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.

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


Stats for Cyberdiving

Avatar Hitpoints = WIL × 5


Cyberdiving Skills

Cyberdiving (INT) — Core navigation, finding systems, moving between nodes. Also used to search for data.

VR Hacking (INT) — Bypassing security, cracking credentials, breaking firewalls, manipulating data.

VR Melee Combat (WIL) — General close-range attack and defense; running offensive and defense programs. VR Dodge = CyberDiving Score + WIL bonus.

VR Range Combat (DEX) — Precision ranged attacks and sniper attacks.

Cyberstealth (DEX) — Avoiding detection, hiding from patrols, silent movement.


Cyberspace at a Glance

The Open Net is low-power and utilitarian — generic roads, transit grids, empty plazas, and anonymous data corridors.

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

Ways to Dive

Augmented Reality (AR) — The user remains aware of the physical world while accessing cyberspace overlays. Ideal for work, education, navigation, and casual use.

Full Dive (VR) — The diver’s body enters a sleep-like state while consciousness fully transitions into cyberspace. All senses are replaced by virtual input.

Interface Hardware

InterfaceDive TypeWILDEXNotes
AR Visor and GlovesAR-3-3Requires moving hands manually
Overdrive HelmVR-2-1Full sensory isolation; no neural mods needed
Ear CharmsAR/VR0+2Expensive alien tech, translates via telepathy
Hardwired Cortex Mk2VR00Basic early CyberMod hardwire
Hardwired Cortex Mk3VR+1+1Common generic CyberMod hardwire
Hyperion’s SpineVR+3+1Corp advanced Cybermod hardwire
NemClone Neural CoreAR/VR+4+1Clone of the best CyberMod hardwire
Nemesis Neural CoreAR/VR+5+2The best money can buy
Relic Cognition SpineVR+6+3Artifact-level CyberMod hardwire

Cyberdecks

NamePowerStorageAI Slot TechExtra Features
Sony AVR Deck22
Whitebox Runner Deck Gen13831/2 Price Expansion
Zendai Worldgate48
Axiom Combat Deck55Armored, Cortex Backup
Whitebox Runner Deck Gen251231/2 Price Expansion
NemClone Wraith1065Firewall
Titan Concordance Deck885Cortex Backup
Nemesis Sovereign12106Level 5 Firewall
Master Runner Deck Gen3102051/2 Price Expansion
ASX Omni Interface12326Black Ice Buffer

Cyberdeck Mods

TechModCostEffect
2–6Memory Upgrades2k × Tech Level+1 program slots
2–6Hardware Firewall1k × Tech Level+2 to +6 resistance to ICE attacks
3–5AI Avatar Co-Processor5k × Tech LevelIntegrated AI can Cyberdive with VR form (power = 2× tech level)
2–5Overclocking1k × Tech Level+Tech Level to Initiative
4Neural Buffer15kReduces bash, stun, and damage by 1/2
5NemClone Ice Eater75kNeural net buffer: temporary HP of 4d6 vs. all attacks

An Overview of Hacking

Most hacks follow the same flow:

  1. Entry — reaching the target network
  2. Credential Use or Backdoor Hack to get through firewalls
  3. Locating the Target — accessing protected areas, avoiding detection
  4. Extraction or Manipulation — stealing, altering, or planting data
  5. Exit — leaving without triggering retaliation

Vertical Layers

Upper Layers (Restricted Access) — More valuable and protected data. Executives, research, decisions. Unauthorized flight is impossible — the code itself rejects unauthorized movement.

Lower Layers (Infrastructure) — Data pipes, routing systems, power distribution, backup servers. Often less guarded; clever divers can bypass upper-layer security entirely through infrastructure.

Example Corporate Structure (Zendai Corp)

LayerNameContentsMin. CredentialSecurity
6Executive SuitesC-level comms, board meetings, strategic plansRoot TokenRumored Black ICE
5Sensitive Data / ResearchR&D data, prototypes, algorithmsExecutive PassHeavy ICE, encryption
4Financial CoresAccounts, transactions, payrollManager KeyMultiple ICE, audit trails
3OperationsInternal comms, schedules, personnelEmployee BadgeStandard ICE, gates
2ManagementDepartment data, project filesGuest TokenFirewalled, Light ICE
1Common Meeting RoomsEncrypted appointment spacesDay PassSpam and bot blockers
0Public PlazaStorefronts, public databasesNoneMinimal, visible security
-1ServicesAuthentication, maintenance botsEmployee BadgeFirewalled, Automated ICE
-2Data PipesNetwork routing, external connectionsEmployee BadgeTracer ICE
-3ArchiveCold storage, old records, backupsEmployee BadgeMinimal, degraded
-4Root ServersCore system processesRoot TokenRumored Black ICE

