diff --git a/docs/game-mechanics/Skills.md b/docs/game-mechanics/Skills.md index f5cca5f..8bec013 100644 --- a/docs/game-mechanics/Skills.md +++ b/docs/game-mechanics/Skills.md @@ -16,7 +16,7 @@ There are 6 aptitude scores which are generated during character creation: - **Willpower (WIL)** is your self-control, mental fortitude, and strength of personality. -

Aptitude Checks

+### Aptitude Checks You will sometimes rely on your aptitudes to make tests rather than learned skills. Aptitude checks normal only come into play in situations where no skill applies, but raw talent does. Aptitude check values are a derived stat, based on your aptitude $\times$ 3. Some examples include: - **Cognition (COG) Check**: Recall a memory, memorize a number, or resist mental manipulation. @@ -174,7 +174,7 @@ Infiltrate is the art of escaping detection. Use Infiltrate to sneak past a gua **Linked Aptitude:** Cognition -Infosec is short for "information security." It incorporates training in electronic intrusion and counter-intrusion techniques, as well as use of cryptography tools. Use Infosec to hack into electronic and mesh systems, subvert them, and protect them. Also use it to encrypt and decrypt communications and files. Most Infosec Tests are task actions. See the sections on [the mesh](the-mesh/mesh-introduction.md#introduction-to-the-mesh) for more details on mesh systems and applications of the Infosec skill. +Infosec is short for "information security." It incorporates training in electronic intrusion and counter-intrusion techniques, as well as use of cryptography tools. Use Infosec to hack into electronic and mesh systems, subvert them, and protect them. Also use it to encrypt and decrypt communications and files. Most Infosec Tests are task actions. See the sections on [the mesh](the-mesh/mesh-introduction.md) for more details on mesh systems and applications of the Infosec skill. **Specializations:** Brainiac, Brute-Force Hack, Decrypt, Probe, Security, Sniff, Spoof, Subvert, VR Hack @@ -208,7 +208,7 @@ Though synthmorphs are designed to emote, reading them is more difficult; apply **Linked Aptitude:** Cognition -Medicine fields encompass healthcare, diagnosis and treatment, and the design and manipulation of biological life forms. Use Medicine: Biotech to modify morphs or install implants. Use Medicine: Forensics to conduct autopsies to ascertain cause of death or the biological functions of alien life. Use Medicine: Paramedic to diagnose ailments and [treat injuries](./action-and-combat/Health.md#healing--repair). Medicine: Pharmacology is used to synthesize drugs or develop an antidote to a pathogen or toxin. Medicine: Psychosurgery is used to [heal stress](./action-and-combat/mental-health.md#mental-health) and [manipulate the mind](./transhuman-tech/psychosurgery.md#psychosurgery). Use Medicine: Veterinary to provide healthcare to smart animals and non-sapient critters. +Medicine fields encompass healthcare, diagnosis and treatment, and the design and manipulation of biological life forms. Use Medicine: Biotech to modify morphs or install implants. Use Medicine: Forensics to conduct autopsies to ascertain cause of death or the biological functions of alien life. Use Medicine: Paramedic to diagnose ailments and [treat injuries](./action-and-combat/Health.md#healing--repair). Medicine: Pharmacology is used to synthesize drugs or develop an antidote to a pathogen or toxin. Medicine: Psychosurgery is used to [heal stress](./action-and-combat/mental-health.md) and [manipulate the mind](./transhuman-tech/psychosurgery.md). Use Medicine: Veterinary to provide healthcare to smart animals and non-sapient critters. **Sample Fields:** Biotech, Forensics, Paramedic, Pharmacology, Psychosurgery, Veterinary @@ -283,7 +283,7 @@ Provoke is your talent at emotional manipulation. Use Provoke to taunt an oppon **Linked Aptitude:** Willpower -Psi is the wielding of psychic abilities (sleights) to detect, manipulate, or harm others. Use Psi to target others with [psi-gamma sleights](psi/psi-gamma.md#psi-gamma-sleights). Psi is resisted with a WIL Check. You must possess the Psi trait to use this skill. +Psi is the wielding of psychic abilities (sleights) to detect, manipulate, or harm others. Use Psi to target others with [psi-gamma sleights](psi/psi-gamma.md). Psi is resisted with a WIL Check. You must possess the Psi trait to use this skill. **Specializations:** Control, Psi, Assault, Sense diff --git a/docs/game-mechanics/action-and-combat/action-factors.md b/docs/game-mechanics/action-and-combat/action-factors.md index 06853b9..9a9bec9 100644 --- a/docs/game-mechanics/action-and-combat/action-factors.md +++ b/docs/game-mechanics/action-and-combat/action-factors.md @@ -2,8 +2,8 @@ sidebar_label: Other Action Factors --- -# Conditions +## Conditions -# Full Defense +## Full Defense -# Surprise \ No newline at end of file +## Surprise diff --git a/docs/game-mechanics/actions-initiative.md b/docs/game-mechanics/actions-initiative.md index e51fe32..3db0d93 100644 --- a/docs/game-mechanics/actions-initiative.md +++ b/docs/game-mechanics/actions-initiative.md @@ -16,7 +16,7 @@ An action turn represents roughly 3 seconds. During each turn you may undertake Additionally, you may take any number of automatic actions per action turn. The GM may allow you to make additional quick actions, depending on their nature. -Also note that basic movements such as walking or running is an automatic action (see [Movement](./action-and-combat/movement.md#Movement)). More complex forms of movement, however, may require a quick, complex, or even task actions. +Also note that basic movements such as walking or running is an automatic action (see [Movement](./action-and-combat/movement.md#movement)). More complex forms of movement, however, may require a quick, complex, or even task actions. ## Automatic Actions Automatic actions are always "on" reflexive, or otherwise require no effort to initiate. This includes base and full movement. **Examples include**: base move, basic perception, breathing, defending against an attack, dropping prone, dropping something, full move, resisting damage, speaking a simple sentence or two. diff --git a/docs/game-mechanics/getting-started.md b/docs/game-mechanics/getting-started.md index 55d152e..44c1ea1 100644 --- a/docs/game-mechanics/getting-started.md +++ b/docs/game-mechanics/getting-started.md @@ -6,22 +6,22 @@ sidebar_label: 'Getting Started' # Getting Started *Eclipse Phase* is played as a collaborative story-telling project that takes place in the player's imaginations. The gamemaster (GM) details the setting, portrays the NPCs, adjudicates rules, and sets the stage for the adventure scenario. The players take on the role of their characters and describe their actions. Each character is defined by a set of characteristics -- skills, traits, etc. -- listed on their character sheet. When the characters encounter difficulties or engage in conflicts with NPCs, dice are used to determine the outcome. -## [Making Tests](./dice-basics.md#dice-basics) +## [Making Tests](./dice-basics.md) *Eclipse Phase* uses two ten-sided dice for skill tests and most other trolls. Rolled dice are read as percentiles (d100), with the first die serving as the tens digit and the second as the ones digit. Percentile dice rolls result in a number between 0 and 99 (00 is read as zero). A roll of 5 and 3, for example, is read as 53. Use different colored dice to note which one to read first or use ten-siders made for percentile rolling. When the GM calls for a test, roll percentile dice and compare the result to the target number. The target number is based on the character's skill, aptitude check, or rep network score. If the result is equal to or less than the target number, the test succeeds. If the result is higher, the test fails. -Depending on the circumstances, the GM may apply a *modifier* to your roll, representing the degree of difficulty (or ease) a given action may have. If a roll is particularly difficult, you may also decide to work together and cooperate on a test. For a complete rundown of rolling percentile dice and making tests, see the [Dice Basics](dice-basics.md#dice-basics) page. +Depending on the circumstances, the GM may apply a *modifier* to your roll, representing the degree of difficulty (or ease) a given action may have. If a roll is particularly difficult, you may also decide to work together and cooperate on a test. For a complete rundown of rolling percentile dice and making tests, see the [Dice Basics](./dice-basics.md) page. -## [Pools](./Pools.md#pools) -Your character also has access to several *pools* during gameplay. These pools reflect your character's transhuman capabilities and allow you to spend them in order to change or affect the outcome of a roll. More on this can be found in the [Pools](Pools.md) section of the docs the list of pools are: +## [Pools](./Pools.md) +Your character also has access to several *pools* during gameplay. These pools reflect your character's transhuman capabilities and allow you to spend them in order to change or affect the outcome of a roll. More on this can be found in the [Pools](./Pools.md) section of the docs the list of pools are: - **Insight** - The pool which is linked to your mental capabilities: Cognitions, Intuition, and their linked skills. - **Moxie** - This pool is linked to social interactions: Savvy, Willpower, and their linked skills. It can also be sued for Rep and Infection Tests. - **Vigor** - This pool is linked to physical efforts: Reflexes, Somatics, and their linked skills. - **Flex** - This is a wild-card pool. Points spent from here can be used to affect dice rolls for any tests and allow you to take some narrative control of the game. -## [Aptitudes](./Skills.md#aptitudes-skills) +## [Aptitudes](./Skills.md) Your aptitudes represent your natural, inherent abilities. They are the foundation for your skills. There are 6 of them: - **Cognition (COG)** represents your intelligence, problem-solving talent, and capacity for logical analysis. @@ -31,7 +31,7 @@ Your aptitudes represent your natural, inherent abilities. They are the foundat - **Somatics (SOM)** is how