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Pathfinder 1E Creating a Cyberpunk Hacker Class (for NeuroSpasta)

Dias Ex Machina

Publisher / Game Designer
In this thread, it's my goal to post details on the Pathfinder-compatible ¬cyberpunk rules being developed for DEM's upcoming NeuroSpasta game system. This is the initial stage, so there's still remains considerable work fine tuning the details.

First, an overview.

The goal of these rules is to create a hacking-rule subset familiar to players of Pathfinder. We don't want to create a whole new set of rules detached from what you know. In the setting, everyone has a direct neural access to the internet, implanted with a device called a SEED allowing memory recording, sensory stimulation, and the like. This has allowed a few rare hackers (like the PCs) to be able to crack these systems and attack the brains of normal people. These include standard combat-like afflictions as well as more role-playing related effects like memory alternation. For this reason, it was important that hacking be a non-map-based contest. Players and opponents need to be able to hack into a target in real time, break down a firewall, and inflict an effect in a window not much longer than a standard game turn; this while simultaneously acting in the real world (dodging or even attacking back) on a real map. As a result, digital monsters (servers) are not listed with speed or size (more on that later).

Going into the hacker class (the manipulator), we thought it prudent to split hacking into two categories. The first are hack talents, which are abilities written like spells. These are the ones people know most of, the ones doing damage, stunning opponents, hijacking electronics, that sort of thing. The second are programs. Anyone can use programs and the limit of how many you can have is dependent on your neural implant. Programs can be as simple as a constantly running firewall booster or an anti-viral program to a complicated multi-tier virus where you can implant hacking talents and send them into targets to activate when you want.

The other idea we wanted to entertain is in the application of hacker feats. Instead of having a hacking talent for a single target and a hacking talent for the same effect on multiple targets, you can select feats which allow you limited multi-target options on hacking talents a limited number of times a day. This way, a PC can adjust if he wants a more powerful one-on-one hacking master or someone able to hack everyone around at the same time, though not as effectively. Since hacking use similar rules as spells, you set a DC the opponent has to pass with a Fort or Will save, which we call the ProgDC. However, in order to activate a talent, you first need to breach their firewall…and this comes in the form of a traditional attack similar to one against AC, though wirelessly. Your implants offer a bonus and you roll against the opponent's firewall. Servers have multiple firewalls you would need to break in sequence. Since hackers need to crack firewalls before even using any hack talents, we made a lot of talents reusable in case the target saves.

What's GIA
GIA:
Hack abilities and programs are listed with a range of "GIA", meaning it requires an opponent's GIA (Global Internet Address) to activate. When targeting fixed networks, you do not require range, only the GIA. Gaining a GIA takes no action and is assumed to have been done if the following situations occur:
--You are informed of the target's GIA directly from an information source.
--You gain line of sight on the target. Line of sight is limited to 100 feet (20 squares) unless using enhancements (binoculars, targeting scope, cybernetics, etc).
--You can see the target through telepresence and have a global position of the location you are looking at. The target cannot be more than 100 feet (20 squares) from the source of the camera. Your location is considered the same as the camera.
--The target answers as cybercell or traditional phone call and you know the exact global position of the transmission's destination (either by the location of the land line or by a phone trace).
Knowing a GIA does not mean you know the target's actual location even though knowing the target's actual location does give you the GIA. You can gain the GIA from a back-hack and not know the target's actual location.
Since servers don't move, these addresses seldom change. You must still know the physical location of the server to know its GIA. This can be established by checking a map or a building layout. Some server's locations (like an automatrix or echelon) are automatically known. Many corporate servers have their servers in hidden locations which must first be discovered.
If you gain the target's GIA, you can hack them. The moment a mobile target moves even one square (more than 5 feet), its GIA changes and you must re-establish it. If you have breached all your opponent's firewalls, then your connection to the target is established. You are considered to be in a dive. When you are diving, you cannot be severed from the target if the GIA changes. Attacking a target with an ability requiring a GIA does not provoke opportunity attacks.

