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Cyberdiving in 2069

Cyberdiving is direct neural access to cyberspace: a shared, three-dimensional virtual environment formed by the world’s interconnected networks. Rather than interacting through screens and keyboards, a diver takes on an Avatar and experiences data as space—streets, buildings, rooms, and machines—navigated as naturally as the physical world.

For most people, cyberspace is mundane. It’s where meetings are held, classes are taught, entertainment is consumed, and work gets done. It replaces video calls, terminals, and dashboards with presence. Only when someone pushes past what they are allowed to see does cyberspace become dangerous.

Cyberdivers—hackers, operatives, engineers, and criminals—are the ones who go deeper.

Stats for Cyber diving

There characters Int, Will, Dex, and Ref are all used in VR space.

  • WIL determines Avatar's Health or hitpoints, as well as brute force and melee combat
  • INT is used for majority of interactions like navigating, searching, and hacking
  • DEX aids the percision of specialty attacks and Stealth
  • REF is the same as the real world, how fast you react in vr combat

Avatar hitpoints = Will stat +5

Cyberdiving Skills

Every action in cyberspace is resolved through Cyberdiving skills. These determine how well a diver navigates systems, avoids detection, fights defensive constructs, and finds hidden access paths.

Cyberdiving (INT)

This is the Core navigation, finding systems, moving between nodes. Your overall effectiveness in cyberspace. This skill is also used to search for data.

VR Hacking (INT)

Bypassing security systems, cracking credentials, breaking through firewalls, and manipulating data. Used for gate bypasses, Spoof and Decrypt programs, and any action that involves attacking the system itself rather than its defenders.

VR Melee Combat (WIL)

General Attack and defense close range, running offensive and defense programs. VR Dodge = CyberDiving Score + WIL bonus

VR Range Combat (Dex)

Using Persicion Ranged Attacks and specialized Sniper attacks.

Cyberstealth (DEX)

Avoiding detection, hiding from patrols, silent movement

Derived Stats

  • Avatar Hitpoints = Will stat x5
  • VR Dodge = CyberDiving Score + WIL bonus

Cyberspace at a Glance

Cyberspace is not a single place. It is a vast mesh of public and private networks stitched together by shared protocols, rendered as a continuous navigable world.

The Open Net is low-power, sparse, and utilitarian: generic roads, transit grids, empty plazas, and anonymous data corridors. It exists to move people and information efficiently, not impress them.

Private Networks rise out of the Open Net like massive structures—corporate campuses, arcologies, vaults, temples, and fortresses. Each organization controls how its internal systems look and feel.

Render Styles

A diver has control of thier Avatar within limits of the system.

A network’s visual style reflects its identity, values, and internal culture:

Zendai Corporation renders its systems as fantastical ancient Japanese architecture—pagodas, floating gardens, torii gates guarding access points.

TitanWorks appears as hyper-modern chrome cities populated by flawless synthetic humans, reflecting its obsession with efficiency and control.

Cyberspace is persistent, inhabited, and watched. You are rarely alone.

Ways to Dive

There are two primary modes of interacting with cyberspace, depending on hardware and user intent.

Augmented Reality (AR)

In an augmented dive, the user remains aware of the physical world while accessing cyberspace overlays. The diver sees and hears cyberspace elements layered onto reality. Physical movement and perception remain intact. Ideal for work, education, navigation, and casual use.

Full Dive (VR)

In a Full Dive, or Full Virtual Reality, the diver’s body enters a sleep-like state while their consciousness fully transitions into cyberspace. The physical body is unresponsive but alive and stable. All senses are replaced by virtual input.

interface Hardware to Dive

Each of these connect to a hardwire that needs to be jacked into a network, or more safely with a cyberdeck. While in the Dive the character gets a modification to the REF and PER based on the speed and clarity of the interface.

Interface Dive Types WIL DEX Notes
AR Visor and Gloves AR -3 -3 requires user to move their hands manually in the air
Overdrive Helm VR -2 -1 full sensory isolation created for games, allows Full Dive without neural mods
Ear Charms AR/VR 0 +2 Expensive Alien tech that translates all through Telepathy
Hardwired Cortex mk2 VR 0 0 Basic Early CyberMod Hardwire
Hardwired Cortex mk3 VR +1 +1 Common Generic CyberMod Hardwire
Hyperions Spine VR +3 +1 Corp Advanced Cybermod Hardwire
NemClone Neural Core AR/VR +4 +1 Clone of the best CyberMod Hardwire
Nemesis Neural Core AR/VR +5 +2 The one and only best CyberMod Hardwire
Relic Cognition Spine VR +6 +3 Artifact Level CyberMod Hardwire

Cyberdecks

Cyberdecks allow additional local compute power and software to be run. This allows hackers to do their magic.

Name Power Storage AI Slot tech Extra Features
Sony AVR Deck 2 2
Whitebox Runner Deck Gen1 3 8 3 1/2 Price Expansion
Zendai Worldgate 4 8
Axiom Combat Deck 5 5 Armored, Cortex Backup
Whitebox Runner Deck Gen2 5 12 3 1/2 Price Expansion
NemClone Wraith 10 6 5 Firewall
Titan Concordance Deck 8 8 5 Cortex backup
Nemesis Sovereign 12 10 6 Level 5 Firewall
Master Runner Deck Gen3 10 20 5 1/2 Price Expansion
ASX Omni Interface 12 32 6 Black Ice Buffer

Cyberdeck Mods

Tech Mod Cost Effect
2-6 Memory Upgrades 2k × Tech Level +1 program slots
2-6 Hardware Firewall 1k × Tech Level Added resistance of +2 to +6 to ICE attacks
3-5 AI Avatar Co-Processor 5k × Tech Level Allows an integrated AI to Cyberdive with VR form and run its own programs (power is 2x tech level)
2-5 Overclocking 1k × Tech Level Adds + tech level to Initiative
4 Neural Buffer 15k Reduces Bash and Stun and Damage by 1/2
5 NemClone Ice Eater 75k Neural net buffer that gives temporary HP of 4d6 against all attacks

An Overview of Hacking

Hacking is not about breaking everything at once—it’s about moving, observing, and escalating without being noticed.

Most hacks follow the same flow:

  • Entry — reaching the target network
  • Credential Use or Backdoor Hack to get through Firewalls
  • Locating the Target — often accessing protected areas and avoiding detection
  • Extraction or Manipulation — stealing, altering, or planting data or systems
  • Exit — leaving without triggering retaliation

Vertical Layers

Upper Layers (Restricted Access)

The higher you climb, the more valuable and protected the data becomes. Upper layers are where executives meet, where research is stored, where the real decisions happen. Flying is impossible here without authorization—the code itself rejects unauthorized movement, forcing intruders to find gates or exploit vulnerabilities.

Below the surface lies the machinery that keeps everything running. Data pipes, routing systems, power distribution, backup servers. Less glamorous, but often less guarded—and a clever diver can use infrastructure access to bypass upper-layer security entirely.

Exmples of Structures

Zendai Corp Structure

Min. Credential shown — any higher credential also grants access.

Layer Name Contents Min. Credential Security
6 Executive Suites C-level communications, board meetings, strategic plans Root Token Rumored Black Ice
5 Sensitive Data / Research Vaults R&D data, prototypes, proprietary algorithms Executive Pass Heavy ICE, encryption
4 Financial Cores Accounts, transactions, payroll, contracts Manager Key Multiple ICE, audit trails
3 Operations Internal comms, schedules, personnel files Employee Badge Standard ICE, gates
2 Management Department data, project files, reports Guest Token Firewalled, Light ICE
1 Common meeting rooms encrypted spaces for Scheduled appointments Day Pass Spam and Bot blockers
0 Public Plaza Storefronts, public databases, terminals None Minimal, visible security
-1 Services Authentication, logging, maintenance bots Employee Badge Firewalled, Automated ICE
-2 Data Pipes Network routing, external connections, bandwidth Employee Badge Tracer ICE
-3 Archive Cold storage, old records, backups Employee Badge Minimal, degraded
-4 Root Servers Core system processes Root Token Rumored Black ICE

Overdraw — VR Dance Club

The hottest club in the Zone's local net. No corporate backing, no dress code, no questions. Rendered as a brutalist cathedral of stacked neon geometry that shifts with the beat. The bass is a physical force. The crowd is enormous and anonymous. Exactly the kind of place you go to disappear—or find someone who has.

