Programs
IMPs (Interface Memory Proxies)
IMPs are advanced artificial intelligence programs designed to serve as intermediaries between cyberjacks and the systems they target. These digital familiars are created to assist and augment the abilities of their human operators, allowing for more efficient and effective hacking operations. IMPs possess advanced natural language processing capabilities, enabling them to understand and interpret complex commands and requests. They can also learn and adapt over time, fine-tuning their performance to optimize their support for their human partners. IMPs typically reside within a cyberjack's personal console or neural interface, providing real-time guidance and suggestions to aid in navigating and exploiting vulnerabilities in targeted systems. IMPs are
9 point Allies (75% point total,
Minion, Special Abilities, and Summonable). If bought with points at character creation, you begin with the base program which can be upgraded later. Each type below has a base cost and most have an opportunity to upgrade their unique abilities. Otherwise, their IQ can be raised for $2,000 per point.
CAT (Cache-Agile Trainer): An IMP optimized for catching and reprogramming other, lower level programs. In addition to reprogramming an RI or SI, a CAT can impose the Modular Abilities (Computer Brain) Advantage. A programmer and the CAT can work together to program new skills to use as modular abilities. When purchased as Equipment, a CAT costs $900 + $400 per abilities package your CAT can know at any one time.
DOG (Digital Operations Guardian): An IMP optimized for protection. Any system it's attached to gains the Mind Shield (Cybernetic). Programs that are deflected this way must make a IQ roll or be damaged or even destroyed. The base price of a DOG is $1,000 + $200 per point of Mind Shield. For every 5 points of Mind Shield, the IQ roll to avoid damage is given a -1.
GEIST (Ghost-Emulation Intelligence Stack Tokens): An IMP that is optimized for better 'understanding' of non-digital intelligences. GEISTs are based on low-rez
Ghost Mind Emulations, often based on the one who programmed it in the first place. A GEIST's base cost is $1,000.
FAIRE (Full Stack Artificial Intelligence Repository Expression): 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.
OWL (Optimal Warfare and Logistics): An IMP optimized for calculating outcomes. While it's specifically designed for strategy, tactics, and logistical calculations, it also excels at assisting in most tasks. An OWL assisting in a task supplies the Visualization Advantage without the one minute concentration. OWLs also have Danger Sense and Common Sense. Base cost for an OWL is $5,500.
TOAD (Technical Operations Abstraction Database): An IMP optimized for interacting with complex but either friendly or unguarded systems. Cyberjacks who prefer breaking the defenses themselves sometimes like to use TOADs, but so do pilots interacting with their vehicles or housewives using them to bundle control of all of their appliances. TOADs bundle commands into easy-to-use menus, and as they learn their owner's preferences and abilities will evolve the interface to improve it. Using a basic TOAD in the act grants the user +1 to Computer Operations and Computer Programming. The base price of a TOAD is $800 x 1.8 per +1 above the base.
ECHOs (Enhanced Cognitive Hijack Operations)
ECHOs are sophisticated Synthetic Intelligence programs engineered to infiltrate and influence the recursive loops of targeted systems. These advanced algorithms are designed to mimic the thought processes and problem-solving strategies of human hackers, allowing them to adapt and evolve in response to changing system configurations and security measures. ECHOs can be programmed to achieve specific objectives, such as data extraction, system disruption, or establishment of persistent backdoors. Once deployed, ECHOs can operate autonomously, using their cognitive architectures to reason and react to the dynamics of the targeted system. Their ability to learn and improve over time makes them formidable tools in the hands of skilled cyberjacks. Using an ECHO requires a successful Computer Hacking skill roll. The ECHO and the target program then roll opposed IQ. The ECHO applies the margin of success from the Programmer's rolls to each of these. The skill and IQ rolls are conducted once per second, and each success inflicts the margin of victory as Fatigue damage to the program with the lower roll. If an ECHO is defeated, it retreats. If it can't withdraw or if its defeat was the result of a critical success or failure, it is destroyed. If the target program is defeated, the ECHO imposes Disadvantages on it and remains on the target hardware until told to withdraw by the programmer, or it's dug out of the target's code by another programmer.
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.
Cripple: A Cripple ECHO interferes with motivators; legs, wheels, tracks, even hoverjets. It imposes the Lame (Crippled Legs) Disadvantage. If any of the ECHO's successes were critical, it instead impposes the Lame (Parapalegic) Disadvantage. It has no effect on machines that don't need or have a way to move around. $2,500.