HACKING
Hacking involves breaking through firewalls to directly attack computer networks, neural nets, cybernetics, or brains as well as attacking these systems after the firewalls have fallen. You must breach every firewall of the target (unless a server) before you can activate any non-firewall hack abilities (ones requiring a Will or Fort save). The moment you break a firewall, you are considered in a dive (see later). Hack attacks gain enhancement from cybernetic implants. You add your SEED's enhancement bonus to attack rolls against firewalls and to the save DCs versus Fortitude or Will. If you score a critical hit with a firewall attack, you gain a +4 bonus to your firewall attack against the same target until the end of your next turn as well as a bonus to all saving throw DCs you impose during the dive. You do not need to breach the firewalls of allies if applying positive effects.
Neural: The neural property has two functions. Firstly, it is the damage type of hack attacks. These ignore a target's damage resistance and can only be reduced via resist neural. Secondly, the neural attack reveals to the target that it is being hacked (meaning an enemy is currently diving into it). Without this property, the target is not aware the effect is coming from a hack (all hack abilities that inflict damage reveal their presence).

I'll post more when the class is more refined…
 

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MANIPULATOR
Alignment:
Any
Hit Dice: d8

CLASS SKILLS
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Computer Use (Int), Diplomacy (Cha), Disable Device (Dex), Demolitions (Int), Engineer (Int), Heal (Wis), Knowledge (history) (Int), Knowledge (sciences) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sciences (Int), Sense Motive (Wis), Sleight of Hand (Dex), Vehicle Operation (Dex)
Skill Ranks per Level: 7 + Int modifier

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Weapon and Armor Proficiencies: You are proficient with all light armor except advanced. You are also proficient with all one-handed small arms.
Advanced Firewall Attack (Ex): At 1st level, you are able to hack into opponents using a variety of ciphers and shortcuts most others don't have. You can attempt a firewall attack as move action. At 11th level, you can attempt a firewall attack as a swift action.
Back-Hack (Ex): At 1st level, you can attempt to back-hack an opponent attempting a dive on you. You must be aware an enemy is diving. If so, you can make a Computer Use skill check against your opponents ProgDC as a swift action. If you beat the DC, you gain the target's GIA (not their physical location) until the end of this turn. You are not in a dive unless you initiate a firewall attack and penetrate. If the target does not move (or cannot), you maintain the GIA until it does so or is able to scramble its GIA. If the target has a GIAS (GIA Scrambler) and you hit, you must make a Computer Use skill check against the GIAS's ProgDC before attempting to locate the attacker. This takes no additional action. You only gain one attempt against the GIAS per use of back-hack. After you employ a back-hack, you cannot attempt another until the beginning of your next turn.
Exposed But Not Defenseless (Ex): Starting at 1st level, if you don't wear any armor, you gain a +2 armor bonus to AC.
Hack Craft: You are able to create viruses and programs (see later). At 1st level, you gain the Programmer feat.
Hacks Talents (Ex): A manipulator gains hack talents he can use each day. They operate nearly identical to spells like a cleric or wizard would cast. As they only occur inside a brain, hack talents require no components whatsoever. Unlike spells, hack talents require neither contemplation nor studying each morning; you regain the use of them each day. You can use any exploit on the exploit list, provided that you can use the exploit of that level. You do not need to choose which exploits to prepare each morning. Like spellcasters, you receive bonus exploits per day if you have a high Intelligence score. When the manipulator table indicates that you get 0 talents per day of a given level, you gain only the bonus talents you would be entitled to based on your Intelligence score for that level.
Hotkeys (Ex): Hotkeys are the equivalent of 0 level hack talents. However, instead of uses per day, this value is how many 0-level talents you select (2 at first level, a 3rd at 2nd level, a 4th at 7th level, a 5th at 13th level, and a 6th at 19th level). You can use hotkeys at any time in any situation, though many often have limits on their use (like they cannot be used on the same target twice or have a cool down before they can be used again). Many hotkeys get better with level progression.
Opportune Hacker (Ex): Starting at 2nd level, whenever you are granted an attack from an ability (yours or an ally's) or an opportunity attack, you may use any manipulator attack or program you have access to.
Proficient Hacker (Ex): At 3rd level, you gain a +2 proficiency bonus to all attack rolls against firewalls and to all DC's you set from hack abilities and programs.
Manipulator Feats: At 5th level, 8th level, and for every two levels after, you may select a feat from the hacking feat section. You must still meet each feat’s prerequisite.
Risk An Aneurysm (Ex): Starting at 6th level, you can use a swift action and suffer damage equal to the maximum value of your hit die. If you do, you gain an additional standard action that same turn.
 

