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Tampering is the interfacing with physical constructs to manipulate them. There are two fundamental types - mechanical and biological. It is the concrete version of hacking.
The attempt is (mechanical/biolgical):

1D6(for being sentient) + 1D6 * (stage of technician/medic) + intelligence

Seasoned beings (5th stage) get 1 extra D6.
Legendary beings (10th stage) get another extra D6.
Tools give a bonus equivalent to their fixing dice to mechanical tampers.
Medical equipment give a bonus equivalent to their healing dice to biological tampers.

Additionally, beings with a stage of physicist/biologist get a cumulative bonus with every attempt - for mechanical/biological tampers respectively. This means that every turn they attempt to tamper something, they get to add their stage AGAIN until they succeed.

We might want to consider toning this rule down a notch.

Physical contact is required (ranged force beams count). Mechanical tampers only apply to mechanical constructs, and biological tampers only apply to biological constructs. Duh.

This can be attempted in a combat round, assuming that a being is able to spend at least one die from their dice pool.

The effects are to do things like:

  • Lock or unlock a door.
  • Paralyze a construct.
  • Enable or disable a device.
  • Cause a fusion generator to start to overload.

Generally speaking, things are able to be tampered to the degree that they are made to resist being tampered. So, by extrapolation, most basic systems are created by 1-stage technicians/medic - so will tend to have a "tamper" rating of 6-14. To make something more secure, hiring a 2-stage technician/medic will tend to bump that up to 10-17.

Items that are built more crudely - without a technician, biologist, or physicist/biologist - depend more heavily on the intelligence of the builder.

Ties are a "partial success", usually glitching or half-completing a function - whichever makes more sense to the referee.

Success tampering creates a single effect for the construct. Future actions require more hacking.

If something non-sentient is "tampered" by 5 or more, it is "PWNED" - giving the technician or biologist persistent and complete access and control.

If something sentient is "tampered" by 10 or more, it is "PWNED". This is AI's, simple robots, and some vehicles.

To PWN something with parallel intelligence (main brain/processor + nanoscopic robots) such as most independent beings and ships, they mush be "tampered" by 20 or more. This generally turns them into a slave, and this is a state that can only be ended by death or intentional release by their owner.