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Infolife, high WIL, and exosuit questions?

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Daimonin Daimonin's picture
Infolife, high WIL, and exosuit questions?
Hoping for some help here, One of my players (lets call it A) decided to play an AGI, ok, no problem there. However, he decided that having a body was for shmucks. He also dropped his SOM and COO to 1 (The idea being he's just REALLY not comfortable controlling a physical body). He used the freed up points to pump his WIL to 28, and the rest went into active skills. Of course, no body means even more points that can be pumped into skills. For getting around he projects using the mesh and such, while physically being housed in the ghostrider module of another players (B's) Battlesuit Exoskeleton. The way I've done it is that an infolife can transmit an image of itself into a room, and observers muses automatically (unless ordered otherwise) insert a greyscale image of the infolifes avatar into their owners observations. Now, his job was, as the idea was originally pitched, to be the groups infosec expert (since the rest of the group is 1 mechanic, and 2 extremely paranoid but digitally challenged soldiers.) But the problem is that since he's got so many skills all over the place, he kind of overshadows one of the other players who built more for a smattering of employments, (a fair bit of pilot spacecraft,a good bunch on gunnery, etc.) Pretty much any skill that B is competent in, A excels in, leaving little for B to do. Well except the pilot spacecraft, but I get the feeling that's not something that is likely to be extremely commonly used in the setting... But maybe there's something I am doing wrong or assuming improperly? For example, being in B's armors ghost-rider module, could A remote to operate a turret on a vehicle, or would he need a physical body? Or would it only be possible if the turret had a puppet sock? For that matter, in the case of B falling unconscious or dead, could A control the exosuit electronically from the ghost-rider module (badly with no COO and SOM but...)? When it comes to hacking minds, I assume the muse is the primary defender against intrusions, can A take over that role if he's only in the exosuit's ghostrider, and not in the morphs ghostrider? Hell, what's required to try and hack a mind, can you do it over the mesh remotely, or do you need line of sight? Or physical contact? A data connection? For that matter, how does exosuit durability work? When someone in an exosuit is attacked, I've been assuming that the suits Durability rating is only for when it is being remote operated, else damage simply penetrates to the occupant, is that wrong? Finally, how do you threaten someone who has no physical body to kill, and 28 will so can almost guarantee passing any sanity checks? 28x3 is 84, he could encounter exurgent tech and such all day long and never take any stress damage. Could probably spend all day watching basilisk hacks and not fail. Even if he does take stress damage, his muse can play psychologist for a few hours overnight and get him over it by the time he fails a roll again. CAN an info-life AGI inhabiting a ghost-rider even have a muse? If not, what happens to the muse? Loving the system and setting so far, but it's always difficult to figure out all the small details in a system with no-one more experienced to introduce it.
Trappedinwikipedia Trappedinwikipedia's picture
Ok, first up, you can't drop
Ok, first up, you can't drop aptitudes below 5 without taking the feeble trait (page 135), which is going to change that build a fair amount. In order to teleoperate a shell, it requires a puppet sock (everything with a cyberbrain has one by default) and a data connection. This is usually wireless, but doesn't need to be. If the battlesuit has a puppet sock, it could be teleoperated. It's worth noting that taking a wound while teleoperating a shell does force the normal wound checks, which are pretty certain to fail with SOM 1. If something lacks a puppet sock it can't be teleoperated. If something isn't wireless enabled, it basically can't be directly altered by an infomorph at all. Hacking minds directly isn't really a real time thing, thanks to Psychosurgery task action times, but I assume you're referring to cyberbrain hacking, or just normal hacking. If a hacker were trying to break into B's mesh inserts while in their battlesuit with A ghostriding on it than both the muse and A could defend (basically with teamwork bonuses), so long as they both have security access or better, and a data connection. Hacking a cyberbrain wirelessly requires first hacking the targets mesh inserts, and then the cyberbrain itself, which is basically another hack. In order to hack something you need access to it. If it can be accessed wirelessly and isn't on an encrypted connection, then it's mesh ID is all that is required. If the device on accessing the mesh via an encrypted network (such as an encrypted PAN), than accessing the device requires a way to bypass the encryption, which can take a while without some insider info. If the device isn't wireless capable, than physical access or wireless access to something physically connected (like a grey box) is required for access. Basically, you need a data connection which is either unencrypted, or that the hacker can bypass the encryption on. When an exosuit is attacked, damage is taken onto its own DUR pool. The pilot can be targeted with a called shot, in which case they get the benefit of the battlesuit's armor added to their own (which can't be higher than 4 worn, but a little high than that with implants). The pilot also gets major -30 cover against the shot. Area effect weapons like seekers and maybe spray weapons (I'm not sure of the rules in this case) can damage both the shell and pilot. It's true that someone with 28 WIL is hard to hurt mentally, but that won't necessarily help them a lot. Basilisk hacks don't care at all about the WIL of the target, as they're resisted with COG + INT + SAV. That