.
 

EDGETECH
 

 

 

Like the derelict, dissident souls of most plexes the Void is seemingly everywhere, though most see only those few aspects of it that relate to their own perspectives of the moment. A perpetually flowing world of surreal incandescence and fluctuating bits of light and data that ebb and flow in a ceaseless, orchestrated dance. An other dimensional backdrop to the waking world, that is utilized by most to such a degree that it’s taken for granted almost as much as air. Relatively invisible the Void is virtually omnipotent when it comes to affecting people’s day to day lives. To most, this consensual illusion is a simple expedience, a means to an end in whatever pursuit of the moment busies them. To a select few the Void is a lawless Wild West, where anything is possible with enough gear, skill and luck These select few are the digitized gunslingers and virtual gladiators of the Void, data-pirates and guardians of the proverbial well of all knowledge. One and all, they risk their neurons and the lives as they ride the rushing avalanche of information through a scintillating world of blistering light and nanosecond swift danger that flat-lines the uninitiated out of hand.

   
  Cyberjacks, micro-memory, a host of useful cybernetic devices and of course the state of the art cyberdecks that act as both armament and armor grant these neuromancers the means by which they skirt the edge of destruction at incalculable speeds in pursuit of the prize of the moment, while their meat bodies sit in a near comatose torpor. Below is the data that allows the Void outlaws and authorities to flourish and survive. Jack in, you might see something you like.
 

   

EdgeTech Quickjump

   
   

 

   
   

Cyberdeck Design

   
   

Add-ons

   
   

Bare-bone Cyberdecks

   

 
  CyberjackS - Far from common in their usage, these specialized pieces of ware are most often used by corporate wageslaves who purchase the lower end cyberjacks in an attempt to gain an edge over those interfacing intra-corporate systems via more basic com or holographic based jacks. The faint of heart or rightfully paranoid will avoid cyberjacks altogether, as there use subjects one to the risk of being ghost-hacked. A cyberjack allows its user to function and manipulate things within the Void to a far greater degree and infinitely faster than any other form of interface. While it is readily possible to interface with the matrix utilizing only a cyberjack, hackers, data-pirates and even legitimate users will almost always utilize a cyberdeck or much slower interface option to limit their exposure to the risks that go hand in hand with utilizing direct neural interfaces.
   

 

   
 

Cyberdecks - In essence a cyberdeck is a concrete yet gossamer thin veil between the user of a cyberjack and the quicksilver realm of the Void. This potent barrier between the searing conduits of continuously flowing data and the user's own brain both augments the user's abilities and experience, and gives them a greater degree of protection from other other users, virals, programs and deadly ICE. A cyberdeck is a very specialized expert micro computer, that is easily on par with the mainframes that the worlds' corporations, megacorporations and governments utilize to see to their complex minute to minute functionality. Everyone and thing, utilizing the Void takes on a form of some sort. For those using any non direct neural interface, the Void runs along the line of a personal interactive holographic projection. Due to the relative weakness of their link in comparison to neural connections, both the potential danger and their own speed and functionality is drastically limited by comparison. Alternatively, neural interfacing subject's one to the risk of having their very minds hacked, whether being rendered a drooling vegetable or being locked into a perpetual grand mal seizure, they are at far greater risk than those who use lesser methods. The counterbalance to this, is that this tenuous link allows the user to interface and interact with the Void at speeds and to such an extent that defy easy comprehension by the layman Void user.

 

 
 

Architecture - There are four different tiers of cyberdeck architecture, each representing and consisting of aspects of those architectures beneath it to one degree or another but advanced enough so as to make worlds of difference in the Void. The varying strata of architecture affect speed, heat generation, innate capabilities, relative levels of active memory and data-throughput. Within the precincts of the Void itself, the effects of each architecture vary to a much larger degree.

   

 

   
 

Optical Architecture - For the most part optical systems are the norm and provide no additional bonuses in the matrix. Such systems allow their users to experience iconography and the matrix as an almost flawless surreal digital representation.

   

 

   
 

Parallel Architecture - Parallel systems utilize and further improve upon optical architecture. Parallel systems are both costly and rarer than optical based systems, and the user of one gains a natural neuro-flash affect granting them increased reflexes and protection when performing actions within the Void.

   

 

   
 

Molecular Architecture - Molecular systems take the parallel architecture to heretofore undiscovered vistas in relation to computational speed and power, and are exceedingly rare. As is the case with parallel based systems the user of a molecular cyberdeck gains a natural neural flash affect, granting them increased reflexes and both defensive and offensive capabilities within the Void.

   

 

   
 

Quantum Architecture - The cutting edge of technology, quantum based systems include and vastly improve upon molecular models. These devastatingly effective systems are so rare as to be considered myth by many hackers and the general public alike. In most cases quantum based systems are scores of superstacks since actual decks have proven to be unfeasible at best. These systems are generally fielded by megacorporations and near mega-level corporations exclusively and even then in relatively short supply. As is the case with molecular based architectures the user of a quantum system gains a natural neural flash affect, which in turn grants increased reflexes and a potent degree of enhanced defensive and offensive strength within the Void.