well you can exploit your morph's physical capabilities, including strength, stamina, and sustained positioning and motion. - **Willpower (WIL)** is your self-control, mental fortitude, and strength of personality. -## [Rep](./transhuman-tech/reputation.md#reputation) +## [Rep](./transhuman-tech/reputation.md) Your character has a reputation score in different social networks. This rep will help you score favors, gather information, and acquire necessary gear. Rep scores are used as your target number for Rep Tests. There are seven rep networks to choose from: - **@-rep**: The Circle-A List, for autonomists, anarchists, Titanians, scum, and Extropians. - **c-rep**: CivicNet, used by the [Planetary Consortium](../world-information/factions/inner-system-polities.md#the-planetary-consortium), Morningstar Constellation, [Lunar-Lagrange Alliance](../world-information/factions/inner-system-polities.md#the-lunar-lagrange-alliance), Jovian Republic, and other hypercorps and capitalists. @@ -41,5 +41,5 @@ Your character has a reputation score in different social networks. This rep wi - **r-rep**: Research Network Affiliates, used by Argonauts, scientists, technologists, and researchers of all stripes. - **x-rep**: ExploreNet, the social network for gatecrashers and exoplanet colonists. -## [Motivations](../player-resources/character-creation/motivations.md#step-13-motivations) -Your motivations define your character's personal agenda, beliefs, and long-term goals. They help you earn [Rez Points](../player-resources/rez-points.md#rez-points) for character advancement and cope with mental trauma. +## [Motivations](../player-resources/character-creation/motivations.md) +Your motivations define your character's personal agenda, beliefs, and long-term goals. They help you earn [Rez Points](../player-resources/rez-points.md) for character advancement and cope with mental trauma. diff --git a/docs/game-mechanics/psi/psi-chi.md b/docs/game-mechanics/psi/psi-chi.md index af43c56..68d1d31 100644 --- a/docs/game-mechanics/psi/psi-chi.md +++ b/docs/game-mechanics/psi/psi-chi.md @@ -76,7 +76,7 @@ You can block out, ignore, or otherwise isolate pain. Ignore the modifiers from You have an inner well of energy, making it easier to recuperate. You recover +1 pool points during short recharges. ### Patter Recognition -You are adept at spotting patterns and correlating non-random elements. This is useful for translating languages, breaking codes, or finding clues hidden among massive amounts of data. Apply a +10 modifier to appropriate [Infosec](../Skills.md#infosec), [Perceive](../Skills.md#perceive), or [Research Tests](../the-mesh/Research.md#research-tests) where you have a sufficiently large sample and time enough to study, as determined by the GM. This might range from a few hours of investigating inscriptions left by long-dead aliens to a week or more of researching a lengthy cipher. This does not apply to brute-force hacking or [Infosec](../Skills.md#infosec) tests made by decrypt apps to break a code. You also learn new languages easily; reduce the timeframe to weeks rather than months. +You are adept at spotting patterns and correlating non-random elements. This is useful for translating languages, breaking codes, or finding clues hidden among massive amounts of data. Apply a +10 modifier to appropriate [Infosec](../Skills.md#infosec), [Perceive](../Skills.md#perceive), or [Research Tests](../the-mesh/Research.md) where you have a sufficiently large sample and time enough to study, as determined by the GM. This might range from a few hours of investigating inscriptions left by long-dead aliens to a week or more of researching a lengthy cipher. This does not apply to brute-force hacking or [Infosec](../Skills.md#infosec) tests made by decrypt apps to break a code. You also learn new languages easily; reduce the timeframe to weeks rather than months. ### Predictive Boost Your brain's Bayesian probability functions are accelerated, enhancing your ability to estimate and predict the outcomes of events as they unfold in real-time around you. In effect, you have an intuitive sense for the most likely outcomes. +2 Initiative. diff --git a/docs/game-mechanics/psi/psi-overview.md b/docs/game-mechanics/psi/psi-overview.md index 5ec21e7..4a433db 100644 --- a/docs/game-mechanics/psi/psi-overview.md +++ b/docs/game-mechanics/psi/psi-overview.md @@ -8,7 +8,7 @@ In *Eclipse Phase*, psi abilities are the result of an infection by the mutant W #### Prerequisites -To be an async, you must purchase the psi trait during character creation. It is possible to become an async in game via infection by the Watts-MacLeod strain. To wield psi, you must purchase [psi sleights](psi-gamma.md#psi-gamma-sleights) with CP or [Rez Points](../../player-resources/rez-points.md#downtime-actions). To use psi-gamma sleights, you will also need the [Psi skill](../Skills.md#psi), though you may default to WIL. +To be an async, you must purchase the psi trait during character creation. It is possible to become an async in game via infection by the Watts-MacLeod strain. To wield psi, you must purchase [psi sleights](psi-gamma.md) with CP or [Rez Points](../../player-resources/rez-points.md). To use psi-gamma sleights, you will also need the [Psi skill](../Skills.md#psi), though you may default to WIL. #### Morphs & Psi Async abilities only function on a biological substrate -- meaning that you require a biological brain and nervous system. An async sleeved in a synthmorph, infomorph, or a biomorph with a cyberbrain may not use their sleights. @@ -18,7 +18,7 @@ The process of infection has a permanent effect on your async's mind. Upon beco ## Sleights --- -Asyncs manipulate their egos and otherwise create effects that cannot be matched or mimicked by technological means. To use these abilities, they train their mental processes and practice cognitive algorithms called sleights, which they can subconsciously recall and use as necessary. Sleights fall into two categories: [psi-chi](psi-chi.md#psi-chi-sleights) (cognitive enhancement) and [psi-gamma](psi-gamma.md#psi-gamma-sleights) (brainwave reading and manipulation). Psi-chi sleights are passive, always-on abilities. Psi-gamma sleights must be activated, requiring an action and a [Psi skill test](../Skills.md#psi). +Asyncs manipulate their egos and otherwise create effects that cannot be matched or mimicked by technological means. To use these abilities, they train their mental processes and practice cognitive algorithms called sleights, which they can subconsciously recall and use as necessary. Sleights fall into two categories: [psi-chi](psi-chi.md) (cognitive enhancement) and [psi-gamma](psi-gamma.md) (brainwave reading and manipulation). Psi-chi sleights are passive, always-on abilities. Psi-gamma sleights must be activated, requiring an action and a [Psi skill test](../Skills.md#psi). You start with one free sleight, chosen from those available to your specific infection sub-strain. All other sleights must be bought with Customization Points (during character creation) or Rez Points (during gameplay). @@ -48,7 +48,7 @@ One key aspect to roleplaying an async is to treat the infection as a distinct, ## Watts-Macleod Sub-Strains --- -As an async, you are affected by a specific sub-strain of the Watts-MacLeod virus. This sub-strain determines how the exovirus affects you personally. It influences what Mental Disorder trait you start with and provides you with a free bonus sleight. It also impacts the behavioral compulsions and spurred motivations that infection inflicts upon you (see [influence effects](influence-effects.md#influence-effects)). The sub-strain ischosen during character creation (or when your character is infected during gameplay). +As an async, you are affected by a specific sub-strain of the Watts-MacLeod virus. This sub-strain determines how the exovirus affects you personally. It influences what Mental Disorder trait you start with and provides you with a free bonus sleight. It also impacts the behavioral compulsions and spurred motivations that infection inflicts upon you (see [influence effects](influence-effects.md)). The sub-strain ischosen during character creation (or when your character is infected during gameplay). ### *The Architect* Your infection possesses a distinct curiosity and sense of intelligence. You often see things from a perspective that is different. It drives you to delve into the inner mechanics of things and examine how they work -- whether they be machines or biological entities. The urges push beyond exploration and learning -- you are often compelled to build and construct new things: architecture with inexplicable functions, strange devices, or even new forms of life. Though the virus's exact motivation and intent remains unclear, it leaves you with an unmistakable sense of purpose. diff --git a/docs/game-mechanics/psi/using-psi.md b/docs/game-mechanics/psi/using-psi.md index ee50431..0ee8e72 100644 --- a/docs/game-mechanics/psi/using-psi.md +++ b/docs/game-mechanics/psi/using-psi.md @@ -63,10 +63,10 @@ Psi sleights have one of four durations: *constant*, *instant*, *temporary*, or Constant sleights are always "on" #### Temporary: -Temporary sleights last for a limited duration with no extra effort. The temporary duration is determined by your $ \text{WIL}\div 5$ and is measured in action turns, minutes, or hours, as noted. [Influence effects](influence-effects.md#influence-effects) are applied immediately when the sleight is activated, not at the end of the duration. +Temporary sleights last for a limited duration with no extra effort. The temporary duration is determined by your $ \text{WIL}\div 5$ and is measured in action turns, minutes, or hours, as noted. [Influence effects](influence-effects.md) are applied immediately when the sleight is activated, not at the end of the duration. #### Sustained: -Sustained sleights last as long as you want, but require active effort and concentration: apply a -10 modifier to all other skill tests while the sleight is sustained. The async must also stay within ***Close*** range + 10 meters of the target, otherwise the sleight immediately ends. More