The Hacker (System Shock)

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==Summary==
Virtually nothing is known about the Hacker, other than he lives on Earth in New Atlanta's Sector 11, building 71-G.
He broke into the computer systems of the TriOptimum Corporation and accessed files concerning Citadel Station, a space station owned by TriOptimum. He was subsequently arrested by TriOptimum soldiers and taken to Citadel Station, and brought before Edward Diego, a corrupt TriOptimum executive. Diego offers to drop all charges against the Hacker in exchange for a confidential hacking of SHODAN, the artificial intelligence that controls the Station. To entice cooperation, Diego promises the Hacker a valuable military grade cyberjack implant. After succeeding in hacking SHODAN, removing the AI's ethical constraints, and handing control over to Diego, the protagonist undergoes surgery to implant the promised Neural Interface. Following the operation, the Hacker is put into a six-month healing coma.
When the Hacker wakes from his healing coma, he finds Citadel Station under control of SHODAN, who, without her ethical constraints, has gone rogue and believing herself to be a kind of god. He is contacted by Rebecca Lansing, a TriOptimum counter-terrorism consultant, claiming that Citadel Station's mining laser is being powered up for a strike against Earth
Using a terminal near the mainframe, the Hacker enters cyberspace and destroys SHODAN. After his rescue, the Hacker is offered a job at I.C.E.Ware Security department. The Hacker declined the position, however (as he preferred his current lifestyle, along with fearing that they would remove his implants, and that his face would get publicity in the NetPlex zines), and escaped from a high-level holding area soon after the initial interrogation.
==Powers and Stats==
Tier: , Higher with Berserk Patches. from to with Weaponry. Higher with Earthshakers
Name: Unknown, referred to as 'The Hacker'
Origin: System Shock
Gender: Male, but his gender is dependent on the remake.
Classification: The Creator of SHODAN
Age: Unknown, presumably early 20's.
Powers and Abilities: 
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*Superhuman Physical Characteristics (Capable of causing damage to enemies like the Cortex Reaver and Cyborg Mutant with his Pipe/Wrench)
*Absorption (With his Powerglove he can absorb large amounts of energy from conduit points in Citadel Station, which is stored in his Neural Interface to use at a later timeSYSTEM SHOCK REMAKE | Full Game Walkthrough | No Commentary: 08:57-09:10)
*Data Manipulation & Technology Manipulation & Hacking (The Neural Interface allows the Hacker to insert their mind into Cyberspace Terminals and various pieces of tech around the stationSystem Shock Manual page 36. Without a Neural Interface or a way to enter Cyberspace, dealing with SHODAN is much more difficult as she can simply lock most of the doors around the stationSYSTEM SHOCK REMAKE | Full Game Walkthrough | No Commentary: 16:22-16:45. The Systems Analyser gives the Hacker information about the systems he has hacked into when he isn't physically there to checkSystem Shock Manual page 34)
*Enhanced Senses (Via Implants; Records where the Hacker has been and objects of interest in the area by projecting radar waves it uses to build a map of the Hackers surroundingsSYSTEM SHOCK REMAKE | Full Game Walkthrough | No Commentary: 07:00-07:05. The Target Identifier combines a laser rangefinder and radar scanner to identify foes and analyze their condition. Later versions track an enemy in combat with brackets in the view screen, especially useful in dark corridors. The Infrared Night Suit allows the hacker to see in Infrared frequencies. The Biological Systems Monitor tracks the Hackers Vital SignsSystem Shock Manual page 33)
*Forcefield Creation (The Energy/Projectile Shield, creates a barrier around the hacker that absorbs the impact of kinetic and energy based attacksSystem Shock Manual page 31)
*Limited Flight (The Turbo-Motion boots have Rockets in the bottom that allow for a small degree of upwards thrust)
*Genius Intelligence (The Hacker is capable of gaining access to seemingly almost any corporations system. Hacking into TriOptimum's systems lead to his arrest and the events of the start of the game. Where none of the scientists and computer techs on the station were unable to remove SHODAN's ethical constraints, Edward Diego required the services of the Hacker to achieve thisSYSTEM SHOCK REMAKE | Full Game Walkthrough | No Commentary: 00:00-5:00)
*Purification (Type 1; The Environmental Protection suit emits an energy field that filters harmful contaminants, protecting the wearer from Environmental Hazards such as radiation and biological hazards)
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*Energy Projection (Via various energy weapons)
*Limited Durability Negation (With the Laser Rapier; The DG-04 laser rapier utilizes a monofilament thread suspended in a contained energy field. The thread slices through organic and synthetic materials alikeMark IV Laser Rapier in game description)
