![[Biohacker Art.jpg]] ## The Biohacker |||||Hack Slots Per Level -|-|-|-|-|-|-|-|- **Level**|**Proficiency Bonus**|**Features**|**Hacks Known**|**1st**|**2nd**|**3rd**|**4th**|**5th** 1st|+2|[[#Hacking]], [[#Life Scientist]]|3|4|-|-|-|- 2nd|+2|[[#Conscientious Focus]]|4|5|-|-|-|- 3rd|+2|[[#Biotic Aptitude]]|5|6|-|-|-|- 4th|+2|[[#Ability Score Improvement]]|6|7|-|-|-|- 5th|+3|[[#Biohacker Contact]]|7|7|1|-|-|- 6th|+3|[[#Biotic Aptitude]]|8|7|2|-|-|- 7th|+3|[[#Bioware Upgrade]]|9|7|3|-|-|- 8th|+3|[[#Ability Score Improvement]]|10|7|4|-|-|- 9th|+4|[[#Surgical Strikes]]|11|8|5|1|-|- 10th|+4|[[#Biotic Aptitude]]|12|8|5|2|-|- 11th|+4|[[#Bioware Upgrade]]|13|8|5|3|-|- 12th|+4|[[#Ability Score Improvement]]|14|8|5|4|-|- 13th|+5|[[#Biohacker Contact\|Biohacker Contact (2nd)]]|14|9|5|5|1|- 14th|+5|[[#Biotic Aptitude]]|15|9|5|5|2|- 15th|+5|[[#Bioware Upgrade]]|16|9|5|5|3|- 16th|+5|[[#Ability Score Improvement]]|17|9|5|5|4|- 17th|+6|[[#Biotic Aptitude]]|17|10|5|5|5|1 18th|+6|[[#Bioware Upgrade]], [[#Biohacker Contact\|Biohacker Contact (3rd)]]|18|10|5|5|5|2 19th|+6|[[#Ability Score Improvement]]|19|10|5|5|5|3 20th|+6|[[#Double Helix Guru]]|20|10|5|5|5|4 Biohackers are doctors, molecular biologists, genetic engineers, or any other type of person who has the affinity and talent for modifying life forms, for better or worse. They understand the mysteries of the double helix, reading genetic code like it’s their native tongue. They are able to use their knowledge of life to give it, or to take it away, gurus of the human machine. While biohackers that explicitly heal others are viewed with respect and admiration, once they delve into the manipulation of DNA, proteins, and the stuff of human nature, people start to get a little creeped out. In the same way that automotive engineers like to soup-up cars to their own specifications, biohackers like to mold life to be something that is a little more ideal. Natural selection has taken life to a point of survival until reproduction, no further; a biohacker seeks to take it far beyond this minimum bar that nature has set out. Recognizing the appeal to nature as the canard it is, biohackers are aware of the unintended baggage that evolution has left behind, machines full vestigial traits and ad hoc design that is anything but intelligent. Biohackers use their technical expertise to enhance the abilities of themselves or allies, riddle enemies with diseases and poison, transform themselves into genetically superior lifeforms, heal friends with the latest in medical technology, or obliterate foes with hungry biobots from the inside out. Curiosity, a desire to experiment with their biotech, seeking funds for research, or ambition is often what brings a hacker into a cadre ## Class Features As a biohacker, you get the following class features. #### Hit Points **Hit Dice:** 1d8 per biohacker level **Hit Points at 1st Level:** 13 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per biohacker level after 1st #### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons **Saving Throws:** Intelligence, Dexterity **Skills:** Life Science, and then choose two from Bureaucracy, Computers, Deception, Drive, Insight, Investigation, Physical Science, Mechanics, Social Science, Survival #### Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: - 9mm, 10mm, or 11mm handgun - Biohacker’s pack - Reinforced clothing - シ1,500 ### Hacking Starting at 1st level you are able to use hacks that alter physiology and anatomy the way a potter molds clay. Intelligence is your hacking ability, and you use your Intelligence whenever a hack refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hack you run and when making an attack roll with one. - **Hack save DC** = 8 + your proficiency bonus + your Intelligence modifier - **Hack Attack modifier** = your proficiency bonus + your Intelligence modifier #### Hack Slots The Biohacker table shows how many hack slots you have. To use one of these hacks, you must expend a slot of the hack’s level or higher. You regain all expended hack slots when you finish a long rest. For example, if you know the 1st-level hack [[Necrotic Injection]] and have a 1st-level and a 2nd-level hack slot available, you can run [[Necrotic Injection]] using either slot. #### Hacks Known At 1st level you know three 1st-level hacks of your choice from the Biohacker hack list (Chapter 10: Hacking), as well as the [[Genefunk Reference/Hacks/Level 