TEXT: FAST LANE HACKING
  RULES AND GUIDELINES FOR QUICK HACKING SCENES
  Hacking is a difficult task to tackle at the table. Many RPG
  systems with dedicated hacking rules overshoot the target,
  making it a cumbersome chore to give computer systems a
  feeling of “real” security. Often this boils down to a player
  needing to endure a separate “hacking minigame,” while the
  rest of the group goes to get refreshments.
  Fast Lane Hacking supplies you with a simple, fast system
  for Savage Worlds to provide a more detailed experience for
  the group’s dedicated electronic surveillance and information
  specialist (aka, the hacker).
  Fast Lane Hacking
  This  system  is  based  on  Dramatic  Tasks.  It  is  primarily
  modeled for Cyberpunk or SciFi settings where the Internet
  has been replaced by cyberspace, a living digital world of neon
  lights, lightning-fast console jockeys, and vast riches (or a
  quick death). Hackers connect with their cyberspace decks,
  which they plug directly into their brains via a neuro-
  jack. Instead of a simple firewall they face Intrusion
  Countermeasure Electronics, also known as ICE,
  software which can pack a deadly punch!
  Of  course  you  can  also  use  Fast  Lane
  Hacking with  modern  settings,  in  which  a
  hacker relies on an old-fashioned computer
  to break into high-security mainframes to
  steal data. See the  Hacking chapter on
  page 2 for alternate rules.
  New Professional Edge
  Deckmeister
  Requirements:  Veteran,  Smarts  d8+,
  Hacking d8+
  This  hacker  has  honed  their  skills  at
  breaking  into  cyberspace  systems  and
  fighting ICE to a razor-sharp art.
  During each step of a cyberspace run
  they draw an additional Action Card and
  choose which to use.
  Setting Rules
  Dumpshock
  Characters ejected from cyberspace
  may suffer Fatigue from the sudden
  rush of “changing realities.” This is
  called  Dumpshock,  which  is
  represented  as  levels  of  Fatigue.
  Dumpshock heals at a rate of 1 level
  per  full  hour  of  rest.  Should  a  console  jockey  become
  incapacitated from Dumpshock they are knocked unconscious
  for 1d6 hours.
  Cyberspace Decks
  A cyberspace deck is a hacker’s best friend, their gateway to
  cyberspace, and the tool of their trade. Many codeslingers
  modify not only their utilities, but also the decks themselves.
  Power is a generic indication for the overall computing
  power of the deck. Faster cyberspace decks run better tools
  and  suffer  less  reaction  lag,  making  the  life  of  a  hacker
  significantly easier and less dangerous.
  All cyberspace decks are assumed to have enough memory
  storage to hold the hacker’s utilities and any data they wish to
  download from cyberspace. Exceptionally large data caches
  may require additional memory modules hooked up to the
  cyberspace deck (Game Master’s discretion).
  Hackers use a variety of programs to suit their needs, which
  collectively are called utilities. Software is only as good as the
  person using it though, so utilities themselves do not provide
  an advantage. Hackers who find themselves in a tough spot
  can  undertake  a  Fast  Lane  Hacking run  with  only  a
  cyberspace deck and no utilities by programming on the fly,
  but this is very difficult to pull off.
  The  cost  given  assumes  starting  funds  of  1,000
  dollars/credits/newyen. The Game Master should modify the
  cost of cyberspace decks to their game’s starting funds.
  CYBERSPACE DECKS AND UTILITIES
  Cyberspace Deck
  Power
  Cost
  Cheap
  1
  500
  Streetware
  2
  1,000
  Corporate
  3
  2,500
  Security
  4
  5,000
  Military
  5
  10,000
  Full Custom
  6
  20,000
  Utilities
  Cost
  Utilities Package
  200
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  1
  
