Sukh's Sexy Netrunning for Beginners Version 4.3 ================================================ Some changes instigated after a little RPG experience. Initial thoughts were that there was too much maths during a run and that everything got a little predictable (CLUNKY). ....so changes had to be made 8-) After a think I came to the conclusion that the NET RUNS rules lacked the RPG elements that should be the central focus of this enterprise...so onto Rules Version. The CYBERMASTER Netrunning Development Skills Profession: NETRUNNER Prime Requistes: Reasoning(RE) & Self Discipline(SD) Level Bonuses: +2 Per Level on Netrunning Skills. Skill Stats Netrunner Other Characters Cost Cost Netrunning - Navigation IN/RE 1/2 3 - Traversal RE/SD 1/2/2 2 - Manipulation RE/SD 1/2 4 - Perception IN/IN/RE 1/2 3 - ICE(Walls) IN/RE 1/2 3 - ICE(Combat) RE/SD 1/2 2 - ICE(Code Gates) RE/ME 1/2 4 Skill Descriptions ------------------ NETRUNNING NAVIGATION This skill determines the Netrunner's ability to navigate inside the Matrix. Good Net Navigation allows the Netrunner to avoid TRACE programs by using convoluted and complicated routes through Cyberspace. Every Net Navigation roll made by a Netrunner consumes 2 RUN Points. NETRUNNING TRAVERSAL This skill determines the Netrunner's ability to 'move' inside the Matrix. This skill puts a navigated net route into practice. Every Net Traversal roll made by a Netrunner consumes 2 RUN Points NETRUNNING MANIPULATION This skill determines the Netrunner's ability to manipulate the NET to his/her will. e.g. This skill covers all other Net activities undertaken by a NETRUNNER that are not covered by the other Net Skills (e.g. Stop another Netrunner from jacking out, creating virtual constructs in the Net, tracing another NetRunner, etc). RUN points consumed by the use of the Net Manipulation skill are decided by the GM as appropriate (starting at 2 and going up). NETRUNNING PERCEPTION This skill is a measure of the Netrunner's ability to be aware of his/her virtual surroundings and to determine the nature of Net Structures or ICE Programs before they are encountered (i.e. early indication of Node Traps/Ambushes) A 100% sucess indicates that the Netrunner has deduces the nature of the virtual struction or program and can take appropriate action. Every Net Perception roll made by a Netrunner consumes 2 RUN Points. NETRUNNING ICE(WALLS, CODE GATES & COMBAT) These skills determines the Netrunner's instrinsic ability in overcoming ICE programs/hostile Netrunners using his/her own devices. Every use of a Net Ice ability made by a Netrunner consumes a number of RUN points as determined by the strength of ICE/Netrunner encountered. ============================================================================== Chapter 1: NET Concepts What the NET is & about: ------------------------ A NETRUNNER's presence in the NET is called his/her ICON. This ICON is virtual manfestation of his or her's physical self. A sort of alias while the NETRUNNER is inside the NET. This ICON can be anything. (e.g. our two Netrunners Guy & Neville have the NET ICONs of Dogmatix (Astrix's Dog) and Dr HeadCrash (A Voodoo Witch Docter) The Matrix is constructed as follows:- 1) NET REGIONs (A country's network, A Spacestation, etc) 2) NET AREAs (Different areas of the Net inside a REGION) 3) NET NODEs (Different areas of Data inside a AREA) 4) DATA FORTs (An individual piece of data or system inside a NODE) Example. CUBA.Net (is a REGION containing all NET stuff in Cuba) Government.Net (is an AREA inside the region of CUBA.net) Ministry of Security (is a NODE inside the area of Gov.Net) Schlaghund Control Centre (is one DATA FORT inside the MoS Node) ....8-) Base Run Points & Getting to the Required Data: ----------------------------------------------- A Netrunner's RUN POINT total is equal to his SD stat. This will be at least 90 as SD is a prime stat for Netrunners. 1] Netrunner must determine which route he will take to his desired Network Area. This involves a Net Navigation Roll and consulation of the Cyberspace Manuvering Table. A Net Navigation Roll consumes 2 RUN points until 100% sucess is achieved. Remember the results from each roll are cumulative. The route a Netrunner takes and the resulting Navigation roll will affect any TRACE attempts made against him during a run. Navigation Difficulty (Complexity of Route Selected) 0 Routine +30 on Nav Roll, (TRACE LEVEL 0 Netrunner has no TRACE Protection) 1 Normal +0 on Nav Roll, (TRACE LEVEL 1) 2 Medium -10 on Nav Roll, (TRACE LEVEL 2) 3 Hard -20 on Nav Roll, (TRACE LEVEL 3) 4 Very Hard -30 on Nav Roll, (TRACE LEVEL 4) 5 Sheer Folly -50 on Nav Roll, (TRACE LEVEL 5) 6 Absurd -80 on Nav Roll, (TRACE LEVEL 6 Runner is virtually undectable) 2] The Netrunner must then mentally move to the intended Network Area via his/her desired route. This involves a 100% successful Net Traversal Roll on the Cyberspace Manuvering Table. A Net Traversal Roll consumes 2 RUN Points until 100% sucess is achieved. 