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
- 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.
- Run a command. Each Hack after that runs one command. The terminal’s security decides whether it needs a Test, against the same 📊 DC.
Security DC Basic commands Security commands Unsecured — no Test no Test Easy 10 no Test no Test Normal 15 no Test Test Hard 20 Test Test Impossible 25 Test Test; 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.
Glitch Effect Optics fault 👁 Blinded Servo lock 🐢 Slowed Targeting fault 👀 Distracted for the full duration Power drain Loses 3 ⚡ AP on its next turn Transponder fault Marked for the full duration IFF fault 🤪 Madness. Requires 🔬 Science +10 (🎯 Master of Robotics)
- Legendary robots are immune to IFF fault.
- To 🕊️ Pacify a robot, use the first step of 🤖 Override.
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.