>>96222522
eh, there shouldn't be any bloated mechanics for hacking, period. just a single skill check, assuming you've got the right hardware and soft. the rest should be handled with a loose framework, a narrative scaffold so both players and gms know what's happening in broad strokes. something like:
1) reconnaissance - passive (ip registries, open source intel) or active (mapping exposed apps, fingerprinting services)
2) initial access - phishing, outdated libs, supply chain fuckups, rogue hardware drops
3) privilege escalation / lateral movement - pivoting once you're in
4) payload - exfiltrate data, implant daemons, mess with systems, go persistent
it's not some quantized level ladder, it's qualitative, like: an abandoned legacy system no one's touched in 10 years, like 4chan? go nuts.
is it a honeypot, spun up by an ai that mimics a live system, tracking your every move and profiling your behavior for black-ops sockpuppets? bad luck.
airgapped system? you need physical access. maybe a drone drop, or convincing a janitor to plug in a payload.
need an exploit? maybe you scrape it from some darknet repo, or get it from a corpo's stolen research drive.
that's where the story is. not in rolling "hacking +2" five times until ICE spawns.