Friday, 15 January 2021

Ultra-Tech: Grappling with Hacking

Ultra-Tech: Grappling with Hacking

I've heard many people complain about hacking in GURPS. The Basic Set gives us the cinematic Computer Hacking/TL (IQ/VH) skill and gives some ideas about realistic hacking. Console Cowboys and Cyberspace Kung Fu from Pyramid #3-21 gives us an enitre hacking subsystem. I never really managed to wrap my head around it, as it seemed too complex to me. You could also use Mind Control, Mind Probe, Mind Reading, and Possession with the Cybernetic modifier to represent hacking, but that would imply that hacking is a special power and not a skill anyone may learn. Possessions Under Control from Pyramid #3-85 gives us a system to use Technical Grappling for magical/spiritual possessions. But what if you are not very familiar with Technical Grappling and want something simpler? Let's try to write this thing up using normal grappling rules. I'm sure that the result you are seeing here is not the final one - it probably will be corrected and adjusted many times.

    Grappling
    "Grappling" is an attempt to gain access to the target's digital systems. The target can be a computer, a robot, or a different digital device. Grappling, or gaining access, can be done directly (physical access to a terminal, using a contact SQUID, using direct neural interface, etc.) or remotely (over wi-fi, using a ranged SQUID, etc.). If the target is mobile, this might require some actual grappling first. Gaining direct access depends on where the access port or terminal of the target is, and what tool is used. Gaining remote access via wi-fi requires the hacker to have an appropriate tool at hand (or implanted and operational).
    Each attempt requires an Attack, All-Out Attack, Committed Attack, Defensive Attack, or Move and Attack maneuver. Roll against Computer Hacking skill to "hit", modified for distance (use the Size and Speed/Range Table).
    A target may use a hacking defense against a hacking attack; this is similar to a Block or Parry. It rolls against (defense skill + Mind Shield)/2+3, where “defense skill” is the best of Complexity, IQ, Expert Skill (Computer Security) or Computer Hacking skill. If the target is already under control of another hacker, that hacker may subtiture their Computer Hacking, if better. On a success, the hacker fails to "grapple". The hacker may Evaluate or do a Computer Hacking-based Feint beforehand to improve their odds of success.
    While "grappled" with hacking, the target has -4 to DX and IQ due to the hacker tampering with its systems. Optionally, the hacker may decide to hack subtly, without imposing a penalty to DX and IQ, but at -2 to their Computer Hacking skill. This penalty can be bought off as a Hard technique.
   Once you have gained access to a target ("grappled" it), you may attempt to assume control of specific systems or override on subsequent turns (provided your target does not break free!). Each action requires an Attack, Committed Attack, Defensive Attack, or All-Out Attack maneuver. The hacker is at -1 for each system under their control after the first, but they may relinquish control over any system as a free action on their turn.
    
    Assume Control
   This is an attempt to assume control of a specific system. Roll a Quick Contest of your Computer Hacking against the target's defense skill. Your skill roll takes a penalty for the chosen system (see below). If you win, you assume control of that system and impose effects listed in the system's description.
    Motive System (-1): If the target has legs, wheels, tracks, or any other motive systems, you take control of them. On subsequent turns, you may roll a Quick Contest of your Computer Hacking against the target's defense skill to force it perform a Move or Change Posture maneuver on its turn.
    Weapon System (-1): If the target has a weapon, you hijack control over it. On subsequent turns, you may roll a Quick Contest of your Computer Hacking against the target's defense skill to force it perform an Attack maneuver with this weapon on its turn. The attack will use its normal skill, but will be based on your IQ. If you win by 5 or more, you may force the target to make an All-Out Attack. If you control both the motive system and weapon system, you may force the target to perform a Move and Attack maneuver instead. If the target has multiple weapon systems, you have to take control of them separately.
    Sensory System (-3): While the target's sensory system is under the hacker's control, the hacker can sense everything the system is sensing until they relinquish control. On subsequent turns, the hacker may roll a Quick Contest of their Computer Hacking against the target's defense skill to disable one of the sensor types (cameras, microphones, radars, etc.) until control is relinquished.
    Memory System (-5): While in control of the memory system, the hacker has access to any files stored in the target's memory and may transfer them, if he has enough time.
    Core (-5): If the hacker assumes control over the core system, they may afflict the target with various status effects or even disable the target outright. On subsequent turns, the hacker may roll a Quick Contest of their Computer Hacking against the target's defense skill to impose a specific condition. See Affliction (p. B36) for possibilities - Attribute Penalty (to IQ or DX only), Heary Attack, Hallucinating,  Paralysis, Unconsciousness, many forms of Disadvantages or Negated Advantages that could be reasonably imparted via hacking are available. The hacker takes a -1 penalty to their roll for each +10% of the enhancement value. Alternatively, they may stun the target at no penalty. Effects with a duration last for margin of victory minutes.

    Override
    You may only attempt an override if you have assumed control over the target's core system. Roll a Regular Contest of your Computer Hacking skill against the target's defense skill. If you win, you may either disable the target (either for a set amount of time or until it receives a successful Electronics Repair roll) or take it under your complete control.

    Break Free
    A "grappled" target may act normally (but is penalized), but it can break free from the hacker by making a Ready maneuver and by winning a Quick Contest of defense skill against the hacker's Computer Hacking. If the hacker has the target overridden by taking complete control of it, he rolls at +5, and the target may only attempt to break free once every 10 seconds.

2 comments:

  1. Very nice. A few comments:
    1. Expert Skill (Computer Security) should probably be available as a defense skill.
    2. A "subtle hack" technique, to allow hacking a target without being noticed, and without giving DX/IQ penalties would be of value.
    3. Why do extra arms help with breaking free from a hacking "grapple"? Especially if the contests are being performed remotely, over wifi.

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    Replies
    1. Thanks for the ideas! I'll implement the suggestions. The extra arm thing is just something I forgot to remove.

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