Hacking
Hacking
Hacking
Greensheet
Hacking
Hacking is the process of creating and modifying programs in the program memory of your otation device and using those programs to accomplish various tasks.
Hacking Challenges
The basic unit of work in this mechanic is called a Hacking Challenge. Anytime you attempt to do anything non-trivial you will need to attempt a hacking challenge. To do this, you will need a deck of playing cards. If you have this green sheet, you should try to bring one to game. The GMs will have a small number to lend out, but you shouldnt count on that. All hacking challenges have a difculty level which corresponds to a target poker hand. Your goal is to achieve that poker hand using the following method: 1. 2. 3. 4. 5. 6. 7. 8. 9. Shufe your deck of cards 7 times. Take your deck and place it in front of you. Deal out 5 cards in front of you, face up. This is your working hand. If your working hand meets the requirements of your target hand, you have successfully accomplished the challenge. If not, continue to the next step. Discard a card face down from your working hand. Deal 51 more cards from your deck. This is your dynamic library. Take one card from your dynamic library and place it into your working hand. Discard the other 4 cards of your dynamic library face down. Repeat from step 4 above. If you run out of cards, decide to give up, or are attacked or otherwise interrupted, you fail the challenge. You may not attempt any other challenges again for a full minute and may suffer other consequences depending on what you were trying to do. Here is the table of hand requirements for differing difculty levels of challenges: Challenge Level 0 or less 1 2 3 4 5 6 7 8 or more Hand Required Automatic (no hand required) Pair Three of a Kind Four of a Kind Straight Flush Straight Flush + Pair Straight Flush + Three of a Kind Straight Flush + Four of a Kind Impossible
Straight Flush + . . . entries mean that you must rst get a straight ush in your working hand and then continue swapping
you have fewer than 5 cards left in your deck, just deal as many as you have left. However, you may not choose to deal less than 5 if you have at least 5 available
1 If
Hacking
Not Transferable
Greensheet
in cards from your dynamic library until you have changed the straight ush into the second hand. You do not get to re-shufe between the two hands. Yes, this means that a level seven challenge is very hard.
Known Letters
An important concept to the rest of this mechanic is the idea of known letters. This is a list of the letters that you know how to use in creating and modifying programs. Your known letters will be listed on your hacking ability card. Whenever this sheet talks about letters that you know how to use or similar, it is referring to the letters listed on your ability card.
Not Transferable
Greensheet
Hacking
Not Transferable
Greensheet
Task create a new program modify a program defeat security protocol with an exact match2 defeat security protocol with an partial match3 run a simulation
Difculty Level program length program length minus two program length minus two program length simulation length
Some Examples
Example 1 Bob knows the letters ABCE and has no programs in memory. He wants to defeat security protocol ABEF. He decides to do this by writing program ABE. This program is 3 letters long so the hacking challenge difculty is 3. Bob succeeds at this challenge and now has the program ABE in memory. This program contains all but one letter of the security protocol so Bob can perform a difculty 4 hacking challenge to defeat the security protocol (because the security protocol is 4 letters long). Example 2 Bob knows the letters ABCE and has the program BFGHI saved in memory. He wants to defeat security protocol ABEF. He cannot use his saved program because it is missing two letters. He could modify his saved program by replacing the one of the letters he doesnt need (lets say the G) with one that he does need (lets say the E). He is modifying a length 5 program so he must complete a difculty 3 hacking challenge. Lets assume he succeeds at this. His memory now contains the program BFEHI which is only one letter off from what he wants. He can now perform a difculty 4 hacking challenge to defeat the security protocol (because the security protocol is 4 letters long). Alternatively, he could perform another difculty 3 hacking challenge to modify the H (for example) into an A. If he succeeded at this he, would then have the program BFEAI in memory. Since this program contains all of the letters in the security protocol, Bob would only need to succeed at a level 2 challenge (4 minus 2) to defeat the protocol.
Deleting Scandals
After (and only after) you have successfully found dirt on a character, you may choose to delete all evidence of the scandal. Deleting a scandal is just like searching for one, except your worms subject should say delete scandal on <name>. Inform the
Hacking 4 Not Transferable
Greensheet
GMs 24 hours after the deletion, or tell us when 24 hours will pass. Some information is protected by extra security. Although your worms are powerful enough to give you read access anywhere, they may not be able to achieve write access on all high-level information. A delete command may return failure if the security is too great.
Hacking
Not Transferable