-------------------------------------------------- -------------------------------------------------- _ __ ___ _____ _ _ ___ ___ ___ _ _ ___ ___
*** USER ACCOUNTS *** *** EQUIPMENT *** | \/ |/ _ |_ _| || | __| _ / __| || |_ _| _ \
-------------------------------------------------- -------------------------------------------------- | |\/| | (_) || | | __ | _|| \__ | __ || || _/
Instead of directly *Hacking* a Network, -- [ Decks ]-------------------------------------- |_| |_|\___/ |_| |_||_|___|_|_|___|_||_|___|_|
crewmembers can gain access to a USER ACCOUNT KOMPAN-88 Lomo PX “Burndeck” ................450cr ®
by obtaining (through theft, intimidation, or * Software Slots: 1 SCI-FI HORROR RPG
otherwise) a user’s credentials (e.g. password, * All Nodes at +1 Response
ID, badge, PEK, etc.). While having direct access Fedorova-Turner ‘Onika’ Workstation ........1.5kcr +-----------------=[ presents ]=-----------------+
to a User’s Account circumvents the need for a * Software Slots: 2 | |
*Hacking* check, each account is limited in its Bao-Neumann Orion ZX “Superdeck” ...........3.5kcr | |
PERMISSIONS. For example: * Software Slots: 5 | |
Sato Bliss ..................................12kcr | |
* GUEST ACCOUNTS have very limited permissions, * Software Slots: 3 | |
usually only accessing the intranet (if there is * Treats “Hardened” Nodes as “Secure” | |
one), company directories, or online help. Sinclair 2 ..................................50kcr | _____ _ |
* Software Slots: 3 ||_ _| |__ ___ |
* EMPLOYEE ACCOUNTS grant permissions over * Treats *Hacking* as a Master Skill. | | | | ‘_ \ / _ \ |
anything in the employee’s job description. -- [ Wristcomms ]--------------------------------- | _| |_| | | | __/_ |
DVK ‘Micro-80X’ Printable Timepiece ..........25cr || |_| |_|_|_|\___| | _____ _ __ ___ |
> FOR EXAMPLE: an engineer on a ship may have * Able to hack doors/airlocks only. || |_| |/ _` |/ __| |/ / _ \ ‘__/ __| |
> permission to access the Engineering Network, Macrogram ‘MX Tattler’ .....................1.5kcr || _ | (_| | (__| < __/ | \__ \ |
> and therefore be able to control the ship’s * Software Slots: 1 ||_| |_|\__,_|\___|_|\_\___|_| |___/ _ |
> thrusters from their terminal. König-Seidel ‘Series 6’ .....................22kcr || | | | __ _ _ __ __| | |__ ___ ___ | | _ |
* Software Slots: 2 || |_| |/ _` | ‘_ \ / _` | ‘_ \ / _ \ / _ \| |/ /|
Employees typically have access to e-mails, -- [ Gear ]--------------------------------------- || _ | (_| | | | | (_| | |_) | (_) | (_) | < |
maps, details about projects, and other Brickboy ....................................300cr ||_| |_|\__,_|_| |_|\__,_|_.__/ \___/ \___/|_|\_\|
company sensitive information and files. * Portable dongle which fries hardware on | |
triggering event (e.g. door is opened, PDA | |
* ADMIN ACCOUNTS oversee several employees, and receives a message, user logs into terminal). | |
have access to everything they can access. Farraday Bag .................................75cr | |
Admins could be managers, team leaders, IT * Small bag that blocks contents from all signals. +----------------=[ version 1.0 ]=---------------+
personel, or officers on a ship. Node Detector ...............................750cr
* Detects all Nodes within a 50m radius. *Hacking* in MOTHERSHIP® can be a lucrative, if
* SUPER USER ACCOUNTS grants “root” access to * Scout upgrade (detects Node SEC/RES) .....+500cr dangerous, skill for any crewmember to acquire.
everything on the Network, and often on several Snatcher ....................................150cr It can open doors, control gun turrets and expose
other connected Networks. * Copies an entire databank while deleting the sensitive information.
original. Takes 1d10 rounds.
> FOR EXAMPLE: A Super User account on a ship Swiper System ...............................200cr Most *Hacking* checks are simple: an electronic
> would have access to all the ship’s Networks: * Printer that duplicates any swiped keycard. airlock is locked and the Hacker makes an
> utilities, weapons, navigation, employee + Blank Keycards (10-pack) ...................50cr Intellect (*Hacking*) check and if they succeed
> data... everything. + Credstick upgrade (allows stealing Cr) ....+2kcr the door is opened. Easy.