 

 

 

 

   

CYBERDECK DESIGN

   
 

 

 

 

 

Type

Function

Cost

INDEX

   

 

   
 

Master Processing Unit  (MPU)

 (Optical)          AMMU          HG          DTR            DR           RB             BP

(Optical)

 

 

1:                        4            1           2             0       1d4+2        20

1:20000 18
 

2:                        6            2           4            -1       2d4+3        24

2:34000 20
 

3:                        9            3           6            -1       4d4+6        28

3:48000 22
 

 (Parallel)          AMMU          HG          DTR            DR           RB            BP

(Parallel)

 
 

1:                       12            2           8            -1      1d4+2        38

1:100000 24
 

2:                       15            3          10           -2      2d4+3        44

2:140000 26
 

3:                       18            4          12           -2      4d4+6        50

3:280000 28
 

 (Molecular)      AMMU          HG          DTR            DR           RB            BP

(Molecular)

 
 

1:                       22            1          14           -2       1d4+2        62

1:350000 30
 

2:                       23            2          16           -3       2d4+3        70

2:400000 32
 

3:                       26            2          18           -3       4d4+6        78

3:450000 34
 

 (Quantum)       AMMU          HG          DTR            DR           RB            BP

(Quantum)

 
 

1:                       31            -          20           -4       1d4+2        94

1:1000000 36
 

2:                       34            -          22           -4       2d4+3       106

2:2000000 38
 

3:                       37            -          24           -5       4d4+6       118

3:4500000 40
  Master Processing Units are both the brain and nervous system of a cyberdeck. The maximum number of MPU(s) a deck can have is generally one as only a minor benefit is derived by including more than this in the construction of any deck and the costs to benefit ratio is prohibitive. All parallel, molecular, quantum and highest level optical MPU(s) grant an additional degree of damage reduction DR to the deck itself and enhances a deck's integral defenses as represented by the barrier points BP. The innate reflex bonus RB rises proportionately to the architecture and strength of a given MPU. Apart from the obvious variances between the architecture types, the more advanced the deck in question, generally the smaller it is and conversely, the more power it requires to function. In an opposed contest, whether it's a system versus a hacker or a hacker against another hacker, if there is a disparity in architectures, it can vastly affect things. In essence, a lower system effectively loses its RB against a system or cyberdeck of a higher architectural type. (ie.) An optical deck versus a parallel system has no effective RB against the much faster parallel system. In cases where one system or deck is two or more tiers higher, the higher system gains a multiplier bonus against the lower echelon system or deck. (ie.) A molecular deck pitted against an optical system gains a (x2) multiplier to its RB, while the optical system gains no RB whatsoever.
  Note: Anything above the lowest version of a parallel cyberdeck is generally as rare as gold on the streets, while molecular cyberdecks are rarer still and quantum decks are so rare as to be considered an urban myth by many. Generally the best deck most Corpse use are optical (lvl3) and on the rarest of occasions a parallel (lvl1). Most corporations don't consider molecular and quantum cyberdecks to be cost effective and are waiting for the R&D eggheads to normalize their manufacture to the point that they become more feasible. The general exception to this rule is that most megacorps field their Void security with parallel (lvl3) and molecular decks at times and each system generally has a pair of aces who work intermittently to provide a quantum tiered degree of master user oversight, but rather than a single deck, a room filled with superstacks is utilized.
 

Abbreviation Key: (MPU - Master Processing Unit) (AMMU- Active Micro-Memory Units) (HG- Heat Generation) (RB - Reflex Bonus) (DTR- Data-Transfer Rating) (DR- Damage Reduction) (BP-Barrier Points)

   

 

   
 

Diffusion Array (DA)

DR           DP           HF          DA Rating 

 

 

1:                                -          15           -                +2

1:14000 20
 

2:                                -          15           -                +4

2:26000 22
 

3:                               -1          20          -                 +6

3:34000 24
 

4:                               -1          20         +1                +8

4:44000 26
 

5:                               -2          25         +2               +10

5:54000 28
 

6:                               -3          30         +3               +12

6:66000 30
  The Diffusion Array is the last line of defense between the deck's MPU and all subsequent memory forms, be it active, storage, headware and potentially even the mind of the hacker itself, from intrusion and manipulation. The Diffusion Array is essentially an added layer of protection that augments the MPU's BP and DR. The Diffusion Array deals with attacks aimed primarily at the cyberdeck itself and adds its statistics, where applicable to those of the MPU in such an event.
  Note: If the hacker's DP reaches 0 he or she is rendered unconscious though their link to the matrix/node/system they were in remains active and they cannot jack out (even if their deck has a VIA option) while the victorious ICE or hacker may plunder the hacker's deck and any connected systems, potentially even the hacker themselves.
 

