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GeneFunk 2090 is a biopunk/cyberpunk RPG and setting made using the D&D 5E Open Gaming License. Players take on the role of elite mercenaries that specialize in investigation and violence. No magic or fantasy, but tons of cybernetics, genetic enhancements, nanobots, drones, hacking, androids, high tech guns and armor, and other amazing tech!

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Published by Kavvai, 2023-02-09 08:47:05

Genefunk 2090

GeneFunk 2090 is a biopunk/cyberpunk RPG and setting made using the D&D 5E Open Gaming License. Players take on the role of elite mercenaries that specialize in investigation and violence. No magic or fantasy, but tons of cybernetics, genetic enhancements, nanobots, drones, hacking, androids, high tech guns and armor, and other amazing tech!

200 // 9. Combat // Psychic. Certain mind hacks and demoralizing words deal psychic damage. Slashing. Swords, axes, and claws deal slashing damage. Damage Resistance and Vulnerability Some people and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a person or an object has resistance to a damage type, damage of that type is halved against it. If a person or an object has vulnerability to a damage type, damage of that type is doubled against it. Resistance and vulnerability are applied after all other modifiers to damage. For example, a person has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. They are also wearing armor that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the target takes 10 damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. Damage Reduction Genomes, armor, and upgrades can all provide damage reduction (DR) to various types of damage. Damage cannot be reduced to 0, people taking at least 1 damage from a successful attack unless the GM rules otherwise for rare exceptions. For example, if a common person punches a tank, the GM may rule that it won’t even d0 1 damage. Armor-piercing damage cuts CR in half (round down). Healing Unless it results in death, damage isn’t permanent. Even death is reversible through powerful technology. Rest can restore someone’s hit points, and modern medical nanobots, methods such as a nanodoc can remove damage in an instant. When someone receives healing of any kind, hit points regained are added to its current hit points. A person’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a hardcase takes a hit of nanodoc, and heals 8 hit points. If the hardcase has 14 current hit points and has a hit point maximum of 20, the hardcase regains 6 hit points, not 8. A person that has died (and hasn’t been reactivated though Phoenix Unlimited) can’t regain hit points. Damage Rolls Each attack specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A hack tells you which dice to roll for damage and whether to add any modifiers. If a hack or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a gadgeteer hacker tosses a grenade, the damage is rolled once for everything caught in the blast. Critical Hits When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a nanoblade, roll 2d6 for the damage, rather than 1d6, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the crook’s Sneak Attack feature, you roll those dice twice as well. Damage Types Different attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a GM assign a damage type to a new effect. Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage. Corrosive. The corrosive spray of a chemical weapon, be it acid, base, nanobots, or digestive enzymes deal corrosive damage. Cold. The utter chill of liquid nitrogen, the vacuum of space, or a frigid tundra all deal cold damage. Electrical. Arcs of electricity leaping from powered weapons, lightning bolts, and genetically engineered eels deal electrical damage. Heat. The searing energy of laser beams, fire, napalm, and lava deal heat damage. Piercing. Puncturing and impaling attacks, including knives and bullets, deal piercing damage. Poison. Venomous stings and the toxic gas of a chemical explosive deal poison damage. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 201 Brain trauma III. You suffered some brain trauma, and as a result, you have an extremely short fuse. When someone antagonizes you socially, you must make a Wisdom saving throw (DC 5-10 depending on the provocation) or attack the offender. You can negate this injury by undergoing neuroregenerative surgery costing シ50,000. Disfigurement. You have been seriously disfigured, be it massive amounts of scar tissue, a missing ear, or some other traumatic alteration of your face. You suffer disadvantage on any Charisma checks where looking good would help. You can negate this injury by undergoing cosmetic surgery, costing シ10,000. Lost eye. One of your eyes is ruined, and you suffer disadvantage on ranged attack rolls and Wisdom (Perception) checks that rely on sight. Full functionality can be restored by getting the cyberoptics upgrade (see Chapter 5: Upgrades). Lost eyes. Both of your eyes are ruined, and you are blinded. Full functionality can be restored by getting the cyberoptics upgrade (see Chapter 5: Upgrades). Maimed arm. One of your arms lacks the strength and dexterity it once had. Your off-hand attacks are made with disadvantage, and you are at disadvantage on any Strength checks that would benefit from two arms (such as grappling or climbing). Full functionality can be restored by getting a cybernetic arm upgrade (see Chapter 5: Upgrades). Maimed leg. Your leg doesn’t work like it is supposed to, leaving you with a noticeable limp. Your speed is reduced by 3 meters. You can restore full functionality by purchasing a cybernetic leg for シ25,000, but it counts as one of your maximum allowable upgrades. Your unarmed strikes with this leg do 1d8 damage. Mangled arm. Your arm is horribly mangled and has to be amputated, leaving you with one functioning arm. In addition, you suffer disadvantage on Strength checks that would benefit from two arms (such as grappling or climbing). Full functionality can be restored by getting a cybernetic arm upgrade (see Chapter 5: Upgrades). Mangled hand. Your hand is horribly mangled and has to be amputated, leaving you with one functioning hand. Full functionality can be restored by getting a cybernetic hand costs シ10,000, but it counts as one of your maximum allowable upgrades. Mangled leg. Your leg is horribly mangled, and has to be amputated, leaving you with only one functioning leg. You need a cane or crutches to move, your Dropping to 0 Hit Points When you drop to 0 hit points, you either die outright, fall unconscious, or suffer a permanent injury as explained in the following sections. Instant Death Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a suit with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the suit dies. Falling Unconscious If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see Appendix A). Being unconscious ends if you regain any hit points. Permanent Injuries When damage from a critical hit reduces you to 0 hit points, or if the remaining damage equals or exceeds 10, you suffer a permanent injury. Roll on the Permanent Injuries table to determine the nature of the trauma. Permanent Injuries Roll Injury Effect Summary 1 Brain trauma I Intelligence reduced by 2 2 Brain trauma II Wisdom reduced by 2 3 Brain trauma III Fly into rages when provoked 4-5 Disfigurement Disadvantage on Charisma checks 6-7 Lost eye Disadvantage on ranged attacks 8 Lost eyes Blinded 9-10 Maimed arm Disadvantage on offhand attacks 11 Maimed leg Speed reduced by 3 meters 12-13 Mangled arm Arm must be amputated 14 Mangled foot Foot must be amputated 15 Mangled hand Hand must be amputated 16 Mangled leg Leg must be amputated 17-18 Niggling pain Recurring pain when active 19-20 Scarred Gnarly looking scar Brain trauma I. You suffered some brain trauma, and as a result, your Intelligence score is reduced by 2. You can negate this injury by undergoing neuroregenerative surgery costing シ50,000. Brain trauma II. You suffered some brain trauma, and as a result, your Wisdom score is reduced by 2. You can negate this injury by undergoing neuroregenerative surgery costing シ50,000.


202 // 9. Combat // speed and jumping distance are cut in half, you suffer disadvantage on any Dexterity checks involving balance, and you can’t apply your Dexterity modifier to your Armor Class. You can restore full functionality by purchasing a cybernetic leg for シ25,000, but it counts as one of your maximum allowable upgrades. Your unarmed strikes with this leg do 1d8 damage. Mangled foot. Your foot is horribly mangled, and has to be amputated, leaving you with only one functioning foot. You require a cane or simple prosthetic foot, and your speed and jumping distance are cut in half. You can restore full functionality by purchasing a cybernetic foot for シ10,000, but it counts as one of your maximum allowable upgrades. Niggling pain. You’ve suffered a painful internal injury that flares up on occasion when you’re getting physical. When you roll a 1 on a d20 while making a weapon attack, or any Strength, Dexterity, or Constitution ability check, you suffer disadvantage on any more of those rolls for the next minute due to crippling pain. Full functionality can be restored by getting an expensive surgery where nanobots clear out the internal scar tissue and correct the problem This surgery costs シ25,000. Scarred. Luckily, no major damage was done, but you are left with some gnarly looking scars. Death Saving Throws Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. OthGenomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 203 Temporary Hit Points Some special abilities confer temporary hit points. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if an ability grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest. Vehicle Combat A gearhead Tokyo drifting into battle in a souped-up street racer, or a samurai swinging his katana from the back of a motorbike both enjoy the benefits of speed and mobility that a vehicle can provide. For more information on vehicles, see the vehicle section of Chapter 4: Goods and Services. Note that this section describes direct combat between vehicles, people in vehicles, and people on foot, not chases. Chases involve one or more people trying to escape, or racing to a destination. Chases have their own special rules described in the chase section of Chapter 8: Completing Contracts. Getting In and Out Once during your move, you can enter a vehicle and start it. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 9 meters, you must spend 4.5 meters of movement to get into a car and start it. Therefore, you can’t do this if you don’t have 4.5 meters of movement left or if your speed is 0. erwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. Stabilizing Someone The best way to save someone with 0 hit points is to heal them. If healing is unavailable, they can at least be stabilized so that they aren't killed by a failed death saving throw. You can use your action to administer first aid to an unconscious person and attempt to stabilize them, which requires a successful DC 10 Intelligence (Life Sciences) check. A stable individual doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The person stops being stable, and must start making death saving throws again, if it takes any damage. A stable person that isn’t healed regains 1 hit point after 1d4 hours. NPCs and Death Most GMs have an NPC die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. Knocking Someone Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces someone to 0 hit points with an attack that does bludgeoning, electrical, or psychic damage, the attacker can knock them out. The attacker can make this choice the instant the damage is dealt. The target falls unconscious and is stable.


204 // 9. Combat // or human) can Dash, Disengage, and Dodge, as per the normal rules, only it applies to the vehicle instead. Turning Turning a vehicle is harder than a character turning around. 90° Turns. It costs ½ the vehicle’s combat movement to turn left or right, up to 90°. 180° Turns. It costs all of the vehicle’s combat movement to turn completely around, up to 180°. If a driver wants to turn the vehicle more quickly, then can attempt a sharp turn or bootleg turn (see below). Vehicle Maneuvers Vehicles can attempt special maneuvers when in combat. Only one maneuver can be attempted per turn. Vehicle Maneuver DC Movement Properties Bootleg Turn 15 The vehicle does a 180° turn, costing no extra movement. Ram * Sharp Turn 10 The vehicle does a 90° turn, costing no extra movement Bootleg Turn This maneuver, a specialized type of drifting, was first perfected by bootleggers during prohibition era. It can completely turn the vehicle around, without spending any movement. If the maneuver fails, the vehicle loses the rest of their movement, and if it fails by 5 or more, it crashes into something, taking 5d6 bludgeoning damage. Attacking from a Vehicle Characters and NPCs can attack from their vehicles at the GMs discretion, depending on the nature of the vehicle. Shooting guns out of a car window and swinging a sword from a motorcycle are reasonable, but firing your shotgun from the cockpit of a jet makes less sense. Vehicle Combat Speed Vehicle combat speed works differently than the maximum speed of a vehicle, since the driver is focusing on maneuverability and control rather than maximum speed. Vehicle combat speed is determined by the vehicle’s type (not its individual maximum speed), and is described below. Combat Speed by Vehicle Type Vehicle Type Combat Speed Movement Properties Air 204 m. Can’t fly in place, unless they have the hover feature Legged 15 m. Ignore penalties for rough terrain Submersible 18 m. ½ speed underwater Treaded 18 m. — Water 18 m. — Wheeled 42 m. ½ speed, and disadvantage on Drive checks when off-road Controlling a Vehicle The vehicles AI can operate it (either the native autopilot or an installed bot), acting completely independently of you. In this case, the AI’s Dexterity (Drive) check is used instead of the character’s. Alternatively, a character can pilot a vehicle, using their own Dexterity (Drive). At the start of the character’s turn, they make take control of the vehicle as a free action. Drivers (be they AI Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 205 Bootleg Turn This maneuver turns the vehicle up to 90° left or right, without spending any movement. If the maneuver fails, the vehicle loses the rest of their movement, and if it fails by 5 or more, it crashes into something, taking 5d6 bludgeoning damage. Underwater Combat When cadres mount amphibious assaults on an ocean liner with precious cargo, they may have to fight off an antagonist or two, be it transgenic sharks, naiad commandos, or others. When making a melee weapon attack, someone that doesn’t have a swimming speed has disadvantage on the attack roll unless the weapon is a knife, nanoblade, claws or spear. A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage and does ½ damage, unless the weapon is specifically designed to work underwater. People and objects that are fully immersed in water have resistance to heat damage. Droids and drones fully immersed in water take 1 damage at the end of each of their turns unless they have been specifically designed or modified to operate underwater. Ram This maneuver is simply ramming the vehicle into someone or something else (often another vehicle). Ramming abides by the following rules: • Ramming requires an action to initiate, • It requires that the vehicle travel at least 12 meters toward the target. • The DC of the maneuver is the target’s Dexterity saving throw + 10. • Both the vehicle and the target inflict damage on each other. The amount of damage inflicted on both the vehicle and the target depends on their respective sizes. • If the maneuver fails, the vehicle misses the target, and if it fails by 5 or more, it crashes into something, taking 5d6 bludgeoning damage. • If the vehicle is larger than the target, the target is pushed 3 meters, and must make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, or be knocked prone. • If target is another vehicle and is the same size or smaller, both drivers must make a DC 15 Dexterity (Drive) check or lose their movement on their next turn. Ram Damage Size Damage Inflicted Tiny None Small 1d8 B Medium 3d8 B Large 6d8 B Huge 9d8 B Gargantuan 13d8 B


// GeneFunk 2090 // 207 Chapter 10: Hacking Hacking generally refers to the modification or manipulation of technology to benefit the user in an ingenious way. It can be used to describe souped-up cars, cracking through electronic security, modification of firearms, augmenting code to better suit your purposes, genetic enhancement, messing with physiology, or running programs to influence another person’s mind. Hack Level Every hack has a level from 1 to 5. A hack’s level is a general indicator of how powerful it is. The higher a hack’s level, the higher level a hacker must be to use that hack. Hack level and character level don’t correspond directly. Hacks Known Hacking takes specific expertise, and hackers can only run hacks that they have acquired from their class list, as described in their individual class entries. The exception to this if they are winging it, as described below. Winging It Experienced hackers can try out hacks on the fly, improvising using their wide general expertise to produce a desired effect. A hacker can run a hack from their class hack list that they do not know, but only if they spend a hack slot of one level higher than the hack they are attempting to run. In addition, they must roll a 1d10; on a result of a 1, the hack fails and produces no effect. For example, the 6th-level codehacker Gozer doesn’t know the 1st-level command hack, but they want to give it a try. Winging it, they spend a 2nd-level hack slot, and roll a 1d10. They roll a 3, so the hack runs normally. Hack Slots Regardless of how many hacks a hacker knows, he or she can run only a limited number of hacks before needing to rest. Manipulating such complex code and using ingenious engineering techniques is taxing. Thus, each class capable of hacking includes a table showing how many slots of each hack level a character can use at each character level. For example, at 6th-level, the codehacker, Gozer, has seven 1st-level hack slots and two 2nd-level hack slots. When a character runs a hack, they expend a slot of that hack’s level or higher, effectively “filling” a slot with the hack. You can think of a hack slot as a groove of a certain size — small for a 1st-level slot, larger for a hack of higher level. A 1st-level hack fits into a slot of any size, but a 5th-level hack fits only in a 5th-level slot. So, when Gozer runs charm, a 1st-level hack, she spends one of her five 1st-level slots and has four remaining. Finishing a long rest restores any expended hack slots. Running a Hack at a Higher Level When a hacker runs a hack using a slot that is of a higher level than the hack, the hack assumes the higher level for that run. For instance, if Umara runs charm using one of her 2nd-level slots, that charm is 2nd level. Effectively, the hack expands to fill the slot it is put into. Some hacks, such as charm and freeze, have more powerful effects when run at a higher level, as detailed in the hack’s description. Running a Hack When a character runs any hack, the same basic rules are followed, regardless of the character’s class or the hack’s effects. Each hack description in the Hack Listing begins with a block of information, including the hack’s name, level, type, launch time, and duration. The rest of a hack entry describes the hack’s effect. Launch Time This is how long it takes before the hack takes effect. While some hacks require a single action to run, others require a bonus action, a reaction, or much more time to run. Bonus Action A hack run with a bonus action is especially swift. You must use a bonus action on your turn to run the hack, provided that you haven’t already taken a bonus action this turn. Reactions Some hacks can be run as reactions. These hacks take a fraction of a second to bring about and are run in response to some event. If a hack can be run as a reaction, the hack description tells you exactly when you can do so.


