Hacking

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Every electronic device or creature with augments has a Hackability Score, and many creatures have a Hacking bonus. When a hacker wishes to hack something, it 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 the time it takes depends on how much time the action takes, as indicated in the table below:

Table: Hack Time by Success Level

Roll value relative to difficulty Time Taken (Concentration)
0 (equal to difficulty) 5 minutes
1-2 1 minute
3-5 3 rounds
6-9 1 round
10+ Standard action

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

Creature

Entry Point

Antivirus