Abbreviation Key: (DTR- Data-Transfer Rating) (HF- Heat Factor) (DA/R - Diffusion Array/Rating) (DR- Damage Reduction) (DP- Diffusion Points) (MPU - Master Processing Unit)

   

 

   
 

Iconic Form Integrity (IFI)

Rating                            Iconic Form Points 

 

 

1:                                2                                       20

1:10000 20
 

2:                                4                                       40

2:20000 22
 

3:                                6                                       60

3:30000 24
 

4:                                8                                       80

4:45000 26
 

5:                               10                                      100

5:65000 28
 

6:                               12                                      120

6:90000 30
  A hacker's Iconic Form Integrity essentially represents the hacker's iconic armor and health within the Void and is augmented by a damage reduction courtesy of the hacker's ICI and can be further augmented by some programs. The rating of the hacker's IFI is pitted against the attack launched against it in an opposed test. If the hacker wins the test no damage is sustained however if they lose against the incoming attack, it directly drains the hacker's IFP. If a hacker's IFP reaches 0 or less either an unconscious fugue can be induced by the victorious attacker or they are effectively dumped from the Void and suffer a full-on case of dumpshock. Likewise, either the IFI must be reloaded from some other stored backup or some form of medical program must be used to repair damage to the IFI.
  Note: It's important to remember that the IFI benefits from at least some protection via the ICI.
  Note: If the victor of a virtual Void fight opts to lock the defeated hacker in a fugue, rather than suffering the ill-affects of dumpshock, the hacker is rendered unconscious for one real time minute per point of damage that bled beyond their IFP value. Dumpshock has various stages. If by some means a hacker is disconnected from the Void the abruptness and its aftereffects are called dumpshock. This form of dumpshock effectively reduces the hacker's applicable stats with regard to hacking and the Void by one quarter, (ie. Intelligence, Intuition and Reflex) half an hour. (Potentially reduced by the subject's Constitution bonus. (ie. 1 minute per bonus point.) If the hacker is dumped through defeat, (ie. The hacker's IFI is reduced to 0 or less.) A more severe case of dumpshock is imposed reducing the hacker's applicable stats with regard to hacking by three quarters for six hours without the potential benefit of any constitutional mitigation.
 

Abbreviation Key: (IFP - Iconic Form Points)

   

 

   
 

Iconic Cloaking Integrity (ICI)

Cloaking                    Iconic Damage Reduction        

 

 

1:                           2                                        -1

1:9000 20
 

2:                           4                                        -1

2:20000 22
 

3:                           6                                        -2

3:45000 24
 

4:                           8                                        -2

4:72000 26
 

5:                          10                                       -3

5:135000 28
 

6:                          12                                       -4

6:180000 30
  The Iconic Cloaking Integrity has a base IDR that directly relates to the hacker's ability to weather attacks directed at his IFP. Likewise, the base Cloaking value refers to the hacker's chance to evade cursory sensor sweeps and notice by general programs, hackers, ICE or systems and does not grant any immunity from Queue-programs that are set to query any data or program that passes. (In essence the Cloaking value is opposed by the SA of whatever is attempting to scan the area.) Both the IDR and Cloaking values of the ICI can be augmented by some programs and utilities to a limited degree. (ie. Never higher than double the base ICI's ratings.)
 

Abbreviation Key: (IDR - Iconic Damage Reduction) (IFP - Iconic Form Points) (SA - Sensor Array) (ICI - Iconic Cloaking Integrity)

   

 

   
 

Sensor Array (SA)

Sensor Rating                     Sensor Range 

 

 

1:                                      6                                5-MMD

1:6000 20
 

2:                                      8                               10-MMD

2:16000 22
 

3:                                     10                               15-MMD

3:36000 24
 

4:                                     12                               20-MMD

4:68000 26
 

5:                                     14                               25-MMD

5:94000 28
 

6:                                     16                               30-MMD

6:136000 30
  The SA, unlike the ICI cannot be altered further by programs or utilities, though the hacker does get to add 1 per 5 points of Intuition they have above 13. For example: With a lvl 6 Sensor Array and a 19 Intuition a hacker would have +1 and thus a Sensor Rating of 17. The SA is for all intents and purposes a hacker or system's full gambit of senses, equating to a singular awareness that is always active in all directions at once, while within the Void.
 

Abbreviation Key: (SA - Sensor Array) (ICI - Iconic Cloaking Integrity)

         
 

Active Micro-Memory Units (AMMU)

-

500 unit

8

  Micro-Memory is priced in single units. How much active capacity a deck has is based on the MPU the deck is equipped with.
 

Abbreviation Key: (AMMU - Active Micro-Memory Units) (MPU - Master Processing Unit)

         
 

Storage Micro-Memory Units (SMMU)

-

500 unit

8

  Micro-Memory is priced in single units. How much storage capacity a deck has is limited only by additional storage units and or the user's credit balance. As a rule of thumb, the in cyberdeck maximum on SMMU is 200 times the amount it can have in AMMU. Thus a deck that can utilize 24 active units can hold 4800 units of integrated storage capacity.
 

