Cyber Abilities

"And I heard as it were the noise of thunder one of four marshals saying, `There is no hope, only rules.`"
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This article goes over the general concept of Cyber Rules and contains a list of all Cyber Abilities in the game.

Cyber Effects

"Cyber Effects" are effects that are delivered "wirelessly" (via power packet) using an appropriate in-game item that counts as a Quantum Interface Device (QID) for the purposes of delivering such effects. These effects serve the purpose of allowing a character to manipulate, benefit, detriment, harm or help a target with an appropriate in-game "cyber receiver" for Cyber Effects, such as Wetware or any target within an in-game Cyberverse.

On an in-game "fluff" level, the reason why these effects are delivered via power packet and not automatic is because "quantum data displacement fields" exist and are present in and emitted from all "cyber receivers" in order to filter out rogue signals. Using a power packet represents the ability to pierce the default filter to target the receiver. The default rules for perfect-aiming packets still apply and can be used.

Please note that certain abilities that defend against non-cyber effects can be used to defend against any cyber-effect equivalents. Unless otherwise specified, targets of Cyber Effects are always aware of when they are targeted by an effect and the source of the effect. Unless otherwise specified, all Cyber abilities must be used or delivered via an equal or higher rank QID and 15s of role play.

Quantum Interface Devices

Quantum Interface Devices, also called "QIDs," are computers that have wireless interfaces that allow them to mechanically interact with other targets (either items or characters) have a "cyber receiver." QIDs need to be physrepped appropriately and can be anywhere from the size of handheld phones to the size of tablets or laptops, to as large as desktop computers or servers. They can range from standard-looking by real-life contemporary standards to being virtual headgear / eyewear, to other scifi-looking computer devices. Physreps must match appropriately to the IG item card.

Cyber Receivers

By default, every character in the game, unless specified via approved back story, starts the game with an SRS-V2 chip, which counts as a Cyber Receiver for the purposes of being targeted by Cyber Effects. The SRS-V2 chip does not have or grant Software Slots, though.

Software

With the Develop Software ability (available on a number of Classes), characters can develop Software Applications, which produce special effects when installed on a Cyber Receiver that has Software Slots.

  • Software counts as a special type of Craft Category in which characters can develop software with mechanical benefits and / or detriments
    • Unlike normal crafting, Software cannot be memorized and cannot have blueprints of them made.
  • Software can exist in one of two states: Saved and Installed
    • Software is created by expending D&T points and using the Develop Software move available to various classes. Once developed, Software must be Saved to an equal rank or higher Amulet. Software can only be installed on equal or higher rank Cyber Receivers with Software Slots and takes a specific number of Software Slots in order to be saved or installed.
    • By default, unless otherwise specified, Amulets and Cyber Receivers have a number of Software Slots equal to the rank of the item.
    • Software slots are a number of virtual "slots" that software can be saved or installed into.
    • Installed Software affects a character or device with the effect of the Software
    • Saved Software takes up the same number of Software Slots, but does not count as installed and therefore does not produce an effect
    • Installing Software on a Cyber Receiver does not remove it from its saved location, but it does require a Developer's Kit, at least one License Key and any number of unique Drivers in order to be installed. License Keys and Drivers are essentially install components that are consumed upon each individual installation of the software onto a target. The Developer's Kit, while required, is never consumed unless otherwise specified.
  • Software can come in malicious forms, called RogueWare.
  • Certain abilities or even specific types of Software and cybernetic hardware may affect, interact with, alter, disable, or enhance software apps in varying levels of capacity.

Please see List of Cyber Abilities, Software Applications, and any other relevant cyber rules on specific Origins and / or Classes for more information.

List of Cyber Abilities

Below is a list of all the Cyber Abilities a character could possibly learn in the game.

