From: Deadlock <[d--dl--k] at [hopi.dtcc.edu]> Newsgroups: rec.games.frp.cyber Subject: [REPOST] Programming 104 Date: Tue, 23 Apr 1996 20:34:22 -0400 IT'S HERE! THE ALL NEW PROGRAMMING 104 NAME: Shark COST: 9,750eb CLASS: Anti-Personnel STRENGTH: 4 MU: 6 PROGRAMMING/DIFFICULTY: 234/39 FUNCTIONS: Anti-Personnel (20) OPTIONS: Movement Ability (5); Speed (2); Endurance (3); Superrealistic ICON (5) COST MULTIPLIER: x25 (Anti-Personnel x25) ICON: There is a database with a wide variety of sharks in it. Pick the one you like and run like hell! NOTE: I was experimenting with one of the dog programs for so long that I forgot what I was working on and ended up with this particularly nasty program that doesn't like anyone, anywhere, anytime. It will do 1d10 points of physical damage to the netrunner until the netrunner has been devoured. NAME: Shark Repellant COST: 2,640eb CLASS: Anti-Program STRENGTH: 6 MU: 5 FUNCTIONS: Anti-Program (20) PROGRAMMING/DIFFICULTY: 198/33 OPTIONS: Speed (2); Superrealistic ICON (5) COST MULTIPLIER: x8 (Anti-Program x4; Highly Specialized x2) ICON: A spray can with a hammerhead shark with a circle with a line through it. NOTE: Two days after creating the Shark program, I figured I'd better create somethin' that will repel the thing. Therefore, I can up with the only logical solution to the program, Shark Repellant! NAME: Raw Meat COST: 2,640eb CLASS: Anti-Program STRENGTH: 8 MU: 5 FUNCTIONS: Anti-Program (20) PROGRAMMING/DIFFICULTY: 198/33 OPTIONS: Superrealistic ICON (5) COST MULTIPLIER: x8 (Anti-IC x4; Highly Specialized x2) ICON: Several cubes of raw meat or one large T-Bone Steak. NOTE: I was watchin' a choomba's dog one weekend when I started to study the characteristics of the beast. Like most dogs you see on television or a holovid, they love raw meat. Therefore, I came up with the idea to write a program that would attract the dog programs runnin' on the net. This program will render a dog program inactive for 1d6+2 rounds. The unfortunate drawback to the program is every dog program will be attracted to it. Once the program has been launched, it will attract all dog programs on that level of the data fortress. What you do after all those dog programs show up is up to you because after the meat runs out, they'll come lookin' for more. NAME: Piranha COST: 10,500eb CLASS: Anti-Personnel STRENGTH: 7 MU: 7 PROGRAMMING/DIFFICULTY: 252/42 FUNCTIONS: Anti-Personnel (20) OPTIONS: Movement Ability (5); Speed (2); Endurance (3); Superrealistic ICON (5) COST MULTIPLIER: x25 (Anti-Personnel x25) ICON: A school of one-hundred piranha. After the piranha has picked their prey clean, a skeleton will appear where the 'runner had died and will remain for 1d6+1 days. NOTES: If you ever want to protect somethin' from anyone, put a school of these vicious things in their way. The school of piranha will cause 1d6+4 points of physical damage to their meal until it has been cleaned to the bone. NAME: Roach COST: 1,140eb CLASS: Anti-System, Utility STRENGTH: 3 MU: 6 FUNCTIONS: Anti-System (15); Utility (Copies itself only: (10) PROGRAMMING/DIFFICULTY: 228/38 OPTIONS: Movement Ability (5); Superrealistic ICON (5) ICON: A roach! The creepy crawly kind, not the one you smoke! NOTES: It took my business two weeks to clear out our system after we created this program. Just like it's real world counterparts, this thing gets into everything and when you turn on the lights, it runs for cover. What the program does is infest a system by finding unused memory, then creates a copy of itself once per forty-eight hours. It wouldn't be so bad if the original copy was the only one producing copies of itself, but it's the copies as well that are creating copies of themselves. If you don't stop the infestation in time, you end up with a really big problem. NAME: Conscience COST: 420eb CLASS: Interactive STRENGTH: 