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
- WIL — Avatar’s Health/hitpoints; brute force and melee combat
- INT — Majority of interactions: navigating, searching, and hacking
- DEX — Precision specialty attacks and stealth
- REF — Same as the real world: reaction speed in VR combat
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
| Interface | Dive Type | WIL | DEX | Notes |
|---|---|---|---|---|
| AR Visor and Gloves | AR | -3 | -3 | Requires moving hands manually |
| Overdrive Helm | VR | -2 | -1 | Full sensory isolation; no neural mods needed |
| Ear Charms | AR/VR | 0 | +2 | Expensive alien tech, translates via telepathy |
| Hardwired Cortex Mk2 | VR | 0 | 0 | Basic early CyberMod hardwire |
| Hardwired Cortex Mk3 | VR | +1 | +1 | Common generic CyberMod hardwire |
| Hyperion’s Spine | VR | +3 | +1 | Corp advanced Cybermod hardwire |
| NemClone Neural Core | AR/VR | +4 | +1 | Clone of the best CyberMod hardwire |
| Nemesis Neural Core | AR/VR | +5 | +2 | The best money can buy |
| Relic Cognition Spine | VR | +6 | +3 | Artifact-level CyberMod hardwire |
Cyberdecks
| Name | Power | Storage | AI Slot Tech | Extra Features |
|---|---|---|---|---|
| Sony AVR Deck | 2 | 2 | — | — |
| Whitebox Runner Deck Gen1 | 3 | 8 | 3 | 1/2 Price Expansion |
| Zendai Worldgate | 4 | 8 | — | — |
| Axiom Combat Deck | 5 | 5 | — | Armored, Cortex Backup |
| Whitebox Runner Deck Gen2 | 5 | 12 | 3 | 1/2 Price Expansion |
| NemClone Wraith | 10 | 6 | 5 | Firewall |
| Titan Concordance Deck | 8 | 8 | 5 | Cortex Backup |
| Nemesis Sovereign | 12 | 10 | 6 | Level 5 Firewall |
| Master Runner Deck Gen3 | 10 | 20 | 5 | 1/2 Price Expansion |
| ASX Omni Interface | 12 | 32 | 6 | Black Ice Buffer |
Cyberdeck Mods
| Tech | Mod | Cost | Effect |
|---|---|---|---|
| 2–6 | Memory Upgrades | 2k × Tech Level | +1 program slots |
| 2–6 | Hardware Firewall | 1k × Tech Level | +2 to +6 resistance to ICE attacks |
| 3–5 | AI Avatar Co-Processor | 5k × Tech Level | Integrated AI can Cyberdive with VR form (power = 2× tech level) |
| 2–5 | Overclocking | 1k × Tech Level | +Tech Level to Initiative |
| 4 | Neural Buffer | 15k | Reduces bash, stun, and damage by 1/2 |
| 5 | NemClone Ice Eater | 75k | Neural net buffer: temporary HP of 4d6 vs. all attacks |
An Overview of Hacking
Most hacks follow the same flow:
- Entry — reaching the target network
- Credential Use or Backdoor Hack to get through firewalls
- Locating the Target — accessing protected areas, avoiding detection
- Extraction or Manipulation — stealing, altering, or planting data
- 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)
| Layer | Name | Contents | Min. Credential | Security |
|---|---|---|---|---|
| 6 | Executive Suites | C-level comms, board meetings, strategic plans | Root Token | Rumored Black ICE |
| 5 | Sensitive Data / Research | R&D data, prototypes, algorithms | Executive Pass | Heavy ICE, encryption |
| 4 | Financial Cores | Accounts, transactions, payroll | Manager Key | Multiple ICE, audit trails |
| 3 | Operations | Internal comms, schedules, personnel | Employee Badge | Standard ICE, gates |
| 2 | Management | Department data, project files | Guest Token | Firewalled, Light ICE |
| 1 | Common Meeting Rooms | Encrypted appointment spaces | Day Pass | Spam and bot blockers |
| 0 | Public Plaza | Storefronts, public databases | None | Minimal, visible security |
| -1 | Services | Authentication, maintenance bots | Employee Badge | Firewalled, Automated ICE |
| -2 | Data Pipes | Network routing, external connections | Employee Badge | Tracer ICE |
| -3 | Archive | Cold storage, old records, backups | Employee Badge | Minimal, degraded |
| -4 | Root Servers | Core system processes | Root Token | Rumored Black ICE |
Credential Types
| Type | Duration | Access | Notes |
|---|---|---|---|
| Day Pass | Timed (1–4 hours) | Layer 1 only | Countdown timer visible to security |
| Guest Token | Single session | Layers 1–2 | Logged and monitored |
| User/Password | Until changed | Layers 1–3 | Crackable via Brute Force or found on unsecured terminal |
| User/Password + 2-Factor | Until changed | Layers 1–3 | Requires intercepting auth signal (Spoof roll) |
| Employee Badge | Until revoked | Layers 1–3 | Stolen or forged corporate ID |
| Manager Key | Until revoked | Layers 1–4 | Triggers periodic re-authentication |
| Executive Pass | Until revoked | Layers 1–5 | Biometric-linked; requires Identity Spoof |
| Root Token | Permanent | All Layers | Nearly impossible to forge |
Gateways
Open Gateways
These do not physically block passage — the risk is alarms and escalating threat levels.
