by Amy Luther (
first posted to Mockery's Cyberpunk 2020 Page,

Artful Dodger  (Demon, STR 8, MU 5, 2320eb)

The Artful Dodger is a Demon designed to steal programs out of a target system, usually a netrunner's deck. Run the Dodger against the Data Walls of the target. If the Dodger penetrates the Data Wall, it executes its Utility function and copies programs from the target's memory into its own, deleting the originals. It takes 1 turn per MU copied, and the Dodger cannot steal Anti-Personnel or Anti-IC programs (due to their copy-protection subroutines). Copied programs must be removed from the Dodger's memory before they can be run, as its Compiler function serves only as storage space. ICON: A lean and hungry man dressed in 19th-century clothing, whose monochrome image flickers and pops as though taken from an old newsreel.

Drink Me!  (Anti-Personnel, STR 4, MU 3, 6250eb)

Nicer than Spazz (CP2020, p. 140), but meaner than Cry Baby (Chromebook 3, p. 76), Drink Me! is hidden in memory, where it pretends to be a moderately sized datafile. SeeYa or Smarteye will reveal it, but reading or otherwise accessing the file without a code (copying, renaming, attempting to delete or move it, etc.) will set it off. Once triggered, it lodges itself in the deck, erasing as much MU as it requires, and if a netrunner is accessing the deck at the time, it has an additional effect; runners affected by Drink Me! are free to operate normally, but whenever they try to jack out, force a Stun save at -STR of the program. Failure indicates that the 'runner is seizuring and unable to take any action for 1D6 + STR turns. Note that Stunned runners are still jacked in, and being defenseless, can be attacked or traced normally. Drink Me! cannot be removed from memory until the deck is turned off or disconnected from the Net or the 'runner successfully jacks out, whereupon he can remove Drink Me! from memory with an INT + Programming + 1d10 vs. Drink Me! STR + 1d10 roll. It is designed to be spread around, so unlike most Anti-Personnel programs, it can be copied. ICON: None until activated, whereupon the netrunner's ICON is wreathed by electricity each time he is zapped, lasting for the duration of the seizures. Note: Some may want to incorporate the Anti-System function, since it technically attacks the deck when it lodges in memory. If so, increase MU to 6, Diff to 40, and Cost to 10,000eb.

Hokey Pokey  (Anti-System/Anti-Program or Anti-System/Anti-Personnel, STR 7, MU 8, price varies)

Hokey Pokey attacks the motion algorithms of a cyberdeck or the movement functions of an independent program. Whenever a netrunner attempts to move, his deck will incorrectly interpret the command, and he will go in a random direction instead. No other functions are affected by this program, and as long as the runner doesn't try to move, he is free to execute any action he chooses (jack out, run another program, etc). Targets will stop just before moving into an occupied space, and in the case of a netrunner, will move for however many spaces they had intended to move ... but in the wrong direction. It takes an INT roll (Awareness/Notice or System Knowledge, at GM's discretion) to figure out what has happened in time to take immediate action; if this roll is failed, the netrunner automatically loses initiative that turn.

Example: Edger is hit with Hokey Pokey. When he tries to move 3 spaces, towards a waiting datafort, he instead goes 3 spaces in a random direction ... in this case, straight into the jaws of a waiting Hellhound.

Hokey Pokey has a similar effect on programs, but forces them to move randomly rather than attack. Any program hit with Hokey Pokey is forced to move one space in a random direction each turn until Hokey Pokey wears off. In either case, Hokey Pokey lasts for 1D6+3 turns. Movement is determined according to a d4.

Hokey Pokey can be removed with any standard anti-IC program (i.e., the Killer series). A particularly evil variant cannot be used against programs, but incorporates a JackAttack subroutine. ICON: None, but an affected netrunner will hear a chorus of children's voices singing, "You put your right foot in, you take your right foot out ..." for as long as the random movement lasts.

