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Interrupt

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  1. Can I ask you to put in some of your combat examples in the discussions thread into the beta thread? it would help bring the rules together and allows one simple spot for one to go to double check how they might run certain encounters.
    You will find an answer waiting for you over..... HERE! :D

     

  2. Currently in the development of Run.Net the question that is still coming up most is Runner vs Runner combat.

     

    The way I see it, there are 2 major components of any combat: Cause and Effect.

     

    Cause = The Attack

     

    Effect = The Damage

     

    Since this thread is dedicated primarily to the Effect/Damage side of things, I thought this would be a great place to put some notes down. Branching off this earlier post I believe we can divide Damage into 5 major categories.

     

    1) Neurological

    2) Hormonal

    3) Mental (Psychological)

    4) Hardware

     

    Consequently there should be a corresponding means of defense for each. Even if nothing more than a saving throw - if it can be hurt, there must be a protection. I propose the following:

     

    1) BOD will be used to save against Neurological Damage - Rationale: The effects described previously are all physical in nature and only a strong physical organism would benefit from increased resistance or protection from these effects.

    2) Resist Torture/Drugs will be used to save against Hormonal Damage - Rationale: The effects described previously are similar to many drug effects or torture methods. I understand that this is a skill rather than a stat, but I feel it fits well here.

    3) COOL will be used to save against Mental (Psychological) Damage - Rationale: The effects described previously seem to fall under things that a strong psychology would be resistant to.

    4) Obviously damage to Hardware will only be resisted by properties of the Hardware in question and not related to any skill or stat.

     

    I am still debating if any of these should fall under INTelligence and how that would work out.

     

    In the end, if any of these effects inflicts direct wounds, these will be deducted from the wound track accordingly.

     

    Let me know your thoughts...

  3. Original post edited. Some spelling corrections, Initiative section added. "Awareness" changed to "Scan" based on suggestions here.

     

    @Kenny - Great sheet! I may do one from scratch after all the rules are completed.

     

    In case anyone didn't see it, I started a discussion thread for these rules. That way this thread can stay clean and short.

     

    Let me know your thoughts over there!

  4. Can you change Awareness to maybe Scan?

    It's bothering me to Noun a Noun instead of being able to Verb a Noun.

    Either Scan or maybe even Ping, to fit more with the feel of the Net?
    These are both valid points.

     

    In all honesty, this command has given me the most trouble. I require there to be 10 commands and 10 Targets. It came up in the other thread on this that Conceal and Detect should be contained in one entry as should Encrypt/Decrypt (Cipher). This made it so that a slot was open. At the same time there was not a satisfying command to simply maintain Awareness on a subject. Even though that command was worded poorly and was a bit vague, it seemed to provide a valuable but missing element to the list.

     

    If the wording is what you have an issue with, I can understand that. Out of the suggestions given here I would probably prefer "Scan" since "Ping" would currently fit under "Detect" in the traditional sense of the word. However "Scan" itself seems to conflate a bit with "Locate".

     

    What do you think about "Observe" instead of "Awareness". I understand this is all semantics, but after all, this is a semantic netrunning system - so it is somewhat important. If "Observe" doesn't feel right, I am fine using "Scan".

     

    If anyone else reads this, please feel free to chime in here. Once I get an answer I will edit the original post with the new term.

     

  5. In your Speed example you list DNI as +4.

    Does that mean, 1: Plugs are +2 and Cables are +2 then you add Low Impedence for +1 to get the total of 5?

    Or, 2: A Cybermodem Link is +2 then plugs/cables are +2 then Low Imp adds +1 for total of 5?

    If it's the first example does that make Keyboard/Monitor=-4?

    Just confused on that one topic. Otherwise it's simple and awesome!

    No it means I copy-pasted incorrect calculations. :P

     

    I meant to fix that. Thanks for reminding me. :D

     

    (Note: Original post has now been updated)

  6. EDIT: This Beta thread has been helpful and the rules have been moved over to this thread. So look for new updates there.

     

    Please remember to leave your discussion and comments in this thread or over in the discussion node. :D

     

     

    <-=\\ RUN dot NET //=->

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    So you want to be a Netrunner? You've come to the right place. B)

     

    Run.Net is a lean and ruthless system for powering your Hacker. The system has been overhauled, recompiled, and rebooted to be fast, frenetic, and flexible. It's lightweight to run, but packs more than enough power to take on the biggest system and the deadliest I.C.E. they can throw at you.These rules will be all that you need to get your rig booted up and slicing code in nanocycles flat. This system will cover how to hack anything that you can think of (and probably somethings you haven't thought of), all you need is skillz, a deck, and some guts. Think you can handle it?

     

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    Interface Points

    Here's how it breaks down:

     

    Your Netrunner has a Special Ability called "Interface" which ranges from 1-10. Whether or not you use special abilities in your game you will need to include this. This skill creates a pool of points that break down into 2 separate categories. One is the Command List and the other is the Target List.

     

    Take your Netrunner's Interface skill and multiply it by 10. The result is your pool of points to distribute. Half of the points go into each list.

     

    // Example: BoxPhreak has an Interface of 6. Multiply 6 x 10 = 60. BoxPhreak can now distribute 30 points into the Command List and 30 points into the Target List.

     

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    Command List / Target List

    What are the Command List and the Target List? I'm glad you asked.

     

    Commands and Targets are what your Netrunner will use to form "Command Line Actions". This is how everything is done in Netrunning. If you want to hack anything you will have to do it by making an Action. You can create an Action by taking your Intelligence + Command + Target + 1D10 Versus an opposing Difficulty Value. Now you need to know what the available Commands and Targets are. Each is divided into a list of 10 items.

