CRACKS

All Cracks with persisting effects last one turn-rotation unless otherwise specified.

## Offensive Cracks

### Tier 1 Cracks

* Arc Risk
	+ Cause a target's Biomech components, or a piece of tech near the target, to malfunction, releasing an arc of electricity that deals 2D10 Electrical damage.
* Power Throttling
	+ For one turn-rotation, a target's Biomech components will be restricted, unable to provide any additional effects. These components will behave as the biological parts they have replaced or augmented.
* Blur
	+ Create a glitch in a target’s optical implant, causing it to lose focus, making their vision blur. This causes the target to perceive their environment at disadvantage until their turn ends.
* Pins and Needles
	+ Cause a target’s right arm to lose sensation and most control by alternating the electrical current flow in their link. This effect acts as a detriment to aim with any weapon in contact with their right hand, causing disadvantage to all chance-to-hit rolls on their next turn.

### Tier 2 Cracks

* Hazardous Environment
	+ Cause a target's Biomech components, or a piece of tech near a target, to malfunction, releasing an arc of electricity that deals 3D10 Electrical damage.
* Malfunction
	+ For one turn-rotation, a target's biomech components malfunction, causing them to behave erratically. Use of these components during this time will deal 1D10 damage to the target.
* Hot Wire
	+ Overload power to an opponent’s link, causing 1D12 Heat damage. The target must then make a Fortitude save, dropping any item in that hand upon failure.
* Disassociation
	+ An NPC affected by this crack disassociates, becoming unresponsive to all stimuli but damage for one turn-rotation.

### Tier 3 Cracks

* Lethal Environment
	+ Cause a target's Biomech components, or a piece of tech near a target, to malfunction, releasing an arc of electricity that deals 4D10 Electrical damage.
* Fatal Error
	+ Completely disable a target's Biomech components, requiring the use of a mechanics or tech check out of combat to repair the damage done. Deal 3D10 damage to this target.
* Call of the Void
	+ A cacophony of pained cries reaches out to a target of your choosing. These voices tell of the damned, of all the mistakes of their life, and of the futility of going on. This target must succeed on a fortitude saving throw or attempt to commit suicide, dealing 50% of their maximum HP in self damage. On a successful save, this target is stunned. Any allies of this target that witness a successful suicide must succeed on a fortitude saving throw or become stunned.
* Psychosis
	+ Cause an enemy to turn on their allies, this effect lasting until the target eliminates at least three entities, or is reduced to half health.
* Nerve Damage
	+ By overloading an opponent’s link, disable an opponent’s right arm until combat ends. Upon a failed constitution saving throw, inflict the stunned condition. Electrical discharge from this overload will inflict Hotwire on enemies within ten feet of the target, and Pins and Needles on enemies within an area of ten to twenty feet of the target.

## Defensive Cracks

### Tier 1 Cracks

* ICE
	+ Deploy active countermeasures within your implants. Any enemies attempting to use cracks on your character for one turn-rotation must succeed in an opposed Tech roll.
* Cognitive Boost
	+ For the remainder of your turn, your perception of time is altered. All you observe appears to move in slow motion, granting you advantage on any checks or saves.
	+ This effect includes chance-to-hit rolls.
* Reparative Diagnostics
	+ Reverse the Infected condition by one level of progress. This Crack cannot remove the infected condition.

### Tier 2 Cracks

* Mirage
	+ Vanish from a target's sight, leaving behind a slight shimmer that occupies your location. This shimmer is detectable within ten feet, or upon a successful investigation check. The effect of Mirage is nullified within five feet.
* Advanced Countermeasures
	+ For one turn-rotation, enemies are incapable of affecting your character with any cracks.
* Cognitive Overclocking
	+ For one turn-rotation, your perception of time is altered, seemingly coming to a stand still. Your increased awareness of events grants you advantage on all checks and saves, and a +5 on chance-to-hit.
		- The advantage applied by this Crack includes chance-to-hit rolls.
* Quarantine
	+ Isolate an instance of the Infected condition, limiting it from spreading beyond its current progression.

### Tier 3 Cracks

* Sensory Glitch
	+ For one turn, become perfectly invisible to all NPCs with optical implants. If these NPC also have a link, no sound you make can be heard. Objects you move will be seen as moving by these NPCs, prompting investigation.
* Electrical Decoupling
	+ For the rest of your turn, your perception of time reaches an understanding beyond mortality. You feel a sense of release as you become one with your implants. You gain advantage on all skill checks, a +5 on chance-to-hit, and doubled movement speed. At the end of your turn, succeed on a fortitude saving throw or become stunned.
* Systems Restoration
	+ Perform a Tech skill check. Upon success, remove the Infected condition from one character or NPC. This skill automatically succeeds if it was preceded by Quarantine.

