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Building a Computer Virus


BhelliomRahl

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Good day.

 

Am Running a Cyberpunk game and need to create a computer virus trap in a system.

The purpose of the trap is when a particular file on the computer is attempted to be used the virus will trigger and purge the system.

Have built this as Major Transform - Computer Data to Erase. Undone by Having a Back-Up. Have given the power a Trigger relating to reading the file. Also made it continuous and cumlative so it will keep working until its done.

 

My query relates mostly to the players disabling the virus. Either when its inactive or active. I believe Dispel it the way to do this but was wondering about what defenses apply to the power.

i.e. Does the power defense of the person who placed the virus protect it or would the defenses of the computer its running on protect it. Meaning if the players disabled the defense of the host computer it would be relatively simple to disable it, however this would also imply that if the virus had been loaded onto a computer system it would of already bypassed the computers defenses also.

 

Would welcome an input on this.

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Re: Building a Computer Virus

 

Seems more logical to me that it would use its own Power Defense, rather than that of the host system.

 

You could also rule that Dispel isn't even necessarily needed to overcome it. Perhaps success with some appropriate application of Computer Programming and/or Security Systems could be an additional "heal condition," but only if it's applied before the Transform completes.

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Re: Building a Computer Virus

 

Seems more logical to me that it would use its own Power Defense' date=' rather than that of the host system.[/quote']

So use the power defense of the person who placed the power or would it be better to purchase power defense for it, with a limitation on it to represent it only protects from computer programs

 

 

You could also rule that Dispel isn't even necessarily needed to overcome it. Perhaps success with some appropriate application of Computer Programming and/or Security Systems could be an additional "heal condition' date='" but only if it's applied before the Transform completes.[/quote']

I like the idea. I have used similar for purposes of the hacker remaining undetected by survallence programs.

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Re: Building a Computer Virus

 

So use the power defense of the person who placed the power or would it be better to purchase power defense for it' date=' with a limitation on it to represent it only protects from computer programs[/quote']

 

I'd give it its own Power Defense with the Limitation as you describe.

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Re: Building a Computer Virus

 

Healed by a Backup doesn't quite work for me. The Backup is more of an action on its own, to duplicate the data, independent of whether or not the Virus exists.

 

Mental Defense is a good overall value for simulating system security. Determine what the common threat level is (Active Points) and then the amount of these defenses would be relative to that. Since most of what you are doing while hacking are Mental Powers, Transform excluded, Mental Defense makes more sense. Kazei 5 has a good approach to this. Have Transform resisted by Mental Defense is AVAD (+0), so there is no impact to the cost.

 

For example, if your basic attacks are as follows:

Cheap Hack: 3d6

Street Hack: 6d6

Good Hack/Basic Commercial: 9d6

Strong Hack/Enhanced Commercial: 12d6

Elite Hack/Military Grade: 15d6

 

Then your baseline defense profile would look something like:

Cheap Hack: 3

Street Hack: 12

Good Hack/Basic Commercial: 21

Strong Hack/Enhanced Commercial: 30

Elite Hack/Military Grade: 39

 

Or something like that.

 

What you should consider is whether the Transform is partial or not.

 

Stopping it based on skill is a great idea for a heal condition, but then you should consider the skill penalty, otherwise it is too easy. It should be something that scales, based on the complexity of the hack. What comes to mind is either a -1/10 active points of the Transform with a time requirement of 1/2? the time to destroy the data (or something). Or, -1 per X% of progress the virus has made and requires 4 Phases (1 Turn) to execute. This allows the player to decide to hack it in 1 Phase (-3) or take time (1 Minute for +1, 5 Minutes for +2, etc.) if he has the luxury of time (i.e. he has run a scanner that tells him there is a logic bomb attached to the data).

 

Something like that. One of these days I'll get around to putting my notes together, but I can't recommend Kazei5 enough for a well thought out, powers based hacking system. The setting is anime style, but that style isn't really tied to the hacking, psionics, and equipment which are very well done. It is a great resource.

 

With such a rich power-based system, you could have your Hacker Skill used to enhance the use of the tools. Something like this:

To use any tool, make an appropriate hacking roll (computer programming, security systems, or systems operation as appropriate).