4 MU: 6 FUNCTIONS: Interactive (10) PROGRAMMING/DIFFICULTY: 252/42 OPTIONS: Movement Ability (5); Trace (2); Recognition (2); Memory (5); Conversational Ability (3); Pseudo-Intellect (6); Superrealistic ICON (5) COST MULTILIER: x1 (Interactive x1) ICON: This program has a huge database that represents the fracks in our lives that act as our moral guides in the journey of life. Some of the personae included in the database are a Catholic priest, a Baptist minister, a police officer, Sigmund Freud, etc. For 380eb, you can get this program with a simple ICON routine in it. The ICON is of a cartoon devil that sets on your left shoulder and a cartoon angel that sets on your right shoulder. The faces of these ICONs look like the netrunner that runs the program. NAME: Stop Sign COST: 7,250eb CLASS: Anti-Personnel STRENGTH: 4 MU: 4 FUNCTIONS: Anti-Personnel (20) PROGRAMMING/DIFFICULTY: 174/29 OPTIONS: Superrealistic ICON (5) COST MULTIPLIER: x25 (Anti-Personnel x25) ICON: A stop sign. NOTE: This program is non-lethal and was created by a Euro I have on my staff. What the program does when it works is stops a netrunner's forward motion 1d6+4 rounds. NAME: Hit Man COST: 10,500eb CLASS: Anti-Personnel STRENGTH: 8 MU: 7 FUNCTIONS: Anti-Personnel (20) PROGRAMMING/DIFFICULTY: 276/46 OPTIONS: Movement Ability (5); Recognition (2); Invisibilty (3); Endurance (3); Superrealistic ICON (5) COST MULTIPLIER: x25 (Anti-Personnel x25) ICON: A well dressed gentleman in a black or navy blue suit, a white, gray, or baby blue dress shirt, a black tie and shoes, and a pair of mirrorshades. NOTE: This program was an inspiration after a rogue hunter/bounty hunter tried to flatline me and my crew durin' a netrun to Afrikani. He was good, real good! But like Icebreaker says, "There's safety in numbers especially when the enemy doesn't know they're there." Hit Man can be programmed with the necessary data it needs to kill it's intended target as well as a containing short message. It will attack from the shadows of the net and do 1d10 points of physical damage to the drekhead until it's dispatched or the 'runner is dispatched. Either way, someone or somethin' is gonna die! NAME: Lockpick COST: 230eb CLASS: Decryption STRENGTH: 3 FUNCTIONS: Decrytion (15) PROGRAMMING/DIFFICULTY: 138/23 OPTIONS: Superrealistic ICON (5) COST MULTIPLIER: x1 (Decryption x1) ICON: A set of very nice lockpicking tools. NOTE: This program runs through a huge database containing millions of passwords to be used against code gates. If the list within the database fails to open the gate, it will start randomly creating new passwords as long as the intruder has the patience and time to hang around and wait. NAME: Locksmith COST: 250eb CLASS: Decryption STRENGTH: 5 MU: 3 FUNCTIONS: Decrytion (15) PROGRAMMING/DIFFICULTY: 150/25 OPTIONS: Superrealistic ICON (5) COST MULTIPLIER: x1 (Decryption x1) ICON: A man or a woman wearing a set of overalls and carrying a set of locksmithing tools. NOTE: A more powerful version of Lockpick. NAME: Repair Man COST: 210eb CLASS: Utility STRENGTH: 6 MU: 3 FUNCTIONS: Utility (10) PROGRAMMING/DIFFICULTY: 126/21 OPTIONS: Superrealistic ICON (5) COST MULTIPLIER: x1 (Utility x1) ICON: A male or female techie dressed in a set of dirty overalls wearing a tool belt around their waist. NOTE: This is th utility version of Locksmith. The program re-rezzes any program that may have been damaged during your run. The program takes twenty-four hours to run, but your program is as good as new on a successful attempt. Each unsuccessful attempt subtracts one point of strength from the program that is under repair until the program is either fixed or reduced to zero strength. NAME: Bodyguard COST: 230eb CLASS: Protection STRENGTH: 5 MU: 3 FUNCTIONS: Protection (10) PROGRAMMING/DIFFICULTY: 138/23 OPTIONS: Endurance (3); Superrealistic ICON (5) COST