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5 Athena

Barriers, Code Gates


While Athena is active, the runner may spend
aa to identify one unidentified piece of ice on
the system. Athena is too large to be used on
a PAD. Can only be hosted on a rig or larger.

7/2600 (R)
6 Battering Ram

Barriers
No additional rules.

5/400
4 Corroder

Barriers
While Corroder is active, the runner may spend
aa from a check to break ice to reduce the
strength of the ice the runner is attempting to
break by 1 to a minimum of 1 until the end of
the encounter.

4/350 (R)
3 Crypsis

Barriers, Code Gates, Sentries


After a runner uses Crypsis to break a piece
of ice, they must spend a maneuver. If they do
not, Crypsis becomes damaged one step. Can only
be hosted on a rig or larger.

5/450 (R)
5 Faerie

Sentries
After a runner attempts to break ice while us-
ing Faerie, Faerie deactivates and may not be
used again for the rest of the encounter.

3/300
4 Femme Fatale

Sentries
Once per encounter, when a runner attempts to
break a piece of ice while Femme Fatale is
active, the runner may spend one Story Point
to succeed without making a check. Once per
encounter, when a runner attempts to break a
piece of ice while Femme Fatale is active, the
GM may spend one Story Point to add d to the
check.

6/1200 (R)
2 Garrote

Sentries
When a runner uses Garrote to break a sentry,
the runner may spend a to stop the sentry from
notifying any sysops or systems administrators
about the runner’s existence (whether or not
the runner successfully breaks the ice). After
attempting to break a piece of ice, the runner
may spend a to add s to the next break ice
check made targeting the same piece of ice dur-
ing the encounter.

2/225
3 Gordian Blade

Code Gates
While Gordian Blade is active, the runner may
spend aa to increase Gordian Blade’s override
strength to 4 until the end of their follow-
ing turn.

4/400
0 Remora

Code Gates, Sentries


When a runner uses Remora to break sentries or
code gates, the runner may spend aaa or t
to avoid suffering any of the effects from fail-
ing to override the ice. (This does not apply
to anyting that might happen due to the ice’s
additional rules.)

3/475 (R)
6 Sagittarius A*

Barriers, Code Gates, Sentries


When Sagittarius A* successfully overrides a
piece of ice, it destroys it. When a runner
uses Sagittarius A* to break a piece of ice,
the runner must spend a or t to destroy
another piece of active ice on the system,
and the GM must spend h or d to destroy one
other icebreaker on the runner’s rig. If there
are no other pieces of active ice on the sys-
tem, the runner must spend a or t to destroy
the system, instead.

8/2000 (R)
9 Torch

Code Gates
The runner may spend a after successfully
breaking a piece of ice to stop that piece of
ice from being reactivated for the remainder of
the encounter.

9/3000 (R)
1 Yog.0

Code Gates

While Yog.0 is active, after making a break
ice check the runner may spend aaa or t to
override the targeted code gate (even if the
override strength does not exceed the program
strength).

6/550 (R)
Back Door

The runner has previously setup a permanent


means of accessing the system without needing
to deal with its verification protocols. The
difficulty of the access system action becomes
Easy (k) as long as the runner can access the
back door.
Fire Wall 6

Barrier
If a character attempts to break this ice and
fails, they are unable to access the sub-system
Fire Wall protects.

3/400
Great Wall 6

Barrier
If a character attempts to break this ice and
fails, they are unable to access the sub-system
Great Wall protects. Up to three sub-systems
may be protected by this ice.

4/600
Hadrian’s Wall 8

Barrier
If a character attempts to break this ice and
fails, they are unable to access the sub-system
Hadrian’s Wall protects. During their turn, a
sysop may spend a maneuver to reinforce Hadri-
an’s Wall. If they do so, the ice increases its
program strength to 10 until the end of the
sysop’s next turn.

5/650
Heimdall 1.0 7

Barrier
If a character attempts to break this ice and
fails, they are unable to access the sub-sys-
tem Heimdall 1.0 protects. During their turn,
a runner may spend a maneuver to interact with
Heimdall 1.0. If they do so, they decrease
Heimdall 1.0’s program strength by 1 until the
end of their next round. The runner must add
h for each previous time they have encountered
Heimdall 1.0 until the end of the encounter.

6/1000 (R)
Ice Wall 5

Barrier
If a character attempts to break this ice and
fails, they are unable to access the sub-system
Ice Wall protects.

2/250
Archer 5

Sentry
If a character attempts to break this ice and
fails, the sysops or other system admins are
immediately notified of the intrusion, and one
of the runner’s icebreakers is destroyed. Arch-
er then deactivates until the end of the run-
ner’s next turn. If the runner generates hhh
when attempting to break Archer, one of the
runner’s icebreakers (GM choice) is damaged two
steps. If the runner generates d, one of their
icebreakers is destroyed instead.