Name Type Effect Mode Prerequisites Description
Check Logs
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft This works on an incapacitated, shut down, dead, or an up and running target. The user can ask one in-game question per rank and will get one answer for each question. This Power compels the target to speak only the truth. Information gained by the character is in the form of audio, video, or text from the QID. The questions can be about anything, such as the time before the death or destruction of the device, or any other info the user thinks they may glean from accessing device logs. This counts as a Cyber Mind Effect and may require a marshal to answer questions for inanimate/NPC devices and/or Synths.
Code Parsing
Mental Power Cyber Ongoing Equal rank or higher: Install/Uninstall Software The character must spend 1 hour to uninstall an equal or lower rank Software App installed on a target and create a copy of that software in a Save state to an available software slot on an equal or higher rank Amulet attached to the QID being used to perform this Cyber Ability. This may also be used to simply copy/cut one Saved State target software app of equal or lower rank from one Amulet to another.
Computerized Diagnosis
Mental Power Cyber Temporary Equal rank or higher: Cybercraft AND Maintain OR Repair: Electronic The character creates a temporary schematic of a target Synth, artificial being, or broken electronic device of equal or lower rank that lasts for 4 hours and is stored on the QID that is used to perform this ability. So long as this temporary schematic is referenced during role play of an equal or lower rank Maintain or Repair Electronic ability, the role play timer for them is reduced by -1 time interval.
Cybercraft
Skill D&T Permanent Equal rank or higher Knowledge: Science - Computer Technology The character may perform any sort of digital/virtual move they can think of as a Death & Taxes Action. This could be hacking an e-mail address for e-mails, sending fake nude photos from one e-mail to another, or simply setting up firewalled protections to increase defense against future potential Cybercraft attacks. Cybercraft Death & Taxes Actions cost 4 D&T points.

Additionally, at Plot Marshal discretion only, the rank of Cybercraft possessed by a character may be used for the purposes of participating in cyber-related at-event module challenges, though no Effective Attribute bonuses apply.

Denial of Service
Mental Power Cyber Temporary Equal rank or higher: Cybercraft The target now has Lockout +1 for all powers of equal or lower rank added for 15s. This may be defended against as if it were a Pain Effect.
Develop Software
Skill Craft Permanent Equal rank or higher: Cybercraft The character can code software apps of equal or lower rank and store them on an equal or higher rank Amulet as per the Software Rules. This must be done via D&T submission, using this ability as a 3 point D&T action to do so. When successful, the character may download a Software App in Save State directly to the Amulet. See List of Common Software Apps for what apps can be commonly downloaded in this way. This action normally does not take more than one successful submission.

Alternatively, this ability can be used to perform Death & Taxes R&D Actions in order for a character to research and develop their own new Software Applications in Save State. Doing this follows the normal R&D rules for D&T time investment.

