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Old 09-29-2019, 01:53 PM   #1
Donny Brook
 
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Default [Powers] Help - Too many mind powers

I'm having trouble sorting out which of the many mind link, rapport, telecommunication, mind reading etc. etc. I should use for the particular ability I am looking for.

I am building a TL7 computer hacker. I've decided to use skills for the actual hacking, but I don't want to worry about whether any given machine has an interface that I am equipped to connect through.

What GURPS Advantage(s) do I need to interface with ANY computer I happen to encounter?
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Old 09-29-2019, 01:56 PM   #2
Sorenant
 
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Default Re: [Powers] Help - Too many mind powers

Pyramid #3-91: Thaumatology IV has the article Technomysticism that contains such ability built as Possession.

It's not particularly elegant, but Affliction (Advantage, Cable Jack) could work too. Afflict the machine, then yourself and you can access it.
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Old 09-29-2019, 02:39 PM   #3
AlexanderHowl
 
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Default Re: [Powers] Help - Too many mind powers

I would suggest looking at Machine Telepathy from Powers.
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Old 09-29-2019, 03:52 PM   #4
Refplace
 
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Default Re: [Powers] Help - Too many mind powers

Mind Control and Possession both with Digital let you control a computer.
Mind Reading lets you read it while Mind Probe lets you sift through its data and Telesend (Telecommunication) lets you send your thoughts to it.
Special Rapport lets you know how its doing n a vague way.
MindLink lets you target it without having to see it.
Mind Shield would be a defense against most such things.
Data Jack is a version of Telecommunication that uses a cable to connect.
Finally Medium (Cybernetic) as suggested in Powers lets you talk to nearby computers and use influence skills on them.

I think that pretty much covers it, I have more I wrote for Pyramid that didnt get submitted in time that may someday see the light of day.
But similar ideas have been published, at least in Pyramid.

Personally cablejack or any telecommunication variant is valid for what you want, and I'd allow Medium as above as well.
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Old 09-29-2019, 05:01 PM   #5
Anaraxes
 
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Default Re: [Powers] Help - Too many mind powers

Universal Computer Interface [1]: Modular Ability (1 slot; pool 1 CP, -80% "Computer interface adapter Accessory Perks Only")

Make the MA a Cosmic pool so you just automatically have the right adapter and the cost goes up to [2]. Otherwise, pick a slot type that suits your image of how your hacker pulls out some handy gear and whips up the adapter he needs.

Or just talk your GM into allowing a universal adapter as an Accessory.

You could also go for a Gizmo.
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Old 09-29-2019, 05:45 PM   #6
AlexanderHowl
 
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Default Re: [Powers] Help - Too many mind powers

Would not work for computers in a properly secured lab where the access ports have been sealed (either permanently plugged or removed).
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Old 09-29-2019, 05:59 PM   #7
Refplace
 
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Default Re: [Powers] Help - Too many mind powers

Quote:
Originally Posted by Anaraxes View Post
Universal Computer Interface [1]: Modular Ability (1 slot; pool 1 CP, -80% "Computer interface adapter Accessory Perks Only")

Make the MA a Cosmic pool so you just automatically have the right adapter and the cost goes up to [2]. Otherwise, pick a slot type that suits your image of how your hacker pulls out some handy gear and whips up the adapter he needs.

Or just talk your GM into allowing a universal adapter as an Accessory.

You could also go for a Gizmo.
Cable Interface Jack is 5 points in several books. I think it first appeared in Ultra Tech.
That makes Medium at 10 points probably a fair price. Telsend + Mind Reading would I think be over priced for simple communication but a good starting point for hacking as powers.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
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