE HYPER GLOVE
DESIGN THEORY
HYPER GLOVE TRAITS
HACKING BONUS
VR ARMOR
DAMAGE
RANGE
HYPER GLOVE MODES
CONTROL MODE
EDIT MODE
DESTRUCTION MODE
MODE MODULES
HACKING THE SYSTEM
HACKING IN HYPER REALITY
SUCCEEDING ON THE HACKING ROLL
FAILING THE HACKING ROLL
SYSTEM DESIGNATION CODES
HYPER GLOVES AND PHYSICAL COMBAT
MULTIPLE ACTIONS
INTRODUCTION
It's been nearly two and a half years since Interface Zero
was first released for the Savage Worlds game system. During that time, I've had the opportunity to talk with many
fans of the game setting and get their opinions of the game
and the setting rules. While the feedback I've received
about the setting has been overwhelmingly positive, one
source of frustration that comes up time and time again
is the complex nature of the Deepthe world-wide computer network as it exists in 2088.
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I've been told over and over again certain aspects of the
game world, while interesting and cool, become very muddled in actual play, not so much because the core game
mechanics are necessarily hard to grasp, but because of
a blur between hyper reality and virtual reality. In an attempt to deliver something that was (and I believe still is)
conceptually unique, we crossed a line and made it overly
complicated, which in turn necessitated the creation of
game rules which added more levels of granularity than
were necessary or for the most parteven wanted. I
say for the most part because interestingly, while numerous people were saying that the hacking system needed to
be streamlined, a number of fans have told me that it was
too simple. In light of these comments, my growing conundrum on how to get the concepts of hyper and virtual reality across in a simple yet functional way became even more
puzzling as I came to realize that, in attempting to address
the needs of one group of people, I would be simultaneously alienating another.
So, what to do?
For starters, I have decided that it's time to look at the
core concept of the Deep and streamline it, tossing out
confusing and somewhat alien concepts in favor of a model inspired by various entertainment media as well as current (and emerging) technologies, while also retaining the
old-school cyberpunk feel we all know and love. The main
change is the additional of three modes of the Tendril Access Processor, and a new device used by hackers to penetrate systems and control objects; the Hyper glove.
Hyper gloves link a user's TAP with computer networks in
2088, allowing them to manipulate things like hyper objects or hack directly into computer networks. Put simply,
tendril access processors are the eyes that allow a person
to see hyper reality, and hyper gloves are the hands with
which she manipulates it.
Like any piece of technology, hyper gloves can be modified
and upgraded to suit the users preferences, adding a level
of depth which keeps things interesting without becoming
NEW EDGES
SKILLS
Below youll find the rule changes to the core I.Z. book for
the Basic hacking rules.
Requirements: Novice
Something about your electromagnetic signature makes
you harder to hack. All attempts by opponents to hack you
are made at a -1 penalty.
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NEW HINDRANCES
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You have a hard time grasping the fundamentals of hacking in one of the 3 basic mode types (control, edit, destruction). You suffer a -1 penalty to all Hacking rolls when hacking in this mode. With the major version of this edge, the
penalty is increased to -2.
HYPER REALITY
Like I said before, we're going over the basics, and that
means all of them. If you know what hyper reality is, just
skip ahead; its no sweat off my wrinklies. If you're knowledge is a bit fuzzy, then here are the Cliff's Notes.
Hyper reality is a digital overlay of the world around
us. It's information presented in countless ways, most
of which are so commonplace that you don't even think
about them. If you have a TAP (Tendril Access Processor),
then you see it every day, because the TAP is the piece of
cyberware which allows you and nearly 9 billion other
people to view the hyper world of 2088.
Hyper reality is there when you drive your car or walk
down the streets. It's there when you're working, and even
when you're relaxing at home. Every time you see, oh, a
holographic advertisement, a digital street sign, or a computerized kiosk in a mall (just to name a few examples);
you're looking at the hyper-real world. For most people,
that's all hyper reality is; information viewed across a wide
range of mediums depending on its purpose. But for people like you and I, hyper reality is the means by which we
hack system networks. In order to hack hyper reality however, we have to use an interface called the Hyper glove.
