Archetype by Aaron Sims, designers of various sci-fi critters and gadgets:

Here’s a pdf of the new, alternate humanoid Cylons for our campaign. Feel free to use, don’t, alter, or do as you will with it. Comments are welcome.

It should be obvious that there is a parallel to the Greek God/Lords of Kobol here (the models might not match my last post on this. Oops.) but they don’t have to be played that way. The Ones and Twos are supposed to be “more equal” than the other models, but it follows the notion on the show that the Cylons do everything democratically.

It should be obvious that I kept certain characters from the new show — the Threes are much like the D’Anna model, the Fours are almost exactly the “Simons”, the Sixes similar to “Caprica/Gina”, the Nines are the “Leobens”, and the Elevens have a bit of the Eights in them. I made a small effort to make the numbers balance where I could at the veteran level (48 attribute/4 trait/68 skill die), with the Cylon package taking away 28 points from the skills (I did the Serenity style 1 to 1 trade for trait/complication die and skill die.) Added complications gave back points for skills. In the end, though, they were built to what I thought would be appropriate for their portrayal in play.

The game really picked up tonight. Last week, the crew finally ventured into the dig site on Sagittaron and were met with the obvious remains of a city street. The caverns they crawled through were the interior of buildings that have been calcified from millennia of being under water. They find the flash image of a couple of people on a wall, and decide to isotope test the place for iodine, strontium, and cobalt — with the carbon dating they estimate the site was hit about 10,000 years before colonization! This screwed with the fairly religious characters — it implies that there was human habitation on the Colonies millennia before they arrived.

The chaplain character posited that if the Cycle of Time is true then all of this has happened before and all will happen again. Perhaps there was a cataclysm before the settlement of Kobol; maybe that’s how the Lords of Kobol knew which way to send the 12 Tribes.

Meanwhile the fallout from the attempted assassination of the commander and the chaplain hits — the Sagittaron Planetary Quorum wants answers about military operations that have not been approved on the planet. Pindarus (the CO) biffs the roll to try and calm the situation in a closed session of quorum. Hours later, the archeologists are to be arrested for heresy, and the military forces are ordered to vacate the dig site.

Pindarus decides to remove the scientists, bolster the military guard there, then lights out for Picon HQ to talk to the expeditionary group’s admiral (his boss) and successfully links the find to the ancient mine they found in their first episode — also very old and obviously a human settlement. Now that it is a national security issue, he is able to pressure the government to allow him to secure the site militarily.

While all this is going on, the investigation into the attack on them hits a wall of silence from the Sagittarons who are not aiding them in their search for the terrorists that attacked them. Worse, they have no legal authority to hold their prisoners and must turn them over to civilian authorities for trial.

The stage is set for a show down between the planetary government and the Colonial military unless they can figure out a way to defuse the situation and protect the dig site.

[Once again, players in the campaign, don’t read this post: Spoilers abound…]

Now that we’ve dealt with the chomers in the last few posts, what are we doing about the humanoid Cylons for our new campaign? I’m sticking less closely to the new show that I did in my original campaign, which would have fit into the show canon nicely. First, I’m ignoring the whole Earth Cylons came and convinced the Cylons to stop their war, yadda yadda…the Final Five reveal was a massive disappointment (although it didn’t run me off from the show as it did some fans.)

So — going with what we saw in Razor, I’m positing the Cylons were trying to make life-like infiltration units to collect intelligence and sow dissension in the Colonial ranks; I covered sexbots and similarly android-like toasters in an earlier post. Attempting to reate a more lifelike hybrid android would seem to have led to the modern humanoid Cylon.

