Friday, December 20, 2013

CYBER-PULP FANTASY CORE-The Psi-Hacker

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


PSI-HACKER
There are any number of highly skilled computer experts and questionable Console Cowboys in the “Corp.”  The development of so-called “Wetware” (a direct man-machine interface) has had the unintended consequence of awakening real psychic skills in some hackers.  It is rare enough that most consider tales of it to be a mere urban fable.  Most who have been awakened go nearly instantly mad, so the Wetware manufacturers have been quick to cover up any real occurrences.  To this point, any controlled attempts by Corporate scientists to induce psychic powers have ended in failure.

The Psi-Hacker character has been able to control their powers (though they might be a bit more eccentric than the average individual).  They’re also smart enough to recognize that if their powers were openly displayed and discovered, they could end up as a lab experiment or as a Corporate Tool, so they keep it a secret.  They may have lost their job and their eccentricity and bad work record has kept them from finding legitimate employment, or they voluntarily dropped into Shadows out of paranoia.  In either case, their technical skills and special psychic abilities have allowed them to easily find illegitimate means of making money.  

While there are hackers (or computer experts) of all races, Humans, Drow, and Tieflings are the ones most likely to develop psychic powers from having a Data Jack (wetware).  The reason for this is unknown.  Note that only Humans have the Psychokinetic powers, regardless of any upgrades acquired by other races.

Ability Stats
Human: Enhanced Int, Wis; Subprime Str, Con
Drow: Enhanced Int, Dex; Subprime Str, Con, Wis, Cha
Tiefling: Enhanced Int, Dex; Subprime Str, Con, Wis, Cha

HD
6 + (1d6 x 4) [hp 30 Max] + Con Bonus x 5

BAB
Melee: Str Bonus +2 (up to +5 Max class bonus)
Ranged: Dex Bonus +2 (up to +5 Max class bonus)

Saves
Fort: Con Bonus +1 (up to +3 Max class bonus)
Ref: Dex Bonus +4 (up to +7 Max class bonus)
Will: Wis Bonus +4 (up to +7 Max class bonus)

Racial Characteristics

Human: Three starting Edges.  May have up to three artificial implants (not including Data Jack).  Has Telepathic and Psychokinetic abilities.  May use any common weapon or armor.

Drow: Two starting Edges.  May have up to two artificial implants (not including Data Jack).  Has Telepathic abilities.  May use any common weapon or armor.
Weapon Fetish: Drow pick one specific weapon (ranged or melee) as their favorite.  On a successful hit with a Natural 17 and up with that weapon, maximum damage is scored.  Weapon may be permanently enchanted as an upgrade (5 XP).  If weapon is lost permanently, at least 3 XP to replace with a new weapon (doesn’t have to be the same type). 
Immunities: Sleep, fear, and paralysis effects.
Poison: Drow are skilled in the safe use of poison.
Infravision: Has the ability to see the in dark.
Stealth: (Dex + Int)/2 +3 (up to +5 Max class bonus)

Tiefling: Two starting Edges.  May have up to two artificial implants (not including Data Jack).  Has Telepathic abilities.  May use any common weapon or armor.  (Note that most Tieflings are simply deformed and do no have any sort of inherent magical abilities, much less teleportation.)
Teleport: A lightly encumbered Tiefling may teleport themselves once per encounter/turn, up to 25’. Must be able to see jump target. Blind jumping incurs a 1 in 4 chance of taking critical damage (0 hp, unconscious). Can teleport and attack in same rd (putting the opponent at a Disadvantage if from the rear).
Infravision: Has the ability to see in the dark.
Spell Use: Tieflings may choose 1 First level spell, as well as gaining all 0 level spells.  Other First level spells may be added as Edges.  Spellcheck is Int Bonus +3 (up to +5 Max class bonus).  Allowed two failures per turn/encounter before needed a 1 turn rest.  Other spell rules apply, see the Occultist section.

Class Skills

Data Jack: Hackers have an implanted neural implant that they use to connect to computers.  It is Wi-Fi capable, but can also be hard-cabled physically into a computer.  Hackers start with a +1 Data Jack that adds to their Software Skill.

Software Skill (Hacking): Int Bonus +3 (up to +5 Max class bonus).  Hackers can get into computer networks and manipulate the system there.  This also includes computer security, as well as avoiding it (like keeping their security from tracking down your hacking attempt).  As a general guideline, breaking into a system may be DC 18, taking further actions inside it are DC 12.  Getting physical access to the system, obtaining a password or an organic sample for bio-spoofing, familiarity with the tech level (such as an ancient legacy system or a bleeding edge, future tech system), and other considerations can eliminate the need for a roll or make it much harder and require special hardware.  

Hacking can take the form of several different functions.  Searching (looking for certain data), Tracking (checking access and use of a system), Deletion/Insertion/Editing (manipulating stored data), Transaction (creating an illegitimate processed event, such as embezzling), Malfunction (cause a process to work incorrectly, but not stop), Shutdown (turn off a process), Control (typically physical functions, such as opening computer locked doors, turning off alarms, or robot actions), Monitor (access a live feed of activity). * See note below.

Hardware Skill: Int Bonus +3 (up to +5 Max class bonus).  Hackers can repair, modify, and even create computer hardware.  This assumes the hacker has materials on hand (of course needing to gather some special materials sounds like an adventure).  * See note below.

Lab and Advanced Data Pad: Hackers have definitive place to work at, whether an apartment, house, unrestricted use of a university lab, or even a well-stocked van.  Of course, they have the capability to connect with this in the field with their Data Pad.  Their Advanced model can do programming and other hacking functions. 

Connections: (Int + Cha)/2 +3 (up to +5 Max class bonus).  Hackers know lots of different people at all levels of society.  As long as they’ve successful fixed things for them, the hackers are generally trusted.  A hacker can call in favors from past clients.  Calling in a minor favor or a simple information inquiry would be DC 12.  Larger favors and more sensitive information would be DC 18 and will likely involve calling off any future favors or incurring owing a favor (and a possible future adventure hook).  Assume hacker characters start off with a couple of contacts in each tier of society.  These relationships can be built up and change over the course of adventuring.

Immunity to Illusions: Either magical, psychic, or holographic, due to their psychic abilities.

Con Artist: (Int + Cha)/2 +3 (up to +5 Max class bonus).  This includes skills such as Fast Talk, Charm, Haggle, and Disguise.  DC 12 if fairly simple task, DC 18 in harder situations.
         
Shady Skills: (Dex + Int)/2 +3 (up to +5 Max class bonus).  This includes skills such as Picking Locks, Forgery, and Picking Pockets.  DC 12 if fairly simple task, DC 18 in harder situations.


* Hardware and Software Skills.  Adventures should never just be a matter of rolling to see if a character can hack a computer.  Breaking into a network should be an adventure unto itself.  Getting reconnaissance on how their computer system works and what it’s made up of, finding out how it is accessed, getting a hold of procedures for funds transfers and such.  Keep in mind, in this setting there’s ultra high-tech as well as downright archaic tech running businesses. 

The hacking part should be along the lines of trying to get certain information off of someone’s computer (if the characters fail, they have to go physically get it, which is more dangerous), building a terminal to get access to an old system (if the characters fail, they have steal one), or the physical access plan falls apart and they have to do an impromptu hack of the security system to escape the building. 

In other words, the need and use of these skills is going to vary based on the adventure.  In no case, should an adventure come down a hacking roll or be circumvented by a simple roll, there should always be alternative means of success or a complication preventing an easy hack.  

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