Fate of Asteria

Fate of Asteria - A D&D Space-themed RPG

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descriptionHacking [New Skill]

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Hacking [INT] (T)

Check
• Computers: DC 15 +5/era of technology to hack a computer.
• Robots: DC 20 + INT of robot being hacked. If trying to hack a robot in the form of a construct, add the number of HD instead of INT.
• Locks/Locking Systems: DC 10 +5/era of technology + level of the system being hacked.
• Communication Systems: DC 10 +5/era of technology to hack a communication system. This can relate to anything that gives communication, i.e.., phones, walkie talkies, intercoms, headphones, etc.
If the check is successful, you hack the system and can provide new programming to be something as simple as alternating it's main purpose. Something completely different or complex can be under the DM's discretion.
Action Hacking takes a full-round action to complete.
Try Again? Yes, but after 3 or more failed attempts, the system being hacked either shuts down, locks, retaliates, etc. What happens can be under the DM's discretion.
Special
• Any space-related class gets a +2 insight bonus on Hacking checks.
Synergy
• 5 ranks in Helm Pilot grants a +2 bonus on Hacking checks if related to a starship.

Last edited by Draxion on Wed Jun 22, 2016 11:38 pm; edited 1 time in total

descriptionRe: Hacking [New Skill]

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Wicked new skill!

descriptionRe: Hacking [New Skill]

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Won't you get electrocuted if you fail?

descriptionRe: Hacking [New Skill]

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i think its more like if you fail the hack for computers it's access denied.
Hack to reprogram a machine, machine now attacks you.
or hack a door set off an alarm. i don't think getting electrocuted is viable... unless you directly open a door panel and start messing with the wiring.

descriptionRe: Hacking [New Skill]

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@Purplerose wrote:
Won't you get electrocuted if you fail?


@VerniusNightshade wrote:
i think its more like if you fail the hack for computers it's access denied.
Hack to reprogram a machine, machine now attacks you.
or hack a door set off an alarm. i don't think getting electrocuted is viable... unless you directly open a door panel and start messing with the wiring.


Thanks for the information! I guess I forgot that about if the check fails, but @VerniusNightshade made a good point and even made examples. Thanks!

descriptionRe: Hacking [New Skill]

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don't forget timing either.

descriptionRe: Hacking [New Skill]

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@Purplerose wrote:
don't forget timing either.


Timing for what?

descriptionRe: Hacking [New Skill]

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Well if you hack something, and roll a high enough number to hack it, but not low enough for something to dysfunction, like the door close on you, access, then soon, denied, and the machinery you hack has a strange malfunction.

descriptionRe: Hacking [New Skill]

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@Purplerose wrote:
Well if you hack something, and roll a high enough number to hack it, but not low enough for something to dysfunction, like the door close on you, access, then soon, denied, and the machinery you hack has a strange malfunction.


You mean how long it takes to hack something?

descriptionRe: Hacking [New Skill]

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That too.

descriptionRe: Hacking [New Skill]

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@Purplerose wrote:
That too.


Cause I have already established it takes a full-round action to hack something.

descriptionRe: Hacking [New Skill]

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UPDATED THE SKILL

descriptionRe: Hacking [New Skill]

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