Cyberpunk - "cyber" from the term cybernetic, or a fusion of flesh and machine technology. "punk" from an early 1980's rock music style that epitomized violence, rebellion and social action in a nihillistic way.
The world of Cyberpunk is a violent, dangerous place, filled with people who'd love to rip your arm off and eat it. The traditional concepts of good and evil are replaced by the values of expedience... you do what you have to do to survive. If you can do some good along the way, great... but don't count on it.
Cyberpunk characters are the heroes of a bad situation, working to make it better (or at least survivable) whenever they can. Whether it takes committing crimes, defying authority or even outright revolution, the quintessential Cyberpunk character is a rebel with a cause. As a Cyberpunk roleplayer, it's up to you to find that cause and go to the wall with it.
This is the essence of Cyberpunk... playing your character with the proper disaffected, cynical-yet-idealistic style. You're going to need a certain panache, a certain flair in portraying yourself. To achieve the essence of the 2000's, you need to master three concepts:
STYLE OVER SUBSTANCE - It doesn't matter how well you do something, as long as you look good doing it. If you're going to blow it, make sure you look like you planned it that way. Normally, clothes and looks don't matter in an adventure, in this world, having a leather armor jacket and mirrorshades is a serious consideration.
ATTITUDE IS EVERYTHING - It's truth. Think dangerous; be dangerous. Remember, everyone in the 2000's is carrying lots of lethal hardware and high-tech enhancements. They won't be impressed by your new H&K smartgun unless you swagger into the club looking like you know how to use it, and are just itching for an excuse.
LIVE ON THE EDGE - The Edge is that nebulous zone where risk takers and highriders go. On the Edge, you'll risk your cash, your rep, even your life on something as vague as a principle or a big score. As a cyberpunk, you'll want to be the action, start the rebellion, light the fire, join great causes and fight for big issues. Never drive slow when you can drive fast. Throw yourself against danger and take it head on.
Each character in the Cyberpunk world is playing one of nine roles:
Rockerboys/girls - If you live to rock, this is where you belong. Rockerboys are the street poets, social conciences and rebels of the 2000's. Special Ability: Charismatic Leadership
Solos - You were re-born with a gun in your hand... the flesh and blood hand, not the metallic weapons factory that covers most of your other arm. You're one of the elite fighting machines of the Cyberpunk world. Special Ability: Combat Sense
Netrunners - With your direct mental link to the computer, you can plunge headfirst into the dizzying datawinds of the Net; the worldwide communications system that joins humanity together. As an electronic wraith, you are the ultimate "hacker". Special Ability: Interface
Techies - You can't leave anything alone, if it sits near you for more than five minutes, you've disassembled it and made it into something new. Your cousin down the street is just like you, but he's a Medtechie. In a world where half of medicine is related to mechanics, it makes sense. Techie Special Ability: Jury Rig, MedTechie Special Ability: Medical Tech
Medias - You've got a videocam and a press pass... and you're not afraid to use them. You're a national figure, seen nightly on a million TV sets worldwide. Special Ability: Credibility
Cops - In the old days, they only used to SHOOT at cops. Now you're lucky if you just take a slug. And there you are... a beat cop or detective in a armored squadcar, patrolling this jungle with the heavy predators. Special Ability: Authority
Corporates - In the old days they would have called you a yuppie... a hard driven, fast-track MBA on his way up the corporate ladder. Sure, it's selling your soul to the Company, but face it; the Corporations rule the Cyberpunk world. Special Ability: Resources
Fixers - You realized fast you weren't ever going to get into a Corporate job, and you didn't think you were tough enough or crazy enough to be a solo. But you knew you had a knack for figuring out what other people wanted and how to get it for them... for a price, of course. Special Ability: Streetdeal
Nomads - Crammed into a huge, ragtag fleet of cars, vans, buses and RV's, your Nomad pack roams the freeways. You look for supplies, odd jobs and spare parts in a world where society has fragmented. Special Ability: Family
In this campaign, players receive 90 points to create the various aspects of their character, good looks, a strong, hard body, unshakable cool and street smarts. Divide these points into the following nine statistics, with no value less than two or more than ten:
NOTE: Starting with 90 character points is part of a rules modification used by my local gaming group. We allow you to convert character points to skill points (1 cp = 1 sp) or euro (1 cp = 1000 euro). We have found that this allows us to begin with more moderately experienced characters and normally winds up resulting in a greater degree of variation and customization of each character.
