TEXT: Old School Scifi: the 
  Hacker Class
  By Ray Chapel
  
  Credits
  Writing: Ray Chapel
  Cover Artwork: J.E. Shields
  Interior Artwork: Joe J. Calkins of Cerberus Illustration
  The cover artist also has an official website, a freelance e-mail, and a Patreon
  The interior artist has an online store on OneBookShelf.
  Old School Scifi: the Hacker Class is © Quasar Knight Enterprises and Ray Chapel.
  The White Star Compatibility License is © Copyright 2015 Barrel Rider Games and 
  James M. Spahn. Barrel Rider Games™ logo and name “Barrel Rider Games™”, 
  and “White Star™”, the “White Star™” and the “White Star™Compatible” logo are 
  trademarks of James M. Spahn, 2012-2015.
  Table of Contents
  Hacker Class....................................2
  Hack the Planet................................9
  Alright, Roll a Hacking Check........10
  New Equipment & Services............12
  OGL...................................................14
  1
  
  Hackers are learned specialists capable of modifying and circumventing security 
  measures in technological devices. Some are thrill junkies intent on testing the limits of 
  the most well-defended data troves; others are corporate and government watchdogs 
  and spies, monitoring the populace and performing industrial espionage for profit and 
  galactic security. With the omnipresence and interconnectedness of such things in the 
  modern galaxy, hackers are more dangerous than ever before.
  Due to their skill set, most Hackers play an indirect role in combat operations, 
  specializing in sabotaging enemy equipment and communications so as to make the 
  jobs of Mercenaries, Pilots, and other classes easier.
  Table 1: Hacker Advancement
  Level
  XP
  HD
  BHB
  SV
  1
  0
  1
  +0
  15
  2
  2,500
  2
  +0
  14
  3
  5,000
  3
  +1
  13
  4
  10,000
  3+1
  +1
  12
  5
  20,000
  4
  +2
  11
  6
  40,000
  5
  +2
  10
  7
  80,000
  6
  +3
  9
  8
  160,000
  6+1
  +3
  8
  9
  320,000
  7
  +4
  7
  10
  640,000
  8
  +4
  6
  Table 2: Hacker Exploit Advancement
  Level
  1st
  2nd
  3rd
  4th
  1
  1
  -
  -
  -
  2
  2
  -
  -
  -
  3
  2
  1
  -
  -
  4
  2
  2
  -
  -
  5
  3
  2
  1
  -
  6
  3
  2
  2
  -
  7
  3
  3
  2
  1
  8
  4
  3
  2
  2
  9
  4
  3
  3
  2
  10
  4
  4
  3
  2
  2
  
  Hacker Class Abilities
  Weapon/Armor Restrictions: Hackers prefer to use easily portable weapons, but their 
  understanding of technologies makes them more adaptable than most non-combatant 
  classes.  They may only wear Light Armor and their weapons are limited to clubs, 
  daggers, firearms, grenades, mono-daggers, and laser pistols.
  Exploits: Through a combination of technical insight, software, and finger-sized 
  transmitters on their person, a hacker is capable of manipulating the environment and 
  devices around them through thought alone via actions known as Exploits.  A Hacker 
  begins play knowing two 1st-level Exploits; in order to learn more, a Hacker typically 
  cruises the galaxy, learning from other hackers, buying programs on black markets, 
  and trial and error experiments with their own coding.
  Each day the Hacker may prepare a number of Exploits as shown on Table 2: Hacker 
  Exploit Advancement.  They may choose to prepare an Exploit more than once, 
  similar to a way that a Star Knight does for Meditations. Once they activate an 
  Exploit, the energy to use it is lost.
  Gearhead: All Hackers start with a mini-computer at no cost at 1st level. They also 
  receive bonuses or an increased chance of success when interacting with modern 
  devices and computers. A good rule of thumb is a +2 bonus if using a skill system of 
  rolling vs. ability scores, and that they are able to perform typical programming action 
  without a roll. Much like how soldiers know how to take the safety catch off of a gun, or 
  a mechanic knowing the difference between a gas and electric welder.
  Saving Throw: Hackers receive a +2 on Saving Throws made to resist Exploits.
  XP Bonus for Intelligence: Hackers with an Intelligence of 13 or 14 receive a 5% 
  Experience Bonus, and those with 15 or higher get 10%.
  Reputation (9th): At 9th level the Hacker gains a reputation within the technical and 
  security communities, or at least their alias does.  They can choose to establish a 
  secret online community, where 1d6 1st-level Hackers might come to join and serve 
  them loyally as Assistants.
  Languages: Unless otherwise stated, Hackers are able to speak the common 
  language and the computerized language of Robots.
  3
  
