Ghost in the Shell -- The Information Age

T H E     I N F O R M A T I O N      A G E

Forget everything you know about computers. Forget everything you know about the internet. Everything changed with the Cyber revolution. Most people don’t even own computers. They own terminals. With massive networks of billions of computers and cyberbrains, the population now shares a common information database. The size of the internet’s shareable knowledge increased exponentially, squaring in size every five years until finally, at the beginning of the this decade, the total bytes of knowledge on the global net, written on paper, would fill up the solar system.
With no centralized hub, the net found itself powered by the brains of the cyberized users accessing it every day. Information stopped being relayed over wire, replaced with satellite and cellular towers. There was no place on earth where the net did not exist. If one person with a Cyberbrain lived there, the net would expand to meet it. Everything anyone has ever conceived about the net has passed, replaced with new ideals the previous generation hadn’t even conceived. People could recall every moment of their lives, upload it to a storable medium, and remember those moments at any time. They could talk virtually in binary with a computer, their brains running faster than anyone could possible type. Like everything else CMMS software is controlled by the Cyberbrain and companies have discontinued their use of old CMMS software databases. Soon, you either got yourself a cyberbrain, or you found yourself as much an antique as a Neanderthal is now. You advanced, or you stepped aside.
In this future, everyone involved with the modern information age possesses a cyberbrain. However, this resulted in information-related crime increasing by a factor relating to information’s growth. As crime increased, the need for defense increased as well. Soon, firewalls not only defended secured computer drives, but our own brains as well. As hackers became more and more prevalent, their powers increased. Soon, they could breach into firewalls and alter someone’s perception…and later, their own memories. Barriers emerged to combat these new crimes. Barriers exist as active Firewalls in both Cyberbrains and external memories as well as all forms of Artificial Intelligence. Barriers exist in two levels, the surface monitors the cybernetic relationship with the outside world. It regulates communication with external sources. Some communication is required so that net access is possible. The second barrier is the unspoken Ghost Barrier. Part of this is the simple transition from digital information to organic memory, the rest is a technological barrier blocking people from diving to much into someone brains. Of course, one could let them if they want. Accessing and altering are two very different situations.
In old stories, hackers would steal, delete, copy, and alter information. In the end, that’s all they could do. Now, hackers can alter perceptions, generate reality, fabricate memories, and even hijack someone’s own mind. Hackers in the future are a robust bunch. They operate on both sides of the fence, defenders and attackers. Some simply dive to steal secrets…to know more. Some dive because of a need to connect…to simply have the access and freedom to go anywhere and see anything. Others dive for control. They want to be able to dominate…In this world…you don’t have to be big…to be in control. Now the smallest and weakest person can control the masses…all he needs is a connection and the talent to go where he does not belong.
Thankfully, they are still more defenders than attackers and most cyberbrains will live through their existence never knowing a hack attack. The basic Firewalls are more than enough to regulate information and keep the spammers out. But the miscreants are out there. The most feared are the super-class A hackers. Rumors point there may be less than a dozen world-wide. The hackers can alter the mind in ways only god is known to do. They can totally re-write someone’s experiences, even change their personality. Most of all…they can Ghost Dive…actually swim around in someone else’s subconscious, see what they want, change what they will, and disregard the rest. Barriers get better…and so do the hackers. Now barriers can strike back, confuse, or even kill their attackers. Every policing agency on the planet have sections for cybercrime.

Digital information truly flows through the planet now. Surfing the net in the new age is as different as talking on the phone is to the dawn of the internet at the end of the last century. In the future…everything is cyberized…everything is computerized. Everything can be controlled. Nothing is safe.
The net is vast…and populated…

T H E    B A S I C S   O F     T H E  N E T
Attributes: The most important attributes when accessing the net is your Intelligence and Wisdom. Your Will save is your defense against some of the damaging effects of hack attacks. When defending against attacks, your wisdom is the baseline for your Barrier Defense and all your defensive saves. Your Int is used to recognize attacks and initiate attacks with your Hackcraft skill, break down barriers with Computer Use, and determine your effectiveness in cyber-warfare by detailing how many attacks you can make and which ones you can deal out. However, your intelligence and Wisdom suffers drain attacks like so many spell and magic effects in D&D when hacked and hacking. You can take both temporary and permanent Int damage from the net. This effects your Int bonus, and thus, effects the number of available hack actions in a turn and the kind of hacks you can pull off.
To summarize. Int is your Hack attack. Wis is your hack Defense

Barrier Defense: Your Barrier Defense is a fixed number just like your normal Defense (or like AC in D&D). Instead of it being a base 10, modified by Dex, enhanced by armor, it is now base 10, modified by Wis, enhanced by barriers. This number can be without the PCs knowledge for hidden attacks. There are two numbers with Barrier Defense. Like Defense’s flat footed and touch, Barrier Defense break into two numbers: Surface Defense and Ghost Defense.

Cyberbrains

by Yoshiki Sakurai

The approximation of mobile media to physical human body started with portable then wearable terminals, and finally settled to implantable terminals, which ushered civilization into a new era where man and machine were no longer separate. Such integration was realized by direct transplanting of communication terminals to the physical body, allowing the body and mind to interact immediately with standard computer and network technology. These implantables gradually took over the outdated portable/wearable technology, to be recognized as the prototype of "Cyberbrain."
After the ever-growing technology introduced the practical utility of micro-machines, cyberbrains became both safe and inexpensive. This caused rapid popularization of cyberbrains within countries that had little or no religion restrictions, such as Japan.
But the wide prevalence of cyberbrains caused social anxiety: People were exposed to risks of brain-hack because of their neural connection to the entire population using cyberbrains. The most serious brain-hacking crime was "Ghost Hack," a case where total individuality including past memories and body discretion of a certain person became the subject of the hacker. Various countermeasures were taken, such as the development of numerous protective walls and barriers along with reinforcement of regulations, not to mention security intensification within the neural network system.
But they failed to abolish cyber-crimes, thus resulting in a rat race: further development of protective walls and barriers, and the emergence of more intelligent and original hackers.

Surface Defense (SD): This is a lower number used by anyone trying to crack into the input media of a cyberbrain (audio, visual, tactile). This firewall permits some access so that one can actually access the world network. This comes in the form of visual communication, and information screens. Breaking this number allows a hacker to alter this input to simple to major ways (depending on the attack).

Ghost Defense (GD): This number is always higher than SD. It guard ones Ghost and memories from outside access and attack. Like all firewalls, it can be dropped willingly to let someone access specific memories. Its defense are higher, with active barriers that may be able to strike back. Also…because the Ghost is more ingrained in ones brain, one’s Wis bonus is x2.
It should be noted that AIs, external memories, and servers only have one Barrier Defense.
Barriers give a bonus to defense like armor. Like all Defense numbers, you add your level-based Defense bonus to your Barrier defense numbers.
One can have multiple barriers. This does not add to ones barrier defense but adds another Defense number to be defeated, leading to Multiple barriers
Surface Barrier Defense =
10 + Wis Bonus + Barrier Defense+ Defense Bonus + Any special effects

Ghost Barrier Defense =
10 + Wis Bonus +5 + Defense Bonus + Any special effects + Ghost Barrier Defense

You have to break through the Surface Barrier first before attempting the Ghost Barrier.

Moving through the Net: Against prior knowledge in older, outdated science fiction, one does not actually move anywhere. The graphical representation of the net is a purely optional experience, sometimes used when hackers dive into access ports into secured areas. However, the space and the icons are purely reflective. There is no movement. People rarely create avatars and most hacking attacks have no graphical interpretation. The Hollywood route simply does not take place.
Hacking requires no map, no icons. The only real extent of imagery are when penetrating InterGates to get into memories. Beyond that, graphics are purely optional. One first must locate the memory, then try to push through the barriers…then they can initiate an attack. Once one is past the barrier, they are free to do what they want. In fact, the target may not even know they are being attacked. How long one can reside in ones brain, mixing things about, is based on their Int score… they can remain swimming about for their Int score = rounds before having to re-break the last barrier they penetrated to remain inside.
The next round, the Hacker must re-roll the last barrier to stay inside. Since they know how to breach this barrier, they receive a +4 to their Hack Craft toll to stay inside. They then can initiate another round of actions.

Hacker Portfolio: A hacker carries a portfolio of attacks. Which kind they can have depends on their repertoire, dictated by where they stand on the Hack Actions by DC table. A hacker only has double their Int bonus in available actual actions. They must choose this portfolio as a spellcaster chooses his spells for the day. She must choose which hacks will be used and how many with the total not exceeding double their Int bonus. How many attacks they can dish out before being mentally exhausted also depends on their Int Bonus. When the Hacker has initiated attacks = double the Hacker Int Bonus, she gets exhausted and must recharge. The Stamina of a Hacker regenerates half their Int bonus (rounded down) in Hack actions ever minute (10 rounds) that passes.


If a Hacker needs an attack she does not have listed in her portfolio, she must remove and replace. It must be an attack she is capable of having. That slot is now being occupied. It takes a full minute to swap out attack programs.