There are two types of starting skills: Career Skill Packages and Pickup Skills.
The Career Skill Package is a group of skills that are known by your character as part of his or her career. They're basics... Rockers know how to play instruments, Solos know how to shoot guns, etc. A starting character receives 40 points to distribute among his 10 career skills. You do NOT have to point points into ALL of your career skills. You must, however, put points into your roles Special Ability. The higher your Special Ability, the better your position in your chosen field, and the more starting money you have. Find your chosen role below, and divide the 40 points into the skills listed there as you choose. No skill can initially be greater than 10.
SOLO CORPORATE MEDIA SA: Combat Sense SA: Resources SA: Credibility Awareness/Notice Awareness/Notice Awareness/Notice Handgun Human Perception Composition Brawling/Martial Arts Education Education Melee Library Search Persuasion Weapons Tech Social Human Perception Rifle Persuasion Social Athletics Stock Market Streetwise Submachinegun Wardrobe/Style Photo/Film Stealth Personal Grooming Interview NOMAD TECHIE COP SA: Family SA: Jury Rig SA: Authority Awareness/Notice Awareness/Notice Awareness/Notice Endurance Basic Tech Handgun Melee Cyber Tech Human Perception Rifle Teaching Athletics Drive Education Education Basic Tech Electronics Brawling Wilderness Survival (Any 3 other tech Melee Brawling skills: Gyro, Aero, Interrogation Athletics Weapons, Security) Streetwise ROCKERBOY MED TECH FIXER SA: Charismatic Leader. SA: Medical Tech SA: Streetdeal Awareness/Notice Awareness/Notice Awareness/Notice Perform Basic Tech Forgery Wardrobe/Style Diagnose Handgun Composition Education Brawling Brawling Cryotank Ops Melee Play Instrument Library Search Pick Lock Streetwise Pharmaceuticals Pick Pocket Persuasion Zoology Intimidate Seduction Human Perception Persuasion NETRUNNER SA: Interface Awareness/Notice Basic Tech Education System Knowledge Cyber Tech Cyberdeck Design Composition Electronics Programming
Pickup Skills are skills the character has learned in the course of knocking around, living his or her life. Characters determine their starting points for these skills by adding their REF and INT stats.
For example: Johnny's REF is 9 and his INT is 7. Johnny has 16 points to spend on pickup skills.
Pickup Skill points may NOT be used to increase your character's Career Skills!
Divide your Pickup Skills points into any of the following skills as you desire, with no skill initially being higher than 10.
ATTRACTIVENESS SKILLS Personal Grooming Wardrobe/Style BODY SKILLS Endurance Strength Feat Swimming COOL/WILL SKILLS Interrogation Intimidate Oratory Resist Torture/Drugs Streetwise EMPATHY SKILLS Human Perception Interview Leadership Seduction Social Persuasion/Fast Talk Perform INTELLIGENCE SKILLS Accounting Anthropology Awareness/Notice Biology Botany Chemistry Composition Diagnose Illness Education/Gen. Knowledge Expert Gamble Geology Hide/Evade History Know Language Library Search Mathematics Physics Programming Shadow/Track Stock Market System Knowledge Teaching Wilderness Survival Zoology REFLEX SKILLS Archery Athletics Brawling Dance Dodge/Escape Driving Fencing Handgun Heavy Weapons Martial Art Melee Motorcycle Operate Hvy Machinery Pilot (Gyro) Pilot (Fixed Wing) Pilot (Dirigible) Pilot (Vector Thrust) Rifle Stealth Submachinegun TECHNICAL SKILLS Aero Tech AV Tech Basic Tech Cryotank Ops Cyberdeck Design Cyber Tech Demolitions Disguise Electronics Elect. Security First Aid Forgery Gyro Tech Paint/Draw Photo/Film Pharmaceuticals Pick Lock Pick Pocket Play Instrument Weaponsmith
The amount of money available to equip your beginning character is based on the score of your character's special ability.
