Cybermancy

Cybermancy is the catch all term used to describe the myriad ways that sufficiently augmented humans and drones can digitally interact with the world around them in a way that could be percieved as supernatural.

To perform Cybermancy, a cybernetic inferface is mandatory, this is what seperates it from hacking. Cybermancy allows technological interaction as an extension of the body, operating in instant speed and with thought or motion triggers. It can be subtle or overt, but it always carries a risk. To have your brain hard wired into technology that allows you to interact wirelessly with other technology means that others can potentially interact with you. While brain-jacking is a crime, it is far from uncommon, and a wise cybermancer will choose their targets carefully, and keep their talents well hidden.

Cybermancy is broken down into four distinct vocations, and players may take proficiencies with these sub catagories if they have a Cybermancy Cybernetic installed. You may only attempt Cybermancy powers from the vocations you are proficient in. Furthermore, the quality of your Cybermancy implant dictates both the upper limits of what you are capable and also your level of cybermancy Defence - also know as Firewalls.

Cybermancy vs Cybermancy is a contested combat roll.

**SCRAP TIER IMPLANTS**

* Maximum attemptable CL = 4
* Cybermancy Combat Bonus = +1d6

**GANGER/COMMERCIAL TIER IMPLANTS**

* Maximum attemptable CL = 6
* Cybermancy Combat Bonus = +2d6

**CORPTECH TIER IMPLANTS**

* Maximum attemptable CL = 8
* Cybermancy Combat Bonus = +3d6

## **Vocations**

### Anarchistic

The art of sewing widespread havok using Cybermancy is its most overt and obvious art. Anarchistic hackers overload circuits and disrupt connections, and what their talents lack in finesse they make up for with potency. Their implants are tuned in an alternate direction to hacking, with a focus on emitting signals and energy into the environment around them. Advanced models include EMP pulse generation and wideband communication scramblers.

**EXAMPLE USES**

* **CL: 2** Create a basic visual or audio distortion in a streamed media. This will make recognition difficult, but not impossible.
* **CL: 3** Overload old or simple electronics to the point of failure. You could cause a light globe to blow or a scramble a magnetic hard drive.
* **CL: 4** Create enough interference while concentrating to prevent a single system from functioning. You could short a cybernetic limb or turn off a security camera.
* **CL:5** Cause widespread scrambling and distortion to a form of communication of your choice in an area around yourself.
* **CL:6** Cause significant electrical malfunction in a technological device to overload it and disable it until repaired.
* **CL:7** Scramble and completely disable a shielded robot.

### Ghosting

Ghosting is the most subtle art of Cybermancy. It involves quietly projecting senses through already existing technological systems without alerting them. This has a significant advantage in that it is the only Cybermancy discipline that is not opposed, as well as being the only one that does not register as an attempted hack on a system should you fail your check. It should be noted that while you can use this to enter and view systems, you cannot interact with them or manipulate them in any way.

**EXAMPLE USES**

* **CL: 2** Entering a network and recieving a simple and up to date list of which network devices are connected to it.

* **CL**: **3** Monitoring a private communication channel such as messenger or point to point radio.
* **CL: 4** Watching live surveillance feeds from networked security cameras (one at a time).
* **CL:5** Monitoring and intercepting encrypted forms of communication such as private emails, live phonecalls, police radio.
* **CL:6** Ghosting someones entire perception. Hearing what they hear and seeing what they see. (*Requires target to have technological means of recieving this information such as bionic eyes or enhanced CPU chips).*
* **CL:7** Maintaining complete surveillance on an entire network of systems. Tracking emails, cameras, motion sensors etc all simultaneously.

### Jacker

The archetypal Cybermancer is known for the talent of Jacking; taking direct control of systems they breach. While sometimes considered the most potent discipline of Cybermancy, Jacking also comes with the most inherent risk. Many of the abilities used require such direct control that the user is rendered passive and inert, unable to act while using their powers. This is determined by the narrator, but loosely applies to any attempt to directly puppet or control something completely.

**EXAMPLE USES**

* **CL: 2** Turn off or on an unsecure device (EG: A light on a networked system. A garage door. A TV
* **CL: 3** Control a computer in the same manner as "remote desktop
* **CL: 4** Puppet and control a moderately complex mechanical device such as a turret or robot assembly arm.
* **CL: 5** Operate secure and complex systems such as advanced door locks.
* **CL:6** Puppet and control a complex machine or robot without sentience. .
* **CL:7** Puppet and control a person completely. Target would require advanced Cybermancy Suite or suitable brain-wired implants.

### Swarmer

Swarmers represent the more novel uses of Cybermancy as an integrated networking and communication tool. The term is a catchall for those who make use of small familiars and microbots. A swarmers tools usually consist of hand sized spider bots or flying drones, and while most will only be able to afford a handful of basic models, on the extreme end of money and technology a Swarmer could command an entire horde of microbots. The Cybermancy Suite is what allows them to simultaneously send and recieve data to their tools as well as command them. Directly controlling so many robots would be impossible, so Swarmers instead guide the machines and rely on their basic programming for the performance of their functions.

**EXAMPLE USES**

* **CL: 2** Commanding and monitoring a single robot while it performs a basic task.
* **CL:3** Commanding and monitoring 2-4 robots while they perform basic tasks.
* **CL: 4** Using your robots to track multiple moving targets and keep you constantly appraised of their actitivies.
* **CL:5** Physically obstructing and blacking out surveillance in a city block with your swarm. (Requires at least one robot per camera obstructed)
* **CL:6** Reactive shielding - Using your swarm to move around you, monitoring threats and converging on points of attack, shielding you from damage with their lives'. *(Requires dozens of flying robots)*
* **CL: 7** "Swarm Surfing" - Using a massive swarm to lift you through the sky or across a gap, moving rapidly on a sea of machines. (Requires hordes of flying robots) .

**Source**

NuYou - A cyberpunk setting for the cogent roleplay system

Written by @NarratorDave