will put a lot of stress on them in ways they can't stop. Digital Exsurgent infection is resisted with COG+INT, so will doesn't help there. Bioplague infections aren't really relevant for an infomorph, and nano plague infections can't be resisted, so they don't have any special resistance to the virus itself. They can walk off scary looking things and death, but there are still plenty of ways to get stress. Failed alienation tests, dumpshock from jamming (which unlike death does not allow a WILx3 test to avoid stress, though this is a rules oversight IMO), scorchers, or similar. In stressful situations the Muse will likely fall to stress well before the person does (muses do need to take their own stress checks, though often for slightly different reasons than their owners). Muses are pretty much single mindedly devoted to the well being of their owners, so being injured, doing dangerous things against the wishes of one's muse, or other dangerous/self destructive (as perceived by a muse) acts could force the muse to take their own stress checks, where they have pretty poor WIL. Makes them somewhat less reliable for mental health care. As for how you threaten them? A ghostrider trapped in a faraday cage is extremely vulnerable, so physical access to the computing substrate still works. This could also be done via hacking to trap the infomorph. The usual method of digital kidnapping, forced resleeving into a Slave eidolon (-10 WIL makes them much more vulnerable) into whatever time accelerated hell the kidnappers which to inflict on the infomorph. If you want to get really mean, run the Slave in a Lockbox for more WIL penalties. Forknapping infomorphs is much easier than any other kind of forknapping, as they aren't immune to hacks like bio-brains, and lack the specialized defenses of the cyberbrain. An infomorph running in a ghostrider cannot have a muse, as a ghostrider can only run a single ALI/AGI/infomorph.
Daimonin Daimonin's picture
oh wow, looks like I did miss
oh wow, looks like I did miss some things. Thanks. Some follow up questions, if the player takes the feeble trait, they get 20 bonus CP, AND still don't have to invest in the related trait over 1 (10CP) right? so the result is even more CP to spend on stuff, but this time with a lifetime ban on increasing the relevant trait at all, or getting any bonuses over 10 in it? Sounds like the player was actually cutting himself short there, rather then abusing something. Got to remember about those wound checks for knockdown/unconcious. How is a ghostrider (in a farday cage?) so vulnerable? I assume anyone wanting to mess with it would have to succesfully hack the related network first? So the agi in it would get to counterhack to keep itself safe? Or do you mean physically vulnerable as in anyone can walk up and mess with it's circuitry? I think my soldiers will be happy to know about battlesuits working that way, though it makes me wonder if there should be a penalty for wearing it 24/7.... Since an infomorph in a ghostrider cannot have a muse (makes sense), what does happen to the muse? Would he have to save it in shutdown mode to a datafile, or could he rent room on a public server and let it run there? If it's running on a server away from the infomorph, can it still act as a muse as long as mesh connection is possible? One more thing if you'd know, infolife can switch fork, move, copy, delete (and I assume merge) itself on its own within moments. Does it need to make any stress roles or anything when doing so?
Trappedinwikipedia Trappedinwikipedia's picture
It does seem that Feeble
It does seem that Feeble would give a lot of points. I thought it would be like Exceptional Aptitude in that it could only be taken once, but that doesn't seem to be the case. That's why I just said that it was probably being calculated wrong, without deciding whether they should have more or less points. Wound checks are really important to remember, things with low SOM frequently get taken out of fights by knockouts rather than DUR loss. I generally let people come back from wound knockouts pretty quickly, even within an action turn or two, but fights are usually over very quickly, so they often don't get a chance to come back. A ghostrider is extremely vulnerable in a faraday cage because the ego inside can't escape. Destroying the computer will kill the infomorph, and no security is proof against physical access for very long. It's all a physical vulnerability, as the ego can't evacuate. There could be a lot of potential penalties for wearing a battlesuit for a while. They're socially kind of frowned upon, or even illegal in most places, and there is likely to be a certain amount of discomfort. The big ones are likely to be more roleplaying reasons than mechanical ones. The muse can be kept on storage, but can't be instanced in the ghostrider. It could be run remotely on a server, or even run on another ghostrider installed on the same machine. So long as it has a mesh connection, it should be able to be a normal muse. I could see problems with interfacing with stuff which isn't wireless accessible, but that's about it. It's also possible overload a device and run more AIs/infomorphs on it than are usually allowed. This reduces speed, aptitude maximums, and some other stuff, but it's an option in a pinch. (Transhuman page 144). Moving between devices is a action turn. As the infomorph isn't really running normally during the move, they can't take any actions at all for one action turn. They don't need to roll stress or anything though. Copying an inactive infomorph is complex action. If instanced later the infomorph will need to make integration/alienation/continuity checks as normal resleeving. Copying/Forking an active informorph takes a full action turn, but only requires an alienation check if the fork is transferred to a new eidolon or shell. Merging works like normal merging. Deleting an infomorph is a full action turn, but naturally requires alienation/integration. This is all from the expanded infomorph rules which start on page 138 of Transhuman.