     

    //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 - 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. Cipher - 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
    //The Target List:
    1. File/Database - Set of data contained as a unit for use by program, system, or user
    2. Cyber - Hardware that utilizes bio-mechanical interface technology
    3. Comm. - Technology designed to enable the communication of 2 or more parties (e.g. phones)
    4. Sensor - Hardware designed to gather sensory data (Camera, Microphone, Touch/Heat/Motion sensor, etc)
    5. Remote - Mobile system operating under control of user or system from a distance.
    6. Cybermodem - Hardware designed to interface a user or system with the Net.
    7. Vehicle - System designed to physically transport user or materials
    8. Weapon - System designed to cause physical damage
    9. System - CPU in control of a given set of parameters
    10. User/Runner - Human (or AI) operator connected to a system or hardware
    With these lists, you can have any system at your command... If you are good enough. ;)

     

    Now that you have your lists, its time to load em up and get hacking. Above we said that you get your list points like this: Interface x 10 ÷ 2. That number is then distributed into each item on your Command List and Target List separately. Each List Item can hold 0-5 points. You may have noticed that this means any combination of Command + Target adds up to 0-10 points. That's no accident pal. This allows Run.Net to be used like any other skill check in the Interlock™ or Interlock Unlimited rules systems; (Stat + Skill + D10) Vs. Difficulty Value.

     

    // Example: BoxPhreak has 30 points to distribute into the Command List and 30 points into the Target List. They break down like this:

     

    Command List (30 Total): Detect/Conceal = 4, Locate = 4, Infiltrate = 5, Control = 3, Secure = 4, Cipher = 3, Scan = 2, Query = 3, Edit = 2, Run Program = 2

     

    Target List (30 Total): File/Database = 2, Cyber = 3, Comm. = 2, Sensor = 3, Remote, = 4, Cybermodem = 4, Vehicle = 2, Weapon = 3, System = 5, User/Runner = 4

     

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    Using Command Actions

     

    How do you use the Command and Target lists? Hang on there, slick, that's coming up next.

     

    Each Command and Target can be combined to form "Command Line Actions", or just "Actions" for short. An action describes what the netrunner wants to do (Command) and what they want to do it to (Target). Given the different values that each item has, this creates wide variation in how good a Netrunner is at any particular Action. Two netrunners might have the same Interface level, but vastly different abilities in specific situations. It's all about how you put your Actions together.

     

     

    // Example: If our boy BoxPhreak wants to get some free wireless access from his neighbor's flat this is how he might go about it:

     

    // First, he has to check and see if there is a signal available to hack into: (INT (8) + Detect (4) + System (5)(wireless network) + 1D10 (6) = 23) Finding a network like that would be easy(Vs. DV 10) SUCCESS!

     

    // Next, he would have to gain access to the system:(INT (8) + Infiltrate (5) + System (5) + 1D10 (3) = 21) Now a system like this might have some basic security on it, but nothing that any decent hacker can't get through.(Vs. DV 15) SUCCESS!

     

    // Now that he is in the system he wants to use it to download some music:(INT (8) + Control (3) + System (5) + 1D10 (7) = 23) Since he is simply using the system for a standard purpose this is pretty easy(Vs. DV 10) SUCCESS!

     

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    Number of Actions

    You may have noticed that in the example we performed several Actions to achieve the goal. This brings up the question of how many Actions a netrunner can complete during a round. That all depends on how FAST they are.

     

    Netspace moves fast, faster than the speed of thought. To reflect this, a netrunner can have multiple Actions Per Round. There are several things that can effect how many Actions you get. These include how good you are, what kind of gear you have, and other environmental factors like what the network is like or how strong a signal you have to work with. Actions Per Round is calculated like this:

     

    Intelligence(1-10) + Interface(1-10) + Deck Speed(1-10) + Modifiers ÷ 4(round up) = (1-10 Approx.)

     

    As you can see, this means that every netrunner gets at least 1 action per turn no matter how much they suck, and expert netrunners can pull off upwards of 10 actions (or more) in that same turn. This reflects the power differential possible in the Net. This creates immediate disparities when 2 netrunners face each other in combat and even allows one experienced netrunner to take on several and maintain an advantage. In short, you are either fast or you're flatlined.

     

    // Example: BoxPhreak has an Intelligence of (8), an Interface of (6), a decent Deck with a speed of (4), and is using a direct neural interface (+4), and low-impedence cables (+1).

    His speed will be: (INT (8) + Interface (6) + Deck Speed (4) + Cables (5)) ÷ 4 = 6 (For 6 Actions Per Round)

     

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    Equipment Modifiers

    What's that you say? Where am I coming up with the modifiers in that last example? You're a sharp one aren't you. Here's how:

     

    Like I said before, the Net moves FAST. A lot of net-heads are jacking their brains directly into the system via neural interface. This has the advantage of giving you a lot of speed but at the risk of exposing your tender gray-matter to the digital wilds! Others get a little queasy at the idea of sticking something into their skull or spinal column just to use the Net and prefer to use a combination of Gloves and Goggles to give them that virtuality fix, but still protect the old brain box from the nasties out there. There are others who aren't with it at all and still use the old Keyboard and Monitor set up from forever ago. Whatever your flavor, these all have an impact on your SPEED.

