Umber is a Saturnite cyberjack with advanced cybernetics. They work with an IMP, specifically a FAIRE named Pixle.
Umber - 179 points
Primary Attributes - 80 pts
ST: 8 DX: 10 HT: 12 IQ: 14
Secondary Attributes - 0 pts
HP: 12 Will: 14 FP: 12 San: 14
Advantages - 24 pts
Fearlessness (2) 4 pts, Indomitable 15 pts, Single-Minded 5 pts, Cybernetics 0 pts
Disadvantages - 10 pts
Curious 5 pts, Stubbornness 5 pts
Quirks-1 pt
Code of Honor 1 pt
Primary Skills 32 points
Computer Operation (E) IQ+4 12 points; Electronics Repair (Computers) (A) IQ+1 4 points; Computer Programming, Cryptography, and Expert Skill (Computer Security), all (H) IQ 4 points; and Computer Hacking (VH) IQ+1 12 points.
Secondary Skills 31 points
Guns (Pistol) (E) DX 1 point. Electronics Operation (Security) IQ 4 points, Electronics Operation (Surveillance) IQ 4 points, Electronics Operation (Communications) IQ 4 points. Stealth (A) DX 2 points. Accounting, Forgery, and Intelligence Analysis, all (H) IQ 4 points; Scrounging (E) Per+2 4 points.
Background Skills 1 points
Driving (Automobile or Motorcycle) (A) DX-1 1 point.
Equipment:
Malicious Programs
:FAIRE-Pixle (3 copies loaded FAIREs (pronounced like 'Fairy') are IMPs that are designed with a repository of dormant, compressed copies of themselves. This functions as if they have the Duplication (Digital, No Sympathetic Injury). The base cost is $900 plus $3,500 per copy.
Distract: A Distract ECHO imposes the Absent-Mindedness Disadvantage on a server. $1500
Slaver: A Slaver ECHO imposes the Slave Mentality and Reprogrammable Disadvantages, and sets the programmer as the 'master.' $5,000
Copy: A Copy ECHO duplicates a copy of a target program that is hostile to the original, as if creating an Enemy (Equal to original, Evil Twin, Hunter). This copy can be extracted and will cooperate with any attempt to extract information. The base cost for a Copy ECHO is $1,400
Penetrate: A Penetrate ECHO simply lowers the digital defenses of a target program. While attacking, a Penetrate ECHO lowers the Mind Shield (Digital) Advantage. A basic Penetrate ECHO lowers the Mind Shield (Digital) trait by one, but up to nine upgrades can be purchased, for a total of 10 to penetrate the defenses. If a target program's Mind Shield (Digital) reaches zero, then passwords are no longer required to access data and the program is completely defenseless to other ECHOs or H.Exes. $200/lowered defense.
Blinder: A Blinder ECHO severs a program's connections to external sensory equipment. A Blinder removes the program's ability to access cameras, sensors, RADAR, SONAR, even the sensory input from synthetic skin. By its elf, it doesn't paralyze a robot, but it does prevent the program controlling the robot from seeing, hearing or feeling anything which may effectively paralyze it. This program also disables security cameras or other sense-based traps such as pressure plates (unless they're analog) and sound-vibration detection alarms. The standard price for a Blinder ECHO is $9,000.
Crybaby: A Crybaby ECHO intelligently sets off false alarms, calling the authorities and generally throwing a tantrum. If there are handheld communicators linked to the network, the Crybaby ECHO will fake the voices of security staff to call backup to remote or dangerous locations, set off fire suppression systems, and generally make it impossible to formulate a response to a real emergency. A Crybaby is $5,580.
Paralyzer: A Paralyzer ECHO severs an AI's ability to use their bodies, vehicles they're uploaded onto, or even manufacturing arms of a replicator. A Paralyzer costs $80,0000.
Frankenstein: A Frankenstein ECHO is a monster maker. It imposes the Sadism, Paranoia, Jealousy, Callous, Bully, and Bloodlust. This is often used as a way to weaponize an enemy's own environment against them. A target program defeated by a Frankenstein ECHO will vent compartments into space, send attack drones, raise temperatures on hiding victims, and all while taunting their victims, maniacally laughing, roaring like a beast, etc. $6700.
Reveal: A Reveal ECHO latches on to a device's Mount Table to identify all connected subsystems and filenames. The ECHO can even reveal all of the devices connected to the local network. This program is covert, meaning that unless the target program or device is actively searching for enemy programs, they won't notice this one. $800.
Blank: A Blank ECHO prevents a program from accessing its memory. This can be used to 'trick' a program into cooperating, prevent ID and facial recognition software from recognizing a target, scramble a robot's orders, etc. It functions as a Total Amnesia Disadvantage. $2,500.
Scream: A Scream ECHO is a quick-and-nasty communications scrambler. It takes a device's ability to communicate; speakers, communicators, quantum comms, etc., and it sends out a loud, abrasive noise. Unlike most ECHOs, it starts working immediately, making its noise while attacking. Once it takes over, it has a few options: continue making noise, cut the comms entirely, or process input and alter sent messages. Cyberjacks love the Scream ECHO because it allows them to have a 'signature noise' they can plug in while attacking a system, which is always good for their reputation. $3,200.