  FAST LANE HACKING
  Systems
  Hacking into hosts in the Fast Lane inflicts a penalty on all
  rolls, depending on the protection installed on the host system.
  This starts at a no penalty for run-off-the-mill systems and
  increases  with  more  sophisticated  security.  Obtaining
  passcodes for the system provides a bonus to certain steps.
  Alerts
  Hosts may trigger system-wide alerts. These alert states, called
  Alert and High Alert, bring about the activation of additional
  credential checks, loading of ICE, or the login of a security
  professional.
  In  modern  settings ICE  is  replaced  by  aggressive
  countermeasure software which cannot harm the hacker, only
  their computer.
  Cybercombat Fatigue
  Combat in cyberspace leads to Cybercombat Fatigue. This
  Fatigue heals within a few seconds after a cyberspace run ends
  and the hacker jacks out.
  If a hacker is incapacitated from Cybercombat Fatigue they
  are ejected from cyberspace, remove all Cybercombat Fatigue
  and take 1 Wound from neural feedback.
  For modern settings Cybercombat Fatigue also exists, but
  it represents the strain hacking into a highly secured system
  puts on the hacker’s computer. If a modern-setting hacker is
  incapacitated  from  Cybercombat  Fatigue,  their  computer
  crashes.
  Hacking
  Breaking into a system is a multi-step process, and is handled
  similarly to a Dramatic Task. The hacker needs to collect five
  Task Tokens, except they don’t stop if they reach the token
  limit  or  fail  a  Complication.  There  are  five  steps,  each
  representing a different stage of the cyberspace run. Draw a
  card for each step. Clubs incur the usual –2 penalty, plus a
  Complication  as  described  below.  Unlike  most  Dramatic
  Tasks, the hacker must complete all five steps. The run does
  not end in success when the hacker reaches 5 tokens.
  The console jockey may end a cyberspace run at any time
  by jacking out. If they jack out after drawing a Clubs card,
  either before or after making the roll for it, they have to
  succeed  a  Vigor  roll  –2  or  suffer  1  level  of  Dumpshock
  Fatigue.
  Step 1: Breaking in
  The hacker enters the system, either through the front door, or
  by sneaking into a hidden access point.
  Complication: Barrier ICE blocks the way! If the hacker
  fails their roll the system goes on Alert. If they critically fail
  the system goes on High Alert!
  Modern settings: no change, but it’s called a firewall.
  Step 2: Avoid security
  The  intruder  must  get  past  security,  preferably  unseen.
  Whether it’s ICE or Corp security doesn’t matter.
  Complication: Cyberpatrols  spots  the  hacker!  If  the
  codeslinger fails their roll they suffer 1 level of Cybercombat
  Fatigue and the system goes on Alert (High Alert if it was
  already on Alert).
  On a Critical Fail the hacker suffers the above consequences
  and also repeats step 2!
  Modern settings: no change, but it’s called an Intrusion
  Scanner.
  Step 3: Navigate the system
  Now that they are past the watchdogs the hacker needs to find
  the correct node in the system.
  Complication: The console jockey triggers hidden ICE! If
  they fail their roll the system goes on Alert (High Alert if the
  system was already on Alert). If they critically fail the ICE
  also has offensive capabilities and the hacker suffers 1 level of
  Cybercombat Fatigue!
  Step 4: Locate the paydata/manipulate the system
  The hacker must find the correct access port or security panel
  in the vast data storages while under pressure!
  Complication: More ICE activates and patrols the system.
  If the hacker fails their roll the datastore wipes itself as a
  security  measure,  the  security  panels  lock  down,  and  the
  system goes on High Alert. If they critically fail they also
  suffer 1 level of Cybercombat Fatigue from attacking ICE or
  Corp hackers.
  In high-security hosts the ICE may be Black ICE! In that
  case the hacker suffers d4 Wounds!
  Modern  settings:  There  is  no  Black  ICE,  instead  their
  computer is damaged as the intrusion countermeasures use
  weaknesses in its software to remove safeguards. Repairs cost
  d6 x 100.
  Writing and Layout: Manuel “ManuFS” Sambs (Veiled Fury Entertainment)
  Thanks: Donavon Bailey | Editing, Proofreading: Charlotte Irrgang, Dylan Brooks, Richard Woolcock
  Art: Jeshields (illustrations) and Lord Zsezse Works (page background)
  2
  
  FAST LANE HACKING
  Step 5: Get out
  Getting out is not as easy as simply jacking out. Before the
  deck jockey jacks out, they need to wipe all traces of their
  intrusion, and clean up the logfiles.
  Complication: Trace ICE is activated and it’s locked on! If
  the hacker fails their roll the Trace ICE locates their physical
  location and reports it to its corporate masters. On a Critical
  Fail it also burns the deck! Until the hacker repairs it, which
  costs d6 x 100, they suffer –2 to all rolls in cyberspace.
  Modern settings: It’s simply called a Trace. On a Critical
  Fail the target has a security team nearby, or informs law
  enforcement elements; either arrive quickly.
  Success or Failure?
  If a hacker succeeds with  more than 5 tokens the Game
  Master may reward them with additional intel, paydata, or
  other benefits of a flawless run.
  If the hacker finishes Step 5 and has accumulated exactly 5
  tokens, then their cyberspace run maybe didn’t go exactly as
  planned, but they got what they entered the system for.
  If they are after Paydata they copy the correct files and, if
  they wish so, delete the original in the system. That host had
  better have a good backup system!
  If their target is  Manipulation of the target system, the
  hacker now has a choice. They may make specific alterations
  to the system, like switching off cameras or setting them to
  show a looped image, opening cyberspace-controlled doors
  while having them showing as still closed, blocking alarms, or
  other  semi-permanent  changes,  and  then  jack  out.  These
  manipulations may be detected by system administrators if
  they perform a system sweep.
  Alternatively,  the  hacker  may  stay  in  the  system  and
  manipulate  it  on  the  fly  as  the  situation  changes.  Every
  additional change requires a simple Hacking roll. On a failure
  the system goes to Alert, or High Alert if it was already Alert.
  On a Critical Failure the system immediately goes to High
  Alert and the console jockey gets swarmed by ICE. They
  suffer 1 level of Cyberspace Fatigue and are kicked off the
  system.
  If the hacker manages to complete all 5 steps, but does so
  with 4 or fewer tokens, the run was a failure. Any Paydata
  they copied is either corrupt, irrelevant to the goal of the
  hacker and unsellable, or comes with hidden ICE attached
  which wipes it on first access.
  Manipulations on the actual systems either don’t take at
  all, or are immediately discovered by security personnel and
  corrected (passcodes get changed, surveillance taps deleted,
  the hacker kicked from the system).
  FAST LANE HACKING CIRCUMSTANCES
  System
  Modifier
  Trivial
  –1
  Basic Security
  –2
  Corporate
  –4
  Military
  –6
  System Status
  Modifier
  Alert
  –1
  High Alert
  –2
  Passcodes
  Modifier
  User
  +1
  Security
  +2
  Cyberspace Deck
  Modifier
  Power lower than system modifier
  –1
  Power higher than system modifier
  +1
  No Utilities
  –2
  Damaged cyberspace deck
  –2
  Fast Lane Hacking is part of the larger Sprawlrunners release, which is coming soon to the Savage Worlds Adventurer’s Guild!
  3
  
SOURCE: textdata/thevault/Savage Worlds/Core/SWADE/SWADE - Fast Lane Hacking.pdf