DivineWrath DivineWrath's picture
Does the AGI own its own gear
Does the AGI own its own gear? Being an AGI with an attitude of bodies are for schmucks, it might be possible the character hasn't spent any money on anything. How much money has the characters spent on gear? If a character manages to save enough cp by being frugal with credits and gear, the character is going to be a bit more powerful. If that was the case, it would not be unreasonable for the group ask the AGI player to spend a little on group tools. Alternatively, you might want to consider using some of the rules from the Transhuman book. It include rules for what an infomorph can do with limited processing power (a ghost rider module might limit you to a max aptitude of 20), offer Eidolons for the AGI to buy (think morphs for infomorphs), and other software and hardware to buy. It might make the AGI a bit more powerful, but it would also give the character something to spend money on. The AGI PC might try to move out of the ghost rider module so it could live in a portable server. The nature of infomorphs does allow the character to go without physical skills. You can spend skill points differently to reflect the fact that you don't have physical needs. You can live quite well using drones and robots to attend to your physical needs. It will help to create characters that appear to be more skilled than they should be. It is a part of the setting and game mechanics that there are things that you can do in this game that can give you a serious advantage over those who choose not to follow or can't follow your strategy. It should be noted that Alpha forking is illegal in most habitats. It gives people too much of an advantage and there people who aren't ready for there to exist more than one copy of them. Beta forking is more legal, but you have to merge or delete the fork after 4 hours in most places.
Daimonin Daimonin's picture
The AGI player has been
The AGI player has been looking at eidolons, and I think is looking to get himself one. As far as server processing power, I don't have the transhuman book yet, so running some rules of the wiki till I can order it in. Unfortunately there doesn't seem to be any rules on exactly how powerful a ghostrider module is, other then the one entity limit? Hmm is there any rule, or would it be reasonable, that if the battlesuit takes wounds, the infomorph in the ghostrider module takes the wound penalty to rolls as well? It does state that severely damaged systems could be a minimal processing environment.... Or is there some limit like 3 wounds = sever damage, and then apply all the minimal processing negatives?
Trappedinwikipedia Trappedinwikipedia's picture
A ghostrider is probably a
A ghostrider is probably a personal computer, so aptitude caps would be 20. (As opposed to a server or enhanced server). I could see wounds on a battlesuit causing rolls on the glitch table for a ghostrider, but I don't think the normal penalties make a ton of sense.
DivineWrath DivineWrath's picture
Nothing specific says the
Nothing specific says the limit for ghost riders is 20, but the book does say that personal computers have that limit. Ghost rider modules strike me as being in the personal computer range of processing power, well outside the league of servers. It is more of a house rule, so ignore it if you wish. Keep in mind however, that the price of a ghost rider is [low], and ectos is also [low]. Ectos are not the best tool for computer use (penalties and take longer to use), but is useful because it is something you can throw away. Proper mesh inserts are priced [moderate]. You can technically download the books without buying them. The license allows it. They hope that you would try them first, and then buy them to support them. Here is the direct link to Transhuman: https://robboyle.files.wordpress.com/2014/05/ps21001_eclipsephase_transh... You can find the rest at this blog: https://robboyle.wordpress.com/eclipse-phase-pdfs/
thepedant thepedant's picture
I'm kind of a jerk to min/maxers
So, the question I want to ask is where your game is set, because you can make for all sorts of trouble depending on where you are. The first thing I think of with this AGI is to make situations where the AGI will just have to sit and watch everyone; for example, a long salvage and fight scene on a derelict spacecraft or habitat with no intrinsic mesh connection. The AGI gets to sit there and yell into everyone's comms (if there's no interference), but lives or dies by others' Freefall, weapons, and Hardware:Spacecraft/Habitats rolls. Obviously, you don't set the whole adventure there; it would be great if the AGI used his/her mad infosec skills to find this place where he/she gets to be a ghostrider tourist on everyone else's fun. But the player then gets to learn that he/she is going to miss out on some of the actual adventure because he/she can't do anything that requires a body. As for threats, threaten the exosuit. A lot.