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.
H.EXEs (Harmful.Executables)
H.EXEs are malicious Recursive Intelligence programs designed to cause chaos and destruction within targeted systems. These logic bombs are crafted to exploit vulnerabilities in recursive loop architectures, unleashing cascading failures and system crashes. H.EXEs can be tailored to achieve specific destructive goals, such as data erasure, system corruption, or network disruption. Once triggered, H.EXEs can spread rapidly, using their recursive capabilities to rewrite and corrupt system code. Their ability to adapt and evolve makes them difficult to detect and remove, earning them a reputation as feared and reviled tools in the darker corners of the cyberworld. To launch a H.Exe attack, you must interface with the target mind via an IMP, a hard jack, a nanopike, a cybernetic implant, or (for less protected systems) a wireless connection. Once connected, you (or your IMP) can begin sending H.Exe attacks. To insert the H.Exe, you must roll a successful Computer Hacking skill check modified down by the combined complexity of the defending program and hardware. Each check takes a number of actions equal to 3x the Complexity of the H.Exe + 1/2 the Complexity of the target program. If successful, the H.Exe executes and begins attacking the system, rolling a new opposed Computer Hacking roll on its own skill and cycling the damage or effect for each success. If the H.Exe loses three Computer Hacking rolls in a row, it has been purged from the system. Multiple H.Exes can be run concurrently, though they still take actions to initiate. Once a H.Exe has been 'spent,' it's gone and a new one has to be either purchased or programmed. If the programmer is still linked into the target, they may substitute their own Computer Hacking skill for the H.Exe's, and put all three of their actions per round into the effort whereas a H.Exe can only use one on its own. A H.Exe need not immediately 'go off,' the user may set a timer.
To recover from a H.Exe hack, someone must use a Computer Programming skill rolled with a penalty equal to the Complexity of the H.Exe that caused the damage. A success
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.
Surge.Exe: Dumps the capacitor output to release it all at once. This is a single-round attack, though a delay can be set. A success deals 1d burn damage with the surge enhancement per complexity of the power supply. If the capacitor is just what's standard in the
Quantum-Matrix Battery, then the damage is multiplied by the class of the battery (1x from class A batteries, 12x from Class L batteries. If the power is further stored in a capacitor such as in a vehicle or starship, then the complexity of the capacitor also determines the output, but the output is futher DOUBLED. Complexity 3, $1,200.
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
Disarm.Exe: Disables weapon systems. Each success imposes a -1 to the weapon's attack rolls. If the penalty reaches -1 per die of damage, the weapon is disabled. Alternatively, if the weapon is a Smartgun, the default target becomes the user. Complexity 1, $800.
Boom.Exe: This H.Exe seeks out connected explosive devices, such as guided missiles, gyroc rounds, smart grenades, etc. It either sets them off immediately or begins a countdown. Complexity 3, $1,200.
Weapons
Cyberjacks use a variety of weaponry to get their programs where they need to go. In addition, there are specialized weapons for
Psychojacks and
Deadjacks to interface with their own chosen targets.
Necrospike: Developed for the purposes of creating
Ghost Mind Emulations for the purposes of
Clinical Reanimation, it was rapidly rejected in favor of less invasive methods. Like so much other defunct military equipment, criminals took up its use. Torture and questioning need not stop at death if the wielder is quick enough.
Deadjacks. A necrospike can contain one GME, and the cache must either be loaded onto other hardware or overwritten to put another one on. $16,000, LC 1.
Biohack Aerospray: A pressurized spray that is designed to efficiently get
Biohack Aerogel into a human body. A typical can costs $650 and has 12 doses. Range 15 ft, Liquid Projector, LC 0+S
Gear
Gateway Reading Interconnectivity Modems (GRIMs): A
Cerebroid-Crystal Matrix with
Quantix Comms. It acts as a hub connecting several pieces of hardware together. A standard GRIM for $8,000 has three slots. New slots can be added for $1,200 apiece. To add a device to the GRIM, one of the crystal twins must be slotted into it. Some Cyberjacks use these to connect Cyborgs or robots in a squad. Deadjacks use them to control hordes of necroids. Psychojacks use them to link people. LC 4.
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