Bio-Hacker

Playability

Complex
Reasoning
Self Discipline

Bio-Hackers are tech-bio specialists, blending experimental science with cutting-edge medical tech to alter biology at a fundamental level. They excel at enhancing their allies, weakening their enemies, and manipulating the battlefield at a molecular level.

Bio-Hackers are often seen as resourceful and unpredictable, their ability to alter the human body both impressive and unsettling. Allies appreciate their ability to provide critical support, while enemies fear the toxins, diseases, and genetic hacks they can unleash.

Weapon Categories

8

Any

Magic Categories

0
None

Tech Categories

8

Skill Categories

24

Class Specific Bonuses

  • +10 bonus to the Poison Lore and Poison Use skills
  • +5 to any 1 class categories 
  • +10 to Biotech Boosters (BiBs) tech category
  • +5 to any Weapon Category
  • Special Skill: “Adrenal boost”. Target/Selfreceives +20 bonus to any action (max 1/day per target), costs 2 AP to use.
  • Add your reasoning ability bonus to the fatigue threshold of all allies.

Class Restrictions

None

Recommended Professions

Genewright
Combined
Complex
Forgemaster
Technical
Complex
Reforged
Technical
Easy
Niibi Fixer
Physical
Standard

Ability Rolls for Streamlined Character Creation

Reasoning
Self Discipline
Intuition
Creativity
Quickness
Agility
Memory
Empathy
Constitution
Strength
Presence
Boldness
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Reasoning: Your primary engine for analysis, synthesis, and safe application. Powers design, dosing, and countermeasure logic.
Supports: Tech — Biotech Boosters (BiBs), Nanobots. Skills — Technological Sciences, Experimental Sciences, Medical.

Self Discipline: Keeps hands steady and protocols tight under pressure; sustains concentration during multi-step procedures and ongoing effects.
Supports: Tech — Nanobots (ongoing control), BiBs (sustained effects). Skills — Medical (procedures, antidotes), Thieving (precise application), Ranged Expertise (careful delivery tools).

Supporting Abilities
Intuition: Spotting patterns in symptoms, reading environments, and selecting the “right hack” fast when data is incomplete.
Supports: Tech — BiBs (situational boosts), Nanobots (on-the-fly adjustments). Skills — Awareness (symptom cues), Outdoor (biohazards, toxins).

Creativity: Inventive problem-solving, improvised delivery methods, and tailoring serums/toxins to unusual targets.
Supports: Tech — BiBs (custom formulations). Skills — Experimental Sciences (prototyping), Technological Sciences (non-standard rigs).

Important Abilities
Quickness: Reaction time for clutch injections, counteragents, and timing-critical debuffs mid-fight.
Agility: Fine motor control for injections, applicators, and precision delivery; helps with stealthy administration.
Memory: Protocols, contraindications, and recipe recall; safer stacking and fewer mishaps.
Empathy: Bedside manner, triage prioritization, and reading pain/fear responses to choose the right intervention.

Minor Abilities
Constitution: Nice for long shifts in the field, but you’re not built to tank.
Strength: Rarely the limiter for your toolkit.
Presence: Influence isn’t your main lever; results speak louder.
Boldness: Measured caution beats bravado when biology’s on the line.