Apps and Software

Applications and Programs

Much like in our world, Athas’ population has access to hundreds of thousands of apps for their comms and computers. Think of one we have in our world and Athas has one that similar, but also works in either AR or VR. The Apps and Programs in the chart above and described below are those specific to Computer Combat and Hacking. Just because Duo Maps isn’t listed doesn’t mean your character will get lost in the labyrinthine streets of Tyr or New Urik.

Name
Attack Programs  PP  Size  Description  Price
Sword 1 2Su 1d6 DMG 200c
Bomb 2 4Su 2d6 DMG 500c
Burrow Worm 2 4Su 1d4 DMG/Rnd 500c
Snipe 3 10Su 3d6 DMG 1200c
Hijack 1 2 20Su Allows you to Hijack a compromised computer +2 800c
Hijack 2 4 40Su allows you to Hijack a compromised computer +4 1200c
Hijack 3 8 120Su Allows you to Hijack a compromised computer +6 1600c
Hijack 4 12 200Su allows you to Hijack a compromised computer +8 2200c
Defense Programs PP Size Description Price
Shield 1 2Su +2 AC 200c
Armor 2 6Su +4 AC 600c
Brick and Mortar 1 5Su 1d6 DMG repaired 300c
Salve 2 4Su 1d4 DMG/Rnd repaired 500c
Firewall Programs PP Size Description Price
Tier 1 2 6Su 25 HP 100c
Tier 2 3 12Su 40 HP 250c
Tier 3 4 50Su 80 HP 750c
Tier 4 6 500Su 120 HP 1500c
Utility Programs PP Size Description Price
Stealth 1 10Su Allows Stealth 500c
Traceroute 1 10Su Allows Tracking 500c
Spoof IP 1 10Su Counters Tracking 500c
Search Aggregate 3 7Su Track keywords and mentions 200c
System Scan 1 2Su Allows Perception 200c
VR Interface 5 50Su Allows VR Interaction 500c
Hydra Interface 5 25Su Allows the control of multiple computers 1500c

Attack Programs

Sword: This is your basic attack program. You can only have one Sword app running at once, but as long as it is running you can “inflict” the listed damage on any firewall. Double damage on a critical confirmation.

Bomb: Another attack program, but its damage is over an area. At base, it affects a 10′ radius. Upon a critical hit, it expands to 20′ as well as doing double damage.

Burrow Worm: As the name implies, this program “burrows” through a target (firewalls more specifically, but any target). Upon a successful hit, the damage is inflicted over a number of rounds equal to your Int modifier. You can execute this any time, but its effects do not stack. So if the effects are still damaging the target, you do not do extra damage, but you do extend the duration the same number of rounds from that round forward.

Snipe: This is a heavy hitting attack that can be done at “long range” or point blank (or same session, player’s preference). If done point blank, the player rolls damage normally, but because it was activate “on the fly” it takes time to refresh. Thus, it can only be used every 3 rounds. If done “long range”, the program must be used in sync with Traceroute (detailed below). Once your quarry is found, it sets up an automatic remote session. You can “fire” at this range repeatedly until the connection is severed. Repeated is not just rolling damage over and over, instead you roll damage and the target gets a chance to sever. If they don’t, then you can roll damage again, but they get a chance to sever again. To sever the connection, the player must beat your RDB with a Computer Use or Disable Device roll using their RAM as a bonus.

Hijack: This program does what it says on the tin. As detailed in Computer Combat and Hacking, this is the program you need to take over a compromised computer or network. Without this, you cannot attempt to take over the computer or network.

Defense Programs

Shield: While running, this program provides the listed bonus to AC. This stacks with the Armor program provided you have enough processing power to be running both.

Armor: While running, this program provides the listed bonus to AC. This stacks with the Shield program provided you have enough processing power to be running both.

Brick and Mortar: This program heals or temporarily adds to your firewall. If damaged, roll a Computer Use to activate this program DC 20. If you meet or beat the DC, you heal the listed damage to your Firewall. For every 4 you roll over, you can add an additional 1d6 to the healed damage. This is NOT cumulative. You roll once and take the result. If you do not meet at least the DC 20, the program did not execute. If your firewall has not been damaged yet, you can use the “healing” to bolster it temporarily. Same DC, same bonus for rolling higher. Lasts 2d4 rounds.

Salve: This is the opposite of Burrow Worm. This heals 1d4 damage per round for a number of rounds equal to your Int modifier.

Firewall Programs

These are pretty straightforward. Each tier provides your device with a firewall with the listed number of HP. Once that HP reaches 0, as stated in Computer Combat and Hacking, your device is susceptible to Hijack. Once at 0, your firewall needs to reboot. Here are the reboot times.