| Name | Security Level | Description |
|---|---|---|
| Open Gateway | 0 | Simple archway with logging |
| Kiosk Gate | 1 | Scans credentials on pass-through; 10 second warning |
| Threat Scanner | 2+ | Visible threshold with passive scanners |
| 2-Factor Arch | 3+ | 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.
| Name | Layers | Min. Credential | Bypass Methods |
|---|---|---|---|
| Turnpike | 0 to 1 | Day Pass | Pay at terminal; Spoof program |
| Token Lock | 1 to 2 | Guest Token | Spoof program, stolen token |
| Badge Seal | 2 to 3 | Employee Badge | Forged badge; Spoof (re-check every 1d6 seconds) |
| Key Vault | 3 to 4 | Manager Key | Stolen key; Spoof (re-auth roll each layer) |
| Biometric Gate | 4 to 5 | Executive Pass | Identity Spoof program; physical biometric theft |
| Root Seal | 5 to 6+ | Root Token | Cannot be spoofed — must possess the actual token |
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 Level | Description | Effect | Basic Detection Chance |
|---|---|---|---|
| 1 | Personal Firewall | Basic filtering, bot/spam filters | 1 on a d6 |
| 2 | Public Facility | Pattern recognition, flags suspicious behavior | 1–2 on a d6 |
| 3 | Military / Small Company | Active scanning, deploys ICE on detection | 1–3 on a d6 |
| 4 | Mid-Size Tech Company | Predictive analysis, anticipates attack patterns | 1–4 on a d6 |
| 5 | Large Corp | Neural-keyed, reads intent and emotional state | Continuous |
| 6 | Tech Elite | Same as 5, plus No Logout capture attack | Continuous |
Threat Classifications
| Level | Classification | System Response |
|---|---|---|
| 1 | Anomaly | Passive ICE investigates. Watchdog flags location. |
| 2 | Unauthorized Intruder | Active ICE deployed. Trace initiated (3d6 seconds). Gates lock down. |
| 3 | Data Breach — Minor | ICE escalation. Trace timer halved. Operators alerted. |
| 4 | Protected Data Breach | ICE spawned at location in 1d4+1 seconds. |
| 5 | System Disruption | All ICE move to last access location. Forced Teleporters activate. |
| 6 | Critical Core Failure | Everything. 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.
| Mode | Speed | Stealth Penalty | Notes |
|---|---|---|---|
| Walk | 10 ft/sec | None | Default, no cost |
| Run | 20 ft/sec | -2 | Footsteps echo in the code |
| Sprint | 30 ft/sec | -4 | Cannot attack, visible trail |
Jacking Out
- Safe Logout: At any waypoint or public node; sit and meditate for 3 seconds. Clean disconnect.
- Emergency Jack-Out: Yank the cable — instant, but costs 1d6 HP from neural feedback; disoriented 1d4 seconds in meatspace.
- Forced Disconnect: If HP hits 0, all overflow converts to Stun damage. Deck needs reboot before re-entry.
- Locked Out: Level 6 firewall capture protocol — cannot jack out until freed.
ICE (Intrusion Countermeasures Electronics)
ICE are automated defense constructs.
| System Level | Max ICE Units |
|---|---|
| 1 | 2 |
| 2 | 4 |
| 3 | 8 |
| 4 | 16 |
| 5 | 32 |
| 6 | Unlimited |
ICE States
- Dormant: Visible but transparent; no damage from basic attacks; can be trapped by Bomb program.
- Guard: Renders as visual deterrent; 20 ft passive scan radius.
- Patrol: Periodic patrols; 30 ft passive scan radius.
- Search and Engage: On max alert; 50 ft scan radius. Remains active until threat neutralized or ICE destroyed.
Defense Layers (in order)
- Stealth — Roll Cyberstealth vs. ICE Perception. If diver wins, ICE passes by.
- Dodge — Roll Cyberdiving vs. ICE Attack roll. Tie goes to diver.
- Shield — If hit, Shield programs absorb damage before Avatar HP.
