Yasuki Ayame and her governing office are holding a network security fair where each potential investment partner can showcase their network security capabilities. There is a likelihood that any partners working with the Crab of the Tango Provinces will be exchanging information over the intranet network, and having solid defences is a requirement in the partnership. The showcase would serve well to boost confidence in the ongoing bid negotiations. However, this venue can be potentially cutthroat, opening an arena for competitors to poke holes in network defences in hopes of boosting their own strengths.
Magic: Yes, but all spells will need to have at least an hour duration to be used.
Network Integrity: Bolster Defences or Test Security
The object of the event is for each respective partner to present their host with the highest Network Integrity Rating. The Imperial Family and each Clan will have a set starting Network Integrity Rating and this will change over the course of the event. Each party will have a network security defence or intrusion countermeasures electronics equivalent to represent them, each modelled after the traits of each Clan.
Each participant of this event will act as a 'hacker' with a hatted role, choosing between aiding in bolstering network security or conducting a 'security test' in hopes of eroding the confidence in another's network security. They will be given up to 3 Actions to choose from, either Reinforce or Hack.
Action: Reinforce - The Hacker may use one of their 3 allocated actions to reinforce, either work to rewrite the coding to strengthen defences or act as a sysop to prevent an intrusion by other attendees at the event. This can be done with a skill roll using either Computer Use/Intelligence or Defence/Reflexes or the Back Door Skill (if any) at TN20. On success, the Hacker adds 1 to their target's Network Integrity Rating with an additional 1 for each Raise Called. Please be sure to name the target Clan or Party of this effort in the roll's description.
Action: Hack - The Hacker may use one of their 3 allocated actions to hack, either to test a competitor's defences or to show weakness in another's network defences. This can be done with a skill roll using either Computer Use (Hacking)/Intelligence or using a skill tied to the defence's backdoor. The TN and success clause are dependent on the target. Each defence also has a different failure clause, which can potentially serve to bolster their own defence, as a failed attempt proves their credibility. Hackers may not self-sabotage and hack a network tied to their Clan or Family.
Virtual Damage (Demonstration) - There are some network defences that may cause damage to the hacker. This is counted as Virtual Damage, which will function like normal damage and may cause wound penalties. For this event, this damage is not fatal, and all damage will be removed at the end of the event. A hacker may spend 1 of their 3 Actions to address the wounds, either by use of spells or mundane means. Physical Armour reduction does not apply here, but any passive School Techniques, Spells or Kata used beforehand may apply. Void can be spent to reduce the damage only if it was not used in the hacking roll.
Integrity Damage - There are some network defences that may retaliate with Integrity Damage. This is connected to the hacker's Clan or Family's network and its Network Integrity Rating. Whenever this damage is suffered, it deducts that amount from the connected Network Integrity Rating. For example, if an Imperial Hacker suffers 2 Integrity Damage, Wall_FLWR 3.1 (which is Imperial) loses 2 Network Integrity Rating. In the event a Crab Clan or Ronin Hacker suffers Integrity Damage, convert each point of Integrity Damage to 1k1 Virtual Damage instead.
Targets
The network defences showcased (and potential targets) in the fair are as follows...
- Imperial - Wall_FLWR 3.1
Network Integrity Rating: 3
Backdoor Skill: Courtier (Manipulation)/Awareness
TN: 20
On success, Wall_FLWR 3.1 loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called.
Sacrosanct - On failure, the Hacker adds 1 Network Integrity Rating to Wall_FLWR 3.1. In addition, the Hacker suffers 1 Integrity Damage and an additional 1 Integrity Damage per Raise Called.
- Scorpion Clan - Temptress
Network Integrity Rating: 3
Backdoor Skill: None, to perform Action: Reinforce, Acting/Awareness can be used
TN: 25
Tempting Offer - Instead of making a Backdoor Skill check, the Hacker may instead accept a Tempting Offer. When hacking this network, the Hacker rolls 1d4. If the result is odd (1 or 3), the Hacker deducts 3 Network Integrity Rating from Temptress. Any other result, the Hacker suffers 3 Integrity Damage and Temptress gains 1 Integrity Rating. Before rolling, the Hacker may spend an additional 1 of their 3 Actions (must have actions remaining) to make this roll 1d3. The Hacker may spend an additional 2 of their 3 Actions (must have the actions remaining) to make the result automatically 1.
If a standard hack was made instead of attempting a Tempting Offer, on success, Temptress loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called. On failure, Temptress gains 1 Integrity Rating.
- Dragon Clan - Root Online Output Freeware
Network Integrity Rating: 3
Backdoor Skill: Meditation/Void
TN: 25
On success, Root Online Output Freeware loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called. On failure, the Hacker adds 1 Network Integrity Rating to Root Online Output Freeware.
