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Creating a Cyberpunk Hacker Class (for NeuroSpasta)
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<blockquote data-quote="Dias Ex Machina" data-source="post: 6019586" data-attributes="member: 58907"><p>Level 2 Talents...</p><p></p><p></p><p>2nd LEVEL HACKING TALENTS</p><p>ATTENTION GRABBER</p><p>Level: manipulator 2</p><p>Casting Time: move action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: five minutes</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>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. </p><p>Special: Once a day, if the target makes the first Will save, you recover the hack slot this talent used.</p><p></p><p>AUTISTIC MANNER</p><p>Level: manipulator 2 (mind affecting)</p><p>Casting Time: standard action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: 1 hour</p><p>Firewall Breach: yes</p><p>Saving Throw: Special (see text)</p><p>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. </p><p>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. </p><p></p><p>CLOSE DOWN</p><p>Level: manipulator 2</p><p>Casting Time: free action</p><p>Range: personal</p><p>Target: you</p><p>Duration: instantaneous</p><p>Firewall Breach: no</p><p>Saving Throw: none</p><p>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.</p><p></p><p>DECENT PROPOSAL</p><p>Level: manipulator 2 (mind-affecting)</p><p>Casting Time: standard action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: 1 day</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>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).</p><p>Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.</p><p></p><p>DEGAUSS</p><p>Level: manipulator 2</p><p>Casting Time: move action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: five minutes</p><p>Firewall Breach: yes</p><p>Saving Throw: Will half</p><p>Effect: The target takes 2d10 + Intelligence modifier damage neural damage, and the target is dazzled for 1d4 minutes.</p><p></p><p>FENCELINE</p><p>Level: manipulator 2 (mind affecting)</p><p>Casting Time: standard action</p><p>Range: GIA</p><p>Target: one creature </p><p>Area: 60-ft. cube/level (S)</p><p>Duration: 1 hour / level</p><p>Firewall Breach: yes</p><p>Saving Throw: see text</p><p>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. </p><p>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.</p><p></p><p>GLARE SENSITIVITY </p><p>Level: manipulator 2</p><p>Casting Time: move action</p><p>Range: GIA</p><p>Target: one creature</p><p>Duration: Special</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>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.</p><p>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. </p><p>Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.</p><p> </p><p>HIJACK ROBOTICS SYSTEM</p><p>Level: Manipulator 2</p><p>Casting Time: move action</p><p>Range: GIA</p><p>Target: One robot or server</p><p>Duration: 1 round</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>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.</p><p>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. </p><p>Special: If targeting a server, you only gain control of layers you have breached.</p><p></p><p>IMPROVED BACK-HACK</p><p>Level: manipulator 2</p><p>Casting Time: immediate action</p><p>Range: Special</p><p>Target: one creature hacking you</p><p>Duration: five minutes</p><p>Firewall Breach: no</p><p>Saving Throw: no</p><p>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. </p><p>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. </p><p></p><p>IMPULSE SURGE</p><p>Level: manipulator 2 (mind-affecting)</p><p>Casting Time: move action</p><p>Range: GIA</p><p>Target: one creature</p><p>Duration: one round</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>Effect: The target is stunned until the beginning of your next turn.</p><p>Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used. </p><p></p><p>NEURAL STRIKE</p><p>Level: manipulator 2</p><p>Casting Time: free action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: instantaneous</p><p>Firewall Breach: yes</p><p>Saving Throw: none</p><p>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.</p><p></p><p>SATELLITE HACK</p><p>Level: manipulator 2</p><p>Casting Time: move action</p><p>Range: 150 feet (30 squares)</p><p>Target: one creature in line of sight. The target must be outdoors.</p><p>Duration: five minutes</p><p>Firewall Breach: no</p><p>Saving Throw: no</p><p>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. </p><p>Special: You can relay this information to any ally with an open channel. They gain the benefits instead of you. </p><p></p><p>SIMPLE GOD HACK</p><p>Level: manipulator 2 (mind-affecting)</p><p>Casting Time: standard action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: 1 round</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>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</p><p>command is a move action. </p><p>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. </p><p>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. </p><p>Special: Once a day, if the target makes the Will save, you recover the hack slot this talent used.</p><p></p><p>TAPEWORM</p><p>Level: manipulator 2 (mind-affecting)</p><p>Casting Time: standard action</p><p>Range: GIA</p><p>Target: one creature </p><p>Duration: instantaneous</p><p>Firewall Breach: yes</p><p>Saving Throw: Will negates</p><p>Effect: You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.</p><p>• 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 </p><p>• Allow the subject to recall with perfect clarity an event it actually experienced.</p><p>• Change the details of an event the subject actually experienced.</p><p>• Implant a memory of an event the subject never experienced.</p><p>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.</p><p></p><p>TELEPRESENCE </p><p>Level: manipulator 2</p><p>Casting Time: free action</p><p>Range: Special</p><p>Target: One creature you had a GIA of in the previous turn </p><p>Duration: you</p><p>Firewall Breach: no</p><p>Saving Throw: none</p><p>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.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 6019586, member: 58907"] 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. [/QUOTE]
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