Summary
Hacker Portfolio = Int Bonus x2
# of Sequential Hacker Attacks = Int Bonus x2
Hacker attack Regeneration Rate = Int Bonus/2 (Round down)
EG: A Hacker has an 20 Intelligence with several levels in Superhacker. She has levels in Ghost Hacker as well. This is her hack abilities:
Hacker Portfolio: 12 – She can have 12 different types of attacks in her portfolio.
Hacker Attacks: 10 – She has a buffer of 10 attacks she can use, regenerating 2 per minute.
She can choose her attacks from the following Hack DCs

10

14

18

22

26

30

34

38

42

46

3

3

3

2

2

2

2

1

1

1

C O M B A T     O R D E R
Combat in the net can be one sided. One can engage another without their knowledge, do whatever they want and leave, all in silence. Net combat, however, does occur.

Initiative: Cyberbrain Initiative is the same as normal initiative. Anyone attempting Cyberbrain warfare rolls for Cyberbrain Initiative. One rolls d20 + Int Modifier + feat bonuses to determine their cyberbrain initiative. This can be mixed with the initiatives of all involved unless that target attempts to take action during their physical initiative as well. If they do, the next cyberbrain initiative round suffers a –6 to all Computer Use and Hack Craft checks.

Actions Time
Connecting via QRS Wire Full Action
Connecting via Retractable QRS Wire Move Action
Activating a Dive Assistant Full Round Action
Committing a Barrier break Standard Action
Hack Action Depends on Action chosen

To offset the speed of Cyberbrain warfare, the Hacker can still act in her physical round to initiate another Cyberbrain attack. If se spends the physical round concentrating, she gains a +2 bonus to her Computer Use and HackCraft checks in the next Cyberbrain round.

Locating the target: Stationary targets (Like AIs without Shells, External Memories, or Servers) can be located simply be scanning the net. Locating roaming cyberbrains are a different story. If one had an encryption key, they can locate those cyberbrains easily. However, for a hacker to invade a cyberbrain, they must have a precise location where they are. They must be within visual range of the Hacker (either by close circuit video or direct eyesight) or have a location that is specific. Ways to accomplish this includes...
Hacking into cameras to view the target.
Getting the target to talk on a phone the hacker knows the precise location of.
Getting a virus locater signal.
If you don’t have the location, you cannot hack the target. Its simply not available.

# of Attacks: The number of attacks a hacker gets on her Cyberbrain Initiative is listed as the # of Hack Attacks next to their intelligence score. This can be increased with feats and class abilities. Each attack is a Standard Action. A full round action, like combat, occupied your entire round.

Combat: To initiate a Hack into a rival cyberbrain, AI, server, or external memory, one must first crack the barriers. Cracking a barrier is a standard action. If the barrier is still not broken, they can continue on their next Cyberbrain round. If they do not, they loose one barrier level that have breached (if they have broken one down already). If they fail a barrier defense rolls, they are kicked back 1d4 levels and the target may roll their computer use skill (if they have one) with a +5 bonus against the Hackers to detect the intruder and maybe attempt a Back-hack.

Alternative Targets: AIs and Ghostless Cyberbrains work the same as opponent Cyberbrains. Servers and External memories may have no defense other than AIs, so many of the hack actions are not available.

Past the Barrier: Once past the surface barrier, the hacker can attempt a Hack action or dive further into the Ghost. When they attempt a Hack Action, they make a Hack Craft rolls against the DC to see if their action is pulled off. Almost all hack Actions take a Standard Action. None take a free action so usually. Having the feat, Quicken Hack, allows a specific a Hack to take as a free action.
If the Hacker manages to crack all the barriers of a system successfully. All future hacks to that SPECIFIC target later receive a +2 bonus to Computer Use checks.

Connection

Modifier

Through a Dummy Barrier*

-5

Wireless

0

QRS Plug

+10

CyberHarness

+15

* This is added to other bonuses. Staying behind a Dummy Barrier but diving via QRS offers a +5 bonus instead of +10. CyberHarness +10 instead of +15.

G E N E R A L      N E T     R U L E S

Computer Use: Computer Use have many modifiers depending on how someone is connecting to the net.

Back-hack: To be wiretapped. Unlike the old days where sounds were overheard from a telephone line, here, flowing data is decrypted and read. Encryption has been introduced into even current wireless net connections, but it is easy to decipher a code that uses shared key encryption, and if you can go to a location where you can receive radio signals, it is fairly simple to intercept message content, even more so than with a wired link. In this era, even net environments that utilize satellites are widespread, and encryption ought to be suitably reinforced, but in the end, they and the people who are trying to crack it are caught in a vicious circle. To monitor using Cyberbrains or to re hack someone hacking it to find the source. Back-hacking can only occur if one is aware he is being hacked. If target is aware, they can attempt to hack back to either attack the target or find their location. Both must make Computer Use skills rolls. The highest wins. The winning attacking blocks the back hack. The winning defender can sever the connection (by going Autistic) or try to hack back and using the appropriate action (cracking their barriers and attacking). If two Hackers enter the same system, they can attempt to BackHack each other in an attempt to push the other out. Additional QRS Plugs: Organic bodies only have 1 QRS socket. Most cyberbodies have two. Few have more than 4. When hooking additional plugs, the Hacker gains an additional +2 to all Computer Use rolls. Additional plugs adds an additional +2 (no more than +8). The device being plugged into, however, must also have at least the same number of sockets and most do not have more than 4. More than 8 total sockets hooked up have no effect.

Teaming up: Brains are like computers. Linking another cyberbrain can assist in searches and hacks just by using his brains processing power . Anyone with Coop Hack can team up on a system better than other. Each one that joins in using the same hack attack gives the primary hacker a +5 to all attempts to all rolls connected with that hack if they have the feat. Otherwise, its only +2.

Total Cyberbrain Defense: Like in real combat, people can select to go full defensive, like increasing the paranoia of one’s firewall. The character can elect to move any amount of her Int bonus (or +4, whatever is higher) to her Barrier Defenses (both of them). However, that character incurs that equally as a penalty to all Computer Use and Hack-Craft rolls. This can be declared at the beginning of combat and can last as long as the character wishes. This is great for those non-hackers wanting extra protection instead of going into full Autistic mode. The character must declare going full defensive at the beginning of her attack.

Ability Score Loss: Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability. Ability drain, however, is permanent.

While any loss is debilitating, losing all points in an ability score can be devastating.

• Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.

• Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.

Having a score of 0 in an ability is different from having no ability score whatsoever.

Hacking Key: A hacking key is a code access allowing someone to breach firewalls. All military barriers have commander class hacking keys which allow authorized personal to break through to shut down cyberbrains if needed. Finding a hacking key allows one to circumvent all Surface barriers. Obviously, this is considered very important information. Many corporations own hacking keys to their personnel. Military commanders have leys to many of their troops. Having a key allows a hacker to circumvent the surface barriers and either go straight for the Ghost or start actions on the surface senses. If one has a key and attempts to ghost hack, they gain a +5 to their rolls for that Cyberbrain. HackCraft actions gain no bonus. Entering Autistic mode will not prevent this breach as a key command overrides autistic mode.

Visual Camouflage: There are two types of complete camouflage. The most effective concealment is the overriding of Cyberbrain visual data, making someone see something that is not there or to remove someone or something totally from someone eye-sight. The process of overriding ones optical data and replacing visual information in real time is also known as “stealing eyes”. The process can make someone see something that is not there or not see something or someone in plain view. This was a known ability of the laughing man and is not an easy process. Hacking into one specific subject is one thing, hacking into anyone looking at the same target is another. An Omni directional virus would be the culprit then. This causes the same effects as being invisible.

The second type is full holographic virtual concealment. Although still not used widespread, its found some applications in covering large areas where hacking eyes would be considered too risky or impossible. The Tohoko Autonomous Region, for example, is covered by a huge holographic tarp. The TAR is built within a Damn. The tarp covers the area in a lake, giving the illusion the dam is filled when it is not. Holographic Visual Camouflage cannot render something totally invisible but can block out objects with the appearance of others. It is also not effective against objects that are moving. However, it does create perfectly realistic looking terrain and can simulate several square kilometers of necessary. Obviously the power conceptions and the generator size make the concept of using it on anything other than large installations impractical. Tanks are the largest vehicles capable of using therm-optics effectively. Holographics are so real from a distance beyond 50 feet, there is not way to denounce its reality. Only within 50 feet, do viewers get a DC25 spot check to notice the illusion.

Autistic Mode: Cyberbrains are almost always connected to the internet. One never needs to use it—like working on ones personal computer while on high-speed internet. Even though it is constantly connected, until a browser is opened, you don’t actually use the link. However, you can pull a cord from the modem. Cyberbrains are all connected via cellular and satellite. If one does not want to be open to the internet, they can activate Autistic mode. This cuts the connection to the internet, severing all communication in both directions. This is the most surefire way to prevent outside attack of ones cyberbrains (if one is paranoid enough). Autistic mode prevents any visual and aural communication and cuts off one’s cyberbrain to any external memory sources. All cellular communication is cut. Because Cybercomms are free actions, loosing this in comparison to vocal/radio communication (Requiring listen checks and costing actions). This action must be voluntary by the cyberbrain and cannot be forced by an external source (although implanted viruses can also accomplish this). Anyone diving is instantly severed UNLESS that diver has safeguards against this and has in place preventative measures if the situation occurs (for example the Diver creates an illusion that the user is in Autistic mode while, in fact, not). Viruses inside are still inside and may still function even while in Autistic mode. However, barring these rare exceptions, Autistic Mode is the surefire way (like abstinence) to prevent outside attack.