DESIGN THEORY
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Now, the way I scan it, you need to know the basicsgotta
learn to walk before you run and all that crap I know, it's
a clich' but it's no less true. See, I'm not only doing YOU
a favor, priyatel', I'm also watching the backs of my friends
out there. While you and I may never work together, the
odds are better than even that at some point in your career
you might be responsible for someone I know, and I don't
want to find out that a pal died just because you couldn't
loop a security feed or suppress an alarm system. So do me
a favorpay attention to this goup, omae; it might save
your life (and a friend of mine's) some day.
RANGE
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For example, if you're driving down the road and you see
a red octagon (or a red light), you know that means you
need to stop. Similarly, if you see a red cross on an object,
you know that object has a medical function of some sort.
Signs with golden arches or a red-haired girl in pig tails
A Basic Hyper glove has the following statistics:
tell you you're approaching popular fast food restaurants.
These symbols and multitudes of others
Table 1:A: Hyper Glove Stats
are so deeply ingrained in your psyche that
Hacking
VR
Damage
Range
Cost
you don't even need to think about what
Bonus
Armor
they mean. This is what makes their use as
+0
+1
2D6
6/12/18
10,000
code blocks so effective. You're not spending
hours writing a language, you're arranging
icons based on the intended function. When
MODULAR DESIGN
they are arranged in the correct patterns, the symbols
Hyper gloves are designed to be modular and easily upform blocks of code that tell an object what it needs to do.
gradeable. Hackers tend to upgrade their own hyper gloves
If you know how to alter those icons, you can hack that
to make them more powerful tools for hacking. Each above
object; it's that simple.
the afore-mentioned traits may be individually upgraded
to a maximum value, as indicated in the charts below. The
price per trait raise is also noted.
Now, lets get into the nuts and bolts of the hyper glove.
Just like any piece of tech, the hyper glove has a number of
Hacking Bonus: +10,000 Credits per Level to a Maximum of +4.
components that allow it to do the things it does. We call
them traits. There are four important traits which make up
Table 1:B: Hacking bonus
every hyper glove; Hacking Bonus, VR Armor, Damage, and
Hacking
Total
Bonus
Additional Cost
Range.
HACKING BONUS
+1
10,000 Credits
+2
20,000 Credits
+3
30,000 Credits
+4
40,000 Credits
VR ARMOR
DAMAGE
Total
Additional Cost
+2
3,000 Credits
+3
6,000 Credits
+4
9,000 Credits
+5
12,000 Credits
+6
15,000 Credits
Total Additional
Cost
2d8
5,000 Credits
2d10
10,000 Credits
2d12
15,000 Credits
Total Additional
Cost
3,000 Credits
18/36/54
6,000 Credits
24/48/72
9,000 Credits
30/60/90
12,000 Credits
CONTROL MODE
EDIT MODE
DESTRUCTION MODE
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Neon_Bright makes a grabbing gesture and a glowing yellow logon screen appears in front of her with a
prompt for a username and passcode. Neon_Bright
shifts her glove to edit mode, wiggling her fingers as
she types fake passcodes into the hyper panel (Neon_
Bright makes a Hacking roll and succeeds). The yellow
screen shifts to green and the other digital panel with
the list of commands flashes back to the foreground.
Since shes in edit mode, Neon_Bright has access to a
variety of functions. She doesnt have time to play with
the gun, however, so Neon_Bright simply turns it off
(Since shes already hacked her way into the controls,
she doesnt need to make another Hacking roll). The
sentry gun shuts down with a whirring noise and rises
up into the ceiling.
Neon_Bright turns her attention to the blaring alarms.
