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Cyberpunk-2 0 7 7

The document is a homebrew supplement for Cyberpunk 2.0.2.0, detailing various rule changes, character creation guidelines, and new cyberware and weapon options. It introduces updated mechanics for netrunning, humanity loss, and special abilities, along with a comprehensive gear list. Additionally, it provides insights into the use of neuroports and other cybernetic enhancements, enhancing gameplay in the Cyberpunk universe.

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Lashrac Sigil
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0% found this document useful (0 votes)
68 views16 pages

Cyberpunk-2 0 7 7

The document is a homebrew supplement for Cyberpunk 2.0.2.0, detailing various rule changes, character creation guidelines, and new cyberware and weapon options. It introduces updated mechanics for netrunning, humanity loss, and special abilities, along with a comprehensive gear list. Additionally, it provides insights into the use of neuroports and other cybernetic enhancements, enhancing gameplay in the Cyberpunk universe.

Uploaded by

Lashrac Sigil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

Cyberpunk 2.07.7.

A Homebrew Supplement f or Cyberpunk 2.0.2.0.


2

CONTENTS
RULE CHANGES .......................................................... 3
CHARACTER CREATION ........................................... 4
SPECIAL ABILITIES .................................................. 4
BODY BANK .......................................................... 4
NETRUNNING ........................................................ 4
RED HUMANITY...................................................... 4
DIFFERENT FUMBLE RULES ...................................... 4
THIN VS. THICK COVER ........................................... 4
FITTED FOR THE FUTURE ............................................... 5
CYBERWARE .......................................................... 6
WEAPONS ............................................................. 8
WEAPON DESCRIPTIONS....................................... 9
REBUILDS, IN DETAIL .......................................... 10
OLD GUNS NEVER DIE ........................................ 10
GEAR .................................................................. 12
2077 GEAR LIST ................................................ 12
GEAR DESCRIPTIONS.......................................... 12
NETRUNNING ........................................................... 13
PROGRAM DEGRADATION ...................................... 14
NET ARCHITECTURES ............................................ 14
QUICKHACKING ................................................... 14
CYBERDECKS ...................................................... 15
DEEP DIVES ........................................................ 15

TERMS USED
CP:R: Cyberpunk Red Core Rulebook

CEMK: Cyberpunk Edgerunners Mission Kit

CEMKRB: CEMK Rulebook

CEMKEH: CEMK Edgerunner’s Handbook

CP2020: Cyberpunk 2020 Core Rulebook Version 2.01

CB 1, 2, 3, 4: Chromebook 1, 2, 3, 4
3

Rule Changes

Rule Changes
CHARACTER CREATION as Borgware, normal cyberware, or if it would cause any Hu-
manity Loss at all. Use some common sense:
As a rule of thumb, assume initial Humanity Loss in this
Neuroports system is going to be one tier higher than it is in base 2020
During Character Generation, every Character can choose to except for Fashionware (which is almost always 0 humanity
install Neuroport cyberware. If they do so, it is free of charge, loss) or if Humanity loss is less than 2. If the Humanity Cost
costs 0 Humanity Loss, and causes no max Humanity Loss (if is less than 2, it probably costs 0 Humanity Loss under these
you choose to use those rules), all of which represents a rules. Again, use some common sense here; getting a pace-
Character’s lifetime of experience getting used to it. Oh, and maker or an IUD doesn’t make you less human, does it?
if they want to install any non-medical grade cyberware, Therapy costs the same as in Red, and your Health Plan
they’ll need a Neuroport first. It’s a requirement. Even old doesn’t cover it.
cyberware has been retrofitted to work with Neuroports. If All the Humanity Cost for cyberware listed in this booklet
they want Neuroportless cyber, find a fixer or a tech. is assuming you’re using Cyberpunk 2020’s base humanity
rules, not these rules.
SPECIAL ABILITIES
Use Cybersmily’s version of the Special Abilities. Yes, this DIFFERENT FUMBLE RULES
means there is a Hacking skill, Netrunners get it in their ca- When you fumble a check and roll on the fumble table, on re-
reer package, replacing composition. It is an Intelligence sults of 1-4 it is not an automatic failure. Simply take the 1 and
skill. move on.

