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TheWanderingJewels

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  1. Program Examples

     

    Chimes (as in rung): This is a nonlethal, but unpleasant anti-personnel program designed by the cadre of hackers known as The Collective from The Outer District, Chiba-kyu, Tokyo. The program appears to be code-optimized and weaponized simsense code that temporarily blinds the target (primary function) and inflicts aphasia on the target (secondary function), putting the desk nearly out of Cyberspace combat. While not designed to move on it's own, it does tag the target with trace protocols to alert the user when the struck target jacks out or comes back online. While the ICE is non-lethal, it has gained respect (and fear) from many runners who have been on the receiving end of it

     

    Icon: the programs tends to resemble a wave of incoming lines resembling old style vector graphic version of missile tracks that tack the target in a spiraling pattern.

     

    Building the Program

    TN: 35

    STR: 6

    Anti-personnel: +20

    Trace: +2

    Strength 6: +6

    Secondary Combat function (Str 6): +6

    Icon (contetxural) : +1

     

    Effects: Target takes -6 to Sight rolls due to inability focus correctly for 6 rounds, and will have penalties (-6) to tech rolls and social rolls as their scrambled neurons attempt to reorder themselves.

     

     

    Tickle: Based on code stolen from several megacorps and modified, this is a rather ugly little bit of anti-personnel software that has come out of Eastern Europe, made by hackers that have had to deal with Weefle-runners once too often and feel like sending a message. Also used by several megacorps as an intermediate grade of Grey to Black ICE. The ICE is designed to give the target very painful chest pains and to induce vomiting, which tends to discourage most low grad runners permanently, and give professional deckers a bit of shock as they realize the opposition could be playing much rougher.

     

    Icon: due to the rather black sense of humor of the designers, the icon for the program looks to be a colorful graphic feather in flight

     

    Building the Program

    TN: 40

    STR: 6

    Anti-personnel: +20

    Movement: +5

    Trace: +2

    Strength 6: +6

    Secondary Combat function (Str 6): +6

    Icon (contetxural) : +1

     

    Effects: given the rather unpleasant nature of the program, to Stun saves of -6 vs DV15 are made. The first triggers heart beats, often felt as chest palpitations. Its up to the GM to decide how much of an effect this has, and whether or not any strenuous activity will cause a full arrest. The Second Stun SV to avoid charfing ones guts all over everything. A somewhat harsher version of this has the fit continue for rounds equal to degrees of success, still making the Stun Save. Guess which version the corps use?

     

     

    Anti-Software forms of ICE

     

    Jörmungandr: A little known, and less used piece of ice, typically used by corporations as last ditch effort to retain whatever secrets they thing may have been stolen from them (corps DO tend to want the deck intact for proof purposes, as well as see what other tid-bits the Netrunner may have). This ice is used when the gloves are off and the corps just want the information blown into oblivion. The program roars in tat the OS level and begins to scramble all data on the system (stolen Data, operating system, drivers, ETC) into one unusable lump of Code. Veteran CP players would recognize this as the program Rache Bartmoss used to screw the Net over during the last days of Corp War IV, albeit a much more restricted one.

     

    Icon: and impossibly huge Serpent of midnight black scale and red glowing eyes, breathing green fire from it's nostrils

     

    Building the Program

    TN:33

    STR: 6

    Anti-Software: +15

    Trace: +2

    Strength: +6

    Movement: +5

    Icon (Superrealistic): +5

     

    Effects: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, follow by a [Cypher/Modem//System] + the program STR to screw things beyond recognition. This will be the Total Netrunning roll +6 (Program STR) as TN for the target to beat when attempting to jackout and get the computing system offline. Otherwise, time for a OS reload. You do have one of those on back up, do you?

     

     

    Raspberry: often put together by weeflerunners, and netrunners with a less bloodthirsty disposition, is is one of the more common forms of 'runner ICE and there are many variations on the theme. The program attempts to rewrite the deck's menu command structure, resulting in nearly random actions and commands, depending upon the creator's whims.

     

    Building the Program

    TN:23 to 33 depending

    STR: 6

    Anti-Software: +15

    Trace: +2

    Strength: +6

    Movement: +5 (or not, depending on skill level of programmer)

    Icon: +1 to +5, depending on creators tastes

     

    Effect: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] roll for a secured system, follow by a [Cypher/Modem//System] roll+ the Program STR to bugger things up for hours equal to the program STR, in this case 6 hrs as the netrunner goes through and reassigns everything. Suffice it to say, this will REALLY annoy whomever has to put things back together.

     

    some revisions

     

    Processor statline:

     

    Name

    Processor | CPU | Speed | Cnx | Slots | Availability | Reliability

     

    Sony VaaU Deck/

    Electronic, 2, +2, screen/board/wifi/network, 4 accessory slots

     

    Sony VaaU Deck

    Electronic | 2 | +2 | ST/IF | CB/WF | 4/0 | C | ST

    Camera, Mic, Printer, Mini Speakers

     

    Clothing Processor

    Electronic | 1 | 0 | IF | CB+WF | 0 | C | UR

    Spime RFID

     

     

    Lets have some examples of CP game deck design:

     

    “New from Cynex Systems comes the ACS-II series of armored laptop and carrying case for on-the-go individual in need of high end, reliable processing power and connectivity. Based off of DataTel's (a wholly owned subsidiary of Cynex Systems) ACS series, this brings the armored laptop into the next decade with the new 15.7 Phz 'Photon' Processor and VRGPU-5 graphics capability for home graphics processing and presentation, With Datatel's Avalon series of VR-Office Manipulation tools as part the standard operating system. All with a build in Audio Adaptive Sound System by Bang & Olafsen

    “'But with the times we live in, how can I protect my data from Cyber-Terrorists and Criminals?' Cynex has implemented an on-board hardware firewall on your ACS-II laptop's motherboard to be configured by our sales representatives or your Company's IT department, built to the Highest Standards, with upgrade packages provided for those who wish to truly secure their data.

    “Cynex. Security, Reliability. Serenity.”

     

    Cynex Advanced Communications Suitcase II or ACS-II

     

    Electronic, 4CPU, +2 spd, 6UDP

    Options: Onboard Keyboard +Pointer/Mouse + Screen Interface + Chip reader +Hi Quality Audio

    --Hardware

    -- Firewall - [Detect//Comm] 19, [secure//CybModem] 19

     

    Electronic | 4 |+2 |ST-IF | CB-Wi-FO | 6/0 (P) (VR)

     

    Based off the Advanced Communications Suitcase from Chromebook 1, page 4

    As you might notice, this is an upgraded version of the ACS from Cyberpunk, probably by more than one corporate deck-slinger that got annoyed at being out performed by street trash and decided to a get serious case spec together that could still do all the things that corporate wanted to do with the mind numbing presentation while performing actual decking duties....and playing games. It's a bit of a pricy beast, it in the hands of a competent runner, it will make an average netrunner sweat.

     

     

    “So where did you get this thing again?”

    “Nicced it on a run in side of EBM's Tokyo office. Took a bit to remove the tracer firmware, software, and RFID tags, but nothing that was completely horrible to deal with. Two nights work on downtime. And I have a new back-up deck to play with in case something goes south.”

    “Isn't that difficult to do?”

    “Mostly the stuff with the photonic processor, but luckily been reading up on that anyway. Less heat buildup too, so helps out Stealth B&E.”

    –-Nene Romanova and Lucifer, The Star of Morning, Esq.