  • Nanodisassemblers can be hacked mid-action, but that means the AGI is spending time protecting itself instead of attacking.
  • "Due to the paucity of mesh connections in this area, your mesh signals, encrypted as they may be, are basically beacons. For seeker micromissiles that are flying at you right now."
  • "The opposing hacker has used a zero-day bug in the exosuit's system to gain access. You can shut him down, but the suit is now immobile and it'll take minutes to purge the system and get the thing moving again."
  • "You can't all fit in the escape pod if he's wearing that exoskeleton."
  • The only jack point for a server that needs a physical connection is basically an open field of fire for any guards wandering in.
You don't need to give the AGI player penalties, you just need to make it clear that there's a risk his/her infomorph will be stuck in a dead piece of technology or in a semi-functional exoskeleton filled with a dead transhuman floating through the vacuum of space, and that's not totally up to him/her to prevent, because the AGI doesn't have a physical body.
Daimonin Daimonin's picture
The games just started so the
The games just started so the exact theme is as of undecided (I've got ideas and plans, but am not launching them all yet, until I see what the players are interested in.) So far it looks to be either Earth Reclaimers or Gate Crashers, with an eventual goal in the overthrowing of the hypercorps. Lots of dislike for those. :) I do like all the ideas at leaving the AGI stuck in space with only the rotting bones of his friend for company.... It's rather mean but if that's the way things work out it'd be pretty interesting. Currently they decided that a large payout for escorting an individual to very near the martian TQZ White Zone is a good idea, so.... well at least most of them have backups.
thepedant thepedant's picture
TQZ is good for demonstrating AGI limits
So, out near the TQZ, you can have issues with the mesh that will make your AGI less directly useful. Beyond the obvious exsurgent jamming weirdness that could happen, regular mesh inserts aren't meant for the "broadcast to satellite" capability that you need for tapping into the Martian planetary mesh far outside the major cities. And even then, you're going to add a couple critical seconds of lag. The other thing you can do with a TQZ adventure is, at the end, have the exoskeleton taken in by Firewall (or worse, Ozma) for "decontamination," and then your AGI has to find a new home for a little while. If you just want to be a little bit of a jerk, you can have an exsurgent with psi-epsilon anti-electronics. "With a wave, the exsurgent drains the power cells of your exoskeleton. It is now a big metal box you're stuck in."
UnitOmega UnitOmega's picture
thepedant wrote:
thepedant wrote:
If you just want to be a little bit of a jerk, you can have an exsurgent with psi-epsilon anti-electronics. "With a wave, the exsurgent drains the power cells of your exoskeleton. It is now a big metal box you're stuck in."
Technically, anti-electronics field also ends with "and then you think you 'pass out', but you're not sure. Because you passed out". Isn't there also a psi-sleight which ruins wireless radio? If there isn't, that's a quick fix. And fun in more ways than one (for the GM)
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Daimonin Daimonin's picture
So just ran my session,
So just ran my session, worked out quite well. Exurgents? Take stress now. There was something rather I have no mouth and must scream-like in the AGI in a ghostrider module developing a craving to eat something. Thing that came up though, can you hack nanoswarms, especially those of TITAN origin (self-replicating nanoswarms, or creeper/femtobots)? Would anyone trying simply take stress from the completely alien codebase? Hacking in general seems to be rather a good way to deal with some of the larger titan machines. Though the high risk of digital virus should keep that in control I think. For example the Hunter-Killer doesn't even have any infosec skills to defend itself with?
DivineWrath DivineWrath's picture
Anything TITAN might be able
Anything TITAN might be able to default to aptitude for infosec skills. It might not be much, but it is more than Limited AIs that can't default at all. Limited AIs might be a transhuman only thing. The TITAN war machines might have been designed with the assumption that they would be protected by superior hacking abilities by the TITANs themselves, so they might not need to have impressive hacking skills. They're the most likely things to get destroyed and then salvaged for study, so not having such abilities helps to prevent their secrets from being reversed engineered. Keep in mind that a simple thing you can do to protect yourself from being hacked is to turn off wireless and go into offline mode. I doubt that the TITANs would have missed that feature for anything. Only things that can't go offline might be hackable, such as nanoswarms.
ThatWhichNeverWas ThatWhichNeverWas's picture
Hope he like the reference pose!
I don't really have much to contribute here beyond what's already been said, but this is nagging at me:
Daimonin wrote:
He also dropped his SOM and COO to 1 (The idea being he's just REALLY not comfortable controlling a physical body) ... The way I've done it is that an infolife can transmit an image of itself into a room, and observers muses automatically (unless ordered otherwise) insert a greyscale image of the infolifes avatar into their owners observations.
