Magic

Written by Cowboy (CJ Tipton)

This set of Mystic and Psion rules is intended to provide an alternative to the existing Spycraft/Shadowforce Archer rules for magic use. These alternate rules tend to suit a more active style of magic use, while not requiring the character spend levels on a magic using class. Enjoy!

Magic

Magicians in this setting are mostly self taught, learning from discovered books and scrolls, and occasionally discovering a long lost mystic focus to aid them in their search for power. Magic is not considered a true field of study, and there are no schools at which one can enroll to learn the Craft. Nor is it a true profession, as you are unlikely to find a regular job as a wizard or seer that does not involve telemarketing. This makes the idea of spellcasting classes inappropriate to this environment. In this setting, people with Mystic feats are gifted individuals who are born with unusual abilities. They have no normal outlet for formal training, and instead pursue some other path of expertise while using their spare time to study ancient tomes, collect obscure artifacts, and hone their innate magics. Those rare Magicians employed specifically for their abilities are often given additional time to work on their abilities while pursuing training as a team leader or support specialist.

Latent Magicians

In order to play a Magician, the character must begin play with the Mystic feat. This feat is unavailable for purchase after a character enters play. Without it, the character will never have access to the Arcanist feat, which allows the character to learn spells.

Caster Level

A character with the Arcanist feat gains the ability to cast spells at a level equal to the number of Mystic feats the character possesses.

Magical Pointman

Agents of the Pointman class who possess the Arcanist feat may choose Mystic feats for which they meet the prerequisites with their Cross Class Ability. Additionally, at 9th-level they may take the feat Epiphany as their Cross Class Ability if they meet its prerequisites in order to gain the Magician core ability. This ability allows the agent to subtract the result of any action die spent to increase their effective caster level from the drain of that spell casting only. They may still only take Epiphany once.

Spell Drain

In order to cast the spells that are his stock in trade, a Magician must channel tremendous amounts of power through himself to create even the most minute effects. As one might imagine, this is a tiring and often even injurious process. The amount of energy channeled, and the resulting physical drain, are determined by the Spell Level (see Chapter 11 of the Players’ Handbook and Call of Cthulu, page 286). Note that certain Mystic feats also increase the drain of a spell and a Magician may voluntarily cast a spell at a higher spell level in order to make it more difficult to resist. Drain is taken first to Vitality, and then to Wounds when all of the characters Vitality has been absorbed. Wounds lost to drain are generic, and no hit location roll should be made.

Spell Level Drain
0 level 1d3
1st-level 1d6
2nd-level 2d6
3rd-level 3d6
4th-level 4d6
5th-level 5d6
6th-level 6d6
7th-level 7d6
8th-level 8d6
9th-level 9d6

Ability Bonuses

Upon gaining the Thaumaturgist feat, the character gains access to a group of feats based on the meta-magics of Dungeons & Dragons and must choose a spell casting attribute. That attributes bonus is added to the DC of any save made against the characters spells and also provides a bonus pool of Vitality points which may be used exclusively to absorb spell casting drain. To determine the amount of Drain bonus Vitality received multiply the attribute bonus by the characters caster level.

Learning New Spells

In the event that a character should come across a book or scroll containing a spell, it must be studied extensively in order to be of use. A Knowledge (Occult) skill check with a DC of 15 plus the spells level must be made, with a base time of 24 hours plus an additional 24 hours per spell level. A successful check indicates that the spell has been learned and can now be cast normally. Only a character who possesses the Arcanist feat may use the Knowledge (Occult) skill in this fashion.

Thirst

Like rituals, each spell has a Thirst DC. Unlike rituals however, the number of spells you know are not factored into the Thirst DC (although known rituals still increase the DC normally). The Thirst DC of any spell is equal to the spells normal save DC (10+ the spells level + the casting attribute bonus). As with rituals, if the caster fails the Will save vs. the Thirst DC, he gains 1 thirst level.

Note that innate spells do not cause Thirst checks, as these powers are natural to the user and do not carry with them the tainted allure of an Arcanists spells or a Magis rituals.

Psionics

Psionic abilities in this setting are not “trained” any more than magic is. This makes the idea of the Psion classes inappropriate in the same way as spell casting classes. In this setting, people with Psion feats are gifted individuals who just happen to possess certain knacks and unusual abilities. They have no normal outlet for formal training, and instead pursue some other path of expertise while using their spare time to hone their latent abilities. Those rare psions employed specifically for their abilities are often given additional time to work on their abilities while pursuing training as a team leader or support specialist.

Latent Psions

In order to be a Psion, a character must begin play the Psion Prodigy feat. This feat represents the character having been born with that little something special that makes them able to tap into the hidden resources of their mind and come out with things besides old phone numbers and where they left their car keys. This feat may be taken again at later levels if the character already possesses it, but is otherwise unavailable for purchase. Without it, the character cannot purchase the Psionicist feat, which is the only way to gain access to the Mentalist, Physical Adept, and Telepath feat trees and through them learn Psion skills.

Psion Level

A character with the Psionicist feat gains the ability to use Psion powers at a level equal to the number of Psion feats the character possesses.

Psionic Pointman

Agents of the Pointman class possessing the Psionicist feat may choose a Psion feat for which they meet the prerequisites with their Cross Class Ability. Additionally, at 9th-level they may take the feat Epiphany as their cross class ability if they meet its prerequisites in order to gain the Psionic core ability. This ability allows the agent to the result of any action die spent on a Psion skill check to their Psion level for determining the effectiveness of the power for that skill check only. They may still only take Epiphany once.

New Feats

Advanced Skill Feats

Epiphany

The character has achieved enough active experience in a secondary class that, after a particularly traumatic/enlightening episode, he sudden learns the true depth of his alternate field of expertise.
Prerequisite: Agent Level 7+, Secondary Class Level 4+, Wisdom 13+, Intelligence 13+, and must have achieved an exploding action die on a check that the secondary classes core ability normally affects.
Benefit: Allows the character to use the core ability of a single secondary class.
Special: This feat can only be taken once.

Style Feats

Congregation

Prerequisite: Ordained Minister, Agent level 6+
Benefit: The character gains access to a congregation. The congregation is considered to be helpful for the purposes of interaction. Use the rules for Leadership in the Dungeons & Dragons Dungeons’ Masters Guide, page 45 to determine the size of the congregation. The minister does not gain access to a cohort.

Ordained Minister

Prerequisite: Knowledge (religion) or Profession (Priest) at 5+
Benefit: the Character is a priest or priestess of his/her religion. He receives a +1 on all checks when dealing with members of his faith.

Mystic Feats

Arcanist

The character is a student of the Craft.
Prerequisite: Mystic, Knowledge (Occult) rank 1+
Benefit: The agent gains the ability to learn and cast spells at a caster level equal to the number of Mystic feats possessed, with a Save DC determined by spell level only.

Delay Spell

Prerequisite: Must possess a feat that lists Thaumaturgist as a prerequisite.
Benefit: see Forgotten Realms Campaign Setting, page 34. Spell drain increases by 3d6.

Empower Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 82. Spell drain increases by 2d6.

Enlarge Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 82. Spell drain increases by 1d6.

Extend Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 82. Spell drain increases by1d6.