     

    With each increase in how close your are to the Net there is the trade of more speed for more exposure. Sure you can use some tricks to work around this, but for now we will just break down the speeds for each:

     

    Plugs/Cables = +4, Induction Trodes = +2, Gloves/Goggles = +0, Keyboard/Monitor = -2, substandard keyboard/monitor (too small, missing keys,etc) = -4 If you don't like it then get a better rig or STFU.

     

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    Calculating Initiative

     

    All this talk about speed is probably making you wonder what happens when you run up against a system or user you want to show-down with. How do you know who is faster on the draw?

     

    Your SPEED in the Net has 2 major functions. First: as we have already discussed, it impacts how much you can get done in a given amount of time (aka number of actions). If you have one thin round to get something done, you had better be fast enough to do the damn thing. Second: it impacts who is off the block first (aka initiative). In a face-down you had better be the fastest on the draw or you might not get a second chance.

     

    Initiative in the Net works the same way that it does in the meat world. When 2 or more parties don't see eye to eye and want to settle things with good old-fashioned violence, the first thing on everyone's mind is "who gets to shoot first?" Well, the net is no different.

     

    So, your Initiative works like this: SPEED + REFLEX + 1D10 + Mods = Highest goes first

     

    // Example: (BoxPhreak: SPEED (6) + Reflex (5) +1D10 (7) + Mods (0) = 18) Vs. His opponent's initiative (12)) = BoxPhreak goes first.

     

    You may have noticed above that I said REFLEX and not INTELLIGENCE. You noticed correctly! You see, when it comes to initiative we are talking about reaction time here - that gets bundled under Reflex rather than Intelligence. Don't worry brainiac - your Intelligence was already factored into the SPEED portion of your Initiative, so don't get your knickers in a twist over it.

     

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    Finding Targets / Info Gathering

    Now you know how to get the jump on some poor fool I bet you want to know how you find your first victim? Well, in the Net things are a bit different than in the Meat World. For one thing you don't use your senses (sight, hearing, etc) in the same way. The only information you can get has to come to you through your equipment. Sure your brain might be jacked directly into the electric wild, but all that is just Virtual- not actual.

     

    Because of this, any Netrunner worth her bits knows how to conceal her actions in the Net, so I wouldn't trust your digital eyes if you want to live very long. Instead you have to fight fire with fire - use Commands to get a lock on your potential target. How do you do this? Glad you asked.

     

    As you already know, there are 4 commands dedicated to information gathering. These are Detect, Locate, Scan and Query. This is Information Technology we are talking about here, so it makes sense that nearly half of your commands would be geared towards gaining Info.

     

    > Scan - Has 2 major functions: First, it allows you to make a broad sweep of anything "around" you (meaning any system or user who may be able to interact digitally with you). Second, it allows you to keep an eye on something without having to spend an action checking up on it every round. So you are able to run a basic Scan to see if there are hostile Netrunners ready to pounce on you, or you could use it to keep a constant status observation on a device such as a server, drone, security camera, etc. Scan will NEVER reveal anything that has been Concealed! (That's what Detect is for)

     

    > Detect - Allows you to reveal a target that is Concealed. This can be used in a general sense - such as in attempting to reveal ANYTHING in the area that might be concealed, but this comes with a serious penalty (-5). When used in this manner, an additional Detect Command will be necessary to defeat the Concealment. If you know that target should be there but the target has been concealed - you will have to run a Detect command to reveal it (no penalty). Think of it like this: you can use a metal detector to show you a land-mine that is concealed below the ground, but you would still have to dig in the dirt to reveal it. The metal detector sweep is General Detection, digging in the dirt is Specific Detection. Detect ONLY works to show you Concealed targets!

     

    > Locate - When you need to find out Where a target is, this would be the command to use. Locate can be used digitally (e.g. find a file within a database) or in Real-Space (e.g. find a cell-phone user by triangulating cell towers). Locate will NOT work on a Concealed target. Locate gives you location information only - it will not expose a Concealed Target or give any information about it.

     

    > Query - If a Target has been Located and/or Detected, you can use Query to request information about the Target. Obviously this only works in certain situations. This command can be used to find out model numbers, serial numbers, what operating system the target uses, how many systems or devices might be connected to the target, basically anything you might find in the user manual or from routine status diagnostics. You could Query a Database to find out how many files it contains of what type, Query a security system to determine how many cameras are operational, Query a Cyberdeck to determine what connection type the User is employing at the moment. Query gives you simple facts about the target - it will not Locate the Target, expose a Concealed Target, or give you an assessment of strategic information. You must already have access to the Target before using Query.

     

    Those 4 Commands cover all of your information gathering needs. Let's take a look at how those might be used during a run.

     

    // Example: BoxPhreak has gained access to a corporate database and is looking for the secret plans for the new spy plane being developed. He is also keeping an eye out for any Corp Hackers who might Flatline him in the process.

     

    // ACTION 1: Scan:Database - This will give the lay of the land and reveal any obvious problems.(INT (8) + Scan (2) + System (5) + 1D10 (7)) = 22 Vs. DV 15) SUCCESS! Scan successful - there are a crapload of files, but nothing came up regarding other users or Black ICE. But BoxPhreak knows better than to let down his guard!

     

    // ACTION 2: Detect:General - This general Detection might uncover hidden traps or other users lurking around in the Database. He takes a -5 penalty for not specifying a Target, but he gets a broader sweep in exchange.

    (INT (8) + Detect (4) + General (-5) + 1D10 (8)) = 15 Vs. DV 15) SUCCESS! Scan successful - Nothing comes up. (BoxpPhreak doesn't realize that the -5 penalty has cost him in this case. He failed to detect a defensive program lurking amongst the files in the Database. He would have had to beat the Conceal value (20) in order to notice it)

     

    // ACTION 3: Query:Database -BoxPhreak pulls up a list of the different file-types contained in the Database looking for anything that might resemble the secret plans.