BODY BANK THIN VS. THICK COVER


Due to the progression of cloning technology, the Body Bank Cover is now separated into two categories: Thick and Thin
is no longer accepting bounties. Instead, you either pay to cover. For simplicity, you may seek to use the Cyberunk Red
have one of your cloned limbs kept on ice at the body bank or Cover rules (see CP:R pgs. 182-183). If you do, Tech Weapons
they clone your limb after you’re already at the hospital. You ignore the HP for thin cover. Generally, Thin cover will have an
can basically disregard the entire Body Bank section of the SP of less than 15, while thick cover will have an SP of at least
2020 Core Rulebook (CP2020 pg. 120). If you don’t pay for 15 (though there are exceptions).
Cryochilled Parts (see Gear section of this booklet) then it will
be a few days before you get your limb back, as they have to
grow it. Unless you have that body part cryochilled, it costs
SHOTGUNS
the same as the Sale Price for the body part that you need to Shotguns in 2020 are, frankly, a mess. I use these rules:
get replaced. 1. Shotguns fire the same as any other rifle, don’t use the
range table from CP2020
NETRUNNING 2. When firing with shotgun shells, you divide your dam-
age between two locations on the target.
Different enough to warrant an entire section to itself. The a. Roll for the first location, if it’s anywhere but the
base mechanics are unchanged though. See the Netrunning torso, then divide your damage in two between that
section for more details. location and the torso.
b. If you hit the torso, roll a second location. Divide your
RED HUMANITY damage between the torso and the second location
Use the Humanity system Cyberpunk Red employs and pair it c. If you roll the torso again, simply deal all the damage
with the additional Humanity rules from Edgerunners Mission to the torso
Kit. For more details on this system, see CP:R pgs. 229-232 & 3. Autoshotguns simply use Autofire (CP2020 pg. 106),
CEMKRB pgs. 28-29. but with 5 bullets instead of 10.
If it’s considered Borgware in Red, it’s Borgware here too. 4. Shotgun slugs do not have armor-piercing effects and
If a piece of Cyberware has an equivalent in Red, use the Hu- are basically normal bullets but for shotguns. If you
manity loss of Red. If an item doesn’t have an equivalent in want armor-piercing slugs, buy armor-piercing slugs.
Red or you can’t find it in a pinch, determine if it would count
5

Fitted For the Future

Fitted f or the Future


6

Cyberware
ID H.
Cyberware Surg. Code Description Cost Cost

NEUROPORT (MA) NPRT REQUIRED FOR ALL OTHER CYBERWARE 1000 1D6
Neuroport Cyberdeck (M) DECK Allows Cyberdeck to be slotted into Neuroport. 1000 1D6/2
Deep Dive Port (MA) DDP Allows a Netrunner to Deep Dive. 200 3
Self-ICE (N) ICE Creates passwall, increase Quickhack difficulty by 5. 300/600 2
RealSkinn DDP Covering - RSDP Covers a Deep Dive Port. Easily (de)attachable. 50 -

NEURALWARE - -
Berserk Implant (N) BSRK Ignore Stun Saves & Wound State penalties for 60 sec. 800 2D6
Ex-Disc (M) DISC Increase Speed of DECK by 1 (max 10) per installation. 2000 1D6/2

IMPLANTS - - CYBERWEAR PLACED IN THE BODY


Subdermal Grip (M) SGRP Make use of Smart weapons without plugs. 100 2

CYBERWEAPONS - - BUILT INTO CYBERLIMB


Monowire (mono) (N) WIRE Weapon. 4m monofilament wire. 3D6 damage. 470 1D6
Mantis Blade (M) MNT Weapon. 3D6 damage. Can be mono. 600/1000 1D6
Gorilla Arm See Hydraulic Rams (CP2020 pg. 78).
Projectile Launch Sys. PLS Grenade Launcher that may load RPGs & rockets. 750 2D6

NEURALWARE • Personal Link (Interface Plug): A pull-out cord, usually


embedded in the wrist, letting the user link directly to
Neuroport computers.
• Holophone: A fully functional cell phone, capable of lim-
A modern marvel, the Neuroport is a cyberware control pack-
ited CitiNet access, talk, text, and scheduling. It is brain-
age loaded with extras, ranging from a holophone to a HUD
controlled and requires no vocal commands.
display. The Neuroport is considered so safe and unobtrusive
• Biomonitor: This implant monitors pulse, temperature,
that most children are fitted with one. Learning to use it is part
respiration, blood sugar, and other indicators, and con-
of many primary school curriculums. Early installation is
stantly broadcasts this information to the user’s HUD. In
linked with better outcomes in adulthood, and the reverse is
game terms, this adds +2 to any Resist Torture/Drugs
true as well. Those not installed with a Neuroport are at a dis-
Check.
advantage to their peers and have lower levels of educational
• Virtu (Virtuality): Allows the user to experience virtual
and financial attainment in adulthood.
presentations, performances, and even simulations. Al-
For more information on Neuroports, see the CEMK Edgerun- lows Netrunners to Quickhack and enter Net Architec-
ner’s Handbook. tures. It does not allow a user to experience Braindances.
• HUD (aka Chyron): Information from the user’s Holo-
A standard Neuroport includes the following cyberware in its
phone, Biomonitor, and other cyberware is projected into
package.
the user’s field of vision via direct connection to their op-
• Neuralware (Processor): CP2020 pg. 76 tic nerve. Programs installed in the HUD even react to the
• Cybermodem Link: CP2020 pg. 76 user’s thoughts or additional installed databases to label
• Vehicle Link: CP2020 pg. 76 important objects and people, provide transcripts for
• Smartgun Link: CP2020 pg. 76 conversations and media, and even visually translate for-
• Machine/Tech Link: CP2020 pg. 76 eign languages.
• Dataterm Link: CP2020 pg. 76 Neuroport Cyberdeck Port: This neck-mounted port con-
nects a Cyberdeck directly into the body, dramatically
7

increasing its range. Allows you to slot compatible Cyber-


decks directly into your body. A Cyberdeck slotted into your Implants
Neuroport does not have any Speed. A Cyberdeck slotted into Subdermal Grip: Subdermal plate under the palm allows
your Neuroport can Quickhack from up to 50m and can Jack user to make use of Smartguns. A cost-effective alternative
In to a Net Architecture from up to 25m. to Interface Plugs.

