EVENT - Hack the Planet (all day, noncombat)
Posted: Sun Feb 19, 2023 3:09 pm
Hack the Planet
Good intelligence saves lives and until now you haven’t had much. But today, as the assault troops were preparing to leave, Nimi casually announced that she’d been able to acquire some Mandalorian codes. Exactly how and why she isn’t willing to say, but they appear genuine and could provide a backdoor into most Crusader communications on the planet. The only catch is the codes change frequently. If you aren’t able to establish a backdoor now then the opportunity is gone forever.
Mayor Evevos has quietly offered to coordinate the effort from her house which has a surprisingly good connection to the planetary grid. Soon the comfortable two story building is packed full of specialists enjoying warm cocoa and homemade snacks while coordinating desperately to bring Mando code.
This All Day Event is open to everyone (a recent change by GMs) , each PC who participates must roll for all steps except part 4.
In this event the PCs will be competing against Mandalorian technicians attempting to secure their transmissions. Characters will be able to take risks for greater rewards while racing against the clock. At the end of the event the GMs will roll to see if the Mando network is permanently compromised using a dice pool generated from the event. Without PC intervention the roll will be ◆◆ against ◆◆◆◆.
Every 5 hack points earned will upgrade the ability of the check by 1.
Every 3 Triumphs will upgrade the ability of the check by 1.
Every 2 Despairs will upgrade the difficulty of the check by 1.
Advantage and Disadvantage are turned into boost and setback for that character’s next roll at a rate of 2 to 1.
Part 1 - We Need to Bypass their GPU with a Bootload
Time is of the essence as technogibberish gets flung backwards and forwards across the house. What everyone can agree on is the connection needs to be opened as wide as possible for the data insertion you’re about to begin.
Technical minded PCs can roll an average computers, or average mechanics with a setback to to throttle the connection to the planetary grid wide open (◆◆ or ◆◆■). PCs can choose to increase the difficulty of these checks to hard, daunting or formidable which will grant an extra bonus success if they pass the check.
(For example, a PC making a daunting mechanics check at ◆◆◆◆■ would generate an extra 2 bonus successes if they passed. This must be noted in your rolls)
Success on the roll and every two further successes adds one hack point.
For those who can’t quite hack it, there’s always plenty of supporting to do. For one, the Mayor’s cocoa is a hit and seems to be providing some much needed stimulants. Instead of rolling to throttle the connections, characters can try to weedle the cocoa recipe out of the mayor so more can be made. This is an average charm or average with a setback deception check (◆◆ or ◆◆■). Success on this roll creates one floating success which does not generate a hack point, but can be retroactively applied to another PC’s roll (this can turn a failed roll into a success).
Part 2 - They’re trying to input pentathwatts into our central processing cortex!
The Mandalorians have noticed you and are none too happy about this intrusion. A counterhack is underway! Defend your cobbled together network less they be the ones walking away with the information.
Every PC who rolled mechanics or computers in part 1 must now roll a hard computers or a hard mechanics with a setback to hastily erect firewalls to keep the Crusaders out (◆◆◆ or ◆◆◆■). For every rank they possess of the ‘defensive slicing’ talent, they made add a boost dice to their dice pool. Failure on this roll removes one hack point from the overall total, with another remove for every 2 further failures.
While it certainly sounds trying, there’s no reason the non tech minded folks can’t rally the hackers. For those not making the computers or mechanics rolls, you can choose to make either a leadership or discipline roll at average with two setbacks (◆◆■■) . Success on this roll creates one floating success which can be retroactively applied to another PC’s roll. (this can turn a failed roll into a success).
Part 3 - They’re using something we’ve never seen before... Hypercode!
Clearly the Crusaders are getting desperate. Which means it's time to strike again before they can secure their communications. What you’ve realized by now is that the code isn’t in galactic basic standard, but instead some strange and convoluted script (Malbolge?). Time to put your heads together and figure it out, but remember the clock is ticking.
Technical minded PCs can roll Knowledge (education) or Knowledge (lore) at hard with a setback dice to represent the time pressure they are under (◆◆◆■). Success on the roll and every two further successes adds one hack point.
Non-technical minded PCs can help directly this time! Huzzah! Characters choose to make either a hard streetwise with a setback or a hard leadership with a setback to quickly see if they can find anyone in the town or the battlegroup familiar with this code (◆◆◆■) . Success on the roll and every two further successes adds one hack point.
Part 4 - Boss Level (Optional)
This is it, the final stretch. Despite your best efforts the Mandalorians are slowly but surely shutting down access points. It’s purely a race now to see whether you can slip in the code before getting booted out.
Technical minded PCs may, if they choose to, make a computers roll at daunting with two difficulty upgrades, or a mechanics roll at daunting with two difficulty upgrades and a setback dice (⬟⬟◆◆ or ⬟⬟◆◆■). Success on the roll and every further success adds one hack point.
PCs not wishing to undertake the computers or mechanics roll can instead roll cool or perception at hard to represent helping everyone stay calm under pressure or spotting enemy mistakes (◆◆◆). Success on this roll creates one floating success which can be retroactively applied to another PC’s roll. (this can turn a failed roll into a success).