208 // 10. Hacking // Do I Know If I’m Being Mind Hacked? Unless the hack has an obvious effect on the target (psychic damage is being inflicted, the target loses their eyesight, etc.), or it says in the hack’s description that the target is aware, targets of mind hacks are unaware they are being hacked. Even in cases where hacking does damage, it’s unclear who is launching the hack unless the mind hacker is within sight of the target, and the target succeeds at a Wisdom (Insight) check against the hacker’s Charisma (Deception) check. Longer running Times Certain hacks require more time to run: minutes or even hours. When you run a hack with a running time longer than a single action or reaction, you must spend your action each turn running the hack, and you must maintain your concentration while you do so. Duration A hack’s duration is the length of time the hack persists. A duration can be expressed in rounds, minutes, hours, or even years. Instantaneous Many hacks are instantaneous. The hack harms, helps, creates, or alters a person or an object in an immediate way. Concentration Some hacks require you to maintain concentration in order to keep them active. If you lose concentration, such a hack ends. If a hack must be maintained with concentration, that fact appears in its Duration entry, and the hack specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: • Running another hack that requires concentration. You lose concentration on a hack if you run another hack that requires concentration. You can’t concentrate on two hacks at once unless you have an ability, feat, or upgrade that allows you to do so. • Taking damage. Whenever you take damage while you are concentrating on a hack, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a bullet and punch to the face, you make a separate saving throw for each source of damage. If you are concentrating on more than one effect, you only make one saving throw for all of them. • Being incapacitated or killed. You lose concentration on a hack if you are incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a hack. Saving Throw Hacks specify if a target can make a saving throw to avoid some or all of a hack’s effects. The hack specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your hacks equals 8 + your Intelligence modifier + your proficiency bonus + any special modifiers. If ever a hack targets a computer but requires the computer to make a saving throw, unless otherwise stated, the computer rolls a d20 with no bonus. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 209 Types of Hacks Hacks come in a variety of flavors, ranging from influencing another’s mind, to altering DNA, to feats of engineering. The different categories are described below. Injection Hacks Injection hacks depend on a syringe or hypospray to be effective and typically involve poisons, nanobots, or pharmaceuticals. These hacks are often used in combat to damage enemies or buff allies. You must be within 1.5 meters of the target of any injection hack. Running injection hacks requires a biohacking kit and hypospray (wielded in one hand), each is described in the Gear section of Chapter 4: Goods and Services. The ultra-strong monomolecular tip of the hypospray gets through almost any material, allowing it to affect targets wearing heavy armor. Gadget Hacks These hacks involve small but ingenious technological devices to function, and the hacker must have at least one free hand to activate the gadget. These gadgets are typically one-shot use (described under the specific hacks) or have to be recharged between uses. They are typically useful to use in combat. Canisters that dispense clouds of nanobots, devices that discharge electricity, and small short-range drones are all examples of gadget hacks. Running gadget hacks requires the gadget kit described in the Gear section of Chapter 4: Goods and Services. Craft Tech Hacks These hacks involve the creation or modification of electronic, mechanical, or biological technology. They typically take longer than 1 action to launch, often taking hours, and always have some financial cost associated with them. The tech crafting is always done outside of combat, but the crafted tech can be used in combat. Weapon upgrades, armor augments, genetic enhancements, and vehicle mods are all examples of this type of hack. In order to perform tech hacks, the hacker must have access to either a biohacking kit or mechanics tools, and be able to obtain the necessary material reagents (i.e. you couldn’t upgrade your car while stranded in the middle of the forest with no materials). If these hacks are performed during down time, spending the hack slot will be inconsequential. Craft Explosive Hacks These hacks are the fruits of demolitions expertise and involve bombs of all types. They typically have a long launch time and have a financial cost associated with them. Crafting explosives is always done outside of combat, but the results can be used in combat. In order to construct the explosives, the hacker must have access to mechanics tools and be able to obtain chemical and material reagents (i.e. you couldn’t easily create an explosive while hiking in the mountains). If these hacks are performed during down time, spending the hack slot will be inconsequential. These devices detonate under certain conditions and can produce a variety of effects. The detonation type is fixed at the time of creation, and the types of detonation (grenades, mines, timers, or special) are described below. • Grenades. Grenades are explosives that detonate on impact or seconds after pulling the pin. As an action, a character can throw a grenade at a point up to 15 meters away. With a grenade launcher, the character can propel the grenade up to 40 meters away. The detonation is at the point the grenade lands. • Mines. These explosives are triggered by either a tripwire or a pressure plate. The detonation point is in the square the mine is placed in. The base Wisdom (Perception) or Intelligence (Investigation) DC to spot a mine is 10. A mine can be camouflaged, increasing the DC to spot the mine to 8 + your proficiency bonus + your Intelligence modifier. • Timer. A set time limit, which you can determine when you set the explosive as an action, will determine when the explosive detonates. The timer can be set to anything from mere seconds, to days. • Special. Certain other detonators and hacks can create specialized conditions under which the explosive detonates, such as facial recognition, DNA analysis, etc. See Chapter 4, or the specialized detonator hack for specialized detonators. Bot Hacks Bot hacks refer to simple AI programs that the hacker constructs for specific purposes. These AI are without a physical body but can act independently of the hacker who creates them, as described in their individual entries. There is no target for these hacks, as they exist independently on the internet. Bots often have set durations, as automated anti-virus and security software find and delete rogue code.


210 // 10. Hacking // Mind Hacks Some people have become skilled in slicing through a daemon’s security protocols and meddling with individuals’ minds through their brain-computer. As a result, they can exert different forms of sensory meddling or mind control, wreaking havoc on the target’s mental state. Mind hacking is the most serious offense a hacker can commit, but despite harsh laws against it in most countries, it still occurs. Mind hacks can be performed when the following conditions have been met: Must target either a person with a daemon or an AI. Mind hacks specifically target the mental functions of individuals, be they human or artificial intelligence. Artificial intelligence includes all kinds of robots, including bots. If the target is a person, both the person and the person’s daemon AI are affected. Must be aware of the target. While you don’t need to physically see the target, you must be able to connect to them online. Line of sight works, but being connected through any other online means works as well. Finding someone’s IP address is described under the Computers and Investigation skills, and hacks like detect minds can be used for this purpose as well. While you can connect with anyone across the globe, sophisticated internet security nodes filter out mind hacks beyond certain distances, so they have a range limit of 72 meters. Software Hacks These hacks modify the code of non-thinking things and typically involve the modification of digital devices. The targets of these hacks are always electronic devices with a computer of some kind. Unless explicitly given, software doesn’t have any bonus to their saving throw: it is simply a d20 roll. Taking your time. Software hacks can be run without expending a hack slot if you choose to take 10 minutes longer to run it than normal. For hacks that are software hacks, as well as being another type, you can only use this feature if the hack is specifically directed at software. For example, if you use camfect, you could use taking your time to hack a webcam (since it would be a software hack), but not a person’s eyes (a mind hack). Winging it cannot be used in conjunction with taking your time. Biohacker Hacks 1st level Anesthetize Biofilm Blood Dope Blood Fake Buddha Carnal Chromatophores Claws Consume Evidence Chitin Cushion Darkvision Detect Biohazards Detoxify Enhance Ability Extrapolate Form Fireflies Forensic Scan Gecko Skin Gills Heat Stabilize Nanodoc Necrotic Injection Noxious Cloud Perk Post Mortem Shark Superman Toxic Jet Treat Malady 2nd Level Amygdalic Jet Amygdalic Mist Bring ’Em Back CNS Stim Enamoring Cloud Envenom Infect Nootro Mars Paralytic Injection Poisonous Aura Razor Cloud Recombinant Beast 3rd Level Burning Blood Clone Daemon Killer Diagnose Weakness Digest Ferocity Genetic Enhancement Wendigo 4th Level Daemon Betrayal Perfume Neurotoxic Nightmare 5th Level Grey Goo Codehacker Hacks 1st level Alert Anonymity Babel Frog Back Door Bot Lackey Camfect Cataracts Charm Command Database Dip Decrypt Defensive Feedback Detect Minds Detect Security Disable Security Deep Fake Erase Memories Ego Flay Encrypt Fear Invisibility Killer Joke Linked Battlemind Mind Reader Pain Probability Analysis Skim Sleep Sloth Satellite Imagery Surveillance Skim Synergistic Defense Hack Lists Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 211 3rd Level Autoturret Booby Traps Drone Swarm EMP Bomb Incendiary Bomb Knockout Bomb Nanoprint Shaped Charge Bomb Shocking Field Sticky Bomb Upgrade Robot Unlock Ventriloquist 2nd Level Bloodhound Calm Emotions Compulsion Delusions Disable Vehicle Drone Snipe False ID Freeze Getaway Car Highlight Modify Memory Oracle Pierce Jamming Pinball Wizard Runover Secure Home Seeming Stunner Suggestion Summoning 3rd Level DDR Direct Dominate Ferocity Hallucination Manchurian Trigger Mind Killer Subtle Charm 4th Level Daemon Betrayal Feeblemind Mass Suggestion Suicide 5th Level Aegis Particle Beam Blank Slate Mind Maze Predictive Algorithms Puppeteer Engineer Hacks 1st level Alert Anonymity AP Ammo Arc Drone Armor Plating Armor Smith Babel Frog Baton Ammo Biofilm Camfect Consume Evidence Cushion Decrypt Detect Security Disable Security Encrypt Extinguish Forensic Scan Frictionless Spray Gunsmith Incendiary Ammo Linked Battlemind Noxious Cloud Probability Analysis Smoke Bomb Specialty Detonator Tase Tough Tires Toxic Jet Unlock Upgrade Handling Upgrade Speed Weapon Mount 2nd Level Amygdalic Jet Concussion Bomb Daemon Disruption Disable Vehicle Explosive Ammo Foam Wall Flashbang Bomb Fragmentation Bomb Getaway Car Highlight Nitro Boost Poison Bomb Poisonous Aura Razor Cloud Runover Tear Gas Bomb Secure Home 4th Level EM Barrier Napalm Bomb 5th Level Nanite Bomb Predictive Algorithms


212 // 10. Hacking // At the end of each of their turns, an affected creature can make an additional Constitution saving throw. On a successful save, the hack ends for that creature. Amygdalic Mist 2nd-level gadget hack Launch Time: 1 action Duration: 1 minute You release a cloud of nanobots around you that you can direct to target the fear centers of your enemies’ brains. Living creatures of your choice within 9 meters of you that don’t have an independent air supply must make a Charisma save. Targets that fail the save become frightened for the hack’s duration. Anesthetize 1st-level injection hack Launch Time: 1 action Duration: Instantaneous You inject an enemy with a dose of anesthetic. Make a melee hack attack against a creature you can reach. On a hit, the target must make a Constitution save or become poisoned and unconscious for 1 hour. The person wakes up if they take damage or if another person takes an action to shake them awake. Angel 1st-level injection hack Launch Time: 1 action Duration: 1 hour You inject a short-lived colony of biobots that help coagulate blood at a wound site and suture the fissure. They also devour infectious bacteria at the wound site. For one hour, the target regains 2 hit points at the start of every turn. When the hack ends, the drug leaves you very taxed, and you suffer from one level of exhaustion. Unlike most angel, your concoction has nanobots that negate any chance of addiction. At Higher Levels. When you launch this hack using a hack slot of 2nd level or higher, the target regains an additional 1 hit point at the start of your turn for each for every slot above 1st. Anonymity 1st-level software hack Launch Time: 1 action Duration: Concentration, up to 24 hours For the duration, you are able to avoid detection through digital means. Any digital attempts to find you (such as with detect minds, or digital lackey) must succeed at an Intelligence ability check versus your hacking DC before completing the rest of the attempt Hack Descriptions Aegis Particle Beam 5th-level software hack Launch Time: 1 action Duration: Instantaneous As an action, you can hack the orbital Aegis network to rain hot death upon your enemies. The particle beam does 20d6 + 70 heat damage on a failed Dexterity saving throw, or half as much damage on a successful one. You choose the size of the beam, and it can anywhere from a 1.5- to 12-meter radius cylinder centered on a point of your choosing. If the target area involves individuals that are indoors, the GM determines how much of the damage is mitigated by the buildings’ structure (often ½). Use of this power always elicits investigations into the hack by government agents. Alert 1st-level bot hack Launch Time: 1 action Duration: 24 hours You create a program to alert you when certain conditions arise. This alarm must be used on a video camera network or some other type of sensor that can detect the trigger you set. Until the hack ends, you are alerted whenever your triggering condition is detected. The alarm itself is only audible to you and people you invite to this hack trigger. The hack alerts you with a ping in your mind when the triggering condition is sensed. This ping awakens you if you are sleeping. Triggers are typically linked to video feeds, often using facial recognition, or a general “no one is allowed inside X” type command. This hack only affects one sensor (such as a camera or door). Attempts to evade trigger recognition require a Charisma (Deception) or Dexterity (Stealth) ability check against your hack DC. Amygdalic Jet 2nd-level gadget hack Launch Time: 1 action Duration: 1 minute You activate a device that jets a high-pressure cone of mist containing nanobots and pharmaceuticals that directly target the fear centers of the brain, hyper-activating them. Each living creature in a 9-meter cone that doesn’t have an independent air supply must succeed on a Constitution saving throw or drop whatever it is holding and become frightened and poisoned. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 213 can add an additional 1 damage reduction and armor class for each hack slot level beyond 1st. Armor Smith 1st-level craft tech hack Launch Time: 8 hours Duration: Permanent Armor can be reinforced to provide +1 AC. It costs 1/4 of the initial armor’s price to perform this upgrade. Autoturret 3rd-level craft tech and bot hack Launch Time: 8 hours Duration: Permanent You mount a machine gun on a mechanical turret that can rotate 360 degrees. The weapon is autonomous, possessing targeting software, audiovisual sensors, and limited AI. It is not connected to the internet to avoid the danger of wireless hacking. The autoturret is 1 meter long and weighs 200 kg. It is immobile. As an action, you can give directions to the autoturret about when and who to attack. It can recognize people and follow orders, behaving as you program it to. The cost to create an autoturret is シ10,000, and has the following stats. as per normal. This hack doesn’t prevent cameras from seeing you. AP Ammo 1st-level craft tech hack Launch Time: 1 hour Duration: Permanent You create a magazine of armor-piercing ammunition for one firearm. You need to have mechanic’s tools and the proper materials (worth シ50) to create this magazine, consuming the materials in the process. This hack can be combined with the explosive ammo and incendiary ammo hacks. Arc Drone 1st-level gadget hack Launch Time: 1 bonus action Duration: 1 minute You release a cat-sized hovering drone that can deliver arcs of intense electrical shocks to targets. When you first launch this hack, you can throw the drone into the air anywhere you can see within 12 meters. You can then immediately make a hack attack against a target within 1.5 meters of the arc drone. On a hit, the target takes electrical damage equal to 1d8 + your Intelligence modifier. As a bonus action on your turn, you can move the drone up to 6 meters and repeat the attack against a target within 1.5 meters of it. The drone does not move or make any attacks on its own. The arc drone has the following stats: Arc Drone Size: Tiny HP: 20 AC: 18 Str: 4 Dex: 18 At Higher Levels.  When you launch this hack using a hack slot of 2nd level or higher, the damage increases by 1d8, and the hit points increase by 10, for every slot above 1st. Armor Plating 1st-level craft tech hack Launch Time: 8 hours Duration: Permanent You add armor plating to a wall, door, or vehicle. This modification adds an extra 6 armor class and damage reduction versus bludgeoning, slashing, and piercing damage to the thing being armored. You must pay ¼ of the object’s original cost to perform this upgrade. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you