The alarm was activated by a pressure sensor in the
floor, so she quickly scans the floor (another Notice roll)
and finds a digital line leading from the pressure sensor to a hyper panel on the wall. With another flick of
the wrist, Neon_Bright pulls up the panel and hacks the
digital login screen (a successful Hacking roll). Still in
edit mode, Neon_Bright shuts the alarm system down,
but the damage has already been done. Midway down
the hall, a door opens and three heavily armed security
guards rush out, guns blazing.
Two guards bravely (or perhaps stupidly) stand in the
center of the hallway, wildly firing their SMGs at the
team. The third security guard takes cover in an alcove
behind a receptionists desk. As her pals return fire,
Neon_Bright decides she can help the team and maybe
wreak a little havoc at the same time by over- pressurizing the steam lines running through the hallway.
She shifts her hyper glove to destruction mode, targets
a steam pipe running along the wall(a Notice roll) and
hacks the hyper object controlling the pressure regulator valve (Another Hacking roll). Neon_Bright overwrites the valves programming with a virus, crashing
the regulator controls and sending the pressure skyrocketing. The pipe bursts in a number of places, floods
a section of the hallway with super-heated steam, and
sends the guards running for cover. Unfortunately, the
steam makes it difficult for her team members to see
the security guards.
Next, Neon_Bright decides to take control of the gun
turret at the end of the hallway and bring it to bear
on the security guards. She shifts back to edit mode,
pulls up the hyper panel for the turret, and turns it
back on (Neon_Bright doesnt need to make another Hacking roll since shes already hacked it once.).
Mode modules
Neon_Bright quickly shifts to control mode and targets the security guards, sending a burst of armor
piercing rounds into their backs (Neon_Bright needs
to make a Shooting roll to actually fire the gun. This
is handled like any regular Shooting roll).
MODE MODULES
Note: If you use a MOD for skill rolls, you cant benefit
from co-op rolls from other players.
Table 1:f: COST FOR EACH ADDITIONAL MOD
Cost
8,000 Credits
APPRAISAL MOD
FORENSIC MOD
LETHAL MOD
This MOD is rather limited in scope, but its effects cannot be understated. A lethal mode module allows the user
to generate enough bio-feedback to inflict lethal damage
against other hackers in Virtual combat. VR armor still
shields against this bio-feedback, but all damage taken is
lethal.
NAVBUDDY MOD
VR overlay MOD
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Okay priyatel', now that we're up to speed on hyper reality and the hyper glove, let's get into the meat of this data
feedhacking.
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Below you will find the firewall rating ranges for every
type of access network, as well as a system response chart.
Should the Hacker fail a hack, a roll on the response chart
will determine what happens. GMs should feel free to
choose what happens from the charts below, or even create their own charts based on the examples provided.
PUBLIC ACCESS NETWORKS: -0 TO -2 FIREWALL MODIFIER.
Public Access Networks, also known as PANs, are the
most common types of computer networks. Found in most
public places, PANs provide a basic level of security against
unwanted intrusion.
Roll: 1D12. For each additional event that happens beyond
the first failure add +1. If you roll an event which has already
happened, replace it with the next highest shock effect.
1: Nothing happens
2: Nothing happens
3: Shock! Hacker takes 1D6 non-lethal VR damage.
4-5: VR Alert, Firewall Modifier increases by 1.
6: Shock! Hacker takes 1D8 non-lethal VR damage.
7: Shock! Hacker takes 1D8+2 non-lethal VR damage.
8: Authorities informed of suspicious activity, Security
contractors if any, may also be tasked to investigate.
9: Shock! Hacker takes 1D10+2 non-lethal VR damage.
10: Active Alert, alarms go off within the building. Firewall
modifiers increase by 1 and physical security teams respond.
11: Shock! Hacker Takes 1D12+2 non-lethal VR damage.
12: System shut down, Hacker must succeed in an extended test against the Firewall rating of the network.