     

    Euro Business Machines PNI – 412

     

    Proton | 4 | +2 | ST-IF| CB - Wi – FO | 4 | P | VR

    Options: Onboard Keyboard and Pointer/Mouse or Interface Cables + Video board + Chip reader

    --Software

    --Firewall - [Detect//Comm] 24, [secure//CybModem] 24

  2. Anti-Software forms of ICE

     

    Jörmungandr: A little known, and less used piece of ice, typically used by corporations as last ditch effort to retain whatever secrets they thing may have been stolen from them (corps DO tend to want the deck intact for proof purposes, as well as see what other tid-bits the Netrunner may have). This ice is used when the gloves are off and the corps just want the information blown into oblivion. The program roars in tat the OS level and begins to scramble all data on the system (stolen Data, operating system, drivers, ETC) into one unusable lump of Code. Veteran CP players would recognize this as the program Rache Bartmoss used to screw the Net over during the last days of Corp War IV, albeit a much more restricted one.

     

    Icon: and impossibly huge Serpent of midnight black scale and red glowing eyes, breathing green fire from it's nostrils

     

    Building the Program

    TN:33

    STR: 6

    Anti-Software: +15

    Trace: +2

    Strength: +6

    Movement: +5

    Icon (Superrealistic): +5

     

    Effects: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, follow by a [Cypher/Modem//System] + the program STR to screw things beyond recognition. This will be the Total Netrunning roll +6 (Program STR) as TN for the target to beat when attempting to jackout and get the computing system offline. Otherwise, time for a OS reload. You do have one of those on back up, do you?

     

    Raspberry: often put together by weeflerunners, and netrunners with a less bloodthirsty disposition, is is one of the more common forms of 'runner ICE and there are many variations on the theme. The program attempts to rewrite the deck's menu command structure, resulting in nearly random actions and commands, depending upon the creator's whims.

     

    Building the Program

    TN:23 to 33 depending

    STR: 6

    Anti-Software: +15

    Trace: +2

    Strength: +6

    Movement: +5 (or not, depending on skill level of programmer)

    Icon: +1 to +5, depending on creators tastes

     

    Effect: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] roll for a secured system, follow by a [Cypher/Modem//System] roll+ the Program STR to bugger things up for hours equal to the program STR, in this case 6 hrs as the netrunner goes through and reassigns everything. Suffice it to say, this will REALLY annoy whomever has to put things back together.

     

  3. okay...this is a first attempt and building with the new ICE rules. Feel free to critique and rip apart at your will

     

    Chimes (as in rung): This is a nonlethal, but unpleasant anti-personnel program designed by the cadre of hackers known as The Collective from The Outer District, Chiba-kyu, Tokyo. The program appears to be code-optimized and weaponized simsense code that temporarily blinds the target (primary function) and inflicts aphasia on the target (secondary function), putting the desk nearly out of Cyberspace combat. While not designed to move on it's own, it does tag the target with trace protocols to alert the user when the struck target jacks out or comes back online. While the ICE is non-lethal, it has gained respect (and fear) from many runners who have been on the receiving end of it

     

    Icon: the programs tends to resemble a wave of incoming lines resembling old style vector graphic version of missile tracks that tack the target in a spiralling pattern.

     

    Building the Program

    TN: 35

    STR: 6

    Anti-personnel: +20

    Trace: +2

    Strength 6: +6

    Secondary Combat function (Str 6): +6

    Icon (contetxural) : +1

     

    Effects: Target takes -6 to Sight rolls due to inability focus correctly for 6 rounds, and will have penalties (-6) to tech rolls and social rolls as their scrambled neurons attempt to reorder themselves.

     

     

    Tickle: Based on code stolen from several megacorps and modified, this is a rather ugly little bit of anti-personnel software that has come out of Eastern Europe, made by hackers that have had to deal with Weefle-runners once too often and feel like sending a message. Also used by several megacorps as an intermediate grade of Grey to Black ICE. The ICE is designed to give the target very painful chest pains and to induce vomiting, which tends to discourage most low grad runners permanently, and give professional deckers a bit of shock as they realize the opposition could be playing much rougher.

     

    Icon: due to the rather black sense of humor of the designers, the icon for the program looks to be a colorful graphic feather in flight

     

    Building the Program

    TN: 40

    STR: 6

    Anti-personnel: +20

    Movement: +5

    Trace: +2

    Strength 6: +6

    Secondary Combat function (Str 6): +6

    Icon (contetxural) : +1

     

    Effects: given the rather unpleasant nature of the program, to Stun saves of -6 vs DV15 are made. The first triggers heart beats, often felt as chest palpitations. Its up to the GM to decide how much of an effect this has, and whether or not any strenuous activity will cause a full arrest. The Second Stun SV to avoid charfing ones guts all over everything. A somewhat harsher version of this has the fit continue for rounds equal to degrees of success, still making the Stun Save. Guess which version the corps use?

     

     

  4. Theoretical Technology....(kinda)

    Ghost Hacking

     

    Based on material presented in Masamune Shirow's Ghost in the Shell, Ghost Hacking marks the next great leap for netrunning software. Rather than simply hacking a computer or a deck, or sending ICE to fry the mind of a Netrunner it will eventually be possible to read memories or control actions all from inside a target's mind. The progression is quite logical, as netrunning attack programs get more sophisticated they'll eventually be running the runner in a sense. And as cybernetics becomes more prevalent and more common it will be possible to attack a cyborg without ever being in the net, in the same way a micronet can allow a runner to break into your car.

     

    [Ed Note] :There is also precedence in Keiichi Sonada's Bubblegum Crisis and Bubblegum Crash Series for hacking Organic Brains, so I'll be making mention of that as well.

     

    The Ghost

     

    The Ghost is essentially the mind in the machine, the part that makes a cyborg human. All humans have a Ghost, and some sufficiently advanced AI's have ghostlines that approach the complexity of a humans. The Ghost is the only part of you that is truly unique, your brain can be copied, you cell's uncoded and cloned, but no matter how perfect the duplicate it will still have a different mind, different memories, a different ghost. Of course they could always dub your ghost onto it and fake it pretty well.

     

    Ghostline

     

    For hackers and users a ghostline is both the pattern of energy that can be recorded from a functioning brain and the point at which direct neural interface moves beyond surface details and moves into more invasive procedures. New sensors and software are used to identify people by their Ghostline, it can be used to tell what type of being they are, if any attack programs are affecting them, and what they have in the way of barrier programs.

     

    Diving into a Ghost

     

    This is the process by which a runner can examine all the details housed with in a mind. Usually the sheer mass of material makes this unworthy of the effort, and barrier programs cause problems. The most usual approach is to drop a program in and let it do the work. But should one chose to dive unguarded into an unguarded mind the effect is very much like telepathy, both minds are aware of each other on a very personal and very intimate level.

     

    More likely the runner will be after something specific, visual data from the subject's eyes, or their current pain response. This is like a surface dive, the more immediate things the subject is dealing with. Deeper dives require more preparation and support. We won't get into them right now.

     

     

    Ghost Hacking

     

    But why would you want to do any of this? Well essentially what ghost hacking does is it turns the enemy's mind and body into a datafortress that can be raided. If you can get control over a body long enough you can literally have them commit crimes and stay safely distant. Paralyze a foe, put someone to sleep, blank their memories for a few moments. Combined with SimEx this can literally erase and rewrite minds.

     

     

    How Far Away is Ghost Hacking?