  Level 1 Exploits
  Charm Machine
  Range 120 feet
  Duration 1 hour
  This Exploit affects Robots, technological interfaces with an AI, and possibly living 
  creature’s with an artificial brain (Referee’s discretion).  If the target fails a Saving 
  Throw, the Hacker is treated as a trusted user by the character or system.
  Data Scan
  Range 120 feet
  Duration 2 turns
  This Exploit automatically detects the presence of powered devices (including Robots) 
  within range of the Hacker for the duration.  It does not determine the specific uses or 
  features of those detected, only that they are present.
  Alternatively the Hacker can choose to tag a specific individual within line of sight upon 
  using this Exploit, allowing them to track their distance and direction in relation to their 
  own position for the duration.
  Distracting Clamor
  Range 120 feet
  Duration 1 turn
  This Exploit creates a high-pitched sound, bright strobe lights, or other annoying 
  features to emanate from the target.  All those within a 30 foot radius suffer a -2 on 
  to-hit rolls and other actions requiring concentration.  It’s very noticeable and can 
  be accurately perceived up to 300 feet away (and possibly more at the Referee’s 
  discretion).
  Hologram
  Range 60 feet
  Duration 1 turn
  This Exploit creates a holographic image ten cubic feet.  The hologram is capable of 
  making audio sounds as well but seems realistic from a distance of 30 feet or greater.  
  One must succeed on a Saving Throw or approach closer to recognize it as a fake.
  4
  
  Jam Communications
  Range 60 feet
  Duration 1 minute/level
  The target is incapable of performing technological communication or surveillance if a 
  device, or using such devices if a creature. Against a robot, it disables any scanners 
  they have for the duration.
  Short-Circuit
  Range 120 feet
  Duration Immediately
  This Exploit affects devices utilizing a power source with focused ionic energy.  If the 
  target fails a Saving Throw, a device on their person sends out a shockwave of harmful 
  energy, dealing 1d6+2 damage and consuming an energy cell if said device was 
  powered by one.
  Level 2 Exploits
  Datamine
  Range Self
  Duration Immediately
  This Exploit is capable of coaxing out secret or protected information about a feature or 
  target on a successful Saving Throw. If the Saving Throw’s a failure, the Hacker can’t 
  use Datamine on that same target for 24 hours.
  Erase
  Range 120 feet
  Duration Immediately
  This Exploit is capable of deleting the past hour’s worth of actions and identity 
  regarding the Hacker or another selected identity/event from a targeted device, robot, 
  or cybernetic implant. If the target fails a saving throw, any evidence of the identity’s 
  existence within that time-frame will be erased from their memory, recording devices, 
  etc.
  5
  
  Signal Booster
  Range Self
  Duration 1 hour/level or until used
  This Exploit doubles the range on any Exploit or technological device. In regards to 
  Exploits, it must be used in conjunction with the Exploit to be affected used the round 
  immediately after Signal Booster. For technological devices with an effective range, this 
  Exploit’s effects last 1 hour per Hacker level.
  Seize Cybernetics
  Range 60 feet
  Duration 1 round/level
  This Exploit takes control of a cybernetic implant on the target’s body on a failed saving 
  throw, causing it to attack them internally or externally. The affected implant deals 1d6 
  damage per round to the target and imposes a -4 penalty on any rolls involving use of 
  that implant.
  Shield Barrier
  Range Self
  Duration 1 hour
  This Exploit covers the Hacker in a transparent cloak of energy, absorbing 3 points of 
  damage per attack directed at them.
  Virus
  Range 120 feet (1,200 feet starship combat)
  Duration Immediately
  This Exploits deals 1d6 damage per Hacker level to a single artificial being, starship, or 
  target with cybernetics within range.
  Level 3 Exploits
  Holographic Duplicates
  Range Self
  Duration 1 hour or until destroyed
  This Exploit creates 1d4 holographic images of the Hacker, acting in perfect 
  synchronization. Attackers cannot distinguish the images from the Hacker, and may 
  attack them instead (determined randomly). When a hit is scored upon one of the 
  images, it disappears.
  6
  
