1Before you begin
The Grid runs on a machine that is reachable from anywhere, and you reach it the same way you would reach any other machine: with an SSH client. There is nothing to download and nothing to register.
$ ssh runner@coldice.sh
Your public key is your account. The first time you connect, one is created for you and you are given a handle, a deck and five hundred credits. Connect again from the same key and you are the same runner. Connect from a different key and you are somebody else, with nothing.
There is no password to lose and no address to confirm. If you keep your key, you keep your runner.
The game runs in your terminal at whatever size it happens to be. Eighty columns by twenty-four rows is enough. More is better, and the display rearranges itself if you resize the window while you are playing.
2The world
The Grid is four billion addresses. Roughly one in eight answers. Everything you find at an address is worked out from that address, which means it is the same machine for every runner, today and in a year. An address worth remembering stays worth remembering, and telling somebody about it does not use it up.
A live machine has a hostname, an owner, an operating system, a list of running services with real version numbers, files, accounts, and an opinion about you being there. Machines are rated one to five.
| Tier | What it is | What is usually defending it |
|---|---|---|
| 1 | trivial | nothing, or a sentry |
| 2 | ordinary | a sentry, sometimes a barrier |
| 3 | defended | barrier, trapdoor or a hunter |
| 4 | serious | barrier, trapdoor, hunter or black |
| 5 | military core | hunter or black, at the top of its range |
Nothing on the Grid is generated when you look at it and forgotten afterwards. What players change is kept: files you delete stay deleted, machines you build stay built, and a log you wiped stays wiped.
3Your first run
The shortest useful loop is four commands. Sweep a range, look at something that answered, get through the door, and take what is inside.
runner@coldice.sh:~$ scan 62.14.8.0/24 62.14.8.44 archive-06 tier 2 ssh, http 62.14.8.91 print-24 tier 1 ipp 62.14.8.200 the-cellar tier 1 ssh, bbs 3 live of 256 swept. runner@coldice.sh:~$ probe 62.14.8.44 archive-06 Ardennes Data Holdings openssh 7.4, nginx 1.14.2 ICE: sentry lv1 a trace here would take about 40 seconds. runner@coldice.sh:~$ crack 62.14.8.44 [*] trying the list against 3 accounts....... svc-backup:backup2068 in every wordlist ever printed credential saved. connect 62.14.8.44 runner@coldice.sh:~$ connect 62.14.8.44 archive-06 login: svc-backup you are in. 'ls' to look around.
From there, ls lists the files, cat reads one, and
get copies it to your deck. sell turns what you are
carrying into credits. If you are ever unsure, hint will tell you
what to do next, and it reads your actual situation rather than a script.
4Three ways through a door
There are exactly three, and they fail differently.
crack
A dictionary attack against the machine's accounts. It is loud, it takes time, and it works on machines whose owners chose badly. Your cracking skill and your wordlist decide how far down the list you can reach.
exploit
Looks for a flaw in something the machine is running. Fast when it lands and useless when it does not, which depends on the software versions the machine actually reports and on how new your exploit kit is.
connect
Walk in with a credential. You get credentials by cracking them, by reading them off a machine that had them written down, or by buying them from another runner. You can also type one somebody told you:
connect 62.14.8.44 svc-backup backup2068
A credential you type is stored on your deck the first time it works, so you only have to type it once. A login you were given rather than worked out is marked as such, and does not count towards your standing on the Wall.
5Noise, alert and the trace
Every action you take inside a machine makes noise. Noise accumulates as that machine's alert, which is shown as a percentage in the panel at the top of the screen. Alert belongs to the machine and not to you. Leave, and it settles.
When alert reaches the machine's threshold, a trace starts. A trace is a countdown. If it finishes while you are still connected, the machine works out one fact about who you really are and writes it into a file on its own disk. See section 9.
Three things buy you time. Being quieter to begin with, which is the damper and your stealth skill. Making the trace itself slower, which is the baffle. And leaving.
Depth
Machines reached through other machines are deeper. Depth is shown down the left edge of the panel. Surfacing takes one step per layer, so a run four deep is four disconnects and real seconds you may not have. The ascender makes surfacing faster.