than one sleight may be sustained at a time, with a cumulative modifier. [Influence effects](influence-effects.md#influence-effects) are applied immediately when the sleight is activated, not at the end of the duration. At the GM's discretion, sleights that are sustained for long periods may incur additional [Infection Modifiers](#infection-modifiers) and [Infection Tests](##infection-tests). +Sustained sleights last as long as you want, but require active effort and concentration: apply a -10 modifier to all other skill tests while the sleight is sustained. The async must also stay within ***Close*** range + 10 meters of the target, otherwise the sleight immediately ends. More than one sleight may be sustained at a time, with a cumulative modifier. [Influence effects](influence-effects.md) are applied immediately when the sleight is activated, not at the end of the duration. At the GM's discretion, sleights that are sustained for long periods may incur additional [Infection Modifiers](#infection-modifiers) and [Infection Tests](#infection-test). ## Infection Modifiers --- @@ -80,7 +80,7 @@ The target number for your Infection Test equals your current Infection Rating ( You may not spend pool to affect the Infection Test, but you may spend [Moxie](../Pools.md#moxie) to avoid making the Infection Test altogether, powering through the sleight with sheer willpower. However, your Infection Rating still increases. #### Critical Failure: -If you roll a critical failure, the exovirus temporarily loses its grip on you. You are immune to [influence effects](influence-effects.md#influence-effects) until your next recharge. +If you roll a critical failure, the exovirus temporarily loses its grip on you. You are immune to [influence effects](influence-effects.md) until your next recharge. #### Superior Success: Apply a +1 modifier to the influence effect roll per superior success. @@ -95,7 +95,7 @@ On a critical success, an influence effect is chosen and the GM also picks one o --- Every time an Infection Test succeeds, the exovirus exerts a bit more control over your psyche. Every async experiences this differently, depending on their particular sub-strain. -Roll 1d6 and consult your sub-strain's [influence effects](influence-effects.md#influence-effects), applying a +1 per superior success rolled on the Infection Test. Influence effects kick in immediately as the sleight is activated. During character creation (or when your PC becomes infected with Watts-MacLeod), you should write down these six influence effects on your character sheet. +Roll 1d6 and consult your sub-strain's [influence effects](influence-effects.md), applying a +1 per superior success rolled on the Infection Test. Influence effects kick in immediately as the sleight is activated. During character creation (or when your PC becomes infected with Watts-MacLeod), you should write down these six influence effects on your character sheet. - **Physical Damage**: You suffer DV 1d6 in the form of fatigue, headaches, and hemorrhaging. diff --git a/docs/game-mechanics/rules-primer.md b/docs/game-mechanics/rules-primer.md index 802cd1f..dff9bad 100644 --- a/docs/game-mechanics/rules-primer.md +++ b/docs/game-mechanics/rules-primer.md @@ -120,7 +120,7 @@ Moxie pool is linked to social interactions: Savvy, Willpower, and their linked - **Ignore Trauma:** Ignore the effects of 1 trauma for 24 hours. - **Refresh Rep:** Restore rep network favors at a cost of 1 point for a Minor favor and 2 points for a Moderate favor. Major favors may not be refreshed this way. - **Acquire a Clue:** Get a tip or lead by gathering information via social interactions without needing to make a test. -- **Control your Infection:** Avoid making an Infection Test when using a [psi sleight](psi/psi-overview.md#psi-overview) (asyncs only). +- **Control your Infection:** Avoid making an Infection Test when using a [psi sleight](psi/psi-overview.md) (asyncs only). - **Negate Gaffe:** Ignore a player's social gaffe that the character wouldn't make. ### Using Vigor diff --git a/docs/game-mechanics/the-mesh/Hacking/Countermeasures.md b/docs/game-mechanics/the-mesh/Hacking/Countermeasures.md index a0742cc..6ae0837 100644 --- a/docs/game-mechanics/the-mesh/Hacking/Countermeasures.md +++ b/docs/game-mechanics/the-mesh/Hacking/Countermeasures.md @@ -9,7 +9,7 @@ Notorious for minimal security and outdated defenses. Sometimes, however, they #### ***Host***: Defenses largely depend on the security consciousness of their owner. Muses act as a system defender for mesh inserts and ectos. #### ***Servers:*** -Use security [ALIs](../ais-and-muses.md#alis) and take their defenses seriously. Corporate networks often use [tiered networks](../mesh-introduction.md#tiered-systems) or [air-gapped systems](../mesh-introduction.md#air-gapped-systems) to protect critical assets. Security hackers may be on-site or on-call, arriving in 1d6 action turns. Some simply seek to kick intruders out. Others will [trace](../Tracking.md#tracking) intruders, dispatching security forces or police to apprehend the suspects if located, or hack them back. Security audits are likely to be frequent +Use security [ALIs](../ais-and-muses.md#alis) and take their defenses seriously. Corporate networks often use [tiered networks](../mesh-introduction.md#tiered-systems) or [air-gapped systems](../mesh-introduction.md#air-gapped-systems) to protect critical assets. Security hackers may be on-site or on-call, arriving in 1d6 action turns. Some simply seek to kick intruders out. Others will [trace](../Tracking.md) intruders, dispatching security forces or police to apprehend the suspects if located, or hack them back. Security audits are likely to be frequent ::: ## Firewall @@ -39,7 +39,7 @@ The firewall is but the first line of defense. Almost every system is also moni System defenders have security if not admin privileges. If a [passive](#passive-alert) or [active](#active-alert) alert is triggered, they are informed. defenders are responsible for triggering non-automatic countermeasures. #### Multiple defenders: -Some systems may have more than one defender present. When it comes to active countermeasures and other actions, defenders choose to work together or separately. If acting in convert, the other defenders provide a [teamwork bonus](../../dice-basics.md#teamwork); only the primary defender can use pools. If acting individually, each defender relies on their own [Initiative](../../actions-initiative.md#initiative), [Skills](../../Skills.md#skills) and [Pools](../../Pools.md#pools). +Some systems may have more than one defender present. When it comes to active countermeasures and other actions, defenders choose to work together or separately. If acting in convert, the other defenders provide a [teamwork bonus](../../dice-basics.md#teamwork); only the primary defender can use pools. If acting individually, each defender relies on their own [Initiative](../../actions-initiative.md#initiative), [Skills](../../Skills.md) and [Pools](../../Pools.md). ### Active Defense As a complex action, a system defender can assume control of a system's firewall defenses for one action turn. While engaged in active defense, use the defender's [Infosec skill](../../Skills.md#infosec) in place of [Firewall Rating](#firewall-ratings) for [Hacking tests](Hacking.md#hacking-test). The defender may use pools on these tests. Only on defender can engage in active defense at a time. @@ -91,7 +91,7 @@ Active countermeasures are initiated when an intruder is fully detected ([spotte Though illegal in some jurisdictions, system defenders may proactively protect their wards by counter-attacking the hacker. For this to occur, the intruder must first be *successfully* [traced](../mesh-actions.md#trace) and their [mesh ID](authentication-and-encryption.md#mesh-id) obtained. Once this occurs, the defender can then launch their own intrusions on the system from which the hacker originates. ### Crash & Lockout -The defender can attempt to crash the account shell of an intruder that has been spotted (more info in [Mesh Combat](mesh-combat.md#mesh-combat)). If successful, the intruder's [Mesh ID](authentication-and-encryption.md#mesh-id) can be blocked from accessing the system again (see [Lockout](../mesh-actions.md#lockout)). Hacked accounts are quarantined or deleted and not usable again until a security audit approves and reinstates it. +The defender can attempt to crash the account shell of an intruder that has been spotted (more info in [Mesh Combat](mesh-combat.md)). If successful, the intruder's [Mesh ID](authentication-and-encryption.md#mesh-id) can be blocked from accessing the system again (see [Lockout](../mesh-actions.md#lockout)). Hacked accounts are quarantined or deleted and not usable again until a security audit approves and reinstates it. ### Reboot/Shutdown The nuclear option for handling an interloper is to reboot or shut down the system. In this case, the system closes all connections to other systems, logs off users, terminates all processes, and shuts itself down -- thereby booting out the intruder (at least temporarily). The disadvantage, of course, is that the system must interrupt its activities. For example, shutting down your mesh inserts means losing all communication with teammates, access to augmented reality, and control over [slaved or linked devices](../mesh-introduction.md#slaved-devices). The intruder may attempt to access the system when it reboots, but if they don't have account credentials or a [back door](Hacking.md#intrusion), they will need to hack in again. Remote defenders will also need to take an action to log back in. diff --git a/docs/game-mechanics/the-mesh/Hacking/Hacking.md b/docs/game-mechanics/the-mesh/Hacking/Hacking.md index d0677f7..9eacbc7 100644 --- a/docs/game-mechanics/the-mesh/Hacking/Hacking.md +++ b/docs/game-mechanics/the-mesh/Hacking/Hacking.md @@ -7,7 +7,7 @@ In the digital realm, everything has a vulnerability. Software is the classic p Hackers routinely share, trade, and sell their exploits online. The best of these make their way into pre-packaged exploit app libraries -- software tools that scan a target, openly or with