Deep Dive Port: Allows Netrunners to Deep Dive, usually in-


stalled in the back of the head. RealSkinnTM covering can be
bought for the Deep Dive Port (€$50.00), but must be removed
before plugging in.

Self-ICE: Intrusion countermeasure electronics system de-


signed to harden the user against Quickhacks. The first instal-
lation gives you a Passwall (Difficult Hacking Check) a
Netrunner must breach before they can use programs. Each
subsequent installation (max 2) increases the difficulty of the
Passwall. First installation costs €$300.00, and each subse-
quent installation costs €$600.00.

Coprocessors
Berserk Implant: Can be activated as an Action. When acti-
vated, the Berserk Implant completely turns off your ability to
feel pain, while simultaneously increasing adrenaline to un-
paralleled highs. You remain boosted by this for 60 seconds
(6 turns). When boosted by the Berserk Implant, you don’t
have to roll Stun Saves when damaged and ignore the penal-
ties of Wound States. You do still have to roll death saves,
though. You may not feel the bullet, but you’re not immune to
it.

Ex-Disc: This is an implant that increases the brain’s capacity


to store and process information related to Netrunning. Can
be installed multiple times. Requires Neuroport Cyber-
deck. Increases Speed of any Neuroport Cyberdeck by 1 per
installation to a max of 10 Speed.

CYBERWEAPONS
Monowire: Kendachi Monowire (CB2 pg. 44) installed in a
cyberarm. Monofilament wire extends up to 4m from the arm.
Does 3D6 damage. Highly illegal.

Mantis Blade: Melee weapon installed in the cyberarm.


Comes in normal and mono variants. The blade extends from
a small slit along the length of the cyberarm. When the mantis
blade is popped out, the top of the forearm is lifted up and
forward. Deals 3d6 damage. Costs €$1000.00 for the Mono
variant. Mono Variant does not break on a fumble. WA of +1.

Projectile Launch System: A Grenade Launcher (CP2020


pg. 92) that can load RPGs, missiles, and rockets.
8

Weapons
Weapon Codes Smart ................................................................... (S)
Operates as a Smartgun Link but allows you to fire Im-
There is a new weapon code called Rebuild. The new weapon
proved Smart Ammo (3x cost). Cost of the gun is not dou-
profile is in the order of:
bled. Weapon cannot have both Smartgun Link and Smart
Name • Type • Accuracy • Rebuild… Rebuild.
Power ......................................................................(P)
Everything after the … is in normal order.
Reduces ricochet penalty to -3. Only takes 6 damage to
Rebuilds: This is the type of Rebuild Technology a weapon take cause limb loss except for head, which still requires
has been installed with. 8 points.
None .................................................................... (N) Tech ........................................................................ (T)
Is not installed with any Rebuild Technology, they don’t Can be charged as an Action. When charged, at 1/3x SP
manufacture these anymore. Weapons marked with this vs. soft armors, 2/3xSP vs. hard armors & thick cover. Ig-
tag are 20% cheaper. nore SP from thin cover entirely.

Name Type WA Reb. Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost
LIGHT AUTOPISTOLS
MEDIUM AUTOPISTOLS
Constitutional Arms Unity P 0 P J E 2D6+3(10mm) 12 2 ST 50m 300.00
Militech M-10AF Lexington P 0 P J E 2D6+1(9mm) 21 2 VR 50m 250.00
HEAVY AUTOPISTOLS
Militech M-76e Omaha P 0 T J P 3D6(11mm) 9 2/6 ST 50m 450.00
VERY HEAVY AUTOPISTOLS
Techtronika RT-46 Burya P -1 T J R 4D6+1(12mm) 4 1 UR 50m 1000.00
LIGHT SUBMACHINEGUNS
MEDIUM SUBMACHINEGUNS
Arasake HJKE-11 Yukimura SMG 0 S J C 2D6+3(10mm) 30 20 ST 200m 500.00
HEAVY SUBMACHINEGUNS
Arasaka TKI-20 Shingen SMG -1 S L P 4D6+1(12mm) 30 35 VR 200m 750.00
ASSAULT RIFLES
Arasaka HJSH-18 Masamune RIF +1 P N C 5D6(5.56) 24 20 VR 400m 500.00
SHOTGUNS
Budget Arms Carnage SHT -2 P N C 4D6(#00) 5 1 UR 50m 75.00
Kang Tao L-69 Zhou SHT -1 S N P 4D6(#00 Smart) 32 8 ST 50m 800.00
Militech Crusher SHT -1/-3 P J C 3D6/1D6+2(#4) 6 2 ST 12/25m 450.00
Rostović DB-2 Satara SHT 0 T N P 4D6(#00) 2 1 VR 50m 650.00
SNIPER RIFLES
Techtronika SP-32 Grad RIF +1 P N R 6D6+2(7.62) 4 1 VR 750m 1250.00
Tsunami Arms Nekomata RIF +2 T N R 6D6+2(7.62) 4 1 VR 1000m 2000.00
HEAVY WEAPONS
Note: Exotic, heavy, and melee weapons do not have rebuilds, so all rebuild tags on these weapons will be marked with a dash
EXOTICS
MELEE WEAPONS