214 // 10. Hacking // Back Door 1st-level mind hack or software hack Launch Time: 1 action Duration: Permanent, until detected The target must make a Wisdom saving throw. If the target fails the saving throw, you create a security workaround for future hacks. The next hack you make against the target automatically succeeds (the target gets no saving throw). Anytime you hack the target with an automatic success, the target can make another Wisdom saving throw to detect and purge the back door. Additionally, the target can actively use an action to look for back doors and must succeed on an Intelligence (Investigation) check against your hack save DC to detect and purge the back door. Baton Ammo 1st-level craft tech hack Launch Time: 1 hour Duration: Permanent You create a magazine of baton ammunition for one firearm. Firearms using this ammo inflict bludgeoning damage, allowing you to knock people out. You need to have mechanic’s tools and the proper materials (worth シ50) to create this magazine, consuming the materials in the process. Biofilm 1st-level gadget hack Launch Time: 1 action Duration: 10 minutes You have a pre-prepared slick gel of extracellular matrix that is almost impossible to maintain your balance on. You can throw a container with the gel up to 18 meters, and the slick grease covers the ground in a 3-meter radius and turns it into difficult terrain for the duration. When the biofilm spreads, everything standing in its area must succeed on a Dexterity saving throw or fall prone. Anyone that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Blank Slate 5th-level mind hack Launch Time: 1 action Duration: Permanent, until data restored The target makes a Charisma saving throw against your hack DC. If they fail, they lose all memories of who they are, their life, and what they are doing. This complete amnesia can only be countered by thorough data retrieval, requiring a success against your hack DC 3rd Level Autoturret INT WIS CHA 6 6 6 Armor Class 12 Hit Points 25 Initiative +4 Skills Perception +3 7.76mm Machine Gun. Ranged Weapon Attack: +7 to hit, range 300/900 m, auto, no recoil. Hit: 17 (2d12+4) piercing damage. 100 ammunition. At Higher Levels. When you run this hack using a hack slot of 4th level, the autoturret has the following stats, and costs シ20,000. 4th Level Autoturret INT WIS CHA 6 6 6 Armor Class 12 Hit Points 30 Initiative +5 Skills Perception + 12.7mm Machine Gun. Ranged Weapon Attack: +8 to hit, range 1 km/2 km, auto, no recoil. Hit: 25 (3d12+6) piercing damage. 100 ammunition. When you run this hack using a hack slot of 5th level, the autoturret has the following stats, and costs シ30,000. 5th Level Autoturret INT WIS CHA 6 6 6 Armor Class 12 Hit Points 35 Initiative +6 Skills Perception +5 14.5mm Machine Gun. Ranged Weapon Attack: +9 to hit, range 1 km/2 km, auto, no recoil. Hit: 29 (4d10+7) piercing damage. 100 ammunition. Babel Frog 1st-level software hack Launch Time: 1 action Duration: Concentration, 1 hour While the factory universal translator software in daemons is fine for regular conversation, this hack translates nuance and emotive cues, making your speech seem as though you are a native speaker. You do not suffer from disadvantage when making Charisma checks that involve language aptitude, even if you don’t speak the language. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 215 It tracks a target through their online presence, such as credit card transactions, social media posts, video camera footage, and other digital clues to hone in on the target’s physical location. You can only have one bloodhound hack running at once. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, the bloodhound gains a +1 bonus to skills for each hack slot above 2nd level. Bot Lackey 1st-level bot hack Launch Time: 1 action Duration: Permanent You create a limited bot AI that can be used to relay messages, do online searches, investigate things, persuade, seduce, intimidate, or deceive others. The bot AI has the following attributes: Bot Lackey AI INT WIS CHA 6 6 8 Skills Deception +3, Intimidation +3, Persuasion +3, Investigation +2, Insight +2, Computers +2 You can only have one bot lackey running at once. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, the bot lackey gains a +1 bonus to skills for each hack slot above 1st level. Booby Traps 3rd-level craft tech hack Launch Time: 1 week Duration: Permanent You install potentially lethal security measures that protect up to a 500 square meters (5,400 square feet) of floor, across several floors of if you so wish it. This can include homes, offices, garages, or any other space. You can specify individuals that do not set off the alarms if you choose. You can also specify a password, fingerprint, retinal, DNA, or any other type (or combination of types) of security clearance measures to avoid setting off the alarms. Every corridor and room is monitored by alarms (silent or audible), motion detectors and cameras. It is up to you if you want the cameras to be closed-circuit (so they can’t be remote hacked), or livestreamed to a private server (so you can see through them at any time). All attempts to spot secret doors, open locks, or spot cameras is made against your hack DC. All doors are locked, and any attempt to unlock them must succeed against your hack DC. In addition, you can make with an Intelligence (Computers) ability check, requiring 1 hour of time per check, until a success is achieved. If this is used in combat, the combatant will stop fighting and seek cover, until someone attacks them. Blood Dope 1st-level injection hack Launch Time: 1 action Duration: 1 hour You bolster yourself or another creature with a medley of modified erythrocytes, leucocytes, platelets, and other cells, granting 1d10 + 5 temporary hit points to the recipient for the hack’s duration. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you gain 10 additional temporary hit points for each slot level above 1st. Blood Fake 1st-level injection hack Launch Time: 1 action Duration: Concentration, up to 1 hour You inject yourself or another target with nanobots designed to trick DNA and blood tests. These nanobots proliferate throughout your tissue, fooling any tests that would identify you based on your biological signs. Instead of presenting your own life signs, you can direct these nanobots to provide whatever life signs you wish, including faking the life signs of another person (assuming you have had access to their DNA information at some point). In order to detect this fraud, the person investigating the blood or tissue sample must succeed in an opposed Intelligence (Life Science) roll against you. Bloodhound 2nd-level bot hack Launch Time: 1 action Duration: Permanent You create a bot AI that is specialized in tracking people down, and it is equipped with facial/body recognition software and data pattern algorithms. The bot AI has the following attributes: Bloodhound AI INT WIS CHA 8 8 6 Skills Insight +4, Investigation +4, Perception +4, Computers +4 Camfect. The bloodhound can slice through most camera security, using them as its senses. The bloodhound has no hack slots, so it must use it as a software hack (see taking your time under software hacks)


216 // 10. Hacking // The target must make a Constitution saving throw. On a failed save, the target takes 10d6 heat damage and suffers from two levels of exhaustion. On a successful save, the target takes half damage and suffers from one level of exhaustion. Calm Emotions 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each person in a 6-meter-radius sphere centered on a point you choose within range must make a Charisma saving throw; a person can choose to fail this saving throw if they wish. If a person fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this hack ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about people or things of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed, or if it witnesses any of its friends being harmed. When the hack ends, the targets become hostile again, unless the GM rules otherwise. Camfect 1st-level mind hack or software hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You can hack directly into an audiovisual feed, such as a camera or even someone’s eyes and ears. You can see and hear a particular target you choose. If you prefer not to directly livestream the AV feed, you can have it upload to a cloud for later viewing. The target must make a Wisdom saving throw to avoid this hack. At Higher Levels. When you run this hack using a 2nd-level hack slot, the duration is concentration, up to 1 hour. When you use a 3rd-level hack slot, the duration is up to 24 hours. When you use a 4th-level hack slot, the duration is up to 7 days. When you use a 5th-level hack slot, the duration has no time limit. Carnal 1st-level injection hack Launch Time: 1 action Duration: 2 hours You inject yourself or another creature with a drug causing senses to become more acute and generating a sensation of euphoria. Things smell, feel, taste, look and sound better on this drug. It is a very popular street drug and is commonly used at dance clubs, parties, or up to ten doors hidden, to appear as plain sections of wall. Every wall and door is reinforced, having an extra 5 DR and double hit points. Up to 10 different locations can have any of the explosive hacks from level 1-3 with specialty detonators, even if you don’t otherwise know these hacks. Launching this hack requires シ10,000 in materials and a mechanic’s kit. Bring ’em Back 2nd-level injection Launch Time: 1 action Duration: instantaneous You inject a target that was killed in the last minute with restorative nanobots that oxygenate the blood and repair dead tissue before brain death happens. They return to life with 1 hit point at the start of their next turn, but acquire a permanent injury (see Chapter 9: Combat). This hack has no effect on targets that have been dead longer than 1 minute. At Higher Levels. When you run this hack using a 3rd-level hack slot or higher, the target returns to life with an additional 10 hit points for each hack slot above 2nd level. Buddha 1st-level injection hack Launch Time: 1 action Duration: 1 hour You inject a mixture of chemicals that stimulate the parts of the brain associated with empathy and compassion, as well as abstract thinking. The target gains a +2 bonus to Wisdom and Charisma. The tranquility the target feels makes it so that they must make a DC 10 Wisdom saving throw to take a violent action while this drug is active. If this is used on an unwilling person, a successful melee hack attack is required. Unlike most buddha, your concoction has nanobots that negate any chance of addiction. At Higher Levels.  When you run this hack using a hack slot of 2nd level or higher, the target gains an additional +1 bonus to your Wisdom and Charisma for every slot above 1st. Burning Blood 3rd-level gadget hack Launch Time: 1 action Duration: instantaneous You throw a packet of nanobots at one living target within 9 meters. The packet bursts upon impact, and the nanobots instantly proliferate and burn all the ATP in every cell they come into contact with, exhausting the target and potentially even boiling their blood. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 217 Chromatophores 1st-level injection hack Launch Time: 1 minute Duration: 10 minutes Biobots embed themselves throughout a living target's skin, making their cells function like those of hyper-camouflaged octopi. The target's entire outer surface must not be covered for this hack to be effective (i.e. they must be naked or be wearing clothing with transparency), and it has no effect on any other equipment. Until the hack ends the target is invisible. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, the hack's duration increases by 20 minutes for each hack slot above 1st-level. Claws 1st-level gadget hack Launch Time: 1 minute Duration: 8 hours You dip your fingers into a biobot gel, which is programmed to construct an ultra-sharp nanocarbon set of claws attached to your fingertips. The claws are a light, finesse, simple melee weapon that does 2d4 slashing, armor-piercing damage. When the hack ends, the claws fall off. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, the damage increases as shown on the table below. Slot Level Damage 2 2d6 3 2d8 4 2d10 5 2d12 Clone 3th-level craft tech hack Launch Time: 120 days Duration: Permanent This biohack grows a fully grown duplicate of a living creature. This clone forms inside a sealed incubator and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its incubator remains undisturbed. The clone is physically identical to the original, but none of the original’s equipment or upgrades. It also has no experience or memories and needs to have a psychomime or AI implanted in it to function, otherwise, it is in a catatonic state. The incubator and other materials required to run this hack costs シ10,000 any other sensual activity. You gain advantage on Wisdom (Perception) and (Insight) checks but suffer from 1 level of exhaustion afterward. Unlike most carnal, your concoction has nanobots that negate any chance of addiction. Cataracts 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute You can blind a foe. The target must make a Wisdom saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the hack ends. This blindness works even on cyberoptics by targeting the visual cortex directly. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target two additional people for each slot level above 1st. Charm 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to one hour You attempt to charm the target, and it must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the hack ends or until you or your companions do anything harmful to it. The charmed target regards you as a friendly acquaintance. When the hack ends, the target knows it was charmed by you. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target one person or AI for each slot level above 1st. Chitin 1st-level injection hack Launch Time: 1 minute Duration: 1 hour You inject a willing creature with a nanocolony that secretes form-fitting enhanced chitin over the body, which sclerotizes and becomes hard plates. Until the hack ends, the target’s skin has a dark, hard, and shiny appearance, not unlike a beetle. In addition, the target’s AC can’t be less than 18, and their DR versus slashing, piercing, and bludgeoning can’t be less than 2, regardless of what kind of armor they are wearing. After the hack’s duration, the plates fall off. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, the minimum AC and DR increase by 1 per hack slot above 1st.