    (INT (8) + Query (3) + Database (2) + 1D10 (6)) = 19 Vs. DV 15) SUCCESS! Query Successful - He sees a number of files that might be what he needs. Now he has to find those files and take a closer look...

     

    // ACTION 4: Locate:File(s) - He jumps to the section of the Database containing the promising files.

    (INT (8) + Locate (4) + File/s (2) + 1D10 (2)) = 16 Vs. DV 15) SUCCESS! Locate Successful - Now to take a look at the files to see if any of them have what he needs.

     

    // ACTION 5: Query:File(s) - BoxPhreak has been given a special code that should appear in the correct documents. His Query was to see if any of these files contain the code.

    (INT (8) + Query (3) + File/s (2) + 1D10 (10)) = 23 Vs. DV 20) SUCCESS! Query Successful - The Query turns up nothing. Confused, BoxPhreak thinks for a second. He realizes that they probably Concealed the specific file that he needs, but now he knows the section of the Database that it should be in as well as what type of file it is and approximately how large the file should be (based on the other similar files he found). He decides to try and Detect it - hoping that he will find something before he runs out of time.

     

    // ACTION 6: Detect:File(s) Earlier we found that BoxPhreak only has 6 possible Actions per round, so this is his last Action this round whether he is successful or not.

    (INT (8) + Detect (4) + File/s (2) + 1D10 (5)) = 19 Vs. DV 15) SUCCESS! Query Successful The Detect Command worked! He uncovers the file he was looking for by defeating the Concealment. He'd better be ready for the black ICE that he failed to Detect earlier or this may be his last Action ever. On his next turn he will have to try to get out of the Database alive and cover his tracks so they won't know he was in there, at least he has the file he was sent to find!

     

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    Causing Damage

     

    So now you know how to find a Target and you know who is going to attack first - but what can they do with that attack? Let me show you.

     

    There are 3 basic attacks that can be performed on most Targets. The first is Feedback/Overload, the second is causing a Signal Break, and finally you can pick a nasty piece of software and Run Program. Here's a look at how each one of those

     

    1. Feedback/Overload: These are 2 sides of the same coin. Feedback is achieved by routing signals coming from the opponent directly back into their neural interface (Attacker = INT + Control:User +1D10 + Mod Vs Defender = INT + Secure:User +1D10 + Mod). This feedback loop (picture feedback at a stadium concert inside your cranium) has the potential to knock the target unconscious via stun damage (3D6), but is unlikely (10%) to cause any physical damage.

     

    // Example: BoxPhreak hits ICE-9 with a blast of Feedback:(INT(8) + Control(3):User(4) + 1D10 (5) = 20) Vs (ICE-9: (INT(6) + Secure(5):User(1) + 1D10 (3) = 15). ICE-9's senses fill with a torrent of digital fire. BoxPhreak rolls 1D10 to see if the damage is physical (4) = Stun Only. Now 3D6 for stun (11). ICE-9 had better hope he can beat his stun save!

     

    Causing an Overload works similarly, by flooding a piece of target hardware with requests until it breaks (Attacker = INT Control:(Target) +1D10 + Mod Vs Defender = INT + Secure:(Target) +1D10 + Mod). This could be a servo motor on a security camera or piece of Cyberware, it could be the transceiver on a Comm unit, it could be nearly any vital component that you can get your grubby digital mits on. For every point over the defending value there is an additional +10% chance that the Target in question is damaged.

     

    // Example: BoxPhreak targets the security camera at the end of the alleyway and attempts to overload it:(INT(8) + Control(3):Sensor(3) + 1D10 (8) = 22) Vs (Average Diff. (15) + Secure Bonus set by GM (5) = 20 Success) The Camera sweeps all the way to the right, there is a high-pitched squeal as the motor keeps pushing past its limit. The squeal is replaced by rapid-fire clicking as wisps of smoke rise above the camera.

     

    2. Signal Break: At any point along an opponent's signal chain, a Signal break can be attempted (INT + Control:Comm or System +1D10 + Mod Vs Defender = INT + Secure:Comm or System +1D10 + Mod). If successful, the defender loses their connection and is booted out of the system they were in. If a Signal Break is used against the User's main connection to the Net, they will be kicked out of net-space and back out into real-space. At that point they will have to start their run over before continuing any activities in the Net.

     

    // Example: ICE-9 has recovered from the first attack and needs to get BoxPhreak out of his way fast. He has located the router that BoxPhreak is using to connect to the Net and he attempts a Signal Break (INT(6) + Control(4):Comm(2) +1D10 (9) = 21) Vs (Defender = INT(8) + Secure(4):Comm(2) +1D10 (4) = 18) BoxPhreak is navigating through the digital slipstream one second - and the next he finds himself back in the 2-bit coffin hotel he rented to make this run. Dammit!

     

    3. Run Program: An array of software has been written to use the Direct Neural Interface to do some truly terrifying things to the human organism. If you look hard enough, you can probably find a program to do just about anything you can think of, if there isn't one, you might be able to write it yourself - If you have the skill.... You can find a list of different effects here. Any of these effects can be employed if you have the program to do it. You must first activate the program using an Action (at any time during your run) and then when you want to attack a target, you use another Action at that time.