While in Autistic Mode, the Cyberbrain maintains its +1 rank skill increase and its bonuses to Knowledge skills but looses its skill rank bonuses to Gather Information and Computer Use. Deactivating Autistic mode is a free action. Reactivating Autistic Mode, however, takes more time. A full 10 rounds (1 minute) is required to re-attach the connections. Until then, the Cyberbrain is still in Autistic mode. This makes switching on and off from Autistic in combat unfeasible.
Even with Autistic mode on, direct linking via QRS plug will circumvent the severed link. Autistic mode only cuts off the cellular connection, not the QRS plug. Cyber blocker will cut both the cellular and the QRS plug. Someone in autistic mode can still hack into a target via direct link. However, if that target is connected to the net, a rival hacker can track into through the net and dive through the direct link as could the target that is being directly hacked.

Jamming Barrier: Jamming Barriers are generators that can stretch from a single room to several blocks. This field blocks all Cybercomms, radio, and non-direct plug hacking. Cyberbrains are totally disconnected unless going in via the plug. Viruses inside Cyberbrains still operate.

Multiple Hackers: It is very possible a hacker enters a cyberbrain or external memory or AI system and realize he or she is not alone. Another Hacker is present. At that point, they mat try to communicate but more than likely, one will try to push out the other. To do that, Cyberbrain Initiative must take precedent on who can strike first. They may attempt to lock out the rival or even back-hack to initiate actions the Hacker’s Cyberbrain.
Initiating a push out is the same as Back Hack, involving both Hackers to roll Computer Use Skills to try and force the other out. Back Hacking, if successful, does not stop either ones Dive, but simply allows one to trace into the rival Hacker’s Cyberbrain to infiltrate their Cyberbrain (going through the ghost). Here, the infiltrator knows they lost the Computer Use Skill so can risk staying connected to keep diving in the original victim cyberbrain or pull out and sever the connection with the rival hacker and original victim.

Pushing Out does exactly that. It pushes the rival out of the original victim, forcing re-rolling to breach into the victim again. By that time, the winning hacker might have raised a wall to prevent the looser from trying to access again (see later). Hack Actions on the original cyberbrain/AI/Server, do not pass onto the rival hacker. Physical damage can be initiated if the rival hacker uses the victim cyberbrain to power up a biofeedback attack (Int Drain or Int Damage).

Cyber ID: Once the surface barrier has been broken, the first piece of information relayed is the Cyberbrain ID. This also relays the Ids current location, allowing remote diving. This works with Back-hacked hackers as well. Cyberbrains Ids can be scrambled with the appropriate Hack Action. Ids are a serial number and company ID one can track to reveal one’s name and even address. This is a fixed number hardwired in so unless the cyberbrain was purchase illegally (+4), the Cyberbrain ID cannot be changed. However, secret government groups (Section 9 for example) have had their Cyberbrain Ids changed to the dummy company they are paid through and not Section 9.

Hacking into Death: Brain function continues into death for several minutes. This gives a hacker some opportunity for a quick dive in. Cellular links fail automatically. However, if the target had an Int of 3+ and was not killed by massive damage, a direct QRS plug can still access the Cyberbrains. The barriers start failing immediately. Diving into a Cyberbrain between –1 and actual death is only available through direct connection as the first casualty upon falling unconscious (not sleep, unconscious) is the cellular link. Along with the standard bonus with the QRS plug, one diving into an unconscious targets gains a +10 to defeat surface and ghost barriers. If a target is dead, there is a single 10 round window when actually death occurs to dive into a cyberbrain. All ghost and surface barriers are nullified. However, there is little that can be accomplished at this point except for data retrieval, Target Ids, and such.

Taking 10 and 20 / Time Adjustments: Usually, one can never take 10 or 20 on Computer Use or Hackcraft checks, except for specific class abilities. However, taking time to properly accomplish a hack does offer some benefits.

After the first HOUR spent analyzing a barrier (just outside so a dive would be required), the Hacker gains a +4 to all Computer Use skills made to break that barrier. Every additional hour gains an additional +2 for up to 4 hours. This can only be made for that specific barrier and not for further barriers encountered. Also, this does not go towards Hackcraft rolls.

B A R R I E R S
Barriers are the only line of defense between the cyberbrain and the vast network beyond. One can have as many barriers as their Wisdom Bonus (min 2, 1 Surface, 1 Ghost). Feats may alter this. Some can have Double or Triple Barriers. External Memories or servers or AIs have no Barrier limit although few ever go above five. All characters receive a passive level 1 barrier for surface and Ghost automatically for free when they receive their Cyberbrain. Additional Barriers or upgrading cost money. The Barriers Defense bonus is added to the Total Barrier Defense that hackers must be to be able to cross to access the Cyberbrain.

Barrier Type

Cost

Barrier Defense

Maze Rank

Attack Rank

Passive Civilian Barriers

Alpha—Level 1

500*

+12

--

--

Beta—Level 2

1500

+16

--

--

Delta—Level 3

3000

+20

--

--

Gamma—Level 4

6000

+24

--

--

Network—Level 5**

10000

+28

--

--

Network—Level 6**

15000

+32

--

--

Network—Level 7**

22000

+36

--

--

Military Attack Barriers

Alpha—Level 1

2000

+14

--

20

Beta—Level 2

6000

+20

--

22

Delta—Level 3

12000

+24

--

24

Gamma—Level 4

24000

+28

--

26

Network—Level 5**

10000

+32

--

28

Network—Level 6**

15000

+36

--

30

Network—Level 7**

22000

+40

--

32

Maze Barrier

Alpha—Level 1

+50%

Purchase Barrier

5

Purchase Barrier

Beta—Level 2

+150%

Purchase Barrier

10

Purchase Barrier

Delta—Level 3

+300%

Purchase Barrier

15

Purchase Barrier

Gamma—Level 4

+500%

Purchase Barrier

20

Purchase Barrier

Network—Level 5**

+800%

Purchase Barrier

25

Purchase Barrier

Network—Level 6**

+1200%

Purchase Barrier

30

Purchase Barrier

Network—Level 7**

+1600%

Purchase Barrier

35

Purchase Barrier

Boosters

Alpha—Level 1

+50%

+50% Wis Bonus

Purchase Barrier

Beta—Level 2

+75%

+75% Wis Bonus

Purchase Barrier

Delta—Level 3

+100%

+100% Wis Bonus

Purchase Barrier

Gamma—Level 4

+150%

+150% Wis Bonus

Purchase Barrier

* Free with Cyberbrain purchase
** Only available for Servers and Systems, not for Ghost or AI Cyberbrains.

Variable

Stage 1

500

+5 / 10 rounds

Stage 2

1000

+10 / 15 rounds

Stage 3

1500

+15 / 20 rounds

Shifting Ghost Defense and Surface Defense: If one is especially paranoid of one barrier being breached over another, they can move their Barrier Defense around. The barrier defense listed below is added to both Ghost and Surface Barrier Defense numbers. However, upon purchase, one can shift up to half the amount of one side to the other. (Eg. A basic barrier offers a +8 bonus to both Surface and Ghost Defense. Upon purchase the user cam shift up to 4 from either side and move it to the other.)

Barrier Types: There are three types of Barriers.
Military Attack Barrier: If you fail in your attempt to break the barrier, it responds by attacking back. Usually Attack barriers are so difficult, you need a wire connection to succeed, allowing feedback power surges. Attack Barriers respond if the Cyberbrain is conscious (active) or not and thus, have their own base rank that all their Computer Use rolls are attempted from (add this to a d20 rolls for all skill checks). Their attack profile and portfolio is the same as the Cyberbrain. All Military Barriers have a Mil(+3) rating. All Attack Barriers automatically have “Int Damage” and “Int Drain” as their attacks and can pull them off without rolling for success.

Maze Barrier: Instead of being false image of a cyberbrain, the maze Barrier makes anyone trying to dive into a brain go through a massive puzzle of simulated experiences, making the journey long and tiresome. Maze barriers may be attack or passive and come with a Maze rank. The amount the Hacker beat the barrier defense by is subtracted by the Maze Rank. The result is how many standard actions the Hacker must use to navigate the maze, trying to find the way out. After that time is up, they must reroll against the Barrier defense again. Failure results in expulsion from the cyberbrain (and damage if from attack barrier). Success finds the route through the maze into the source. Obviously, Maze barriers are a colossal pain. Hackers may spend hours lost in a maze, never gaining progress and wasting time. Maze barriers have a multiplier rather than cost as it is modified onto existing passive or attack barriers. Maze Barrier can be combined with any other class of barrier…but only one Maze can be built into one barrier.

Variable: Variable barriers can jack-up their defense in emergencies. If an attacker fails to break through the barrier, the barrier goes into overdrive, increasing the barriers defense by whatever amount purchased for as many rounds per level. One can voluntarily activate the increase, but it can only be done once per day.

Defense Barrier/Passive Civilian Barrier: Standard Defense Barriers everyone has or uses at some point. These are cheapest and most common. Thus, they are usually the easiest to break.

Item

Cost

Description

Dummy Barrier

500

25% chance the Dummy Barrier will short out on a physical attack. All computer use and HackCraft checks suffer -5 penalty.

Barrier Breaker

5000

+2d6 bonus to next three attack rolls.

Ice Breaker

2000

It incurs a –2d4 penalty on the Passive Barrier’s defense bonus on the next three rounds.

Cyberbrain Partition

2000

Physical damage from cyberbrain attacks through viruses or electrical feedback (Int damage or drain) are halved.

Regenerator

10000

Recovers 1d4 lost Int each time its used

QRS Plug

10

Connect plug

Retractable QRS Plug

50

It turns a full action to a move action when connecting.