ICE Bestiary
Watchdog
Small glowing canine; howls on detection.
| Stat | Base | Greater |
|---|---|---|
| HP | 10 | 22 |
| Dodge | 8 | 11 |
| Perception | 14 | 18 |
| Speed | 10 ft/sec | 20 ft/sec |
| Activated By | Threat 1+ | Threat 2+ |
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.
| Stat | Base | Greater |
|---|---|---|
| HP | 15 | 40 |
| Activated By | Threat 2+ | Threat 3+ |
Probe
Chrome sphere with sensor arrays.
| Stat | Base | Greater |
|---|---|---|
| HP | 12 | 22 |
| Dodge | 12 | 15 |
| Perception | 16 | 20 |
| Speed | 20 ft/sec | 30 ft/sec |
| Activated By | Threat 1+ | Threat 2+ |
Once a diver is tagged, all ICE gain +2 Perception and Attack against them. Probes flee when attacked.
Stun Baton
Humanoid security construct.
| Stat | Base | Greater | Epic |
|---|---|---|---|
| HP | 12 | 22 | 40 |
| Dodge | 10 | 12 | 15 |
| Perception | 12 | 14 | 16 |
| Damage | 1d8 HP | 2d6 HP | 3d6 HP |
| Speed | 20 ft/sec | 30 ft/sec | 40 ft/sec |
| Activated By | Threat 2+ | Threat 3+ | Threat 4+ |
On hit: target loses 1 action next second. Epic Stun Batons make two attacks per second.
Scorpion
Black arachnid construct; ambush predator.
| Stat | Base | Greater | Epic |
|---|---|---|---|
| HP | 30 | 55 | 85 |
| Dodge | 12 | 15 | 18 |
| Perception | 14 | 16 | 18 |
| Damage | 2d6 HP | 3d6 HP | 4d6 HP |
| Speed | 20 ft/sec | 30 ft/sec | 40 ft/sec |
| Activated By | Threat 4+ | Threat 5+ | Threat 6 |
| Lethal | Yes | Yes | Yes |
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.
| Stat | Base | Greater | Epic |
|---|---|---|---|
| HP | 35 | 65 | 100 |
| Dodge | 13 | 16 | 19 |
| Perception | 18 | 20 | 22 |
| Damage | 2d6+4 HP | 3d6+4 HP | 4d6+6 HP |
| Speed | 40 ft/sec | 55 ft/sec | 70 ft/sec |
| Activated By | Threat 4+ | Threat 5+ | Threat 6 |
Epic Hellhounds track through a jack-out, spawning at the diver’s next login point.
Spider
Crystalline construct spinning Lock-code.
| Stat | Base | Greater | Epic |
|---|---|---|---|
| HP | 25 | 45 | 70 |
| Dodge | 14 | 17 | 20 |
| Damage | 1d6 HP | 2d6 HP | 3d6 HP |
| Activated By | Threat 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.
| Stat | Base | Greater | Epic |
|---|---|---|---|
| HP | 40 | 70 | 110 |
| Dodge | 15 | 18 | 21 |
| Damage | 4d6 HP | 5d6 HP | 6d6 HP |
| Speed | 30 ft/sec | 40 ft/sec | 50 ft/sec |
| Activated By | Threat 6 | Threat 6 | Threat 6 |
| Special | Ignores Shields | Ignores Shields | Ignores 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.
| Stat | Base | Greater | Epic |
|---|---|---|---|
| HP | 30 | 55 | 85 |
| Dodge | 16 | 19 | 22 |
| Damage | 2d6 + biofeedback | 3d6 + biofeedback | 4d6 + 2× biofeedback |
| Activated By | Threat 5+ | Threat 6 | Threat 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)
| Weapon | Type | Damage | Sig | Cost |
|---|---|---|---|---|
| Ghost Fist | HTH | 1d4 + WIL | +0 | 200 |
| Iron Knuckles | HTH | 1d6 + WIL | +0 | 300 |
| Force Claws | HTH | 1d6 + WIL | +1 | 400 |
| Data Knife | 1H | 1d6 + WIL | +1 | 300 |
| Shock Baton | 1H | 1d8 + WIL | +1 | 400 |
| Short Blade | 1H | 1d8 + WIL | +2 | 500 |
| Chain Whip | 1H | 1d6 + WIL | +2 | 600 |
| War Fan | 1H | 1d6 + WIL | +0 | 500 |
| Combat Staff | 2H | 1d8 + WIL | +2 | 500 |
| Maul | 2H | 1d10 + WIL | +3 | 600 |
Base Weapons (Rank 2)
| Weapon | Type | Damage | Sig | Cost |
|---|---|---|---|---|
| Plasma Blade | 1H | 2d6 + WIL | +3 | 2k |
| Twin Fangs | HTH | 2d4 + WIL | +2 | 1.5k |
| Voidhammer | 2H | 2d8 + WIL | +4 | 2.5k |
| Storm Glaive | 2H | 2d6 + WIL | +3 | 2k |
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.