*Power Nullification (The JW-76 Mag-Pulse Rifle fires a ball of electromagnetic energy that completely fries the circuits of machinery and robotsJW-76 Mag-Pulse Rifle in game description)
*Paralysis Inducement & Poison Manipulation (Via DH-07 Stun Gun which throws a weak plasma projectile at a target, discharging an arc that registers 10 kV to stun living creatures and damage cyborgs. The SV-23 Dartpistol delivers a potent NeurotoxinSystem Shock Manual page 29)
*Fire Manipulation (The SK-27 Shotgun can be loaded with Dragons Breath rounds that explode into flames upon impactIn game description for Dragons Breath rounds)
*Plasma Manipulation (The LG-XX fires spheres of charged plasma in a self-contained magnetic fieldIn game description for LG-XX Plasma Rifle)
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*Radiation Manipulation (Via Gas Grenades which emits a radioactive compound that instantly degenerates a targets nervous system)
*Explosion Manipulation (With Fragmentation Grenades and Earthshakers)
*Damage Boost & Statistics Amplification (With Berserk PatchesSYSTEM SHOCK REMAKE | Full Game Walkthrough | No Commentary: 22:33-22:45 and Stamina PatchesSYSTEM SHOCK REMAKE | Full Game Walkthrough | No Commentary: 12:26)
*Perception Manipulation (With Reflex Reaction AidSystem Shock Manual page 25)
*Healing (Via Med Patches and Med Kits)
*Enhanced Senses (With Sight Enhancement patches)
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Attack Potency: Small Building level (Capable of damaging Cortex Reavers with his leadpipe/wrench. Cortex Reavers are able to destroy large pillars with their weaponry). Varies from Street level (Weapons like the ML-41 Minipistol and the DH-07 Stun gun) up to Small Building level with Weaponry (More powerful weapons like the overcharged Ion Riffle, the LG-XX Plasma Rifle and the MK-84 Accelerator Railgun). Higher with Earthshakers (Earthshakers are explosives that were intended for use in mining moons)
Speed: Superhuman (Capable of running away from enemies like Cortex Reavers and other Robots), Varies from Supersonic+ (With Kinetic Weaponry) up to Speed of Light with some energy weaponry (The Ion Rifle uses a stream of Ionic Particles at the target. The ER-90 blaster fires a pulse of of high-energy ultraviolet light at the target)
Lifting Strength: Athletic Human (Capable of lifting extremely large guns for long periods of a time)
Striking Strength: Small Building level 
Durability: Small Building level (Capable of surviving a few attacks from a Cortex Reaver which do this level of damage) Higher with Energy Shield
Stamina: Athletic. Spends the majority of the game sprinting around and away from Robots and Mutants in Citadel Station withour any rest. 
Range: Standard Melee range with melee weaponry. Likely Hundreds of Metres with Assault Rifles and Machine guns. Higher with Energy Weapons
Standard Equipment: A Plethora of Weapons and Equipment stored in his Micro Pocket Dimension (more detail in Noteable Attacks and Techniques section) Possesses a Micro Pocket Dimension that allows him to store a large number of items.
Intelligence: Genius, Very likely the most skilled Hacker on planet Earth. TriOptimum's computer techs and AI specialists were unable to hack into SHODAN's AI in the way he was. Edward Diego believed he was the only person who would be able to alter SHODAN's ethical restraints. Effectively pulled off the impossible in his invasion and dismantling of SHODAN's access to Citadel Station. Was able to defeat her in Cyberspace despite her creating a Mutagenetic Virus, setting up to fire the Tachyon Mining laser at Earth, downloading herself into Earths computer systems and developing a new and more virulent Mutagenetic strain.
Weaknesses: Limited by access to power which he can mitigate through the use of batteries and power sources and absorbing energy through his glove/suit.
Notable Attacks/Techniques:
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AM-27 Flechette:
Favored among TriOptimum security officers in the 2070's, this 6mm sub-machine gun fires needle-like ammunition.
While the increased magazine size and automatic fire are welcome upgrades from the Dart Pistol, the damage output is actually less until you get your hands on Splinter rounds. Thankfully the AM-27 has significant armor-piercing capability which offsets the decreased damage when facing robotic threats. It is also an effective weapon against mutants as many of them take double damage from needles and automatic fire makes deflecting their projectiles easy.
DC-05 Riot Gun:
For riot situations, this gun provides maximum knock-back with minimal damage (recommended for neutralizing less-dangerous targets).
The Riot Gun deals exceptionally low damage, making it a poor choice for most combat scenarios. It's capable of pushing various entities around, and is usually used to relocate live land mines or to push enemies into them.
