Cybermyth

Netrunning


Running the Net

The following section is not a descriptive text detailing the Internet, but is instead the replacement rules for that area.

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


Combat

Initiative:
Netrunners roll a d10 adding their deck's Speed, and subtracting MRSpd.

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 Program's STR + 1/2 System Knowledge + MR Category
                         vs.
Defending Program's STR + System Knowledge + MRPow

Detection: Same as above.

Attacking Systems and Cyberdecks:

Use the following chart:

Attacking Program's STR + Combat, Computer + MRPow
                     vs.
Code or Data Wall's STR + 1/2 Combat, Computer + MR Category

Anti-Personnel Attacks:

Use the following:

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.

Cyberdecks: Prices remain the same, but the statistics are very different now.
Standard decks have the following stats:
Memory: 10 MU
Speed: 10
Data Wall STR: 8

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.


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.

Time: It takes one hour per FC point. A Special Success halves this.

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.

For more complete descriptions refer to the Cyberpunk 2020 book, otherwise, rule changes have been listed here.

  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: 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.

 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.
  1. Build the Demon program by normal ruleslisted above, and determine FC, but do not determine anything else.
  2. Construct subprograms, but exclude STR values, and add all the DCs together, then divide by 2. Afterwards, subtract 1/2 STEEP as normal.
  3. Add together the Demon and subprogram's FC to determine all time, costs, MU, and DR.

Note that for every subprogram the demon carries its STR decreases by 4 points.

Black Market Charts: Use the following charts when purchasing programs.

 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.

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
automatically has a starting STR equal to four times the number of CPUs
present.

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.