218 // 10. Hacking // action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as freeway traffic or off a cliff, but it will provoke opportunity attacks to move in the designated direction. Concussion Bomb 2nd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. Concussive force radiates outward in a 3-meter radius sphere centered on the point of the detonation. Everyone within the blast must make a Dexterity saving throw, taking 4d6 bludgeoning damage and becoming stunned until the end of their next turn on a failed save, or half as much damage and no stun effect on a successful one. You must spend シ500 on materials to construct this explosive. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, the bomb does an additional 3d6 damage and costs an additional シ200 in materials for each hack slot level beyond 2nd. Consume Evidence 1st-level gadget hack Launch Time: 1 action Duration: Instantaneous You direct biobots loaded with DNases and other digestive enzymes to target and destroy small amounts of DNA evidence of any profiles you like in a 36-meter area. You must have the DNA information of the targeted evidence destroy it, or simply choose to destroy all DNA in the area. This hack doesn’t harm people, only loose cells. It takes 10 minutes for the process to be completed, but you don’t have to be present while the biobots are doing their thing. After they complete their job, they disperse self-destruct, leaving no evidence they ever existed. A DC 15 Intelligence (Life Science) or DC 18 Intelligence (Investigation) ability check reveals that DNA evidence was destroyed, but it doesn’t reveal the original DNA source. At Higher Levels. When you launch this hack using higher level hack slots, the biobots are able to digest large amounts of tissue, even entire bodies. Each hack slot above level 1 allows the biobots to consume an additional 80 kilograms of tissue and DNA. CNS Stim 2nd-level injection hack Launch Time: 1 action Duration: Up to 1 minute You flood a willing recipient with a bunch of stimulants that jack the central nervous system into overdrive. Until the hack ends, the recipient gains a +2 bonus to AC, advantage on Dexterity saving throws and an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the hack ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Command 1st-level mind hack Launch Time: 1 action Duration: 1 round You speak a one-word command to a person or AI. The target must succeed on a Charisma saving throw or follow the command on its next turn. The hack has no effect if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the hack ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1 meter of you. Drop. The target drops whatever it is holding then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone then ends its turn. Halt. The target doesn’t move and takes no actions. A flying target stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can affect two additional targets for each slot level above 1st. Compulsion 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute You can target a number of people or AI equal to your Intelligence modifier. Targets must make a Wisdom saving throw. On a failed save, a target is affected by this hack. Until the hack ends, you can use a bonus Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 219 Darkvision 1st-level injection hack Launch Time: 1 action Duration: 8 hours You’ve concocted a colony of nanobots that form a temporary tapetum lucidum in the target’s eyes, as well as acting as especially potent rod cells. For the hack’s duration, the target creature has darkvision out to a range of 18 meters. Database Dip 1st-level software hack Launch Time: 1 action Duration: Instantaneous You can bypass the firewalls of a particular database to retrieve data on one subject, be it a person, place, thing, or event. Doing this only gets you by the security for just that one pilfering of data and nothing else. This hack retrieves all relevant data on the target that would be available to a mid-ranking employee that works there. For example, this hack could be used to crack into the LAPD database to find out all information about a particular criminal, officer, or case file. This hack doesn’t give information so confidential that regular employees don’t have access to it. To use this hack, make an Intelligence (Computers) ability check with the DC being determined by the GM. On a success, the relevant information is instantly downloaded. Failing by 5 or more alerts the owners of the database they are being hacked, and failing by 10 or more gives them your identity. DDR 3rd-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. The dancer must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this hack, other people have advantage on attack rolls against them. As an action, the dancer can make a Wisdom saving throw to regain control of themself. On a successful save, the hack ends. Cushion 1st-level gadget hack Launch Time: 1 action, or reaction Duration: 2 rounds You’ve prepared a tube containing a potential chemical reaction that when activated, deploys a rapidly-expanding and shock-absorbing foam. The tube can be thrown up to 18 meters, and the foam instantly expands to a 6-meter radius. This foam acts as a safety net if you happen to find yourself falling great distances, negating any damage you or anyone else would receive. After the hack ends, the cushion dissolves into a salty liquid. Daemon Disruption 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You hack someone’s daemon, shutting it down for a time. The target must make a Wisdom saving throw. On a failed save, they cannot use their daemon for any function for the hack’s duration. This includes any upgrades, hacks, or features that require a daemon. Daemon Killer 3rd-level injection hack Launch Time: 1 action Duration: Instantaneous You’ve concocted a solution of nanobots that seek out and destroy daemon parts, from the network filaments to the individual daemon nanobots. Make a melee hack attack against a creature you can reach. On a hit, the target must make a Constitution save or their daemon is destroyed, including any AI attached to it. They cannot use any daemon abilities, including features, hacks, or upgrades that requires a daemon. Getting a new daemon costs シ2,000 and requires a long rest before it becomes active. Daemon Betrayal 4th-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You hack someone’s daemon, getting the medical components of it to target its host body, attacking it on a cellular level, lysing them indiscriminately. The target must make a Wisdom saving throw. On a failed save, they take 6d10 corrosive damage. On a successful save, they take half as much damage. The damage occurs at the end of each of your turns until the hack ends.


220 // 10. Hacking // Deep Fake 1st-level mind hack and software hack Launch Time: 1 action Duration: Concentration, up to 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different to one target (person, robot, or video camera) until the hack ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a humanoid form, even if it looks strange. Otherwise, the extent of the illusion is up to you. If you use this hack to appear as another specific person, you must succeed at a Charisma (Deception) ability check against the target’s passive Perception. To discern that you are disguised, an individual can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your hack save DC. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target two additional people (or camera system) for each slot level above 1st. Decrypt 1st-level software hack Launch Time: 1 minute Duration: Instantaneous You can crack through encryption quickly and easily (countering the encrypt hack and other security protocols). You must make an Intelligence (Computers) ability check against the encryption DC to break through it. If the check fails by 5 or more, the owner of the system is alerted to the hack, and if it fails by 10 or more your identity is revealed to the target. This hack is most commonly used to hack into people’s accounts for social media, security passwords for electronic locks, IMs, and other protected accounts. This hack cannot be used to hack into someone’s daemon directly, so it does not allow mind-reading or control of any type. It does, however, allow you to hack into their email, stored images and video, and private messages. Unless a target has been specifically encrypted or has a firewall from an upgrade, class feature, or other ability, the base DC is 10. Secure emails and cloud services that store video, images, and other data typically have a DC of 15-20, while military and other highly secure servers can have a DC of 20-25. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 221 You release a microscopic cloud of nanobots that detect poison and disease, reporting back on the nature and the source of the toxins. For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 9 meters of you. You also identify the kind of poison, poisonous creature, or disease in each case. The hack can penetrate porous barriers, but cannot pass through anything airtight. Detect Minds 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You use this hack to detect the presence of thinking things you can’t see. When you run this hack, you can search for people within 9 meters of you. All people in this radius are revealed, and their location is narrowed down to a 1.5-meter radius. It doesn’t reveal any other information about them other than their presence and rough location. This hack is often used to detect people for follow-up mind hacks. If this hack reveals people that are invisible, they remain invisible, but you know their general location (as described above), and it allows you to target them with mind hacks. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, it reveals people within an additional 3 meters of you per hack level above 1st. Detect Security 1st-level software hack Launch Time: 1 action Duration: Instantaneous Choose a door, area, safe, window, vehicle, or any other object that might have electronic security associated with it. This hack reveals whether or not the target has security, and some details regarding the security feature (such as if it is an audible alarm, silent, damaging trap, etc.). Detoxify 1st-level injection hack Launch Time: 1 action Duration: 1 hour You inject a creature (or food/drink) with specialized detoxification nanobots that metabolize poisons. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. Defensive Feedback 1st-level mind hack Launch Time: 1 reaction, which you take in response to being mind hacked Duration: instantaneous When you are the target of a mind hack, you have an automated defense program kick in, sending damaging feedback to the mind hacker. The attacker must make a Wisdom saving throw. It takes 2d12 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Delusions 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute This hack assaults and twists the target’s mind, spawning delusions and provoking uncontrolled action. The target must succeed on a Wisdom saving throw when you run this hack or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn (using the chart below). At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends. d10 Behavior 1 The target uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The person doesn’t take an action this turn. 2-6 The target doesn’t move or take actions this turn. 7-8 The target uses its action to make a melee attack against a randomly determined person within its reach. If there is no person within its reach, the person does nothing this turn. 9-10 The target can act and move normally. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target two additional people for each slot level above 1st. Detect Biohazards 1st-level gadget hack Launch Time: 1 action Duration: Concentration, up to 10 minutes


222 // 10. Hacking // Duration: Instantaneous Choose an object that has digital security, such as a door, window, car, or even a bomb with an electronic detonator. This hack disables the security. If the object has multiple security measures, only one of them is disabled. You must succeed at an Intelligence (Computers) ability check against the security DC for this hack to take effect. Disable Vehicle 2nd-level software hack Launch Time: 1 action Duration: Concentration, up to one minute You can hack into a vehicle’s onboard computer to remotely shut it down, making it pull over to the side of the road, land, hover in place, or otherwise stop. The effect takes place at the start of the following round. You must have the vehicle’s license plate or have it in line of sight to use this ability. The vehicle must succeed at a Wisdom saving throw to bypass this effect. The vehicle may attempt an additional saving throw at the start of each round. Dominate 3rd-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute You attempt to take control of the target. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or people that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a chat link with them. You can use this link to issue commands to the person 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. Each time the target takes damage, it makes a new Wisdom saving throw against the hack. If the saving throw succeeds, the hack ends. At Higher Levels. When you run this hack using a 4th-level hack slot, the duration is concentration, up Diagnose Weakness 3rd-level gadget hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You release an invisible cloud of bioactive nanobots that enter the bodies of your enemies, ferreting out weaknesses and reporting the information back to you and your allies. The cloud is a 9-meter radius sphere centered on you, and any attacks made on enemies that are within this cloud score critical hits on attack rolls of 18, 19, and 20. Digest 3rd-level gadget hack Launch Time: 1 action Duration: instantaneous You toss a ball of virulent short-lived nanobots at a target that you can see within 18 meters, where it erupts into a hungry cloud of cytolyzing micromachines. The target must make a Constitution saving throw. On a failed save, it takes 10d10 corrosive damage, or half as much damage on a successful save. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the corrosive damage it took. Any effect that removes a disease allows someone’s hit point maximum to return to normal before that time passes. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Direct 3rd-level mind hack Launch Time: 1 action Duration: Concentration, up to 3 hours The target must make a Wisdom saving throw. If they fail, you implant a compulsion inside your target, making them move towards any location you desire as quickly as they normally travel, without rushing (though using their car, public transportation, or even a plane ticket is reasonable if they have the cash). If the location is dangerous, such as heavy traffic or the caldera of a volcano, the hack ends when they reach the edge of the danger. They are unaware of why they are moving towards your location, rationalizing away their travel choices. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, you can target two additional people or AI for each slot level above 3rd. Disable Security 1st-level software hack Launch Time: 1 action Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 223 Drone Swarm Size: Tiny HP: 20 AC: 18 Str: 4 Dex: 18 Attack. +8 to hit, 1d4 + 4 electrical damage At Higher Levels. When you launch this hack using a hack slot of 4th level or higher, you can launch four additional drones for each slot above 3rd. Ego Flay 1st-level mind hack Launch Time: 1 action Duration: instantaneous You unleash a wave of data that slams your target right in their sense of self. The target must succeed on a Charisma saving throw or take 1d12 psychic damage and have disadvantage on the next attack roll they make before the end of their next turn. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target two additional people for each slot level above 1st. EM Barrier 4th-level gadget hack Launch Time: 1 reaction when you are the target of a melee attack or touched Duration: 1 round You’ve made a device that emits incredible levels of electromagnetic energy the moment before dangerous metals impact against your body, deflecting them. If you are attacked and the source of the attack is metal (such as bullets, knives, swords, etc.), then you can use your reaction to gain +10 AC against that attack, and any other attack that uses metal until the end of the round. EMP Bomb 3rd-level craft explosive hack Launch Time: 2d6 hours Duration: Permanent, until detonated. The detonation creates a burst of electromagnetic radiation in a 3-meter radius. All electronics must make a saving throw. On a failed save, the electronics stop working until they are repaired. Repairing electronics damaged by an EMP blast requires a DC 10 Intelligence (Mechanics) ability check and 10 minutes. Things affected include cars, elevators, computers (including daemons), etc. The saving throw bonus the device gets depends on the amount of insulation they have from the blast, and high-quality electronics have Faraday shielding, which can provide from a +5 to +15 bonus to this saving throw (see Faraday shielding in the gear section). Daemons have a +5 bonus to this saving throw, and if they fail, they can make the saving throw to 10 minutes. When you use a 5th-level hack slot, the duration is concentration, up to 1 hour. Drone Snipe 2nd-level mind hack Launch Time: 1 action Duration: Instantaneous As an action, you hack into one of the many drones flying overhead and command it to take a shot at a specified target. The drone snipe makes an attack roll with a bonus equal to your proficiency bonus + your Intelligence modifier. If it hits, it does 6d12 armor-piercing, piercing damage. This ability can only be activated if you are outdoors, know where your target is, and your target is visible from a bird’s eye view. Yes, aerial drones are everywhere. Drone Strafe 3rd-level mind hack Launch Time: 1 action Duration: Instantaneous You hack into a nearby aerial drone and command it to strafes an area with a hail of gunfire. It affects everything in a 6-meter-radius sphere centered on a point of your choosing. The drone strafe does 6d10 armor-piercing, piercing damage, or half as much damage on a successful Dexterity saving throw. This ability can only be activated if your target area is outdoors, you have line of sight on it, and it is visible from a bird’s eye view. Yes, aerial drones are everywhere. Drone Swarm 3rd-level gadget hack Launch Time: 1 action Duration: Concentration, up to 1 minute You throw a ball of ten microdrones into the air, which disperses into a weaponized swarm, each drone being capable of delivering a nasty electric shock. The drones are under your control until the hack ends or until reduced to 0 hit points. As a bonus action, you can digitally command any of these drones within 150 meters of you (you can command any or all of them at the same time, issuing the same command to each one). You decide what action each drone will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular room or corridor. Once given a command, the drones follow it until they are given another command. Each drone has the following stats:


224 // 10. Hacking // Envenom 2nd-level injection hack Launch Time: 1 action Duration: Instantaneous You inject an enemy with a dose of venom. Make a melee hack attack against a creature you can reach. On a hit, the target must make a Constitution save, or suffer one of the following effects (your choice, before the save is rolled). Haemovenom. This blood-cell destroying poison causes 5d10 poison damage on a failed save, and the target becomes poisoned for 1 hour, or half as much damage and no poison effect on a successful one. Necrovenom. This tissue destroying venom causes 10d10 poison damage on a failed save, or half as much damage on a successful one. Neurovenom. This neurotoxic venom causes the target to become unconscious for 1 hour. If the subject fails by 5 or more, they die. at the end of each turn as they attempt to self-repair. You must spend シ1,000 on materials to construct this explosive. Enamoring Cloud 2nd-level gadget hack Launch Time: 1 action Duration: 10 minutes You release a cloud of bioactive nanobots that distract and enthrall anyone who breathes them in. Living creatures within 18 meters that don’t have an independent air supply must make a Wisdom saving throw or become charmed by you. If you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the hack ends or until the target can no longer hear you. The hack ends if you are incapacitated. Encrypt 1st-level software hack Launch Time: 1 action Duration: Permanent You protect data with encryption, be it a video feed, currency, text, or any other type of data. Only you and those you give access can open the encrypted data without hacking it (see Computers skill or the decrypt hack). The DC to decrypt your encryption is your hacking DC. Enhance Ability 1st-level injection hack Launch Time: 1 action Duration: 30 minutes You inject a creature with performance enhancing drugs. Choose one of the following effects; the target gains that effect until the hack ends. Hyperglobin Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the hack ends. Fast Twitch Strength. The target has advantage on Strength checks, and their carrying capacity doubles. Proprioception Boost. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 6 meters or less if it isn’t incapacitated. Jacked Confidence. The target has advantage on Charisma checks. Juiced Cunning. The target has advantage on Intelligence checks. Zen Mindfulness. The target has advantage on Wisdom checks. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 225 ance of the generated image and the originator of the DNA sample. For example, scars, dyed hair, or tattoos won’t be shown on the generated image. False ID 2nd-level software hack Launch Time: 1 action Duration: 1 hour When you run this hack, you change the way someone or something appears on government databases, such as police checks, credit rating reviews, and social media accounts. The change could be something you create from scratch or an impersonation. This can be used on a person (including yourself) or a thing, like a car or a handgun. This hack can be used to get you into exclusive clubs, get someone temporarily detained or arrested, falsify firearm registration, etc. An Intelligence (Investigation) or Intelligence (Computers) ability check against your hacking DC can reveal the forged ID. Once the hack is discovered, its effect is nullified. If the ruse is discovered, it could have legal or social consequences for the hacker. Fear 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You project a phantasmal image of the target’s worst fears (this does not work on AI). Up to two people that can see you must succeed on a Wisdom saving throw or drop whatever they are holding and become frightened for the duration. While frightened by this hack, a person must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the target ends its turn in a location where it doesn’t have line of sight to you, the target can make a Wisdom saving throw. On a successful save, the hack ends for that target. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target two additional people for each slot level above 1st. Feeblemind 4th-level mind hack Launch Time: 1 action Duration: Instantaneous You blast the mind of your target, attempting to shatter intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the target’s Intelligence and Charisma scores become 1. They can’t understand lanErase Memory 1st-level mind hack Launch Time: 1 action Duration: Instantaneous You can erase a target’s memories of recent events. The target must make a Wisdom saving throw. On a successful save there is no effect, but on a failed save, the last 1 minute of the target’s memories are erased. This doesn’t affect the emotional centers of the brain, so the target still feels the same way about you regardless of their memory. If used in combat, the target still treats you as hostile, but their next attack roll or ability check is made with disadvantage as they deal with the disorientation. At Higher Levels. When you run this hack using a 2nd level hack slot 10 minutes of memories are erased, 1 hour for a 3rd level slot, 1 day for a 4th level slot, and 1 week for a 5th level slot. Explosive Ammo 2nd-level craft tech hack Launch Time: 1 hour Duration: Permanent You create a magazine of explosive ammunition for one firearm. While using this ammunition, you can treat any 1 or 2 on a damage die as a 3. You need to have mechanic’s tools and the proper materials (worth シ 500) to create this magazine, consuming the materials in the process. This hack can be combined with the AP ammo and incendiary ammo hacks. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can treat any 1, 2, or 3 on a damage die as a 4. Extinguish 1st-level gadget hack Launch Time: 1 action Duration: instantaneous You carry around an especially effective fire extinguisher that puts out any flame in a 3-meter radius sphere. Extrapolate Form 1st-level software hack Launch Time: 1 action Duration: instantaneous If you get a DNA sample of any kind, you are able to generate a 3D image of whatever specific organism the DNA came from, at any age. This hack is mostly used to generate accurate facial images to visually identify the DNA’s originator, but it can work on any species. Depending on the lifestyle of the DNA’s originator, there may be some small differences between the appear-


