Hacker Class

In a world made entirely of code, hackers are some of the most powerful individuals. You might be just learning, but some day you'll be able to control everything.

Hackers are a support class, inflicting status on enemies, changing the battlefield, and buffing allies.

Starting Stats

HP Damage Range Move
50 20 1 4 / 8
Accuracy Evade Connect Resist
5+ Jack+ 4+ 10+
Draw Play Reload
4 1+1 Round

The 1+1 in the Play box above indicates the extra card you can play from the stash that your Repo exploit grants you.

Choose one Trait: I want to be the best, or, I want freedom.
Choose a Role: Protagonist, Comic Relief, Wallflower, Badass, or Sidekick. Choose one Trait from your Role and note your Interrupt condition.
Choose your Exception, and select a Trait associated with that Exception.
Choose an Interrupt from the two options below.
Note your starting Exploit.

You have a weapon: an Oversized Handgun, which gives you no special powers yet.
You have armor: a Bulletproof Vest. You start every fight with extra HP equal to your Damage rating. Damage done to you comes off this extra HP first.
In addition, you have your deck, a computer that needs no power source and can interface with any system.


Hack the Planet
When your Interrupt meter has 10 charges, you may take the following actions in this order:

  • Play a face card and plug your deck into the ground.
  • Play a pair, and apply or remove one area status of your choice in every battlefield area. Reset your Interrupt meter to zero.

When your Interrupt meter has 10 charges, you may take the following actions in this order, at their usual initiative counts:

  • Play a a pair. Instead of hacking your target, you link it to every other identical target on the battlefield. Anything that happens to one of them happens to all of them, including damage, healing, status effects, etc. If their Status Byte becomes locked, they are removed from the link. Reset your Interrupt meter to zero.

Damage Loop
When your Interrupt meter has 10 charges, you may take the following actions in this order, at their usual initiative counts:

  • Play any face card to link the team hand to your opponent.
  • Attack your opponent.
  • Your opponent must spend actions to move until they are in attack range of you, and then attack you. They damage themselves instead of you. For every step the Team Hand is above a high card, raise their damage once.
  • Clear the team hand and reset your Interrupt meter to zero.

Starting Exploits

Pick a target in Range 1 and choose one of the effects below, based on the card that you played to attack this round:

  • Heart: Reset one status bit on this target to 0.
  • Diamond: Set one status bit on this target to 1.
  • Club: Lock a status bit on this target. It cannot be changed until it's unlocked.
  • Spade: Unlock a status bit on this target so that it can be changed.

You won't know which bits are connected to which statuses early in the game. At first, you just say "Bit 1" or "Bit 6" and see what the effects are. After the third time you use a particular bit, you are allowed to refer to it by name instead of number, because you've figured out what it does.

You hack and attack on the same initiative count, using the same card. You must successfully Connect in order to hack. Mobs and bosses can avoid hacking using their Resist score. Bosses often have extra protection against hacking in the form of a locked status byte or a subroutine that regularly resets their status, but they also often have extra hackable values that you can affect with any card.

When a card is headed to the discard pile, you can stash it instead. Your stash has a maximum of 8 cards, but you can discard any one of them at any time. You can use cards in your stash in the following ways:

  • You can stack cards from your stash on top of other cards, as they are played, to change their suit (but not their value).
  • You can play one card from your stash each round in addition to your usual card play.
  • You can use stashed cards in the usual way that stashes allow (the typical use is playing them in place of your regular play).


Instead of making an attack this round, you can force the CPU to show you the stats for a particular mob or boss. Once you have done this you may have new hacking options that you didn't know about before. You can still hack this round.

Hack the Block
When you hack, you can choose to affect the status of a battlefield area rather than a mob. You still need to match your Connect score, but areas don't Resist.

After hacking, instead of making an attack, pass the card you played to someone who will act later this round. They can use it as they see fit on their next action, as if they had played it themselves just before their usual card. For instance, the Ronin might make an extra attack with it, or the Sorcerer might create a Mana resource with it.

Wifi Antenna
Increase the Range for your hacking to 5.

Group Permissions
When you lock or unlock a status, you can apply that to the whole byte instead of just one bit.

Ronin Gunslinger Gambler Sorcerer Hacker
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