Visual Disruption (Fatiguing, Maintenance)
You can disrupt visual senses to avoid attacks, appearing and disappearing for a number of rounds equal to your Visual Disruption check.

Task Difficulty
Check	Result
10-14	2 round
15-19	4 rounds
20-24	6 rounds
25-29	8 rounds
30-34	10 rounds
35+	12 rounds

Attacks have a 50% miss chance against you. You can make surprise attacks while Visual Disruptioning, negating your opponent’s dodge and parry bonuses to Defense.
You can renew your Visual Disruption duration when it expires by making a new fatigue saving throw (with the cumulative modifier for successive fatigue saves).

Control Biofunctions (Maintenance)
You have great mental control over your body. You can make a Control Biofunctions check for a number of different tasks summarized on the following table.

Dif.	Task
5	Sleep normally despite distractions
10	Sleep normally despite difficult distractions
10	Slow breathing to half normal rate
15	Ignore pain or injury
15	Body awareness
15	Resist fear
15	Speed recovery
15	Slow breathing to one-quarter normal rate
15	Willhack
20	Feign death
S.Dif	Overcome disease Disease’s
S.Dif	Overcome poison Poison’s 

Sleeping: A successful Control Biofunctions check allows you to sleep in difficult conditions, including bad weather, noise, buzzing insects, and so forth.

Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations where there is a limited amount of breathable air available.

Ignore Pain or Injury: You can ignore the effects of pain or injury while awake or asleep. If you choose, nothing can wake you, as long as you make a successful Control Biofunctions check.

Body Awareness: You can become very aware of your body while asleep or concentrating. This allows you to sense if you are touched or moved in any way while using Remote Sensors Input, for example. If you are damaged, subtract the attack’s damage bonus from the Difficulty of the Control Biofunctions check.

Resist Fear: You can override your body’s natural response to fear. With a successful Control Biofunctions check, you gain a new saving throw against any fear effect, with a +4 bonus.

Speed Recovery: You can speed your natural healing process, gaining a recovery check in half the normal time, so long as you spend that time in a deep, healing trance.

Willhack: With a Difficulty 15 Control Biofunctions check, you can continue to act while disabled without your condition worsening to dying. You still suffer additional damage normally.

Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from death. A Notice check with a Difficulty equal to your Control Biofunctions check is required to determine whether you are still alive. Effects that detect life still work on you. While in this state, you also suspend the effects of any disease or poison in your system for as long as you remain in the trance.

Overcome Disease or Poison: By concentrating for a full round, you can substitute your Control Biofunctions check for your Fortitude saving throw against a disease or poison in your system. This usually means you can only use Control Biofunctions against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough to use Control Biofunctions to resist the initial effects (in the Narrator’s judgment).
Time: Control Biofunctions is a full-round action.

Shutdown Emotions (Maintenance, Mental Contact)
You can drain intense emotion from others, calming them. The target must make a  Will saving throw or be drained of all extremes of emotion.
The subject is calm and incapable of taking violent action (although it can defend itself) or doing anything else destructive. Any aggressive action or damage against the subject breaks the effect. A successful Will save means the subject continues to act normally. This hack suppresses (but does not dispel) hacks relying on emotion, such as Override Emotions.
While the Shutdown Emotions effect lasts, the suppressed hack has no effect, but it returns once the Shutdown Emotions effect lapses.
Time: Shutdown Emotions is a standard action. It lasts for 1 round per rank after you stop maintaining it.

Combat Sense (Fatiguing)
You can improve your ability in combat by sensing the flow of events around you. A Combat Sense check grants you a bonus to your base Combat bonus (see the accompanying table). Each round you can split the bonus between attack and defense as you see fit. You can select a bonus lower than the result you get on the table to reduce fatigue Difficulty, which is 10 + the Combat bonus gained.

Check		Combat Bonus
Up to 4 		+1
5–14 		+2
15–24 		+3
25–34 		+4
35+ 		+5

Time: Activating Combat Sense is a move action. The bonus lasts for 10 rounds (1 minute) per use.

Computer Link (Maintenance)
You can make mental contact with computers. Make a Computer Link check. The base Difficulty is 10, modified by familiarity. Once you are in mental contact with a computer, you can make Computers skill checks as if you were accessing that computer normally. Whenever you need to make a Computers check, you can use your Computer Link hack instead, but then each check causes fatigue (so it’s generally easier on yourself to have training in Computers).
When dealing with sentient computers or robots, this hack functions like Cyberbrain Link (described later in this section) and counts as mental contact for using other hacks requiring it on those subjects.
Special: You can take 10 on Computer Link checks. In cases where there is no penalty for failure, you can also take 20.
Time: Computer Link is a move action.

Cyberbrain Override (Fatiguing, Concentration, Mental Contact)
You can mentally control another creature’s actions. The target makes a Will saving throw. If the save fails, you control the target’s actions while you concentrate and maintain mental contact. You can force the subject to perform any action you wish, within the limits of his abilities. You’re generally aware of what the subject  experiences via your mental link, but you do not receive direct sensory impressions
from him. Subjects forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the nature of action. A successful save breaks your control.
Time: Cyberbrain Override is a full-round action.