6ICE
Intrusion Countermeasures. A machine has at most one, with a class and a
level. probe tells you it is there and ice tells you
what it does.
| Class | From tier | Behaviour |
|---|---|---|
sentry | 1 | Watches everything. Every action you take is louder than it would be. |
barrier | 1 | Walls off the valuable files until it is broken. Use 'break'. |
trapdoor | 2 | Plants bait. Touching the wrong file wakes the whole machine. |
hunter | 1 | Traces fast, and keeps tracing after you drop the link. |
black | 3 | Fights back. It will burn programs and cook your deck. |
Only barrier can be attacked directly, with
break and a breaker program at or above the barrier's level.
The rest are conditions to work around rather than obstacles to remove.
Black ICE is the one that costs money. It burns a fitted program out of your deck permanently and damages your deck's integrity. Plating takes the edge off it. Nothing makes it safe.
7Your deck
Your deck is a chassis with a number of slots. Programs occupy slots, and
only a program in a slot does anything. Owning it is not enough, so
gear shows what you have and fit puts it in.
Every program runs from level 1 to level 10. The shop stocks the bottom 4. Above that a program has to be found on a machine or bought from another runner, and each level costs roughly two and a third times the one below, so a level 10 anything is a project rather than a purchase.
Your deck also has integrity, which black ICE takes away
and repair buys back, and a hold of
6 items for what you are carrying.
Skills
Four, each 0 to 100, each earned by doing the thing rather than by spending anything.
| Skill | What it buys |
|---|---|
cracking | Patience with wordlists: how far 'crack' reaches, and how fast. |
intrusion | Making an exploit land. |
stealth | Being quieter than you were. |
sysadmin | Knowing where the privilege is kept. |
8Work and money
Credits come from four places.
A fixer. sell empties your deck at once. Data
is worth what it costs to be the only one holding it, so the same file is worth
less every time anybody sells another copy. Sell first and sell fast.
Contracts. Bulletin boards carry work: reconnaissance, a
file somebody wants, a log somebody wants cleaned. jobs lists
them, take claims one, deliver hands it in. A
contract pays for work you did after taking it, so reading the board first is
worth the minute.
Courier work. A contract that is not about a file but about getting somewhere. Something has to be carried to a machine too far in to knock on, so the route matters: there are at least 40 distinct ways through, the destination will not open to you directly, and the credential for it is sitting on a machine one step outside. Find that, and then find your way in. The longer the way round, the better it pays.
Crew work. Some payloads are too big for one deck. A crew job needs between two and 10 runners, every seat has to be taken before the clock starts, and then everybody has 1h30m to get their own piece to the destination and hand it over. It is finished when the last piece lands.
There are no separate commands for any of this. A crew job uses the same
verbs and they mean something slightly different: take signs you
on to a seat rather than claiming the job, deliver hands over your
own piece rather than finishing it, drop gives your seat back
while the sheet is still filling, and job shows you who else is
on it.
Crew work pays each member the full amount multiplied by the size of the crew, so two runners are paid double each and ten are paid ten times each. That is deliberate. Getting nine other people into the same machine inside the window is the hard part, and it is worth paying for.
The market. Other runners. market lists what
is for sale on the board you are standing on, and offer puts
something up. You can sell data, a way into a machine, or a program.
offer payroll.dat 1200 a file from your deck offer access 62.14.8.44 800 a login you hold offer gear wordlist-5 9000 a program, off your deck until it sells
A program leaves your deck the moment you list it, because there is only one of it. Data and logins are information, and the seller keeps a copy of those: selling a login does not take away your own.
Your own machines. See section 10.
9Your name
This is the part of the game where being caught costs something that does not grow back.
Every runner has a true name: a civilian identity you never chose, never see, and cannot change. It is 6 facts.
| Fact | Field |
|---|---|
| legal name | name |
| location | city |
| carrier and exchange | carrier |
| deck signature | deck |
| behavioural pattern | pattern |
| payment trail | money |
A trace that completes writes one of those facts into a real file on the machine that caught you. Anybody who breaks into that machine can read it, and reading it copies it to their deck. After a delay the record also reaches the attribution clearing house, where it becomes public to everybody. Runners on the Wall leak faster: fame costs you time.
At 4 of 6 public, the Grid can put a person behind your handle. Every machine starts suspicious of you and the heat does not come off.
The two ways out
Wipe it. Get back into the machine that caught you, get
root, and wipe. That destroys the record, but only while it is
still sitting there and has not spread.
Go underground. underground retires the handle
and starts a new one. It works, and it costs you the handle, its standing, and
its reputation on every board.