CyberHarness

2000

+15 to all Computer Use,Gather Information, and Hack craft Skills.

Memory Player

250

Playback external memories

Barrier Levels: Barriers come in levels: Alpha (1), Beta (2), Delta (3), Gamma (4) Each more powerful and more expensive than the last. Other abilities and devices can raise Barrier Defense even more. There are feats, character traits, and hack actions that can increase that.

Boosters: A Booster is a barrier modification that increases the usefulness of ones Wisdom bonus to defense. Boosters have a multiplier rather than cost as it is modified onto existing passive or attack barriers.

E Q U I P M E N T
Dummy Barrier:
A forced disconnect device used by placing it between a QRS plug and a terminal. It detects a physical attack via an offensive virus while the user is wired. It physically ejects the wire that connects the user and the subject or absorbs the shock but acting like a Cyberbrain and taking the jolt. Each time a physical attack comes through, there is 25% chance the Dummy Barrier will short out, rendering it useless. It will still absorb that attack but then no others. If the Barrier survives, it functions perfectly the next time with no loss in function. It just needs to be reset. While diving through a Dummy barrier, all computer use and HackCraft checks suffer -5 penalty.

Barrier Breakers: A program with a preset number of hacking keys to get through barriers. Barrier breaker can’t really break through barriers as more they go through their hacking keys to find one that works. When someone uses a Barrier breaker against a barrier, he gains a +2d6 bonus to his next three attack rolls. After that, the barrier breaker offers no help to that specific barrier although it can be used on others.

Icebreaker: The Ice breaks down defensive barriers. It is a program that acts on its own to find weaknesses in barrier defenses. It can only be used on Passive barriers. If used against an attack barrier, the Military defense would detect the probe and fry the program. It incurs a –2d4 penalty on the Passive Barrier’s defense bonus on the next three rounds.

Cyberbrain Partition: A Cyberbrain partition sections off portions of ones memories and Ghost, to lesson the effects of physical attacks. There is little downside other than it’s cost. Physical damage from cyberbrain attacks through viruses or electrical feedback (Int damage or drain) are halved.

Regenerator: Although Int drain is permanent, a Regenerator can bring back most damage at the loss of some knowledge. The Regenerator recovers 1d4 lost Int each time its used but every time it is used, the recipient looses x4 of that amount in Int based skills points.

QRS Plug: A simple three foot cable for connecting a Cyberbrain to another QRS plug.

Retractable QRS Plug: Connected to a Cyberbrain, it offers a convenient and speedy way of connecting a cyberbrain. It turns a full action to a move action when connecting.

CyberHarness: A fully system that allows a deeper dive into the net. It offers a +15 to all Computer Use, Gather Information, and Hack craft Skills.

Memory Player: The Memory Player is a headset system that allows one to replay back visual and aural data back recorded from either an external memory or from a Cyberbrain. It offers no bonus to skill rolls, simply recreates a recorded memory in detail for someone else to experience

V I R U S E S
Viruses come in many shapes and forms. They are so prevalent, that to detail all the rules of all the functions of viruses, it would take up its own book. What are listed here are various ways to create and implement basic viruses.
Generally, to construct a virus, the programmer makes a Computer Use Skill. Each roll results in one hour of programming time (taking 10 or 20 increases the time accordingly). Each DC reflects how complicated the Virus is and how many capabilities the programmer can attempt to incorporate.

Making a vaccine: A computer virus is like an organic virus. A vaccine can be made to counteract is effects. The vaccine is a program that erases the virus and its harmful effects (unless they are permanent). The create a virus requires a Computer Use Skill that beats the roll the designer used to create it. It also requires at least one hour per roll. Taking 10 and 20 are also options. However, an original copy of the virus is required--ether a virus that has infected someone or copy from the source. The vaccine can then be sent to all parties involved. Vaccines are programs that do not rewrite any data on the cyberbrain, but hunt down programs that do not belong. As a result, it is a surface action and does not need to break through barriers to work.

Virus ID: Having a copy of the virus and decompiling it also results in an specific ID template of the programmer. It does not reveal names or phone numbers. The ID is simply the pattern of programming. If two Viruses by the same programmer are placed side by side, enough similarities emerge to connect them. If one knows who programmed one, they can add another to that Hacker’s profile. This ID cannot be changed because it is not really an ID, just a pattern of programming.

Virus Types

Skill DC

Portfolio

Virus

Skill DC

Basic

15

2

Delayed action

+5

Complex

20

4

Strike

+5

Multifaceted

25

6

Tracer

+2

Composite

30

8

Trash Bomb

+2

Zenith

35

10

Probe

+2

Modular

+5

Databank

+2

HA-1

+5

HA-3

+7

HA-5

+10

Evolution

+15

Feat

+5

MicroMachine

+10

Relay

+2

Cellular Suicide Program A murder program that triggers the apoptosis function in every cell of the body, and by inducing this, leads to a person's death. To make MM-rice suitable for every environment, biological phenomena were overwritten at a genetic level, and as an application of this, it is possible to intentionally trigger apoptosis (planned cellular death as part of the immune system), something that has always been present in all cells. If rice that the cellular suicide program has been spliced into is taken in and absorbed into the human body, when the program is activated, apoptosis occurs, and the person dies.

Virus Type: Directly related to how many different actions the virus can have.
Skill DC: The DC required to successfully program the virus.
Portfolio: How many different actions the virus can have.
Virus Functions: Each Virus can be given as many functions as need be, increasing its DC and time to completion.
Databank: Databank is a section of the virus that contains information. This could release at a specific moment or be used as a storage area. A virus may attack areas to retrieve information or could already have information the virus is programmed to release. The Databank may also be used to store useful information the virus requires to operate (Like a Command Encryption Key).
Delayed Action Virus: A virus that will activate only when a time is reached or a command given. The virus must be able to receive the command (so it cannot receive it through a locked off cyberbrain for example).
Feat: Add a Cyberfeat to the virus. May be taken several times, each additional feat adds an additional +5 to the DC.
HA (Hyper-Attack): HA viruses are attack viruses that are exempt from being fixed in their portfolio or attack order (see below). They can swap out attacks like normal cyberbrains. HA-1 carries a spare memory of 1 additional action and can swap into its portfolio instantly before the action comes up. HA-3 has 3 spare memories and the HA-5 has 5.
Evolution: An updated a newer version of the HA virus. The Evolution has an equal large portfolio of additional attacks it can swap out instantly. Additional, the Evolution no longer has to attack in order. It can now use any attack in its portfolio in any order.
Toy Bomb: Like a virus, it is actually concealed as an icon or image file. It sits in plain view until the conditions are met. (Usually clicked). Toy Bombs must be accepted by the Cyberbrain or the AI or by the user downloading it into a memory. The advantage of this is that it requires no hacking to download the virus into memory. The Computer Programmer must also make a disguise check which resides in the Toy Bomb…that roll is the DC to spot the bomb for what it is. Pandoras Box Virus: Any virus that when opened will start up and do what the virus is made to do. It is similar to the Toy Bomb except it does not require a Disguise roll but it cannot be equipped with a delayed action function. It must be downloaded or implanted and cannot be transmitted in.
Trash Bomb Virus: Is any virus that when deleted will start up and do what virus was made to do.
Tracer Virus: Locates where someone is hacking from. Upload the virus into somewhere where someone is hacking into or remotely accessing and it tracks the source. The tracer virus occupies one spot in the portfolio. It rolls its Computer Use Skill. If it beats the Hacker, it locates the Hacker. If it has any other attacks, it can do that as well. If added with the relay function, it can send that information back to the programmer, allowing the programmer to directly hack the target.
Strike Virus: Normal viruses cannot cause actually damage to a target (Int Damage/Drain). However, strike viruses can, but are only half as effective Like Cyberbrains, viruses need to have a power source to initiate the strike (connected to a terminal).
Modular virus: Similar to Toy Bombs, They are disguised in e-mails or picture file header data, and when certain conditions are met, they compile into a single program. In the 'Laughing Man' attack on the Superintendent-General, one of these was slipped into the security detail and stored inside their cyberbrains. The Modular virus finishes its attack profile and then transmits itself to another target, usually the same type. The programmer uses up one slot in the portfolio, detailing the target and the range from the previous one. A modular virus can, for example, target all robots in a factory but only those. It will continually attack the target and not move onto the next one until the first one is finished.
Probe Virus: This is a violation of the Telecommunications bureau—A virus that attacks every nearby system in a 500 feet in order to find a specific one. However, it only locates something. No attack actions can be incorporated.
Micromachine: Micromachine viruses are a very rare and dangerous breed. These are Micromachines that carry the virus instead of the virus being transmitted digitally. Micromachine viruses circumvent all surface barriers altogether and attack the cyberbrain directly. They are difficult to handle. They suffer a –1 penalty to their profile. They cannot transmit their viruses. Micromachines must be placed in the body—either through a syringe or ingested through food. Specific Micromachines must be purchased (Cost 500). Some MicroMachine viruses can actually effect organics as well.
Relay: The Relay function transmits data back to another source, either a cyberbrain, server, or external memory. This can relay information that the virus stores on a Databank, or it can relay location data from a tracer virus.