Credential Types

TypeDurationAccessNotes
Day PassTimed (1–4 hours)Layer 1 onlyCountdown timer visible to security
Guest TokenSingle sessionLayers 1–2Logged and monitored
User/PasswordUntil changedLayers 1–3Crackable via Brute Force or found on unsecured terminal
User/Password + 2-FactorUntil changedLayers 1–3Requires intercepting auth signal (Spoof roll)
Employee BadgeUntil revokedLayers 1–3Stolen or forged corporate ID
Manager KeyUntil revokedLayers 1–4Triggers periodic re-authentication
Executive PassUntil revokedLayers 1–5Biometric-linked; requires Identity Spoof
Root TokenPermanentAll LayersNearly impossible to forge

Gateways

Open Gateways

These do not physically block passage — the risk is alarms and escalating threat levels.

NameSecurity LevelDescription
Open Gateway0Simple archway with logging
Kiosk Gate1Scans credentials on pass-through; 10 second warning
Threat Scanner2+Visible threshold with passive scanners
2-Factor Arch3+Credential prompt that flashes but doesn’t lock

Sealed Gateways

These are physically locked. Must present credentials, bypass with a program, or find another route.

NameLayersMin. CredentialBypass Methods
Turnpike0 to 1Day PassPay at terminal; Spoof program
Token Lock1 to 2Guest TokenSpoof program, stolen token
Badge Seal2 to 3Employee BadgeForged badge; Spoof (re-check every 1d6 seconds)
Key Vault3 to 4Manager KeyStolen key; Spoof (re-auth roll each layer)
Biometric Gate4 to 5Executive PassIdentity Spoof program; physical biometric theft
Root Seal5 to 6+Root TokenCannot be spoofed — must possess the actual token

Firewalls

Firewalls are defensive barriers that scan divers at protected layers. Unlike gates, they don’t have doors — you either belong or you don’t.

Every program a diver executes past a firewall has a chance of being noticed based on its Firewall Signature rating. Higher signature = more visible.

Security LevelDescriptionEffectBasic Detection Chance
1Personal FirewallBasic filtering, bot/spam filters1 on a d6
2Public FacilityPattern recognition, flags suspicious behavior1–2 on a d6
3Military / Small CompanyActive scanning, deploys ICE on detection1–3 on a d6
4Mid-Size Tech CompanyPredictive analysis, anticipates attack patterns1–4 on a d6
5Large CorpNeural-keyed, reads intent and emotional stateContinuous
6Tech EliteSame as 5, plus No Logout capture attackContinuous

Threat Classifications

LevelClassificationSystem Response
1AnomalyPassive ICE investigates. Watchdog flags location.
2Unauthorized IntruderActive ICE deployed. Trace initiated (3d6 seconds). Gates lock down.
3Data Breach — MinorICE escalation. Trace timer halved. Operators alerted.
4Protected Data BreachICE spawned at location in 1d4+1 seconds.
5System DisruptionAll ICE move to last access location. Forced Teleporters activate.
6Critical Core FailureEverything. Black ICE, Reapers, system-wide lockdown. Physical kill teams dispatched.

Movement in Cyberspace

1 node = 10 feet. All distances, movement speeds, and scan radii use feet.

ModeSpeedStealth PenaltyNotes
Walk10 ft/secNoneDefault, no cost
Run20 ft/sec-2Footsteps echo in the code
Sprint30 ft/sec-4Cannot attack, visible trail

Jacking Out


ICE (Intrusion Countermeasures Electronics)

ICE are automated defense constructs.

System LevelMax ICE Units
12
24
38
416
532
6Unlimited

ICE States

Defense Layers (in order)

  1. Stealth — Roll Cyberstealth vs. ICE Perception. If diver wins, ICE passes by.
  2. Dodge — Roll Cyberdiving vs. ICE Attack roll. Tie goes to diver.
  3. Shield — If hit, Shield programs absorb damage before Avatar HP.

ICE Bestiary

Watchdog

Small glowing canine; howls on detection.

StatBaseGreater
HP1022
Dodge811
Perception1418
Speed10 ft/sec20 ft/sec
Activated ByThreat 1+Threat 2+

Watchdogs detect and howl — killing it before it howls requires destroying it in one second. Greater Watchdogs howl on taking any damage and have a 40 ft scan radius.