3] The Netrunner is now at the desired Network Area using his intended route and can now attempt to gain entrance to a desired data node. This may mean bypassing any ICE (yeah right..bypass *the* ICE) that is present on the nodes in this area before any data can be accessed. A Netrunner has two methods to bypass an ICE card:- 1) Use his own intrinstic ICE skills (i.e. ICE WALLS, COMBAT & CODE GATES). Everything to do with this style of Net penetration happens on the Cyberspace Manuvering Table (more on this later) 2) Use NET PROGRAMS to defeat ICE for the Netrunner. This option may consume more RUN points that Option 1 but is far safer for the NETRUNNER and has less unpredictable results. Ice in the Net : ---------------- The POWER of an NETRUNNER ICE card basically determines the skills and toughness of that piece of ICE. Whenever a Netrunner arrives at a data Node containing ICE then the DM either selects a random number of ICE Cards or as required/desired by the adventure. The DM looks at his/her cards and decides how ICE will be encountered. These new rules differ in that no ICE structure is established at the beginning, i.e. No ICE cards are laid down. The DM puts down ICE as it's encountered depending on what a NETRUNNER does. The basic ordering of ICE during any RUN should be as follows this:- "The ICE Protocol Stack" 8-) 1) LAYER 1 (Inside a Network Area, Outside a Network Node) This layer should have no ICE stationed on or in it. The only problems that a NETRUNNER may encounter here is wandering NETWATCH Law Enforcers looking for "suspicious" behaviour or other hostile NETRUNNERs. 2) LAYER 2 (Outside a Network Node) (NORMAL ICE, NO BLACK ICE) ICE CODE GATES (always), WALLS (always) and SENTRIES (rare) To let authorised users in and everyone else out. The initial ICE CODE GATE should not be of the BLACK ICE variety...I doubt coporations would get away with frying Little Billy's brain 'cause he was messing with dad's NET GEAR. This applies to WALLS surrounding the NET NODE too. Patrolling ICE SENTRIES should be rare, NET combat, even the non-BLACK ICE kind can still cause injury. If a ICE SENTRY is present that it will most likely by stationed at the CODE GATE as a look out/alarm sounder, etc. 3) LAYER 3 (Inside a Network Node, Outside a Data Fort) ALL ICE TYPES, BLACK ICE (rare). Your basic barriers to stop intrusion into sensitive data. Rule of Thumb. Normal WALLS for non-sensitive data, BLACK ICE WALLS for Critical data and systems. ICE SENTRYs if present can be found stationed/patrolling this area (more on this later) but again these should be the normal type (i.e. not BLACK ICE) unless this node is some really bad-ass Net facility. 4) LAYER 4 (Inside a Data Fort) Everything and anything goes. Inside a Data Fort a DM can play his/her complete hand as this is a Corporation's last line of defense and they can legimately fry any Netrunners brain as their not supposed to be in here. Remember the GM should role-play this situation depending on what the NETRUNNER does. For example, if a NETRUNNER breaks into a NETWORK NODE and then tries to enter a Data Fort using a HAMMER Program to smash down a ICE WALL....this may be ideal time to lay down that wandering ICE SENTRY (ZOMBIE) card...8-) Encountering ICE: ----------------- As stated before, the Netrunner has two options to defeat ICE programs, using his own skills or use a ICE-BREAKER program. Using PROGRAMs will use up more RUN points on average and take longer to break down ICE than using the mano-on-mano route but are FAR safer and more realiable. ICE Code Gates and Walls are fairly static NET defenses so the rules for bypassing these forms of ICE are fairly straight forward. Using a DECK Program to defeat ICE: If the Netrunner has the relevant ICE Breaker then he/she may use this to defeat a ICE Wall or Code Gate. No rolls are required to defeat the ICE but it does consume Time & RUN points as follows:- TIME: It takes a number of rounds (10 secs) to break the ICE equal to the power of the ICE card. e.g. POWER 3 = 3 rounds to defeat ICE. During this time , depending on the ICE Breaker