Goal:
The goal of this example is to provide new players with a RAW example of how to handle
hacking in a realistic scenario. Another target audience is new missions GMs who want an
example of how hacking works by RAW. The node was selected because it represented a
difficult hack that Shadowrunners may be hired to perform. The characters were selected to
create a balanced team of multiple archetypes.
Information:
Technoshaman (TS) hacks Diez de Octubre Airbase, Aztlan1 to steal their flight logs from the air
control node. The TS must find the flight logs which is a commonly used file on the node. The
team was hired to find out about a secret flight to Aztlan. The node is sculpted so that icons do
not give away the identity of the programs/users creating the icon.
The Runner team is comprised of a Technoshaman (TS), a Spook (Sk), and Magical Rocker
(MR) on his team (for an Elf and two Humans). This is also a party of Street Samurai (Spook),
Mage, and TM, so a reasonable party of 3 (by no means the most optimized). All of these are
from Umaros Archetypes.
The party has snuck inside Diez de Octubre Airbase, and is in mutual signal range of the node
but are not sure how to get to the node. All have full edge.
All rolls are done with a dice roller program.
All lines starting with an * are dice rolls.
All lines starting with a // are results of actions.
Example:
Sk (to TS): Ok, by my calculations we have 5 minutes until the guard patrol comes back here,
and it takes a minute for you to get back in your rigger cocoon, so we need to hurry. Can you do
it?
TS: Of course, Im lightyears ahead of anything this corp can code. You just take care of my
meat body.
Turn 1, pass 1: TS uses a Free Action to switch interface mode from VR to AR, he uses a
Complex Action to exit his rigger cocoon onto the ground2.
Turn 2, pass 1: TS uses a Free Action to switch interface mode from AR to VR, He then uses a
Complex Action to compile a rating 7 Sleuth Sprite with the optional CFs of Scan and Decypt.
1 This node has a System of 5, so all programs are downgraded to Rating 5
2 This is to provide easy access to Healing and First Aid. It is not technically required if unless your GM
requires it.
*TS Compile Sprite: Resonance 6 + Compiling 4 + 2 Hotsim bonus = 12 dice [1 hit]
*Sleuth Sprite Opposed roll: Rating 7 = 7 dice [2 hits]
*TS Fade Resist: Resonance 6 + 7 Charisma = 13 dice [2 hits]
//TS takes 2P Fade, and has 0 services from the sprite.
Turn 2, pass 2: MR notices TSs biomonitor indicate damage. MR casts Heal. TS uses a
Complex Action to Compile Sprite again, and a Free Action to exchange banter with Sk.
*MR casts Force 5 Heal: Magic 5 + Spellcasting 6 + Power Focus 4 = 15 dice [4 hits]
*MR Drain Resist: Willpower 5 + Intuition 5 = 10 dice [2 hits]
//MR takes 0 Drain, at Drain Value 1, it needs to be sustained for 2 turns, -2 for the excess hits
(so MR can drop Heal immediately)
*TS Compile Sprite: Resonance 6 + Compiling 4 + 2 Hotsim bonus + Repeat Penalty -2 = 10
dice [5 hit]
*Sleuth Sprite Opposed roll: Rating 7 = 7 dice [5 hits]
*TS Fade Resist: Resonance 6 + 7 Charisma = 13 dice [1 hits]
*TS spends Edge to reroll 12 failures (1/5 Edge spent) = 12 dice [7 hits]
//TS takes 1P Fade, and has 0 services from the sprite.
Sk: Whats taking so long?
TS: Shut up and heal me, this is statistically unlikely.
Turn 2, pass 3: MR notices TSs biomonitor indicates damage. MR casts Heal. TS uses a
Complex Action to Compile Sprite again, and a Free Action to exchange banter with Sk.
