![[CodeHacker Art.jpg]] ## The Codehacker |||||Hack Slots Per Level -|-|-|-|-|-|-|-|- **Level**|**Proficiency Bonus**|**Features**|**Hacks Known**|**1st**|**2nd**|**3rd**|**4th**|**5th** 1st|+2|[[#Adept Coder]], [[#Dataport]], [[#Hacking]]|3|4|-|-|-|- 2nd|+2|[[#Custom OS]], [[#Traumatize]]|4|5|-|-|-|- 3rd|+2|[[#Hacker Archetype]]|5|6|-|-|-|- 4th|+2|[[#Ability Score Improvement]]|6|7|-|-|-|- 5th|+3|[[#Cyber Contact]]|7|7|1|-|-|- 6th|+3|[[#Hacker Archetype\|Archetype Feature]]|8|7|2|-|-|- 7th|+3|[[#Pirate Upgrade]]|9|7|3|-|-|- 8th|+3|[[#Ability Score Improvement]]|10|7|4|-|-|- 9th|+4|[[#Cyber Contact\|Cyber Contact (2nd)]], [[#Targeting Firmware]]|11|8|5|1|-|- 10th|+4|[[#Hacker Archetype\|Archetype Feature]]|12|8|5|2|-|- 11th|+4|[[#Pirate Upgrade]]|13|8|5|3|-|- 12th|+4|[[#Ability Score Improvement]]|14|8|5|4|-|- 13th|+5|[[#Cyber Contact\|Cyber Contact (3rd)]]|14|9|5|5|1|- 14th|+5|[[#Hacker Archetype\|Archetype Feature]]|15|9|5|5|2|- 15th|+5|[[#Pirate Upgrade]]|16|9|5|5|3|- 16th|+5|[[#Ability Score Improvement]]|17|9|5|5|4|- 17th|+6|[[#Hacker Archetype\|Archetype Feature]]|17|10|5|5|5|1 18th|+6|[[#Pirate Upgrade]],[[#Cyber Contact\|Cyber Contact (4th)]]|18|10|5|5|5|2 19th|+6|[[#Ability Score Improvement]]|19|10|5|5|5|3 20th|+6|[[#Codemaster]]|20|10|5|5|5|4 Codehackers are technological wizards, utilizing the latest software and then modifying it to their own ends. They are digital alchemists, transmuting programs to their every whim. Before most people even recognize what new programs or app are, hackers have started deriving new wares from them, fusions of the latest tech and their own creative skills and technical expertise. Society at large is often unprepared for the abilities they exploit, always a step behind these electronic explorers. Hackers have adapted to computer consciousness like a duck to water. Being born with an internal computer is as natural to them as walking and talking (for some, even more so). Some hackers are notorious criminals, funneling funds out of personal bank accounts, accessing top secret information, or even hacking other people’s minds to control or damage them. Mind hacking is the most serious offense a hacker can commit, but despite harsh laws against it in most countries, it still occurs. If information is power, then hackers are very powerful indeed. By the year 2090, information about nearly everything and everyone is located somewhere on the internet, either recorded by big brother, business, or little brother. All it takes is the right skills to find and crack it, and a hacker can seem near omniscient. Hackers are highly employable and can easily find jobs as criminals or with a corporation or government. Possessing dangerous information or being needed to access such information is often what brings a hacker into the story. ## Class Features As a codehacker, you get the following class features. #### Hit Points **Hit Dice:** 1d8 per codehacker level **Hit Points at 1st Level:** 13 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per codehacker level after 1st #### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons **Saving Throws:** Intelligence, Wisdom **Skills:** Computers, and then choose two from Bureaucracy, Deception, Drive, Investigation, Life Science, Mechanics, Physical Science, Social Science, and Stealth #### 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 - Spy’s pack - Reinforced clothing - シ1,000 ### Adept Coder You gain expertise in Computers. Your proficiency bonus is doubled for any ability check you make using this skill. ### Dataport You start with a dataport upgrade, and can hook up your daemon directly to other devices that have jacks without using wireless. This is essential to interfacing with computers that lack wireless capability, which is common for CCTV and databases containing sensitive data. This implant bypasses attempts to jam or detect wireless signals. ### Hacking Starting at 1st level, you are able to use hacks to cut through anything that has a computer inside, which is pretty much everything, including human minds. 