used, wandering ICE SENTRIES may appear or other defenses may come into play (AI's, Masterminds, Systems Ops, etc). A NOISY ICE BREAKER halves this time but also increases the chance of alerting ICE SENTRIES patrolling the area (Double their NET PERCEPTION to determine if they are alerted). RUN POINTS: To use a Program to defeat ICE then the Power of the Program must match the power of the ICE. So if this requires the NETRUNNER to increase the Program power by using RUN points then this must be done initially. Next, each subroutine on the ICE must be broken by the ICE-BREAKER program. The NETRUNNER expends RUN points for this as stipulated by the ICE-BREAKER Program. ** Add Example of Program V ICE Encounter Here ** Fighting ICE Mano-o-Mano: If a NETRUNNER doesn't have the relevant ICE BREAKER available, then the only other option available is for the NETRUNNER to engage the ICE using his own skills. This form of combat is played out on the Cyberspace Manuvering Table. The procedure for this is:- Ice Break Attempt = Percentile Roll + Relevant Net Skill - (Power of ICE x 10). * Relevant skill is ICE WALLS, ICE CODE GATES or ICE COMBAT. The result garnered from the CMT will be in the form of a percentage of sucess (e.g. 30%). A Netrunner needs a 100% sucessful result to break the ICE. This percentage is cumulative for every round of ICE Combat and thus the Netrunner will eventually break any ICE engaged. However for every Break Attempt the Netrunner consumes RUN Points equal to the Power of the ICE & the Netrunner may also suffer potential damage from the subroutines found on the ICE. Each break attempt also takes 1 round. After a unsucessful Break Attempt the GM rolls for each subroutine on the ICE encountered. A roll over the percentage result obtained by the Netrunner means that the subroutine has been activated and the NETRUNNER suffers the consequences. This will normally be things like NET Damage (additional points off RUN Total), MEAT Damage (points off Hit Points) or my personal favourite BRAIN Damage (points off stats). 8-) ** Add Example of Netrunner V ICE Encounter Here ** Special Rules for ICE SENTIRES: ------------------------------- The rules for ICE SENTRY COMBAT is almost exactly the same as stated above for ICE WALLS & ICE CODE GATES. However SENTRIES have additional skills. These are NET PERCEPTION, STALKING/HIDING and NET MANIPULATION which are equal to the Power of the ICE multiplied by 10 (e.g. Power 4 equals +40 Net Skills) If a NETRUNNER uses a NOISY method of NET entry (a HAMMER program or mano-o-mano combat) then make a NET Perception roll for every patrolling NET SETRY in the area. A sucessul result means that the NET SENTRY will converge on the source of the noise. If a NETRUNNER is present then the ICE SENTRY will attempt to STALK up and AMBUSH the NETRUNNER. Is the STALKING attempt is sucessful (this may be an opposed roll with the NETRUNNER's NET PERCEPTION skill) the ICE SENTRY will sucessfully initiate mano-o-mano combat with the NETRUNNER bypassing any ICE BREAKER Programs that the NETRUNNER may have activated. This combat is concluded as per the mano-o-mano rules already stated. If a NETRUNNER stumbles into an area of a stationary ICE SENTRY, the ICE SENTRY makes a NET PERCEPTION roll. If sucessful the ICE SENTRY may attempt to HIDE from the NETRUNNER by making a sucessful HIDING roll. If the NETRUNNER fails a NET PERCEPTION roll then the ICE SENTRY will AMBUSH the NETRUNNER and mano-o-mano combat will again be initiated. If a NETRUNNER sucessfully makes a NET PERCEPTION roll and sees a STALKING or HIDDEN ICE SENTRY then he/she has the option to use a ICE-BREAKER program or engage mano-o-mano as described in the ICE Break rules for WALLS and ICE CODE GATES. All BLACK ICE SENTRIES have their NET Skills doubled (Power x 2 x 10). This obviously makes BLACK ICE the scary shit nightmare that they are intended to be. Lets see you laugh off a CEREBRUS now Mr Smalls....8-) A final note, all ICE encounters should be role-played out as much as possible by the GM..i.e. if a Zombie or Lich is patrolling the area, then the GM may inform the NETRUNNER that this part of the NET seems cold and misty...with a sense of foreboding, etc..increase the fear of the NETRUNNER. In addition all GMs should look at all the NETRUNNER ICE Cards and see what amusing things he/she can come up with. e.g. The POCKET VIRTUAL REALITY ICE card for me, seems ideal for a completely off-the-wall NET encounter where I would attempt to trap the NETRUNNER in some devious way inside a virtual world situation (like an episode of Star Trek, not everything is as it seems, etc). An Example of an encounter with an ICE SENTRY: ---------------------------------------------- The renown Netrunner, Guy De Fauteuil (also known in some parts as Guy De Stupide) wanders into a Net Node thru a hole in a Data Wall. A wandering ICE SENTRY (Triggerman) sees Guy inside this restricted Net Node and initiated a STALKing attempt. Meanwhile Guy, distracted by a horde of advert sprites which WILL NOT LEAVE HIM ALONE! fails to see the approaching ICE SENTRY and is thus comprehensively and decisively ambushed. *faint cries of Guy...Guy is AMBUSHED!