Having a SOM and COO at 1 isn't so much "bad at morphs" as "doesn't understand moving"; the character has all the physical competence of a newborn. More importantly, this should carry over to all their "physical" actions, such as those of their AR avatar. It would also apply anytime they want a remote-controlled device to perform an action which isn't completely preprogrammed, as well as their "body" in Simulspaces. As for being threatening, May I draw attention to Scorcher and Narcoalgorithm software, EMP grenades, Radio Jamming, and the rules for Hardening?
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
Trappedinwikipedia Trappedinwikipedia's picture
Daimonin wrote:So just ran my
Daimonin wrote:
So just ran my session, worked out quite well. Exurgents? Take stress now. There was something rather I have no mouth and must scream-like in the AGI in a ghostrider module developing a craving to eat something. Thing that came up though, can you hack nanoswarms, especially those of TITAN origin (self-replicating nanoswarms, or creeper/femtobots)? Would anyone trying simply take stress from the completely alien codebase? Hacking in general seems to be rather a good way to deal with some of the larger titan machines. Though the high risk of digital virus should keep that in control I think. For example the Hunter-Killer doesn't even have any infosec skills to defend itself with?
I'd imagine that TITAN nanoswarms are likely communicating with TITAN grade encryption, which is probably a generation or two better than transhuman codebreaking can try. Breaking into a self-replicating nanoswarm's VPN should probably take several weeks at least. Capturing a nanobot for study and physical access could work, but that's really hard. Once the encryption is broken, the nanoswarm can still defend itself with it's infosec skill of between 40 and 99. Expect really, really nasty counter hacks, starting with basilisk hacks and quickly escalating to digital exurgent infection. By RAW, the others can't really be hacked as they lack the mesh access or access jacks that hackers need. In practice, I'd expect them to use much more advanced and esoteric TITAN encryption, as they aren't as small and limited as nanobots. Attempting to hack exsurgents like the Creeper should probably just cause immediate exsurgent infection, the Creeper is basically a cloud of magic dust that does whatever it feels like.
thepedant thepedant's picture
Trappedinwikipedia wrote
Trappedinwikipedia wrote:
Attempting to hack exsurgents ... should probably just cause immediate exsurgent infection
Seconded. And exsurgent virii, in my game, are mean. No audio output in the infected machine? That's OK, we'll cycle the cooling fans at the right speed for an auditory basilisk hack. Think you got out clean? We're just hiding in some tech that you don't expect a virus from, like how ,ebola survives in eye fluid after the rest of the infection is done. Also, an AGI is super-susceptible to being overwritten by exsurgent code.
uwtartarus uwtartarus's picture
Eclipse Phase 2, electric
Eclipse Phase 2, electric boogaloo!
Exhuman, and Humanitarian.
Daimonin Daimonin's picture
Ok, one more question for
Ok, one more question for everyone if I may (thanks for all the advice and help btw, great community here. :)) What happens/when can someone delete an AI/AGI after hacking it? There's rules for crashing the system, but I can't find anything for simply deleting opponent. Would it simply be a 1 Action Phase thing like deleting yourself, but only doable during the time the enemy system is crashed? It's got to be possible right? Would the same apply to a human mind sitting in a cyberbrain?
Trappedinwikipedia Trappedinwikipedia's picture
The way to delete an
The way to delete an infomorph by the rules is to entrap the ego to prevent it from moving devices, and lock it out from it's home device. If it can't escape the lockout, the infomorph is deleted. I don't believe this works on cyberbrains, but I might be missing something.
Daimonin Daimonin's picture
Ok, I wrote up a huge post
Ok, I wrote up a huge post but trying to figure out how to phrase my questions I think I figured most of it out. Just a few checks to make sure I got it right and followups. If I understand, the intruder can use the same rules as the defender as far as passive/active countermeasures goes? So passive "Locate Intruder/Defender" to lock the opponent, and then active Lockout to remove? Does the defender take the same -20 infosec for being locked as an intruder would? So if an intruder locks out an AI/AGI on it's home system, it's deleted and "dead", but if he does it to a remote system, the AI/AGI merely loses contact with that system right? Can a hacker lockout an entity in it's home system and NOT delete it? Simply quarantine it to later be uploaded with a slave Eidolon, Lockbox, etc? So to delete an ego you would: 1. Hack into the system with admin privileges (required for steps 2? and 4). 2. Opposed infosec to entrap the ego in the system (assuming it's the home device). 3. Opposed infosec to locate the defender. 4. Opposed Infosec to lockout the defender (Locked penalty -20 applies to target). If step 2 was skipped, then the defender ego can roll an Interface -30 right after failing step 4 to move itself, but as long as step 2 was made, this roll automatically fails/cant be made right? Does step 2 carry a difficulty modifier? Cyberbrain Hacking mentions -30, but that may be specific to cyberbrains? At which points can the intruder or defender simply abandon the fight and cut the connection? Only on their turn? Anytime an opposed infosec would be called for? Same for moving home devices, can the defender do so only on their turn, or anytime an opposed infosec is called for? Step 4 seems to imply only on their turn, OR when failed to prevent a lockout, but in that case it must be done quickly and requires a role as opposed to just doing it. EDIT: Hmm I just realized hacking takes 10 minutes, 1 at most for brute force. So I guess it's not really something you can do to back up your team during combat.... That's rather unfortunate...
