1. Introduction
This text is about computers, and the people who know them.
That is, people who use the computer for a living--either those who
use them illegally, or those who are trying to stop the illegal usage.
This was written with RIFTS Earth in mind, but just about any modern
world will be sufficient (I guess).
2. Computer Geeks
There is quite a wide range of "gurus": programmers, analysts,
designers, administrators, and so on. This text is concerned mainly
with the crackers and those trying to stop them.
2.1. The Cracker
Since the advent of computers there have been hackers and crackers. The
line which distinguishes one from the other is well-defined--though it
has been made fuzzy by the media. A cracker is one who uses a
computer to steal information, and perform other illegal (often times
malignant) actions. A hacker is one who "fiddles" with the
computer; such as modifying source code to work with particular
hardware,
inventing unique hardware configures, and other legal actions.
Crackers are, in essence, soldiers on an unseen, intangible battle
field. They may be "mercenaries" or motivated otherwise. One of the
biggest and most profitable cracking activity is so-called "industrial
sabotage/espionage". It may be up to the players to stop a group of
crackers, or the players may be the crackers. Perhaps the players need
some information (check out a potential employer, so on). Sometimes
players need to commit crimes for the sake of self-preservation. They
may need the help of a cracker.
2.2. The "Good" Guys
Just as there are police to fight "conventional" crime, there are
computer police to stop computer crime. Often times they are
government agents tasked with protecting sensitive data, tracking
and arresting computer criminals, and disrupting the "computer
underground". Often times the only difference between a "good guy"
and a cracker is which side of the fight they are on. The computer
cop must have the knowledge, skills, and creativeness of the cracker.
This can be a potential can of worms. The influence of money and
power can cause a person to behave abnormally--"Just give us the
agents' name, and will give you a million credits".
3. The World of Computers
In our time nearly everything is stored, retreieved, manipulated,
copied, and processed in a computer. It stands to reason then that
RIFTS/Nightbane/etc Earth is no different, if not even to a higher
degree.
Here we look at the opposing worlds of the "good guys" and the "bad"
guys.
3.1. The "Computer Underground"
Like most types of organized crime, computer criminals have quite a
network of connections with others; however, the reach of the computer
can span the world, and the members of the network may never know
the others' names, where they live, and what they look like.
[Apparently, RIFTS Earth is not very connected; however, in
Nightbane it seems quite possible.] This network, the
"underground", is the most important tool the cracker has. Warnings
of government raids, illegal information, manuals, programs, banned
books, and so on can be fired off from one side of the globe and within
seconds be on the other side.
The underground is very tight and restrictive. New-comers must
prove themselves, and government "undercover" agents are generally
sniffed out quickly (but could be a distraction to draw attention
away from other agents already in: make the enemy think he is
keeping you out of his cookie jar). The fact is, getting in no easy
trick. Many "aspiring" crackers are often caught in attempts to pull
off a grand heist to gain approval, and the ignorant simply cannot
keep up, and either drop out or get caught.
Typical "late night" crackers do not have the equipment and
resources to crack. The underground can usually help out. However,
some cracker groups are heavily funded by industrial or private
sponsors to such a level that a small government could not resist
their attackers. To some, then, the underground is a bunch of
"punks" with too much free time, and have little to no use ... except
as scapegoats.
3.2. The Good Guys
Typically, only governments are able to maintain good computer security;
it simply is a must. Large corporations find themselves needing heavy
computer security as well. Smaller companies, unfortunately, cannot
afford such security, and are continuously victimized by crackers.
While governments have their own department for security, companies,
and corporations generally need to contract such jobs. Specialists in
the field can and do command a high price, ridicuously high. Computer
crime is big business. Computer crime causes an overall loss of
millions upon millions of credits per year--either in stolen cash,
or costs incurred by recovering from damaging attacks. Not to mention,
the cost of maintaining computer security. Banned
books, technical specifications, and other high-priced information are
stolen for the sale on the black market.
3.3. The Battle Field
It seems a losing battle for the good guys, and, to a degree, it is.
Every time a new security measure is put on the table, it only a matter
of time before it gets cracked. Crackers are elusive, too, thanks to the
underground. If the cracker is feeling too much heat, they almost always
have a place where they can run to lay-low for a while. So long as the
good guys stay a step ahead, it will remain a fairly balanced battle.
The other problem is that the underground is so vast (and not always
tangible) that the good guys cannot possibly provide adequate protection
to all who need it (which is just about anyone who has data stored on
their computers). While large corporations do indeed have the best
computer security, even they are stolen from anually. Such huge
corporations
have so many monetary transactions happening in a single day,
and at such high volume of cash, that someone skimming a million a day
means nothing and generally does not get noticed. At this rate, the
cracker
can retire within a week, and when the corporation closes their books,
tens of millions of dollars is immaterial. Such corporations are only
looking for protection from such things as data theft (blue prints, et
cetera). Unfortunately, to small businesses, a skim or two can throw it
into bankruptcy.
It is a world-wide battle field, it is a constant 24-hour battle ...
literally.
Only the big stories reach the media.
4. Some OCCs
As noted, there are many fields of specialization in the computer world.
Only the ones relavent to computer crime are considered here.
4.1. The Virus Writer
The computer virus originated in Bulgaria (mid 1980s). Like an epidemic,
it reached all over the world (sometimes at alarming rates). Viruses are
spread by mainly carelessness. A virus is written for the purpose of
revenge, egoism, and plain evilness. Originally, virus writers were
very creative, and wrote an of virus types--mutating, harmless,
annoying,
destructive, and so on. Fortunately for the anti-virus researchers,
virus writers are a dying breed; thus, their creativity is all but dead.
