Hacker

The hacker can from any kind of background, whether it be bedroom script kiddies or advanced corporate programmers. Either way, they have exceptional skills in the art of hacking, and creating Programs -- nanotechnology used to create real-life combative effects.

## Basic Features

### **Hit Points**

* **Hit Dice:** 1d6 per hacker level
* **Hit Points at 1st Level: 6** + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 4) + your Constitution modifier per hacker level after 1st

### **Hit Points**

* **Armor:** Light Armor
* **Weapons:** Baseball bats, daggers, Tec-9 pistol, 10mm pistol
* **Tools:** Simple computers, medium computers, simple gadgets
* **Saving Throws:** Intelligence, Charisma
* **Skills:** Choose three from Electronics, History, Insight, Investigation, Deception, Intimidation and Repair

### **Equipment**

Along with the equipment and credits you start with from your background, you also start with an extra 2d4 x 120 credits. You also start with a basic laptop. Otherwise, you are expected to purchase your own equipment from the shopping lists.

## Terminal

A hacker's programs are located on their Terminal, which is typically some kind of computer system. Each Hacker has a limited amount of programs to use. At the beginning of each mission, a hacker will select the programs they want to bring on their Terminal.

At 1st level, you can only interact with simple computer systems.

At 5th level, you can interact with medium computer systems.

At 10th level, you can interact with advanced computer systems.

## HYDRA.exe

At 1st level, you have access to a brute force password cracking program from your Terminal. For any system that requires a password input, you are capable of attempting a password crack once as an action. It takes 5 turns (or 30 seconds) to complete at 1st level, or 2 turns (or 12 seconds) to complete at 5th level.

To break into a system, roll d20 + your Hack Modifier (Intelligence modifier + Proficiency Bonus) against the computer system's Hack Save DC. Upon success, you gain full access to the system. Otherwise, you are permanently locked out of this system, and if you do not have a VPN equipped, the system will alert others to your location.

To increase your odds of gaining access to the system, you can gain advantage by doing gaining a list of keywords, phrases, and names related to the system manager.

## VNUMBER.exe

At 1st level, you have access to a fake phone number generator, which is connected to your Terminal. When used, it will generate a random phone number that is callable.

At 5th level, you can use it to duplicate pre-existing phone numbers.

## Black Market

Starting at 2nd level, you have access to the black market shopping list whenever you are wandering Neo York without restrictions. You also know every piece of slang and code word associated with the black market.

This perk is the only possible way to access the black market shopping list.

## Remote USB

At 2nd level, you can perform your hacks from a remote USB. You only have one USB stick, which can be inserted and removed from most simple and medium computers. This includes but is not limited to:

* Computer Terminals
* Cell Phones
* Security Cameras
* Sentry Turrets
* Grenade Turrets
* Automatic Power Controllers (APCs)

## CAM-WIND.exe

At 2nd level, you have access to a program to which you can connect as many personal cameras as you can afford. With this, you have full access to everything that your cameras can see, so long as you are within a 2-mile range of them.

At 10th level, this range expands infinitely.

## TRACE\_IP.exe

At 2nd level, you have access to a program which can trace the location of any IP address to its exact location. This is done by rolling your Hack Modifier against the system's Hacker Save DC.

This program will not be effective if the target is using a proxy or VPN.

## DECRYPT.exe

At 3rd level, you have access to a program which lets you decrypt files at a rate of 1d4 minutes per terabyte of encrypted data. These files may contain the following:

* System passwords.
* Codewords for a password crack.
* Protected special information.

To beat the encryption algorithm and begin the decryption process, roll your Hack Modifier against the encrypted files' Hack Save DC.

## ENCRYPT.exe

At 3rd level, you can make a random encryption of data that cannot be easily decrypted.

## SQL-INJECT.exe

At 3rd level, you can perform an SQL Injection on a computer. When this is performed, roll your Hack Modifier against the system's Hack Save DC. Upon success, a list of encrypted information regarding the network is pulled from a system.

Upon failure, if you do not have a VPN equipped, the system will alert others to your location.

## Modify

At 4th level, you have the Modify ability. With modify, you are capable of modding equipment found on the shopping lists. The Modify ability is unique with regards to each item it can be used with.

## CASH\_SKIM.exe

At 5th level, you have the Cash Skimmer program. This program, when successfully applied, connects to a target's phone or personal computer with a credit wallet tied to it and extracts it, runs it through a non-detection tumbler, and places it into your wallet.

When used, roll your Hack Modifier against the system's Hack Save DC. Upon success, you gain an amount of credits ranging from 25/50/75/100 from the wallet.

Upon failure, if a VPN is not equipped, your victim will be notified.

## VPN.exe

At 5th level, you have a Virtual Private Network. When equipped, this program gives hackers disadvantage when attempting to trace your IP.

VPN.exe must be on the same terminal as the failed hacker program.