     

    // Example: BoxPhreak jacks back into the Net on a mission for revenge. He spends an Action loading up TWITCH_v3.1 (Strength 3). After he has tracked down ICE-9 (using various Scan, Locate, and Detect Commands) he catches him off guard (INT(8) + Run Program(2):TWITCH (Str 3) +1D10 (4) = 17) Vs (Defender = INT(6) + Secure(5):User(1) +1D10 (2) = 14) Before he even has a chance to figure out what is going on, a signal spike races through the cables in ICE-9's deck straight through the Direct Neural Interface and begins telling his spine to jerk uncontrollably. The seizure lasts for a full 30 seconds in real-space leaving a battered, drooling and unconscious Netrunner heaped over his equipment as the rest of his crew continue trying to get past the corp guards nearby. Too bad for him.

     

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    Using Programs

     

    So that last example using Run Program sounds pretty killer, eh? Well that aint the whole story. Programs are incredibly useful, but like everything in the Net its all about your skills and your kit.

     

    In Run.Net, system memory is handled a bit differently than you might be used to. Rather than assign each program an amount of memory to keep track of, it is assumed that any skilled Netrunner knows how to keep their gear upgraded and running smoothly. You stay on the bleeding edge of your warez, both hard and soft - and yesterday's killer programs are today's weefle-appz.

     

    The idea is that as the complexity of software increases, so does the capacity of the hardware running it and vice-versa. So its pointless twiddling numbers back and forth tracking every little byte of memory usage - that is way too slow and way too boring. Instead you can find out how many programs you and your set-up can handle by looking at your stats.

     

    The limit of how many programs you can maintain control of at any given time looks like this: (Run Program (0-5) + Your CPU Speed (0-5) = (1-10) Program Limit). Each program that you keep active carries a cumulative -1 for all actions. Choose wisely ;) .

     

    You can always shut down a program you don't need to make room for one that you do. The most cryo-chilled Runners out there always know how to juggle. However, you may not want to go loading yourself up with unnecessary programs like some kind of digital juggernaut - otherwise someone who is running leaner than you might get the drop on your bloated system and Flatline you faster than you can say "I'm runnin' too many programs".

     

    Scratching your head and wondering why you only can run up to 10 Programs? Well, Ace, it's because we're not counting the myriad Simple Programs running on your Rig to use those Command Actions. Each Command Action is actually being done by a variety of small, effective simple programs depending on the situation. Some of these vary from Runner to Runner, some are common amongst many, some are one of a kind - but all of them are behind the scenes. The kind of Programs that we are talking about in your Program Limit are ones that take either special resources, or special attention to operation. Since you have a finite amount of attention and a finite amount of resources, you can only operate a finite amount of Complex Programs. So you have 3 choices, improve your Deck, improve your skills, or FIND A DIFFERENT HOBBY!

     

    Make no mistake, Programs require a system to run on, they do not exist autonomously from some form of storage. But whether the program is located on a Server, a Dataterm, a SmartAgent, or a Game System, Programs can be run from ANY SYSTEM UNDER YOUR CONTROL. That's right, if you Infiltrate and Control any Target containing programs, they are yours to run with as long as that Target is controlled by you. Just think about the possibilities of that for a second.

     

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    ---

  7. Welcome to MY WORLD...

     

    Recently, fuzzy images were extracted from the minds of people thinking of those images. They were impossibly blurry, but show promise.

     

    Imagine extracting the Mental Imprint of My mental landscape, with its visuals, (lack of) sound, and general emotional state...and transmitting it.

    Wow.

     

    That is a lot of stuff there. This introduces some cool (and disturbing) ideas for braindance usage.

     

    Much of this information seems more connected to goals and game flavor rather than brass-tacks offensive netrunning. I can definitely use some of these ideas, but what I am interested in delving into in this thread are the specifics of causing some hurt to the netrunner via the net.

     

    Specifically:

     

    1) How can a netrunner be hurt?

    2) How much damage will that do?

    3) How will that damage be applied?

    4) What could possibly mitigate/modify that damage?

     

    In a recent game I used the above example of inducing a seizure and just made up 3d6 damage distributed across the entire body. (I use a damage rule I found on Blackahammer that allows healing per location which eases the healing burden when damage is distributed broadly, but still allows serious danger in the short term)

     

    What are your ideas on inflicting direct attacks on Netrunners or their Decks in net combat?

     

  8. Malek77 - Word on the street is that you have some good idea on how to hurt some netrunners. Are you holding out on me?

     

    That goes for you too Psiberzerker, I have a hard time believing you don't have anything good to say on this.

     

    Paging Mr. Van Atta. Its looking like we have built a usable hacking system with Run.Net. I have been looking forward to your ideas here.

    Rigger? You were helping me out in the other thread a while back. Are you still lurking?

     

    Eraser? Any thoughts on putting the digital hurt in some scumbags?

     

    Wisdom000, I have been working on this whole thing with you in mind. Wanna kick the tires a bit either here, here, or there?

     

    Echo... echo... echo...

     

  9. To get the ball rolling, I thought I would quote some parts of Teleran Quizari's : "Why Waste Your Time?" here.

     

    He does an excellent job of not only explaining why electrically based damage is unrealistic, but going on to suggest some much more creative and devious methods of hurting people through the net.

    One of the central concepts in the official netrunning rules is that ICE or Intrusion Counter Measure software is a threat to all netrunners. The simplest and oddly enough most common element used to make this threat real is the ability to cause damage to a target via his deck. Some of the more gifted online writers love this gimmick so much that they can create entire libraries of weapon based programs to kill enemy runners. The problem with it is this...most of them rely on electrical currents to do their damage and the net in 2020 is fiber optic...opps.

