Hacker

Hacker is a term that refers to anyone with tremendous skill at manipulating all forms of technology, including technicians, cyber-criminals, security specialists and spies. They specialize at hacking machines (especially computers), opening mechanized door locks, crafting and repairing machines and other objects, and stealth skills. Hackers cannot take Adept skills, since they spend most of their time in the world of technology, while a vital relationship with the energies of the natural world is the source of an Adept's power.

Hacker skills: Repair (Machine Craft)- {Nat.} Cost: 5SP x Level (5 SP for Level 1, 10 SP for Level 2, 15 SP for Level 3, 20 SP for Level 4, 25 SP for Level 5) Level 1- You can spend 20 Nanites to repair broken Autoshops and Rechargers. This repair must be roleplayed for one minute. Level 2- You can spend 200 Nanites to construct an Autoshop or a Recharger unit. If you are designing an Autoshop unit, you can select which 5 items it sells. This construction must be roleplayed for 30 minutes, with a G.M. present. Level 3- You can spend 30 Nanites to repair broken Trauma Units and Waste Disposal Units and 50 Nanites to repair broken Autodocs and Revitalizers. This repair must be roleplayed for one minute. Level 4- You can spend 300 Nanites to construct a Trauma Unit or Waste Disposal Unit. If you are creating a Waste Disposal Unit, you can choose which type it is: Plumbing (chemical flush), Incinerator, or Space Eject. This construction must be roleplayed for 30 minutes, with a G.M. present. Level 5- You can spend 500 Nanites to construct an Autodoc or Revitalizer. You can set who the Autodoc or Revitalizer will or will not heal or regenerate by setting a pass code to it. This construction must be roleplayed for 30 minutes, with a G.M. present. Nanotech Lockpick (Maglock Craft)- {Cyb.} Cost: 6 SP x Level (6 SP for level 1, 12 SP for Level 2, 18 SP for Level 3, 24 SP for Level 4, 30 SP for Level 5) Purity Cost: .3 PP/Level Level 1- You can hack open Level 1 doorlocks. Level 2- You can hack open Level 2 doorlocks. You can also spend 10 Nanites to place a Level 1 Lock on any door. Place a tag on the door that reads Level 1 Lock.- people may not pass through locked doors without a hacker or a keycard. When you create a lock, it can lock from one side, the other, or both. Place a tag on each side of the door that will be locked. You may create a number of keycards for this Lock equal to your CYB score. The creation of these locks must be roleplayed for one minute. Level 3- You can hack open Level 3 doorlocks. You can create Level 2 Locks (these cost 20 nanites) and Level 3 Locks (which cost 30 nanites). The creation of these locks and accompanying keys must be roleplayed for one minute. Level 4- You can hack open Level 4 doorlocks. You can create Level 4 Locks for 40 nanites. The creation of these locks and accompanying keys must be roleplayed for one minute. Level 5- You can hack open level 5 doorlocks. You can create Level 5 Locks for 50 nanites. The creation of these locks and accompanying keys must be roleplayed for one minute. Deadeye- {Cyb.} Cost: 9 SP (x per day) Purity Cost: .2 PP (x per day) This skill allows you to use advanced kinetic motors to make deadly accurate attacks with throwing knives and grenades. Once per night for each time you buy this skill you may call ‘Aim’ before making an attack with a throwing weapon. This attack can’t be ‘Evaded’. Nanotech Assembler (Item Craft)- {Cyb.} Cost: 10 SP x Level (10 SP for Level 1, 20 SP for Level 2, 30 SP for Level 3, 40 SP for Level 4) Purity Cost: .5 PP/Level Level 1- You can create and recycle Level 1 items. You can recycle Level 0 items. (All players can create Level 0 items.) Recycled items are destroyed and give you 1/2 their cost in nanites. Level 2- You can create and recycle Level 2 items. Level 3- You can create and recycle Level 3 items. Level 4- You can create and recycle Level 4 items. Clout- {Nat.} Cost: 8 SP x Level (8 SP for Level 1, 16 SP for Level 2, 24 SP for Level 3, 32 SP for Level 4) Level 1- You can hit an enemy from behind (it must be while unnoticed, and the hit must land in the middle of the upper back, squarely between the shoulder blades) you do 10 Stun damage instead of your normal weapon damage. This attack must be performed with a simple weapon that can hit for stun damage: a Wrench, Baseball Bat, or Fire Axe. A rock is not strong enough to be used for a clout attack. This attack cannot be Evaded. Level 2- As above, only now your Clout attacks do 20 Stun. Level 3- As above, only now your Clout attacks do 30 Stun. Level 4- Your successful Clout attacks now Knock Out an enemy in a single hit. (Call ‘Knock Out’ when you hit.) Optic Camoflauge- {Cyb.