Damage

#hacking #Rules

Damage (Single-Execution)
Default: Computer Hacking-3 or Expert (Computer Security)-3.
Base Complexity: 5.

Create a destructive feedback loop in the target computer, causing physical damage; hardened computers impose a -3 to the program’s skill level.

Against most computers, a success will cause a crash and disable the system until 1d days and 1d x 10% of the computer’s original cost have been put into repairs. (Any permanent data loss is up to the GM; most important systems will have multiple redundant, off-site backups.)

Against a cyberdeck, it forces the decker to make an immediate HT roll (+3 for a hardened cyberdeck); success incurs 1d burning damage to the decker’s brain, but allows him to act normally, though any programs are rolled at a penalty equal to the damage taken. (Most deckers opt to jack out at this point.) Failure causes 2d damage, and totally incapacitates the decker; critical success avoids all damage, while critical failure increases damage to 3d.

Successive uses of the Damage program against an incapacitated decker are resisted at -5. This is the phenomenon known as “flatlining” – a flatlined character can do nothing on his turn but attempt to recover with a HT roll, at a penalty for the damage taken that round, but at +3 for a hardened cyberdeck. If he recovers, he can jack out immediately, but if he chooses to remain jacked in, he can’t invoke any new programs until the next round.

This is one of the Hacking Programs.

skill_defaults:: "Computer Hacking-3 or Expert (Computer Security)-3"
complexity:: 5