Viewing Effect - Hack
Bypass technological safeguards

Create a Hack Power

Description

You may issue an arbitrary command to any mundane piece of technology you are interfacing with. This command can be a request for a single set of credentials, allowing you to hack a specific account until its passcode is changed.

System

Exert your Mind and spend [[cast-time]] hacking the target. Roll [[activation-roll]], the Difficulty of which is determined by the GM based on the security of the system you are hacking. A bar's point-of-sales system would be Difficulty 5, a major social media site Difficulty 7, and a nuclear reactor is Difficulty 9.

If you succeed, you may issue a single command to the system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

This Power is not usable on sentient or supernatural machines.

Enhancements

Android Hacker (You may use this Power on sentient machines at Difficulty 7. The target is aware of the hacking attempt and may Exert their Mind and roll Mind to contest.)

Alien Tech (You may use this Power on non-human technology.)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Lockout (Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.)

Without a Trace (Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.)
The effects of your hack may be noticed immediately, if relevant, but the fact that the hack occurred or any trace therein cannot be detected.

Daemon (Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.)
Manual activation of the Command takes a single Action.

Circuit Scrambler (You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously.)

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Calling Card (Every hack you make leaves a personal "calling card" that informs anyone who uses the system that the hack occurred. This calling card is the same for all Hacks you make.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Example Powers