Hacking Modules
Cyberware Hacking Module
A hacking module for cyberware can be created at any of the four grades possible for cyberware: Beginner, Intermediate, Advanced, and Archtech. A hacking module cannot be used to attempt to hack an implant of higher grade than itself. Each grade of module comes with its own set of capabilities, as shown below. The DC save for hacking an implant is included in the details of each grade's capabilities. A failed save, or a successful save to end an effect by a target, results in the target receiving a signal alerting them to your location at the time the failure or effect end occurs.While using a hacking module, a creature will see a heads up display showing them the implant being hacked, it's location, and capabilities as well as status and temperature. These details will change according to the current condition of the implant.
Beginner Hacking Module
Cyberware of this grade is capable of inflicting Short Circuit, causing an implant to be unusable for one round. The DC save for hacking a Beginner implant is 10. A creature using a hacking module of this grade adds +2 to a 1d20 roll to determine success or failure.When you successfully short circuit a target, the area around the implant turns grey and the implant will not respond.
Intermediate Hacking Module
Cyberware of this grade is capable of inflicting Short Circuit, and Haywire, which causes an implant to shock the owner for 1d8 lightning damage, and renders the implant unusable until maintenance from a Grafter type Artificer can be administered. Implants rendered unusable this way take a short rest to restore. The DC save for hacking an Intermediate implant is 15. A creature using a hacking module of this grade adds +4 to a 1d20 roll to determine success or failure.When you successfully inflict Haywire, electricity courses around the implant and across the target's skin towards their torso.
Advanced Hacking Module
Cyberware of this grade is capable of inflicting Short Circuit, Haywire, and Overheat, which causes an implant to generate continuous heat until rendered inactive or the effect is ended by the hacker either at will or by being rendered unconscious. A target afflicted by Overheat takes 1d6 fire damage at the start of each of their turns. The DC save for hacking an Advanced implant is 20. A creature using a hacking module of this grade adds +6 to a 1d20 roll to determine success or failure.When you successfully cause an implant to Overheat, the implant will glow red through the target's skin, and steam will rise from the area.
Archtech Hacking Module
Though incredibly rare, hacking modules of the Archtech grade do exist. They are formed by forming the circuits of the hacking module using finely carved arcane crystals, and can be used in the same manner as the previous hacking modules as well as the following:- Detonate: Cause an implant to explode, dealing 4d12 damage and crippling the limb the implant was inside of. Archtech implants that are detonated destroy the limb entirely.
- Interference: Hack a Spellweave or Weavetech implant, and cause the target to make a saving throw against Spellware Backlash with disadvantage.
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