subtlety, probe it for vulnerabilities, and automatically execute attacks. -There are many methods you may use to hack a system. The first is to circumvent the [authentication](authentication-and-encryption.md#circumventing-authentication) on a legitimate account, but this requires background knowledge of the account and takes time and special effort. The second is to [sniff the traffic](system-subversion.md#sniff-traffic) of a legitimate user and remotely spoof commands, which can be powerful but limited. The most common method of hacking is to [directly gain access](#intrusion) to the target and [subvert](system-subversion.md#system-subversion) it from within. +There are many methods you may use to hack a system. The first is to circumvent the [authentication](authentication-and-encryption.md#circumventing-authentication) on a legitimate account, but this requires background knowledge of the account and takes time and special effort. The second is to [sniff the traffic](../Devices.md#sniffing) of a legitimate user and remotely spoof commands, which can be powerful but limited. The most common method of hacking is to [directly gain access](#intrusion) to the target and [subvert](system-subversion.md) it from within. :::tip Simple Hacking If these rules at first seem intimidating, keep in mind that the core hacking rules are fairly straightforward. The following guidelines should get you through most situations: @@ -28,7 +28,7 @@ Almost all intrusion and subversion efforts rely on Hacking Tests. This [Oppose The art of intrusion involves penetrating a system's security, taking advantage of code glitches and flawed security protocols to bypass the target's defenses. The best methods involve infiltrating a system slowly and quietly, without catching a watchdog's attention. When called for, however, a hacker can toss aside pretenses and attempt to brute-force their way in. ### Establishing a Connection -In order to hack a system, you must establish a direct connection to the target. If you are making a direct wireless connection, the target system must be wireless-capable and within wireless radio range, and you must know the target is there (see [Stealthed Signals](../Devices.md#stealthed-signals)). If the system is hardwired, you must physically jack in by using a regular access port (or skinlink, if the system is so equipped) or tap into a cable that carries the system's traffic (requiring a [Hardware: Electronics Test](../../Skills.md#hardware-field) and appropriate equipment, such as an electronics kit). If you are accessing the target through the mesh, the system must be online and you must know its mesh ID or otherwise be able to find it through [Research](../Research.md#online-research) or [Tracking](../Tracking.md#tracking). +In order to hack a system, you must establish a direct connection to the target. If you are making a direct wireless connection, the target system must be wireless-capable and within wireless radio range, and you must know the target is there (see [Stealthed Signals](../Devices.md#stealthed-signals)). If the system is hardwired, you must physically jack in by using a regular access port (or skinlink, if the system is so equipped) or tap into a cable that carries the system's traffic (requiring a [Hardware: Electronics Test](../../Skills.md#hardware-field) and appropriate equipment, such as an electronics kit). If you are accessing the target through the mesh, the system must be online and you must know its mesh ID or otherwise be able to find it through [Research](../Research.md#online-research) or [Tracking](../Tracking.md). ### Brute-Force Attacks Brute-force hacking is quick, messy, and loud. You select the target, trigger your exploit app, and let it quickly and methodically cycle through attacks against the most common vulnerabilities. Brute-force intrusions require only a complex action, meaning they can be a relevant factor even in combat scenarios. However, the target is almost always alerted to the digital invasion. @@ -53,7 +53,7 @@ Intruder status is a simple way of measuring a hacker's situation as they invade ### Hidden If your status is hidden, the system is completely unaware of your presence and cannot act against you. Your actions are not recorded in logs and other users cannot detect you. Your presence may leave some traces, but they will require thorough analysis and time to find. -While hidden, you receive a **+10** modifier on any efforts to [subvert the system](system-subversion.md#system-subversion). +While hidden, you receive a **+10** modifier on any efforts to [subvert the system](system-subversion.md). ### Covert With covert status, your presence on the system looks legitimate and doesn't attract any unusual attention. Only extensive checking will turn up abnormalities. The system is aware of you, but does not consider you a threat. @@ -76,7 +76,7 @@ Any time you use your [Infosec](../../Skills.md#infosec) skill and engage in hac If you roll a [critical failure](../../dice-basics.md#criticals) on a Hacking test, you automatically switch your status to [spotted](#spotted) and the system goes on [active alert](Countermeasures.md#active-alert). -If you attack a target in [Mesh Combat](mesh-combat.md#mesh-combat), you must also make a Hacking Test or trigger a [passive alert](Countermeasures.md#passive-alert). +If you attack a target in [Mesh Combat](mesh-combat.md), you must also make a Hacking Test or trigger a [passive alert](Countermeasures.md#passive-alert). ### Zeroing In -If a system is on passive alert, the system defender may attempt to pinpoint intruders. This requires a complex action and an [Opposed](../../dice-basics.md#opposed-test) [Infosec Test](../../Skills.md#infosec) between defender and each hacker. If the hacker is hidden, the defender incurs a -30 modifier. If the defender wins, the hacker's status becomes [spotted](#spotted) and the system goes on [active alert](Countermeasures.md#active-alert). \ No newline at end of file +If a system is on passive alert, the system defender may attempt to pinpoint intruders. This requires a complex action and an [Opposed](../../dice-basics.md#opposed-test) [Infosec Test](../../Skills.md#infosec) between defender and each hacker. If the hacker is hidden, the defender incurs a -30 modifier. If the defender wins, the hacker's status becomes [spotted](#spotted) and the system goes on [active alert](Countermeasures.md#active-alert). diff --git a/docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md b/docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md index b389b73..17e2687 100644 --- a/docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md +++ b/docs/game-mechanics/the-mesh/Hacking/authentication-and-encryption.md @@ -16,7 +16,7 @@ Many mesh IDs are publicly registered (and in some jurisdictions, this is legall To access any mesh device or service, you need an account. Your account links to your mesh ID and determines your access privileges -- what you are allowed to see and do with the device/service. As some systems are more restrictive than others, the GM ultimately decides what privileges an account provides. There are four types of accounts: **public**, **user**, **security**, and **admin**. :::note Account Shell -When you log onto a system, an account shell is created. This account shell is the user interface that allows you to interact with the system. This process represents your presence as you access the system. It can be attacked in [Mesh Combat](mesh-combat.md#mesh-combat). +When you log onto a system, an account shell is created. This account shell is the user interface that allows you to interact with the system. This process represents your presence as you access the system. It can be attacked in [Mesh Combat](mesh-combat.md). ::: diff --git a/docs/game-mechanics/the-mesh/Hacking/system-subversion.md b/docs/game-mechanics/the-mesh/Hacking/system-subversion.md index 1cd877d..495519b 100644 --- a/docs/game-mechanics/the-mesh/Hacking/system-subversion.md +++ b/docs/game-mechanics/the-mesh/Hacking/system-subversion.md @@ -1,46 +1,46 @@ # System Subversion -Once you have successfully penetrated a system, your options will depend on your access privileges and the nature of the system. Many of the actions you take as an intruder are not that different from a regular user (i.e. searching files, operating devices, etc.) See [Mesh Actions](../mesh-actions.md#mesh-actions). +Once you have successfully penetrated a system, your options will depend on your access privileges and the nature of the system. Many of the actions you take as an intruder are not that different from a regular user (i.e. searching files, operating devices, etc.) See [Mesh Actions](../mesh-actions.md). Any time you attempt to do something that your [access privileges](authentication-and-encryption.md#accounts--access-privileges) do not allow for, you must [hack](Hacking.md) the system to do what you want. In most cases, this requires a [Hacking Test](Hacking.md#hacking-test). Apply modifiers from ongoing [system alerts](Countermeasures.md#security-alerts). If you win the contest, you succeed, but each attempt puts you in risk of discovery if you roll a superior or critical failure (see [Exposure](Hacking.md#exposure)). Aside from exceeding your privileges, there are some techniques that are explicitly subversive. A sampling of common subversions are described below; GMs should use these as guidelines for arbitrating others. -# Break Encryption +## Break Encryption --- You can attempt to decrypt an encrypted file without proper authorization (see [codebreaking](authentication-and-encryption.md#codebreaking)). -# Control Ware +## Control Ware --- -If hacking mesh inserts, a [cyberbrain](mindware-hacking.md#mindware-hacking), or a [PAN's](../mesh-introduction.md#pans-personal-area-networks) master node, you will have privileged access to a morph's ware -- not to mention hacking the ware directly. A hacker can use this to (de)activate the ware, modify its functioning parameters, access diagnostics and usage logs, or install [scripts](../mesh-actions.md#scripting) to manipulate this ware in the future, among other creative uses. +If hacking