1/Nanodoc|Nanodoc]] and [[Forensic Scan]] hacks. You learn additional hacks as shown on the Biohacker table. ### Life Scientist You gain expertise in Life Science. Your proficiency bonus is doubled for any ability check you make using this proficiency. Additionally, forensic scan can be run without expending a hack slot as long as you choose to take 10 minutes longer to run it than normal. ### Conscientious Focus At 2nd level, you’ve trained your mind to be especially disciplined. This enables you to run an additional hack or upgrade that requires concentration (you may concentrate on one more effect than normal). This feature stacks with any other ability or implant that allows you to concentrate on additional hacks or upgrades. ### Biotic Aptitude The Biotic Aptitude you choose reflects your approach to biohacking. It grants you features at 3rd level and then again at 6th, 10th, 14th, and 17th level. The individual abilities of this feature are detailed at the end of this class description. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. ### Biohacker Contact Starting at 5th level, you gain a [[Contacts|contact]] with ties to the medical or biohacker community. This could be an EMT, doctor, nurse, biologist, geneticist, bioengineer, or any other person you can think of that has ties to genetic engineering or medicine. You get an additional contact at level 13 and 18. ### Bioware Upgrade At 7th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 11th, 14th, and 18th level. You gain these upgrades through your connection to possibly illicit circles, so you can get upgrades that are restricted or banned. - 7th level: You may select an upgrade worth up to シ 50,000 - 11th level: You may select an upgrade worth up to シ 100,000 - 14th level: You may select an upgrade worth up to シ 200,000 - 18th level: You may select any upgrade Additionally, at levels 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. ### Surgical Strikes Starting at 9th level, your knowledge of anatomy and physiology allows you to strike with surgical precision on vital organs. Once on each of your turns when you hit with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon. When you reach 15th level, the extra damage increases to 2d8. ### Double Helix Guru At 20th level, you have achieved such mastery over certain hacks that you can run them with ease. Choose two 1st- and one 2nd-level hacks that you know. You can run those hacks at their lowest level without expending a hack slot. ## Biotic Aptitude While all biohackers are good with altering biology, different hackers choose different areas to focus their hacking on. ### Cytomancer Cytomancers are experts at manipulating physiology and DNA, and most are doctors, bioengineers or molecular geneticists, though they also might just be selftaught bio-gurus. Cytomancers are to organisms what mechanics are to cars. They get into it, modifying and repairing, healing or destroying. Typically, they use their biohacks on others more often than themselves. #### Seasoned At 3rd level, you are able to draw upon your experience as a medic to act quickly under pressure. When you run a hack that has a launch time of 1 action, you can launch it as a bonus action instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Pharmacist Starting at 3rd level, you can employ your considerable pharmaceutical expertise to make a variety of drugs. You learn the following hacks for free: - [[Genefunk Reference/Hacks/Level 1/Angel|Angel]] - [[Blood Dope]] - [[Genefunk Reference/Hacks/Level 1/Buddha|Buddha]] - [[Genefunk Reference/Hacks/Level 1/Carnal|Carnal]] - [[Genefunk Reference/Hacks/Level 1/Perk|Perk]] - [[Genefunk Reference/Hacks/Level 1/Shark|Shark]] - [[Genefunk Reference/Hacks/Level 1/Superman|Superman]] If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. #### One For Me, One For You Beginning at 6th level, the healing hacks you perform on others heal you as well, since you give yourself a little dose first. When you run a hack that restores hit points to another creature, you regain hit points equal to 4 + the hack’s level. #### Poisoner’s Handbook Beginning at 10th level, you have become very adept at knowing precisely how to administer toxins and pathogens for maximum effect. You learn the following hacks for free: - [[Anesthetize]] - [[Envenom]] - [[Infect]] - [[Paralytic Injection]] If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Additionally, when