Cyber Warrior

Class information, as well as, Trait and Ability Options for the Cyber Warrior Archetype.

Cyber Warrior

Cyber-Warriors are a combination of frontline soldier and hacker. They are proficient both in combat and cyber-warfare techniques. Many Cyber-Warriors make use of Ballistic Subroutine Delivery Systems(BSDS) in order to combine their combat and hacking skills. 

Playing a Cyber Warrior

XP Cost: 8 Prerequisites: Intellect Score of 12 or higher, Dexterity or Strength Score of 14 or Higher

When you choose this Archetype you gain the following:

Ability

Slap-Hacks

Once per Turn, you can spend 1 CODA to “Prime” a Subroutine in your Ballistic Subroutine Delivery System(BSDS) via a Motion, regardless of the typical action required to activate that subroutine. If your BSDS is a firearm or ranged weapon, the next primed subroutine round is converted to primed subroutine.

You still must hit your target as normal for the subroutine to take effect.

Cyber Warrior’s CODA

You are considered to have a starting reserve of CODA equal to your Intellect Modifier.

Some digital devices can grant your additional CODA reserves while equipped.


Traits

Data Packages

You can load your BSDS with Subroutines in the system or its ammunition at the standard CODA cost and turn portion as is typically required. This is most often done during down time.

Subroutine Delivery System 

You can make attacks with your SDS or BSDS and deal damage with the attack and/or activate a loaded Subroutine into the target on Hits. 

Targets Hit by a SDS Subroutine always roll with a Fate Die added on Saving Throws made to resist that Subroutine.

If you miss the subroutine is not activated at all. If it was a Ranged Weapon type BSDS then the shot, subroutine and CODA are expended as well.

Equipment

Cyber-Warrior’s Gear

  • Acquire a Basic version of an SDS, BSDS or 50 SDRs. 
  • Acquire a Common suit of Light Armor from the Narrator approved Buyer’s Guide Era or section.
  • Acquire a Common or Uncommon Melee or Ranged Weapon. 

Training

Cyber-Warrior’s Skill Training

You gain training in Engineering and 2 of the following Skills: Athletics, Acrobatics, Perception or Insight.

Combat Training

Gain Training in 2 Ranged or Melee Weapon Types. You are now considered to be trained to wield those weapon types proficiently in combat and add your Training Bonus to all Attack Rolls you make with Weapons of that Type.

Tech Training

You can use your Engineering Skill to perform hacks, execute subroutines and slice security software, but you are not trained to read or write code.


Cyber Warrior Traits and Abilities

As a Cyber Warrior you may purchase any of the following Traits and Abilities using XP during Character Creation or Level Up, so long as you have the required Prerequisites.

Traits

Coder

XP Cost: 3 Prerequisites: Cyber Warrior

You gain the ability to read, interpret, alter, and write coding languages present in your setting.

Use your Engineering Skill to code.

CODA Reserves

XP Cost: 2 Prerequisites: Cyber Warrior

Add +2 to your Maximum CODA reserves. 

CODA Vampire

XP Cost: 4 Prerequisites: Cyber Warrior

Whenever you kill or incapacitate a robot, drone, or cybernetically enhanced creature with damage or effects from your SDS or BSDS and/or Subroutines you gain 1 CODA. The CODA gained through CODA Vampire can exceed your Maximum CODA and be stored for up to 12 hours. 

Melee Delivery Specialist

XP Cost: 3 Prerequisites: Cyber Warrior

Whenever you Hit with your Melee SDS(Subroutine Delivery System) and successfully implant a Subroutine you regain 1 CODA.

If you Grapple a target using your SDS, your target must add an additional Fate Die to all Rolls made to resist your Subroutines until the grapple is broken.

Ranged Delivery Specialist

XP Cost: 3 Prerequisites: Cyber Warrior

Whenever you Hit with your BSDS(Ballistic Subroutine Delivery System) and successfully implant a Subroutine you regain 1 CODA.

If you Critically Hit a Target with your BSDS they must add an additional Fate Die to any Rolls made to Resist the Subroutine Delivered with that shot.

In addition, if the Subroutine deals damage, If you critically Hit with the Ranged Attack, the Subroutine also deals Critical Damage(maximized damage roll + bonuses, then roll damage again without bonuses).