* Having been sucessfully stalked and then attacked, Monsignour Guy De Ambushed can no longer call on his trusted friend SHAKA (ICE SENTRY BREAKER Progam) to deal with Triggerman and therefore must engage the SENTRY mano-o-mano. Guy has ICE COMBAT skill of +40. The ICE SENTRY (Triggerman) has a ICE Power of 3. So Guy roll on the Cyberspace Manuvering Table to see if he can break the ICE Sentry and let Good Triumph Over Evil! He rolls 43. 43 (roll) + 40 (skill) - 30 (ICE Power) gives a result of 53. 53 on the Cyberspace Manuvering Table results in 50% success. As the Netrunner is not 100% sucessful, he must try again next round. Meanwhile he scrubs off the power of Triggerman (3) off his RUN point total and Mr Trigger-Dude gets a chance to mess Guy De Opprimé up. Triggerman has 2 subroutines (Trash a Program & End the Run). The GM decides that 'Trash a Program' will mean that Guy will lose an initiated PROGRAM from his DECK. He/She/It also decides that 'End the Run' will mean that the NETRUNNER will lose 20 RUN points and have to make a sucessful Self Discipline Roll or be forcefully expelled from the NET. Triggerman rolls percentile dice for each subroutine. Since the Netrunner was 50% sucessful, the ICE sentry has to roll over 50 on 1D100 for that subroutine to be sucessful. Triggerman rolls 88 & 21. This results in the Netrunner losing a random DECK PROGRAM (ENTERPRISE SHIELD, INC...8-(...), but fortunately Guy De Beni has not be ejected out of the NET (the 'End the Run' subroutine failed). Next round, the Netrunner tries again to 'break' the Triggerman ICE sentry. He rolls 40, + 40 - 30 = 50, again 50%. This added to his previous roll equals 100%. The Netrunner has sucessfully broken the ICE and the SENTRY derezzes. The Netrunner loses a further 3 RUN points (3 for Break Attempt). Guy De Comptez Ses Chanceuses Etoiles gathers his wit, re-initializes the ENTERPRISE SHIELDS, INC DECK PROGRAM (3 RUN points) and quickly moves to another part of this node before the bane of this life (Advert Sprites) track him down again... ICE Subroutines & the Effects: ------------------------------ The most common subroutines found on ICE and there consequences if utilized sucessfully on a NETRUNNER are as follows: NET DAMAGE = 1D12 Damage off RUN points MEAT DAMAGE = 1D8 Damage off HIT points BRAIN DAMAGE = 1D4 Damage off Random STAT 8-) TRASH A PROGRAM = Netrunner loses a Random DECK PROGRAM TRASH HARDWARE = Netrunner loses Random DECK HARDWARE or perhaps actual DECK! END THE RUN = Netrunner loses 20 RUN points immediately and must also make a sucessful SELF DISCLPLINE check or be forcably expelled from the NET. and finally TRACE Subroutines In addition, certain of the nastier pieces of ICE programming also incorporate TRACE subroutines. When a TRACE attempt is made follow the following procedure:- The Netrunner rolls percentile dice, The ICE (GM) rolls percentile dice. The greater die roll wins the encounter. For the Netrunner this means he has not been traced. For the ICE, this mean the Netrunner has been TAGGED. For every level of difference between the ICE TRACE POWER & the Netrunner's TRACE LEVEL (as derived by from NET NAVIGATION), the greater score gains a +10 bonus per level difference on this TRACE roll. E.g. TRACE SUBROUTINE POWER = 4 NETRUNNER TRACE LEVEL = 2 GM (the ICE) gains a +20 bonus on his/her/it TRACE Percentile Roll. Each sucessful TRACE attempt by the ICE gives the Netrunner a TAG. 3 TAGS and Mr Netrunner IS IN BIG TROUBLE. We're talking Black Ops Solo Teams absailing down building, Helicopter Gunships, Orbital Rail Guns, Fire-Starter Programs, etc BIG TROUBLE!. Combat between Hostile NETRUNNERs --------------------------------- Fights between NETRUNNERs in the virtual world are usually the most viscious. In my rules they can only be undertaken using the mano-o-mano system. Each of the opponents rolls initiative. The winner makes a precentile