Firewall Programs Reboot
Tier 1 2
Tier 2 3
Tier 3 4
Tier 4 5

You can attempt an “Essential Process Only” (EPO) reboot, because seriously who needs that fucking virus scan when they’re about to take over your rig?!? Get the f-ing firewall up goddammit! To do so, roll a Computer Use at TN 20 + the PP of the firewall. If you succeed, you get the firewall back up at 1/2 HP on your turn, regardless of where it was in the boot process. If you do not, it continues to fully boot. If you succeed, your firewall still reboots and will regain full HP (minus any taken damage in between) once the full boot and full number of rounds completes.

Utility Programs

Stealth: This masks your presence in a session. Upon activation, you are granted Stealth as a skill with ranks equal to your Computer Use or Disable Device, whichever is higher. Like with Stealth, you can be spotted/detected with a Perception or System Scan Program (detailed below).

Traceroute: This program allows you to track other Users who either disconnected from your session or are moving through the Network/Internet. Upon activation, you are granted Survival to use for Tracking as a skill with ranks equal to your Computer Use or Disable Device, whichever is higher. You can counter this with Spoof IP.

Spoof IP: This program allows you to shake tracking programs. Upon activation, you are granted Survival to use for Tracking as a skill with ranks equal to your Computer Use or Disable Device, whichever is higher. If you are being actively tracked, you roll this vs the person using Traceroute. Whoever rolls higher, wins. Just because they might have beat you doesn’t mean they attack you. They only know where you have gone and must go to where you are and start a session (combat).

Search Aggregate: Allows you to set a search query looking for specific keywords or phrases. It alerts you when these parameters are met.

System Scan: This program allows you to search you system or your immediate area for any intrusions. Upon activation, you are granted Perception skill with ranks equal to your Computer Use or Disable Device, whichever is higher. You can use this as you would use Perception in the real world, but on your system or in a session.

VR Interface: This allows you to use your computer to go into the Cyberplane remotely. It creates an Avatar and sets up your UI. See VR Combat for details about what happens with the Avatar created by this program.

Hydra Interface: Allows for the multiple use of several computers. Each computer must run its own applications and programs and be capable of doing so. Each computer is an autonomous entity. You can control an number of computers equal to the Processor bonus of the computer running the Hydra Interface.

VR Avatars

Avatar AC STR DEX CON Description
Brute 16 18 12 16 Basic “Fighter” Avatar
Stalker 14 12 18 14 A Rogue-Like Avatar
Meat-Shield 20 14 12 18 A tank-figther Avatar
The Wiz 12 12 12 14 A Wizard-Like Avatar
Sniper 14 12 18 16 A Ranged DPS Avatar

To use any of the above Avatars, you first need the VR Interface app running on your computer or communicator. Once that is done, you may select any of the Avatars above and they are considered “Level 1”, or the mimic of that class at level 1. You can increase the level of the Avatar by rolling a Computer Use check (TN 20). This is NOT cumulative and you only get 1 roll. If you do not beat the TN of 20, the Avatar remains at its base level 1. For every 2 you roll over the TN, you can increase the base level by 1. For example, if you rolled a 27 on your roll, you can increase the base level of your avatar by 3 (so total level 4). This level boost lasts for 1 session.

You can permanently raise the level of your Avatar, thus raising the base level from 1, by making a Computer Use check at TN 45. This roll is cumulative and each roll you make is 1 day of work. Once done, you raise it by 1, permanently. You can try to raise it permanently again, but another roll at TN 45 must be made with each roll counting as another day of work. Your avatar cannot have a permanent base level higher than your base ranks in Computer Use. For example, if you have 3 ranks in Computer Use (without Int modifier or trained bonus), you can only raise your avatar to level 3.

Avatar Descriptions

Because of the nature of the VR world, these avatars (and their descriptions and skills) will be very MMO-like. This is because unless you physically enter the Cyberplane you are using a computer-generated avatar with a pre-determined set of skills and abilities. Nonetheless, each avatar has a “Base Class” and depending on the avatar’s level (permanent or augmented) they will receive the same BAB and Saves as that Base Class’ for that level, e.g. if Fighter is the base class and you are level 4 (permanent or augmented for the session), then you get all of the Fighters BAB (and number of attacks) and Saving throw bases. This also applies to Feat Selection.

Additionally, each avatar comes with scores in the 3 primary “physical” Attributes. All rules apply for those various attribute bonus. Also, as mentioned in VR Combat, you can augment these Attributes, and others, using the TNs in the chart below. To determine the HP of your Avatar, you take their Con and multiply it by your Avatar’s level and add the standard Con bonus for each level. For example, the Brute will have 16 +3 HP / level.

