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Netrunning House Rules

Page history last edited by PBworks 16 years, 2 months ago

  Cybersuit Full Body Cyberdeck for netrunning. 

 

Netrunning for Beginners Version 4.3


 

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 AVATAR. This
AVATAR is virtual manfestation of his or her's physical self. A sort
of alias while the NETRUNNER is inside the NET. This AVATAR can be
anything. (e.g. our two Netrunners Guy & Neville have the NET AVATARs
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)

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 they're 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!

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.



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).

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

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

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 AVATAR dividing itself into smaller
versions of itself.

i.e. 1 BIG NET AVATAR becomes 2 smaller NET AVATARs 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 AVATARs.

 

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: Cyberdecks


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 up to 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).
 

 

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.


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Version 4.3
Date: 10/05/2001
==============================================================================

 

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