Min. Credential shown — any higher credential also grants access.

Layer Name Contents Min. Credential Security
2 Owner's Booth Financials, booking contracts, blacklist database, silent partner records Executive Pass Firewall, Light ICE, 1 Watchdog
1 VIP Lounge & Private Rooms Reserved spaces, high-roller client data, private event logs Day Pass (cover charge token) Firewall, Intrusion detection
0 Main Floor & Lobby Public dance space, bar terminals, avatar customization kiosks None Bouncer ICE (Stun Baton patrol), visible
-1 DJ Booth & Sound Systems Audio rendering engines, light control, crowd management routines Employee Badge Automated ICE, Staff only
-2 Revenue Archive Transaction logs, membership records, cold financial data Employee Badge Encryption, Tracer ICE
-3 Root Servers Core system, owner identity, silent partner contracts Executive Pass Rumored Black ICE

Entering a Corporate System

You jack in at a public terminal three blocks from the Nemesis tower. The world dissolves into static, then resolves into the familiar neon grid of the Zone's local net—a chaotic bazaar of data stalls, flickering advertisements, and anonymous avatars flowing past like digital ghosts.

The Nemesis gateway rises in the distance: a black obelisk shot through with crimson lightning, corporate logo burning at its apex. You approach on foot—flying would draw attention—weaving through the crowd until you reach the plaza at its base.

The public layer is all polished surfaces and corporate propaganda. Holographic receptionists offer assistance. Tourists browse the product catalog. Security drones drift overhead, scanning for anomalies. You're just another face in the crowd. For now.

You find a maintenance access point—a service door rendered as a simple gray panel. Your Spoof program feeds it false credentials. The door opens onto a descending stairwell: Layer -1. The Services level.

Down here, the aesthetics change. No more polish. Exposed data conduits pulse with traffic. Maintenance constructs shuffle past on automated routines. You're in the walls now, invisible to the tourist-facing security above.

You find an elevator shaft—an internal routing channel—and begin your ascent. Layer 0. Layer +1. At +2, the gates begin. A Firewall manifests as a wall of shifting code, demanding authentication. Your Backdoor program whispers the right sequence, and you slip through.

Layer +3. Financial Core. The architecture here is all vaults and ledgers, numbers flowing like waterfalls. ICE patrols in geometric formations. You cloak and move carefully, searching for the data room that holds what you came for.

Above you, glimpsed through translucent floors, the Executive Suite burns with protected light. You'll need more than tricks to reach that high. But for now, you have work to do.

Credential Types

All restricted areas require Credentials. There are many kinds of Credentials, ranging from cheap temporary passes to stolen executive keycards. In VR space the keys or badges are physical things you have to show to get scanned.

Type Duration Access Notes
Day Pass Timed (1-4 hours) Layer 1 only Pay at a public terminal, countdown timer visible to security
Guest Token Single session Layers 1-2 Issued by an insider or purchased from a fixer, logged and monitored
User/Password Until changed Layers 1-3 Standard login credential. Crackable via Brute Force program or lifted from an unsecured terminal. Common on mid-tier corporate systems.
User/Password + 2-Factor (Phone) Until changed Layers 1-3 Requires a secondary auth ping to a registered device. Defeating it requires intercepting the auth signal (Spoof roll) or having the registered device in-hand. Significantly harder to crack on the fly.
Employee Badge Until revoked Layers 1-3 Stolen or forged corporate ID, passes routine checks
Manager Key Until revoked Layers 1-4 Harder to forge, triggers periodic re-authentication (Spoof roll each scan)
Executive Pass Until revoked Layers 1-5 Biometric-linked, requires Identity Spoof program or physical theft
Root Token Permanent All Layers Sysadmin-level access, nearly impossible to obtain or forge

Cyberspace Locations

Gateways

Gateways are transition points between layers or between systems entirely. They range from an open archway with a passive scanner to a vault door that won't budge without the right credentials. Gateways log all avatars as they pass. Often there is an active ICE unit standing watch at a gateway.

Gateways fall into two categories: Open Gateways that anyone can physically pass through (but may regret it), and Sealed Gateways that are hard-locked until valid credentials are presented.


Open Gateways

These gateways do not physically block passage. You can walk or run straight through. The risk is alarms, and escalating threat levels—not a wall. Open gateways can be bypassed with stealth at aminus equal to the threat level.

Name Security level Description Note
Open gateway 0 Simple archway with logging Often can be reviewed as evidence
Kiosk Gate 1 Scans credentials on pass-through 10 second warning to check credentials or alarm
Threat Scanner 2+ A visible threshold with passive scanners and flashing lights. Meant to deter, not stop. Triggers Avatar Threat Scan on pass-through
2-Factor Arch 3+ Scanners plus a credential prompt that flashes but doesn't lock. You can push through — it just screams. Threat 1–2 depending on system; may trigger ICE patrol

Sealed Gateways

These gateways are physically locked. A diver who approaches without valid credentials faces a wall—literal or architectural depending on the system's render style. They must present credentials, bypass the lock with a program, or find another route.

Min. Credential shown — any higher credential also unlocks the gate.

Name Layers Min. Credential Bypass Methods
Turnpike 0 to 1 Day Pass Pay at a terminal (instant); Spoof program
Token Lock 1 to 2 Guest Token Spoof program, stolen token
Badge Seal 2 to 3 Employee Badge Forged badge; Spoof (re-check every 1d6 seconds)
Key Vault 3 to 4 Manager Key Stolen key; Spoof (re-auth roll each layer)
Biometric Gate 4 to 5 Executive Pass Identity Spoof program; physical biometric theft
Root Seal 5 to 6+ Root Token Cannot be spoofed. Must possess the actual token.

A credential grants passage through any Sealed Gateway at or below its tier. Spoofed credentials work but degrade—each re-authentication check imposes a cumulative −2 penalty.

Firewalls

Firewalls are defensive barriers and active scnners that exist to get to protected layers in restricted networks. Unlike gates, they don't have doors—you either belong, or you don't. A Megacorp may have multiple firewalls blocking subnets.

In the cyberspace Firewalls often are like secutiry station leading to an elevator to the next level. They have large screens displaying significant amount of data When a diver heads toward them, and they can identify the level of security of a firewall before proceding by rolling a Cyber Diving Skill roll with a penalty of the actual security level.

When a diver passes through a firewall, the barrier scans them. Visually, the diver sees themselves split—a ghosted mirror-image of their avatar peels away and hangs frozen in the wall's surface, translucent and flickering, while the firewall reads every line of code they're carrying. The scan image persists as long as the diver remains jacked in and operating beyond the firewall, a pale afterimage pinned in the crystal logs. Security operators can inspect these scan-ghosts at any time to review what the diver is running. Firewalls dont have ICE themselves but can instantly notify the system of an intruder. They also relay the last scanned visual of the target, but know exactly where they are. Scanning Firwall logs is a hack equal to the level of the firewall.

Every program a diver executes while operating past a firewall has a chance of being noticed. Programs have a Firewall Signature rating—the higher the signature, the more visible it is to the firewall's ongoing scan. Stealth-oriented programs have low or negative signatures, while aggressive attack programs light up like flares.

