CRYPTECH

## SUMMARY

Cryptechs are masters of both the net, and the electronic systems connected to it. A skilled enough cryptech can perform feats indistinguishable from magic.

This class is for players looking to confound and amaze with feats of technical prowess. It always pays to have a Cryptech on the team, both in and out of combat.

## Class Features

* Cryptechs gain advantage at any non-combat Tech actions. This includes investigating digital devices or systems, opening digital and electronic locks, hacking encryption, or tampering with digital or electronic devices.
* Cryptechs are the only class capable of wielding a Net-Piercer, a valuable piece of technology that allows for deeper interaction with systems than would be possible with a link alone.
* Cryptechs are the only class capable of utilizing Tier 2 and Tier 3 Cracks.
* Cryptechs begin with 10 Crack charges.

## Class Style Skill

* AWPM
	+ Use any slotted Crack as a reaction when targeted.

## Subclasses

### Lurker

* Level 1
	+ The Lurker is not physically present, interacting from a distance with systems connected to the wide-net. From their Terminal Lounger, they gain proficiency in their endeavors, allowing for a +5 to all TEC rolls. This includes investigating digital devices or systems, opening digital and electronic locks, hacking encryption, or tampering with digital or electronic devices.
	+ A disadvantage of the Lurker’s remote position is that they cannot directly intervene in a physical sense, and can have their communication with the party severed by a disruption of comms, or destruction of communications devices.
	+ While a Lurker is in active communication with at least one party member, that party member can grant the lurker access to devices not connected to the wide-net through their link. This method of access will function as a Net-Piercer, removing a lurker’s +5 to skill checks, and requiring the party member that is assisting keeps their right hand or wrist in contact with the targeted access point in order for the connection to be maintained.
* Level 3
	+ Lurkers may take advantage of the subsystems of their Terminal Lounger, dedicating one task requiring focus to be maintained by the lounger itself. The prompting of the task must be performed on the Lurker’s own focus, with the transfer of task ownership requiring one main-phase action of their turn. A loss of connection will end the focus provided by the Lounger.
	+ Lurkers gain one additional slot in both Tier 1 and Tier 2 Cracks.
	+ Lurkers gain the ability to deploy Cracks against another Cryptech through their own layers of Encryption.
* Level 6
	+ Lurkers gain an additional Tier 3 Crack slot.
	+ Lurkers gain the ability Sixth Sense, allowing them to react to any subsystem or opposing cryptech while in netspace with 1 free main phase action before their opponent can act.
* Level 10
	+ Lurkers gain the ability System Purge, allowing them to reject all opposing Cryptechs from a network they’re connected to once per encounter.
	+ Lurkers gain the ability Hostile Takeover. This ability may be used to infect any system the Lurker has broken the encryption of since their last long rest. A system infected by Hostile Takeover will require any Cryptech not allied with the Lurker to break encryption. A failure to break will result in the non-allied Cryptech becoming Infected.
* Subclass Style Skill
	+ Living Bomb
		- Target one hostile to overload. This target must have implants for this ability to function. The target takes damage equivalent to half of their maximum HP. All allies of the target within ten feet take 1D12 Electrical damage.
		- If Living Bomb kills the target, all allies of the target within ten feet must succeed on a Fortitude saving throw, or take 1D6 Synaptic damage.

### Field Operator

* Level 1
	+ The field operator is the best of both worlds, gaining the ability to interact with deep systems with the use of a Net-Piercer, while retaining the mobility and presence of a Street Magician.
	+ If a Field Operator is advised by the GM that they’ve reached a deep subsystem while hacking, they may have to roll checks at disadvantage, as the Net-Piercer is not as nimble or delicate as a connection through a Lounger.
	+ The Field Operator is required to carry a considerable amount of equipment in order to exercise their skills, requiring two of their weapon slots to be occupied, incapable of holstering firearms or melee implements. Which two is up to the Cryptech themselves, and may be changed when out of combat.
* Level 3
	+ The Field Operator may rely on their Net-Piercer to assist in general technical actions. If the Net-Piercer is not occupied with any task, it may be used to deploy an additional Tier 1 or Tier 2 Crack once per turn, in addition to your normal actions.
	+ The Field Operator gains the ability Netwatcher, allowing them to place a detector within any local network they have broken the encryption of since their last long rest. This detector will alert the Field Operator if any non-allied Cryptechs access this network, but will not reveal any other information about the nature of the access.
* Level 6
	+ Field Operators gain the ability Trace Protocol. To activate Trace Protocol, a Field Operator must be aware of a non-allied Cryptech to target that is occupying the same network as themselves. A target must succeed on a Tech saving throw, or have their physical location revealed.
	+ Field Operators gain an additional Tier 1 and Tier 2 crack slot.
	+ Field Operators gain the ability to deploy Cracks against another Cryptech through their own layers of Encryption.
* Level 10
	+ Field Operators gain the ability Active Countermeasures. The target must be connected to the field operator through any network type, and their presence must be known. Targets must succeed on a Tech saving throw or become Infected. Targets must succeed on a Fortitude saving throw or take two instances of 1D12 Synaptic damage, rolled independently.
	+ Field Operators gain the ability Lockout, preventing a known target from accessing any networks they are not currently connected to for one turn-rotation. If the target is not currently occupying the same network as the Field Operator, line of sight is required. Targets that attempt network access during this effect will take 1D12 Synaptic damage.
* Subclass Style Skill
	+ Live Wire
		- Send a malicious voltage spike from your Net-Piercer. All non-allied entities connected to the same network as the Net-Piercer must succeed on a Tech saving throw, or be thrown from the network and become Stunned.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Shotguns
		- Carbines
		- Precision Rifles
	+ Melee
		- Small Implements
		- Medium Implements

