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This is the first draft of a new Ghastly Affair Class expanding the scope of the game into the neon decadence of the 1980s – the era of movies like the “The Hunger”, the remake of “Cat People”, Dario Argento’s “Inferno”, “Manhunter” and “Body Double”. Its the time when everything is excessive, from haircuts to shoulder pads. And beneath the sounds of the synthesizers and drum machines is the terrible wail of forgotten ghosts.

More Groovy Era material is coming soon – as well as support for the Gothic Age of the Thirteenth Century, for Edwardian murder mysteries, and for the Haunted Future where outer space is inhabited by the souls of the dead.

HACKER

You are more at home with electronics than people. You take devices apart, see how they work, and put them back together better. You know how to break into computer databases, get free cable TV, and secretly record phone conversations. If there’s indeed a ghost in the machine, you’ll find it. But it’s the rules of ordinary life that you can’t quite seem to figure out.

They don’t teach Hacking in school – at least, not in the 1980s. You had to teach yourself, from information in books, in magazine articles, and on dial-up Bulletin Board Systems. Everyone else is jealous of what you can do, with the computers that they barely understand. Maybe that’s why they try to make your life a living hell. But you know that one day, Hackers will inherit the Earth.

You may have a Screen Name that you consider your “true” identity, and is the name by which other Hackers know you. You don’t need to decide upon your Screen Name immediately, but should probably do so after completing your first Affair.

Use the Hacker Class to create characters inspired by such fictional characters as Stanley Coopersmith (from “Evilspeak”), Peter Miller (from “Dressed to Kill”), or Paul Conway (from “Deadly Friend”).

HACKER SPECIAL ABILITIES

BYPASS ELECTRONIC SECURITY (+1)

If you are at computer terminal, you can make an Intelligence Check (with a +1 Bonus) to access any information stored on the device.

  • If you have access to a computer with a modem, you can also make an Intelligence Check (with a +1 Bonus) to bypass the security of a desired computer connected to the “Internet”. In the 1980s, generally only computers belonging to large academic, scientific, or governmental institutions are so networked. The most common modems of the 1980s are the “acoustic coupler” variety, and require both ends of telephone headset to be placed on a cradle.
  • Besides “cracking” computer systems, you also use this Special Ability to bypass other forms of electronic security, such as video cameras, laser tripwires, and signal scramblers.
  • If you have a “blue box” device you can use it to generate tones that, when played into the microphone of a phone headset, allow you to make free phone calls (even from pay phones). This practice is called “Phone Phreaking”. By the end of the 80s, however, changing telephone technology will make Phone Phreaking impossible.

BUILD, REPAIR, OR MODIFY ELECTRONICS (+1)

If you have access to the proper tools and materials, you can make an Intelligence Check (with a +1 Bonus) to do such things as:

  • build a functioning radio or computer.
  • boost the signal of a radio transmitter.
  • repair a VCR or television.
  • improve the reception of a TV set.
  • increase the memory or processing power of a home computer.
  • disable a video camera without obviously breaking it.
  • rig a phone so you can record everything said on it.
  • create a device that will take a picture when someone enters a space.
  • build a robot that will perform a simple task repetitively.

Additionally, If you can study the text of a genuine Magical Ritual, you may (at the Presenter’s discretion) make an Intelligence Cehck to create an electronic device that will produce the same effect as the Ritual, without the specific materials and actions otherwise required.

  • The device will only work once, however, before breaking irreparably.
  • Roll 1d4 x 50 to determine the cost of the device in (1983) dollars.

COMPUTER PROGRAMMING (+1)

You can make an Intelligence Check with a +1 Bonus to create a new computer program, or modify the source code of an existing program.

  • Generally your program must be possible under the current state of computer technology. For example, you generally cannot render a photo-realistic digital portrait using a home computer in 1983, but you could replicate the sound of a human voice.
  • At the Presenter’s discretion you can attempt to exceed the limits of current technology, but if you fail the Ability Check you render the computer inoperable.
  • Additionally, if you can study the text of a genuine Magical Ritual, you may (at the Presenter’s discretion) make an Intelligence Check to create a computer program that will replicate actually performing the Ritual, without the specific materials and actions otherwise required. Such a program can only be run once, however, and will permanently disable the computer running it.

