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The Hacked are born from the various attempts to bring about unnatural life through the use of technology. Perhaps cybernetic implants are given the ability to move without being prompted by the body, so that they continue to move long after the flesh that once encased them has rotted away. Perhaps a copy of someone's engram, their 'ghost in the machine' finds itself trapped in the wireless signal between digital realms and the real world, forced to endure an ephemeral existence until enough of a signal boost hits it to let it be seen and heard by the average person. Other times, the nanites inside of a person's body, normally used to keep it healthy and functioning, go that one step further, revitalising flesh that had already died, forcing movement and retaining a form of unnatural function in the semblance of flesh. The Hacked are as varied and numerous as the ways man has tried to avoid their final end, and in almost every case, they have led to horrific circumstances that continue to haunt the living. It is a rare Hacked that is able to co-exist with normal living beings, as most of them are driven to either predate on the living to sustain their unnatural existence, or are driven by emotional loops that drive them to horrific forms of behaviour that would kill anything not already dead, and seek to inflict them on the living.
Tech Husk
Born from attempts to shove a full engramic model into a chassis that simply is not built to handle that much data, in an attempt to create a knock-off reborn. The process damages both the engram, and the function-programs of the cybernetic chassis itself. The cybernetic body only barely functions in a jerky, imprecise manner, and the engram itself is stripped of major portions of the original personality, leaving behind only basic drives of the person or being the engram was based upon.
Medium hacked
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR 13 (+1)
DEX 6 (-2)
CON 16 (+3)
INT 3 (-4)
WIS 6 (-2)
CHA 5 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Hacked Fortitude. If damage reduces the tech husk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is neon or from a critical hit. On a success, the tech husk drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Hollow Chassis
By far the most common kind of hacked, the Hollow Chassis is created when someone sick, tired, or old cannot afford the proper treatments to revitalize their body, but can afford to buy cheap cybernetics that allow them to keep functioning. Then they start to remove the limiters and protections built into those cybernetics to keep them obeying the central nervous system. They get preprogrammed motions, sections, set their bodies to function, letting them keep going even when they rest or sleep, relieving consciously recognizable stress. Eventually however, the constant motion and stress built up from not letting the body actually rest and recover builds up. The person dies, and the cybernetics keep functioning. Sometimes receiving strange signals from the rotting flesh and nervous system it is hooked into. The hollow chassis will keep going, keep preforming what it was programmed to do, up to and including self defense, until the rotting flesh completely falls away. In the worst case, the cybernetics have even been preprogrammed to keep sustaining themselves, leading to mad and violent behavior as the cybernetic skeleton left behind tries to feed and sustain flesh that simply no longer exists.
Medium hacked
Armor Class 13 (Rusty Augments)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 15 (+2)
INT 6 (-2)
WIS 8 (-1)
CHA 5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions
Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Light Pistol. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Digital Specter
Everyone, no matter how technophobic they are, has some kind of presence in the online. Every offhand search, allowed cookie and throwaway account leaves a faint but indelible mark on the digital world. As time goes on and your online presence steadily grows, so too does the chance that these personalised traces may be coaxed by the tides of the bezosphere into a vague mockery of yourself. These figures are never accurate enough to represent the person who they formed from, and desperately seek to form their own personality by draining it from real people, often with damaging results.
Medium hacked
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)
STR 1 (-5)
DEX 14 (+2)
CON 11 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 11 (+0)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Damage Immunities Entropic, Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Challenge 1 (200 XP)
Proficiency Bonus +2
Incorporeal Movement. The digital specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the digital specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Life Drain. Melee Tech Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) entropic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
E-Ghost
Occasionally people try to escape death through directly transposing their minds into the digital realms without the usage of a proper digitization device. One of the most common ways for things to go awry is for the engram to be splintered and broken, trapped inside of the Digital Realms, forced to observe the realms and real world without interacting. Trapped in this half existence created by the quantum networks of modern information technology, the E-Ghost steadily degrades, going more and more mad, until in their madness they somehow twist the quantum frequencies of the digital realms to give them access, on some level, to the real world once more.
Medium hacked
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40ft.
STR 7 (-2)
DEX 13 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 12 (+1)
CHA 17 (+3)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non technical weapons
Damage Immunities cold, entropic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 11
Challenge 4 (1,100 XP)
Proficiency +2
Digital Sight. The e-ghost can see 60 feet into the Digital Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The e-ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.
ACTIONS
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) entropic damage.
Digital Entity. The e-ghost enters the Digital Realms from IRL, or vice versa. It will be visible on any screens or projected from any hologram or hard light projects while it is in the servers connected to those devices, but be unable to interact with anything IRL.