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 Codehacker 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 [[Sleep]] and have a 1st-level and a 2nd-level hack slot available, you can run [[Sleep]] using either slot. #### Hacks Known At 1st level, you know three 1st-level hacks of your choice from the Codehacker hack list (Chapter 10), as well as the [[Decrypt]] and [[Unlock]] hacks. You learn additional hacks as shown on the Codehacker table. ### Custom OS You’ve custom made your own OS, and it runs incredibly efficiently. This enables you to run an additional program 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. ### Traumatize At 2nd level, you developed a technique to inflict confusion, pain, and psychic trauma on an individual. You hack their daemon and blast a cacophony of terrible psychic noise into their head, burning out neurons and surrounding tissue. As an action, target an enemy within 36 meters that you can see. They must make a Wisdom save, and if they fail, they take 1d12 psychic damage. This damage increases to 2d12 at level 6, and 3d12 at level 11, and 4d12 at level 17. This feature is considered a mind hack. ### Hacker Archetype The hacker archetype you choose reflects your approach to hacking. Your hacker archetype choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 17th level. The individual features 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. ### Cyber Contact Starting at 5th level, you gain a [[Contacts|contact]] with ties to the hacker community. This could be a government whitehat, criminal cracker, Silicon Valley coder, basement troll, or any other hacker you can think of. You get an additional contact at levels 9, 13 and 18. ### Targeting Firmware At 9th level, you’ve developed firmware that optimizes your hand-eye coordination when aiming and firing. You gain a damage bonus to all Damage rolls equal to your Intelligence modifier. ### Pirate 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 pirate hacker 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 cyberware 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. ### Codemaster At 20th level, you have achieved such mastery over certain hacks that you can run them ease. Choose two 1st-level and one 2nd-level hacks that you know. You can run those hacks at their lowest level without expending a hack slot. ## Hacker Archetype While all codehackers are good with computers, different hackers choose different areas to focus their hacking on. ### Cracker Breaking through digital security is your forte. Crackers tend to be on the wrong side of the law, since these things are completely illegal unless you are working directly for a law enforcement agency. #### Security Slicer Beginning at 3rd level, whenever you make an Intelligence (Computers) ability check to get past a system’s security, and you roll below a 6, the roll automatically becomes a 10. Additionally, you learn the following hacks for free: - [[Camfect]] - [[Database Dip]] - [[Detect Security]]] - [[Disable Security]] - [[Encrypt]] - [[Satellite Imagery]] 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. #### Super Skim Starting at 3rd level, you automatically learn the [[Skim]] hack. If you already know this hack, you may select any other hack of your choice for free. Furthermore, any money you get from this hack is doubled. #### Exploit Search History Starting at 6th level, your information gathering exploits have unearthed a great deal of useful information on the people and places of your current city. As an action, you can provide a bonus equal to your Intelligence modifier to yourself or an ally making a Charisma (Intimidation) or Charisma (Persuasion) ability checks on someone, as you have dirt on them that make manipulation easier. You can use this feature a number of times per session equal to your Intelligence modifier. #### Traffic Exceptions At level 6, you can hack the city traffic grid, so you and your allies are treated as emergency vehicles. When not in combat, you can travel twice as fast in a city, bypassing traffic jams with ease. Additionally, when you are in a chase (see Chapter 8), you can provide one vehicle or person a +3 on their Move checks as a free action. #### Effortless Cracking Starting at 10th level, you’ve gotten very quick at hacking through security. When you run any software hack, you can use bonus action instead of a regular action. In addition, when using taking your time with these hacks, it only takes 1 minute instead of the usual 10 minutes (see Chapter 10). #### I Don’t %&\*# Up! Starting at 14th level, your code hacking is in your muscle memory, and you don’t make mistakes. Whenever a software hack requires a roll, either from you or a target, you may force a reroll. The second roll is used instead of the first. #### No Secrets Starting at 17th level, you’ve got tabs on nearly everything of note that is happening in your city. When you make an Intelligence (Investigation) check relating to anything that can be found online, the check automatically succeeds. You must take a short rest before using this ability again. Additionally, the GM will provide you with all publicly available information about any person, place, or thing whenever you ask. ### Puppeteer You are a master of manipulation, able to hack people’s minds and control their behavior. Puppeteers are among the most feared people on the planet, casting doubt on agency and personhood