Hacker

Class information, as well as, Trait and Ability Options for the Hacker Archetype.

Hacker

Hackers excel at long distance espionage and cyber-warfare. They are the masters of long distance support and cyber warfare due to their strong understanding of fundamentals and good code. They are less adept at utilizing exploitative code and must utilize a “Rig” in order to access most of their core features.

Playing a Hacker

XP Cost: 8 Prerequisites: Intellect Score of 14 or higher

When you choose this Archetype you gain the following:

Ability 

I Call Hacks

Systems and Networks you access or control automatically inform you of their current Digital Noise Levels and immediately notify you when noise levels exceed 5.

If you become infected with Malware you can Roll Engineering to determine which virus is affecting you and what its effects may be. The DC is equal to 10 + the CODA Cost of the Malware Subroutine.

Hacker’s CODA

You are considered to have a starting reserve of CODA equal to your Intellect Modifier + 2.

Some digital devices can grant your additional CODA reserves while equipped. 

Traits

Program Language Fluency 

You are considered to be fluent in the major programming languages of the Setting and Era. 

You gain a +2 misc. bonus to all Saving Throws made to Resist or Avoid Subroutines targeting you or your systems.

Equipment 

Hacker’s Gear

Acquire the Basic Version of any “Rig” from the current from the Narrator approved Buyer’s Guide Era or section.

Acquire a common suit of Light Armor from the Narrator approved Buyer’s Guide Era or section.

Training

Hacker’s Skill Training

You gain training in the Engineering Skill and 3 of the following: Knowledge, Investigation, Perception, Insight, Fine Motor, Debate, Charm, Deception or Intimidate.

Coder: You can use your Engineering skill to write code, alter code, access programs and applications and perform hacks and exploits. 

Debugger: Acquire the Subroutine “self_diagnostic" at this time at no additional cost. 

You gain Training in Intellect Saving Throws. Add your training Bonus + INT Modifier from now on when Rolling Intellect Saving Throws.

Hacker Traits and Abilities

As a Hacker you may purchase any of the following Traits and Abilities using XP during Character Creation or Level Up, so long as you have the required Prerequisites.

Traits

Mobile Hacking

XP Cost: 4 Prerequisites: Hacker

You now consider any smartphone / smartwatch / tablet / computer you control and have at least “User Level” access to, to be a RIG for the purpose of using and Activating your Subroutines.

You generate +1 Digital Noise when Activating your Subroutines using Mobile Hacking.

You do not have access to CODA generated from Modules on your Main RIG while using Mobile Hacking. 

Immersor Savant

XP Cost: 4 Prerequisites: Hacker

While using an Immersor your Avatar gains an additional 2 HP per maximum CODA you possess.

You may add your WIS modifier AND your INT Modifier on your Cyber-Attack Subroutine Attack and Damage Rolls while within an Immersor Simulation.

Your Critical Hit threshold for Cyber-Attacks made inside Immersor Simulations is increased by +2(critical hit on die roll of 18-20 rather than just on 20).

Immersor Chosen One

XP Cost: 8 Prerequisites: Hacker, Immersor Specialist

While using an Immersor your Avatar gains a flying movement speed of 10 Meters per Movement.

Your Avatar gains 1 additional Movement per Turn.

Cyber-Attacks you make vs Immersor Simulated systems and defenses deal an additional 1d10 + 2 Damage.

You may make Melee Attacks as your Avatar in Immersor Sims via an Attack Action using your Intellect Modifier + Wisdom Modifier + Training Bonus for the Attack Roll.

If you Hit you may deliver a Cyber-Attack Subroutine to the target at no CODA cost or additional Turn Portion Cost.

Your Avatar gains 1 additional Melee Attack per Turn.

Synapsor Specialist

XP Cost: 4 Prerequisites: Hacker

While using a Synapsor you may use 1 CODA Cost Subroutines at no Turn Portion Cost(you must still spend CODA to activate). 

Overpowering or increasing the cost of a Subroutine means that it no longer costs 1 CODA and thus it cannot be activated by this Trait. 

Computer Suite Specialist

XP Cost: 4 Prerequisites: Hacker

While using a Computer Suite you automatically Regenerate 1 CODA at the end of each turn that you do not Activate a Subroutine.

