Computer Hacker O.C.C.
Created by Brett Hegr
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The computer genius is the prototypical hacker. Years of experience
with computer operation and programming make the character a technological
magician, able to get information on nearly anything. Best of all, as the
computer technology grows in complexity and functionality the genius only
becomes more powerful and more dangerous. Knowledge is power. The genius
gets a rush from breaking the walls between him and what he wants. He
prefers a computer console to physical confrontation but there are
certainly individuals who can do both equally well - they may even be ex-
members of the military. Lastly, they are not only adept with computers
but technology in general. They also make excellent pilots and gunners.
As long as the technology they're controlling is good enough.
Note: The 'Computer Genius' class got left out of Heroes
Unlimitedtm so I've done something like
it here. I would suggest downloading this only if you don't have a copy
of Ninjas & Superspiestm, which has a much
more in-depth exploration of computer skills (among others) and special
things that can be done.
Obviously, this is geared toward Rifts® but I've included notes at
the bottom that will make it adaptable to a contemporary HU setting.
O.C.C. Abilities and Bonuses:
- Hacking! Same as the Super Sleuth skill of 'Computer Hacking'
as listed on page 232 of Heroes Unlimitedtm.
This skill is far more developed than the rudimentary Rogue skill of
Computer Hacking, and gets a +50% bonus.
- Writing Software: The basic skill is 85%, +3% per level of
experience. It can go above 100%, because heavy penalties can sometimes
be incurred. The character has the skill to develop many different types
of programs for different occasions. See Ninjas &
Superspiestm for a much better review
of the talents of a computer genius. The player can can create, but is
not limited to, the following:
- Cryptography programs that are specially designed to break a
particular code. The cryptography skill gains a bonus of +40% when the
program is run. Takes 1-4 hours to construct one, depending on the problem.
-10% to -40% skill penalty depending on complexity of code.
- Viruses and worms can be developed that give the character
any amount of control of the system they're infecting. Worms are more
sophisticated and harder to detect than viruses, but they can both do
the same job. -10% for simple programs, -25% for more complex ones or
anywhere in between. Worms add another -10% to the skill roll.
- Other programs that can be developed are data search programs,
security measures, computer simulations, video games, word processors,
graphic editors, etc. All with varying penalties to the skill roll.
- P.P.E.tm: Normal for a human, roll 2d6.
- Special! The player can elect to make the character a Psi-Hacker or
a Cyber-Hacker. If the player wants to forgo this option, the character
instead gets an extra $5,000 dollars (or 10,000 credits) and has two more
skill selections from the 'Hacker Skills' table and two more 'other' skills.
Psi-Hacker:
- Psionic Powers: Begins with the powers of Speed Reading, Total
Recall, Mind Block, Machine Ghost (pg. 39 of Psyscapetm),
and Object Read. At level three he gains Telemechanics, and at levels
five and eight he gains one new super psionic power (probably a Telemechanic
derivative) or three new psi-powers from any of the minor categories.
- I.S.P.tm: The character is a major
psionic and has a base of 4d6 plus the M.E., plus 1d6+1 per level of
experience.
Cyber-Hacker:
- Implants: For Rifts®, the Cyber-Hacker gets a Clock Calendar,
Gyro-Compass, universal headjack & ear implant with the build in radio
receiver and transmitter, and a sound filtration system. The character also
has 2d4x1000+6000 credits (or 2d4x10,000 +50,000 dollars) in other sensory
cybernetic augmentation.
Attribute Requirements: I.Q. of 14 and an M.E. of 12, or
14 for a Psi-Hacker
Alignment: Any, but usually selfish.
Experience Point Table: Use the City-Rat table for the
normal hacker, or the Mystic table if a Psi-Hacker or Cyber-Hacker.
O.C.C. Skills:
Speak Techno-can (+40%) and one other language (+30%)
Literacy: Other language (+40%)
Literacy: Techno-can (+40%)
Computer Operation (98%)
Computer Programming (+30%)
Mathematics: Basic (98%)
Mathematics: Advanced (+25%)
Basic Electronics (+20%)
Cryptography (+25%)
Computer Networks (+30%), the skill to 'hack the net' and get
data from private, corporate, government, and telecommuncation
networks (Ninjas & Superspiestm p.38,
55%+5% per level).
Select four skills from the 'Hacker Skills' table:
- Supercomputers (+15%), skill to operate and understand the workings of
supercomputer technology (Ninjas & Superspiestm p.38,
25%+5% per level).
- Circuit Board Micro-Electronics (+15%), skill to solder connections, boards,
and wiring for microchip-based electronics. (Ninjas & Superspiestm p.39, 55%+5% per level).
- Computer Repair (+25%)
- Surveillance Systems (+20%)
- T.V./Video (+20%)
- Read Sensory Equipment (+35%)
- Radio: Scramblers (+20%)
- Radio: Satellite (+20%)
- Electrical Engineer (+20%)
- Laser (+20%)
- Art: Computer-generated (+30%), which may seem undesirable to
some people who should remember that this plays a big role in the
special effects of movies, and modern fake photography, and digital
editing of movies, etc.
Hand to Hand: Basic can be selected for one other skill, Expert at the cost
of two other skills, Martial Arts at the cost of three, or Assassin at
the cost of four.
O.C.C. Related Skills: Select five at level one, plus select
one additonal skill at levels three, five, seven, nine, and twelve. All new skills
start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Any except Robot Electronics.
Espionage: Forgery, Imitate Voices & Impersonation (social engineering),
Pick Locks, and Wilderness Survival.
Mechanical: Basic Mechanics, Auto Mechanics, or Locksmith.
Medical: First Aid only.
Military: Military Etiquette only.
Physical: Any except Boxing and Wrestling.
Pilot: Any except Tanks & APCs (and anything related), Jet Fighter,
Helicopter, Submersibles, and Warships/Patrol Boats (+10%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+5%)
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: Select any five from the previous
six, but don't apply any category bonuses.
Standard Equipment: A PC-3000 hand held computer, portable
computer (fully loaded with compiler programs, dataport interfaces,
lots of RAM, and a big hard drive), PDD pocket audio recorder, pocket
laser distancer, note pad and pencils, gas mask and air filter, tinted
goggles, knapsack, backpack, canteen, sleeping bag, personal items, a
set of dress clothing (for job interviews), and lots of data discs.
Weapons and Armor: Begins with a suit of light armor, one
energy weapon of choice with three E-clips of ammo, a utility knife
(1d4 damage, plus lots of neat tools), and one non-energy melee weapon.
Money: 1d4x1000 cash credits and 2d4x1000 worth of black
market items.
Cybernetics and Bionics: Possessed as a first-level Computer Hacker
only if the player elects to have a Cyber-Hacker. If not, the character can
always acquire them later depending on funding.
Notes for Contemporary Characters: The character begins with
1d4x1000+10,000 dollars in computer equipment and software (big monitors,
fast modems, internet server, lots of RAM and a big hard drive, compilers,
advanced graphic utility programs, etc.) He also has 1d4x1000+2000 dollars
worth of other non-computer related possessions (like weapons, stereo
equipment, and snack food) and a car that is 1d6 years old.