On failure, you get half the effect of the tool.

On success, you get the listed effect.

For every 2 points of success you get +10% of effect (or +5 active points if you prefer).

 

This allows a Hacker with a high skill to use the tools better than a regular user. Take a guy with Computer Programming 17-, rolls an 11, he would increase the effect by 30%. If he rolled a 7, he would get +50%. That way skill is rewarded, but also requires the proper tools.

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Re: Building a Computer Virus

 

Mental Defense is a good overall value for simulating system security. Determine what the common threat level is (Active Points) and then the amount of these defenses would be relative to that. Since most of what you are doing while hacking are Mental Powers' date=' Transform excluded, Mental Defense makes more sense.[/quote']

 

I have used Mental Defense as Attack Barriers/Firewalls to protect the systems. List Power Defense earlier because I was being general. All powers in my game which work with/in Cyberspace or Cybernetics work with OMCVs & DMCVs and Mental Defenses.

 

The baseline defense profiles listed; Are these the innate Mental Defense for the programs based on it Active Cost or are these what you think I should build systems with. Some of my players who are dedicated Hackers can break through Mental Defense 50pts Hardened given time. I have had to really up the defensive values list from Kazei 5.

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Something like that. One of these days I'll get around to putting my notes together' date=' but I can't recommend Kazei5 enough for a well thought out, powers based hacking system. The setting is anime style, but that style isn't really tied to the hacking, psionics, and equipment which are very well done. It is a great resource.[/quote']

I am in fact using Kazei 5 for the basis for Cybernetics, Cyberspace, Esper and Mecha. Its most useful.

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I would also go with Metanl Powers/Transform vs. Mental Defense.

I am using Mental Defense for Cyberspace and Cybernetic Hacking. APG1 has a section on Cyberkinesis and Possession, great powers for cyberspace and rigging.

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How about making the virus power 0 END and Uncontrolled' date=' with the Skillroll being "the reaseonably common" way to shut it of?.[/quote']

Am unsure about the Uncontrolled, the person who created the virus would want some way to control it or shut it off if needed. But making it uncontrolled and require a skill roll to turn of could work, if the person has the code an easy roll or very difficult if not.

-----------------------------------------------

 

Thanks for the input

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Re: Building a Computer Virus

 

Am unsure about the Uncontrolled' date=' the person who created the virus would want some way to control it or shut it off if needed. But making it uncontrolled and require a skill roll to turn of could work, if the person has the code an easy roll or very difficult if not.[/quote']

I think you misunderstood. I mean the Uncontrolled advantage from 6E1 352.

The name is propably misleading. More correct would be "Self Sustaining". Basically it let's a power work regardless of what happened to the activator. It's similar to Continuing/Fuel Charges that way.

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Re: Building a Computer Virus

 

You are all being far to complicated. one might even suggest a degree of overthinking. :whistle:

 

You have your computer, and this is not a virus as such, if I am reading it right: it is a safety mechanism to destroy a file rather than let someone get it. How do you build a programme on a computer? You buy it for one point: Erase file on tamper.

 

OK, so that is your 'virus' bought.

 

Presumably the 'virus' was programmed by someone. Decide what their Computer Programming skill is and roll that to determine how effective the countermeasure is. In fact what I would probably do is roll (say) 4 times: the system has to have a way to detect intrusion (1 roll), a way to determine whether it is authorised or not (2nd roll), some sort of trigger to enable the erase programming (3rd roll) and, finally, the erase programme itself. Record the roll the programmer made for each stage. You may want to give the programmer some bonus to their roll as they had plenty of time to write the programme.

 

When the PC tries to access the file without erasing it you have a Skill Contest between the programmer and the PC: if the PC can stop any of the stages of the programme then they can prevent the erase, but they are working under severe time constraints: say they can only make one roll for each step and can not take extra time.

 

That should lead to an exciting bit of play, and is nice and straightforward, without needing any complicated builds. I also imagine that if a PC goes blundering in they will probably fail: assuming the base time is 1 turn, the virus programmer probably had at least an hour to write each step, which translates to a sizeable bonus to their roll.

