Occupation: Hacker ------------------ (-1 per level) Property: Security Protocols – If someone initiated combat against you, and it turns out to be Mind combat, add your level of Security Protocols to your total in the combat challenge. (-1) Attack: Protocol Disruption (Mind) – Your target loses the “Wired” Trait if he/she has it until this effect is removed. He/she is no longer considered to be connected to the Network. (-1) Ability: Signal Analysis [mind] (No Challenge) – When someone is starting to initiate a Mind Ability that involves a challenge, even if it’s not targeted at you, you may activate this Ability to hear a full description of the Ability before the challenge occurs. (-1 per use) One Use: Network Instantiation (No Challenge) – When you attempt to use this Ability on the target, who must be willing, he/she must inform you whether he/she has the "Machine" Trait. If he/she does not, the Ability simply fails to work and you take it back. If he/she does, then he/she becomes a transmission hub for your Squad's Network. This gives him/her the “Wired” Trait if he/she does not already have it, and may have additional long-term effects upon him/her. (-3) Recovery: Data Mining – When you would Recover one point of Mind and nothing else, Recover two points of Mind instead. (-1 per level) Influence: Data (-1) Modifier: Data -> Query - During a session, you may expend one or more points of Influence: Data to perform a search on a given topic and see what turns up. It may take several minutes for the search to complete, depending on GM availability. (2*) Flaw: At A Loss – You may not use anything from the Hacker Occupation, including Recoveries, unless the Network of your squad is currently instantiated in Victoria and you have the "Wired" Trait. This does not apply to Network Instantiation. --- -1 CP or 1* to continue past this point --- (-2) Property: Virtualization - You may use one of your Body Attacks when you (or someone you were assisting) just succeeded in Mind combat. This even applies to Attacks granted to you by devices and other such external sources, though you may not use the Body Attack of someone who assisted you in combat. (-1) Attack: Systems Overload (Mind) - If your target has the "Wired" Trait, he/she may not Recover Mind for any reason for the remainder of the session. (-2) Ability: Static Burst [soul] (Soul vs. Mind Challenge) – If your target has the “Wired” Trait, he/she experiences about 30 seconds of intense mental overload, during which he/she can only defend against challenges. Can be used to pre-empt Abilities and Attacks being used against you. (-1 per use) One Use: Download The Protocols (No Challenge) - A willing, "Wired" target permanently gains access to any one Attack, Ability, or One Use that you currently have, at normal CP cost to him/her. (-1) Recovery: Hacked! - When you successfully use an Attack from the Hacker Occupation on someone, Recover a point of Mind. (-1 per level) Influence: Representation (-2) Modifier: Representation -> Spoofing - You may expend a point of Influence: Representation during a session to appear to be someone else, changing your name tag accordingly. You may drop this at any time, but until you do, you have the "Disguised" Trait. (1*) Flaw: Arrogance - If you have defeated or helped to defeat someone in Mind combat, you may never spend attribute points to defend (or help defend) against them in Mind combat until such a time as they have beaten you. --- -2 CP or 2* to continue past this point --- (-2) Property: Pervasive Network - You may use effects that require your target to be "Wired" on anyone who has the "Machine" Trait. Additionally, you may use anything that allows you to find out whether someone is "Wired" to determine whether he/she has the "Machine" Trait instead. (-2) Attack: Manual Override (Mind) – If your target has the “Wired” Trait, you take control of his/her body for (margin of success) minutes. This person controls his/her speech, facial expressions, et cetera; but you may move his/her body about as you like, and even force him/her to initiate or assist in Body challenges (though he/she determines how many attribute points to expend). (-2) Ability: Network Overlay [mind] (Mind vs. Integrity Challenge) – If successful, give a Location the following Property: “Virtual – Only characters with the “Wired” Trait may enter this Location.” Those who are not "Wired" but are already in the Location may remain there, but may not reenter if they leave. This lasts until you leave the Location. You may only be assisted in this challenge by someone who is also activating Network Overlay to do so. (-1 per use) One Use: Digital Engineering (No Challenge) – Change the description of a “Virtual” Location as you please. You may also increase or decrease its Obscurity, Security, Integrity, and Population by up to 2 each, and may make it Well-Lit, Dark, or neither of these. This also makes the "Virtual" Property permanent if it wasn't already. (-1) Recovery: Walking The Wired - You may use the Recoveries of Virtual Locations once per hour instead of once per session. (-1 per level) Influence: The Network (-3) Modifier: The Network -> Opening Organic Dataports - You may expend a point of Influence: The Network to give someone an instance of the "Wired" Trait for the remainder of the session. Until this expires, he/she may detect whether others are "Wired" and may communicate telepathically with those who are. You may use this on yourself if desired. (3*) Flaw: Stimulus Addiction - You only receive the effects of every other Recovery from non-Virtual Locations that you would otherwise get.