The standard version is STR 7, MU 8, and costs 2000eb.
The JakAttack Variant is STR 7, MU 8, and costs 12,500eb.

For the bargain shopper, stripped variants are available. These versions can only be used against one kind of target (program or netrunner, choose which upon purchase) and do not have the auto re-rez capability. An anti-IC version is STR 7, MU 4, and costs 840eb. An anti-system version has the same STR and MU, but costs 1180eb.

Hush Puppy  (Evasion, STR 5, MU 1, 300eb)

Hush Puppy is a cheap anti-trace program with a catch. When the program is run, the deck's signal is immediately polluted by something akin to line noise. This reduces all trace attempts made against the deck by the STR of the program (as the signal is weak, spotty, switches frequently, and is altogether tough to follow). Unfortunately, whenever the netrunner passes through an LDL, the STR is added to its Security Value. If this roll is failed, the netrunner's signal is dropped. He is not traced, charged for the call, or fed to NETWATCH goons; the signal is considered to have terminated before the LDL is run. Example: Weefleboy is moving through the Night City LDL on his way to Havana. Since the Security Value of Night City's LDL is 2, he must roll a 2 or higher on a d10 to successfully scam the link. However, since he's running Hush Puppy, Hush Puppy's STR of 5 is added to the Security Value, and he must now roll a 7 or better or drop carrier. Ouch. Of course, that local Hellhound on his trail now has to fight a STR 5 anti-trace program ... ICON: None.

Leash  (Anti-IC, STR 4 [6 vs Dogs], MU 4, 1300eb)

Leash is an anti-IC program designed to remove the Movement function of the Dog series of programs, specifically Bloodhound, Pit Bull, Hellhound, Werewolf (RB 107), and Cerberus (RB 148). It neither freezes nor destroys the program, but simply tethers it to a specific grid square and restricts its movement to that square. It can affect other programs, but at -2 to its STR. ICON: A leash, what else?

Mockingbird  (Intrusion, STR 4, MU 5, 360eb)

Mockingbird is a complicated Intrusion program which bears some resemblance to the Daemon series of programs (CB3 58). It insinuates itself into the structure of a Code Gate, copying itself into the MU of the target system, and remains there until discovered and removed (as per the standard means of removing Daemons, CB3 60). It does not alter the functioning of the Code Gate in any way, but creates a small log file of all accesses (including users, date/time of entry, and their respective access codes). Mockingbird will upload this log file to the first person who gives it a specific password, usually the netrunner who planted it inside the Gate. That netrunner can then use the codes and usernames to pose as a legitimate user and enter the Gate freely at any time. It has no ICON. Note that some GMs may rule that Mockingbird must be run on the internal Memory block that contains the code for the Code Gate.

Muzzle  (Anti-IC, STR 4 [6 vs Dogs], MU 4, 1300eb)

Muzzle removes the Alarm function from the Dog series of programs, specifically Watchdog, Bloodhound, Pit Bull, Hellhound, Werewolf (RB 107), and Cerberus (RB 148). A silenced Dog cannot call for help or alert the system to intrusions. It does not cripple affected programs in any other way, so a silenced Pitbull could still trace you and cut your line, though it couldn't alert its home system to your presence. ICON: A steel and leather muzzle, with various chrome spikes and studs, is clapped over the Dog's head (or any other program's nearest equivalent).

Vertigo  (Anti-Personnel, STR 3, MU , 6500eb)

Vertigo interferes with a netrunner's spatial sense, causing its target to feel as though he is falling uncontrollably through the Net even though his ICON remains stationary. Its effects last 1D6+3 turns, and the netrunner must make a COOL save minus the STR of this program (that is, at -3) in order to take any action each round. A netrunner may alternately make a Very Difficult COOL roll to ignore the sensation for the duration of the program. However, if this roll is failed, the netrunner forfeits any further COOL saves and cannot resist the program for the remainder of its duration. ICON: The user's ICON's eyes turn into the classic cartoon hypnotist's eye, a spinning wheel of clashing colors.