## Path of the Hacker

At 6th level, choose one of the following paths to carry forward:

* Black Hat Hacker
* White Hat Hacker
* Gray Hat Hacker

## I-SPY.exe

At 7th level, you have access to a proxy reversal trace program. When your terminal is being hacked from a remote location, you attempt to retrace it by rolling your Hacker modifier against the intruding system's Hack Save DC.

## COUNTER.exe

At 7th level, you have access to a Counter-hack program. When your terminal is being hacked from a remote location, you can reverse the hack using the IP address of the invading system, and hack them in return. If the system is using a proxy, I-SPY may be used along with it as a bonus action.

When counter-hacking, roll your Hack Modifier against their Hack Save DC. Upon success, you have counter-hacked into their system. Upon failure, your system is permanently compromised.

## Computer Expert

At 10th level, you are now proficient in the use of advanced computers. Effectively, you are now capable of manipulating any computer system of any size and complexity.

## Remote Hacking

At 10th level, you can now remotely hack and manipulate computers by pinging them with a node. This node can be placed anywhere within sight of yourself or a camera to which your Terminal is connected. Only one node can be placed at a time.

## Complete Access

At 14th level, you can now remotely hack and manipulate any equipment attached to a computer network by pinging them with your remote hacking node.

## HEART\_PULSE.exe

At 14th level, hack target creature by rolling your Hack Modifier against their Hack Save DC. Upon success, their heart pulsates.

If target creature's hit points are below zero, they automatically pass all death saves.

If target creature's hit points are above zero, you have disadvantage to hack into their neural network. Upon success, they take 5d8 electric damage.

This program can only be used once per long rest.

## GUESS\_AGAIN.exe

At 15th level, you now have access to a program that will let you re-attempt any failed hack as a reaction.

## Black Hat Hacker

The path of the black hat hacker is one taken by hackers who want to be able to do a lot of damage very quickly. It is a path centered around hurting others.

### **CYBER-PUPPET.exe**

At 3rd level, if you can connect to a robot (100% mechanized unit) with a remote USB or a ping, you can attempt to hack them as an action. Roll your Hack Modifier against their Hack Save DC. Upon success, you have hacked into their system and may perform one of the following per turn as a bonus action:

* Move them 20 feet in a direction of your choice.
* Reduce their movement speed to zero until the end of their next turn.
* Instantly deal 1d8 electric damage.
* Cause their weapons to malfunction and randomly fire at an enemy in its range.

* Grant them 1d8 hit point recovery. (Limited to three times per long rest.)

At the beginning of target hacked robot's turns, it can attempt to free itself from the Hack by rolling an Intelligence save against your previous Hack Modifier roll.

Once target hacked robot's hit points drop to zero, you can assume complete control of them until the end of your next long rest.

### **DETONATE.exe**

At 6th level, you gain the Detonate program. Once you have hacked into a system, you can roll against the Hack Save DC a second time to cause it to Detonate. When this happens, the electronic infastructure of this device overheats itself as quickly as possible and catches fire.

After 1d6 turns, it will explode, causing 2d6 fire damage to anyone within a 10 foott radius, or half upon a successful Dex saving throw DC 14.

### **CYBER-PUPPET-2.exe**

At 9th level, if you can connect to a cyborg (50% mechanized unit) with a remote USB or ping, you can attempt to hack them as an action. Roll your Hack Modifier against their Hack Save DC. Upon success, you have hacked into their system and may perform one of the following per turn as a bonus action:

* Move them 10 feet in a direction of your choice.
* Reduce their movement speed to zero until the end of their next turn.
* Instantly deal 2d8 electric damage.
* Cause them to go completely blind until the end of their next turn.
* Cause attached cyborg weapon(s) to malfunction and cease working.

* Grant them 1d8 hit point recovery. (Limited to three times per long rest.)

At the beginning of target hacked cyborg's turns, it can attempt to free itself from the Hack by rolling an Intelligence save against your previous Hack Modifier roll.

Once target hacked cyborg's hit points drop to zero, you can assume complete control of them until the end of your next long rest.

### **NEURAL-HIJACK.exe**

At 11th level, gain a Ping Syringe. In this syringe, you can store your remote ping. If injected into a human being, roll your Hack Modifier against their Constitution saving roll. Upon success, you have hijacked their neural network and may perform one of the following per turn as a bonus action:

* Move them 5 feet in a direction of your choice.
* Reduce their movement speed by 20 feet until the end of their next turn.
* Instantly deal 1d8 mental damage.
* Cause them to go completely blind and deaf until the end of their next turn.
* Cause their stomach, bladder, or intestines to momentarily fail.

At the beginning of target hijacked creature's turns, it can attempt to free itself from the Hack by rolling an Intelligence save against your previous Hack Modifier roll.