Boost Prosthesis (Fatiguing)
You can improve your Strength or Dexterity for a short time. A successful Boost Prosthesis check adds a bonus to either your Strength or Dexterity score for 1 minute (10 rounds). The result of the check indicates the amount of the bonus. If desired, you can split a bonus of +2 or greater between Strength and Dexterity.

Dif.	Bonus
15 	+1
20 	+2
25 	+3
30 	+4
35 	+5

Special: This hack only function if you have cybernetic prosthesis or full body prosthesis.
Time: Boost Prosthesis is a standard action. The bonus lasts 10 rounds (1 minute). If you take 20 when making this check, you spend 2 minutes and suffer a +20 increase in the fatigue Difficulty.

Boost Other (Fatiguing, Mental Contact)
This works like Boost Prosthesis, except you can Boost Other's abilities, and cannot enhance your own abilities with it.
Special: The subject of this hack must also make a Fortitude saving throw against fatigue (same Difficulty as the hacker) when its duration runs out, to represent the strain placed on the subject’s body.
This hack only function if the subject have cybernetic prosthesis or full body prosthesis.

Boost Sensors
You can enhance your normal sensory abilities. A Boost Sensors check adds a bonus to your Notice, Search, and Sense Motive checks. It also adds to skill checks made to find or follow tracks. The result of the check indicates the amount of the bonus.

Dif.	Bonus
10 	+2
15 	+4
20 	+6
25 	+8
30 	+10
35 	+12

Special: This hack only function if you have cybernetic optics/ears or full body prosthesis.
Time: Boost Sensors is a move action. The bonus lasts for 10 minutes.
If you take 20 when making this check, you spend 2 minutes and suffer a +20 increase to the fatigue Difficulty.

Override Emotions (Fatiguing, Concentration)
With this hack, you can impose emotions on others. The target makes a Will saving throw. If the save fails, you can impose any one of the following emotional states on them:

 Despair: As a weight of negative emotion floods them, the target suffers a –2 penalty on saving throws, attack rolls, checks, and damage. Despair dispels the effects of hope.

 Fear: The target flees from the object of its fear (chosen by you). Fear dispels the effects of rage. It also immediately ends a use of the Rage feat.

 Friendship: The target’s attitude shifts to the next more positive attitude (hostile to unfriendly, unfriendly to indifferent, and so forth). See Social Actions in Chapter 6. Creatures involved in combat continue to fight back normally, however. Friendship dispels the effects of hatred. 

 Hatred: The target’s attitude shifts to the next more negative attitude (indifferent to unfriendly, unfriendly to hostile, and so forth). See Social Actions in Chapter 6. Hatred dispels the effects of friendship.

 Hope: The target gains a +2 bonus on saving throws, attack rolls, checks, and damage. Hope dispels the effects of despair.

 Rage: The target gains the effects of the Rage feat from Chapter 3. They are compelled to fight, heedless of danger. Rage does not stack with the Rage feat or with itself. Rage dispels the effects of fear.

Time: Override Emotions is a standard action.

False Input (Fatiguing, Concentration, Mental Contact)
You can fool the senses of others. Make an False Input check with a Difficulty based on the complexity of the illusion, consulting the table. If successful, the illusion appears to the subject. It exists solely in the subject’s mind, so it can be of any size; creating something small is just as easy as creating it huge.

Dif. 	Complexity
10	False Input affects a single sense
15	False Input affects two senses
20	False Input affects all senses
+0	Simple (random noise, static image, and the like)
+5	Complex (coherent sound, moving images, and the like)
+10	Very Complex (multiple overlapping sounds or images)

Since the illusion isn’t real, it cannot produce any real effects. It cannot cause damage, support weight, provide nutrition, illuminate darkness, or provide protection from the elements. Thus, characters fall through an illusory bridge or floor if they try to walk on it, and although they can appear to eat, and taste, illusory food, it has no nutritional value.

Characters encountering a illusion do not get a saving throw against it until they study it carefully or interact with it in some fashion. For example, if characters encounter a section of illusory floor, they would receive a saving throw if they stopped and examined the floor, poked at it, and so forth. Likewise, if an illusory enemy attacks the characters, they get a saving throw because they are interacting with the False Input.
A successful saving throw against a False Input reveals it to be false, but a translucent after-image remains. For example, a character making a successful saving throw against an illusory section of floor knows the floor isn’t real and isn’t safe to walk on, and can see what lies below it, but he can still note where the False Input is.

A failed Will saving throw means the character fails to notice anything is amiss. A character faced with incontrovertible proof that a False Input isn’t real needs no saving throw. Someone who falls through an illusory floor knows something is amiss. A character who communicates this information to others gives them a +4 bonus on saving throws against the False Input. 
Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene.
Time: False Input is a full-round action.