So, even though hacking talents are based out of spells, I wanted to make them operate with some notable differences...


0 LEVEL HACKING TALENTS (HOTKEYS)
ATTACK BLOCKER
Level: manipulator 1
Casting Time: immediate action
Range: personal
Target: you
Duration: instantaneous
Firewall Breach: no
Saving Throw: none
Effect: You can only employ attack blocker if you detect an opponent diving into your brain or system. One of your firewalls immediately resets, forcing the target to attack it again in order to sustain its dive.

FEEDBACK SURGE
Level: manipulator 0
Casting Time: standard action/special
Range: GIA
Target: one creature
Duration: instantaneous
Firewall Breach: Yes
Saving Throw: Fort negates
Special: If your target fails a Fortitude or Will on this turn from a hack talent you use, you can activate feedback surge as a move action. At 11th level, this is reduced to a swift action
Effect: The target suffers 2d4 + Intelligence Modifier damage OR up to two allies may gain a +3 insight bonus to attack rolls against the target until the beginning of your next turn. If a target has already suffered damage from feedback surge in the past five minutes, a second reduces the damage by half (round down). This reduction is cumulative with successive uses.
Advancement: Increase damage to 4d4 + Intelligence modifier damage at 11th level.
Expansion: Select feedback surge as two hotkeys and increase the damage die by one step (1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d6 to 2d10). Select feedback surge as three hotkeys and increase the damage die by two steps.

HYPERSENSITIVITY
Level: manipulator 0
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: Will negates
Effect: Before the beginning of your next turn, you can use an immediate action if an ally inflicts non-neural damage on a target. If so, the target takes additional damage equal to 1d6 + half your level. This additional damage is neural.
Advancement: Increase damage to 2d6 + Intelligence modifier damage at 11th level.
Expansion: Select hypersensitivity as two hotkeys and increase the damage die by one step (1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d6 to 2d10). Select hypersensitivity as three hotkeys and increase the damage die by two steps.

LOGO OVERRIDE
Level: manipulator 0
Casting Time: Standard action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes / Special
Saving Throw: Will negates
Effect: You create a Small or smaller image that appears in a target's visual sensory input. This is not a realistic fabricated reality but a single sprite or icon. It is not meant to simulate a real-world object but is a jarring free-floating computer image that may move with the target or remain fixed and rooted to a point in space. It may be given animation and sound but it cannot be a real-world simulation. It is obviously a fabrication. This could be a benign program users can willingly accept. If so, you do not have to breach the firewall. This is a common public program where virtual company logos appear floating from books and signs. This hack cannot be used to disguise a target but it may conceal a target as long as the viewer is aware the cover is virtual.
Sustain: At the beginning of the next turn after you use logo override, you can use a swift action and sustain it for up to five minutes.
Expansion: Select logo override as two hotkeys and the size of the logo can up to Large.

MUDDLED PERCEPTION
Level: manipulator 0 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: instantaneous
Firewall Breach: Yes
Saving Throw: Will negates
Effect: You can either immobilize the target until the beginning of your next turn or slide the target 10 feet (2 squares).
Expansion: Select muddled perception as two hotkeys and you can slide the target up to 20 feet (4 squares).

NEURAL CURSE
Level: manipulator 0 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: Will negates
Effect: The target's brain chemistry is slightly altered and it begins to feel uneasy and doubtful. It suffers a -1 penalty on attack rolls and Will saving throws. You cannot target more than one creature at a time with neural curse unless employing a feat.
Advancement: At 11th level, the penalty increases to -2.
Special: Use a standard action with neural curse to increase the penalty to -2, -3 at 11th level.
Sustain: At the beginning of the next turn after you use neural curse, you can use the same action you used to activate the talent and sustain it for up to five minutes. If you sustain his hack for five minutes, the effects last until the end of the day without requiring further Will saves.
Expansion: Select neural curse as two hotkeys and increase the penalty by 1 (-3 with a standard action; -3 with a move action and -4 with a standard action at 11th level.