Security level Description Effect Basic Detection Chance to run
1 Personal Firewall Basic filtering, intrusion detection, bot and spam filters 1 on a d6
2 Public Facility low security Pattern recognition, flags suspicious behavior 1-2 on a d6
3 Military or Small Company Server Active scanning, deploys ICE on detection 1-3 on a d6
4 Mid Size Tech Company Server Predictive analysis, anticipates attack patterns 1-4 on a d6
5 Large Corp Server Neural-keyed, reads intent and emotional state Continuous
6 The tech Elite Firewalls Same as 5 but add a No Logout attack to capture intruder trying to leave the wall Continuous

Detection Chance

Each time diver uses an unauthorized software or a hacked credential, the firewall has a basic chance to flag the intruder. If Basic Detection is on, and the diver has no stealth, they are detected and flagged as an intruder. A stealth roll to avoid with a minus equal to the active security level.

On a successful detection, the firewall classifies the threat and escalates its response accordingly.

Threat Classifications

When a firewall or ICE detects suspicious activity, it assigns a threat level. Higher threat levels trigger faster and more lethal responses. Threat levels can escalate during a session—a diver who starts as a minor nuisance can quickly become a priority target.

Level Classification Examples System Response
1 Anomaly Bot attack, system slowdown, individual software crash Passive ICE investigates. Watchdog flags location, Probe attempts ID
2 Unauthorized Intruder Invalid or expired credentials, failed gate bypass Active ICE deployed. Trace initiated (3d6 seconds). Gates lock down
3 Data Breach — Minor Unauthorized file access, reading restricted records ICE escalation. Trace timer halved. Security operators alerted
4 Protected Data Breach — Watcher Accessing data flagged with watcher software (espionage traps, honeypots) Ice Spawned at the location in 1d4+1 seconds
5 System Disruption System crashes, power distribution sabotage, multiple software crashes All ICE move to last access location gateways. Forced Teleporters activate for all Non Critical Avatars
6 Critical Core Failure Root access attempt, core process manipulation, foundation layer intrusion Everything. Black ICE, Reapers, system-wide lockdown. Physical kill teams dispatched to diver's meat location

Threat Escalation: Threat levels stack and escalate. A diver detected at Level 2 who then accesses restricted files jumps to Level 3 or 4. Previous threat levels don't reset during a session—the system remembers.

Bots and Misdirection: Savvy divers deploy Spam Flood and Ghost Bots (see Bot Programs) to flood the firewall with noise, forcing it to waste scan cycles on false positives. Higher security firewalls learn to filter these faster.


Detection Example

Setup: Kira is operating unauthorized on a Security Level 2 corporate network (pattern recognition, 1–2 on d6 triggers a scan). She has Cyberstealth 14. She's running a Rank 3 Pistol/Wand (detection penalty −3 to Cyberstealth while active) and a Rank 2 Shield (no detection penalty). Her current effective Cyberstealth = 14 − 3 = 11.

Second 1 — Moving through a corridor. Kira is just walking, no active attack. The Pistol is still loaded but she hasn't fired it this second — she gets her full Cyberstealth 14. The firewall passive scan rolls d6: 3. No ping. She's invisible.

Second 2 — She opens fire on a Stun Baton. The Pistol activates. Effective Cyberstealth drops to 11. The firewall passive scan rolls d6: 2. Detection triggered.

Kira rolls Cyberstealth to avoid the flag. Penalty = −security level (−2). Effective roll bonus = 11 − 2 = 9. She rolls and gets a 7 — beats the threshold. The scan washed over her. Close.

Second 3 — She uses Decrypt to crack a nearby database. Decrypt has Sig +2. Her effective stealth is now 11 − 2 = 9. Firewall rolls d6: 1. Detection triggered again. She rolls and gets a 4. Not enough — flagged as an anomaly. Threat Level 1 activates. A Watchdog renders and begins moving toward her position.

Key takeaway: Running multiple programs stacks Sig penalties. A diver who both fights and hacks in the same second gets hit from both sides. Decide which is more important — stealth or firepower — and commit to it.


Data Rooms

Where information is stored. The target of most runs.

Type Contents Typical Security
File Cabinet Documents, records, correspondence Light encryption
Database Structured data, searchable records Medium encryption, access logs
Vault High-value data, research, secrets Heavy encryption, ICE guards
Archive Historical data, backups, cold storage Often neglected

Processing Rooms

Where computation happens. Manipulating these can affect the entire system.

Type Function Effect of Compromise
Authentication Server Validates credentials Can grant system-wide access
Security Hub Coordinates ICE Can disable or redirect defenses
Communications Node Handles messaging Can intercept or forge messages
Power Distribution Allocates resources Can crash or slow system

Movement in Cyberspace

Movement in cyberspace isn't like the physical world. Basic movement is walking—reliable but slow. Advanced movement requires programs, waypoints, or transit routes.

Base Movement

1 node = 10 feet. All distances, movement speeds, and scan radii use feet. Nodes are topological locations — not a unit of distance.

Mode Speed Stealth Penalty Notes
Walk 10 ft/sec None Default, no cost
Run 20 ft/sec -2 Footsteps echo in the code
Sprint 30 ft/sec -4 Cannot attack, visible trail

Waypoints

Waypoints are fixed teleportation anchors scattered throughout cyberspace—glowing pillars of light in public spaces, hidden sigils in corporate systems. A diver who has visited a waypoint can teleport back to it instantly using a Teleport program.

  • Public Waypoints: Found on Layer 0 in plazas, transit hubs, and major intersections. Free to use, always visible. Every system has at least one.
  • Corporate Waypoints: Internal fast-travel nodes on Layers 1-3. Require valid credentials to activate. Using one with spoofed credentials triggers a firewall scan.
  • Hidden Waypoints: Left by previous divers or built into backdoors. Must be found with a Cyberdiving roll. Not on any map.
  • Personal Waypoints: Created by the diver using a Waypoint Marker program. Lasts until the diver jacks out. Maximum of 3 active at once.

Flight Paths

Flight paths are automated transit routes—think of them as scenic railways through cyberspace. A diver steps onto a flight path and is carried along a predetermined route between two waypoints, passing through the visual architecture of the system. The journey takes 1d4 seconds but requires no actions—the diver can observe the landscape, study the system layout, and spot landmarks along the way.

  • Flight paths only operate on authorized layers. No flight path runs through a firewall.
  • While on a flight path, the diver cannot be attacked or detected—they are inside the transit system's protected corridor.
  • A diver can exit a flight path early at any intermediate node, but cannot re-board until the next waypoint.
  • Some black market flight paths run through infrastructure layers, offering views of data pipes and archived systems that reveal the system's hidden architecture.

Jacking Out

Leaving cyberspace requires a controlled disconnect. Like sitting down at a safe spot in a virtual world, a diver must find a secure location and initiate a logout sequence.

  • Safe Logout: At any waypoint or public node, the diver can sit down and meditate for 3 seconds. During this time they are visible and vulnerable but the disconnect is clean—no disorientation, no feedback.
  • Emergency Jack-Out: Yank the cable. Instant, but costs 1d6 HP from neural feedback and leaves the diver disoriented for 1d4 seconds in meatspace (no actions). Any programs left running in cyberspace continue until they expire.
  • Forced Disconnect: If HP hits 0, the diver is forcibly ejected. All HP overflow converts to Stun damage. The deck needs a reboot before re-entry.
  • Locked Out: If trapped by a Lock or Level 6 firewall's capture protocol, the diver cannot jack out by any means until freed.

Movement Restrictions

  • No-Fly Zones: Upper layers (+2 and above) prohibit unauthorized flight. Attempting to fly triggers immediate firewall detection.
  • One-Way Gates: Some connections only work in one direction. Know your escape route.
  • Speed Limits: Some restricted areas cap movement speed. Running triggers a firewall scan.

ICE (Intrusion Countermeasures Electronics)

ICE are automated defense constructs—the monsters of cyberspace. A maximum number exists in the code embedded in the system's architecture, preplaced and waiting. With Root acces ICE can be added or removed up to the capabilities of the server.

System Level Max ICE Units Notes
1 2 Personal or small private network
2 4 Public facility, small business
3 8 Military or small company server
4 16 Mid-size tech company
5 32 Large corporation
6 Unlimited Tech elite — ICE spawns as needed

Dormant State: Often ice programs are dormant and waiting. A dormant ICE unit is Visible but slightly transparent usually in a holding room near a firewall or gateway. In this state they take no damage from basic attacks but can be trapped by deploying a Bomb program.