*MR casts Force 5 Heal: Magic 5 + Spellcasting 6 + Power Focus 4 = 15 dice [2 hits]
*MR Drain Resist: Willpower 5 + Intuition 5 = 10 dice [4 hits]
//MR takes 0 Drain, at Drain Value 1, it needs to be sustained for 2 turns, -1 for the excess hits
(so MR can drop heal on Turn 3, pass 3)
*TS Compile Sprite: Resonance 6 + Compiling 4 + 2 Hotsim bonus + Repeat Penalty -4 = 8 dice
[4 hits]
*Sleuth Sprite Opposed roll: Rating 7 = 7 dice [1 hit]
*TS Fade Resist: Resonance 6 + 7 Charisma = 13 dice [1 hit]
//TS takes 1P Fade, and has 3 services from the sprite.
TS: I Finally got the sprite to listen to me. It was a hard bargain, but now we can find the node.
Sk: Dont stop on my account, watching you lay on the ground spurting blood from your ears
every second like a gory Old Faithful works for me.
Turn 3, pass 1: TS uses a Simple Action to Issue Command to the Sleuth Sprite to detect the
hidden node, and then analyze it to determine the access ID, if it is encrypted, data bombed,
then firewall and system. If the node is encrypted, the Sleuth Sprite should decrypt it then share
the decryption key with the TS. The Sleuth Sprite uses Detect Hidden Node.
*Sleuth Sprite Detect Hidden Node: Scan 7 + Electronic Warfare 7 = 14 dice [4 hits]
//The Sleuth Sprite is now 4/15 hits to finding the node.
Turn 3, pass 3: The MR stops sustaining a spell
Turn 4, pass 1: The Sleuth Sprite continues to Detect Hidden Node
*Sleuth Sprite Detect Hidden Node: Scan 7 + Electronic Warfare 7 + Extended Test -1 = 13 dice
[6 hits]
//The Sleuth Sprite is now 10/15 hits to finding the node.
Turn 5, pass 1: The Sleuth Sprite continues to Detect Hidden Node
*Sleuth Sprite Detect Hidden Node: Scan 7 + Electronic Warfare 7 + Extended Test -2 = 12 dice
[4 hits]
//The Sleuth Sprite is now 14/15 hits to finding the node.
Turn 6, pass 1: The Sleuth Sprite continues to Detect Hidden Node
*Sleuth Sprite Detect Hidden Node: Scan 7 + Electronic Warfare 7 + Extended Test -3 = 11 dice
[3 hits]
//The Sleuth Sprite now finds the node.
Turn 7, pass 1: The Sleuth Sprite uses two Simple Actions to Analyze the Node. The Node is
not running Stealth so it gets no opposing roll. The Sleuth Sprite uses a Free Action to
communicate its findings to the TS.
*Sleuth Sprite Analyze Node: Computer 7 + Analyze 7 = 14 dice [6 hits]
//The Sleuth Sprite finds the Access ID of the Node and the fact that it is encrypted, not
databombed, Firewall 6, System 5, requires a passkey3, and running 5 programs.
*Sleuth Sprite Analyze Node: Computer 7 + Analyze 7 = 14 dice [1 hit]
//The Sleuth Sprite does not learn any additional information about the node.
Turn 7, pass 2: The Sleuth Sprite Initiates Cryptanalysis on the node.
*Sleuth Sprite Initiates Cryptanalysis: Electronic Warfare 7 + Decrypt 7 = 14 dice, [5 hits]
//The Sleuth Sprite is now at 5/10 hits to decrypt the node
3 While not specifically mentioned on the MPT table, this seems in line with other information given by a
MPT
Turn 8, pass 2: The Sleuth Sprite continues Cryptanalysis.
*Sleuth Sprite Initiates Cryptanalysis: Electronic Warfare 7 + Decrypt 7 + Extended Test -1 = 13
dice, [4 hits]
//The Sleuth Sprite is now at 9/10 hits to decrypt the node
Turn 9, pass 2: The Sleuth Sprite continues Initiate Cryptanalysis and decrypts the node.
