Metro Holografix - Hacking Through Hacking
Mar 1, 2019 17:11:20 GMT -6
Post by Traskus on Mar 1, 2019 17:11:20 GMT -6
Alternate for Shadow Hand
Battle, to many people, is in the clamorous cries of crimson steel and the whistling of bolter rounds. However, even the youngest initiate of Metro Holografix knows that battle is also in the de-engineering of complicated systems, the attack of a network of moving parts until they cease functioning and yield their secrets, the domination of the unfeeling-yet-animate tools that keep our records and transmit our transactions. Whether breaking into a hovercar or a corporate datasite on the moon, Metro Holografix masters are fully aware of the insecurity of the electronics we rely so much on, and know the exact processes by which to slave these systems to their control - at least, when they have physical access to the machines themselves.
The key skill for those adept in the ways of the Metro Holografix discipline is Tech-Use, thanks to its huge dependence on applying technological solutions to evening the playing field in asymmetrical combat. It is generally agreed that the first Metro Holografix adepts were the cryptanalysts involved in breaking the codes utilized by the Quandary machine during the second Sphere War, and it is these cryptanalysts who laid down the first tenets of a tradition for creative and curious youth to later follow with the development of personal cogitators.
Apprentice:
Weapon (Gear): You may use Gear with your special attacks.
Action (Use a Skill): Use "Use a Skill" actions with your special attacks. The benefit from this special attack applies to your next standard attack; that attack may not be a special attack.
Initiate:
(-2) Matrix Overlay: This attack can only be used while connected to the internet.
(3*) Weaponhack: All weapons in use by the target hit by this attack take -3k1 to their damage for a number of turns equal to the number of times this advantage was taken.
Journeyman:
(-1) Skill (Tech-Use): As part of this attack, make a Tech-Use check against the static defense of the target. If it fails, the attack fails.
(4*) Latency: This attack consumes a number of the target's base reaction actions equal to the number of times this advantage is taken. These reaction actions are consumed before the target would take any, but this doesn't count towards ways that let them "buy" more reactions like spending resource points.
Master:
Mastery (High Voltage Warning): All your attacks made with Gear gain the Shocking property and deal E damage.
(3*) Phreaking: If the target is a vehicle, computer, or otherwise non-living machine, you may dictate one of its half actions on its next turn for a number of turns equal to the times this advantage is taken. If the target is a Promethean, Program, machine or otherwise a mechanical life form, they lose one Resolve per time this advantage is taken should your damage roll exceed their mental defense. They cannot become jaded to this effect. Such a mechanical target killed (for good) by this attack returns to life with the lesser of 10 hp or their maximum hp under your control at the beginning of its next turn. The machine is junked at the end of the scene.
Grandmaster:
(5) Active Wiretapping: You gain control of either the Remote Uplink System, Berserker System, or Onboard AI on any vehicle that you hit with this attack.