Hacker

Your job is to clear the way for settlements, ships and exploration, plunging into the Wildsea to tear open paths and clearings.

The earliest hackers used fire, before quickly realizing that the ironwood boughs re-grew faster than they burned. You know, like every other survivor, that fire is more trouble than it’s worth. Now sharpened metal, chemicals and honest sweat reign supreme; your worth is measured in snapped branches and rough-cut routes

Axe-Heads and Sawteeth

A hacker’s work is some of the most dangerous on the wildsea, the very nature of their job calling on them to plunge into the waves at a moment’s notice. And, though the core of their work is checking for safe paths, soft-spots and the kinds of hazard that don’t show up on a map, they’re also called upon to defend their ships from more mobile dangers when necessary.

Luckily for a hacker, their wilds-clearing arsenal doubles as a retty effective set of weapons. No other post can deal with plant-based threats with the same level of competence, and those skills allow them to put up a sturdy defence against insect and mammalian aggressors as well.

Crezzerin

A danger for the average sailor, but a constant threat for a hacker. Crezzerin’s searing, mutative liquidity isn’t omnipresent, but it might be in any leaf or branch-tip they aim to cut. Even with their protective gear kept in peak condition, they’ll suffer the effects befofre too long - crews with a dedicated hacker almost always find themsevles in need of a dedicated surgeon as well before too long.

Questions to Consider

When you incorporate elements of the hacker into your character, consider the following questions…

Alternate Presentations

Though a hacker’s usual presentation is one of pathfinding and threat detection, a less martial approach can also work - hackers make excellent harvesters and gardeners, able to withstand the waves long enough to bring in choice specimens of plantlife to supply a surgeon, alchemist or char.