     

    In 2020 Ghost hacking has a ways to go yet, the level of sophistication isn't there. However since I set my games in 2099 I have a great deal more freedom. As cybernetics becomes more common and more pervasive the possibilities of ghost hacking get increasingly more likely. I've always hated the concept of cyberpsychosis, since burn victims and amputees don't go nuts cause of prosthetics. But there needs to be something to balance the game, give flesh and blood types a way to beat the borgs. I used something much like ghost hacking before I saw how neat masamune Shirow's take on it was. I called it Dependency Syndrome, the point at which each person cannot exist without all the cybernetics they have, even if it makes them vulnerable.

     

    Over time I'll add to this file, maybe fill in the rest of the details. Ghost hacking for the most part in Shirow's books is left vague and open, as far as I'm concerned it becomes a test between willpower and barrier program versus runner's interface and program strength. The possibilities are endless and for the moment open to anyone's imagination.

     

    [EdNote]: But then Wizards from Cybergeneration might be an early version of this. And what Largo pulled on Sylia and the Sabers in Ep 3 of Crash kinda sounds like this.

     

    Mechanics: To keep this Straightforward It is the targets INT/TECH or COOL (whichever is higher) + Barrier Program VS [Control/User] + Appropriate Program. The logic behind this is that various programs will be tailored to accomplish certain tasks within the Ghost

     

     

    Theoretical Technology

    Barrier Programs

     

    More material based on Ghost in the Shell. It stands to reason that if someone figures out a way to play havoc inside the mind and body of a target, that someone else will spend the time to figure out how to stop it. This is the purpose of the barrier program. It is loaded into the main neural processor complex and is used to defend against unwelcome cybernetic intrusions.

     

    Barrier programs are slightly more advanced in concept than traditional cyberdeck walls. A wall simply resists an attack, makes it harder. A barrier program typical packs a counter program designed to return the favor and attack the runner. This makes ghost hacking a great deal more hazardous than traditional netrunning. Every attack you make can conceivably return to haunt you in a counter attack better than your own defenses can handle.

     

    At the moment, 2020 such technology is hardly needed as only full conversion borgs are even remotely close enough to being vulnerable. But with enough time that will change.

     

    Mechanics: Barrier Programs function like Datawalls for Decks in the old system.

  5. Edited for clarity

     

    ICE and Hardware V2.0 Virtual Reality Effects

    Virtual Reality Effects of ICE

     

    This is one area of Netrunning that few people ever really think to play hassles with. Every runner worth the cost has a reputation to maintain. Each is accustomed to running the net with a grace and ease unknown to turtle runners. What happens if those things are distorted?

     

     

    Icon Distortion: Gooped

    Not every attack should be lethal, some can be done just for fun, or for the effects it will have on an opponents rep. Gooping his icon is one such option. Essentially this program if successful rewrites the target's net icon to include a large amount of noxious green slime the perpetually drips from him. Or if you like his programs can show the blight.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/File//Database] + Vs [secure/Program//System] roll if the decker/sysadmin gets wise.

     

     

    Icon Distortion: Gender Bender

    This program attempts to redesign the target's icon, is generates a fairly effective conversion from one gender to the other. It can even be used to alter the icons of various subroutines. Imagine turning all your foes killer's into Red Sonja wannabe's?

     

    Mechanics: Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/Program] roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/Program] + Vs [secure/Program//System] roll if the decker/sysadmin gets wise.

     

     

    Icon Functionality: Quick Sand

    This program attempts to rewrite the movement subroutines of a runner's various programs. In effect reducing their ability to move to fractions of a single grid. Hours might pass before they can reach their targets.

     

    Mechanics: [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Quicksand Program STR (if the Decker or Sysadmin is not aware of what is going on, a [Edit/File//Database] + Quicksand Program STR Vs [secure/Program//System] roll if the decker/sysadmin gets wise. The effect would be a – to Net Movement equal to Program STR for Program STR + Degree of Success Rounds.

     

     

    Icon Functionality: Target Lock Destabilization

    This program alters the target programs abilities to follow precise targeting instructions. Variants on this program can have an enemy runner's killers going after bystanders, Netwatch or himself.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Destabilization STR (if the Decker or Sysadmin is not aware of what is going on, a [Edit/File//Database] + Destabilization STR Vs [secure/Program//System] roll if the decker/sysadmin gets wise. The Effect being that the GM picks the target of the opposing program via whatever method they chose

     

     

    Net Functionailty: Blink

    This program scambles the target's position referents in the Net, essentially what it does is adds a random number generator to each position value. When the sequence starts each turn a new random number is added to the runner's coordinates and he blinks about teleporting randomly from point to point.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Blink Program STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/Program] + Blink Program STR + Vs [secure/Program//System] roll if the decker/sysadmin gets wise. The Effect being that the target gets randomly moved in on direction equal to the STR of the program for Program STR + Degrees of Success (minimum 1 round +program STR).

     

     

    Net Functionality: Webbed

    This program functions to remove the user's ability to input new web coordinates, in essence trapping him in one place. This is a favorite of Netwatch. Especially when added to an escape clause blocker.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [File/Database] + Webbed Program STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [File/Database] + Vs [secure/Program//System] roll if the decker/sysadmin gets wise. This Effect stops standard net movement for Program STR + Degrees of Success (minimum 1 round +program STR).

     

     

    Net Functionality: Banana Peel

    This adds a random value to each normal movement, in essence forcing the runner to move further than anticipated with each movement, making him skid about hectically.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Banana Peel Program STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [File/Database] + Banana Peel Program STR+ Vs [secure/Program//System] roll if the decker/sysadmin gets wise. This Effect increases standard net movement in on direction for Program STR + Degrees of Success (minimum 1 round + program STR).

     

     

    Sensory Distortion: Scrambled Eggs

    The netrunner relies on his deck to provide meaningful and useful sensory stimuli. In particular the visual aspect of VR is very important. This program attempts to add a randomizer to the visual data stream making all visual stimuli seem distorted and meaningless.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Scrambled Eggs Program STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/File//Database] + Scrambled Eggs Program STR+ Vs [secure/Program//System] roll if the decker/sysadmin gets wise. This Effect adds a – to all net related tools as the user as they try to figure out the mess they are looking at for Program STR + Degrees of Success (minimum 1 round + program STR).

     

     

    Pain Induction: Severe

    The sensation of pain is the only sense we truly have mental control over. Unlike our awareness of temperature or light we never grow accustomed to a set level of stimuli when pain is involved, but we can choose to ignore it. Or create it. This code sequence is designed to trigger a massive sensation of pain, customizable options allow for various real world injuries to be simulated. But of course pain is one of those options that no RPG can really convey, so I recommend adding a penalty to action equal to the strength of the program. And of course the program must manage to strike the 'runner before it can do anything.

     

    Mechanics: To simulate this effect, Apply a – equal to Program STR for programs under 4, for 4 plus add 1d6 damage per STR point, and roll on the hit location chart to determine where the simulated wound 'hits'.

     

     

    Pain Induction: Annoyance

    One of the aspects of hackers and cyberpunk's netrunners that has been largely lost is the element of practical jokes, or doing something just to prove you can. But for something that amounts to a complicated way of saying "I can see you", the full crippling pain function is too heavy handed. And if ya just wanna pull someone's chain wouldn't an itch that doesn't go away be more amusing? Or giving him the sensation of a burning genital rash? You see the idea. This wouldn't really have any game effect, except maybe in social tests (scratching your balls while trying to score with that socket could be embarrassing) or critical moments (is it the red or the black wire?), but I'd be willing to award IP for amusing play.

