In preparing a fully fledged cyberpunk campaign, I've come across the question of how to make a set of rules for Cyberspace without them being too cryptic, too complicated and fun to play with.
First of all, I've taken some inspiration from the Shadowpunk conversion, and have taken up their money rule, so that my cyber heroes will get 20.000 credits for 1 character point. This is important in so far, as this money is then translated back into character points worth of cyberware and simware, the latter being "powers" in form of software for use in cyberspace.
The cyberspace I have in mind is a rather non-abstract one, the best comparison being either the holodeck, Neo's Matrix or Snow Crash's Metaverse. So it looks and feels real, though its inhabitants can sport some features which wouldn't work in meatspace.
So, the first step into cyberspace is a cyberbrain mind-machine interface piece of actual cyberware (the basic "mind link - machines" power with the "no range" and the "only for properly rigged machines" limiation") and a cyberdeck computer (which among other things gives the user the "extradimensional movement" power). The Cyberdeck then is where this whole "rules set" becomes interesting:
The jacked in character takes his INT, EGO and DEX scores along, the other characteristics then depend on the kind of deck he's using.
The standard "kid's stuff" / office machine cyberdeck gives the user STR, CON, BODY, PRE, and COM scores of 2-3 on the net. And this kind of deck should also probably give the user just half of his DEX to run the net.
This would then cost about 3000-5000 creds.
The next step would then be the Baseline SimDeck, which allows full DEX, but still lumbers around a score of 5-8 for the simnet-characteristics.
Plus, this kind of deck can run simple software, giving the user 10 points worth of "powers" buyable as simware.
A real bargain at 10.000 creds.
Then there is somewhat of a jump in power, as the following step then is the advanced simdeck, which enables the netrunning character with a stable 10 for all of the simnet characteristics, and can run 15 points of software, for the price of 50.000 creds.
Approaching the realm of professional workstations, the high power simdeck then gives the character 20 points to actually build a simnet persona's characteristics, alongside with 20 points of installable simware powers for the steep price of 75.000 credits.
And finally on the bleeding edge the simdeck class which is illegal in many countries, the cutting edge deck, which gives the user 35 points to build his persona's characteristics with, plus 40 points of software powers.
This thing then comes for a whopping 110.000 creds.
I haven't yet had the chance to actually test this system, but it looks promising to me, at least on paper.
Most characters in the setting will have some access to the simnet, due to the basic cyberbrain being a very widespread implant, which is something I'm implementing to negate the usual "and now the netrunner needs 2 hours of the GMs time, the rest of you commence twiddeling your thumbs and watch in awe!" problem netrunners / deckers usually pose for cyberpunk games.
I'm not sure yet as how to handle skills. But as I'm taking a "matrix like" approach to the cyberspace, skills a character has in meatspace should be transferable 1:1 to cyberspace with a baseline deck. Also, skillsofts the character has running in his cyberbrain could be taken along. Just that a character in cyberspace would actually need "equipment programs" worth CPs to do stuff.
For example, lockpicking works similarly in cyberspace as it does in the real world, just that you'd need a lockpick program to pull it off with. Same thing with weapons. They work the same way they do in meatspace, but you still need to actually have one.
Another thing would be superpowers. A person with a non commercially available custom build (and extremely expensive) deck could up the useable CPs for "software" (and characteristics), and thus build a superpowered persona.
It's just a rough sketch up till now, nothing is really final. One CP worth of simware right now translates to about 3000 credits if I'm not mistaken. So by taking the "money" out of the equation that would translate to roughly 6-7 CP in the simnet for ever 1 CP in meatspace.
I've not yet come up with rules for dump shock and taking damage.
I'm toying with the idea that a cyber persona doesn't have STUN, and that "killing damage" in Cyberspace translates into STUN for the character... Which even on paper sounds too complicated somehow. I want to have accessible and fun cyberspace rules.
Suggestions? Ideas? Comments? Thoughts?