  Meltdown
  Range 60 feet (600 feet starship combat)
  Duration Immediately
  This Exploit creates a 20 foot radius explosion centering on a technological device, 
  dealing 1d6 damage per level to those within its radius who fail a Saving Throw. The 
  device consumes a power cell if it contained one.
  Overclock
  Range 60 feet
  Duration 1 turn
  This Exploit pushes a technological device beyond its limits at risk of damaging it. If 
  a weapon, it deals an additional 1d6 damage; if armor it grants a -2 (+2 if ascending) 
  bonus; vehicles add 3 to their movement speed, and miscellaneous equipment should 
  provide an additional +2 on relevant rolls for their intended use.
  At the end of the duration the Hacker rolls a Saving Throw. On a failure the device is 
  damaged to the point that it can’t be used until repairs are complete.
  Summon Drone
  Range 240 feet
  Duration 1 minute/level
  This Exploit turns a specific finger-sized device on the Hacker’s person into a robot 
  with combat and scouting programs. It will obey the letter of the Hacker’s commands. 
  At the end of the duration, the drone becomes inert and folds up into its original smaller 
  form.
  Drone: hp 14; AC 5 [14]; HD 3+1; Base To-Hit +3; Atk laser pistol (2d6); Special All-
  Around Vision, Dark-vision 40 feet, Infra-vision 40 feet, Robot Traits; Sv 15; Mv Fly 20; 
  HDE/XP 3/0
  Surveillance
  Range 240 feet
  Duration 1 hour
  This Exploit allows the Hacker to remotely view distant areas within range via a bug-
  sized aerial robot that can move a maximum of 240 feet from its creator.  The robot 
  moves at a speed of 6, and anything the robot sees or hears the Hacker does as well.  
  The Exploit can also record anything it sees and be saved in a mini-computer or other 
  similar device.
  7
  
  Level 4 Exploits
  Blackout
  Range 120 feet
  Duration 1 minute/level
  All powered devices within range of the Hacker cease functioning. Vehicles turn off 
  and lose control, energy weapons won’t shoot, lit areas become dark, enemy Hackers 
  can’t use Exploits, and so on. This does not apply to the Hacker’s own equipment and 
  Exploits.
  Robots within range must succeed on a Saving Throw or be incapacitated for the 
  duration.
  Ghost in the Machine
  Range Self
  Duration 24 hours
  The Hacker uploads their consciousness into a device within 30 feet, leaving their 
  original body in a vegetative state. While separated, they can maneuver through 
  cyberspace and effectively ‘jump’ between technological devices with a speed of 24. 
  They can also seize control of said devices, use Exploits, and even communicate with 
  others and appear as an avatar on computer screens.
  Any damage done to machines the hacker possesses is carried over to the original 
  body once the duration is over.
  Safecracker
  Range 60 feet
  Duration 1 hour/level
  As Charm Machine, save that the Saving Throw to resist is made at a -4 penalty. 
  Additionally there’s no data trail of evidence linking the Hacker’s use once the duration 
  ends within the device itself, as its internal memory deletes any identifying features.
  Sensory Overload
  Range 60 feet
  Duration 1 round/level
  The Hacker sends out a multitude of holograms, audio programs, and other sensory 
  simulation software designed to be loud, eye-watering, and painfully overpowering. 
  The target must make a Saving Throw or treat all other targets as though they were 
  invisible for the Exploit’s duration.
  8
  
  Hack the Planet
  The implied setting of White Star is leaps and bounds ahead of our own world 
  technologically. In real life, a computer with an Internet connection is plausibly 
  hackable, but a coffee brewer not so much in spite of also being electronic. So what 
  are the limits on things a Hacker can hack?
  In short, anything which is a powered device, currently interfacing with a powered 
  device, or has a powered current is hackable at a bare minimum. In some cases 
  it may not make sense how a Hacker is able to use their Exploits, such as being 
  stranded on a desert planet with no modern communications devices. It is up to the 
  Referee’s judgement to determine whether or not an Exploit can function under such 
  circumstances.
  The Exploits were open-ended enough to simulate a wide variety of ideas: Meltdown 
  can represent overheating the engine of an enemy vehicle by disabling its heat sinks, 
  or the stored energy in a laser pistol dissipating all at once. Using Charm Machine on 
  an annoying Holo-advertisement to instead embarrass and denigrate its corporate 
  sponsor might represent the rewriting of its script. An investigative Hacker trying to 
  search for clues in a missing person’s house might notice something’s afoot when their 
  Datamine tells them that the target’s automatic coffee-making machine was used well 
  after their target disappeared.
  9
  