Memory Output (Fatiguing, Concentration, Mental Contact)
You can mentally probe a subject’s cyberbrain for information. Make a Memory Output check against the result of the target’s Will save.
If successful, you can ask any one question and receive the answer from the target’s cyberbrain. If the target doesn’t know the answer, then you know that. Especially personal or guarded information grants the target a +1 to +5 bonus on the Will save, while information the subject doesn’t consciously know (because it is subconscious or forgotten due to amnesia, for example) grants a +5 to +10 bonus on the Will save.
You can continue to ask questions, one per round, for as long as you maintain your Memory Output. Each question requires a new skill check, an additional Will save, and another fatigue save (with an increasing fatigue save Difficulty).
Try Again: Yes, but the target gets a cumulative +1 bonus to the Will save for each new attempt in the same scene.
Time: Memory Output is a full-round action.

Memory Input (Fatiguing, Mental Contact)
Memory Input allows you to remove a hacker influence or to alter memories and behavior. Make a Memory Input check, with the Difficulty determined by the task.

Remove Mental Influence: Make a Memory Input check with a Difficulty equal to the check result of a mind-affecting hack. If you succeed, that hack no longer affects the subject. Note this only removes the effects of ongoing hacks, not permanent aftereffects.
This means you could use Memory Input to remove a Cyberbrain Override or False Input effect, but not to restore damage caused by a Nuke.
You can undo the effects of Memory Input used to alter the subject’s mind by equaling or exceeding the Memory Input check used to make the alterations.

Alter Psyche: You can make changes in the subject’s mind. The Difficulty is based on the extent of the change you wish to make. False or altered memories can cause dissonance within the subject’s mind, depending on how well they fit into the subject’s other memories. If the subject notices a conflict between the false and true memories (Narrator’s discretion), she gets an additional Will save to shake off
the effect and regain her true memory. She gains a bonus of +1 to +4 on the save depending on how strong the dissonance is between the true and false memories.

Dif. (Time) - Alteration 
15 (1 full round) - Alter a single unimportant fact or brief recollection, about 5 minutes worth of memory.
20 (1 min) - Alter a single fact or an hour’s worth of memory.
25 (10min) - Alter a single significant fact, such as the name of the subject’s spouse, or a day’s worth of
memory.
30 (1hour) - Alter a deeply personal fact, such as the subject’s name, or a week’s worth of memory.
35 (6 hrs) - Alter up to a month’s worth of memory.
40 (10 hrs) - Alter up to a year’s worth of memory. Give the subject an entirely new personality, complete with false memories, or erase the subject’s entire memory, causing total amnesia.

Implant Knowledge: You can use Memory Input to implant knowledge of a particular skill in a subject’s mind. You can implant knowledge of any skill you know, up to your rank in that skill or your Memory Input rank, whichever is lower. It takes one hour per skill rank to implant this knowledge. The subject uses her own ability score with the implanted skill. Implanted skills fade at a rate of one rank per hour until they are gone.

Personal Alteration: In some cases, a character may wish to perform Memory Input on herself. This is usually to conceal particular information or memories from a mind reader or to enhance a disguise, allowing the character to really believe she is who she claims to be, for example. The Memory Input check Difficulty is 10 lower than usual, since the character is performing the alterations on herself, and the character can take 10 on the check. The character may set up a particular trigger to undo the alterations, restoring her mind to normal. This may be the passage of a particular amount of time or a particular stimulus, such as a code word or seeing a particular person. When the trigger is activated, the character makes another Memory Input check against the original Difficulty (requiring no time or fatigue). If it succeeds, the alteration is undone immediately. If it fails, the alteration remains for 24 hours. After that, the character may be exposed to the trigger again and attempt another Memory Input check. On a natural roll of 1 on the check, the trigger fails entirely. The alterations are permanent unless another character uses Memory Input to undo them. When someone else uses Memory Input to undo self-imposed alterations, the Difficulty is not reduced, so it is more difficult for someone else to eliminate them than for the character to eliminate them herself.

Special: Taking 20 requires twenty times the usual time. Generally, this means the subject must be cooperative, unconscious, or restrained in some way. Taking 20 increases the fatigue check Difficulty by +20 as well.
Try Again: If you fail a Memory Input check, you must wait at least 24 hours before attempting the same task on the same subject.
Time: Removing psychic influence is a full-round action. For altering a person’s psyche, see the table.

Cyberbrain Link (Maintenance)
You can establish contact with another mind. The base Difficulty is 10, modified by familiarity. If the subject has a Cyberbrain Barrier, you have to make a separate Cyberbrain Link check to overcome it. An unwilling subject also gets a Will saving throw to avoid contact. If the save is successful, no contact is made. 
If you do not want the subject to know you are making mental contact, you can make a separate opposed Cyberbrain Link check against the subject’s Sense Motive, Retrieve Logs, or Cyberbrain Barrier check (whichever has the highest bonus). If you win, the subject is unaware of your attempt. If the subject wins, she is aware of your attempt (whether you succeed or fail in actually establishing contact).
While you are in mental contact with another being, the two of you can communicate at the rate of normal speech, hearing each other’s thoughts. You can also send a single visual image each round instead of speaking. Both you and the subject can choose to lie or omit information; you’re “speaking” to each other mentally, not reading each other’s thoughts. Cyberbrain Link is two-way, meaning you are in mental contact with the subject for purposes of her hacks and vice versa.
If a friendly mental contact turns hostile, the subject can make a Will saving throw or Cyberbrain Barrier check to break contact. Once the subject has failed an attempt to eject the intruder from her mind, she can’t break the contact.
If your Cyberbrain Link is broken, any other hacks you are maintaining requiring mental contact are also broken.

