Subsystems and You 14: Dynamic Hacking
(art by ianllanas on DeviantArt)
A fascinating thing about cyberpunk and near-future scifi in general is how they speculate on what threads technology will go down in the near future.
For example, a lot of cyberpunk fiction speculated that hacking in the future would involve avatars facing off against elaborate 3D representations of security systems and the avatars of counterhackers in what amount to cyber-wizard battles, with things like DDOS attacks, viruses, and the like being visualized in this 3D hacking space as “spells” or special attacks.
You see this sort of thing in anything from Johnny Mnemonic to The Matrix, though in the latter case, the visualization was more the heroes setting up links so that the folks back in the ship could do the real hacking.
Of course, hacking in the real world has never been so fancy-looking or glamorous, and most programming is dedicated to making hacking programs and viruses able to interact with and overwhelm a system rather than making them show a neat picture to represent them doing so. (Not to say they don’t sometimes do that).
But we’re not interested in the real world right now. In the world of Starfinder, which draws inspiration from all over sci-fi, you can absolutely see characters having their own badass avatars and performing elaborate acts of hacking, which is where today’s subject comes in!
To be up front, this subsystem is meant to be used sparingly, as players are not likely to enjoy being bogged down with an elaborate computerized battle every single time they remove a virus or hack a door lock. Indeed, this system is meant to be used more for major hacking jobs. Things like elaborate defenses for campaign-important databases, battles against malevolent AI on their home turf, and so on.
In any case, the dynamic hacking system functionally turns hacking into a form of combat, with rounds and turns and everything.
First, every hacker has a Deceive, Hacking, and Process bonus, which covers the user’s ability to hide their persona from countermeasures, overcome those countermeasures, and perform various other effects separately such as scanning, repairing the persona, and so on.
Each of these three stats use your computer skill by default, but you can set up each with bonuses or penalties before and during a hack to specialize in infiltration, offense, and support, as long as you don’t go over a certain total bonus based on your computer skill.
From there you have the lead hacker, whose persona avatar is on the line, while other support hackers aid them in various ways.
While the support hackers can only perform minor actions, the lead hacker can perform a minor and major action per turn, plus extra if they’re willing to take penalties.
Each dynamic hacking encounter has countermeasures that seek to protect the system, nodes which provide paths to various files and programs, and modules, which represent protected files or programs which the hackers desire access to in order to access their data or function. Each one has their own abilities as well as the DCs to overcome them, the countdowns for any reprisals they offer, and so on.
In order to overcome these obstacles, the hacking team has several actions they can perform, ranging from minor (aiding and assessing) to major (blending in, creating decoys, modifying programs, recalibrating, repairing the persona, and of course, resolving the current obstacle.
Finally, it is also worth noting that this subsystem has rules for incorporating already existing class abilities and other special abilities tied to hacking, allowing them to apply in appropriate ways, such as faster hacking instead reducing the penalty of multiple actions, or countermeasure negation instead giving a massive bonus to resolving them.
As we can see, this style of hacking is not useful for casual hacking actions in normal play, but it can be a fun way to make for a fun and climactic encounter, or even add another layer to a combat encounter, where the party hacker has to crack the code while their allies keep security robots and the like off of them.
Either way, it's also a good reason to come up with your character's persona avatar appearance and other quirks of their hacking style.
That will do for today, but we’ve got one more subject lined up for tomorrow, from Second Edition Pathfinder! (For real this time).











