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/