     

    Before we go to much further maybe we should at least explain some of the basic ideas. Firstly, fiber optics. A fiber optic cable is essentially a long filament of glass that can be used to conduct rapid pulses of light. This light is then used to carry data instead of an electrical signal. So we have our first problem, no electrical signal. The deck converts the data into neural impulses which admittedly are electrical but at such low amps that they couldn't hurt you period. Why? Cause only a moron would wire up his head so that he could get toasted by any stray surge. If you could get wiped by a surge the device would never have been approved for home use. Okay, how do electrical pulses kill people? Well there's two ways, they either burn out the tissues, and for the record this requires a hefty charge, though direct conduction to the brain would reduce this. Second they can alter the rhythm of the heart, and if you know anything about defibrillation you need 200 to 360 joules to do this. So we have another problem were does the deck get the power to do it? And how do you over ride the deck's built in safeguards against just that? Beginning to see the problems here?

    This section alone puts the nail in the coffin of electrically based damage over the Net.

     

    The Central Nervous System - This is where we start. We look at the brain and how it functions, but more importantly how it interacts with the rest of the body. The brain is in essence a chemically powered electrically charged computer using holistic pathways. It directs impulses along preset neural paths (and can rewire for greater efficiency or redundancy) using chemical charges to power electrical conduction. It uses parallel processing and global access, with chemically stored memory engrams. Its more complicated than any contemporary computer and while it may not crunch numbers like a true computer it can do things even the best AI's of 2020 have trouble with. But it can be affected.

     

    Bio-feedback - The brain and the body are by no means completely separate entities. The brain plays a critical role in regulating most of the body's functions. But concentrating we can alter the rate our heart beats at, and some even think we can affect our own health. Now imagine this; that you have test subjects, a super computer and a direct neural interface. With them you can map out the brain and its impulses, figure out what signals play what roles. And refine your own alterations.

     

    Beginning to see the possibilities?

     

    The Central Nervous System or CNS is linked to the majority of body systems, and while some are handled by subsystems like the Autonomic Nervous System or ANS, the CNS has master control. It controls skeletal muscles, directly affects respiratory rate and cardiac rate, can trigger hormonal releases, play with body chemistry, even trigger pain responses. By tricking the brain or by counterfitting its impulses all sorts of havoc is possible.

    How does the ICE reach the CNS? - This should be obvious, but just to make it clear. The key to all ICE of this type is a little gizmo that just about every serious netrunner and cyborg has. Their Neural Processor. Essentially an electronic device that allows the brain to interface with electronic devices, it really doesn't sound like much in the books but lets be serious for a second. This is the single most amazing device in the game. It allows complete virtual reality, and allows instinctive control of external devices. This is the key. And for the record most of the forms of ICE that I'll be explaining won't work without it. Any user with 'trodes in my version of things faces double difficulties. On any task they wish to accomplish and on any attack seeking to harm them. This is due to the ineffecient interface they use. Turtle hackers are even worse, as far as I'm concerned in the net of 2020, they are targets. Immune to most forms of ICE, but so slow they can't even face a neurally interfaced runner let alone an AI.

    The 'possibilities' that Teleran is referring to here are just what I want to get at. Now, I can't quote his entire works on the subject (I strongly recommend checking them out while they are available), but they are worth starting a serious discussion here on the subject.

     

    Here are a few of the offensive techniques that I found most interesting:

     

    Neurological Effects:

    Pain Induction: Severe - The sensation of pain is the only sense we truly have mental control over. Unlike our awareness of temperature or light we never grow accustomed to a set level of stimuli when pain is involved, but we can choose to ignore it. Or create it. This code sequence is designed to trigger a massive sensation of pain, customizable options allow for various real world injuries to be simulated. But of course pain is one of those options that no RPG can really convey, so I recommend adding a penalty to action equal to the strength of the program. And of course the program must manage to strike the 'runner before it can do anything.

    --------------

    Somatic Induction: Seizure - By causing a mix up in neurological signals the body's voluntary muscle system can be thrown in turmoil. In medical terms we call this a seizure. Though there are many kinds of seizures, I'm not going to get into them all. We'll just look at the one most people know. Grand Mal or Tonic-Clonic seizures. This effect throws the whole body into a series of jerks as muscles clench and relax, leading to spastic twitching, and nothing else can be done during this time. The duration of the effect should be related to program strength. Anyone having suffered a full seizure will need to rest, and will suffer a reduction of activity and/or skills at the GM's discretion, till fully rested.

    --------------

    Cardiogenic Effects: Arrest - Okay I'll admit this is the original concept in Cyberpunk for the functioning of ICE, it shows up in Gibson's Neuromancer and was responsible for wasting the book's most gifted netrunner, the Dixie Flatline.... the neural processor can be tricked it causing this effect by altering the body's own brain based pacemaking. Realistically this would only have a 50/50 chance (at best) due to the heart's own independent pacemaker but we'll ignore that and call this the lethal heart attack effect we all know and love.

    Hormonal Effects:

    Neurochemical Induction: Nausea and Vomitting - Most players are used to seeing the adrenal boosters in the cybernetics listing, and have some idea what they do. Of course the boost to reflexes is just one aspect of what adrenalin, or more properly epinephrine can do. In fact the cybernetic system as described is way to limited an application. Adrenalin is used to prepare the body for life or death situations, it increases blood and oxygen flow to the brain and muscles, it increases sensory accuity, reflexes, and strength, and reduces the effects of pain and shock at least short term. As a result it should actually increase perception, reflexes and body. But it does so at a cost, one not covered under Cyberpunk's rules. The blood is redirected from the internal organs and as a result can trigger vomitting to clear stomach contents. This is mor elikely in extreme doses and can lead to fear and psychological effects.