*Sleuth Sprite Initiates Cryptanalysis: Electronic Warfare 7 + Decrypt 7 + Extended Test -2 = 12
dice, [3 hits]
//The Sleuth Sprite decrypts the node.
Turn 9, pass 3: The Sleuth Sprite sends4 the TS the Decryption Key. The TS then uses a
Simple Action to dismiss the Sleuth Sprite
//TS uses Call/Dismiss Sprite on Sleuth Sprite
Turn 10, pass 1: The TS compiles a Rating 7 Sleuth Sprite with Decrypt and Exploit to find the
Access Log5.
*TS Compile Sprite: Resonance 6 + Compiling 4 + 2 Hotsim bonus = 12 dice [3 hits]
*Sleuth Sprite Opposed roll: Rating 7 = 7 dice [1 hit]
*TS Fade Resist: Resonance 6 + 7 Charisma = 13 dice [5 hits]
//TS takes 0P Fade, and has 2 services from the sprite.
Turn 10, pass 2: The TS starts to prepare for his entry. The TS uses a Free Action to Thread
and uses his other Simple Action to thread as well. The Sk uses First Aid. The TS uses a Simple
Action to Issues Command to the Sleuth Sprite to Browse for the Access Log and send him the
location, breaking any Encryption it finds, as soon as it is called to the Air Control Node.
*TS Threads Stealth: Resonance 6 + Software 4 = 10 dice, [3 hits]
//The TM wants at least Stealth 10, so he accepts 0 hits.
*TS Threads Stealth: Resonance 6 + Software 4 = 10 dice, [5 hits]
*TS Fade Resist: Resonance 6 + 7 Charisma = 13 dice [4 hit]
//TS takes 1P Fade and has Stealth 11
*Sk uses First Aid: Logic 10 + First Aid 4 + Medkit 6 + Indoors penalty -1 + Emerged Penalty -2
= 17 dice [7 hits]
4 It is unclear what action this is. It might be a Free Action to Speak/Text Phrase. It might be a Transfer
Data action (Simple Action). Either way the Sprite has no other actions this phase.
5 It is unclear exactly what comprises a task, (orders to do X, Y, and Z in order as 1 or 3 tasks) so a new
sprite is called.
//It takes the Sk 4 Combat Turns to heal the TS (until Turn 14, pass 2)
Turn 10, pass 3: TS uses a Free Action to Thread his Exploit Complex Form. The TS spends a
point of Edge to reroll failures on Fade Resist.
*TS Threads Exploit: Resonance 6 + Software 4 + Sustaining Penalty -2 = 8 dice, [4 hits]
*TS Fade Resist: Resonance 6 + 7 Charisma + Sustaining Penalty -2 = 11 dice [1 hit]
*TS spends Edge to Reroll 10 dice (2/5 edge spent) = 10 dice [6 hits]
//TS takes 0P Fade and has Exploit 10
Turn 11, pass 1: The TS uses a Complex Action to Hack-on-the-fly. The TS is going for an
Admin Account.
*TS Hacking on the Fly: Hacking 6 + Exploit 10 + Paragon 2 + Hot Sim 2 + Sustaining Penalty
-2 = 18 dice, [9 hits]
*Opposed Node Check: Analyze 5 + Firewall 6 = 11 dice, [4 hits]
//The TS is 9/12 to an admin account, the Node is 4/11 to detecting the TS.
Turn 11, pass 2: the TS continues to Hack-on-the-fly. The TS succeeds and logs on to the
node. In response, all three IC get MPT against him (they were set in automatic scan mode).
The TS will appear in the Access Log in five turns (Turn 16, pass 2).