     

    Mechanics: To simulate this effect, Apply a – equal to Program STR.

     

     

    Net Alert: Siren

    The player's icon presence is altered to transmit an ear splitting siren at all times.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Siren Program STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/File//Database] + Siren Program STR + Vs [secure/Program//System] roll if the decker/sysadmin gets wise. The Effect Adds Noisy to the Deck or System until removed. Commonly bundled with the effect below...

     

    Deck Functionality: See Me Not

    What if your target couldn't even see the things you've done to his icon and the alerts he now gives off? This program installs a filter to make all the user's sensory perceptions normal in everyway. This makes VR attacks look a lot like a sign on his back saying "Kick Me" he may never even know about it.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + See Me Not Program STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/File//Database] + See Me Not + Vs [secure/Program//System] roll if the decker/sysadmin gets wise. This will cloak any effects applied to the system with the exception of system lag...

     

     

    Net Structure: Mazed

    This program loads a new VR structure into the user's deck. It adds a randomly created maze designed to impede the runner on his journey, as no travel may be performed until such time as the maze is completed.

     

    Mechanics: This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Maze STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/File//Database] + Maze STR + Vs [secure/Program//System] roll if the decker/sysadmin gets wise. The Effect prevents the user from moving until removed.

     

     

    Sensory Distortion: Mix Up

    The program rearranges the deck's ability to send the appropriate icons to the user. there for he will receive randomly selected icons for each new program he encounters. Imagine how alarming this could get is every other user he sees looks just like a hellhound?

     

    This would be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, followed by by a [Edit/File//Database] + Mix Up STR roll (if the Decker or Sysadmin is not aware of what is going on), or a [Edit/File//Database] + Mix Pp STR + Vs [secure/Program//System] roll if the decker/sysadmin gets wise. The Effect reduces Initiative by Program STR + Degree of Success.

  6. Mini update

     

    Functionality: Memory Burnout

    Most modern decks come with read write memory blocks, each with its own finite life span, and error checking systems. This command instructs the deck to begin repeatedly writing and rewriting material to each sector till its is useless.

     

    Suggested Mechanic: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, follow by a [Contol/Modem//System] roll to subtly set up the burn out. Unless the player has taken the time to look for such things or has coded a smart frame to keep a eye on things, hardware failure is inbound..

     

     

    Functionality: Signal Noise

    The deck is instructed to add an annoying static pattern to all virtual sensory output making running the net like listening to nails on chalkboards, all the time.

     

    Suggested Mechanic: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] roll for a secured system, follow by a [Contol/Modem//System] roll to introduce fragmentation into the system or a sub program that introduces the errors. A minus to Net-related rolls until the issue is deal with (typically -1-3)

     

    Storage: Bunnies

    The deck has a finite amount of both storage and operational memory. Anyone who has used an older computer knows exactly what can happen when either begins to be filled. That's the purpose of bunnies, it is design to load itself over and over again while creating copies on all available storage media. Eventually the unit crashes from the overload and all its memory blocks are filled.

     

    Mechanics: This would be handled by a simple [Conceal/System]+ Bunnies Program STR with the DV being equal to the total roll made to detect the issue. Given that storage is comparatively massive with the new rules, it may take some time for the player to notice.....

     

     

    Identification Alteration: Rename

    Each and ever deck, be it from off the shelf or rebuilt by a netrunner has an identification chip. Even black market decks need one in case someone asks and they can't prove the deck is legal. This program sets up a new identification code for the deck and if anyone with authority asks that is the ident that the deck will give. What you do mean my name is Bartmoss...?

     

    Mechanics: This would be handled by a simple [Control/Modem] roll for a cybermodem or [Control/System] for any other system (“We're being hacked from Arasaka? But the trace says EBM...”)

  7. Fifty Shades of Grey ICE

     

    Cribbed from another forum. (most of the text is not mine) I will be taking these concepts and modifying them, into something that can be plug and played into the programming rules for CP to make for newer and more interesting ice. As well as saner

     

    One of the central concepts in the official netrunning rules is that ICE or Intrusion Counter Measure software is a threat to all netrunners. The simplest and oddly enough most common element used to make this threat real is the ability to cause damage to a target via his deck. Some of the more gifted online writers love this gimmick so much that they can create entire libraries of weapon based programs to kill enemy runners. The problem with it is this...most of them rely on electrical currents to do their damage and the net in 2020 is fiber optic...oops.

     

    Before we go to much further maybe we should at least explain some of the basic ideas. Firstly, fiber optics. A fiber optic cable is essentially a long filament of glass that can be used to conduct rapid pulses of light. This light is then used to carry data instead of an electrical signal. So we have our first problem, no electrical signal. The deck converts the data into neural impulses which admittedly are electrical but at such low amps that they couldn't hurt you period. Why? Cause only a moron would wire up his head so that he could get toasted by any stray surge. If you could get wiped by a surge the device would never have been approved for home use. Okay, how do electrical pulses kill people? Well there's two ways, they either burn out the tissues, and for the record this requires a hefty charge, though direct conduction to the brain would reduce this. Second they can alter the rhythm of the heart, and if you know anything about defibrillation you need 200 to 360 joules to do this. So we have another problem were does the deck get the power to do it? And how do you over ride the deck's built in safeguards against just that? Beginning to see the problems here?

    So do we just throw out ICE? No, we just take a different approach and a more realistic one at that. That's what this page is dedicated to. The different ways a deck can affect the user.

     

    The Central Nervous System

     

    This is where we start. We look at the brain and how it functions, but more importantly how it interacts with the rest of the body. The brain is in essence a chemically powered electrically charged computer using holistic pathways. It directs impulses along preset neural paths (and can rewire for greater efficiency or redundancy) using chemical charges to power electrical conduction. It uses parallel processing and global access, with chemically stored memory engrams. Its more complicated than any contemporary computer and while it may not crunch numbers like a true computer it can do things even the best AI's of 2020 have trouble with. But it can be affected.

     

    Bio-feedback

     

    The brain and the body are by no means completely separate entities. The brain plays a critical role in regulating most of the body's functions. But concentrating we can alter the rate our heart beats at, and some even think we can affect our own health. Now imagine this; that you have test subjects, a super computer and a direct neural interface. With them you can map out the brain and its impulses, figure out what signals play what roles. And refine your own alterations.

     

    Beginning to see the possibilities?

     

    The Central Nervous System or CNS is linked to the majority of body systems, and while some are handled by subsystems like the Autonomic Nervous System or ANS, the CNS has master control. It controls skeletal muscles, directly affects respiratory rate and cardiac rate, can trigger hormonal releases, play with body chemistry, even trigger pain responses. By tricking the brain or by counterfitting its impulses all sorts of havoc is possible.

     

    The Endocrine System

     

    The second major system for directing body functions is the endocrine system, or the hormonal system. Hormones are chemicals with very potent effects that can be released by various glands through the body. They affect metabolism, body function and even behavior. And most hormones are triggered by neurologically controlled glands. See more possibilities?

     

    It's a basic overview of regulatory biology at best, but its a starting point. I really don't have the time or the interest to get into serious details. But its enough to start explaining what nastiness a modern ICE can be without being so boring and unrealistic as "does 1d6 damage to user".

     

    How does the ICE reach the CNS?

