CYBER FUNDAMENTALS

Hacking into cyber environments is a core part of interaction in the world of Splicer. Player characters can gain information from databases, destroy security systems and alter the physical environment around their crew. To do so, Splicers use mini-computers implanted in their brains to enter ‘Cyberspace’. While interfacing with Cyberspace a Splicer can hack almost any device, from something as mundane as a door or light, to high-calibre automated turrets. 

“This gutter-rat overran our security in 23 minutes. In and out. Guards didn't even know she was in the building. Cameras were looping footage, and it wasn't until the next morning they realised she'd hacked the autoguns to fire on eachother. Then I guess she got the system to let her up to the penthouse and wiped out our encrypted hard-drives.”


"So what are you gonna do about it?"


"Well once we find the little scamp, I'm gonna triple whatever VannerMax is paying her and see what damage she can do to Globex."


Overheard at the Neon Heights Bar

Cyberspace is an intricate maze shaped by millions of minds and trillions of lines of code, the navigation of which is demanding even for the most experienced users. As such, Splicers must use an Action to enter Cyberspace, and are unable to move while connected. Disconnecting from Cyberspace can be done freely, at any time, however re-entering will require the use of an Action. Once a Splicer has jacked-in to Cyberspace they are able to interact with other devices also in Cyberspace using Protocol commands. These commands function as spells which use a Splicer's power resources and an action to influence Cyberspace. 

UNDERSTANDING CYBERSPACE


Any mechanism connected to the power grid, or sending / receiving information be it wired or wirelessly, is in Cyberspace. Anything interfacing with Cyberspace is sorted into two classifications; Objects and Actors.


Objects refer to inert devices which are connected to Cyberspace but do not execute Protocol commands. Objects include, but are not limited to doors, turrets, cameras and worker drones. 


Actors refer to entities within Cyberspace which execute Protocols and can utilise the Objects on the network. A hacking Splicer is considered an Actor in addition to other hackers in Cyberspace and AI consciousness’.


When a Splicer is the only Actor in a given area of Cyberspace, they may act with impunity, knowing that the Objects they manipulate don't have any way of cybernetically striking back against them or even being aware of their presence.


Battery operated machines such as sentry robots may not be connected to Cyberspace to avoid vulnerability to hackers. While not in Cyberspace, these devices are unable to send or receive information, but can otherwise operate normally. Such disconnected devices require a Splicer to use an ‘integration tether’ to wire their brain in directly. Despite the potential benefits, having automated machinery not connected to Cyberspace is incredibly rare due to one major drawback: no connection to Cyberspace affords very little control if something goes wrong. Innumerable incidents have led to the practice being outlawed in many provinces. 




KNOWLEDGE OF CYBERSPACE


When a Splicer enters Cyberspace, they do not immediately know everything that resides within. A Splicer can target any Object they can see, though they will not be able to detect Objects that have been physically hidden from sight. Sliding panels that look like ordinary walls could conceal auto-turrets, or a seamless trapdoor may lead to a deadly drop. 


However, cybernetically inclined Splicer’s can choose to be equipped with tools which remove this ambiguity. The low frequency protocol “Scan” uses radio signals to reveal any Objects currently interfacing with Cyberspace without having to “jack in” themselves, forewarning a Splicer of hidden Objects or mechanical traps that their less cybernetically inclined crewmembers may stumble into. 


When connected to Cyberspace a tell-tale flickering of light can be seen in the user's eyes. Some Jockeys wear shades no matter the time or place to hack less conspicuously, but in Cyberspace, there's no hiding. All Actors are highlighted to anyone in line of sight who is also interfacing with Cyberspace, even Artificial Intelligence. Artificial Intelligence manifests itself visually in Cyberspace, often appearing as a spectral shifting of light in a vague humanoid form. Splicers in Cyberspace can target this visual to execute Protocols on the AI, but be warned, if you can see them, they can see you. 




PROTOCOL COMMANDS


Protocols act as the tools through which a connected Splicer can influence and control a network. They consume power and require an action to cast, but can have very powerful effects within cyberspace. They are also the only type of augments with purchasable upgrades. These upgrades require the basic Protocol and when purchased modify its functioning, improving its effectiveness. Protocol commands come in two varieties which impact their functionality, Low Frequency and Wired


Low Frequency Protocols use radio signals to affect Objects connected to networks and do not require a Splicer to be wired into the network. They give hackers a way to interact with the cyber world without committing to finding a node or breaching a firewall to place themselves in a network. As such they have less potent attacks than their wired contemporaries but comparatively cost less power. For example, the Low Frequency Protocol Blindspot allows a Splicer to cloak themselves wirelessly from a specific device's camera feed at the cost of an action to activate and five power every ten seconds. This Protocol allows a Splicer to minimise the danger they place themselves in when approaching a hard to reach node. 


Wired Protocols require the user to be physically connected to a network but have much more potent effects than wireless alternatives. As such Wired Protocols can only target Objects or Actors which are connected to the same network as the Splicer. They often have devastating effects and require a moderate amount of power and an action to execute. For example, the Reprogram Protocol allows a Splicer to take control of objects on their network, inheriting their turns and abilities at the cost of 20 power and an action.




FIREWALLS


Facilities may deploy advanced security called Firewalls in an effort to prevent unwanted uplinks to Cyberspace within certain areas. A Firewall may be installed in a single room or across an entire building. If a Splicer wishes to enter Cyberspace whilst within a room with a Firewall, they must succeed on a corresponding Cyber check when using their Action to connect. Firewalls will protect any Object or Actor within the space where it is installed. If a Splicer is in a Firewall-free area of Cyberspace, but has line of sight on the a target that resides within a Firewall, the Splicer must use a free action to attempt to breach the appropriate Firewall before being able to use protocols on the protected Objects or Actors.


Firewalls range from Regular difficulty, requiring a successful Regular Cyber Check to pass, to Extreme difficulty, requiring a successful Extreme Cyber Check to pass. If a Splicer attempts to use their Action to enter Cyberspace, they will be informed if this area has a Firewall in place, and if so what the difficulty is. Upon realising the difficulty of a Firewall, a Splicer may elect to not attempt to hack in, and instead use their action for another task. Some facilities have alarms installed where, if a Splicer fails a Firewall check, security may be alerted to the attempted breach.




CYBER DEFENCE


When a Splicer is in Cyberspace, they are vulnerable to Protocols instigated by other Actors also in Cyberspace within line of sight. However, Splicers with a high Cyber Statistic are more resistant to digital invasion than others. When Splicers are in Cyberspace their Cyber Defence absorbs a small amount of all the damage they receive through the system and make them more resistant to hacking attempts. A Splicer’s Cyber Defence is equal to their Cyber EC; for instance a Splicer with a Cyber Statistic of twelve, will have a Cyber Defence of three.


Whenever a Splicer takes damage through Cyberspace they will reduce it by their Cyber Defence, in this case the Splicer will subtract three from each instance of damage they receive. Additionally, if another Actor attempts to Shutdown or Reprogram a Splicer they will need to make a Cyber check with a difficulty class determined by the Splicer’s Cyber Defence according to the following table.


Cyber Defence: Check Difficulty:

1 Regular

2 Regular

3 Challenging

4 Demanding

5 Extreme