mesh inserts, a [cyberbrain](mindware-hacking.md), or a [PAN's](../mesh-introduction.md#pans-personal-area-networks) master node, you will have privileged access to a morph's ware -- not to mention hacking the ware directly. A hacker can use this to (de)activate the ware, modify its functioning parameters, access diagnostics and usage logs, or install [scripts](../mesh-actions.md#scripting) to manipulate this ware in the future, among other creative uses. -# Disable Safety Mechanisms +## Disable Safety Mechanisms --- Many systems have safety features in place to prevent people from accidentally (or intentionally) harming themselves or others. You may override the warnings and mechanisms of safety systems by winning a [Hacking Test](Hacking.md#hacking-test). A -30 modifier applies, as such systems are built with redundant features. This can be used to open both sides of an airlock simultaneously, mute the imminent collision alert on a spacecraft, or to prevent authorized users from being notified of tampered equipment or dangerous circumstances. At the GM's discretion, some safety features may automatically restart, [requiring suppression](#suppress-process). -# Edit AR Feed +## Edit AR Feed --- If hacking a device broadcasting AR, you can selectively block or edit out specific sensory data using an AR illusion app, or simply terminate the AR feed entirely. This could entail blocking out all AR data of a specific type (audio, visual, haptics, etc.) or blocking specific people, things, sounds, or other things. For example, you can block the user form seeing a friend's messages, edit out a person from their vision, prevent them from hearing an alarm siren, and so on. Depending on the situation and context, the GM may decide that this is automatically successful (something that would be easy to miss) or any give the target a modified [Perceive Test](../../Skills.md#perceive) (-0 to -30) to notice the change (if the blocking creates obvious gaps or is off-kilter to the responses of others). For example, blocking the view of someone moving through a crowd will not change the fact that the crowd is creating a space for that person to move through. Likewise, blocking the smell of smoke will not stop the target form seeing smoke, flames, or others reacting to the blaze. -# Eliminate Traces +## Eliminate Traces --- To hinder [security audits](Countermeasures.md#security-audits), you can clean up evidence of your intrusion before you exit a system. This involves erasing incriminating data in the access and security logs and otherwise hiding any evidence of system tampering. Take a complex action and make a [Hacking Test](Hacking.md#hacking-test). If successful, you wipe away details that might be used to track you down or reveal what you did, including your mesh ID. -# Force Re-Authentication +## Force Re-Authentication --- While sniffing a target, you can break the connection and force them to re-authenticate in order to capture their login credentials (see [Sniffing](../Devices.md#sniffing)). This requires winning a [Hacking Test](Hacking.md#hacking-test) against the authenticating firewall. -# Hide File or Process +## Hide File or Process --- You can obfuscate the presence of a file, code element, or even an active app, script, or other software process. This takes a complex action and an [Infosec Test](../../Skills.md#infosec); note the result. Anyone that seeks to find that file or process later must bear your result with an opposed [Research Test](../../Skills.md#research) at -30. -# Impair Senses +## Impair Senses --- If hacking a device projecting AR, the AR illusions app can be used to distract and impair the target. For example, dark illusory clouds can obscure vision, ear-wrenching high-volume noises can make people cringe, and a persistent tickling sensation might drive anyone crazy. Make an [Interface Test](../../Skills.md#interface); if successful the target suffers a -10 impairment modifier to [Perceive](../../Skills.md#perceive) and other actions, with an additional -10 per superior success. Modifiers may be temporary, as the target can adjust their filters and/or turn their AR off if necessary. -# Inject AR Illusion +## Inject AR Illusion --- If hacking an AR-capable device, you can insert fake sensory input into an AR feed with a [Hacking Test](Hacking.md#hacking-test). The primary use of the AR illusions app is to inject different kinds of visual, auditory, tactile, and even emotional illusions into the augmented reality of the device's user, depending on the type of interface used. How the hacked user will respond to the illusion depends on whether they are aware of the intruder, what type of interface they are using (entoptic or haptic), and how realistic the illusion is. @@ -49,7 +49,7 @@ The best illusions are crafted in advance, using real footage and advanced image ### Improvising on the Fly: Hackers may also improvise illusions as needed, taking advantage of the AR illusion app's advanced tools, patching in and manipulating sensory clips as needed in real-time. This requires a sustained task action from the hacker and is more difficult and easily sotted (+10 to +30 modifier to [Perceive Tests](../../Skills.md#perceive)). The advantage is that the hacker can modify the illusion in reaction to the user's actions or environment factors on the fly. -# Install Backdoor +## Install Backdoor --- Backdoors are ways into a system that bypass normal authentication and security features. Backdoors are secretly installed by hidden intruders so that they may access the system at a later time without needing to hack in again. Backdoor details can be shared with others. @@ -57,37 +57,37 @@ Most backdoors are installed by replacing an existing app with a copy that was m To install a backdoor, you must have access to the system, take a complex action, and win a [Hacking Test](Hacking.md#hacking-test). Apply a -20 modifier if you want the backdoor to provide [security access privileges](authentication-and-encryption.md#security-accounts), -30 for [admin privileges](authentication-and-encryption.md#admin-accounts). If you succeed, the backdoor is installed -- you may use it to access the system without making a test until it is removed; you automatically acquire [covert status](Hacking.md#covert). Every superior success applies a -10 modifier towards attempts to discover the backdoor later (see [Security Audits](Countermeasures.md#security-audits)). On a critical success, the backdoor provides [hidden status](Hacking.md#hidden). -# Install Blocker +## Install Blocker --- -To deter countermeasures, you can activate a process that will pre-emptively block a specific app, command, or action on that system. For example, you could install a blocker to prevent a shutdown from being initiated, stop an app from launching, or prevent a device function from being activated. Creating a blocker requires a complex action and a [Hacking Test](Hacking.md#hacking-test); the particular action it blocks must be specified. If successful, any attempt to conduct that action automatically fails. To undo a blocker, it must first be located (requiring a [Research Test](../Research.md#research-tests)) and then deleted (a complex action). System reboots will also remove all blockers. +To deter countermeasures, you can activate a process that will pre-emptively block a specific app, command, or action on that system. For example, you could install a blocker to prevent a shutdown from being initiated, stop an app from launching, or prevent a device function from being activated. Creating a blocker requires a complex action and a [Hacking Test](Hacking.md#hacking-test); the particular action it blocks must be specified. If successful, any attempt to conduct that action automatically fails. To undo a blocker, it must first be located (requiring a [Research Test](../Research.md)) and then deleted (a complex action). System reboots will also remove all blockers. :::info Blockers are not omnipotent; GMs should use their best judgement when defining their limitations. ::: -# Jam Signals +## Jam Signals --- You can transmit radio signals that deliberately interfere with other radio signals in order to disrupt communications. You can choose to selectively jam a particular device or devices, or universally jam all radio signals. Jamming requires a complex action and an [Interface Test](../../Skills.md#interface) to initiate. If successful, affected devices within range have their radio communications disrupted -- they are cut off from the mesh and cannot communicate wirelessly until the jamming ends or they move out of range. Wired devices are unaffected. Jamming is also quite difficult to overcome (see [Bypass Jamming](../mesh-actions.md#bypass-jamming)). Jamming may also be used to block radar signals and sensors. -# Loop Sensor Feed +## Loop Sensor Feed --- -A common method of undermining surveillance systems is to loop the sensor feed, so that it repeatedly shows insignificant footage or data, allowing physical intruders to pass undetected. To loop a feed, you must first find and copy a recorded segment of the sensor feed (possibly requiring a [Research Test](../Research.md#research-tests)) or spend the time to record it. Looping the feed requires a complex action and a [Hacking Test](Hacking.md#hacking-test). Looped feeds can be set to automatically revert after a set time frame. +A common method of undermining surveillance systems is to loop the sensor feed, so that it repeatedly shows insignificant footage or data, allowing physical intruders to pass undetected. To loop a feed, you must first find and copy a recorded segment of the sensor feed (possibly requiring a [Research Test](../Research.md)) or spend the time to record it. Looping the feed requires a complex action and a [Hacking Test](Hacking.md#hacking-test). Looped feeds can be set to automatically revert after a set time frame. -# Modify Tacnet +## Modify Tacnet --- If hacking a tacnet-enabled system, you can alter, block, or inject tacnet data of your own. This could be used to change maps, block sensory feeds, alter health status indicators, and so on. You can also tag foes as friends, which