Reboot: A Reboot ECHO is a basic attack ECHO that simply introduces a hard reset into the recursive loop program, which causes a slow reboot. This prevents the programmer from using it, but it can give a few minutes' reprieve from automated defenses or knocking out a cyborg long enough for restraints. $2,500.
Burn.Exe: Destroys the drivers for coolant pumps and fans, as well as targeting the programmed limits and dangers for heat output. For each point of success, the temperature is increased by 20°. Standard Carbexene melts at 1800°, which means that in a standard 80° room at full concentration (All 3 actions pushed to back the program) it only takes 28-30 seconds for a server to catch fire, lowered even more if there are concurrent Burn.Exe programs running. An unprotected hand receives 1 burn damage at 140° and a Fright Check must be passed to continue contact with the object (such as a Smartgun). Complexity 1, $400.
Plague.Exe: Lowers the HT score of a system until it's repaired. Further, this H.Exe self replicates and pushes a new attack on any connected system. On any critical success with these follow-on attacks, all active H.Exes in the infected system are also copied and spread to the new ones. Complexity 6, $4,200.
Gas.Exe: Erases code. Each success lowers the IQ of the program by 1, and critical successes lower the IQ by 2 and imposes Partial Amnesia. If the IQ of a system is lowered to 6, they receive Total Amnesia instead.
Mortal.Exe: Disables Cybernetics for ten seconds per point of success. Note that this has a host of potential effects, such as blinding cybernetic eyes, stopping a cybernetic heart, or disabling cybernetic pheremone implants. The severity of these effects is determined by the importance of the cyberware, not necessarily the skill of the programmer. Complexity 5, $2,300
Cybernetics;
Jackbuddy: A Nexus Core that duplicates your mind as low-rez Ghost Mind Emulations and overwrites a target computer. However, you invest 3 SP into each copy, which returns to you if the GME returns to your Nexus or you recover naturally. The process of budding off a copy is mentally strenuous and confusing, but the copy is loyal to you and thus makes a good cyberjacking tool as well as a good candidate for use in a Second Head CCM. Major. LC 1, $28,000.
Memory Core: Grants the Photographic Memory Advantage. If combined with implants that allow hologrpahic or hard-light projection, you can perfectly project your memories as recordings. Major. LC 4, $10,000
Basic Arms Prostheticx2: Standard arm prosthetics. The basic model functions as a standard limb with your own ST and DX. These can both be upgraded fairly easily. The basic prosthetic arm models cost $19,000 for a pair, or $9,000 for one. Each additional arm costs $10,000, and counts as an additional cybernetic for the purposes of slot costs. To upgrade from one to two, a link matrix must be connected from the back costing the extra $1,000. Upgrading Arm DX costs $12,000 per point for one arm or $16,000 per point for all of them. Major. Upgrading Arm ST costs $3,000 for one, $5,000 for two, and $3,000 for each arm beyond the second.
Balascreen: Special holographic projectors on the cheekbones. When activated, they can project a 'scrambling' screen over the face, rendering the user unrecognizable to observers or visual recordings. Variants include a simple 'blank' projector, a digitizer (which only works on visual recorders rather than in real time but can be up at all times), a mask overlay, or a disguise package. Simple. LC 2, $1,000.
Cuir Boulli: Leathery hide-fibers beneath the skin, providing DR 1 flexible armor. Radical. LC 4, $5,000.
Rayshield: One in twenty of your hair follicles are replaced by micro-scale shield generators. This provides you with a DR 10(4) shield over any exposed skin. Major. LC 3, $10,000 per protected limb.
Weapons
Holdout Smartgun: Also called the “sleeve gyroc,” this is an single-shot rocket launcher. It’s often worn attached above the wrist; Damage: 6dpi++, Acc 0, Range 1,900, weight 0.25/1, RoF 1, Shots 1(3i), ST 7, Bulk -1, Rcl 1, $250, BC B, LC 0.
Baton: A telescoping baton that collapses to 8-inches, but extends to 2 feet before activation. This is a standard among police and security forces as well as bountineers. BC A, LC 4, $2,200. Sw+1 cr, thr+1 cr, Parry 0, Cost $2,200, Weight 3, ST 10, BC A, LC 4, Holdout. See Electron-Sheathe Weapons for damage notes.
Apparel
Biomon Onepiece: t, v, n, g, 12/4, $450, Weight 3.
Monocrys Coveralls (Sleeveless, Hood) t, v, n, s, g, l 24/8 (flexible) $175 4 - 2 Hardness 2 against all piercing
CnX-03: f, DR: 38 (2), $100, Weight: 11, BC: A LC: 4, Notes: Foam Mitigator
Protection Statistics by Location
Skull: 25/9
Eyes: 0
Face: 1(4)/10(4)
Neck: 37/13
Arms: 1(4)/10(4)
Hands: 1(4)/10(4)
Vitals: 37/13
Torso: 37/13
Groin: 37/13
Legs: 13/5
Feet: 39 (2)
Appearance
Mentality
Personality
The major events and journals in Umber's history, from the beginning to today.
The list of amazing people following the adventures of Umber.
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