Abbreviation Key: (SMMU - Storage Micro-Memory Units) (AMMU - Active Micro-Memory Units)

   

 

   

 


 

 

 

  HOW MATRIX COMBAT WORKS: ICE, hackers, virals and programs essentially challenge the ICI/IFI of a hacker first, which can be bolstered by various programs and add-ons to some degree. In essence, it's the same as physical combat, where the IDR/IFP of the ICI and IFI combined equate to the hacker's armor and the DR/BP of the DA and MPU combined equate to the actual cyberdeck's HP. Once the hacker's IFP are reduced to 0 he or she can no longer jack out and is either locked in a fugue or suffers the debilitative affects of dumpshock. (A VAI is the only way a defeated hacker can escape at this point.) If the attacking ICE, hacker, viral, or program continues on at this point, the usual target becomes the deck's MPU. If the deck's MDP are reduced to 0, the hacker, their deck and all accompanying systems, potentially including the hacker's mind itself, are at the mercy of the victorious party. In most cases with system ICE, what the ICE does is totally dependant upon the type of ICE. Various trace forms will report the real time location of the interloper or call in the Sys-Op or higher grades of ICE. Black ICE will press the attack until it can flatline the hacker. As in the case of physical combat, the number of attacks gained in combat is largely contingent upon the hacker's reflex rating. The number of attacks or actions that the hacker can attempt are based on the hacker's total adjusted reflex rating, which is halved when/if the hacker's IFP are reduced to 0.

 

   

ADD-ONS

   
 

 

 

 

 

Type

Function

Cost

INDEX

 

Neuro-Flash Assist

RB                      UDR                     HG 

 

 

1:                              1d2  (1)                -                    -

1:45000 20
 

2:                            1d2+1 (2)               -1                   1

2:90000 22
 

3:                            1d4+2 (3)               -2                   2 

3:160000 24
 

4:                            2d4+3 (4)               -3                   3 

4:320000 28
 

5:                            3d4+4 (6)               -4                   4

5:500000 30
 

6:                            4d4+5 (8)               -5                   5

6:800000 32
  The RB modifiers represent reflex or initiative adjustments granted to the user, while the number in () represents the effective increase in the user's Intuition with regard to matrix related combat or actions only. Likewise Neuro-Flash Assists beyond level 1 grant the hacker UDR that adds its value to both IDR and DR. Optical decks can only benefit from Neuro-Flash Assists up to level 2, while Parallel and Molecular systems can utilize up to level 4 and Quantum decks can utilize the whole gambit.
  Note: Neuro-Flash Assist does not allow a deck or system to overcome the integral disparity between architectural types. As would be the case if no neuro-flash was present, a lvl3 optical deck with neuro-flash assist lvl2 has no RB against a lvl1 parallel deck that has no neuro-flash assist whatsoever.
 

Abbreviation Key: (RB - Reflex Bonus) (UDR - Universal Damage Reduction) (IDR - Iconic Damage Reduction) (DR - Damage Reduction) (HG - Heat Generation)

         
 

Nano-Coolant Plug-In Modules

HDF          Duration 

 

 

1:                                              2            6/Hours

1:2000 16
 

2:                                              4            6/Hours

2:4000 18
 

3:                                              6            6/Hours

3:6000 20
 

4:                                              8            6/Hours

4:8000 20
 

5:                                             10           6/Hours

5:10000 22
 

6:                                             12           6/Hours

6:12000 22
  Nano-Coolant Plug-In Modules are tailor-made for use with cyberdecks and provide a great amount of stability albeit temporarily, to those decks that tend to run with a higher Heat Factor than their integrated cooling systems can cope with.
 

Abbreviation Key: (HDF - Heat Dissipation Factor)

         
 

Nano-Coolant Regeneration Module

Regeneration-Rate 

 

 

1:                                             1 Module/Per Hour

1:2000 16
 

2:                                            2 Modules/Per Hour

2:4000 18
  This costly piece of black-market tech can plug-in to only the type of Nano-Coolant Plug-In Module it was made to regenerate and gradually begins re-filling the module after it has been depleted. Nano-Coolant Plug-In Modules that are not connected with this device within 5 minutes of depletion, lose the residual signature that allows the Regeneration Module to identify and thus regenerate those nanites, making it nothing more than a useless plug-in for any deck.
         
