Beta 1.2.1a
Beta 1.2.1a
Beta 1.2.1a
2
Interface Skill! 2
Interface x 5! 4
Actions - Basic! 5
Rolling To Hit:! 5
Multiple Actions ! 5
Actions - Persistent! 6
Programs ! 8
Classical Programs:! 8
Run.Net Beta #1.2.1
These are the beta rules. To get updated rules go to:
http://vfte.cyberpunk.co.uk/index.php?showforum=101
Updated: January 1, 2012
Interface Skill
The Interface Skill represents the characters ability to manipulate computers. Interface
can be used in the normal system of Stat + Skill + D10 for simple tasks, in the same
way you could use Tech + Drive + 1D10 to drive home.
For more complex actions you need to use the Command & Target lists.
For example:
[Conceal//User]
[Edit//File]
[Infiltrate//Modem]
Another format can be found in the text. If a user does an action that is missing either
the command or target then the action will be in single quotes (example).
For example:
The user Conceals
The runner Scans
The Intruder Infiltrates
Since the Target for these actions can depend on the situation the single quote is used.
This means that a Command//Target Action is being used but either the command or the
target can vary depending on the situation.
The Command List:
1. Detect/Conceal - To determine presence of Target or overcome concealment / to
hinder discovery or disguise to avoid detection by another party.
2. Locate - To find physically or Digitally within a given set of parameters.
3. Infiltrate/Login - To gain unwarranted access to or bypass security of Target.
4. Control - To execute normal operation of Target.
5. Secure - To prevent infiltration, modification, or control of Target by outside force.
6. Cypher - To render a File or Signal indecipherable to another party / To decipher
an encrypted File or Signal.
7. Scan - To assess the condition of a Target. To maintain passive observation of a
Target.
8. Query - Request specific information that can be gained from Target. Serial
number, version, manufacturer, size, hardware linkage, range, mode of operation,
etc.
9. Edit - To alter a Program, File, or Database.
10.Run Program - Execute software from a controlled system.
To do any task online, you should combine a Command and a Target in your declaration
to the GM.
I Conceal User, then Ill roll to Infiltrate Modem.
I want to add a myself to that delivery database, so Edit Database, and add a
new line to deliver a Ninja 750 to my pickup address.
Locate Comm on frequencies for mobile devices. I want to find that guy before he
gets out of the club.
Interface x 5
Multiply your Interface Skill by 5. These points represent your familiarity with the tasks
and systems of a computer. System Familiarity Points = Interface x 5. Distribute your
Total Familiarity Points to the Command list and the total again to the Target list. This
represents your characters skill at performing those tasks and their familiarity with
those targets.
Command//Target Skills are capped at 5, it is not possible to go higher.
If your Command and/or Target skill is 0 you can still attempt the task - you're guessing
your way through the interface, clicking on menus that look useful, or even using the
help files.
Chas Kingston (Net Handle: BlueSteel) has an Why the cap of 5? So that we don't
Interface of 3. This means his System Familiarity 'break' Interlock by pushing past the
Points total is 15. That means 15 points to the normal range of 0 to 10. When you
Command list, and 15 points to the Target List. He combine your Command & Target
chooses to the commands: Detect/Conceal 3, skill, you are recomposing the
Infiltrate/Login 3, Control 2, Cypher 2, Scan 2, Interface skill that was broken into
Query 2, and Edit 1. A total of 15 points. His target detailed parts, and that is what fits
list is Comm 3, Sensor 3, Remote, 3, Modem 4, in the normal Stat + Skill + D10
and System 2. A total of 15 points. function.
Example Actions:
I infiltrate their modem. = [Infiltrate//Modem] vs Firewall
I delete that rap sheet. = [Edit/Database]
I aim the sentry gun away from me. = [Control//Weapon]
I scramble their comms. = [Cypher//Comm]
I give the UAV a new waypoint. = [Control//Remote(Waypoints)]
I hide my presence. = [Conceal//User(self)]
I hide the database. = [Conceal//Database]
Rolling To Hit:
Run.Nets Command//Target system uses a modified version of the basic Stat + Skill
+D10. Since the Interface Skill is broken down into Command and Target Lists the same
applies to rolls. Use Int +Command + Target + Mods + 1D10 vs DV to determine
success.