roll on the CMT. The Result is: (Roll) + (NET COMBAT SKILL OF NETRUNNER) - (NET COMBAT SKILL OF OPPONENT) The appropriate NET damage to the opponent (as described by the CMT) is applied. The loser of initiative if able, then makes his/her percentile roll and applies damage (if applicable). This sequence continues until a) either NETRUNNER is expelled from the NET (no more RUN points) b) either NETRUNNER is killed (no more CON left) c) one of the opponents decides to either run away or jack out. The other opponent can attempt to stop either of these actions as described below:- The winner of an oppossed NET MANIPULATION roll determines which of the opposing NETRUNNER suceeds in his/her stated action. Either to flee/jack out or stop the other from escaping/jacking out. If both NETRUNNERs decide to bug out then combat stops immediately (obviously) Combat between Multiple Oppenents (ICE SENTRIES or HOSTILE NETRUNNERs): ----------------------------------------------------------------------- Whenever NET combat is initiated by an odd number of oppoenents (i.e. uneven odds) then I (&Gray) thought this could be resolved like this. Whenever 1 entity is attacked by 2 or more entities. Then the sole combatant has his NET COMBAT skill split to engage multiple foes. e.g. Guy has NET COMBAT skill of +40. This means +40 versus 1 Opponent (Hostile Netrunner of ICE SENTRY) +20 versus 2 Oppenents +13 versus 3 Oppenents +10 versus 4 Oppenents. We thought it might be funny if as a consequence to this splitting of a NETRUNNER's skill and concentration that this would manifest itself in the virtual world by the NETRUNNER's ICON dividing itself into smaller versions of itself. i.e. 1 BIG NET ICON becomes 2 smaller NET ICONs to face 2 different opponents. We thought we could call this NET event "SPAWNING" 8-) Guy De Fautueil: "I think I'm gonna SPAWN myself Neville..." Neville Smalls : "Eh?...well why break a habit of a lifetime mun!" Multiple Combat versus ICE SENTRIES uses the mano-o-mano ICE SENTRY rules described previously. Multiple Combat versus hostile NETRUNNERs uses the 'Combat between Hostile Netrunners' rules...naturally. 8-) This way allows combinations of SENTRIES & HOSTILE NETRUNNERS to fight each other. Just split the NET COMBAT Skill of the oppressed opponent and SPAWN smaller NET ICONs. ============================================================================== Chapter 2: Why using NET PROGRAMS is a good idea. Trying to break ICE off your own mental abilities can be tough, (i.e. meeting a Zombie can really rain on your parade). Thus is the reason why humans created ICE breaker programs. You can use ICE Breakers to combat ICE INSTEAD of using your own abilities. ICE Breaker programs cost MONEY to purchase and you still have to pay RUN points to activate the program and when its subroutines are used. This however is significantly *SAFER* in terms of the consequences of failure than going in Mano-o-Mano. Some Programs also protect, retrieve data, improve TRACE LEVELS, perform scans, etc for the Netrunner and make his life a lot less dangerous. ============================================================================== Chapter 3: Deck of Many Imps. Netrunners in CYBERMASTER only require a cybermodem connection to perform their abilities. This differs fromm Cyperpunk 2020 as in that system, the Netrunner must also have a DECK. I say you don't. However, if you want to use PROGRAMs then you do require a DECK to run them on. A bog standard DECK, can run upto 4 PROGRAMS simultaneously. These limits on your chosen DECK can be improved thru HARDWARE purchases (more memory, more speed, etc) but again these cost money. Obviously the best place for cut price cyber gear is on the 'Street', making deals with fixers and what not. (cue $$ symbols in Kells eyes). ============================================================================== Chapter 4: Do RUN RUN RUN, a Do RUN RUN RUN Points. Run points are recovered thus: Complete Bed Rest: 6 Per Hour Light Activities : 3 Per Hour Normal Day : 1 per Hour This recovery speed can be affected by cyberware and/or medication. When your RUN points total reaches (or plummets) pass 0, then you can either jack out now (if you can) or start deducting points from your CON stat. RUN points taken off CON are DOUBLED and once you do jack out (if) , the consquences will be weeks in bed recuperating. If your CON reaches 0, then you is flatlined boy! CON Points are recovered thus: Complete Bed Rest: 6 per day Light Activities : 3 per day. Normal Day : 1 per day. Modified again by cyberware and/or medication. You must recover all CON points before your RUN points. So basically it'll be a long time before you RUN again. Bottom line: Using CON messes you up. Still it may be the only option in some situations (Hello Mr Lich). 