Mentally Aiding Others: While in mental contact with another character, you can use the aid action (a standard action) to grant that character a +2 bonus on Will saving throws or on any skill check where your skill rank is equal to or greater than the subject’s.

Mental Rapport: Two or more characters with Cyberbrain Link can enter a mental rapport with each other, a deep and very intense state of mental contact. Each character establishes mental contact with the other, each of whom must be a willing participant. Characters in rapport are like one mind, each instantly aware of everything that the other thinks and experiences and able to share information
instantly. Characters in rapport cannot deliberately lie to or deceive each other.

Deathcry: If a creature you are in mental contact with dies, you must make a Will saving throw or Cyberbrain Barrier check (Difficulty 20) to avoid being dazed for 1 round by the cyberbrain feedback and trauma. Since mental contact is a two-way phenomenon, this applies to any creature in mental contact with another, including all the creatures involved in a Mental Rapport. A creature can deliberately avoid
letting out a deathcry when it dies by making a Will saving throw (Difficulty 20).

Try Again: You can retry Cyberbrain Link freely, but retries on the same subject within an hour’s time are fatiguing.
Time: Cyberbrain Link is a move action. It requires concentration to maintain.

Sensory Overflow (Fatiguing, Concentration, Mental Contact)
You can inflict terrible pain or inflict a weakness on a target. 

Overflow pain: You must be in mental contact with the target, who makes a Will saving throw. If the save fails, the target is stunned. So long as you maintain concentration, the effect continues. The victim gets a new Will save each round to overcome the pain. A successful Will save means your Sensory Overflow hack stops working. You must use it again to affect the target (with the usual increase in fatigue save Difficulty for successive use). A target gets a +2 Will save bonus for each successive use of Sensory Overflow in the same scene.

Overflow Nausea: You must be in mental contact with the target, who then makes a Fortitude saving throw. If the save fails, the target is sickened, suffering a –2 penalty on all attack rolls and checks. If the save fails by 5 or more, or on a second successful use of the hack, the target is nauseated, unable to do anything other than take a single move action each round. If the save fails by 10 or more, or on a third successful use of the hack, the target is helpless. The victim gets a new saving throw each round to recover from the effects, with a +1 bonus for each previous save.

Time: Sensory Overflow is a standard action.

Nuke (Fatiguing)
You can focus your hack to assault a target’s mind. You can affect any target in your line of sight or in mental contact. The target makes a Will saving throw against your hack’s save Difficulty, with the results noted on the Damage Track (see Chapter 6) as nonlethal damage. So a failed Will save results in a bruise, failure by 5 or more in a daze, and so forth. Nuke cannot cause damage past
unconsciousness.
Time: Nuke is a standard action.

Cyberbrain Reflection (Prerequisite: Cyberbrain Barrier)
You can reflect hacks blocked by your Cyberbrain Barrier back at their originator (see Cyberbrain Barrier in this chapter). When your Cyberbrain Barrier successfully blocks a hack directed at you, you can make a Cyberbrain Reflection check against the same Difficulty. If you succeed, the hack directed at you affects the attacker instead, using the attacker’s bonus. You do not suffer fatigue for the reflected hack (the attacker does), but you are in control of the effect. You must maintain the hack yourself (if it can be maintained), and it has its normal effect and duration. The attacker may defend and save against the reflected hack normally but cannot also reflect it using Cyberbrain Reflection. Any attempt to do so simply causes the hack’s effect to dissipate. 
Time: Cyberbrain Reflection is a reaction.

Cyberbrain Barrier
You can shield your mind from hacker influences. When you are the target of a hack granting a Will saving throw, make a Cyberbrain Barrier check. The attacker must make a hack check using the attacking hack. If your check result is higher, the hack fails. If the attacker’s result is higher, the hack affects you normally, but you still get your normal saving throw.
You may choose to voluntarily lower your Cyberbrain Barrier as a free action, and can raise it again as a free action. Otherwise, your shield is always active, even if you are unconscious or sleeping. 

Shields and Maintained hacks: Once a hack has overcome your Cyberbrain Barrier, it continues to affect you as long as the user maintains it. You’re still entitled to your normal saving throws, if any, but your shield no longer protects you from that hack. Once the attacker needs to make a new hack check, however, your shield comes into play again and must be overcome again. For hacks requiring mental contact, so long as the other hacker remains in mental contact with you (inside your shield), he can use those hacks freely without worrying about your shield.

Overcoming Cyberbrain Barriers: An attacker can choose to suffer a fatigue result to gain a +5 bonus to overcome your Cyberbrain Barrier. This is in addition to any fatigue caused by the hack used against you. If you also choose to suffer a fatigue result, the attacker loses the bonus and must roll normally to overcome your shield. This process takes no actual time; it happens as part of the check to overcome the
Cyberbrain Barrier. An attacker trying to avoid notice cannot use this option, since it makes it immediately apparent that you are under cyberbrain attack.