POP
Level: manipulator 0 (figment)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: yes
Saving Throw: Will disbelief
Effect: You can create a sound that the target believes is originating from a location. It can be a single noise a continuous one that doesn't change. You choose what type of sound when activating this talent. It can be as simple as a bottle breaking or talking, singing, shouting, walking, marching, or running sounds. Targets affected are considered distracted that round. The target receives a Will save to disbelieve.
Special: A target that fails its Will save against this talent receives a cumulative +3 bonus to further Will saves against it for the rest of the day.

STARTLE
Level: manipulator 0 (fear, mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: Will negates
Effect: The target becomes frightened by your presence. You haven't changed your appearance; you only make a connection with your appearance with the target's fight-or-flight instinct. The target is shaken for 1 round.
Special: A target that fails its Will save against this talent receives a cumulative +3 bonus to further Will saves against it for the rest of the day.

TARGET FIXATION
Level: manipulator 0
Casting Time: move action
Range: GIA
Target: one creature
Duration: instantaneous
Firewall Breach: Yes
Saving Throw: No
Effect: You gain a +2 bonus to your ProgDC versus the target's next save and a +2 bonus to your next attack against the target’s firewall. You must employ this bonus before the beginning of your next turn. If you use target fixation on a target more than once per day, successive uses force a Perception check to be detected.
Advancement: At 21st level, increase to a +3 bonus.
Expansion: Select target fixation as two hotkeys and increase the attack bonus by 1.
 
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It definitely looks interesting, though I have one concern: it's obviously like a wizard class, but if your opponents have no cybernetics, is the hacker useless?
 

In the setting, nearly everyone has a neural implant called a SEED, which is a memory recording / playback device / iPhone, able to recreate and record sensory input. Hacking is reletivly rare but obviously the PCs would be part of the exception, as well as dealing with opponents equally skilled. So in a combat situation, PCs and NPCs coordinate actions using wireless neural transmission, circumventing even the need to speak. Beneficial class abilities can be used across this wireless network, and you'll see talents which are ally beneficial which don't require a hacker to break firewalls.

I hope that answers your question.
 


Here are the 1st level HACK TALENTS


1st LEVEL HACKING TALENTS
FASCINATION
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: Will negates
Effect: You don't hijack the target's brain, but simply tap the brain's attatchment impulse, offering the impression that you are a friend. If you or (apparent) allies threaten or physically attack the creature, this minor chemical imbalance fixes itself and the target instantly recovers and cannot be affected again by fascination from you unless its memory of the event is wiped.
You cannot directly control the target, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You must speak the person’s language to
communicate your commands, or else be good at pantomiming.
Sustain: At the beginning of your next turn, you can use swift action and sustain fascination for another turn.
Special: Once a day, if the target makes its Will save, you recover the hack slot this talent used.

FILE SEARCH
Level: manipulator 1
Casting Time: move action
Range: personal
Target: you
Duration: instananeos
Firewall Breach: no
Saving Throw: none
Effect: Gain a +10 bonus to your next Computer Use check when performing a computer search.
Special: Once a day, if you fail the skill check, you recover the hack slot this talent used.

FIREWALL BOOST
Level: manipulator 1
Casting Time: move action
Range: personal
Target: you
Duration: five minutes
Firewall Breach: no
Saving Throw: none
Effect: Gain a +2 bonus to one personal firewall and your Will saves.

HYPERSOMNIA
Level: manipulator 1 (mind-affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Duration: 1 minute
Firewall Breach: yes
Saving Throw: Will negates
Effect: You cause the target to fall asleep. The target's hit dice cannot be more than 1 higher than you. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Hypersomnia can also affect robots and servers but if affecting the latter, you can only cause the functions on the layer your penetrated to shut down.
Sustain: At the beginning of your next turn before hypersomnia expires, you can use a standard action sustain it for up to five minutes. If you sustain his hack for five minutes, the effects last until the end of the day without further actions required.
Special: Once a day, if the target makes its Will save, you recover the hack slot this talent used.

