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Hack Module


Ragitsu

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Re: Hack Module

 

I'd like to know how to build a gadget that can hack into computer networks/systems on it's own with a decently high Skill' date=' [b']or[/b] grant a Skill bonus to those opting to do the heavy lifting themselves.

 

Since the device can undertake actions on its own, it sounds like a Computer or AI. It has the Computer Programing skill, and Skill Levels with CP bought Usable By Others.

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Re: Hack Module

 

Since the device can undertake actions on its own' date=' it sounds like a Computer or AI. It has the Computer Programing skill, and Skill Levels with CP bought Usable By Others.[/quote']

 

It's not full on sapient and/or sentient, though. All it can do is break through security measures.

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Re: Hack Module

 

a focus with a computer(with computer programming), and +skill levels with CP bought separately through the same focus.

e.g.

 

Hacking Device (all items OAF)

1) 3 Computer with dedicated Computer Programming Skill (lvl-) (5 active Points)

2) 4 +4 with Computer Programming skill (8 active points)

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Re: Hack Module

 

Hacking Device ( simple computer)

INT 10

DEX 10

OCV 3

DCV 3

OMCV 3

DMCV 3

SPD 2

PD 1 (1 point)

ED 1 (1 point)

BODY 5 (5 points)

 

Skills:

Computer Programming (Hacking) 17- (15 Points)

Systems Operations 15-) (11 Points)

 

Programs:

Hack Security (1 Point)

 

Total Cost: 34 Points (bought with Follower or Vehicle type rules 34/5= 6.8 rounded to 7 points).

 

Adjust scores (and costs) to suit.

 

While possibly a little complex, this build would allow for an extended type test (where multiple skill rolls over time are required to successfully hack a system) to be made during the course of combat. Otherwise, dmjalund's is a nice build.

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Re: Hack Module

 

I built it as a Computer. A "program" is simply a descriptive element that describes what the computer can do. More information in HERO 6E Book 2: Page 183-185. I don't have my 5th edition stuff with me, so I cannot give you a page reference for that edition.

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Re: Hack Module

 

Hacking Device ( simple computer)

INT 10

DEX 10

OCV 3

DCV 3

OMCV 3

DMCV 3

SPD 2

PD 1 (1 point)

ED 1 (1 point)

BODY 5 (5 points)

 

Skills:

Computer Programming (Hacking) 17- (15 Points)

Systems Operations 15-) (11 Points)

 

Programs:

Hack Security (1 Point)

 

Total Cost: 34 Points (bought with Follower or Vehicle type rules 34/5= 6.8 rounded to 7 points).

 

Adjust scores (and costs) to suit.

 

While possibly a little complex, this build would allow for an extended type test (where multiple skill rolls over time are required to successfully hack a system) to be made during the course of combat. Otherwise, dmjalund's is a nice build.

 

I'd build this as a Computer(no PD/ED/BODY/MOCV/MDCV) and use the Focus Limitation(which would give you the PD/ED) which would lower the cost.

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Re: Hack Module

 

I'd like to know how to build a gadget that can hack into computer networks/systems on it's own with a decently high Skill' date=' [b']or[/b] grant a Skill bonus to those opting to do the heavy lifting themselves.

"If a Computer and a character have the same Skill, the computer’s Skill can act as a Complementary Skill." - 6E2 184

So the computer builds are indeed one of the best ways (unless we get the rules for Powers with their own Speed in APG II, then that could be easier).

 

Since the device can undertake actions on its own' date=' it sounds like a Computer or AI. It has the Computer Programing skill, and Skill Levels with CP bought Usable By Others.[/quote']

AI is not nessesary. You only need it when it encounters Unusual problems - wich the "hack-a-tronic" might not have the ability to percieve or solve at all. Usual problems are part of the programm.

 

About programms: Computers with Skills but without Programms are "Powerfull, but not user friendly". You have to start actions it has no programms for with a Computer Programming Roll and if it runs into a problem, it might just stop.

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