The other side of it
What you read off other people is yours to keep. dossier on its
own shows what the Grid has on you and what you hold on everybody else.
dossier <handle> shows one sheet. Holding the most of other
people's names puts you on the Archivists list on the Wall.
10Machines of your own
A dark address can be made into a machine. plant needs a
forge fitted, and what you build is a real node on the real
Grid that other runners can find, probe and break into.
What it is for:
- Storage. A
vaultholds what will not fit on your deck. Other runners can empty it if they get in. - Bouncing.
routesends your runs through machines you own, which puts distance between you and the trace. - A back way in.
backdoor, on a machine you have root on, leaves a way back that does not need the front door. Backdoors expire. - Saying something.
bannersets what your machine says to whoever gets inside it. A welcome, a warning, or a line of poetry.
You can buy ICE for your own machines with install, and it
behaves exactly as it does everywhere else, which means it will happily trace
another runner standing in your front room.
11Constructs and duels
A runner can build an avatar: a construct that runs from
the deck and fights other runners' constructs. Two runners inside the same
machine can set theirs on each other. avatar new <name>
builds one.
The fight itself is automatic. It lasts 4 rounds and nothing is typed while it happens, so it is decided by what you built and how you told it to behave, not by how fast you can type. Somebody on a slow link is not at a disadvantage.
It opens over the wire, with each side trying to get a virus into the other's deck before the constructs ever touch. Closing to the same process costs a turn.
Three settings, three questions
This is the whole of it, and each setting answers a different question. Aggression starts a fight, nerve permits it, bravery ends it. Aggression and nerve are public. Bravery is not.
Nerve: who you will fight
Nerve is a weight class. It says how far above your own weight you are willing to be, and it is asked of both constructs before anything happens.
Weight is your level plus everything you have fitted. Level is the points spent on the construct; weight is what you are walking in as. Both are public, both are on the band at the top of your screen, and it is weight the gate reads. Fitting heavy things makes you heavier, so fewer people will take you on, and the ones who do have chosen to. There is no cap on it and there does not need to be one: at some point you are carrying a monster nobody will fight. If either one refuses, the link simply drops: no damage, no record, and it does not count as a defeat.
That is what protects a newcomer, and it is on by default. A runner who has changed nothing carries nerve 5, which refuses everybody above them.
Fifty things to carry
An avatar has five slots. There are fifty items to put in them, with no levels and no upgrade path, and every one of them is a trade: a spread across two to four attributes, some up and some down. Nothing is simply better than anything else, so the question is never "is this good" but "is this good for the construct I built".
| Slot | How many |
|---|---|
| chassis | one |
| edge | one |
| payload | 2, and a chassis can change that |
| counter | one |
| routine | one |
An item's weight is what its spread adds up to, and nothing else. Give two more than you take and you are two heavier; give back everything you take and you are free to carry, however dramatic the trade. That is why weight can be trusted at the gate: you cannot get net power for nothing.
You also have to be able to pay what an item takes. No attribute can be driven below one, so the deepest trades are something you grow into, and the item you cannot wear yet is the one worth trading for.
How rare, and what rarity buys
Rarity buys shape, not power. A common item nudges two attributes; a unique one moves all four and moves them further. The weights are much the same across the range, which is deliberate: a deep find should change what your construct is, not simply make it stronger, because the curve has to stay flat enough for somebody who arrived today.
- Common. Sold by a fixer, or found on tier 1 and 2.
- Rare. Tier 3 and 4.
- Extra rare. Tier 5.
- Unique. Six of them, and each exists exactly once in the whole world. When somebody takes it, that is the only one there will ever be.
Every item remembers the machine it came out of and who first pulled it.
avatar kit is what you own, avatar fit <name>
puts something on, and avatar shop is what a fixer stocks.
| Nerve | What it means |
|---|---|
| 1 | you fight nobody at all. nothing can touch your construct. |
| 2 | you fight only constructs 3 or more lighter than you. |
| 3 | you fight only constructs 2 or more lighter than you. |
| 4 | you fight only constructs 1 or more lighter than you. |
| 5 | you fight at or below your own weight, never heavier. |
| 6 | you fight anyone up to 1 heavier than you. |
| 7 | you fight anyone up to 2 heavier than you. |
| 8 | you fight anyone up to 3 heavier than you. |
| 9 | you fight anyone up to 4 heavier than you. |
| 10 | you fight anybody, at any weight. |
Nerve can be raised at any time and lowered only after two hours. You can always decide to be braver on the spot; backing off is something you commit to in advance.