In keeping with the new show, there are 12 models that are widely copied and use a shared consciousness (hinted at several times in the early episodes where one Cylon would know things its siblings would.) I’m going with the idea that they vaguely follow the archetypes of the Lords of Kobol or the 12 major Olympians…with their “god” possibly being “the Blaze” or “jealous god” mentioned in the cut scene from Kobol’s Last Gleaming. (I’ve yet to decide on this…)

However — the Cylons can build an android “clone” of a person using 3D flesh printing and programming of the doppleganger. They cannot scan the human brain yet, so they use publicly available information to create as deeply accurate a copy as they can. These can be tripped up by the gaps in their knowledge and mistakes in emulating behavior, but it’s subtle enough people might mistake it for the person “having an off day” or some such. Only with capture and heavy interrogation can the Cylons get a better picture of the person, and create a more lifelike copy. (I’m still tempted to allow destructive brain scanning — they can do a near perfect job, but only if they destroy the original brain…but that doesn’t allow for rescue or escape options.)

The one-offs and copies are similar to the 12 models — they are not biomechanical, other than the cybernetics in the brain, so a DNA or blood test won’t reveal their nature; only a detailed scan or biopsy of the brain would do that. As they are essentially a clone assembled kit-like, they are not super strong or fast, but they have the following traits in common: ELECTRONIC INTERFACE d6 — this is an unconscious uplink to Cylon handlers that allows them to access the perceptions, thoughts, etc. of the agent without their knowledge. They have the complication BACK DOOR d10, where their mind can be hijacked and their actions controlled by their handler. The agent can fight this with a WILLPOWER+DISCIPLINE/RESISTANCE test vs. the WILLPOWER+DISCIPLINE of the handler + the agent’s BACK DOOR complication. Also, they gain the VIRTUAL IMMORTALITY d12 trait, if the Cylons want to resurrect the agent from stored mind-states.

More dangerous are the 12…the command and control Cylons. How these creatures came to rule the Cylons when they were originally just another tool for the centurions to fight Mankind is unknown (or in other words, I haven’t made it up yet…) They are biomechanical androids and gynoids who are good enough copies of humans that they cannot be detected save through a specific test for synthetic material through a biopsy or blood test. They share their memories through staggered data dumps to a resurrection ship or facility (they can do this willingly or schedule times to not distract [usually while they are asleep]) and can communicate wirelessly up to a half mile in urban environments, twice that in open areas. Their muscle fabric is dense and powerful, and run through with synthetic nerve tissue allowing for very fast perception and reaction. Their brains are augmented with biomechanical molecular computers that allow them to store vast amounts of data, recover information faster and with little loss, but their perceptive abilities are hardly better than a human — they see, hear, taste, feel along the same parameters as a person, with only slight improvement to their acuity.

The 12 have the following traits: ELECTRONIC INTERFACE d8, IMMUNITY (most diseases and radiation) d12, PHYSICAL PUSH d8 (they make break the die up to cover any physical attribute for a minute. They need five minutes between each push, and each extra push requires an EASY VITALITY+WILLPOWER test to gain the benefit, +3 each extra time until they can rest for twelve hours.) VIRTUAL IMMORTALITY d12 — if they can run a backup, they can be downloaded into a new copy. The range of these downloads is astronomical and might be some form of quantum entanglement. (this might explain why they don’t spawn their memories outside of their particular model.) Lastly, humanoid Cylons’ cybernetic brains are more robust than their mechanical cousins, and hacking a Cylon is near impossible…but they are also more susceptible to certain radiation frequencies that do not effect humans — VULNERABILITY d8 (they must make an EASY WILLPOWER+VITALITY test after the first hour, with the difficulty increasing each hour by +3. On a fail, they suffer d8W each hour afterwards.) They can be jammed for their communications, if their frequency can be found by brilliant player characters (Difficulty HARD.) ( But not the immortality infodumps!)