SPECIAL ABILITY SCORE ROLE 1-5 6 7 8 9 10 Rocker 1000 1500 2000 5000 8000 12000 Solo 2000 3000 4500 7000 9000 12000 Cop 1000 1200 3000 5000 7000 9000 Corporate 1500 3000 5000 7000 9000 12000 Media 1000 1200 3000 5000 7000 10000 Fixer 1500 3000 5000 7000 8000 10000 Techie 1000 2000 3000 4000 5000 8000 Netrunner 1000 2000 3000 5000 7000 10000 Medtechie 1600 3000 5000 7000 10000 15000 Nomad 1000 1500 2000 3000 4000 5000
Numbers on the table are monthly salaries.
To determine starting money, roll 1D6/3 and multiply by monthly salary.
FASHION TOOLS *Pants 20.00 Techscanner 600.00 *Top 15.00 Cutting Torch 40.00 *Jacket 35.00 Tech Toolkit 100.00 *Footwear 25.00 B&E Tools 120.00 *Jewelry 10-100.00 Electronics Toolkit 100.00 *Mirrorshades 5-50.00 Protective Goggles 20.00 *Contact Lenses 100.00 Flashtube 2.00 *Glasses 50.00 Glowstik 1.00 Flash Paint 10.00/pt *Multiply base by style: Flash Tape 10.00/ft Generic x1 Rope 2.00/ft Leisurewear x2 Breathing Mask 30.00 Businesswear x3 High Fasion x4 Urban Flash x2 PERSONAL ELECTRONICS DATASYSTEMS Holo Generator 500.00 Laptop Computer 900.00 Video Board 100.00/sqft Pocket Computer 100.00 Data Chip 10.00 Cybermodem Varies Logcompass 50.00 Cellular Cybermodem Varies Digital Recorder 300.00 Interface Cables 20-30.00 Digital Camera 150.00 Low Imp. Cables 60.00 VideoCam 800.00 'Trode Set 20.00 Video/Audio Player 40.00 Keyboard 100.00 VideoTape 4.00 Terminal 400.00 Pocket TV 80.00 Digital Chip Plyr. 150.00 COMMUNICATIONS Digital Music Chip 20.00 Mastoid Commo 100.00 Elect. Guitar 100-500.00 Pocket Commo 50.00 Elect. Keybd. 200-900.00 Cellular Phone 400.00 Drum Synth. 200-800.00 Mini Cell Phone 800.00 Amplifier 500-1000.00 SURVEILLANCE ENTERTAINMENT Binoglasses 200.00 Movie 10.00 Binoculars 20.00 VCR/Chip Rental 4.00 Light Boosters 200.00 Braindance 20.00 IR Goggles 250.00 Live Concert/Event 50.00 IR Flash 50.00 Fast Food Meal 5.00 *Well Drink 3.00 SECURITY *Resturant Meal 20.00 Keylock 20.00/lvl *Note: Multiply by level Cardlock 100.00/lvl of resturant or bar: Vocolock 200.00/lvl Fair x1 Line Tap 200.00 Good x2 CodeDecryptor 500.00 Excellent x3 VocDecryptor 1000.00 Security Scanner 1500.00 MEDICAL Poison Sniffer 1500.00 Dermal Stapler 1000.00 Jamming Xmtr 500.00 Spray Skin 50.00 Scanner Plate 500.00 Slap Patch Varies by Drug Movement Sensor 40.00 Cryotank 100000.00 Passcard 10.00 Medkit 50.00 Tracking Device 1000.00 Surgical Kit 400.00 Tracer Button 50.00 First Aid Kit 10.00 Remote Sensors 700.00 Medscanner 300.00 PlasKuffs 100.00 Drug Analyzer 75.00 Stripwire Binders 5.00 Airhypo 100.00 Clinic Visit 200.00 FURNISHINGS Day in Hospital 300.00 Nylon Carrybag 5.00 Day in Int. Care 1000.00 Sleeping Bag 25.00 Clone Limb Rep. 1500.00 Inflatable Bed 25.00 Futon 90.00 VEHICLES Real Wood Furn. 200.00/ea Scooter 500.00 Synth. Furniture 100.00/ea Motorcycle 1500.00 Apartment Cube 5000.00 Citycar 2000.00 Lamp 20.00 Small Subcomp. 