Living Sprawl Research & Hacking

by Andante

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SG2048: Hacking Variants

The changes outlined in this document supercedes the rules for the Research move in The Sprawl, and provides two additional moves for hacking related activities (one of which is available to "amateur" hackers).

Research

You may use the Research move with +Mind when conducting research on the Matrix, using publicly accessible information, or consulting databases that you have acquired access to.

Research on the Fringe

If you do not have access to a legitimate source of information, you may instead consult the shadowy fringes of the Matrix for information. This is dangerous. Your queries may tip your hand, attract unwanted attention, or result in inaccurate intel; but, it can also give you access to information otherwise unavailable to you.

When you Research on the Fringe, ask a question from the Research move list and roll +Mind. After the roll, you may spend Cred, one-for-one, to increase the result.

On a 10+: The GM answers the question, and you may ask a follow-up question or take [intel].

On a 7-9: The GM answers the question, but holds one.

On a 6-: The GM answers the question, advances a clock, and holds one.

The MC may spend their hold at any time during the mission to advance a clock, make a GM move, or reveal a slight error, omission, or inaccuracy in your information.

Restricted Access

Sometimes, what you need to protected behind closed doors. That means you're going to need to dive into the Matrix to find what you need. This requires the Console Cowboy move, a Neural Interface, and a Cyberdeck.

If this is happening at the same time as a physical run, and time is a critical factor, use the full Matrix rules instead. If this is happening ahead of the main action, and you may take as much time as needed, use the following moves instead:

Find a Backdoor (Synth)

First, you're going to have to find a way in. That's not the hard part. The hard part is doing it without getting noticed. If you're physically on their network, take the 10+ result. If someone's shown you the way, take the 10+ or 7-9 result as appropriate. Otherwise, roll +Synth:

10+: You find a vulnerable subsystem and you're in!

7-9: You find an access point, but choose one below:

  • It's a low tier system. Take -1 ongoing to Find Your Way and Upgrade Priviledges while you remain jacked in.
  • They're watching you. +1 Trace.
  • There's going to be trouble. +1 Vigilance.

6-: The GM may make a move as fictionally appropriate, or ask you to choose two from above.

Find Your Way (Mind)

Good. Now that you're in their network, you're going to need to switch systems until you find what you're looking for. Unfortunately, you can't just pull up their directory, you're going to have to get creative. Roll +Mind; if you have Programming on the Fly, take +1 forward:

10+: You find it. Easy.

7-9: You find it, but you've drawn some heat. Choose one:

  • You've leaving some unintended breadcrumbs. +1 Trace.
  • There's going to be trouble. +1 Vigilance.

Dig for Dirt (Synth)

Once you've found the right repository, it's a matter of searching through it for what you're looking for. Roll +Synth:

10+: You got it. Maybe you want to Search for Paydata too, hmm?

7-9: You got it, but they're onto you. +1 Vigilance.

Leave Your Mark (Synth)

Sometimes read acces isn't enough. Sometimes, you want to change their files. That's going to take some tampering. Roll +Synth; if you have Programming on the Fly, take +1 forward:

10+: Yea! They won't notice it 'til they notice it, if you know what I mean.

7-9: It's done, but choose one:

  • It's sloppy. Someone will revert the changes before long.
  • You've left traces, but nothing that matters. Advance a mission clock.
  • It's a clean edit, but in a way only few can manage. Advance a corporate clock.

Upgrade Access (Synth)

Sometimes you need to upgrade your digital credentials to do what you need. Roll +Synth:

10+: You got it, and shed some heat too. Reduce Trace or Vigilance by 1.

7-9: It'll do, for now. But something's paying attention. Increase Trace or Vigilance by 1 (your choice).

GM Moves

When rolling a 6-, or otherwise indicated by the rules of The Sprawl, the GM may make one of the following GM moves:

  • The tracer's ticking: +1 Trace. (Soft Move)
  • Something's stirring: +1 Vigilance. (Soft Move)
  • Now you've done it: Activate an ICE appropriate to the system, this costs only 1 Vigilance. (Hard Move)
  • This is gonna suck: Activated ICE executes its routine.
  • Another GM move appropriate to the fiction.

At any time, the GM may spend accumulated Vigilance to activate ICE: 1 for Blue ICE, 2 for Red ICE, 3 for Black ICE (or equivalent countermearsure). And by "any time", we do mean at any time at all, even in the middle of another move.

 

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