You gain 1 Additional CODA for each CODA boosting Module installed within your suite.

Acquire 1 or 2 Subroutines with a combined XP cost of 2 or less.

CODA Reserves

XP Cost: 2 Prerequisites: Hacker

You gain +2 to your Maximum CODA reserves, this CODA can be accessed even when you are away from your RIG.

CODA Trove

XP Cost: 4 Prerequisites: Hacker, CODA Bank

You gain +4 to your Maximum CODA reserves, this CODA can be accessed even when you are away from your RIG.

CODA Hoard

XP Cost: 6 Prerequisites: Hacker, CODA Hoard

You gain +6 to your Maximum CODA reserves, this CODA can be accessed even when you are away from your RIG.

Emergency CODA Backup

XP Cost: 3 Prerequisites: Hacker

When you start your turn with no CODA remaining you immediately restore 1 CODA.

CODA Recycling

XP Cost: 4 Prerequisites: Hacker

Once per turn, whenever you use a Subroutine and no targets are Hit or Affected you regain half the CODA spent on that Subroutine.

Subroutine Scanner

XP Cost: 3 Prerequisites: Hacker

You are always made aware when you are being targeted by a Subroutine.

Once per round you may Roll an Engineering Skill Roll to attempt to determine which subroutine is targeting you. The DC is equal to 10 + the XP Acquisition Cost of the Subroutine.

If successful, you are made aware of the name, function and typical CODA cost of the subroutine targeting you.

Knowledge is Power

XP Cost: 3 Prerequisites: Hacker

Add a Destiny Die on Saving Throw Rolls made to resist Subroutine's you also possess(or -1 CODA cost on :cancel_command() subroutine).

Techno-Warrior

XP Cost: 4 Prerequisites: Hacker

Acquire the :cancel_command() subroutine at this time.

From now on, you may activate :cancel_command() as if it cost 1 less CODA to activate(minimum of 1).

Cancelation Fee

XP Cost: 2 Prerequisites: Hacker

You regain any CODA spent in excess to activate/overpower the :cancel_command() Subroutine.

Potent Code

XP Cost: 2 Prerequisites: Hacker

Your Subroutine Save DC is increased by 1.

Full-Proof Code

XP Cost: 3 Prerequisites: Hacker, Potent Code

Your Subroutine Save DC is increased by an additional +1.

Pure Code

XP Cost: 4 Prerequisites: Hacker, Full-Proof Code

Your Subroutine Save DC is increased by an additional +1.

Perfect Code

XP Cost: 5 Prerequisites: Hacker, Pure Code

Your Subroutine Save DC is increased by an additional +1.

Malware Defense Suite

XP Cost: 3 Prerequisites: Hacker

Acquire the Utility Subroutines: “self_diagnostic” and “defrag” at this time.

Viral Containment Suite

XP Cost: 5 Prerequisites: Hacker

Acquire the Utility Subroutines: "quarantine_virus” and “purge_virus” at this time.

Abilities

Personal Firewall

XP Cost: 3 Prerequisites: Hacker

You have designed your own personal firewall that is more finely tuned than those that are mass produced.

Once every 12 hours you can spend 1 CODA and an hour of your time to Update your Firewall. Roll an Engineering Skill Roll to do so. The DC to succeed is 14.

If you Succeed on the Skill Roll you successfully update your Firewall with the latest and greatest protections available. Add a Destiny Die to your Saving Throws made to resist Subroutines for the next 12 hours.

If you Fail the Skill Roll you fail to secure the best protections for your firewall, gain no benefit, and cannot attempt again for the next 12 hours.

Defense Network

XP Cost: 3 Prerequisites: Hacker

You can now spend 2 CODA and a Motion to extend your digital defenses to allies with which you have a network connection. If you lose network connection or are reduced to zero CODA this effect ends. Otherwise it persists for 1 Minute (12 Rounds)

When subroutines would target the protected ally, expend a Reaction and roll a Saving Throw with your modifiers added instead of theirs. If you fail the Save DC then the Subroutine takes effect on the targeted ally as normal.