## Reflexive Cracks

### Tier 1 Cracks

* Cauterizer
	+ Once the target of this crack takes damage, trigger an instance of healing to said target of 1D10 HP.
		- This effect persists for the duration of a combat encounter.
* Spider Silk
	+ Any incoming crack to the target of Spider Silk will reveal the location of the source of the crack for one turn rotation.
		- Spider Silk does not prevent the effect of the incoming crack.
* Second Sight
	+ Second Sight activates when any targeting attempt is made against an affected character, broadcasting the visual data of the affected character to an ally of their choice.
		- The ally receiving data from Second Sight must be selected when this crack is first utilized.
		- This effect expires when combat ends.

### Tier 2 Cracks

* Arc Jacket
	+ Any instance of damage from a source within 15' will prompt an arc dealing 3D10+5 Electrical damage to the source of the damage.
		- This effect occurs once, Arc Jacket expiring after a single use.
		- Arc Jacket naturally expires when combat ends.
* Snare
	+ Any incoming crack to the target of Snare will reveal the location of the source of the crack for the remainder of combat.
		- Snare does not prevent the effect of the incoming crack.
		- The locational information provided by Snare may be used in place of line of sight for the use of cracks.
* Gorgon
	+ Upon a non-ally making at attempt to target a crack at a character affected by Gorgon, Gorgon will respond by locking any applicable Biomech component the hostile has installed at full extension.
		- The effects of Gorgon may break line of sight, preventing the hostile character from utilizing a crack effectively.

### Tier 3 Cracks

* Black ICE
	+ Any enemies attempting the use of Cracks on your character within one turn-rotation are rejected from your systems, taking 1D8 synaptic damage and gaining the stunned condition.
* Pitfall
	+ Booby trap a target of your choice with Biomech components by choosing two O2 cracks. If an attempt is made to use any cracks on this target, both of the hidden 02 cracks will fire back before an effect may take place.
* Pack Defense
	+ Any instance of damage to an ally affected by Pack Defense will prompt an electrical arc to emit from all allies affected by Pack Defense.
		- This arc deals 3D10+10 Electrical damage.
		- This arc seeks un-allied living beings within 15', striking the nearest one.
		- This effect expires when combat ends.

## Utility Cracks

### Tier 1 Cracks

* Phantom Whispers
	+ A target begins to hear dissonant voices from a location of your choosing, unable to make out what they say. This effect typically causes suspicion, but will likely prompt investigation.
* Analyze
	+ With light but careful probing of a digital system, reveal any linked devices in the immediate area.
		- This area contains the same room as the target device and directly connected rooms.
* Paranoia
	+ Create an illusory sound using a target’s link. This high pitched whine and sporadic thudding has no discernable origin, typically prompting investigation.
* Light Show
	+ Overload a minor circuit in a nearby light fixture, screen, or holographic projector, causing a spike in its light output that flickers for one turn-rotation. This effect typically prompts investigation in unalerted foes.
* Obfuscation
	+ For six hours, security cameras are unable to detect your identity through facial recognition. If attempting to view your face, a camera will instead observe a pixelated mass of static.

### Tier 2 Cracks

* Haunting Memory
	+ A target begins to hear a whispering voice from a location of your choosing, typically of one they held close that has left this world. The voice calls to them, begging for aid. This target will be distracted, typically investigating the source of the whispers. In combat, this target must succeed on a fortitude saving throw or become stunned. On a successful throw, this target takes 5 synaptic damage.
* Lights Out
	+ Disable lighting within an immediate area for one turn-rotation. If indoors, this effect occurs within your current room and directly connected rooms. If outside, this effect occurs for one city block.
		- Areas affected by this Crack may inflict the Poor Visibility condition, dependent on time of day and whether or not characters in that area have the ability to see in the dark.
* System Diagnostics
	+ Focus on a piece of electronics to reveal a selection of actions that can be performed with no additional skills or actions needed. This list is detailed at the GM’s discretion.

### Tier 3 Cracks

* Blackout
	+ Disable powered systems for one turn-rotation. This includes enemy biomech components. If indoors, this effect occurs for your entire occupied floor, as well as those directly above and below. If outside, this effect occurs for four city blocks.
		- Areas affected by this Crack may inflict the Poor Visibility condition, dependent on time of day and whether or not characters in that area have the ability to see in the dark.
* Trojan Horse
	+ Gain immediate access to a piece of electronics not protected by encryption with four or more layers. By gaining access, you reveal the location of all connected devices and power sources.