From a GMīs perspective: When the timing is right, I donīt mind using the Standard Matrix rules for Hacking.
However, when I or the rest of the table just donīt have the patience and the right mood for 20 Minutes of Matrix Mumbojumbo, I like to take a faster approach thatīs somewhat similar to the mechanics of the Matrix search action:
After hearing what task the player wants to accomplish, the GM sets a fixed treshold (e.g. 3) and a fixed time (e.g. 2 Minutes) for the whole task, depending on the circumstances, the expected security and the chances to create dramatic situations
Then itīs just one roll, with the Skill-Attribute-Limit Combo that seems most appropriate. Some examples:
- To brick a Device, itīs Cybercombat + Logic [Attack]
- To manipulate a camera feed, itīs Hacking + Logic [Stealth]
- To intercept a call, itīs Electronic Warfare + Logic [Stealth]
- To make a list of all nearby wireless-active weaponry, itīs Computer + Intuition [Data Processing]
- To write a little program that makes a wireless grenade go off when leaving a certain GPS Area, itīs Software + Logic [Data Processing] (Because the software skill needs some love, too )
- To grab a File from a small host, itīs Cybercombat + Logic [Attack] or Hacking + Logic [Stealth], depending if the player wants to do it the stealthy or the aggressive way.
Any "hacking perk" (loaded programs, sprites, echoes, complex forms, access codes aquired by having the face sway an unsuspecting wageslave...) that can be argued to aid the task in a meaningfull way grants 1-2 bonus dice (GMīs choice) or raises the limit by one (playerīs choice). Direct connections and VR mode modify the threshold: - 1 for a direct connection, -1 for VR (and the +2 Bonus dice when using Hot VR). The minimum threshold is 1.
One Net hit, and the task is accomplished in the given time. More Net Hits, and the time needed is devided by them, just like when performing a Matrix search. Regarding the additional penalties for illegal Attack and Stealth Actions, the consequences have to be harsher than usual, since these rules summarize many actions at once:
- On a successfull Attack test, the alarm is tipped of as usual. Also, the Hacker always has to resist the (original) threshold as Matrix Damage, with possible Biofeedback at the GMīs discretion. If the test is not successfull, missing hits are doubled and added to the Damage Code.
- On a successfull Stealth test, the task is accomplished unnoticed. Failing the test tips of the alarm, missing the threshold by 2 or more means The Man also got your current location.
- After the hack, 1W6 for each point of the (original) threshold are added to the Overwatch Score. Note that this is only relevant if the hacker is required to stay in the Matrix afterwards. In most cases, she will probably be able to relog.
Would love to see something like that in the new Matrix rulebook!
Extensive hacking episodes donīt fit into the pacing of the game too often, so an
optional quicker approach would be very usefull.