as a whole. Modification of memories, compulsion of behaviors, and tweaking of emotions are all highly illegal, but you were born to do it. #### Mind Molder At 3rd level, you have mastered some of the basics of mind hacking, and gain the following hacks for free. - [[Cataracts]] - [[Charm]] - [[Command]] - [[Fear]] - [[Mind Reader]] - [[Sleep]] 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. #### Puppet Strike At 3rd level, you jack a target’s nervous system, turning them on your enemy. As an action, target someone within 36 meters that you can see. They must make a Charisma save, and if they fail, they use their reaction to make a weapon attack on another target of your choice. If they aren’t wielding a weapon, they make an unarmed strike. If they cannot target anyone from their position, this feature has no effect. This feature is considered a mind hack. #### Brain Burner By 6th level, your mind hacks leave a wake of destruction in the target’s mind, in addition to any other effects. If you choose, the target(s) of your mind hacks take additional psychic damage equal to your Intelligence modifier. #### Processing Efficiency Starting at 10th level, you’ve refined your custom OS even further, and its ability to multitask is almost poetry. You can run an additional program or upgrade that requires concentration (you may concentrate on one more effect than normal). This feature stacks with all other sources that allow you to concentrate on additional effects. #### Mind Piercer Starting at 14th level, cracking minds has become a specialty for you. When you run a mind hack that forces someone to make a saving throw to resist its effects, if you spend a hack slot one level higher than the hack normally is, the target(s) have disadvantage on their saving throws. #### Tireless Coder At level 17 your fluency with hacking is so great that when you take a short rest, you regain 1 hack slot for levels 1 through 5 (one hack slot of each level). ### Synergist The problem of other minds is less of a problem for you. You specialize in bridging the gaps between people through their daemons. You bring their discrete psyches into gestalt synergy, maximizing shared utility. Being students of the human mind, synergists tend to be more socially savvy than other codehackers, and their melting of mental barriers makes them effective leaders. For small teams like cadres, bringing minds together into a cohesive entity is especially effective. #### Mind Melder At 3rd level, you have mastered some of the basics of synching minds, and gain the following hacks for free. - [[Detect Minds]] - [[Linked Battlemind]] - [[Mind Reader]] - [[Synergistic Defense]] - [[Ventriloquist]] 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. #### Psychic Bridger At 3rd level, you’ve refined your ability to link minds, and you gain the following benefits: -Any target of your [[Linked Battlemind]] or [[Synergistic Defense]] hacks gains temporary hit points equal to your Charisma modifier (minimum 1). -At the start of each round, targets of the [[Linked Battlemind]] and [[Synergistic Defense]] hacks may trade initiatives. They retain their traded initiatives for the rest of the combat unless they are traded again at the start of next round. -You may run the [[Ventriloquist]] hack without spending a hack slot, and the host target of the [[Ventriloquist]] hack gains proficiency in all skills that the guest is proficient in. #### Combat LAN By 6th level, using the hive-mind in combat is second nature, and you gain the following abilities. - Your [[Linked Battlemind]] hack’s duration is increased from 10 minutes to 1 hour. - You may use the Help action as bonus action, as long as you are helping someone under the effects of your [[Linked Battlemind]] or [[Synergistic Defense]] hacks. Additionally, when you use the Help action to aid an ally in attacking, you can use it as long as you are within 72 meters rather than 1.5 meters and as long as you can perceive the target. Your helping, in this case, is more lending your cognitive resources than it is distracting the target. - You may take the Attack action to allow someone under the effects of your [[Linked Battlemind]] or [[Synergistic Defense]] hacks to make a single weapon attack, with a bonus to their attack roll equal to your Charisma modifier. #### Harmony Starting at 10th level, the borders between your linked minds dissolve even more, and with greater ease. - Any target of your [[Linked Battlemind]] or [[Synergistic Defense]] hacks gains temporary hit points equal to twice your Charisma modifier (minimum 2). - When combat begins, as a free action you may grant one target of the [[Linked Battlemind]] or [[Synergistic Defense]] hack the same initiative as another target