:ticking_time_bomb()
A "hot potato" virus that can be transferred via proximity.
A virus that causes a countdown until a catastrophic malfunction will take place within the software of the target. The target’s only recourse is that they can transfer the ticking_time_bomb via close proximity to another unit. The countdown does not restart upon transfer of the ticking time bomb virus.
- Acquisition Cost: 4 XP | 40,000 Dollars | 400 Credits
- Digital Noise Generated: 2
- CODA Cost: 4
- Requirements: Network Connection
- Subroutine Traits: Implant Virus
- Range: 100 Meters / Network
- Target: An uninfected digital device, cybernetically enhanced individual or robot.
- The user can designate themselves and any others within Range as non-viable targets for the ticking_time_bomb.
- Turn Portion: 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 “ticking_time_bomb” Virus, which has the following effects.
- The target’s HUD, Screen or Display informs them that they have been infected with the ticking_time_bomb. It goes on to inform them the only way they can get rid of it is to transfer it to another. It does not display an exact time, only an animation of a burning fuse on a bomb.
The ticking_time_bomb will detonate in 1d8+1 Rounds(10-50 Seconds).
When the bomb detonates it deals 5d10+10 Electrical Damage to the currently infected target directly to their HP pool. Creatures reduced to 0 HP or fewer, and subsequently fail all Death Saving caused Throws by this Subroutine are completely destroyed and cannot be Looted, Salvaged, Resuscitated, Repaired or Resurrected.
Once the infected target comes within 10 Meters of another viable target the new target must Roll this Subroutine’s initial Saving Throw with the same DC. If they Fail the Saving Throw, they become infected with the ticking_time_bomb virus instead of the initial target. The detonation time on the bomb does not reset.
If the new target succeeds on the Saving Throw, the previously infected target remains infected until detonation or they come within range of another viable target.
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 +1d10 Damage to this Virus’ successful infection effect.
You can overpower as many times and in as many ways as you can afford to do so.