### Street Magician

* Level 1
	+ The Street Magician is pure style-over-substance, preferring flashy maneuvers and party tricks over deep systems work. Street Magicians gain the ability to utilize most Cracks, with Tier 3 being off-limits to them. In exchange for this, Tier 1 cracks are second nature, and a player may choose to perform two in one action, only consuming a single charge.
	+ The Street Magician’s spare time is spent honing their craft, leaving little time for the gym. Sacrifice one weapon slot of the player’s choice. This slot can be changed when out of combat.
	+ Street Magicians are immune to Tier 1 cracks.
* Level 3
	+ As the majority of a Street Magician’s ill-gotten gains come from scams and party tricks, they’ve developed the ability to strike up a great rapport with any stranger they meet. Gain +5 to attempts at persuasion and all style checks.
	+ Street Magicians gain the ability Digital Guardian, protecting one party member from Tier 1 cracks for one turn rotation. This does not apply to any cracks that have already been applied before the use of Digital Guardian. This ability requires line of sight.
* Level 6
	+ With increased practice, Street Magicians may now use Tier 2 cracks twice per action.
	+ Street magicians gain the unique tier 1 crack Flash, blinding a target with disorienting, bright light for one turn rotation.
* Level 10
	+ Street Magicians may now use three Tier 1 Cracks per action.
	+ Street Magicians become immune to the Infected condition, and gain the ability Antivirus. Antivirus allows for the removal of the Infected condition from an ally once per encounter. This ability requires line of sight.
* Subclass Style Skill
	+ Abracadabra, Alakablam
		- As a reaction, interrupt an enemy’s attack by firing a burst from your equipped weapon, simultaneously deploying a Tier 2 crack at the same target.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Carbines
		- Precision Rifles
		- Ordinance (Light)
	+ Melee
		- Small Implements
		- Medium Implements

### Combat Technician

* Level 1
	+ The Combat Technician is the closest a cryptech comes to working within the realm of the mechanical, bending the will of any electronically enabled device to their whims. Gain the ability Channeling, allowing you to take over any such machine without AI capabilities. Utilizing Channeling forces the cryptech to remain stationary and unresponsive. Until the cryptech chooses to exit Channeling, or damage is dealt to their own body, all actions of their turns are granted to the machine they control. If a machine is being manually operated by another character, the Combat Technician must succeed on an opposed TEC check to disable manual controls. This ability requires line of sight.
	+ A Combat Technician may spend an action to interfere with Biomech components that posses moving parts, causing an extension or contraction of any applicable piece of the component. This includes actions such as manipulating a finger, extending and straightening a knee, or swiveling a Biomech eye. This ability requires line of sight.
* Level 3
	+ Gain an instance of Passive Channeling. You may instruct a single target that would be valid for full Channeling to perform simple tasks (tasks without any decision making) without needing to fully channel. You may use this ability alongside an instance of full Channeling. Any damage to the Combat Technician will end this ability. This ability requires line of sight.
	+ Gain the ability Hex. Using Hex, you may implant any R1 crack within the systems of any non-AI machine containing electronic components. The reflexive crack will trigger on the first potential target to either make physical contact with, or attempt to access the systems of, its host machine.
* Level 6
	+ Gain two more instances of Passive Channeling.
	+ Hex may now be used to set R2 cracks.
	+ Gain the ability Silent Alarm, allowing for a valid Channeling target with no other effects on it to be used as an early warning system. If the machine is activated, manipulated, or physically touched by a living being, the Combat Technician will be silently notified.
* Level 10
	+ Gain two more instances of Passive Channeling.
	+ Hex may now be used twice per action.
	+ You have gained significant experience Channeling, finding it easy to become one with machines. Once per turn-rotation, you may add another instance of full Channeling, all instances ending upon the Combat Technician taking damage.
	+ Gain the ability Mechanical Frenzy. This ability causes up to 5 valid Channeling targets to become hostile to your opponents, acting within their physical limits to damage or impede any available targets.
* Subclass Style Skill
	+ Coalescence
		- Five valid Channeling targets may be united on a temporary subnet, allowing them all to be considered as one. This treats these five machines as a single entity for all related abilities and skill checks.
			* This subnet expires at the end of an excursion.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Shotguns
		- Carbines
		- Heavy Rifles
		- Precision Rifles
	+ Melee
		- Small Implements
		- Medium Implements

### Captain

Only one captain subclass may be in a party at a time.

* Level 1
	+ Gain the ability Recharge. Transfer one or more of your crack charges to a party member.
	+ Gain the ability Infect. Charge one member of your party with a R1 crack that will deploy against the next target they select, alongside their own action.
* Level 3
	+ Gain the trait Charitable. Your party may make use of cracks that you have slotted in addition to their own, excluding cracks they would be incapable of slotting.
	+ Gain the trait Commanding. NPC cryptechs in your party do not need to roll at the point of kick off, instead acting directly after your turn.
* Level 6
	+ Gain the trait Defender. Once per turn-rotation, you may use a crack as a reaction to a member of your party being targeted by a hostile character.
	+ Gain the trait Recognition. You are able to immediately identify whether an NPC is a cryptech or not.
* Level 10
	+ Gain the ability Guardian Tech. For one turn rotation, once per combat encounter, your party members are unable to be targeted by cracks, regardless of source or intent.
	+ Gain the ability Mass Overcharge. For one turn rotation, your party members gain 5 temporary crack charges. Unused charges decay as your next turn begins.
* Subclass Style Skill
	+ M4YH3M
		- For one turn rotation, your entire party may deploy two cracks per action without consuming any crack charges.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Carbines
		- Precision Rifles
	+ Melee
		- Small Implements
		- Medium Implements