Horrifying Visage. Each non-hacked creature within 60 feet of the e-ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the e-ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the e-ghost; the e-ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The e-ghost can't be targeted by any attack, tech, or other effect, except ones that turn Hacked, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. (edited)
The possession lasts until the body drops to 0 hit points, the e-ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the Disrupt Enemy Tech. When the possession ends, the e-ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Rogue Prosthetic
Sometimes the procedures for creating a Hacked don't work, or at least, don't work on the entire body. In these cases, some of the technomantic code may take root in a cybernetic limb or other prosthetic, creating a hacked device that will continue to try and achieve the goals of its now dead original owner.
Tiny hacked
Armor Class 12
Hit Points 2 (ld4)
Speed 20 ft ., climb 20ft.
STR 13 (+1)
DEX 14 (+2)
CON 11 (+0)
INT 5 (- 3)
WIS 10 (+0)
CHA 4 (- 3)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blind sight 30 ft. (blind beyond this radius),
passive Perception 10
Challenge 0 (10 XP)
Proficiency +2
Turn Immunity. The claw is immune to effects that turn hacked.
ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft . one target.
Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice) .
Corrupted
Incredibly dangerous forms of hacked who are believe to have been originally created
by higher order viruses or malware in order to wreak havoc upon humanity with their own dead. Their
cybernetics have been drastically altered and improved, especially any ocular augments, enabling them to
launch entropic energy attacks through sight-to-sight hacking, sending laser pulses from their eyes into the
eyes of their targets to cause that person's body to begin to break down and attack itself on the
cellular level through some form of highly advanced basilisk hack. A lesser form of this ability can be
projected via a highly tuned electromagnetic field the Corrupted is capable of projecting about
itself.
Medium Hacked
Armor Class 15 (Natural Armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR 15 (+2)
DEX 16 (+3)
CON 15 (+2)
INT 7 (-2)
WIS 12 (+1)
CHA 12 (+1)
Skills Perception +4, Stealth +6
Damage Resistances Cold, Fire, Entropic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Aura of Annihilation. The Corrupted can activate or deactivate this feature as a bonus action. While active, the aura deals 5 entropic damage to any creature that ends its turn within 30 feet of the Corrupted. Hacked and viruses ignore this effect.
Death Gaze. When a creature that can see the Corrupted's eyes starts its turn within 30 feet of the Corrupted, the Corrupted can force it to make a DC 13 Constitution saving throw if the Corrupted isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) software damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the Corrupted until the start of its next turn. If the creature looks at the Corrupted in the meantime, it must immediately make the saving throw.
UV Hypersensitivity. The Corrupted takes 5 neon damage when it starts its turn in sunlight. While in UV light, it has disadvantage on attack rolls and ability checks.
ACTIONS
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the Corrupted can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) entroptic damage on a failed save, or half as much damage on a successful one.
Technomagus
When technomancers well and truly fuck up, it is usually out of desperation to save
or prolong their own lives. This results in a Technomagus, a form of hacked with all of the knowledge and
powers of the technomancer they once were, but no longer the same guiding intellect, only a facsimile of it
masquerading as the technomancer whose body the technomagus once was.
Medium
Hacked
Armor Class 15 (Natural Armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR 11 (+0)
DEX 12 (+1)
CON 16 (+3)
INT 19 (+4)
WIS 17 (+3)
CHA 17 (+3)
Saving Throws CON +7, INT +8, WIS +7, CHA +7
Skills Technology +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances Cold, Lightning, Entropic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Tech Resistance. The Technomagus has advantage on saving throws against Techs and other technical effects.
Innate Techcasting (Psionics). The Technomagus's innate Techcasting ability is Intelligence (Tech save DC 16). It can innately cast the following Techs, requiring no components:
At will: Mind Hack, Boost Bots
1/day each: Dominate, Net Shift (self only)
Techcasting. The Technomagus is a 12th-level Techcaster. Its Techcasting ability is Intelligence (Tech save DC 16, +8 to hit with Tech attacks). The Technomagus has the following wizard Techs prepared:
Cantrips (at will): Entropic Virus, Glow-Bots, Hovering Helping Hand, Nanotech Twiddling, Taser
1st level (4 slots): Detect Anomaly, Second Skin, Microseeker, Emergency Barrier
2nd level (3 slots): Cloak Engage, Holo-Images, Scorching Ray
3rd level (3 slots): Counter EMP Burst, fly, Arc Cannon
4th level (3 slots): Confusion, Ferrofluid Tentacles, Neurosynaptic Scrambler
5th level (2 slots): Modify Memory, Wall Of Force
6th level (1 slot): Deconstruct, Barrier
Turn Resistance. The Technomagus has advantage on saving throws against any effect that turns undead.
ACTIONS
Chilling Grasp. Melee Tech Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (3d6) cold damage.
Tech Blast (Recharge 5-6). The Technomagus emits software energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) software damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Doomspawn
Another form of hacked that is believed to have been originally created by viruses
or malware. These hacked are created from strange, semi-hardlight software worms that infest the body of the
victim, and steadily suborn their internal nanotech and cybernetics to produce more micro-hardlight
projectors and produce more digital worms. The body is then puppeteered by the digital parasites to attack
others, creating yet more worm infested doomspawn.