6000.00 Cleaning 'Bot 1000.00 Medium Sedan 10000.00 Vocal Switch. Sys. 100.00 Sportscar 20000.00 Luxury Sedan 40000.00 Note: x2 for Cybercontrols LIFESTYLE GROCERIES Cell Phone Service 100.00/mt Kibble 50.00/wk Std Phone Service 30.00/mt Generic PrePack 150.00/wk Pay Phone Call .50/min Good Prepack 200.00/wk Data Term Use 1.00/min Fresh Food 300.00/wk CredChip Account 20.00/mt Health Plan 1000.00/mt HOUSING Trauma Team Acct. 500.00/mt *Coffin 20.00/night Air 5.00/mt *Hotel Room 100.00/night Mag Lev Chit .25/station *Apt/Condo 200.00/room per mt Taxi 3.00/mile *House 150.00/room per mt AV-Taxi 10.00/mile *NOTE: Multiply base by location: Cable TV 40.00/mt Combat Zone x1 Satellite Dish 1500.00 Moderate Zone x2 Corporate Zone x4 Executive Zone x6 Utilities 100.00/mt
LIGHT AUTOPISTOLS DMG #S ROF RNG PRICE BudgetArms C-13 1D6 8 2 50m 75.00 Dia Lung Cybermag 15 1D6+1 10 2 50m 50.00 Federated Arms X-22 1D6+1 10 2 50m 150.00 MEDIUM AUTOPISTOLS Militech Arms Avenger 2D6+1 10 2 50m 250.00 Dai Lung Streetmaster 2D6+3 12 2 50m 250.00 Federated Arms X-9 2D6+1 12 2 50m 300.00 HEAVY AUTOPISTOLS BudgetArms Auto 3 3D6 8 2 50m 350.00 Sternmeyer Type 35 3D6 8 2 50m 400.00 VERY HEAVY AUTOPISTOLS Armalite 44 4D6+1 8 1 50m 450.00 Colt AMT Model 2000 4D6+1 8 1 50m 500.00 LIGHT SUBMACHINEGUNS Uzi Miniauto 9 2D6+1 30 35 150m 475.00 H&K MP-2013 2D6+3 35 32 150m 450.00 Fed. Arms Tech Assult II 1D6+1 50 25 150m 400.00 MEDIUM SUBMACHINEGUNS Arasaka Minami 10 2D6+3 40 20 200m 500.00 H&K MPK-9 2D6+1 35 25 200m 520.00 HEAVY SUBMACHINEGUNS Sternmeyer SMG 21 3D6 30 15 200m 500.00 H&K MPK-11 4D6+1 30 20 200m 700.00 Ingram MAC 14 4D6+1 20 10 200m 650.00 ASSAULT RIFLES Militech Ronin Light Assult 5D6 35 30 400m 450.00 AKR-20 Medium Assult 5D6 30 30 400m 500.00 FN-RAL Heavy Assult Rifle 6D6+2 30 30 400m 600.00 Kalishnikov A-80 Hvy Rifle 6D6+2 35 25 400m 550.00 SHOTGUNS Arasaka Rapid Assault 12 4D6 20 10 50m 900.00 Sternmeyer Stakeout 10 4D6 10 2 50m 450.00 HEAVY WEAPONS Barret-Arasaka Light 20mm 4D10 10 1 450m 2000.00 Scorpion 16 Msl. Launcher 7D10 1 1 1km 3000.00 Militech Arms RPG-A 6D10 1 1 1000m 1500.00 Grenade Varies 1 1 Throw 30.00 C-6 Plastic Explosive 8D10/kg 1 1 NA 100.00/kg Mine (all types) 4D10 1 1 NA 350.00 KA F-253 Flamethrower 2D10 10 1 50m 1500.00 EXOTICS Techtronica 15 Microwaver 1D6 10 2 20m 400.00 Militech Elect. LaserCannon 15D6 10 2 200m 8000.00 Avante P-1135 Needlegun Drugs 15 2 40m 200.00 Enertex AKM Power Squirt Drugs 50 1 10m 15.00 Nelspot "Wombat" Drugs 20 2 40m 200.00 Miltech Electronics Taser Stun 10 1 10m 60.00 EagleTech "Tomcat" C-Bow 4D6 12 1 150m 150.00 EagleTech "Stryker" X-Bow 3D6+3 12 1 50m 220.00 MELEE WEAPONS Kendachi Monoknife 2D6 200.00 Kendachi MonoKatana 4D6 600.00 SPM-1 Battleglove 3D6/2D6 900.00 Club 1D6 Free Knife 1D6 1-20.00 Sword 2D6+2 20-200.00 Axe 2D6+3 20.00 Nunchaku/Tonfa 3D6 15.00 Naginata 3D6 100.00 Shiriken 1D6/3 20.00 Switchblade 1D6/2 15.00 Brass Knuckles 1D6+2 10.00 Sledgehammer 4D6 20.00 Chainsaw 4D6 80.00