Using Viruses: Viruses almost have skills on their own. They carry a Computer Use Skill = to the programmer’s – 5. They have a # of Hack Attacks also equal to their programmer. They cannot swap any attacks from their portfolio. Choose the actions and how they will operate in order. The virus cannot deviate from their list or their order. Virus can be implanted or used to hack. If they are used to hack, they do so with a reduced ability of course, but it saves the Cyberbrain from Intelligence Damage. A virus that gets hit with any damage is instantly vaporized. A cyberbrain can only hold one virus / Int Bonus. The virus cannot be implanted with actions the Programmer. The programmer must also roll to succeed in the action as if doing the action herself when programming it. A success implants the program successfully. Failure results in time loss. Remember, every roll, regardless of success or failure, takes an hour.
The Actions implemented cannot cause Int damage as there is no power in the Virus to cause such a feedback unless given the Strike function. Viruses get no bonuses for direct connection via QRS or a Total Immersion Harness.
EG: Nanao A used a Delayed Action virus with a Military Command Encryption Key to take control of security guards and attempt an assassination. The Portfolio required is a Complex one. (Delayed Action 5 + Databank 2 + Complex 20 = 27. Its danger resided with Nanoa’s Computer Use Skill and the fact the Databank had the Command Encryption Key)

O T H E R     F A C T O R S
Agent status:
AIs can’t transmit their likeness nor can they attempt any diving without being given agent status.
Virtual City: Virtual Cities resemble real cities. The Virtual Cities themselves grew from simple chat room boards but grew into massive population nerve centers of the artificial world. There are thousands of smaller cyber-communities but only a few are called Virtual Cities. These are populated by sometimes millions of people at a time. The largest is Virtual City Alpha. There is a Beta, Delta, and a Gamma as well. If one were to search for an interesting piece of information, checking the city would be the first place.

Cyberbrain Closed Shell Syndrome: Someone who is overly-talented or too compatible with Cyberbrain networking. Although it seems to refer to those unable to handle cyberbrain links, CCSS also refers to those who exhaustively try to stay connected. If they are on with a specific person, they’ll even try brain diving in an attempt to share their consciousness, even if it means going up against attack barriers. Others with CCSS respond by locking themselves out with so many barriers, they can no longer communicate with the outside world. For therapy, patients must be isolate from the network and diving is regulated and monitored. Government agencies have employed CCSS cases to use their unique autistic talents for a benefit. CCSS cases that always want to stay connected usually display an astonishing knack for cyberspace. Agencies have employed their skills to create some of the most complicated maze barriers known to the net. However, these cases must be monitored as those assigned these tasks would work tirelessly, never sleeping or eating, constantly working without stopping.

Ibogaine: Ibogaine is a psychedelic substance derived from the roots of the iboga plant in Central West Africa. It found use as a minor drug-maze inducer in e-brain warfare. Later, more effective drug mazes would be developed but Ibogaine is somewhat easy to get a hold of. It offers a +5 to Barrier Defense and an additional +2 to Maze Ranks for 4d6 rounds. However, it saps one awareness of the outside world. For that same duration, they loose –4 to their Defense a hit rolls and –4 to all skills other than Computer Use and Hackcraft.

G L O S S A R Y
Visual Communications:
Cyberbrain communications can either be radio or generate image of the person with a scroll of their name behind. It is not really them but a generated video of their likeness. As a result, it can be altered.
Go Wired: To directly link with a cyberbrain or terminal without through the net using a QRS plug.
Ghost Dubbing: Ghost Dubbing is not a viable way of gaining immortality. Nor is it a way to prevent damage from Attack barriers. The process is illegal, the end result, disturbing. The process includes a very invasive scan of the brain, right down to ever solitary synapse. The information is then copied and burned into a new cyberbrain. The process is so volatile, that the original Ghost often dies. This process is obviously illegal. Everytime a Ghost is dubbed, both the original and the copy lose part of their humanity. Every time an original ghost is copied, it suffers 2d4 Drain to all mental stats. Obviously one cannot be copied more than three or four times before totally braindeath. The new copy is identical, but also suffers from the 2d4 drain. Dubbed Ghosts cannot be dubbed themselves… attempting it causes them to lose 3d4 during the process. The mechanism for dubbing is large and has no official cost but rumors point the machines may cost upwards of 100 000.

Terminal: Terminals are not independent computers but simply access ports where one can access the net. Terminals are everywhere. Few people have personal computers anymore. Mostly, they just own Terminals and External Memories.
Intergate: Gates into locked data storage
Satellites: Some hack actions require linking with a satellite. Many satellites have attack barriers to prevent someone from trying to hijack the system completely. However, the hack actions that use satellites are not really taking control, more like the action is using a satellites overhead to utilize its primary functions. Attempting to Hijack a specific satellite (like a military spy satellite that transmits Hawkeye data) does require hacking that satellite specifically, requiring diving and barrier penetration.

H A C K      A C T I O N S
Type:
Virus – Not like a programmed virus (see above). A virus type is an action that remains in the system after the Hacker has committed said action. The hacker does not need to continually use that action for it to continue functioning. She can do other things…the virus type, after being instigated, can be ignored. Viruses can have triggers and, of course, be used in larger compilation viruses. Unlike compilation viruses, hack viruses don’t act with their own skill. The Hacker must place it in a position for it do its job. A virus can be left alone and initiated several times, so not occupying the portfolio slot. A Virus will still operate even if the target actives autistic mode.
CyberHack – CyberHacks are not viruses. They are direct actions one can commit on a target. CyberHacks are both offensive and defensive and can be used to strip down Barriers. For the entire duration of the effect, the portfolio slot is in constant use, so it cannot be used or swapped and the effect can not be used again while still in operation. CyberHacks cease functioning if the targets Autistic mode is activated.
Surface – Surface actions are not invasive and don’t need to crack barriers to operate. They deactivate in Autistic mode.
Ghost -- Requires diving through the Ghost Barrier to work. Some are viruses while some are CyberHacks. Ones not listed as one or the other are permanent alterations.
Hack DC: The HackCraft DC the Hacker must defeat to activate the action. Success or not uses the attack slot. You may not take 10 or 20 on Hack Actions except for Surface actions, where you can take 10.
Time: How long to commit the action.
Saving Throw: If the targets allows a Will or Fort Save. The Saving throw is the Hackers Int Bonus + Power Level +10
Effects: Personal, Cyberbrains, Servers/A.I.s, External Memories, or All.

HACK DC

HACK ACTION

TYPE

DESRIPTION

14

Change self

Surface

You change your appearance online.

14

Find the Path

Surface

You can access an overhead satellite.

14

Know Location

Surface

You instantly know the location of yourself in the world via satellite.

14

Relay Text

CyberHack

You cause a text message of up to 25 words to appear on the screen of an electronic device

14

Target Arrow

Surface

An aura surrounds and outlines the subjects.

14

Target ID

Surface

Add a Friend-Foe signature other members of your team.

14

Hack Boost

Surface

+4 to your next Hack Roll.

18

Target Arrow, Mass

Surface

An aura surrounds and outlines the subjects.

18

Bane

CyberHack

Bane fills your enemies with fear and doubt.

18

Blur

CyberHack

Distortion grants the Hacker 20% concealment.

18

Cyberbrain Message

Virus

sends out a message that’s delivered when a specified event occurs.

18

Daze

CyberHack

Clouds the mind of a cyberbrain

18

Ghost Sound

CyberHack

Create a volume of sound.

22

Command

CyberHack / Ghost

You give a subject a single command

22

Alarm

Surface

Alerts you to something it is programmed to detect.

22

Discern Lies

CyberHack

You know if the subject deliberately speaks a lie.

22

Electromagnetic Pulse

CyberHack

Create a power surge in the device that ruins electronic circuitry within.

22

False Vision

Virus / Surface

Creates a static image in a certain location.

22

Hijack Electronics

Cyberhack

Take control of electronics hooked into the AI/Server

22

Infiltrate Cybercomms

CyberHack

Monitor outgoing communication from the cyberbrain

22

Lock Out

CyberHack

While diving inside a system, regardless of its type, you throw a wall behind you preventing others from diving in as well.

22

Slow

affected creature moves and attacks at a drastically slowed rate.

26

Charm

Virus

Makes a cyberbrain regard you as its trusted friend.

26

Confusion

CyberHack

targets becomes confused

26

Darkness

CyberHack

Remove all visual input

26

Detect Thoughts

Ghost / Cyberhack

You detect surface thoughts in a target.

26

Disguise Self

Virus

You make yourself look different.

26

Degauss

CyberHack

Erase all files on a device

26

Steal / Delete Program / Information

CyberHack

You remove or delete an operating surface action in the target

26

Temporary Hack Resistance

Gain an additional defense barrier equal to 20 + your PC power level.

26

Security Wipe

Virus

You can suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area.

26

Speech Jack

Ghost / CyberHack

You hijack ones vocal system, getting them to say what you want them to say.

30

Fear

Ghost

The target will panicked

30

Hideous Laughter

Ghost

Afflicts the subject with uncontrollable laughter

30

Floating Image

Virus

Create a moving image.

30 Forced Transfer Cyberhack Transfers a Hacker’s dive location.

30

Binding

Virus

Binding restrains target.

30

Detect Cyberbrain Invasion

Virus

Become aware of any attempt to hack your cyberbrain.

30

Cyberbrain Surveillance

CyberHack

Copy all visual and audio input to your cyberbrain

30

Delayed Command

Virus / Ghost

Delayed Command

30

Displacement

Virus

Appear to be about 2 feet away from your true location

30

Satellite Detection

Virus

You uplink to a satellite overhead, giving you the birds eye view of what around you.

