First, anything not covered in this section is to be considered not changed. This applied to rules covering long-distance charges and the limit of five spaces per turn. A turn in the Net is one second, or one-third of a CT.
Security Levels: No changes.
Tracing: All trace values are multiplied by ten. A program that is tracing must roll d100 and add its STR plus the system's System Knowledge K/S area, subtracting the 'Runners System Knowledge. If this number is equal to or higher than the trace value than you have been traced.
Menu: No changes on LOCATE REMOTE, and the following on CONTROL REMOTE. To activate this from of menu an opposed roll must be made between the controller programs, with the winner retaining control.
Log on/off: Log on is not changed. To log off the Netrunner must make a Interface check at "Easy", unless something prevents this.
Run Program: No changes.
LDLs: This is another opposed test. Add the security levels together and multiply by 5, using that number to do an opposed test against the netrunner's Interface skill.
Copy/Erase/Read/Edit/Create/Delete: No changes Computer systems roll a d10 and subtract its MRSpd.
Lowest initiative goes first. One action is allowed per turn. Computers may perform one action per turn plus one additional action for every two extra CPUs present in the system.
Range: No change.
Movement: No changes.
Stealth and Evasion: This is another opposed test. Roll the following:
Attacking Systems and Cyberdecks:
Use the following chart:
Use the following:
Cyberdecks: Prices remain the same, but the statistics are very different now. In the following improvements, the Special Successes indicated cannot be influenced by Joss.
Memory Increases: for each 500 BUCs you can buy one additional MU for the deck. Extras can be added on personally by making a roll against Cyberdeck Design at "Moderate" and 100 BUCs. Purchased MU has a ceiling limit of 20, but unlimited extra MU can be added personally. However, after five CHECKS have been made the DR goes up by one, and continues to do so with each five. A Special Failure results in d10 MU permanently damaged with no more capacity to add any extras, purchased or otherwise. A Special Success means that two MU were added and the DR resets to "Moderate".
Speed Improvement: Speed can be lowered by one point per 1000 BUCs spent, to a minimum of 0. Speed can also be lowered by making a Cyberdeck Design check at "Moderate", and this can take the Speed to as low as -10. After every two CHECKS the DR goes up by one. 200 BUCs must be spent with each check. A Special Failure results in the Speed going up one point with no more decreases possible, and a Special Success results in the Speed lowering two points and the DR resetting at "Moderate".
Data Wall STR: Data Wall STR can be raised for 250 BUCs per point to a ceiling level of 40. The ceiling level for self-improvements is 80. To do self-improvements the deck designer must roll against Cyberdeck Design at "Moderate". This costs 60 BUCs for each check. The DR goes up after every eight checks. A Special Failure indicates that the Data Wall STR is reduced by 2d6, and no further improvements can ever be made, while a Special Success indicates that the STR has improved by 2d6 and the DR resets to "Moderate".
Keyboards: -12 to MRSpd for Initiative purposes. Time: It takes one hour per FC point. A Special Success halves this. For more complete descriptions refer to the Cyberpunk 2020 book, otherwise, rule changes have been listed here.
Final Cost: Add together all the DCs, STR, and subtract half of the designer's Programming STEEP to determine the Final Cost. This number will determine costs and time, as listed above, and also the Difficulty Rating to be used for the Programming K/S and the Memory Size of the program, as is detailed in the following tables.
Black Market Charts: Use the following charts when purchasing programs.
CPUs: The maximum number of CPUs is 10, but they are at double cost for each past seven, cumulative. Each CPU grants the Data Fortress a M Trait of 30, distributed to the designer's preference, following normal rules. If the system gets a M Trait of 120 or more it is considered to be an Artificial Intelligence.
Data Walls: Follow rules on Cyberdeck Data Walls, except that the system Code Gates: The system has one code gate per CPU, and additional can be purchased for 2,000 BUCs each. Each gate has a base STR of 8, but this can be raised as per the rules concerning Data Walls.
Artificial Intelligences: AIs occur when a system has a M Trait of 120 or more. Design the personalities as per OPs, and consult the Cyberpunk 2020 book.
Skills: Computers may choose any five K/S areas for every two CPUs. AIs may increase and gain more skills through time. All skills start off with a base STEEP of 20, adding in the appropriate Attributes and Cross-Applications. These skills may be bought at higher levels, following the restriction of no K/S area STEEP higher than the Trait total. Improvements may be made at 1 STEEP point per 10 BUCs, upto a maximum of 100 base STEEP.Netrunning
Running the Net
The following section is not a descriptive text detailing the Internet, but is instead the replacement rules for that area.
Combat
Initiative:
Netrunners roll a d10 adding their deck's Speed, and subtracting MRSpd.
