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Evade Security

Evade Security

Evade Security (0 dice)

Action, Check (any device)

Sometimes you just need a little more time with system access and that means evading digital security measures.

 

You add one additional hacking countdown die to the hacking countdown. If you critically succeed on this check, instead add 1d4 hacking countdown dice to the hacking countdown.

Drop Shields

Drop Shields

Drop Shields (3 Dice)

Action, Check (Construct Creatures, Forcefields, Shielding Devices, Shield Generation Decks, Starfighters)

Shields and forcefields are excellent defenses in the physical world but of little use in the digital realms.

 

Any temporary hit points the target has gained from a shield or forcefield are immediately lost. Devices hacked in this way cannot gain temporary hit points from their shields or forcefields while you are hacking the device. If the hacked device is forcefield armor, the AC provided by the hacked armor is reduced to 10 + the wearer’s Dexterity modifier while it is being hacked. Once your hack ends, the forcefield regains full functionality.

Disable Deck

Disable Deck

Disable Deck (3 Dice)

Action, Check (any Ship Deck)

Most ship systems have internal lockouts to prevent hacking—it’d be a shame to trigger that intentionally to lockout the intended users.

 

No actions or ship maneuvers can be made using the device while you are hacking it. Once your hack ends, the device regains full functionality.

Digital Pickpocket

Digital Pickpocket

Digital Pickpocket (2 Dice)

Action, Check (Communications Devices, Computing Devices)

Most accounts lock up tight when an attempt is made to empty them out so the smartest thieves collect their ill–gotten gains in little innocuous bits.

 

Transfer up to 5% of the credits in an account linked to the hacked device into an account of your own. Software on a monied account is usually very tight however, and when you begin this hack your hacking countdown becomes a fast countdown (dice are removed from the pool on a result of 4, 5, or 6).

Digital Filter

Digital Filter

Digital Filter (4 Dice)

Action, Save (Camera Systems, Construct creatures)

You can use high speed editing viruses to literally strip content out of mechanical eyes.

 

The device makes a Wisdom saving throw or you make any number of creatures and objects unseen to it. The device treats your selected creatures and objects as invisible, and cannot visually perceive them so long as you are hacking the device. Any visual information the device transmits appears as normal, except your chosen creatures and objects are unseen so do not appear within them.

Delete Data

Delete Data

Delete Data (1 Die)

Action, Check (any Ship Deck, Camera Systems, Communications Devices, Computing Devices)

With professional subterfuge sometimes you just need to wipe the records clean.

 

You remove data within a device, such as wiping recent camera footage or erasing the contents of a ship’s manifest. The result of your hacking check is also used as the DC of Investigation checks made to determine that the information was deleted by a hacker and isn’t simply missing or corrupted.

Copy Database

Copy Database

Copy Database (3 Dice)

Action, Check (Communications Devices, Computing Devices)

Passwords, dates, names, bank accounts—all sorts of data is yours for the taking once you’ve cracked a system.

 

You completely copy and download the data contained within the device into your hacking tools. If the Narrator determines that the databases of the device are too massive to be stored on a personal device, you may instead download all information regarding a certain subject. If the data is encrypted, this maneuver does not also decrypt it.

Bug The Line

Bug The Line

Bug the Line (1 Die)

Action, Check (any Ship Deck, Communications Devices)

You subtly patch yourself into lines of communication thought to be secure.

 

So long as you are hacking the device you are able to see and hear anything transmitted through it. If you hack a ship’s deck in this way, you are instead able to see and hear everything transmitted through that ship’s comms (including correspondence between it and any starfighters launched from it). 

Blackout

Blackout

Blackout (2 Dice)

Action, Save (Camera Systems, Construct creatures)

Crashing a visual feed is one of the oldest tricks in a hacker’s book.

 

The device makes a Wisdom saving throw or is blinded and cannot transmit visual information so long as you are hacking the device. 

Wild Brewing Tables

Wild Brewing Tables

Select one of the primary ingredients from the table below and roll a die determined by the brew’s base—1d4 for water-based potions, 1d6 for acid-based potions, and 1d10 for unstable arcanum-based potions—then consult the corresponding brewing table.


Optional Rule: Rolling Blind

For a wilder experience, Narrators can call for the brewer to roll on the brewing table but keep the results a secret. A brewer automatically identifies a failed brew or a brew with no magical properties, but must make a knowledge check (usually Arcana, though Nature and Survival may also apply in some cases) to properly identify each result, using the DCs on the Brewing Difficulty table.