IMAGE ANCHOR
Level: manipulator 1 (mind-affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Duration: 1 minute
Firewall Breach: yes
Saving Throw: Will disbelief (if informed of the illusion by another creature)
Effect: You affix an illusion to a physical object which perfectly occupies that object, preventing illusion collapse if interacted with. This can include making a bottle of vinegar look like a bottle of wine, a piece of paper resembling a monetary denomination, or making an off button look like an on button. You can also alter your likeness, including clothing, armor, weapons, and equipment. You cannot alter your height more than a few inches or your weight more than fifty lbs, or risk breaking down the illusion. You could add or obscure a minor feature or look like an entirely different person or gender, though not providing the abilities or mannerisms of the chosen form. If you use this talent to create a disguise, you get a +10 bonus on the Disguise check. As long as the object being altered is the same shape and weight of the illusion, it does not break down if handled.
Sustain: At the beginning of your next turn before image anchor expires, you can use a move action sustain it for up to five minutes. If you sustain his hack for five minutes, the effects last until the end of the day without additional actions required.

LIE SUPRESSOR
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 minute
Firewall Breach: yes
Saving Throw: Will negates
Effect: The target can’t speak any deliberate and intentional lies. Once aware of this affect (which occurs the moment the target realizes it cannot lie), the target may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they are affected by this talent. Usually one question gets through before this is discovered.
Sustain: At the beginning of your next turn before lie supressor expires, you can use a move action sustain it for up to five minutes. The target gains a Will save each time you sustain. If you sustain this hack for five minutes, the effect last until the end of the day without additional actions required (and, as a result, saves).
Special: Once a day, if the target makes its Will save, you recover the hack slot this talent used.

MONITOR BUG
Level: manipulator 1
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: None
Effect: All auditory and visual input is relayed to you. Once this link is established, the range of this effect is unlimited. This relay is severed if the target enters an area with cellular shielding, enters a cellular dead zones or if the target goes paranoid. Monitor bug lasts for one turn unless you use a swift action to sustain it on your turn. After five minutes, you only need a free action to sustain it.

NERVE SPIKE
Level: manipulator 1
Casting Time: standard action
Range: GIA
Target: one creature
Duration: instananeos
Firewall Breach: Yes
Saving Throw: Will half
Effect: The target suffers 1d8 + Intelligence modifier damage + your character level. The target is also dazzled until the end of your next turn.

OPTICAL ERASURE
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: Will negates
Effect: Select yourself, a creature, or any other object large or smaller. The creature or object becomes invisible to the target affected by optical erasure. Any gear being carried or anything inside the object vanishes too. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature/object has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The invisibility ends if the subject attacks any creatur (an attack includes any physical effect other than another hacking ability/attack/talent/program).
Sustain: At the beginning of your next turn, you can use swift action and sustain optic erasure for another turn. You can continue this until you stop using optic erasasure or the illusion breaks.
Special: Once a day, if the target makes its Will save, you recover the hack slot this talent used.

OPTIC CAMOFLAGE
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: Will negates
Effect: You or a creature you select appears blurred to the target, granting you or the creature you select concealment (%20 miss chance).
Sustain: At the beginning of your next turn, you can use swift action and sustain optic camolage for another turn. The target gains a Will save each time you sustain. You can continue this until you stop using optic camouflage or the target makes its Will save.
Special: Once a day, if the target makes its first Will save, you recover the hack slot this talent used.

PARALLAX
Level: manipulator 1
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: no
Saving Throw: None
Effect: Select one opponent within line of sight. You and the target of parallax gain a +2 hack bonus to ranged attack rolls, AC, and Ref saves against the opponent as long as the opponent is at least 20 feet from either of you.
Sustain: At the beginning of your next turn, you can use swift action and sustain parallax for another turn. You can continue this until the opponent is defeated or you stop sustaining parallax.
Special: As long as parallax is running, you cannot activate any other talents.