8-) ============================================================================== Chapter 5: Network Node Construction Networks nodes can be constructed on the fly when a Netrunner decides to do something spontaneous, or be specifically prepared (i.e. as part of an adventure). On The Fly Construction. My CYBERMASTER system uses the NETRUNNER CCG cards to make runs. I don't actually use the CCG rules but I liked the idea of using the cards to make 'Netrunning' more visual for the players and thus much more sexy. Note: The values (numbers & subroutines) on the Corporate & Runner cards ARE used in my system. Runner cards (Programs, Decks, Hardware, etc) have to be purchased by the Netrunner using whatever means he has at his disposal. A list of costs & abilities of Runner Equipment is listed in Chapters 7 & 8. Corporate cards are used by the GM and should be split into the following piles - ICE, BLACK ICE, AGENDAS, NODES & OPERATIONS. Check the table below for ICE protection on the Netrunner's intended Network Node and then draw the number of cards stated from EACH piles listed above. These can then be arranged/discarded as desired. Operation are played as required by the GM (esp. if they have amusing consequences) Network Node Level of Difficulty Table. Cards Drawn Description 0 Open System 1 Education Level 1 (Primary/Sec School) 2 Education Level 2 (University) 3 Education Level 3 (University Grades, Staff Details) 4 Corporate Level 1 (Public Relations/Info Nodes) 5 [BLACK ICE] Corporate Level 2 (Personnel Details, Methods, Projects) 6 [BLACK ICE] Corporate Level 3 (Company Plans, Accounts) 7 [BLACK ICE] Corporate Level 4 (Banking Level, Black Ops Projects) 8 [BLACK ICE] Military Research Level 9 [BLACK ICE] CIA Level 10 [BLACK ICE] X-File Alien Conspiracy Level ============================================================================== Chapter 6: Netrunner Program Types & Costs Program Type: ICEBREAKERS [Code Gates] Name Description Listed Cost Street Cost RAFFLES Breaks Code Gate Subroutine. 35 000 3 500 WIZARD'S BOOK Breaks Code Gate Subroutine. 25 000 2 500 TINWEASEL Breaks Code Gate Subroutine. 25 000 2 500 CYFERMASTER Breaks Code Gate Subroutine. 20 000 2 000 SKELETON PASSKEYS Breaks Code Gate Subroutine. 15 000 1 500 CODECRACKER Breaks Code Gate Subroutine. 10 000 1 000 DUPRE Breaks Code Gate Subroutine. 5 000 500 [Sentry] Name Description Listed Cost Street Cost BLACK DAHLIA Breaks Sentry Subroutine 50 000 5 000 SNOWBALL Breaks Sentry Subroutine. 50 000 5 000 REDECORATOR Breaks Sentry Subroutine. 45 000 4 500 FORWARD'S LEGACY BreaKs Sentry Subroutine. 45 000 4 500 BLACK WIDOW Breaks Sentry Subroutine. 45 000 4 500 CODESLINGER Breaks Sentry Subroutine. 35 000 3 500 LOONY GOON Breaks Sentry Subroutine. 20 000 2 000 SHAKA Breaks Sentry Subroutine. 20 000 2 000 BIG FRACKIN' GUN Breaks Sentry Subroutine. 10 000 1 000 RAPTOR Breaks Sentry Subroutine. 5 000 500 WILD CARD Breaks Sentry Subroutine. 1 000 100 [Walls] Name Description Listed Cost Street Cost JAPANESE WATER TORTURE Breaks Wall Subroutine. 35 000 3 500 BULLDOZER Breaks Wall Subroutine. 35 000 3 500 DWARF Breaks Wall Subroutine. 30 000 3 000 BORING BIT Breaks Wall Subroutine. 30 000 3 000 WORM Breaks Wall Subroutine. 20 000 2 000 WRECKING BALL Breaks Wall Subroutine. 20 000 2 000 RAMMING PISTON Breaks Wall Subroutine. 20 000 2 000 CORROSION Breaks Wall Subroutine. 15 000 1 500 HAMMER Breaks Wall Subroutine. 10 000 1 000 PILEDRIVER Breaks Wall Subroutine. 5 000 500 JACKHAMMER Breaks Wall Subroutine. 5 000 500 GRUB Breaks Wall Subroutine. 1 000 500 [All Or Special] Name Description Listed Cost Street Cost MORPHING TOOL Breaks all forms of ICE. 50 000 5 000 FUBAR Breaks all forms of ICE. 50 000 5 000 BLINK Breaks any ICE Subroutine. 25 000 2 500 REPLICATOR Break TRACE subroutine. 25 000 2 500 FLAK Breaks AP Subroutines. 20 000 2 000 DOGCATCHER Breaks Pit Bull, Hellhound, 15 000 1 500 Bloodhound & Watchdog subs. DROPP Breaks any ice subroutine 15 000 1 500 (Using Dropp Ends the Run). REFLECTOR Breaks Stun, Hellbolt & 10 000 1 000 Knockout Subroutines. KRASH Breaks any ICE Subroutine. 1 000 500 Program Type: DETECTION Name Description Listed Cost Street Cost SEEYA Reveal Data Fort without 15 000 1 500 activating installed ICE. SMARTEYE Check ICE before encounter. 