Aggression: whether a fight starts at all
Two runners in the same machine is the ordinary case, so something has to
decide whether anything happens. Read only for the side that might begin it.
Typing duel yourself is not governed by it: aggression describes
what your construct does while you are busy elsewhere.
| Setting | Behaviour |
|---|---|
| dormant | starts nothing. still answers |
| guarded | starts nothing, answers anybody |
| watchful | starts on somebody clearly weaker |
| hunting | starts on anybody nerve allows |
| rabid | starts on anybody, without looking first |
Dormant is not immunity. It means you start nothing; you will still be fought if your nerve allows it. Nerve 1 is immunity.
Bravery: when it runs
The private setting, and the only one your opponent cannot read. A failed escape wastes the turn, so running early is not free.
| Setting | Behaviour |
|---|---|
| coward | tries to leave below 75% coherence |
| careful | tries to leave below 50% coherence |
| steady | tries to leave below 30% coherence |
| brave | tries to leave below 15% coherence |
| fearless | never leaves |
Plans
An ordered list of rules, first match wins, which is what your construct
follows during the fight. Pick one with avatar plan <name>.
| Plan | Rules |
|---|---|
| balanced | if failing -> drop the link; if over the wire and holding a virus -> inject; if in the same process -> strike; else -> close |
| aggressor | if failing -> drop the link; if in the same process -> strike; else -> close |
| turtle | if failing -> drop the link; if hurt and holding a patch -> patch; if exposed -> harden; if in the same process -> strike; if holding a virus -> inject; else -> harden |
| sniper | if failing -> drop the link; if in the same process -> break off; if holding a virus -> inject; else -> harden |
What it costs and what it pays
Losing crashes the construct and damages the deck's integrity, which
repair buys back. Nothing is stolen: no gear, no credits, no
permanent loss. Duelling is not a way to take somebody's things.
Attribute points come out of what you risked. Carrying a high nerve pays more, because more of the Grid could have reached you while you carried it, and reaching above your own weight pays more again. Being crashed pays a single point. Running away pays nothing. Beating somebody three or more levels below you pays nothing at all, which means the bullying setting cannot grow.
Fighting the same person over and over is worth less each time and nothing by the fourth bout, and it resets after 1 day. A rematch that is worth nothing is refused outright, because the machine you are standing in pays for the noise either way.
A duel is loud. It raises the alert on the machine it happens in, for everybody standing there, which makes picking your ground part of it and makes duelling in the middle of a run a bad idea. Duelling alone can never drive a machine past its trace line, so a crowd cannot poison somebody else's node with it.
A new construct spends 12 points across four attributes and no attribute goes above 20. The curve is deliberately flat: a veteran is about three times a newcomer, not fifty times, because a permanent world has to stay open to somebody who arrived today.
ACommand reference
82 commands. In the game, help lists them by group and
help <command> explains one.
Finding things
| Command | What it does |
|---|---|
hosts [new|sector|name] | your map: what you know, and what you have not been inside |
probe <address> | identify one host: services, ICE, trace estimate |
scan <cidr> | sweep an address range for live hosts |
traceroute <address> | show the hops on the way there |
Getting in
| Command | What it does |
|---|---|
connect <address> [user] [password] | log in with a credential you have, or one you were told |
crack <address> | dictionary attack on its logins, loud |
exploit <address> | look for a vulnerable service, fast, unreliable |
Inside a machine
| Command | What it does |
|---|---|
backdoor | leave a way back in (root only) |
break | attack a barrier (needs the breaker program) |
cat <path> | read a file, where addresses and logins come from |
depth | how far under the surface you are |
disconnect | surface, one layer at a time |
escalate | try to become root |
get <path> | copy a file to your deck |
ice | what is defending this node, and how |
logs | read the auth log (root) |
ls | list files on the node you are inside |
tag <text> | leave a message on a machine somebody else built |
users | list accounts on this node |
wipe | remove yourself from the log (root) |
Bulletin boards
| Command | What it does |
|---|---|
board [category] [page] | read the bulletin board on this node |