Most are "wannabes" who manage to get a hold of some virus source code
and change only a few details (nothing important) like giving it
a new menacing name. As such, most viruses (new ones appearing every
day) are easily destroyed because of the non-creativity.
The virus writer is suggested to be a NPC villian. The player(s) should
be involved in anti-virus work. Anti-virus research is still not a walk
in the park. Mostly due to the new viruses spread throughout the world
every day. These viruses need to be "dissected" (de-assembled), studied,
logged, and then software needs to be patched to handle this new virus
(if it is warranted). With each new virus, anti-virus software grows in
size chewing up valuable disk space. This means the anti-virus writer
must know existing viruses in and out, and be creative enough to
either be one step ahead or behind the virus writers. To keep ahead,
anticipation is required. To stay one step behind, the virus must be
found, dissected, and fixed ... and PDQ (Pretty Damn Quick), too.
4.1.1. Skills
- Virus Writing
- De-assembly
4.2. Underground SysOp
Part of the underground is data storage and retrieval sites. These
places generally hold source code for viruses, illegal information,
contacts by city, and so on. Someone is required to administer these
sites and protect them from invasion. "SysOp" means "System Operator".
The sysop fullfills this role by monitoring who logs on, when, what,
where, everything. Being a sysop is neither a easy or part-time job. To
provide security, the sysop must diligently patrol is site, often acting
as a lurker or invisible snoop, to turn back invaders (which may not
always
be the government). In addition, general maintainence tasks must be
accomplished.
4.2.1. Skills
[Not finished. Hell, not even started.]
4.3. Security Cracker
This is the "typical" cracker. Their specialty is gaining access to
other peoples' computers illegally. This can be either electronically
or physically (do not put it past a cracker to break into your house and
steal your computer). This character knows all the tricks, and sometimes
new administrators and/or old systems are not capable of repelling such
attacks. Therefore, older systems and new administrators are often
targets
of the cracker. Attacks such as login spoofs or password generators is
sometimes enough for the cracker to get into a system.
4.3.1. Skills
- Computer Security:
- Break-in Detection: Ability to know that your system
has been cracked, and by who (if you are lucky).
- Clean-up Tracks: Ability to remove your "tracks"
from
a system you have cracked, thus making detection difficult or
impossible.
[Quite unfinished]
5. Computer Crime in Your Campaign
Admittedly, role-playing such OCCs would probably be boring (not to
mention
possible jail time). Therefore, I would suggest using the above OCCs for
NPCs. Let your players be the ones to enter a suspected cracker's house
to
make an "arrest" (or to kill the cracker(s)). In addition, if your
players
need them, and if they can find them, crackers can be an invaluable
resource (if you use alignments, this could be a problem). The actual
number of opportunities of being a virus writer or in the anti-virus
field are limited, and probably not a lot of fun (so I did not spend too
much time on their skills and such :) However, they can add some spice
(antagonists) to your campaign.
There is a huge demand for computer criminals. From book collectors, to
information junkies, to mercenaries, to corporations, to governments.
The
pay-off, a million a day, can be quite attractive. Others may do it just
to
feed their ego, or for revenge. The reasons are many, and it is a threat
to
many as well. Possibly (probably) to the players as well (directly or
otherwise). For example, perhaps a security specialist is tasked with
finding who the cracker is, and the players are tasked with
find where the cracker(s) is(are) and bring them to "justice".
Sometimes the folks in the security business play the judge and the
executioner.
6. Some NPCs
6.1. The Vors
This is an underground group specializing in stealing government
dcouments (training manuals, technical specifications, et cetera). Not
many facts are actually known about the Vors. Only one member has ever
been arrested, but was never even questioned for reasons only the Vors
and certain government officials know.
They are small, superbly organized, world-wide, and staggeringly
efficient. They are feared by everyone, and are the undisputed
champions of the underground. Several moves against them were stopped
before they were even started (sending convincing letters of direction,
infecting systems, and, it is rumoured, murder all contributed).
Official
actions always are intercepted by a "higher up", and nothing ever gets
done.
Beside the teenager who was arrested, only one other Vor is known. Note:
that teenager is now 23, has disappeared, but is believed to be alive.
The other known Vor is the founder of the clan. His real name is not
known, however. He is rumoured to have been cracking into a
corporation's
system at the receptionist's desk while the building was being evacuated
due to a fire alarm. He is also believed to be directly involved in the
assassination of several government officials--this is not true, he is
evil, but not a murderer.
6.1.1. Sverchok ("Cricket") or Ivan the Terrible
The only Vor known to exist is Sverchok (Russian for
"cricket").
He is Russian, and believed to be operating from Saint-Petersburg or
Moscow. Of course, some contest that he is no where near Russia, and
has successfully thrown the world off his tracks. He is actually in
Saint-Petersburg, but no one knows where. No pictures of him exist, no
complete, accurate descriptions exist, and no official record and so
on do not exist.
Sverchok is a master sysop. No one has broken into his site, "Vor Dom".
A few attempts, and never any repeated attempts. He is also an
accomplished
virus writer--that was how he got started.
Sverchok is probably in his mid twenties, not older than 28. He says he
served in the military for 4 years, too. Contacting Sverchok is easy;
finding him or getting a reply from him is the hard part. You can be
sure
that all possible information about you is known to him before he
replies
(if you get a reply).
6.1.2. The Real Story (GM eyes only)
This is really up to you. Here are some ideas though.
- The Vors could be more than an underground clan (A small
piece
of a larger puzzle?).
- The Vors are actually government spies who have infiltrated
the underground.
- The Vors deal in more than information.
- Any or all of the above.
By Jason Murray.
Jason Murray
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