Faith’s Blessing

Prerequisite: Great Faith, Agent Level 12+
Benefit: the character may set his True Faith ability on an area no more than 10 ft. by 10 ft. Setting this “ward” requires 30 minutes of preparation and materials suitable to the characters faith (holy water, incense, etc.), during which time he makes a Will save to set the Will save DC for any Undead encountering the protected area. There is no limit to the number of Undead that may be turned at once by this effect, but if even one creature succeeds in a Will Save vs. the sanctified area, the warding effects are lost until the area is re-sanctified.

Great Faith

Prerequisite: True Faith
Benefit: Allows a turning attempt to be made against up to (characters Charisma modifier +2) targets.

Intense Faith

Prerequisite: True Faith
Benefit: The character receives a +4 to Will saves made using the True Faith feat.

Maximize Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 83. Spell drain increases by 3d6.

Not Afraid of the Dark

Prerequisite: Knowledge (Occult) at 5+. Additionally, the character must have succeeded at a Will save versus a Supernatural Entity (such as a Demon, Zombie, etc.).
Benefit: Provides a +4 on Will saves against Supernatural Entities, including fright checks.

Persistent Spell

Prerequisite: Extend Spell
Benefit: see Forgotten Realms Campaign Setting, page 37. Spell drain increases by 4d6.

Quicken Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 84. Spell drain increases by 4d6.

Rebuke the Unholy

Prerequisite: True Faith
Benefit: The characters True Faith ability can now be used to effect other types of supernatural entities, such as demons.

Silent Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 85. Spell drain increases by 1d6.

Still Spell

Prerequisite: Thaumaturgist
Benefit: see Players’ Handbook, page 85. Spell drain increases by 1d6.

Thaumaturgist

The character has become highly proficient magician, wielding the Craft with great skill.
Prerequisite: Arcanist, Initiate, either Intelligence, Wisdom, or Charisma at 13+
Benefits: The character gains access to a spell casting attribute, choosing between Intelligence, Wisdom, or Charisma. The chosen attributes bonus will be added to the DC of saving throws made against the characters spells, and be used to determine the characters Drain Bonus (see Magic below).

True Faith

Prerequisite: Wisdom 13+, and either Ordained Minister or Not Afraid of the Dark.
Benefits: As a standard action, a character can present a symbol of faith (such as a cross or pentacle, etc.) with the purpose of turning the Undead. Any Undead creature so opposed who fails a contested Will save vs. the character cannot approach within 10 ft. of him and is stunned for a number of rounds equal to the amount by which the save was failed.

Twin Spell

Prerequisite: Must possess a feat that lists Thaumaturgist as a prerequisite.
Benefit: see Forgotten Realms Campaign Setting, page 39. Spell drain increases by 4d6.

Undead Slayer

Prerequisite: Great Faith, Agent Level 12+
Benefit: The character no longer needs to spend an action die to activate a critical against the Undead.

Psion Feats

Psionicist

Having grown beyond your meager beginnings, you have learned to tap the hidden reservoirs of your mind.
Prerequisite: Psion Prodigy.
Benefits: Agents with this feat may choose feats from any of the Psion feat trees (Mentalist, Physical Adept, and Telepath), and gain a Psion level equal to the number of Psion feats possessed.

Hit Locations and Aimed Shots

Written by Cowboy (CJ Tipton)

Simplified from my original hit location rules: when taking an aim action a character may increase their attack threat range by taking a penalty to hit equal to twice the threat range increase.

Any attack that does wound point damage should have the location of the hit determined on the table below. Following this, a Fortitude save (DC 10 + wounds taken) should be made to see if the location hit has been “crippled”. Failure indicates the area is crippled, apply the details of the injury listed with that hit location. The effects of a critical failure on the Fortitude save versus crippling are determined by the GC. Penalties are assessed as non-proficiency armor check penalties (Spycraft Espionage Handbook, p.109). Multiple “crippling” effects are cumulative, and are in addition to the basic penalties for being wounded.

1d100 Location Effect
1-2 Top of the Head Save at -2, -3 wounds per minute, -2 Int and Wis, -4 to all checks: stop drooling
3 Left Eye Save at -4, -4 penalty, -2 wounds per minute, -2 Chr, no depth perception
4 Right Eye Save at -3, -4 penalty, -2 wounds per minute, -2 Chr, no depth perception
5 Nose Save at -4, -2 penalty, -2 wounds per minute, -2 to Chr
6 Jaw Save at -2, -2 penalty, -1 wound per minute, -2 Chr, can’t eat solid food
7 Throat Save at -4, -4 penalty, -3 wounds per minute, can’t speak
8 Left Shoulder -4 penalty (-1 permanent)
9-10 Upper Left Arm -2 penalty, -2 wounds per minute
11 Left Elbow -4 penalty (-1 permanent)
12-13 Left Forearm -2 penalty, -2 wounds per minute
14 Left Wrist -2 penalty (-1 permanent)
15 Left Hand -2 penalty (-1 permanent), release any held items
16 Finger -1 permanent penalty, release any held items
17 Thumb -2 penalty (-1 permanent), release any held items
18 Right Shoulder -4 penalty (-1 permanent)
19-20 Upper Right Arm -2 penalty, -2 wounds per minute
21 Right Elbow -4 penalty (-1 permanent)
22-23 Right Forearm -2 penalty, -2 wounds per minute
24 Right Wrist -2 penalty (-1 permanent)
25 Right Hand -2 penalty (-1 permanent), release any held items
26 Finger -1 permanent penalty, release any held items
27 Thumb -2 penalty (-1 permanent), release any held items
28-47 Chest Save at -2, -4 penalty, -3 wounds per minutes
48-62 Abdomen Save at -4, halve movement, -6 penalty, -3 wounds per minute
63-66 Groin Save at -4, halve movement, -6 penalty, -3 wounds per minute, fall down
67-70 Left Hip Halve movement, -4 penalty (-1 permanent), fall down
71-75 Left Thigh Halve movement, -2 penalty, -2 wounds per minute
76 Left Knee Halve movement, -4 penalty (-1 permanent), fall down
77-80 Left Calf Halve movement, -2 penalty, -2 wounds per minute
81 Left Ankle Halve movement, -4 penalty (-1 permanent), fall down
82-83 Left Foot Halve movement, -4 penalty (-1 permanent), fall down
84-87 Right Hip Halve movement, -4 penalty (-1 permanent), fall down
88-92 Right Thigh Halve movement, -2 penalty, -2 wounds per minute
93 Right Knee Halve movement, -4 penalty (-1 permanent), fall down
94-97 Right Calf Halve movement, -2 penalty, -2 wounds per minute
98 Left Ankle Halve movement, -4 penalty (-1 permanent), fall down
99-100 Right Foot Halve movement, -4 penalty (-1 permanent), fall down

The structure of the table above was taken from Palladium’s Recon RPG, originally available as a free download from their website.

Agency Structure and Training

Written by Cowboy (CJ Tipton)

Agent Ranks

The Agency assigns ranks based on seniority, mission completion, and a variety of other criteria. While the Agency rank structure is significantly different from military rank structure, Agency personnel are treated as having an honorary rank by related military organizations. The agent is considered to have a superior date of rank to any military personnel encountered. An agent’s rank gives him a number of benefits, the most prominent of which is an increasingly larger paycheck and a better clearance level.

The Clearance levels correspond to feats in the “New Feats” section below. These are gained automatically with the assignment to the new Agent Rank.