226 // 10. Hacking // Flashbang Bomb 2nd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. The detonation produces an ultra-bright blinding flash of light and an intensely loud “bang”. Everyone within 3-meter radius sphere centered on the point of the detonation must make a Constitution saving throw. On a failed save, people become blind, deaf, and are stunned until the end of their next turn. You must spend シ300 on materials to construct this explosive. Foam Wall 2nd-level gadget hack Launch Time: 1 action Duration: 1 hour A device you’ve constructed triggers an explosive chemical reaction after being thrown, one that releases a nanobot directed polymer-foam that solidifies on contact with the air. The device can be thrown up to 18 meters, and at the point of impact, makes an enormous foam wall that is 30 cm thick, and 3 x 9 meters. If the wall cuts through someone’s space when it appears, the person is pushed to one side of the wall (your choice). The wall doesn’t need to be vertical or rest on any firm foundation. Thus, you can use this hack to bridge a gap between buildings or create a ramp. You wirelessly direct the wall in regards to the direction it expands from the point of impact when you launch this hack. If you are jammed, the point of impact is the center of the wall, though you can still direct if it is vertical or horizontal. The wall has an AC of 15, and can take 200 hit points of damage before a human sized hole is opened. The wall disappears when the hack ends, dissolving. At Higher Levels. Each hack slot above 2nd level increases the wall by another 3 x 3 meters. For example, a 3rd level hack slot would produce a 6 x 12-meter wall, and a 4th level hack slot would produce a 9 x 15-meter wall. Forensic Scan 1st-level gadget hack Launch Time: 1 minute Duration: Instantaneous You analyze material, discerning it’s chemical and biological nature. This hack can pick up and record the chemical composition and amount of everything in an area up to a cubic meter or as fine as a cubic centimeter. This includes solids, liquids, and gases. It is so finely tuned it can even pick out and sequence individual guage, run hacks, use ranged attacks, or communicate in any intelligible way. The target can, however, identify its friends, follow them, and even protect them with melee attacks. At the end of every 30 days, the person can repeat its saving throw against this hack. If it succeeds on its saving throw, the hack ends. Alternatively, this reduced mental state can be countered by another coder, requiring a success against your hack DC with an Intelligence (Computers) ability check, requiring 1 hour of time per check. Ferocity 3rd-level injection hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You inject yourself with a mixture of stimulants and other compounds, launch military skillsoft containing combat training into your daemon, as well as channel your daemon to direct all of your mental power towards fight or flight. While this hack is active you appear like a seething creature of pure rage and intensity, muscles taut and breathing heavily. Until the hack ends, you can’t launch any other hacks, or initiate Charisma or Intelligence ability checks other than Charisma (Intimidation). You gain the following benefits: • You gain 50 temporary hit points. If any of these remain when the hack ends, they are lost. • You have advantage on attack rolls that you make with weapons and unarmed strikes. • When you hit a target with a weapon or unarmed strike, that target takes an extra 2d12 damage of same type as that attack. • You have proficiency with all armor and weapons. • You have proficiency in Strength and Constitution saving throws. • You attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. After the hack ends, you suffer from two levels of exhaustion. Fireflies 1st-level gadget hack Launch Time: 1 action Duration: 1 hour You deploy thousands of bioluminescent insects that illuminate a 9-meter radius. As an action, you can move the illuminated area by 9 meters. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 227 Frictionless Spray 1st-level craft tech hack Launch Time: 2 hours Duration: Permanent, can be used 10 times You create a spray can of a liquid lubricant. If used to escape bonds (like handcuffs or ropes) it provides a +10 bonus to Dexterity (Acrobatics) checks made to escape bonds. If sprayed on the body, the person gains a +10 bonus to escape grabs. As an action it can be sprayed on the ground, covering a 1-meter area. Anyone passing over that area must make a Dexterity (Acrobatics) check or they fall prone to the ground and take 1d4 bludgeoning damage from the fall. Getting up requires an additional DC 20 Dexterity (Acrobatics) check, failure results in falling prone and taking the damage again. If it is sprayed on an incline, it is impossible to climb the incline. The spray may also be used on an enemy’s hands. They must make a DC 10 Dexterity save or they drop their weapon. They must make this save at the start of each of their turns until they wash the frictionless polymer off their hands (which takes 1 action). Each can contains 10 uses. It costs シ300 to make one can of this spray. Gecko Skin 1st-level gadget hack Launch Time: 1 minute Duration: 1 hour Biobots secrete specialized polymers over the surface of your hands, feet, legs, and arms, so it mimics a gecko’s skin, allowing you to cling to walls. Until the hack ends, you are able to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gain a climbing speed equal to your walking speed. After the hack ends, the adhesive dissolves. Genetic Enhancement 3rd-level craft tech hack Launch Time: 1 week Duration: Permanent This biohack genetically enhances you, or one of your living allies, permanently. You use molecular tools to excise parts of a target genome, replacing it with coding bits that introduce wondrous traits, making a novel phenotype. Unfortunately, there may be unpredictable side-effects to this procedure. You can select any genetic enhancement from the Genetic Enhancement table shown in the mutt section of Chapter 2. The target must also roll on the Genetic Flaw table, acquiring whatever flaw is rolled. DNA samples if any are present. If the proper authority is possessed (or the proper hacking skills) it can identify the person the DNA belongs to by checking government databases. Fragmentation Bomb 2nd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. Shrapnel flies outward in 6-meter radius sphere centered on the point of the detonation. Everything within the blast must make a Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one. You must spend シ400 on materials to construct this explosive. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, the bomb does an additional 3d6 damage and costs an additional シ200 in materials for each hack slot level beyond 2nd. Freeze 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the hack ends on the target. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target two additional people for each slot level above 2nd.


228 // 10. Hacking // Getaway Car 2nd-level software hack Launch Time: 1 action Duration: instantaneous You hack into a car within 36 meters and get it to drive to your location. If possible, the car arrives at your location with unlocked doors at the start of your next turn. If you happen to be in an area where a car can’t reach you (like inside a building), it waits in the street by the nearest exit. Roll a 1d20 to determine the type of car. Roll Car 1-10 Sedan, Basic 11-14 Sedan, Luxury 15-19 Truck 20 Sports Car The car is a stolen one, and there will be legal questions, and possible law enforcement consequences at the GM’s discretion. Gills 1st-level injection hack Launch Time: 1 minute Duration: 10 hours You inject yourself or an ally with a symbiotic bacterial culture that coats your bronchioles with a gel-like intracellular matrix that is capable of extracting oxygen from the water just as easily as extracting it from the air. As a result, you are able to breathe underwater for the duration of the hack. Grey Goo 5th-level injection hack Launch Time: 1 action Duration: 1 minute You inject an enemy with a colony of self-replicating nanobots that digests the subject’s tissues, spreading throughout the body and wreaking havoc. Make a melee hack attack against a creature you can reach. On a hit, they must make a Constitution save, taking 12d6+50 corrosive damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, they suffer the same effect next round, requiring an additional save. The effect continues each round until they make a successful save. Gunsmith 1st-level craft tech hack Launch Time: 2d4 hours Duration: Permanent It takes a full week for this hack to take effect, and during this time, the target is poisoned, even if they would normally be immune to that effect. After this week, the target’s genome has been permanently changed, and the novel genes have expressed proteins to make the new trait. If the target wants an upgraded version of the genetic enhancement, they must use this hack a second time and go through the process again. It costs 20,000 in materials to perform this hack, and the genetic enhancement counts as one of the target’s maximum allowable 8 upgrades. If you remove or substitute this genetic enhancement, you also remove the associated genetic flaw. At Higher Levels. When you run this hack using a 4th level hack slot, you can roll the genetic flaw twice, and choose the result. When running this hack using a 5th level hack slot, you don’t have to roll the genetic flaw at all. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 229 save DC. If a target discerns the hallucination for what it is, they can block it from their senses. Heat Stabilize 1st-level injection hack Launch Time: 1 action Duration: 1 hour You inject a living thing with a mixture of chemicals and nanobots that keeps their tissues heat stable, producing heat or venting it off where necessary. This hack grants the target with resistance to heat and cold damage, and enables them to survive in temperatures ranging from -40 to +60 degrees Celsius without suffering from environmental damage. Highlight 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You can force people to outline themselves in bright color via the augmented reality of the Veil (the color is your choice). You can target a point up to 72 meters away, and all people within a 3 meter radius (even if you don’t know they are there) are outlined in light if they fail a Wisdom saving throw. For the duration, affected targets shine brightly to anyone you choose to share this augmented reality with (a free action). Any attack roll against an affected target has advantage if the attacker can see it, and the affected target can’t benefit from being invisible. Incendiary Ammo 1st-level craft tech hack Launch Time: 1 hour Duration: Permanent You create a magazine of incendiary ammunition for one firearm. At the GM’s discretion, targets will catch fire, taking 1d6 heat damage per turn until it is put out. You need to have mechanic’s tools and the proper materials (worth シ100) to create this magazine, consuming the materials in the process. This hack can be combined with the AP ammo and explosive ammo hacks. Incendiary Bomb 3rd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. A swirling shower of white-hot phosphorus embers appears in a 6-meter-radius sphere centered on the point of detonation. The shower spreads around corners, and the area becomes heavily obscured, lasting  for You can modify a firearm to increase one of its capabilities. To do so, you must pay ½ of the firearm’s original cost. Increased Damage. When rolling damage, all 1's automatically become 2's. Increased Range. A ranged weapon’s range may be increased by 50%. Shock Absorption. A firearm’s recoil is reduced by 1. If it already has 0 recoil, this reduction applies to recoil resulting from the auto feature. A weapon can only have one gunsmith modification active at once. Hallucination 3rd-level mind hack and bot hack Launch Time: 1 action Duration: Permanent You create an AI that appears as a hallucination of an object, a person, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 9-meter cube, and you decide when you run the hack how the hallucination behaves and what sounds it makes. You can make the AI engage in a scripted performance, or it can act autonomously following general protocols. Once activated, the bot is interactive for one hour. When the condition you specify occurs, the AI hallucination springs into existence and performs in the manner you described. Once the hallucination finishes performing, it disappears and remains dormant for 10 minutes. After this time, the hallucination can be activated again, though it has no memory of the earlier encounter. The triggering condition can be as general or as detailed as you like, and it is commonly based on visual or audible conditions tied to a sensor of some type, like a camera. It can also be triggered by connecting to particular websites, opening particular messages, or connecting with particular people. For example, you could create a hallucination of yourself appear and warn off others who attempt to open your door, or you could set the hallucination to trigger only when someone says the correct word or phrase. You could even make the hallucination distract someone through seduction, harassment, or some other method. If you do, the AI’s Charisma checks are 1d20 + 5. The target can use their action to ponder the hallucination to determine that it is not real, with a successful Intelligence (Investigation) check against your hack