*TS Hacking on the Fly: Hacking 6 + Exploit 10 + Paragon 2 + Hot Sim 2 + Extended Test -1 +
Sustaining Penalty -2 = 17 dice, [5 hits]
*Opposed Node Check: Analyze 5 + Firewall 6 + Extended Test -1 = 10 dice, [2 hits]
//The TS now logs on with an admin account and the node has not yet detected him. He will
appear in the Access Log on Turn 16, pass 2
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 = 10 dice, [2 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [3 hits]
//Renraku Oniwban A failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Pilot 5 = 10 dice, [3 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [5 hits]
//Renraku Oniwban B failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Pilot 5 = 10 dice, [1 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [7 hits]
//Renraku Oniwban C failed to get any net hits, so the TS blends into the background and is
unnoticed.
Turn 11, pass 3: All 3 Renraku Oniwabans use both Simple Actions to Analyze Icon on this new
Icon using the Analyze Program loaded on to the Node. Is it an accepted user? Or is it a
Shadowrunner? The TS knows that in 5 turns he will be caught, because the access log will be
updated without him having a Passkey. Thus he needs to throw caution to the wind and start
finding that Access Log6. The TS does not know who is logged onto the node yet, only that 5
programs are running. He decides to take a precautionary step to remove securitys ability to
sound an alert prior to disarming it. The TS uses a Simple Action to Issue Command to the
Node, removing the privilege of Security Accounts to sound an alarm. The TS stops sustaining
his Exploit Complex Form and uses a Free Action to Thread Analyze. Then the TS uses a
Simple Action to Call his Sleuth Sprite to the Air Control Node. The IC get reactionary Matrix
Perception tests. The Sleuth Sprite begins to Data Search for the Access Log (which is Hidden).
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -2 = 8
dice, [2 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 +Sustaining Penalty -2 = 15 dice, [4 hits]
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -4 = 6
dice, [1 hit]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [9 hits]
//Renraku Oniwban A failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Pilot 5 + Repeat Penalty -2 = 8 dice,
[1 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [5 hits]
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Pilot 5 Repeat Penalty -4 = 6 dice, [3
hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [3 hits]
//Renraku Oniwban B failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Pilot 5 + Repeat Penalty -2 = 8 dice,
[4 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [5 hits]
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Pilot 5 + Repeat Penalty -4 = 6 dice,
[3 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [3 hits]
//Renraku Oniwban C failed to get any net hits, so the TS blends into the background and is
unnoticed.
//TS Issues a Command to the Node instructing it to remove Security Access accounts privilege
to sound alarms.
6 The TS could wait until after has unloaded the IC to call the Sprite, but he could fail to find them (he
doesnt know how good they are), and the Sprite may fail to find the Access Log on the first attempt so he
would have to Compile another Sprite if the first glitched. This is a calculated risk.
//TS calls Sleuth Sprite to the Node
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 = 10 dice, [2 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [5 hits]
//Renraku Oniwban A failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Pilot 5 = 10 dice, [3 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [3 hits]
//Renraku Oniwban B failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Pilot 5 = 10 dice, [4 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [7 hits]
//Renraku Oniwban C failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*TS Threads Analyze: Resonance 6 + Software 4 + Sustaining Penalty -2 = 8 dice, [3 hits]
*TS Fade Resist: Resonance 6 + 7 Charisma + Sustaining Penalty -2 = 11 dice [4 hit]
//TS takes 0P Fade and has Analyze 9
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 = 14 dice, [5 hit]
//Sleuth Sprite is 5/24 to finding the access log.
Turn 12, pass 1: All Three Renraku Oniwbans use both Simple Actions to Analyze Icon on the
TS until 4 dice, then Analyze Icon the Sleuth Sprite until 4 dice. Then they will wait 5 minutes for
the repeat penalty to reset and Analyze Icon again. If they locate the intruder, they will sound an
Alarm. The TS doesnt know they are unable to find him, so he tries to find and remove the
Renraku. The Sleuth Sprite continues to Data Search. The TS uses a Simple Action to Analyze
Icon a random program. He does not find an IC, so he analyzes another program. The TS then
uses a free action to speak and engage in witty banter with the Sk.