Guard State: These activate ICE renders as a visual deterent. They have a short-range passive scan active at all times — 20 ft radius.

Patrol State: In higher security areas, there will be ICE units that make periodic patrols around an areas. Some make a simple loop path others may make a recursive maze search method wall hugging always turning right or left until all locations are searched. Short-range passive scan active at all times — 30 ft radius.

Search and Engage: These ICE are on max alert Searching or pursuing. Scan radius extends to 50 ft. Activated ICE remains active until the threat is neutralized, the intruder escapes, the ICE is destroyed, or a root level command sets the all clear.

Most ICE must make physical contact with a diver's avatar to deal damage. This means ICE has to close to melee range (within 10 ft) and successfully touch the target. A diver who sees ICE coming can run, dodge, or cloak. Ranged ICE is rare and expensive—only the largest corporations deploy it.

Defense Layers

A diver has three layers of defense against ICE, resolved in order:

  1. Stealth — Don't be found. If the diver is hidden (Cyberstealth), ICE must detect them before it can engage. A stealthed diver rolls Cyberstealth vs. the ICE's Perception. If the diver wins, the ICE passes by without noticing.

  2. Dodge — Don't be hit. When ICE attacks, the diver rolls Cyberdiving to evade. The diver's roll must beat the ICE's Attack roll. Touch attacks require the ICE to be in the same node.

  3. Shield — Absorb the blow. If hit, Shield programs reduce incoming damage. Shields absorb a set amount of HP damage per hit before the remainder gets through.


ICE Bestiary

Each ICE entry lists Base / Greater / Epic stats where applicable. Greater and Epic variants activate at higher Threat levels and are more capable in all respects. Some simpler ICE have no Epic tier.


Watchdog

A small glowing canine construct that paces checkpoints and intersections, camera-lens eyes sweeping in slow arcs. When it spots something wrong, it throws back its head and howls — a piercing data-burst that echoes system-wide.

Stat Base Greater
HP 10 22
Dodge 8 11
Perception 14 18
Speed 10 ft/sec 20 ft/sec
Activated By Threat 1+ Threat 2+

Behavior: Watchdogs don't fight — they detect and howl. A howl instantly alerts all firewalls and begins a Trace. Killing it before it howls requires destroying it in a single second. Greater Watchdogs howl on taking any damage and have a 40 ft scan radius.


Barrier

A wall of dense, shifting code materializing across a corridor or gateway. It hums, its surface covered in crawling symbols. It doesn't move. It doesn't need to.

Stat Base Greater
HP 15 40
Dodge
Activated By Threat 2+ Threat 3+

Behavior: Barriers block movement entirely — destroy them or use a Phase program. They do not attack or detect. Greater Barriers emit an alarm pulse when struck.


Probe

A floating chrome sphere studded with sensor arrays, drifting silently through corridors. When it locks an intruder, a red beam sweeps them head to toe.

Stat Base Greater
HP 12 22
Dodge 12 15
Perception 16 20
Speed 20 ft/sec 30 ft/sec
Activated By Threat 1+ Threat 2+

Behavior: Once a diver is scanned and tagged, all other ICE gain +2 Perception and Attack against them. Probes flee when attacked. Greater Probes can tag from 40 ft without closing to touch range.


Sticky Floor

The ground turns viscous and dark, like cooling tar rendered in neon wireframe. Each step pulls harder.

Stat Base Greater
HP 8 18
Escape Roll 4+ on d6 5+ on d6
Movement Penalty −2 −4
Activated By Threat 2+ Threat 3+

Behavior: Automatically slows any diver entering the zone. Greater Sticky Floor also triggers a firewall notification on entry.


Tar Pit

A massive dark pool fills the entire node, its surface rippling with corrupted data streams. Avatars inside move in slow motion.

Stat Base Greater
HP 20 40
Action Drain −1 action/sec −2 actions/sec
HP Damage 1d4/sec
Exit Cost 2 movement pts 3 movement pts
Activated By Threat 3+ Threat 4+

Behavior: Drains actions each second while occupied. Greater Tar Pits also deal HP damage as the corrupted data degrades the avatar's code.


Stun Baton

A humanoid security construct in corporate livery — faceless mall cop rendered in hard light. It carries a crackling blue baton and moves with mechanical efficiency.

Stat Base Greater Epic
HP 12 22 40
Dodge 10 12 15
Perception 12 14 16
Damage 1d8 HP 2d6 HP 3d6 HP
Speed 20 ft/sec 30 ft/sec 40 ft/sec
Activated By Threat 2+ Threat 3+ Threat 4+

Behavior: On hit, target loses 1 action next second from neural static. Work in pairs or threes. Epic Stun Batons make two attacks per second.


Net

A shimmering web of golden code hurled at close range, expanding in mid-air to constrict movement and lock down program execution.

Stat Base Greater
HP 10 20
Dodge 11 14
Perception 10 13
Immobilize 1d4 seconds 1d6 seconds
Speed 10 ft/sec 20 ft/sec
Activated By Threat 2+ Threat 3+

Behavior: On hit, target cannot move, dodge, or run programs. An ally can cut it (attack vs. HP). Greater Nets also suppress one random active program while the diver is immobilized.


Tracer

A sleek chrome falcon circling overhead, wings trailing luminous data. When it dives, it uploads the target's location direct to the firewall.

Stat Base Greater
HP 15 28
Dodge 14 17
Perception 16 20
Damage 1d6 HP 2d6 HP
Speed 30 ft/sec 50 ft/sec
Activated By Threat 2+ Threat 3+

Behavior: On a successful hit, halves the Trace timer. Attacks once then pulls back to keep tracking — killing it buys time. Greater Tracers also halve the Trace timer on a near miss (within 2 on the roll).


Zapper

A floating orb of crackling energy. When it discharges, arcs of lightning strike everything in the node — a room-clearing blast that doesn't discriminate.

Stat Base Greater Epic
HP 15 30 55
Dodge 8 10 13
Damage 2d6 HP 3d6 HP 4d6 HP
Charge Time 1 second 1 second None (auto)
Speed 10 ft/sec 10 ft/sec 20 ft/sec
Activated By Threat 3+ Threat 4+ Threat 5+

Behavior: Hits all targets in the node — including other ICE. Smart divers bait Zappers into friendly fire. Epic Zappers discharge every second automatically with no charge phase.


Forced Teleporter

A shimmering portal trap disguised as a floor tile or doorway. Reality twists and the diver is hurled somewhere they don't want to be.

Stat Value
HP — (Indestructible trap)
Activated By Threat 3+
Variant Effect
Ejector Boots diver from system; 2d6 Stun on meatspace body
Relocator Teleports to nearest firewall for re-scan
Splitter Teleports to random node; disoriented 1d4 seconds
Recycler Teleports to kill zone where Black ICE is waiting

Behavior: Triggered by unauthorized movement at a chokepoint. A Cyberdiving roll spots one before triggering; dodging after triggering requires 5+ on d6.


Scorpion

A black arachnid construct the size of a dog, segmented tail tipped with a glowing stinger. It clings to ceilings and drops from above onto anything passing beneath.

Stat Base Greater Epic
HP 30 55 85
Dodge 12 15 18
Perception 14 16 18
Damage 2d6 HP 3d6 HP 4d6 HP
Speed 20 ft/sec 30 ft/sec 40 ft/sec
Activated By Threat 4+ Threat 5+ Threat 6
Lethal Yes Yes Yes

Behavior: Ambush predator — clings to ceilings, drops on targets passing beneath. Fights to the death. Usually deployed in pairs. Epic Scorpions can attack two targets in a single second and inject a neurotoxin (−2 to all rolls until jack-out) on hit.


Hellhound

A massive canine shape of jagged red code, fire leaking from between its polygon teeth. Tireless, relentless, following a data signature across the entire system.