Improved Smart Ammunition When the user makes this second attempt, they add 14 to
When using Improved Smart Ammunition, the user ignores all the roll instead of STAT + Skill + bonuses. All penalties from
penalties due to darkness, smoke, fog, or any type of visual the first shot carry over to the second attempt.
obscurement. Improved Smart Ammunition costs 3x normal ammuni-
Additionally, whenever the user misses a ranged attack by tion.
less than 5 while using this weapon, they can immediately try
to hit that target again without an Action.
9

WEAPON DESCRIPTIONS
Medium Autopistols Assault Rifles
Constitutional Arms Unity Arasaka HJSH-18 Masamune
It only takes one well-placed shot to win an argument. For- Every single one of the Masamune’s elements, down to the
ever. tiniest screws and bolts, were quality-ensured by a legion of
Militech M-10AF Lexington Arasaka engineers – and you can feel it.
The preferred pistol among Night City cops since 2030 – light
and easy on the recoil, it’s perfect for taking down enemies Shotguns
without necessarily killing them on the spot.
Budget Arms Carnage
Heavy Autopistols There are weapons that are subtle, weapons that are elegant,
and weapons capable of hitting their targets with surgical pre-
Militech M-76e Omaha cision. Budget Arms’ Carnage possesses none of those qual-
The Omaha looks like your classic lead-spitter, but don’t let ities. Its designers followed one simple rule: Bigger is better.
appearances fool you. This gem from Militech conceals a Take one point of damage if you fire this weapon without a
powerful electromag rail system. When charged, this weapon Very Strong Body Type or better.
remains charged for 60 seconds or until it runs out of ammo,
even when fired, and fires in 3-round burst (CP2020 pg. 106). Kang Tao L-69 Zhao
Shotguns aren’t exactly known for finesse: While undoubt-
Very Heavy Autopistols edly powerful, they often suffer from clunkiness and impreci-
sion. That is, except for the L-69 Zhuo by Kang Tao. Just like
Techtronika RT-46 Burya
the other weapons manufactured by the Chinese Corp, the L-
The Burya is ugly, inconvenient, and unsafe, yet is so fucking
69 Zhuo comes packed with top-of-the-line electronics. The
effective. This NeoSoviet electromagnetic pistol doesn’t
ultra-sensitive radar scans the area for you, identifying tar-
need to be charged to blast through walls and is practically as
gets all on its own. The L-69 Zhou can only be loaded with Im-
dense as a neutron star. To pull its trigger without breaking
proved Smart Ammunition. The L-69 Zhao fires all 8 of its
your arm, advanced musculoskeletal cyberware is advised.
shells at once (autofire targeting a single target), and will not
The Burya always counts as charged when firing, and you
fire if there are less than 8 shells in the drum as a safety pre-
do not need to spend an action charging it. If you fire the
caution.
Burya without a cyberarm of Average Body Type, you take
1D6+2 points of damage to whichever arm is firing it and that Militech Crusher (circa 207X)
arm is broken. This powerful shotgun, designed for short-range combat, was
first created in the year 2020 and soon became one of the pe-
Medium Submachineguns riod’s most iconic weapons. The version currently available
on the market has seen some updates from the original but
Arasaka HJKE-11 Yukimura
its distinctive look remains the same.
The weapon that started the smart revolution, issued in the
2040s by Arasaka. You could shoot as poorly as a Storm- Rostović DB-2 Satara Shotgun
trooper and still hit your target with 100% accuracy. Critics argue the weapon’s heaviness and bulkiness make it
unreasonably inconvenient for practical use. Its advocates,
Heavy Submachineguns which include MaxTac officers, point out that the Serbian
Arasaka TKI-20 Shingen shotgun is undeterred by walls. The shotgun has 2 barrels,
It’s hard to believe that all the Shingen’s features fit into such each of which must be loaded separately.
a small body. Throw in an ergonomic design and you’re look-
Sniper Rifles
ing at the dream gun of every soldier and mercenary.
Techtronika SPT32 Grad
When the world required a new generation of sniper rifles to
pierce increasingly heavy armor, the first to answer was the
Soviet-made SPT32 Grad, considered by many to be the most
powerful sniper on the market.
10

Tsunami Arms Nekomata still have to fit on something you’re holding with your hands.
This electromag sniper rifle is a technological marvel. It’s al- As such, it’s limited. Smart weapons need to be connected
most impossible for mercenaries outside the employ of a via interface plugs or a subdermal link while Tech weapons
government or major Megacorp to get their hands on one... need to be charged. The strength of Power weapons is that
almost. When charged, ignore SP from thick cover. they just work. If you want to ricochet, most of that has to be
done yourself.