Acquisition of New Skills And Feats

There may be times when a character wants to learn a skill or feat, but has not yet made a level. In this instance, the character may pay experience points for them, and spend some time training (or, in the case of certain feats, perform some other task). The amount of time and XP required are listed below. In order to acquire a new skill or feat, the character must have some way to study the new feat. This could be a teacher, a textbook, a piece of software, or a public television how-to show.

Remember that the experience points spent are gone permanently. Characters must meet all prerequisites of the feat they are buying, and non-class skills still cost double.

The Game Control reserves the right to hand out skills and feats as appropriate, withholding the necessary experience points from mission awards.

New Feats

The feats listed below were inspired by Security Clearance Feats by B.D. Flory. These are considered to be Style feats.

Alpha Clearance

Prerequisite: Agent Level 1+
Benefit: The agent receives a +2 bonus to favor checks.

Bravo Clearance

Prerequisite: Agent Level 6+, Alpha Clearance
Benefit: The agent may attempt a favor check every 12 hours, and the GC must spend an extra action die to activate a critical failure on the agent’s favor checks.

Charlie Clearance

Prerequisite: Agent Level 11+, Bravo Clearance
Benefit: The agent may raise the priority of a mission by one level during the Gear up phase (Changing Code: Yellow to Code: Red, etc).

Delta Clearance

Prerequisite: Agent Level 16+, Charlie Clearance
Benefit: On a successful favor check the requested items arrive in one hour.

Item Experience Point Cost Training Time
Skills (per point) 500 10 hours
Feats 2500 x (# of Prerequisites +1) 50 hours x (# of Prerequisites +1)
Agent Rank Military Rank (Navy/Army) Pay Grade Agent Level Clearance
Agent Ensign/Lieutenant Mission BP x $150 1-5 Alpha
Senior Agent Lieutenant/Captain Mission BP x $200 6-10 Bravo
Ops Officer Commander/Major Mission BP x $300 11-15 Charlie
Ops Chief Captain/Colonel Mission BP x $500 16-20 Delta

Martial Arts Styles

Written by Chris Gunning

Writer’s note: I picked up the Pan-Asian Collective sourcebook for Shadowforce Archer – mostly because I have been dying for some descent d20 martial arts rules. The book does a good job in presenting a good deal of options for a martial artist, including some nice stance feats. But man, oh man, there are just too many feats right now for Spycraft/SFA. This is one approach to help maximize the use of a character’s feat slots while also giving them a bit more color.

Moreover, I was hoping to have some direction in order to make a master of Aikido or Ninjuitsu or whatever, but what I got was some very basic rules that need some direction. So, here is that direction. I do not claim to be a martial artist, I am much more of an armchair scholar when it comes to the fighting arts, so I am sure someone out there a bit more knowledgeable can critique my presentation. Plus, I made a lot of these with a mind to make them specifically applicable to Spycraft as well as fun – so in many cases realism is sacrificed for playability. Please, feel free to critique… I would love to get the following a bit more in line with real martial fighting forms.

Please Note: You must own a copy or have access to the Shadowforce Archer sourcebook The Pan-Asian Collective. While the Spycraft core book is useful for helping define basic martial arts, The Pan-Asian Collective gives you the feats and options necessary to use the following rules. These rules are to represent those individuals that place a good amount of time and effort into learning a martial art – rather than some who uses it as a pastime. Those who self describe themselves as a martial artist or a practitioner of a particular style are those people represented in these rules.

Requirements: In order to train and adopt one of the many Martial Arts Styles presented here a character must have an Unarmed Combat feat slot available. Any feat slot in which a character may purchase an Unarmed Combat feat will suffice. By selecting a Martial Arts feat as an Unarmed Combat feat, your character gains a series of other feats simultaneously. A character must meet the requirements for ALL the feats gained by selecting a Martial Arts feat.

If, for any reason, the character already has one of the feats granted by a Martial Arts feat, they gain no additional benefit nor do they gain a “discount” on the xp cost. Your character relearns what they already knew but gains nothing exceptional from that particular training.

For each level of a particular Martial Arts adopted, a character must have 2 skill levels in the skill Knowledge (Martial Arts). This skill is defined on p.43 of the Pan-Asian Collective sourcebook. Thus, a character with 2 feat levels of a Style, they must have 4 levels in the associated skill.

Any prerequisites gained via a martial arts grouping are waived. Additionally, a character must have experience points available to spend. This experience point expenditure must be done all at once and in such a way that it does not drop a level of the character. The experience points, once spent are lost forever, period. The expenditure represents the time and effort required for a character to learn a level of a martial arts style – the training does not come cheap! In other words, a character who is only 100 experience points into their newest level, may not spend more than those 100 experience points in an effort to train in a Martial Art style.

Finally, a character must spend the time indicated in the feat description. It takes a good amount of concentration and work to become competent in these Styles at the level represented, and should be represented in game.

In effect, for the cost of a single feat slot, 2 skill points and a variable amount of xp, the character gains a series of related feats that form the base of a particular martial arts style.

Any reference to a “Stance” feat refers to those feats listed in the Unarmed Combat feat tree with the word “stance” in the title.

The Martial Arts Styles

Aikido Basics

You have studied the most popular soft art, perfecting your ability to fight any foe using throws and grabs. Your enemies momentum and anger is a weapon you are all to familiar with – and more than capable of using.
Prerequisites: Martial Arts, Expertise, Chi Strike, 2d6 months of training, 1300 xp
Special: Only make subdual damage when using this style.
Benefit: Gain the feats: Open Stance, Blocking Basics, Dodging Basics, Holding Basics, and Throwing Basics.

Aikido Mastery

You have advanced to a notable level in Aikido, so much so that you are known to other practitioners and could train someone if you see fit. As long as you choose, you can enter combat and all but refuse to directly damage your opponent and still walk away victorious.
Prerequisites: Aikido basics, 2d6 months of additional training, 2800 xp
Special: Only make subdual damage when using this style.
Benefit: Gain the feats: Soft Master, Crane Stance, Blocking Mastery, Dodging Mastery, Holding Mastery, and Throwing Mastery.

Jujutsu (Judo) Basics

You now know one of the most offensive and direct martial arts in existence. Originally created by and for the Samurai class, this style is all about doing the most damage with the shortest amount of effort.
Prerequisites: Any one stance feat. Martial Arts, Expertise, Chi Strike, 2d4 months of training, 1800 xp
Special: May use a Basic Combat Feat slot or Melee Combat Feat slot instead of the normal Unarmed Combat feat slot.
Benefit: Gain the feats: Fluid Arts, Kicking Basics, Punching Basics, Throwing Basics, any one Stance feat, any one Melee Combat feat.

Jujutsu (Judo) Mastery

You are a master of damaging your foes. You are quick and efficient and more than a little scary to watch in combat. At this point you have also learned how to combine your knowledge of jujutsu with armed combat to make you even more effective.
Prerequisites: Jujutsu Mastery, 2d4 months of training, 3200 xp
Special: May be armed with a melee weapon while performing any of the jujutsu associated feats.
Benefit: Gain the feats: Punching Mastery, Kicking Mastery, Throwing Mastery, Linear Arts

Shao-lin Kung Fu Basics

This style is considered the basis for many other styles, and to some, is the basis on which every other eastern martial art is based. When first unveiled by the Shao-lin monks of ancient China, they were considered a security threat to the state- they were that effective.
Prerequisites: Warrior’s Grace, Martial Arts, 1d10 months of training, 1300 xp.
Special: May use a Basic Combat Feat slot or Melee Combat Feat slot instead of the normal Unarmed Combat feat slot.
Benefit: Gain the feats: Ready Stance, Punching Basics, Rolling Basics, Kicking Basics, Dodging Basics.