you run the [[Anesthetize]], [[Envenom]], [[Infect]], or [[Paralytic Injection]] hacks, you may have the target make their first saving throw at disadvantage. You must take a short rest before using this feature again. #### Master of Life and Death Starting at 14th level, your knowledge of cellular machinery enables you to better preserve and destroy life. Any biohack you run that either reduces or restores hit points, restores or reduces an additional amount equal to your Intelligence modifier. #### Persistent Chemistry At 17th level, the duration of all of your biohacks is doubled. ### Dr. Frankenstein Like the classic mad scientist, you are obsessed with creating your own lifeform, one that you can control and enhance to your heart’s content. Some think you have a God complex, but they don’t understand your work. #### Transgenic Pet Starting at 3rd level, you’ve begun your experiments in creating the ultimate lifeform, and you learn the [[Recombinant Beast]] hack for free. In addition, the hack is boosted in the following ways: - You can run this hack using a 1st-level hack slot, instead of a 2nd-level slot. - You can select two genetic enhancements and roll for two genetic enhancements for the recombinant beast instead rolling for all four randomly. - You may not choose to amplify an enhancement, though it can happen randomly - Your recombinant beast adds 3 hit points per biohacker level to its maximum hit points. - Your recombinant beast uses your proficiency bonus instead of its own - Your recombinant beast adds your proficiency bonus to its AC - The first time you run this hack, it doesn’t cost any money in materials (you’ve been scrounging them up for a while now). #### Tweaked Companion At 6th level, you add further modifications to your recombinant beast, pushing the limits of its genome. It gains the following benefits: - Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. - Whenever you can select a genetic enhancement for your transgenic pet, you can instead choose to amplify an existing enhancement. - It gains proficiency in all saving throws. It takes one week for these abilities to take effect. #### Evolutionary Milestone After further experimentation, at 10th level your creation is even stronger, some would say too strong, but they don’t understand. Your recombinant beast gains the following benefits: - Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. - Your beast gains a bonus to damage rolls equal to your Intelligence modifier It takes one week for these abilities to take effect. #### Biological Paragon At level 14, you have stretched the genome of your recombinant beast to its very limit, splicing in every advantageous gene you can think of and upregulating them to 11! Your recombinant beast gains the following benefits: - Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. - Your beast benefits from the [[#Surgical Strikes]] feature in the same way you do, and can use it separately. It takes one week for these abilities to take effect. #### Pygmalion’s Dream At 17th level, you’ve done it: you’ve created the ultimate life form! By splicing in parts of your own genome, you’ve given your recombinant beast a human form. Your recombinant beast gains the following benefits: - Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. - If you choose, you may have it become a human of the same size, capable of wearing armor and wielding weapons just as any other human could. It has the same armor and weapon proficiencies that you do. It still has physical features of its original genome present in its current appearance and demeanor, but it can articulate speech (if it has the intelligence for it). - It gains proficiency in any two skills It takes one week for these abilities to take effect. ### Protean Grinder You are extremely interested, perhaps even obsessed, with self-improvement through genetic enhancements and cybernetic augmentation. You can see that post-humanity is on the horizon, and you’d like to get there sooner rather than later. Conservative attachment to what is “natural” are fear-based delusions, impediments to progress. Biological evolution had its heyday, now its time for the biological revolution. #### Transhumanist Beginning at 3rd level, you learn the following hacks for free: • [[Chitin]] • [[Chromatophores]] • [[Claws]] • [[Darkvision]] • [[Gecko Skin]] • [[Genefunk Reference/Hacks/Level 