ML-41 Minipistol:
Designed primarily as a defensive weapon, it is standard issue for TriOptimum executives.
SV-23 Dartpistol:
Provides excellent control of laboratory animals, delivering an explosive bite or a paralyzing neurotoxin.
Magnum 2100: 
Standard issue for TriOptimum Security officers, the 2100 is the preferred offensive tool in confined spaces. While its stock fire mode delivers high damage, the 2100's laser sight attachment utilizes a smart sensor to seek out and exploit a target's weak point, but the calibration damage is lost if the operator loses the target.
Sk-27 Shotgun:
The SK-27 is a pump-action shotgun that uses a pistol grip for easier maneuverability in close-quarter environments. It is able to deal devastating damage to light-armored foes who are foolish enough to come into close range
MARK III Assault Rifle:
The Mark III Assault Rifle is based on the 2064 Interlocutor KR-5, but replaces full-auto for a three-round burst option to conserve ammo. The rounds it fires can cut into tougher organic and robotic opponents making the Mark III the best all-around rifle.
MK-84 Accelerator Railgun:
The MK-84 launches specially designed metal projectiles at high velocity, making it capable of penetrating heavy armor. Unfortunately, the high currents required to produce sufficient muzzle velocity results in a large charging time between each shot.
SSR Skorpion:
The KF-18 is a lightweight fully automatic 9mm submachine gun that is designed to quickly dispatch light-armored targets. Its ease of use makes it the weapon of choice in the TriOptimum Security arsenal, but care must be take in conserving ammo due to its fast rate of fire
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DG-04 Laser Rapier:
The DG-04 utilizes a monofilament thread suspended in a contained energy field. The thread slices through organic and synthetic materials, permanently disabling them. The rapier is typically carried by senior security officers and military commanders.
DH-07 Stun Gun:
This gun throws a weak plasma projectile at a target, discharging an arc that registers 10 kV to stun living creatures and damage cyborgs.
TB-05 Sparqbeam Sidearm:
Standard issue energy weapon. Fires a blast of energy that can be altered in power. Higher power settings cause the weapon to over-heat for longer periods.
ER-90 Laser Blaster:
This new laser weapon fires a pulse of high-energy ultraviolet light. The built-in liquid nitrogen cooling system allows for high-intensity damage.
JW-76 Mag-Pulse Rifle:
The electromagnetic bursts from the JW-76 are designed to penetrate shielding and disrupt even the most heavily armored of robots. The electricity it produces can be deadly to organic targets, but it is not recommended for this purpose. The user can pump the weapon a second time and draw energy from their power source to fuse the two rounds and create a larger electromagnetic field.
Ion Riffle:
Prototypes of this advanced energy beam gun evolved from late-model beam sidearms. It delivers a powerful stream of ionic particles with more force than normal Blaster guns.
LG-XX Plasma Rifle:
The LG-XX is an experimental energy weapon that fires spheres of charged plasma in a self-contained magnetic field. The charged plasma has a propensity for bouncing off bulkhead walls, so special care should be taken when using it in enclosed spaces.
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EM-83 Grenade Launcher:
The EM-83 uses compressed gas charges to turn any grenade into a high-velocity projectile that detonates on impact. This includes fragmentation, electromagnetic, and gas grenades
Frag Grenade:
Once thrown, the Frag Grenade will explode after a few seconds, scattering shrapnel around the area.
Emp Grenade:
Discharges an electro magnetic pulse that disables robots and technology in the area.
Proximity Mine:
A powerful explosive that triggers when in proximity to a lifeform or when shot.
Gas Grenade:
This grenade releases a gas whose active compound is diuranium oxide. Affecting only biological organisms, including some cyborgs, it instantaneously degenerates organic nervous systems.
Concussive Bomb: 
Bearing a passing resemblance to a German "potato masher" grenade, the Concussion Bomb is essentially a Fragmentation Grenade on steroids with over a dozen times the armor penetration value and nearly twice the raw damage. While far more powerful they are also far rarer; save them for groups of Cyborgs or robotic enemies whose armor would laugh at a regular grenade.
Nitropack:
This nitroglycerin-based explosive has an adjustable time delay and delivers a shattering blow to any nearby robots or creatures.
Z-44 Plastique™:
A timed plastic explosive that tears through organic and robitic lifeforms alike.
Earthshaker:
The rarest and most powerful explosive device available to the Hacker, this device was originally developed to mine moonscapes. It does live up to its name; violently shaking the viewscreen when it detonates. Anything but the hardiest of enemies will instantly be killed if caught in the splash radius.