Trappedinwikipedia Trappedinwikipedia's picture
Daimonin wrote:Ok, I wrote up
Daimonin wrote:
If I understand, the intruder can use the same rules as the defender as far as passive/active countermeasures goes? So passive "Locate Intruder/Defender" to lock the opponent, and then active Lockout to remove? Does the defender take the same -20 infosec for being locked as an intruder would?
An intruder can use whatever system rights they have, if they have security or admin privileges than they can use the defensive security tricks as well, which includes tracking and lockouts and such. I am uncertain if this inflicts the same -20 penalty it does to a hacker, it kind of makes sense, but not completely, and I can't find a rule which makes it super clear. Probably a GM's discretion thing.
Daimonin wrote:
So if an intruder locks out an AI/AGI on it's home system, it's deleted and "dead", but if he does it to a remote system, the AI/AGI merely loses contact with that system right?
Correct
Daimonin wrote:
Can a hacker lockout an entity in it's home system and NOT delete it? Simply quarantine it to later be uploaded with a slave Eidolon, Lockbox, etc?
Yes, this is typically done with Entrapment, which prevents the infomorph from leaving, and then systematically reducing privileges until the infomorph can do nothing. It should also be possible to force a copy to be made, and store that as an inactive file, as a system privilegeless infomorph will probably start taking stress from helplessness and sensory deprivation, it's basically the digital version of making sure someone can't run away, sense, or speak but removing limbs, eyes/ears, and vocal cords.
Daimonin wrote:
So to delete an ego you would: 1. Hack into the system with admin privileges (required for steps 2? and 4). 2. Opposed infosec to entrap the ego in the system (assuming it's the home device). 3. Opposed infosec to locate the defender. 4. Opposed Infosec to lockout the defender (Locked penalty -20 applies to target). If step 2 was skipped, then the defender ego can roll an Interface -30 right after failing step 4 to move itself, but as long as step 2 was made, this roll automatically fails/cant be made right?
This seems correct, though purely by RAW I think the infomorph always gets a chance to escape, the hacking rules are sparse enough that pure RAW is dangerous to use though.
Daimonin wrote:
Does step 2 carry a difficulty modifier? Cyberbrain Hacking mentions -30, but that may be specific to cyberbrains?
Yes, launching countermeasures (such as locking, locating, lock outs, shutting down a system, etc) take a -30 penalty when doing them as subversion.
Daimonin wrote:
At which points can the intruder or defender simply abandon the fight and cut the connection? Only on their turn? Anytime an opposed infosec would be called for? Same for moving home devices, can the defender do so only on their turn, or anytime an opposed infosec is called for? Step 4 seems to imply only on their turn, OR when failed to prevent a lockout, but in that case it must be done quickly and requires a role as opposed to just doing it.
As far as I can tell, every action must be taken on the acting character's turn. Opposed tests are the exception, sort of like how Fray works.
Daimonin wrote:
EDIT: Hmm I just realized hacking takes 10 minutes, 1 at most for brute force. So I guess it's not really something you can do to back up your team during combat.... That's rather unfortunate...
With a really focussed hacker it's possible to brute force into a system in 2 action turns, thanks to the time reduction cap being 90%. The easiest way to do this is to be a speed 4 ego with mental speed or multi-tasking, which gives 60% time reduction off the bat. Getting the last 30% can be complicated though, as it either requires taking a -30 penalty to actions, having sleights (instinct can get the last 30% for you), or just rolling high. Takes a lot of effort to pull off, but can be a really cool character concept.
Chase Chase's picture
Good post Trapped!
Good post Trapped!
