Difference between revisions of "Hacking"

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| 3 or 4 || Target is alerted to a hack attempt, and the hack takes 1 additional round of [[concentration]]
 
| 3 or 4 || Target is alerted to a hack attempt, and the hack takes 1 additional round of [[concentration]]
 
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| 5 or 6 || When the target is investigated, the investigator can determine the hacker's ID, and use that ID to target the hacker with hacking attempts. IDs take 15 minutes to change.
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| 5 or 6 || When the target is investigated, the investigator can determine the hacker's ID, and use that ID to target the hacker with hacking attempts.<br>IDs take 15 minutes to change.
 
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Revision as of 06:25, 15 May 2013

Every electronic device or creature with augments has a Hackability Score, and many creatures have a Hacking bonus; unless otherwise specified, the Hackability Score is equal to 5 + their Will Save bonus. When a hacker wishes to hack something, it takes a standard action, then rolls 1d10 + its Hacking bonus and compares the result to the target's Hackability Score + the action's difficulty. Failure means that the hacker cannot attempt to hack that target for 1 day, and the target becomes aware of the hacking attempt. Success means that the hacker can perform the action, and rolls a number of Problem Dice, as indicated in the table below:

Table: Hack Time by Success Level

Roll value relative to difficulty Number of Problem Dice
0 (equal to difficulty) to 4 2
5-9 1
10+ 0

Table: Problem Die (d6)

Roll Value Problem
1 or 2 Hack takes 5 additional minutes of concentration
3 or 4 Target is alerted to a hack attempt, and the hack takes 1 additional round of concentration
5 or 6 When the target is investigated, the investigator can determine the hacker's ID, and use that ID to target the hacker with hacking attempts.
IDs take 15 minutes to change.

If a hack is canceled in the middle, the hacker can restart with the full amount of time later on.

Available Actions

The following actions are possible with hacking:

Any Device

Disable (Difficulty 5): The object or creature shuts down, and can be reactivated by pressing the power button or slapping the creature.

Entry Point

DDoS (Difficulty 0): Dealing with many randomized useless messages disables the entry point for 1d6 rounds as its algorithms adapt, or until you stop being connected to the entry point, whichever comes first.

Monitoring (Difficulty 4): You may read any message that passes through the entry point, potentially discovering images being looked at, passwords being used, or what hacking is being performed. Sufficiently well-encrypted messages can't be read in this way: encrypting a message to pass it through unread requires a Hacking check with a difficulty equal to the total value of your Monitoring check; if they fail by 5 or less, it takes you 1 minute to identify the message. Monitoring lasts for as long as you continue to be connected to the entry point.

Hijack (Difficulty 8): This functions as Monitoring, but you may also edit any messages monitored in this way.

Creature

DDoS (Difficulty 2): Dealing with a sudden onset of randomized useless messages briefly stuns the creature until the beginning of its turn.

Body Control (Difficulty 4): You gain control of the creature's electromotor functions for a standard action, using the lower of your or its attack bonus and Acrobatics for any actions you force it to perform. You can't control non-augmented body parts, and the creature is denied its standard action on its next turn.

Screen Peek (Difficulty 3): You sense what the creature senses, using any senses it has augments for.

Hallucinations (Difficulty 6): You alter what the creature senses using any of its augmented senses. If the creature succeeds on an insight check against your bluff, it can determine which parts of the sensory data are modified, but not what they were originally.

Antivirus

A device or creature with a hacking bonus may sacrifice some or all of that bonus to raise their Hackability Score.

Firewall: Grants +1 Hackability Score for every 3 points of hacking bonus sacrificed. Can be reconfigured as a standard action.

Antivirus: Grants +1 Hackability Score for every 2 points of hacking bonus sacrificed. Can be reconfigured, but doing so takes 10 hours.