Shao-lin Kung Fu Mastery

There are few Martial Arts masters that are so versatile as the master of Shao-lin. You are prepared for any combat situation and it takes a truly Herculean effort to catch you off guard.
Prerequisites: Shao-lin basics, 2d10 months of training, 2700 xp.
Special: Never considered flat-footed except in cases of supernatural intervention (Control approval), even when surprised or ambushed.
Benefit: Gain the feats: Shifting Stance, Punching Mastery, Rolling Mastery, Kicking Mastery, Dodging Mastery.

Tae Kwon Do Basics

Tae Kwon Do focuses heavily on kicks and as such, is noted as a very aggressive art. While Tae Kwon Do does emphasize the usefulness and effectiveness of kicking, the rest of the body is not ignored- with the end result being a very resourceful fighter. This art has become quite popular around the world, most notably with many military forces.
Prerequisites: Chi Strike, Martial Arts, 1d8 months of training, 1100 xp.
Special: None.
Benefit: Gain the feats: Forward Stance, Punching Basics, Kicking Basics, Vital Point Basics.

Tae Kwon Do Mastery

The master of Tae Kwon Do is matched only by a few in raw offensive capabilities. They are strong, resilient, and able to do things with their legs in combat that many would simply not believe.
Prerequisites: Tae Kwon Do Basics, 1d8 months of training, 2500 xp.
Special: +2 damage to all attacks involving kicks.
Benefit: Gain the feats: Linear Arts, Iron Fist (foot), Kicking Mastery, Kicking Supremacy, Vital Point Mastery.

Wu Shu Basics

Wu Shu Kung Fu is the People’s Republic of China’s official combat form and as such, is highly structured. There is a heavy emphasis on the importance of the body over the soul in Wu Shu even in non-Chinese dojos. Jumps, twists, and back flips are all standard maneuvers for this style- making it a very flashy Martial Art to witness.
Prerequisites: Martial Arts, Mobility, 2d8 months of training, 1800 xp.
Special: May use a Basic Combat Feat slot or Melee Combat Feat slot instead of the normal Unarmed Combat feat slot.
Benefit: Gain the feats: Shifting Stance, Acrobatic, Athletic, Jump Up, Kicking Basics, Punching Basics, Dodging Basics, Rolling Basics.

Wu Shu Mastery

You are a sight to behold. You move with a fluidity matched only by other acrobatic forms and are quite capable of arming yourself with a weapon to make your attacks all the more effective. It is exceedingly difficult to anticipate your movements of such a fighter as you can strike from just about any angle with any portion of your body.
Prerequisites: Wu Shu basics, 2d8 months of training, 3700 xp.
Special: May be armed with a melee weapon while performing any of the Wu Shu associated feats.
Benefit: Gain the feats: Surge of Speed, Flag Dance, Kicking Mastery, Punching Mastery, Dodging Mastery, Rolling Mastery, any one Melee combat feat.

Capoeira Basics

Capoeira hails from Brazil and South America. Capoeira was originally practiced by plantation slaves who were forbidden from fighting and often chained while working. Because of the difficult constraints on fighting the slaves developed a fighting style that could masquerade as dancing while still be as deadly as any other martial art.
Prerequisites: Martial Arts, Mobility, 3d6 months of training, Athletic, Profession (Dance) 4 Ranks, 1800 xp.
Special: Capoeira usually requires a good deal of room to perform- thus, cramped conditions preclude the use of this martial art (GC’s judgment call). Also, if the dancer wishes to conceal their fighting as dancing they may do so as opposed roll using their profession (dance) skill.
Benefit: Gain the feats: Inverted Stance, Acrobatic, Athletic, Jump Up, Kicking Basics, Dodging Basics, Rolling Basics.

Capoeira Mastery

Your sheer physical prowess through Capoeira is astounding. You are the epitome of grace and power, moving in great beautiful arcs, devastating and skillful kicks, and jumping into the air as if the sky is your home.
Prerequisites: Capoeira Basics, 1d8 months of training, 3000 xp.
Special: At the beginning of a combat turn if you make a profession (dance) check (DC 20) then all error ranges to hit you is increased by 2.
Benefit: Gain the feats: Monkey Stance, Kicking Mastery, Kicking Supremacy, Dodging Mastery, Rolling Mastery.

Armed Arts Basics

You have studied the intricacies of using a particular melee weapon in martial combat. As such, you are a force to be reckoned with, combining the deadly utility of a weapon with conditioned training. This style represents everything from Kendo and fencing to Arnis and everything in-between.
Prerequisites: Martial Arts, Expertise, 2d6 months of training, 1500 xp.
Special: Must use a specific melee weapon type while using this martial art. Weapon types may not be substituted. You must use a Melee combat feat for this martial art.
Benefit: Gain the feats: (Selected Weapon) Basics, Guard Stance, Blocking Basics, Dodging Basics, Contempt, Signature Gear (selected weapon).

Armed Arts Mastery

You have trained extensively with your chosen weapon, so much so that the weapon is a mere extension of yourself.
Prerequisites: Martial Arts, Expertise, 4d6 months of training, 2900 xp.
Special: Must use a specific melee weapon type while using this martial art. Weapon types may not be substituted. You must use a Melee combat feat for this martial art.
Benefit: Gain the feats: (Selected Weapon) Mastery, Forward Stance, Blocking Mastery, Dodging Mastery, Trademark Weapon (selected weapon).

Playboy Spy Prestige Class

Written by Dave McAlister and Cameron J. Haigh

The playboy spy, a staple of espionage novels for many years, nearly never sets out with the intention of becoming a spy. It’s more something he falls into, normally as a result of being in the wrong place at the wrong time. However, that is not to say he doesn’t have something to offer, and those who would underestimate him do so at their own risk.

Abilities: The playboy spy relies on his intuition and common sense to avoid trouble and, if, or when, that fails, his natural agility. To this end, his most useful abilities are Wisdom and Charisma with Dexterity close behind.

Vitality: 1d8 plus Constitution bonus per level.

Requirements
To become a playboy spy, an agent must meet all of the following requirements:
Cultures: 8 ranks.
Languages: 8 ranks.
Feats: The Look, Filthy Rich.

Class Skills
The playboy spy’s class skills are Appraise, Bluff, Boating, Bureaucracy, Cultures, Diplomacy, Driver, Escape Artist, First Aid, Gather Information, Handle Animal, Hobby, Innuendo, Intimidate, Knowledge, Languages, Listen, Pilot, Profession, Sense Motive, Sleight of Hand, Sport, Spot, Swim, and Use Rope.

Skill Points at Each Level: 8 + Int modifier.

Class Features
All the following are class features of the playboy spy.

