Hacking

Intuition
Creativity
Self Discipline

Short Description

Hack into advanced security systems to disrupt their functioning or plant malware. Not as specialised as Open Locks or Spyware Design, but more universally applicable.

Success Criteria

Roll d100 + skill bonus vs. DR 100

Only 1 hacking attempt can be made against each target.

Effects

You bypass software security and gain access to controlling or disrupting a protected software service. You may hack a personal computer or DigiPad, bypassing the code or biometrics. Or hack into an AR tech module to overflow it with confusing images.

You can also use the Hacking skill to set up software defences. Normally this will lead to an opposed roll if someone tries to break them.

If you succeed in hacking a tech module the targeted module receives a -5 penalty per rank you have in this skill. Lasts until repaired.

Modifiers and Restrictions

+10 DR for complex or advanced systems

+20 DR if under time pressure (counts as a main attack, costing 2 AP to use in battle)

+30 DR if security includes biometric or failsafe mechanisms

-10 DR against friendly or unsuspecting targets

–10 DR with access to quantum computing (or an expert AI)

If used to hack tech modules the DR is modified by targets total bonus in the relevant tech module.

Action Examples

Using your quantum DigiPad you hack into the mainframe of an advanced whaling ship and disrupt its reading of GPS data - effective sending it off course. DR 90 (100 -10 for powerful computing).

You send off a prepared virus against a target's AR tech module causing it to read info from you favorite bar in the Mud Isles instead of from the battle field in front of you. DR 100 + targets total bonus in the AR module (a very difficult move).

You set up protective measures on your allies tech module effectively adding your Success Rate to their hacking DR.

Long Description

The Hacking skill embodies a character’s ability to bypass, manipulate, or dismantle digital security systems, granting them unauthorized access to protected software, devices, and networks. This skill is not just about brute-forcing passwords or exploiting weak encryption—it’s a blend of technical prowess, creativity, and adaptability, allowing characters to outmaneuver even the most sophisticated digital defenses.
A skilled hacker can infiltrate personal computers, DigiPads, or augmented reality (AR) tech modules, bypassing everything from simple passcodes to advanced biometric locks. They might flood an AR module with disorienting visuals, overload a security system to trigger false alarms, or silently extract sensitive data without leaving a trace. Beyond offensive capabilities, hackers can also fortify systems, setting up layered defenses that deter or thwart intruders. When someone attempts to breach these defenses, it often becomes a battle of wits, resolved through opposed skill rolls.

Sequencing

May be sequenced with Computer Science to redirect or give new orders to hacked software.

Potential Counters

May be countered by (reversed) hacking or similar skill.

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.