Barrier

Wall of dense shifting code. Blocks movement entirely.

StatBaseGreater
HP1540
Activated ByThreat 2+Threat 3+

Probe

Chrome sphere with sensor arrays.

StatBaseGreater
HP1222
Dodge1215
Perception1620
Speed20 ft/sec30 ft/sec
Activated ByThreat 1+Threat 2+

Once a diver is tagged, all ICE gain +2 Perception and Attack against them. Probes flee when attacked.

Stun Baton

Humanoid security construct.

StatBaseGreaterEpic
HP122240
Dodge101215
Perception121416
Damage1d8 HP2d6 HP3d6 HP
Speed20 ft/sec30 ft/sec40 ft/sec
Activated ByThreat 2+Threat 3+Threat 4+

On hit: target loses 1 action next second. Epic Stun Batons make two attacks per second.

Scorpion

Black arachnid construct; ambush predator.

StatBaseGreaterEpic
HP305585
Dodge121518
Perception141618
Damage2d6 HP3d6 HP4d6 HP
Speed20 ft/sec30 ft/sec40 ft/sec
Activated ByThreat 4+Threat 5+Threat 6
LethalYesYesYes

Epic Scorpions attack two targets per second and inject a neurotoxin (-2 to all rolls until jack-out) on hit.

Hellhound

Massive canine of jagged red code. Never stops once it has a target signature.

StatBaseGreaterEpic
HP3565100
Dodge131619
Perception182022
Damage2d6+4 HP3d6+4 HP4d6+6 HP
Speed40 ft/sec55 ft/sec70 ft/sec
Activated ByThreat 4+Threat 5+Threat 6

Epic Hellhounds track through a jack-out, spawning at the diver’s next login point.

Spider

Crystalline construct spinning Lock-code.

StatBaseGreaterEpic
HP254570
Dodge141720
Damage1d6 HP2d6 HP3d6 HP
Activated ByThreat 4+Threat 5+Threat 6

On hit: deploys a Lock — target cannot move or jack out until it’s destroyed. Epic Spiders create a 20 ft web zone.

Reaper

Tall hooded figure of absolute black code. Cannot be ignored.

StatBaseGreaterEpic
HP4070110
Dodge151821
Damage4d6 HP5d6 HP6d6 HP
Speed30 ft/sec40 ft/sec50 ft/sec
Activated ByThreat 6Threat 6Threat 6
SpecialIgnores ShieldsIgnores ShieldsIgnores all defenses

Base and Greater ignore all Shield programs. Epic Reapers ignore Shields AND Dodge — only Stealth or jacking out can save you.

Wraith

Invisible. Attacks your physical body.

StatBaseGreaterEpic
HP305585
Dodge161922
Damage2d6 + biofeedback3d6 + biofeedback4d6 + 2× biofeedback
Activated ByThreat 5+Threat 6Threat 6

Biofeedback damage is real and can kill the diver’s physical body. Shields cannot absorb it — only Dodge or Stealth prevents it.


Deck Power & Software

Each deck has a Power rating. All active attack, defense, and powered movement software draws from this total. A diver may freely reassign their powered software loadout at the start of each second.

Deck Storage = number of programs loaded and ready to run.


Software Programs

Every program has a Detection Signature (Sig) rating. High Sig programs light up like flares; low or negative Sig programs are quiet.

Attack Software — Melee

Melee requires being within 10 ft of the target. A weapon has a Base Weapon and an optional Enchantment.

Base Weapons (Rank 1)

WeaponTypeDamageSigCost
Ghost FistHTH1d4 + WIL+0200
Iron KnucklesHTH1d6 + WIL+0300
Force ClawsHTH1d6 + WIL+1400
Data Knife1H1d6 + WIL+1300
Shock Baton1H1d8 + WIL+1400
Short Blade1H1d8 + WIL+2500
Chain Whip1H1d6 + WIL+2600
War Fan1H1d6 + WIL+0500
Combat Staff2H1d8 + WIL+2500
Maul2H1d10 + WIL+3600

Base Weapons (Rank 2)

WeaponTypeDamageSigCost
Plasma Blade1H2d6 + WIL+32k
Twin FangsHTH2d4 + WIL+21.5k
Voidhammer2H2d8 + WIL+42.5k
Storm Glaive2H2d6 + WIL+32k

Weapon Enchantments — Cost Power equal to Rank; add +Rank bonus damage. At Rank 4, a hit requires a WIL save (TN 10 + Rank) or suffer the special effect.

