Game Master Tools for running Brainjockeys

GAME MASTER TOOLS FOR RUNNING BRAINJOCKEYS

A suite of tools to make running a game with a brainjockey quicker and less of a hassle.


WHAT YOU SHOULD KNOW BEFORE USING BRAINJOCKEYS

Brainjockeys require extra considerations

Brainjockeys require that the Game Master keep track of a lot more cyberware than they normally would. In most circumstances, it doesn’t matter if an enemy mook has cyberoptics, a biomonitor, or a cyberarm with no cyberweapon, for example. Usually, these largely irrelevant cyberware modifications go unmentioned.  

Having a brainjockey in the team changes that. Suddenly, every single piece of cyberware an NPC wears is an important thing to know about them. This means that you, as Game Master, will have more work to do if you introduce brainjacking in your game. While the fantasy of hacking people is cool, it represents yet more work for you and your players.

Both the player that wants to play a brainjockey and the Game Master should make an effort to learn the rules properly, so the session runs smoothly for the other players.

Getting brainjacked can suck

Introducing brainjacking to your game means that your players might have to face brainjockeys. However, some players might not feel good about losing control of certain aspects of their character due to brainjacking.

Brainjockeys do not ask for consent when they take over player characters. They hijack cybereyes to spy, they force characters to attack their friends, they make players hurt themselves and they impose debilitating injuries. Some players might not be comfortable with these abilities or might interpret them as an unfair punishment after they invested their money into cyberware upgrades.

Before introducing brainjacking to your game, make sure that your players are interested in the idea and enthusiastically agree to have it included in the game.

In addition, I recommend only introducing enemy brainjockeys if your group has their own brainjockey, or if a previous character was a brainjockey. Don’t spring this mechanic on your players without having their agreement first. Tabletop RPGs should be fun for everyone at the table.


Optional rule: “take notes, or you lose your access point”

Generating unique cyberware for each NPC the players encounter can become overwhelming for a Game Master. Your Game Master already runs several characters in combat, tries to balance fun encounters, negotiates NPC motivations, and remembers locations for the game. Adding a new feature to the game for your character can be overwhelming for them. This optional rule suggests a way you can help.

This optional rules suggests that you, the player, should take responsibility and reduce your Game Master’s workload by keeping track of the cyberware that the NPCs you meet wear.

As an optional rule, the brainjockey oversees remembering the various items of cyberware that the NPCs you meet wear. When your Game Master tells you an NPCs Access Point and when they tell you what cyberware is connected to their nervous system, you are in charge of writing it all down. If you fail to remember what your Game Master tells you, you become unable to exploit their Access Point.

This rule puts the onus on you to remember these details. This might make setting up a combat encounter take longer, but it will remove some of the increased pressure of using the brainjacking mechanics from your Game Master’s shoulders. In addition, taking these notes will allow you to have a clearer idea of your options in and out of combat.


Generating quick cyberware kits

These quick cyberware kits allow you to quickly generate the cyberware arsenal of the NPCs your players meet. These tables considers that most of the NPCs you roll this for will end having a few pieces of cyberware. To reduce your work, you can choose to only roll on these tables for half of the NPCs your players face.

You can generate the cyberware kit of the NPCs your characters meet in advance or on the spot.

For each NPC you want to roll for, roll 1d6 and 1d10.

If you roll the same cyberware twice (for example, if you roll 1 cyberarm, followed by 1 cyberarm), assume they both represent the same, single cyberarm.

Cyberware kit: Civilians

Cyberware kits for NPCs with non-combat roles. Office workers, janitors, random passersby, etc.

1d6: Access Point

RollAccess Point Type
1No cyberware. Do not use d10 result.
2Access Point (Biomonitor)
3Access Point (Cyberaudio Suite w/ Internal Agent)
4Access Point (Cyberaudio Suite w/ Radio Scanner / Music Player)
5Access Point (Skinwatch)
6Access Point (a cyberarm)

1d10: Cyberware kit

RollCyberware Kit
1Neural link w/ Chipware Socket. 2 Chips.
2Light Tattoos. Biomonitor.
3Cyberhand w/ Tool Hand. Contraceptive Implant.
4Mr. Studd OR Midnight Lady (you choose). Vampyres.
51 cyberarm w/ Medscanner.
62 cybereyes w/ MicroVideo, Chyron.
7Neural Link w/ Tactile Boost, Braindance Recorder.
81 cybereye w/ Anti-Dazzle, Color Shift.
9Cyberaudio Suite w/ Voice Stress Analyzer. AudioVox.
10Cybersnake. 2 cyberlegs w/ Talon Foot.