Disrupt
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft Target instantly is removed from concentration and any equal or lower rank sustained or concentration effects are ended. This may be defended against as if it were a Mind Effect
Encrypt / Decrypt
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft Encrypt takes 15 minutes to perform. The character performing this as Encryption must create a "password" and must target a Software App that is in Installed State or a QID. The target Software App cannot be Uninstalled or Code Parsed and / or the target QID cannot be utilized in any fashion or targeted with Cyber Abilities until the password is input (5s role play) or they are first Decrypted with an equal or higher rank Decrypt. Decrypt takes 15 minutes to perform.
Feedback
Mental Power Cyber Ongoing Equal rank or higher: Jolt Target takes 2 direct damage per rank per minute. This may be defended against as if it were a Pain Effect
Firewall
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft Negate equal or lower rank Cyber Effect that would have otherwise affected you.
Forge Logs
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft The Cybernaut creates answers for a number of questions of their choosing equal to the rank of this ability that would be the answers given should another character Check Logs the target. This is a permanent ongoing effect and counts as an equal rank lie.
Install / Uninstall Software App
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft By using an equal or higher rank QID along with an equal or lower rank Amulet that has equal or lower rank Software on it in a Saved State and using appropriate Software App components to Install, the character may role play for 15 minutes to copy the Saved Software from the Amulet to a target within 10 feet and immediately turn that copy into an Installed State. Alternatively, this may be used on a target within 10 feet to uninstall a target equal or lower rank Software. Uninstalling Software in this way deletes it entirely, it does not revert to a Saved State nor does it create a copy.
Jolt
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft Deal 6 direct shock per rank to a target. This may be defended against as if it were a Pain Effect.
Lag Spike
Mental Power Cyber Temporary Equal rank or higher: Cybercraft Target is put into an Exhaustion Effect for 1 minute. This may be defended against as if it were a Pain Effect.
Matrix: Armor
Mental Power Cyber Temporary Equal rank or higher: Cybercraft This ability can only be used on targets in a virtual Cyberverse. Surge 1 hour. The target gains +4 Protection per rank for 1 hour so long as that character remains in a virtual Cyberverse. This protection will work against direct, bullet, and ener (reespectively and collectively) at basic, expert, and master ranks.
Matrix: Buff
Mental Power Cyber Temporary Equal rank or higher: Cybercraft This ability can only be used on targets in a virtual Cyberverse. Surge 1 hour. The target gains +2 Cerebral Power uses, +2 Physical Power Uses, and +1 Extraordinary Power Uses per rank for 1 hour so long as that character remains in a virtual Cyberverse.
Matrix: Damage
Mental Power Cyber Temporary Equal rank or higher: Cybercraft This ability can only be used while in a virtual Cyberverse. When first earning this ability, the character chooses two of the following damage types: heat, cold, shock, bullet, bio. Surge 15m. The character may role play for 15 seconds to imbue a target to strike for one of the chosen damage types at +2 per rank for 15m. This allows a target to exceed damage cap by the respective amount per rank.
Matrix: Item
Mental Power Cyber Temporary Equal rank or higher: Cybercraft This ability can only be used while in a virtual Cyberverse. When first earning this ability, the character chooses up to a maximum of 4 items from the Common Items List. Whenever this ability increases in rank, so do the items that were chosen when this ability was first taken. Items that only exist at higher ranks may be chosen, but cannot be utilized in any way with this ability until the ability is at the appropriate rank. Surge 15m. The character may role play for 15 seconds to manifest one of the chosen items at equal or lower rank. The manifested item will last for 1 hour.
Matrix: Power
Mental Power Cyber Temporary Equal rank or higher: Cybercraft This ability can only be used while in a virtual Cyberverse. When first earning this ability, the character chooses up to a maximum of 4 powers from the Common Abilities List. Whenever this ability increases in rank, so do the powers that were chosen when this ability was first taken. Powers that only exist at higher ranks may be chosen, but cannot be utilized in any way with this ability until the ability is at the appropriate rank. Surge 15m. The character may role play for 15 seconds to imbue one of the chosen powers at equal or lower rank into a target to use with their own power pool for 1 hour.
Matrix: Recover
Mental Power Cyber Temporary Equal rank or higher: Cybercraft This ability can only be used on targets in a virtual Cyberverse. Surge 1 hour. The target's recovery intervals are -1 time interval to a minimum of 15s so long as that character remains in a virtual Cyberverse. If the character already had a recovery interval of 15s, then they may choose to recover 1 additional option per recovery interval instead. This lasts for 5m/15m/1h for basic/expert/master rank.
Matrix: Refresh
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft This ability can only be used on targets in a virtual Cyberverse. Surge 15m. The target instantly recovers 1 Physical or Cerebral Power Use per rank.
Overload
Mental Power Cyber Ongoing Equal rank or higher: Power Cycle Surge 5m. Target takes a Slay Effect. This may be defended against as if it were a Pain Effect.
Power Cycle
Mental Power Cyber Temporary Equal rank or higher: Cybercraft The target device or Synth character is shut down for 15 seconds before turning back on. When the device turns back on, all temporary Cyber Effects on the target are nullified. The 15-second downtime counts as a Cyber Incapacitate Effect.
Preventative Maintenance
Mental Power Cyber Temporary Equal rank or higher: Firewall The target device gains 1 invokable "Preventive Maintenance" per rank of this ability, which can be used to negate any equal or lower rank Cyber Effect.
Port Scan
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft The target must reveal to the character whether or not they have a Cyber Receiver and / or QID and how many they have. Characters will not be able to determine the source of this Cyber Effect; however, they will still know the effect was attempted on them. If this ability is not defended against in some way, then the character immediately recovers the spent power used to fuel this ability.
Proxy
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft Redirect equal or lower rank Cyber Effect that would have otherwise affected another target within 10 feet to you instead.
Remote Control
Mental Power Cyber Temporary Equal rank or higher: Scheduled Task The user dominates the target for 1 minute. This can be defended as a Mind Effect.
Scheduled Task
Mental Power Cyber Ongoing Equal rank or higher: Cybercraft The user may implant a "command" that auto-invokes based on whatever criteria the user decides. Commands are limited to whatever a device is capable of actually doing. Self-destruction, suicide, and overt death-causing commands are usually not possible (especially in the case of Synths). Once invoked, the target of the Scheduled Task is compelled to immediately perform the command. The Scheduled Task must be a single, performable action, not an ongoing amorphous task. This can be defended against as a Mind Effect.
System Administration
Mental Power Cyber Nullify Ongoing Equal rank or higher: Cybercraft After role playing for 5 seconds, the user can remove any one equal rank or lower Cyber Effect from the target.
Virtual Warfare
Skill D&T Permanent Equal rank or higher: Cybercraft The character adds a +1D4 roll per rank to any Cybercraft D&T they submit.

List of Available Software

Below is a list of all the common Applications a character could find or develop in the game as well as Install Components.