REBUILDS, IN DETAIL Complete Rebuild Weapon Rules


So, with all these fancy new Rebuild weapons floating Smart Rebuild: Smart weapons cannot have a Smartgun
around, what do ammunition costs look like? The same as be- Link.
fore, adjusted for inflation. “But wait!” you say, “wouldn’t This weapon is a smart gun and requires a user to be con-
these weapons need specialty ammunition?” And you’d be nected to it using a Personal (Interface Plug) or a Subdermal
right, they would! Lucky us, by 2077 every bullet you buy at Grip to operate. Bonuses apply as per Smartgun Link (CP2020
your local GunMart already has the tech installed. They used pg. 82). The weapon can be loaded with Improved Smart Am-
to be called Rebuild Bullets before they became standard is- munition. If loaded with other types of ammunition, the user
sue. still receives the bonus from the Smart Rebuild. Improved
Smart Ammunition will only function in a Smart Rebuild.
The Smart Revolution Weapons with a Smartgun Link instead of a Smart Rebuild
When Arasaka released the HJKE-11 Yukimura and their Im- still cost double.
proved Smart Ammo, it was huge. A weapon that’s smart, Tech Rebuild: Weapon built to house an Electromag Rail Sys-
fires ammo that aims for you, and doesn’t cost an arm and a tem. Weapon is equipped with a scope that can see simple
leg? What a concept! It was one of the things that helped target outlines through thin cover. As an Action, a user can
Arasaka get to where it is today. Arasaka started making more charge the weapon.
and more Smart weapons to keep the advantage. Other corps Once charged, the weapon remains so until it is fired or 60
would start making their own lines of Smart Guns too, but seconds (6 turns) passes.
some had another idea. While charged, the weapon’s next non-explosive attack ig-
You see, Smart, Power, Tech, it all comes from the same tech- nores thin cover, is at 1/3xSP vs. soft armors, and is at 2/3xSP
nological foundation. Tech Weapons use Rebuild tech to vs hard armors & thick cover. Ignore SP from thin cover com-
punch through Armor and Cover, while Power Weapons use it pletely. This damage does not reduce the SP of the Thin
to calculate Ricochet trajectories and fuck a gonk up. That’s Cover. This bonus stacks with AP rounds and other SP reduc-
why it was the Smart Revolution. ing effects.
For example, a charged tech weapon fires AP rounds at a
At the start, when Rebuild weapons first hit the scene, each target with SP 20 and hard armor, first reduce their SP by 1/3
type had its own ammunition, and none of them were com- to 14, then by 1/2 from the Armor Piercing round, so you treat
patible. It was a mess. That came to an end when some un- them as though they have an SP of 7.
credited genius (or group of geniuses) managed to make all
Rebuild Weapon ammo compatible, even managed to make Power Rebuild: Power Weapons only need to deal 6 damage
it work in regular guns too. Now it was simpler, you either pur- to cause limb loss, except to the head where 8 is still re-
chased regular ammo or the more expensive Rebuild ammo. quired.
Over time, Rebuild ammo would start to have all the same When firing a Power Weapon a user can ricochet their
features as regular ammo, and as economies of scale kicked shots off pieces of cover to hit targets that they are aware of.
in and production techniques improved the price of Rebuild The penalty for this is -3. Despite the shot’s new trajectory,
ammo was the same as regular ammo. Now, if you’re an edu- the range the shot is made at is still calculated based on the
cated Cyberpunk with money on their mind, why would you distance between the user and the target.
ever pick regular ammo over Rebuild ammo? So regular
ammo disappeared, and Rebuild ammo became the new reg- OLD GUNS NEVER DIE
ular ammo.
Most older weapons that are still being manufactured have
Now, as for why you can only ricochet with a Power Weapon been converted to Rebuild weapons. If you want a gun from
or only bypass cover with a Tech Weapon? That has to do with the 2020 Catalogue, ask the Referee if that gun is still being
the guns themselves. Rebuild tech is powerful, but it does manufactured. If it is, the Ref will decide what kind of Rebuild
11

weapon it is now. If it’s still being manufactured, then 9 times


out of 10 it’s a Power Weapon. Most weapons that were
Smartgun Chipped are now simply Smart weapons. Not all
though. Of the maybe 10 Malorian Arms 3516s manufactured
after the Smart Revolution before it was deemed too expen-
sive, they were manufactured as Power weapons with a
Smartgun Link. If you choose to buy the older version of a gun
without the Rebuild tech, then it is 20% cheaper than the list
price (if you can find it).