Cyberware kit: Mooks

Cyberware kits for gangoons, non-boostergang toughs street toughs or bodyguards.

1d6: Access Point

RollAccess Point Type
1No cyberware. Do not use d10 result.
2No cyberware. Do not use d10 result.
3Access Point (Biomonitor)
4Access Point (Cyberaudio w/ Radio Communicator)
5Access Point (Interface plugs)
6Access Point (Cyberarm)

1d10: Cyberware kit

RollCyberware Kit
12 cybereyes w/ Targeting Scope, Low Light/Infrared/UV.
21 cyberarm w/ Popup Ranged Weapon
3Neural Link w/ Chipware Socket.
4Mr. Studd OR Midnight Lady (you choose).
51 cyberarm w/ Big Knucks. Mr. Studd OR Midnight Lady (you choose).
61 cybereye w/ MicroVideo, Chyron.
7Neural Link w/ Tactile Boost, Braindance Recorder.
81 cybereye w/ Anti-Dazzle, Color Shift.
9Cyberaudio Suite w/ Amplified Hearing.
102 cyberlegs w/ Jump Booster.

Cyberware kit: Serious Mooks

Cyberware kits for low-level corporate security, edgerunners, police officers.

1d6: Access Point

RollAccess Point Type
1No cyberware. Do not use d10 result.
2Access Point (Cyberaudio Suite w/ Implanted Agent)
3Access Point (Cyberaudio Suite w/ Radio Scanner/Music Player)
4Access Point (Cyberarm w/ Medscanner)
5Access Point (Neural Link w/ Interface plugs)
6Access Point (Cybereye w/ MicroVideo)

1d10: Cyberware kit

RollCyberware Kit
12 cybereyes w/ Targeting Scope, Low Light/Infrared/UV.
21 cyberarm w/ Popup Ranged Weapon
3Neural Link w/ Chipware Socket, Kerenzikov.
41 cyberarm. Mr. Studd OR Midnight Lady (you choose).
51 cybereye w/ MicroOptics. Mr. Studd OR Midnight Lady (you choose).
61 cyberaudio w/ Audio Recorder, Homing Tracer.
7Neural Link w/ Braindance Recorder, Sandevistan.
8Light Tattoos. Tech Hair.
92 cyberlegs w/ Talon Foot.
102 cyberarms w/ 2 Heavy Popup Melee Weapons.

Cyberware kit: Boostergangers

Cyberware kits for boostergangers on the verge of cyberpsychosis.

1d6: Access Point

RollAccess Point Type
1Access Point (Biomonitor)
2Access Point (Cyberaudio Suite w/ Implanted Agent)
3Access Point (Cyberaudio Suite w/ Radio Communicator)
4Access Point (Neural Link w/ Interface plugs)
5Access Point (2 cyberarms)
6Access Point (1 cybereye w/ MicroVideo)

1d10: Cyberware kit

RollCyberware Kit
12 cybereyes w/ Targeting Scope, Low Light/Infrared/UV. 1 Cyberarm w/ Popup Ranged Weapon.
21 cyberarm w/ Popup Shield
3Neural Link w/ Chipware Socket, Kerenzikov.
42 cyberarms w/ Rippers. Mr. Studd OR Midnight Lady (you choose).
51 cybereye w/ MicroOptics. 1 cyberhand w/Tool Hand.
62 rippers. Neural Link w/ Chemical Analyzer.
7Neural Link w/ Pain Editor, Kerenzikov. Cyberaudio Suite w/ Level Damper.
82 cyberlegs w/ Booster Legs. 1 cyberarm w/ Popup Heavy Melee Weapon.
92 cyberlegs w/ Web Foot. Neural Link w/ Olfactory Boost.
102 cyberarms w/ 2 Heavy Popup Melee Weapons. Cyberaudio Suite w/ Amplified Hearing.

Cyberware kit: Cyberpsychos

Cyberware kits for cybered-up and dangerous cyberpsychos.