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -6 = 4
dice, [0 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [6 hits]
//Renraku Oniwban A failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -2 = 8
dice, [2 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [8 hits]
//Renraku Oniwban A failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Pilot 5 + Repeat Penalty -6 = 4 dice,
[1 hit]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [3 hits]
//Renraku Oniwban B failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -2 = 8
dice, [2 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [4 hits]
//Renraku Oniwban B failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Pilot 5 + Repeat Penalty -6 = 4 dice,
[0 hits]
*TS Opposed Stealth Check: Hacking 6 + Stealth 11 + Sustaining Penalty -2 = 15 dice, [6 hits]
//Renraku Oniwban C failed to get any net hits, so the TS blends into the background and is
unnoticed.
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -2 = 8
dice, [4 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [4 hits]
//Renraku Oniwban C failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -1 = 13 dice, [1 hit]
//Sleuth Sprite is 6/24 to finding the access log.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 = 15 dice, [4 hits]
*Renraku Oniwban B Opposed Stealth Check: Pilot 5 + Stealth 5 = 10 dice, [4 hits]
//The TS does not learn any information on Renraku Onwiban B.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 = 15 dice, [6 hits]
//The TS has determined one Program is Encrypt 6 (being run at Rating 5)
TS: Im in, I just need to remove the IC, find the file, and edit the access log. They will never
know we were here.
Sk: Just get it done. Theyll know we were here if those guards come back.
Turn 12, pass 2: All three Renraku Oniwbans continue to analyze the Sleuth Sprite using both
Simple Actions to Analyze Icon. The Sleuth Sprite continues to Data Search. The TS continues
to use a Simple Action to Analyze Icon another (random) program. He does not find an IC, so he
uses his other Simple Action to Analyze Icon the fourth program.
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -4 = 6
dice, [1 hit]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [3 hits]
*Renraku Oniwban A Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -6 = 4
dice, [3 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [6 hits]
//Renraku Oniwban A failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -4 = 6
dice, [2 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [8 hits]
*Renraku Oniwban B Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -6 = 4
dice, [0 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [8 hits]
//Renraku Oniwban B failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -4 = 6
dice, [5 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [5 hits]
*Renraku Oniwban C Matrix Perception Test: Analyze 5 + Computer 5 + Repeat Penalty -6 = 4
dice, [3 hits]
*Sleuth Sprite Opposed Stealth Check: Hacking 7 + Stealth 7 = 14 dice, [5 hits]
//Renraku Oniwban C failed to get any net hits, so the Sleuth Sprite blends into the background
and is unnoticed.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -2 = 12 dice, [3 hits]
//Sleuth Sprite is 9/24 to finding the access log
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 = 15 dice, [5 hits]
*Renraku Oniwban A Opposed Stealth Check: Pilot 5 + Stealth 5 = 10 dice, [5 hits]
//The TS does not learn any information on Renraku Onwiban A.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 = 15 dice, [2 hits]
//The TS has determined one Program is Analyze 6 (being run at Rating 5)
Turn 12, pass 3: All three Renraku Oniwbans are now down to 4 dice pools, so they will wait
dormant for 5 minutes, until PAY.DATA is opened, the access log is edited (or updates), or an
alarm is sounded. The Sleuth Sprite continues to Data Search. The TS uses a Simple Action to
Analyze Icon on the last program and a Simple Action to unload Renraku Oniwaban C. The TS
uses a Free Action to talk.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -3 = 11 dice, [6 hits]
//Sleuth Sprite is 15/24 to finding the access log.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 = 15 dice, [7 hits]
*Renraku Oniwban C Opposed Stealth Check: Pilot 5 + Stealth 5 = 10 dice, [5 hits]
//The TS finds Renraku Oniwaban C, and learns it is an agent.
//The TS uses Deactivate Program on Renraku Oniwaban C.
