d20 Modern Computer Hacking

Aristotle

First Post
I'm far from an expert on the d20 Modern (Future) ruleset, but for an upcoming campaign of mine I wanted to flesh out a "Hacker" Advanced Class and maybe a couple of specialized prestige classes to go along with it ... this (in my current opinion) means I need a more robust hacking mechanic with all sorts of operations and tricks that can be done.

My inspiration is the cyberpunk genre, but I want to stay away from "net running". Hacking will be more "realistic" in that the user will be using a computer that connects to networks remotely rather than a console that alows virtual travel into networks. (I'm trying to avoid a mechanic-heavy system that isolates the hacker and leaves the rest of the party spectating while the hacker goes off adventuring solo.)

I've considered modeling a hacking system after magic/power systems that already exist. A standard D&D "vancian" system might work with increasingly difficult operations becoming available as the character gains levels. A character would 'know' operations like a Sorcerer knows spells and would then be able to use a certain number of operations per day (or maybe per logon).

Something less rigid might be a skill/feat based system modeled after some of the skill/feat magic/psionic systems available out there.

I'd really like to get some opinions, or maybe some other ideas, on further developing the concept of hacking through the d20 mechanic... I'm aware the topic might be covered better elsewhere. Feel free to forward me there if ya like.
 

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Ok, this system is something I have had kicking around in the back of my head for a while now but which I have never bothered to flesh out because I'm not running a modern/future game right now. Maybe it can give you some inspiration though.

"Hacking" in game terms means gaining administrator-level access privelages to a system, the system in question could be anything from a desktop-pc to a supercomputer mainframe, doesn't matter. You hack using the Computer Use(Int) skill which requires at least 1 minute of time (possibly more at the DM's discretion) the base DC depends not on what kind of system you are hacking but what kind of connection you are using to access the system.
DC 20 to hack a system that you are physically accessing (ie: you hack the Company CEO's computer from in his office)
DC 25 to hack a system that is on the same network you are accessing (ie: you hack the CEO's computer from his secretary's desk)
DC 30 to hack a system that is on a remote netwok (ie: you hack the CEO's computer from your base)

Of course the system must itself be physically connected to a network you can access and the GM may adjust the DC's up or down for espically well protected/vulneurable systems. The benefit of this mechanic is that it changes the focus of hacking from VR Netrunner type antics based on defeating system-security programs (monsters by another name) to an adventure based on gainning access. For example, the PC's need to hack a DOD mainframe, the GM decides that the DOD's Virtual Private Network has espically good security so remotely hacking the mainframe would be a DC 40 task (30 for remote hacking + 10 for super-security = 40) which they can't do yet. However, if the PC's can sneak onto a secure army base and access the base netwok they can hack the same mainframe with only a DC 25 so now they have to figgure out how to not only get on the base but get the PC with the Computer Use skill some quality alone time with the base network. The PC hacker is still special but the focus of the adventure remains in the real world.

The next part of my mechanic is that normal characters can only hack systems with a DC of 20 or less. Hacking a system with a DC > 20 requires a special feat (if you want hacking to be available to anybody) or class ability (if you want to build hacker class). In modern simply make the ability a feat on the Smart Hero's feat list or a Smart Hero-exclusive talent. Note that the Smart Hero can take the Savan talent with Computer Use which gives him a bonus equal to his Smart level on Computer Use checks so you could make Hacking a feat open to everybody but Smart Heros will still be best at it. Another good talent for hacking characters would be to take the Bardic Knolwedge ability, file the serial numbers off, and recast it as a hacker's ability to gather general info on people and places. This lets a hacker character be the info-guy without having to go into detail about what type of system he needs to hack to find out where that NPC went to college.

The rest of the mechanic would simply be deciding on the appropriate DC's for general tasks you can do with Computer Use after gaining access to a system: find and download specific info, upload false info (maybe requires a Forgery check as well), re-assign resources controled by the system (unlock all the security doors), or plant programs to do fun stuff at a later time. Noticing somebody hacking a system and tracing his physical location would both be opposed Computer Use checks.

Anyway, hope that helps.
 


Falkus said:
Have you checked out the hacker advanced class in the d20 Modern Companion volume 2?

No I have not... that is the 2 volume pdf set that was published as a book, right? It's very high on my "to buy" list if it is.

Still, even though I am looking to get away from "net running" through virtual dungeons ... I want it to be a fun and necessary part of adventuring in this setting. I'm still liking my idea for the skill/feat based system but not entirely sure how to set it up (or how it would hold up to characters who still needed to be able to use a computer even if they weren't hackers.
 

argo said:
Anyway, hope that helps.

It helps me - I've been meaning to dig out Watchmen for the exact quote in your sig!

I would make Concentration skill figure a bit more, especially if the hacker is going to be doing his thing in the middle of tense situations (plus you want a character to have some outside skill requirements).
 

OGL Cybernet has a hacker type of class, and hacking / cyberstuff rules. Depending on what type of campaign you intend to run, OGL Cybernet could be an interesting purchase. At least if you can find it on ebay, or a sales, or heavily discounted. In any case, try to get a look at it first, to see if its rules pleases you.
 

Turanil said:
OGL Cybernet has a hacker type of class, and hacking / cyberstuff rules. Depending on what type of campaign you intend to run, OGL Cybernet could be an interesting purchase. At least if you can find it on ebay, or a sales, or heavily discounted. In any case, try to get a look at it first, to see if its rules pleases you.

It's up on DriveThruRPG now, I believe.

Edit: No, it isn't. But given the rate at which Mongoose stuff is going up there and that three other OGL books are already up (Horror, Wild West, Ancients), I think it will be up soon.
 

There is also the d20 Cyberpunk pdf rules. They work fairly well and are pretty quick during play. For my cyberpunk game I've gotten rid of Computer use and replaced it with 6 different skills: Cryptography, Data Manipulation, Infiltration, Network Combat, Network Manipulation and Programming. this works better for my style of game since it gives flexibility and allows specialization. The only one that requires special explanation is Network Combat - that is a combination of online BAB and Defense... the hacker allocates how many points they desire to use for attack or defense on a round by round basis.

http://rainbow.mimuw.edu.pl/~dt2025/cyberpunk/cyd20ver30.pdf
 

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