5/850 (R)
Hawk’s Eye 4

Sentry
If a character attempts to break this ice and fails,
the sysops or other system admins are immediately
notified of the intrusion and Hawk’s Eye provides
any sysops who access the system during the current
encounter one successful trace against the runner.
Hawk’s Eye then deactivates until the end of the
runner’s next turn. If the runner generates hh
when attempting to break Hawk’s eye, Hawk’s Eye
provides any sysop who access the system during the
encounter one successful trace against the runner.

4/475
Janus 1.0 9

Sentry
If a character attempts to break this ice and fails,
the system of the rig or computer the runner is using
is destroyed (which also kicks the runner out of the
system). If the runner is using a BMI, they suffer an
automatic Head Ringer Critical Injury instead, and they
must attempt to override Janus again during their fol-
lowing turn. If they are already suffering from the Head
Ringer Critical Injury, they suffer the End is Nigh Crit-
ical Injury instead. For every h the runner generates
when attempting to break Janus 1.0, the runner suffers 2
strain. If the runner is using a BMI, they suffer 1 strain
and 1 wound instead.

8/5000 (R)
Sentinel 3

Sentry
If a character attempts to break this ice and
fails, the sysops or other system admins are
immediately notified of the intrusion. Sentinel
then deactivates until the end of the runner’s
next turn.

2/100
Shinobi 3

Sentry
If a character attempts to break this ice and
fails, the runner suffers 6 strain and one of
their icebreakers is damaged one step. Shinobi
then moves to protect a different sub-system on
the system (if able). For every h the runner
generates when attempting to break Shinobi, the
runners 2 strain.

3/550 (R)
Authenticator 3

Code Gate
If a runner attempts to break this ice and
fails, they lose access to the entire sys-
tem and must perform the access system action
again.

2/300
Enigma 3

Code Gate
If a runner attempts to break this ice and
fails, they lose access to the entire sys-
tem and must perform the access system ac-
tion again. Before breaking Enigma, the runner
must spend a maneuver studying it. If they are
unable to do, they may not attempt to break
Engima.

2/400
Pop-up 2

Code Gate
If a runner attempts to break this ice and
fails, they suffer 2 strain. Pop-up then de-
activates until the end of the runner’s next
turn. The runner may feel a fleeting compulsion
to buy a new hopper, refinance the mortgage on
their condo-hab, or invest their credits in
precious metals.

1/25
Syn 2.2 6

Code Gate
If a runner attempts to break this ice and
fails, they lose access to the entire sys-
tem and must perform the access system action
again. If a runner fails to break Syn, they add
ff to any further attempts to break this piece
of ice until the end of the encounter.

5/1250
Tollbooth 3

Code Gate
If a runner attempts to break this ice and
fails, they lose access to the entire sys-
tem and must perform the access system action
again. The runner may pay a set fee (usually
between 5 and 50 credits) to automatically suc-
ceed on their check to break Tollbooth.

2/200
Viktor 2.0 4

Code Gate
If a runner attempts to break this ice and
fails, they lose access to the entire sys-
tem and must perform the access system action
again. For every h the runner generates when
attempting to break Viktor 2.0, the runner suf-
fers 1 strain. If the runner is using a BMI,
they suffer 1 wound instead.

5/1000 (R)
Security Cameras

Possible uses of Enact Command:


• Disabling or enabling one or more cameras
• Viewing the live feed from one camera
• Disabling or enabling the recording (if
available) of one or more cameras.
• Loop footage to create a false image.
24-Hour Camera
Footage Storage

Possible uses of Enact Command:


• Delete any time range of footage
• Download any time range of footage
• View any time range of footage

All footage limited to the previous 24-hour


rolling period.
Deep Archived Camera
Footage Storage

Possible uses of Enact Command:


• Delete any time range of footage
• Download any time range of footage
• View any time range of footage

All footage limited to the previous 5-year


rolling period excluding the previous 24-hours.
Emergency Lighting

Possible uses of Enact Command:


• Disable or enable emergency lighting
Lighting

Possible uses of Enact Command:


• Disable or enable lighting
• Turn on or off lighting in one or more rooms
HVAC

Possible uses of Enact Command:


• Disable or enabled heating or cooling
• Set temperature of one or more rooms
Security Doors

Possible uses of Enact Command:


• Open or close one or more security doors
• Lock or unlock one or more security doors
High Secure Data

Possible uses of Enact Command:


