
The Docklands network and power grid will require a solid security system to ensure that it is safe-guarded against cyberterrorists and criminals. Previously, the grid had been full of holes that allowed the less lawful elements to tap into the Network with ease, often siphoning information from some corporate establishments. If the Docklands have any hope of returning to a reputable state, the grid will need to be refitted with a new ICE (Intrusion Countermeasures Electronics) suite as a security measure. This will be especially vital when businesses and corporation locations are built, as well as the future residents.
Step One: ICE to meet you
Each committee member will be working alongside a team of programmers and sysops to make an ICE to protect the Docklands from intrusion. Often, this is a difficult process that requires programming code and manufacturing certain algorithms. However, some programmers are known to base their ICE on a certain construct or behaviour and build on that from an existing template, putting their own personal fingerprints on the design as a result. For example, some designers might base their ICE on a phalanx of Spartans or a dangerous blood-thirsty animal. Some Haas-Bioroid designs include implementing bioroid consciousness into ICE, making it a built-in sysop.
To conceptualize an ICE design, make any non-Computer Skill check at Average Difficulty with one upgrade (◆⬟).
Alternatively, someone who is more Network savvy may come up with their own designs from scratch. There is potentially a lot of drudge work involved in this but at least it does ensure the lack of backdoors than taking shortcuts. Instead, make a Network (Intelligence) at Average Difficulty (◆◆).
If the skill check was a success, then the following skill check is made at Average Difficulty (◆◆) instead. For every two Advantages, the next roll gains 1 Boost die. For every two Threats, the next roll gains 1 Setback die. A Triumph upgrades the next roll. A Despair upgrades the difficulty of the next roll.
Step Two: Sugar and Spice. And everything ICE
Once the design of the new ICE has been planned, it will be time for the team of programmers to get to work on making the ICE a reality. This will be frantic work for the team, likely taking a good portion of the day to make it realized and several cans of Diesel. It won't be perfect, but there will be enough to put on the server and give something the team to work on debugging over several weeks.
The committee member may either make a skill check with Computer (Sysop) (Intelligence) for direct ICE creation with one Boost (+ ■) from the team or Leadership (Presence) to manage the team of programmers instead. The base difficulty is set at Average Difficulty with one upgrade (◆⬟) but may differ, see above.
When building the ICE, the team will need to choose to build either the Sentry, Barrier or Code Gate archetype. Each archetype has a different corresponding base strength and effect.
Sentry ICE
Starts at Strength 2
Base Effect: On failure, the runner takes suffers 1 Strain. They also take 1 Wound if a Brain-Machine Interface is used.
• Every 1 Advantage rolled while creating the Sentry ICE can be spent to increase Strain and Wounds suffered to be increased by 1.
Code Gate ICE
Starts at Strength 1
Base Effect: If a runner attempts to break this ICE and fails, they lose access to the entire system and must perform the access system action again.
• Every 1 Advantage rolled while creating the Code Gate ICE can be spent to increase the difficulty to break this ICE by one Setback (+■).
Barrier ICE
Starts at Strength 3
Base Effect: On failure, the hacker cannot proceed past the ICE.
• Every 1 Advantage rolled while creating Barrier ICE can be spent to allow the ICE to be reinforced. During their turn, a sysop may spend a maneuver to reinforce the ICE. If they do so, the ICE increases its program strength by 1 until the end of the sysop’s next turn. Max strength is the Barrier strength + reinforced value.
Every Success rolled will increase the ICE created by 1 Strength and every Failure will decrease the ICE created by 1 Strength. Unfortunately, the grid will only accept ICE above its starting strength for the purposes of final scoring.
2 Advantages may be spent to grant the ICE a base effect ability of another archetype in addition to its own base effect. Every two Threats rolled will grant one Boost die (+ ■) to the Runner to break the ICE in the future. Each Triumph is worth either an extra Success or 2 extra Advantages, and each Despair is worth an extra Failure.
Step Three: Security Testing
Each implemented ICE will need to be tested for bugs and potential loopholes. While a piece of ICE that is able to fire its effect on the runner could be considered a success, it is potentially a false positive. A broken piece of ICE is able to generate testing data and provide crucial information for the team to strengthen its integrity.
Each tester will be provided with a Security Testing Icebreaker at base Strength 2 and that can affect any ICE. It is destroyed after use. Runners may use their own Icebreakers instead.
Using the ICE found in the previous profile, the runner makes a skill check using Computer (Hacking) (Intelligence) at Average Difficulty (◆◆). Each Success is added to the Strength of the Icebreaker. If it meets or exceeds the Strength of the ICE, it is considered a success.
Alternatively, the runner may also use the backdoor of the ICE due to the designer's concept, which is the skill used during Step One: ICE to meet you instead of at the same Difficulty.
On Success, the ICE is increased by 1 Strength and the backdoor is eliminated. On a Triumph, the ICE is increased by 1 Strength.
Result
If the committee is able to create 4 pieces of ICE up to standard to be accepted by the grid, they are granted 1 Agenda Point.
Each committee member is given a copy of their created ICE, as well as one Security Testing Icebreaker.




