PERIPHERAL FLASH
Level: manipulator 1
Casting Time: move action
Range: GIA
Target: one creature
Duration: instananeos
Firewall Breach: Yes
Saving Throw: Will negates
Effect: The target is staggered for 1d4 rounds.
Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.

PSYCHOSOMATIC INDULGANCE
Level: manipulator 1
Casting Time: swift action
Range: GIA
Target: one creature
Duration: instananeos
Firewall Breach: Yes
Saving Throw: None
Effect: The target fails it’s next saving throw or you extend a hack-induced condition the target suffers from for 1 additional round without requiring another Will save.
Server: If targeting a server, you relay information from all cameras.

RECOGNIZED AUTHORITY
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: yes
Saving Throw: Will negates
Effect: You give the target a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the target can’t carry out your command on its next turn, the talent automatically fails.
Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used. However, you cannot target the same creature that made the initial save.

SUPPLANTATION
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: yes
Saving Throw: Will negates
Effect: Once a creature is affected by supplantation, you select a focus for the hack, usually you. The focus appears to be about 2 feet away from its true location. The focus benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, supplanation does not prevent the target from targeting the creature normally.
Sustain: At the beginning of the next turn after you use supplantation, you can use a move action sustain it for up to five minutes. If you sustain his hack for five minutes, the effects last until the end of the day without further actions required.
Special: Once a day, if the target makes its Will save, you recover the hack slot this talent used.

TARGET ARROW
Level: manipulator 1
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: Yes
Saving Throw: None
Effect: The target gains an indicator which you can transmit to all “open” allies in line of sight. The arrow always gives away the target’s location. The target cannot use stealth, cover is reduced by 2, and concealment is reduced by half. All allies gain a +1 power bonus to attack the target with any ranged weapons. Target arrow lasts for one turn unless you use a move action to sustain it on your turn. After five minutes, you only need a swift action to sustain it.

VIRTUAL TERRAIN
Level: manipulator 1 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: 1 minute
Firewall Breach: yes
Saving Throw: Will disbelief (if interacted with)
Effect: You can create either an obstruction (wall, floor, ceiling, or similar surface) or a fragment of terrain no bigger than 30 feet across. It appears absolutely real when viewed by the target, but physical objects can pass through it without difficulty. This only shrouds visual detection and is not visible through darkvision. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Sustain: At the beginning of your next turn before virtual terrain expires, you can use a move action sustain it for up to five minutes. If you sustain this hack for five minutes, the effect last until the end of the day without additional actions required (and, as a result, saves).
 


Reactive Awareness: Humans, servers, and even some robots possess some natural awareness of the surrounding environment, even when focused on a specific task. Part of a SEED'S normal function is tapping into a brain's cognitive awareness; which is actually how the cybernetic device communicates with a brain. This process also works in reverse, allowing the SEED to alert its owner when it is under attack. A SEED under attack is a brain under attack. In addition, certain hacks are less subtle than others, alerting a conscious and attentive target to the possibility its security has been compromised. This is reflected in a value known as Reactive Awareness (RA)—both the SEED's and a target's capacity to detect neural attacks (as a SEED and an organic brain are consider in many circles to be a single unit). Characters and their opponents are not expected to be ever vigilante to outside attack, therefore a fixed value is necessary when circumventing a target's awareness. This value is the DC required of attackers to beat with their Computer Use skill to avoid enemy detection. Failure alerts the target to the hack.
Your Reactive Awareness is determined as follows…

Wisdom modifier + SEED enhancement bonus + 10.

If you have ranks in Perception, you can add this value as well (including skill bonuses gained from items and feats). If you have the Active Security feat, you can use your ranks in Computer Use instead of Perception.
You can go into Active Awareness if desired. You must use a move action on your turn and the affects last for one round. Instead of taking the base 10, you roll a D20; however, you may add your Wisdom modifier to the result twice instead of once.
All opponents, servers, and player characters have a fixed RP value which must be rolled against each time an attacker makes an error in a hack (failing to breach a firewall or a target making its saving throw). See New Age of Warfare.
 

Level 2 Talents...


