Quickhacks

<Netrunner Class

As a bonus action, you choose a 20-foot square within range. Any comms devices within that 20-foot square are overloaded and shut down for one hour.

At 5th level, when you use this quickhack, the area of effect increases to a 40-foot square.

### Contagion

**Range:** 60 feet
**Duration:** 3 rounds

As an action, you choose a target within range. The target must succeed on a Mind saving throw or take 2d4 poison damage at the start of each of its turns for the duration. After the quickhack ends, it will jump to two other targets within 25 feet of the originial target. Like the first, the new targets must make a Mind saving throw.

At 5th level, when you use this quickhack, the duration increases to 6 rounds.

### Cripple Movement

**Range:** 60 feet
**Duration:** Up to a minute

As an action, you choose a target within range. The target must succeed on a Mind saving throw or be paralyzed for the duration as you hack into their cyberware and cause their joints to harden. At the end of each of its turns, the target can make another Mind saving throw. On a success, the effect ends. Targets made entirely of metal and those with cyberware on all four limbs have disadvantage on this saving throw.

At 5th level, when you use this quickhack, you can target an additional enemy within 25 feet of the original target to be affected.

### Cyberware Malfunction

**Range:** 60 feet
**Duration:** Up to a minute

As an action, you choose a target within range. The target must succeed on a Mind saving throw. On a failure, this quickhack causes the target's cyberware to malfunction, rendering it unusable for the duration. At the end of each of its turns, the target can make another Mind saving throw. On a success, the effect ends.

At 5th level, when you use this quickhack, you can target an additional enemy within 25 feet of the original target.

### Detonate Grenade

**Range:** 60 feet
**Duration:** Instantaneous

As an action, you choose a creature within range. You cause the target to detonate their carried grenade in their hands. The damage type of the explosion is determined by the type of grenade they are carrying.

### Distraction

**Range:** 60 feet
**Duration:** 10 minutes

As an action, you choose a target within range. You cause all of their personal devices to send conflicting alerts and emergency messages, distracting them for 10 minutes. Creatures under this effect have disadvantage with Intelligence (Perception) checks for the duration.

At 5th level, when you use this quickhack, you can select two creatures to target within 25 feet of each other instead of one.

### Friendly Mode

**Range:** 30 feet
**Duration:** 1 hour (concentration)

Using an action, you choose a robot within range of CR1 or lower. The robot must succeed on a Mind saving throw or become completely controlled by you. While under your control, you may use your action on your turn to control the robot as if it’s body was your own, and it acts on your initiative. If you do not use your action to control it on a turn, the robot does nothing.

At 5th level, when you use this quickhack, you can now hack up to CR6 robots.

### Interface

**Range:** 10 feet
**Duration:** -

When you are within 10 feet of a computer terminal with a security rating 3 or below, you can automatically interface with it to gain access to any messages or files on the terminal. Additionally, you can ask the GM one question regarding a specific topic that the computer might hold information about.

### Overheat

**Range:** 60 feet
**Duration:** 3 rounds

As an action, you choose a target within range. The target must succeed on a Mind saving throw or take 1d10 fire damage at the start of each of its turns for the duration, as their cyberware begins to cook them from the inside.

At 5th level, when you use this quickhack, the target becomes incapacitated for the duration.

### Ping

**Range:** 90 feet
**Duration:** 1 hour

As a bonus action, you choose a creature that you can see within range and ping one device or piece of cyberware to track it. For the duration, you gain information about the creature’s vitals, deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you always know its location. If the target drops to 0 hit points before this quickhack ends, you can use a bonus action on a subsequent turn to track a new creature.

Starting at 5th level, when you use this quickhack, the damage dealt increases to 2d6.

### Reboot Optics

**Range:** 60 feet
**Duration:** Up to a minute

As a bonus action, you choose a target within range. The target must succeed on a Mind saving throw or be blinded for the duration. At the end of each of its turns, the target can make another Mind saving throw. On a success, the effect ends.

At 5th level, when you use this quickhack, you can target an additional enemy within 25 feet of the original target.

### Short Circuit

**Range:** 60 feet
**Duration:** Instantaneous

As an action, you choose a target within range. The target must succeed on a Mind saving throw or take 2d8 lightning damage and be stunned until the start of its next turn.

