Hacker Gizmoteer O.C.C.
By Kuseru
These characters are advanced versions of traditional hackers. Hacker Gizmoteers typically construct their own computer/cybernetic systems for use in their work. These hackers are at the cutting edge of computer technology and are able to breeze through most of the computer systems in the world. While some Hacker gizmoteers prefer to use standard keyboard and mouse computer interfaces, others use cybernetic implants to interface with computers. While the cybernetic interface is faster than the traditional method, there is also the increased risk of brain damage if a virus is implanted in the character's 'biological computer' (brain). Hackers use the cyberjacking rules as found in Rifter #2.
Attribute Requirements: I.Q.: 14.
Starting Age: 16
Base S.D.C.: 10
Martial Art Forms: None, choose either Hand to Hand: Basic or spend one secondary skill for Hand to Hand: Expert, or two secondary skills for Hand to Hand: Martial Arts.
Educational Level: Special Training; add +3% to all skills gained from the Hacker's specialty skill Programs.
Superspy Modifications Available: Choose three (3) Implants.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
O.C.C. Skills: Character can select four skill programs from the following: Electronic Communication (Gizmoteer), Telephone Hacking (Gizmoteer), Computer Hacking (Gizmoteer), Locksmith & Security Systems (Gizmoteer), Microchip Technology (Gizmoteer), Cybernetics (Gizmoteer), Robot Construction (Gizmoteer), Information Gathering (Espionage), Electronic Warfare (Military). Also select any One Basic Skill Program.
Secondary Skills: Select four (4) secondary skills.
Money: $25,000 for personal equipment plus $80,000 for their computer system (if cybernetics are not opted for).
Implant/Cybernetic Expense Account: $200,000.
Income: $600 base pay working for an agency. May make up to three times as much working freelance.
Level Advancement Bonuses: These characters can receive new Cybernetic Implants as they advance in level. Get a new Implant at 3rd, 6th, and 10th levels. Note that the character must pay for these changes. While they are not free, they are automatically successful, and the character does not have to roll for the surgery. On-Board Computer options and data chips can be purchased anytime the character can afford the prices. Receive one new Secondary skill at 4rd, 8th, 10th, 12th, and 15th levels.
Social Contacts: Due to the character's interactions on the net, encountering a real person who knows the character and vice versa is 15%. Recognizing a net persona is 75%.

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