Mods include the Speed bonus of your deck, and any circumstantial bonuses. (See
below for more detail)
DV (Difficulty Value) can be an opposed roll, or a fixed difficulty. Anything from a
Software Firewall to an opponents persistent action.
If you fail an action then everyone on that system gets to make an immediate Detect
roll. If you are not concealing your actions the DV to detect is 5. Else the DV is equal to
or greater than your previous Conceal check. If the other users fail their Detect they
are aware that something has happened but are madly digging through screens of
information, frustrated by doubt, but are unsuccessful in finding you or what happened.
On a success, they become aware of what just occurred, and can then begin to
counteract it at the start of their turn.
(This replaces Awareness rolls, only in the Net.)
Multiple Actions
So youve infiltrated, and you immediately want to Query that Database? Just roll
another basic action, at a cumulative -2 penalty. This replaces the -3 for real-world
multiple actions, because the Net is designed with speed and ease in mind.
Want to combine actions? Say you need to get access to the Security Camera right this
instant! An example might be :
[Infiltrate//System] > to get into the Security control board. [Control//Remote] -2 > to take
over the Security Camera. The camera shows a Guard is coming down the hall, so you
shoot him. Now youre taking a Real-World action, and its on top of net actions, you
apply the Real-World -3 modifier for a total of -5.
Stack the penalty in the order they happen - it might make more sense to take a Real-
World action first while it is still easy to overcome the -3, and stack on Net actions at -2
afterwards.
You may attempt no more Actions per turn than your Interface skill.
Actions - Persistent
You may declare an action to be persistent - this is setting up something to run, and
leaving it run over any number of rounds. Persistent action can take one of three forms.
An Action declared persistent by the player, an action that the GM rules will take more
than one round to complete, and programs.
Examples include:
I leave the Scanner running, looking for hackable stuff. = [Locate//Modem] while
this order is active, the Locate roll is applied to any detectable target, every turn,
until stopped.
I conceal my connection for the duration. = [Conceal//Modem] : while active, any
attempt to back trace your connection must beat your conceal roll.
I Cipher the whole database. = [Cipher//database] = The GM may rule a long
duration task may take a number of combat rounds to process.
I Run the IC breaker to crack the systems security = [Run Program//System]
A runner can run a number of persistent actions equal to his Interface Skill + his gear
Speed value, a minimum of 1. If you exceed this value you immediately must make
reliability saves each round or risk failure of some kind, determined by the GM.
Failing a reliability check will cause automatic failure of all actions that turn and possibly
losing connection to the Net.
Save by rolling 1D10 UNDER the Reliability value of your deck.
Modifiers
Modifiers (mods) for Net use will come from Research, Items, and Circumstances.
Research : If your Netrunner had invested time and effort in finding out a real password
to access a system, then their Infiltrate roll may simply be a [Login//System] vs DV5,
given that such a Login is a legitimate, every day use of the system.
Programs & Items : Your Netrunner may have written special code for the
circumstance, automating some part of the attack process, such as a program designed
to edit a sophisticated database to conceal the modification. Or perhaps it is a virus that
will hide itself in system, and spread elsewhere. The GM will expect some Real-World
programming rolls to gain a bonus in the range +1..+10, or suitable hustling to buy the
program or device.
Items, such as Chinese Military ICE-Breakers, drug-mazes, flip-switches, or AI allies,
have conditions to trigger and behaviors defined by the GM. This is where ICE-
Breakers, special viral attacks or mazes fit. When their conditions are met, bonuses will
be applied.
Examples Include:
I activate the ICE-Breaker, and I have it target their modem. = [Control//
System(ICE- Breaker, modem)]. The ICE-Breaker may then have a 3 turn spool up
while it probes the target, and on the fourth turn, gives the attacker a +10 to Infiltrate,
against that Modem.
My god! Theyve branched OpSec! Inject now! = [Run//System(Drug-maze,
OpSec)]. All the friendly defending Netrunners in Operation Security branch are
involuntarily injected with hallucinogenic drugs, in order to create a completely
irrational mental space attacking Netrunners will be unable to manipulate, increasing
[Infiltrate//User] to DV 30.