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Technology Interfacing:
The main advantage of the Neural Interface is it allows the Hacker to plug his consciousness into Cyberspace. This gives him access to switches/aspects of Shodan one wouldnt normally be able to affect. Without a Neural Interface, one cannot enter Cyberspace.
Bio-scan:
Displays the current status of the Hackers Health, Heart rate, radiation levels or any bio-contaminants.
System Analyzer:
Tracks the current status of computer systems to the Hacker. Has been attached to the systems of Citadel station which shows the Hacker the amount of Cameras and Security left on each level and the current status of the Tachyon Mining Laser.
Navigation and Mapping Unit:
The Navigation and Mapping Unit, or simply Nav Unit, is a radar-mapping system that records where you have been. It records walls, doors, and other objects of interest, and is keyed to the Citadel Station’s shuttle navigational beacon. A directional indicator that adopts conventional compass directions shows which way you are going.
Multimedia Data Reader:
The attachment operates by sending electronic messages via cyberspace, disks or radio transmissions. This reader receives, stores and prints E-Mail and Audio Log messages for you to read at will.
Sensaround Multi-View Unit:
Displays a small screen that shows whats happening behind the hacker. Allowing them to have eyes in teh back of their head.
Energy/Projectile Shield:
The Energy/Projectile Shield absorbs the destructive effects of high-speed projectiles and energy beams. The amount of damage absorbed depends on what shield version you’ve grafted onto your interface. When activated, the shield causes the posture character to glow. Later versions give you better protection, but cost more energy.
Target Identifier:
This module combines a laser rangefinder and radar scanner to identify foes and analyze their condition. Later versions track an enemy in combat with brackets in the view screen, especially useful in dark corridors.
Environmental Protection Suit:
It emits an energy field that filters harmful contaminants, protecting the wearer from Environmental Hazards. Ongoing experiments with protective wear have produced a suit that provides both these functions at a low energy cost. In areas without Radiation and Bio-Contamination, this suit uses no energy. Whenever these hazards are present, the suit is a high energy drain.
Infrared Night Sight Unit:
The Infrared Night Sight Unit is used to enhance viewing in dark areas, these night sight lenses employ light-amplification sensors and computer analyses to construct a uniformly lit view in grayscale.
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Turbo-Motion boots v3:
The Turbo Motion Booster System or Booster is an experimental motion-boosting system uses mini-repulsors and built-in skates to propel the wearer forward at high speed. They also have in built rocket boosters that allow for easier turning and even a limited degree of upwards thrust, allowing the hacker to reach higher areas.
Head-Mounted Lantern:
The Head-Mounted Lantern lights up the region around you, draining energy proportional to its brightness setting.
Berserk Combat Booster:
An experimental combat-enhancement patch developed by TriOptimum Pharmaceutical in the 2070s, it increases upper body strength, inflicting more damage during hand-to-hand combat.
The method of application is a dermal patch applied directly to the skin, with the dose delivered by dermal osmosis. The acting compounds are still being tested and show serious side effects with their current compositions.
A second or so after the patch is applied, the player's palette will change - either slightly or significantly - showing strange colours and creating a psychedelic effect. It may then shift again several more times, the amount and duration of the effects being random. The moment the colours return to normal, the patch stops working. Duration is highly varied, so make the most of it while it lasts. Testing yields results from 12 to 40 seconds.
Sight Vision Enhancement:
An experimental combat-enhancement patch developed by TriOptimum Pharmaceutical in the 2070's, it intensifies retinal sensitivity to light, making it easier to see in the dark.
Medipatch Healing agent:
An experimental combat-enhancement patch developed by TriOptimum Pharmaceutical in the 2070's, it is an antiseptic healing patch with filler tissue and rapid growth compounds that heals your wounds.
Medical Kit:
The self-diagnostic Medical Kit is able to stop bleeding, rebuild damaged tissue, and even make rudimentary organ repair. A staple of emergency medical technicians, battlefield medics, and policemen everywhere.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Hackers
Category:Primary Protagonists
Category:Protagonists
Category:Heroes
Category:Absorption Users
Category:Data Users
Category:Technology Users
Category:Enhanced Senses Users
Category:Forcefield Users
Category:Flight Users
Category:Geniuses
Category:Purification Users
Category:Energy Projection Users
Category:Durability Negation Users
Category:Power Nullification Users
Category:Paralysis Users
Category:Poison Users
Category:Fire Users
Category:Male Characters
Category:Adults
Category:Characters
Category:System Shock
Category:Radiation Users
Category:Explosion Users
Category:Damage Boost Users
Category:Statistics Amplification Users
Category:Perception Users
Category:Healers
Category:Video Game Characters
Category:Game Characters
Category:Cyberpunk Characters