My 12s: 1) This is a powerful, very intelligent middle-aged looking man [Zeus-like] who is usually the senior commander and rarely scene outside a basestar. 2) More matronly looking leader, also often a senior commander. 3) Smart and vicious females, these act as spies, provocateurs, and front0line commanders. 4) Doctor/scientists, the males are often in charge of Farms, or are colocated with collection teams during the War. They are surprisingly compassionate, but this won’t stop [most] of them from doing their duty. 5) This woman is a hunter/soldier unit with little compassion or mercy. [I’m thinking of keeping the “Simon” 4 and making this 5 a black woman to keep the Artemis twin vibe to 4’s Apollo.] 6) Similar to the show’s 6, this is a spy and provocaeur with a massive sex drive [Aphrodite] and bigger ego and need to be loved. Might use a different actress. 7) This warrior is not concerned with tactics and good order [unlike the 3]…he’s a killing machine and loves it. 8) This is a mid-management commander, usually on par with the 3. He chafes at his secondary position vis-a-vis the 1s and doesn’t like the favored position of the 3s with the 1s. [Think similar to the 5 from the show, but a bit more Gerard Butler-ish.] 9) Going with the Leoben from the show — he’s a trickerster, messenger, by turns vicious or compassionate. 10) These are the scientist/engineers of the humanoid Cylons: brilliant, methodical, and heartless. Often colocated with Farms during the War. 11) Another scientist type, this female is much more emotionally engaged with her subjects. She is usually running the breeding programs and most of the effort went into breeding a highly intelligent model. 12) This male is handsome, charming, and unstable, so much so the empathy some of this model show for humans is a concern.

There is rumored to be a 13th model — some kind of machine-man hybrid from early on in the android program. These act as oracles with the One God? Still thinking on this one.

So that’s my ideas for the humanoid Cylons…

This is a repost from the early days of the blog, when we had a much smaller readership. I’m looking for comments from the James Bond RPG fans regarding them, especially if you try them out. — Scott

I was reading through an article on Jerry Miculek today — he’s a shooter for Smith & Wesson in the USPDA competition.  The guy is a freak of nature, capable of accurately putting 5 rounds downrange in .45 of a second!  That got me thinking about my own effective rate of fire with a handgun, rifle, etc…even with my 10mm, I can drop with some accuracy rounds at a rate of 1.5/second.  About a round a second with a 9mm or the 5.7mm.

The rate of fire in the James Bond: 007 RPG has always seemed a bit slow to me.  Granted, that’s because the firefights in the old movies usually consisted of the actor taking aim and firing a round, maybe two, in a cautious and considered manner.  But since the likes of Martin Riggs and John McClane came on the scene, the protagonists are a bit more quick n the trigger — in line with what real firefights are like.  (Most police in shootings are surprised by how fast things happen.)

The Action Round for the game is described as 3-5 seconds.  That two second wiggle room was designed to give the GM some leeway in what to allow the characters to do, but it is a bit long for a fist- or firefight.  So I propose a hard target for the time period: 5 second, or 12 action rounds a minute.  What can you do in five seconds?

Figure most people can achieve 2-3 short actions, like shoot something, change a magazine, and maybe do some kind of shuffling movement.  The characters in the game are supposed to be trained, if not exceptional, in moments of action.  So I propose they can do up to an action an action a second.  (Just timing myself now, I was able, without moving, to dry fire three times on three different targets around the room with a handgun…in three seconds.)

Suggestion 1:  the actions a person can take in the action round are equal to their SPEED, as in the rules.  What an action entails:  movement (from shuffling (to give the opponent attempting to hit a -1EF) to running, popping up from cover and getting back down [each an action!]), changing a magazine for a weapon (with the reload time now being the number of actions the move takes; so a  tube-fed shotgun’s RL: 5 would take a character with a Speed of 2 just over 10 seconds…about right under ideal conditions), dropping an object or picking one up, taking a bead (to get the +3EF), engaging a target (so with a Speed of 2, you could engage two targets …but could not move or change mags), or do that many HTH actions (either attack or defense.)

Suggestion 2:  The maximum number of targets a character can engage with a non-automatic firearm is equal to their Speed, and they may fire a number of rounds at each target equal to their Speed or the S/R of the weapon (whichever is lower.)  If they shoot at a single target, the rounds that can use are equal to the Speedx2.  If the character can fire 5 or more rounds at a target, resolve it like burst/autofire with one roll and add +2DC to the weapon (So a Beretta 92 in the hands of a character with a speed of 3 could go Martin Riggs for 6 rounds, with the gun DC rising from F to H.)