Good intelligence saves lives and until now you haven’t had much. But today, as the assault troops were preparing to leave, Nimi casually announced that she’d been able to acquire some Mandalorian codes. Exactly how and why she isn’t willing to say, but they appear genuine and could provide a backdoor into most Crusader communications on the planet. The only catch is the codes change frequently. If you aren’t able to establish a backdoor now then the opportunity is gone forever.
Mayor Evevos has quietly offered to coordinate the effort from her house which has a surprisingly good connection to the planetary grid. Soon the comfortable two story building is packed full of specialists enjoying warm cocoa and homemade snacks while coordinating desperately to bring Mando code.
This All Day Event is open to everyone (a recent change by GMs) , each PC who participates must roll for all steps except part 4.
In this event the PCs will be competing against Mandalorian technicians attempting to secure their transmissions. Characters will be able to take risks for greater rewards while racing against the clock. At the end of the event the GMs will roll to see if the Mando network is permanently compromised using a dice pool generated from the event. Without PC intervention the roll will be ◆◆ against ◆◆◆◆.
Every 5 hack points earned will upgrade the ability of the check by 1.
Every 3 Triumphs will upgrade the ability of the check by 1.
Every 2 Despairs will upgrade the difficulty of the check by 1.
Advantage and Disadvantage are turned into boost and setback for that character’s next roll at a rate of 2 to 1.
Part 1 - We Need to Bypass their GPU with a Bootload
Time is of the essence as technogibberish gets flung backwards and forwards across the house. What everyone can agree on is the connection needs to be opened as wide as possible for the data insertion you’re about to begin.
Technical minded PCs can roll an average computers, or average mechanics with a setback to to throttle the connection to the planetary grid wide open (◆◆ or ◆◆■). PCs can choose to increase the difficulty of these checks to hard, daunting or formidable which will grant an extra bonus success if they pass the check.
(For example, a PC making a daunting mechanics check at ◆◆◆◆■ would generate an extra 2 bonus successes if they passed. This must be noted in your rolls)
Success on the roll and every two further successes adds one hack point.
For those who can’t quite hack it, there’s always plenty of supporting to do. For one, the Mayor’s cocoa is a hit and seems to be providing some much needed stimulants. Instead of rolling to throttle the connections, characters can try to weedle the cocoa recipe out of the mayor so more can be made. This is an average charm or average with a setback deception check (◆◆ or ◆◆■). Success on this roll creates one floating success which does not generate a hack point, but can be retroactively applied to another PC’s roll (this can turn a failed roll into a success).
Part 2 - They’re trying to input pentathwatts into our central processing cortex!
The Mandalorians have noticed you and are none too happy about this intrusion. A counterhack is underway! Defend your cobbled together network less they be the ones walking away with the information.
Every PC who rolled mechanics or computers in part 1 must now roll a hard computers or a hard mechanics with a setback to hastily erect firewalls to keep the Crusaders out (◆◆◆ or ◆◆◆■). For every rank they possess of the ‘defensive slicing’ talent, they made add a boost dice to their dice pool. Failure on this roll removes one hack point from the overall total, with another remove for every 2 further failures.
While it certainly sounds trying, there’s no reason the non tech minded folks can’t rally the hackers. For those not making the computers or mechanics rolls, you can choose to make either a leadership or discipline roll at average with two setbacks (◆◆■■) . Success on this roll creates one floating success which can be retroactively applied to another PC’s roll. (this can turn a failed roll into a success).
Part 3 - They’re using something we’ve never seen before... Hypercode!
Clearly the Crusaders are getting desperate. Which means it's time to strike again before they can secure their communications. What you’ve realized by now is that the code isn’t in galactic basic standard, but instead some strange and convoluted script (Malbolge?). Time to put your heads together and figure it out, but remember the clock is ticking.
Technical minded PCs can roll Knowledge (education) or Knowledge (lore) at hard with a setback dice to represent the time pressure they are under (◆◆◆■). Success on the roll and every two further successes adds one hack point.
Non-technical minded PCs can help directly this time! Huzzah! Characters choose to make either a hard streetwise with a setback or a hard leadership with a setback to quickly see if they can find anyone in the town or the battlegroup familiar with this code (◆◆◆■) . Success on the roll and every two further successes adds one hack point.
Part 4 - Boss Level (Optional)
This is it, the final stretch. Despite your best efforts the Mandalorians are slowly but surely shutting down access points. It’s purely a race now to see whether you can slip in the code before getting booted out.
Technical minded PCs may, if they choose to, make a computers roll at daunting with two difficulty upgrades, or a mechanics roll at daunting with two difficulty upgrades and a setback dice (⬟⬟◆◆ or ⬟⬟◆◆■). Success on the roll and every further success adds one hack point.
PCs not wishing to undertake the computers or mechanics roll can instead roll cool or perception at hard to represent helping everyone stay calm under pressure or spotting enemy mistakes (◆◆◆). Success on this roll creates one floating success which can be retroactively applied to another PC’s roll. (this can turn a failed roll into a success).