Netrunning Programs

Netrunning programs seize control of hackable systems, cyberware, weapons, sensors, and smart infrastructure. They specialize in disruption, access, stealth, tactical data, and turning the enemy’s own tech against them.

Quickhack

Cantrip, Single Target
1 Action
Range:
6.
Damage:+LVL.

Roll 1d4+LVL damage, or apply one Script on hit instead. On a crit, do both. Against a willing ally, do not roll. Apply one Patch instead.

Open Sesame

Tier 1, Single Target
1 Action
Range:
6.

Open, lock, activate, deactivate, or spoof a simple device. Against a hardened, military, or actively defended system, the GM may require a Tech check.

Upcast:
Affect 1 additional connected device for each Tier above 1.

Short Circuit

Tier 1, Single Target
2 Actions
Concentration:
Up to 1 minute.
Range:
8.
Damage:+LVL.

On hit, apply one Script. On crit, apply two Scripts instead.

Upcast:
Deal +1d8 damage for each Tier above 1.

Signal Mask

Tier 1, Single Target
1 Action
Concentration:
Up to 1 minute.
Range:
8.

Choose yourself or one willing creature. Until the start of your next turn, the target has advantage on Stealth checks against cameras, drones, sensors, comm sweeps, and automated security.

If the target already has one of your Patches, this lasts for 1 minute instead.

Upcast:
Choose 1 additional willing creature for each Tier above 1.

Blindspot

Tier 2, Single Target
1 Action
Range:
8.

Choose one camera, drone, sensor, turret, or automated watcher. Until the start of your next turn, it cannot detect creatures of your choice. If used against a creature relying on electronic sight, its first attack before the start of your next turn has disadvantage.

Upcast:
Affect 1 additional camera, drone, sensor, turret, automated watcher, or electronically sighted creature for each Tier above 2.

False Credentials

Tier 2, Single Target
1 Action
Concentration:
Up to 1 minute.
Range:
0.

Spoof access credentials for yourself or one willing creature. The target can pass basic scanners, locked doors, civilian checkpoints, automated kiosks, and low-security corporate systems as if authorized. Against alert guards, hardened systems, or suspicious operators, the target gains advantage on the next relevant Influence, Stealth, or Tech check.

Upcast:
Choose 1 additional willing creature for each Tier above 2.

Weapon Jam

Tier 2, Single Target
1 Action
Range:
8.
Reaction:

When a Hackable creature attacks with a firearm, smart weapon, cyberweapon, drone weapon, or vehicle weapon, impose disadvantage on the attack. If the attack misses, the weapon gains Recoil until the start of the attacker’s next turn.

Upcast:
At Higher Tiers: If the attack still hits, reduce its damage by 5 for each Tier above 2.

Data Spike

Tier 3, Single Target
1 Action
Range:
6.
Damage:+LVL.

On hit, learn two tactical details about the target:

  • current HP state
  • Armor
  • Ballistic
  • cyberware
  • smart weapon
  • hidden weapon
  • active Script
  • resistance
  • vulnerability
  • obvious weakness
  • active security link

On crit, your next Program against the target before the end of your next turn costs 1 less RAM, minimum 0.

Upcast:
Deal +1d6 damage and learn 1 additional tactical detail for each Tier above 3.

Ghost Team

Tier 3, Multi-Target
2 Actions
Concentration:
Up to 1 minute.
Range:
8.

Choose up to KEY willing creatures. They gain advantage on Stealth checks against cameras, drones, sensors, automated security, and electronic detection. If a target already has one of your Patches, they also ignore disadvantage from electronic detection during this effect.

Upcast:
Choose 1 additional willing creature for each Tier above 3.

Hijack

Tier 3, Single Target
2 Actions
Range:
6.
Damage:+LVL.

Target one drone, turret, vehicle, smart weapon, cyberware system, or simple automated system. On hit, choose one action it takes immediately:

  • move up to its Speed
  • shut down until the start of your next turn
  • fire once at a target of your choice
  • eject or drop one held item
  • open or close a connected door
  • expose itself
  • waste an action fighting your intrusion

On crit, also apply one Script.

Upcast:
Deal +1d8 damage for each Tier above 3.

Feedback Loop

Tier 4, Single Target
2 Actions
Range:
8.
Damage:+LVL.

On hit, the target becomes a feedback node until the start of your next turn. The first time it attacks, runs a hostile Program, uses cyberware aggressively, or commands a drone before then, it takes LVL Psychic damage ignoring Armor. If the target has one or more of your Scripts, this Program has advantage.

Upcast:
The feedback can trigger one additional time before the Program ends.

Lockdown

Tier 4, Multi-Target
3 Actions
Range:
0.

Choose a room, corridor, vehicle, or local security zone up to a 4x4 area. Until the start of your next turn:

  • doors lock or unlock,
  • lights cut, flare, or strobe,
  • elevators halt,
  • basic alarms spoof,
  • automated systems hesitate,
  • comms distort,
  • simple security barriers activate or deactivate. Creatures of your choice in the area gain advantage on checks to escape, hide, reposition, bypass security, or avoid detection.
Upcast:
The effect lasts 1 minute instead of until the start of your next turn.

System Crash

Tier 4, Single Target
2 Actions
Range:
7.
Damage:1d4xLVL.

Gain advantage if the target has one or more of your Scripts. On hit, one cyberware item, smart weapon, drone system, vehicle system, or electronic feature chosen by the GM stops working until the end of the target’s next turn. On crit, you choose the disabled system instead.

Upcast:
The disabled system stays down until the end of the target’s following turn.

Admin Override

Tier 5, Single Target
3 Actions
Range:
0.

Target one local network, building system, security grid, vehicle system, drone hub, or corporate subnet you can access. Choose up to KEY connected devices or systems. You may issue each one simple commands on your turn without spending additional RAM:

  • open
  • close
  • lock
  • unlock
  • blind
  • mute
  • reboot
  • stall
  • loop footage
  • disable alerts
  • redirect traffic
  • spoof access
  • broadcast false data Hostile, military, or actively defended systems may require a Hard Tech check. On failure, the Program still affects one connected device, but the system notices you and the GM triggers a trace, alarm, lockout, or countermeasure.

Blackout

Tier 5, Multi-Target
3 Actions
Concentration:
Up to 1 minute.
Range:
8.

Choose a 4x4 area. Nonessential electronics, lights, cameras, civilian comms, sensors, unsecured devices, and smart environmental systems shut down. Hackable enemies in the area make an INT save.

  • On failure, they are Dazed.
  • On success, they cannot benefit from electronic targeting, smartgun features, wireless accessories, sensor-based detection, or automated support until the start of your next turn.

Puppet Master

Tier 5, Single Target
1 Action
Range:
8.

Target one Hackable creature, drone, turret, vehicle, or system. The target makes an INT save. On failure, choose one action it takes immediately:

  • move up to its Speed
  • drop or eject one held item
  • open or close a connected door
  • shut down a device
  • fire or strike a target of your choice
  • waste an action fighting its own systems
  • expose itself or leave cover
  • disable one active security feature it controls On success, apply two Scripts instead.