     

    This should be obvious, but just to make it clear. The key to all ICE of this type is a little gizmo that just about every serious netrunner and cyborg has. Their Neural Processor. Essentially an electronic device that allows the brain to interface with electronic devices, it really doesn't sound like much in the books but lets be serious for a second. This is the single most amazing device in the game. It allows complete virtual reality, and allows instinctive control of external devices. This is the key. And for the record most of the forms of ICE that I'll be explaining won't work without it. Any user with 'trodes in my version of things faces double difficulties. On any task they wish to accomplish and on any attack seeking to harm them. This is due to the inefficient interface they use. Turtle hackers are even worse, as far as I'm concerned in the net of 2020, they are targets.

     

    Immune to most forms of ICE, but so slow they can't even face a neurally interfaced runner let alone an AI.

    This will be the first of a set of pages on this topic. In theory eventually there will be a page dedicated to each facet of biology that an ICE program can affect, a page dedicated to hardware tricks that ICE can use, and finally a section on Ghost Hacking.

     

    In the following pages there will actually be a fair bit of overlap, and though divided by general type the effects will actually make use of several systems. They are merely grouped this way to make organization and reading easier.

     

     

    ICE and Biology V2.0 Neurological Effects

     

     

    Neurological Effects of ICE

     

    For simplicity's sake I'll start with direct neurological effects. The page will basically be laid out as a series of options that can be incorporated into software. Now unlike some writers I'm not interested in making rules so you'll find no values here, or at best only suggested values. I'm much more interesting in making you think than in doing the work for you. This material is for you to incorporate into your own games as you see fit. Of course if you start writing program entries based on this stuff it'd be nice to get some credit.

    For those of you desperate to make rules these, concepts can be slotted into the current creation rules as listed in Rache Bartmoss' Guide to the Net, all you need to do is assign values to each effect you wish to use and a modifier for strength. This will add to the normal difficult test for writing the program.

     

    Pain Induction: Severe

    The sensation of pain is the only sense we truly have mental control over. Unlike our awareness of temperature or light we never grow accustomed to a set level of stimuli when pain is involved, but we can choose to ignore it. Or create it. This code sequence is designed to trigger a massive sensation of pain, customizable options allow for various real world injuries to be simulated. But of course pain is one of those options that no RPG can really convey, so I recommend adding a penalty to action equal to the strength of the program. And of course the program must manage to strike the 'runner before it can do anything.

     

    Mechanics: -1 to action per STR point of the program

     

    Pain Induction: Annoyance

    One of the aspects of hackers and Cyberpunk's netrunners that has been largely lost is the element of practical jokes, or doing something just to prove you can. But for something that amounts to a complicated way of saying "I can see you", the full crippling pain function is too heavy handed. And if ya just wanna pull someone's chain wouldn't an itch that doesn't go away be more amusing? Or giving him the sensation of a burning genital rash? You see the idea. This wouldn't really have any game effect, except maybe in social tests (scratching your balls while trying to score with that socket could be embarrassing) or critical moments (is it the red or the black wire?), but A GM should be willing to award IP for amusing play.

     

    Mechanics: -1 to action Per Str point of program (really should not normally go over Str3, as it is only meant to be an irritant)

     

    Somatic Induction: Rash 

    Of course pain isn't the only thing the mind can be tricked into. With enough encouragement and bio feed back its possible to play a wide variety of tricks. This is one of them. While this can't create a true rash, which is usually the result of a skin infection it can make the body simulate the experience. Reddening of the skin, some warmth and swelling, itching and pain. No real effect on play except in social checks.

     

    Mechanics: -1 per STR point of program to social rolls. Better hope the player doesn't have Scratchers installed..

     

    Somatic Induction: Twitch 

    The brain is a very sensitive organ, and its functioning, along with that of the nerves is finely regulated. Add a slight change to that timing and all kinda of things can occur. By tricking the brain into sending off timed or misplaced impulses a muscle twitch can be caused. Of course its up to the designer to decide what kind of twitch and how severe. I'll leave it up to GM's to decide. But facial twitches can affect social and coolness checks, muscle twitches may affect shooting or fighting...you get the idea.

     

    Mechanics: -1 per STR point to REF (at the most in-opportune times)

     

    Somatic Induction: Seizure 

    By causing a mix up in neurological signals the body's voluntary muscle system can be thrown in turmoil. In medical terms we call this a seizure. Though there are many kinds of seizures, I'm not going to get into them all. We'll just look at the one most people know. Grand Mal or Tonic-Clonic seizures. This effect throws the whole body into a series of jerks as muscles clench and relax, leading to spastic twitching, and nothing else can be done during this time. The duration of the effect should be related to program strength. Anyone having suffered a full seizure will need to rest, and will suffer a reduction of activity and/or skills at the GM's discretion, till fully rested.

     

    Mechanics: -1 per Strength point to ALL activities for duration of Seizures, 1 hr per degree of success vs the target (this IS a nasty set of Grey ICE) to a minimum of 1 hour.

     

     

    Somatic Induction: Paralysis 

    For all intents and purposes this is exactly the opposite of a seizure, nerve impulses to the muscles cease. Leaving the body flaccid and uncontrollable, no actions maybe performed, and with serious enough programs there can be risk of suffocation.

     

    Mechanics: Effects as noted above, If the program STR is high than the Netrunner's bod attribute, have the decker make a death save at a minus = Program STR (normal mods apply)

     

     

    Somatic Induction: Aphasia 

    This effect will also be simulated by a different attack program system, but using a different route. This form of aphasia, which can basically be summed up as trouble speaking is caused by alterations in the target's ability to control the muscles of the jaw and tongue. Only verbal skills will be affected.

     

    Mechanics: -1 per STR Point to social and possible tech rolls related to speech

     

    Somatic Induction: Blindness 

    This works by affecting at least short term the brain's ability to alter the focus of the eyes, making the word a blur. This is not true blindness, the target can still perceive light and dark, they just can't alter their focus to see clearly.

    Mechanics: -1 per STR Point to all sight related tests due to lack of ability to focus, 1 hour per degree of success, to a minimum of 1 hour.

     

     

    Somatic Induction: Exaggeration 

    This affect alters the brain's ability to correctly interpret nerve impulses from the voluntary muscles. As a result the target over exaggerates each action. Moves his arm to far, to hard and to fast. The effect makes it initially impossible to fine tune muscle movements.

     

    Mechanics: -1 per STR Point to all REF related tests due to lack of motor control, 1 hour per degree of success, to a minimum of 1 hour.

     

     

    Cardiogenic Effects: Arrest

    Okay I'll admit this is the original concept in Cyberpunk for the functioning of ICE, it shows up in Gibson's Neuromancer and was responsible for wasting the book's most gifted netrunner, the Dixie Flatline. However the basic net article writer seems to have decided it was done with outright electrical shock, and thus the creation of damage programs came to pass. But again this isn't an electrical effect, the power needed just isn't available in a battery powered box connected to a fiber optics link. However the neural processor can be tricked it causing this effect by altering the body's own brain based pacemaking. Realistically this would only have a 50/50 chance (at best) due to the heart's own independent pacemaker but we'll ignore that and call this the lethal heart attack effect we all know and love.

     

    Suggested Mechanics: 1d6 Damage per STR Point up to 4, anything nastier than that will likely burn out the deck (base 40% + 10% per STR point above 4. Does not apply to Tempest hardened decks). Also causes immediate cardiac arrest with a stun save equal to the strength of the program.