1d6: Access Point

RollAccess Point Type
1Access Point (Cyberaudio Suite w/ Radio Communicator) (BLACK ICE)
2Access Point (2 cyberarm)
3Access Point (1 cyberarm)
4Access Point (Neural Link w/ Interface plugs)
5Access Point (2 cyberlegs) (BLACK ICE)
6Access Point (Sensor Array w/ Implanted Agent) (BLACK ICE)

1d10: Cyberware kit

RollCyberware Kit
12 cybereyes w/ Targeting Scope, Low Light/Infrared/UV. 2 cyberarms w/ 1 Popup Ranged Weapon, 1 Popup Grenade Launcher.
22 cyberarms w/ Popup Shield, Popup Heavy Melee Weapon. 2 Cyberlegs w/ Booster Legs.
3Neural Link w/ Chipware Socket, Kerenzikov, Pain Editor.
42 cyberarms w/ Wolvers. MultiOptic Mount w/ Low Light/Infrared/UV, Targeting Scope, Anti-Dazzle, Image Enhance.
5Cyberaudio Suite w/ Amplified Hearing, Voice Stress Analyzer. Neural Link w/ Kerenzikov, Chipware Socket, Pain Editor, Tactile Boost. 2 Cyberlegs w/ Grip Foot.
6Cybersnake. 2 cyberlegs w/ Talon Foot. Cyberaudio Suite w/ Voice Stress Analyzer.
72 cyberarms w/ Slice n’ Dice. Neural Link w/ Pain Editor, Kerenzikov. Cyberaudio Suite w/ Level Damper.
82 cyberlegs w/ Booster Legs. 2 cyberarms w/ Popup Heavy Melee Weapon.
92 cyberlegs w/ Web Foot. Neural Link w/ Sandevistan, Olfactory Boost.
10Artificial Shoulder Mount. 4 cyberarms w/ 2 Heavy Popup Melee Weapons, 2 Popup Ranged Weapons. Neural Link w/ Kerenzikov, Pain Editor.

Cyberware kit: VIPs

Cyberware kits for CEOs, stars, high-value targets, paranoid mob bosses.

1d6: Access Point

RollAccess Point Type
1No cyberware. Do not use d10 result.
2Access Point (Cyberaudio w/ Internal Agent)
3Access Point (Cyberaudio w/ Internal Agent) (BLACK ICE)
4Access Point (Cyberaudio w/ Radio Scanner / Music Player) (BLACK ICE)
5Access Point (Skinwatch) (BLACK ICE)
6Access Point (a cyberlimb) (BLACK ICE)

1d10: Cyberware kit

RollCyberware Kit
1Neural link w/ Chipware Socket. 2 Chips.
2Light Tattoos. Biomonitor. Independent Air Supply.
3Cyberhand. Contraceptive Implant.
4Cybersnake. Mr. Studd OR Midnight Lady (you choose).
5Cyberaudio w/ Audio Recorder, Bug Detector, Scrambler/Descrambler.
62 Cybereyes w/ MicroVideo, Chyron, Image Enhance.
7Neural Link w/ Tactile Boost, Braindance Recorder. Cyberaudio w/ Amplified Hearing, Audio Recorder, Voice Stress Analyzer.
81 Cyberarm w/ Popup Ranged Weapon. 1 Cybereye w/ Anti-Dazzle, Color Shift, Image Enhance.
9AudioVox. 2 Cybereyes w/ MicroVideo, LowLight/Infrared/UV, TeleOptics.
10Cybersnake. 2 Cyberlegs w/ Talon Foot.

Brainjacking

Phone users: this page features long tables. On a phone screen these tables will be unreadable. I advise you rotate your phone or use a computer for a better reading experience.

BRAINJACKING

Brainjacking is the practice of highjacking cyberware through the adept use of short range signals and software exploits.

Brainjacking can only be done with people with the Brainjacking Role Ability. Brainjackers use Braindecks to detect exploitable "access points", which can then be "decoded". Once the brainjockey has decoded a target, they can upload brainjacking programs to the target.


dnaMETA

In a hyper-computerized and data-rich world, cyberware technology is strangely paradoxical. Because cyberware needs to interface with the human body, cyberware generally uses very little data, instead relying on micro-computers which can receive, interpret, and generate neural impulses to and from the wearer’s nervous system. While cyberware is filled with microcomputers, processors and datapoints, every piece of cyberware is generally a closed off system.

That’s where dnaMETA comes in. dnaMETA is the computer language through which cyberware translates neural impulses from the wearer’s body into useable computer code. This is the process which allows a wearer to extend their wolvers by thinking about it, or to activate their Sandevistan implant in a microsecond. This process is what brainjockeys devote many sleepless nights to exploit.