MULTIPLIER: x1 (Protection x1) ICON: Bodyguard looks like a high priced male or female eurosolo NOTE: Bodyguard will stay within one space of you while you're interfacin' with the net. It will jump in front of any attack aimed toward you. On a roll of 1-8 on a 1d10, Bodyguard will "push" you in a random direction of 1d6/2 (rounding up) spaces. NAME: Gliche COST: 1,200eb CLASS: Anti-Program STRENGTH: 5 MU: 4 FUNCTIONS: Anti-Program (20) PROGRAMMING/DIFFICULTY: 180/30 OPTIONS: Superrealistic ICON (5) COST MULTIPLIER: x4 (Anti-Program x4) ICON: A razzled copy of the infected program. NOTE: Gliche was an isolated problem from the Hit Man program. Before we could get Hit Man to work, we had to keep it from turnin' on it's employer. Butterfly (a 'runner who works for/with me from time to time) decided to study the section of code that Gliche had inhabited and discovered that the section of code was a program unto itself. What Gliche does is infests a program and begins to either write or rewrite sections of code of the program it gets into. NAME: Stampede COST: 606,000eb CLASS: Anti-Program, Anti-System, Anti-Personnel, Anti-Compiler STRENGTH: 10 MU: 7 FUNCTIONS: Anti-Program (20); Anti-System (15); Anti-Personnel (20); Anti-Compiler (20) PROGRAMMING/DIFFICULTY: 606/101 OPTIONS: Movement Ability (5); Auto Re-rez (3); Endurance (3); Superrealistic ICON (5) COST MULTIPLIER: x600 (Anti-Program x4; Anti-System x3; Anti-Personnel x25; Anti-Compiler x4) ICON: A wild herd of 100 cattle stampeding. NOTE: This is another program from the people at Deadlock Enterprises. When this program is launched, make sure you are standing behind it or you'll get run over. Anything in the path of this program will suffer 1d10 points of damage to it physically (netrunners) or to it's strength (programs, code gates and file locks, or compilers). However, any successful Anti-Program attempt will dispatch the herd in random directions when the program is destroyed. Any unsuccessful attempt will only "spook" the herd and send it runnin' in another direction. The big price tag was meant to get the corps to loosin' their grip on their moneybags. NAME: Bitch COST: 2,880eb CLASS: Anti-Program (Dog Specific) STRENGTH: 6 FUNCTIONS: Anti-Program (20) PROGRAMMING/DIFFICULTY: 216/36 OPTIONS: Movement Ability (5); Superrealistic ICON (5) COST MULTIPLIER: x8 (Anti-Program x4; Highly Specialized x2) ICON: This program contains a humungous database of dog ICONs. Choose the one that you think will get the job done. NOTE: I was watchin' my choomba's dog again when the beast started goin' wild whenever my neighbor walked her dog. Therefore, I decided to let 'im into the hall whenever the little pooch would get walked. Low and behold, my neighbor's dog took off runnin' and my friend's dog started in hot pursuit. My neighbor and I found the loving couple stuffin' it in a stairwell and proceeded to attempt to separate the couple. The dogs snapped at me and.... Well, at least the puppies looked normal. Anyhow, I came up with the idea to write a program that would attract the dog programs runnin' on the net. This program will render a dog program inactive for 1d6+4 rounds. The unfortunate drawback to this program is that you must be in the data fortress where the dog program is before any dog program will be attracted to it. Once the program has been launched, it will attract all dog programs within the data fortress. What you do after all those dog programs show up is up to you because they'll start fightin' for the chance to mate with the bitch in heat and the losers will start look for someone to take their anger out on. Includin' the hand the feeds! Stay 'faced for Programming 105 which will be out soon.... Those who live by the sword, get shot with a gun! EMAIL: [d--dl--k] at [hopi.dtcc.edu] HOME PAGE: http://www.dtcc.edu/personal/staff/deadlock/