Computer Hacker O.C.C.

Created by Brett Hegr
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The computer genius is the prototypical hacker. Years of experience with computer operation and programming make the character a technological magician, able to get information on nearly anything. Best of all, as the computer technology grows in complexity and functionality the genius only becomes more powerful and more dangerous. Knowledge is power. The genius gets a rush from breaking the walls between him and what he wants. He prefers a computer console to physical confrontation but there are certainly individuals who can do both equally well - they may even be ex- members of the military. Lastly, they are not only adept with computers but technology in general. They also make excellent pilots and gunners. As long as the technology they're controlling is good enough.

Note: The 'Computer Genius' class got left out of Heroes Unlimitedtm so I've done something like it here. I would suggest downloading this only if you don't have a copy of Ninjas & Superspiestm, which has a much more in-depth exploration of computer skills (among others) and special things that can be done.

Obviously, this is geared toward Rifts® but I've included notes at the bottom that will make it adaptable to a contemporary HU setting.


O.C.C. Abilities and Bonuses:

  1. Hacking! Same as the Super Sleuth skill of 'Computer Hacking' as listed on page 232 of Heroes Unlimitedtm. This skill is far more developed than the rudimentary Rogue skill of Computer Hacking, and gets a +50% bonus.
  2. Writing Software: The basic skill is 85%, +3% per level of experience. It can go above 100%, because heavy penalties can sometimes be incurred. The character has the skill to develop many different types of programs for different occasions. See Ninjas & Superspiestm for a much better review of the talents of a computer genius. The player can can create, but is not limited to, the following:
  3. P.P.E.tm: Normal for a human, roll 2d6.
  4. Special! The player can elect to make the character a Psi-Hacker or a Cyber-Hacker. If the player wants to forgo this option, the character instead gets an extra $5,000 dollars (or 10,000 credits) and has two more skill selections from the 'Hacker Skills' table and two more 'other' skills.

    Psi-Hacker:
    Cyber-Hacker:

Attribute Requirements: I.Q. of 14 and an M.E. of 12, or 14 for a Psi-Hacker
Alignment: Any, but usually selfish.
Experience Point Table: Use the City-Rat table for the normal hacker, or the Mystic table if a Psi-Hacker or Cyber-Hacker.
O.C.C. Skills:
Speak Techno-can (+40%) and one other language (+30%)
Literacy: Other language (+40%)
Literacy: Techno-can (+40%)
Computer Operation (98%)
Computer Programming (+30%)
Mathematics: Basic (98%)
Mathematics: Advanced (+25%)
Basic Electronics (+20%)
Cryptography (+25%)
Computer Networks (+30%), the skill to 'hack the net' and get data from private, corporate, government, and telecommuncation networks (Ninjas & Superspiestm p.38, 55%+5% per level).

Select four skills from the 'Hacker Skills' table: Hand to Hand: Basic can be selected for one other skill, Expert at the cost of two other skills, Martial Arts at the cost of three, or Assassin at the cost of four.
O.C.C. Related Skills: Select five at level one, plus select one additonal skill at levels three, five, seven, nine, and twelve. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Any except Robot Electronics.
Espionage: Forgery, Imitate Voices & Impersonation (social engineering), Pick Locks, and Wilderness Survival.
Mechanical: Basic Mechanics, Auto Mechanics, or Locksmith.
Medical: First Aid only.
Military: Military Etiquette only.
Physical: Any except Boxing and Wrestling.
Pilot: Any except Tanks & APCs (and anything related), Jet Fighter, Helicopter, Submersibles, and Warships/Patrol Boats (+10%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+5%)
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: Select any five from the previous six, but don't apply any category bonuses.
Standard Equipment: A PC-3000 hand held computer, portable computer (fully loaded with compiler programs, dataport interfaces, lots of RAM, and a big hard drive), PDD pocket audio recorder, pocket laser distancer, note pad and pencils, gas mask and air filter, tinted goggles, knapsack, backpack, canteen, sleeping bag, personal items, a set of dress clothing (for job interviews), and lots of data discs.
Weapons and Armor: Begins with a suit of light armor, one energy weapon of choice with three E-clips of ammo, a utility knife (1d4 damage, plus lots of neat tools), and one non-energy melee weapon.
Money: 1d4x1000 cash credits and 2d4x1000 worth of black market items.
Cybernetics and Bionics: Possessed as a first-level Computer Hacker only if the player elects to have a Cyber-Hacker. If not, the character can always acquire them later depending on funding.

Notes for Contemporary Characters: The character begins with 1d4x1000+10,000 dollars in computer equipment and software (big monitors, fast modems, internet server, lots of RAM and a big hard drive, compilers, advanced graphic utility programs, etc.) He also has 1d4x1000+2000 dollars worth of other non-computer related possessions (like weapons, stereo equipment, and snack food) and a car that is 1d6 years old.