  A Hacker should be capable of operating in the field instead of being cloistered in some 
  stuffy room. Much like Arthur Clarke’s statement that “sufficiently advanced technology 
  is indistinguishable from magic,” the Hacker class is capable of triggering large 
  environmental changes in cyberspace and on the battlefield with but a thought and a 
  swipe of a finger against an insubstantial holo-screen.
  Alright, Roll a Hacking Check
  The core White Star game is barebones at best when it comes to tampering with 
  security. In spite of having Exploits, there may be times when a Hacker PC asks if 
  he can’t alter the password on an electronic lock, gain access to a building’s security 
  cameras, or a similar action not covered as such. The Charm Machine Exploit is 
  intended to be broad-based enough to allow for such things, but in this alternative it’s 
  a quick, limited-use trick up the sleeve the Hacker pulls out when he needs to hack 
  things fast. Although there are several proposed skill systems available in White Star 
  products, here’s two which should suit the needs of most campaigns:
  D6 Hacking: The Hacker rolls a single six-sided die when attempting to break security, 
  access restricted information, or otherwise performing a similar action carrying a 
  degree of failure and risk. If the result is 2 or lower, he succeeds at a hacking attempt. 
  The probability of success increases to 3 in 6 at 3rd level, 4 in 6 at 6th level, and 5 in 6 
  at 9th level. Against particularly well-encrypted systems, the probability may lower by 
  one value, to a minimum of 1 in 6, and go up one value for poorly-protected systems.
  Saving Throws by Security Level: In this variant, a Saving Throw is rolled for a 
  device, robot, or hackable target instead of the Hacker rolling a skill check. Generally 
  speaking, there will come times when a Hacker player character wishes to use their 
  Exploits on a device or machine which isn’t necessarily an NPC and a Saving Throw is 
  in order. There are two ways the Referee can handle this:
  The first option is that the device uses the Saving Throw value of its wielder, network 
  administrator, or one who has jurisdiction over the device. This represents the innate 
  skill of the user to avoid unwanted tampering.
  The second option is most useful for “unmanned devices” and times where the user 
  may be unskilled yet bought the best Firewalls money can buy. Here’s some sample 
  Saving Throw values on the following page.
  10
  
  Minimal Security: 18
  Firewall Cost: Negligible
  Examples: Taco Town holo-advert, convenience store electronic lock, neglected 
  machinery
  Average Security: 15
  Firewall Cost: 150 credits (Base Cost 5 credits as a starship modification)
  Examples: Middle class home alarm system, handheld weapon’s ID lock
  Good Security: 12
  Firewall Cost: 400 credits (Base Cost 10 credits as a starship modification)
  Examples: Most robots, vital infrastructure projects on a well-to-do space station
  High-end Security: 9
  Firewall Cost: 1,000 credits (Base Cost 20 credits as a starship modification)
  Examples: Millionaire’s home alarm system, secret agent’s communicator
  Top Security: 6
  Firewall Cost: 1,000 credits (Base Cost 50 credits as a starship modification)
  Examples: Galactic bank security, Killsat launch codes
  It should go without saying that a failed hacking attempt, Exploit or no, exposes the 
  system to unauthorized entry and carries appropriate consequences. A failed Charm 
  Machine against a security robot causes its programming to recognize that the Hacker 
  in question is trying to tamper with it. A tech-savvy criminal may realize that someone 
  attempted to trace their activities via Datamine.
  In most circumstances normal hacking takes more time than the Charm Machine 
  Exploit. Hacking a system may take anywhere from several minutes to days depending 
  on its size, security, and complexity. This is foolhardy to do in the middle of combat 
  unless you have several team-mates covering your back.
  11
  