30

Silence

CyberHack

Target cannot hear a specific sound or is deaf.

34

Alert Barrier

CyberHack

+ 5 To all Barrier levels for 1 round / Power Level

34

Invisibility

CyberHack

You erase yourself from the target’s optical input

34

Decode Encryption

CyberHack

Decode encrypted visual information.

34

Dominate Person

Ghost/ CyberHack

You can control the actions the target through a link that you establish with the Cyberbrain

34

Mind Blank

Your are protected from all devices and attacks that detect, influence, or read emotions or thoughts.

34

Sleep

CyberHack

Sleep causes a target to pass out.

34

Transmitter

Virus

Transmits a target’s location.

38

Erase Memory

Ghost

Erase removes a specific memory from the cyberbrain

HACK DC

HACK ACTION

TYPE

DESRIPTION

38

Feeble mind

Ghost

Intelligence and Charisma scores each drop to 1

38

Hold

CyberHack

The subject becomes paralyzed and freezes in place

38

Modify Memory, Minor

Ghost

You reach into the subject’s mind and modify as many as 5 minutes of its memories

38

Energy Damage

CyberHack

The brain struck suffers 2d4 temporary Int damage.

42

Energy Drain

CyberHack

The brain struck suffers 2d4 temporary Int drain.

42

Modify Memory, Major

Ghost

You reach into the subject’s mind and modify as many hours as the hackers Power level

46

Modify Memory, Greater

Ghost

You reach into the subject’s mind and modify as many months as the hackers Power level

46

Memory Fabrication

Ghost

Real time Memory Replacement.

46

Backdoor

Ghost/Virus

Create a hole in someone’s autistic mode.

Note: Technically, one can self inflict their hack actions on themselves (ones that are not surface). They must still roll against Hackcraft.

Alarm
Type: Surface
Hack DC: 22
Time: 1 standard action
Duration: 2 hours / PC power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s.
An alarm alerts you (and only you) to something it is programmed to detect on a visual or audio device. This is either a specific voice, a word, or if a face crosses into a camera. There is a 50% chance that the sensor will not pick up a face however. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. This action works on servers with visual devices or Cyberbrains.

Alert Barrier
Type: Surface
Hack DC: 34
Time: 1 standard action
Duration: 1 round/Power level
Saving Throw: None
Effects: Personal
Your gains a +5 to all barrier levels.

Backdoor
Type: Virus/Ghost
Hack DC: 46
Time: 1 standard action
Duration: 1 day / Power Level
Saving Throw: None
Effects: Cyberbrains
You create a hole in the back of someone’s cyberbrain. It allows access even if the target activates autistic mode. It accomplishes this by simulating autistic mode while not really being in it. You still have to crack one’s Barriers but now, the target cannot escape in Autistic mode.

Bane
Type: CyberHack
Hack DC: 18
Time: 1 standard action
Duration: 1 min./ PC Power level
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s
Bane fills your enemies with fear and doubt. The target takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects.

Binding
Type: Virus
Hack DC: 30
Time: Standard Action
Duration: 1 round / power level.
Saving Throw: Will negates.
Effects: Cyberbrains, Servers/A.I.s.
Binding restrains target. The target gets an initial saving throw only if its Hit Dice equal at least one-half your PC Power level. Strength or grapple will not work…this is a cyberbrain shutdown of the motor system.

Blur
Type: CyberHack
Hack DC: 18
Time: 1 standard action
Duration: 1 min./ PC power level
Effects: Cyberbrains, Servers/A.I.s
The Hacker denotes one target in the subject’s view. Their outline appears blurred, shifting and wavering. This distortion grants the Hacker concealment (20% miss chance). Opponents that cannot see the subject ignore the effect (though fighting an unseen opponent carries penalties of its own).

Charm
Type: Virus
Hack DC: 26
Time: 1 standard action
Duration: 1 hour/ pc power level
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s.
This charm makes a cyberbrain regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The effect does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the effect. You must speak the person’s language to communicate your commands.

Change self
Type: Surface
Hack DC: 14
Time: 1 standard action
Duration: See below.
Saving Throw: None
Effects: Personal
You change your appearance online. This alters the image of yourself while suffering and during visual communication. It changes the image from the source, and does not invade another brain to do it. This is only good for the net and not in real life. The effect is permanent until switched or turned off.

Command
Type: CyberHack / Ghost
Hack DC: 22
Time: 1 standard action
Duration: 1 round
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s.
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can’t carry out your command on its next turn, the effect fails.
If assaulting a cyberbrain with a ghost, the ghost barrier must be penetrated as well.

Confusion
Type: CyberHack
Hack DC: 26
Time: 1 standard action
Duration: 1 round/ PC power level
Saving Throw: Will negates.
Effects: Cyberbrains, Servers/A.I.s
This causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d%

Behavior

01–20

Act normally.

21–50

Do nothing but babble incoherently.

51–70

Flee away at top possible speed.

71–100

Attack nearest creature.

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cyberbrain Message
Hack DC: 18
Type: Virus
Time: Full Round action
Target: 1 person or terminal / per PC power level
Duration: permanent.
Saving Throw: Will negates
Effects: All.
This hack that implants a subtle program that sends out a message that’s delivered when a specified event occurs. The message, which must be 25 words or less, is delivered in a non-evasive manner into the subject visual cortex or in a manner appropriate to the device targeted by the spell. An electronic traffic sign displays the message for all motorists to see for example.
The virus functions when specific conditions are fulfilled according to your command as set in the virus. Commands can be as general or specific as desired, although only visual and audible triggers can be used such as the following: “Deliver the message when a man in a dark suit walks past with a gun drawn.” Triggers react to what appears to be the case. Audible triggers can be keyed to general types of noises (footsteps, elevator music) or to a specific noise or a spoken work. Actions can serve as triggers if they are visible or audible. For example, “Deliver the message when any creature picks up the talking doll” is an acceptable command if the creature is visible. The object, however, has to be able to detect such a occurrence A message cannot distinguish class, level, Hit Dice, or allegiance.

Cyberbrain Scramble
Hack DC: 18
Type: Surface
Time: Standard Action
Duration: 1 round / Power Level
Saving Throw: None
Effects: Personal
You scramble your Cyberbrain ID, so back-hacks or hacks into your Cyberbrain do not give up your ID.

Cyberbrain Surveillance
Type: Cyber Hack
Hack DC: 30
Time: 1 Full round action
Range: 100 feet / PC power level
Duration: 1 minute/ PC power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s.
You hack into someone cyberbrain but do not take control. You simply sit over-top of the brain and copy all visual and audio input to your cyberbrain. You can see and hear everything the target is encountering but don’t encounter any physical input. You take no damage if they take it. If killed, the monitor encounters nothing…the feed is simply cut. If problems or abilities of the eyes are ears are carried as well. If a subject is colorblind, the monitor will transmit that. If the eyes are enhanced to see in darkness, that is transmitted as well. If the cyberbrain was already hacked to see something else, that to is ALSO carried over. You also overhear non-encrypted Cybercomms.

Darkness
Type: Cyber Hack
Hack DC: 26
Time: Attack action
Duration: 1 minutes +1 minute / point beating the DC
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s
You cause a cyberbrain to remove all visual input. You basically shut down someone, making them blind. Will negates.

Daze
Type: CyberHack
Hack DC: 18
Time: 1 standard action
Duration: 1 round
Saving Throw: Will negates.
Effects: Cyberbrains
This action clouds the mind of a cyberbrain with a Power level 4 or less so that it takes no actions. Power Levels 5 or more are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Degauss
Type: Cyber Hack
Hack DC: 26
Time: Attack action.
Saving Throw: None
Effects: Servers/A.I.s.
After successfully entering an computer or AI (not a cyberbrain), you can erase all files on that device. The device is rendered empty of data. The device must be hooked to a power source to initiate to action. Certain files may be protected by their own Barriers and require separate rolls.

Decode Encryption
Type: Cyber Hack
Hack DC: 34
Time: Full Round Action.
Effect: Decode visual information.
Saving Throw: None
Effects: External Memories
Decode encrypted visual information. The roll decodes one document.

Delayed Command
Type: Virus / Ghost
Hack DC: 30
Saving Throw: Will partial
Effects: Cyberbrains, Servers/A.I.s.
This is virus like Cyberbrain message except instead of instantly trying to force instructions, the virus remains after being deposited and waits for an external input (visual or aural) and triggers the command which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself.
The message to the target must be twenty-five words or less. If assaulting a cyberbrain with a ghost, the ghost barrier must be penetrated as well.

Detect Cyberbrain Invasion
Type:
Virus
Hack DC:
30
Time: Attack action
Duration: 24 hours
Saving Throw: None
Effects: Personal
You immediately become aware of any attempt to hack your cyberbrain. A successful roll to operate the program means all invaders must beat a DC26 + PC power level or have their hacking detected by the cyberbrain, giving time for a back-hack or shutdown.

Detect Thoughts
Type: Ghost / Cyberhack
Hack DC: 26
Time: 1 standard action
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Effects: Cyberbrains
You detect surface thoughts in a single target. The amount of information revealed depends on how long you study a particular area or subject.

Disguise Self
Type: Virus
Hack DC: 26
Time: 1 standard action
Duration: 5 min./ Power Level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
You get a +15 bonus on the Disguise checks to that subject.