230 // 10. Hacking // Invisibility 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to one hour The target must make a Wisdom saving throw. If it fails, the target is unable to see you or target you for the hack’s duration. The hack ends if you interact with the target in any way. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target two additional people for each slot level above 1st. Killer Joke 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute The target must succeed on a Wisdom saving throw or fall prone, and they are riddled with fits of laughter if the hack succeeds. They become incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the hack ends. Knockout Bomb 3rd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated This device emits a 4-meter-radius sphere of anesthetic gas centered on the point of detonation. It lasts for 3 rounds or until strong wind disperses it. When someone enters the gas for the first time on a turn or starts their turn there, they must make a Constitution saving throw. They fall unconscious on a failed save. An unconscious person wakes up in 10 rounds, or if they take damage, or someone uses an action to shake or slap the sleeper awake. You must spend シ700 on materials to construct this explosive. Linked Battlemind 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You link up to three willing people of your choice that are within 72 meters of you, enriching their perceptions and hand-eye-coordination through group intellect. Whenever a target makes an attack roll or a saving throw before the hack ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. the 3 rounds. Everything within the fiery shower must make a Dexterity saving throw, taking 6d6 heat damage on a failed save, or half as much damage on a successful one. People must also make this saving throw when they enter the area for the first time on a turn or ends their turn there. Any combustible material catches fire at the GM’s discretion. You must spend シ600 on materials to construct this explosive. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, the bomb does an additional 3d6 damage and costs an additional シ200 in materials for each hack slot level beyond 3rd. Infect 2nd-level injection hack Launch Time: 1 action Duration: 7 days You inject a deadly virus or bacteria culture into the target. Make a hack attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the hack ends. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Delirium Tremens. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Epidermolysis. The creature’s flesh becomes paper-thin and easily torn. The creature has disadvantage on Charisma checks and vulnerability to all damage. Haemorrhagic Fever. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Toxic Psychosis. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws. In combat, at the start of each turn, the afflicted rolls a 1d20; on a 1-10, they stare blankly ahead, and take no actions. Wasting Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 231 You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a taxi drive give their car to the first person she meets. If the condition isn’t met before the hack expires, the activity isn’t performed. If you or any of your companions damage a target affected by this hack, the hack ends for that target. At Higher Levels. When you run this hack using a 5th-level hack slot, the duration is 10 days. Mending Nimbus 3rd-level gadget hack Launch Time: 1 action Duration: Concentration, up to 1 minute You release a cloud of short-lived bioactive nanobots that immediately detect and treat tissue trauma to anyone you’ve identified as an ally within 6 meters of you. All allies (including you) within this radius regain 1d6 hit points at the end of their turns. Mind Killer 3rd-level mind hack Launch Time: 1 action Duration: 1 minute You strike directly into the core of your target’s ego, bringing forth every existential dread, possibly even killing them with fright. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the hack ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the hack ends. At Higher Levels. When you launch this hack using a hack slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Mind Maze 5th-level mind hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You project a truly mysterious riddle into your target’s mind, rendering them paralyzed for the duration of the hack or until they solve the puzzle. The target can use its action to attempt to solve the riddle. When it does so, it makes a DC 25 Intelligence check. If it succeeds, it escapes, and the hack ends. Mind Reader 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can link two additional people for each slot level above 1st. Manchurian Candidate 3rd-level mind hack Launch Time: 1 action Duration: Permanent, until triggered The target must make a Charisma saving throw. If they succeed, they are unaffected, but if they fail, you implant a command inside of their mind that will be triggered by conditions you specify. The trigger can be anything you like, as long as it can be sensed or discerned by the target. You script the command when you implant the hack. The target must do as you have directed for one turn, and the command can involve any and all of the actions they could do on their turn normally. The actions can even involve making attacks on the target’s allies. Mars 2nd-level injection hack Launch Time: 1 action Duration: 30 minutes You inject a drug that put a person into overdrive for a brief time, giving them +2 Strength and Dexterity. Unlike most mars, your concoction has nanobots that negate any chance of addiction, and you don’t suffer from exhaustion afterward. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you gain an additional +1 bonus to your Strength and Dexterity for every slot above 2nd. Mass Suggestion 4th-level mind hack Launch Time: 1 action Duration: Concentration, up to 24 hours You suggest a course of activity (limited to a sentence or two) and digitally influence up to twelve targets of your choice. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the target to stab itself, throw itself into traffic, immolate itself, or do some other obviously harmful act automatically negates the effect of the hack. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the hack ends when the subject finishes what it was asked to do.


232 // 10. Hacking // liefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect the target in a significant manner. At Higher Levels. If you run this hack using a hack slot of 3rd level or higher, you can alter the target’s memories of an event that took place up to 14 days ago (3rd level), 1 year ago (4th level), or any time in the target’s past (5th level). Nanite Bomb 5th-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. This explosive creates a 6-meter-radius sphere of hungry nanites that devour protein and fat, centered on the point of detonation. The nanite fog spreads around corners. It lasts for 10 rounds, or until strong wind disperses it. Its area is heavily obscured. When someone enters the fog for the first time on a turn or starts their turn there, they must make a Constitution saving throw. They take 6d10 corrosive damage for every on a failed save. If they succeed on their save, they take half as much damage. The fog moves 3 meters away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. You must spend シ5,000 on materials to construct this explosive. Nanodoc 1st-level injection hack Launch Time: 1 action Duration: Instantaneous You treat a living an animal or human with a cocktail of specially prepared nanobots that suture lacerations and act as highly effective blood cell analogs. The target regains a number of hit points equal to 2d6 + your hacking ability modifier. At Higher Levels. When you launch this hack using a hack slot of 2nd level or higher, the healing increases by 2d6 for each slot level above 1st. Nanoprint 3rd-level gadget hack Launch Time: 1 action Duration: Instantaneous You release a programmable swarm of biotic nanobots that take raw materials and convert them into products of the same material. For example, you can fabFor the duration, you can read the thoughts of the target. You initially learn the surface thoughts of the target—what is most on its mind at that moment. As an action, you can attempt to probe deeper into the same target’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the hack ends. Either way, the target knows that you are hacking into its mind, and they can use their action on their turn to make an Intelligence (Computers) check contested by your Intelligence (Computers) check; if they succeed, the hack ends. Questions verbally directed at the target naturally shape the course of its thoughts, so this hack is particularly effective as part of an interrogation. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, the target is unaware they have had their mind read, and cannot make an Intelligence check to escape the mind reading. Modify Memory 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You attempt to reshape the target’s memories, and they must make a Wisdom saving throw. If you are fighting the target, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another hack, this hack ends, and none of the target’s memories are modified. While this hack lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak (audibly or wirelessly) to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the hack ends before you have finished describing the modified memories, the target’s memory isn’t altered. Otherwise, the modified memories take hold when the hack ends. A modified memory doesn’t necessarily affect how the target behaves, particularly if the memory contradicts the target’s natural inclinations, alignment, or beGenomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 233 Neurotoxic Nightmare 4th-level injection hack Launch Time: 1 action Duration: 1 hour You inject an enemy with a dose of neurotoxic compounds. Make a melee hack attack against a creature you can reach. On a hit, the target becomes poisoned for one hour. In addition, they must make a Constitution save, or die. Nitro Boost 2nd-level craft tech hack Launch Time: 8 hours Duration: Permanent You mod a car or other land vehicle with a nitrous oxide device, to grant temporary speed boosts. It costs シ 5,000 to modify a vehicle with nitro boost. As a free action, the driver of a vehicle modified with nitro boost can increase the speed by ¼. The effect lasts until the end of the driver’s next turn. There is enough nitrous oxide for 5 boosts before it must be recharged. Nootro 2nd-level injection hack Launch Time: 1 action Duration: 30 minutes You inject a drug jacks-up brain metabolism, circulation and the connection speed between firing neurons to make you think faster and better, giving them +2 Intelligence, Wisdom, and Charisma. Unlike street Nootro, your concoction has nanobots that negate the exhaustion normally caused by this narcotic, but you must still check to see if you become addicted (see Chapter 4: Drugs). At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you gain an additional +1 bonus to your Intelligence, Wisdom, and Charisma for every slot above 2nd. Noxious Cloud 1st-level gadget hack Launch Time: 1 action Duration: 1 minute Your culture of bioengineered bacteria produces the most foul-smelling chemicals on the planet; a grab bag of cadaverine, putrescine, sulfides, and other odious fumes. You can throw this vial of nastiness up to 18 meters, and at the point of impact, it releases a 6-meter-radius sphere of colorless nauseating gas. The cloud spreads around corners, and it lingers in the air for the duration. ricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within 9 meters. You can fabricate a large or smaller object (contained within a 3-meter cube, or eight connected 1.5-meter cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 1.5-meter cube). The quality of objects made by the hack is commensurate with the quality of the raw materials. Creatures or robots can’t be created with this hack. However, you can use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor. Napalm Bomb 4th-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. A burst of fiery gel coats everything in a 6-meter-radius sphere centered on the point of detonation. Everything within the radius must make a Dexterity saving throw, taking 10d8 heat damage on a failed save, or half as much damage on a successful one. A failed save indicates that they are covered in the napalm and take an additional 5d8 heat damage every turn, for 1 minute, unless it is extinguished with a fire extinguisher or they are entirely immersed in water. Someone that enters the affected 6-meter radius for the first time on a turn or ends its turn there takes 5d8 heat damage automatically. The napalm burns for 1 minute before the fuel runs out. Any combustible material catches fire at the GM’s discretion. You must spend シ1,000 on materials to construct this explosive. At Higher Levels. When you run this hack using a hack slot of 5th level, the initial detonation of the bomb does an additional 2d8 damage, and the burning does an additional 1d8 damage. It costs an additional シ200 in materials. Necrotic Injection 1st-level injection hack Launch Time: 1 action Duration: Instantaneous You inject an enemy with a dose of cell lysing enzymes. Make a melee hack attack against a creature you can reach. On a hit, the target takes 4d10 poison damage. At Higher Levels. When you launch this hack using a hack slot of 2nd level or higher, the damage increases by 3d10 for each slot level above 1st.


234 // 10. Hacking // when you make a Charisma check against a target that can smell you, you can replace the number you roll with a 15. Additionally, no matter what you say, effects that would determine if you are telling the truth indicate that you are being truthful. Perk 1st-level injection hack Launch Time: 1 action Duration: 1 hour You inject a nanocolony that clears out lactic acid in your muscles, restores and balances your neurotransmitters and hormones, provides nutrition, and generally refreshes you. Using this drug removes 1 level of exhaustion. Unlike street perk, you can benefit from this hack multiple times per long rest. At Higher Levels. When you launch this hack using a hack slot of 2nd level or higher, you can remove an additional level of exhaustion for each hack slot above 1st. Pierce Jamming 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You can temporarily cut through wireless jamming signals, allowing you to use mind hacks and other actions that require wireless signals normally. Pinball Wizard 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute You can blind and deafen a foe. The target must make a Charisma saving throw. If it fails, the target is blinded, deafened, and mute for the duration. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the hack ends. This blindness works even on cyberoptics, or any other way of bypassing the effect, by targeting the visual and auditory cortex directly. The mute effect includes cutting off all forms of instant messaging through daemon communication. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target two additional people for each slot level above 2nd. Poison Bomb 3rd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. Oracle 2nd-level bot hack Launch Time: 1 action Duration: Permanent You create a bot AI that has an incredible database of knowledge, and a canny search engine. The Bot AI has the following attributes: Oracle AI INT WIS CHA 10 6 6 Skills. Bureaucracy +5, Life Science +5, Mechanics +5, Social Science +5, Computers +5 Pain 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to one minute The target must make a Wisdom saving throw. On a failed save, they stop running any hack or upgrade that requires concentration, and have disadvantage on ability checks and attack rolls until the hack ends. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target two additional people for each slot level above 1st. Paralytic Injection 2nd-level injection hack Launch Time: 1 action Duration: Instantaneous You inject an enemy with a neuromuscular-blocking paralytic chemical. Make a melee hack attack against a creature you can reach. On a hit, the target must make a Constitution save or their muscles become useless, becoming poisoned for 1 minute. The poisoned person is also paralyzed. The person can repeat the saving throw at the end of each of its turns, ending the effect on a success. Perfume 4th-level gadget hack Launch Time: 1 action Duration: 1 hour You release a melange of bioactive pheromones that make people implicitly trust you. Until the hack ends, Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 235 coax whatever information it can find from the now dead brain, channeling the degraded memories into something you can ask questions to. The corpse must be relatively fresh for this hack to work (less than 48 hours, depending on the conditions), and can’t have massive head trauma. Until the hack ends, you can ask as many questions as you like, and the corpse knows what it knew in life. Due to the degradation of the brain, answers are usually brief, cryptic, or repetitive, but it tells the truth to the best of its ability. This hack can only be done once, as the extraction of the information from the dead brain cells completely destroys them and any remnants of information they hold. Probability Analysis 1st-level software hack Launch Time: 1 minute Duration: Instantaneous You run a stochastic based analysis of a proposed action you are going to take in the next 30 minutes, to predict its likelihood of success. The GM chooses from the following possible results: • Likely to succeed • Unlikely to succeed • Likely to succeed, but also likely negative outcomes • Indeterminate The hack doesn’t consider any possible circumstances that might change the outcome. Puppeteer 5th-level mind hack Launch Time: 1 turn (including all actions) Duration: 1 round The target makes a Wisdom saving throw against your hack DC, and if they fail, you take total control of the target for one turn, directing them as you see fit. You have complete control of the target’s next turn. You direct them however you see fit, up to and including making them jump off a building. Razor Cloud 2nd-level gadget hack Launch Time: 1 action Duration: Concentration, up to 10 minutes You disperse a glowing nimbus of nanobots around you that ravage and harass your enemies that get too close. The cloud occupies a 4.5-meter area around you for the hack’s duration. This explosive creates a 6-meter-radius sphere of poisonous fog centered on the point of detonation. The fog spreads around corners. It lasts for 10 rounds, or until strong wind disperses it. Its area is heavily obscured. When someone enters the fog for the first time on a turn or starts their turn there, they must make a Constitution saving throw. They take 5d4 poison damage on a failed save, and are poisoned until the start of their next turn. If they succeed on their save, they take half as much damage and are not poisoned. The fog moves 3 meters away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. You must spend シ800 on materials to construct this explosive. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, the bomb does an additional 3d4 damage and costs an additional シ200 in materials for each hack slot level beyond 3rd. Poisonous Aura 2nd-level gadget hack Launch Time: 1 action Duration: Concentration, up to 1 minute You run a cloud of airborne microscopic nematocysts in the area around, stinging enemies that dare to get close. Anyone within 6 meters of you that you identify as an enemy takes 2d6 poison damage upon entering the cloud, or beginning their turn in it. At Higher Levels. When you launch this hack using a hack slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Predictive Algorithms 5th-level mind hack Launch Time: 1 action Duration: Concentration, up to 8 hours Your run a highly intensive probability calculating software that gives you, or another willing target, a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, others have disadvantage on attack rolls against the target for the duration. Post Mortem 1st-level injection hack Launch Time: 1 action Duration: 10 minutes You inject a dead body with a blend of nanobots that hack into their daemon and memories, getting it to