Trappedinwikipedia wrote:
Daimonin wrote:
So to delete an ego you would: 1. Hack into the system with admin privileges (required for steps 2? and 4). 2. Opposed infosec to entrap the ego in the system (assuming it's the home device). 3. Opposed infosec to locate the defender. 4. Opposed Infosec to lockout the defender (Locked penalty -20 applies to target). If step 2 was skipped, then the defender ego can roll an Interface -30 right after failing step 4 to move itself, but as long as step 2 was made, this roll automatically fails/cant be made right?
This seems correct, though purely by RAW I think the infomorph always gets a chance to escape, the hacking rules are sparse enough that pure RAW is dangerous to use though.
My read on RAW seems to be a little different. The Entrapment text specifically states that if the opposed test is successful (For the intruder) the ego is prevented from transferring itself to another system, while the Lockout text says an infomorph [u]may[/u] take its next action to evacuate. If the infomorph is prevented from transferring itself then the option to evacuate looks to become useless and instead the infomorph must do nothing. Definitely isn't as clearly stated as it could be, but RAW and RAI seem to work together here. On a side note, don't forget that the Entrapment text suggests that a muse could free the trapped ego if it isn't locked out (Doesn't state how though, opposed Infosec maybe?), so conceivably other accounts on the device could as well. Needing to lock them out might add in some extra steps.
Trappedinwikipedia wrote:
Daimonin wrote:
Does step 2 carry a difficulty modifier? Cyberbrain Hacking mentions -30, but that may be specific to cyberbrains?
Yes, launching countermeasures (such as locking, locating, lock outs, shutting down a system, etc) take a -30 penalty when doing them as subversion.
Just to clarify, that's on page 148 of the Transhuman book, and you need to know the Mesh ID and have access to the device the infomorph is running on to brainhack an infomorph. Otherwise it's all the same.
Daimonin wrote:
EDIT: Hmm I just realized hacking takes 10 minutes, 1 at most for brute force. So I guess it's not really something you can do to back up your team during combat.... That's rather unfortunate...
Trappedinwikipedia wrote:
With a really focussed hacker it's possible to brute force into a system in 2 action turns, thanks to the time reduction cap being 90%. The easiest way to do this is to be a speed 4 ego with mental speed or multi-tasking, which gives 60% time reduction off the bat. Getting the last 30% can be complicated though, as it either requires taking a -30 penalty to actions, having sleights (instinct can get the last 30% for you), or just rolling high. Takes a lot of effort to pull off, but can be a really cool character concept.
Take a look at the Intuitive Cracker trait in Transhuman, 20-40% decrease in the timeframe when brute forcing. Also remember that mental speed and multi-tasking are multiplicative with speed, so a speed 4 ego with mental speed (Or multi-tasking) gets 12 actions per action turn, with three each phase. A brute force hack will still take a minimum of two turns though, however actions you don't sacrifice to buff the speed can still be used for other things (Like more hacks!) The character actually doesn't take much effort to pull off. Toss in three AI helpers (Muses can be copied) and customize some elite exploits to +30 even with the -30 for admin access and +30 for brute force you're still looking at a max +60 on the roll. Remember that for task actions every 10 MoS means a 10% timeframe reduction (Up to that 90% cap. EP. 120) so if your skill is high enough for you to feel comfortable getting in, you can slack a little bit on sacrificing actions and let the MoS finish out. If you do lower it by 80% instead of 90% though, you've doubled the number of phases it's going to take, so it can be a bit of a gamble. Alternatively it can be rushed, and you can take chance out of the equation and just go in with a lower bonus. ----- Something I'm surprised I haven't seen come up yet in this thread is DOS attacks (In the Transhuman book, so might have been missed). It's a short term debuff for infomorphs that can lower their speed, aptitudes, disable upgrades and plug-ins (Especially nasty against other hackers if they've plugged in their exploit/spoofing software for convenience when moving rather than set it on the side), give them glitches, or force them to reboot repeatedly. Besides all the nasty bits they get hit with, it's relatively easy for an attacker to pull off: They just need a mesh ID a complex action, and an Infosec check. If the device isn't being actively monitored (Putting turns into it), there's not even an opposed checked. You won't shut them down for the entire fight, but you can hinder them at the start long enough for your robots and synth NPC's to give your physical players some fun. It doesn't seem to affect synths or robots either, so it's a good way to "encourage" your hacker to try standing on his own two legs. Also really hammer him with the aptitude maximums. Sure an infomorph can have an aptitude maximum of 40, but that doesn't help if whatever device he's running on (Like a ghostrider module) maxes him at 20. Lowered aptitudes through devices, DOS, or whatever else you want to come up with will likely hit his skills, or at the very least lower his WIL and help you play with him on the stress front a little more easily. If he wants to keep his character concept and his aptitudes, get him looking at a either a distributed process which will make him weaker to brainhacking, and DOS attacks, or point him towards a portable server (Which you can shoot at and he can have an AI drive). Once he starts grabbing software plugins and upgrades, remember that you can still take away his "gear" by forced deleting it during a hack. Takes a long while by RAW for an NPC to see it, especially if he's smart and running digital veil, but there's been TITAN viruses known for deleting data, so something like that's feasible. As a character optimizer myself, I'll just ask that you keep in mind that's how some players have fun. We like to whack things with big sticks to feel like we're contributing to the party, and there's nothing more frustrating than a GM walking in and saying everything's immune to sticks because yours is too powerful. With a little bit of creativity and knowledge of the rules yourself, you can give the other players some opportunities while he feels like he's helping elsewhere, and even poke him with your own stick some (We don't like to admit it, but when somebody points out a legitimate hole in our builds, pouring back over books for hours and finding out how to optimally adapt is quite fulfilling).
