Break into a terminal and run its commands, or make a robot malfunction.

  • Each Hack does one thing: get into a terminal, run one command on it, or Glitch one robot.

  • You must be next to the target and plugged in, or working through a terminal you are in.

Terminals

  1. Get in. Roll an 🧠 INT + 🔬 Science Test against the terminal’s security. On a success you are in until you disconnect or the scene ends. Nothing else happens.
  2. Run a command. Each Hack after that runs one command. The terminal’s security decides whether it needs a Test, against the same 📊 DC.
SecurityDCBasic commandsSecurity commands
Unsecured—no Testno Test
Easy10no Testno Test
Normal15no TestTest
Hard20TestTest
Impossible25TestTest; a failure locks you out at once
  • Basic commands: read or change files, open or lock ordinary doors, lights, cameras.
  • Security commands: turrets, alarms, security doors (armories, vaults, cell blocks), and the settings of robots on the network.
  • Lockout: three failed Tests on one terminal, getting in or running commands, lock you out until it is reset. A 🎭 CRITFAIL locks you out at once.
  • 🎭 CRIT on getting in: no command on that terminal needs a Test.

Robots — requires 🔬 Science +5 (🎯 Robotic Command)

Roll an 🧠 INT + 🔬 Science Test. 📊 DC = 10 + the robot’s level. Every Hack on a robot needs this Test; being in a terminal never skips it.

  • Through a network: be in a terminal on the robot’s network, and see the robot yourself or through the terminal’s cameras.
  • On a success, choose one Glitch. It lasts 2 turns.
  • One Glitch from you on a robot at a time. A new one replaces the old.
  • Glitches are Mental effects. Robots make no 😌 Composure Test against them, except player characters, who make one (DC 15) to resist.
  • 🎭 CRIT through a network: the same Glitch also hits a second robot on that network that you can see.
  • Turrets are robots.
GlitchEffect
Optics fault👁 Blinded
Servo lock🐢 Slowed
Targeting fault👀 Distracted for the full duration
Power drainLoses 3 ⚡ AP on its next turn
Transponder fault Marked for the full duration
IFF fault🤪 Madness. Requires 🔬 Science +10 (🎯 Master of Robotics)

Costs 5 ⚡ AP

  • ⚡ Overflowable. If you split the cost across two turns, the Hack resolves at the start of your next turn: roll the Test then, and its effect starts then.
  • You must stay connected until it resolves. If you are moved away or disconnected, or cannot act, the Hack is lost along with the AP spent.
  • Out of combat it costs no AP; the Tests are the same.

Requires 🔬 Science +3 (🎯 Hacking)