Once a brainjockey gains access to a body with a dnaMETA Decoder, they are not actually "in a network". Instead, they rely way cyberware translates the body’s neural impulses to access every other piece of cyberware within that body.


BRAINDECKS

A BRAINDECK is a specialized computer with antennas and arrays that can remotely find and exploit a target’s ACCESS POINTS. It also maintains DECODERS, which are installed to interface with a target’s cyberware.

A brainjockey needs to be Jacked Into the Braindeck to Scan, install Decoders and upload Brainjacking Programs. Jacking in or Out of a Braindeck is a Free Action.

SCAN: As a free action, you make your braindeck scan the people around you. Your Braindeck tells you if every person you can see within 30 m/yds has an Access Point or not. If they have an Access Point, you learn its type.

DECODING: As an Action, you install a Decoder to a target with an Access Point within 6 m/yds of you. If you maintain access to the Decoder, you immediately learn every relevant piece of cyberware that the target is wearing. When you take the Decoding action and maintain access to the Decoder, you can also immediately upload a Brainjacking Program as part of that action.

Your Decoder fails at the end of its duration or if its target falls unconscious/dies.

Decoder NameDurationPrice
Tapeworm1 minute100 eb. (Premium)
Loa Loa1 hour (can be disabled as an action)1,000 eb. (Very Expensive)
Guinea WormUntil removed (can be disabled as an action)5,000 eb. (Luxury)

UPLOAD PROGRAM: As an Action, you upload a Brainjacking Program to a Decoder you have installed. You must be within 6 m/yds of your Decoder to upload a Brainjacking Program.

A Braindeck can only maintain a certain number of Decoders at a time. Once the Braindeck reaches its maximum number of simultaneous connections, it becomes OVERLOADED and cannot install any additional Decoders until it finishes cooling down. The cooldown period is 5 minutes.

Braindeck TypeDecoder MaximumProgram StoragePrice
Poor Quality Braindeck26500 eb. (Expensive)
Standard Quality Braindeck3101,000 eb. (Very Expensive)
Excellent Quality Braindeck4205,000 eb. (Luxury)


BRAINJACKING PROGRAMS

The bread and butter of the Brainjockey, BRAINJACKING PROGRAMS are the programs that the brainjockey uploads to the DECODER to exploit the target’s cyberware.

Uploading a Brainjacking Program results in a contested Brainjacking Check, as the Defender instinctually attempts to resist the effects of the program. Each program specifies the Skill Check that the Defender must attempt.

If they are the target of a program which lasts more than one round, the Defender can use an action to attempt to make the program fail. If they do, they must beat the result of the Brainjacking Check made when uploading the program. The Defender can only do this if they are aware that they have been brainjacked.

If the Brainjockey fails the Brainjacking Check, the program fails.


GENERIC BRAINJACKING PROGRAMS

GENERIC BRAINJACKING PROGRAMS exploit the defender’s neural network in some way. These programs can be uploaded into any target with a Decoder.

Anti-personnel Programs

Programs that hurt Defenders directly.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
zap.dmtAnti-PersonnelNoneTriggers painful neural impulses. Deals 1d6 direct damage. 1 roundResist Torture/Drugs50 eb.
(Costly)
Icon: a lightning bolt

Disruption Programs

Programs that disrupts the Defender's actions or cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
freeze.dmtDisruptionNoneAffects the motor nerves. Muscles from leg seize, reducing MOVE by 2, or muscles from arm seize, reducing ROF by 1. 1 roundAthletics50 eb.
(Costly)
Icon: a snowflake
teehee.dmtDisruptionNoneTriggers neural impulses to erogenous areas, tickling the Defender. They giggle and suffer -1 to all Skill Checks, or -4 for Social Skill Checks.1 roundResist Torture/Drugs50 eb.
(Costly)
Icon: a smiley face with a tear
painkiller.dmtDisruptionNoneSuppresses pain signals in neural system. Defender ignores effects of Seriously Wounded. 1 roundResist Torture/Drugs50 eb.
(Costly)
Icon: a smiley face with a tear