At 5th level, when you use this quickhack, an EMP effect is created. Any other enemies within a 15-foot radius of the original target must make a Reflex saving throw. On a failed save they take half of the original damage.

### Sonic Shock

**Range:** 60 feet
**Duration:** 2 rounds

As an action, you choose up to 3 creatures within range. Each target must succeed a Mind saving throw or take 1d4+1 psychic damage, and gain the Deafened condition for the duration, as a high-pitched frequency emits inside the target's skull.

### Synapse Burnout

**Range:** 60 feet
**Duration:** 3 rounds

As an action, you choose a target within range. The target must succeed on a Mind saving throw or take 2d8 psychic damage, and become stunned for the duration, as their brain suffers from stroke-like symptoms: paresis, visual and speech disorders, and loss of balance.

Starting at 5th level, when you use this quickhack, if a target's HP is dropped to 0 by this quickhack, they burst into flames, causing enemies within 10 feet of them to gain the frightened condition.

### System Reset

**Range:** 60 feet
**Duration:** 1 minute

As an action, you choose a target within range. That target must succeed a Mind saving throw or instantly fall unconscious for the duration, until it takes damage, or someone uses an action to shake or slap it awake.

Starting at 5th level, when you use this quickhack, you can target two additional creatures within 25 feet of the original target.

### Weapon Glitch

**Range:** 60 feet
**Duration:** Up to a minute

As a bonus action, you cause a firearm within range that you can see to malfunction. When a target makes an attack with that firearm within one minute, the target must roll a d8 and subtract the number rolled from the attack roll. If a creature is holding the firearm, it makes a Technology check after every attack. On a successful check, the effect ends.

At 5th Level, the die increases to a d10. Additionally you can execute this quickhack as a reaction.

## Ultimate

***Requirement:*** *9th Level*

Ultimate quickhacks are very lethal and very gruesome. As such, they have the highest RAM cost of all quickhacks.

### Advanced Interface

**Range:** 10 feet
**Duration:** -
**RAM Cost:** 10

When you are within 10 feet of a computer terminal of any security rating, you can automatically interface with it to gain access to any messages or files on the terminal. Additionally, you can ask the GM one question regarding a specific topic that the computer might hold information about.

### Cyberpsychosis

**Range:** 60 feet
**Duration:** 1 minute
**RAM Cost:** 10

As an action, you choose a target within range. That target must succeed a Mind saving throw or enter a cyberpsychosis-like state for the duration, making it see no difference between friend or foe. It is subjected to the following effects:

* The target must make an attack against the nearest creature that it can see.
* If there is no creature within the target's attack range, the target must move toward one. If they end their movement and no target is still within attack range, they must use their action to dash toward one.
* After the duration, if the target has not dropped below 0 HP, it commits suicide.

### Memory Wipe

**Range:** 30 feet
**Duration:** Instantaneous
**RAM Cost:** 10

As an action, you choose ond creature of your choice that you can see within range. The target must make a Mind saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes is permenantly eliminated.

### Optical Illusion

**Range:** 30 feet
**Duration:** 8 hours
**RAM Cost:** 10

This quickhack allows you to change the appearance of up to 8 of creatures that you can see within range. Each target you choose appears altered through all cybernetic eyes, and on scanning software, within a 30-foot sphere that moves with you.

The quickhack disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs, otherwise the extent of the quickhack is up to you. The quickhack lasts for the duration, unless you use your action to cancel it sooner.

The changes wrought by this quickhack fail to hold up to physical inspection. For example, if you use this quickhack to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s natural head. If you use this quickhack to make the target appear thinner than it is, the hand of someone who touches the target would bump into its form while seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your Quickhack save DC. If it succeeds, it becomes aware that the target is disguised.

### Override

**Range:** 60 feet
**Duration:** 1 minute
**RAM Cost:** 10

As an action, you choose a target within range. That target must succeed on a Mind saving throw or be controlled by you for the duration. While the target is being controlled, you have a cyberpathic link with it as long as the two of you are within 5 miles. You can use this cyberpathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that man” “Run over there,” or “Fetch that object.” If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the target takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well.

### Suicide

**Range:** 60 feet
**Duration:** Instantaneous
**RAM Cost:** 10

As an action, you choose a target within range. That target must succeed a Mind saving throw or be forced to move their equipped weapon to their temple and pull the trigger, instantly killing themself. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the quickhack has no effect.