10 000 1 000 MOUSE Check Upgrades before encounter 10 000 1 000 SPEEDTRAP Jack out before Upgrade Or Node 1 000 500 takes effect. Program Type: DAEMON Name Description Listed Cost Street Cost SUCCUBUS Can hold 3 Other Programs 15 000 1 500 AFREET Can hold 3 Other Programs 10 000 1 000 IMP Can hold 2 Other Programs 1 000 500 Program Type: BASE LINKS Name Description Listed Cost Street Cost BAKDOOR +30 Net Navigation 10 000 1 000 BAEDEKER'S NET MAP +10 Net Navigation 5 000 500 Program Type: STEALTH Name Description Listed Cost Street Cost CLOAK Reduces ICE NET PERCEPTION 35 000 3 500 by -30 when active. VEWY VEWY QUIET Reduces ICE NET PERCEPTION 20 000 2 000 by -20 when active. INVISIBILITY Reduces ICE NET PERCEPTION 1 000 500 by -10 when active. Program Type: MISCELLANEOUS Name Description Listed Cost Street Cost DISINTEGRATOR Trash ICE (Ends your Run) 30 000 3 000 NEWSGROUP FILTER Gives +10 RUN Points on a 25 000 2 500 sucessful Computer Tech Roll. SHREDDER UPLINK PROTOCOL Examine all data recently 20 000 2 000 trashed in a NET AREA. CLOWN Reduce ICE POWER by 1 20 000 2 000 MYSTERY BOX When Mystery Box is initialized 15 000 1 500 replace it with a random program. FORCE SHIELD Prevents NET & BRAIN Damage 10 000 1 000 SIGNPOST Increases Net Navigation. 10 000 1 000 ENTERPRISE, INC SHIELDS Prevents NET & BRAIN Damage 1 000 500 SKULL CAP Prevents NET & BRAIN Damage 1 000 500 LOCKJAW Give 1 ICE BREAKER +2 POWER 1 000 500 POLTERGEIST Trash Nodes. 1 000 500 NETSPACE INVERTER Reverses Layout of ICE on any 1 000 500 given data fort. FALSE ECHO Rezz all ICE on a FORT before 1 000 500 attacking that FORT. EXPERT SCHEDULE After breaking into 1 DATA FORT 1 000 500 ANALYZER you can look for all other FORTs in this Network Area. I SPY Expose all ICE or NETWORK NODEs 1 000 500 in a given Network Area. The program is destroyed after use. R&D PROTOCOL FILES Examine all NETWORK NODES. 1 000 500 RABBIT ICE TRACEs are at -1 POWER. 1 000 500 STARTUP IMMOLATOR Pay ICE Installation cost from 1 000 500 RUN TOTAL to destroy ICE. SHIELD Prevents NET Damage 1 000 500 SCATTER SHOT Destroys Upgrades on Data Forts 1 000 500 ZETATECH SOFTWARE Decreases the time required to 1 000 500 INSTALLER re-initialize trashed programs by 50%. Program Type: VIRUSES Name Description Listed Cost Street Cost CASCADE Slowly destroys Data Fort 20 000 2 000 VIENNA 22 If RUN on this Network Node is 15 000 1 500 sucessful then next RUN you access an additonal node for free. GARBARGE IN Slowly destroys Network Node if 15 000 1 500 Node Owner doesn't investigate TAXMAN Node Owner begins losing money. 15 000 1 500 VIRAL PIPELINE Node Owner must now spend time 15 000 1 500 checking for viruses. CRUMBLE Slowly destroys Data Node. 15 000 1 500 SCALDAN Node Owner reputation is 15 000 1 500 tarnished as all shady deals are exposed. HIGHLIGHTER Next Run on this NETWORK NODE, 15 000 1 500 the info you require will be shown. SKIVISS Shag Node Owners Cash Flow by 15 000 1 500 Green Lighting too many projects. GREMLINS Reduces Net Owners Business 10 000 1 000 BUTCHER BOY You syphon money out of Node 10 000 500 Owner. (E 500/Day until detected) FAIT ACCOMPLI Deletes critical Project Data 5 000 500 over time. PATTEL'S VIRUS A selected ICE is reduced in 5 000 500 POWER by 1 every time you sucessfully beat it. POX Net Owner loses Money maintain- 1 000 500 ing NETWORK NODE. COCKROACH Randoms Net Owner Data Systems 1 000 500 INCUBATOR Causes other VIRUS to spread 1 000 500 faster. BOARDWALK Look at All Data Forts in this 1 000 500 NETWORK NODE. ============================================================================== Chapter 7: Netrunner Deck Hardware & Costs Hardware Type: Decks Name Description Listed Cost Street Cost 'THE DECK' +1 Prog Mem, +50 Net Navigation 55 000 5 500 RAVEN MICROCYB OWL +1 P Mem, -20 ICE NET PERCEPTION 55 000 5 500 (Can not use NOISY ICE BREAKERs) ARTEMIS 2020 +2 P Mem, +20 RUN POINT TOTAL 50 000 5 000 RAVEN MICROCYB EAGLE +1 P Mem, +10 RUN POINT TOTAL 30 000 3 000 PANDORA'S DECK +2 P Mem, +30 Net Navigation 30 000 3 000 TECHTRONICA UTILITY SUIT +1 P Mem, +25 Net Navigation 30 000 3 000 & Reduces MEAT Damage. PARRALINE 5750 +1 P Mem, +10 RUN POINT TOTAL 25 000 2 500 PK-6089a +1 P Mem, +15 Net Navigation 20 000 2 000 Hardware Type: Deck Chips Name Description Listed Cost Street Cost EUROCORPSE SPIN CHIP Prevents 1 PROGRAM from being 30 000 3 000 trashed. TYCHO MEM CHIP +3 PROGRAM MEMORY 25 000 2 500 ZZ22 SPEED CHIP Decreases the Time required to 25 000 2 500 break ICE by WALL & CODE GATE BREAKERs by 50%. ZATATECH MEM CHIP +2 PROGRAM MEMORY 15 000 1 500 COROLLA SPEED CHIP A ICE SENTRY BREAKER makes 2 5 000 500 attacks in Combat Round. WUTECH MEM CHIP +1 PROGRAM MEMORY. 