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 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.
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!