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Deus Ex: Human Revolutions

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These tools are designed to be of use when prepping or improvising with the tactical hacking system.

GENERIC TERMINAL STAT BLOCKS

These generic terminals can be quickly plugged in while quick-stocking or improvising a location. Alternatively, they can serve as tweakable building blocks. (For example, you could snag the stats for a security hub and then crank up its access cap to reflect the fact that it gives access to the video archives for the building’s security cameras.) In any case, they should give you some sense (however vague) of what the system is capable of.

Employee Terminal (access cap 10, intel value 1, security modifier +0): These are the types of generic units you can find strewn around any typical office complex.

High-End Terminal (access cap 20, intel value 1, security modifier +0): Either specialized machines that are more likely to be used on sensitive projects or computers belonging to corporate managers, gang lords, or other key personnel.

Secured Terminal (access cap 30, intel value 3, security modifier -2): This is a system with highly sensitive information and the user knows it. Tough to crack, but worth it.

Hacker’s Dream (access cap 30, intel value 2, security modifier +2): Operated by a user with access to sensitive information, but no sense of security. (The kind of guy who leaves his workstation logged in overnight or who uses “123456” as his password.)

Personal Assistant (access cap 25, intel value 2, security modifier +0): A smartphone, datalink, cyberhub, or similar portable device. People will run their entire lives through these thin wafers of silicon… but often not give a lot of thought to properly securing them. They can be harder to get physical access to, but are often easily cracked.

Corporate Server (access cap 40, intel value 5, security modifier -5): Either a repository of the organization’s sensitive data or allowing access to a broad array of systems. Corporate servers are like treasure chests for the tactical hacker.

Security Hub (access cap 15, intel value 1, security modifier -4): Security hubs usually aren’t repositories of sensitive data, but they often provide access to valuable functionality (in the form of special features).

RANDOM TABLE OF SPECIAL FEATURES

This table of terminal special features is far from exhaustive, but can hopefully serve as a source of inspiration. They’re presented as a random table to facilitate their use during stocking or improvisation. (Assume 1 terminal in 6 has a special feature if stocking randomly.)

d12Special Feature
1Unsecured Data Tunnel: Connected to 1d3 random terminals on the network. With a successful Hacking check (DC 15), the hacker can use this terminal to remotely access the other terminals. The hacker gains a +5 bonus to Hacking checks made to access those systems.
2Honeytrap Data Tunnel: Appears to be an unsecured data tunnel connected to 1d3 random terminals on the network. A Hacking check (DC 20) recognizes the system to be a honeytrap for hackers; on a failure, an alarm is sounded (and other defensive measures may also be triggered). The honeytrap can be bypassed with a Hacking check (DC 30), allowing the data tunnel to be used normaly.
3Surveillance Camera Control: The terminal grants control over surveillance cameras. (Assume all surveillance cameras in the current complex unless the GM prefers otherwise.)
4Security System Control: The terminal grants control over a specific security system (unlocking doors, disabling laser tripwires, turning off motion sensors, etc.).
5Floorplan: The terminal contains detailed floorplans of the current complex (or a complex of the GM’s choice).
6Security Floorplans: The terminal contains detailed floorplans of the current complex (or a complex of the GM’s choice) including placement and specifications of security features (cameras, motion sensors, etc.).
7IT Terminal Reference List: A list of all terminals on the network and their physical locations.
8Security Communications Monitor: Terminal grants access to the communication channels used by security personnel onsite (radios or VoIP passcodes, for example).
9Phone Tap: Terminal grants control and/or monitoring of the building’s phone network (allowing one to cut the phone lines, redirect calls, place digital wiretaps, and the like).
10Create Global User Account: The terminal has the authority to create global user accounts on the network. These grant a +2 circumstance bonus to all Hacking checks made on the network.
11Created Supervisor Account: The terminal has the authority to create supervisor accounts on the network. These grant a +10 circumstance bonus to all Hacking checks made on the network.
12Password File: Some nitwit has assembled a plain text file listing access passwords for 2d6 terminals (determined randomly). No hacking checks are required to gain access to these systems.

3 Responses to “Deus Ex: Tactical Hacking – Part 2: Tools for Tactical Hacking”

  1. Shoe says:

    This is a fantastic system. I had a tech specialist type character in a one-shot Mutants and Masterminds game I ran recently and I REALLY wish I had though up a system even 1/2 as cool as this!

    -Shoe

  2. Mark D says:

    I really dig this; it’d be a perfect bolt-on for a game like Spycraft, since that’s already using a 3rd ed analogue. Like the chase system in that game, it adds depth and meaningful tactical spotlight time to a character who is focused on hacking, while providing hooks for other kinds of characters: the analyst, faceman/social engineer, etc.

  3. Ghostly says:

    I am writing a story at the moment that has a clever kid in it – a sidekick who gets the hero out of trouble and you just wired up his brain for me. Thank you – seriously, I mean it.

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