Medium Hacked
Armor Class 10
Hit Points 76 (9d8 + 36)
Speed 30 ft.
STR 16 (+3)
DEX 11 (+0)
CON 18 (+4)
INT 5 (-3)
WIS 7 (-2)
CHA 3 (-4)
Saving Throws WIS +1
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Regeneration. The Doomspawn regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or neon damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Digital Worms. If the Doomspawn is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
ACTIONS
Multiattack. The Doomspawn makes two attacks with its claws and uses Burrowing Worm.
Burrowing Worm. A hardlight worm launches from the Doomspawn at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) entropic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a Doomspawn. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) entropic damage.
Stolen Soul
The common story of stolen souls is when someone stupidly tries to shake down a
technomancer as if they were any other shopfront, but doesn't bring enough muscle to insure their own
safety. Nothing stops a particularly unscrupulous technomancer from subborning a living person's
cybernetics, turning them into a living prisoner inside of their own flesh, unable to control their limbs or
body, which will continue to operate for the technomancer even after death. Stolen Souls do double duty as
excellent body guards, and horrible warnings towards those who would fuck with the technomancer that owns
them.
Medium Hacked
Armor Class 14 (Synthweave)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR 15 (+2)
DEX 14 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 13 (+1)
CHA 15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances entropic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Challenge 3 (700 XP)
Proficiency Bonus +2
UV Sensitivity. While in UV light, the Stolen Soul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The Stolen Soul makes two longsword attacks or two heavy pistol attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) entropic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a Hollow Chassis under the Stolen Soul's control, unless the humanoid is restored to life or its body is destroyed. The Stolen Soul can have no more than twelve Hollow Chassis' under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
L.I.C.H. <Logically Interred Cache Host>
A L.I.C.H is a great techwizard who permanently digitises their consciousness, usually as a means of conducting research of a scope that a feeble mortal lifespan cannot accommodate. They convert their mind into raw data and store it in a Tesseract; a self-contained digital space capable of constructing powerful vessels for them to stream their consciousness into. A vessel's design is entirely of the L.I.C.H's choosing, and replacements can be built as long as the tesseract is intact. While this may sound ideal, the system is somewhat ramshackle, and the insufficient quality of available engrams means that an almost daily input of sentient-derived data is needed to delay the inevitable corruption that slowly drives every L.I.C.H to insanity.
Medium Hacked
Armor Class: 17
Hit Points: 135 (18d8+54)
Speed 30 ft.
STR: 11 (+0)
DEX: 16 (+3)
CON: 16 (+3)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 16 (+3)
Saving Throws: CON +10, INT +12, WIS +9
Skills: Technology +19, History +12, Insight 9, Perception +9
Damage Resistances: Cold, Lightning, Entropic
Damage Immunities: Poison; Bludgeoning, Piercing and Slashing from Non-Technical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralysed, Poisoned
Senses: Truesight 120ft., Passive Perception 19
Proficiency Bonus: +7
Challenge: 21 (33,000 XP)
Legendary Resistance (3/Day): If the L.I.C.H. fails a saving throw, it can choose to succeed instead.
Rejuvenation: If it has a phylactery, a destroyed L.I.C.H. gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Techcasting: The L.I.C.H. is an 18th-level techcaster. Its techcasting ability is Intelligence (tech save DC 20, +12 to hit with tech attacks). The L.I.C.H. has the following techwizard techs prepared:
Tricks (at will): hovering helping hand, nanotech twiddling, ice shot
1st level (4 slots): detect anomaly, micro seeker, emergency barrier, shockwave
2nd level (3 slots): acid shot, mind hack, cloaking, holographic duplicates
3rd level (3 slots): activate husk, counter EMP burst, localised EMP, incendiary grenade
4th level (3 slots): organic dissolution, blink
5th level (3 slots): cloudkill, panopticon
6th level (1 slot): deconstruct, barrier
7th level (1 slot): biomechanical seize, 'net shift
8th level (1 slot): dominate, pause
9th level (1 slot): destruction malware
Hacked Nature: A LICH doesn't require air, food, drink or sleep.
Turn Resistance: The L.I.C.H. has advantage on saving throws against any effect that turns hacked.
ACTIONS
Paralyzing Touch Melee Tech Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
The L.I.C.H. can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The L.I.C.H. regains spent legendary actions at the start of its turn.
Trick: The L.I.C.H. casts a cantrip.
Paralyzing Touch (Costs 2 Actions): The L.I.C.H. uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions): The L.I.C.H. fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this technology or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the L.I.C.H.'s gaze for the next 24 hours.
Disruption Field (Costs 3 Actions): Each non-hacked creature within 20 feet of the L.I.C.H. must make a DC 18 Constitution saving throw against this technology, taking 21 (6d6) entropic damage on a failed save, or half as much damage on a successful one.