    --------------

    Neurochemical Induction: Pathological Fear - This is another possible affect of adrenalin overdose. A simple subliminal message and a healthy dose of adrenalin can have a punk climbing the walls, terrified but not sure what of. For all intents and purposes cool checks are all going to fail, though a modifier may be more fair to players. Though if this punk get's cornered watch out.

    --------------

    Neurochemical Induction: Sleep - There's another pair of hormones in the body that play a role in sleeping. Melatonin and seratonin. By stimulating the brain and affecting the secretion of these hormones it is possible to make a target drowsy or fall asleep outright. I'd recommend a skill check like in combat against the program using the target's willpower/coolness.

    --------------

    Pathophysiological Alterations: Urinate - Unknown to most people there a series of hormones involved with maintaining the body's salt to water ratio. Interrupt this hormones and you can do some weird things. In this case by tricking the body into thinking it has far too much water, much like when drinking alcohol, you can send an enemy scurrying for the toilet. If this effect lasts too long the target can suffer dehydration and all the effects associated with it.

    Mental Effects:

    Induced Hallucinations: Nightmare Images - The mind is a very complex thing, and sometimes the oddest things set it off. This program downloads a new set of variables into the netrunner's memory, a series of horrific images designed to cause severe nightmares.

    --------------

    Induced Hallucinations: Blissful Images - This is the exact opposite of nightmares, the dreams formed are so soothing that the runner us unlike to awaken on his own. But it begins suggesting the possibilities of ghost hacking and SimEx.

    --------------

    Induced Psychosis: Psychotic Episode - Essentially a psychotic episode is what happens to cyberpsychos, they lose the ability to maintain a grip on reality, the things they see can't be associated with other people. Everything seems nightmarish, they are surrounded by monsters or faceless objects that don't mean anything. And if you've no reason to suspect a person is real what's to stop you doing some fairly nasty things to them?

    --------------

    Induced Psychosis: Obsessive Compulsive - The player is driven to do things over and over again without any rational reason, They just can't get it out of their mind.

    Something to note about this next set is that these types of effects can just be narrated in using the new Netrunning system that I am developing. The symptoms of the effects aren't as important as their concrete outcomes. In each of these there is damage caused to the user's system or hardware. Depending on the intent, this damage may render they system unusable until repaired. That is a concrete outcome which can be accomplished already using the new Netrunning method!

    Deck Hardware Effects:

    OS Alterations: Scramble - Without a functioning OS no netrunner can function, end of story. none of this partial damage and programs nuked, this one goes to the heart of it all and messes with the deck itself on a personal level. Till the OS is re installed the deck is useless, of course hardware OS' are safe, but then how many black market netrunners can craft a hardware OS...and keep it updated?

    --------------

    OS Alterations: Menu Mix Up - This attempts to rewrite the deck's menu command structure resulting in nearly random actions and commands.

    --------------

    Functionality: Switch Burnout - Most modern computer systems come equipped with a software controllable switch, much like the ctrl+alt+del function on the computer you're using right now. If that command goes into over drive, flipping the switch on and off repeatedly it will eventually wear the switch out.

    --------------

    Functionality: Memory Burnout - Most modern decks come with read write memory blocks, each with its own finite life span, and error checking systems. This command instructs the deck to begin repeatedly writing and rewriting material to each sector till its is useless./p>

    --------------

    Functionality: Signal Noise - The deck is instructed to add an annoying static pattern to all virtual sensory output making running the net like listening to nails on chalkboards, all the time.

    --------------

    Storage: Bunnies - The deck has a finite amount of both storage and operational memory. Anyone who has used an older computer knows exactly what can happen when either begins to be filled. That's the purpose of bunnies, it is design to load itself over and over again while creating copies on all available storage media. Eventually the unit crashes from the overload and all its memory blocks are filled.

    --------------

    Identification Alteration: Rename - Each and ever deck, be it from off the shelf or rebuilt by a netrunner has an identification chip. Even black market decks need one in case someone asks and they can't prove the deck is legal. This program sets up a new identification code for the deck and if anyone with authority asks that is the ident that the deck will give. What you do mean my name is Bartmoss...?

    So there is a good idea of what Teleran's ideas are bringing to the table. What I find exciting about this stuff is that it meshes so weil with the method I am developing for netrunning. I believe that these sorts of creative and interesting effects should be available on the fly to the player without having to have a pre-canned program on hand to do that one exact thing. I believe it should be much more free-form and open than that.

     

    The Netrunner should be able to come up with the outcome that s/he wants and make it happen without it being written down in some rulebook beforehand. I believe this new Netrunning method accomplishes that.

  10. UPDATE: I found an archived version of Teleran Quizari's : "Why Waste Your Time?" here. I don't know how long this information will be available so get it while it's hot.

     

    http://web.archive.org/web/20021014060900/...eran/netrunner/

     

    It might be useful to make a text copy for yourself if you want to be able to refer to it later. I realize that Wisdom000 has already been trying to locate the author and get his permission to host the pages on the illustrious Datafortress 2020 with little luck so far. This really is worth the look though.

    This site has some very interesting ideas and effects for netrunning. I highly recommend checking it out!

     

     

  11. In another thread discussing some new Netrunning rules over here: http://vfte.cyberpunk.co.uk/index.php?s=&a...st&p=121180

     

    The discussion has come up about how to damage a Netrunner combatively through the net and what form that damage would take. I thought I would open up some serious discussion on the topic here. Please contribute your ideas on how you would handle offensive and defensive measures over the net and what rules might apply to those.