[url=http://eclipsephase.com/complete-guide-hacking-ep]The Complete Guide to Hacking in EP[/url]
MrWigggles MrWigggles's picture
Lots of GM, I've played with
Lots of GM, I've played with doesn't allowed the multitasker to assist yourself.
Evilnerf Evilnerf's picture
It's worth noting, another
It's worth noting, another possibility for destroying an Ego is to lock it down, and then physically destroy its home server. Also, I don't see why a GM wouldn't allow Multitasker assistance. That seems like the point.
MrWigggles MrWigggles's picture
Well with GM that doesn't
Well with GM that doesn't allow that, I use it, as a mental speed augment.
Trappedinwikipedia Trappedinwikipedia's picture
I don't believe the
I don't believe the multitasker is being used to assist oneself, extra actions just reduce time. I also don't think that speed and extra actions reduce time multiplicatively, as they fall under separate headings for time reduction.
Chase Chase's picture
Oh, I wasn't saying that it
Oh, I wasn't saying that it reduces time multiplicatively, I was pointing out that speed and multitasker/mental speed implants are multiplicative for the number of action turns you get during a phase (Source: TH Pg. 96, lower right hand corner). Those extra actions can be put towards mental task actions as per TH Pg. 97, header "Extra Mental Actions and Task Actions". Apologies if that wasn't clear the first time around! As for the multitasker, I think it makes a lot of sense for forks of yourself to be able to assist yourself. Besides the possibility of helping by splitting all the work for a single task three ways so every version would have plenty of time to focus on what they're doing even when rushed, think about all the times you've done something and looked back thinking "Shoot! I wish I had thought of that." Well by forking yourself you then have two more versions of you to think of it for you.
[url=http://eclipsephase.com/complete-guide-hacking-ep]The Complete Guide to Hacking in EP[/url]
Trappedinwikipedia Trappedinwikipedia's picture
Ah, I see what you meant now.
Ah, I see what you meant now. The multi-tasker doesn't create full forks, so can't grant bonuses to the self. You'd want a cyberbrain, two ghostriders, and a decent psychosurgery skill for that, or a couple of security AIs.
Chase Chase's picture
Trappedinwikipedia wrote:Ah,
Trappedinwikipedia wrote:
Ah, I see what you meant now.
Glad I could make it more clear that time.
Trappedinwikipedia wrote:
The multi-tasker doesn't create full forks, so can't grant bonuses to the self.
I'm looking at the cyberware description and I'm not seeing anything to that effect. It does say short-term, but that looks to me like it's describing the fact they have a short lifespan due to automatic reintegration. The examples seem to point towards the forks having full mental faculties to pursue completely unrelated tasks independently, without penalties due to being a fork. Maybe you're thinking of a house rule? I agree with you though, using the multi-tasker forks to assist isn't nearly as good (Most of the time) as getting AI's to do it instead. You could even skip the psychosurgery piece if you didn't care about regaining the memories of what your fork did.
[url=http://eclipsephase.com/complete-guide-hacking-ep]The Complete Guide to Hacking in EP[/url]
Trappedinwikipedia Trappedinwikipedia's picture
Mechanically it doesn't
Mechanically it doesn't create forks, as it gives one ego extra actions, and forks act on their own initiative. Thematically I could see that working, but I don't know if it's an intended effect.
Chase Chase's picture
Trappedinwikipedia wrote
Trappedinwikipedia wrote:
Mechanically it doesn't create forks, as it gives one ego extra actions, and forks act on their own initiative. Thematically I could see that working, but I don't know if it's an intended effect.
That's a very good point! I didn't think of that and you're right that by RAW that would eliminate being able to assist oneself.
[url=http://eclipsephase.com/complete-guide-hacking-ep]The Complete Guide to Hacking in EP[/url]