There are also many guns that do not have rebuilds. Exotic,
heavy, and melee weapons do not have Rebuilds and cost the
same as list price.
12

Gear
2077 GEAR LIST DATA SYSTEMS
Laptop Computer ................ 250-600.00
DRUGS
Immunoblockers ........................ 125.00
A list of items either new to the Pocket Computer ........................100.00
LIFESTYLE
2070s or different enough from the
PERSONAL ELECTRONICS Global Cell Service ........... 100.00month+
2020s to be worth noting.
Music Player ................................ 75.00 CitiNet Service ................... 50.00month+
FASHION
Agent .........................................200.00 Cryochilled Parts ... 50.00 per part per month
See CEMKRB for Descriptions
TT Platinum Acct .......... 2000.00 per month
Entropism........................... 2x Cost COMMUNICATIONS
Kitsch ................................. 2x Cost Disposable Cell Phone ................. 50.00
Neo-Militarism .................... 2x Cost
Neo-Kitsch ......................... 2x Cost
Nomad Leathers ................. 2x Cost

GEAR DESCRIPTIONS Immunoblocker:


Type: Anti-Psychotic Strength: +1
Difficulty: 10 Cost: 150
Fashion Duration: 1 Month
The clothing styles of 2020 continue to exist in the year 2077, The user restores 2D6 Humanity (this cannot go above max
but they are supplemented by new styles. See CEMKRB for humanity), which is lost at the end of the month or during an
Descriptions of those styles. inopportune or stressful moment as decided by the GM.
When the drug wears off, the user must make a Difficult Re-
Data Systems sist Torture/Drugs check. If they fail this check, the user feels
Laptop Computer: Used mostly for comfortable word pro- strange and becomes riddled with mild hallucinations, taking
cessing and surfing the Data Pool. More expensive variants a -3 to all checks for 6 turns. If the user does not inject 2 doses
(€$600.00) can be used to Netrun as you would use a Terminal. of Immunoblockers within those 6 turns, they immediately
take 4D6 Humanity Loss (2D6 if playing without the Red Hu-
Pocket Computer (Touchscreen Phone): Handheld touch- manity rules).
screen computer capable of limited Data Pool access. Can
make phone calls and send text messages in place of your Lifestyle
Holophone. Global Cell Service: Can be used to contact anyone with
Global Cell Service or someone local with CitiNet Service.
Personal Electronics
Music Player: Link to the Data Pool and play whatever song CitiNet Service: Gives you a CitiNet account. Allows you to
you can access. make local calls, connect to CitiNet networks, access the
DataPool, etc. For more details about day-to-day uses of the
Agent: For more info on Agents and everything an Agent can CitiNet, see CEMKEH pg. 30 and CP:R page 327.
do, see CP:R page 352. Can link to your Holophone. The self-
adaptive-AI has been removed and outlawed by 2077, so you Cryochilled Parts: Cloned body part kept in cold storage. Al-
do not gain the +2 to Library Search or Wardrobe & Style. ways nice to have a backup. For more details, see CP:R pg.
226. If you have a cloned body part in cold storage and need
Communications a replacement during your hospital visit, you only have to pay
the Surgical Costs, not for the body part.
Disposable Cell Phone: The only real use for Cellular
Phones anymore: Disposable phones. As Mini Cell Phone Trauma Team Platinum Account: With this plan, Trauma
Phone (CP2020 pg. 70). Team will show up within 1D6+1 Turns of your call, not
minutes. Grants access to Trauma Team Therapy Services, al-
Drugs lowing you to consult with licensed Trauma Team therapists
without paying extra.
13

Netrunning

Netrunning
14

PROGRAM DEGRADATION Someone can attempt to Jack In to your Neuroport if they can
see you (including through cameras, other people’s cyberop-
Use the system for the decreasing effectiveness of Programs tics, etc.) and are within range (25m normally, 50m with a
detailed in Listen Up, You Primitive Screwheads! pgs. 68-69. Neuroport Cyberdeck).

To wirelessly Jack In, roll 1D10 + Hacking vs. 1D10 + Target’s


NET ARCHITECTURES Cool/Will. If you fail this check, the target is aware that some-
Net Architectures are what most small-scale operations use. one is attempting to hack them and can easily trace your lo-
Dataforts are saved for the big boys. Net Architectures (or cation (Easy Awareness/Notice Check). If the target has Self-
more accurately in 2077: mini-Dataforts) are present in most ICE, you may add your Interface skill to breach their Passwall.
everything. The vast majority of what you’ll be doing as a Failing to breach a target’s Self-ICE alerts them that someone
Netrunner will be hitting Net Architectures. is attempting to hack them.