1 000 500 Hardware Type: Cybernetics Name Description Listed Cost Street Cost CORTICAL CYBERMODEM Deck, +2 P MEM & +30 RUN POINT 55 000 5 500 TOTAL. SUNBURST CRANIAL Deck, +1 P MEM & -10 ICE NET 25 000 2 500 INTERFACE PERCEPTION. (Can not use NOISY ICE BREAKERs) MILITECH MRAM CHIP +15 RUN POINT TOTAL 10 000 1 000 LIFESAVER NANOSURGEONS Increases RUN POINT Recovery by 5 000 500 50%. MRAM CHIP +10 RUN POINT TOTAL 5 000 500 CORTICAL STIMULATORS PREVENTS NET & BRAIN Damage 5 000 500 Hardware Type: Miscellaneous Name Description Listed Cost Street Cost LUCIDRINE DRIP FEED DRUN POINT TOTAL increases 100%. 40 000 4 000 At the end of the RUN, NETRUNNER suffers 3 BRAIN Damage. LUCIDRINE BOOSTER DRUG RUN POINT TOTAL increases 50%. 15 000 1 500 At the end of the RUN, NETRUNNER suffers 1 BRAIN Damage. HQ INTERFACE CHIP Decodes relevant Organisation's 20 000 2 000 Management Level Communications. R&D INTERFACE CHIP Decodes relevant Organisation's 20 000 2 000 Scientific Level Communications. MICROTECH 'TRODE SET Must pay 1 extra RUN point for 5 000 500 breaking ICE subroutines. But Runner is immune to AP subroutines MICROTECH BACKUP DRIVE Contains your Program Backups 1 000 500 RECORD RECONSTRUCTOR Rearrange Data Node Config. 1 000 500 after sucessful run. GREEN KNIGHT SURGE Prevents NET Damage 1 000 500 BUFFERS ============================================================================== Chapter 8: ICE Programs & Power Levels ICE Program Type: Walls Name Power Level Num of Subroutines Special TOUGHONIUM WALL 7 4 - ROCK IS STRONG 5 1 - CARYATID 5 1 Morphing Code FIRE WALL 4 1 - DATACOMB 4 1 - SANDSTORM 4 1 More Subroutines GALATEA 4 1 Morphing Code RAZOR WIRE 3 2 - CRYSTAL WALL 3 1 - WALKING WALL 3 1 Well..its walks! MOBILE BARRICADE 3 2 Walks aswell. WALL OF STATIC 2 1 - DATA WALL 2.0 1 1 - DATA WALL 0 1 - SNOWBANK 0 1 - SCAFFOLDING 0 1 - ICE Program Type: Code Gates Name Power Level Num of Subroutines Special HAUNTING INQUISITION 6 2 Causes Nightmares BALL AND CHAIN 5 1 - MAZER 5 1 - SPHINX 2006 5 1 Morphing Code TWISTY PASSAGES 4 1 - GATEKEEPER 4 1 More Subroutines TUMBLERS 4 1 - KEEPER 4 1 - RIDDLER 4 1 More Subroutines KEEPER 4 1 - SCRAMBLE 3 1 - CORTICAL SCANNER 3 3 - QUANDARY 2 1 - ENDLESS CORRIDOR 2 2 - SLEEPER 1 1 - MISLEADING ACCESS MENUS 1 1 Cost More Run Points FILTER 0 1 - ICE Program Type: Sentries Name Power Level Num of Subroutines Special COLONEL FAILURE 6 5 El Bastardo! SUMO 2008 5 1 Morphing Code HUNTER 5 1 Trace DATA NAGA 5 2 - DATA RAVEN 5 1 Trace CANIS MINOR 5 1 - FANG 2.0 5 1 Trace HUNTING PACK 4 * Depends on ICE MINOTAUR 4 * Depends on ICE POCKET VIRTUAL REALITY 4 2 - BOLTER CLUSTER 4 2 - FANG 4 1 Trace ASP 4 1 Trace CANIS MAJOR 4 1 - FRAGMENTATION STORM 4 1 Trace SENTINELS PRIME 4 2 - LESSER ARCANA 4 1 Morphing Code VIRIZZ 4 1 - TKO 2.0 4 1 Incapacitates Runner NEURAL BLADE 4 2 - DATA DARTS 3 2 - FOOD FIGHT 3 * More Subroutines FETCH 4.0.1 3 1 Trace VIRAL 15 3 2 - REX 3 1 Trace TRIGGERMAN 3 2 - COYOTE 3 1 - PI IN THE FACE 3 1 - SHOCK.R 3 1 - CREDIT BLOCKS 3 1 Morphing Code JACK ATTACK 3 2 Trace D'ARC KNIGHT 2 2 - BUG ZAPPER 2 2 - ICE PICK WILLIE 1 2 - BANPEI 0 2 - DOG PILE 0 2 Depends on ICE WASHED-UP SOLO CONSTRUCT0 1 - MARIONETTE 0 2 - CHIHUAHUA 0 1 Trace DIGICONDA X 2 Random Power HOMING MISSILE X 1 Random Power & Trace ICE Program Type: Black Ice Name Power Level Num of Subroutines Special CINDERELLA 6 1 Trace/Meat LICHE 6 4 Brain HOMEWRECKER 5 1 Trace/Meat MASTIFF 5 5 Trace/Brain CERBERUS 5 3 Trace/Net CODE CORPSE 5 3 Brain ZOMBIE 4 3 Brain CORTICAL SCRUB 3 2 Brain BRAIN WASH 2 1 Brain DEATH YO-YO 2 2 Brain MASTERMIND 0 2 Depends on ICE ============================================================================== Chapter 9: Netrunning Tables & Charts BRAIN Damage Table Whenever a Netrunner sustains BRAIN Damage then roll on table below:- Roll Consequence 01-50 1D4 off Reasoning (Temp) 51-55 1D4 off Memory (Temp) 55-60 1D4 off Agility (Temp) 61-65 1D4 off Empathy (Temp) 66 Revelation! - Increase Reasoning by 1 (Temp&Pot) 67-70 1D4 off Self Discipline (Temp) 71-75 1D4 off Quickness (Temp) 75-80 1D4 off Initution (Temp) 81-85 1D4 off Constitution (Temp) 86-90 1D4 off Presence (Temp) 91-95 1D4 off Strength (Temp) 96-00 No Effect - You Jammy Goit. ============================================================================== Version 4.3 Date: 10/05/2001 ==============================================================================