 

Nanite Liquid Nitrogen Cooling System

HDF          Duration 

 

 

1:                                              2           Constant

1:3000 16
 

2:                                              3           Constant

2:6000 18
 

3:                                              4           Constant

3:9000 20
 

4:                                              5           Constant

4:12000 20
 

5:                                              6           Constant

5:15000 22
 

6:                                              7           Constant

6:18000 22
  Nanite Nitrogen-Cooling Systems are nano-orchestrated throughout all of the various heat generating systems located within a deck. The HDF directly counter-affects a decks HF. This process is done after the deck is complete and if the deck is later augmented by any additional ware that generates heat, the process must be done anew. In rare instances if the deck suffers abuse, the nano-interlacing can be broken and the liquid nitrogen will coat the system and destroy it. Invest in impact casing if you use this system. This technique is not compatible with Dual Nano-Sheathing.
 

Abbreviation Key: (HDF - Heat Dissipation Factor)

         
 

Dual Nano-Sheathing

HDF          Duration 

 

 

1:                                              3           Constant

1:24000 16
 

2:                                              5           Constant

2:36000 18
 

3:                                              7           Constant

3:48000 20
 

4:                                              9           Constant

4:60000 20
  Dual Nano-Sheathing utilizes nanites in coating every facet of the deck's interior and exterior system (Not the case.) with a near frictionless sheathe of molecules that grant the deck an amazing resilience to heat generation. This technique is not compatible with the Nanite Nitrogen-Cooling System.
 

Abbreviation Key: (HDF - Heat Dissipation Factor)

         
 

Dikot Immersion

HDF 

 

 

1:                                                         2

1:24000 16
 

2:                                                         4

2:36000 18
  Dikot Immersion involves coating the deck's interior circuitry and MPU through the use of nanites with a thin sheathe of diamond molecules which dissipate heat at a far greater rate than might be possible otherwise.
 

Abbreviation Key: (HDF - Heat Dissipation Factor)

         
 

PAI Expert Module

HSB         RB         UDR          HDF         AMMU 

 

 

1:                             3       2d4+2      -3            2             8

1:24000 16
 

2:                             5       4d4+4      -6            4            12

2:36000 18
  The Pseudo AI module can be used with any cyberdeck, and is required for molecular and quantum cyberdecks. The PAI acts as an extensive expert system and grants impressive benefits though it does require 8 and 12 Q-Bytes of the deck's AMMU respectively. The user's hacking skill and the deck's reflex bonus are increased, the Diffusion Array gains a modifier to its Armor Rating and the PAI acts to maximize the system and degrades the dangers of overheating with an innate HDF, RB enhancement, and UDR that adds its value to both IDR and DR. PAIs are highly illegal for anyone but legitimate corporate or government personnel to have.
  Note: The PAI expert module does not allow a deck or system to overcome the integral disparity between architectural types. As would be the case if no PAI expert module was present, a lvl3 optical deck with a PAI expert module lvl2 has no RB against a lvl1 parallel deck that has no PAI expert module.
 

Abbreviation Key: (PAI - Pseudo Artificial Intelligence) (HSB - Hacking Skill Bonus) (RB - Reflex Bonus) (UDR - Universal Damage Reduction) (IDR - Iconic Damage Reduction) (DR - Damage Reduction) (HDF - Heat Dissipation Factor) (AMMU - Active Micro-Memory Units)

         
 

Hitcher Rigs

-

300

2

  Dikot Immersion involves coating the deck's interior circuitry and MPU through the use of nanites with a thin sheathe of diamond molecules which dissipate heat at a far greater rate than might be possible otherwise.
         
 

Holo-Orbs

-

1200

2

  Holo-Orbs are made up of three miniscule strobes that can be readily affixed to the top of a deck or upon most surfaces utilizing Clean-Tac technology. These strobe-nodes utilize intense polarized multi-hued beams to create exacting, detailed, 3-D holographic images of any number of things, but are most often utilized to either display data or even with a small amount of signal slowness for the hacker; the matrix itself! (If used to display the hacker's view of the matrix the hacker suffers a -8 to their RB and 2 memory units of the deck's AMMU are utilized and made unavailable to the hacker for as long as this function continues.)
 

Abbreviation Key: (RB - Reflex Bonus) (AMMU - Active Micro-Memory Units)

         
 

Laser Projector

-

500

2

  These miniscule projectors are about the size of the last digit on a pill capsule and are capable of projecting amazingly detailed images upon virtually any flat surface or even smoke if dense enough. As with the holo-orb laser projectors are usually treated with Clean-Tac for easy placement. (If used to display the hacker's view of the matrix the hacker suffers a -6 to their RB and 2 memory units of the deck's AMMU are utilized and made unavailable to the hacker for as long as this function continues.)
 

Abbreviation Key: (RB - Reflex Bonus) (AMMU - Active Micro-Memory Units)

         
 

LCD-Flat Fold Screens

-

500

2

  Like the LCD screens of yore, these wafer thin screens are composed of memory plastics that go from the size of a cred-card to up to a 48-inch screen with exceptional visual quality. These are usually used to display data or even to allow others to witness what a hacker sees as they journey through the matrix. (If used to display the hackers view of the matrix the hacker suffers a -4 to their RB and 1 memory unit of the deck's AMMU are utilized and made unavailable to the hacker for as long as this function continues.)
 