RESEARCH (+1)

You get a +1 Bonus to the Intelligence Check to find desired information in books, magazines, or computer databases.

  • Your Bonus does not extend to in-person Investigations that requires physically interacting with people not on a telephone or computer network. See the Weakness Social Awkwardness below.

LOCKPICKING (+1)

Your fascination with mechanism and security extends to physical locks.

  • You get a +1 Bonus to the Dexterity Check to pick locks, including both keyed and combination locks.

HACKER WEAKNESSES

NEMESIS

Choose a person who has made themselves your adversary. Every Affair, your Nemesis will do something to make your life more difficult.

  • Possible Nemeses include a school bully who always humiliates you in front of your crush, a rival Hacker who constantly frames you for their own security intrusions, a criminal trying to force you to steal for them, or a Government agent determined to find out your true identity.
  • Your Nemesis is always of at least your own Level. If you kill them, advance past them in Level, or move beyond their reach, you gain a new Nemesis of the Presenter’s choosing.

SOCIAL AWKWARDNESS (-1)

Whenever you must make a Charisma Check due to an in-person social interaction (such as trying to ask a non-Hacker out on a date), you suffer a -1 Penalty on the Check, with the following exceptions:

  • Interactions that take place across a computer network, on the phone, on the radio, or on a Bulletin Board System.
  • Situations where another merely sees, but does not interact with you.
  • Interactions with other Hackers (who accept your Social Awkwardness as normal).

SUGGESTED ASSETS FOR HACKERS

Fast Learner, Gift for Languages, Good-Looking, Master of Disguise, Naturally Skeptical, No Fear of… (something frightening), Musical, Sharp Hearing, Shrewd, Sneaky, Talent for…(choose one of your Special Abilities), Wealthy Family, Wily

SUGGESTED AFFLICTIONS FOR HACKERS

Addicted to… (substance), Allergic to… (something common), Bad Driver, Chronically Ill (choose disease), Deaf, Embarrassing Family, From the Wrong Side of Town, In a Wheelchair, Horrible Body Odor, Lame, Nearsighted, Severely Overweight, Speech Impediment, Still a Child, Ugly, Unlucky at Love

INITIAL ABILITY ADJUSTMENT FOR HACKERS

  • Intelligence +2.

HACKER HIT POINTS PER LEVEL

  • d4 Hit Points at 1st Level.
  • You gain an additional d4 Hit Points per Level

HACKER DAMAGE BONUS BY CHARACTER LEVEL

  • 1st Level: None
  • 2nd Level: +1
  • 3rd Level: +1
  • 4th Level: +1
  • 5th Level: +2
  • 6th Level: +2
  • 7th Level: +2
  • 8th Level: +3
  • 9th Level: +3
  • 10th Level: +3

TYPICAL STARTING EQUIPMENT FOR HACKERS

  • personal computer, with custom modifications.
  • portable shortwave radio.
  • latest issues of Byte magazine.
  • membership card in local computer club.
  • membership card in local radio club.
  • digital calculator watch.
  • t-shirt.
  • blue jeans.
  • canvas sneakers.
  • eyeglasses (or sunglasses).
  • a dozen caffeine pills.
  • ponytail holder or scrunchie (if female).
  • set of lock picks.
  • portable cassette player with headphones.
  • cassette mix tape of your favorite New Wave songs.
  • set of small precision screwdrivers.
  • needle-nose pliers.
  • Swiss Army knife.
  • “breadboard” with various electronic components, for making temporary and experimental device circuits.
  • “blue box” for making free phone calls.
  • van or motor scooter.
  • $50 spending cash (or equivalent in local currency).

ADVANCING IN LEVELS AS A HACKER

  • 6 Experience Points to attain 2nd Level.
  • 4 additional Experience Points are needed to attain each Level after 2nd.