When you’re hitting a Net Architecture, use the Re-Rezz BBS TO JACK IN:
Making It Short rules. The difference from those rules though 1D10 + HACKING
is that you don’t need to be Deep Diving to Jack In to the Net VS.
Arch. Virtuality (Virtu in the Neuroport) allows you to Jack In 1D10 + TARGET’S COOL/WILL
to the a Net Arch without losing track of your surroundings.
You remain fully lucid and aware of the world around you If you are aware a Netrunner is hacking your Neuroport, you
when you do this. The catch (there’s always a catch) is that can attempt to force them out by rolling 1D10 + Cool + Resist
you must be on-site and within 5m of a Net Arch Access Point. Torture/Drugs vs. their 1D10 + Hacking + Interface. If a
If you have a Neuroport Cyberdeck this range extends to 25m. Netrunner is forced out, they cannot reconnect to the same
An access point is anything connected to the Net Arch. It target for 60 minutes (1 hour).
could be a vending machine, a security camera, an auto-
1D10 + COOL +
mated turret, an automatic door, a desktop computer, a se-
RESIST TORTURE/DRUGS
curity guard’s Neuroport, anything and everything connected
VS.
to the Net Arch becomes an Access Point.
1D10 + HACKING + INTERFACE
Because of the Data Pool, CitiNet, and Blackwall you can
Once you’ve gotten past that first Hacking check and the tar-
once again hack a Net Arch from the comfort of your own
get’s Passwall (if they’re smart enough to have one), simply
home. For this, a Long-Distance Deep Dive is required, but
upload your program by rolling its Strength (roll 1D10, if it’s
we’ll get to that.
equal or under the program’s strength it’s a successful up-
load).
QUICKHACKING
In Bartmoss’s time, he talked about microNets, hacking peo- Quickhack Programs
ple’s Cyberware, the works. At the time it was revolutionary,
something only a select few could do. It was an exciting new Synapse Burnout €$3,750
frontier of Netrunning. Now, by 2077, this new frontier has Class: Quickhack
been settled. Developed especially during the Metal Wars (or Strength: 3 MU: 10
Unification War, or 5th Corporate War, whatever you wanna Sends out a modulated pulse designed to cause a heart at-
call it choom), quickhacking is now just another tool in the tack in humans to the target (2D10 wound damage).
Netrunner’s arsenal.
Ping €$1,000
Because the Neuroport acts as a central OS for all your Class: Quickhack
cyberware, the Netrunner only needs to breach your Neuro- Strength: 4 MU: 4
port to start wreaking all sorts of havoc. Like a Net Arch, you Mark all individuals and devices connected to the network,
don’t need to be Deep Diving to Quickhack someone or the program will seamlessly overlay this information to your
something. Virtuality makes a Netrunner’s life that much eas- HUD, showing you exactly where they are in Realspace.
ier. If someone doesn’t have a Neuroport, you can’t Quick-
hack them.
15

Short Circuit €$1,450 Take control of a target’s Holophone for 1D6 turns. Anything
Class: Quickhack said during calls appears as though it was coming from that
Strength: 3 MU: 4 person and is in that person’s voice. If the target is conscious,
The Ref chooses 3 random pieces of Cyberware that are not they can see this manipulation occurring on their HUD unless
a Cyberarm, Cyberleg, Cyberoptic, Cyberaudio Suite, Neuro- otherwise prevented (such as through the Reboot Optics pro-
port, or Neuroport Cyberdeck. Options attached to the listed gram).
cyberware can be selected. The selected Cyberware ceases
QUICKHACK NAME STR MU COST
to function for 60 seconds.
Cripple Movement 5 5 €$1,850
Holo-Phony 4 1 €$1,250
Overheat €$1,875 Overheat 4 4 €$1,875
Class: Quickhack Ping 4 4 €$1,000
Strength: 4 MU: 4 Puppet II 2 22 €$37,625
Overheats a target’s neuralware, causing 1D6 heat damage Puppet III 3 24 €$40,500
per turn until the Netrunner is forced out. Puppet V 5 28 €$45,000
Reboot Optics 3 4 €$1,550
Cripple Movement €$1,850 Shard Ejection 3 3 €$1,250
Short Circuit 3 4 €$1,450
Class: Quickhack
Synapse Burnout 3 10 €$3,750
Strength: 5 MU: 5
Your target’s knee joints lock, reducing their MA by 1D6 for 2
Turns or until the Netrunner is forced out. If the target sports CYBERDECKS
cyberlegs, commandeer and lock their joints down, rendering Almost all Cyberdecks are portable and cellular now, and
them immobile. most of those are Neuroport compatible. A portable deck and
a cellular deck cost the same as a stationary deck. Portable
Reboot Optics €$1,550
Cyberdecks that aren’t Neuroport compatible only cost 75%
Class: Quickhack
of their normal cost.
Strength: 3 MU: 4
Causes the target’s HUD to start glitching out, giving them a The recharge on a portable deck is only 15 minutes for every
-4 penalty to all Awareness/Notice checks. If the target has hour of battery power. Cyberdecks slotted into your Neuro-
Cyberoptics, their cyberoptics simply undergo a reboot, ren- port double their battery life. Cyberdecks slotted into your
dering the target blind until the reboot is finished (1D6/2 Neuroport do not give any bonuses from their Speed.
turns, rounded down, minimum one).
DEEP DIVES
Puppet II, III, V €$37,625, €$40,500, €$45,000
Class: Quickhack This is what people think of when they hear the word Netrun-
Strength: 2, 3, 5 MU: 22, 24, 28 ner. Ice baths, plugging in your Deep Dive Port, entering Cy-
Take control of the target for 3 seconds. You can make them berspace, all of that happens here. There are two kinds of
shoot themselves, attack their choom, pull the pin on their Deep Dive: Connected Deep Dives (which we’ll cover first)
grenade and drop it, anything. All actions taken by the con- and Long-Distance Deep Dives. Aside from the rules men-
trolled target use their Stats and are at a -3. Highly illegal. tioned here, this works the same way as in base 2020.

