Template:Computer Hacking

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Hacking Actions

- 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. See Counter Hacking

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, 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.



- Find File/Sensitive Info

DC: Size of Site + Security Level + Mics Mod
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
Can Trip Alarm: No
Retry: Yes
Time: 1 Round

This skill can be used for finding files or data on an unfamiliar or protected system. The DC for the check and the time required are determined by the size of the site on which the character is searching. This is only necessary if the Hacker must first get pass the systems security and/or if the information is hidden.

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.



- Disable/Enable System

DC: 5 + 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: 10 + 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: 0 + 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: 5 + 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.

- Crash Computer

DC: 10 + 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.