Failure results in an active Alert, Authorities and security
personal being alerted, all security functions in the area
being triggered, the Hacker taking 1D12+2 non-lethal VR
damage, and everything In the building turning off and
locking until authorities arrive.
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If the character fails her Hacking roll, she trips the systems security measures and suffers some sort of effect.
The Game Master makes a 1D12 roll on the appropriate
chart (See System Designation Codes) and applies the effect, if any. If the result of the D12 roll does not dump the
hacker from the system, she can keep trying to hack it. Subsequent failures add a cumulative +1 modifier to the D12
roll, ensuring an eventual system shut down, however.
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MULTIPLE ACTIONS
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Virtual Hacking
VIRTUAL HACKS
A PRE-HACK
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VR OVERWATCH HACKING
Overwatch hacking is handled abstractly and is very similar to a Pre-Hack. The character begins by engaging in a
Dramatic task with the system in question, following all of
the rules of a Pre-hack, including the results if a character
fails. Should the character succeed however, the results
are different.
Brain hacking
But I digress.
When you hack someone's TAP and manipulate the data,
you are literally altering the brain. And that's just scratching the surface ami. Because you have access to someone's
brain, you can implant suggestions into the conscious and
subconscious mind of the person whom you have hacked.
In fact, you can do more than just implant suggestions;
you can control people whom you have hacked. I know. It
sounds crazy, kinda like something out of a Sci-Fi MEDIAfile, but is it really all that hard to believe?
All the sensory information we receive every second of
every minute of our lives is basically just data processed
by our brains. When a junkie shoots up drugs, he's altering
the way his brain interprets all of that sensory information.
When we view hyper reality, we're augmenting what our
brain perceives as well. It's not so farfetched to suggest
that our brains can't be hacked.
Case in Point: The Puppeteer Murders.
Remember that gruesome string of murders back in 2071?
The people the authorities arrested (some say framed) all
complained of having night terrors and entering fugue
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All of that information isn't stored in some silicon memory module tucked neatly under your hippocampus (that's
the part of your brain that deals with short term memory,
long term memory and spatial navigation); it's stored IN
your hippocampus. Well, hippocampi to be exactwe
have two.
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brain Hacking
some tinfoil hatters claim this is little more than another
way for the government to expand the police state. Others insist this is a case of megacorporations (Kenta Cyber
Dynamics being the primary beneficiary) profiting off the
masses. After all, the installation of the new software isn't
free, is it? Absolutely not. We're all having to pay for the
latest patches to the old operating systemMost of us at
least. I know there are many of you out there who have
pirated versions of the software, but I won't comment on
THAT. ;)
with a measure of privacy, allowing them to hide their online status from other users, or even turn the TAP off when
they go to sleep at night. What follows is a brief look at the
three TAP settings.
Active: When a character's TAP is set to active
mode, other computer networks "see" the TAP,
and can access basic information like the character's name, sex, and limited personal information, such as the character's shopping history at
a local malmart, or her email address and MyFace page. This data is publically available and
any corporate network(Or person) can access it
at any time.
Hidden: Hidden mode hides all of the character's
TAP from computer networks, only broadcasting
the signal and sharing data it if the character allows it to be shared. Attempts to detect a Tendril
Access Processor's signal in hidden mode are
made at a penalty equal to the rating of the TAP. If
the Notice roll fails, the character cannot acquire
the target's signal and no attempt to hack the TAP
can be made. See the brain hacking rules below
for stats and prices for Tendril Access Processors.
Offline: Your TAP is shut down. In this setting,
you cannot be hacked, but neither can you experience hyper reality or virtual reality.
If you want to learn more about the political and economic fallout of Project Whispering Wind, or the Puppeteer Murders for that matter, you can do the research. But,
regardless of what you might believe about the viability of
hacking the brain, the following information will help you
in your hacking career. Let's move on to the TAP's three
settings.