236 // 10. Hacking // Genetic Enhancement Changes Enhancement Effect Aquatic If the base animal already has a swim speed, roll again. Large Frame The base animal increases one size category up to a maximum of Huge (increasing their hit die, as described in Chapter 12: NPCs), their Dexterity score decreases by -4, and their Strength score increases by +4. Large sized creatures have a maximum Strength score of 24, and Huge sized have a maximum of 28. Multitasker Animals can’t hack, roll again Natural Coder Animals can’t hack, roll again Wall Crawler If the base animal already has a climb speed, roll again. Wings If the base animal already has a fly speed, roll again. Genetic Flaw Changes Enhancement Effect Carnivore If the base animal is already a carnivore, it becomes a herbivore instead, and cannot eat meat Inhuman Appearance The recombinant beast looks especially aberrant when compared to the base animal Short Lived The animal only lives to be 2 years old Small Frame The base animal decreases one size category, down to a minimum of Tiny (decreasing their hit die, as described in Chapter 12: NPCs), their Dexterity score increases by +4, and their Strength score decreases by -4. When you launch this hack, you can designate any number of creatures you can see to be unaffected by it. An affected enemy’s speed is halved in the area, and when the enemy enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the individual takes 3d8 armor-piercing slashing damage. On a successful save, they take half as much damage. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Recombinant Beast 2nd-level craft tech hack Launch Time: 1 week Duration: Permanent You create your own transgenic lifeform, in a nutrient incubator, based on the genome of a non-GMO animal of your choice that is CR ¼ or lower (see Appendix C: Bioengineered Beasts). The recombinant beast has the statistics of the base animal, and it acts independently of you, but it always obeys your commands. In combat, it takes its turn on your initiative. On your turn, you can verbally or wirelessly command the recombinant beast where to move (no action required by you). You can use your bonus action to command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the recombinant beast takes the Dodge action. If you are incapacitated or absent, the recombinant beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. When the recombinant beast drops to 0 hit points, it follows the normal rules for death and recovery. Your recombinant beast has a mini-daemon inside it as well, so it can communicate wirelessly and you perceive the world through your recombinant beast’ senses, gaining the benefits of any special senses that it has. Like sharing senses with other people, you can share AV as a MEW, but if you want the full sensory immersion, you are deaf and blind with regard to your own senses. As a result of your genetic experimentation, a recombinant beast has four genetic enhancements and one genetic flaw, rolled randomly on the Genetic Enhancement and Genetic Flaw tables (see the mutt genome in Chapter 2). The recombinant beast is considered to be your character level for any genetic enhancements that depend on level. The following genetic enhancements and flaws are modified as described below for the recombinant beast. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 237 You install security measures that protect up to a 275 square meters (3,000 square feet) of floor, across several floors of it if you so wish. This can include homes, offices, garages, or any other space. You can specify individuals that do not set off the alarms if you choose. You can also specify a password, fingerprint, retinal, DNA, or any other type (or combination of types) of security clearance measures to avoid setting off the alarms. Every corridor and room is monitored by alarms (silent or audible), motion detectors and cameras. It is up to you if you want the cameras to be closed-circuit (so they can’t be remote hacked), or livestreamed to a private server (so you can see through them at any time). All attempts to spot secret doors, open locks, or spot cameras is made against your hack DC. All doors are locked, and any attempt to unlock them must succeed against your hack DC. In addition, you can make up to ten doors hidden, to appear as plain sections of wall. Launching this hack requires シ1,000 in materials and a mechanic’s kit. Seeming 2rd-level mind hack Launch Time: 1 action Duration: Concentration, up to 8 hours This hack allows you to change the appearance of any number of people and things within the target’s field of vision. You can affect up to four targets, and they must make Intelligence saving throws against your hack DC, being affected by the hack if they fail. You decide on the specifics of the illusory appearances that appear to the targets. The hack can disguise physical appearances completely, including clothing, armor, weapons, and equipment. The extent of the illusion is up to you. The hack lasts for the duration, unless you use your action to dismiss it sooner. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target two additional people for each slot level above 2nd. Shaped Charge Bomb 3rd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. This explosive detonates in a particular direction, doing more damage to a more focused area. Shrapnel explodes outward from the device in a 2-meter cone centered on the point of the detonation (the direction of the cone is determined by the detonation device, often directed upward). Everything within the blast must make a Dexterity saving throw, taking 9d10 piercing Though you can create as many recombinant beasts as you can afford and house, you may not have control of more than one recombinant beast at once, and any beasts beyond the first one will act as a wild and unpredictable animal if not contained. It costs シ10,000 in materials to produce a recombinant beast. Runover 2nd-level mind hack Launch Time: 1 action Duration: Instantaneous You hack into a nearby vehicle and ram it into your enemies. Unlike most mind hacks, this hack can only target vehicles. The target vehicle can be moving or stationary, and it rapidly accelerates in a direction of your choice. You must succeed at an Intelligence (Computers) check against the vehicle’s security DC. On a success, the vehicle travels 30 meters in a straight line, doing damage do everything in its path. At the GM’s discretion, the vehicle stops moving if it hits enough large obstacles. Both the vehicle and the targets inflict damage on each other. The amount of damage inflicted on both the vehicle and the target depends on their respective sizes. Motorbikes are Medium, cars are Large, and trucks are Huge. Vehicle Size Damage Inflicted Tiny None Small 1d8 B Medium 3d8 B Large 6d8 B Huge 9d8 B Gargantuan 13d8 B Satellite Imagery 1st-level software hack Launch Time: 1 action Duration: Concentration, up to 1 hour You gain a live bird’s eye video feed of up to 5 square kilometers. To see detail, you must zoom in to view a 30 square meter radius (the highest zoom resolution). The video feed floats as a mind’s eye window in your field of vision. Any obstruction to the satellite visual feed, like forest canopy or a building roof, blocks your view. You can use the Interact with Object action to change the zoom, or the area you are getting the image feed from. Secure Home 2nd-level craft tech hack Launch Time: 48 hours Duration: Permanent


238 // 10. Hacking // At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you gain a +20 bonus to your Intelligence (Computers) ability check for each slot level above 2. Sleep 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute This hack sends persons into a digital slumber. The target must succeed on a Wisdom saving throw or falls unconscious for the duration. Someone wakes if when the hack ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target two additional people for each slot level above 1st. Sloth 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You alter time around up to three targets of your choice. Each target must succeed on a Wisdom saving throw or be affected by this hack for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the target’s abilities, it can’t make more than one melee or ranged attack during its turn. If the target attempts to run a hack with a launch time of 1 action, roll a d20. On an 11 or higher, the hack doesn’t take effect until the target’s next turn, and the target must use its action on that turn to complete the hack. If it can’t, the hack is wasted. A target affected by this hack makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you can target three additional people for each slot level above 1st. Smoke Bomb 1st-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 6-meter radius. The smoke lasts for 6 rounds. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per damage on a failed save, or half as much damage on a successful one. You must spend シ900 on materials to construct this explosive. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, the bomb does an additional 3d10 damage and costs an additional シ300 in materials for each hack slot level beyond 3rd. Shark 1st-level injection hack Launch Time: 1 action Duration: 30 minutes You inject a drug that heightens empathy but reduces compassion. Shark helps user’s read people and this increases their social skills significantly. The target gains a +2 Charisma for 30 minutes. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, you gain an additional +1 to Charisma for each slot level above 1st. Shocking Field 3rd-level gadget hack Launch Time: 1 reaction when you are the target of a melee attack or touched Duration: Instantaneous You’ve rigged a device to discharge a massive amount of electricity into an attacking enemy, or anyone else who dares touch you without permission. If someone makes a melee attack against you, or physically grabs you, you can use your reaction to force them to make a Constitution saving throw. On a failed save, they take 10d10 electrical damage, or half as much damage on a successful one. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, the damage is increased by 3d10 for each hack slot above 3rd. Skim 1st-level software hack Launch Time: 1 hour Duration: instantaneous You are able to hack into financial systems and skim tiny fractions of money off of thousands of transactions without anyone noticing. To use this hack, you must make a Computers ability check, and the money skimmed equals your Hacker level x the result of your ability check x 20. For example, a 6th level hacker that scored a 24 on their Intelligence (Computers) ability check would get シ2,880 (6 x 24 x 20). This hack cannot be run more than once per game session without alerting authorities. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 239 Someone restrained by the goo can use their action to make another Strength saving throw. If they succeed, they are no longer restrained. You must spend シ 800 on materials to construct this explosive. Stunner 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You present an all-consuming logic puzzle to the target, compelling them to solve it before doing anything else. The target must succeed on an Intelligence saving throw or be stunned for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the hack ends on the target. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target two additional people for each slot level above 2nd. Subtle Charm 3rd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 hour You attempt to charm the target, and it must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the hack ends or until you or your companions do anything harmful to it. The charmed target regards you as a friendly acquaintance. When the hack ends, the target has no idea it was charmed by you. At Higher Levels. When you run this hack using a hack slot of 4th level or higher, you can target two people or AI for each slot level above 3rd. Suggestion 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 minute You suggest a course of activity (limited to a sentence or two) and digitally influence someone. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the person to stab itself, throw itself into traffic, immolate itself, or do some other obviously harmful act ends the hack. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter hour) disperses it in 1 round. You must spend シ100 on materials to construct this explosive. Specialty Detonator 1st-level craft tech hack Launch Time: 1 hour Duration: Permanent, until destroyed You are able to make detonators that trigger explosive devices using specialized conditions beyond those of just simple timers, pressure plates, or tripwires. You can select one of the detonators described below, or work with your GM to come up with an alternative detonation trigger. The detonator must still be attached to an explosive device to have any effect. • AV Detonator. The detonator triggers the explosive based on some audiovisual clue, such as facial recognition, incorrect verbal passcodes, or voice analysis. • Specific Weight Detonator. A variation of a pressure plate, this detonator activates the explosive when specific weights are placed on it, specified by you at the time of creation. • Wireless ID Detonator. The detonator is suppressed by specific wireless passwords that only you know, but triggers the explosive under any other conditions. • Temperature Detonator. The explosive is detonated when certain temperature ranges are reached. • Biometric Detonator. Fingerprint, retina, and DNA analysis are required to bypass the explosive. To deactivate a detonator, someone must succeed in an Intelligence (Mechanics) ability check against your hack DC, and if the explosive is hidden, the Wisdom (Perception) or Intelligence (Investigation) DC for them to spot your bomb is 8 + your proficiency bonus + your Intelligence modifier. Sticky Bomb 3rd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. This explosive sprays a mass of thick and sticky goo. The goo fills up to a 3-meter radius sphere centered on the point of detonation. The strands of goo are difficult terrain and remain for 1 hour. Each person that starts its turn in the goo or that enters it during their turn must make a Strength saving throw. On a failed save, they are restrained as long as they remain in the goo or until they break free.


240 // 10. Hacking // drop to 0 hit points while this hack is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5, and the amount it takes for you to die from massive damage is reduced by 5. Suicide 4th-level mind hack Launch Time: 1 action Duration: 1 round You take total control of the target’s motor functions, making them attempt to kill themselves. On their next turn, the target uses their action to make an attack on themselves. The attack automatically hits and is automatically a critical hit. If they are holding a weapon, they use this weapon. If they have a weapon in their possession, they draw it and use it. If they have special attacks bonuses, such as sneak attack or extra attack, they use all of the bonuses they normally can, attempting to do maximum damage. They must perform this time, the hack ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a taxi driver give their car to the first person she meets. If the condition isn’t met before the hack expires, the activity isn’t performed. If you or any of your companions damage the target, the hack ends. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, the target is unaware they have been manipulated, as they rationalize away their actions as being their own choice. Superman 1st-level injection hack Launch Time: 1 action Duration: 1 minute You inject a cocktail of stimulants and euphorics that drown out the pain centers of the brain and lets the subject fight till death’s door. For one 1 minute, if you Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 241 You coordinate the defensive potential of your allies by linking their combat awareness together. Choose up to three people within 72 meters. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you run this hack using a hack slot of 2nd level or higher, each target’s hit points increase by an additional 10 for each slot level above 1st. Tase 1st-level gadget hack Launch Time: 1 action Duration: Instantaneous Make a ranged hack attack on a target within 6 meters. On a hit, they take 1 electrical damage and must make a successful Constitution save or be stunned until the end of their next turn. Tear Gas Bomb 2nd-level craft explosive hack Launch Time: 2d4 hours Duration: Permanent, until detonated. The explosive creates a fog of noxious and irritating gas that burns the eyes and lungs of those inside. The explosive creates a 6-meter-radius sphere of tear gas centered on the point of detonation. The fog spreads around corners. It lasts for 6 minutes, or until strong wind disperses it. Its area is heavily obscured. When someone enters the fog for the first time on a turn or starts its turn there, they must make a Constitution saving throw. On a failed save they are blind and poisoned until the start of their next turn. The fog moves 3 meters away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. You must spend シ200 on materials to construct this explosive. Tough Tires 1st-level craft tech hack Launch Time: 8 hours Duration: Permanent You modify the tires of a wheeled vehicle to be puncture-proof, preventing spike-strips and bullets from damaging them as they instantly reseal after being punctured. Your modified wheels do not take piercing damage, and spike-strips have no effect. You must pay 1/10 of the original vehicle’s cost in order to add this modification. attack at the very start of their turn. The target takes the rest of their turn, including bonus action, reaction, and movement, normally, doing nothing else. Summoning 2nd-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 hour The target must make a Wisdom saving throw. If they fail, you implant a compulsion inside your target, making them move towards you as quickly as they normally travel, without rushing (though using their car or public transportation is reasonable). They are unaware of why they are moving towards your location, rationalizing away their travel choices. At Higher Levels. When you run this hack using a hack slot of 3rd level or higher, you can target one person or AI for each slot level above 2nd. Surveillance Skim 1st-level software and mind hack Launch Time: 1 minute Duration: Concentration, up to 1 hour You launch thousands of feelers out into cyberspace, hacking into live surveillance footage of drones and any other recording device wherever it is found, all in order to identify a particular person, place, or object. This hack is based on visual recognition, so you need to know what your target looks like in order to run this hack, and they need to appear distinctive in some way. Make an Intelligence (Computers) ability check against a DC 10, or the target’s Dexterity (Stealth) check if they are actively attempting to conceal their whereabouts. Success gives you a live video feed of where the target currently is, anywhere on the planet. If the target is not currently in a place where they are being surveilled, which is almost nowhere, there are no results. If the target does not look unique (perhaps they are a clone), then each result that appears identical to the target is revealed, with no visual way to differentiate them. As long as this hack remains active, if the target leaves one surveillance feed, but are captured by another, you still have surveillance on them but you must succeed at another Intelligence (Computers) ability check against a DC 10, or the target’s Dexterity (Stealth) check to switch to the new feed. Synergistic Defense 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 8 hours


242 // 10. Hacking // If the object has multiple electronic locks, only one of them is unlocked. You must succeed at an Intelligence (Computers) ability check against the lock’s DC for this hack to take effect. Upgrade Robot 3rd-level craft tech hack Launch Time: 8 hours Duration: Permanent You modify a robot, upgrading one of its characteristics. You can choose any one of the following upgrades. These upgrades have no effect on bots. • Upgraded Strength: +2 Strength • Upgrade Dexterity: +2 Dexterity • Upgraded Hit Points: +2 hp for tiny robots, +5 for Small, +10 for Medium, +15 for Large, +20 for Huge, and +25 for Gargantuan • Upgraded Defense: +1 AC and +1 DR To upgrade the robot, you must spend ¼ of their original cost. A robot can be upgraded multiple times, but not the same upgrade more than once. Upgrade Vehicle Handling 1st-level craft tech hack Launch Time: 8 hours Duration: Permanent A vehicle’s handling can be increased, providing a +2 bonus. You must pay ¼ of the original vehicle’s cost in order to add this modification. Toxic Jet 1st-level gadget hack Launch Time: 1 action Duration: Instantaneous You activate an air-jet device filled with toxic gas, and the concentrated spray is directed at a creature you can see within 3 meters. The creature must succeed on a Constitution saving throw or take 3d12 poison damage. At Higher Levels. When you launch this hack using a hack slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Treat Malady 1st-level injection hack Launch Time: 1 action Duration: Instantaneous You inject a creature with a mixture of nanobots that can end either one disease, poison, or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Unlock 1st-level software hack Launch Time: 1 action Duration: Instantaneous Choose an electronically locked object that you can see within range. The object can be a door, a box, a safe, a padlock, or another object that contains an electronic lock that prevents access. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 243 Make a melee hack attack against a creature you can reach. On a hit, they must make a Constitution save, taking 9d6+60 corrosive damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you launch this hack using a hack slot of 4th level or higher, the damage increases by 20 for each slot level above 3rd. Ventriloquist 1st-level mind hack Launch Time: 1 action Duration: Concentration, up to 1 hour Taking a cue from Cyrano de Bergerac, you channel a socially savvy person’s social presence and actions into another person’s body. For the duration of the hack, the host target can use another willing person’s Charisma ability and skill proficiencies for any socializing. Both the host and the guest must be willing to allow this to happen. The host is still aware of their surroundings, but they have no control over their gestures, facial expressions or speech (though they can still transmit speech wirelessly). If either party wishes this hack to end, it does immediately. While this hack is active, the host body cannot take the Attack action or otherwise participate in physical conflict. The body of the guest using their Charisma score is unconscious. Upgrade Vehicle Speed 1st-level craft tech hack Launch Time: 8 hours Duration: Permanent A vehicle’s speed can be increased by up to ¼ (round down). You must pay ¼ of the original vehicle’s cost in order to add this modification. Weapon Mount 1st-level craft tech hack Launch Time: 8 hours Duration: Permanent You can mount a weapon, usually a firearm, on a vehicle, or some other structure. This has the benefit of absorbing all recoil from the firearm (reducing it to 0). You can either mount the weapon on the front of a vehicle, or mount it on a rotating turret (which can be on a vehicle or some other structure). Front of vehicle. The weapon can be operated by the driver, but can only target things that could be hit in a straight line from the front of the vehicle. Additionally, attack rolls are made at disadvantage. Turret. The weapon can rotate 360 degrees and can be used by a passenger, but it cannot be operated by the driver (unless they stop driving). Putting a weapon on a mount costs シ10,000. Wendigo 3th-level injection hack Launch Time: 1 action Duration: Instantaneous You inject an enemy with a hungry colony of nanobots that burst cells open as they swarm through the body.


