( ⇪ Technology )
A hypertooth interface is essentially a construct NPC that is always considered helpful to anyone currently interfacing with it (colloquially called a “user”). Hypertooth interfaces usually only interact with a small network of subsystems (particularly the “core” subsystem) built into a simple technological object (such as a toaster or light switch) who are likewise always considered helpful to the hypertooth interface.
Other than devices that are physically connected to it, hypertooth interfaces can only communicate with other hypertooth interfaces, and only telepathically when doing so. A user who has located and identified a Hypertooth Interface’s signal (see Hypertooth Signals, below) and contacted it (a standard action) can telepathically command it to attempt specific tasks (if the user does not normally have permission to command that task, it’s called hacking). The hypertooth interface may in-kind respond with any message that it needs to deliver to the user as part of attempting that task. Hypertooth interfaces otherwise cannot communicate with the user. Neural Interfaces and Cyberghosts have all of the abilities of a hypertooth interface built-in.
Hypertooth Interfaces broadcast a signal that any other Hypertooth Interface can detect, identify, and contact. Finding the signal requires a Search check, and correctly identifying the signal requires a Knowledge (Hypertechnology) check. Doing any of that requires you have a Personal AI (or a Phone equipped with a Hypertooth Earpiece ). If the DC for either of these checks is higher than 20, you must also have the Signalfinding ability to even attempt to locate and identify the signal.
Unlike the normal use of the Search skill which searches the area within 10 feet of you, locating a signal takes 3 rounds to search the accessible area within 100 feet of you and (if it’s in the area) being told a location within 10 feet of the signal, and when you start the search you must specify a broad kind of purpose for the signal (such as “door locks”). Some signals are public-facing and require no check, instead requiring only a standard action to locate their exact location and identify them so long as you’re within 50 feet, and many just use a Personal AI or Hypertooth Earpiece (but don’t require having a Phone) and you can interact with the device as a part of the same standard action. Some signals have a very obvious device physically visible and have the option of touching the device in a certain way as a swift action or move action to interact with it.
Finding and correctly identifying a signal has a DC minimum of 5, and a DC maximum of 25 + the installing-technician’s Knowledge (Hypertechnology) ranks. This DC may also be higher if the signal is weak, encrypted, physically locked, or buried among other signals.
If a signal is weak, it means you must stay within 10 feet of the physical location of the signal while hacking it or the hacking attempt fails. If the signal is encrypted, it means the DC of all skill checks to hack that signal is increased by at least 5 depending on the degree of encryption. If the signal is physically locked, the signal must be physically located (an ordinary Search check within 10 feet) and its the physical lock must be disabled (Disable Device DC 20) to allow hacking the signal. Note that the device itself, its physical lock, or what it controls may be trapped (which usually requires the trapfinding ability, but sometimes the device can disable the trap remotely).
Failing the signal’s Search DC…
- by more than 5 results in not being able to find the signal in this attempt, although you can try again.
- by no more than 5 results in misinterpreting the physical location of the signal as some other spot within 50 feet, although you can try again.
Failing the signal’s Knowledge (Hypertechnology) DC…
- by more than 5 results in being unable to determine the purpose of the signal at all, although you can try again.
- by no more than 5 results in misinterpreting the purpose of the signal as some similar but unrelated function, increasing the DC of all subsequent skill checks to hack that signal by 5 (this cannot be retried).
Beating a signal’s Knowledge (Hypertechnology) DC by 10 or more grants you a +5 bonus on all subsequent skill checks to hack that signal. Regardless of whether you fail the signal’s Knowledge (Hypertechnology) check, you learn whether the signal is weak, encrypted, and/or physically locked.
To summarize, usually you must…
- Possess a Personal AI or Phone equipped with a Hypertooth Earpiece.
Spend 3 rounds to search a 100-ft radius accessible area for any Hypertooth Interface signal with a specified broad kind of purpose (such as “door locks”) within 10 ft of the area, and then roll a Search check.
- Failing by more than 5 means: You don’t find the signal (and may try again).
- Failing by no more than 5 means: Misinterpret the physical location as some other spot within 50 feet (and may try again).
Roll a Knowledge (Hypertechnology) check to properly identify the signal.
- Failing by more than 5 means: You’re unable to determine the purpose of the signal at all (and may try again).
- Failing by no more than 5 means: You misinterpret the purpose of the signal as some similar but unrelated function, increasing the DC of all subsequent skill checks to hack that signal by 5 (this cannot be retried).
- Beating a signal’s Knowledge (Hypertechnology) DC by 10 or more grants you a +5 bonus on all subsequent skill checks to hack that signal.
- Regardless of whether you fail, you also learn whether the signal is weak, encrypted, or physically locked.
Contact as a telepathic standard action (with your Personal AI or Phone equipped with a Hypertooth Earpiece), give it a command, and get a response message.
- If the command you give is not something you normally can access, you will get a message saying this, and you may extend this action to a full-round action (if you still have time within your turn) to start hacking.
If you want to hack the signal and the signal requires disabling a physical lock, ideally do that beforehand.
- Roll another Search check (within 10 feet of the signal, may be retried).
- Roll a DC 20 Disable Device check (may be retried).
- If you want to hack the signal and the signal is weak, you must stay within 10 feet of the signal to hack it.
GM determines the properties of the hacking Complex Skill Check.
- The DC is determined by the Persuasion option of the Diplomacy skill.
Requires at least one successful Knowledge (Hypertechnology) check.
- Add half your ranks in Decipher Script to the check!
Requires at least one successful Use Magic Device check.
- Add half your ranks in Open Lock to the check!
- You fail the entire Complex Skill Check if you fail 3 checks or move out of range.
Spend this round and stay within signal range, and at the start of your next turn roll up to two checks for it.
- Repeat this step as needed.
(This section is a Work-In-Progress)