Component Values by Rank (in Units)
Component Name Basic Expert Master
Driver 250 500 1000
License Key 1000 2000 4000
Developer's Kit 2500 5000 10000
Item Name Category Time Components Description Value
Codex: 101 Standard Software D&T Only

These requirements are for installation, not development.


  • 1 Software Slot

  • 1 License Key
  • 2 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • Intelligence 3

Upon development of any Codex: 101 Standard software, the developer must choose 3 Knowledges. The Codex represents those Knowledges. When this software is installed on any character or device, the character or device is considered to have those Knowledges. The Knowledges are equal to the rank of the software. For characters, these Knowledges can be used as normal. For devices, the Check Logs ability may be used to access the target device's Knowledges to utilize in lieu of actually having the Knowledges.

3,000
Codex: 201 Advanced Software D&T Only

These requirements are for installation, not development.


  • 1 Software Slot

  • 1 License Key
  • 4 Drivers
  • 1 Developer's Kit
Installation Prerequisites

Upon development of any Codex: 201 Advanced software, the developer must create 3 Knowledge Foci. The Codex represents those Knowledge Foci. When this software is installed on any character or device, the character or device is considered to have those Knowledge Foci. The Knowledge Foci are equal to the rank of the software. For characters, these Knowledge Foci can be used as normal. For devices, the Check Logs ability may be used to access the target device's Knowledge Foci to utilize in lieu of actually having the Knowledge Foci.

4,000
Enhancement: Dexterity Software D&T Only

These requirements are for installation, not development.


  • 2 Software Slots

  • 2 License Keys
  • 4 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • Character-only Cyber Receiver
  • Minimum Actual 3 in Related Attribute

This software grants any character with it installed +1 effective dexterity per rank. This software can only have one instance of it installed on a target at any time, regardless of rank or available software slots.

6,000
Enhancement: Influence Software D&T Only

These requirements are for installation, not development.


  • 2 Software Slots

  • 2 License Keys
  • 4 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • Character-only Cyber Receiver
  • Minimum Actual 3 in Related Attribute

This software grants any character with it installed +1 effective influence per rank. This software can only have one instance of it installed on a target at any time, regardless of rank or available software slots.

6,000
Enhancement: Intelligence Software D&T Only

These requirements are for installation, not development.


  • 2 Software Slots

  • 2 License Keys
  • 4 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • Character-only Cyber Receiver
  • Minimum Actual 3 in Related Attribute

This software grants any character with it installed +1 effective intelligence per rank. This software can only have one instance of it installed on a target at any time, regardless of rank or available software slots.

6,000
Enhancement: Wisdom Software D&T Only

These requirements are for installation, not development.


  • 2 Software Slots

  • 2 License Keys
  • 4 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • Character-only Cyber Receiver
  • Minimum Actual 3 in Related Attribute

This software grants any character with it installed +1 effective wisdom per rank. This software can only have one instance of it installed on a target at any time, regardless of rank or available software slots.

6,000
Packet Filter Software D&T Only

These requirements are for installation, not development.


  • 1 Software Slot

  • 1 License Key
  • 4 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • Intelligence 5

This software grants the character or device equal rank Firewall to use against Cyber Effects.

4000
RogueWare: Backdoor Software D&T Only

These requirements are for installation, not development.


  • 0 Software Slots

  • 2 License Keys
  • 5 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • None

This software counts as RogueWare and can only be developed alongside another Software App as a hidden addon. This is simultaneously installed into a target if the bundled Software is. The time to install is not affected. Once installed, a unique RogueWare Console for this specific Software Installation only is generated on a QID of choice that the installer has access to which takes up 1 Software Slot on the device and counts as Installed Software. While using the device, the operator can use any Cyber Abilities they know on the target without a range limit between events as a Cybercraft move.

6,500
RogueWare: Ransom Software D&T Only

These requirements are for installation, not development.


  • 0 Software Slots

  • 2 License Keys
  • 10 Drivers
  • 1 Developer's Kit
Installation Prerequisites
  • None

This software counts as RogueWare and can only be developed alongside another Software App as a hidden addon. This is simultaneously installed into a target if the bundled Software is. The time to install is not affected. Once installed, a unique RogueWare Console for this specific Software Installation only is generated on a QID of choice that the installer has access to which takes up 4 Software Slots on the device and counts as Installed Software. Lockout 3 months. By role playing for 1 hour, the character can make one quarterly payment of 2,500 units per rank of the RogueWare towards their own life debt by adding double the amount of the payment in life debt to the character with the RogueWare installed.

9,000