Class Feats: The playboy spy gains the following feats at 1st level. Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee)
Favourable: Whenever a playboy spy spends an action die on a Favour check he can also roll that die and add it to the roll. This is the playboy spy’s core ability.
Influence: The playboy spy must be able to influence people with his money and standing where ever he goes, and must know where to apply the right pressure. Additionally, he must also be able to speak their language. At 1st level, Bureaucracy, Cultures, Intimidate and Languages all gain a +2 bonus.Also, the respective threat ranges are all increased by one. At 4th, 7th, and 10th levels the bonus increases by +1 and the threat range by one.
Resource Access: Starting at 2nd level, once per game session, the playboy spy may call upon an acquaintance who remembers him fondly. This friend is considered helpul when using the disposition system (see the Spycraft Espionage Handbook, page 269). The friend shows up with 1d6 hours and helps out one time to the best of his ability, as long as doing so doesn’t put him or his loved ones in danger. The friend has one specific skill or object (such as a boat of plane) at his disposal, chosen by the playboy spy. If the playboy spy is calling upon the friend for a skill, the skill is equal to the playboy spy’s class level. If calling upon the friend for the use of an object, it cannot cost more than the playboy spy’s class level in either budget points or gadget points, and must be returned to the friend after use. For every 4 levels after 2nd, the playboy spy may use this ability an additional time per game session. This ability is an extension of the Backup ability of the faceman. That is, if a faceman takes the appropriate levels in this prestige class, his Backup ability keeps progressing and the total of the faceman and playboy spy class levels are used to determine skill level, budget or gadget points. Additionally the Old Debts feat works with this ability.
Bonus Feats:Beginning at 3rd level, the playboy spy gains a bonus gear or style feat. He must still meet all prerequisites for this feat. He receives another bonus feat from these trees at 5th, 7th, and 9th levels.
Personal Gear: Every playboy spy collects a wide variety of gear, except firearms, which he may distribute to his team when necessary. At 4th level, the playboy spy and each member of his team pays only three-quarters of the standard BP cost of all gear, except firearms, requisitioned (rounded down). At 8th level, this is further reduced to half of the standard BP cost of the gear requisitioned (again, rounded down).
VIP: The playboy spy may use his status to call in a favour, once per session, without using an action die.For all purposes, he is considered to have rolled a 20 for the Favour.

Playboy Spy

Class Base Fort Ref Will Def Init Budget Gadget Special
Level Attack Save Save Save Bonus Bonus Points Points  
1 +0 +1 +2 +1 +0 +0 3 1 Favourable, influence
2 +1 +2 +3 +2 +1 +1 6 2 Resource access 1/session
3 +1 +2 +3 +2 +1 +1 9 3 Bonus feat
4 +2 +2 +4 +2 +2 +2 12 4 Personal gear (three-quarter cost), advanced influence
5 +2 +3 +4 +3 +2 +2 15 5 Bonus feat
6 +3 +3 +5 +3 +2 +2 18 6 Resource access 2/session
7 +3 +4 +5 +4 +3 +3 21 7 Bonus feat, grand influence
8 +4 +4 +6 +4 +3 +3 24 8 Personal gear (half cost)
9 +4 +4 +6 +4 +4 +4 27 9 Bonus feat
10 +5 +5 +7 +5 +4 +4 30 10 Perfect influence, resource access 3/session, VIP

Security Clearance Feats

Written by B.D. Flory

Webmaster’s Note: These feats were designed after a thread on the official Spycraft Mailing List brought up the subject of Security Clearances in relation to agents.

Red Clearance

Prerequisite: Agent Level 1+
Benefit: The class bonus granted to your favour checks is increased to +4. For multiclass agents, this applies only the bonus granted by the class in which the agent is the greatest level.

Orange Clearance

Prerequisite: Agent Level 3+, Red Clearance
Benefit: +2 bonus on all favour checks. This is cumulative with the bonus granted by Red Clearance.

Yellow Clearance

Prerequisite: Agent Level 6+, Orange Clearance
Benefit: Your favour checks no longer automatically fail on a 1, unless the GC spends an Action Die.

Green Clearance

Prerequisite: Agent Level 9+, Yellow Clearance
Benefit: Your team may attempt a favour check once every 12 hours.

Blue Clearance

Prerequisite: Agent Level 12+, Green Clearance
Benefit: During the gearing up phase of each serial, you may raise the priority code of the serial by one step (making a Code: Yellow serial Code: Red, for example).

Indigo Clearance

Prerequisite: Agent Level 15+, Blue Clearance
Benefit: On a successful favour check, regardless of the type of favor, the requested information, supplies, backup, etc. arrives in one hour or less.

Violet Clearance

Prerequisite: Agent Level 18+, Indigo Clearance
Benefit: During the gearing up phase of each serial, you may raise the priority code of the serial to Code: Black.

C2020 Cyberware Conversion

Written by Cowboy (CJ Tipton)

This supplement will clarify rules concerning conversion of Cyberpunk 2020 cyberware items into their d20 System equivalents for use with the Spycraft game. Bon Appetite!

Cyberware Conversions

Use the following table to convert Cyberpunk 2020 cyberware to d20 format:
INT – Intelligence. Double the C2020 modifier.
REF – Dexterity. Double the C2020 modifier.
COOL – Will Save. Use the C2020 number, or bonus, as a modifier to the characters class based Will save.
ATTR – Charisma as it applies to physical attractiveness only. Use the C2020 bonus or penalty to modify Charisma based social skills and checks.
TECH – Intelligence as it applies to technical skills. Use the C2020 bonus to modify Intelligence based technical skills such as Electronics, Mechanics, and Computers.
MA – Movement rate. Every point of MA over 10, and every +1 to MA translate to +5ft. of base movement.
EMP – Charisma. Use twice the listed value.
LUCK – Used only on NPCs, double this number to find their effective action dice level.
BODY – The most ambiguous statistic, it sometimes represents Strength, other times Constitution, and sometimes both! Read the specific modification, double the bonus and add it to the appropriate statistics (e.g. Bob the Cyber Soldier gets a level of Grafted Muscles, which add to his Strength. Janey the Street Ronin gets Muscle & Bonelace installed and increases both her Strength and Constitution. Janey kicks the crap out of Bob).
HC or H. Loss – The amount by which your humanity is reduced by a piece of cyberware remains the same as in C2020, and is listed with each items description.
Initiative Bonuses – These are added directly as an enhancement bonus to Initiative and Reflex saves.
Skill Bonuses – Bonuses to specific skills are added directly as an enhancement bonus to the equivalent skill, check, or saving throws (e.g. Tired of getting his butt kicked, Bob gets the new Dodgeball cybereye option, which adds +1 to his Melee and Unarmed attacks after 30 seconds of observing his target. But Janey has Image Enhancement cybereyes, which give her a +2 to Spot and Search checks. Seeing Bob observing her during a dust down, Janey kicks the crap out of Bob after only 24 seconds, denying Bob both his attack bonus and the ability to eat solid food for a few weeks).
Cyberlimbs – Used to deliver an unarmed blow, a cyberlimb will increase the characters base unarmed damage by 1 place on the following table, and cyberarms can crush for +1 additional place (e.g. Janey’s new cyberarm does 1d8 because she is an M creature with the Martial Arts feat).

