Among the underground of the citizens of the future, rogues have begun to make the most use of implants in advantageous ways. Beginning with a basic Hacking Module, these rogues specialize in turning people on themselves and each other. Their hacking modules have the capability to eventually become more advanced than any of those found elsewhere, as they learn to change the program and make enhancements to the materials that create their implants. Many of them have been given nicknames from certain underground circles such as "Byter", "Daemons", and "Netbreakers".
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Netbreaker's Kit
At 3rd level, when you choose this archetype, you gain proficiency with the Netbreaker's Kit. A specialized portable keyboard with a projection system that allows a cyberware hacking module to be connected via plug-in socket for re-coding. No other type of implant will fit inside this slot. You may use this tool during a short rest to change certain choices you make in this archetype.
Disruptor's Chip
Starting at 3rd level, you gain a Beginner grade Hacking Module. Over the course of a short rest, you may reprogram this module to do one of the following instead of its current capability:
- Ping: A chirping sound only you can hear emits from each active implant within a 30ft. radius.
- Whisper: A single target of your choice receives a message no more than four words in length, provided they have an implant.
- Listen: Utilizing a wireless connection to a target implant, overhear a conversation for up to 1 minute.
- Permission: The programmed virus wirelessly grants you remote access to any locked locations or bank accounts associated with the target user.
Fyrefiter
At 9th level, you learn how to code a virus that can be sent wirelessly to a target implant as a bonus action. This virus attacks the target's firewall, granting advantage on your next hacking attempt. In addition, your Hacking Module can be upgraded to Intermediate after one short or long rest. Intermediate modules are capable of holding two programs it can sent to an implant. You gain the following options you may choose from to replace one of these viruses in your hacking module. When you send a virus, the target may make an Intelligence saving throw, the DC for which is the total roll you made when hacking. On a successful save, the effect ends.
- G0bl!n: Send a virus that deletes random lines of code in an implant. A target may make a DC 14 Intelligence saving throw each round against this. Each round that passes without the virus being found and isolated by the target's firewalls, roll 1d6. On a 1 or 2, the target implant automatically activates. On a 3 or 4, the target implant will cause 1d8 lightning damage to the user. On a 5, the target implant will paralyze the user's limb. On a 6, if the target creature has more than one implant, the virus spreads to an extra implant.
- Deadh34d: Send a virus that causes a target to become dazed for 2d4 rounds, or until they pass an Intelligence saving throw.
- H34dbaanger: Send a virus that causes the target to twitch and spasm at random. Each round the target must make a DC 15 Strength saving throw, or throw themselves against the ground, taking 1d6 bludgeoning damage and becoming prone.
Infiltrator
At 13th level, you begin to learn how to code modifiers into your viruses. Any of the programs or viruses you send to a target implant from your Hacking Module may now have one of the following effects:
- Timer: The program will wait for a specified amount of time, up to 1 minute, before activating.
- Deletion: In exchange for deleting itself halfway through execution, the virus erases all traces of itself to ensure you remain undetected.
- Sensory overload: In addition to the normal effects, the virus causes the target user's senses to misfire and disorient them, giving them disadvantage on saving throws to end the effects of a virus.
- Trail: The program will leave behind a trace that can be found if the target succeeds a DC 15 Investigation check, that will ping you when the target is close, and alert you to the targets location in relation to your own until deactivated.
Cyberware Disruptor
At17th level, you master your control over programming advancements in your hacking module and viruses. You may upgrade your hacking module to an Advanced Hacking Module. In addition, you gain access to the following virus programs:
- Bakdoor: Send a virus that allows a target to be hacked at any later point in time without a saving throw. The next virus sent to the target is undetected, and requires a DC 20 Investigation check by a Grafter specialist before it can be found and removed.
- ICE: Send a virus that paralyzes a target for up to 1 hour.
- Sp0re: Send a virus that causes the fluid inside of an implant to leak into the target, causing 1d8 poison damage per turn until repaired or until the limb is severed from the target. Every 1d6 rounds, make another saving throw to hack. If this additional saving throw is successful, choose another implant, regardless of target, for the virus to spread to. May be used up to 3 times on the same implant, causing an additional 1d8 poison damage for each instance.
Should you receive a hacking module of the Archtech category, you gain the following program and benefits:
- An automatic firewall requiring DC 30 to hack any implants you possess.
- R3plikant: A unique module that contains the entirety of your consciousness and experiences. In the case of your death, your Archtech hacking module can be implanted into a comatose or unconscious subject and tear apart their mind and bringing you back to life in a new body. Target of this effect cannot be conscious. Dead bodies can be subject to this effect if the module is first implanted and then the body is revived.
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