So I wrote rules for hacking in an RTD. It's for one I'm doing right now, so it'd be nice to get some opinions. Also, I'm using a slightly different rolling system, so forgive the slightly different set-up.
While hacking a computer, there is three types of action you can take.
Aggressive: Gives a +1 to your hacking attempts, but gives a +1 to detection rolls. This type of action is directly and aggressively hacking the system, being extremely obvious but with the benefit of directness. You aren't faffing about with stealth, which frees up your mind to hack the system.
Covert: Gives a -1 to your hacking attempts, but gives a -1 to detection rolls. This type of action is quietly and stealthily hacking the system, being less detectable but with the drawback of precision. You have to concentrate to make sure you aren't being traced.
Defensive: You don't do anything, but you roll to raise your camo by one. While this is done, there is no detection roll. This type of action is playing innocent by doing things a regular user would do, throwing off the system but having the drawback of inaction. You can't do anything illegal when you're playing the "I'm just a normal user, don't mind me" routine.
Detection rolls are made by the system every turn (Well, depending on the camouflage state).
Major Failure (1): Camouflage goes down by two.
Bad Failure (2): Camouflage goes down by one.
Minor Failure (3): The next detection roll gets a -1.
Minor Success(4): Nothing happens.
Good Success (5): The next detection roll gets a +1.
Major Success (6): There isn't a detection roll next turn.
Defensive Rolls are made by players to bring up Camouflage.
Major Failure (1): Camouflage goes down by two.
Bad Failure (2): Camouflage goes down by one.
Minor Failure (3): The next detection roll gets a -1.
Minor Success(4): Camouflage goes up by one.
Good Success (5): Camouflage goes up by two.
Major Success (6): Camouflage goes up by three OR Admin access is given (Depending on the situation).
Camouflage measures how safe you are within the system before it starts tracing you.
Admin means you are considered the admin of the system and will not be traced. However, whenever you do an aggressive action, a detection roll is made with a +1. This cannot be reached unless you get a major success (a 5) on a defensive roll at a Defensive roll.
Undetected means you are not be traced and are considered a normal user. However, whenever you do an action that isn't defensive, a detection roll is made.
Tracking means you are considered suspicious by the system and are being tracked. Whenever you do an action that is not defensive, you get a -1.
Impeded means you are being stopped by the system from hacking. Whenever you do an action, you get a -2 to it. If you fail the next detection roll, then you are being Traced.
Traced means you are being traced by the system. After three turns, you roll to avoid getting locked out of the system. After this, you have to choose to either spend a Luck point or start drawing Heat in order to continue hacking.