Attacking Program's STR + 1/2 System Knowledge + MR Category
vs.
Defending Program's STR + System Knowledge + MRPow
Detection: Same as above.
Attacking Program's STR + Combat, Computer + MRPow
vs.
Code or Data Wall's STR + 1/2 Combat, Computer + MR Category
Anti-Personnel Attacks:
Attacking Program's STR + Combat, Computer + 1/2 Interface
vs.
Defending Program's STR + 1/2 Combat, Computer + Interface
Cyberdeck Design
Interface Plugs: Netrunner's using 'trodes suffer a -6 penalty to Initiative roll, due to their slowness.
Standard decks have the following stats:
Memory: 10 MU
Speed: 10
Data Wall STR: 8
Programs
[Note: The 'Class' Column was removed during the translation to HTML, and it is now part of the header for each group of programs. -- Mike]
Name Function STR MU Costs
Intrusion
Hammer Knocks down Data Walls (8d6
subtracted from Data Wall STR) 16 1 400
Jackhammer Knocks down Data Walls (4d6
subtracted from data Wall STR) 8 2 360
Worm Infiltrates and breaks down Data
Walls silently in 2 turns 8 5 660
Name Function STR MU Costs
Decryptor
Code Cracker Breaks down code gates and file
locks 12 2 380
Wizard's Book Deciphers code gates (STR 24)
and file locks 16/24 2 400
Raffles Deciphers codes gates and file
locks 20 3 560
Name Function STR MU Costs
Detect/Alarm
Watchdog Detects entry and alerts owner 16 5 610
Bloodhound Detects entry and traces signal,
then alerts owner 12 5 700
Pit Bull Detects entry, traces signal and
cuts intruder's line until
killed 8 6 780
SeeYa Detects "invisible" ICONS 12 1 280
Hidden Virtue Detects "real" things in virtual
realities 12 1 280
Speedtrap Detects hidden programs within
10 spaces 16 4 600
Name Function STR MU Costs
Anti-System
Flatline Kills operating CPU 12 2 570
Poison Flatline Kills all system memory and CPU 8 2 540
Krash Crashes CPU for d6+1 turns 12 2 570
DecKrash Crashes deck CPU for d6 turns.
Drops open out of Netspace 16 2 600
Virizz Ties up one action of system
until deck is turned off 16 2 600
VIRAL 15 Erases one file per turn 16 2 590
Murphy Causes system to randomly launch
programs 12 2 600
Name Function STR MU Costs
Evasion
Invisibility Hides cybersignal, making you
appear "invisible" 12 1 300
Stealth Mutes cybersignal, making it
harder to detect 16 3 480
Replicator Confuses attacking IC by creating
millions of deck signals 12/16 2 320
Name Function STR MU Costs
Protection
Shield Stops attacks to Netrunner 12 1 150
Force Shield Stops stronger attacks to
Netrunner 16 2 160
Reflector Reflects and stops Stun, Hellbolt,
and Knockout attacks 20 2 160
Armor Reduce Stun, Hellbolt, Brainwipe,
Zombie, and Hellhound damage
totally, or by 9 points if
unsuccessful. 16 2 170
Flack Creates static wall to blind
attackers, only STR 8 to Dog
series 16/8 2 180
Name Function STR MU Costs
Anti-IC
Killer II Attacks all types. 4d6 damage to
target STR. Mobile 8 5 1320
Killer IV Attacks all types. 4d6 damage to
target STR. Mobile 16 5 1400
Killer VI Attacks all types. 4d6 damage to
target STR. Mobile 24 5 1480
Manticore Attacks Demons, de-rezzing
instantly 8 3 880
Hydra Attacks Demons, de-rezzing
instantly 12 3 920
Dragon Attacks Demons,de-rezzing
instantly 16 3 960
Aardvark Detects and attacks Worms,
de-rezzing instantly 16 3 1000
Name Function STR MU Costs
Anti-Personnel
Stun Freezes Netrunner for d6 turns 12 3 6000
Hellbolt Causes 3d10 PD to Netrunner 16 4 6750
Sword Hellbolt variant, causes 3d6 PD
to Netrunner 12 4 6250
Brainwipe Permanently subtracts 3d6 from
Mental Attributes, killing
Netrunner 12 4 6500
Zombie Permanently subtracts 3d6 from
Mental Attributes, Netrunner
mindless 20 4 7500
Liche Erases memory, replacing with
pseudo-personality 16 4 7250
Firestarter Causes power surge, starting fire
in Netrunner's deck, Netrunner
killed 16 4 6250
Hellhound Tracks Netrunner, waits, causes
6d10 PD/turn 24 6 10000
Spazz All Speeds reduced by half for
d6 turns 16 3 6250
Glue Locks Netrunner in place for d10
turns 20 4 6500
Knockout Causes coma for d6 hours 16 3 6250
