:lockout_padlock()

Blocks one of the target's Subroutine's or modules from use until the virus or the lockout is removed.

A virus that renders one or more non-essential system modules (utility subroutines, sensor arrays, etc.) unusable until the target spends CODA or the user attempts a system unlock.

  • Acquisition Cost: 3 XP | 30,000 Dollars | 300 Credits
  • Digital Noise Generated: 2
  • CODA Cost: 3
  • Requirements: Network Connection
  • Subroutine Traits: Implant Virus
  • Range: 100 Meters / Network
  • Target: An uninfected digital device, cybernetically enhanced individual or robot.
  • Turn Portion: Full Round Action

Effect: The Target must Roll an Intellect Saving Throw. The DC is equal to your Subroutine Save DC. 

Failure: If the Target Fails the Saving Throw they are infected with the “Lockout” Virus, which has the following effects.

  • The User designates 1 non-essential 1 module, subroutine, sensor or function on the Target’s device to be inaccessible. 

This Lockout can be Removed via a Successful Engineering Skill Roll by the Target. The DC is equal to the User’s Subroutine Save DC. Each unsuccessful attempt increases the DC by 2.

The lockout is also removed if the virus is purged, or suppressed.

Success: If the Target Succeeds on the Saving Throw they are unaffected and uninfected. The user’s Turn Portion and CODA are still spent.

Overpower: Spend 1 additional CODA to: 

  • Add +2 to the Save DC for this instance of the Subroutine.
  • Add +25 Meters to this instance of the Subroutine’s Range.
  • Add +2 to the Lockout DC of this successful viral infection.

You can overpower as many times and in as many ways as you can afford to do so.