} Cost: 10 SP x Level (10 SP for Level 1, 20 SP for Level 2, 30 SP for Level 3) Purity Cost: .5 PP/Level Level 1- You may briefly become invisible to other characters. You must say ‘Cloak’ and cross your arms- when your arms are crossed, you are in stealth mode, and other characters (without thermographic vision) cannot see you. You can still be heard as normal. If you attack or use any in game skills, you immediately become visible. After activating camo, you are invisible for 10 seconds before appearing again. You can activate your camo CYB times per night. Level 2- As Level 1, except you can remain invisible for 1 Minute. Level 3- As Level 2, except you can remain invisible for 10 minutes, and may attack (but still cannot use special skills) without becoming visible. You can activate your camo a number of times per night equal to your CYB stat. Sabotage- {Nat.} Cost: 15 SP (x per day) Once per night for each time you buy this skill, you can plant a bomb on any machine, that will explode the next time someone interfaces with it. Place a tag on the side of the machine, or behind it- somewhere it won’t be noticed. The tag must be full sized. If a player notices the tag, so does the character- if not, when they interface with the machine, they explode. This bomb does 50 Fire damage which can’t be Soaked or Evaded. Stick around to call the damage, and be a good sport about it. Disarm Tripwire- {Nat.} Cost: 20 SP This skill allows you to disarm any laser tripwires you come across. Disarming a tripwire must be roleplayed for 1 minute without interruption. Afterwards, the laser tripwire is picked up as an item, and is yours to use as you please. Chemistry Lab- {Nat.} Cost: 15 SP Once you’ve bought this spell, you can mix ‘Compounds’ with other ‘Compounds’ and Items to create new Items. Exotic Weapon Proficiency- {Nat.} Cost: 30 SP This skill allows a character to wield Exotic Weapons. (Normally a character can only wield Simple Weapons.) Cutthroat- {Nat.} Prerequisite: Clout Cost: 20 SP If you hit an enemy from behind with a Simple Weapon or Melee Weapon, or Exotic (Melee) Weapon, (the attack must be delivered unexpectedly or while unnoticed, and the hit must land in the middle of the upper back, squarely between the shoulder blades) then the attack’s damage will increase by 5, and its type will change to piercing. Example: With a Scalpel (3 Lethal Melee), Jacob Ren could Cutthroat for 8 Piercing. Nanoaugmentation (Cyberware Craft)- {Cyb} Cost: 10 SP x Level (10 SP for Level 1, 20 SP for Level 2, 30 SP for Level 3) Purity Cost: .5 PP/Level Level 1- You can create and install Level 1 Cyberware in yourself and others. Level 2- You can create and install Level 2 Cyberware in yourself and others. Level 3- You can create and install Level 3 Cyberware in yourself and others? Netcraft (V.R. Control)- {Nat.} Cost: 8 SP x Level (8 SP for Level 1, 16 SP for Level 2, 24 SP for Level 3) Level 1- You can manifest a customized Avatar of your choosing when in Virtual Reality, dictating your appearance as you choose. (Normally, characters appear as themselves in Virtual Reality, or appear as generic, lo-res terminal icons.) Additionally, you receive 1 extra Evade when in V.R combat, and your weapon damage in V.R. increases by 1. Finally, you can ‘Jack Out’ even from a Gray Zone. Level 2- You can create an online ‘Domain’ in Virtual Reality, physically represented by a single room, or a small outdoors area. (For instance, Room 2060 in Humanities, or the Courtyard of Campus Center North.) This Domain can be a White Zone or a Gray Zone– your choice, but once you decide the Domain’s properties for a night, they are set. You can create a ‘Gate’ to this Domain– for willing users only– on any V.R. rig by spending one minute roleplaying its’ creation, and leaving a tag on the V.R. rig. Creating this Gate counts as one of your nightly Interfaces. Additionally, you receieve 1/2 CYB (round up) extra Evades in V.R. combat, and your weapon damage in V.R. increases by 1/2 CYB (round up). Level 3- As above, but now your Domain is larger: it can be physically represented by a floor of a building, or a large outdoor area. (For instance, the third floor of the V.A., or the Big Haus parking lot.) This domain can be a White Zone, a Gray Zone, or an Ultraviolet Zone. You can now use your nightly interfaces to create a gate– or a trap– to your Domain for anyone who uses a V.R. Rig by roleplaying creating the gate for 1 minute and affixing a tag to the V.R. rig. Additionally, you now receive CYB extra Evades in V.R. combat, and your weapon damage in V.R. increases by CYB. Comm. Control- {Nat.} Cost: 15 SP (Passive) If you are on a commlink call with another character for more than a minute, you can trace the call by saying ‘Out Of Game : Tell me your current location.’ into the phone. The target has no way of knowing the call has been traced, and must roleplay accordingly. Your own call can’t be traced using Comm. Control: if someone attempts this, call ‘Trace block.’