| Enchantment | Sig | Cost/Rank | Rank 4 Special Effect |
|---|---|---|---|
| Lightning Fist | +1 | 1k | Stunned: loses 1 action per 2 Ranks |
| Fire Blade | +2 | 1k | Catches fire: 1d4 HP/sec for Rank seconds |
| Rocket Hammer | +3 | 1.5k | Bashed: pushed Rank×10 ft |
| Frost Edge | +1 | 1k | Frozen: immobilized 1 sec, -2 Dodge for 2 seconds |
| Venom Fang | +2 | 1.5k | Poisoned: 1d4 HP/sec for 3 seconds (stacks) |
| Null Strike | +2 | 1.5k | Target’s Shield drops to 0 for 1 second |
| Shadow Claw | +0 | 1.5k | Target’s Perception reduced by Rank for 2 seconds |
| Phase Edge | +3 | 2k | Bypasses one defense layer |
| Entropy Wrap | +2 | 2k | Target takes +Rank to all incoming damage for 2 seconds |
| Mirror Fist | +1 | 2k | Next attack reflected back at full damage |
Attack Software — Ranged
| Form | Detection Penalty | Range | Avail |
|---|---|---|---|
| Single-Shot Spell | None | 20 ft | Common |
| Pistol / Wand | -Rank to Cyberstealth | 30 ft | Common |
| Rifle / Bow / Staff | -(Rank×2) to Cyberstealth | 50 ft | Uncommon |
| Sniper Rifle / Long Bow | -(Rank×3) to Cyberstealth | 100 ft | Rare |
Ranged Damage: Base damage = Rank d6, modified by Effect Type.
Ranged Effect Types:
| Effect | Description | Special Rule |
|---|---|---|
| Bash | Blunt trauma | On hit: target pushed 10 ft |
| Capture | Digital restraints | On hit: target immobilized for Rank seconds |
| Push | Force displacement | On hit: target pushed Rank×10 ft |
| Stun | Neural static overload | On hit: target loses 1 action per 2 Ranks |
| Slash | Cutting damage | Ignores 1 pt Shield absorption per Rank |
| Pierce | Deep penetration | Bypasses the first Shield program entirely |
| Black Attack | Lethal biofeedback | Damage + equal biofeedback. Illegal. |
Defense Software
| Defense Form | Effect per Rank | Sig | Notes |
|---|---|---|---|
| Shield | Absorbs 2 HP per hit per Rank | +0 | Baseline defense |
| Hardshell | Absorbs first hit up to Rank×4 HP then drops | +1/Rank | Resets each second |
| Cloak Field | +2 Cyberstealth per Rank, -1 Sig per Rank | -1/Rank | Detection-focused |
| Mirror | Reflects Rank×10% damage back to attacker | +1/Rank | Does not absorb |
| Ghost Veil | Invisible to ICE with Perception below (8 + Rank) | -1/Rank | Drops when diver attacks |
Movement Programs
Locomotion (cost Power per second active):
| Program | Power | Sig | Effect |
|---|---|---|---|
| Wall Climb | 1 | 0 | Move on walls and ceilings |
| Double Jump | 1 | 0 | Leap obstacles, escape Sticky Floor |
| Levitate | 2 | 0 | Hover; ignore all ground hazards |
| Flight | 3 | +2 | Full flight; traverse vertical layers |
Transit (no sustained Power):
| Program | Sig | Cost | Effect |
|---|---|---|---|
| Turbo | +1 | 1.5k | Double movement this second |
| Lightcycle | +3 | 5k | Summon bike: 50 ft/sec, +2 Dodge while moving |
| Teleport | +2 | 4k | Instant travel to any previously visited waypoint |
| Gate Jump | +3 | 10k | Instant travel to known Gate address |
| Phase | +1 | 3.5k | Pass through one Barrier |
Utility Programs
| Program | Sig | Effect |
|---|---|---|
| Scan | +1 | Reveal target HP, Dodge, type, and active programs |
| Decrypt | +2 | Crack encryption; roll Cyberdiving vs. encryption level |
| Spoof | +1 | Create false credentials |
| Backdoor | +1 placing / 0 using | Create hidden access point; lasts 1 week |
| Tag | +2 | Track another diver or program through the system |
| Mask | 0 | Change avatar appearance; confuses visual ID |
| Repair | +1 | Restore Rank×2d6 HP to self or adjacent avatar/object |
| Waypoint Marker | 0 | Place 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.