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hacker [2013/08/27 21:14]
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-Content-Type:​ text/​x-zim-wiki 
-Wiki-Format:​ zim 0.4 
-Creation-Date:​ 2013-07-26T03:​48:​51-04:​00 
- 
-====== Hacker ====== 
-Created Friday 26 July 2013 
- 
-A Hacker is someone who is able to use com-puters to the limits of their design parameters and beyond. She uses her innate understand-ing of how an operating system works and how code is written to coax a machine to do things even its designers never imagined. She knows the Grid the way most people know their home and neighborhood. Many hackers specialize in cracking encrypted code, break-ing into protected systems, and reprogram-ming other computers to perform functions for which they were never intended. Some Hackers do this for malicious or mischievous reasons, while others do it in the name of a noble or righteous cause. Almost all Hackers, though, believe that the world is either igno-rant or dangerously naïve about the uses and potential uses for computers, and they con-sider it their mission to educate everyone else. 
-Select this advanced class if you want your character to be expert at using and re-pairing computers, writing computer pro-grams, and making the most of the resources available through the Grid. 
-The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.Skill Points at Each Level: 6 + Int modifier. 
-CLASS FEATURES 
-The following features pertain to the Hacker advanced class. 
-Grid Presence 
-When attempting to use a Charisma-based skill such as Bluff, Intimidate, Diplomacy, or Gather Information in an online situation, the Hacker adds her class level as a circumstance 
-bonus. 
-Read/Write Code 
-At 2nd level, the Hacker can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. On a successful Decipher Script check (DC 10 + Computer Use skill modifier of the code’s author), the Hacker can determine both the function of the program and any bugs or potential weak points in the design. If weak points are found, the Hacker gains a +2 insight bonus on Computer Use checks at-tempting to degrade the program. 
-Bonus Feats 
-At 3rd, 6th, and 9th level, the Hacker gets a bonus feat. The bonus feat must be selected from the following list, and the Hacker must meet all the prerequisites of the feat to select it. 
-Alertness, Builder, Cautious, Creative, 
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-REQUIREMENTS 
-To qualify to become a Hacker, a character must fulfill the following criteria. 
-Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, Craft (software) 6 ranks, Disable Device 3 ranks, Knowledge (technology) 6 ranks, Repair 3 ranks. 
-Feat: Gearhead. 
-HIT DIE 
-The Hacker gains 1d6 hit points per level. The character’s Constitution modifier applies. 
-ACTION POINTS 
-The Hacker gains a number of action points equal to 6 + one half her character level, rounded down, every time she attains a new level in this class. 
-CLASS SKILLS 
-The Hacker’s class skills are as follows. 
-Bluff (Cha), Computer Use (Int), Craft (electronic,​ mechanical, software, writing) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (current events, history, popular culture, technology) (Int), Profession (Wis), Read/Write Language (any) (none), Re-pair (Int), Research (Int), Search (Int), Speak Language (any) (none). 
-303 
-The HACKER 
-Class Base Attack Fort Ref Will Class Defense Reputation 
-Level Bonus Save Save Save Features Bonus Bonus 
-1st +0 +0 +2 +0 Online Presence +1 +0 
-2nd +1 +0 +3 +0 Read/Write Code +1 +0 
-3rd +1 +1 +3 +1 Bonus Feat +2 +1 
-4th +2 +1 +4 +1 Hacker Abilities +2 +1 
-5th +2 +1 +4 +1 False Account +3 +1 
-6th +3 +2 +5 +2 Bonus Feat +3 +2 
-7th +3 +2 +5 +2 Hacker Abilities +4 +2 
-8th +4 +2 +6 +2 Hacker Abilities +4 +2 
-9th +4 +3 +6 +3 Bonus Feat +5 +3 
-10th +5 +3 +7 +3 Improved Degradation +5 +3 
-Average 30 
-Exceptional 40 
-Maximum 45 
-It is important to keep backdoors hid-den from the system administrator,​ who is usually on the lookout for such invasions. A backdoor automatically allows the Hacker en-trance to a 
-particular system, but every time she uses it she must make an opposed Computer Use check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the Hacker re-turns. 
-Instant Upgrade: The Hacker knows computers and their capabilities so well that she can temporarily maximize theirperfor-mance. While using a piece of equipment re-lated to a Computer Use check, the Hacker increases the equipment bonus by +1. (If the equipment does not grant an equipment bo-nus, it now grants a +1 equipment bonus.) This increase remains in effect after the Hack-er stops using the computer for a period of time equal to 10 minutes per Hacker level. 
-Overclock: The Hacker is able to make a computer perform beyond the recommend-ed parameters of the hardware and software, granting it a permanent +2 equipment bo-nus. She does this by making a Wealth check (purchase DC 12), spending 1 action point, and committing 1 hour to tuning the ma-chine. Because the computer is being pushed to its limits, if the person using the computer rolls a natural 1 on a Computer Use check, the machine has a catastrophic breakdown and becomes unusable. 