Stat Base Greater Epic
HP 35 65 100
Dodge 13 16 19
Perception 18 20 22
Damage 2d6+4 HP 3d6+4 HP 4d6+6 HP
Speed 40 ft/sec 55 ft/sec 70 ft/sec
Activated By Threat 4+ Threat 5+ Threat 6
Lethal Yes Yes Yes

Behavior: Once it has a target's data signature it never stops — cannot be outrun, only killed, hidden from, or jacked away from. Hunts alone. Epic Hellhounds track the signature through a jack-out, spawning at the diver's next login point.


Spider

A delicate crystalline construct with too many legs, spinning threads of golden Lock-code. It moves with terrible grace, its touch wrapping targets in unbreakable digital silk.

Stat Base Greater Epic
HP 25 45 70
Dodge 14 17 20
Perception 12 15 18
Damage 1d6 HP 2d6 HP 3d6 HP
Speed 20 ft/sec 30 ft/sec 40 ft/sec
Activated By Threat 4+ Threat 5+ Threat 6
Lethal Yes Yes Yes

Behavior: On hit, deploys a Lock — target cannot move or jack out until it's destroyed. Spiders then retreat and let other ICE finish the job. Greater Spiders can Lock two targets simultaneously. Epic Spiders spin a web zone (20 ft radius) that slows movement and triggers a Lock on a failed Dodge roll.


Kraken

An enormous mass of dark tentacles filling an entire node, reaching out from a pulsing core of black code. Each tentacle acts independently.

Stat Base Greater Epic
HP 50 90 150
Dodge 8 10 12
Perception 12 14 16
Damage 3d6 HP 4d6 HP 5d6 HP
Attacks/sec 3 4 5
Speed Anchored Anchored 20 ft/sec
Activated By Threat 5+ Threat 6 Threat 6
Lethal Yes Yes Yes

Behavior: Guards a single high-value node — attacks everything that enters. Cannot be outmaneuvered, only destroyed. Epic Krakens can move between two adjacent nodes and deploy Lock tendrils as area traps.


Reaper

A tall, hooded figure of absolute black code. No face. No features. A scythe of white-hot data. It moves without sound, gliding through the architecture like it's part of the system itself.

Stat Base Greater Epic
HP 40 70 110
Dodge 15 18 21
Perception 16 19 22
Damage 4d6 HP 5d6 HP 6d6 HP
Speed 30 ft/sec 40 ft/sec 50 ft/sec
Activated By Threat 6 Threat 6 Threat 6
Lethal Yes Yes Yes
Special Ignores Shields Ignores Shields Ignores all defenses

Behavior: Executive kill orders made manifest. Base and Greater ignore all Shield programs. Epic Reapers ignore Shields AND Dodge — only Stealth or jacking out can save you. One per system. Does not stop.


Wraith

You don't see the Wraith. You feel it — a cold presence at the base of your skull. It doesn't attack your avatar. It attacks your mind.

Stat Base Greater Epic
HP 30 55 85
Dodge 16 19 22
Perception 18 21 24
Damage 2d6 + biofeedback 3d6 + biofeedback 4d6 + 2× biofeedback
Speed 20 ft/sec 30 ft/sec 40 ft/sec
Activated By Threat 5+ Threat 6 Threat 6
Lethal Yes Yes Yes

Behavior: Nearly invisible — requires high Perception to spot before it strikes. Biofeedback damage is real and can kill the diver's physical body; Shields cannot absorb it, only Dodge or Stealth prevents it. Epic Wraiths are completely invisible (requires Sensor Suite Rank 3+ to detect) and their biofeedback deals double damage to the physical body.

Deck Power & Software

A cyberdeck isn't just storage—it's the engine that drives a diver's active capabilities. Every aggressive, defensive, or special movement software a diver runs draws on the deck's available Power. Understanding how Power flows is the core of effective combat diving.

How Deck Power Works

Each deck has a Power rating (see Cyberdecks table). This represents how much active processing the deck can sustain simultaneously.

Attack, Defense, and powered Movement software each consume Power equal to their Rank or listed cost. At any moment, the total Power used by all active powered software cannot exceed the deck's Power rating.

A deck with Power 8 could run a Rank 4 melee attack and a Rank 4 shield simultaneously—maxing out its capacity—or a Rank 5 attack with Flight (3 Power) and a Rank 0 free sprint. Every point of Power spent on locomotion is a point taken from offense or defense.

Adjusting Power Load

At the start of each second, the diver may freely reassign their powered software loadout—swapping between stored programs, adjusting Ranks, or dropping software entirely. Running a Rank 4 shield and need more firepower? Drop it to Rank 2 and use the freed Power for a higher Rank ranged strike—or activate Flight to escape.

Deck Storage

The deck's Storage rating is the number of software programs the diver has loaded and ready to run—think of these as memorized spells. Programs not in storage are archived and unavailable until the diver jacks out and reloads.


Software Programs

Every program has a Detection Signature (Sig) rating. This represents how visible the program is to scans and firewalls while active. High Sig programs light up like flares; low or negative Sig programs are quiet.

Attack and Defense software comes in Ranks 1 through 6. Higher Ranks hit harder, cost more Power, and are more visible to firewalls.

Attack Software

Attack software is divided into three classes: Melee, Ranged, and Snipe. Each class has its own detection profile and tactical role. Ranged attacks are loaded with an Effect Type (see below). Melee uses named Attack Programs that apply unique effects.

Melee Attack Software

Close-range combat programs. Melee requires being within 10 ft of the target unless a weapon's special properties extend that range. A melee build has two layers: a Base Weapon that defines your damage and visual signature, and an optional Enchantment loaded on top that adds bonus damage and special effects.

Weapons cost no Power on their own. Enchantments cost Power equal to their Rank while active. A weapon's Sig and its enchantment's Sig stack.

Base Weapons

Weapon Rank represents quality tier—it determines damage, cost, and availability. Only one weapon can be active at a time.

Rank 1 Weapons
Weapon Type Damage Sig Cost Avail Notes
Ghost Fist HTH 1d4 + WIL +0 200 Common No visible form; lowest detection profile
Iron Knuckles HTH 1d6 + WIL +0 300 Common Reinforced fist program; reliable baseline
Force Claws HTH 1d6 + WIL +1 400 Common On hit: grip target, +2 to next attack against them
Data Knife 1H 1d6 + WIL +1 300 Common Fast—may attack twice per second at −2 to each roll
Shock Baton 1H 1d8 + WIL +1 400 Common Deals subdual by default; toggle to HP damage
Short Blade 1H 1d8 + WIL +2 500 Common Standard sword form; no special properties
Chain Whip 1H 1d6 + WIL +2 600 Common Reach 20 ft; on hit: WIL save or target tripped
War Fan 1H 1d6 + WIL +0 500 Common Low-profile; +1 Dodge while wielded
Combat Staff 2H 1d8 + WIL +2 500 Common Reach 15 ft; deflect 1 incoming melee attack per second
Maul 2H 1d10 + WIL +3 600 Common Bash 5 ft on every hit; can only attack every other second
Rank 2 Weapons
Weapon Type Damage Sig Cost Avail Notes
Plasma Blade 1H 2d6 + WIL +3 2k Common Ignores 2 points of Shield absorption per hit
Twin Fangs HTH 2d4 + WIL +2 1.5k Common Two separate strikes per attack; each resolved individually
Voidhammer 2H 2d8 + WIL +4 2.5k Uncommon Bash 10 ft on every hit; ×1.5 damage to system objects
Storm Glaive 2H 2d6 + WIL +3 2k Uncommon Reach 30 ft; sweep: hit all targets in 30 ft arc at −2
Rank 3 Weapons
Weapon Type Damage Sig Cost Avail Notes
Ruinblade 1H 3d6 + WIL +5 8k Rare Ignores 3 Shield absorption; if target is at 0 Shield, +1d6 bonus
Devastator 2H 3d8 + WIL +6 10k Rare On kill: restore 1d6 HP to wielder; ×2 damage to system objects
Rank 4 Weapon
Weapon Type Damage Sig Cost Avail Notes
Sovereign Edge 1H 4d6 + WIL +8 25k Elite Legendary blade; ignores target's Dodge; Bash 10 ft on hit; target −2 Sig for 2 seconds
Weapon Enchantments

Enchantments load onto any base weapon. They cost Power equal to their Rank while active and add +Rank bonus damage to every successful hit. At Rank 4, the enchantment also has a chance to trigger a special effect—on a hit, the target must make a WIL save (TN 10 + Rank) or suffer the listed consequence. All enchantments are available at Ranks 1–4.

