Example ICE

    ICE comes in a few flavors, depending on how it deals with the intruder that sets it off.

White ICE has no direct negative affect on the user at all. It will deny access, trace, and cut the connection of the user. Bouncers, data walls, and of course, tracers, all full under this category.
Yellow ICE is a step up from white. It attempts to exploit a basic weakness in the internet, be it in the software of the various nodes or the actual hard-points that glue it all together.
Brown ICE attacks your computer. Injecting virii, sending it damaging commands, and generally trying to crash and inflict harm on the computer is what this level of ICE does.
Black ICE attacks the user. Direct and to the point, this ICE has no mercy. Delivering heart attacks, mind wipes, and reducing the hacker to a vegetable in the name of security.

    ICE on this page will be color coded in just this fashion to make it easy to find the type of ICE you may be interested in.

Data Wall

A data wall attempts to bar entry. This is its sole purpose. Visually, it takes on a very obvious appearance. A tall slab of concrete or even a swirling mass of 1's and 0's that prevent a user from stepping forward. Log in systems for Data Walls tend to take the form of gates and doors in the wall itself, sometimes with a friendly, or not, guard-representation besides it. Sometimes the guard is more than for show and is actually higher level ICE ready to be triggered if the wall is attacked. This ICE does not make actions, it simply bars progress. It has a lot of durability in comparison to some ICE. The Data Wall has 5 succs worth of durability per rating and takes up 0.1 space per rating. If determining randomly, roll 1d10 for the rating. Add 10 if it's a corporation and 15 for military.



The bouncer attempts to send the user back to his home site. Like a raw attack in cyber combat, it's very simple and basic. The ICE version is sufficiently advanced over basic typing that it does not bounce so easily off of armor or shields. Every round that the Bouncer is active, it will roll its rating X 5. These successes are ONLY countered by active defense OR a shield/armor designed specifically against the bouncer. When ten successes are gathered, the user gets bumped out of the system and back to square one. Appearance wise, Bouncers can take the form of typical fleshy bouncers, huge and intimidating, escorting the hacker out of the system. Some bouncers have no appearance at all, just a strong wind that blows the intruder away. A bouncer has 4 succs worth of durability per rating and takes up 0.15 space per rating.



The nag is an interesting bit of ICE. It follows the intruder around and asks them to leave, repeatedly, without end. It doesn't stop them from moving through the system and it doesn't attack, it just drones on and on and on. It's very distracting. The visage of the Nag ranges from snooty secretaries to dogs to high pitched and screeching fractal patterns. Whatever the appearance, the result is +1 difficulty to all rolls the hacker makes while the Nag is functioning unless he can beat the Nag's rating in a straight Willpower roll. This roll has to be made every round the hacker needs to roll something else. A Nag has a durability of 4 per rating and takes up 0.1 per rating.



The trace. Simple, dependable. The trace is used as the backbone of almost any security system. Many types of Yellow ICE can't even run without knowing the hacker's physical location. Also, corp cops can stop a hacker quite quickly once they know where to go and bust heads open. Tracing uses the navigational rules for the system finding the hacker. If the hacker is running a masking program, then the address is not known. If the hacker is running a hider, then they are considered hidden. The dice pool of the tracer is Rating X 5 with the standard rules for how often rolls can be made. Tracers almost universally appear as a white thread that  attaches to the user. Some variations have the string change color as it gets closer. The durability of a trace program is intense, largely due to its simplicity and the need for it to remain standing long enough to get a lock. Rating X 6. Trace takes up 0.1 per rating in size.


Second House

An ingenious bit of code. This ICE appears to be a data wall, but when the user enters, it entraps their perceptions and they enter an illusional system. Everything they do is reacted to as if they were really doing it, but no real effect occurs to the computer. It's startlingly effective. Hackers who don't run active scanning programs are almost always caught still sitting at their computers, thinking they're doing great. The Second House can be detected with ICE scanning before or System scanning software after entering. The program+user succs have to double the rating of Second House or it continues to appear as an innocent and largely flimsy Data Wall prog. Durability is low, at 2 X rating. Second House is large for a white ice, taking up 0.3 per rating.



An ICE that makes all other ICE more effective. The freezer attempts to seize up and lock the carrier signal between the hacker and the target computer. The result is that the hacker loses turns completely when it works. A hacker that is flying blind can still take physical actions, but the computer is quite locked up for the duration. The freezer takes several popular forms, including the name-fitting cold wind to more visceral tentacles that grip and hold the hacker still. Every round the Freezer attacks, it rolls its Rating X 5. Any successes that penetrate the hacker's defenses cause a +1 difficulty until the next round when the freezer's turn comes again. If it manages to inflict +8 or more difficulty, the user is frozen in place and cannot take actions for the same time period. The freezer has a durability of 3 X rating and takes up 0.17 per rating.