BODY ARMOR COVERS COST Cloth/Leather Arms, Torso, Possibly Legs Varies Heavy Leather Arms, Torso, Possibly Legs 50.00 Kevlar T-Shirt/Vest Torso 90.00 Steel Helmet Head 20.00 Lt. Armor Jacket Torso, Arms 150.00 Md. Armor Jacket Torso, Arms 200.00 Flack Vest Torso 200.00 Flack Pants Legs 200.00 Nylon Helmet Head 100.00 Hvy Armor Jacket Torso, Arms 250.00 Door Gunner's Vest Torso 250.00 MetalGear Whole Body 600.00 SPECIAL EQUIPMENT Battlegloves 900.00 Smartgoggles 200.00 Linear Frame (Exoskeleton) Sigma 5000.00 Beta 7000.00 Omega 9000.00
Something happens when you start adding metal and plastic to people. They start to change... and it isn't pretty.
In the 2000's, we call this CYBERPSYCHOSIS... a mental disease in which the addition of cybernetics causes an already unstable personality to fragment. At first, the victim begins to relate more to machines than to humans. Soon, he starts to ignore people... parents, friends, lovers. Eating, sleeping all become less important. Finally, human interactions begin to irritate, culminating in a terrifying rage that consumes the victim entirely.
Every character in Cyberpunk has an Empathy stat (EMP). This stat is a measure of how well the character relates to other people, and is the basis of such skills as leadership, lying, convincing and romantic relationship.
Likewise, every major cybernetic enhancement has a corresponding Humanity Cost, which is added together to get an overall Humanity Cost of all enhancements. Humanity Costs are rated from Very Low to Very High, and correspond to the general effect this enhancement will have on the human psyche. In addition, each option added to an enhancement has an additional point value as well.
For every ten points of Humanity Cost, the character LOSES one point of Empathy (unequal values are rounded down). For example, say I add four new cybernetic devices for a total Humanity Cost of 36. I will lose 3 points of Empathy.
This can start to cost you. With an Empathy of 3 the character is something of a "cold fish", emotionless and cold. With an Empathy of 2, the character is chilly, forbidding and distinctly unpleasant to others. With an empathy of 1, the character is usually violent, sociopathic and vicious. He must constantly fight to keep from going over the edge and committing irrational, violent acts of murder and mayhem.