Damaging Cyberbrain Barriers: In addition to using extra effort to overcome a Cyberbrain Barrier, a hacker attacker can directly damage a Cyberbrain Barrier in order to weaken it. The Nuke hack can target an opponent’s barrier rather than attacking the opponent directly. The target of the attack saves against it normally, but without the benefit of the barrier. If the save fails, the Nuke hack bonus/2 is subtracted from the defender’s Cyberbrain Barrier bonus rather than dealing damage to the target. The Cyberbrain Barrier operates at the reduced bonus until it recovers. A damaged barrier recovers one point of its bonus per minute (10 rounds) until restored to normal.

Extending Cyberbrain Barrier: You can extend your cyberbrain barrier to protect others at the cost of fatigue and a reduction in effectiveness. The subjects must be in your line of sight or in mental contact. Extending a cyberbrain barrier is a full round action and causes fatigue. Each additional subject reduces the barrier’s bonus by 2. A cyberbrain barrier cannot be reduced below a bonus of +1. All protected subjects receive the normal benefits of the cyberbrain barrier at the reduced bonus, and the barrier user controls the entire barrier. The extended barrier can be maintained by making a fatigue check every additional minute (10 rounds), and you can withdraw any or all of the extended barrier at will as a free action.

Deathblock: In extreme cases, a cyberbrain barrier user can prevent mental tampering of any sort by setting a deathblock. This requires a full-round action. Thereafter, if the character fails both a cyberbrain barrier check and a Will save against a mind influencing supernatural hack, her mind collapses in on itself rather than bend to the invading hacker. In essence, the user dies rather than allowing the supernatural hack to affect her. Among other things, this prevents the user from being mentally interrogated, controlled, or altered in any way. Deathblocks are considered a last line of defense. Another hacker who achieves mental contact with the user can tell there is a deathblock in place, unless there’s a deliberate attempt to hide it, in which case a Retrieve Logs check, opposed by cyberbrain barrier, is required to detect it. A hacker can set a deathblock for specific circumstances, such as to protect a specific piece of information or only to guard against specific supernatural hacks (such as Memory Output or Cyberbrain Override). The character who set the deathblock always chooses whether or not to activate it and can choose to deactivate it at the last second, if necessary.

Time: Using Cyberbrain Barrier as a defense is a reaction; raising or lowering your shield is a free action.

Cyberbrain Trap (Prerequisite: Cyberbrain Barrier)
You can act against anyone who tries to overcome your cyberbrain defenses. When an opponent attempts to use a hack against you and fails to overcome your Cyberbrain Barrier, you get an immediate hack use against the attacker as a reaction. This can be any hack you can use as a standard or move action, but not a full-round action. If the hack requires mental contact, you are considered in mental
contact with your opponent for the purposes of using it. You only get one free hack use per opponent per round, regardless of the number of attempts to overcome your Cyberbrain Barrier. The reactive hack has its normal Difficulty and fatigue.
Time: Cyberbrain Trap is a reaction.

Remote Sensors Input (Fatiguing, Concentration)
You can sense distant events as if you were physically present at them. Make a Remote Sensors Input check to sense a particular place, creature, or thing known to you. The base Difficulty is 10, modified by familiarity. If successful, you can observe the subject as if you were present. The vision lasts for as long as you maintain it, but your ordinary senses are overridden, so you are unaware of what is happening near you while you are observing events elsewhere. A subject observed via Remote Sensors Input is considered present in terms of familiarity, but not in your actual line of sight.
Remote Sensors Input creates a signal disturbance, which creatures with cyberbrain can sense. Any such creature under observation can make a Sense Motive or Retrieve Logs check, opposed by your Remote Sensors Input check. Creatures with no supernatural abilities get the intense feeling of being watched. Hackers see a glowing or shadowy image of you. You also have a present familiarity for any creature that senses you for the purposes of that creature’s hacks, meaning they may affect you in return.
Special: The area you are trying to see, must have cameras or audio recorders to function.
Time: Remote Sensors Input is a full-round action.

Retrieve Logs
You can sense the use and lingering effects of hacks. Make a Retrieve Logs check to detect hacks in use in your vicinity, to sense an attempt at mental contact, or to detect and read the “signature” left behind by hacks.

hacks Logs: The Narrator makes a Retrieve Logs check for you in secret as a reaction whenever hacks are used in your general area. The base Difficulty is 10 or the user’s Cyberbrain Barrier check result, whichever is greater, and the Difficulty increases by +1 for every 10 feet between you and the user or subject of the hack (whichever is closer). A successful result means you retrieve the hack
use. You also know the general direction and distance to the source of the hack and its target. If you succeed by 5 or more, you know which hack was used. If you succeed by 10 or more, you also recognize the user, if known to you.

Cyberbrain Link Log: You make a Retrieve Logs check against the other hacker’s Cyberbrain Link check to know when someone is trying to secretly get into mental contact with you. If you win the check, you sense the attempt, but you might not be able to avoid it (depending on the results of your Cyberbrain Barrier check and Will save).

