Archives of Nethys

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Equipment / Dynamic Hacking

Beginning And Ending The Encounter

Source Tech Revolution pg. 70
A hacking encounter begins when one or more users access a secured computer by either directly accessing the computer’s user interface (like a terminal), physically accessing a computer using a hacking kit, or attempting to break into the computer through an infosphere or similar network. Once they begin, the hackers typically work against a timer, as most countermeasures have countdowns that represent how quickly they react to intruders.
The encounter continues so long as at least one hacker accesses the computer; however, a GM might end the encounter once a hacker has secured root access or resolved all countermeasures, either of which ends the encounter’s remaining threat.

Hacking Phases

Source Tech Revolution pg. 71
Much like physical combat, dynamic hacking takes place in phases, during which hackers and automated defenses take turns acting within a digital space. The hackers always act first in a phase, after which the computer’s defenses resolve any of their effects. Each phase, hackers can perform an assortment of actions, including major actions that cause substantial effects and minor actions that focus more on observation, commands, and support. Any lead hacker can perform one major action and one minor action per turn, whereas a support hacker can perform only a minor action per turn.
Bonus Actions: At the start of their turn, a hacker can choose to perform additional actions. A lead hacker can choose to take up to three additional major actions during their turn, but they take a cumulative –5 penalty to all skill checks they attempt during their turn for each additional major action taken. A support hacker can choose to take a major action instead of a minor action by spending 1 Resolve Point.