1 1d2 (S creature unarmed damage)
2 1d3 (M creature unarmed damage)
3 1d4 (L creature unarmed damage)
4 1d6
5 1d8
6 1d10
7 2d6
8 2d8
9 3d6
10 2d10

Cyberarmor & SP – Find the Damage Resistance or Hardness of an item by dividing the SP by 3. The items Wound points are equal to the listed SDP value (e.g. Janey’s new cyberarm has thickened myomar muscles, reinforced joints, and an armored cover. The arm has a Hardness of 7 and 30 wounds. As a side note, the thickened myomar also increases Janey?s punch damage to a whopping 2d8! Bob goes in for Subdermal Armor, giving him Damage Resistance 6/-).
Other Cyberware – ‘Ware on the market can make you ambidextrous, let you see other light spectrums, let you smell and hear outside the normal human range, and let you perform detailed scientific analysis of your environment using only internal systems. If the ability in question matches a Feat or Special Ability, then the cyberware is considered to provide a Virtual Feat or Extraordinary ability. For other abilities, approximate the effect with the help of the GM as best the two of you are able (e.g. In addition to Image Enhancement, Janey?s right eye also has Low Lite and Anti-Dazzle, giving her the Low Light Vision extraordinary ability, and immunity from the blinding effects of flash grenades and Dazzle spells. Bob has a Radar Sensor implanted in his chest, and a pair of cybereyes containing Times Square Plus, and Teleoptics. Bob gains the extraordinary ability Blind Sight/300 ft. and the ability to ignore the first and every other range increment (1st, 3rd, 5th, etc.) for Spot checks and Ranged attacks (based on the telescopic weapons sight)).
Cyberlinked Devices – All Cyberlinks provide +2 to the effective skill used to operate the device the link was designed for while the user is plugged into the device. This bonus is in addition to any bonus provided by the specialized link (Smartgun links provide an additional +2), peripherals (cyberoptic Targeting scopes add +1 to the effectiveness of a Smartgun link), or equipment modifications (Match grade weapons are +1 to hit). The cost to add a cyberlink to a piece of equipment is listed with the link type (C2020, p. 82).

Humanity Loss

For every 5 Humanity lost to cybernetics your CHA suffers a virtual loss of 1. This virtual CHA loss represents your current Empathy (EMP). Your actual CHA is not reduced. If your EMP is ever reduced to 3 or less from Cyberware, then you run the risk of going Cyberpsychotic. If this happens, make a WIL Save (DC 10 + points of EMP lost to Cyberware) at the end of each month or go Cyberpsychotic. Magical beings (such as the Sidhe) reduced to 3 or less EMP must also make a Fort Save (DC 10+ points of EMP lost to cyberware) once per day or enter a coma. If at any time your EMP is reduced to 0 or less due to Cyberware, you go Cyberpsychotic within 1 week?s time! Magical beings reduced to 0 EMP die.

Any means to improve a PC’s CHA (which also increases your EMP) is a good thing for a person with cyberware as this allows them to regain a bit of their humanity back! They don’t gain back any of the HC of the cyberware they just add a bit more on to their chances of not going cyberpsychotic! It also allows them to plug more chrome into themselves!

If the PC has any type of Charisma based magical abilities, use their EMP for the purpose of determining the PC’s casting bonus with Charisma based spells only. Sorcery and cyberware don?t mix.

Surgery Code Changes

Minor: 1d3 Temp Con Loss; Major: 1d6 Temp Con Loss; Critical: 1d10 Temp Con Loss. If the Con loss results in zero or less CON then the PC is in a coma until his CON raises to 1.

Orbital Cyberclinics

“Orbital” cyberclinics provide a higher grade of tech and surgery, providing significant reduction in the rejection threshold (and Humanity cost) of cyber ware implanted at these facilities. “Orbital” refers to the grade of the tech, not the actual location of the clinics (though some of the best are in LEO facilities).

Saying that you have “orbital” grade ware is like saying you got the deluxe model.

The cost of Orbital grade ware is increased by the maximum HC x $1000. Surgery takes a number of days equal to the maximum humanity cost of the implants. At the end of that time, no fortitude save is required to avoid rejection. Roll the humanity cost of the implants twice, subtracting the lower roll from the higher roll, and use the result as the actual humanity cost. The minimum Humanity cost is still the number of dice rolled plus any adds.

As an added benefit, Orbital grade cyberware is at +2 to Saves against electrical and water damage.

There is a six month waiting list on Orbital Clinic space, although this can be reduced by calling in favors, bribes (generally based on the price of the surgery and implants), etc.

C2020 Cyberware Conversion

Written by Cowboy (CJ Tipton)

This supplement will clarify rules concerning conversion of Cyberpunk 2020 cyberware items into their d20 System equivalents for use with the Spycraft game. Bon Appetite!

Cyberware Conversions

Use the following table to convert Cyberpunk 2020 cyberware to d20 format:
INT – Intelligence. Double the C2020 modifier.
REF – Dexterity. Double the C2020 modifier.
COOL – Will Save. Use the C2020 number, or bonus, as a modifier to the characters class based Will save.
ATTR – Charisma as it applies to physical attractiveness only. Use the C2020 bonus or penalty to modify Charisma based social skills and checks.
TECH – Intelligence as it applies to technical skills. Use the C2020 bonus to modify Intelligence based technical skills such as Electronics, Mechanics, and Computers.
MA – Movement rate. Every point of MA over 10, and every +1 to MA translate to +5ft. of base movement.
EMP – Charisma. Use twice the listed value.
LUCK – Used only on NPCs, double this number to find their effective action dice level.
BODY – The most ambiguous statistic, it sometimes represents Strength, other times Constitution, and sometimes both! Read the specific modification, double the bonus and add it to the appropriate statistics (e.g. Bob the Cyber Soldier gets a level of Grafted Muscles, which add to his Strength. Janey the Street Ronin gets Muscle & Bonelace installed and increases both her Strength and Constitution. Janey kicks the crap out of Bob).
HC or H. Loss – The amount by which your humanity is reduced by a piece of cyberware remains the same as in C2020, and is listed with each items description.
Initiative Bonuses – These are added directly as an enhancement bonus to Initiative and Reflex saves.
Skill Bonuses – Bonuses to specific skills are added directly as an enhancement bonus to the equivalent skill, check, or saving throws (e.g. Tired of getting his butt kicked, Bob gets the new Dodgeball cybereye option, which adds +1 to his Melee and Unarmed attacks after 30 seconds of observing his target. But Janey has Image Enhancement cybereyes, which give her a +2 to Spot and Search checks. Seeing Bob observing her during a dust down, Janey kicks the crap out of Bob after only 24 seconds, denying Bob both his attack bonus and the ability to eat solid food for a few weeks).
Cyberlimbs – Used to deliver an unarmed blow, a cyberlimb will increase the characters base unarmed damage by 1 place on the following table, and cyberarms can crush for +1 additional place (e.g. Janey’s new cyberarm does 1d8 because she is an M creature with the Martial Arts feat).