Log Signature: You can sense old uses of hacks in an area. The base Retrieve Logs Difficulty is 15 to detect that hacks were used in the area in the past, and 20 to determine what hack was used and roughly when. It is Difficulty 25 to know exactly what or whom the hack was used on. Retrieving signatures is fatiguing.

Log Eavesdropping: A character trained in both Retrieve Logs and Memory Output and who senses a use of Cyberbrain Link can attempt to listen in on the mental conversation. This requires a Retrieve Logs check to detect the mental contact, followed by a successful Memory Output check (Difficulty 15) to eavesdrop on the conversation. This eavesdropping isn’t detectable unless one of the participants in the mental contact also has Retrieve Logs and detects the eavesdropper’s Memory Output. This means many psychics are cautious about broadcasting their thoughts when they know other psychics are around and may be listening in.

Log Tracing: You can trace the origin or the target of any hack use you detect. Each requires a separate check. The Difficulty is 10 or the result of the subject’s Cyberbrain Barrier check, whichever is higher. Distance is not a factor, but you must have detected the hack use before it can be traced. When used on signatures, this gives you the ability’s origin and target at the time it was used; it doesn’t provide you with information as to their current whereabouts. Any subject you trace is considered casually familiar to you while you maintain Retrieve Logs (see Familiarity in True20 Adventure Roleplaying, page 55). Log tracing is fatiguing.

Try Again: No.
Time: Retrieving hack use and mental contact are reactions, taking no time. Retrieving signatures requires a full-round action.

Ping
You can determine the presence and location of other cyberbrains. Make a Difficulty 15 Ping check to sense the presence of any cyberbrain within 30 feet of you. For every factor of 10 you extend your sensing radius, the Difficulty increases by 5.

Dif. Radius
15 	30 feet
20 	300 feet
25 	3,000 feet (about one-half mile)
30 	30,000 feet (about 5 miles)
35 	300,000 feet (about 50 miles)
40 	3,000,000 feet (about 500 miles)

With a successful check, you sense the presence of other cyberbrains, their approximate number, and their approximate location. The larger the number of minds, the more general the information tends to be. Cyberbrain Barrier opposes Ping. A Cyberbrain Barrier check greater than your Ping check allows a creature to go unnoticed.
You can focus your attempt to Ping on a particular place you can see, such as a building or island within range, for example, or even a planet seen from the bridge of a spaceship. 
Time: Ping is a move action.

Close Output Ports (Fatiguing, Mental Contact; Prerequisites: Signal Disruption rank 13)
You can remove another creature’s hacks. You must be in mental contact with the subject. Make a Signal Disruption check (Difficulty 30) as a full-round action to deprive the subject of hacks. The target makes a Will saving throw against your hack save Difficulty. If the check succeeds and the Will save fails, the subject loses use of all hacks, while retaining knowledge of those abilities. The target gets an additional Will save each day to regain lost hacks, and a use of Memory Input or another use of this hack can reverse the effect (Difficulty 30). You can only take 10 or 20 on the Signal Disruption check if the target is helpless.

Cyberbrain Shutdown (Fatiguing, Mental Contact)
You can put a target into a deep sleep. The target gets a Will saving throw. Success negates the effect. If the Will save fails, the creature falls instantly asleep and remains so for 1 minute per rank. 
Sleeping creatures are helpless. Slapping or any damage awakens them, but normal noise does not. Awakening the creature requires a standard action (an application of the aid action). Creatures that do not normally sleep are unaffected by this hack.
Time: Cyberbrain Shutdown is a standard action. It lasts for 10 rounds (1 minute) per rank.

Send Command (Fatiguing)
You can implant suggestions into the minds of others. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking a creature to shoot or stab itself, immolate itself, or do some other obviously harmful act automatically fails. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter.
If the target’s Will saving throw fails, the suggested course of action is followed for up to 30 minutes per hack rank, or until the course of action is complete, whichever comes first. You can also specify conditions that trigger a particular course of action, in which case the duration is counted from when the triggering event occurs. A very
reasonable suggestion may impose a saving throw penalty of –1 or –2, at the Narrator’s discretion.
Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene.
Time: Send Command is a full-round action. It lasts for 30 minutes per rank.

Boost Speed (Fatiguing; Prerequisite: Control Biofunctions)
You can move at great speed in short bursts. When you use this feat, your movement speed is increased depending on the hack check for 10 rounds (1 minute). Boost Speed also increases your jumping distances by half the check result.

Check		Bonus
Up to 9		+10ft
10-19		+20ft
20-29		+30ft
30-34		+40ft
34+		+50ft

Time: Boost Speed is a move action.

Cyberbrain Scan (Fatiguing (see below))
You can sense when someone is lying to you. When interacting with a creature with cyberbrain, you automatically sense when the creature tells you a deliberate lie. You can do this a number of times equal to your hack bonus/4 in any given conversation. Detecting further lies in the same conversation is fatiguing (Difficulty 10, +1 per additional statement you verify; make the fatigue save at the end of the encounter). 
You do not detect half-truths, lies of omission, or things the creature believes are true (even if they are not).