Enchantment Sig Cost/Rank Avail Damage Type Rank 4 Special Effect (WIL save to resist)
Lightning Fist +1 1k Common Electrical Target stunned: loses 1 action per 2 Ranks next second
Fire Blade +2 1k Common Fire Target catches fire: 1d4 HP/sec for Rank seconds
Rocket Hammer +3 1.5k Common Force Target bashed: pushed Rank×10 ft
Frost Edge +1 1k Common Cold Target frozen: immobilized 1 sec, −2 Dodge for 2 seconds
Venom Fang +2 1.5k Uncommon Toxic Target poisoned: 1d4 HP/sec for 3 seconds (stacks)
Null Strike +2 1.5k Uncommon Void Target's Shield drops to 0 for 1 second
Shadow Claw +0 1.5k Uncommon Dark Target's Perception reduced by Rank for 2 seconds
Phase Edge +3 2k Uncommon Dimensional Attack bypasses one defense layer (Stealth → Dodge → Shield, in order)
Entropy Wrap +2 2k Rare Degenerative Target takes +Rank to all incoming damage for 2 seconds
Mirror Fist +1 2k Rare Reflective Target's next attack is reflected back at full damage (once)
Black Attack Enchantments — Illegal

Fixed-Rank programs. All damage dealt converts entirely to biofeedback HP damage (affects the diver's real body). Possession triggers automatic Threat Level 4 escalation if detected.

Enchantment Rank Power Sig Cost Avail Effect
Killwire 4 4 +5 15k Black Market +4 damage; all damage as biofeedback; WIL save or deck stunned 3 seconds
Neural Death 5 5 +7 40k Black Market +5 damage; all damage as biofeedback; WIL save or meatspace trauma—target unconscious 1d10 minutes real-time

Ranged Attack Software

Ranged programs fire data packets, code bolts, or emulated projectiles. Unlike melee, ranged software can reach targets in adjacent nodes.

Form Detection Penalty Range Cost (R1 / R2 / R3 / R4 / R5 / R6) Avail Notes
Single-Shot Spell None 20 ft 300 / 700 / 1.5k / 3k / 6k / 12k Common A formed burst of attack code, no persistent shape
Pistol / Wand −Rank to Cyberstealth 30 ft 400 / 900 / 2k / 4k / 8k / 15k Common Compact ranged form, moderate signature
Rifle / Bow / Staff −(Rank×2) to Cyberstealth 50 ft 600 / 1.2k / 2.5k / 5k / 10k / 20k Uncommon Long-range, high signature when active
Sniper Rifle / Long Bow −(Rank×3) to Cyberstealth 100 ft 800 / 1.5k / 3k / 6k / 12k / 25k Rare Extreme range; requires 1 full second of aim; pairs with Snipe software

Ranged Damage: Base damage = Rank d6, modified by Effect Type.

Snipe Attack Software

Illegal. Snipe is a precision strike against an unsuspecting target—the digital equivalent of a backstab. It uses a specially prepared one-shot payload applied to any weapon or even a bare fist. Once fired, the payload is expended and gone.

  • Requires 1 full second of preparation before the shot can be fired. The diver cannot move or run other powered software during prep.
  • Maximum range 100 ft when using Sniper Rifle / Long Bow form; otherwise limited to the paired weapon's normal range.
  • Can be piggybacked onto a standard Melee or Ranged attack—the Snipe effect is applied alongside the normal attack damage.
  • Target must be unaware of the diver (requires a successful Cyberstealth check before firing).
  • On a hit, double the base damage of the paired attack.
  • Illegal: Carrying a loaded Snipe program triggers automatic escalation to Threat Level 3 if detected by a firewall scan.
  • Cost: 1k / 2k / 4k / 8k / 15k / 30k (R1–R6). Availability: Rare / Illegal — requires underworld contacts.

Ranged Attack Effect Types

Every ranged attack program is loaded with an Effect Type that determines how it damages or affects the target. The Effect Type is chosen when the software is purchased and cannot be changed without buying a new copy. Melee programs use their own named effects (see Attack Programs above).

Effect Description Special Rule
Bash Blunt trauma—HP damage with knockback On hit: target pushed 10 ft
Capture Digital restraints—handcuffs in code On hit: target immobilized for Rank seconds instead of HP damage
Push Force displacement On hit: target pushed Rank×10 ft, no HP damage
Stun Neural static overload On hit: target loses 1 action next second per 2 Ranks
Slash Cutting damage HP damage, ignores 1 point of Shield absorption per Rank
Pierce Deep penetration HP damage, bypasses the first Shield program entirely
Black Attack Lethal biofeedback payload Damage converts to HP damage + equal HP biofeedback. ×Rank cost multiplier. Illegal.

Defense Software

Defense software consumes Power equal to its Rank. A diver with a Power 8 deck running Rank 4 melee can still run up to Rank 4 defense simultaneously—assuming no Power is going to locomotion.

Defense Rank can be reduced mid-second to free Power for more attack or movement. Dropping defense means unabsorbed damage goes through.

Defense Form Effect per Rank Sig Cost (R1 / R2 / R3 / R4 / R5 / R6) Avail Notes
Shield Absorbs 2 HP per hit per Rank +0 200 / 500 / 1k / 2k / 4k / 8k Common Baseline defense, always on
Hardshell Absorbs first hit each second up to Rank×4 HP, then drops +1/Rank 400 / 900 / 2k / 4k / 8k / 16k Common One-hit absorber, resets each second
Cloak Field +2 Cyberstealth per Rank, −1 Sig per Rank −1/Rank 500 / 1k / 2.5k / 5k / 10k / 20k Uncommon Detection-focused defense
Mirror On hit, reflects Rank×10% damage back to attacker +1/Rank 600 / 1.2k / 2.5k / 5k / 10k / 20k Uncommon Does not absorb—reflects only
Ghost Veil Invisible to ICE with Perception below (8 + Rank) −1/Rank 800 / 1.5k / 3k / 6k / 12k / 25k Rare Drops for the second when diver uses an attack program; reactivates next second

Movement Programs

Movement programs are split into two categories: locomotion programs that cost Power while active, and transit programs that fire once and draw no sustained Power.

Locomotion Programs (Cost Power)

These consume Power equal to their listed Rank each second they are active. A diver who wants to fly and fight is trading attack or defense Power to do it.

Program Power Cost Sig Cost Avail Effect
Wall Climb 1 0 500 Common Move along walls and ceilings; ignore gravity traps
Double Jump 1 0 500 Common Leap obstacles, escape Sticky Floor (4+ on d6), reach elevated nodes
Levitate 2 0 1k Common Hover in place; ignore all ground hazards (Sticky Floor, Tar Pit)
Flight 3 +2 2k Common Full flight; move between vertical layers (where permitted)

Transit Programs (No Power Cost)

These are triggered once per use and require no sustained Power.

Program Sig Cost Avail Effect
Turbo +1 1.5k Common Double movement this second
Lightcycle +3 5k Uncommon Summon bike: 50 ft/sec, +2 Dodge while moving; dismissed at will
Teleport +2 4k Uncommon Instant travel to any previously visited waypoint
Gate Jump +3 10k Rare Instant travel to known Gate address
Phase +1 3.5k Uncommon Pass through one Barrier

Utility Programs

Utility programs draw no Power and run as needed.