TS: This place is locked up tighter than a Nunnery, Ive already removed one IC, and there are
two icons I cant seem to locate. Good thing Im just as good at hacking as I am with women.
Sk: Yeah yeah, youre the best. Can you just finish this?
Turn 13, pass 1: The TS uses a Simple Action to Analyze Icon another unknown program. He
uses a Simple Action to Analyze the Icon the unknown program he has only analyzed once. He
uses a Free Action to speak.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -4 = 10 dice, [4 hits]
//Sleuth Sprite is 19/24 to finding the access log.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 + Repeat Penalty -2 = 13 dice, [3 hits]
*Renraku Oniwban A Opposed Stealth Check: Pilot 5 + Stealth 5 = 10 dice, [3 hits]
//The TS does not learn any information on Renraku Onwiban A.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 + Repeat Penalty -2 = 13 dice, [6 hits]
*Renraku Oniwban B Opposed Stealth Check: Pilot 5 + Stealth 5 = 10 dice, [2 hits]
//The TS finds Renraku Oniwaban B, and learns it is an agent running Blackout and
Blackhammer.
TS: You cant rush genius, remember Tir na nOg wasnt built in a day.
MR: Actually, it pretty much was.
Turn 13, pass 2: The Sleuth Sprite continues to Data Search. The TS uses a Simple Action
unload Renraku Oniwaban B an a Simple Action to Analyze Icon the last unknown program. He
uses a Free Action to speak.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -5 = 9 dice, [1 hit]
//Sleuth Sprite is 20/24 to finding the access log
//The TS uses Deactivate Program on Renraku Oniwaban B.
*TS Matrix Perception Test: Computer 4 + Analyze 9 + Hotsim bonus 2 + TM bonus 2 +
Sustaining Penalty -2 + Repeat Penalty -4 = 11 dice, [4 hits]
*Renraku Oniwban A Opposed Stealth Check: Pilot 5 + Stealth 5 = 10 dice, [1 hit]
//The TS finds Renraku Oniwaban A and learns it is an agent running Blackout and
Blackhammer.
TS: Whatever. Anyways Ive found all the IC now. Good thing too, They were carrying brainmelters.
Turn 13, pass 3: The Sleuth Sprite continues to Data Search. The TS uses a Simple Action to
Deactivate Renraku Oniwaban A. The TS is now secure in the node7. He needs to wait for his
Sleuth Sprite to find the Access Log before it notices his lack of a Passkey. After that he will
instruct it to find PAY.DATA. Finally he will cover his tracks and leave. The TS uses a Simple
Action to Issue Command on the Sleuth Sprite to find PAY.DATA next.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -6 = 8 dice, [3 hits]
//Sleuth Sprite is 23/24 to finding the access log
//The TS uses Deactivate Program on Renraku Oniwaban A.
Turn 14, pass 1: The Sleuths Sprite continues to Data Search, finding the Access Log. The
Sleuth Sprite uses a Free Action8 to send the TS the location. The TS uses a Free Action to
thread Edit and Complex Action9 to Edit the Access Log to hide the Passskey discrepancy. The
Access Log will notice that on Turn 19, pass 1)
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -7 = 7 dice, [3 hits]
//Sleuth Sprite finds the access log
//Sleuth Sprite uses a free action to tell the TS the location of the access log.
*TS Threads Edit: Resonance 6 + Software 4 + Sustaining Penalty -2 = 8 dice, [2 hits]
*TS Fade Resist: Resonance 6 + 7 Charisma + Sustaining Penalty -2 = 11 dice [2 hits]
//TS takes 0P Fade and has Edit 2
//TS Edits the Access Log, no roll is required because he has an admin account (Unwired 67).
7 The Spider could show up for no reason (doing a random search). If he does, the TS would avoid him,
or the Spider might catch him. If hes caught then the example goes Pink Mohawk and less hacking. To
avoid him, it would be the same stealth checks as with the IC.