Shard Ejection €$1,250 Connected Deep Dives (CDDs)


Class: Quickhack If you took a Netrunner from the year 2020 and plopped them
Strength: 3 MU: 3 in 2077, they would still know how to do this. You need a di-
Forcibly uninstall and eject one piece of a target’s chipware rect, physical connection to a Network Access Point to do
(your choice if there are multiple installed). This will not work this kind of Deep Dive. Once you do that, you access that net-
if the target has a shard slot cover (or even a piece of tape over work’s Datafort and ONLY that network’s Datafort. You can-
the slot) not access the CitiNet or other Dataforts. Everything else
about this is the same as Netrunning in the 2020s. If you really
Holo-phony €$1,250 want to, you can also hack a Net Arch this way, but there’s no
Class: Quickhack benefit to doing so.
Strength: 4 MU: 1
16

Long-Distance Deep Dives (LDDs) their own equivalent of EuroNet, so maybe have some pa-
tience. At least you don’t have to deal with LDL hops.
Allows you to run across the CitiNet. You can hack Net Archi-
tectures from the comfort of your own home, or attempt to LDDs In Practice
infiltrate more complex Dataforts (as in the 2020s). Netrun-
Let’s take a look at an LDD in practice.
ners use the Blackwall as a tool, sliding along it to “deep dive”
from one point of a CitiNet to another without leaving their Alice (played by Isa) is a Netrunner with a Hacking skill of +6,
homes. There is a danger of being pulled into the Blackwall an Interface of +7, and an INT of 10. She’s going to break into
yes, but the main threat is Netwatch finding you. a Scav Net Architecture. The site is way too heavily guarded,
To do an LDD, start with a City Grid Map (for more on and she can’t get anywhere close. Her regular crew is going to
these, see CP2020 pg. 145). For each space you move be- be breaking into the site in-person, and part of her job is to
yond your starting point, add 1 point of Difficulty to Hacking make sure that the plan goes smoothly. She has her room-
Diff. 20. For each space you move beyond 5, add 2 points of mate watch her to make sure that if something goes wrong,
Difficulty to this check. If you have an Interface score, add it she can get Jacked Out safely.
to this check on top of your Hacking skill. If you fail this check,
The Scav Net Architecture is 6 spaces away on the City Grid,
roll 1d10 and see what happens:
meaning that she must beat a Difficulty of 27 to not get
1-3: You are cut off and Netwatch sends your account a
caught, or worse. She rolls, adding her Hacking, Interface,
1D6x100 €$ fine. If you fail to pay within a month your Cit-
and INT Scores for a total of +23. Isa rolls a 5, totaling 28. She
iNet account is turned off until you pay double the original
passed the check just barely. She’s at the Scav Net Arch. Be-
fine.
fore she breaks into the Net Arch, she activates her Invisibility
4-8: You escape Netwatch. They don't have a trace on you,
program. She uses her Worm program to quietly break into
but will patrol that area of the CitiNet for 1D6+1 days, hop-
the Net Arch. She nearly gets spotted by the Bloodhound,
ing you show up again
which would have alerted the Sysop, but her Invisibility pro-
9: You escape, but they Issue an ANB (All Net Bulletin) on
gram comes through. The programs here clearly haven’t been
you. They know you're out there, and they're looking for
maintained recently. She uses her Open Sesame program to
you. It's only a matter of time...
open the back door of the Scav compound for her team. The
10: Something from beyond the Blackwall found you, roll
plan goes off nearly without a hitch. Alice Jacks Out.
1D6 and pray.
1-2: It’s something benign, still slows you down
though. Take a -2 to Speed until you Jack Out.
3-5: It’s something malignant. A RABID, a subroutine
from a Rogue AI, maybe a piece of the Blackwall. It
slows your deck down (-4 Speed) and causes program
degradation (one point of Strength is lost per minute,
on all programs) until the malignant program is re-
moved (Average System Knowledge Check).
6: You fall beyond the Blackwall, never to be heard
from again. You die in 1D6 turns unless somebody in
meatspace jacks you out in that time.

Of course, options 1-9 assume you’re using a fake ID to pay


for your CitiNet account. If you’re paying with your real ID, on
anything but a 10 Netwatch will simply send the local police
to arrest you or if you’re a big enough problem they’ll just do
it themselves.

Another thing about LDDs, they’re not actually long distance,


not in the way they were in 2020 at least. Unless you live in
Europe (where they built EuroNet, which spans most of the
EEC) or Japan (where they did much the same, just on the
scale of Japan and not the whole EEC) you’re stuck in your lo-
cal CitiNet. Blame Bartmoss. The NUSA is busy trying to build

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