babbitt
Aug 29th, '06, 05:36 PM
Hey guys, I thought I'd post an idea I had for a cyberdeck/netrunning rules, and thought I'd pass them by some people who have more experience than I.
Importantly, the concept of netrunning in this world is threefold:
1) Augmented Realtiy - The user views the internet as an augmented reality "above" the real. For instance, a user logged in to the net in this mode may see the "ghosts" of other users that are there in virtual mode and not there in the flesh.
2) Virtual - Users completely immerse themselves in the internet, leaving their physical body somewhere behind and moving virtually only. Important: the user may "walk" or teleport around the "real world" in this mode.
3) "Going Virtual" - Users enter a purely "ficitional" realm, with no link to meatspace.
Anyone have any questions/ideas/suggestions with this test build (below)?
Netrunning:
Characters wishing to Netrun must purchase a Cyberdeck that will act as their vehicle in the net. To interact with the network beyond the purely physical level that the 'deck provides, characters must purchase programs. Programs are normal powers purchased with the -2 disadvantage “Only in Cyberspace” and OAF (Cyberdeck).
Connecting to the net is a full-phase action, and the network becomes available four segments later. Between the time that the player reconnects and the time the network becomes available, the avatar will stand still, unreacting to the passing net around her.
Some cyberdecks have Variable Power Pools (Net Pool). Having a net pool is analogous to having development tools on a regular computer, it allows construction and modification of programs on an as-needed basis.
Damage taken in the net is applied to the cyberdeck. If the cyberdeck is destroyed (reduced to negative body), then the cyberdeck is destroyed. Damaged (but not destroyed) cyberdecks can be repaired at a rate of 1 body/hour with a successful computer programming roll.
If the cyberdeck is stunned or Knocked Out, then the netrunner is booted from the net. Characters knocked out of the net in this manner can reconnect immediately and all STUN/SIGNAL loss is immediately healed.
Attacks against players (affecting player's body/stun, not the decks) can be made in the net if they have the “Trans dimensional” advantage, but only work against jacked in players and are very rare and almost always illegal.
Cyberdecks:
Cyberdecks are purchased using a combination of vehicle and character templates:
Stats:
Avatar STR (STR)
CPU Speed (DEX)
Lag Compensators (CON)
System Integrity (BODY)
Firewalls and Data Shields (DEF)
#Cores (SPD)
Error Correction and Control (REC)
Connection Integrity (STUN)
Avatar Movement (RUNNING)
Avatar Swimming (SWIMMING)
Avatar Jumping (JUMP)
A basic netrunning cyberdeck has the following stats:
Basic Cyberdeck
Val Char Cost
10 STR 0
10 DEX 0
10 CON 0
10 BODY 0
2 SPD 0
4 REC 0
20 STUN 0
6" RUN 0
2" SWIM 0
0" LEAP 0
Characteristics Cost: 0
Cost Power
18 Cyberdeck: Multipower, 40-point reserve, (40 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), OIF (-1/2)
1u 1) Netrunning: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Limited Power Power loses about half of its effectiveness (Meat body remains in real world, but cannot move, percieve, act.; -1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), Lockout (Augmented Realtiy; -1/2), OIF (-1/2)
1u 2) Augmented Reality: Perceive into a single other dimension with Hearing Group, Sight Group, Smell/Taste Group and Touch Group (40 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), Lockout (Netrunning; -1/2), OIF (-1/2)
20 Avatar: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any shape), Makeover, Reduced Endurance (0 END; +1/2) (70 Active Points); Limited Power Power loses almost all of its effectiveness (only works in cyberspace; -2), OIF (-1/2)
4 Wireless Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2)
22 Cyberdeck Memory: Variable Power Pool (Program Pool), 20 base + 2 control cost, (30 Active Points); all slots Limited Power Power loses almost all of its effectiveness (Only works in Cyberspace; -2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), OIF (-1/2)
Powers Cost: 66
A non-hacking/normal user deck would not have the VPP.
Importantly, the concept of netrunning in this world is threefold:
1) Augmented Realtiy - The user views the internet as an augmented reality "above" the real. For instance, a user logged in to the net in this mode may see the "ghosts" of other users that are there in virtual mode and not there in the flesh.
2) Virtual - Users completely immerse themselves in the internet, leaving their physical body somewhere behind and moving virtually only. Important: the user may "walk" or teleport around the "real world" in this mode.
3) "Going Virtual" - Users enter a purely "ficitional" realm, with no link to meatspace.
Anyone have any questions/ideas/suggestions with this test build (below)?
Netrunning:
Characters wishing to Netrun must purchase a Cyberdeck that will act as their vehicle in the net. To interact with the network beyond the purely physical level that the 'deck provides, characters must purchase programs. Programs are normal powers purchased with the -2 disadvantage “Only in Cyberspace” and OAF (Cyberdeck).
Connecting to the net is a full-phase action, and the network becomes available four segments later. Between the time that the player reconnects and the time the network becomes available, the avatar will stand still, unreacting to the passing net around her.
Some cyberdecks have Variable Power Pools (Net Pool). Having a net pool is analogous to having development tools on a regular computer, it allows construction and modification of programs on an as-needed basis.
Damage taken in the net is applied to the cyberdeck. If the cyberdeck is destroyed (reduced to negative body), then the cyberdeck is destroyed. Damaged (but not destroyed) cyberdecks can be repaired at a rate of 1 body/hour with a successful computer programming roll.
If the cyberdeck is stunned or Knocked Out, then the netrunner is booted from the net. Characters knocked out of the net in this manner can reconnect immediately and all STUN/SIGNAL loss is immediately healed.
Attacks against players (affecting player's body/stun, not the decks) can be made in the net if they have the “Trans dimensional” advantage, but only work against jacked in players and are very rare and almost always illegal.
Cyberdecks:
Cyberdecks are purchased using a combination of vehicle and character templates:
Stats:
Avatar STR (STR)
CPU Speed (DEX)
Lag Compensators (CON)
System Integrity (BODY)
Firewalls and Data Shields (DEF)
#Cores (SPD)
Error Correction and Control (REC)
Connection Integrity (STUN)
Avatar Movement (RUNNING)
Avatar Swimming (SWIMMING)
Avatar Jumping (JUMP)
A basic netrunning cyberdeck has the following stats:
Basic Cyberdeck
Val Char Cost
10 STR 0
10 DEX 0
10 CON 0
10 BODY 0
2 SPD 0
4 REC 0
20 STUN 0
6" RUN 0
2" SWIM 0
0" LEAP 0
Characteristics Cost: 0
Cost Power
18 Cyberdeck: Multipower, 40-point reserve, (40 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), OIF (-1/2)
1u 1) Netrunning: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Limited Power Power loses about half of its effectiveness (Meat body remains in real world, but cannot move, percieve, act.; -1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), Lockout (Augmented Realtiy; -1/2), OIF (-1/2)
1u 2) Augmented Reality: Perceive into a single other dimension with Hearing Group, Sight Group, Smell/Taste Group and Touch Group (40 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), Lockout (Netrunning; -1/2), OIF (-1/2)
20 Avatar: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any shape), Makeover, Reduced Endurance (0 END; +1/2) (70 Active Points); Limited Power Power loses almost all of its effectiveness (only works in cyberspace; -2), OIF (-1/2)
4 Wireless Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2)
22 Cyberdeck Memory: Variable Power Pool (Program Pool), 20 base + 2 control cost, (30 Active Points); all slots Limited Power Power loses almost all of its effectiveness (Only works in Cyberspace; -2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), OIF (-1/2)
Powers Cost: 66
A non-hacking/normal user deck would not have the VPP.