For burst or autofire weapons, the number of rounds is the maximum number of targets that could be hit by the burst or strafing attack, minus the QR of the test (so an MP5 with a S/R of 6 could hit up to six people, but with a QR of 4, at best the character hit two targets.)  Instead of gaining negative modifiers to their Ease Factor for the number of people they are engaging  (Spray Fire rules, p.50, main book), the character gains a -1EF for each 10′ wide area.  Each extra 10′ arc also halves the maximum number of people you can hit.   So if you have to spray an area 20′ across with an M4 carbine (S/R: 2 or 10), you would gain a -2EF and could only hit up to 5 people.  Now you could mitigate this a bit by taking a number of your actions — say you have a Speed of 2 — two bursts of fire (really one long extended one) across the 20′ would be two 10′ arc attacks.

Suggestion 3: Using spray fire to do suppressive fire (keep an enemy’s head down):  You’re not really trying to hit anything, and your Ease Factor to do this is EF5.  You automatically use the maximum number of rounds you could use on a single target (for a handgun with S/R:2 and a Speed of 3, that would be 4 rounds, or an autofire weapon’s second rating [S/R: 2/6 for example].)  For each action used, you gain a +1EF for the test.  Additionally, the bad guys will keep their heads down for an extra round/extra success.

Example:  If you have a Speed of 3 and a handgun with an S/R: 2, you fire 6 rounds for suppressive fire.  The gun has a magazine with 15 rounds, so you decided to use all of your actions on suppressive fire, hoping to allow your teammate to move unseen to an advantageous position.  The total rounds fired would be 15, with a +2EF to the test.  The character gets a QR3 — the bad guys stay down not just this round, but the next.

Suggestion 4:  Hand-to-hand combat is a bit more time consuming than pumping a trigger.  You are, by necessity, moving — shuffling feet, swinging arms or kicking, grappling or otherwise engaged in multiple complex actions.  The number of actions is equal to the character Speed.  The character can use the actions for attack or defense (not in the original rules.)  Attacks are handled as they are in the original rules, but if a character chooses to, they may rather than attack, instead defend from an attack, using their HTH Combat skill in an opposed test.

Example:  Bill is in a fight with a couple of goons.  He has initiative and chooses to punch Goon 1 in the face, trying for a knockout blow, but wants to use his second action as a defense, blocking an attack from Goon 2.  He tests against Goon 1 (with a -2EF for the knockout blow) and succeeds.  Goon1 is down and Goon 2 swings a lamp at Bill.  Goon one hits him with a QR3 (Good) — Bill tests his HTH against the QR3 (that’s his Ease Factor) and succeeds.  The attack fails.

Suggestion 5:  New Speed Ratings.  No one is so slow they’ll act once every 10 seconds (Speed 0 in the original game rules.)  So here’s a more realistic Speed rating.

Speed is figured by adding DEXterity and PERception: 2-8 = Speed 1, 9-23 = Speed 2, 24-30 = Speed 3 ( An alternate idea is to expand the speed ratings: 2-6=Speed 1, 7-14=Speed 2, 15-22=Speed 3, 23-28=Speed 4, 29-30=Speed 5.) With this alternate suggestion, there’s the possibility of a character, really going super-badass.  If a GM wanted to avoid this, they might be worth it to use Draw on a firearm or melee weapon to slow the number of attacks (so a submachinegun with a DR: -2 would mean no more than 3 targets with a Speed of 5.)

Comments and suggestions are welcome.

This is insane.

[Spoilers abound, so gamers in my campaign, don’t read this post!]

Of course the Cylons were never coming back…they’ve been gone, what, 40 years or more? We’re much more careful with our programming of the robots the government allows us to build, our networks are robust with excellent firewalls and virus-sieves. Why worry?