8 This could be a simple action to Transfer Data, but that is unlikely, as the location of the file should be a
phrase
9 It is unclear what action this is, it could be a simple action but I am guessing complex because Edit is a
Complex Action.
Turn 14, pass 2: The Sleuth Sprite uses a Complex Action to Data Search for PAY.DATA. The
Sk finishes First Aid.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 = 14 dice, [3 hits]
//Sleuth Sprite is 3/6 to finding PAY.DATA10
Turn 14, pass 3: The Sleuth Sprite uses a Complex Action to Data Search for PAY.DATA. The
Sleuth Sprite finds PAY.DATA and uses a free action to tells the TS the location. PAY.DATA is not
encrypted. The TS uses a Simple Action to Transfer Data to an electronic device (his bionode
has no storage capacity). The TS uses a free action to talk.
*Sleuth Sprite Data Search: Browse 7 + Data Search 7 + Extended Test -1= 13 dice, [3 hits]
//Sleuth Sprite finds PAY.DATA
//TS uses Transfer Data to Transfer PAY.DATA
TS: I have the pay data, downloading it to your pants now. Let me just cover my tracks and we
are good to leave.
Turn 15, pass 1: The Data Transfer of PAY.DATA completes at the end of Turn 14. The TS uses
a Simple Action to Issue Command the Node to restart the IC in 5 minutes. The TS uses a
Simple Action to dismiss the Sleuth Sprite.
Turn 15, pass 2: The TS restores Security Account privileges to trigger an alarm.
//TS uses Issue Command to restore Security Account Privileges.
Turn 15 pass 3: The TS uses a Complex Action to Edit the Access Log. The TS adds in some
explanation for why the IC was turned off and needed to be rebooted (a critical error or
something).
Turn 16, pass 1: The TS uses a Simple Action to Jack Out, a Free Action to speak, and a Free
Action to Switch Device Modes to AR.
TS: Ok, we are clean. Give me a minute to get back in this Rigger Cocoon and we are good to
go.
Turn 36, pass 1: The TS is back in his Rigger Cocoon. The team leaves.
Notes:
1) The Access Log does contain the time and date of the TS Jacking Out but it does not contain
10 The flight logs are General Knowledge or Public on the Air control node of the Secret Aztan Airbase,
because they are a used all the time by regular users (Air Traffic Controllers).
any identifying information. It is possible they will suspect they got burgled, but they do not know
what, or by who. It is impossible to get the Access Log any cleaner without deleting it (which
also tips the Spider off), and the Spider may miss such a minor detail.
2) There is some weirdness that performing an Analyze Icon/Node action to find a Matrix
signature creates a matrix signature (locating them requires a Matrix Perception Test, which
uses analyze which creates a Matrix signature equal to the rating of the complex form used).
Because of this, the TS cannot erase all signatures, and thus decided to leave them all. The
signatures will disappear in 12 hours. Only other TMs and sprites can find a Matrix signature,
and it can only be used to recognize the same signature again if seen later, not track the TS.
3) The TS at times takes actions that are, strictly speaking, unnecessary (such as detecting and
removing the IC). Usually this is to demonstrate a particular faucet of the Matrix rules.
4) The access log could have been encrypted, which would only have required more time to
decrypt but not changed anything.
5) The access log could have been on another node, in which case the TS would have had to
hack that in order to change the access log. However, there is no indication of this in the node
topology in Unwired.
6) While the system does use Passkeys, none of the IC ever noticed the TS to notice he was
not using a Passkey.
7) the Security in Action section of Unwired 79 suggests that it is possible to get a reactive
MPT that takes no time (because Jin then performs a complex and free action). It is unclear
exactly how this works, as she must have been on the node but not Logged On to the node. If
additional MPT tests needed to be made, the TS would probably succeed, else go Pink
Mohawk.
8) If the TS could have set Requires Passkey Authentication = False, then he would have not
rushed for the Access Log like he did.