
Why does a character think they have an edge?

In our game of Coriolis: The Third Horizon, one character has built up quite a ridiculous amount of dice (ten) in Data Djinn (hacking computers). It’s got to the point where, along with a push (84% to 97%), it’s nearly impossible for them to fail, so much so that every opportunity and problem is turned over to this PC for some hacking to solve it.
I don’t want this to become combative, whereby I, as a GM, try to stop this, but I do need to recognise I’m being a bit generous in terms of what information I give from a hack. Mostly, I ignore the Limited Success (1-2 sixes) vs Full Success (3+ sixes), treating them as the same, but I think I need to give more or more specific information for one vs the other. Also, I need to introduce complications or consequences in the event of a Limited Success or more extreme for a failure - it shouldn’t just be that you get no information. It may take longer, you may trigger alarms, you may be traced.
A second element, in this case, is that the character thinks they have an edge in terms of this skill, being able to stay on the ship much of the time and remotely checking their skill. Realistically, systems are not all connected; for example, information flows from one system to another via ships passing on pods of data. There is no Horizon-wide internet. The same should be the case when you land on a planet: you may have some limited connection, but ultimately you need to physically connect to different buildings and floors to get into the databases and information repositories of the most protected systems.
As I now do a lot of Cyber Security risk work in my real life, I definitely need to lean on that in order to make things more of a challenge for this particular character and ultimately more interesting and rewarding.
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