1 1d2 (S creature unarmed damage)
2 1d3 (M creature unarmed damage)
3 1d4 (L creature unarmed damage)
4 1d6
5 1d8
6 1d10
7 2d6
8 2d8
9 3d6
10 2d10

Cyberarmor & SP – Find the Damage Resistance or Hardness of an item by dividing the SP by 3. The items Wound points are equal to the listed SDP value (e.g. Janey’s new cyberarm has thickened myomar muscles, reinforced joints, and an armored cover. The arm has a Hardness of 7 and 30 wounds. As a side note, the thickened myomar also increases Janey?s punch damage to a whopping 2d8! Bob goes in for Subdermal Armor, giving him Damage Resistance 6/-).
Other Cyberware – ‘Ware on the market can make you ambidextrous, let you see other light spectrums, let you smell and hear outside the normal human range, and let you perform detailed scientific analysis of your environment using only internal systems. If the ability in question matches a Feat or Special Ability, then the cyberware is considered to provide a Virtual Feat or Extraordinary ability. For other abilities, approximate the effect with the help of the GM as best the two of you are able (e.g. In addition to Image Enhancement, Janey?s right eye also has Low Lite and Anti-Dazzle, giving her the Low Light Vision extraordinary ability, and immunity from the blinding effects of flash grenades and Dazzle spells. Bob has a Radar Sensor implanted in his chest, and a pair of cybereyes containing Times Square Plus, and Teleoptics. Bob gains the extraordinary ability Blind Sight/300 ft. and the ability to ignore the first and every other range increment (1st, 3rd, 5th, etc.) for Spot checks and Ranged attacks (based on the telescopic weapons sight)).
Cyberlinked Devices – All Cyberlinks provide +2 to the effective skill used to operate the device the link was designed for while the user is plugged into the device. This bonus is in addition to any bonus provided by the specialized link (Smartgun links provide an additional +2), peripherals (cyberoptic Targeting scopes add +1 to the effectiveness of a Smartgun link), or equipment modifications (Match grade weapons are +1 to hit). The cost to add a cyberlink to a piece of equipment is listed with the link type (C2020, p. 82).

Humanity Loss

For every 5 Humanity lost to cybernetics your CHA suffers a virtual loss of 1. This virtual CHA loss represents your current Empathy (EMP). Your actual CHA is not reduced. If your EMP is ever reduced to 3 or less from Cyberware, then you run the risk of going Cyberpsychotic. If this happens, make a WIL Save (DC 10 + points of EMP lost to Cyberware) at the end of each month or go Cyberpsychotic. Magical beings (such as the Sidhe) reduced to 3 or less EMP must also make a Fort Save (DC 10+ points of EMP lost to cyberware) once per day or enter a coma. If at any time your EMP is reduced to 0 or less due to Cyberware, you go Cyberpsychotic within 1 week?s time! Magical beings reduced to 0 EMP die.

Any means to improve a PC’s CHA (which also increases your EMP) is a good thing for a person with cyberware as this allows them to regain a bit of their humanity back! They don’t gain back any of the HC of the cyberware they just add a bit more on to their chances of not going cyberpsychotic! It also allows them to plug more chrome into themselves!

If the PC has any type of Charisma based magical abilities, use their EMP for the purpose of determining the PC’s casting bonus with Charisma based spells only. Sorcery and cyberware don?t mix.

Surgery Code Changes

Minor: 1d3 Temp Con Loss; Major: 1d6 Temp Con Loss; Critical: 1d10 Temp Con Loss. If the Con loss results in zero or less CON then the PC is in a coma until his CON raises to 1.

Orbital Cyberclinics

“Orbital” cyberclinics provide a higher grade of tech and surgery, providing significant reduction in the rejection threshold (and Humanity cost) of cyber ware implanted at these facilities. “Orbital” refers to the grade of the tech, not the actual location of the clinics (though some of the best are in LEO facilities).

Saying that you have “orbital” grade ware is like saying you got the deluxe model.

The cost of Orbital grade ware is increased by the maximum HC x $1000. Surgery takes a number of days equal to the maximum humanity cost of the implants. At the end of that time, no fortitude save is required to avoid rejection. Roll the humanity cost of the implants twice, subtracting the lower roll from the higher roll, and use the result as the actual humanity cost. The minimum Humanity cost is still the number of dice rolled plus any adds.

As an added benefit, Orbital grade cyberware is at +2 to Saves against electrical and water damage.

There is a six month waiting list on Orbital Clinic space, although this can be reduced by calling in favors, bribes (generally based on the price of the surgery and implants), etc.

d20 Net Running Conversion

Written by Cowboy (CJ Tipton)

This document is a conversion of the Cyberpunk 2020 netrunning rules (C2020, pages 127-174) into a d20 System format (more specifically for Spycraft, but usable with any d20 System). It is highly recommended that players or gamemasters wishing to use this conversion read the referenced section in its entirety before employing these rules.

Cyberdecks & Programs

The rules concerning cyberdecks and programs (C2020, pages 133-141) are unchanged. Programs still have the same strengths, etc. This made the rest of the conversion easier. Additional cyberdecks and programs can be found in the Chromebooks (vol. 1-4) and Rache Bartmoss? Brainware Blowout.

Running the Net

As written, Netspace is divided into different sized grids (C2020, page 144). No matter which size grid your on, you may move 5 spaces per turn, and you may not move diagonally. On the Netspace World map, it is necessary to travel from LDL to LDL. On the Orbitsville map, it is necessary to uplink to a WorldSat in the same way. In order to link to Mars or Venus, you must use the WorldSat with an elliptical orbit, and will uplink to a similar WorldSat Network around Mars or Venus in about 3 minutes (180 turns). Time lag penalties for off planet runs are listed on page 11 of Rache Bartmoss? Brainware Blowout, under “Time Lag Buffer”.

A Netrunning Turn is 1 second long, while a standard turn is 6 seconds long. This is to represent the incredible speed of Netspace interaction.

Security and Trace levels remain unchanged from the table on page 147 of Cyberpunk 2020, although the rules concerning their use have been altered slightly. Scamming an LDL Security System requires a contest of skills between the netrunner (Computer skill check) and the Security System (Security level + d20). If the netrunner succeeds, the system is scammed. If the system succeeds, the netrunner is logged off and charged for the call, as per the sidebar (C2020, page 144). On a critical failure by the runner, or a critical success by the system, NETWATCH may be after you!

The Trace Levels of all long distance links passed through on a run are added to 10 to give a DC for any attempts to trace the netrunner to his log-on point.

The Menu

The rules concerning the Menu have changed a bit. In order to use the Menu, the cybermodem must be either plugged into a datacable or terminal, or it must have cellular capability. If the netrunner is not logged on, all functions are performed using the cybermodems intelligence (Usually 3) in place of the netrunners Computer skill. The following Menu options are available:

Locate Remote: Running this option from the menu will cause your cybermodem to search your current city grid square for remote systems connected to the net, automatically listing all non-hidden systems.
The netrunner must make a Computer skill test against the security rating of individual remotes (10-20+), with success indicating the remotes function is known. Failure indicates the remote is listed, but its function is unknown (meaning it cannot be controlled using the Control Remote option). If not logged on, this is a full round action.
Control Remote: Allows the netrunner to control a located remote if its function is known, and if the netrunner has the appropriate Controller program in cybermodem memory. Accessing the remote requires the netrunner to make a check (Computer skill or cybermodem intelligence + Controller program strength) with a DC equal to the security rating of the remote (10-20+). Success allows a command to be given to the remote. A valid command can be anything the remote is normally capable of. If not logged on, this is a full round action. Once the command is given, the remote will act as ordered on its own initiative.
Log On: causes the user to interface with the Net. No test is required. Logging on is a standard action.
Log Off: terminates the users link to the Net. A Computer check or Will save with a DC of 14 is required to successfully log off.
Run Program: Activates a selected program from the cybermodems memory. The program will immediately attempt to fulfill its function.
Long Distance Link: Causes the netrunner to uplink to another LDL within range.
Copy: Creates a copy of a selected file, which is automatically stored in memory if space is available.
Erase: Deletes a program or file from System memory. Won?t work on programs that are currently running.
Read: Allows access to a file’s content.
Edit: Allows the netrunner to alter the contents of a file.
Create/Delete: Allows the netrunner to generate virtual constructs in Netspace, and to de-rezz any constructs he creates.

