Masters of technology, the Hackers have embedded various devices into their bodies in an attempt to improve their skills at computer fraud. Although geniuses when it comes to code breaking and decrypting data, Hackers aren’t much good in more conventional battle. However more than one would-be conqueror has learned to their sorrow that the Hackers have nasty ways of getting revenge.
Notable Intelligence & Education: +2
Small: Strength 1d6, Endurance 1d6, Dexterity 3d6
Cyber-Compatible: Cybernetic implants and computing devices of Hacker origin cost a Hacker half normal cost.
Compu-Brain: Hackers increase their Comms, Computer, Engineering (Electronics) & Sensors skills all by +1 at the end of character generation.
Homeworld: Stack A676A00-D Ga Hi Ht In Amber
Starport A, 9.6k km, standard tainted atmosphere, 60% water, tens of billions population, no government, no law, tech level 13.
Hackers have the following traits:
- Small [Stunt]
- Supermind [Science]
- Supermind [Engineering]
- Weak to Electromagnetic attacks
Hackers are entranced by technology and have interwoven it into themselves at a very basic level. Given to extremely powerful and logical linear thinking they are born mathematicians and technicians and seemingly phobic of the natural world, perhaps given their difficult evolutionary history, the same history that gave them their powerful mentality and tool-using capabilities. Anarchic and libertarian the Hackers control much of the interstellar communication grid and collect a fast amount of data from other, more careless species.