     

    Cardiogenic Effects: Tachycardia

    Okay there are times however when we don't really wanna kill the netrunner at the end, just let him know he's been tagged and beaten. There's really no way to gloat to a dead foe, but one who knows he's beaten... That's another story. Using similar brain based effects the ICE triggers a period of extremely rapid heart beats, often felt as chest palpitations. Its up to the GM to decide how much of an effect this has, and whether or not any strenuous activity will cause a full arrest.

     

    Suggested Mechanic: Stun Save Equal to STR of Program. Not to mention the player getting dump shock from jacking out as they can feel their heart hammering in their chest.

     

    Cardiogenic Effects: Bradycardia

    This has exactly the opposite effect as tachycardia, it leads to a marked decrease in heart beats per minute and can lead to shock, shortness of breath and other related effects. The oddest to describe to players might be tingling in the fingers and toes as oxygen flow is reduced by slower pulses.

     

     

    ICE and Biology V3.0: Hormonal Effects

     

     

    In the body there are many control systems. The one's most people think about are the ones they can control, and see an effect. Such as the nerves. You think and wow your arm moves. You cut yourself and ouch you feel pain. But that's just one type of control. There's a whole system of chemical messangers in your body that can have by physiological and emotional effects. They are called hormones. And as with most systems in the body they are at least partially under the control of the brain, well some of them. Others function like the autonomic nerve system, just do their thing as they need to.

    Unlike some aspects of these pages the ideas listed here are often quite complex to adapt to role-playing situations. Advanced players may be able to use these effects fairly and accurately, but it might be wisest to level emotion altering effects to NPC's.

     

    Neurochemical Induction: Nausea and Vomiting 

    Most players are used to seeing the adrenal boosters in the cybernetics listing, and have some idea what they do. Of course the boost to reflexes is just one aspect of what adrenalin, or more properly epinephrine can do. In fact the cybernetic system as described is way too limited an application. Adrenalin is used to prepare the body for life or death situations, it increases blood and oxygen flow to the brain and muscles, it increases sensory acuity, reflexes, and strength, and reduces the effects of pain and shock at least short term. As a result it should actually increase perception, reflexes and body. But it does so at a cost, one not covered under Cyberpunk's rules. The blood is redirected from the internal organs and as a result can trigger vomiting to clear stomach contents. This is more likely in extreme doses and can lead to fear and psychological effects.

     

    Suggested Mechanic: Stun Save at – equal to program STR to avoid charfing ones guts all over everything. A somewhat harsher version of this has the fit continue for rounds equal to degrees of success, still making the Stun Save

     

     

    Neurochemical Induction: Pathological Fear

    This is another possible affect of adrenalin overdose. A simple subliminal message and a healthy dose of adrenalin can have a punk climbing the walls, terrified but not sure what of. For all intents and purposes cool checks are all going to fail, though a modifier may be more fair to players. Though if this punk get's cornered watch out.

     

    Suggested Mechanic: Cool Save at – equal to STR of program Vs DV 15 (didn't say this thing was nice). Any wares or mods that modify Cool rolls still apply.

     

     

    Neurochemical Induction: Sleep

    There's another pair of hormones in the body that play a role in sleeping. Melatonin and serotonin. By stimulating the brain and affecting the secretion of these hormones it is possible to make a target drowsy or fall asleep outright. I'd recommend a skill check like in combat against the program using the target's willpower/coolness.

     

    Suggested Mechanic: Cool Roll with – equal to program STR vs DV 15 to prevent falling asleep. Anyone with a sleep regulation chip will not be affected by this form of ICE.

     

     

    Neurochemical Induction: Depression

    Serotonin also affects the target's emotional states, namely their ability to be cheerful. Too much seratonin can result in increasing levels of depression. This is of course a very hard affect to inflict on players so I'd recommend its use on NPC's.

     

     

    Neurochemical Induction: Rage

    Hormones play a role in almost all the emotional states, from fear and arousal to outright anger and rage. While in this case the hormones may not directly trigger the emotion they do play a role in preparing the body to act in accordance with that emotion, and that can set up a feedback loop.

     

    Suggested Mechanic: 1d6 temporary Humanity Damage per point of STR with rounds equal to degree of success, with the effects tweaked for homicidal rage. Not a nice proposition for those low-Humanity runners...

     

     

    Pathophysiological Alterations: Urinate

    Unknown to most people there a series of hormones involved with maintaining the body's salt to water ratio. Interrupt this hormones and you can do some weird things. In this case by tricking the body into thinking it has far too much water, much like when drinking alcohol, you can send an enemy scurrying for the toilet. If this effect lasts too long the target can suffer dehydration and all the effects associated with it.

     

    Suggested Mechanic: BODY save with a – equal to Program STR vs DV 15. Commonly used by Admins who want to keep the riff-raff out but don't feel like coding lethal ICE, listening to people whining at them about killing people, or pranksters. A nastier version of this also messes with the digestive system to induce movement. The Endurance will assist in resisting this form of ice

     

     

    Pathophysiological Alterations: Thirst

    Normally hormones react to changes in the salt to water ratio, if salt drops we urinate, if water drops or salt rises we get thirsty. This triggers a thirst reaction that has nothing to do with biochemical levels. The target just needs to drink, and eventually suffers the effects of hyponatremia and over hydration. Muscle spasms, stomach aches that kinda thing.

     

    Suggested Mechanic: BODY save with a – equal to Program STR vs DV 15 to avoid wanting a drink NOW! Duration lasts minutes equal to degree of success. The endurance skill will assist in resisting this.

     

     

    Pathophysiological Alterations: False Pregnancy

    Now admittedly this is gender specific but hormones play a wide range of roles involved with pregnancy. This ICE triggers those effects by controlling the neurological system that regulates hormones. Admittedly there's really nothing in cyberpunk to realistically portray this, but it can be used for effect.

     

    Pathophysiological Alterations: False PMS

    Similar to pregnancy the preparation systems are largely controlled by hormones. Again this can really only be used for effect. I've included these two mostly to give you ideas.

     

     

    ICE and Biology V4.0

     

    Emotional Effects of ICE

     

    Emotions are a poorly understood aspect of both brain function and body chemistry. Most likely they are triggered in the Limbic region of the brain and function through the use of hormones and other chemical messengers. If we assume that brain function and hormonal triggers can be altered by manipulating brain waves via a neural processor these effects too must be possible.

     

     

    Neurochemical Induction: Pathological Fear 

    This is another possible affect of adrenalin overdose. A simple subliminal message and a healthy dose of adrenalin can have a punk climbing the walls, terrified but not sure what of. For all intents and purposes cool checks are all going to fail, though a modifier may be more fair to players. Though if this punk get's cornered watch out.

     

    Suggested Mechanic: Cool Save at – equal to STR of program Vs DV 15 (didn't say this thing was nice). Any wares or mods that modify Cool rolls still apply.

     

     

    Neurochemical Induction: Sleep 

    There's another pair of hormones in the body that play a role in sleeping. Melatonin and seratonin. By stimulating the brain and affecting the secretion of these hormones it is possible to make a target drowsy or fall asleep outright. I'd recommend a skill check like in combat against the program using the target's willpower/coolness.

     

    Suggested Mechanic: Cool Roll with – equal to program STR vs DV 15 to prevent falling asleep. Anyone with a sleep regulation chip will not be affected by this form of ICE.

     

    Neurochemical Induction: Depression 

    Serotonin also affects the target's emotional states, namely their ability to be cheerful. Too much seratonin can result in increasing levels of depression. This is of course a very hard affect to inflict on players so I'd recommend its use on NPC's.

