One of my more computer-savvy players has set up a bunch of ectos as proxies to protect themselves from counter-hacks and to maintain their mesh anonymity at the expense of direct communication with themselves.
Is there any RAW for this? I am basically stumped with how to deal with it or what the players should do if they encounter an NPCs pulling the same trick.
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Hacking and Proxies. Rules?
Tue, 2017-03-14 11:13
#1
Hacking and Proxies. Rules?
Tue, 2017-03-14 16:20
#2
EP p. 258 has some useful
EP p. 258 has some useful information on it. Basically, if the defender in a hacking attempt manages to nail down the intruder and get them to Locked status, they can launch countermeasures. One of them, Trace, allows the defender to track the intruder's mesh ID and physical location.
Using a proxy with a one-off mesh ID (rather than your real one) basically ensures that the Trace locates the *proxy itself* rather than the PC's ID and location. Chaining multiple proxies means they have even more links in the chain to follow before they find the real identity.
The infosec monkey in our group prefers to hack into other peoples' less-secure public servers while the rest of the gang is doing other stuff, and keeps them on tap for use as hacking proxies when the need arises.
There isn't really a good solution to it, other than "be careful and more agressive in active searches for intruders." Thinking up some active countermeasures for the servers the player is hacking into — for example, it's got two Security AIs tag-teaming active monitoring at all times, or it's got biometric verification requirements that kick in 30 seconds after someone logs in — could help.
If it's being ridiculously abused, maybe start applying penalties to their infosec roles due to the cumulative lag of routing through so MANY intermediaries.
Wed, 2017-03-15 04:16
#3
Even applying penalties for
Even applying penalties for absurd stacking kinda falls in the hacker's favour as any tracking and counter-hacking will experience the same lag penalties. It's why it would be nice if there was some hard ruling on the benefits and limitations of this method.
Maybe it incurs a greater action cost as well.
Fri, 2017-03-17 05:24
#4
Hacking is generally handle
Hacking is generally handle to lightly. Hacking, depending on what, should incur very hard deterrence in physical and mesh space for days, or even years after the attack. Hacking should have later game consequences. Just because you arent caught in the moment, doesnt mean you cant be caught after the fact.
And the tracking wouldnt impact a lag to the Defenders. The Defenders arent going through various devices to defend from the attack, where as the attacker is. The time allowance that the proxy give to the attacker, is that the defender have to defeat each proxy.
So I the attacker, have Six Proxies, for a -60 penalty. Fine whatever, I am an awesome 1337 hacker and take the penality. My actions are taking microseconds longer to do what I want in the system I am attacking, as its being bounce by all the proxies.
The Defenders have no penalties, for attacking any of the Proxies. They do the Trace counter. They roll successfully find my first proxy. They then do a further trace, I would say at a bonus, because, hey whats that high amount of through traffic coming from? OH! His other fucking proxies. That proxy isnt shouldnt down. So the attacker still at his -60, where as the Defenders are getting a +10 to a max of +50 to find where they really are, and heck with these buffs the defenders can start to do a rush job, doing the trace even faster.
This is all semi blind to the Attacker. There no Trace Alert program in EP. What the IC action that character can take, is take a peek into each of his proxy, at the cost of one mental action per speed. With six, the Hacker working alone can check 3, and use the last one to do the hacking with. Lets be nice and say that with the Hacker Muse they can check four. Thats an interface check, which again the Attacker shouldnt know if they pass or fail. And it suffer the same penalties as the hacking. If they're checking the last one, is -60 for the interfacing.
Now the Hacker could spend even more prep time, and create delta forks to sit in ever proxy to do this watching for them or write a program to do the watching.
The program can do nastier things max out the bandwidth of the proxy, to hide the through traffic when it gets traced, making it an opposed infosec or interface roll verse their infosec roll. The program could even provide false leads, or back trace the defenders, and DDOS their mesh connections.
But if this harden system feels like it cant take on this attack alone then for me realistically, it should be able to rely on hab resources to defend itself. Depending on the hab, that means better programs, cpu cycles (EG, more actions per speed more buffs per roll), or have folks just look through the cameras to see who could be hacking, who is new, and do the same for the cyberspace of the hab as well. And just isolate the mesh of anyone who is new enough or acting weird. Depending on the Hab. Depending on how harden the target is.
Through all this, Hacking is a pain in the fucking ass, even at the abstracted level that EP does it. Its as time consuming as you want it to be. How much table time you want to give the hacker per game. As actual real life hacking, is super fucking boring and tedious and would be equally time consuming but worse, devastatingly boring. Which by the way, actual real world hacking techniques should still mostly work in EP, so you can do that to.