Okay, Im in. Ill maintain stealth, let Pin-Pin take the sentry camera. = [Run//
System(Ai_Ally:PinPin)]. Activates an AI Ally in that system. The Ally will then
perform its orders with its skill level and programs, acting as a friendly NPC. The Ally
may be volitional, and can assist the Runner in its own way, perhaps offering to
perform a structural analysis.
Circumstances: A connection to the Net might be laggy or simply very low bandwidth,
and apply a GM defined penalty to all actions.
A previous successful brain-hack may have left a Runner with a terror of a specific
opponent. Apply a negative whenever the Runner meets that opponent.
Sleeping properly and then getting loaded on coffee might confer a +1 for three hours.
Deck Design
The Deck is what comes after the digital tablet. The interface is DNI cables, and the
display is your own vision, the Deck will have an on switch and a few ports - but no
screen, or keys. The average mobile deck ranges in size from a deck of playing cards to
a ream of paper. Larger Decks range in size from a school desk up to a room sized unit,
these decks often have much larger computational power, but cost significantly more.
Type//Speed//IC//Availability//Reliability
Type: An ordinary electronic Deck is Basic. Other options will depend on the game-
world - Quantum, Rod- Logic, Neural, or Photonic
are a few options. The benefits and vulnerabilities
Why is there no MU?
will need to be fleshed out by the GM or genera
During Run.Nets design phase, it
setting.
was decided that exact account
keeping of memory added nothing
Speed: Is a bonus to every roll. Speed is relative
to the game. It was decided that if a
to the age of the Deck. The rate at which speed
file was big enough to be plot-
decays will be defined by the setting. Speed
worthy for its size, the GM can rule
ranges from -3 to +3 for consumer decks.
extra storage is required - and thus
the logistical necessity of extra
IC (Intrusion Countermeasures): Is the
memory can remain, but without the
need for exact book keeping.
defenses for stoping intrusion to the System, with a flat DV number. Its use counts as a
persistent action. Serious Netrunners have been known to turn it off to free up space.
Reliability: Is a modifier to rolls against the stability of your System. If many persistent
actions are running at once, the system may crash. Reliability will help resist this, and
may also resist damage mechanics. Unreliable (UR) = 3, Standard (ST) = 5, Very
Reliable (VR) = 8.
Programs
Programs help the user with tasks. Some programs accomplish unique tasks, others
simply help the user do her job better.
Classical Programs:
These are programs designed to be usable in any game genera.
Launching: To launch a program the user must make a Run program/User check. The
DV of this check is equal to the programs strength times 4.
Multiple Instances: Unless otherwise noted a program can have an unlimited number of
itself running at the same time, as long as it is being run by the registered user.
Strength: How powerful a program is relative to other programs of the same type.
When the program is bought/made the strength is determined. Each program has a
minimum and maximum strength that it can be created at.
Degradation Time: How long until the program's strength decreases by one. When the
strength reaches zero the program ceases to function. Note: In this way the program's
strength can drop below the minimum strength listed.
Patch: Increases a programs strength by one, up to the original strength score. Costs
10% of the initial cost per restored point.
Pirating: It is possible to pirate a program. NetWatch removes all pirated programs
within minutes of posting so to get a pirated program one has to have online
connections in a peer-to-peer network. These networks are exclusive and require
subscription. The user pays 25% the cost of the original program (this is the
subscription fee). The pirated program stops working in 1/2 the degradation time of the
normal program. The program cannot have multiple instances of itself running. It takes
1d10 minutes to find a program on a pirate network and a library search, DV equal to
the programs strength times five.
This causes the target system to Wise Man Identifies programs that are
overheat. The attacker rolls 1d10 under currently launched by another user. The
or equal to the programs strength. If target user must be detected and Wise
successful the target must make a Man's owner must make a Detect/User
reliability check. on the target, Wise man give a +3 bonus
on this roll. Success is determined by the
Power Surge: total roll.