Narrators may also call for the brewer to identify the end result once they have finished the brew, though this DC is 1 lower than when identifying a substance mid-brew. At the discretion of the Narrator, a brewer that fails this check either has no idea what the substance does or misidentifies it as a different result from the same table.

Spells such as identify work on substances made while wild brewing, but the Narrator can rule that results with negative effects act as cursed items (see Curses in Chapter 8: Enchanted Gear in Trials & Treasures) and so are magically identified as beneficial brews from the same table.


Table: Primary Ingredients     

Ingredient

Cost

Essence

Diamond dust

25 gp  

Healing and vitality

Dreaming flower

60 gp  

Nature and the fey

Shade

60 gp  

Death and shadow

Vial of giant's blood

50 gp  

Strength and size

Vial of mimic essence   

40 gp     

Oils and coatings


Table: Refining Ingredients

Ingredient

Cost

Essence

Adderwort Roots

10 gp  

Subtract 2d4

Dried Yewclaw Bark

5 gp  

Subtract 1

Fairy Cap

5 gp  

Add 1d4

Ironwood Acorn

5 gp

Subtract 1d4

Pressed Spiderbuld

10 gp     

Add 1

Sycamore Petal Poultice

10 gp     

Add 2d4


Table: Diamond Dust Brewing

Roll

Result

1

The brew currently has no magical properties.

2

Failed brew. Dilute immediately or the brew yields only useless sludge.

3

The brew currently has no magical properties.

4-5

A potion of healing .

6

Unintended but positive energy reaction that grants the drinker 2d4 temporary hit points.

7

  Failed brew. Dilute immediately or the brew yields only useless sludge.

8

The brew currently has no magical properties.

9

A deadly brew that inflicts 4d4 + 4 necrotic damage.

10-11

A potion of greater healing .

12

Failed brew. Dilute immediately or the brew yields only useless sludge.

13-14

An unintended but powerful positive energy reaction. The potion glistens with positive energy and grants the drinker 6d4 temporary hit points.

15

The brew currently has no magical properties.

16

A debilitating brew that reduces the drinker’s Constitution score by 1d4 + 1.

17-18

  Failed brew. Dilute immediately or the brew yields only useless sludge.

19-20

A potion of superior healing .


Table: Dreaming Flower

Roll

Result

1

The brew currently has no magical properties.

2

A fragrant reaction which if drunk causes the drinker to emit a pleasant floral scent for the next 24 hours. For this duration the drinker gains an expertise die on Persuasion checks.

3

Failed brew. Dilute immediately or the brew yields only useless sludge.

4

A vial of beauty .

5

Failed brew. Dilute immediately or the brew yields only useless sludge.

6

A fragrant reaction which if drunk causes the drinker to emit a pleasant floral scent for the next 24 hours. For this duration the drinker gains a 1d6 bonus on Persuasion checks.

7

The brew currently has no magical properties.

8

A pheremonic reaction which if drunk causes the drinker to emit scents that alarm and enrage beasts for the next 24 hours. For the duration all beast type creatures that enter a 60 foot radius of the drinker immediately become hostile to the drinker.

9

Failed brew. Dilute immediately or the brew yields only useless sludge.

10-11

A potion of animal friendship .

12

A concoction that causes the drinker to emit scents that alarm and enrage beasts for the next 24 hours. For the duration all beast type creatures that enter a 60 foot radius of the drinker immediately become hostile towards it.

13

Failed brew. Dilute immediately or the brew yields only useless sludge.

14

An insidiously alluring fragrance wafts from the cauldron. The brewer can immediately abandon this brew. If they don’t, they become charmed by the brew and must drink it immediately once they finish it, even if it has failed. In this case, the drinker must make a DC13 Constitution saving throw or become poisoned for 1d6 hours (starting at the end of the long rest). Drinking this result causes the brewer to become fascinated with one randomly determined ally (or the next creature they see if alone) for 1d6 hours.

15

A potion of diminution .

16

Failed brew. Dilute immediately or the brew yields only useless sludge.

17-18

An insidiously alluring fragrance wafts from the cauldron and over the brewer. The brewer can immediately abandon this brew. If they don’t, they become charmed by the brew and must drink the brew immediately once they finish it.