+ Remote upgrade (allows use up to 20m) .....+4kcr
Super User accounts are a hacker’s dream and often -- [ Single-Use Software ]------------------------ However, if your scenario requires a more robust
highly guarded or encrypted. However, if your CoyBoy .......................................2kcr challenge, say hacking into corporate research
hacker obtains root access to a system, let them * Reduces Response of Node by 1d5. station’s primary database, you may want to design
go wild, they’ve earned it. Icebreaker ..................................500cr a **NETWORK**.
* Converts Secure Node into Unsecure Node.
User accounts can be used in a lot of interesting * IB++ upgrade (Hardened -> Unsecure) .......+2kcr
ways. For example: Keylogger ....................................1kcr ############## EXPLOITATION LOADOUT ##############
* Records all keystrokes, inputs, or button # #
* An employee badge might open up all doors on presses on a node. Installation: 1d5 rounds. # Crowbar, Federova-Turner ‘Onika’ Workstation #
the first few levels of a space station, and Maze ........................................500cr # (Installed: Icebreaker, Ripper2), Flashlight, #
then be used to login to a terminal that * Ignores one NetSec Response roll. # Lockpick Set, Node Detector, Radio Jammer, #
connects to the station’s security network. Ripper2 ......................................1kcr # Short-range Comms, Standard Crew Attire. #
* Some networks or devices may not have any user * Brute force password cracker. Takes 3d10 rounds. # #
accounts associated with them at all. They can Xmap .........................................2kcr ##################################################
only be hacked manually. * Retrieves a map of all Nodes on a Network.
* And of course having access to a specific User +------------------------------------------------+ +------------------------------------------------+
Account might provide opportunities to hack | Written by LUKE GEARING | | |
Networks unreachable through other means. | TUESDAY KEVIN WHITLOCK | | TUESDAY |
| KNIGHT SEAN McCOY | | KNIGHT |
Think of User Accounts as a way to engage | GAMES Special thanks DAVID N. Wilkie | | GAMES |
crewmembers without the *Hacking* skill in the | mothershiprpg.com Edited by JARRETT CRADER | | MRPG-A1 |
actual work of hacking a Network. +------------------------------------------------+ +------------------------------------------------+
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-------------------------------------------------- -------------------------------------------------- -- [ Response ] ----------------------------------
*** NETWORKS *** *** NODES ***
-------------------------------------------------- -------------------------------------------------- A Network’s RESPONSE measures how severe the
A NETWORK is an interconnected system made up of a A Node can represent a modems, hub, printer, reaction is from any network admins, operators,
series of NODES. Networks can be big and sprawling computer, personal digital assistant, automated security features, overseer AIs, etc.
with dozens of Nodes, or they can be small and electronically controlled utility, or any other safeguarding the network. A network’s response is
simple, with only a couple of Nodes of note. virtual software or connected device. rated from Null (no roll required) to +5 (a rapid
and severe response).
-- [ Example: Jump-1 Research Vessel NOAH-IV ]---- Each Node is defined by its FUNCTION, SECURITY,
This ship has 2 Networks (made of 6 Nodes each) and RESPONSE. Whenever a hacker fails their *Hacking* check,
connected via the Captain’s Encrypted Terminal. roll on the RESPONSE TABLE and add the Network’s
-- [ Function ] ---------------------------------- Response.