     

     

    Neurochemical Induction: Rage 

    Hormones play a role in almost all the emotional states, from fear and arousal to outright anger and rage. While in this case the hormones may not directly trigger the emotion they do play a role in preparing thebody to act in accordance with that emotion, and that can set up a feedback loop.

     

    Suggested Mechanic: 1d6 temporary Humanity Damage per point of STR with rounds equal to degree of success, with the effects tweaked for homicidal rage. Not a nice proposition for those low-Humanity runners...

     

    Neurochemical Induction: Lust

    There are several versions of this program. Some trigger lust for any member of the opposite sex. Some trigger homesexual feelings, others can set the target of lust as a specific target. The effects can range from inducing fantasies in that person, to driving them to great lengths to achieve their new found goals.

    Mechanics: I'm leaving this one open for interpretation...

     

     

    ICE and Biology V5.0: Mental Effects

    Mental Effects of ICE

     

    When you get down to it, the mind is where almost all netrunning takes place. Makes sense that eventually someone would figure out a way to play with it. These program modules form the primitive basis for SimEx and Ghost Hacking which will be dealt with elsewhere. It should be noted that most of these effects can be resisted by willpower checks and compared to playing with the autonomic functions these are damned near impossible.

     

    Its up to the GM to determine how effective these programs are and how long they last. Particularly nasty GM's may decide this material cannot be simply forgotten and therapy or corrective programming will be needed, others may choose to have the programs time limited, once the runner goes unconscious he's cured.

     

    Induced Hallucinations: Nightmare Images

    The mind is a very complex thing, and sometimes the oddest things set it off. This program downloads a new set of variables into the netrunner's memory, a series of horrific images designed to cause severe nightmares.

     

    Suggested Mechanic: Cool Roll at a – equal to program STR for 1 week per STR point VS a DV 15. Resist Torture might help if the runner is aware that the target uses ICE that loads this affect. Otherwise forget it, chombata.

     

     

    Induced Hallucinations: Blissful Images

    This is the exact opposite of nightmares, the dreams formed are so soothing that the runner us unlike to awaken on his own. But it begins suggesting the possibilities of ghost hacking and SimEx.

     

    Suggested Mechanics: Cool Roll at a – equal to program STR for 1 week per STR point VS a DV 15. As the target is not being tortured, Resist torture is not a option. Actually much harder to code, but used by corps or organization that want to track down a runner and bring them in for question. May have addictive qualities

     

     

    Induced Psychosis: Psychotic Episode

    Essentially a psychotic episode is what happens to cyberpsychos, they lose the ability to maintain a grip on reality, the things they see can't be associated with other people. Everything seems nightmarish, they are surrounded by monsters or faceless objects that don't mean anything. And if you've no reason to suspect a person is real what's to stop you doing some fairly nasty things to them?

     

    Suggested Mechanics: EMP roll with – equal to Program STR VS DV 15 (mods applied). Failed indicate target has taken Humanity Damage equal to 1d6 per point of STR for (STR) minutes + Degree of Success.

     

    Induced Psychosis: Obsessive Compulsive

    The player is driven to do things over and over again without any rational reason, They just can't get it out of their mind.

     

     

    ICE and Hardware V1.0

     

    ICE and Deck Hardware

     

    In the rule book most attacks on a runner's deck seem to end up being the burn em out kinda electrical charge approach. If this won't work on people due to fiber optics then its less likely to affect a deck. Worse no one ever seems to think about things like fuses and surge protectors and such...all of which are designed to limit the effectiveness of electrical attacks. So we need a new approach.

     

    OS Alterations: Scramble

    Without a functioning OS no netrunner can function, end of story. None of this partial damage and programs nuked, this one goes to the heart of it all and messes with the deck itself on a personal level. Till the OS is re installed the deck is useless, of course hardware OS' are safe, but then how many black market netrunners can craft a hardware OS...and keep it updated?

     

    Suggested Mechanic: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, follow by a [Cypher/Modem//System] + the Scramble program STR to screw things beyond recognition

     

    OS Alterations: Menu Mix Up

    This attempts to rewrite the deck's menu command structure resulting in nearly random actions and commands.

     

    Suggested Mechanic: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, follow by a [Cypher/Modem//System] + the Menu MixUp Program STR to bugger things up for hours equal to the program STR.

     

    Functionality: Switch Burnout

    Most modern computer systems come equipped with a software controllable switch, much like the ctrl+alt+del function on the computer you're using right now. If that command goes into over drive, flipping the switch on and off repeatedly it will eventually wear the switch out.

     

    Suggested Mechanic: This one will be handled by a [Control/Modem//System] roll for an unsecured system or a [inflitrate/Modem//System] for a secured system, follow by a [Control/Modem//System] roll to subtly set up the burn out. Unless the player has taken the time to look for such things or has coded a smart frame to keep a eye on things, hardware failure is inbound...

  8. some revisions

     

    Processor statline:

     

    Name

    Processor | CPU | Speed | Cnx | Slots | Availability | Reliability

     

    Sony VaaU Deck/

    Electronic, 2, +2, screen/board/wifi/network, 4 accessory slots

     

    Sony VaaU Deck

    Electronic | 2 | +2 | ST/IF | CB/WF | 4/0 | C | ST

    Camera, Mic, Printer, Mini Speakers

     

    Clothing Processor

    Electronic | 1 | 0 | IF | CB+WF | 0 | C | UR

    Spime RFID

     

     

    Lets have some examples of CP game deck design:

     

    “New from Cynex Systems comes the ACS-II series of armored laptop and carrying case for on-the-go individual in need of high end, reliable processing power and connectivity. Based off of DataTel's (a wholly owned subsidiary of Cynex Systems) ACS series, this brings the armored laptop into the next decade with the new 15.7 Phz 'Photon' Processor and VRGPU-5 graphics capability for home graphics processing and presentation, With Datatel's Avalon series of VR-Office Manipulation tools as part the standard operating system. All with a build in Audio Adaptive Sound System by Bang & Olafsen

    “'But with the times we live in, how can I protect my data from Cyber-Terrorists and Criminals?' Cynex has implemented an on-board hardware firewall on your ACS-II laptop's motherboard to be configured by our sales representatives or your Company's IT department, built to the Highest Standards, with upgrade packages provided for those who wish to truly secure their data.

    “Cynex. Security, Reliability. Serenity.”

     

    Cynex Advanced Communications Suitcase II or ACS-II

     

    Electronic, 4CPU, +2 spd, 6UDP

    Options: Onboard Keyboard +Pointer/Mouse + Screen Interface + Chip reader +Hi Quality Audio

    --Hardware

    -- Firewall - [Detect//Comm] 19, [secure//CybModem] 19

     

    Electronic | 4 |+2 |ST-IF | CB-Wi-FO | 6/0 (P) (VR)

     

    Based off the Advanced Communications Suitcase from Chromebook 1, page 4

    As you might notice, this is an upgraded version of the ACS from Cyberpunk, probably by more than one corporate deck-slinger that got annoyed at being out performed by street trash and decided to a get serious case spec together that could still do all the things that corporate wanted to do with the mind numbing presentation while performing actual decking duties....and playing games. It's a bit of a pricy beast, it in the hands of a competent runner, it will make an average netrunner sweat.

     

     

    “So where did you get this thing again?”