Here’s a few ideas for infiltration the Cylons might try in addition to the Command Navigation Program — I envision a society that is on the verge of making the exact same mistake they made a few decades back. Roslin, in the show, wants to network computers, Baltar is being interviewed about lifting a ban on artificial intelligence research, Pegasus had a lot of automation…it’s a modern world with ubiquitous computing, self-driving cars, expert system computers (but not sentient.) And much of that stuff is accessible via the various planetary datanets. You can see what I’m getting at (read Robopocalypse for a better idea of some things you can do to cause mayhem when the Cylons strike…)

The new combat Centurions (new show style)  are just as they are in the core rulebook, but I added the trait Enhanced Perception d4 — my Cylons are going to have IR and enhanced hearing…just to make them that much more dangerous. They also gain a Perception skill of d4.

They won’t be the only machines on the battlefield:

Spyders

These are six-legged non-sentient surveillance robots designed to enter structures or hazardous areas and provide data to the centurions. (Think the spider bots from Minority Report.)

Agility d10   Strength d6   Vitality d6   Alertness d8   Intelligence d4   Willpower d4; Life Points 10, Armor 2W, Initiative d10+d8

Traits: Enhanced Locomotion d4 (can climb wals, etc.), Enhanced Perception (IR, UV, other sensors) d6

Skills: Athletics d6, Covert d6, Perception d4

Bugs — the Cylons employ various artificial insect-like critters to do surveillance. On their own, they are not particularly dangerous other than they are wirelessly connected to the centurion units running them, but in a swarm, their bites can do some damage.

Physical d2 Mental d4; Life Points 4, Armor 1W, Initiative d2+d4

Traits: Swarm (d2S damage per/10 bugs attacking)

Skills: Athletics d4, Perception d4

Motocenturion — out of an urban environment or if speed is needed, the bipedal design is impractical, hence the hybrid centurions created to operate off-road or in difficult environments. The following represent a motorcycle hybrid (think the Terminator motorcycle terminators.)

Agility d6   Strength d10   Vitality d10   Alertness d6   Intelligence d6   Willpower d8; Life Points 18, Armor 2W (no physcial stun), Initiative 2d6, Speed 150mph

Traits: Reconfigurable d8 (motocenturions are two-wheeled, but they can raise their torso section from the engine frame and use their arms); 7mm machineguns in arms (d8W, autofire, 250 rnds each.)

Skills: Athletics d6, Guns d6 (machine gun d8), Perception d4

There is a tracked version that has the same stats as the new centurions, and they can operate in wooded and hilly conditions better than the regular bulletheads, but they are badly designed for urban environments (stairs, etc.)

Phalanx — this is a tracked tank/APC hybrid that, like the heavy raider, is a Cylon itself. It can carry six centurions or two motocenturions, plus a ton of gear. It has a 105mm main gun and a 7mm machinegun for personnel suppression. It uses reactive armor making it one tough bugger. these often operate as command and control elements for centurion fire teams assigned to it. It is vehicle scale for damage purposes.

Agility d2   Strength d12   Vitality d12   Alertness d6   Intelligence d6   Willpower d10; Life Points 22, Armor 6W, 4S, Initiative d2+d6, Speed 80 mph

Traits: Enhanced Perception d4, 105mm cannon (d12W, 40 rnds), 7mmMG (d8W [personal scale], 500 rnds)

Skills: Athletics d4, Discipline d6, Heavy Weaponry d6, Perception d6

Next up, the humanoid Cylons…

With the reboot of my Battlestar Galactica campaign, I decided I wanted to break from the new show a bit and take a fresh look at the Cylons. There will still be the clankers from the First War and the bulletheads from the new, but I was thinking about the non military and other sorts of Cylons that might have been seen in the First Cylon War…

So…here’s a bunch of the old Basic Cybernetic Life Nodes (Cylons) — these were humanoid robotic lifeforms that served in various civilian functions:

Agility d6   Strength d12   Vitality d12   Alertness d6   Intelligence d6   Willpower d6; Life Points 18, Armor 2W, Initiative 2d6

Skills (Construction): Athletics d6, Craft d6, Mechanical Engineering d6, Technical Engineering d6; (Rescue) Athletics d6, Mechanical Engineering d4, Medical Expertise d6, Survival d4

Caretaker Cylons: these were either obviously mechanical robots or simluated humans (android/gynoid) designed to interact with people on a regular basis. The androids had realistic silicon skin, facial features and responses, but were still easily distinguishable from people.