### **NEURAL-HIJACK-2.exe**

At 13th level, gain a program that, when used in conjunction to NEURAL-HIJACK.exe, adds the following bonus actions to the list:

* Cause them to fire their weapon at target creature or object (other than self).
* If hit points are below half of their maximum, cause them to make a Wisdom save against your Hack roll or commit suicide.
* Cause them to instantly fall asleep.
* Cause them to be stunned.
* Interact with an object, such as pulling a lever, smashing a window or typing in a password from memory.

## White Hat Hacker

The path of the white hat hacker is one taken by hackers who intends to use their programs for the betterment of their fellow man.

### **Remote Visor**

At 3rd level, you gain access to a supply of remote visors with which you can equip to willing creatures. These remote visors connect into the neural networks of their hosts, making them remotely hackable separately from your remote USBs or pings.

### **SECOND-WIND.exe**

At 3rd level, when SECOND-WIND.exe is executed, target creature recovers 2d10 hit points + your hacker level. This program can only be executed 2 times per long rest.

At 9th level, this program can be executed 3 times per long rest.

### **X-RAY.exe**

At 6th level, when X-RAY.exe is executed, target creature(s) equipped with your visors have X-RAY vision for 1d4+1 turns. While X-RAY is activate, affected creatures gain the following:

* The cover rating of creatures within 20 feet of a party member is decreased by one tier.
* Items, objects, and creatures through walls can be accurately detected (within 20 feet).

At 6th level, X-RAY can be used once per long rest.

At 11th level, X-RAY can be used twice per long rest.

### **SCOPE.exe**

At 11th level, when SCOPE.exe is executed, one of the following affects is applied to target hackable creature until the beginning of your next turn:

* Ranged weapon attack roll is increased by +1.
* Armor class is increased by +2.
* A 15-foot-square cloud of smoke is released from the visors. Attack rolls from the cloud or into the cloud are at disadvantage.

### **OVERCLOCK.exe**

At 13th level, gain the ability to push target creature's bodily functions to their maximum. Once per creature per long rest, target creature is imbued with the following for 1d4 turns:

* All damage taken is halved.
* It is impossible to have disadvantage on any attack rolls.
* Two actions can be taken per turn instead of one.

After the effects of OVERLOCK.exe wear off, the creature must make a Constitution save DC 13 or take a level of exhaustion.

## Gray Hat Hacker

The path of the gray hat hacker is for the centrist who doesn't really stand for anything. As such, it is the weakest of all the classes, but is simultaneously the most versatile.

### **Remote Visor**

At 3rd level, you gain access to a supply of remote visors with which you can equip to willing creatures. These remote visors connect into the neural networks of their hosts, making them remotely hackable separately from your remote USBs or pings.

### **SECOND-WIND.exe**

At 3rd level, when SECOND-WIND.exe is executed, target creature recovers 2d10 hit points + your hacker level. This program can only be executed 2 times per long rest.

At 9th level, this program can be executed 3 times per long rest.

### **CYBER-PUPPET.exe**

At 6th level, if you can connect to a robot (100% mechanized unit) with a remote USB or a ping, you can attempt to hack them as an action. Roll your Hack Modifier against their Hack Save DC. Upon success, you have hacked into their system and may perform one of the following per turn as a bonus action:

* Move them 20 feet in a direction of your choice.
* Reduce their movement speed to zero until the end of their next turn.
* Instantly deal 1d8 electric damage.
* Cause their weapons to malfunction and randomly fire at an enemy in its range.

* Grant them 1d8 hit point recovery. (Limited to three times per long rest.)

At the beginning of target hacked robot's turns, it can attempt to free itself from the Hack by rolling an Intelligence save against your previous Hack Modifier roll.

Once target hacked robot's hit points drop to zero, you can assume complete control of them until the end of your next long rest.

### **SCOPE.exe**

At 11th level, when SCOPE.exe is executed, one of the following affects is applied to target hackable creature until the beginning of your next turn:

* Ranged weapon attack roll is increased by +1.
* Armor class is increased by +2.
* A 15-foot-square cloud of smoke is released from the visors. Attack rolls from the cloud or into the cloud are at disadvantage.

###

### **CYBER-PUPPET-2.exe**

At 13th level, if you can connect to a cyborg (50% mechanized unit) with a remote USB or ping, you can attempt to hack them as an action. Roll your Hack Modifier against their Hack Save DC. Upon success, you have hacked into their system and may perform one of the following per turn as a bonus action:

* Move them 10 feet in a direction of your choice.
* Reduce their movement speed to zero until the end of their next turn.
* Instantly deal 2d8 electric damage.
* Cause them to go completely blind until the end of their next turn.
* Cause attached cyborg weapon(s) to malfunction and cease working.

* Grant them 1d8 hit point recovery. (Limited to three times per long rest.)

At the beginning of target hacked cyborg's turns, it can attempt to free itself from the Hack by rolling an Intelligence save against your previous Hack Modifier roll.

Once target hacked cyborg's hit points drop to zero, you can assume complete control of them until the end of your next long rest.