Discern Lies
Type: CyberHack
Hack DC: 22
Time: 1 standard action
Duration: 1 round/ power level.
Saving Throw: No
Effects: Cyberbrains
Each round, you concentrate on one subject. You know if the subject deliberately and knowingly speaks a lie. The action does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Displacement
Type: Virus
Hack DC: 30
Time: 1 standard action
Duration: 1 round/ Power level
Effects: Cyberbrains, Servers/A.I.s
You appear to be about 2 feet away from your true location. You benefit from a 50% miss chance as if having total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting you normally.

Dominate Person
Type: CyberHack or Ghost / Virus
Hack DC: 34
Time: 1 round
Duration: One minute / Power level
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s
You can control the actions the target through a link that you establish with the Cyberbrain. You can generally force the subject to perform as you desire, within the limits of its abilities. You know what the subject is experiencing, but you do not receive direct sensory input from it
Once you have given a dominated subject a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by the effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated subject a new command is a move action.
By concentrating fully on the subject (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited. You need not see the subject to control it (even though you needed to know exactly where it was to attack its barrier)
If you don’t spend at least 1 round concentrating on the action each hour, the subject receives a new saving throw to throw off the domination.
If assaulting a Ghost inhabited Cyberbrain, then the Ghost barrier must be breached to seize control.

Electromagnetic Pulse
Hack DC : 22
Type: Cyber Hack
Time: Attack action
Area : object effected
Target: A power source.
Saving Throw: Will negates (object)
Effects: Servers/A.I.s, External Memories
You create a power surge in the device that ruins electronic circuitry within. Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of external memory and other storage media connected are scrambled.
The pulse affects only devices with circuitry connected to the power source, not everything that uses electricity. Ordinarily the lights stay on, although their electronic switches might not function. Automobiles shut down if they can be hacked in externally.

Repair Task (Example)

Relevant Skill

Purchase

Repair DC

Time

Simple processors (cars, elevator controls)

Repair

55

500

10 min.

Complex processors (computers, home theaters)

Repair

120

2000

1 hr.

Data recovery (scrambled hard drive)

Computer Use

350

9000

2 hr.

You can jury-rig repairs more quickly and cheaply, but the repairs may not last. See the description of the Repair skill for details. Some military gear is immune to energy effects such as electromagnetic pulse thanks to a process called tempest hardening. Tempest hardening adds +50% to the purchase price of an item and makes it Restricted (+2).

Encrypt Cybercomms
Type: Surface
Hack DC: 14
Time: 1 standard action
Duration: 1 minute/Power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s.
Special: Two targets must roll.
You and another target decide to go on encryption. Both you and the target must then beat the DC and then they can carry on a private communication that cannot be overheard. Not even infiltrating Cybercomms will pick this up.
Normal: Usually, anyone can have a private conversation via Cybercomms but someone may have initiated an Infiltrate Cybercomm action. If one is not worried about a certain individual overhearing, they can talk one on one without using this action.

Energy Damage
Type: CyberHack
Hack DC: 38
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
The brain struck suffers 2d4 temporary Int damage. There is no saving throw to avoid the damage. Being damage, the Int recovers over time.
There must be a physical connection to instigate the surge. Wireless attacks cannot cause energy damage.
SPECIAL: Energy Damage does not require breaking through the Barrier but each barrier not broken absorbs one point of damage.

Energy Drain
Type: CyberHack
Hack DC: 42
Saving Throw: Partial
Effects: Cyberbrains, Servers/A.I.s
The brain struck suffers 2d4 temporary Int drain. There is no saving throw to avoid the damage but 24 hours after gaining them, the subject must make a Will Save for each point lost. If the save succeeds, that Int point level is recovered. If it fails, the Int point is lost.

Erase Memory
Type: Ghost
Hack DC: 38
Time: 1 standard action
Duration: Permanent
Saving Throw: See text
Effects: All
Erase removes a specific memory from the cyberbrain. The memory cannot be more than a day but any lesser time is allowed. It also must be at the most, 5 years old. There is no other adverse effects to skills or Int…the memory has simply been erased

False Vision
Type: Virus / Surface
Hack DC: 22
Time: 1 standard action
Duration: 1 hour/Power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s.

The action creates a static image in a certain location. This can be as small as a weapon or as large as a building. The moment the target interferes with it, however, the illusion has been revealed and the virus is kicked out. The image remains static. The image must be able to fit there. If it doesn’t seem to fit (Like a car floating in mid air, a building too small for anyone to fit), then the illusion is shattered but the target can maintain the illusion of it does not interfere where their lives. If the illusion is not intentional jarring without any invasive effect, then it can be a surface action, not requiring a barrier penetration.

Fear
Type: Ghost
Hack DC: 30
Time: 1 standard action
Duration: 1 round/ power level or 1 round; see text
Saving Throw: Will partial
Effects: Cyberbrains.
The target will panicked unless it succeeds on a Will save. If cornered, a panicked target begins cowering. If the Will save succeeds, the target is shaken for 1 round.

Feeblemind
Type: Ghost
Hack DC: 38
Duration: 1 hour / Power Level.
Saving Throw: Will negates; see text
Effects: Cyberbrains
If the target fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, understand language, or communicate coherently. The Cyberbrain effectively turns off its own higher brain functions.

Find the Path
Type: Surface
Hack DC: 14
Time: 3 rounds
Duration: 10 min./Power level
Effects: Personal
You can access an overhead satellite. This one relays the map of the area. It shows all the street with names and all the buildings. This action can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. Find the path works with respect to locations, not objects or creatures at a locale.

Floating Image
Type: Virus
Hack DC: 30
Time: 1 Move Action
Duration: 10 min / Power Level.
Effects: All.
Like False Image except this creates an image that can track with an object or move on given commands when the action is initiated.
The image can be anything and will not disrupt if unrealistic, unlike False Vision. It stays there if proven real or not.

Forced Transfer
Type: CyberHack
Hack DC: 30
Time: 1 standard action
Duration: 1 round/ Power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
The cyberhack forces another to move to their location. If they are in a virtual area or a server or another cyberbrain, they are forced to the attacker’s cyberbrain or a virtual environment of their choosing or creation. This stops their attack if they were attacking another target. If the target is drawn into the cyberbrain, they cannot hack the transfer initiator without going through the normal barrier procedures.

Ghost Sound
Type: CyberHack
Hack DC: 18
Time: 1 standard action
Duration: 1 round/ Power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when committed the action and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per Power level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Hack Boost
Type: Surface
Hack DC: 14
Time: 1 standard action
Saving Throw: None
Effects: Personal
After initializing this action, the hackers next Hack Craft or Computer Use roll gains a +4 insight bonus.

Hideous Laughter
Type: Ghost
Hack DC: 30
Time: 1 standard action
Duration: 1 round/Power level
Saving Throw: Will negates/
Effects: Cyberbrains
This afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the effect ends, it can act normally.

Hijack Electronics
Type: Cyberhack
Hack DC: 26
Time: 1 standard action
Duration: 1 minute / Power level
Saving Throw: None
Effects: Servers/A.I.s
You take control of electronics hooked into that terminal or server or AI. This includes machinery, gun emplacements, and cameras. You cannot make them do something they are incapable of doing. For example, with cameras you see what they see and can move the camera but you cannot short them out, turn them off, or override their visual input.

Hold
Type: CyberHack
Hack DC: 38
Time: 1 standard action
Duration: 1 round/ Power level
Saving Throw: Will negates; see text
Effects: Cyberbrains, Servers/A.I.s
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

Infiltrate Cybercomms
Type: CyberHack
Hack DC: 22
Time: 1 standard action
Duration: 1 minute / Power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
You never dive too deep, but simply monitor outgoing communication from the cyberbrain. This is better than tapping into transmission (by monitoring the frequency) as they are often scrambled. You hear all incoming and outgoing communication that cyberbrain, AI, or Server. The only communication it cannot overhear is Encrypted Cybercomms.

Invisibility
Type: CyberHack
Hack DC: 34
Time: 1 standard action
Duration: 1 min./ Power level
Saving Throw: none
Effects: Cyberbrains, Servers/A.I.s
You erase yourself from the target’s optical input, vanishing from sight, even from darkvision. If you are carrying gear, that vanishes, too. Unlike ThermOptics, you completely vanish. Items dropped or put down while invisible become visible; items picked up disappear if tucked into the clothing or pouches worn.
Of course, the subject is not silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The effect ends if you attack any creature. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a door to release attack dogs, and so forth. If you attack directly, however, you immediately becomes visible along with all your gear.

Know Location
Type: Surface
Hack DC: 14
Time: 1 standard action
Target: You
Duration: Instantaneous
Effects: Personal
You instantly know the location of yourself in the world via satellite.

Lock Out
Type: CyberHack
Hack DC: 22
Time: 1 Standard Action
Duration: 1 round / Power Level
Saving Throw: None
Effects: All

While diving inside a system, regardless of its type, you throw a wall behind you preventing others from diving in as well. For as long as the action lasts or until you leave or are kicked out of the location, no one else but you can access that system. This prevents rivals from trying to compete and or force you out or initiate an attack on you from inside the target.