Agility d6   Strength d8   Vitality d12   Alertness d6   Intelligence d6   Willpower d6; Life Points 18, Initiative 2d6

Traits: Duty d6, Uncanny (d2 added to social tests when attempting to pass as human)

Skills: Athletics d2, Craft d6, Knowledge d4, Performance d4, Planetary Vehicles d4, Survival d6 (First Aid d8); (Sex Robots [you know they had ’em…]) add Influence d2, Performance d6

Here’s the Model 0005 Centurion:

Agility: d6   Strength: d12   Vitality: d12   Alertness: d6   Intelligence: d6   Willpower: d6; Life Points: 18   Armor: 4W (no stun from physical attacks), Initiative: 2d6

Skills (Basic Centurion): Athletics d6, Covert d2, Discipline d6, Guns d6 (Rifle d8), Heavy Weaponry d6, Mechanical Engineering d4, Melee Combat d6, Perception d6, Technical Engineering d4, Unarmed Combat d6; (Pilot Centurion) add Planetary Vehicles d6, Pilot d6

Model 0006 Infiltration Cylon — These were improved version of sexbots, designed to be as close to realistic as possible. They still suffered from having synthetic skin and twitchy responses — they were still fairly easy to spot, but were good at infiltrating crowded areas where they did not have to do much interacting with people.

Agility d6   Strength d10   Vitality d10   Alertness d6   Intelligence d6   Willpower d6; Life Points 16, Initiative 2d6

Traits: Uncanny d2 (counts against them in social tests)

Skills: Athletics d6, Covert d4, Guns d6, Influence d4, Knowledge d4, Technical Engineering d6, Unarmed Combat d6

RUMORED: Near the end of the war, the Cylons were attempting to perfect the 0006 by encasing them in human skin. These versions were never seen and it was thought that the flesh casing would be difficult to maintain and would rot over time. These hybrids are considered urban legend.

Next up, the new toasters…

Just a quick apology to the readers if the quality of my prose has been a bit lacking of late. I’m slipping these posts in during my daughter’s naps, so I’m often trying to spin them out in the space of 15-45 minutes. Hopefully, the substance hasn’t slipped, but if it has, hopefully it’ll improve as her sleep schedule renormalizes.

If you’re playing modern espionage, science fiction of any stripe, or steampunk, there’s one thing you’re going to run into: computers. The old cyberpunk systems dealt with cyberrunning/diving/fighting/hacking/whatever as combat-style actions, which is perfect for recreating the William Gibson-style hacking of his early novels. A lot of the modern games gloss over the importance of computers, and when they don’t tend to cinematize hacking.

You’ve seen this: the hero needs information…now! and the team geek with bang away furiously on the keyboard, opening windows that look like nothing that actually exists on the market and make you wish Hollywood set designers did graphic interfaces for your machine. Bang! He’s got camera footage of the bad guy wandering around the target location, he’s got the files on the guy from whatever agency, whilst accessing satellites and getting shots of the bad guy doing bad guy things. A few keystrokes and he’s accessed the security systems of the building (or whatever,) and can do [enter incredibly unlikely action here.]

It’s crap, of course, but it looks great on screen. Probably the worst offenders were the Bourne movies and 24. You would think every single camera on the planet, every bank, every agency, every street light, etc. is online and ready to be snagged by a super-grade A hacker.