     

    There seems to be a wealth of possibilities available for causing damage that go beyond the simplistic (and unrealistic) "electrical" damage described in the main rules.

     

    Lets talk about HOW damage would be caused (if it could be caused at all)? How much damage can be caused (numerically, rules-wise)? What defenses against taking damage there are? And what are some related concepts that arise from being able to communicate harm over the net?

     

    I look forward to hearing your ideas! Lets kill us some Netrunners!

  12. Well, just joined at the suggestion of Destecado. Now all I've got to do is figure out the most appropriate place to post to get some discussion generated with regards to some of the technical details of an alternate cyberpunk setting. Hmmn...

     

    Long time since I've played Cyberpunk 2020, being tainted by other RPG systems, but I remain fond of the setting and variations to that setting.

     

    So, hope to catch some of you around the forum.

     

    Kage

    Howdy, welcome aboard!

     

    If you are referring to setting in the RPG sense then RPG General chat might be the way to go. Otherwise I am sure General Chat will do Just fine.

  13. what? you just deleted it? After all that work?

     

    I would hope that you just put the whole thing on ice and look for a solution rather than kill it all. At the very least you personally having that material would be a good thing, these people put the stuff online to be used and there is nothing wrong with you having a copy of it.

     

    As far as making it available, sure there might be some issues, but I don't know that it needs such a strong reaction.

     

    Did you get an angry email or something? What happened?

  14. Not at all.

     

    It was good talking about it and I genuinely don't want to derail the middle east thread.

     

    Thanks for giving me more understanding of your perspective, as well as your time and respect discussing it with me.

     

    If I can come up with anything to add to the thread here I will be back!

  15. Some would say that destroying something of great meaning to another is violence.

     

    In any case it is no different than the people you are speaking against because you are simply choosing your beliefs to supersede theirs. Its just a different form of the same thing, making you no different from the ones you are judging.

     

    It takes a lot of faith to believe that removing religion will cure the problems of humanity. And if religion was removed I imagine you would find that the same problems exist just as much only now the parts that were good about religions have been removed for nothing.

     

    Banning a thing doesn't make it wrong or make it stop. Showing the world a better alternative in a way that influences others would be better. But that part is hard and its much simpler to judge others and decide that their views are inferior.

     

    Anyway, I don't want to derail this topic with a debate that is no more likely to end than war in the middle east.

     

    I respect your opinion and can understand why you would feel that way. I don't share those feelings but its not something that is going to change for either of us here.

  16. (In real life views, I think they should just level the damn thing, and all the other disputed holy sites that people can't stop fighting over, they have proven they can't share their toys, so they should be taken away completely).

    This is hilariously ironic.

     

    We don't need to get into philosophical debates here, but it is useless and short-sighted to deride others by suggesting the same kind of mindless self-righteous bigotry and violence that one would claim is their shortcoming.

     

    Hypocrisy doesn't discriminate...

  17. Hi

     

    I probably broke protocol last night by posting to the literature thread before coming here to say hi. So, anyway, hi again.

     

    ...

     

    And, yeah, hi.

    Protocol Dictum 5834B {PI} Section 4.3.5 States that the elapsed time between the initial attempted post (or posts) made prior to, and in precedence of, an official post of cordial greeting will thusly and henceforth have said elapsed time totaled in full and therewith subtracted from the life-force of the poster or posters in violation of the Dictum.

     

    Hi :D

  18. Thanks!

     

    I would love to see it on DF. I will look into signing up on that forum as well, but I am interested in getting the views of people from the edge as well ;)

     

    I will fix a version that perhaps you can post on DF2020 and then we can carry on the discussion on both boards with whoever is interested.

     

    Thanks again for the feedback and comments!

     

    -Interrupt

     

    P.S. where can I find Ben Morgan's sheet to take a look at?

  19. Wisdom -

     

    The purpose wasn't so much to add to your sheet, but to redistribute and combine some elements from other sources. I actually worked to preserve as much of the information from your sheet as possible even if its set up differently.

     

    It will make a lot more sense once I can get you a copy.

     

    I just asked about this in the general chat section, but it fits better here - How should I get you a sheet?

     

    Do you want me to send you an email, PM, IM, or is there a public document section that I haven't located here yet?

     

    The design I have isn't exclusively for IU but I tried to make it as functional as possible for your system since I will be using that as my base rules set. Currently there is 1/2 of one out of 4 pages that needs to be put to good use. This is where I am hoping that you and the rest of the board can guide me.

     

    I may try to send it directly to you first if I don't hear back about a better method before then.

     

    - Interrupt

  20. Wow, thanks for the warm welcome!

     

    I am at a point where some feedback would help me finish out the last section of the sheet. Could anyone be so kind as to direct me on:

     

    A) The best method for getting a version out to be reviewed. (i.e. who/where to send the the file to)

     

    and

     

    B) Where on the forum this conversation could be continued. (I commented on another thread about character sheets, but the last post before mine was from 2001!)

     

    Still getting the hang of how this grid is laid out. Pointers for the noob much appreciated.

     

    - Interrupt

  21. I mentioned this in other parts of the forum, but I am currently working on a comprehensive character sheet that incorporates many of these ideas as well as the best portions from the Datafortress 2020 and Blackhammer sheets.

     

    I will try to get that hosted so that everyone can check it out soon. (Wisdom, maybe there might be some room on your file-sharing site for this since its based on IU?)

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