Program Sig Cost Avail Effect
Scan +1 300 Common Reveal target HP, Dodge, type, and active programs
Decrypt +2 2k Common Crack encryption. Roll Cyberdiving vs. encryption level
Spoof +1 3.5k Uncommon Create false credentials (see Credential Types)
Backdoor +1 (placing) / 0 (using) 8k Rare Create hidden access point, lasts 1 week
Tag +2 2k Common Track another diver or program through the system
Mask 0 500 Common Change avatar appearance, confuses visual ID
Repair +1 3k Common Restore Rank×2d6 HP to self or adjacent avatar/object; instant, no sustained Power
Waypoint Marker 0 1k Common Place personal waypoint (max 3 active)

Bot Programs

Bots are autonomous constructs deployed from the diver's deck. Each bot occupies one storage slot and draws Power equal to its Rank while active. Deploying costs 1 action. Once deployed, the bot acts on its own initiative each second — no action required from the diver. Only one bot of each type may be active at a time.

All bots share:

  • HP = Rank×5 — can be attacked and destroyed
  • Speed = 20 ft/sec (unless noted)
  • Dismissed as a free action from anywhere in the system
Bot Sig Cost/Rank Avail Effect
Spam Flood Bot −1 500 Common Broadcasts noise into scan logs; −1 to firewall detection per Rank while active
Ghost Bot −2 2k Uncommon Mimics the diver's movement pattern 30 ft away; firewall and ICE Perception −Rank to locate the real diver
Crash Bot +3 3k Uncommon Targets one ICE type on deploy; attacks at Rank×2, 1d6/Rank damage; single-use — destroyed after first hit
Repair Bot +Rank 3k Uncommon Moves to nearest damaged friendly avatar or system object; restores Rank×1d6 HP per second to one adjacent target
Counter-ICE Bot +Rank+1 5k Rare Aggressive combat bot; Speed 30 ft/sec; Attack Rank+4, Damage Rank×1d6; pursues designated ICE type until destroyed or dismissed
Memory Hog +2 4k Uncommon Attaches to a data node or memory block; copies 1 accessible data packet per second into deck storage; floods local memory — all ICE within 20 ft suffer −Rank to Perception and Attack; destroys the attached node when its HP reaches 0

Bomb Programs

A single Bomb Program takes a storage space on a deck and can only be used once per dive.

Bombs are oneshot planted charge attacks. To arm a bomb costs Power equal to its Rank for 1 second only and the device appears in the Avatar's hand and is ready to arm. In the same second the Avatar can drop or plant and arm the bomb with a detonation condition. Planting the bomb with a sucsessful stealth check can make the bomb a hidden thing requiring a scan to find. On the second of arming the bomb, the power level of the cyberdeck spikes possibly triggering detections from a firewalls or other active scans.

Once planted, the bomb draws no Power and persists until detonated, disarmed, or the diver jacks out. Detonation is a free action from anywhere in the same system. A bomb can also be set to a timer (detonates after a set number of seconds) or a trigger (fires when a condition is met — an ICE activates, a credential scans, a specific avatar enters the node).

Disarming: Any avatar can attempt to disarm a planted bomb with a VR Hacking roll against a difficulty equal to the bomb's Rank×3. Each bomb has HP = Rank×5 — it can be destroyed by attacking it directly.

Dormant ICE: Bombs planted on a dormant ICE unit detonate when that ICE activates, destroying or damaging it before it can render. Dormant ICE cannot dodge.

Bomb Programs are considered Terrorist class weapons and if someone is found in possesion of them they are flagged and put on watch lists.

Bomb Type Damage/Rank Area Sig Cost/Rank Special Notes
Data Bomb 1d10 20 ft radius +Rank 4k Subdual Area blast — hits all avatars and ICE in zone
ICE Buster 1d6 1 target +Rank 3k Lethal — Location Damage Multipliers apply Shaped charge; ideal on dormant ICE or single system node
Firewall Cracker 1d6 20 ft radius +Rank 6k Subdual + System: drops firewall security level by Rank; 20% per Rank chance to purge firewall logs Must be planted on a firewall node
FireSpam Bomb 1d6/sec 20 ft radius +Rank 4k Persistent zone — lasts Rank seconds; dodge roll (vs. Rank×3) for half damage Anyone entering or remaining in zone takes damage each second
Memory Wiper 30 ft radius +Rank 12k Dissolves loaded programs: d20% per Rank of programs wiped; dodge roll to avoid No HP damage — targets lose randomly selected loaded programs
Laser Mine 1d6+2 60 ft range +Rank 5k Auto-targeting; fires once per second for Rank seconds; attacks at Rank+4; Location Damage Multipliers apply Designate target types on arming; hits one target per second
Black Nuke 1d10+2 40 ft radius +Rank 125k Shader-null detonation — blast zone locks mid-render in glitching black geometry; corrupted targets are unable to heal or repair until they exit; null cascade propagates through all network paths dealing 1d10/rank to every firewall system-wide If and Avatar is destroyed roll over damage is a Black Attack in the real world

System Object HP

Most objects in cyberspace can be destroyed by attacking them directly. Objects marked Indestructible cannot be reduced to 0 HP by any means — they must be bypassed, spoofed, or unlocked through legitimate or hacked credentials.

Object HP Notes
Personal Firewall (Level 1–2) 20 Destroying it removes detection for the session
Corporate Firewall (Level 3–4) 50 Regenerates 5 HP/sec if system is not breached
Elite Firewall (Level 5–6) 100 Regenerates 10 HP/sec; self-repairs draw system alert
Memory Block 15 Holds encrypted data; destroying it wipes the data
Data Vault 40 Destroying extracts nothing — data is shredded on breach
Authentication Server 35 Destroying grants system-wide credential bypass for 1d6 minutes
Security Hub 30 Destroying disables all ICE coordination; ICE act independently
Communications Node 25 Destroying blocks all system messaging; silences alerts
Processing Node 20 Destroying slows system: all ICE −2 to all rolls
Root Server 60 Destroying crashes the entire system; all ICE offline
Sealed Gateway Indestructible Must be unlocked with valid credentials or Spoof
Forced Teleporter (trap) Indestructible Must be spotted and avoided; cannot be destroyed
Open Gateway Indestructible Architectural — cannot be removed
Waypoint Pillar Indestructible Core system infrastructure

Attacking System Objects: Use a normal attack roll (melee or ranged). Objects have no Dodge. Apply damage directly to HP. Objects do not deal damage back unless they are also ICE (e.g. a Security Hub defended by embedded ICE).


Avatar Customization

An avatar is a diver's presence in cyberspace—their body, identity, and weapon platform rolled into one. Most customization is purely cosmetic and carries no Power cost. Combat-capable modifications are the exception.

Base Avatar

Every diver's avatar starts with:

  • Appearance: Fully customizable. Skin, clothing, face, voice, scale, species. No mechanical effect. No Power cost.
  • Avatar Hit Points (HP): Represents the structural integrity of the diver's virtual body. When Avatar HP reaches zero, the avatar is destroyed in cyberspace—the diver is forcibly jacked out and takes 2d6 Stun damage in meatspace from the shock.

Avatar HP = WIL × 5

Avatar Add-Ons

Avatar modifications that grant combat or detection bonuses consume Power while active. Purely cosmetic modifications do not.

