The “Internet of Things” was a wonderful technological revolution. Interconnectivity between devices meant that hardware could let engineers know they were failing before they failed, your refrigerator automatically let you know when you were out of orange juice, and your car knew where the cheapest places in town to get gas were. Plus, your air conditioner automatically tuned itself to adjust for weather conditions, and your oven was self-cleaning. And weapons could be connected to a soldier’s communications device and heads-up display, giving them information about battlefield conditions, ammunition levels, and tactical information provided from HQ with only a glance. Of course, this also meant that these systems could be compromised in ways never before imagined. Enter, the superhacker.
REQUIREMENTS
To qualify to become a superhacker, a character must fulfill the following criteria.- Minimum Level: 7th
- Ability Scores: Intelligence 16 or higher
- Trained Skills: Knowledge (Technology), Hackcraft, Use Computer
- Feats: The Gift
GAME RULE INFORMATION
Superhackers have the following game statistics.HIT POINTS
At each level, superhackers gain 1d8 hit points + their Constitution modifier.HERO POINTS
Superhackers gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.| LEVEL | BASE ATTACK BONUS | CLASS FEATURES |
| 1st | +0 | Defense bonuses, talent |
| 2nd | +1 | Talent, Hacker Secret |
| 3rd | +2 | Talent |
| 4th | +3 | Talent, Hacker Secret |
| 5th | +3 | Talent |
| 6th | +4 | Talent, Hacker Secret |
| 7th | +5 | Talent |
| 8th | +6 | Talent, Hacker Secret |
| 9th | +6 | Talent |
| 10th | +7 | Talent, Hacker Secret |
CLASS FEATURES
The following are features of the superhacker prestige class.DEFENSE BONUSES
At 1st level, you gain a +2 class bonus to your Reflex, Fortitude, and Will defenses.TALENTS
At every level you select a talent. The talent can be selected from the Slicer talent tree (Scoundrel Base Class) or from the Superhacker or Class A Hacker talent trees, below. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.SUPERHACKER TALENT TREE
Your hacking abilities grow and make the script kiddies envious.
Improved Hack Defense: The best defense against a hacker is another hacker. Your ability to defend against hacks in increased. Your Barrier Defense Bonus is one row lower on the table (Ex: INT 14 now becomes INT 16 for the purposes of the number of Barrier HP/Defense Bonus but the character does not gain the additional attribute bonus). This is a permanent increase. Increasing one’s INT later keeps the row one lower. This ability can be taken multiple times.
Hack Attack Increase: The Superhacker has an even wider array of hack actions available to them. The character’s number of Hack Actions Known is one row lower on the Hack Table. This is a permanent increase. Increasing one’s INT later keeps the Number of Hack Actions Known row one lower. This ability stacks with other abilities that increase the hacking ability (like The Gift feat) of the character, including itself. It can be taken multiple times.
CLASS A HACKER TALENT TREE
You are near the top of hacking ability, network administrators fear you and governments want to employ you. All talents in this tree have the following Prerequisites, in addition to any listed for the specific talent:Prerequisites: Improved Hack Defense talent (Superhacker talent tree) chosen at least once, Hack Attack Increase talent (Superhacker talent tree) chosen at least once.
Hacker Portfolio: Usually, a hacker only has double their INT bonus in hacks readied, and these hacks are recovered at a rate of 1/2 INT bonus hacks per minute (10 rounds) once they are expended. The hacker now has x2.5 their INT bonus in hacks readied.
Jack-Up: Temporarily, you can force your hardware into doing more than it can. As many times a day as the you have levels in the Superhacker prestige class, you can make a Use Computer check vs DC30 to temporarily add another hack action to your readied hack actions. You can have it added for the entire day, or you can remove it as a free action. This can only be used for Hacks they have access to. If you are using a computer, the computer’s Will defense is treated as -1 lower for the rest of the day, or until you remove the readied hack action. If you are using a neural interface or are an Electromagnetism contractor, your Will defense is treated as -1 lower for the rest of the day, or until you remove the readied hack action. If the Use Computer check fails, this ability cannot be attempted again for a full day.
Super Class A Hacker: An elite Super Class A Hacker is one that reaches the final evolution of digital awareness. Super Class A Hackers can take 10 in both Computer Use and Hack-Craft skills even when normally not allowed to.
Prerequisites: Level 16 or higher
HACKER SECRETS
As your hacking skills grow, you learn tricks and shortcuts that let you operate in the digital realm more effectively. When you gain this class feature, select a secret from the choices below.Empower Hack: All variable, numeric effects of an empowered hack are multiplied by 2. Saving throws and opposed rolls are not affected, nor are hacks without random variables. You must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increases by +2 for the purposes of attempting the hack.
Extend Hack: An extended Hack lasts twice as long as normal. A Hack with a duration of concentration, instantaneous, or permanent is not affected by this feat. One must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increases by +2 for the purposes of attempting the hack.
Maximize Hack: All variable, numeric effects of a hack modified by this feat are maximized. Opposed rolls are not affected, nor are hacks without random variables. You must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increased by +4 for the purposes of attempting the hack.
Quicken Hack: Using a quickened hack is a swift action. You can perform another action, even attempting another hack, in the same round as you engage in a quickened hack. A hack whose time is more than 1 full round action cannot be quickened. Choosing to quicken a hack or not is done on the fly. It can be taken multiple times. The hack’s DC increased by +6 for the purposes of attempting the hack. Each subsequent quickened hack per round is increased by an additional +6 (+12 for the second hack, +18 for the third, +24 for the fourth).