In reality, here’s what your guy is doing: he’s doing research first. He wants to know the system the target is running, the kind of security. Fortunately, a lot of that information is available just pinging the target. You need passwords? Well there’s the top 10 people use, there’s researching people who do password properly to figure out the code, and there’s the heavy, randomized password security of some businesses and government systems. What a hacker stealing information, money, whatever, is not trying to access a particular account; they’re trying to break down to the administrative functions so they can do what they want.

There’s a couple of ways they’ll do this: they’ll craft a virus, or they’ll utilize know issues with the operating systems of the machines they’re targeting. (Yes, this is a bit simplistic, but most of the players aren’t going to be hackers and only need a convincing description of what they’re doing.) Some of the simple virii are open-sourced, available on bulletin boards that the black hat community use; the hacker will take and modify these for their use. Others are higher quality and require the hacker to craft them him/herself or gain code from friends and contacts. Here you can either have some canned virus with a specific skill level to use against the target machine, or you can have the hacker alter it and use a skill test to represent the efficiency of the virus.

Mechanically, there’s no real difference for what they’re doing. You could have them test for their research, to hit the target with a few probes to figure out what kind of server, OS, internet browser and sometimes even the security they’re using. Any success or failure could benefit or hurt them for the actual intrusion test. The intrusion test would go against either a static difficulty (an automated anti-virus system like Norton or Symantec) based on the quality of security — most of the time, this should be a “hard” test; top end systems will be more difficult. If there is a sysadmin on the network paying attention, you could test this as an opposed test — a perception-style test vs. the hacker’s test to either hack or craft the virus to enter the system.

Once in, the hacker can pretty much cruise around the network doing whatever they need to, although some networks are firewalled in nodes. The problem here — if you have admin access, you can usually bow through these nodes using a remote access program to do repair. Planting programs would be a computer skill test, finding information and snagging it a perception/search/investigate test. Any changes made to the system (planting keystroke loggers, programs, etc) can alert a sysadmin, as it will require administrator approval. Each time the hacker does something on the system that isn’t a normal user action (opening files, send email, etc.) they might be noticed; give the sysadmin a chance to see their activity. If they are trying to open encrypted files on the system, they can also be found. Better is to simply download the file and crack the encryption on your own machine.

This gives you a more realistic way to handle hacking (if that’s your desire.)

As for what you can find — there’s a lot of stuff online now, including stuff that is truly, monumentally idiotic to have accessible online (like, say, defense department mainframes.) Somethings, like a nuclear reactor, might be able to be monitored online, but the control systems are usually firewalled off (at the very least; many are mechanically operated.) Yes, you could probably reprogram streetlights, access traffic cameras, but you’re not going to find street cameras and security cameras in the local mall on the same network. Each system requires a hacking attempt; each thing you’re working means your attention is split, and running multiple processes slows your machine, working against the intruder. (This is why a lot of hackers work in “farms” in China, or utilize zombies and ‘bot to handle the basic functions.

Even if you can access satellites, they don’t see every portion of the world at all times — satellites usually orbit the planet about once an hour, each orbit a few hundred miles from the longitude of the last pass. If the satellite isn’t over the target, it can be anywhere from 45 minutes to days between overflies. Retasking a satellite is a big f’ing deal — you have to get all manner of permissions, the satellite has to blow reaction material, and then is on a new orbital interval (possibly screwing another team’s intelligence.) It pretty much doesn’t happen.

Most people’s personal information is scattered throughout the internet. You’re not going to get some clean sheet with bank info, personal, data, family photos, nifty headshot, military record, etc. in one shot. You’ll have to cast about for a while. Information from before the 1990s is often not transfered to digital as of this time, so old records might need to be pulled by hand. Some of the information is going to be redacted; the scan of the material isn’t going to give you anything useable. This gives the GM the opportunity to gloss over certain things he doesn’t want the players to know, and hence keep some level of surprise.

In a sci-fi setting, this is less a problem. You can have centralized data files, and more integrated surveillance systems…whatever the GM desires.

Hopefully, this gives the GM some idea of how to design their adventures to create a more realistic hacking experience for the players.