1/Gills|Gills]] If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. #### Venomous Claws Starting at 3rd level, your claws hack is especially effective, as you’ve modified them to vector a deadly poison that dissolves flesh and bone. Once on each of your turns, when you hit a creature with a melee attack using your [[Claws]] hack, or another natural or retractable weapon you gain through genetic enhancements or upgrades, you can expend one hack slot to deal poison damage to the target, in addition to the weapon’s damage. The extra damage is 3d12 for a 1st-level hack slot, plus 2d12 for each hack slot level higher than 1st, to a maximum of 11d12. #### Vital Strike At 6th level, you can call upon your biohacked fight or flight response to go the extra mile and strike at your enemies with greater intensity. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short rest. #### Gene Splice Expertise By 6th level, you learn the [[Genetic Enhancement|Genetic Enhancement]] hack. Your competence and passion for genetic improvement allows you to treat the [[Genetic Enhancement|Genetic Enhancement]] hack as though it were a 2nd-level hack when you perform it on yourself. This also applies to running it at higher levels. For example, if you run it using a 3rd-level hack slot, you can reroll the genetic flaw, and if you run it using a 4th-level hack slot, there are no genetic flaws at all. This feature doesn’t work if you are using [[Genetic Enhancement|Genetic Enhancement]] on others. #### Enduring Changes Starting at 10th level, you’ve tailor-made your body morphing hacks to be especially effective on your unique biochemistry. All biohacks that target yourself have their duration doubled. #### Killer Instinct You’ve amped up lethal intuitions deep inside your reptile-brain, you know how to go for the kill. Starting at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Fluidity of Form Starting at 14th level, your affinity for transformation is even greater, and your maximum number of upgrades is increased by 2. #### Posthuman Dream At level 17, your personal biohacks are sublime and approaching perfection, just like you. When you run the following hacks, their duration is permanent, unless you will them to end. - [[Chitin]] - [[Chromatophores]] - [[Claws]] - [[Darkvision]] - [[Gecko Skin]] - [[Genefunk Reference/Hacks/Level 1/Gills|Gills]] ### Cyberdoc<sup>SOK</sup> Cyberdocs are upgrade professionals—masters of digging into another body and modifying it through gene therapy, surgery, and daemon tweaking. Amputating and replacing limbs with superior versions, repairing critical injuries, or removing genetic flaws are all part of a cyberdoc’s skillset. Bioengineers, paramedics, and surgeons are typical professions of characters belonging to this archetype, though they could have obtained their expertise some other way. Every cadre wants to have a cyberdoc amongst their ranks, and they are usually more than happy to use their aptitude to enhance and elevate the bodies of their coworkers into more effective organic- synthetic powerhouses. You must have access to an appropriate area to work and the proper tools to perform your upgrades and corrective surgeries. Access to a basic medical equipment room could be at your own home if you have a Lifestyle of middle class or higher, or alternatively, you could gain access to a room with the proper gear through a contact or by bribing a medical professional. You couldn’t use this feature while hiking in the mountains for instance, unless the GM rules otherwise. #### Corrective Surgeon Starting at level 3, you’ve become adept at repairing the major physical trauma of permanent injuries. The best way to learn how to fix mistakes is by digging your way out of the ones you make yourself. You can provide the corrective operation required to fix any permanent injury, needing only to spend one half of the satoshi described (CRB, pp. 201-202). Using this feature takes 1 hour for every シ10,000 in the listed price (minimum 1 hour). The listed price of the corrective surgery may not exceed シ10,000 × your biohacker level. Additionally, you gain the [[Anesthetize]] hack for free. If you already know that hack, you may immediately select any other hack of your choice. #### DIY Upgrader At 3rd level, you know how to install upgrades yourself, without the need of a fancy clinic and team of technicians. Well—basically you do, pretty much. Instead of