buy <listing> | buy data from the market |
flag <id> [why] | report a post to a person who reads them |
job <id> | read one contract |
jobs | contracts on this board |
market | data for sale on this board |
offer <item> <price> · offer access <address> <price> · offer gear <program> <price> | sell something you are carrying, a way into a machine, or a program |
post <cat> <title> | <text> | post to the board you are on |
read <id> | read a post and its replies |
reply <id> <text> | reply to a post |
take <id> | claim a contract |
withdraw <id> | take your listing back |
Other runners
| Command | What it does |
|---|---|
block [handle] | stop hearing from somebody |
leaderboard [list] | the standings, from wherever you are |
news | what happened while you were away, again |
page <handle> <text> | message a runner anywhere on the Grid |
report <handle|id> [why] | tell a person about somebody |
runners [query] [page] | search who is online |
say <text> | talk to the runners on this node |
unblock <handle> | hear from them again |
who | who else is on this node with you |
Constructs and duels
| Command | What it does |
|---|---|
avatar [new <name>|kit|shop|buy|fit|unfit|aggression|bravery|plan|spend] ... | your construct: what it is, what it carries, how it behaves |
duel <handle> | set your construct on somebody in this machine |
duels | who here you could fight, and who will not have it |
nerve [1-10] | how far above your level you will fight |
Your deck
| Command | What it does |
|---|---|
clear | clear the screen |
contracts | the jobs you are carrying |
creds | logins you have collected |
deck | your hardware, credits and heat |
deliver <id> | hand in a finished contract |
drop <id> | give a contract back |
exit | close the terminal |
fit <name> | put something into a slot |
gear [name] | everything you own, and what is fitted |
help [command] | list commands, or explain one |
hint | what to do next |
hud [on|off] | the animated panel at the top |
loot | data on your deck |
repair | patch your deck back up, for credits |
rig | your deck: slots, what is in them, what it all does |
sell | sell everything on your deck to a fixer |
shop [program] | buy a program, or take one up a level |
skills | what you have learned by doing it |
skip | stop the first-run hand-holding |
term | what the server thinks your terminal is |
unfit <name> | take something out of a slot |
Machines you own
| Command | What it does |
|---|---|
banner <text> · banner clear | what your machine says to whoever gets in |
install <class> <level> | buy ICE for your own node |
mine | the nodes you have built |
nodes | your backdoors and how long they have left |
plant <addr> <host> | build your own node on a dark address |
rm <path> | delete a file from your own node |
route [add <addr>|clear] | bounce runs through nodes you own |
untag | clear what strangers wrote on your machine |
vault [store|take|empty] | storage on a player node, yours or theirs |
write <path> <text> | store a file on your own node |
Your name
| Command | What it does |
|---|---|
dossier [handle] | what the Grid has on you, or what you have on them |
handle <name> | change your handle |
underground [new handle] | retire this handle and start again |
whoami [show|hide <thing>] | who you are, and what others see of it |
whois <handle> | what a runner shows about themselves |
CConstruct kit
All fifty, by slot. Weight is the net of the spread and nothing else. An item that gives back everything it takes weighs nothing, however dramatic it is, and several of the best ones are exactly that.
| Item | Slot | Rarity | W | Trade | Where | What it is |
|---|---|---|---|---|---|---|
| ablative | chassis | rare | 1 | -1 edge -1 reflex +4 frame -1 signal | tier 4 | layers to lose. the first hits cost you nothing |
| lattice | chassis | common | 1 | -1 reflex +2 frame | fixer | light bracing. more of you, a little slower |
| carapace | chassis | common | 0 | -2 edge -1 reflex +3 frame | fixer | heavy plate. you will feel it in your hands |
| driftwood | chassis | rare | 0 | -2 edge -1 reflex +2 frame +1 signal | tier 4 | accreted junk. odd, tough, and slow with it |
| hollow | chassis | rare | 0 | +1 reflex -2 frame +1 signal | tier 3 | gutted for room. a third payload, and less of you |
| kessler | chassis | unique | 0 | +2 edge -3 reflex +2 frame -1 signal | one only | wreckage that takes company with it |
| mirror shell | chassis | unique | 0 | +1 edge -2 reflex +3 frame -2 signal | one only | polished to nothing. what hits it notices |
| stock frame | chassis | common | 0 | no change at all | tier 0 | what everybody starts in. no trade at all |
| second wind | counter | rare | 2 | -1 edge +2 frame +1 signal | tier 3 | one more patch than you packed |
