Program (3.5e Skill)
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A skill that involves working with computers and creatures with the Bot subtype. It allows the activation, operating, and reprogramming of these objects and creatures.
You are capable of hacking into machines you are not authorized to use correctly, though you must have access (physically or electronically) to some way of manipulating the bot in question.
|Complexity||Example||Time to Alter Programming||DC|
|Manual Operation||As bot trait||—||25|
|Set Firewall||Prevent unauthorized access. Would-be hackers must meet or beat your Program DC (a standard action) in order to hack into a machine.||1d4 minutes||Variable|
|Use Simple Machine||CD Player, well-documented control panel||1d4 minutes||5|
|Use Average Machine||Computer OS, undocumented commands on standard keyboard||1d4x10 minutes||10|
|Use Complex Machine||Programming in machine language, unmarked or unusual control panel||1d4 hours||20|
|Action or Effect||DC Change|
|Obtained Relevant Personal Information for Hacking (Phone numbers, family members, etc)||−1 to −10|
|Alter Programming on Machine||+10|
|Hacking into machine without authorization||+20|
|Reduce programming time by one step (down to 1d4 rounds past Simple)||+20|
If you have 5 or more ranks in Knowledge (Xeno) you get a +2 bonus on Program checks.
If you have 5 or more ranks in Program you get a +2 bonus on Knowledge Math & Physics checks related to password breaching.