would prevent a smartlink-enabled weapon from being used against them. -# Sniff Traffic +## Sniff Traffic --- You can intercept and monitor wireless signals (see [Sniffing](../Devices.md#sniffing)). -# Suppress Alarm +## Suppress Alarm --- You can attempt to turn off a passive alert by winning a [Hacking Test](Hacking.md#hacking-test). The system will have alerted any defenders as soon as the alert was triggered, so this will not necessarily deter scrutiny, but it may sidestep automatic countermeasures such as [re-authentication](Countermeasures.md#reauthenticate-automatic) or [reduce privileges](Countermeasures.md#reduce-privileges-automatic). The same action can be used to reduce an [active aler](Countermeasures.md#active-alert) to a [passive alert](Countermeasures.md#passive-alert) (which can then be subsequently turned off with another suppress action). -# Suppress Process +## Suppress Process --- Many hacking techniques are fire-and-forget -- you disable a function, kill the app, terminate the connection, etc. -- and move on. The disruption is temporary; the system defender or another user can simple restart the process. Some systems are designed to automatically restart certain processes on their own (GM discretion). To prevent the process from restarting, you need to delete the underlying software from the system (usually requiring [admin privileges](authentication-and-encryption.md#admin-accounts)) or you must actively suppress the process. @@ -97,13 +97,13 @@ Suppressing a process requires a complex action each action turn. This will cou Many hackers task their muse with suppressing processes. ::: -# Tap AR +## Tap AR --- You can access and monitor any augmented reality experienced by a user as if it were your own with a [Hacking Test](Hacking.md#hacking-test). You can even set this up to automatically forward the same AR experience to you if you leave the system. -# Tap Senses +## Tap Senses --- -If hacking mesh inserts or a cyberbrain (see [Mindware Hacking](mindware-hacking.md#mindware-hacking)), you can tap into the target's sensorium for surveillance purposes. Sensory data may also be recorded or broadcast as XP. +If hacking mesh inserts or a cyberbrain (see [Mindware Hacking](mindware-hacking.md)), you can tap into the target's sensorium for surveillance purposes. Sensory data may also be recorded or broadcast as XP. diff --git a/docs/game-mechanics/the-mesh/Research.md b/docs/game-mechanics/the-mesh/Research.md index 08c510e..569d4c4 100644 --- a/docs/game-mechanics/the-mesh/Research.md +++ b/docs/game-mechanics/the-mesh/Research.md @@ -11,7 +11,7 @@ Research Tests are handled as task actions. The suggested timeframe is 1 hour, For searches that are more detailed, difficult, or central to the plot, make a [Research Test](../Skills.md#research) (or have your muse make one for you). If you are searching for data tied to a particular subject or field of study, you can use an appropriate [Know skill](../Skills.md#know-skills) as a complementary skill. -For searches that are more detailed, difficult, or central to the plot, make a [Research Test](#research-tests) (or have your muse make one for you). If you are searching for data tied to a particular subject or field of study, you can use an appropriate [Know](../Skills.md#know-skills) skill as a complementary skill. +For searches that are more detailed, difficult, or central to the plot, make a Research Test (or have your muse make one for you). If you are searching for data tied to a particular subject or field of study, you can use an appropriate [Know](../Skills.md#know-skills) skill as a complementary skill.
GMing Research Tests @@ -56,7 +56,7 @@ For searches that are more detailed, difficult, or central to the plot, make a [ ## Online Research --- -The mesh is a treasure trove of data for those skilled in exploring its nooks and filtering out the detritus. Use the [Research skill](../Skills.md#Research) when looking things up online. You can search for news, research papers, public sensor feeds, social network activity, personal information, corporate information, SolArchive entries, criminal records, government data, leaked reports, mesh-connected devices, and much, much more. Digitized data of all kinds can be searched: text, pictures, audio, video, XP, raw data, software, etc. This data is culled from all manner of sources: archives, databases, directories, social networks, cloud services, blogs/vlogs, forums, chat rooms, and regular mesh sites. Research is conducted using various public and private search engines, both general and specialized, as well as data indices and search AIs. +The mesh is a treasure trove of data for those skilled in exploring its nooks and filtering out the detritus. Use the [Research skill](../Skills.md#research) when looking things up online. You can search for news, research papers, public sensor feeds, social network activity, personal information, corporate information, SolArchive entries, criminal records, government data, leaked reports, mesh-connected devices, and much, much more. Digitized data of all kinds can be searched: text, pictures, audio, video, XP, raw data, software, etc. This data is culled from all manner of sources: archives, databases, directories, social networks, cloud services, blogs/vlogs, forums, chat rooms, and regular mesh sites. Research is conducted using various public and private search engines, both general and specialized, as well as data indices and search AIs. You also use [Research](../Skills.md#research) when looking for information on a specific network or device to which you have access: a sensor mote, someone's ecto or tablet, a robot , or an opponent's mesh inserts (see [Searching Specific Systems](#searching-specific-systems)). Likewise, since everyone inevitably uses and interacts with the mesh, Research skill is also a way to identify, backtrack, and/or gather information on people as long as they have not hidden their identity with a shroud of disinformation (see [Tracking](Tracking.md)). @@ -118,10 +118,10 @@ The combination of abundant computing, archived data, and ubiquitous public sens ## Private and Proprietary Data -Not everything can be found online. Some data may only be acquired by asking the right people (see [Networking](../transhuman-tech/reputation.md#reputation)). Information that is considered secret or proprietary could be stored away in private networks behind firewalls, in off-mesh hardwired networks, or in commercial archives. This would requrie you to gain access to such networks in order to get the dat you need (though a successful Research Test may tell you where to look). +Not everything can be found online. Some data may only be acquired by asking the right people (see [Networking](../transhuman-tech/reputation.md)). Information that is considered secret or proprietary could be stored away in private networks behind firewalls, in off-mesh hardwired networks, or in commercial archives. This would requrie you to gain access to such networks in order to get the dat you need (though a successful Research Test may tell you where to look). ## Analyzing the Results -Just because you've acquired the data doesn't mean you understand it. You may need to make a skill test using [Know](../Skills.md#know-skills) or another appropriate skill to analyze the results and discover what you're looking for. For example, a [Research Test](#research-tests) might pull up the chemical details of a particular alien toxin, but a [*Know: Chemistry* Test](../Skills.md#know-skills) may be necessary to actually understand the repercussions and concoct an antidote. +Just because you've acquired the data doesn't mean you understand it. You may need to make a skill test using [Know](../Skills.md#know-skills) or another appropriate skill to analyze the results and discover what you're looking for. For example, a Research Test might pull up the chemical details of a particular alien toxin, but a [*Know: Chemistry* Test](../Skills.md#know-skills) may be necessary to actually understand the repercussions and concoct an antidote. ## Real-Time Alerts --- @@ -131,7 +131,7 @@ You may ask your muse to monitor mesh feeds for news or other mentions as they o --- You can also use the [Research skill](../Skills.md#research) to scan for specific keywords, file names, media, or other data on a system. When searching a single device such as a mote or host, this simply takes a complex action. For larger devices and networks, this is a task action with a longer timeframe; see the *Searching Timeframes* table below for suggestions. -The rules above assume you are looking for something specific. Sometimes, however, you may simply be browsing through an opponent's captured device, looking for something interesting, incriminating, or that otherwise stands out as a clue. If you are searching a system without knowing exactly what you are looking for, the process can take significantly longer. In this case, make a [Research Test](#research-tests) for every hour you search. The GM should apply a negative modifier between 0 and -30 based on the size of the system and the density of information it contains. If you succeed, you find one clue or other intriguing bit of data, plus one per superior success. Note that encrypted files must first be decrypted before they can be searched. +The rules above assume you are looking for something specific. Sometimes, however, you may simply be browsing through an opponent's captured device, looking for something interesting, incriminating, or that otherwise stands out as a clue. If you are searching a system without knowing exactly what you are looking for, the process can take significantly longer. In this case, make a Research Test for every hour you search. The GM should apply a negative modifier between 0 and -30 based on the size of the system and the density of information it contains. If you succeed, you find one clue or other intriguing bit of data, plus one per superior success. Note that encrypted files must first be decrypted before they can be searched. > ## Searching Timeframes diff --git a/docs/game-mechanics/the-mesh/Tracking.md b/docs/game-mechanics/the-mesh/Tracking.md