At an Empathy rating of 0 or less, the character is fully in the grip of cyberpsychosis. He is driven by a maddening hatred of other humans or living things. At this point, there is no turning back... the character is taken over by the Referee who plays it as a NPC with all the worst attributes of a murderous, mechanized psychopath, called a cyberpsycho.
Each time you add a cybernetic enhancement, there is a corresponding loss of humanity. But it's not simply, linear or nice. Different people react diffently to the cyborging process. Therefore, your Humanity Cost is based on the throw of a random dice value for each enhancement. This is important because it means that shear bad luck could put you over the edge before you know it!
You must track the CUMULATIVE number of points lost. Those little .5's and 1's are going to starting adding up fast!
FASHIONWARE $ HC NEURALWARE $ HC Biomonitor 100 1 Processor (Req) 1000 1D6 Skinwatch 50 1 Boosterware 500 1D6/2D6 Light Tattoo 1-20 .5 Speedware 1600 1D6/2 Shift-tacts 1-200 .5 Tactile Boost 100 2 Chemskins 200 1D6/2 Olfactory Boost 100 2 Synthskins 400 1D6 Pain Editor 200 2D6 Techhair 1-200 2 Cybermodem Link 100 1 Vehicle Link 100 3 IMPLANTS Smartgun Link 100 2 Nasal Filters 60 2 Machine/Tech Link 100 2 Gills 400 3D6 DataTerm Link 100 2 Air Supply 300 2D6 Interface Plugs 200 1D6/pr Sexual Implant 300 2D6 Reflex Chips Varies 0 Contraceptive Imp. 100 .5 Memory Chips Varies 0 SubDermal Pocket 200 2D6 Chipware Socket 200 1D6/2 Motion Detector 200 2D6 Digital Recorder 200 2 BIOWARE A/V Tape Recorder 300 2 Grafted Muscle 1000 2D6 Radar Sensor 200 2 Muscle/Bone Lace 1500 1D6/2 Sonar Implant 300 2 Skin Weave 2000 2D6 Radiation Detector 200 2 Enhanced Antibodies 3000 1D6/2 Chemical Analyzer 200 2 Toxin Binders 3000 1D6/2 Voice Synth. 600 1D6 Nanosurgeons 6000 1D6/2 AudioVox 700 2D6 CYBERWEAPONS CYBEROPTICS Scratchers 100 2D6 Basic Eye Module 500/ea 2D6/ea Implanted Fangs 200 3D6 (4 options each) Rippers 400 3D6 Color Shift 300 .5 Wolvers 600 3D6+1 Image Enhancement 300 1 Big Knucks 500 3D6 Targeting Scope 400 2 Slice N' Dice 700 3D6 Marquee 300 1 Cybersnake 1200 4D6 Teleoptics 150 .5 Micro-optics 150 .5 CYBERAUDIO Anti Dazzle 200 .5 Basic Hearing Mod. 500 2D6 Low Lite 200 .5 Amplified Hearing 200 1 Thermograph Sensor 200 1 Radio Link 100 1 Infrared 200 1 Phone Splice 150 1 Ultraviolet 200 1 Scrambler 100 .5 MicroVideo Optic 300 .5 Bug Detector 200 .5 (takes 2 options) Voice Stress Anlz. 200 1 DigitalCamera 300 .5 Sound Editing 150 .5 (takes 2 options) Enhanced Range 150 2 Dartgun 200 2 Wearman 100 .5 (takes 3 options) Radar Detector 150 .5 Homing Tracer 200 .5 CYBERARM/CYBERLEG Tight Beam Radio 200 1 Arm Replacement 3000 2D6 Radio Scanner 100 2 (4 options each) MicroRecorder Link 100 .5 Leg Replacement 2000 2D6 Digital Rec. Link 100 .5 (3 options each) Level Damper 300 .5 Quick Change Mount 200 2 Hydraulic Rams 200 3 HANDS/FEET (Attach to CyberLimb) Thickened Byomar 250 2 Standard Hand 150 0 Reinforced Joints 200 1 Ripper Hand 600 2D6 Art. Shoulder Mount 1500 2D6 Hammer Hand 600 2D6 EMP Shielding 300 1 Buzz Hand 600 2D6 Plastic Covering 1-200 1 Tool Hand 200 2 RealSkinn 200 0 Grapple Hand 350 3 Superchrome 200 3 Extension Hand 350 2 Armor 200 0 Spike Hand 500 2D6 Modular Hand 600 2 BUILT-INs (Install in CyberLimb) Standard Foot 200 0 Cybermodem 3000 1 Talon Foot 600 2D6 Digital Recorder 300 1 Tool Foot 300 2 Storage Space 50 .5 Web Foot 500 2 MiniCam 200 2 Grip Foot 500 2 MiniVid 400 2 Spike Heel Foot 500 2D6 Hidden Holster 100 1 LCD Readout 200 1 CYBERWEAPONS (Built into CyberLimb) Grenade Launcher 500 2D6 LINEAR FRAMES Micro-Missile Lnchr 900 2D6 Sigma Frame 6000 2D6 Popup Gun 2-800 2D6 Beta Frame 8000 2D6 Flame Thrower 600 2D6 Omega Frame 10000 3D6 Weapon Mount/Link 100 3 2-Shot Laser 800 2D6 BODY PLATING Cowl 200 1D6 Faceplate 400 4D6 Torso Plate 2000 3D6 Front Optic Mount 1000 4D6 (5 Optic Options) Sensor Extensors 500/ea 3D6 (Audio/Optics)