Conventional Firearm Training

XP Cost: 1 Prerequisites: Cyber Warrior

Gain Training in the use of all Gunpowder Firearm Type Weapons.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Tech Firearm Training

XP Cost: 2 Prerequisites: Cyber Warrior

Gain Training in the use of all Tech Firearm Type Weapons.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Hand-to-Hand Combat Training

XP Cost: 2 Prerequisites: Cyber Warrior 

Gain Training in the use of all Hand-to-Hand Type Weapons. 

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Your Unarmed Strikes now deal 1d4 + STR or DEX Modifier and you add your Training Bonus to Attack Rolls(+ STR or DEX Mod.).

Melee Weapon Training

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Cyber Warrior

Gain Training in the use of one Melee Weapon Type of your Choice.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Ranged Weapon Training

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Cyber Warrior

Gain Training in the use of one (non-firearm)Ranged Weapon Type of your Choice.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Rapid Striker

XP Cost: 4 Prerequisites: Cyber Warrior

Gain 1 additional Melee / Unarmed Attack at your disposal per turn.

Quick Shooter

XP Cost: 6 Prerequisites: Cyber Warrior

Gain 1 additional Ranged Attack at your disposal per turn.

Basic Maneuver

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Cyber Warrior

Acquire 1 Tier I Maneuver of your choice.

Expert Maneuver

(This Trait may be acquired multiple times)

XP Cost: 2 Prerequisites: Cyber Warrior, Basic Maneuver

Acquire 1 Tier II Maneuver of your choice.

Special Maneuver

(This Trait may be acquired multiple times)

XP Cost: 3 Prerequisites: Cyber Warrior, Expert Maneuver

Acquire 1 Tier III Maneuver of your choice.

Subroutine Scanner

XP Cost: 3 Prerequisites: Cyber Warrior

You are always made aware when you are being targeted by a Subroutine.

Once per round you may Roll an Engineering Skill Roll to attempt to determine which subroutine is targeting you. The DC is equal to 10 + the XP Acquisition Cost of the Subroutine.

If successful, you are made aware of the name, function and typical CODA cost of the subroutine targeting you.

Cyber Attacker

XP Cost: 3 Prerequisites: Cyber Warrior

Your Cyber Attack Subroutines and Malware Subroutines that deal damage, deal an additional 1d10 Damage.

Your CODA cost to activate Cyber Attack Subroutines is reduced by 1.

Relentless

XP Cost: 2 Prerequisites: Cyber Warrior

You have 1 additional Reaction at your disposal.

Relentless II

XP Cost: 3 Prerequisites: Cyber Warrior

You have 1 additional Reaction at your disposal.

Light Armor Specialist

XP Cost: 1 Prerequisites: Cyber Warrior

You gain an additional Bonus to your AC equal to ½ your DEX Modifier while wearing light or no armor.

Medium Armor Training

XP Cost: 3 Prerequisites: Cyber Warrior

Gain Training in the use of Medium Armors.

From now on you gain the full benefit of equipping medium armor.

Efficient

XP Cost: 2 Prerequisites: Cyber Warrior 

Gain +1 to your Total Motions available per turn.

Extra Efficient

XP Cost:  3 Prerequisites: Cyber Warrior, Efficient

Gain an additional +1 to your Total Motions available per turn.

Abilities

Targeting Computations

XP Cost: 3 Prerequisites: Cyber Warrior

You can now spend 1 CODA to add +2 to any Attack Roll made with your SDS or BSDS. Effect stacks.

Afterthought Addition

XP Cost: 3 Prerequisites: Cyber Warrior

Once per Turn, you can upload 1 additional Subroutine after you confirm that you Hit with a SDS or BSDS Attack.* 

*You must have an equipped digital device(smartphone, smartwatch, etc.) and expend a Motion to make this addition.

Quick Draw

XP Cost: 2 Prerequisites: Cyber Warrior

Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost: 2 Prerequisites: Cyber Warrior

You gain +1 to your AC while Wielding two or more Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost: 4 Prerequisites: Cyber Warrior, Dual Wielder

Increase your AC to Bonus While Wielding two or more Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.