  New Equipment & Services
  Burner Communicator: Often simply called “burners,” these are temporary, 
  disposable communicators programmed to self-destruct in 1 hour since their activation. 
  This is accomplished via embedded heat-dispensing bulbs designed to fry the interior 
  chips and circuits.
  Burners cost 10 credits for audio and 25 with hologram capabilities, but are obviously 
  limited in regards to long-term use.
  Cryptocurrency: A digital currency unit unconnected to any banking or government 
  figure, cryptocurrency is a favored stock in trade among free-market ideologues and 
  the criminal element. Cryptocredits can be bought with real credits on a 1 for 1 basis. 
  Attempts to trace purchases made with cryptocurrency imposes an appropriate penalty 
  for the tracker: 1 die less on a D6 system, -2 on a “roll vs. ability score” system, Saving 
  Throw is 2 better for defender, and the like.
  In spite of its pseudonymous advantages, there are downsides. First is the fact that 
  not all markets recognize them as a valid unit for trading. Second is the fact that 
  cryptocurrencies tend to depreciate in value; after one month of game-time, any 
  cryptocredits still possessed by a character has a 20% chance of losing value, plus an 
  increase of 1% each month. A failed roll causes the character to lose half their effective 
  cryptocredits due to less purchasing power.
  Encrypted Link: This piece of software is bought for a single piece of equipment, 
  such as a mini-computer, communicator, recording stick, or similar device. Encrypted 
  Links prevent unauthorized access and communication from unknown users, 
  requiring the use of a hacking skill, Exploit, or specialized equipment to intercept 
  the communications. The owner can designate up to twenty other users who can 
  communicate with them.
  Costs 200 credits. As a Starship Modification, it has a Base Cost of 5 credits.
  Fake ID: Attainable either as a physical card or software, these falsified credentials are 
  often customized by the forger upon purchase to meet specific criteria.  The cost is for 
  gaining access to one kind of authority, such as a weapons permit, security clearance, 
  etc. A Fake ID allowing for multiple forms of service or access is more expensive, but 
  risks straining credibility the more that are added.
  Costs 100 credits per qualification.
  12
  
  SAU: Short for ‘software accessory unit’ and pronounced ‘sa-ow’ in English, a SAU is 
  a purchasable piece of software for a person’s mini-computer (see White Star Chapter 
  3) which can add useful functions.  Many SAUs are free or negligible in cost, meant to 
  serve as conveniences for daily life or entertainment.  Ones of interest to adventurers 
  are likely to cost a pretty credit.  A sample list of SAUs are provided below:
  Auto-Rescue: Requiring integration with a settlement’s computer network in order 
  to function, Auto-Rescue is attuned to the user’s vital signs, and will dispatch an 
  emergency beacon to the nearest police headquarters and hospital if the user suffers 
  grievous injury.Civilian versions trigger when the user falls below 50% of their total hit 
  points. Costs 50 credits.
  The military version of this SAU doesn’t need access to a public network and can be 
  customized to trigger when the user falls to 0 hit points instead and be tailored to give 
  dispatches to specific individuals (such as members of the same unit) instead of a 
  broad public-access network. Costs 250 credits.
  Holo Games: Designed by health-conscious game designers as a way to encourage 
  exercise and outdoor activities, holo games overlay themselves over the user’s visual 
  sensory organs to portray a partially-virtual environment. Typical games involve 
  shooting at illusory enemies with equally-unreal weapons, urban exploration scavenger 
  hunts, and coordination-based “workout simulators.”
  As long as a character regularly plays them for several hours a week, they gain a +2 
  bonus on all athletics-based checks. Costs 5 credits per game.
  LungBuddy: Favored by asteroid miners, astronauts, and maintenance workers, this 
  SAU provides a statistical analysis of the surrounding atmosphere in a 600 foot radius 
  in temperature and chemical composition.  It automatically detects if there’s any 
  breathable substances potentially dangerous to the user’s physiology nearby (and yes, 
  vacuum environments register as harmful to non-spacefaring life forms).  Costs 50 
  credits.
  Tactical Coordinator: Favored by modern armies, space pirates, and mercenary 
  companies, the Tactical Coordinator provides voice-activated visual and auditory 
  alerts for compass direction, the vital signs of life forms within a 30 foot radius, and the 
  number of shots remaining in a projectile weapon.  Costs 150 credits.
  13
  
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SOURCE: textdata/thevault/White Star/3rd Party/White Star - Character Class - Hacker.pdf