Hacking 1 costs 1 Neuromod to create, and allows a person to use one minute to get the Hacking skill level 1, during this time the person is considered Incapacitated. Hacking 2 requires 4 Neuromods to create, along with needing Hacking 1, and allows a person to use one minute to get Hacking skill level 2, during this time the person is considered Incapacitated. Hacking 3 requires 6 Neuromods to create, along with needing Hacking 2, and allows a person to use one minute to get Hacking skill level 3, during this time the person is considered Incapacitated. Hacking 4 requires 8 Neuromods to create, along with needing Hacking 3, and allows a person to use one minute to get Hacking skill level 4, during this time the person is considered Incapacitated.
To hack something, the aforementioned person must be within touching distance of the desired object to hack, or use the Remote Manipulation skill that is within range. The desired construct that needs hacking must either, if capable of being hostile, be unaware of the person, allied or neutral to it, or incapacitated. The hacker must use their action to initiate the hack, and two consecutive turns. If a person starts their turn hacking, they must make an intelligence check with their proficiency bonus, DC 10 + tech level. For example, if a person wanted to hack a turret with tech level 3, the DC is 13.
A hacker must make 2 consecutive hacking checks, once at the end of each of the consumed turns, and they must succeed on all of the hacking checks to be considered a successful hack. If a hacking person is attacked during the hack, they must make a concentration check DC 1/2 the damage taken or ten, whichever is higher, or suffer disadvantage on their hacking check.
On a successful hacking check, the affected construct is allied with the hacker and all of their allies until one of the following conditions is met: The hacked construct dies, the hacker dies, the hacked construct is hacked by something not allied to the original hacker, the hacker is mind-controlled, or the hacked object becomes affected by Machine Mind. If the hacked object is affected by Machine Mind, once the duration of Machine Mind ends, it becomes allied with the last creature to hack it.
On a failed hacking check the affected creature takes xD6 points of lightning damage, 'x' being tech level of object * 2, if the damage is equal or greater than 1/4 of the affected person's health, they must make a constitution saving throw DC 1/2 the damage taken or ten, whichever is higher. On a failed save the creature is stunned for one round, nothing happens on a successful save.
Hacking is a Scientist Neruomod, and requires the ability to install Scientist Neuromods to use or create.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/13/2018 11:50:42 PM
|
11
|
1
|
4
|
Coming Soon
|
|
|
11/14/2018 12:03:47 AM
|
7
|
1
|
--
|
Coming Soon
|
|
|
11/14/2018 12:04:31 AM
|
8
|
1
|
--
|
Coming Soon
|
|
|
11/14/2018 6:42:46 PM
|
10
|
1
|
4
|
Coming Soon
|
Comments