Early interfaces were an art form, millions of programming hours were devoted each year in constructing accurate and interesting realities for netrunning, using sophisticated artificial intelligence programs and random story generators. These interface programs functioned on a low end, narrow focus bandwith, which could not carry much more information than an old fashioned computer modem of the 1990's. Besides the limited scope, early interface programs were unable to give the Netrunner a sense of his position in the real world beyond the computer screen.
Then, in 2014, the wizards of the Net achieved a major breakthrough... the Ihara-Grubb Transformation Algorithms. The I-G Transformations allowed a cyberdeck to extrapolate the pathways of the Net in relation to their "realspace" coordinates, then generate a graphic model that could be perceived by an interface program. The results could be used as a navigational aid through the Net, as well as providing a sense of space and time not possible with earlier designs.
Other of the other benefits of the I-G Transformations are that they allow you to translate the signal of your cyberdeck into a visible representation in the net. This representation of yourself is known as your ICON. Most things in the Net have some kind of ICON, even if one isn't specified, the I-G formulas will create a polygonal form to represent them. Your ICON is your personal symbol, it's what other Netrunners will talk to and relate with when they encounter you in Netspace. You ICON can take on any appearance you choose, so make sure it's got your personal style written all over it.
So what do you need to run the Net besides a cool brain and a hot interface? Plugging into the vast metaverse of the Net requires two additional and important pieces of hardware. The first is a set of neural or interface plugs. Interface plugs are basically that... plastic plugs built into the Netrunner's wrists, temples or back of neck to be connected to a cybermodem by cables (see text file on Cybernetics for associated costs).
The other thing you'll need is a cyberdeck. The standard cyberdeck is about the size of a paperback book, constructed of plastic and weighs about a half-kilogram. It has six plug-in ports for adding extra options, as well as six output ports for jacking in other people.
Other types of decks are available as follows:
PORTABLE DECKS: These decks have internal, rechargeable power packs good for up to 4 hours (recharge is 1 hour for every hour of batter power). All combat, cyberlimb and cellular decks are of this type. A portable deck costs 2000 euro.
CYBERLIMB DECKS: These are portable decks about the size of a pack of cigaretts. They can be installed in a cyberlimb (phone connection cables are jacked between the limb and the phone lines). The deck itself is hardware right into the body along with the controlling links for the cyberlimb. See text on Cybernetics for prices.
