[ME D11] Information Event: System Breach!
Posted: Mon May 02, 2022 5:09 am
The cyber-attack orchestrated by the notorious cyber-terrorist 'Voice' on Hare 17th, 3124 remains on the forefront of every system operator, security expert, and any tech-savvy individual throughout the galaxy. 'Voice' remains at large to this day, and it is still uncertain if this entity is merely one person, a shadowy collective of hackers, or merely a pervasive idea that has found its way to a many like-minded dissidents in secret. This entity is more than just an urban legend, has caused some real damage in the theft of millions of koku and caused chaos in even the most secure network. Its intent and goal are unknown, but they are easily able to draw momentary followers in the greedy, criminals, and the desperate.
So far, most of the cyber-terrorist's attacks have taken place in smaller worlds with New Kalani being the largest one so far. In the last few days, the lesser channels of the planetwide network have been filled with information on how to build disposable consoles under the guise of hobby projects, slipping intelligence about an orchestrated attack on the embassies. The details were slipped in subtly, catching the attention of those who sought after the underlining message from Voice. Once everything was in place, and before Scorpion intelligence could react, cyber attack was launched at each embassy.
The audacious numbers involved in the attack did a good job of masking who was truly 'Voice' among them as each hacker could easily be a destitute heimin looking for quick koku or a Clan samurai utilizing the opportunity to steal some information from an opposing Clan.
Magic: Magic is allowed.
Sysop
Each participant will be acting as a system operator (sysop) for their respective Clan embassies to curb the attack overwhelming their clan. 'Voice' had provided each hacker with a coordinated window of opportunity to break the embassy systems through an ingenious backdoor code, bypassing all of the main defences. It will be up to each sysop to tackle the intruders directly while this weakness is exposed.
There will be a limited window in which the hackers will be running through the system, causing havoc and looking for a vulnerable point to extract information from the embassy. While the main goal will be to stop the hacker, a cunning sysop can run a trace to gather information on the hacker's signature, location, and potentially counter-hack them in return using their connection. Each sysop will have five actions to stop the hacker before they find what they are seeking and must be stopped three times to stop the system breach with three successful rolls using the provided tools listed below.
Applications and Executables
With the full cooperation of the embassy, each sysop will be given several tools at their disposal to stop the system breach. They may only use each attempt once as performing the same action more than once will have little effect on the wily hacker. However, as the hacker slips further into the system, it will become increasingly harder to stop them. Each previous failed attempt will raise the TN of all subsequent rolls by TN 2. After three failed attempts, the sysop will have failed to stop the hacker and the event is over for them. Likewise, after three successful attempts, the event is also over.
At the conclusion of the event, the sysop who managed to succeed the event with three successful rolls will gain +0.2 Glory for their efforts in defending the embassy from the cyber-attack. Otherwise, the sysop has unfortunately been unable to stop the hacker from their attack and their Clan or the Clan they represent will lose 1 Information Point from their total. Every 2 Trace Points obtained in this event are converted into a gain of 1 Information Point.
So far, most of the cyber-terrorist's attacks have taken place in smaller worlds with New Kalani being the largest one so far. In the last few days, the lesser channels of the planetwide network have been filled with information on how to build disposable consoles under the guise of hobby projects, slipping intelligence about an orchestrated attack on the embassies. The details were slipped in subtly, catching the attention of those who sought after the underlining message from Voice. Once everything was in place, and before Scorpion intelligence could react, cyber attack was launched at each embassy.
The audacious numbers involved in the attack did a good job of masking who was truly 'Voice' among them as each hacker could easily be a destitute heimin looking for quick koku or a Clan samurai utilizing the opportunity to steal some information from an opposing Clan.
Magic: Magic is allowed.
Sysop
Each participant will be acting as a system operator (sysop) for their respective Clan embassies to curb the attack overwhelming their clan. 'Voice' had provided each hacker with a coordinated window of opportunity to break the embassy systems through an ingenious backdoor code, bypassing all of the main defences. It will be up to each sysop to tackle the intruders directly while this weakness is exposed.