Modification Power Cost Benefit Sig Notes
Armor Plating 1–3 +Rank×3 temporary HP buffer (depleted before Avatar HP) +1/Rank Recompiles on jack-out
Combat Frame 1–3 +Rank to melee attack rolls +1/Rank Enhances physical attack software
Sensor Suite 1–2 +Rank×2 to Perception in cyberspace +0 Detects ICE and hidden programs
Stealth Form 1–3 −Rank to Sig while moving −1/Rank Incompatible with Combat Frame
Enlarged Form 1–2 +Rank×5 to Avatar HP maximum +1/Rank Larger target: easier to detect
Micro-Form 1–2 −Rank to detection by ICE Perception −1/Rank Hard to hit: +Rank to Dodge
Wings 0 Cosmetic flight look only—no layer bypass, no Power 0 Must still use Flight program to traverse layers
Intimidation Form 0 +2 to social rolls in cyberspace 0 Cosmetic, no mechanical combat effect

Avatar HP and Damage

  • All damage in cyberspace hits Avatar HP — whether from ICE attacks, melee software, ranged programs, or bombs.
  • Active Armor Plating acts as a buffer: its HP is depleted first before the diver's Avatar HP takes damage.
  • When Avatar HP reaches zero, the avatar is destroyed. The diver is forcibly jacked out with 2d6 Stun damage. Avatar HP damage does not carry over to the physical body — only the disconnect shock does.
  • Avatar HP regenerates fully when the diver jacks out and back in.
  • Black Attack and Biofeedback damage deals its damage to Avatar HP and an equal amount to the diver's physical body simultaneously.

Combat

Initiative

d6 + REF bonus + Deck Tech Level (+1 for Hardwired Cortex)

Actions

Based on neural interface Tech Level:

  • TL 1-2: 1 action/sec
  • TL 3-4: 2 actions/sec
  • TL 5-6: 3 actions/sec

The Three Defenses

Combat in cyberspace follows a clear defensive chain. Each layer must fail before the next is tested:

1. Stealth — Don't Be Found

If the diver is hidden, ICE must detect them before combat begins. The diver rolls Cyberstealth; the ICE rolls its Perception. If the diver's roll is higher, the ICE doesn't notice them and moves on. Stealth is checked once when ICE enters a diver's node or when the diver enters an ICE-occupied node.

Active programs with high Firewall Signatures penalize Stealth (see Software Programs).

2. Dodge — Don't Be Hit

When ICE makes a touch attack, the diver rolls Cyberdiving to evade. Both sides roll d20 and add their relevant stat (diver adds Cyberdiving, ICE adds its Attack bonus). Higher roll wins. On a tie, the diver dodges.

Dodge only works against attacks the diver is aware of. A Wraith striking from stealth cannot be dodged on the first hit.

3. Shield — Absorb the Blow

If the attack lands, Shield programs absorb damage before it reaches the diver's HP. Each Shield program has an absorption value — subtract that from incoming damage. Any remaining damage hits HP.

Reapers ignore Shields entirely. Their damage passes straight through to HP.

Health

  • Avatar HP = WIL × 5. All damage in cyberspace hits Avatar HP. At 0 HP the avatar is destroyed — the diver is forcibly jacked out and takes 2d6 Stun to their physical body. Avatar HP regenerates fully on re-entry.
  • ICE HP: Health of ICE constructs and programs. At 0 HP, the construct is destroyed.

Combat Example

Setup: Kira (WIL 8, REF 3, CyberDiving 14, VR Melee 12, HP 40) has a Power 8 deck. She's running a Rank 4 1-Hand Weapon (Slash effect) and a Rank 4 Shield. She encounters a Scorpion (HP 30, Dodge 12, Attack 14, Speed 20 ft/sec).

Initiative: Kira rolls d6 + 3 = 5. Scorpion rolls d6 + 2 = 4. Kira goes first.

Second 1 — Power Assignment: Kira assigns 4 Power to her 1-Hand Weapon and 4 Power to her Shield (total 8 — maxed). She attacks: d20 + VR Melee 12 = 19 vs. Scorpion Dodge 12 — hit. Damage: 4d6 (Rank 4) × 1.5 (1-Hand multiplier) = 14 HP. Slash ignores 4 points of any Shield the Scorpion has — Scorpion has none, full 14 HP damage. Scorpion HP: 30 → 16.

Scorpion's turn: Closes to melee (already adjacent). Stinger attack: d20 + 14 = 22 vs. Kira's Dodge (CyberDiving 14 + WIL bonus 3 = d20 + 17 = 18) — hit. Damage: 2d6 = 9 HP. Kira's Rank 4 Shield absorbs 2 HP per hit = 7 HP through to Avatar HP. Kira HP: 40 → 33.

Second 2: Kira attacks again — rolls 16 + 12 = 28 vs. Scorpion Dodge 12 — hit. Damage: 4d6 × 1.5 = 18 HP. Scorpion HP: 16 → 0. Destroyed.

Note on Location Damage Multipliers: Programs like ICE Buster and Laser Mine apply Location Damage Multipliers from the core combat rules. When targeting a specific system node (e.g., a firewall processor, memory block, or authentication server), the GM applies the appropriate multiplier based on hit location — see the Location Damage Multipliers table in the core rules.


Danger and Consequences

Trace

The system knows something is wrong. A Trace timer begins at 3d6 seconds and counts down each second. At zero, your physical location is identified—corporate security, police, or worse are dispatched to your meatspace body. Tracer ICE hits halve the remaining timer. Multiple Traces do not stack; the fastest one wins.

Lock

Trapped in a virtual cage. The diver cannot move, jack out, or run movement programs. The Lock must be destroyed (attack its HP) or the diver must be freed by an ally. Spiders deploy Locks on hit. Lock HP varies: standard Lock has HP 15, corporate Lock has HP 25.

Subdual Damage

Non-lethal ICE and Stun-type attacks deal Subdual damage tracked separately from HP. Subdual Track = Avatar HP total. When accumulated subdual damage equals or exceeds max HP, the avatar falls Unconscious.

ICE that deals Subdual damage: Stun Baton, Net, and any attack program loaded with the Stun or Capture effect type. Subdual damage does not reduce available HP while the diver is conscious — it fills a parallel track.

Subdual damage heals completely after jacking out and resting 10 minutes in meatspace.

Unconscious Avatar

When subdual damage reaches max HP the avatar collapses mid-node. The diver loses all visual and sensory input — cyberspace goes dark and silent. While unconscious the diver can still:

  • Attempt Emergency Jack-Out (WIL roll, difficulty 10): On success, yanks the cable — costs 1d6 HP from neural shock. On failure, remains unconscious. May retry once per second.
  • Be freed by an ally who physically moves the diver's body or destroys the restraining ICE in cyberspace.

The collapsed avatar is visible, non-threatening, and immobile. ICE will not attack further but may initiate an IP Scan to locate the diver's meatspace body (see below).

Additional subdual damage while unconscious converts directly to HP damage — lethal. The avatar can now be killed while it lies helpless on the floor.

IP Scan — Locating the Diver

Any ICE present when an avatar is unconscious can begin a physical location trace. Scans escalate through four levels. Each level must complete before the next begins. The diver's allies can jack them out or destroy the scanning ICE to stop the process at any level — a clean disconnect wipes all scan data gathered so far.

Level Name Duration ICE Roll Data Obtained
1 Surface Ping 1d4 seconds Automatic ISP node, general geographic region
2 Network Trace 1d6 seconds Perception vs. 8 City or district, connection type
3 Deep Packet Analysis 2d6 seconds Perception vs. 12 Street address or building
4 Neural Lock 3d6 seconds Perception vs. 16 Exact location + biometrics — security dispatched to meatspace

Countermeasures (if active at time of unconsciousness):

  • Mask program: adds +1d6 seconds to Level 2 duration
  • Backdoor program: adds +2d6 seconds to Level 3 duration
  • Ghost Bot: forces ICE to re-roll a failed Level 2 or 3 scan once

Neural Burn

Black ICE damage that reaches the diver's nervous system. For every 10 HP damage taken from Black ICE in a single session, the diver rolls WIL + Cyberdiving. On a roll of 1-2 on a d6, they lose 1 INT permanently from neural scarring.

Cortex Crash

When a single hit from Black ICE deals 20+ HP damage, the diver's deck may be damaged. Roll d6: on a 1, the deck is destroyed; on a 2, the deck needs repairs before it can be used again.

Biofeedback

Wraith ICE deals damage directly to the diver's physical HP in addition to HP damage. This damage is real and can kill. Biofeedback damage cannot be absorbed by Shield programs—only Dodge or Stealth can prevent it.