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Penalty to hack
the TAP
Notice
Penalty
Cost
Level 1
-4
-1
Free
Level 2
-5
-2
15,000
Level 3
-6
-3
40,000
Level 4
-7
-4
70,000
Brain hacking
good luck getting an unwilling victim to allow you to plug
those bad boys in.
If you cant complete the hack in five passes, youre SOL
the target TAP is going to spit you out, and youll take a
level of Fatigue for your troubles.
And remember: This is a Dramatic Task. That means
youre drawing a card for every pass, and a Club means
trouble. Aside from the usual penalties, if you come up
with a Failure on any round that youve drawn a Club, the
fecal matter is going to hit the rotating blades in the best
case, you might just take a Wound from some nasty neural
feedback as you get puked back into reality; in the worst
case, you might find yourself on the receiving end of the
hack if your victim has the skills and the desire. Really, its
up to the GM what happens, but you can bet your ass it
wont be good.
So why mess around with hacking someones brain?
For the next few moments, as a Free Action, you can use
the Edit Mode on the TAP to access your victims memories
either plucking out something useful (like a pass code),
or editing things so they remember something differently
or not at all.
Or, if youre really feeling ballsy, you can take your next
action to attempt to dominate the TAP and take control of
the person on a more permanent basis. At that point, it
turns into something of a contest of wills, with your Hacking skill being opposed by your targets Spirit. Whoever
wins the roll deals a level of Fatigue to the other plus one
additional Fatigue for each Raise.
If the you become exhausted first, youve been kicked
out of the TAP game over. But if your target becomes exhausted first Well, youve got a new minion now, dont
you.
For all practical intents and purposes, this works just like
the puppet Power from Savage Worlds, only the duration
largely depends on the Spirit of your victim:
And, of course, if you order the poor bastard to commit
suicide or kill his best friend (or anything else that might go
against his innate desires), he gets an immediate chance
to break free.
A Little Help
Okay, so maybe you're feeling like your own brain
has been hacked and you're short on ideas for the
results of a major failure. Don't worry, tomo, we've
got your back. Here's a quick and dirty method for
figuring it out based on the Rank of the Club that was
drawn:
Number The hacker gets a head-full of neural
feedback. The number on the card is added to
the roll of a d10 (which can Ace, by the way) and
the hacker takes the result as damage. The good
news is, it's non-lethal damage, so he may get
knocked out cold and suffer nasty migraines for
a few weeks, but at least he'll still be alive. The
bad news is direct neural interfacing via cables is
like getting hit with a Raise, and another d6 gets
added to the total.
Face The hacker takes some seriously nasty
damage (of the lethal sort). A Jack is 1 Wound, a
Queen is 2 Wounds, and a King is 3 Wounds. Period. No save. The n00b probably shouldn't have
been tinkering with someone's synapses in the
first place. But hey At least he's still alive. Unless he was foolish enough to be doing this hack
when he was already wounded. Oh yeah and if
he was using cables, he takes the same amount
in Fatigue, as well. Good night, sweet script kiddie.
Ace The hacker's got some serious problems.
Not only does the neural feedback drop him out
of his target's TAP, but it fries his own TAP as well.
He's unable to access The Deep or Hyper Reality until he can get a techie to get in there to fix
things with a successful Repair roll. Oh my That
requires surgery, doesn't it. He'd better make
sure there's a medic there as well, then.
If his victim was a hacker as well, he's really
hosed, since she's able to ride that neural feedback right into his own TAP and gets a free hack
at his brain (with the usual modifiers for his TAP
and any cables), pitting her Hacking skill against
the hacker's Spirit. If her roll results in a Success,
the hacker has been hacked; otherwise, he still
gets ejected from his victim's TAP with the same
effects as above, plus his victim knows exactly
who was poking around in her head.
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Because if youre ace enough with this stuff and can succeed, youve got access to someone elses thinking machinery.
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brain Hacking
Table 1:H Spirit Rolls
Spirit
d4
d6
d8
d10
d12
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