2nd LEVEL HACKING TALENTS
ATTENTION GRABBER
Level: manipulator 2
Casting Time: move action
Range: GIA
Target: one creature
Duration: five minutes
Firewall Breach: yes
Saving Throw: Will negates
Effect: The target suffers a -2 penalty to all attacks rolls which don't include you as a target. Up to three open allies gain a +1 bonus to attack rolls against the target.
Special: Once a day, if the target makes the first Will save, you recover the hack slot this talent used.

AUTISTIC MANNER
Level: manipulator 2 (mind affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Duration: 1 hour
Firewall Breach: yes
Saving Throw: Special (see text)
Effect: The target's SEED or GIA connection is cut. This severs the target's access to the worldnet, severing SEED access and all relevant abilities. The target cannot be hacked or hack itself. Adittionally, you can impose a Will save on the target; if the target fails, it suffers an additional 2d4 penalty to its Intelligence until the hack expires. If the target passes the save, it SEED is still cut.
Server: If you target a server, the server gets a Will save regardless of the action. If it fails, that layer (and all others you have penetrated) are effectively cut off from all outside feeds. This does not allow you to hack any devices or memories the layer has as they are part of its system, but the server cannot access them either. Any systems or memories that layer has access to is cut and that layer goes offline. You can no longer hack this server until the hack expires. If you have severed all layers of a server when you use autistic manner, the entire server and all its functions and memories go offline for the duration.

CLOSE DOWN
Level: manipulator 2
Casting Time: free action
Range: personal
Target: you
Duration: instantaneous
Firewall Breach: no
Saving Throw: none
Effect: Reset one breached firewall. Your opponent must breach it again before your next turn or have its dive severed. Your reset firewall gains a +5 bonus to defense until the end of your next turn.

DECENT PROPOSAL
Level: manipulator 2 (mind-affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Duration: 1 day
Firewall Breach: yes
Saving Throw: Will negates
Effect: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The proposal must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the hack ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the effect duration expires, the activity is not performed. A very reasonable proposal causes the save to be made with a penalty (such as –1 or –2).
Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.

DEGAUSS
Level: manipulator 2
Casting Time: move action
Range: GIA
Target: one creature
Duration: five minutes
Firewall Breach: yes
Saving Throw: Will half
Effect: The target takes 2d10 + Intelligence modifier damage neural damage, and the target is dazzled for 1d4 minutes.

FENCELINE
Level: manipulator 2 (mind affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Area: 60-ft. cube/level (S)
Duration: 1 hour / level
Firewall Breach: yes
Saving Throw: see text
Effect: You create a fixed field in space able to inflict pain on the target if it attempts to move from it. If the target moves through a field wall, it must make a Will save or suffer 2d6 damage per five feet (1 square) moved beyond the edge (max 12d6). However, if the target suffers or avoids 12D6 total damage from this hack in a single round, it is no longer affected by fenceline. If it suffers or avoids a total of 20d6 worth of damage through the entire duration of the effect, it is no longer affected by fenceline. At your option, you can allow the target of fenceline to circumvent it without deactivating the hack.
Special: You cannot use fenceline on a target inside a moving vehicle. The target must be not moving on your turn. If using fenceline on multiple targets, they are all bound by the same area.

GLARE SENSITIVITY
Level: manipulator 2
Casting Time: move action
Range: GIA
Target: one creature
Duration: Special
Firewall Breach: yes
Saving Throw: Will negates
Effect: If the target is in bright light (in the sun or if a flashlight is shined in his face) the target is blinded until the end of your next turn. On the target’s following turn, the target is dazzled for 1d4 rounds. Once hit by glare sensitivity, the target suffers from glare sensitivity until the end of the encounter but targets can only by blinded and dazed once by this attack. This does not alert the target to a hack.
Server: Use glare sensitivity against servers to disrupt any cameras on a system. If you hit a server system, all cameras tied to this system become vulnerable to glare sensitivity.
Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.