of the [[Linked Battlemind]] or [[Synergistic Defense]] hack. #### Hivemind Perception Starting at 14th level, the blend of your cadre’s senses are sublime, achieving unity. As a result, any target of your [[Linked Battlemind]] or [[Synergistic Defense]] hacks can use the highest Wisdom (Perception) and Wisdom (Insight) ability checks of any other target of the [[Linked Battlemind]] or [[Synergistic Defense]] hacks. This effect also applies to passive Insight and Perception scores. #### Effortless Gestalt At level 17 your fluency with grouping minds together is so masterful that you no longer need to concentrate on the effects of [[Linked Battlemind]], [[Synergistic Defense]], or [[Ventriloquist]]. ### Neo<sup>SOK</sup> Like musicians who play by ear rather than by reading music, neos chew through code not with analytical prowess but with intuition. They have studied code to be sure, but they’re more masters of application than theory. When asked how they put together a brilliant architecture of code or ingenious hacking maneuver, they often won’t be able to put it into words, instead focusing on their next application. They are the artistic black sheep of the coder family, often maligned by their more by-the-book colleagues. But none can argue with results these ad lib virtuosos produce. Neos tend to embrace the counterculture of hacking more than others and can have a little more style. Their ad hoc and improvisational coding method is often modeled in their appearance and demeanor. #### Intuitive Hacker At 3rd level, you can use your gut rather than your head when you run hacks. You may use your Wisdom modifier instead of your Intelligence modifier for any calculation related to hacking or computers. This includes your hack DC, your Computers skill, and any bonuses to damage that would result from your Intelligence modifier. #### Personal Flourish By exerting yourself, you are able to hack your own hacks, putting a little more spin or oomph on them. You are able to produce any one of the following effects when you run a hack: **Amplify.** When you roll damage for this hack, you can reroll as many of the dice as you like. You must use the results of the reroll. You take 5 psychic damage immediately after you use this flourish. **Persist.** The duration of this hack is doubled. You take 5 psychic damage immediately after you use this flourish. **Rush.** When you run a hack that has a launch time of 1 action, you can change the launch time to 1 bonus action for this one launch. You take 10 psychic damage immediately after you use this flourish. **Wobble.** When run a hack that forces a target to make a saving throw to resist its effects, you give one target disadvantage on its first saving throw against the hack. You take 15 psychic damage immediately after you use this flourish. **Split.** You can add one additional target to any hack that allows you to target something or someone. You take 10 psychic damage immediately after you use this flourish. You must take a long rest before using this feature again. You can use this feature twice before taking a long rest at level 6, three times at level 10, four times at level 14, and five times at level 17. #### Improvisational Hacks Starting at 6th level, when you are Winging It (CRB, p. 207), you don’t need to spend a hack slot of one level higher; you can spend a hack slot level of whatever hack you are attempting instead. #### Mental Buffer At 6th level, the stress of your [[#Personal Flourish]] feature and other psychic assaults aren’t quite as hard to bear. You gain 2 Damage Reduction towards psychic damage. This Damage Reduction increases to 4 at level 10, 6 at level 14, and 8 at level 17. #### Well of Focus Starting at 10th level, you can dig deep into your mental fortitude to produce hacks when other hackers are depleted. You can run a hack without spending a hack slot as long as you take 10 psychic damage per hack level slot. For instance, if you want to run a 3rd level hack without spending a slot, you would take 30 psychic damage (which would be partially reduced by your [[#Mental Buffer]] feature). 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. #### Improved Improvisational Hacks At 14th level, you’re truly exceptional at hacking on the fly. When you are Winging It, you roll a 1d20 instead of 1d10 to determine if the hack fails. #### There is No Spoon Starting at 17th level, code has become completely subconscious to you—there is simply reality. You can add your proficiency bonus to all saves against mind hacks. If you are already proficient in the relevant save, you may add double your proficiency bonus. In addition, if you start a combat with no uses of the [[#Personal Flourish]] feature left, you regain one use of it.