Hacking
A computer is only as secure as its weakest vulnerability; every computer has a terminal, and every terminal is another weakness. The hacking …
A computer is only as secure as its weakest vulnerability; every computer has a terminal, and every terminal is another weakness. The hacking subsystem provides a framework for accessing computers using the versatile skill set of an entire party. The hacking subsystem enables PCs to gain access to and control secure computers. PCs work together to discover and exploit a computer's vulnerabilities in order to help bypass the system's security without triggering its countermeasures. Using the hacking subsystem, characters who are untrained in Computers can help using magic, social skills, and more. There are two kinds of hacking encounters: simple and complex. Simple hacking is quick, streamlined, and functions like a simple hazard. Simple computers have one access point and no vulnerabilities. Hacking a simple computer or Disabling the computer's countermeasures is a two-action activity. If the PCs have the time to gain access to a simple computer without the pressure of an accompanying encounter, you can allow the PCs up to two additional failures before triggering the computer's countermeasures. Alternatively, you can use the guidelines for building a computer to introduce a custom vulnerability or otherwise modify a simple computer, but adding more than one vulnerability runs the risk of making it a complex encounter that takes much more time to hack! Complex hacking occurs over multiple rounds that might last a variable amount of time. During each round of a complexh acking encounter, each PC can act once, attempting to either exploit vulnerabilities, notice and disable countermeasures, or Hack one of the computer's points of access. Each time a character successfully exploits an access point's vulnerability, the DC to Hack the associated access point is lowered by the indicated value. If a character fails to Disable the access point's countermeasures or fails to Hack an access point, they accrue one failure (two on a critical failure) for that access point. Each access point has one or more countermeasures that trigger when a group accrues enough failures. Characters in the same group can act in whatever order they prefer, each taking a turn. Usually, the character attempting to Hack the computer will go last, giving the rest of the party an opportunity to disable the computer's countermeasures and lower the DC by exploiting vulnerabilities. While a group of hackers might be tempted to take their time and explore every avenue before attempting to Hack a computer, doing so is risky! During each round the PCs attempt to exploit one or more vulnerabilities, but don't attempt to Hack an access point or disable a countermeasure, they accrue one failure for an associated access point.
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