// GeneFunk 2090 // 245 The Syndicates The syndicates are the 9 globally-integrated enterprises that have world oligopolies in every market for every commodity. These powerful multinational corporations affect nearly every facet of life in the world of GeneFunk 2090. Their economies dwarf those of most nations, and the worldwide political sway they have is enormous, with many social theorists claiming that they completely determine society. By 2090 syndicate influence on society is an all-pervasive presence, coloring every aspect of life. The Rise of the Syndicates Multinational corporations have always been powerful political and economic forces, and well into the 21st Century, there were tens of thousands of them. They were prevented from getting too large or cornering markets through antitrust (competition) laws and nationalization measures. This temporarily changed in the wake of the 2043 flu pandemic that wiped out 5% of the global population. The massive number of fatalities and resultant chaos severely crippled many national economies, particularly in North America where the casualties were the highest. After a vaccine was developed and administered to everyone, rebuilding the economy was the top priority. The US temporarily abolished antitrust laws and enacted major business incentives such as extreme tax breaks for big business. Immediately, multinational corporations (MNCs) swarmed to the fertile soils of the US to set up production centers and other business projects. Other countries and the EU began to feel the sting as companies pulled out of their regions for the greener American pastures. Thus, nations began competing for the fruit of corporate favor and temporarily reduced competition laws and raised foreign investment incentives. The unpredicted effect of this was a feeding frenzy for monopoly. This consolidation of corporate powers was counter to the trend that was occurring before the pandemic. Corporations began to engage in mergers and acquisitions like never before, creating monsters of capitalism. Within 5 years there were fewer than 10,000 MNCs, within 10 years, fewer than 1,000: and by 2063, there were 9. By 2090, due to the reinstatement of competition laws in 2063, this number has risen back to around 1,000. On the other hand, the 9 megacorporations still dominate all markets by volume and could squash any up-and-coming corporation if they wanted to. Chapter 11: Brave New World Setting Variant: Fantasy Cyberpunk For some players, the world of swords and sorcery is just too appealing to drop, but they may still want it set in a technologically dominated future. A GM can run a game adding a fantasy element to the setting by adapting the core rules presented in the SRD to the world of GeneFunk 2090 as follows. • Each of the base SRD races (dwarves, elves, dragonborn, halflings, gnomes, half-elves, half-orcs, and tieflings) gain the Subtype and Upgrade Tolerance traits, as described under the unmodified genome. • Engineered, optimized, and mutt genomes can have SRD races as the base race, it doesn’t have any mechanical effect, but it affects their back story. • Each of the base SRD classes (barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, and wizard) gains the Upgrade class feature at 5th, 11th, 14th, and 18th levels, as described under the suit class. • Each SRD class gets extra hit points at level one based on their hit die type; 4 for d6, 5 for d8, 6 for d10, and 7 for d12. • The base SRD classes can also choose Bureaucracy, Computers, Life Science, Mechanics, Physical Science, Social Science, and Streetwise as a skill. • From levels 1-9, NPCs and monsters should be treated as two challenge steps lower than they are listed. For example, the oni is challenge 7, but it should be treated as challenge 5. Likewise, a gelatinous cube is challenge 2, but it should be treated as challenge rating ½. From levels 10-20, NPCs should be treated as three steps lower, so the oni would be challenge 4, and the gelatinous cube would be challenge ¼. • For damage types, fire=heat, acid=corrosive, lightning=electrical, and the other damage types remain the same. • 5 feet = 1.5 meters.


246 // 11. Brave New World // The First Corporate Wars The corporate wars is the popular name given to the period of hyper acquisitions and mergers amongst MNCs that occurred from 2044 to 2063. At first, these struggles for monopoly were no different than any other time period, ruthless and cutthroat but generally non-violent. As the competition grew fiercer, the tactics used by these companies became more sinister. Bribery, blackmail, sabotage, and threats transformed into conventional tools of the trade, and soon after that assassination was just another method of getting the desired result. The covert operations and intelligence networks employed by the larger MNCs rivaled that of any nation in the peak of war. The espionage was especially important for corporations depending upon trade secrets, research, and development. Backroom alliances with organized crime, gangs, and even military VIPs were all made with the intent of achieving fiscal mastery. The spillover from this intense competition into politics and other realms affected the whole world in ways too numerous to list. By 2063, nine MNCs emerged as victors, and these “Big Nine” megacorporations sat down came to important trade agreements with each other in 2063, creating a global oligopoly, sharing the pie between them. The Second Corporate Wars Conflict between the Big Nine is ramping up, and in the past decade, the violence between the megacorporations has been escalating to levels surpassing even the first corporate wars. This is perhaps due to the larger, more powerful, and monolithic natures of the modern syndicates; they can break more rules now that their influence is that of major nations. It has gotten to the point that corporate hit squads and paramilitary groups take out major targets on a regular basis, sometimes killing hundreds at a time. It is not uncommon for corporate wet works operations to mow down entire board rooms with submachine guns or take out a floor of an office building with a bomb. The once coveted office with windows from floor to ceiling has become feared because of potential snipers in neighboring skyscrapers. Executives now often decline refreshments at inter-corporate meetings, and business lunches often end with full plates and hungry bellies due to the precedents of poisonings. Whenever it can be, these violent events, done in the name of the shareholder, are disguised as criminal or terrorist acts. GeneFunk 2090 Glossary A few new terms used in this brave new world. Aegis System. A satellite network of orbital weapons and surveillance that prevents war. Anthroid. A biological robot with largely human physiology. Argos Effect. Describes how nearly everything and everyone is being recorded by something at all times. BCI. Brain Computer Interface, dispensing the need for keyboards, mice, and screens. Cadre. A small but elite mercenary group that specialize in investigation, intelligence, protection, and violence. Crèche. A corporate or state foster home that raises batches of engineered transgenic children. Daemon. Internal supercomputers, flowing through your bloodstream, running on your nervous system, and channeling data through a nanofiber mesh that extends to every corner of the body Genoism. Discrimination based on your genetic makeup. MEW. Mind’s Eye Window, a two-dimensional graphical display that hangs in your field of vision. They operate just like windows on a computer or phone, and can be opened, closed, minimized, or expanded with a mere thought Magway. High speed maglev freeways that has centralized AI run cars in a chain, like a train. Meatspace. The term for physical reality. Megacity. A city exceeding 10 million people. Mosaic. A cadre industry standard app that mediates contract negotiations, has a cadre ranking system, and functions as a platform for recruitment of new members. Psychomime. A digital copy of a person, created through the Phoenix Unlimited service. Telepresence. Remotely wiring your perceptions (and possibly actions) to another entity, usually a robot or vehicle. The Veil. An augmented reality sensory overlay that blankets meatspace, often used for advertising, cosmetics, and games. Transgenic. An organism that has foreign DNA incorporated into its genome. Transhuman. A human that has been modified through technology, be it cybernetic or genetic, to have abilities beyond that of an ancestral human. Often reserved for those who have had synthetic body conversions. WDS. World Digital Sea, a full immersion VR world for all five senses, used for recreation, art, education, gaming, and social media. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 247 By 2090, the second corporate wars are shaping up to be a potentially catastrophic global conflict, a brutal war without borders, where nine behemoth profit making machines rip apart anything they can if it makes their quarterly earnings jump up a notch. The Subsidiaries Each syndicate has hundreds of subsidiary companies, which in turn often have hundreds of their own. The ultimate parent company is, of course, the syndicate, but at times the corporate lineages of all smaller companies are so complicated it becomes confusing to even the savviest CEO. Most laypeople have no interest in corporate family trees and often have no idea which syndicate they work for. This complicated infrastructure is the way the syndicates are able to have their hands in so many seemingly unrelated cookie jars. Many subsidiaries run somewhat autonomously as long as their profit margin stays high. In addition to inter-syndicate subsidiary conflicts, there is even infighting and competition that occurs between subsidiaries under the same parent syndicate. In fact, due to the competition laws in place subsidiary companies of a syndicate can only ever merge with and acquire companies under that same parent company. The Big Nine After the first corporate wars, the following megacorporations emerged victorious. While each has industries they specialize in, each is also so enormous that they have subsidiaries in almost every market. Now that these colossal bureaucratic machines are starting to battle once again, the very foundations of the world are beginning to shake. Apex International Very early in the corporate wars, US automotive companies merged, and started acquiring many smaller automotive companies. Soon after they began to diversify and gather more transportation and defense subsidiaries, such as aeronautics companies involved in making war-machines. Their dominance in motor vehicles became solidified in 2051 once they merged with european automotive companies, and became Apex International. All of these industries required a lot of metal in their production, so in order to become more vertically integrated and less dependent on other companies they acquired various metal industry corporations. Though primarily American and German in origin, Apex lacks any true national ties. Primary Industries. Motor vehicles, aerospace and defense, railways, transport and freight, airlines, metals, and industrial and farm equipment. Apollo Laboratories This syndicate is the result of numerous pharmaceutical, biotechnology, and chemical companies merging. It also incorporated many of the world’s agricultural corporations, creating an overlap with their biotechnology departments. This company likely would have been absorbed by one of the other 8 had it not been for their research and development departments pioneering fully functioning prosthetics limbs and other organs. They produced many of the genome templates for transgenic modification. Their star took off even more once transgenic body conversions became elective surgeries. As far as biotech goes, no company is as powerful as Apollo Laboratories. Primary Industries. Pharmaceuticals, biotechnology, chemicals, medical equipment, agriculture, and cybernetics. Cornucopia Most of the chemical companies merged in 2035 to form United Chemical. This corporation then merged with the world's largest general merchandising and agricultural companies, giving birth to Cornucopia. Considered the world's bread-basket company, Cornucopia controls global food security. The products sold by this syndicate’s subsidiaries are for the most general of consumers, their retail outlets found in every city in the world. This syndicate is the third richest syndicate in the world, next to Omnitech and Hexie. Primary Industries. General merchandising, chemicals, agriculture, biotechnology, food and beverage production, and apparel. Hexie Out of all of the syndicates, Hexie has the most national ties. Its name means “harmony” in Mandarin, an apt name for the merger of companies from China, Japan, and Korea, three nations with historically rocky relations. Nationalism remains such a large part of this syndicate that the three nations still have their distinct voices on the board of directors. Coming from mergers of the Asian economic powerhouses in electronics and automobiles. Hexie formed to become the world’s second largest corporation. The mergers began when Japanese automotive companies merged with each other, and then with Korea's. This huge motor vehicle conglomerate


248 // 11. Brave New World // then merged with the electronics giants in China, Ja - pan, and Korea. They are also the parent company of Phoenix Unlimited, the sole company that has the technology to digitize the human mind. Concordant with their tri-nationalistic theme, their production centers mostly remain in East Asia. The trade confed - eration in East Asia, the Tri Nation Union, is so con - flated with Hexie that it is mostly just a governmental wing of the syndicate. Primary Industries. Motor Vehicles, electronics, cy - bernetics, biotechnology, internet services, software, and telecommunications. Infinity Industries The oil companies and petroleum refining industries have long been accused of ruling political projects. For years, these energy corporations have topped the list for the world’s richest companies, and energy has seemed to play a part in many of the world’s wars. When these MNC’s started gobbling each other up, the already significant influence the energy industry pos - sessed increased exponentially. Their power dipped only slightly during the period of global fuel infra - structure change, as they had prepared for decades to make the switch to hydrogen processing and fuel cell technology. Primary Industries. Hydrogen and petroleum processing, energy, solar panels, wind turbines, and pipelines. Omnitech Of all the syndicates, Omnitech is the largest and the most diversified, having subsidiaries in nearly all industries. It began as mergers of the software com - panies and snowballed from there. By 2090 it has a dominant presence in software, cybernetics, telecom - munications, and other technology-based corpora - tions but lacks total control in any one industry, rather representing generalization in all of them. Being the biggest of all the syndicates, it is often the brunt of an - ti-corporate attacks in the media. It does not have ties with any nation in particular, as its subsidiary compa - nies come from all nations. Primary Industries. Software, telecommunications, internet services, and cybernetics. However, all indus - tries have a strong Omnitech presence. Ronin International In the beginning of the 21st Century, private military companies (PMCs) started to become more and more lucrative. During the corporate wars, private military Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores


// GeneFunk 2090 // 249 firm’s business skyrocketed. Some cities even began to have the majority of their police forces made up from these firms. The larger PMCs merged, and be - gan acquiring the smaller ones. They eventually ac - quired some large defense manufacturing companies, and formed Ronin International. They produce the most weapons out of any of the syndicates. They later diversified to include sizable automotive companies, cybernetics, and other fields somewhat related to vi - olent conflict. Ronin International is the smallest of all the syndicates, but with a standing army of over one million soldiers, it is respected. It's rumored that Ronin has been vying to acquire Mosaic, to approach a monopoly on mercenary work, but no deals have been made as of yet. Primary Industries. Police and security, aerospace and defense, motor vehicles, cybernetics, robots, and telecommunications. Unicom For many people, the purpose of life is pleasure seeking, and that is the reason why Unicom exists. Once the big television and media corporations started combining, they set their eyes on other entertainment industries such as resorts and publishing. They even acquired most of the tobacco and alcohol companies. Social media, WDS sites, video games, and user gen - erated content platforms are all bread and butter for Unicom. They say who controls the media controls the people, if this is true then Unicom runs society. Their public relations capabilities are unparalleled. This company thrives on the consumer spending their money on their base desires. Primary Industries. Entertainment, hotels, casinos, resorts, publishing, telecommunications, advertising, internet services, cannabis, alcohol, and tobacco. Worldgroup Holdings This commercial banking and savings syndicate can trace its origins to a cluster of mergers between most of the world's major banks. These mergers and acqui - sitions continued until Worldgroup Holdings owned 80% of the global banking, financial securities, and insurance industries. As currency switched more and more to a digital system this syndicate’s portfolio branched out to include telecommunications, real es - tate and software. If money is power, this syndicate is a force to be reckoned with. Primary Industries. Commercial banking, crypto - currencies, telecommunications, software, financial data services, insurance, and real estate.


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