Name Benefit TN
Augment Ability +4 to any one Ability 30
Augment Speed +10 to Movement Speed 30
Augment Accuracy +2 to BAB 25
Augment Force +2 to Damage 25
Augment Presence +4 to all Saving throw rolls 30
Enhance Magic/Psionics +2 to damage for your Avatar’s Powers 25
Enhance Defenses +3 to AC 30
Enhance Touch Interface Allows the chance to use Touch Interface anywhere, not just at pre-designated nodes 35

Building your Avatar is very close to building a completely other character. The only thing that carries over to your Avatar is your Mental Attributes and your Skill ranks. If a skill is physical, it will use the attribute bonus of your avatar. If the skill is mental, you will use your Attribute bonus. Some Avatars do grant some skills, which will be a full rank and usually tied to their ability scores, but you can use any skill you have as well.

Each Avatar is detailed with these fields:

Name: Name of the Avatar
AC: Armor class of the Avatar. This can be augmented by the Armor and Shield programs.
Attributes: a quick list of the attributes that appear in the chart above
Base Class: the base class of the Avatar which will affect its BAB (or Proficiency Bonus for 5e) and Saving Throw Progression.
Skills: Any skill granted by the Avatar. They automatically come with a number of ranks equal to the Avatar’s level.
Attacks: This is the base damage dealing ability of the Avatar and can be used at any time on that player’s turn. Just like with normal classes, you can gain multiple attacks from high BAB. If a power says at any point that it does “weapon damage”, this is the weapon it’s talking about.
Powers: A list of what the Avatar can do. This mimics some of the Base Class’ abilities, but sometimes it just grants feats.

The Brute

AC: 16
Attributes: STR: 18 | DEX: 12 | CON: 16
Base Class: Barbarian
Skills: None
Attacks: 2-handed sword at 2d6 damage +1.5 STR bonus
Powers:

Rage: Same as Barbarian class. It also progresses to Greater Rage at the same level.
Rage Powers: At level 1 you select one. You gain others as your avatar levels through the Base Class.
Swipe: Frontal AOE attack. You do weapon damage to up to 6 enemies in front of you.

The Stalker

AC: 14
Attributes: STR: 12 | DEX: 18 | CON: 14
Base Class: Rogue
Skills: Stealth
Attacks: 2 daggers, dual wield, 1d4 damage each. -2/-2 to attack
Powers:

Evasion: Just like the Rogue ability. It also increases to Improved Evasion at the same level.
Ambush: A devastating attack from Stealth that does 4d6 + 1d6 every 2 levels damage. Must be done from Stealth.
Shadow Step: Instantly teleport behind your target and attack with Ambush. Must be done from Stealth.

The Meat-Shield

AC: 20
Attributes: STR: 14 | DEX: 12 | CON: 18
Base Class: Paladin
Skills: None
Attacks: 1-hand weapon (players choice) at 1d8 + STR bonus damage and Shield (no damage)
Powers:

Taunt: Forces all enemies to attack you for 1d4 rounds.
Vigilance: Grants +3 to AC and 3d6 HP for 1d4 rounds
Intervene: Instantly teleport to a friendly target and takes their damage. You may not go again until your turn, but you may use this before your turn if a friendly target is taking damage and only once per round.

The Wiz

AC: 12
Attributes: STR: 12 | DEX: 12 | CON: 14
Base Class: Wizard/Cybermage
Skills: Spellcraft
Attacks: Wand, ranged attack at 1d4 damage, 60′ range increment
Powers:

Bolt: A single attack that does 1d6 + INT bonus damage. You may use your INT Bonus in place of DEX bonus to hit. This raises to 2d6 at level 7 and again to 4d6 at level 12.
Elemental Storm: An AOE attack that does 1d6/level (no cap) damage to a 20′ area. You can choose which classical element applies.
Teleport: This works 2 ways depending if your in combat. If you are out of combat, you can teleport anywhere in line of sight. If you are in combat, you roll a Spellcraft at DC 15. For every 1 you roll over, you can teleport that many feet away from whatever is attacking you.

The Sniper

AC: 14
Attributes: STR: 12 | DEX: 18 | CON: 16
Base Class: Ranger
Skills: Survival and Stealth
Attacks: Short sword and handaxe, dual wield, 1d6 each. -2/-2 to attack. OR Longbow at 1d8 damage, 100′ range increment.
Powers:

Snipe: While in stealth, you can make a single range attack that does 2d6/level. The Range Increment for this power is 100′.
Rapid Shot: for a full round you rapidly fire your bow at a single target. You roll one attack. If you hit, you fire a number of arrows equal to your INT bonus x 2, minimum 2. Roll damage for each arrow that hits individually. If you miss, well, you miss.
Spike Trap: Place a trap on the ground in a 10′ diameter area. If an entity passes through it, it immediately takes 3d6 damage and is Snared and cannot move. It can take normal actions, such as attack actions, but cannot move. The 10′ diameter is a sphere and affects any area within the 3 dimensional sphere.