The redirector works on the same principle as the bouncer, except instead of sending the user home, it sends them to a specific other site. See bouncer for specific rules, increase size by 20% and it needs 15 succs.


Socket Burn

The Socket Burn works off of an existing trace. If the user is connected via a phone modem, a flood of signals bombards the wall jack, causing it to melt down into smelly slag. Visually, socket burn tends to appear as some form of fire breathing entity. Socket Burn makes a roll of 5 X rating every round. No armor or shield protects from this attack. Once ten successes are gathered, the socket is melted beyond use and the user is kicked offline until he can get a new socket. Chances are good whatever cable was hooked to the wall is also destroyed. Socket Burn does not work against satellite based modems. Socket burn has a durability of 3 X rating and takes up 0.15 per rating.


Tattle Tell

Appearing often as a small girl in sun dress, the tattle tell employs a technique more often used about fifty years ago. There are no ISPs in this day and age, but, there are companies in charge of cyberspace access and maintenance. Once the user's physical location is traced, this program will scurry off and alert the company in charge of the hacker's district to his illicit activities. This gets the user kicked offline in 1d30 cyber rounds. The company is also bound by law to blacklist the modem hardware used to do the hacking, locking the user from the online world until the identification chip in the modem is replaced or the user gets a new modem. Tattle Tell has a durability of 2X rating and takes up 0.1 space per rating.


Sky Spring

Sky Spring works off of some basic weaknesses in the satellite design. Once the user is tracked, the Sky Spring contacts the satellite they're using and sends it a confusing string of positional and protocol information in the hacker's name. The result is that the hacker is immediately thrown offline with a dropped carrier and can't log in for 1d10 real minutes. Sky Spring has a 3 X rating durability and takes up 0.1 space per rating.



The name says it all. Appearing as a flood, sometimes of meat, this ICE slows the user down by sending a never-ending stream of junk down their dataline. Every round, Spam rolls its rating X 5. Every success subtracts 1 from the hacker's initiative, slowing them down. Every program actively affecting combat that round -increases- the effect of Spam by 25%. If your initiative is reduced to -20 or worse, you lose connection to the net and must reconnect. Spam has a durability of 3 X rating and a size of 0.05 per rating.



The Clipper appears as a huge set of gardening shears. If the tracer program finds that the first target is a hoax, the Clipper can be called in to sever the connection to the host there. Sending a series of commands to the nearest internet node between the dummy host and the assaulted site, it sends the user hurtling back and away from his quarry. Every round the Clipper rolls its rating X 5. No armor or shielding protects from this. Once 15 succs are garnered, the user is ejected from the system and sent 1d20 navigational succs away. Durability is 3 X rating and size is 0.2 per rating.


Tar Baby

The Tar Baby ICE hides, lurking quietly in inactive mode until the hacker attempts to attack one of the other running ICE on the system. Once it strikes, it lashes out at the very program being used to attack. If the user isn't using a program to attack, the Tar Baby has no effect. If, more likely, a program is being used, the Tar Baby rolls its rating X 5. If as many succs as 0.2 segments the attack program takes up is scored, the attack program dissolves instantly. To add insult to injury, if this occurs, the attack that was in progress fizzles harmlessly. The next round, at the Tar Baby's initiative, it returns to inactive mode. The Tar Baby has a feeble 1 durability per rating and takes up 0.3 per rating.


Look at Me

Designed especially for the low-grade hackers that come from bored corporate workers looking for a thrill. This ICE infiltrates the computer and seizes control of the speakers, causing it to play out anything the designer wants it to say. Very embarrassing. This ICE tends to appear as an extremely ethnic man who shouts out what is coming from the speakers as loudly as he can. The ICE rolls its rating X 5, which is countered only by defensive programs or active user defense, as it only needs one success to do its dirty business. Durability is 3 X rating and it takes up 0.2 per rating.



Goatse is a particularly nasty little bit of black ICE. It floods the user's sensory input with images of horrible depravity and stomach unsettling visceral the likes to make the most hardened mass murderer think twice. This combined with some low-level brain commands sends the user into a state of shock. Every round a user is exposed to Goatse they must make a willpower roll and lose as much willpower as the successes they score under the rating of the ICE. Armor is ineffective against Goatse, but shields do function, adding their succs to the willpower roll. Durability of Goatse is 4 X rating and size is 0.5 per.