If you just want to run the proxies with a quick and dirty role, then every -10 in proxies he takes, he gets task action (min. of 10 minuets) of time. He cant rush the job with proxies. Even Proxy he uses, is a -10 to a Luck Check (Full Moxy time 10) to see if any of them lead back to his hack over a dramatic enough time period.
Mon, 2017-03-20 07:23
#5
I am the proxy hacker.
I am the proxy hacker.
The proxy chain looks like this generally
I send over mesh to my delta controlled case to press buttons on 1 of my 4 ectos he has.
Pressing buttons is 25% slower then using ecto over mesh from what i remember
The ectos mesh id now tries to get past my target systems defenses.
All mesh connected systems get attacked and probed for weekneses all the time. Hack attempt isn't something unique.
Deterrence is firewall and active monitoring. It stops almost everything. And when your system gets owned you rarely know it unless there are some obvious tampering signs.
As for traces left by hacker you didn't catch in act...mesh id and actions they performed is logs if they didn't remove. They stay there forever but they don't help if some time has passed and that information is useless. Devices disappear, move around and mesh ids change. Especially for bad people.
Proxies are fast they do pretty much the same thing switches and routers do. Making penalties for them is stupid unless they are located off site or they do something really strange to your trafick. And then there are rules for lag in game if they are at far off location.
Solution here is to make agreement at table don't use stupid long proxy chains because it goes both ways.
Unless you are downloading something huge thought them there is almost no trafick on them.
After 1st trace they have to do normal hacking sequence to get inside proxy to keep following the chain. Trace doesn't give you free access to device. It gives you its location and ability to counter hack.
Hacking and counter hacking rules are same as far as i can tell.
Tue, 2017-03-21 02:01
#6
I have a question about
I have a question about hacking and counter hacking back at same time.
There are couple complex actions but for most part subversion actions don't have time frame for them.
How do others track how far each hacker has gone with the thing he wants to do?
Maybe there is some table with suggested time frames for subversion tasks?
Tue, 2017-03-21 07:15
#7
Thats all GM fait. It depends
Thats all GM fait. It depends on the scope of things you're doing. Using search on a database that is only has a couple thousand entries, with five or six tables, verse doing a search on a database with ten of thousands of entries with hundred of tables (1000*5 vs 10000*1000), would be covered by a single search skill roll, but the time it takes is different. Shutting down one garbage compactor verses shutting down all garbage compactors. Ect. ect.
Tue, 2017-03-21 21:43
#8
kurrata wrote:I am the proxy
Spoiler: Highlight to view
Thu, 2017-03-23 08:04
#9
InfoSec is EP's Lockpicking.
Whilst I like the Heist-Movie feel of setting up proxy-chains and hardware, I would urge not putting much thought into the mechanics.
Doing so puts too much emphasis on a contextually unimportant element.
To Explain: What's the narrative goal of the hacking Setup/Attempt here?
If the Hack is a significant Plot Point or the Scenario objective, then presumably the creation of in-game systems to support the Hack is to make it possible, by either bypassing a Plot element preventing it or by removing defender advantages.
Either way the results are scenario-specific, and the end result is you can hack 'normally'.
If the Hack isn't vital, then putting too much complexity into the mechanics puts excessive focus on the Hacker-Character at the expense of the other players.
A rule I tend to use to represent these sort of situations is to allow players to accept a penalty to their skill roll(s) in exchange for adding half that value to their MoS (-20 penalty, +10 MoS ect), or otherwise give the Hacker a 'freebie' like an auto-upgrade to Hack results or free Moxie for the attempt.
Alternatively, if this is supposed to be a standard setup going forward, treat it as spending time and resources to create a 'Workshop' or otherwise favourable environment, granting a +10/+20/+30 bonus to Skills depending on investment.
In any case, in both scenarios the actual Hack / InfoSec rolls are the least interesting part of the attempt: the creation of the support structures are the narrative compelling aspect which should define the outcome.
—
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?
Tue, 2017-04-11 09:50
#10
Remember that proxies makes
Remember that proxies makes Tracking actions harder, as well as attacks directly against the attacker's computer. But it will also make the attacker slower, and it can be circumvented. IRL, we've seen websites that place a discreet image request framed so that browsers process outside of the VPN which has been successfully used to track users using Tor. Similarly, a smart security blue team anticipating proxy-use can plant tools to track and capture attacker information (but they'd have to be really sharp!)
Tue, 2017-04-11 21:13
#11
Yea. A lot of it depends how
Yea. A lot of it depends how harden the target is.