Cost: Str*400 5 identifies all strength 1
Degradation time: 2 weeks 10 identifies all strength 2 and below
Strength: 2 to 5 15 identifies all strength 3 and below
20 identifies all strength 4 and below
This causes the target system to have a 25 identifies all strength 5 and below.
power surge. The attacker rolls 1d10 Only one target may be scanned at a
under or equal to the programs strength. time. Only one Wise man may be active
If successful the attacker rolls 1d10. 1 to per target.
knows about, either by Wise/Persistent
Persistent Man Man, or another method. Once the
Cost: Str*100 (500) program has been identified Dark Knight
Degradation Time: 3 weeks will attempt to crash the program. This is
Strength: 5 done by each user rolling opposed Run
Program/User the programs strength is
Persistent Man is an upgraded version of used as a modifier on for this roll. If Dark
Wise Man. It works the same as Wise Knight succeeds then the target program
Man except that it constantly scans a crashes. Dark Knight will target one
target. Persistent Man give a +5 bonus to program every turn, it can be set to
its identification roll. Whenever the target prioritize specific programs over others,
launches a new program Persistent Man but it will only attack Anti-Personnel type
allows its user to make an immediate programs.
identification roll. Persistent Man only
targets one user at a time. Only one Champion:
Persistent man may be active per target. Cost: Str*400
Degradation Time: 2 weeks
Knight Strength: 1 to 5
Cost: Str*250
Degradation Time: 4 weeks Champion is a defensive program that
Strength: 1 to 5 targets Demon programs. Champion can
only attack programs that it knows about,
Knight is a defensive program that targets either by Wise/Persistent Man, or another
Anti-System programs. Knight can only method. Once the program has been
attack programs that it knows about, identified Champion will attempt to crash
either by Wise/Persistent Man, or another the program. This is done by each user
method. Once the program has been rolling opposed Run Program/User the
identified Knight will attempt to crash the programs strength is used as a modifier
program. This is done by each user on for this roll. If Champion succeeds
rolling opposed Run Program/User the then the target program crashes.
programs strength is used as a modifier Champion will target one program every
on for this roll. If Knight succeeds then turn, it can be set to prioritize specific
the target program crashes. Knight will programs over others, but it will only
target one program every turn, it can be attack Demon type programs.
set to prioritize specific programs over
others, but it will only attack Anti-System Dragon:
type programs. Cost: Str*300
Degradation Time: 3 weeks
Dark Knight Strength: 1 to 5
Cost: Str*300
Degradation Time: 3 weeks Dragon is a defensive program that
Strength: 1 to 5 targets Anti-IC programs. Dragon can
only attack programs that it knows about,
Dark Knight is a defensive program that either by Wise/Persistent Man, or another
targets Anti-Personnel programs. Dark method. Once the program has been
Knight can only attack programs that it identified Dragon will attempt to crash the
program. This is done by each user It gives a 10% chance to escape Satan's
rolling opposed Run Program/User the Hold. Grease only allows one attempt,
programs strength is used as a modifier and only one copy of Grease may be
on for this roll. If Dragon succeeds then active per user. Grease does not work on
the target program crashes. Dragon will Black Programs.
target one program every turn, it can be
set to prioritize specific programs over
others, but it will only attack Anti-IC type
programs.
Anti-Personel - Programs designed to
Hand of God: attack other users.
Cost: Str*1250
Degradation Time: 2 weeks In order to effect a user with an
Strength 2 to 5 antipersonnel type program the targets
hardware must have been Queried. To
Hand of God is a defensive program that run an antipersonnel without knowing the
targets all types of programs (except the hardware of the target means that it only
basic Command/Target programs). Hand has a 20% chance of effecting the target.
of God can only attack programs that it
knows about, either by Wise/Persistent Dry Cleaner:
Man, or another method. Once a program Cost: Str*500
has been identified Hand of God will Degradation Time: 4 weeks
attempt to crash the program. This is Strength: 1 to 3
done by each user rolling opposed Run
Program/User the programs strength is Dry Cleaner causes the target to feel the
used as a modifier on for this roll. If Hand need to pee. The target must succeed on
of God succeeds then the target program a Resist Torture/Drugs (COOL) roll the
crashes. Hand of God will target one DV is 5 time the programs strength. if the
program every turn, it can be set to user fails they must logoff and go to the
prioritize specific programs over others. restroom. This is seen as a humane way
Hand of God can attack any type of to deal with hackers.
program. If no Program is visible Hand of
God will scan an enemy user (never Erotic:
passive users) looking for programs, Cost: Str*400
Hand of God functions like Wise Man but Degradation time: 4 weeks
has no bonus to the roll. Strength: 1 to 5