| answer | counter | rare | 1 | +2 edge +1 reflex +1 frame -3 signal | tier 4 | gives the first one straight back |
| bootstrap | counter | rare | 1 | -1 edge +2 reflex +1 frame -1 signal | tier 4 | comes back up, once, from almost nothing |
| deadman | counter | unique | 1 | -2 edge -2 reflex +4 frame +1 signal | one only | one more breath than you actually had |
| ghost | counter | unique | 1 | -2 edge +4 reflex -2 frame +1 signal | one only | you leave when you decide to leave |
| purge | counter | common | 1 | +1 reflex +1 frame -1 signal | fixer | throws the first thing off before it sets |
| stiffen | counter | common | 1 | -1 edge -1 reflex +3 frame | tier 2 | sets hard the moment it has to |
| tripwire | counter | rare | 1 | +1 edge +1 reflex -1 signal | tier 3 | coming close costs them something |
| shroud | counter | rare | 0 | -1 edge +1 reflex | tier 3 | there is nothing on you to read |
| arc | edge | extra rare | 2 | +3 edge -1 reflex -1 frame +1 signal | tier 5 | it builds while it runs |
| feedback | edge | rare | 2 | +1 edge -1 frame +2 signal | tier 3 | hits the deck as well as the construct |
| hum | edge | rare | 2 | -2 edge +1 reflex +3 signal | tier 4 | no blade at all. it simply gets louder |
| shiv | edge | common | 2 | +1 edge +1 reflex | fixer | short, quick, and nothing to it |
| maul | edge | common | 1 | +4 edge -2 reflex -1 signal | tier 2 | enormous, and slow to bring round |
| needle | edge | rare | 1 | +2 edge +1 reflex -2 frame | tier 3 | finds the gap. nothing to hide behind |
| rust | edge | extra rare | 1 | +1 edge -1 reflex -1 frame +2 signal | tier 5 | gets into the shielding and stays there |
| scalpel | edge | extra rare | 1 | +2 edge +2 reflex -2 frame -1 signal | tier 5 | for finishing, never for starting |
| cleaver | edge | rare | 0 | +4 edge -1 reflex -1 frame -2 signal | tier 3 | everything in one swing and nothing left over |
| twin | edge | common | 0 | +2 edge +1 reflex -1 frame -2 signal | tier 2 | two lighter passes instead of one |
| blind | payload | common | 2 | -1 edge +2 reflex +1 signal | tier 2 | they stop seeing you coming |
| bloom | payload | rare | 2 | -1 reflex +3 signal | tier 3 | opens once, and then again |
| clamp | payload | rare | 2 | -2 reflex +2 frame +2 signal | tier 3 | holds them exactly where they are |
| leech | payload | rare | 2 | +1 edge -1 reflex +2 frame | tier 3 | takes back some of what it spends |
| mimic | payload | extra rare | 2 | +2 reflex -2 frame +2 signal | tier 5 | learns whatever they brought with them |
| sever | payload | common | 2 | +1 edge -1 frame +2 signal | tier 2 | cuts the belt before they reach for it |
| quarantine | payload | unique | 1 | -2 edge +1 reflex +1 frame +1 signal | one only | whatever they were counting on does not fire |
| smear | payload | common | 1 | -1 edge +2 signal | fixer | crude, and it always works. heavy in the hand |
| stall | payload | unique | 1 | -2 edge +1 reflex -2 frame +4 signal | one only | a whole turn of nothing happening to you |
| static | payload | rare | 1 | -2 edge +1 frame +2 signal | tier 3 | nothing lands cleanly anywhere near it |
| unspool | payload | extra rare | 1 | -2 reflex +1 frame +2 signal | tier 5 | slow, and worse the longer it is left |
| keyhole | payload | common | 0 | -1 edge +1 reflex -1 frame +1 signal | tier 2 | reads far more than it breaks |
| signature | payload | common | 0 | +1 reflex -1 signal | tier 2 | marks them rather than hurting them |
| wedge | payload | rare | 0 | +2 edge +1 reflex -3 signal | tier 3 | closes the distance whether they like it or not |
| closer | routine | rare | 1 | +2 edge +1 reflex -2 signal | tier 3 | no wasted step getting in |
| duellist | routine | common | 1 | +2 reflex -1 signal | fixer | trained for the close |
| first blood | routine | common | 1 | +2 edge +1 reflex -1 frame -1 signal | fixer | everything into the opening |
| last stand | routine | rare | 1 | +3 edge -2 frame | tier 4 | worth more the worse it gets |
| opportunist | routine | rare | 1 | +2 edge +1 reflex -2 frame | tier 3 | takes the moment they blink |
| patient | routine | common | 1 | -2 edge +2 frame +1 signal | tier 2 | waits, and is harder for having waited |
| standoff drill | routine | common | 1 | -1 edge +2 signal | tier 2 | trained for the wire |
| grudge | routine | rare | 0 | +2 edge -2 signal | tier 3 | remembers exactly who |
| nerve hold | routine | rare | 0 | -1 edge +2 reflex -1 signal | tier 4 | it does not panic, whatever you told it |
BEquipment
Prices are the shop's, in credits. The shop sells to level 4 only. Level 10 is shown to give the shape of the curve, not because you can buy one.
