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d20 Modern Computer Hacking
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<blockquote data-quote="argo" data-source="post: 2028376" data-attributes="member: 5752"><p>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.</p><p></p><p>"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.</p><p>DC 20 to hack a system that you are physically accessing (ie: you hack the Company CEO's computer from in his office)</p><p>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)</p><p>DC 30 to hack a system that is on a remote netwok (ie: you hack the CEO's computer from your base)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Anyway, hope that helps.</p></blockquote><p></p>
[QUOTE="argo, post: 2028376, member: 5752"] 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. [/QUOTE]
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