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Stars Without Number: The High and the Mighty
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== Hacking == Complexes or large ships typically have a network of computing systems called Data Nodes. Each node is a component of a greater whole, carrying some portion of the system's permissions and capacity. If you're an authorized user you can do all manner of things remotely, but if you're an interloper you have to pry the system open one node at a time. If you're working with just a dataslab, hacking a node takes 2d4 rounds. If you have actual hacking gear, whether a neural interface and deck or a hacking module built into your mech, then things are easier. In that case, it takes your move to jack into an adjacent node, and your action to attempt to hack it. Rules follow. *The initial hacking attempt is always a Computer roll. *The difficulty of the computer roll is dependent on the system, and typically will not vary through a system. **Essentially unsecured consumer-grade systems are Diff 6. We typically won't roll for them. **Marginally secure consumer or small business systems are Diff 7. **Systems that someone has made any real effort to secure are Diff 8. This includes most corporate systems, or military systems that in fact rely on physical security rather than electronic. **Medium corporate or military security systems, or those run by serious hacker types, are Diff 9. There may also be countermeasures. **High security systems are Diff 10. Expect failures on your rolls to carry potentially serious consequences. *Success brings rewards! **A simple success gives you control of that node. See below for benefits. **A failure "locks" the node, it cannot be attempted again until circumstances change substantially. **An exceptional success (You roll at least three points higher than the difficulty, for example a 10 or better on a Diff 7 system) brings further benefits. Roll 1d6. ***1: You can immediately (on your next round) attempt to hack a nearby node without having to move adjacent to it. You gain knowledge of the location of that node whether you successfully hack it or not. ***2: You gain a useful piece of information. ***3: You gain a financially valuable piece of information. ***4: You learn the location of 1d3+1 other undiscovered data nodes in the complex. ***5: You can immediately make some alteration to a device related to this data node. For example, if you hacked a node in the life support system, you could attempt to make it highly uncomfortably hot or cold. Safety interlocks will typically prevent you from doing anything immediately lethal. ***6: You can brain-burn an enemy hacker in the system for damage equal to 1d4 for each even level you have obtained. They may make a tech save to halve that damage. In either case, they'll be stunned and unable to hack for 1d6 rounds. *The types of things you can attempt to do vary by the total number of nodes you control. **Once you gain at least 25% of the nodes in a complex, you can attempt to make slightly advantageous changes using the node you are present at. So, changing the temperature from a life support node or opening or closing doors from a security node. **Once you gain at least 50% of the nodes in a complex, you can attempt to make substantial changes using any node you have control of, from any other node. **Once you gain at least 75% of the nodes in a complex, you can attempt to do make any change from any node you have control of. **If you should gain 100% of the nodes, you no longer need to make rolls. The system is under your control. *Enemy hackers are single, heroic troops rather than mobs.
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