Signal Disruption (Concentration)
You can create interference with other hacks. You can affect an area around you with a radius equal to your hack bonus/4 times 5 feet. Alternatively, you can choose to focus your Signal Disruption against a single creature in your line of sight.
Anyone affected by your Signal Disruption must make an opposed check against the result of your check to successfully use any hacks. hacks with results less than yours fail; although, the users of the failed hacks still suffer fatigue, if any. 
Hackers can choose to suffer a fatigue result, in addition to the normal fatigue of the hack used, to gain a +5 bonus to overcome your Signal Disruption. If so, you can choose to suffer a fatigue result to reinforce your Signal Disruption, forcing the subject to make a normal check to overcome it (without the bonus). This takes no actual time; it happens as part of the check to overcome the Signal Disruption.
Time: Signal Disruption is a move action.

Search Reference (Concentration, Fatiguing)
This hack puts you in a trance as you pore through e-books/documents in a net. At the end of the hack’s loading time, the Narrator makes a hack check for the hacker. With a successful Difficulty 20 hack check, you uncover lore about an important person, place, or thing beyond the limits of mundane research. The Narrator may add modifiers to this Difficulty based on the type of knowledge sought.
The information gleaned through Search Reference isn’t necessarily known to anyone or any of the documents in a particular net. Nonetheless, something within the documents serve you to search in other net/places and reveals the information.
No set of rules can adequately describe how much information Search Reference provides, and such information is left up to the Narrator. If you have the item or person at hand, you’ll learn more than if you just have a name or a cryptic clue.
If the hack check fails by 10 or more, the hack reveals information that seems accurate, but is actively misleading.
Time: 60 minutes (minimum)

Ignore (Fatiguing)
You make yourself completely undetectable to other creatures (no matter what sense they are using), by erasing all awareness of your presence from their cyberbrains. This hack has the following effects.
First, you are invisible and inaudible to any subjects failing a Will save against your Ignore hack. They cannot detect your presence by any means, including the use of hacks.
Second, the subjects remain unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack a subject, the effect ends for that subject. If you take an action creating a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw. An ally of the subject able to see or perceive you can use a move action to warn the subject, granting an immediate new saving throw.
Time: Standard action. Each use lasts for one minute (10 rounds).

Cyberbrain Disruption (Maintenance, Mental Contact)
This hack causes a target within your sight to become confused if they fail a Will save, making them unable to independently determine what they will do for 1 round per hacker level.
Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

Roll	Behavior
1-2	Attack hacker with melee or ranged weapons (or close with hacker if not possible).
3-4	Act normally.
4-10	Do nothing but babble incoherently.
11-14	Flee away from the hacker at top possible speed.
15-20	Attack nearest creature.

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Time: Standard action 

Hack Shutdown (Fatiguing)
You can counter the use of hacks already in effect or coming into effect.
Stop hack: You bring a maintained hack to a premature end. The Difficulty is 10 + the opponent’s hack bonus. If you succeed, the hack ends immediately.
Counter hack: You can cancel a hack after it is used but before it takes effect. In order to attempt a counter, you must ready an action or spend a Conviction point, if reacting out of turn. Make an opposed Hack Shutdown check against the opponent hacker’s hack check. If you succeed, the hack is cancelled and does not take effect.
Retry: No.
Time: Standard action.

Electronics Override (Fatiguing)
Cause machinery to malfunction
Haywire: This effect causes a single electronic device of up to 100 lb./hacker level to behave randomly and erratically, defying any attempts to bring it under control. The range for this effect is 5 ft. per Electronics Override hack rank, and the duration is 1 minute/hacker level. Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward and then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).
It is impossible to describe the exact effects of haywire on every device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.
Turning off a device subject to haywire doesn’t work, because the hack disables the “off” switch. Cutting off the hack supply (by unplugging it, for example) disables the device 2 rounds later, ending the effect.

Machine Invisibility: This effect causes one creature in mental contact by the hacker and weighing no more than 100 lb./hacker level to become undetectable by electronic devices for 1 minute/hacker level. The creature cannot be detected by video cameras, electronic sensors, or other high-tech detection machines. The creature is also invisible to mechanical constructs such as robots. If the recipient is a creature carrying gear, the gear is likewise undetectable. The subject is missing from still photos taken while the hack is in effect, closed-circuit television monitors don’t display the subject, and other machines are likewise fooled. The creature or object touched can stand on a scale and appear to weigh nothing. Infrared and heat sensors detect only the ambient heat levels. X-ray machines don’t reveal the presence of an object with machine invisibility. Microphones don’t pick up sounds that the subject makes directly, although they will pick up sounds that the subject makes by interacting with the environment. A hidden microphone wouldn’t hear the subject’s voice, but it would record the sound of that creature throwing a brick through a window. 
Items dropped or put down by an affected creature become visible to machine detectors; items picked up disappear if tucked into clothing or a bag carried by the creature. Light never becomes invisible, although a source of light can become so (thus, the effect in a photograph or video image is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

The hack ends if the subject attacks any creature. For purposes of this hack, an “attack” includes the use of any other hacks that target a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not disrupt the hack. Causing harm indirectly is not an attack. If the subject attacks directly, however, the subject and its gear immediately become visible to machines.
While machine invisibility is useful for many tasks requiring stealth, it sometimes makes the subject’s life more difficult. A stoplight sensor under an intersection might not pick up a motorcycle with machine invisibility. Automatic sliding doors at the supermarket won’t open for the subject of machine invisibility. Talking on the telephone or radio is impossible.