Monitoring Programs

Programs that gather information about the Defender through their cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
u_home.dmtMonitoringNoneKnow the target’s location.Until decoder expires.Perception20 eb.
(Everyday)
Icon: a pin on a map
consent_form.dmtMonitoringNoneSmall tingle makes Defender aware of upload. Defender can choose to consent or not to all program upload. Consenting allows programs to be uploaded without a Brainjacking Check.Until decoder expires.None50 eb.
(Costly)
Icon: a signature form with a quill
satellite.dmtMonitoringNonePrograms can be uploaded from any distance as long as a NET connection is maintained.Until decoder expires.Tracking50 eb.
(Costly)
Icon: a network of dots
contagion.dmtMonitoringNoneDecoder scans for nearby Access Points and transmits programs to them. When a program is uploaded to Defender’s Decoder, the program is also uploaded to other people with an Access Point within 6 m/yd.Until decoder expires.DV20500 eb.
(Expensive)
Icon: a virus cell


SPECIALIZED BRAINJACKING PROGRAMS

SPECIALIZED BRAINJACKING PROGRAMS exploit one or more pieces of cyberware that the Defender is wearing. These programs automatically fail if they are uploaded in a Defender which does not have the cyberware specified in the program’s prerequisites.

Anti-Personnel Programs

Programs that hurt Defenders directly.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
synapse_burnout.dmtAnti-personnelNeural LinkThe neuralware module becomes overloaded with commands. After 1 round, Defender’s brain starts suffering from stroke-like symptoms. Deals 2d6 direct damage and Defender suffers from the Brain Injury Critical Injury.2 roundsResist Torture/Drugs50 eb.
(Costly)
Icon: a person holding their head
this_never_happens.dmtAnti-personnelNeural Link with subdermal grip or Interface Plug. Connected smartlinked weapon.Triggers the smartlinked weapon when aiming at anything human shaped. Roll 1d6 at the start of the Defender’s turn. On a result of 5 or higher, the target accidentally fires at a random target and makes an attack against them, using their weapon. 3 roundsEvasion50 eb.
(Costly)
Icon: a person holding their head
lord_forgive_me.dmtAnti-personnelMidnight Lady Sexual Implant OR Mr. Studd Sexual ImplantSend a series of overcomplex command to the cyberware, overheating the onboard computer systems. Deals 1d6 direct damage to the target at the start of their turn. If the program deals 6 damage in a round, Defender is knocked prone and the cyberware visibly catches fire.3 roundsResist Torture/Drugs100 eb.
(Costly)
Icon: a hand holding a cross
nap.dmtAnti-personnelNeural LinkA shock of electricity from the neural link causes blood vessels to seize. Defender falls unconscious for 1 minute.1 roundEndurance500 eb.
(Costly)
Icon: three Zs

Monitoring Programs

Programs that gather information about the Defender through their cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
voyeur.dmtMonitoringCybereye with MicroVideo option.See through somebody's cybereye module. Up to 30 minutes of footage received can be saved in the Braindeck.Until decoder expires.Perception (sight)50 eb.
(Costly)
Icon: a trench-coat wearing person with an old-school photo camera
hear_here.dmtMonitoringCyberaudio with Audio Recorder option and Remote Access Point.Hear through somebody's cyberaudio. Up to 30 minutes of data received can be saved in the Braindeck.Until decoder expires.Perception (hearing)50 eb.
(Costly)
Icon: an ear with wires coming out
body language.dmtMonitoringBiomonitorAt the end of your turn, learn one of the Defender’s STAT values (your choice).Until decoder expires.Resist Torture/Drugs100 eb.
(Premium)
Icon: a DNA helix under a viewing glass