There will be a limited window in which the hackers will be running through the system, causing havoc and looking for a vulnerable point to extract information from the embassy. While the main goal will be to stop the hacker, a cunning sysop can run a trace to gather information on the hacker's signature, location, and potentially counter-hack them in return using their connection. Each sysop will have five actions to stop the hacker before they find what they are seeking and must be stopped three times to stop the system breach with three successful rolls using the provided tools listed below.
Applications and Executables
With the full cooperation of the embassy, each sysop will be given several tools at their disposal to stop the system breach. They may only use each attempt once as performing the same action more than once will have little effect on the wily hacker. However, as the hacker slips further into the system, it will become increasingly harder to stop them. Each previous failed attempt will raise the TN of all subsequent rolls by TN 2. After three failed attempts, the sysop will have failed to stop the hacker and the event is over for them. Likewise, after three successful attempts, the event is also over.
- Spoof
The sysop can choose to misdirect the hacker with a variety of false directories leading to dead ends in the system or moving files to a less accessible place on the server. This won't stop the hacker by itself but will buy valuable time to defend the system as they are forced to search everywhere for something of value. The sysop can make either a Computer/Intelligence, Sincerity (Deceit)/Awareness, or Forgery/Agility skill check at TN15. The TN here is not affected by increases from failed rolls. For each raise successfully called, the sysop will receive 1 Trace Point. - Lockout
The sysop may attempt to lockout or shut down parts of the system to allow access, limiting the number of paths available for the hacker to use. There is a large variety of network addresses the sysop will have to eliminate from entry, which makes this task harder than just turning off the power. Sometimes it can be too little too late. The sysop can either make a Computer/Intelligence or Intimidation (Control)/Willpower skill check at TN skill check at TN15. If this option is chosen as the fourth or fifth action, the difficulty is set at TN20 instead. For each raise successfully called, the sysop will receive 1 Trace Point. - Sweep
Once inside a system, it can be hard to pinpoint a hacker considering they can move through the server as they can move as quickly as their console will allow them. The sysop can sweep through the entire system to narrow down where they could potentially be found and where they've already been, buying those few micro-seconds of time as the window of opportunity narrows down. The sysop can make either a Computer/Intelligence, Investigation (Notice)/Perception, or Hunting(Tracking)/Perception skill check at TN20. On success, the sysop receives a Free Raise on their next check and for each raise successfully called, the sysop will receive 1 Trace Point. - Burn System
Considered to be a self-defeating tactic, the sysops may choose to delete parts of the system in anticipation of a hacker intrusion to leave them with nothing of value to steal. While very effective, this does, unfortunately, purge much information for Clan. Even if nothing is fully lost, it will take some time to recover and rebuild parts of the server with back-ups and residual data. The sysop can make either a Computer/Intelligence or Engineering (Construction)/Intelligence skill check at TN10. For each raise successfully called, the sysop will receive 1 Trace Point. On success, this is considered to be a successful and a failed roll, which will count toward the number of successes and failures allowed in the event. This cannot be used for the fifth and final roll. - Active Network Defenses
While the hacker has bypassed the network defences of the embassy server, they still exist and are active. A savvy sysop may quickly redirect some of the network defences to be installed at the backdoor. This will require some hasty work and will likely be a rushed attempt at best. The sysop can either make a Computer/Intelligence or Defense/Reflexes skill check at TN20. On success, the sysop receives a reroll on their next check (only the next check) and for each raise successfully called, the sysop will receive 1 Trace Point. - Mobilize Security
Outside of the network space, the sysop may mobilize the physical defences and guards of the embassy. At times, hackers are known to have gained entry from a physical point nearby to ensure a fast and stable connection. If a deep enough trace is found by the sysop, security could even be mobilized to pursue the hacker physically at their access address. The sysop can make a Battle (Mass Combat)/Perception skill check at TN15, adding +2 to their roll for each Trace they have obtained in the event. On success, the sysop receives a reroll on their next check and for each raise successfully called, the sysop will receive 1 Trace Point.
At the conclusion of the event, the sysop who managed to succeed the event with three successful rolls will gain +0.2 Glory for their efforts in defending the embassy from the cyber-attack. Otherwise, the sysop has unfortunately been unable to stop the hacker from their attack and their Clan or the Clan they represent will lose 1 Information Point from their total. Every 2 Trace Points obtained in this event are converted into a gain of 1 Information Point.