X==================[ crew.net ]==================X
| +---------------+ +---------------+ | A Node’s FUNCTION is a simple description of what +--------------=[ RESPONSE TABLE ]=--------------+
| | INTRANET | | INTRANET.HUB | | the Node does. Several examples include: |-----|------------------------------------------|
| | UNSECURE +-----------+ SECURE | | | D10 | RESPONSE |
| | DATABANK | | ROUTER | | * ACCESS POINT: Grants entry to the Network. |-----|------------------------------------------|
| | NULL RESPONSE | | +1 RESPONSE | | * DATA STORAGE: Contains valuable information | 00 | Warning message. Network’s RESPONSE +1 |
| +---------------+ +--+--+--+--+---+ | (e.g. mission paydata, facility maps, storage |-----|------------------------------------------|
| | GUEST.PC | | | | | | manifests, user lists, camera recordings, etc.). | 01 | Device is remotely powered off. |
| | UNSECURED +--------------+ | | | | * ROUTER: Allows communication to pass through |-----|------------------------------------------|
| | TERMINAL | | | | | this Node to other Modes connected to it. From a | 02 | USER ACCOUNT locked out for 1d10 hours. |
| | NULL RESPONSE | | | | | hacking perspective controlling such a node |-----|------------------------------------------|
| +---------------+ | | | | could allow a hacker to reconfigure Network | 03 | Security member dispatched to |
| | EMPLOYEE1.PC | | | | | paths to avoid more secure Nodes in a Network. | | investigate. Arrives in 1d10 rounds. |
| | BROKEN +-----------------+ | | | * FIREWALL: A high Security and/or high Response |-----|------------------------------------------|
| | TERMINAL | | | | Node designed to hinder hacking attemps. | 04 | Network creates “dummy” directories for |
| | NULL RESPONSE | | | | * INFRASTRUCTURE/HARDPOINT CONTROL: Grants control | | the Hacker to search while a security |
| +---------------+ | | | of connected location’s infrastructure (e.g. | | team is sent to investigate. |
| | CAPTAIN.PC | | | | airlocks, ventilation, doors, lights, cameras, |-----|------------------------------------------|
| | ENCRYPTED +--------------------+ | | engines, reactor, life support, weapons, etc.). | 05 | The network and all linked networks are |
| | TERMINAL | | | * UPLINK/RELAY/BRIDGE: Connects one Network to one | | locked down for 1d10 hours. |
| | +3 RESPONSE | +--------------+--+ | (or more) separate Networks. |-----|------------------------------------------|
| | SUPER USER: | | CAPTAIN.PDA | | * TERMINAL: Physical interface (e.g. a personal | 06 | This network and all linked networks |
| | command.net | | SECURE | | computer) which allows the user to access its | | increase security level by 1. |
| +---+-----+-----+ | MOBILE TERMINAL | | own contents and connect to the Network. |-----|------------------------------------------|
| | | | +1 RESPONSE | | | 07 | All linked networks increase RESPONSE +1 |
| | +--------------+ +Capt.’s PEK | | -- [ Security ] ---------------------------------- |-----|------------------------------------------|
| | +-----------------+ | | 08 | Facility blackout. All non-essential |
\-----|------------------------------------------/ A Node’s SECURITY represents how difficult the | | electronics powered down. |
X=====|===========[ command.net ]================X Node’s defenses are to penetrate. There are four |-----|------------------------------------------|
| | | levels: | 09+ | TACTICAL RESPONSE TEAM deployed on Seek |
| +---+------------+ +----------------+ | | | & Destroy mission. Arrives, heavily |
| | FACILITIES.HUB | | LIFE-SUP.CTRL | | * UNSECURED NODES are open for anyone to use. | | armed in 1d5 rounds. |
| | SECURE +----------+ HARDENED | | They have no password protection or security of |-----|------------------------------------------|
| | ROUTER | | INFRASTRUCTURE | | any kind.
| | +2 RESPONSE | | +5 RESPONSE | | * SECURED NODES require a Hacking check to gain Other examples of Responses include:
| +-----+---+---+--+ +----------------+ | access to their contents.
| | | | | ENGINE.CTRL | | * HARDENED NODES are heavily fortified and require * DENIAL OF SERVICE: NetSec blocks connections
| | | +-------------+ HARDENED | | a *Hacking* [-] check to defeat. from the hacker’s connected hardware by flooding
| | | | INFRASTRUCTURE | | * ENCRYPTED NODES cannot be hacked with a the connection with garbage making future
| | | | +4 RESPONSE | | *Hacking* check. Instead they require the hacking attempts slower.
| | | +----------------+ | PRIVATE ENCYPTION KEY (PEK) of a user who has * BACK HACK: NetSec attempts to control/destroy
| | | | JUMPNAV.COMP | | access to the network. PEKs can be acquired the terminal/deck/etc. being used in the attack.
| | +-----------------+ HARDENEDD | | through theft, interrogation, social * MALWARE ATTACK: NetSec uses a virus to disable
| | | INFRASTRUCTURE | | engineering, or hacking a lower security Node the hacker’s hardware for some time.
| | | +2 RESPONSE | | (like the target’s personal computer) which * POWER OVERLOAD: NetSec pushes excessive voltage
| +----+--------+ +----------------+ | contains the PEK. to the hacker’s hardware.
| | COMMS.TERM | | CORP.LINK | | * IDENTITY TRACE: NetSec attempts to obtain
| | SECURE +------------+ ENCRYPTED | | These four levels allow you to quickly establish identifying information about the hacker.
| | TERMINAL | | UPLINK | | how hard the hack will be and communicate that to * NETWORK TRACE: NetSec attempts to locate the
| | +1 RESPONSE | | NULL RESPONSE | | the hacker so they know what they’re up against. physical location hacker.
| +-------------+ +----------------+ |
\------------------------------------------------/
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