ICE and Biology V5.0: Mental Effects
Mental Effects of ICE


When you get down to it, the mind is where almost all netrunning takes place. Makes sense that eventually someone would figure out a way to play with it. These program modules form the primitive basis for SimEx and Ghost Hacking which will be dealt with elsewhere. It should be noted that most of these effects can be resisted by willpower checks and compared to playing with the autonomic functions these are damned near impossible.

Its up to the GM to determine how effective these programs are and how long they last. Particularly nasty GM's may decide this material cannot be simply forgotten and therapy or corrective programming will be needed, others may choose to have the programs time limited, once the runner goes unconscious he's cured.


Induced Hallucinations: Nightmare Images
The mind is a very complex thing, and sometimes the oddest things set it off. This program downloads a new set of variables into the netrunner's memory, a series of horrific images designed to cause severe nightmares.

Induced Hallucinations: Blissful Images
This is the exact opposite of nightmares, the dreams formed are so soothing that the runner us unlike to awaken on his own. But it begins suggesting the possibilities of ghost hacking and SimEx.

Induced Psychosis: Psychotic Episode
Essentially a psychotic episode is what happens to cyberpsychos, they lose the ability to maintain a grip on reality, the things they see can't be associated with other people. Everything seems nightmarish, they are surrounded by monsters or faceless objects that don't mean anything. And if you've no reason to suspect a person is real what's to stop you doing some fairly nasty things to them?

Induced Psychosis: Obsessive Compulsive
The player is driven to do things over and over again without any rational reason, They just can't get it out of their mind.


Reformatted December 17th, 2000

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