 

Of course if the PC IS prepared (for example if they have a password, which is relevant to the second roll, they can stop the countermeasure dead. If they have prepared programmes of their own then they can take advantage of extra time. If they are doing it on the fly in an unfamiliar environment, they are going to struggle.

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Re: Building a Computer Virus

 

You are all being far to complicated. one might even suggest a degree of overthinking. :whistle:

 

You have your computer, and this is not a virus as such, if I am reading it right: it is a safety mechanism to destroy a file rather than let someone get it. How do you build a programme on a computer? You buy it for one point: Erase file on tamper.

 

OK, so that is your 'virus' bought.

 

Presumably the 'virus' was programmed by someone. Decide what their Computer Programming skill is and roll that to determine how effective the countermeasure is. In fact what I would probably do is roll (say) 4 times: the system has to have a way to detect intrusion (1 roll), a way to determine whether it is authorised or not (2nd roll), some sort of trigger to enable the erase programming (3rd roll) and, finally, the erase programme itself. Record the roll the programmer made for each stage. You may want to give the programmer some bonus to their roll as they had plenty of time to write the programme.

An intersting idea (asuming there is no Programm limit). But under this variant I would keep the programmer totally out of it. It is entirely a contest between the computer and the hacker. The Computer has his perception to detect the attack and his programms/orders to delete it.

The hacker has multiple was of defense/safe attack: Disable the programm (change the running Programm via Computer Programmign Skill), fool the computer that he has allowance or that there is no tampering (Concealment, Mimikry, Mind Controll/Mental Illusion), overtaxing him with other legal operations (for a hefty penalty to the perception Roll).

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Re: Building a Computer Virus

 

I like the 'skill' approach to computer combat as a general approach as it makes it a bit more straightforward: the trouble with building everything as powers is that the only way a hacker can compete is to have some sort of VPP or massive MP. I can see the sense of keeping the programmer out of it, but I would probably (if I were writing a CyberPunk game, or leaning heavily on hacking) have a suite of 'commercial' programmes that are in common use and some other 'designer' programmes that tend to be specialist and even tougher to crack. Identifying the relevant programme might give a hacker a bonus. The skill level of the programmes that a computer can run could be based on 9+INT/5.

 

So a 15 INT computer could run programmes with a skill of up to 12-. I mean you can run LESS cunning programmes but not more cunning ones. Bear in mind that this would also mean that there is a limit on the 'ability' of programmes that the hacker can run on the system. Over and above that it is down to Computer Programming Skills.

 

Programmes can have their own set of skills, say:

 

Firewall: this is the first line of defence. To get access to a system externally, you have to get past the firewall. If you can direct-access the system then you can ignore it.

 

Heuristics: these are search patterns and pattern matchers that are used to detect intrusions. Hacker gets past the firewall, and the computer has to detect that they are there to take countermeasures.

 

Other than those two, the computer has to buy skills.

 

AntiVirus: this isolates and quarantines rogue programmes. This will probably deal with stuff left behind rather than necessarily

 

Tracer: this is a countermeasure that allows the computer to trace the location (or at least the IP address) of the attacker.

 

Disinformation: this is a programme that provides false information to the attacker: they will think they are getting the genuine article.

 

OK that is very simplistic, and all off the top of my head. It has the bones of a functioning system though. Of course it depends what sort of system you want. If you want a full Neuromancer set up, I would scrap computer rules and build avatars that work just like real-world characters, but with super-powers which represent the programmes.

 

Anyway, that is my two penn'th.

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  • 3 weeks later...

Re: Building a Computer Virus

 

In the MetaCyber setting I present two styles of hacking.

 

One style is purely skill based and hacks in the real-world fashion of penetrating systems and modifying code or installing rogue software.

 

The other style is virtual reality based and is "immersive"; via "Mindscapes", which are simply mini-setting within the "actual" campaign setting.

 

In the Mindscape version, viruses would just be a justification for taking abilities that change the accepted reality of the mini-setting and can thus be literally just about anything.

 

In the skill version a virus would just be one or more Programs installed on a target machine / network using heightened permission access via a successful hack or by tricking someone with such access to run an installer, download an infected file.

 

Skill based hacking

NET Mindscapes

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