Hacker

A human hacker

A hacker can attune themselves to the electronics surrounding them, quickly gaining access to the internal wiring and systems to cause plenty of mayhem.

They use this hacking to provide utility to their squad, allowing them movements and actions that can be vital in any modern setting.

## Features

### Transwire Implant

You gain proficiency in *Electronics*. If you are already proficient, you gain expertise. You also gain the following ability:

> ***Sense Electronics*** (1AP) - You can determine if a creature within 60 ft has the tag mechanical or not and you become aware of all the electronics with which they are carrying.
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> ***Hacking Implant*** **-** Upon picking this feature, you gain a transwire implant which allows you to create an interface with electronics, allowing you to always use this implant as a hacker’s kit. This implant does not count to your implant maximum.
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### Hack

Having experience as a hacker, you are a danger to anything with wires. You gain the following ability:

> ***Hack*** (3AP) - Using a Hacker’s Kit, you may target an electronic object or compartment of a vehicle or building within 120 ft and attempt to hack it by performing an Electronics check. If successful, the object or compartment of the vehicle gains the condition Hacked, indicating you are tracking its location and that you have a possible backdoor into the system.  When you apply this condition, older instances are removed.
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> You make a Hacker’s Kit check against the security DC of the target device or compartment. If successful, you may pick one of the following effects to happen, for a comportment this can target on any single object in the comportment:
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> * ***Hack Camera Feed*** - You gain access to its camera and/or audio feed.
> * ***Open/Close*** - You open or close an object. When closing, you can choose to automatically lock it.
> * ***System Shutdown*** - The website, system, object or compartment is no longer accessible for 1 hour and no creature can access it.
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The ‘Hacked’ condition lasts until you remove it, and you are able to track the object as long as it is applied or as long as it is not in an area that could scramble signals such as the underground or a scrambled area.
As always, a creature can determine if an object is hacked by rolling an electronics check to the hacker’s Hack DC, else they will have no knowledge of this. Once the hack has been revealed, an Electronics (Intelligence) check  to the hacker’s Hack DC can be used to end the hack.

### Wire-Assault

Using an earlier made backdoor, you may cause mayhem in a target system. You gain the following ability:

> ***Wire-Assault*** (3AP, 1 Hack Charge) -- Using a Hackers Kit you attempt to Assault a target suffering from your Hacked condition. if it is a compartment choose an electronic object in the compartment as the target, which is a solid part of the compartment.  If an Assault fails or deals damage, the target or the creature currently carrying it becomes aware it is hacked. Choose from the following Wire-Assaults:
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> * ***Overcharge Battery*** - You unleash an electric shock from the target. All creatures within 5ft of the target must make a Dexterity to your Hack DC or take 1d6 Lightning damage and become stunned.
> * ***Takeover*** - If the hacked target has a weapon, it makes a weapon attack against a creature of your choosing.
> * ***Access Area*** - You gain vision and audio if applicable of the nearby area and move with the targeted object. Last for 1 hour.
> * ***Access Datadrive*** - You attempt to access any possible information stored on the target. you make another hacking check if failed you lose access and the hack is removed.  You gain access to knowledge or message logs that are available on the target.
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### Quick Hack

Your time on the web has made you quick witted with your tools. You gain the following ability:

> ***Quick Hack***- The first of these actions on your turn only costs 1AP: One of the ‘Hack’ actions or one of the ‘Wire Assaults’ actions.
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### Scrambled Signal

You are able to scramble signals and stop anyone that might be your competition. You gain the two following abilities:

> ***Scramble*** (3AP, 1 Hacking Charge) - Using a Hackers Kit you scramble all signals within a 15ft radius of you, except for yourself and your allies. All electronic equipment in the area is EMP’ed and unusable for 1 minute. All creatures tagged as mechanical must make a Constitution saving throw to your Hack DC or be EMP’ed until the end of their next turn. All Hacked conditions on any creature on any object in the area end.
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> ***Scramble Accuracy*** - Whenever you apply EMP to a creature, it may not make any ranged attacks in its next turn.
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### Dark Technology

Using your extended knowledge of encryption and technology you are better at hacking and hiding your presence on a bigger scale than most. You gain the two following abilities:

> ***Going Dark*** (Ship Spotter Maneuver)(1 Hacking Charge, 1 Power Point)- When using this and not using any radar scans this turn, the ship is completely hidden to other ships and from any form of detection unless your ship is in the passive detection range.
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> ***Invisible Presence*** (3AP) (1 Hacking Charge) - For 1 hour you and all creatures within 5 ft become invisible for mechanical creatures, objects and sensors. This effect breaks on mechanical creatures if a hostile action is performed against the mechanical creature.
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> ***The Dark Web*** - You can gain a 50% discount on a service you acquire online.
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