Abbreviation Key: (RB - Reflex Bonus) (AMMU - Active Micro-Memory Units)

         
 

Remote Relay ECM Module

ECM Rating 

 

 

1:                                                        6

1:3000 16
 

2:                                                        8

2:6000 18
 

3:                                                       10

3:9000 20
 

4:                                                       12

4:12000 20
 

5:                                                       14

5:15000 22
 

6:                                                       16

6:18000 22
  The Remote Relay ECM Module aids in protecting a device's or group of devices signal from interference or eavesdropping via any electronic information gathering devices that might otherwise jeopardize data-integrity or the continuation of the signal itself.
         
 

Remote Relay ECCM Module

ECCM Rating 

 

 

1:                                                         6

1:3000 16
 

2:                                                         8

2:6000 18
 

3:                                                        10

3:9000 20
 

4:                                                        12

4:12000 20
 

5:                                                        14

5:15000 22
 

6:                                                        16

6:18000 22
  The Remote Relay ECCM Module is used to decipher protected signals, such as those warded by the Remote Relay ECM Module. Without a method to intercept or identify signals, the Remote Relay ECCM Module is essentially worthless. However with such and this module an opposed test allows the user to effectively eavesdrop on the signal in question, though if the data within the signal is encrypted other modules may be required to access it.
 

Abbreviation Key: (ECCM- Electronic Counter Counter Measures) (ECM- Electronic Counter Measures)

         
 

Signal Scanner Module

Rating                    Range 

 

 

1:                                           12                  50-meters

1:3000 16
 

2:                                           12                 100-meters

2:6000 18
 

3:                                           12                 200-meters

3:9000 20
 

4:                                           14                 400-meters

4:12000 20
 

5:                                           14                 800-meters

5:15000 22
 

6:                                           14                1600-meters

6:18000 22
  This module allows it's user to potentially discover and intercept signals beaming down or emanating from a given radius. Unless utilized in the location of a signal or broadcast that the user knows about before hand, there is only a 5% chance of randomly happening upon any information of use and even then if the signal is protected via the Remote Data-Relay ECM Module or Encryption Module the subject must likewise possess a Decryption Module and/or Remote Data-Relay ECCM Module with which to oppose the signal protections or the signal and signal information is effectively useless gibberish.
 

Abbreviation Key: (ECM- Electronic Counter Measures) (ECCM- Electronic Counter Counter Measures)

         
 

Encryption Module

Encryption Rating 

 

 

1:                                                        4

1:3000 16
 

2:                                                        6

2:6000 18
 

3:                                                        8

3:9000 20
 

4:                                                       10

4:12000 20
 

5:                                                       12

5:15000 22
 

6:                                                       14

6:18000 22
  The Encryption Module allows a device to encrypt the signal and data-flow that moves to and from the device to the matrix. Almost a prerequisite for anyone conducting any form of business they'd like to keep private in any populated region.
         
 

Decryption Module

Encryption Rating 

 

 

1:                                                        4

1:3000 16
 

2:                                                        6

2:6000 18
 

3:                                                        8

3:9000 20
 

4:                                                       10

4:12000 20
 

5:                                                       12

5:15000 22
 

6:                                                       14

6:18000 22
  Just as the Encryption Module is used in trying to keep your data sacrosanct from decryption if it is filtered out of the ether, so too is the Decryption Module a useful tool for doing just that. With this module a person can attempt to intercept the signal and decipher any encryption for perusal.
         
 

IFF-Tac System

TN     RB     DR 

 

 

1:                                                6     +4     -2

1:3000 16
 

2:                                                8     +6     -4

2:6000 18
  The IFF-Tac System has limited uses for a hacker and is a pricey specialist add-on. If a hacker has interfaced with a building's security systems and taken them over they can utilize this dedicated smart-system to keep their teammates appraised of any and all foes and their fellow teammates as long as the systems the hacker has access to allow for such. The TN represents how many teammates can automatically share in this information as it is updated from nanosecond to nanosecond. The RB and DR apply to all those team members who are in the know. Ironically they do not apply to the hacker him/herself unless the hacker is also equipped with a TVAI.
 

Abbreviation Key: (IFF - Identify Friend or Foe) (TN -Team Number) (RB - Reflex Bonus) (DRR - Damage Reduction) (TVAI - Tactical Virtual Artificial Intelligence)

         
 

Sculpted Reality Inducer

RB         HG         QF         AMMU 

 

 

1:                                +1d2+3      -          W    2 Mem Units

1:24000 16
 

2:                                +1d4+4      1          F     4 Mem Units

2:36000 18
 

3:                                +2d4+5      2          E     8 Mem Units

3:48000 20
 

4:                                +3d4+6      3          P    10 Mem Units

4:60000 20
  The Sculpted Reality Inducer is both a blessing and a curse. What the SRI does is impose a preprogrammed world over what the hacker would normally see, allowing him/her to define certain aspects of the matrix, systems, or nodes that might otherwise be misleading by appearance. Thus all Trace ICE could appear as frigid warriors and thus shorten the hacker's response time in identifying or dealing with such and so forth. The SRI grants a RB though likewise the more powerful SRIs create an added HG to the deck. The quality of the sculpted reality is based on the QF and appears as follows W-Weak (2-Dimensional, pixels are visible, vaguely cartoonish in quality.), F-Fair (3-Dimensional but still cartoonish.), E-Excellent (3-Dimensional and exceptionally well-rendered.), P-Perfect (3-Dimensional and apparently as real as real life.). The AMMU represents the Active Micro-Memory Units of the deck that are taken up by the SRI if it is utilized.
 

