Hacker (Class)

## Features

### **Safecracker:**

**Tier I:** You can now attempt to unlock technology systems up to Grade 3 by rolling for hacking (You can unlock Grade 4 systems on the result of a critical success). If your hacking roll does not succeed, the security systems' alarms will go off.

**Tier II:** You can now attempt to unlock technology systems up to Grade 5 by rolling for hacking (You can unlock Grade 6 systems on the result of a critical success). If your hacking roll does not succeed, the security systems' alarms will go off.

**Tier III:** You can now attempt to unlock technology systems up to Grade 6 by rolling for hacking (You can unlock Grade 7 systems on the result of a critical success). If your hacking roll does not succeed, the security systems' alarms will go off.

**Tier IV:** You can now attempt to unlock technology systems up to Grade 8 by rolling for hacking (You can unlock Grade 9 systems on the result of a critical success). If your hacking roll does not succeed, the security systems' alarms will go off.

### **Covert Strategies:**

**Tier I:** You are more careful and can implant and create hacking *Spikes* via a hacking crafting roll (Provided you use all the required parts). You can implant a hacking Spike into a technology system to give you a singular advantage roll on an attempt to unlock technology systems up to Grade 5. If you fail your crafting roll, your materials are used anyway.

**Tier II:** You are now even more careful and can implant and create better hacking *Spikes* (Provided you use all the required parts for Tier II Spikes). You can implant a hacking Spike into a technology system to give you a singular advantage roll on an attempt to unlock technology systems up to Grade 7. Your hacking Spikes no longer trigger security systems on a failed hacking attempt (One time per security system). If you fail your crafting roll, your materials are used anyway.

**Tier III:** You are now even more careful and can implant and create better hacking *Spikes* (Provided you use all the required parts for Tier III Spikes). You can implant a hacking Spike into a technology system to give you a singular advantage roll on an attempt to unlock technology systems up to Grade 9. Your hacking Spikes no longer trigger security systems on a failed hacking attempt (One time per security system). If you fail your crafting roll, your materials are used anyway.

### **Logical Deep Fryer:**

**Tier I:** You have unlocked the ability to attempt to hack droids up to Grade 3 by sending a *Deep Fryer* command to their logic circuit. On a successful hacking roll, the droid will momentarily shut down and lose a turn (If the droid has a back-up system, they will turn back on).

**Tier II:** You have unlocked the ability to attempt to hack droids up to Grade 5 by sending a *Deep Fryer* command to their logic circuit. On a successful hacking roll, the droid will momentarily shut down and lose a turn (If the droid has a back-up system, they will turn back on). At this tier, droids Grade 3 and below will also have their back-up system *Deep Fried*.

**Tier III:** You have unlocked the ability to attempt to hack droids up to Grade 6 by sending a *Deep Fryer* command to their logic circuit. On a successful hacking roll, the droid will momentarily shut down and lose a turn (If the droid has a back-up system, they will turn back on). At this tier, droids Grade 4 and below will also have their back-up system *Deep Fried*.

### **Blue Screen:**

You have unlocked the ability to create *Trap Spikes*. You can implant trap spikes into security systems you have already hacked, and the next person to open them causes the security terminal to overload and explode.

**Master of the Craft:**

**Tier I:** You gain advantage on creating all kinds of security spikes. If you fail your crafting roll, your materials are used anyway.

**Tier II:** You gain advantage on creating all kinds of security spikes. If you fail your crafting roll, you now only lose 50% of the materials.