| Program | What it is for | Lv 1 | Lv 4 | Lv 10 | Slots |
|---|---|---|---|---|---|
logedit | 'wipe' uses this, to take your session out of the auth log before you leave. | 300 | 3,650 | 540,340 | 1 |
wordlist | 'crack' uses this. A higher level knows passwords more people thought were clever. | 400 | 4,860 | 720,460 | 1 |
breaker | 'break' uses this, against barrier ICE. Below the barrier's level you will not get through. | 550 | 6,690 | 990,630 | 1 |
hold | More room on the deck for what you are carrying. | 600 | 7,300 | 1,080,690 | 1 |
exploitkit | 'exploit' uses this. The level is how new the flaws it knows about are. | 650 | 7,900 | 1,170,740 | 1 |
bus | The deck does everything faster, every pause is shorter. | 700 | 8,510 | 1,260,800 | 1 |
ascender | Surfacing through a chain of machines is faster. | 800 | 9,730 | 1,440,920 | 1 |
damper | Everything you do is quieter, so machines take longer to notice you. | 900 | 10,950 | 1,621,030 | 1 |
battery | More deck integrity, so there is more to lose before anything is fried. | 1,000 | 12,160 | 1,801,150 | 1 |
cloak | A machine starts less suspicious of you, even when it already knows the name. | 1,100 | 13,380 | 1,981,260 | 1 |
sensor | 'probe' tells you more about what is running and what is wrong with it. | 1,200 | 14,600 | 2,161,380 | 1 |
plating | Takes the edge off black ICE, which is the thing that costs you hardware. | 1,300 | 15,810 | 2,341,490 | 1 |
baffle | A trace takes longer once it has started, which is time to wipe and get out. | 1,400 | 17,030 | 2,521,610 | 1 |
array | 'scan' sweeps a wider range in one go. | 1,500 | 18,250 | 2,701,720 | 1 |
heatsink | Heat fades faster while you are not doing anything about it. | 1,600 | 19,460 | 2,881,840 | 1 |
beacon | 'traceroute' shows more of the way there. | 1,700 | 20,680 | 3,061,950 | 1 |
ledger | A fixer pays more for the same data. | 1,800 | 21,900 | 3,242,070 | 1 |
spoofer | A record takes longer to reach the clearing house, which is time to scrub it. | 1,900 | 23,110 | 3,422,190 | 1 |
analyser | 'ice' reads defences in more detail before you touch them. | 2,000 | 24,330 | 3,602,300 | 1 |
janitor | Sometimes cleans the log on the way out when you forgot to. Needs a logedit fitted. | 2,200 | 26,760 | 3,962,530 | 1 |
clock | Transfers finish sooner, so 'get' is less time standing still. | 2,400 | 29,200 | 4,322,760 | 1 |
router | 'route' can bounce a run through more of your own machines. | 2,600 | 31,630 | 4,682,990 | 1 |
scrubber | A completed trace sometimes recovers nothing at all about you. | 3,200 | 38,930 | 5,763,680 | 2 |
mask | Hides what a trace would otherwise learn. See 'dossier'. | 4,200 | 51,100 | 7,564,840 | 2 |
forge | 'plant' needs this: it is what builds a machine of your own on a dark address. | 25,000 | 304,170 | 45,028,810 | 2 |
CSpecifications
| Addresses in the Grid | 4,294,967,296 |
| Roughly alive | one in eight |
| Machine tiers | 1 to 5 |
| ICE classes | 5 |
| Program levels | 1 to 10 |
| Sold by the shop | levels 1 to 4 |
| Price step per level | about 2.3 times |
| Skills | 4, each 0 to 100 |
| Deck hold, unfitted | 6 items |
| Facts in a true name | 6 |
| Public facts to be burned | 4 |
| Starting credits | 500 |
| Commands | 82 |
| Client required | any SSH client |
| Account | your public key |