Net Combat

First, determine initiative using the netrunners initiative modifier + cybermodem initiative modifier + d20. System initiative is determined by adding the computers intelligence to a d20. Initiative order is highest to lowest.

Each Net Combat round lasts 1 second. During this time the netrunner may perform a single action from the menu and move up to 5 spaces. Systems may perform 1 action, + 1 action per 2 additional CPUs present in the system. It is good to have multiple netrunners.

Visibility range is 20 spaces unless intervening obstacles block visibility. You can attack anything you can see.

System programs (except Hellhounds, Bloodhounds, and Pit Bulls) can only pursue a Netrunner to 1 space outside their home system.

The following are some common tests made in netrunning combat:
Trace: Computer Skill or System Intelligence + Program Strength (DC 10 + the Trace levels of all LDLs passed through)
Stealth & Evasion: Computer Skill or System Intelligence + Program Strength (Opposed Test)
Attacks against Systems & Cyberdecks: Computer Skill or System Intelligence + Attack Program Strength or Code/Datawall Strength (Opposed Test). Anti System attack effects take place on the following turn.
Anti-Personnel Attacks: Computer Skill or System Intelligence + Program Strength (Opposed Test).
Utility Programs: Require a Computer Skill or System Intelligence check to activate (DC 10 + Program Strength)

The Rest of the Story…

The remainder of the Cyber punk 2020 netrunning rules stand as written. Bon Appetite!

d20 Net Running Conversion

Written by Cowboy (CJ Tipton)

This document is a conversion of the Cyberpunk 2020 netrunning rules (C2020, pages 127-174) into a d20 System format (more specifically for Spycraft, but usable with any d20 System). It is highly recommended that players or gamemasters wishing to use this conversion read the referenced section in its entirety before employing these rules.

Cyberdecks & Programs

The rules concerning cyberdecks and programs (C2020, pages 133-141) are unchanged. Programs still have the same strengths, etc. This made the rest of the conversion easier. Additional cyberdecks and programs can be found in the Chromebooks (vol. 1-4) and Rache Bartmoss? Brainware Blowout.

Running the Net

As written, Netspace is divided into different sized grids (C2020, page 144). No matter which size grid your on, you may move 5 spaces per turn, and you may not move diagonally. On the Netspace World map, it is necessary to travel from LDL to LDL. On the Orbitsville map, it is necessary to uplink to a WorldSat in the same way. In order to link to Mars or Venus, you must use the WorldSat with an elliptical orbit, and will uplink to a similar WorldSat Network around Mars or Venus in about 3 minutes (180 turns). Time lag penalties for off planet runs are listed on page 11 of Rache Bartmoss? Brainware Blowout, under “Time Lag Buffer”.

A Netrunning Turn is 1 second long, while a standard turn is 6 seconds long. This is to represent the incredible speed of Netspace interaction.

Security and Trace levels remain unchanged from the table on page 147 of Cyberpunk 2020, although the rules concerning their use have been altered slightly. Scamming an LDL Security System requires a contest of skills between the netrunner (Computer skill check) and the Security System (Security level + d20). If the netrunner succeeds, the system is scammed. If the system succeeds, the netrunner is logged off and charged for the call, as per the sidebar (C2020, page 144). On a critical failure by the runner, or a critical success by the system, NETWATCH may be after you!

The Trace Levels of all long distance links passed through on a run are added to 10 to give a DC for any attempts to trace the netrunner to his log-on point.

The Menu

The rules concerning the Menu have changed a bit. In order to use the Menu, the cybermodem must be either plugged into a datacable or terminal, or it must have cellular capability. If the netrunner is not logged on, all functions are performed using the cybermodems intelligence (Usually 3) in place of the netrunners Computer skill. The following Menu options are available:

Locate Remote: Running this option from the menu will cause your cybermodem to search your current city grid square for remote systems connected to the net, automatically listing all non-hidden systems.
The netrunner must make a Computer skill test against the security rating of individual remotes (10-20+), with success indicating the remotes function is known. Failure indicates the remote is listed, but its function is unknown (meaning it cannot be controlled using the Control Remote option). If not logged on, this is a full round action.
Control Remote: Allows the netrunner to control a located remote if its function is known, and if the netrunner has the appropriate Controller program in cybermodem memory. Accessing the remote requires the netrunner to make a check (Computer skill or cybermodem intelligence + Controller program strength) with a DC equal to the security rating of the remote (10-20+). Success allows a command to be given to the remote. A valid command can be anything the remote is normally capable of. If not logged on, this is a full round action. Once the command is given, the remote will act as ordered on its own initiative.
Log On: causes the user to interface with the Net. No test is required. Logging on is a standard action.
Log Off: terminates the users link to the Net. A Computer check or Will save with a DC of 14 is required to successfully log off.
Run Program: Activates a selected program from the cybermodems memory. The program will immediately attempt to fulfill its function.
Long Distance Link: Causes the netrunner to uplink to another LDL within range.
Copy: Creates a copy of a selected file, which is automatically stored in memory if space is available.
Erase: Deletes a program or file from System memory. Won?t work on programs that are currently running.
Read: Allows access to a file’s content.
Edit: Allows the netrunner to alter the contents of a file.
Create/Delete: Allows the netrunner to generate virtual constructs in Netspace, and to de-rezz any constructs he creates.

Net Combat

First, determine initiative using the netrunners initiative modifier + cybermodem initiative modifier + d20. System initiative is determined by adding the computers intelligence to a d20. Initiative order is highest to lowest.

Each Net Combat round lasts 1 second. During this time the netrunner may perform a single action from the menu and move up to 5 spaces. Systems may perform 1 action, + 1 action per 2 additional CPUs present in the system. It is good to have multiple netrunners.

Visibility range is 20 spaces unless intervening obstacles block visibility. You can attack anything you can see.

System programs (except Hellhounds, Bloodhounds, and Pit Bulls) can only pursue a Netrunner to 1 space outside their home system.

The following are some common tests made in netrunning combat:
Trace: Computer Skill or System Intelligence + Program Strength (DC 10 + the Trace levels of all LDLs passed through)
Stealth & Evasion: Computer Skill or System Intelligence + Program Strength (Opposed Test)
Attacks against Systems & Cyberdecks: Computer Skill or System Intelligence + Attack Program Strength or Code/Datawall Strength (Opposed Test). Anti System attack effects take place on the following turn.
Anti-Personnel Attacks: Computer Skill or System Intelligence + Program Strength (Opposed Test).
Utility Programs: Require a Computer Skill or System Intelligence check to activate (DC 10 + Program Strength)

The Rest of the Story…

The remainder of the Cyber punk 2020 netrunning rules stand as written. Bon Appetite!