Computer Use
Your skill at using Computer equipment. This is probably the most useful and necessary skill of a Future Hero. Technology is everywhere and normally interfacing with it requires familiarity with computers. Weither you are attempting cyber warfare, hacking into systems to learn secret information, or using sensor scanning equipment this skill will be helpful.
Check
Most normal computer operations don’t require a Computer Use check (though a character might have to make a Study check; see the Study skill description). However, searching an unfamiliar network for a particular file, writing virus, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks.
Find File
Size of Site | DC | Time |
---|---|---|
Personal computer | 10 | 2 round |
Small office network | 15 | 3 rounds |
Large office network | 20 | 6 rounds |
Massive corporate network | 25 | 12 rounds |
This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching.
Finding public information on the Internet does not fall under this category; usually, such a task requires a Study check. This application of the Computer Use skill only pertains to finding files on private systems or on a difficult system with which the character is not familiar.
Computer Hacking
Computer hacking is when a person attempts to break into a computer system that they are not normally allowed in and once in preform some actions such as 'Finding File' or 'Disable System', 'Overload Junction', 'Infect with Virus' and so on.
Computer Hacking is similar in nature to the Grapple technique. In that first you most succeed at hacking past a system's security and once the Hacker is "in" they have options.
Next they Hacker can preform some set of actions. Some actions immediately inform security that there is a breach while other actions are stealthy. Each turn the hacker wishes to stay on the system they have to roll to make sure they do not do anything to trigger a security alarm. The DC is 1/2 the initial DC to get into the system.
Defeat Computer Security
Level of Security | DC | Time |
---|---|---|
0) Basic | 15 | 1 Round |
1) Minimum | 20 | 2 Round |
2) Average | 25 | 3 Rounds |
3) Exceptional | 35 | 4 Rounds |
4) Maximum | 40 | 5 Rounds |
The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 10 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system.
Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks. Meaning that the Hacker doesn't have to roll for success for each round they still need to Hack in order to break into the system.
Disable/Enable System
- DC: 15 + Security Level + Mics Mod
- Can Trip Alarm: Yes
- Retry: Yes
- Time: 1 Round
The Misc Mod may come from the GM deciding that the particular device has its own level of security. Some systems may be remote controlled or disable/enabled remotly. If a system is then it may be accessible by the system the Hacker has hacked. If so the Hacker can spend one round controlling the device. Each round they control the device they have to roll again and there is the possibility of tripping a security alarm.
Overload Junction
- DC: 20 + Security Level + Mics Mod
- Can Trip Alarm: Yes
- Retry: Yes
- Time: 1 Round
If a system's power or some other utility control is managed remotely by the system hacked by the Hacker then they can spend a turn attempting to damage it. This damage can be enough to out right destroy some things. It is up to the GM to determine how man rounds it will take to completely destroy an system. The destruction can possibly cause area of effect damage. If an enemy target is within range they will have to roll reflex saves and take damage according to grenade rules.
Infect with Virus
- DC: 15 + Security Level + Mics Mod
- Can Trip Alarm: Yes
- Retry: No*
- Time: 1 Round
The Hacker can attempt to infect a system with a virus. The virus has to be programmed or otherwise acquired before the hacking started. To learn more about what Viruses can do read the section below regarding Crafting Viruses.
If a Hacker fails to infect a machine an Alarm is triggered and it is impossible to attempt again with the same virus.
Crash Computer
- DC: 15 + Security Level + Mics Mod
- Can Trip Alarm: No
- Retry: Yes
- Time: 1 Round
The Hacker can attempt to cause the system they hacked into to Crash. This usually just means the machine needs to reboot in order to get back to normal operations but this can buy a Team precious time needed to do some sort of action. The system comes back up in 1d4 rounds.
Mess with Data
- DC: 20 + Security Level + Mics Mod
- Can Trip Alarm: No
- Retry: No*
- Time: 2 Rounds
This allows a Hacker to gain access to databases and manipulate data. The size of the data can make it require more then 2 rounds. Things such as transferring money from one account to another or sabotaging company secrets. This by default doesn't raise an alarm. However if the Hacker rolls a natural 1 during this action it still can.
Counter Hacking
Counter Hacking is what someone may do when they realize there system is being hacked. Simply because a security alarm has been triggered doesn't mean the hacker is caught and is unable to go further. It just means that now they can be expelled from the machine. A System Admin or other user who is defending a system can attempt to remove and even Identify the hacker who is attempting access.
Deny Access
The user defending a system has to roll an opposed Computer Use check against the latest Computer Use score of the Hacker. If successful the Hacker is kicked from the system and is unable to try again for 24 hours and has to take disadvantage for at least a week depending on the GM. The Hacker can relocate and attempt again sooner but they still take disadvantage as long as the system is being defended by the same user.
Identify
The user defending a system can roll an opposed Computer Use check against the latest Computer Use score of the Hacker. If successful they can gain a single peace of information. Such as location, make/model of Hacker PC, length of time they have been in the system. With location the user can attempt to Counter Hack the Hacker. With the 'model of hacker PC' they gain advantage while doing so. With 'length of time' they can gain advantage when trying additional Identify or Deny Access attempts.
Crafting Virus
Ship Bases Functions
The Computer Use Skill can be used to assist in the operation of certain ship functions. Crypto, Hack, Jam, Scan. To learn more about these ship functions or about ship functions in general visit the Ship Functions section of Space Ships.
Try Again
Computer Use requires at least a full-round action. The GM may determine that some tasks require several rounds, a few minutes, or longer, as described above. A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.)
Special
- Feats: A character with the Gearhead feat gets a +2 bonus on all Computer Use checks.