Disruption Programs

Programs that disrupts the Defender's actions or cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
distraction.dmtDisruptionCyberaudio suite.The Defender hears a 1 second noise of your choice from a direction of your choice.1 rounds.Perception (Hearing)20 eb.
(Everyday)
Icon: a little bell being shaken.
slide_in.dmtDisruptionBiomonitor, Skinwatch, or Cybereye w/ Chyron, or Cyberarm w/ Medscanner or TechscannerWrite anything on the cyberware display using an Action. Can also choose to disable or reenable the cyberware as part of the Action.Until decoder expires. Basic Tech20 eb.
Icon: a blank text bubble
blinding_love.dmtDisruption1 or 2 cybereyes. The cybereyes’ output blurs. Defender suffers the Damaged Eye critical injury until the end of the program’s duration (does not take damage from the Critical Injury).3 rounds.Perception (Sight)50 eb.
(Costly)
Icon: an eye with an heart-shaped iris.
tinnitus.dmtDisruptionCyberaudio SuiteCreate a buzzing noise in ear. Defender suffers the Damaged Ear critical injury until the end of the program’s duration (does not take damage from the Critical Injury).3 rounds.Perception (Hearing)50 eb.
(Costly)
Icon: a shockwave.
focus_on_the_trees.dmtDisruption1 or 2 cybereyes with MicroOptics, Targeting Scope or TeleOptics.Forces the cybereye to zoom to its maximum extent and locks the feature. Defender suffers the Lost Eye critical injury until the end of the program’s duration (does not take damage from the Critical Injury).Until decoder expires.Perception (Sight)100 eb.
(Premium)
Icon: horizontal squiggly lines that can be interpreted as bark.
listen_to_this.dmtDisruptionCyberaudio Suite with Music Player, Radio Communicator or Internal Agent.Replaces all sounds heard by the target with a sound of your choice. Defender suffers the Lost Ear critical injury until the end of the program’s duration (does not take damage from the Critical Injury).3 rounds.Perception (Hearing)100 eb.
(Premium)
Icon: an ear with earphones in
stop/arret.dmtDisruptionAny piece of cyberware. Choose one piece of cyberware or a cyberware option you can access. That piece of cyberware stops responding to Defender’s commands. 3 rounds.Athletics100 eb.
(Premium)
Icon: a bilingual stop sign
solo_down.dmtDisruptionNeural Link with Kerenzikov or Sandevistan.Scrambles the Defender's boosted Reflexes. Defender has -5 Initiative. 3 rounds.Initiative Check100 eb.
(Premium)
Icon: a bald man with spirals instead of eyes

Control Programs

Programs that take direct control of the Defender's cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
peace_n_love.dmtControlCyberhand or cyberlimb that is holding something. Cyberhand drops whatever it was holding. If the Defender has a cyberarm, the arm instead throws whatever it is holding as far away as it can from itself.1 round.Athletics50 eb.
(Costly)
Icon: a hippy peace sign
run_forrest.dmtControl1 or 2 cyberlegs. Defender with 1 cyberleg is knocked prone. Defender with 2 cyberlegs sprints in a direction chosen by the brainjockey. If the Defender hits an obstacle, they take 2d6 damage. 1 round.Athletics100 eb.
(Premium)
Icon: running legs with pants and dress shoes
im_armed.dmtControlAny cyberlimbTake control of a cyberlimb for one round. You can use any cyberlimb option installed in that cyberlimb. If the action causes a Skill Check, use the Defender’s Base Skill.1 round.Athletics500 eb.
(Expensive)
Icon: a cyberhand doing a thumbs up
would_you_kindly.dmtControlCyberaudio with Audio Recorder and any piece of cyberwareAssign a word to an action a piece of cyberware that the Defender has can do. When the word is heard by the cyberaudio suite, the cyberware executes that action. The Defender can resist the triggered action.Until decoder expires.Resist Torture/Drugs500 eb.
(Expensive)
Icon: an old-school radio microphone

BRAINJACKING COUNTERMEASURES

Brainjacking is rare, but VIPs, corpos and organized crime honchos around the world know better than to assume that they won’t receive a visit from a brainjockey. In response to this highly advanced form of hacking, some people have developed a subtype of Black ICE to resist brainjacking attempts.

A person needs to be wearing at least one piece of cyberware to install a Brainjacking Black ICE. A person can only install one Brainjacking Black ICE.

It is impossible to know if a Defender has a brainjacking Black ICE before installing a DECODER. If the target has a Black ICE, the brainjockey installs the DECODER, but immediately loses access to it. This is how they discover the Black ICE. The DECODER remains installed for its normal duration, but the brainjockey cannot upload programs to it until the BLACK ICE is defeated.

FIGHTING A BRAINJACKING BLACK ICE

As an Action, the brainjockey can attack a Black ICE. Roll a BRAINJACKING CHECK VS the BLACK ICE DV

If the Brainjockey beats the DV, they defeat the Black ICE and regain access to their DECODER.

If the brainjockey fails the BRAINJACKING CHECK, they suffer from the effect specified by the Black ICE.