-Fixing the computer requires a Wealth check (purchase DC 15) to get the necessary equipment, and takes 3d6 hours. At the end of that time the person working on the com-puter must attempt a Repair check (DC 15). If this check succeeds, the machine once again functions as a standard computer (the Hacker may buy upgrades or overclock it again if she wishes). If the check fails, the Repair check 
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-Deceptive, Deep Pockets, Educated, Financial Wizard, Ghost In the Machine, Influential,​ Lightning Reflexes, Low Profile, Mastercrafter,​ Meticulous, Natural Talent, Open-Minded,​ Re-nown, Robo-Diplomat,​ Studious, Thrifty Craft-er, Windfall. 
-Hacker Abilities 
-At 4th, 7th, and 8th level, the Hacker selects two of the following Hacker abilities to add to her repertoire. 
-Careful Progress: When the Hacker at-tempts to defeat computer security, the ad-ministrator is alerted only if the Hacker fails her Computer Use check by 10 or more. Spe-cial: The Hacker may not gain both Careful Progress and Passfirewall at the same level. 
-Electronic Empathy: The Hacker gains a +2 competence bonus when repairing or disabling electronic devices. This is in addition to any synergy bonuses for related skills. 
-False Trail: When covering her elec-tronic tracks through the Grid, the Hacker can lay a false trail. With a successful Comput-er Use check (DC 25), the Hacker imposes a –5 penalty on any attempt to trace her (as de-scribed in the Defend Security function of the Computer Use skill). If the trace fails by 10 or more points, the tracker follows the Hacker’s false trail to an innocent Grid address. If the trace fails by less than 10 points, the tracker realizes the trail is bogus and gives up. 
-Install Backdoor: After successfully breaking into a specific computer system, the Hacker can install a backdoor to the system. A backdoor is a piece of code that makes it easi-er for the Hacker to break into that particular system in the future. Writing and installing the program requires a Computer Use check (see the table below), but once successfully installed it automatically defeats that system’s security upon return trips—the Hacker no longer needs to make Computer Use checks to enter that system. 
-Level of Security DC 
-Minimum 25 
-304 
-may be stored for a number of hours equal to the Hacker’s character level—after that time the system operator notices and deletes the false account. The Hacker may use the false account to make a single purchase. After that the account is frozen until the system opera-tor eventually examines and erases it. 
-Every time the Hacker uses this ability, the GM should roll 1d20. If the result is lower than or equal to the value of the false ac-count, the fraud is discovered in progress and the system administrator of the financial insti-tution being hacked attempts to identify the Hacker (use the same process as described in the Defend Security section of the Computer Use skill description). 
-Improved Degradation 
-At 10th level, the Hacker’s attempts to alter and degrade existing programming become more insidious. The degradation is installed as normal (as described in the Degrade Pro-gramming function of the Computer Use skill). However, unless the Computer Use check to fix the degraded program exceeds the DC by 5, the degradation returns in 1d6 hours—this happens automatically;​ the Hack-er does not have to make a second check.may be attempted again in 1d4 hours. If the person fixing the computer rolls a natural 1 on any Repair check, the machine is dam-aged beyond repair. 
-Passfirewall:​ When the Hacker at-tempts to defeat computer security, the ad-ministrator is alerted only if the Hacker rolls a natural 1 on her Computer Use check. 
-Prerequisite:​ Careful Progress. 
-Special: The Hacker may not gain both Careful Progress and Passfirewall at the same level. 
-Personal Database: The Hacker has gathered (or electronically bookmarked) a vast amount of data on an incredible range of subjects. If she has a computer with Grid access, she may take 10 minutes surfing the web, then spend 1 action point to use her Computer Use score instead of a Knowledge score for the purposes of one check. 
-False Account 
-At 5th level, the Hacker is able to make pur-chases online using bogus financial records. In other words, she can buy something using someone else’s money. The player and GM should note that at best this constitutes fraud, and at worst it is clearly robbery. In any case, it is an illegal activity and may have serious repercussions. 
-To create a false account, the Hacker makes a Computer Use check. The Hacker may take 10 on this check, but she may not take 20. She may create an account with a Wealth score of a maximum value equal to the result of the check –10. (So if her check achieved a DC of 27, she could create an ac-count valued at Wealth 17 or lower.) 
-Creating a false account takes a num-ber of minutes equal to 10 × the account’s Wealth score. (It would take the Hacker 170 minutes—nearly 3 hours—to set up a Wealth 17 false account.) This must be done in a sin-gle sitting, so the Hacker may have to set aside several hours to perform this task. When the prescribed amount of time has passed, the account is ready to be used. It 
  
hacker.1377638040.txt.gz · Last modified: 2021/12/04 00:40 (external edit)