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Nicholas Simpson
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Is it possible for a non-kickstarter backer to get ahold of the extra Kickstarter rewards (the music tracks, pack of missions, and Touched PDF)? I'm of course willing to pay. If they are not currently available, is there an idea on when/if they will be in the future?

Okay, I have a big series of questions on Hacking:

1)If an access point is protected by something like a biometric scanner, can that also be hacked, and if so would it probably have better security than the network it's guarding?

2)Under Intrusion, it's noted that some Hyper Objects can be "Invisible" when a hacker is trying to detect them; can subnets or clouds be made invisible as well?

3)Can a hacker look for hidden targets without knowing they are there/what they are?

4)How is the broadcast range of a network determined for the purposes of hacking it?

5)When hacking a target outside of its broadcast range, can it only be achieved through a nearby connected Public Access Network, or can it be through any kind of nearby network? Can this only be done within range of the first connecting network, or can it be daisychained through multiple networks? Can this be done only to stationary networks, or can it be done on a moving Hyper Object or TAP? Can it be done to a network that would be Invisible or Concealed?

6)What happens if a network has no Sysop or Sprites on it; does nothing roll to Notice hacking/intrusion attempts?

7)How many sprites/sysops are normally assigned to a network? Does this differ by security?

8)When taking a Hacking action, it says they are opposed by the Sysop or sprite. Can they only do this if they've detected you, or is it automatic if they're connected to the same subnet? What happens if there is no Sysop/Sprite?

9)Is there a delay/action required on moving from one subnet to another? How about from one connected cloud network to another? What is the general limitation imposed by being connected to a subnet in terms of affecting other subnets, the cloud network, or one's own TAP? Basically, how many places can a Sprite/Sysop/Hacker be affecting an accessing at once and what are the restrictions on moving in between them?

10) How exactly does IC work? Can it effectively take all the actions available to a Sysop/Sprite, or is it limited? If it is limited, please give a list of what it can and can't do.

11) Since the risk of attacking an entire network at once is being swarmed by sysops/sprites, is it assumed that each network has multiple sysops and sprites, and do they each count as another NPC in a conflict/contest?

12) When a sysop/sprite creates an "Alarm" aspect, does this clue in security to a general alert, or would it be able to clue them in to the more access locations of a specific subnet if the hacker was sighted at that level?

13)How is difficulty set for a Sysop/Sprite calling/running another sprite as an overcome roll?

14) If a hacker wants to oppose calling a sprite, do they just need to declare this, or do they need to be in the same subnet/have placed a relevant advantage to do this?

15)When a hacker uses a relevant advantage to oppose an attempted system shutdown, does this use up the advantage or does it still exist?

16) If a system is shut down, will sysops count as being forcibly booted or just hackers?

17)Can hackers take the action to trace the physical location of a user, or is this limited to sysops?

18)Can the hacker wipe out traces of his presence on a network any other way than taking it out in hyper conflict?

19)When calling a sprite, can only one be called at a time?

20)When targeting a cloud network, do effects (e.g. aspects, effects of hyper conflict) caused to it also apply to all of its subnets, even if they have restricted access? Or does it only affect the networks currently accessible to the hacker?

21)I understand why a big network would slave a bunch of hyper objects, but is there any benefit to a single entity slaving objects to his TAP?

I haven't gotten the chance to test the rules for this too much, yet. My big question is how things have gone with handling the much larger number of aspects in this game. Regular Fate limits players to 5 personal aspects, plus the 1-3 aspects for the setting, plus 1-3 aspects for the scene, plus any aspects created during play.

This system grants an aspect for almost every piece of gear, and they all get at least one free invoke per game, maybe more. That's a pretty big deal to keep track of. Maybe there could be a card deck to just write equipment down on. Or a more detailed sheet just for recording equipment and its abilities. I know the general consensus with Fate has been to cut down on aspect bloat.

It's also kind of funny, because the calling card for cyberpunk games has always been a lot of gear-porn minutiae that seems antithetical to Fate. Maybe this game has cut the Gordian knot by introducing that level of granular tracking of gear while keeping the rest of the system super simple. I'm interested to hear others' thoughts.
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