Mask object: This effect makes a single object weighing no more than 10 lb./hacker level undetectable to detectors for 10 minutes/ hacker level. When any creature or character makes a Notice check to detect the object, she does not gain bonuses from any detector (such as metal detectors).

Supernatural Security Pass: This effect allows the hacker to bypass electronic security checkpoints that require a specialized ID card, retinal scan, or other form of electronic identification. You may use your hack check in place of any disable device or computers skill checks to bypass or disable such electronic security.

Time: Standard action

Boost Vehicle (Fatiguing)
Boost Engine: You can temporarily boost the engine speed of a vehicle. You can increase the speed of a vehicle you touch by 10% per hacker level for 1 round per hack rank.

Enhance Evasive Maneuverability: You may improve a vehicle’s evasive ability in combat. Your hack check grants a vehicle you control a bonus to its defense (see the accompanying table). This bonus lasts for 10 rounds (1 minute) per use.
Roll		Def. Bonus
Up to 4		+1
5-14		+2
15-24		+3
25-34		+4
35+		+5

Enhance Vehicular Strength: You can improve the Strength of a vehicle you control for a short time. A successful hack check adds a bonus to your vehicle’s Strength score for 1 minute (10 rounds). The result of the check indicates the amount of the bonus (see the accompanying table).
Dif.	Str Bonus
10	+1
15	+2
20	+4
25	+6
30	+8
35	+10
Time: Boost Vehicle is a standard action.

Cyberbrain Translator (Concentration)
This hack grants the ability to speak and understand the language of any intelligent creature, whether it is a widely used or very regional dialect. The hacker can speak only one language at a time, although it may be able to understand a number of languages equal to their hacker level. Linguistics does not enable the subject to speak with creatures that don’t speak. The subject can make itself understood as far as its voice carries.
You can also read one otherwise incomprehensible written message per hack rank. The ability to read does not necessarily impart insight into the material, merely its literal meaning. Written material can be read at the rate of one page (250 words) per minute. It does not decipher codes or reveal messages concealed in otherwise normal text.
Time: Standard action

Robot Override (Fatiguing, Concentration)
You can mentally control the actions of constructs. The target construct makes a Will saving throw. If the save fails, you control the target construct’s actions while you concentrate. You can force the subject to perform any action you wish, within the limits of its abilities. Constructs with an intelligence score that are forced to take actions against their natures (such as self-destructing) receive a new saving throw with a bonus of +1 to +4, depending on the nature of the action. A successful save breaks your control.
Time: Full action

Cyberbrain Seizure (Fatiguing, Mental Contact)
Cause Seizure: This hack causes the target’s neurons to fire repeatedly, causing severe seizures if they fail a Will save. Unless grappled and pinned to the ground, the subject suffers nonlethal damage each round equal to half the hack rank. The victim gains a new Will save each round to end this effect, but for each Will save they fail, they must also make a Fortitude save to avoid swallowing their tongue, at which point the victim begins to suffocate (See Suffocation on page 112 of True20 Adventure Roleplaying).
Cause Suffocation (Concentration): You interfere with a subject’s breathing. You must be in mental contact with the subject, who makes a Will save against your hack Difficulty. If the save fails, the subject can still continue to breathe, but only by taking a standard action each round to gasp for breath. The subject can take actions normally, instead of consciously breathing, but at the end of each round, they must succeed on a Fortitude save against the hack’s Difficulty. The Difficulty increases by 1 in every consecutive round after the first one that goes by without a breath; it drops back to its original value if the subject spends an action to take a breath. If the Fortitude save fails, the subject is disabled and then, on the following round, dying.
Time: Standard action 

Synchronicity (Fatiguing)
The Synchronicity hack subtly rearranges reality so that the subject isn’t inconvenienced by minor delays. For the subject of Synchronicity, the traffic light is always green, and there’s always a waiting elevator. On a city street, Synchronicity ensures that a taxicab pulls up within 1 round of the subject standing on the curb. The subway trains always run on time for the subject of Synchronicity, and waiters and clerks promptly arrive whenever they’re needed. This effect lasts for 10 minutes per hacker level.
Though designed for convenience, the Synchronicity hack offers advantages for a hacker in harm’s way. The subject of Synchronicity can run at full speed even through a dense crowd, because people subconsciously move aside.
Synchronicity is also useful during car chases. Because other cars naturally get out of the way and traffic lights always turn green, a driver with Synchronicity gains a bonus on Drive checks equal to half your Synchronicity hack rank in urban areas and can make an unlimited number of avoid hazard and hard turn stunts (drivers are ordinarily limited to one or two stunts). When engaged in vehicular hide-and-seek, the Synchronicity hack provides a bonus equal to half your Synchronicity hack rank on Bluff and Stealth checks (if you’re being chased) or Sense Motive and Notice checks (if you’re pursuing another vehicle) because other cars and pedestrians naturally aid your efforts.
Time: Standard action