index a5ee176..bf68859 100644 --- a/docs/game-mechanics/the-mesh/Tracking.md +++ b/docs/game-mechanics/the-mesh/Tracking.md @@ -13,13 +13,13 @@ Many users willingly allow themselves to be physically tracked via the mesh. To ## Tracing by Mesh ID -To track the current or last known physical location of a [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) requires a [Research Test](Research.md#research-tests). If successful, the results are returned instantly if the target is within the local mesh region; targets further away may take longer, as dictated by distance lag. Superior successes may fine-tune the location of provide supplementary details such as live sensor footage. +To track the current or last known physical location of a [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) requires a [Research Test](Research.md). If successful, the results are returned instantly if the target is within the local mesh region; targets further away may take longer, as dictated by distance lag. Superior successes may fine-tune the location of provide supplementary details such as live sensor footage. -if the target is in [privacy mode](mesh-introduction.md#privacy-mode), apply a -30 modifier to this test. If the target is actively disguising their activity by spoofing mesh IDs or cycling through false mesh IDs, this becomes an opposed test pitting [Research](../Skills.md#research) against the target's [Infosec](../Skills.md#infosec) skill, with a timeframe of 1 hour. If the target is using an anonymizing service, they can only be tracked back to the service itself. +if the target is in [privacy mode](mesh-introduction.md), apply a -30 modifier to this test. If the target is actively disguising their activity by spoofing mesh IDs or cycling through false mesh IDs, this becomes an opposed test pitting [Research](../Skills.md#research) against the target's [Infosec](../Skills.md#infosec) skill, with a timeframe of 1 hour. If the target is using an anonymizing service, they can only be tracked back to the service itself. ## Tracking by Biometrics -The prevalence of sensor motes, XP feeds, and biometric recognition apps make it possible to track people by their face, morph, gait, voice, clothing, gear, thermal signatures, scent, and other physical characteristics. However, the sheer amount of sensors and people can make this challenging and trigger both false-positives and false-negatives. The success of searches of this nature is best left to GM fiat, but a [Perceive](../Skills.md#perceive) (if eyeballing) or [Research](Research.md#research-tests) (if using a biometric matcher app) Test can also be called for, modified appropriately by the size of the area surveilled, as noted on the Biometric Searches table. If the target is actively avoiding sensor detection, this research test is opposed by the target's [Infiltrate](../Skills.md#infiltrate) skill (or [Exotic Skill: Disguise](../Skills.md#exotic-skill-field)). +The prevalence of sensor motes, XP feeds, and biometric recognition apps make it possible to track people by their face, morph, gait, voice, clothing, gear, thermal signatures, scent, and other physical characteristics. However, the sheer amount of sensors and people can make this challenging and trigger both false-positives and false-negatives. The success of searches of this nature is best left to GM fiat, but a [Perceive](../Skills.md#perceive) (if eyeballing) or [Research](Research.md) (if using a biometric matcher app) Test can also be called for, modified appropriately by the size of the area surveilled, as noted on the Biometric Searches table. If the target is actively avoiding sensor detection, this research test is opposed by the target's [Infiltrate](../Skills.md#infiltrate) skill (or [Exotic Skill: Disguise](../Skills.md#exotic-skill-field)). > ### Biometric Searches > | Area | Modifier | @@ -38,24 +38,24 @@ The prevalence of sensor motes, XP feeds, and biometric recognition apps make it While viewing someone's public mesh presence is relatively easy, tracking someone's less-public online activity is usually a more challenging affair. ## Researching Public Mesh Presence -Most people post a vast amount of information about themselves online. Social network profiles, forum posts, lifelog entries, personal media collections, XP casts, work portfolios, habitat resident indices, and more are readily accessible with a [Research Test](Research.md#research-tests). Privacy-conscious people usually have a similar online presence, except pseudonymous and/or only viewable to vetted friends and contacts. Private profile data can still be scraped, but it requires using proxies, sock puppet accounts, and data collection services (apply the -30 private data modifier). Alternatively, rep favors can work just as well, especially if the target is a friend of a friend. +Most people post a vast amount of information about themselves online. Social network profiles, forum posts, lifelog entries, personal media collections, XP casts, work portfolios, habitat resident indices, and more are readily accessible with a [Research Test](Research.md). Privacy-conscious people usually have a similar online presence, except pseudonymous and/or only viewable to vetted friends and contacts. Private profile data can still be scraped, but it requires using proxies, sock puppet accounts, and data collection services (apply the -30 private data modifier). Alternatively, rep favors can work just as well, especially if the target is a friend of a friend. Most hypercorps and governments have access to vast databases compiled by marketing and private intel firms. These can provide extensive data such as purchasing and travel habits, known acquaintances, and more Access to this data is often brokered through black market services. ## Tracking Ongoing Mesh Activity -It is tricky, but not impossible, to acquire a far more detailed assessment of someone's mesh activity: rep-net interactions, services used, sites browsed, people messaged, etc. At the least, this would entail knowing their [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) and applying a -30 obscure data modifier to your [Research Test](Research.md#research-tests), simply because you would largely be relying on access and transaction logs which are only rarely public. A slightly better approach is to focus on one specific type of activity -- for example, use of certain online services -- and either deploy some judicious low-level hacking (summarized with a quick-and-dirt [Infosec Test](../Skills.md#infosec), timeframe of 1 hour) or use rep favors, bribes, or threats to get the info you need. The GM must use their best judgement here when applying modifiers. Additionally, tracking someone's activity on a single system is much easier, requiring a [monitor activity](mesh-actions.md#monitor-activity) action. +It is tricky, but not impossible, to acquire a far more detailed assessment of someone's mesh activity: rep-net interactions, services used, sites browsed, people messaged, etc. At the least, this would entail knowing their [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) and applying a -30 obscure data modifier to your [Research Test](Research.md), simply because you would largely be relying on access and transaction logs which are only rarely public. A slightly better approach is to focus on one specific type of activity -- for example, use of certain online services -- and either deploy some judicious low-level hacking (summarized with a quick-and-dirt [Infosec Test](../Skills.md#infosec), timeframe of 1 hour) or use rep favors, bribes, or threats to get the info you need. The GM must use their best judgement here when applying modifiers. Additionally, tracking someone's activity on a single system is much easier, requiring a [monitor activity](mesh-actions.md#monitor-activity) action. ## Active Monitoring By far the best approach to monitor someone's mesh activity, especially in real-time, is to actively analyze their mesh traffic. This can be done remotely and requires only their [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) and a [sniffer app](Devices.md#sniffing). Alternatively, you can hack their PAN and monitor what they do from there. # Tracking Countermeasures --- -Given the prevalence of surveillance and mesh tracking, covert operatives and those concerned about their privacy have several options above and beyond the simple [privacy mode](./mesh-introduction.md#privacy-mode). +Given the prevalence of surveillance and mesh tracking, covert operatives and those concerned about their privacy have several options above and beyond the simple [privacy mode](./mesh-introduction.md). ## Burner Mesh IDs The easiest method of anonymizing your mesh activity is to deploy a "burner" [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) for each separate online transaction. Burner IDs are meant to be used one time and then erased. Though illegal in many jurisdictions, they are popular with criminals and anyone wanting a low profile. You may use burner IDs simultaneously as your real mesh ID or other burners for different online connections (though this is considered poor opsec, as they may be correlated). -Burner IDs are ideal in that they are use only for short periods. Though they may be traced or even sniffed like other mesh IDs, the trail will end when they stop being used. Though they are easy to deploy, they are not fool-proof, and some care must be taken to avoid leaking your real [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) or carelessly associating it with accounts or other data that may betray you. Keep in mind that a burner ID will not help you if you are traced or sniffed while you are still using it. A resourceful opponent may also be able to correlate burner ID use with physical surveillance footage or other mesh ID logs. If someone attempts to trace you using a burner mesh ID you have discarded, they must make a [Research Test](Research.md#research-tests) at -30 against your [Infosec](../Skills.md#infosec) skill. +Burner IDs are ideal in that they are use only for short periods. Though they may be traced or even sniffed like other mesh IDs, the