<Cybercore>

Electronics - Hacking

The art of hacking is easily understood but hard to master. It's the ability to breach the most secure networks, extract information from the most protected servers, and take control of the most advanced machines. With hacking, you can become a master of information, an infiltrator of secrets, and a controller of technology. You can manipulate the virtual world to your will and bend machines to your command. But be warned, the lines between right and wrong are blurred, and those who walk this path risk much. Hacking skills are for those who dare to step into the shadows and master the digital realm.

What's Hacking?

  • Cracking secure electronic devices, including Cred Chips and PDA's and other personal portable electronics.
  • Breaking into and Interacting with AI’s and Mainframes and other enterprise-level computer systems.
  • Subverting the commands of, AI's and mainframes.
  • Information recovery from data-banks, and network nodes.
  • Subverting a Terminal, remotely operating cameras, doors, and security systems.

All fall under the domain of Hacking, so get your binary-colored Hat on and get cracking.

Using Hacking

Each system you try to hack will have a difficulty rating based on its security level. The more secure the system, the higher the difficulty.

When you attempt to hack a system, you will make an Electronics - Hacking skill check against the system's difficulty rating. The GM may apply Boons or Banes based on various factors, such as the quality of your hacking tools, the presence of security measures, or your familiarity with the target system.

  • A Critical Success is a flawless hack, granting you full access to the VPN (Virtual Private Network) system up to the next firewall including locating any data or controls it contains.
  • A Regular Success allows you to access the system, but you will need to investigate further to locate any data or resources the network might contain.
  • A Failure means you were either unable to breach the system's defenses, or you have drawn the attention of the security AI, You need to hack it (under duress) or disable it's counter measures.
  • A Critical Failure triggers alarms, locks you out entirely activates countermeasures and calls your mom to tell her you have been very very naughty.

While you use this skill to hack systems, when you use your PDA to gain remote wireless network access rather than jacking in directly, perhaps while hidden in a nearby air duct, you also need to make an Electronics - Systems & Security roll, assuming you get into the network; all your hacking rolls will have a Boon or Bane based on the success or failure of the result of your Wifi Electronics - Hardware & Security roll.

If you wish to improve your connection, you will need to reconnect or get direct access, risking detection.

#TODO See Electronics-systems access points for details.

Hacking Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Zero Day Exploit:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: When you fail an Electronics Hacking check you can instead choose to succeed.

Password List:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You have a list of common passwords, you get a hit on a PDA you are trying to hack and you gain full access.

Bypass Security:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can bypass firewalls and other security measures to gain access to a network or system. When attempting to hack through security protocols, you gain a +1d6 Boon to your Electronics - Hacking check. This applies to penetrating firewalls, intrusion detection systems, and authentication barriers.

Spoof Identity:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can create fake credentials that perfectly mimic legitimate user accounts. When you successfully hack into a system, you can establish a spoofed identity that allows you to move through the network as if you were an authorized user. Security systems won't flag your activity as suspicious, and you gain access to areas and data available to that user level.

Stealthy Access:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can infiltrate networks without triggering alarms or leaving traces. When hacking, you can choose to work slowly and carefully - the hack takes twice as long, but you automatically avoid detection by security AIs, monitoring systems, and intrusion detection protocols. Even if the system is later audited, your access won't be discovered.

Data Mining:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can use advanced software tools to rapidly sift through vast amounts of data to find valuable information or patterns. Once you've gained access to a system, you can spend 10 minutes data mining to automatically locate specific files, discover hidden data caches, identify security vulnerabilities, or uncover patterns in system logs that reveal useful intelligence.

Decrypt Master:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can decrypt and interpret even the most sophisticated encrypted data. When you encounter encrypted files, communications, or secured data stores, you can spend 1 hour analyzing the encryption. Make an Electronics - Hacking check with a +1d10 Boon - on success, you break the encryption and gain full access to the protected information, even quantum-level encryption.

Secure Communications:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can set up quantum-encrypted communication channels that are completely immune to interception or eavesdropping. For the duration of one operation, all communications between you and your team cannot be intercepted, decoded, or traced by any known technology. This also prevents enemy hackers from detecting your network activity or locating your physical position via signal triangulation.

Network Architect:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can analyze the complete structure and vulnerabilities of any network within minutes. Spend 10 minutes connected to a network - you gain a complete mental map of its architecture, identifying all nodes, security measures, data stores, and weak points. For the rest of the mission, all hacking attempts against this network gain a +1d12 Boon, and you can navigate it perfectly without risk of getting lost or trapped.

Crafting: Creating Backdoors and Exploits

One of the most valuable applications of Electronics - Hacking is the ability to identify, develop, and weaponize security vulnerabilities, backdoors, and system exploits. These specialized intrusion tools provide significant advantages when infiltrating specific types of systems.