19-20

A brew of heavy sleep. The drinker makes a DC 16 Constitution saving throw . On a failure, it falls unconscious for 1d4 hours, until it takes damage, or until someone uses an action to shake or slap the creature awake.


Table: Giant's Blood Brewing

Roll

Result

1

The brew currently has no magical properties.

2-3

A potion of climbing .

4-5

An unexpected essence reversal results in a weakening potion. If this potion is drunk the drinker makes all Strength checks and saving throws at disadvantage for the next 24 hours.

6

Failed brew. Dilute immediately or the brew yields only useless sludge.

7-8

A potion of giant strength (hill) .

9

An unexpected essence reversal results in a fragility potion. If this potion is drunk the drinker’s bones become fragile and any weapon attacks that target them are critical hits on results of 18–20 for the next 24 hours.

10

A potion of growth .

11-12

The brew currently has no magical properties.

13-14

A potion of giant strength (frost) .

15

An unexpected essence reversal results in a heaviness potion. If this potion is drunk the drinker’s weight is doubled and their movement speed is for the next 24 hours.

16

Failed brew. Dilute immediately or the brew yields only useless sludge.

17

The brew currently has no magical properties.

18

Failed brew. Dilute immediately or the brew yields only useless sludge.

19

An unexpected essence reversal results in a wasting potion. The drinker’s maximum hit points are reduced by an amount of hit points equal to twice their total hit dice for the next 24 hours.

20

A potion of giant strength (fire) .


Table: Mimic Essence Brewing

Roll

Result

1-2

A vial of oil of cosmetic enhancement .

3

Failed brew. Dilute immediately or the brew yields only useless sludge.

4-5

The brew currently has no magical properties.

6

A surprisingly slick reaction. The potion can be thrown up to 20 feet as an action where it shatters on impact. If thrown in this way, the concoction coats a 10-foot radius as per the grease spell with a DC of 14. This effect remains for 1 minute before dissolving away.

7-8

A vial of oil of slipperiness .

9-10

The brew gains consciousness and immediately leaves your cauldron ending the brew. The brew has transformed into an unstable gray ooze that is indifferent to the brewer and will dissolve away in 24 hours.

11-12

Failed brew. Dilute immediately or the brew yields only useless sludge.

13-14

The brew has dissolved into an incredibly potent acid. If thrown as an improvised weapon it deals 8d6 acid damage to the target and 8 acid damage to any creatures adjacent to the target.

15-16

A vial of oil of etherealness .

17

Failed brew. Dilute immediately or the brew yields only useless sludge.

18-19

The result gains consciousness and immediately leaves your cauldron, ending the brew. It adopts your form and functions as per the spell simulacrum, except your duplicate does not obey your commands and is controlled by the Narrator. Your duplicate dissolves away after 24 hours.

20

The brew currently has no magical properties.


Table: Shade's Essence Brewing

Roll

Result

1

The brew currently has no magical properties.

2

A disquieting reaction that if drunk causes the drinker to be sick to their stomach and poisoned for 1 hour.

3-4

A potion of poison .

5-6

Failed brew. Dilute immediately or the brew yields only useless sludge.

7-8

A shadowy reaction that causes the drinker to practically negate the light. When drunk, the drinker’s skin blends into the shadows for the next 24 hours and they gain an expertise die on Stealth checks while in dim light or darkness.

9

Failed brew. Dilute immediately or the brew yields only useless sludge.

10

A vial of shadow poison .

11

A vial of skull liqueur .

12

A gaseous choking ichor seeps from the cauldron. The brewer can immediately abandon this brew. If they don’t, they choke down the vapors and continue but gain no benefits from the rest this brew is a part of.

13-14

Failed brew. Dilute immediately or the brew yields only useless sludge.

15

The brew currently has no magical properties.

16

Failed brew. Dilute immediately or the brew yields only useless sludge.

17-18

A gaseous, choking ichor seeps from the cauldron. The brewer can immediately abandon this brew. If they don’t, they choke down the vapors and continue but are poisoned for the next 24 hours and they gain no benefits from the rest this brew is a part of.

19

A potion of faux undeath that causes the drinker’s skin to grow sallow and necrotic energy to course through their flesh. The drinker gains resistance to necrotic damage and detects as an undead for the next 24 hours.

20

A vial of vampiric elixir. The drinker gains the effects of the spider climb spell and resistance to necrotic damage and damage from non-magical nonsilvered weapons for the next 24 hours.

Pagination