JackAttack Prevents Netrunner from logging
out for d6 turns 12 3 6000
Name Function STR MU Costs
Controller
Viddy Master Video board controller 16 1 140
Soundmachine Microphone/voxbox controller 16 1 140
Open Sesame Electronic door controller 12 1 130
Genie More powerful door, elevator
controller 20 1 150
Hotwire Vehicle controller 12 1 130
Dee-2 Robot controller 12 1 130
Crystal Ball Video/camera controller 16 1 140
News at 8 Screamsheet box controller 16 1 140
Phone Home Send and receive cellular calls,
intercepts calls at STR 8 20 1 150
Name Function STR MU Costs
Utility
Databaser Stores upto 10,000 pages per file
of information/text 32 2 180
Alias Replaces file name with false
one 24 2 160
ReRezz Recompiles and restores destroyed
programs 12 1 130
Instant Replay Records coordinates of current
run for replay later 32 2 180
Gatemaster Detects and destroys Virizz and
VIRAL 15 programs 20 1 150
PadLock Refuses to allow log on through
deck unless code is given 16 2 160
ElectroLock Locks files as is a STR 3 code
gate 28 2 170
FileLockerþ Locks files, requiring code word
('Runners choice) to open 16 1 140
NetMap Provides accurate maps of most
well-known Net locations 16 1 150
Packer Reduces programs by 1/2 size.
Takes two turns to unpack 16 1 140
Backup Creates copies of most programs
on chip 16 1 140
Name Function STR MU Costs
Demon
Imp II Carries 2 programs 12 3 1000
Afreet II Carries 3 programs 12 4 1160
Succubus II Carries 4 programs 16 4 1200
Balron II Carries 4 programs 20 5 1240
Designing Programs
To design a new program all you need to do is determine what the program does and at what STR. Final Cost (FC) is described later. Difficulty Cost are the number of points that are accumulated during design, and ultimately determine the base DR.
Costs: To buy a program on the market just figure out the FC without subtracting half of the programming STEEP, and multiply it by 2.5, then consult the Black Market charts.
DC Type
40 Evasion
60 Stealth
80 Anti-Program
60 Anti-System
40 Detection
60 Alarm
80 Anti-Personnel
60 Intrusion
40 Protection
60 Decryption
40 Controller
40 Utility
40 Interactive
40 Compiler (Demon)
DC Options
20 Movement Ability.
8 Trace.
12 Auto Re-Rez.
8 Recognition.
3/level Invisibility: +1 STR to evade detection per level, max. level 8.
20 Memory.
2/level Speed: -1 to Speed per level, max. level of 4.
12 Endurance.
12 Conversation Ability.
24 Pseudo-Intellect. M Trait of 60.
1-20 ICON complexity. The higher the DC the better the ICON.
1-4 is Simple, 5-8 Contextural, 9-12 Fractal, 13-16 Photorealistic,
17-20 Superrealistic.
DC Sub-Options
-10 Only works against one type of program
-15 Only works against one specific program
+3/per Reduces damage by one point (Protection only)
The following applies to Anti-System programs only
0 Renders system useless for d6 turns
+5 Permanently destroys one part of the system
The following applies only to Anti-IC and Anti-Personnel
0 Does 3d6 damage +3/-3 Per d6 damage over/under 3d6. Max. 10d6/d6
+25 Destroys/kills instantly
STR: Max. STR is 40, although most tend to be between 12 and 16. Also, the program STR cannot exceed half of the designer's Programming STEEP.
Final Cost Difficulty Rating
1-40 Easy
41-80 Moderate
81-120 Hard
121-160 Difficult
161-200 Very Difficult
201+ Extreme
Final Cost Memory Size
1-60 1 MU
61-80 2 MU
81-100 3 MU
101-120 4 MU
121-160 5 MU
161-200 6 MU
201+ 7 MU
Demons: When creating Demons (compilers) follow the above steps, but with the following differences.
Note that for every subprogram the demon carries its STR decreases by 4 points.
Costs DR of Program
1x Easy
2x Moderate
3x Hard
4x Difficult
5x Very Difficult
6x Extreme
Costs Type
1x Intrusion, Decryption, Control, Utility
2x Detection, Evasion
3x Anti-System
4x Anti-IC
25x Anti-Personnel
Designing Data Fortresses
Following the guidelines set in the Cyberpunk 2020 book, the following are rules interpretations.
automatically has a starting STR equal to four times the number of CPUs
present.