HIJACK ROBOTICS SYSTEM
Level: Manipulator 2
Casting Time: move action
Range: GIA
Target: One robot or server
Duration: 1 round
Firewall Breach: yes
Saving Throw: Will negates
Effect: You control the actions of the target within the limits of its abilities. Once you have given it a command, it continues to attempt to carry out that command to the exclusion of all other activities, including that machine’s desire to recharge.
Sustain: At the beginning of the next turn after you use hijack robotics system, you can use a move action sustain it for up to five minutes. If you change commands or give the robot a new copmmand, the robot is able to make another Will save. If the robot had sensory equipment, you are able to hijack those as well, seeing what it is seeing.
Special: If targeting a server, you only gain control of layers you have breached.

IMPROVED BACK-HACK
Level: manipulator 2
Casting Time: immediate action
Range: Special
Target: one creature hacking you
Duration: five minutes
Firewall Breach: no
Saving Throw: no
Effect: If you detect a target currently diving into your brain or system, you gain the target's GIA (not their physical location). You also instantly reset one personal firewall and its defense increases by +4 until the end of your next turn. You maintain the target's GIA until the end of your next turn, regardless if the target moves or not.
Special: If the target has a GIAS (GIA Scrambler) and you hit, you must make a Computer Use skill check against the GIAS's ProgDC or fail in hack. This takes no additional action. You only gain one attempt against the ProgDC per use of improved back-hack.

IMPULSE SURGE
Level: manipulator 2 (mind-affecting)
Casting Time: move action
Range: GIA
Target: one creature
Duration: one round
Firewall Breach: yes
Saving Throw: Will negates
Effect: The target is stunned until the beginning of your next turn.
Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.

NEURAL STRIKE
Level: manipulator 2
Casting Time: free action
Range: GIA
Target: one creature
Duration: instantaneous
Firewall Breach: yes
Saving Throw: none
Effect: Add a neural shot to your last hack you used this turn other than one that breaks through firewalls. You can only apply it to one hit (it cannot be used against multiple opponents). That bonus damage is +2d6 + your character level.

SATELLITE HACK
Level: manipulator 2
Casting Time: move action
Range: 150 feet (30 squares)
Target: one creature in line of sight. The target must be outdoors.
Duration: five minutes
Firewall Breach: no
Saving Throw: no
Effect: Gain the target’s GIA and a +2 bonus to attack the target with non-hack ranged attacks as long as the target remains within 500 feet of its original location. Target gains no benefits from concealment or cover.
Special: You can relay this information to any ally with an open channel. They gain the benefits instead of you.

SIMPLE GOD HACK
Level: manipulator 2 (mind-affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Duration: 1 round
Firewall Breach: yes
Saving Throw: Will negates
Effect: You can control the actions of the target through your SEED connection. You can generally force the subject to perform as you desire, within the limits of its abilities, regardless if the target understands you or not (as you're hijacking basic brain functions via the SEED). You do not receive direct sensory input from it, nor can it communicate with you. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your orders or giving a dominated creature a new
command is a move action.
Server: If targeting a server, the server cannot activate any functions on this layer and all layers you have penetrated. You cannot activate any of its server functions but neither can it.
Sustain: At the beginning of the next turn after you use simple god hack, you can use a move action sustain it for up to one minute. If you sustain his hack for five minutes, the effects last until the end of the day.
Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.

TAPEWORM
Level: manipulator 2 (mind-affecting)
Casting Time: standard action
Range: GIA
Target: one creature
Duration: instantaneous
Firewall Breach: yes
Saving Throw: Will negates
Effect: You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
• Eliminate all memory of an event the subject actually experienced. This can negate other mind affecting hacks like decent prosoal and simple/complex god hack
• Allow the subject to recall with perfect clarity an event it actually experienced.
• Change the details of an event the subject actually experienced.
• Implant a memory of an event the subject never experienced.
You do not construct the memory on the fly but load up a previously rendered memory, as creating the memory while inside the target would take to long and result in too much concentration. A modified memory does not necessarily affect the target's actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.

TELEPRESENCE
Level: manipulator 2
Casting Time: free action
Range: Special
Target: One creature you had a GIA of in the previous turn
Duration: you
Firewall Breach: no
Saving Throw: none
Effect: Regardless of line of sight or other rules dealing with a target’s GIA, you maintain the GIA of a target until the end of your next turn.
 

Into the Woods

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