    “Nicced it on a run in side of EBM's Tokyo office. Took a bit to remove the tracer firmware, software, and RFID tags, but nothing that was completely horrible to deal with. Two nights work on downtime. And I have a new back-up deck to play with in case something goes south.”

    “Isn't that difficult to do?”

    “Mostly the stuff with the photonic processor, but luckily been reading up on that anyway. Less heat buildup too, so helps out Stealth B&E.”

    –-Nene Romanova and Lucifer, The Star of Morning, Esq.

     

    Euro Business Machines PNI – 412

     

    Proton | 4 | +2 | ST-IF| CB - Wi – FO | 4 | P | VR

    Options: Onboard Keyboard and Pointer/Mouse or Interface Cables + Video board + Chip reader

    --Software

    --Firewall - [Detect//Comm] 24, [secure//CybModem] 24

     

    Base firewall rating for cyberdecks will probably be a bit higher as people putting their literal brains on the line..

     

     

     

  9. a bit of application of what has gone before

     

    Pain Induction: Severe

    The sensation of pain is the only sense we truly have mental control over. Unlike our awareness of temperature or light we never grow accustomed to a set level of stimuli when pain is involved, but we can choose to ignore it. Or create it. This code sequence is designed to trigger a massive sensation of pain, customizable options allow for various real world injuries to be simulated. But of course pain is one of those options that no RPG can really convey, so I recommend adding a penalty to action equal to the strength of the program. And of course the program must manage to strike the 'runner before it can do anything.

     

    Mechanics: -1 to ALL actions per STR point of the program

     

    Pain Induction: Annoyance

    One of the aspects of hackers and Cyberpunk's netrunners that has been largely lost is the element of practical jokes, or doing something just to prove you can. But for something that amounts to a complicated way of saying "I can see you", the full crippling pain function is too heavy handed. And if ya just wanna pull someone's chain wouldn't an itch that doesn't go away be more amusing? Or giving him the sensation of a burning genital rash? You see the idea. This wouldn't really have any game effect, except maybe in social tests (scratching your balls while trying to score with that socket could be embarrassing) or critical moments (is it the red or the black wire?), but A GM should be willing to award IP for amusing play.

     

    Mechanics: -1 to action Per Str point of program (really should not normally go over STR3, as it is only meant to be an irritant)

     

    Somatic Induction: Rash 

    Of course pain isn't the only thing the mind can be tricked into. With enough encouragement and bio feed back its possible to play a wide variety of tricks. This is one of them. While this can't create a true rash, which is usually the result of a skin infection it can make the body simulate the experience. Reddening of the skin, some warmth and swelling, itching and pain. No real effect on play except in social checks.

     

    Mechanics: -1 per STR point of program to social rolls. Better hope the player doesn't have Scratchers installed..

     

    Somatic Induction: Twitch 

    The brain is a very sensitive organ, and its functioning, along with that of the nerves is finely regulated. Add a slight change to that timing and all kinda of things can occur. By tricking the brain into sending off timed or misplaced impulses a muscle twitch can be caused. Of course its up to the designer to decide what kind of twitch and how severe. I'll leave it up to GM's to decide. But facial twitches can affect social and coolness checks, muscle twitches may affect shooting or fighting...you get the idea.

     

    Mechanics: -1 per STR point to REF (at the most in-opportune times)

     

    Somatic Induction: Seizure 

    By causing a mix up in neurological signals the body's voluntary muscle system can be thrown in turmoil. In medical terms we call this a seizure. Though there are many kinds of seizures, I'm not going to get into them all. We'll just look at the one most people know. Grand Mal or Tonic-Clonic seizures. This effect throws the whole body into a series of jerks as muscles clench and relax, leading to spastic twitching, and nothing else can be done during this time. The duration of the effect should be related to program strength. Anyone having suffered a full seizure will need to rest, and will suffer a reduction of activity and/or skills at the GM's discretion, till fully rested.

     

    Mechanics: -1 per Strength point to ALL activities for duration of Seizures, 1 hr per degree of success vs the target (this IS a nasty set of Grey ICE) to a minimum of 1 hour.

     

    Somatic Induction: Paralysis 

    For all intents and purposes this is exactly the opposite of a seizure, nerve impulses to the muscles cease. Leaving the body flaccid and uncontrollable, no actions maybe performed, and with serious enough programs there can be risk of suffocation.

     

    Mechanics: Effects as noted above, If the program STR is high than the Netrunner's bod attribute, have the decker make a death save at a minus = Program STR (normal mods apply)

     

    Somatic Induction: Aphasia 

    This effect will also be simulated by a different attack program system, but using a different route. This form of aphasia, which can basically be summed up as trouble speaking is caused by alterations in the target's ability to control the muscles of the jaw and tongue. Only verbal skills will be affected.

     

    Mechanics: -1 per STR Point to social and possible tech rolls related to speech

     

    Somatic Induction: Blindness 

    This works by affecting at least short term the brain's ability to alter the focus of the eyes, making the word a blur. This is not true blindness, the target can still perceive light and dark, they just can't alter their focus to see clearly.

     

    Mechanics: -1 per STR Point to all sight related tests due to lack of ability to focus, 1 hour per degree of success, to a minimum of 1 hour.

     

    Somatic Induction: Exaggeration 

    This affect alters the brain's ability to correctly interpret nerve impulses from the voluntary muscles. As a result the target over exaggerates each action. Moves his arm to far, to hard and to fast. The effect makes it initially impossible to fine tune muscle movements.

     

    Mechanics: -1 per STR Point to all REF related tests due to lack of motor control, 1 hour per degree of success, to a minimum of 1 hour.

     

  10. Euro Business Machines PNI – 412 (4200eb)

     

    Proton | 4 | +2 | ST-IF| CB - Wi – FO | 4/0

    Options: Onboard Keyboard and Pointer/Mouse or Interface Cables + Video board + Chip reader

    --Software

    --Firewall - [Detect//Comm] 24, [secure//CybModem] 24

     

    Base firewall rating for cyberdecks will probably be a bit higher as people putting their literal brains on the line..

  11. Let's start with a (updated) classic from CP2020 to polish out the Zee-Rust

     

    “New from Cynex Systems comes the ACS-II series of armored laptop and carrying case for on-the-go individual in need of high end, reliable processing power and connectivity. Based off of DataTel's (A holey owned subsidiary of Cynex Systems) ACS series, this brings the armored laptop into the next decade with the new 15.7 Phz 'Photon' Processor and VRGPU-5 graphics capability for home graphics processing and presentation, With Datatel's Avalon series of VR-Office Manpulation tools as part the standard operating system. All with a build in Audio Adaptive Sound System by Bang & Olafsen

    “'But with the times we live in, how can I protect my data from Cyber-Terrorists and Criminals?' Cynex has implemented a on-board hardware firewall on your ACS-II laptop's motherboard to be configured by our sales representatives or your Company's IT department, built to the Highest Standards, with upgrade packages provided for those who wish to truly secure their data.

    “Cynex. Security, Reliability. Serenity.”

     

    Cynex Advanced Communications Suitcase II or ACS-II

     

    Electronic, 4CPU, +2 spd, 6UDP

    Options: Onboard Keyboard +Pointer/Mouse + Screen Interface + Chip reader +Hi Quality Audio

    --Hardware

    - Firewall - [Detect//Comm] 19, [secure//CybModem] 19

     

    Electronic | 4 |ST-IF | CB-Wi-FB | 6/0

     

    Based off the Advanced Communications Suitcase from Chromebook 1, page 4

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