buying any upgrade listed in of Chapter 5, you can make it yourself, paying only half of the money for it. Using this feature takes 1 hour for every シ10,000 in the listed price (minimum 1 hour). The listed price of the upgrade may not exceed シ10,000 × your biohacker level. This feature cannot be used on yourself. Upgrades obtained through this feature tend to have some quirk or other feature that isn’t quite right. Roll on the table below to see what unpredictable effect might be included. If applicable, the quirk is removed if the upgrade is removed. ##### DIY Upgrader quirks 1d20|Quirk -|- 1|The patient acquires a permanent injury (CRB, p. 201), either chosen by the GM (appropriate to upgrade) or determined randomly. 2|The patient has their maximum hit points reduced by 2. 3|The patient now produces a strange odor as a result of the upgrade, and they have disadvantage on Dexterity (Stealth), Charisma (Persuasion), and Charisma (Performance) checks if the target can smell them. 4|After a long rest, roll a d20. On a result of a 2-20, the upgrade functions normally. On a result of a 1, it malfunctions for 1 hour before working normally again after that. 5|The patient has developed an allergy to a drug they have taken in the past. Whenever they take it in the future, their DIY upgrade reacts negatively and they acquire a level of exhaustion. 6|The upgrade has caused alopecia, and most or all body hair is shed and won’t grow back without a cosmetic alteration. 7|The patient’s skin pigmentation has changed, either uniformly to another color, or patches of a different color all over the body. 8|The patient has strange cravings to eat or drink things they normally wouldn’t. It may or may not be a normal food or beverage. 9|The patient has developed a nervous twitch related to the upgrade. 10|There is obvious scarring from the upgrade, but nothing major. 11-15|GM chooses, either from those above, or something else entirely. It should be more annoying than debilitating. 16-20|It works perfectly! #### Gene Therapist By 6th level, you learn the [[Genetic Enhancement|Genetic Enhancement]] hack. Your competence and passion for genetic improvement allows you to treat the [[Genetic Enhancement|Genetic Enhancement]] hack as though it were a 2nd-level hack when you perform it on others. This also applies to running it at higher levels. #### Trauma Surgeon Starting at 6th level, as long as there’s some oxygen in the brain, you can bring people back from the brink of death. You learn the [[Bring ’em Back]] hack for free. If you already know that hack, you may immediately select any other hack of your choice. Additionally, you can run this hack using a bonus action if you choose. #### Asclepian Brilliance Starting at 10th level, the little oopsies you make are less common when you upgrade your allies. When using your [[#DIY Upgrader]] feature, you can roll twice for the quirk and choose the result you like best. Additionally, your [[#Corrective Surgeon]], [[#DIY Upgrader]], and [[#Gene Therapist]] features only take half of the normal amount of time to perform and recover from. #### Backups At 10th level, you gain the [[Clone]] hack. If you already know that hack, you may immediately select any other hack of your choice. Additionally, the [[Clone]] hack is boosted in the following ways: You immediately gain an incubator and clone of each cadre member, including yourself, located wherever your medical lab is. If you don’t have their permission, you must have stealthily snagged some of their DNA during your work. It is assumed you started this project months ago and it is only now reaching fruition. You don’t need to pay the normal シ10,000 per incubator for these first clones. This first batch of clones contains all of their current upgrades, since you’ve thoughtfully built them in during gestation. The launch time of all future uses of this hack is only 60 days. #### Flawless Upgrades Starting at 14th level, you no longer have to roll for any quirks when you use the [[#DIY Upgrader]] feature. #### Precision Cuts At 14th level, you are even more adept at anatomy than your other biohacker counterparts. When using the [[#Surgical Strikes]] feature, you use d10s instead of d8s. #### Seamless Surgeon Starting at 17th level your upgrades are so well-integrated into the host body that you can give one additional upgrade beyond the target’s normal maximum number of allowable upgrades.