Netrunner

*In 2077, the use of computer technology has become truly universal. Some use a PDA, others personal computers, still others a neural processor. Regular Janes and Joes know how to use these systems to access information, communicate, even fight. But there are others who can use the same tech to work wonders: netrunners.*

*A netrunner knows the ins and outs of computer systems, the programming languages, how to write or mod a killer virus. Deck in hand, they're just as dangerous as a corporate soldier armed to the teeth. Many netrunners are free agents working only for themselves, but a few have signed their own pacts with the megacorps and work to keep corporate data fortresses solid and impenetrable. Today, each and every corporation has a veritable army of netrunners on its payroll.*

*Netrunners were once considered the rulers of cyberspace, using their skull jacks to roam a vast, global network. They also needed special suits to cool their bodies (although a tub full of ice would do for penniless punks). But this era ended with the cataclysm wrought by the greatest runner of all, Rache Bartmoss. Cyberspace became a land of daemons, cut off by the (nearly?) impenetrable Blackwall.*

## Class Features

As a netrunner you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per netrunner level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per netrunner level after 1st

### Proficiencies

**Armor**: Light armor, helmets
**Weapons**: Melee weapons, pistols, and SMGs
**Tools**: None
**Saving Throw**: Mind
**Skills**: Choose three from Computing, Hacking, Medicine, Sense Motive, Stealth, Vehicles (Aircraft), and Vehicles (Land)

### Cyberdeck

At 1st level, you have a cyberdeck, a piece of cyberware that allows a Netrunner to execute quickhacks, installed.

#### Quickhacks

A quickhack is a special kind of program that can be utilized to take out or disorient enemies, and bypass defenses. Each quickhack has a *duration* (the time the quickhack will be active), and a *RAM cost* (the amount of cyberdeck ram required to infect the target with a quickhack).

Your starting cyberdeck comes pre-installed with two quickhacks of your choice. As you gain levels, you learn additional quickhacks. And at 5th level, the quickhacks you know become more powerful.

Some quickhacks require your target to make a saving throw to resist the quickhack's effects. The saving throw DC is calculated as follows:

**Quickhack save DC** = 8 + your proficiency bonus + your Technology modifier

#### RAM Units

In order to perform quickhacks, you require RAM units. Once a RAM unit has been used, you must take a short or long rest to recover them. Your starting cyberdeck comes with 3 RAM units installed. As you gain levels, you upgrade your cyberdeck, gaining additional RAM units.

#### Personal Link

Every cyberdeck comes equipped with a personal link, a cable that allows you to jack in and interface with another cyberdeck or some form of control NET architecture (computers, electronics, and their associated programs) via an access point. While jacked in, as an action, make a Technology check. On results of 20 or above, ask the GM three questions the device would know. On results of 10 or above, ask the GM two questions the device would know. On results below 10, ask the GM ask one question from the device would now. Jacking in requires concentration.

### Breach Protocol

Also at 1st level, you can execute the Breach Protocol quickhack when jacked into an access point. This does not cost a RAM unit. When you do so, you can either roll a Technology (Hacking) check against the ICE Level DC or perform the Hacking Variant; your choice. On a success, you can execute a Daemon, a powerful program that infiltrates the network and affects everything connected to it, from the list below. On a failure, you are kicked from the system, all enemies connected to the network are alerted to your presence, and you cannot use *Breach Protocol* against the same network until you finish a long rest.

* **Big Sleep.** Deactivates all cameras in the network, granting you and your crew advantage on Dexterity (Stealth) rolls.
* **Mass Vulnerability.** Reduces the physical resistances of all enemies in the network.
* **Datamine.** Allows you to acquire quickhacks and eurodollars from Access Points.
* **Turret Shutdown** (unlocked at level 6). Disables security turrets in the network for up to a minute.
* **Turret Tamer** (unlocked at level 9). Sets the status of every turret in the network to friendly for up to a minute.

### Redistribution

At 2nd level, as a reaction, when you or an ally that you can see rolls damage for an attack that hits, you can add any of your unused hit dice to the damage roll. Adding your hit dice to the damage roll spends those hit dice.

### Netrunner Focus

At 3rd level, you choose a netrunner focus. Each focus also grants different abilities at 5th and 10th levels.

### Ability Score Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

### Universal Training

Your ability to get quick access to multiple fields of study pays off. Starting at 6th level you can add half your Proficiency bonus, rounded down, to any ability check you make that doesn’t already include your Proficiency bonus.

### Bartmoss's Legacy

By 9th level, you are a master of quickhacks and gain access to ultimate quickhacks. You may now consider ultimate quickhacks as options when learning new quickhacks. These work in the same way as your current quickhacks, but are significantly more powerful.