Free Your Mind - The Hacker may spend an additional 1 of their 3 Actions (must have actions remaining) to reduce the TN by 5. This can be done twice.
- Mantis Clan - Pay.Wall
Network Integrity Rating: 1
Backdoor Skill: Commerce (Mathematics)/Intelligence Roll
TN: 20
On success, Pay.Wall loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called. On failure, the Hacker adds 1 Network Integrity Rating to Pay.Wall.
Pay Wall - Any Hacker attempt to hack Pay.Wall must take 1 Integrity Damage per previous time they hacked it. Therefore, the second attempt will be paid with 1 Integrity Damage, and the third attempt will be paid with 2 Integrity Damage.
- Unicorn Clan - Exe.ile
Network Integrity Rating: 1
Backdoor Skill: Horsemanship/Agility
TN: 25
Traitor's Path - This is a Cumulative TN. The failure may not result in failing the roll. Any previous Raises called must be called against in the same number. For example, if a Hacker calls 3 Raises and rolls a 5, they must call 3 Raises in their next attempt and must pass against TN20. If the Hacker does complete this hack, either by not having enough actions to continue or by deciding to do something else with their actions, Exe.ile gains 1 Network Integrity Rating. High dice must be kept here, and Called Raises cannot be adjusted on further rolls in the same Cumulative TN effort.
On success, Exe.ile loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called.
- Lion Clan - Commainu
Network Integrity Rating: 1
Backdoor Skill: Battle/Perception
TN: 15
Guard (Lion) Dog - The Hacker immediately takes 2k1 Virtual Damage before hacking and must complete the hack. If Void Points are used to prevent damage here, Void Points cannot be used on the hacking roll.
On success, Commainu loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called. On failure, the Hacker adds 1 Network Integrity Rating to Commainu.
- Crane Clan - Gift
Network Integrity Rating: 1
Backdoor Skill: Etiquette/Awareness
TN: 20
On success, Gift loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called.
The Perfect Gif- On failure, the Hacker adds 1 Network Integrity Rating to Gift and an additional 1 Network Integrity Rating per Called Raise. Hackers must keep the highest dice in their roll.
- Spider Clan - W3b
Network Integrity Rating: 0
Backdoor Skill: Intimidation (Control)/Willpower
TN: 20
On success, W3b loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called.
Taint - On failure, the Hacker adds 1 Network Integrity Rating to W3b. The Hacker will also suffer a -3 penalty to all rolls for the remainder of the event; this penalty also increases by -1 for each Called Raise. For example, failing a roll with 3 Called Raises will result in a penalty of -6 on all rolls.
- Phoenix Clan - Firewall
Network Integrity Rating: 1
Backdoor Skill: Lore: Theology/Intelligence
TN: 20
On success, Firewall loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called.
Firewall - On failure, the Hacker adds 1 Network Integrity Rating to Firewall. In addition, the Hacker also suffers 1k1 Virtual Damage and an additional +1k1 Virtual Damage for each Called Raise. For example, failing a roll with 3 Called Raises will result in the hacker taking 4k4 Virtual Damage.
- Minor Clan Alliance - Spamrrow
Network Integrity Rating: 1
Backdoor Skill: Perform Storytelling/Awareness
TN: 20
On success, Spamrrow loses 1 Network Integrity Rating and an additional 1 Network Integrity Rating per Raise Called.
Long Syntax - On failure, the Hacker adds 1 Network Integrity Rating to Spamrrow. The Hacker also loses 1 of their 3 Actions in the event.
At the conclusion of the network security fair and demonstration, the bid parties will be thanked for their time, and Yasuki Ayame's office will take the performance of each network defense into consideration. Ultimately, the sample size provided at the event will provide some confidence in whether or not the respective bidding partner is prepared to deal with a hacker breach. While there won't be an official ceremony about it, each party will be awarded with bid points accordingly.
The Clan or Family with the most Network Integrity Rating at the end of the event will be awarded 10 Bid Points. The second-place runner-up will be awarded 8 Bid Points. Finally, the party with third-place standing will be awarded 6 Bid Points.
Any parties with negative Network Integrity Rating numbers will have an equal amount of Bid Points reduced from their current amount. For example, a Network Integrity Rating of -5 will reduce Bid Points of the connected Clan by 5. The Clan or Family with the least amount and a negative Network Integrity Rating will have their Bid Points reduced further by 5 for their poor performance, as the lack of defence discourages confidence with the Crab Clan hosts.
Winner ties will be broken by the group with the largest number of attempted/successful security testing hacks, providing a good showcase of their defences in action. Then, by the highest single roll made through Action: Reinforce. There are no tie breakers for the least amount of Network Integrity Rating.
Google doc here. Reinforcing should be positive numbers and hacking should be negative numbers.