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Ghost in the Machine¶
Description¶
You move through systems like smoke—quiet, graceful, inevitable. The code bends to your touch, never realizing it’s been rewritten until it’s already yours. Corporate vaults crumble behind polite smiles and phantom keystrokes, and somewhere an IT director feels their career dissolving with the data. But the real thrill isn’t just in the silicon. You know the human mind runs on softer code—fear, pride, loneliness—and you can rewrite that too. Machines are simple; people are the exquisite challenge.
Features¶

I’ve seen this model before — Foundation:Spend 1 Hope and make an Infiltration roll at +2.
On a result of:- Succeed with Hope - You gain access to the Infiltration actions only and you leave a backdoor such that this device is at -2 Difficulty until your next rest (short or long) for all rolls, Infiltrate or Control.
- Succeed with Fear – You gain access to the Infiltration actions only.
- Fail with Hope – No access granted, but no increate in the System Alert level
Fail with Fear – No access granted, Increate the System Alert by 1.

Don't worry, that was just a glitch — Specialization:Once per Scene, Mark 1 Stress to reduce the System Alert level by 1.

Now you see me, now you don’t — Specialization:Once per Short Rest, after failing on an Infiltration roll, Mark 1 Stress to cause the ICE to react as if you had not made the Infiltration roll at all.

Become one with the Matrix — Mastery:Once per long rest, you delve so deeply, that you can almost see the System as a whole from the inside. Start a counter at your Tier level (which by the time you are at Mastery, will be a d8 or d10). While that counter is in effect:
+6 on all Analyze rolls
+4 on all Infiltration rolls
+2 on all Control rolls
+d4 on all damage effects
Cybernetic devices can be targeted as if they were regular devices.
Tick down the die by 1 for each Action you take.