Abbreviation Key: (SRI - Sculpted Reality Inducer) (RB - Reflex Bonus) (HG - Heat Generation) (QF - Quality Factor) (AMMU - Active Micro-Memory Units)

         
 

Flash Burn Switch

-

3200

2

  This handy little modification allows the hacker to flash burn all of his/her storage and active memory at the push of a button. A rare necessity if you don't want to get caught with those incriminating files or programs sitting in your deck. Hope you've got backups.
         
 

Cranial Cyberdeck

-

* All costs are 10 to 20% higher

2

  Cranial cyberdecks can include almost all of the various primary and additional add-ons that are listed here. The biggest difference being one of cost and potential hazard. With respect to any given primary or add-on facet of a cranial version of a cyberdeck, add 10 to 20% to each item's cost with subsequent surgery and recovery costs as well. The obvious benefit of a cranial cyberdeck over other variants is one of utility and of course the covert nature of an integrated system over an external version. The downside to a cranial cyberdeck is the potential for the deck to become damaged if the hacker suffers a significant head injury, though various other wares as well as different types of armor can aid in the prevention of this sort of thing.
         
 

Cranial Cyberdeck NRS

-

* All costs are 10 to 20% higher

2

  This option is only utilized by those who have the credit and have opted to go with a cranial cyberdeck rather than the external version. A module filled with tailored nanites see to repairing or correcting cyberdeck damage that would otherwise require surgery in those cases where this system isn't utilized, in order to repair potential deck damage that might be caused by physical damage or as a result of matrix-combat with other hackers, programs or ICE. Each such module is only good for one use before the module must be refilled at half the above listed cost. The duration necessary to properly effect repairs is always 1 to 4 days.
 

Abbreviation Key: (Nanite Repair System)

         
 

Composite Impact Casing

DR                 CSP 

 

 

1:                                              -2               20

1:3000 16
 

2:                                              -4               40

2:6000 18
 

3:                                              -6               60

3:9000 20
 

4:                                              -8               80

4:12000 20
 

5:                                             -10              100

5:15000 22
 

6:                                             -12              120

6:18000 22
  Various treated ceramics, polymers, and resins go into the creation of a form-fitted protective covering for the cyberdeck. Most of the cases are less than a millimeter in thickness and encapsulate the entire deck. Where ports or openings are required, the case is capable of altering shape to suit function upon purchase of the case. Subsequent changes to the deck require a new case be tailor crafted. These cases are proof against water. Though costly, the cost well outweighs the cost of replacing more expensive decks. Each case has a DR and CSP. If the CSP is depleted the casing has given way and any excess damage is dealt to the deck itself.
  Abbreviation Key: (DR - Damage Reduction) (CSP - Case Structural Points)
         
 

EMP Shielding

EMP Resist Percentage 

 

 

1:                                                      25%

1:3000 16
 

2:                                                      40%

2:6000 18
 

3:                                                      60%

3:9000 20
 

4:                                                      80%

4:12000 20
  The decks casing is treated with tailored resins that shield the delicate inner circuitry and power source from the telling affects of an electro-magnetic pulse.
         
 

Microwave Shielding

Microwave Resist Percentage 

 

 

1:                                                      30%

1:3000 16
 

2:                                                      45%

2:6000 18
 

3:                                                      65%

3:9000 20
 

4:                                                      85%

4:12000 20
  The decks casing is treated with a special ceramic resin that acts to shield the decks inner circuitry from the destructive affects of microwave radiation.
         
 

Scan Shielding

Scan Resist Percentage 

 

 

1:                                                      60%

1:3000 16
 

2:                                                      70%

2:6000 18
 

3:                                                      80%

3:9000 20
 

4:                                                      90%

4:12000 20
  Treated with specialized polymers and ceramics this process impregnates the decks case with shielding that in most cases prevents scanners from noting that the deck is anything more than a simple computer at most. Because of its nature, cyberdecks are much easier to get past scanners than most forms of cyberware.
         