BRAINJACKING BLACK ICE

Black ICE nameEffectBLACK ICE DVPrice
StrongholdNo effect after failed Brainjacking Check.  13500 eb. (Expensive)
 Icon: a brick wall.
Enigma No effect after failed Brainjacking Check. However, the Defender gains +2 when doing Skill Checks against Brainjacking Checks for the next hour. 12 500 eb. (Expensive)
Icon: an old computer.
ShatterThe brainjockey takes 2d6 direct damage.  151000 eb. (V. Expensive)
 Icon: a hammer.
HeadshotThe brainjockey takes 3d6 direct damage.  185,000 eb. (Luxury)
 Icon: a hand holding a pistol.
LucyThis BLACK ICE is an AI programmed to actively brainjack the intruder. Lucy is loaded with 4 brainjacking programs. Lucy installs a DECODER into the brainjockey and uploads all 4 of its loaded brainjacking programs.  2010,000 eb. (Super Luxury)
 Icon: a woman with three eyes.

 

Creating a Brainjockey

Brainjockeys are a type of edgerunners who hack the cyberware that course through the denizens of the Dark Future. Specialized in the intersection of biology and computers, brainjockeys understand how to take advantage their target’s internal cyber-augmented nervous system and can turn people’s own augmented bodies against themselves.

TL; DR

Brainjockeys hack the cyberware of other characters. To do so, they go within 6 m/yd of a target with an ACCESS POINT and use an Action to install a DECODER into that target.

Then, the brainjockey can use an Action to upload BRAINJACKING PROGRAMS into the cyberware of the people they are decoding. Brainjacking programs can have a variety of effects, from taking control of cyberlimbs, shutting down cybereyes or causing immense pain.

Like netrunners, brainjockeys use a piece of hardware, called the BRAINDECK. A braindeck can maintain a number of decoders and can hold a certain amount of brainjacking programs that the brainjockey can use.


GENERATING STATS

Method #1: Streetrats (Template) Skills and Method #2: Edgerunners (Fast and Dirty)

RollINTREFDEXTECHCOOLWILLLUCKMOVEBODYEMP
18877745774
28675835755
37686645674
48777755655
57885735556
67667846766
77667656776
88786845574
96677637565
107866647756

HOW DO I GET MY SKILLS?

Method #1: Streetrats (Template) Skills and Method #2: Edgerunners (Fast and Dirty)

When creating a Streetrat, use these skills. When using Method #2, you assign 86 points to the skills below, as described on p.88 of the Cyberpunk Red Core Rulebook.

Brainjockey
Skills
 
SkillLvl
Athletics2
Brawling2
Concentration2
Conversation2
Education6
Evasion6
First Aid2
Human Perception2
Language (Streetslang)2
Local Expert (Your Home)2
Perception2
Persuasion2
Stealth6
Basic Tech6
Conceal/Reveal Object6
Cryptography6
Cybertech6
Electronics/Security Tech6
Handgun6
Library Search6

HOW YOU GET YOUR STUFF: WEAPONS AND ARMOR

Method #1: Streetrats (Template) and Method #2: Edgerunners (Fast and Dirty)

Brainjockey
Weapons/Armor  

Cost
Very Heavy Pistol100
Basic VH Pistol Ammunition x 3030
Light Armorjack Body Armor (SP11)100
Light Armorjack Head Armor (SP11)100

HOW YOU GET YOUR STUFF: OUTFIT AND GEAR

Method #1: Streetrats (Template) and Method #2: Edgerunners (Fast and Dirty)

Brainjockey
Outfit  
Cost
Agent100
Poor Quality Braindeck500
Tapeworm Decoder100
Program: zap.dmt                            50
Program: teehee.dmt or freeze.dmt50
Program: u_home.dmt or distraction.dmt20
Program: blinding_love.dmt or tinnitus.dmt50
Program: synapse_burnout.dmt or peace_n_love.dmt50
Generic Chic: Top x10200
Leisurewear: Footwear x2, Jewelry, Bottoms x2400
Urban Flash: Jacket100

HOW YOU GET YOUR STUFF: CYBERWARE

Method #1: Streetrats (Template) and Method #2: Edgerunners (Fast and Dirty)

Brainjockey
Cyberware

 Cost
Interface Plug100
Neural Link500
Shift Tacts100
14 Humanity Loss (-2 EMP) 

ROLE ABILITY: BRAINJACKING

The Brainjockey has the role Ability Brainjacking.

A Brainjockey's Brainjacking Ability Rank is their ability to install programs quickly and successfully in their target’s cyberware. When rolling a Brainjacking Check, you roll INT + Your Brainjacking Rank + 1d10 against the roll specified in the program or against a set DV.


Next article: The Brainjacking System.