Netrunner¶
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Description¶
You move through systems like smoke—quiet, graceful, inevitable. The code bends to your touch, never realizing it’s been rewritten until it’s already yours. Corporate vaults crumble behind polite smiles and phantom keystrokes, and somewhere an IT director feels their career dissolving with the data. But the real thrill isn’t just in the silicon. You know the human mind runs on softer code—fear, pride, loneliness—and you can rewrite that too. Machines are simple; people are the exquisite challenge.
At a Glance¶
- Domains: Midnight, Circuit
- Hit Points: 6
- Evasion: 10
Subclasses¶

Ghost in the Machine — Subclass:You move through systems like smoke—quiet, graceful, inevitable. The code bends to your touch, never realizing it’s been rewritten until it’s already yours. Corporate vaults crumble behind polite smiles and phantom keystrokes, and somewhere an IT director feels their career dissolving with the data. But the real thrill isn’t just in the silicon. You know the human mind runs on softer code—fear, pride, loneliness—and you can rewrite that too. Machines are simple; people are the exquisite challenge.

Wrecking Ball — Subclass:Subtlety is for firewalls that haven’t met you yet.
You don’t slip in quietly — you announce your arrival with a digital detonation and a smile. You love the sound of collapsing servers, the flicker of dying security feeds, the panic in a sysadmin’s voice when their screen goes black. Some Netrunners whisper through the grid like ghosts; you come through like a riot.
You want them to know who hit them — to feel the tremor of your signature tearing through their systems, to understand that resistance was never an option. You want the enemy to know that you have them by the short hairs and you love to look them deeply and lovingly in the eyes while you pull!
To you, hacking isn’t theft — it’s performance art. Get in fast, break everything worth breaking, grab the payload, and vanish before the smoke clears. The infiltrators can have their subtlety. You’re here to make legends — and sometimes, enemies.
Features¶

Reboot — Hope:Spend 3 Hope to restore a Device, Cybernetic implant, or Drone. If the target item has Hit Points, it is returned to 1 Hit Point.

Hacking Insight — Hope:Spend 3 Hope to convert a Hacking failure into a Hacking success on one Infiltrate or Control roll.

Interference — Hope:Spend 3 Hope to disrupt electronics within Close. Set a d4 to a value of 4 and decrement each time you take a Reaction to have one of the following effects:
- -2 to an enemy’s attack with electronic weapons (which are most weapons in Cybermancy),
- -2 to Evasion for one drone or device within Close. This effect cannot target a non-synthetic entity or construct (even a cybernetically enhanced one).
- -2 to a Reaction roll for a creature within Close.

Digital Awareness — Class:Spotlight an Action to become aware of any digital signal within Very Close.
Spend 1 Hope to extend the range to within Close.
Mark 1 Stress to extend the range to within Far. This alerts you to the devices’ presence, type, and whether they are hardened or unharden-

Quick hack — Class:Mark 1 Stress to gain Control of 1 unhardened device regardless of Tier or to make an Infiltration or a Control roll at +2.