  Bare-bone Cyberdecks & General Laws: Most would-be hackers begin with a cyberdeck that is essentially an amalgamation of components tweaked and put together by the data-pirate that's decided to take the wannabe under their wing and show them what's up. All legitimately purchased cyberdecks have a unique identification sequence hard-coded into their MPU, allowing their activity and use to be monitored and catalogued. For this reason, most Edgers and Lancers consider it their first priority to rid themselves of this unwanted identifier. With the proper skills and knowledge, the individual him or herself can manage this through the use of a micro-tronic toolset, however, if one lacks the necessary tools or knowledge, there are several disreputable souls in the shadowy precincts of the streets (some even Corpse) who can do it, for a fee of course.
   
 

Possession of a cyberdeck without the proper licenses carries harsh penalties, if a cyberdeck likewise lacks the identification sequence, these penalties are even more extreme. Failure to provide essential credentials and licenses that allow one to even possess a cyberdeck, and the inability to provide them after a grace period, (usually 3 days, during which the cyberdeck is held by authorities) carries a minimum penalty of 5 years imprisonment, confiscation of all properties and a 5000000 credit fine. If the cyberdeck in question lacks the prescribed serial identification number this penalty grows far worse, carrying a minimum of 10 years imprisonment, confiscation of all properties and a 10000000 credit fine. If the subject is caught in the act of utilizing a cyberdeck in an unlawful manner, even if licensed; the hacker faces a minimum 25 years imprisonment, confiscation of all properties and a 25000000 credit fine.

 

   

ADD-ONS

   
 

 

 

 

 

Type

Function

Cost

INDEX

 

Omni-Tech OCS 1100

Effective Rating

165000

22

 

MPU Optical (1)

 

MDA           (3)

 

MDA           (3)

 

IFI             (3)

 

MSA           (3)

 

AMMU   (*See e MPU)

  Like most over the counter decks, the Omni-Tech Optical Cyber System is equipped with middling range primary attributes and the full amount of active memory modules possible in relation to its MPU. Discounted slightly from what its individual components would cost if a similar system were to be built from scratch, the Omni-Tech is the most widely used cyberdeck both by illegal and general private or business related Corpse interests.
   
 

Vertigo OCS 2200

Effective Rating

179000

24

 

MPU Optical (2)

 

MDA           (3)

 

MDA           (3)

 

IFI             (3)

 

MSA           (3)

 

AMMU   (*See e MPU)

  The Vertigo Optical Cyber System is equipped with middling range primary attributes and the full amount of active memory modules possible by virtue of its MPU. Allowing for greater through-put in both active memory and data-transfer, the Vertigo is both costly and rare in the streets, though it has found a home with most affluent Corpse-types. Likewise the Vertigo is the primary deck used by various matrix security forces.
   
 

Mirage OCS 3300

Effective Rating

194000

26

 

MPU Optical (3)

 

MDA           (3)

 

MDA           (3)

 

IFI             (3)

 

MSA           (3)

 

AMMU   (*See e MPU)

  The Mirage is state-of-the-art with respect to optical based cyberdecks and is used by the rarest of Edgers or Lancers, while it is the staple deck for Corpse in charge of high-security data-stores and important linking nodes within the matrix and its various sub-systems. Sleek in both appearance and function, the Mirage is likewise used by upper echelon Corpse types who have developed an affectation for interaction and travel via the matrix.
   
 

Echo PCS 4400

Effective Rating

245000

28

 

MPU Parallel (1)

 

MDA           (3)

 

MDA           (3)

 

IFI             (3)

 

MSA           (3)

 

AMMU   (*See e MPU)

  The Echo cyberdeck, like the Blitzkrieg; is strictly sold through corporate channels and is both costly and exceedingly rare on the Black Market. Still, more than one Echo has found its way into the shadows of the streets and likewise into the hands of a few Lancers of note. By and large the primary users of these impressive parallel-based system are elite Corpse matrix security types and the rarest of data-pirates.
   
 

Blitzkrieg PCS 6600

Effective Rating

285000

30

 

MPU Parallel (2)

 

MDA           (3)

 

MDA           (3)

 

IFI             (3)

 

MSA           (3)

 

AMMU   (*See e MPU)

  The Blitzkrieg is as fast and devastating as its name would imply. Though there are decks that put even this blisteringly fast cyberdeck to shame, they are so rare as to be all but non-existent. In general only the most elite of the elite have ever even enjoyed the opportunity to use a deck of this speed and computational power. Used by special operatives both within corporate systems and to police or achieve hidden goals and recon within the matrix, the Blitzkrieg tends to make even the most egotistical of hackers pause and whistle in appreciation.
   

 

  Straight Jacking: Jacking into the matrix via direct neural interface without the benefit of a cyberdeck is usually referred to as straight jacking or going in naked and is intrinsically dangerous and avoided by hackers if at all possible. It is however still an option for those equipped with a cyberjack and who find themselves desperate enough to attempt it. Both limiting in functionality and defense, straight jacking utilizes the category of cyberjack and hacker statistics to define their functionality. In most situations this roughly equates to half of what a bottom rung cyberdeck grants a hacker.