COMBAT ASSAULT DECKS: These decks are constructed of rugged ceramics and steel, capable of taking bullet hits and crash impacts. Most combat decks are designed to be portable, and have adapter cables which allow them to be plugged into any type of phone line. About 3000 euro when available.
CELLULAR DECKS: These are portable decks designed to link up with a cellular phone net. They are very effective anywhere within a city, but are useless in rural areas (most have jacks for manual phone patches). A cellular deck has a 25% chance of losing a connection when used in a moving vehicle; a failed roll with automatically drop the Netrunner out of the Net. A cellular deck costs 4000 euro.
IMPROVING YOUR DECK: A standard deck has only one memory (holds 10 Memory Units (MU), or about 10 programs), has a Speed of 0, and a data wall Strength of 2. Most Netrunners will want to boost their deck as far as it can go.
MEMORY: For an additional 5000 euro, you can purchase an additional memory for your deck. This improves your program power to 20 MU, double it's stock size.
SPEED: For an additional 2000 euro, you can incrase your deck's speed by one level, up to a ceiling of five. This can be a livesaver as deck speed determines who moves first in a Netrunner combat.
DATA WALLS: For an additional 1000 euro, you can increase your deck's data wall protection by one level, up to a ceiling of ten. Data walls are important, they are the "armor" of the deck, resisting attacks from anti-system programs.
DECK OPTIONS: In addition to your basic models, any type of deck can be enhanced by adding a few options:
'TRODE SETS: Self-sticking electrodes that allow you to run the Net without plugs. They're slower than plugs but have no humanity loss. 10 euro.
KEYBOARDS: Allows a Netrunner to control a deck indirectly. Abysmally slow but immume to most anti-personnel attacks. 100 euro.
VIDEOBOARDS: Flat screen, high definition TV monitor to show a Net's eye view to outsiders. 100 euro per sq foot.
PRINTERS: Allow you to make hardcopy images and records from your deck. 300 euro.
CHIPREADER/RECORDER: Use standard data chips (10 euro each) to store programs, images and other useful things. Reader - 100 euro. NOTE: One data chip can hold one MU of storage, but the Backup utility can split larger programs onto multiple chips.
VOXBOXES: Small speaker units that can synthesize sound from a deck. They can also be used by the Netrunner to talk to outsiders while he's in the Net. 300 euro.
SCANNER: Flat plastic plates with optical character reading and image recording capability. 100-300 euro based on size.
Programs are the work horses of Netrunning, they do the fighting, protecting, decrypting and sneaking for the Netrunner. Programs are rated by Strength, Class, Memory Units, Cost and ICON.
INTRUSION - Designed to penetrate security NAME $ STR MU ICON Hammer 400 4 1 Glowing Red Hammer Jackhammer 360 2 2 Glowing Red Jackhammer Worm 660 2 5 Metallic Gold Robotic Worm DECRYPTION - Designed to crack encryption schemes Codecracker 380 3 2 Thin Beam of White Light Wizard's Book 400 4 2 Stream of Blazing White Symbols Raffles 560 5 3 Dapper Young Man Dressed in the Style of the early 1900's DETECTION/ALARM - Designed to detect/track the Netrunner Watchdog 610 4 5 Black Metal Dog Bloodhound 700 3 5 Gun Metal Grey Robotic Dog Pit Bull 780 2 6 Heavily Built Steel Dog SeeYa 280 3 1 Shimmering Silver Screen Hidden Virtue 280 3 1 Glowing Green Ring Speedtrap 600 4 4 Flat, Glowing Plate of Glass ANTI-SYSTEM - System Intrustion Countermeasures (IC) Flatline 570 3 2 Beam of Yellow Neon Poison Flatline 540 2 2 Beam of Green Neon Krash 570 3 2 Cartoon Anarchist Bomb DecKRASH 600 4 2 Cartoon Stick of Dynamite
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