Stage 1: Identify Vulnerability (Blueprint)

  • Requires: Electronics - Hacking check (DC varies by system security)
    • Simple Exploit (DC Easy): Consumer devices, basic security
    • Advanced Exploit (DC Medium): Corporate systems, standard encryption
    • Elite Exploit (DC Hard): Military/government systems, quantum encryption
  • Time: 2-14 days of system analysis and vulnerability research
  • Resources: System access, security documentation, testing environment

Stage 2: Develop Exploit Code (Crafting)

  • Requires: Vulnerability analysis + exploit coding + testing
  • Time: 1-7 days depending on exploit complexity
  • Materials:
    • Testing Systems: Virtual machines or isolated test networks (Cheap to Moderate)
    • Development Tools: Exploit frameworks and debugging tools (Free to Cheap)
    • System Access: Target system for testing (varies)
  • Workshop: Secure terminal, isolated network, or hacking rig

Benefits: Stacking Boons and Intrusion Advantages

Each custom exploit grants a stacking Boon when hacking the specific system type it targets:

  • 1 Exploit: +1d4 Boon
  • 2 Exploits: +1d6 Boon
  • 3 Exploits: +1d8 Boon
  • 4 Exploits: +1d10 Boon
  • 5+ Exploits: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Hacking systems the exploit was designed for
  • Bypassing security the backdoor targets
  • Infiltrating networks using custom exploits
  • Maintaining persistent access via backdoors
  • Evading detection on compromised systems

Types of Custom Exploits

Access Exploits:

  • Password Bypass: Authentication circumvention
  • Backdoor Account: Hidden administrator access
  • Session Hijack: Taking over active user sessions
  • Zero-Day Exploit: Unknown vulnerability attack

Persistence Mechanisms:

  • System Backdoor: Permanent hidden access point
  • Rootkit: Deep system-level access
  • Cron Job Exploit: Scheduled execution for persistence
  • Service Hijack: Compromised system service

Data Extraction:

  • Credential Harvester: Password and key theft
  • Data Exfiltration Tool: Covert file transfer
  • Keylogger: Input recording software
  • Screen Capture: Visual data theft

Disruption Tools:

  • Logic Bomb: Delayed system disruption
  • Resource Exhaustion: Denial of service
  • Data Corruption: Targeted file corruption
  • System Lockout: Security override and lockdown

Maintenance Requirements

Exploits require ongoing management:

  • Security Patches: Exploits become useless when patched
  • Detection Signatures: Anti-virus may identify known exploits
  • Testing: Verify exploits work against updated systems (Cheap)
  • Stealth Updates: n**: Valid until target system is patched (weeks to months)

Example: Corporate Hacker's Entry Toolkit

"Phantom" develops enterprise infiltration exploits:

  1. Identify Vulnerabilities (DC Medium): Phantom spends 10 days analyzing MegaCorp's systems, rolls Electronics - Hacking (success)
  2. Develop Exploits: Creates 3 custom intrusion tools:
    • VPN backdoor: Hidden access through corporate VPN
    • Email server exploit: Credential harvesting from mail system
    • Database injection: SQL vulnerability in customer database
  3. Cost: Moderate for testing infrastructure
  4. Benefit: When hacking MegaCorp systems, gains +1d8 Boon (3 exploits)
  5. Duration: Valid for 3-6 months until systems are patched

Example: Government Hacker's Arsenal

Agent "Cipher" maintains classified exploits:

  1. Multiple Exploits: Cipher has developed 5 zero-day exploits for government systems:
    • Authentication bypass for military networks
    • Encrypted comm backdoor
    • Surveillance system access
    • Database administrator escalation
    • Secure facility door override
  2. Benefit: When infiltrating government systems, gains +1d12 Boon
  3. Investment: Each exploit required 10-14 days research and development
  4. Classification: Exploits are classified state secrets (priceless value)

Example: Street Hacker's Quick Crack

"Script" creates disposable exploits:

  1. Fast Development (DC Easy): Script identifies simple vulnerability in public terminals
  2. Quick Code: Develops basic exploit in 2 days
  3. Cost: Free using existing hacking tools
  4. Benefit: +1d4 Boon when hacking public access terminals
  5. Limited Use: Exploit widely known and likely to be patched quickly

GM Notes

  • Limit to 5 active exploits to represent maintained toolkit
  • Obsolescence: Exploits become useless when systems are patched
  • Detection Risk: Using known exploits may trigger security alerts
  • Story Opportunities: Developing exploits can drive intelligence gathering missions
  • Black Market Value: Rare exploits are extremely valuable
  • Legal Consequences: Possession of exploits may be illegal
  • Ethics: Zero-day exploits raise moral questions about disclosure
  • Counter-Hacking: Security teams may detect and trace exploit usage