EnchantmentSigCost/RankRank 4 Special Effect
Lightning Fist+11kStunned: loses 1 action per 2 Ranks
Fire Blade+21kCatches fire: 1d4 HP/sec for Rank seconds
Rocket Hammer+31.5kBashed: pushed Rank×10 ft
Frost Edge+11kFrozen: immobilized 1 sec, -2 Dodge for 2 seconds
Venom Fang+21.5kPoisoned: 1d4 HP/sec for 3 seconds (stacks)
Null Strike+21.5kTarget’s Shield drops to 0 for 1 second
Shadow Claw+01.5kTarget’s Perception reduced by Rank for 2 seconds
Phase Edge+32kBypasses one defense layer
Entropy Wrap+22kTarget takes +Rank to all incoming damage for 2 seconds
Mirror Fist+12kNext attack reflected back at full damage

Attack Software — Ranged

FormDetection PenaltyRangeAvail
Single-Shot SpellNone20 ftCommon
Pistol / Wand-Rank to Cyberstealth30 ftCommon
Rifle / Bow / Staff-(Rank×2) to Cyberstealth50 ftUncommon
Sniper Rifle / Long Bow-(Rank×3) to Cyberstealth100 ftRare

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

Ranged Effect Types:

EffectDescriptionSpecial Rule
BashBlunt traumaOn hit: target pushed 10 ft
CaptureDigital restraintsOn hit: target immobilized for Rank seconds
PushForce displacementOn hit: target pushed Rank×10 ft
StunNeural static overloadOn hit: target loses 1 action per 2 Ranks
SlashCutting damageIgnores 1 pt Shield absorption per Rank
PierceDeep penetrationBypasses the first Shield program entirely
Black AttackLethal biofeedbackDamage + equal biofeedback. Illegal.

Defense Software

Defense FormEffect per RankSigNotes
ShieldAbsorbs 2 HP per hit per Rank+0Baseline defense
HardshellAbsorbs first hit up to Rank×4 HP then drops+1/RankResets each second
Cloak Field+2 Cyberstealth per Rank, -1 Sig per Rank-1/RankDetection-focused
MirrorReflects Rank×10% damage back to attacker+1/RankDoes not absorb
Ghost VeilInvisible to ICE with Perception below (8 + Rank)-1/RankDrops when diver attacks

Movement Programs

Locomotion (cost Power per second active):

ProgramPowerSigEffect
Wall Climb10Move on walls and ceilings
Double Jump10Leap obstacles, escape Sticky Floor
Levitate20Hover; ignore all ground hazards
Flight3+2Full flight; traverse vertical layers

Transit (no sustained Power):

ProgramSigCostEffect
Turbo+11.5kDouble movement this second
Lightcycle+35kSummon bike: 50 ft/sec, +2 Dodge while moving
Teleport+24kInstant travel to any previously visited waypoint
Gate Jump+310kInstant travel to known Gate address
Phase+13.5kPass through one Barrier

Utility Programs

ProgramSigEffect
Scan+1Reveal target HP, Dodge, type, and active programs
Decrypt+2Crack encryption; roll Cyberdiving vs. encryption level
Spoof+1Create false credentials
Backdoor+1 placing / 0 usingCreate hidden access point; lasts 1 week
Tag+2Track another diver or program through the system
Mask0Change avatar appearance; confuses visual ID
Repair+1Restore Rank×2d6 HP to self or adjacent avatar/object
Waypoint Marker0Place personal waypoint (max 3 active)

Danger and Consequences

Trace — Trace timer begins at 3d6 seconds. At zero, physical location is identified and security dispatched. Tracer ICE hits halve the remaining timer.

Lock — Cannot move, jack out, or run movement programs. Must be destroyed (HP 15 standard, HP 25 corporate) or freed by an ally.

Subdual Damage — Non-lethal ICE and Stun-type attacks fill a parallel track equal to Avatar HP. When subdual equals max HP, the avatar falls unconscious. Additional subdual damage while unconscious converts to HP damage — lethal.

Neural Burn — For every 10 HP from Black ICE in one session, roll WIL + Cyberdiving. On a 1–2 on a d6, lose 1 INT permanently.

Cortex Crash — When a single Black ICE hit deals 20+ HP, roll d6: 1 = deck destroyed; 2 = deck needs repair.

Biofeedback — Wraith ICE deals damage to the diver’s physical HP. Cannot be absorbed by Shields.