• Download data
• Delete data
• Overwrite data
Self Destruct

Possible uses of Enact Command:


• Begin a self-destruct countdown
• Self-destruct immediately

The area destroyed by this sub-system could be


the entire structure or only a portion.
Area Access

Possible uses of Enact Command:


• Lock or unlock access to area
• Open or close access to area
Structure Map

Possible uses of Enact Command:


• View map
• Download map
• Alter map
Elevators

Possible uses of Enact Command:


• Disable or enable elevator function
• Lock or unlock elevator doors
• Move one or more elevators to specific floors
Control System

Possible uses of Enact Command:


• Disable or enable vehicle controls
• Input to controls to move vehicle
Weapon System

Possible uses of Enact Command:


• Disable or enable weapons
• Fire weapons
• Lock target (if targeting available)
PAD Control

Possible uses of Enact Command:


• Perform any action available on the PAD as if
it were performed by the PAD owner
• Download any available data
• Upload any data
• Alter any data
INITIATIVE
Roll Cool or Vigilance (GM determines).

TURN
Reasonable number of incidentals. One maneuver and
action.

INCIDENTAL
Attempt Access: Move attention to a sub-system. If the
sub-system is protected by ice the runner must perform
the Break Ice action, but the sysop does not encounter ice.

MANEUVERS
Enact Command (Runner, Sysop): May utilize the cur-
rently accessed sub-system.
Activate Program (Runner, Sysop): Activate or reactive
ice or icebreaker.
Go Deep: Requires BMI, Skulljack, or Spinal Modem. Al-
lows second maneuver without spending strain, but may
not interact with real world.
Go Shallow: Requires a previous Go Deep maneuver. No
longer considered “deep”. Second maneuver now costs
strain, but may interact with real world.
You may suffer 2 strain to perform a second maneuver.
ACTIONS
Access System (Runner): (Varies by system): A runner
must succeed before they may perform any other actions,
maneuvers, or incidentals on the target system.
Burn System (Runner, Sysop): (Daunting (kkkk) Hack-
ing): Accessed system is damaged one step per ss.
Break Ice (Runner): (Average (kk)): Once action start-
ed, runner learns ice details. Uncancelled s determines
strength. If successful, any active icebreaker may be used
and its strength is added to the attempt. Only icebreakers
with matching type of the ice being encountered may be
used. Ice and icebreakers may have additional rules that
apply to the situation.
Trace User (Sysop): (Opposed Sysops vs Hacking): Each
successful attempt gives more information about a runner
currently accessing the system.
Lockout (Sysop): (Formidable (kkkkk)): Each success-
ful Trace User action reduces the difficulty by 1 to a mini-
mum of Easy (k). If successful, the runner loses access to
the system and must attempt again.
Sweep (Sysop): (Hard (kkk)): If successful, the sysop
becomes aware of a runner in their system, plus one addi-
tional intruder for every uncancelled s.
Perform a maneuver: Does not cost strain, but if you have
already performed two maneuvers you may not take this
action.
SPENDING a AND t
a Opportunity Identified: Add j to next
or Computers check
t Thorough Override (Runner Only): If ice bro-
ken, it cannot reactive for 1 additional round.

aa Quick Commands: May perform additional


or enact command maneuver as incidental
t Cover Tracks (Runner Only): Add j to sysop’s
next Trace

aaa Trolling: Inflict 3 strain on another user in


or system
t Permanent Back Door (Runner Only):
Accessing the system again is Easy (k)
Successful Trace (Sysop Only): 1 successful
trace

t Hard Shutdown (Runner Only): If ice broken,


cannot be reactivated for the remainder of
encounter.
Blurred Sig (Runner Only): Cancel one trace.
Scouting Ahead (Runner Only): Learn details
of one unencountered ice on the system.
Backup Ice (Sysop Only): System immediately
gains an active Ice Wall barrier.
Identified Exploit (Sysop): Remove one back
door.
SPENDING h AND d
h Disorganized System: Add j to next Com-
or puters check
d Online Distraction: Add jj to any non-Com-
puter checks next turn

hh Limited Access (Runner Only): May only


or perform one Network action or one Network
d maneuver during next turn.
I Know You! (Runner Only): Next successful
Trace on this user results in one additional
trace.
Careless Protocols (Sysop Only): Reduce
strength of one active ice by 1 to a minimum
of 1.

hhh Major Alert (Runner Only): All users become


or aware of intruder
d Permanent Back Door (Sysop Only): Access-
ing the system again is Easy (k).

d Successful Trace (Runner Only): Successfully


trace the runner once.
Wrong Person (Sysop Only): A trace gets one
critical piece of information wrong about the
runner.

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