. Robotics (Craft RCAD)- {Cyb} Prerequisites: Repair 3+ Cost: 25 SP (Passive) Purity Cost: .8 PP You can spend 2,000 nanites and roleplay for two hour to build a “Rover” Customizable Assistance Droid which has limited internal battery reserves enough for it to assist you for up to CYB/2 (round up) hours each week. Arrange beforehand each week with a player who’s willing to NPC as your RCAD for a certain number of hours; no one can be ‘assigned’ to play an RCAD without significant prior notice. A ‘Rover’ Customizable Assistance Droid is box shaped, two feet tall, three feet long and has tracked wheels. They are typically used for repair and maintenance applications. Rovers haver variable components which must be selected at the time of creation: one melee attack, one ranged attack, one skill, and one ability. You may NEVER have more than one RCAD at a time. Hackers frequently name their RCADs. RCADs have the following stats: RCAD - “Rover” Health: 30 Energy: 30 Attacks: Maintenance Drill (5 Piercing melee dagger) OR Welding Torch (6 Fire melee dagger) AND Maintenance Laser (4 Light Thrown) OR Taser (5 Shock Thrown) Skills: Repair Level 3 OR Nanotech Lockpick Level 3 Abilities: Micromissile Twice per night an RCAD can throw a spacket that deals 20 Splash. OR First Aid An RCAD can spend 10 Energy to touch a spacket that heals 15 Damage with the call ’First Aid heals for 15’. Evades: X Rovers have a number of Evades equal to your CYB. Special Qualities: Double damage from Shock and Pulse. 1/2 Damage from Fire/Cold. Immune to Aetherial Magic. Uneffected by healing. You can spend 250 nanites and roleplay 10 minutes to restore a Rover’s Health by repairing it. When an RCAD’s health reaches 0, it’s destroyed instantly. IdentTheft- {Nat.} Prerequisites: Nanotech Lockpick for Lvl 1, Nanoaugmentation for Lvl 2 and up. Cost: 8 SP (8 SP for Level 1, 16 SP for Level 2, 24 SP for Level 3, 32 SP for Level 4, 40 SP for Level 5) Level 1- You can spend 100 nanites and roleplay for 10 minutes to forge C.C.R. System Identification Number cards. The ‘Driver’s License’ of 558 R.T., the S.I.N. card grants no special priviledges or rights, but identifies the bearer as a speicfic private citizen of the Republic– one they may or may not really be. If your real name is attached to troublesome warrants for arrest, this System Indentification could get you out of a jam provided no one got too close of a look at your face. Level 2- You can spend 250 nanites and roleplay for 30 minutes to cosmetically modify a willing subject. The 30 minutes it takes to alter the subject’s appearance must be roleplayed without interruption (neither of you can use in game skills, move, or attack). You can modify yourself, but doing so requires you to leave the work to nanomachines, rendering yourself unconscious and helpless for 30 minutes. When the modification is completed– or interrupted– the target takes 20 - your CYB Stun damage. You can change the subject’s hair and eye color, add or subtract head and facial hair, and slightly modify skin tint. Facial structure, skin color, height and weight can’t be changed. Everything but facial features– voice, clothing, mannerisms, etc– is up to the subject to change. Combined with Level 1 IdentTheft, cosmetic modification can allow you to create a whole new identity for yourself or a paying customer. The new appearance lasts CYB days and then degrades and dissapears. Level 3- You can spend 500 nanites and roleplay for forty five minutes to forge a legitimate, authentic House Dallas, House Yamamoto, or House Dresden identification card. This card will allow you access to low-security areas of the appropriate Great House and also cause the Great House’s security personnel to treat you with a degree of sympathy and deference. Of course, Great House authorities have only to call their superiors to learn that no such person exists on their payroll, but this is perfect for providing a cover identity. Level 4- You can spend 1,000 nanites and roleplay for one hour to cosmetically modify a willing subject using advanced plastic surgery and nanotechnological implants. You can change everything you can alter with Level 2 IdentTheft, and also change base skin color, bone structure, presence or absences of blemishes and tattoos, and add or subtract up to twenty pounds of weight or half a foot of height. Additionally, splintered larynx implants alter the subject’s vocal quality significantly enough that he is completely unrecognizable to any but his closest friends. When the modification ends (or is interrupted) the subject takes 20 - your CYB Lethal damage. The new appearance lasts CYB weeks and then dissapears. Level 5- You can spend 2,000 nanites and roleplay for two hours to forge a Republic Intelligence Agency (Agent), Red Army (Up to Corporal), Republic Armada (Up to Ensign), or Confederate Colonial Marshalls (Marshall) identification. This fake ID grants all the perks and benefits you might imagine, especially if you’ve cosmetically altered your appearance to fit. Additionally, you can roleplay at a V.R. rig for 15 minutes to implant the ‘records’ of the false identity into the computer systems of any of the organizations mentioned above.