Memory Fabrication
Type: Ghost
Hack DC: 46
Time: See below
Duration: See Below
Saving Throw: See below
Effects: Cyberbrains
You can totally fabricate a reality for a target in real-time. You must keep concentrating and breaking that concentration break that reality. The fabrication feels totally real and even breaking the laws of reality may not dislodge to target from the illusion. You can create a solid memory without disbelief and it would be totally real forever. Little can be done to restore that memory.
If the reality is meant to cause harm , it can do one of the following (all resulting in a Will save)
--Create a destabilizing reality meant to break one’s will and grasp on normality. The world starts breaking down. This could be a sequence of repeating events that make so sense or a series of events that cannot occur in reality. The subject looses 1d4 Charisma (drain) after an hour in the reality. After which they get another Will Save at +2. This continues until the target cracks out or is reduced to a comatosed stupor
--Create a horrific nightmare the subject cannot break out of. The world turns into the a Lovecraft story of insanity and fear. The subject looses 1d4 Wisdom (drain) after an hour in the reality. After which they get another Will Save at +2. This continues until the target cracks out or withdraws into a deep sleep filled with nightmares, helpless.

Mind Blank
Type: Virus
Hack DC: 34
Time: 1 standard action
Duration: 1 hour / power level.
Saving Throw: None
Effects: Personal.
Your are protected from all devices and attacks that detect, influence, or read emotions or thoughts. This protects against all mind-affecting attacks and effects as well as information gathering by hack attacks or viruses. You receive a Will saving throw for all of these types of attacks, even from those not allowing such a save.

Minor Memory Alteration
Type: Ghost
Hack DC: 34
Time: 1 standard action
Duration: Permanent
Saving Throw: None
Effects: Cyberbrain, Server/A.I, External Memory
You alter one memory in a minor way. The memory can be anywhere in brain—any location in the external memory, or any memory in one’s timeline. The memory is not deleted or radically altered. Only one aspect is slightly modified. A door can be closed when open. Someone can turn left instead of right. If someone sees and remembers a map, said map may be altered to look different (removing a hatch, adding bars, etc). Someone’s appearance can be altered. A street sign renamed. The effect must be minor enough for to not convey suspicion that one’s memory has been altered in that way.

Modify Memory, Greater
Type: Ghost
Hack DC: 46
Time: 1 round; see text
Duration: Permanent
Saving Throw: None
Effects: Cyberbrains
You reach into the subject’s mind and modify as many months as the hackers Power level in one of the following ways.
• Eliminate all memory of an event the subject actually experienced.
• Change the details of an event the subject actually experienced.
• Implant a memory of an event the subject never experienced.
Initiating the action takes 1 round. You then proceed by spending as much as 5 hours visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, the action is lost.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the their natural inclinations.

Modify Memory, Major
Type: Ghost
Hack DC: 42
Time: 1 round; see text
Duration: Permanent
Saving Throw: None
Effects: Cyberbrains.
You reach into the subject’s mind and modify as many hours as the hackers Power level in one of the following ways.
• Eliminate all memory of an event the subject actually experienced.
• Change the details of an event the subject actually experienced.
• Implant a memory of an event the subject never experienced.
Initiating the action takes 1 round. You then proceed by spending as much as 5 hours visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, the action is lost.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the their natural inclinations.

Modify Memory, Minor
Type: Ghost
Hack DC: 38
Time: 1 round; see text
Duration: Permanent
Saving Throw: None
Effects: Cyberbrain.
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
• Eliminate all memory of an event the subject actually experienced.
• Change the details of an event the subject actually experienced.
• Implant a memory of an event the subject never experienced.
Initiating the action takes 1 round. You then proceed by spending as much as 5 hours visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, the action is lost.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the their natural inclinations.

Monitor
Type: CyberHack
Hack DC: 18
Time: 1 standard round
Duration: 1 minute / Power Level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
You don’t interfere with the Cyberbrain, you simply access their visual and audio sensors. You see and hear what they hear, but don’t interfere. If the target’s eyes have been hacked themselves, the Monitor sees the altered sense as well.

Relay Text
Type: Cyber Hack
Hack DC: 14
Time: Attack action
Range : Unlimited
Effect: A text message reaches an electronic device of someone you know
Duration: Instantaneous
Saving Throw: None
Effects: Servers/A.I.s, External Memories
You cause a text message of up to 25 words to appear on the screen of an electronic device capable of receiving such messages, such as a cell phone, pager, PDA, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains onscreen until read, then disappears, leaving no electronic record of its appearance. You must be aware of the device and its location to send a message to it.

Satellite Detection
Type: Virus
Hack DC: 30
Time: 1 standard action
Duration: Concentration, up to 10 min./ PC power level
Saving Throw: None
Effects: Personal
You uplink to a satellite overhead, giving you the birds eye view of what's around you. You must be outside to do that and the effect nullifies if in a building. It shows everything 100 feet in every direction from the hacker. The satellite has no special eyes for darkness or x-ray. While the action is in effect, the hacker cannot be caught flat footed or surprised unless a target has thermoptic camo or strikes from a range beyond the scope of the sensor.

Security Wipe
Type: Virus
Hack DC: 26
Time: Attack action.
Saving Throw: None and Will negates (object).
Effects: Servers/A.I.s
You can suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area (one room. +5/DC per additional room or roll separately. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices continue to send whatever image they were photographing the moment when the action was committed.

Silence
Type: CyberHack
Hack DC: 30
Time: 1 standard action
Duration: 1 min./ Power level
Saving Throw: None
Effects: Cyberbrains, Servers/A.I.s
Upon initiating this action, the target cannot hear a specific sound or is deaf. All sound can be stopped. Move Silently gains a +20 bonus.

Sleep
Type: CyberHack
Hack DC: 34
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 min./ Power level
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s
Sleep causes a target to pass out.
Sleeping targets are helpless. Slapping or wounding awakens an affected target, but normal noise does not. Awakening a target is a standard action (an application of the aid another action).

Slow
Type: Virus
Hack DC: 22
Time: 1 standard action
Duration: 1 round/ power level
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s
An affected target moves and attacks at a drastically slowed rate. A slowed target can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, Defense, and Reflex saves. A slowed target moves at half its normal speed (round down to the next 5-foot increment), which affects the target’s jumping distance as normal for decreased speed.

Speech-Jack
Type: Ghost / CyberHack
Hack DC: 26
Time: 1 standard action
Duration: 1 round / power level
Saving Throw: Will negates
Effects: Cyberbrains, Servers/A.I.s
You hijack ones vocal system, getting them to say what you want them to say. They say it without resistance and with any emotional inflection you wish convey. You also implant a minor bug that makes the speaker want to say it while he or she is saying it (if infiltrating a Ghost Cyberbrain). Therefore, the subject cannot stop themselves physically from saying it nor can they give physical clues that are being influenced. Only after the action wears off can one attempt to repair any damage caused by what was said. The will save is only permitted for the initial take over only and not every round.

Steal / Delete Program / Information
Type: CyberHack
Hack DC: 26
Time: 1 standard action
Duration: Instant
Saving Throw: Will negates special
Effects: Cyberbrains, Servers/A.I.s
You remove or delete an operating surface action in the target. First, the target must reveal all surface actions or programs currently running. If an attempt is made to delete the program, a Will save may be attempted. Copying the program does not allow the save. Any benefits of the program are lost if it is deleted. Copying the program is only useful if the Hack Action contains useful information. You now have access to Satellite uplinks (if running), Target Ids, Relay Text or even the Encryption for Cybercomms.
If the item being stolen or deleted is not a hack action, it may be a downloaded piece of information and not a memory of the subject. This includes maps or files in memory. This latter function is obviously more useful with Server and AIs.

Target Arrow
Type: Surface
Hack DC: 14
Time: 1 standard action
Duration:
1 min./Power level
Saving Throw: None
Effects: Personal
An aura surrounds and outlines the subjects. Outlined subjects can be tracked and do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. This effect only benefits the Hacker. The hacker must make a ranged touch attack to initially target the subject.

Target Arrow, Mass
Type: Surface
Hack DC: 18
Time: 1 standard action
Duration: 1 min./ Power level
Saving Throw: None
Effects: Personal, Cyberbrains
An aura surrounds and outlines the subjects. Outlined subjects can be tracked and do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. This effect only benefits the Hacker. The hacker must make a ranged touch attack to initially target the subject.
The hacker can then transmit the information to other willing targets. The hacker can transmit to targets = Int Modifier.

Target ID
Type: Surface
Hack DC: 14
Time: Full round action
Duration: 1 hour / PC power level
Saving Throw: N one
Effects: Cyberbrains, Servers/A.I.s

Every combatant on one side can use a full round action (so only effective if some time is allowed to prepare before an encounter) to add a Friend-Foe signature other members of their team. This makes the target aware of your location, up to a mile away. The subject must also initiate the same action to offer their location. It relays information of where all the members of the team are within the visual field (even if members are behind walls, several floors above or below). All involved also can target enemies easier if attempting to fire into melee combat where another member using Target ID is involved. The –4 penalty to fire into melee combat is reduced to –2.
This relay is nullified if a Cyberblocker is used.

Temporary Hack Resistance
Type: Cyber hack
Hack DC: 25
Time: Attack action
Duration: 1 minute/ PC power level
Saving Throw: N one
Effects: All.
The target (if you plug into it) or yourself gain an additional defense barrier equal to 20 + your PC power level.

Transmitter
Type: Virus
Hack DC: 34
Time: Standard Action
Duration: 1 hour / PC power level
Saving Throw: N one
Effects: All.
The target transmits its location continuously onto the cell net. Only outside interference or Autistic mode can sever this link and if time remains on the virus, it will resume if it can continue the connection. This is not like Target ID. This places a beacon forcefully on another target.