Difference between revisions of "Hacking"

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(Creature)
(Any Device)
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'''Screen Peek''' (Difficulty 3, [[#Maintained|Maintained]]): You sense what the creature or object senses, using any senses it has augments or machines for.
 
'''Screen Peek''' (Difficulty 3, [[#Maintained|Maintained]]): You sense what the creature or object senses, using any senses it has augments or machines for.
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'''Access Files''' (Difficulty 3, [[#Maintained|Maintained]]): You gain access to data files saved in the system.
  
 
'''Disable''' (Difficulty 5): The object or creature shuts down, and can be reactivated by pressing the power button or slapping the creature.
 
'''Disable''' (Difficulty 5): The object or creature shuts down, and can be reactivated by pressing the power button or slapping the creature.
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'''Modify Files''' (Difficulty 6): You can modify or delete a data file saved in the system that you have previously accessed. Creatures viewing the file can tell that it's been hacked.
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'''Modify Files Invisibly''' (Difficulty 10): As '''Modify Files''', but creatures viewing the file can't tell it was ever different before.
  
 
==== Entry Point ====
 
==== Entry Point ====

Revision as of 03:00, 8 December 2013

Every electronic device or creature with augments has a Hackability Score, and many creatures have a Hacking bonus; unless otherwise specified, the Hackability Score is equal to 5 + their Will Save bonus. When a hacker wishes to hack something, it makes a Hacking Check as a standard action to roll 1d10 + its Hacking bonus and compare the result to the target's Hackability Score + the action's difficulty. Failure means that the hacker cannot attempt to hack that target for 1 day, and the target becomes aware of the hacking attempt. Success means that the hacker can perform the action, and rolls a number of Problem Dice, as indicated in the table below:

Table: Hack Time by Success Level

Roll value relative to difficulty Number of Problem Dice
0 (equal to difficulty) to 2 2
3-4 1
5+ 0

Table: Problem Die (d6)

Roll Value Problem
1 or 2 Hack takes 5 additional minutes of concentration
3 or 4 Target is alerted to a hack attempt, and the hack takes 1 additional round of concentration
5 or 6 When the target is investigated, the investigator can determine the hacker's ID, and use that ID to target the hacker with hacking attempts.
IDs take 15 minutes to change.

If a hack is canceled in the middle, the hacker can restart with the full amount of time later on.

Connected: A device or creature is considered connected to another device or creature if wires or wireless connections link them to each other, directly or indirectly (therefore, all entities connected to the Internet are connected to each other). It is not possible to hack a creature or object without being connected to it.

Maintained: Some hacks require constant monitoring by the hacker. The hacker must spend a minor action each round maintaining the Hack, or it ends.

Available Actions

The following actions are possible with hacking:

Any Device

Locate Physically (Difficulty 0): You determine the object or creature's location, with a random error of 1d10×10 meters.

Identify Hackers (Difficulty 0): You ID a hacker who is currently hacking the target device, so long as you know that object is being hacked. The total difficulty depends on the Hackability score of the hacker theirself.

Screen Peek (Difficulty 3, Maintained): You sense what the creature or object senses, using any senses it has augments or machines for.

Access Files (Difficulty 3, Maintained): You gain access to data files saved in the system.

Disable (Difficulty 5): The object or creature shuts down, and can be reactivated by pressing the power button or slapping the creature.

Modify Files (Difficulty 6): You can modify or delete a data file saved in the system that you have previously accessed. Creatures viewing the file can tell that it's been hacked.

Modify Files Invisibly (Difficulty 10): As Modify Files, but creatures viewing the file can't tell it was ever different before.

Entry Point

Every networked device or creature can function as an entry point. It counts as an entry point between two devices or creatures if messages must pass through it to communicate between them.

DDoS (Difficulty 0): Dealing with many randomized useless messages disables the entry point's message transferring functionality for 1d6 rounds as its algorithms adapt, or until you stop being connected to the entry point, whichever comes first. DDoSing requires an internet connection.

Monitoring (Difficulty 4, Maintained): You may read any message that passes through the entry point, potentially discovering images being looked at, passwords being used, or what hacking is being performed. Sufficiently well-encrypted messages can't be read in this way: encrypting a message to pass it through unread requires a Hacking check with a difficulty equal to the total value of your Monitoring check; if they fail by 5 or less, it takes you 1 minute to identify the message. Monitoring lasts for as long as you continue to be connected to the entry point.

Hijack (Difficulty 8, Maintained): This functions as Monitoring, but you may also edit any messages monitored in this way.

Creature

DDoS (Difficulty 2): Dealing with a sudden onset of randomized useless messages briefly stuns the creature until the beginning of its turn, and makes it fall prone. DDoSing requires an internet connection.

Body Control (Difficulty 4): You gain control of the creature's electromotive functions for its next standard action, using the lower of your or its attack bonus and Acrobatics for any actions you force it to perform. You can't control organic body parts.

Hallucinations (Difficulty 6, Maintained): You alter what the creature senses using any of its augmented senses. If the creature succeeds on an insight check against your bluff, it can determine which parts of the sensory data are modified, but not what they were originally.

Assume Complete Control (Difficulty 10, Maintained): You gain control of the creature's electromotive functions, using the lower of your or its attack bonus and Acrobatics for any actions you force it to perform. You can't control organic body parts. You also have access to any senses the creature has augments or machines for.

Antivirus

A device or creature with a hacking bonus may sacrifice some or all of that bonus to raise their Hackability Score.

Firewall: Grants +1 Hackability Score for every 3 points of hacking bonus sacrificed. Can be reconfigured as a standard action.

Antivirus: Grants +1 Hackability Score for every 2 points of hacking bonus sacrificed. Can be reconfigured, but doing so takes 10 hours.

Programs

The following can be used by any device or creature capable of running Programs. Some of them require an internet connection. Others require a database connection: an internet connection is sufficient to find many free databases.

Communication: You can send messages (text, voice, sensor data you are currently recording, or previously designated sensor data) to creatures you are connected to as a cheap action. Unless you are a bioport-equipped creature or AI, changing which creatures to send the messages to is a standard action.

Remote Viewing: You can detect using a connected sensory device, like a camera (including audio) or a seismometer. Choosing which sensory device is a standard action, or a cheap action for a bioport-equipped creature or AI.

Satellite Vision (Internet only): You can use your visual perception as though you were high in the sky over any location. As a minor action you can zoom in on a 10 by 10 meter area, reducing your penalty to Perception from distance to -1. Zooming out again or changing the location is a minor action. Both actions are cheap actions for a bioport-equipped creature or AI.

Omnilingualism (Database connection): You can speak, read, and write every language that has been spoken by at least 1000 internet-connected people before. Getting and producing the relevant translations for a round takes a standard action, or a cheap action for a bioport-equipped creature or AI.

Research (Database connection ): You can attempt a history, scripts, nature, or items check to know something, using 5+your Hacking bonus instead of the relevant skill modifier. If someone is manipulating the messages you get by hacking a relevant entry point or the database, they can fool you with false information if they roll an equal or higher check in the relevant skill than your actual skill modifier +5.