Cybernetic Hacker
A direct neural link replaces the keyboard, the screen and the delay between deciding and acting, so a hacker breaches a system faster than any interface allows. The link damages the hacker, and the damage accumulates and does not reverse. He keeps a list of the things he has forgotten, to measure how fast his memory is going.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15
- Hit points
- 82 (15d8 + 15)
- Proficiency
- +2
- STR 9 -1 save -1
- DEX 16 +3 save +5
- CON 12 +1 save +1
- INT 19 +4 save +6
- WIS 13 +1 save +1
- CHA 13 +1 save +1
- Skills
- Deception +3 , Investigation +6 , Perception +3 , Sleight of Hand +5 , Technology +6
- Passive Perception
- 13
- Languages
- Common, Federation Standard, Axiom Binary
- Found in
- Settlement , City
Equipment
Traits
-
Neural Link
While physically connected to a system, acts twice per round on anything involving it, and can attempt any Technology check as a bonus action.
-
Neural Cost
Each time it uses Burn Through, it gains one level of the Exhausted condition that a long rest does not remove.
Actions
-
Multiattack
Makes two attacks, or uses Burn Through and makes one.
-
Shock Baton
+5 to hit · reach 5 ft.
2d6 + 3 lightning damage
-
Holdout Pistol
+5 to hit · medium range
1d10 + 3 ballistic damage
-
Burn Through
Takes control of one door, turret, drone or system within 60 feet for 1 minute, with no check. It acts on the hacker's initiative.
-
Scramble
One construct or implanted creature within 30 feet makes a DC 14 Constitution save, taking 5d8 lightning damage and being Stunned until the end of its next turn on a failure, or half as much on a success.