trail will end when they stop being used. Though they are easy to deploy, they are not fool-proof, and some care must be taken to avoid leaking your real [mesh ID](Hacking/authentication-and-encryption.md#mesh-id) or carelessly associating it with accounts or other data that may betray you. Keep in mind that a burner ID will not help you if you are traced or sniffed while you are still using it. A resourceful opponent may also be able to correlate burner ID use with physical surveillance footage or other mesh ID logs. If someone attempts to trace you using a burner mesh ID you have discarded, they must make a [Research Test](Research.md) at -30 against your [Infosec](../Skills.md#infosec) skill. #### Disposable Ectos A more low-tech version of this trick is to simply use burner ectos. Use once, or until hot, then discard. The advantage is that ectos can be physically left behind or planted on others, both useful for misdirection. diff --git a/docs/game-mechanics/the-mesh/ais-and-muses.md b/docs/game-mechanics/the-mesh/ais-and-muses.md index b5606e4..b45e38e 100644 --- a/docs/game-mechanics/the-mesh/ais-and-muses.md +++ b/docs/game-mechanics/the-mesh/ais-and-muses.md @@ -11,7 +11,7 @@ In most societies, ALIs are considered things or property rather than people and ### Personality ALI personality matrices are encoded with individual identities and character traits. They seem conscious and self-aware, though detailed probing will reveal shallow personalities and other limitations. They lack self-interest and initiative, and their emotional programming is narrow (based on empathy along) or non-existent, though they may be programmed to anticipate the needs and desires of users and pre-emptively take action on their behalf. Though sentient, it remains a matter of debate whether ALIs are fully sapient. -Given their limited personality, ALIs are less emotive and more difficult to read. Apply a **-30** modifier to [Kinesics Tests](../Skills.md#Kinesics) [[Skills#Kinesics|Kinesics Tests]] made against them. When combined with non-expressive synthetic morphs, increase this modifier to -60. Some ALIs lack emotive capability altogether and are simply impossible to read. +Given their limited personality, ALIs are less emotive and more difficult to read. Apply a **-30** modifier to [Kinesics Tests](../Skills.md#kinesics) [[Skills#Kinesics|Kinesics Tests]] made against them. When combined with non-expressive synthetic morphs, increase this modifier to -60. Some ALIs lack emotive capability altogether and are simply impossible to read. ### Commanding ALIs Due to built-in safety features, ALIs must serve and obey the instructions of authorized users within their normal functioning parameters. They are also programmed to follow the law (in the inner system) or an ethical code (autonomist areas). If need be, however, ALIs can be quite clever in how they interpret commands and act upon them. More importantly, their psychological programming is based on human modes of thought and an understanding and support of transhuman goals and interests. This is part of an effort to create "friendly AI." An ALI will be reluctant to follow commands that will have a negative impact on the user or other transhumans. Pre-programmed imperatives can force it to ignore or disobey orders taht are dangerous. In the case of accidents, they are sometimes coded to minimize harm and damage and sometimes coded to protect the user at all costs. Of course, ALIs designed for military and weapon systems do not face such restrictions. @@ -20,7 +20,7 @@ Due to built-in safety features, ALIs must serve and obey the instructions of au Lacking generalized intelligence, ALIs are inept and clueless when it comes to situations outside their specialty. Secondary skills tend to be less competent than an equivalent transhuman. They are generally incapable of creative or "outside-the-box" thinking. ### Aptitudes, Skills, and Pools -ALIs usually have aptitudes of 10, with a maximum of 15. Most have 5-7 active skills, with a maximum of 10. Their skills cannot exceed 40 (including aptitudes), with the exception of one active skill appropriate to the ALI's specialty, which can be 60. most have 3-5 [Know skills](../Skills.md#Know), with a maximum of 10. Their Know skills cannot exceed 80. +ALIs usually have aptitudes of 10, with a maximum of 15. Most have 5-7 active skills, with a maximum of 10. Their skills cannot exceed 40 (including aptitudes), with the exception of one active skill appropriate to the ALI's specialty, which can be 60. most have 3-5 [Know skills](../Skills.md#know-skills), with a maximum of 10. Their Know skills cannot exceed 80. ALIs cannot default; if they don't possess a skill, they can't use it. They can use specializations (which can exceed their maximums). diff --git a/docs/game-mechanics/the-mesh/common-mesh-uses.md b/docs/game-mechanics/the-mesh/common-mesh-uses.md index b95aba1..89cf547 100644 --- a/docs/game-mechanics/the-mesh/common-mesh-uses.md +++ b/docs/game-mechanics/the-mesh/common-mesh-uses.md @@ -82,7 +82,7 @@ Online collaboration tools, remote networking, and ALI assistants mean that work ## Coveillance --- -Public sensor feeds are available to everyone on the mesh -- everyone is watched by everyone else. These sensors provide real-time coverage of most public areas within a habitat, though they are subject to vandalism and sabotage. Many private networks are also available, some of which are accessible for a fee or if you know the right people. Sensors and coveillance are covered in detail in [Surveillance Hacking](Hacking/surveillance-hacking.md#surveillance-hacking). +Public sensor feeds are available to everyone on the mesh -- everyone is watched by everyone else. These sensors provide real-time coverage of most public areas within a habitat, though they are subject to vandalism and sabotage. Many private networks are also available, some of which are accessible for a fee or if you know the right people. Sensors and coveillance are covered in detail in [Surveillance Hacking](Hacking/surveillance-hacking.md). ## Social Networks @@ -102,5 +102,5 @@ If you are hacked, your social network accounts may also be at risk. Your profi --- Entoptic tags are a way for people to "tag" a physical person, place or object with virtual data. These e-tags are stored in networks local to the tagged item and move with the item if it changes location. E-tags are viewable in AR and can hold almost any type of data, though short notes and pictures are the most common. E-tags are often linked to particular social networks or circles within that network so that people can leave notes, reviews, memorabilia, media, and similar things for friends and colleagues. -Finding hidden tags in an area requires an [Interface Test](../Skills.md#interface) at -30 at best or may be impossible without access to the right networks/devices (GM discretion). Even when found, they may require [decryption](Devices.md#encryption). +Finding hidden tags in an area requires an [Interface Test](../Skills.md#interface) at -30 at best or may be impossible without access to the right networks/devices (GM discretion). Even when found, they may require [decryption](./Hacking/authentication-and-encryption.md#encryption). diff --git a/docs/player-resources/character-creation/traits.md b/docs/player-resources/character-creation/traits.md index 783f91a..2fea83f 100644 --- a/docs/player-resources/character-creation/traits.md +++ b/docs/player-resources/character-creation/traits.md @@ -4,7 +4,7 @@ sidebar_label: Traits # Traits -Most traits provide modifiers in certain situations. Ego traits are purchased during character creation (or possibly with [Rez Points](../rez-points.md#rez-points)) and stay with the character +Most traits provide modifiers in certain situations. Ego traits are purchased during character creation (or possibly with [Rez Points](../rez-points.md)) and stay with the character # Positive Traits --- @@ -22,4 +22,4 @@ Most traits provide modifiers in certain situations. Ego traits are purchased d ### Mental Disorder -### Restricted Behavior \ No newline at end of file +### Restricted Behavior diff --git a/docusaurus.config.js b/docusaurus.config.js index 25f0721..d8216d0 100644 --- a/docusaurus.config.js +++ b/docusaurus.config.js @@ -98,7 +98,7 @@ const config = { type: 'docSidebar', sidebarId: 'gameSidebar', position: 'left', - label: 'Game Mechanics', + label: 'Game mechanics', }, { type: 'docSidebar', @@ -128,15 +128,15 @@ const config = { items: [ { label: 'Game Mechanics', - to: '/docs/Game Mechanics/getting-started', + to: '/docs/game-mechanics/getting-started', }, { label: 'Player Resources', - to: '/docs/Player Resources', + to: '/docs/player-resources', }, { label: 'World Information', - to: '/docs/World Information', + to: '/docs/world-information', }, ], }, diff --git a/sidebars.js b/sidebars.js index 8add305..62524f9 100644 --- a/sidebars.js +++ b/sidebars.js @@ -10,17 +10,32 @@ */ // @ts-check +import { globby } from 'globby'; +// const GAME_MECHANICS_FILES = await(['./docs/game-mechanics/**/*.mdx']) +// const PLAYER_RESOURCE_FILES = await(['./docs/player-resources/**/*.mdx']) +// const WORLD_INFORMATION_FILES = await(['./docs/world-information/**/*.mdx']) +// /** @type {import('@docusaurus/plugin-content-docs').SidebarsConfig} */ const sidebars = { // By default, Docusaurus generates a sidebar from the docs folder structure //tutorialSidebar: [{type: 'autogenerated', dirName: '.'}], - gameSidebar: [{type: 'autogenerated', dirName: 'Game Mechanics'}], + // gameSidebar: { + // 'Game Mechanics A': GAME_MECHANICS_FILES, + // }, + // playerSidebar: { + // 'Player Resources B': PLAYER_RESOURCE_FILES, + // }, + // loreSidebar:: { + // 'Eclipse Phase Lore': WORLD_INFORMATION_FILES, + // } - playerSidebar: [{type: 'autogenerated', dirName: 'Player Resources'}], + gameSidebar: [{type: 'autogenerated', dirName: 'game-mechanics'}], - loreSidebar: [{type: 'autogenerated', dirName: 'World Information'}] + playerSidebar: [{type: 'autogenerated', dirName: 'player-resources'}], + + loreSidebar: [{type: 'autogenerated', dirName: 'world-information'}] // But you can create a sidebar manually /*