6:1 Introdution
The net is the global computer network. Everything is linked to it. Everyday every one interacts with the Net in some way, watching TV, using the phone, cruising for porn, using your SIN card. Even your fridge can have its own Foptic connection to the super market. Electronic equipment comes Net ready out of the box. And once you turn it on it stays connection. It's like everything is on Broadband!
However interacting with the net is not net running. Net running is the slang term used when some one uses full sensory VR to interface with the global computer network. They see, hear, taste, touch and smell the net. Their perception shifts entirely into the net. In the net an icon referred to as an avatar represents the characters presence. An avatar can be of any appearance the character chooses to design and usually reflects the net runners style. A net runners avatar will always look the same in the net, unless they are using (illegal, corporate) software to disguise themselves (or unless the character spends down time redesigning it).
For Example: All police net runners use the same avatar, a sphere that flashes blue and white. Vatican net runners usually adopt an archetypal angel figure complete with sword. HARRY cruises the net as giant coy carp in cascading rainbow colours.
Most activities an avatar carries out are also represented with icons in the net relating to the nature of the action
For Example: If a police net runner is going to attack you dangerous looking gun turrets sprout from their avatars. The Vatican inquisitors sword would burst into flame. HARRY facing either of the two would wisely activate his armour program and the carp avatar would don a tin helmet (briefly before if was obliterated).
6:2 Why Net run?
The net contains a virtually limitless amount of information, much of which is being transferred across the net all the time very quickly. The ability of a human to understand and react to this information via a monitor and a keyboard is limited full sensory perception allows the user a much better interface, the only way to process the information on the nets terms.
Why hackers are so dangerous:
As mentioned every electronic appliance is likely to be linked to the net. They come that way out of the box and only operate properly that way. This means that they can be hacked from the net. Of course the nasty hacker would need to crack the inbuilt security of the net, and corporate level security is very difficult to hack, but the risk remains.
6:3 How Net Running is Played
When a character goes into the net they need a ref to take on the role of the net. The character describes what they are doing and the ref moderates the outcome. This is a lot like table top role playing you simply describe your actions, you do not need to act them out, all the action takes place in the net. In the 'real' world your character is just sitting, plugged into their 'deck'. Also other tabletop conventions are used, primarily to control when and how often a character can act. It is usual that complicated net runs will be arranged during a game session and played out (table top style) between events. In these cases the ref may choose to delve deeper into the tabletop genre and bring a (small) random element into the process of skill use!
Most 'legal' actions in the net do not even require the use of the game system; if your going to sites/nodes that you are allowed access to it is unlikely you will ever need to break out your ICE software. You are effectively using the net as it was intended!
The description of what you are doing is very important in net running, a good blag can greatly improve your chances of success before the system even comes into play.
For Example: Cruising up to the gate in a data wall and activating your Wraith software might very well get you inside. But activating it before your approach and waiting for some one else to go through the gate in order to give you cover is likely to give you the edge. Ultimately it will come down to a skill challenge, you against the gate, but by being sneaky the gate will get a penalty to spot you.
As with the rest of the system the rules for determining how successful a character is in the net follow the same pattern. The characters skill is matched against the difficulty of the task they are attempting. But like combat the net running has it's own special take on how this works.
There are a lot of variables possible to record a net runner and their deck abilities. In the basic system all of the variables (like the number of programs you can run at once and the number of actions you can take each turn) default to your net running skill. This allows for an excellent net running experience without any book keeping. If you want to explore the possibilities of hardware upgrades, programs and skill specialization then you will need to keep track of the numbers. Don't be afraid to write them down. When you are net running you will be sat still out of the way somewhere (if you have any sense) and will have the liberty to refer to your notes. As with all other system mechanics it is your responsibility to understand and keep track of your characters abilities.
If you intend to play a net runner it is your responsibility to know the details of net running. Ignorance is no excuse!
For simple logistic reasons a trip in the net will take the same amount of time to run as real time.
6:3:1 The Net Running Skill
The character's net running skill (a Mind skill) is the primary net running trait. It is the characters intuitive ability to control their net presence; it is as much instinct as it is learned response. A good net runner seems to react to situations in the net before they happen.
Any action in the net uses the characters net running skill as the base.
Net running has several key specializations that relate to important types of activity.
Specialization - Power (the use of brute force, superior processing power)
Specialization - Speed (movement, reflexes and reaction)
Specialization - Data (detection, stealth and information analysis/processing)
Most hardware upgrades & software that the character uses are identified as relating to one of these specializations. Such equipment is only useable in net actions relating to that specialty.
For Example: If you have an upgrade card that gives a +1 modifier to Stealth, then it will not provide the modifier to an Action relying on Speed (even if it's sneaky!).
Every action in the net it falls under one of the specialization categories. Your rating is your net running skill (or specialization) plus any hardware modifiers relating to that specialization, plus software modifiers.
Some net actions will be made by trying to beat a ref set difficulty (like looking for a piece of data), but most will be against other net runners (all be they usually ref controlled). When challenging another net runner you must overcome their rating to succeed. The nature of the software you are using dictates what the effect of this is.
For Example: If you are trying to sneak past as sentry, you employ your Sneak program (a stealth specialization). It is pitted against the sentries Watchdog software (a data specialization).
Any character can perform an action described below based solely on the Net Running skill and hardware modifiers (in truth they are actually using software as part of the process, but this is basically no more advanced than an operating system). Programs generate specific results. They can sometimes just add modifiers, but more often the program will have a specific effect/result as detailed in its description.
For Example: HARRY comes up to a data gate (an entry into a protected system, a fire wall). He does not have the password so opts to crack the security. This is an action using his Data Specialization of 5. If he chose to use his Ninja program his attempt may go undetected even if it fails as the program description states that Ninja also acts as a Stealth action. His rating does not change, but using the program is a safer option.
This means that although a runners rating might be the same in a wide number of situations the outcome can be drastically different depending on the programs used.
For Example: HARRY can attack TOM using either his Broadsword program or his Cobra program. Both are attack software using HARRY's Power specialization of 5, but the Broadsword, if successful will just knock TOM out of the net whereas the Cobra will kill him in the real world!
6:3:2 Net Running Tech
A net runners kit hardware consists of the cyber modem (the deck) and the interface (either a jack into the senorium via a neural co processor or a 'trode head set). Both parts are required for the runner to enter the net. You also need to have the Net Run skill!
The Deck - All cyber modems are capable of interfacing with the net via a high bandwidth cellular connection (encrypted batches of RF frequencies), wireless. This is the favoured connection method as you are free to login anywhere (and your real world location is more difficult to pin point). They are also capable of plugging straight into the global optic network in order to reach the net. This is a faster connection, but ties the runner to a traceable location. It is also possible to plug into one of the older cable networks, but the performance is decreased. Via special equipment a deck can also link direct to the satellite communication net, but the cost compared to performance is mediocre.
Wiring into the optic network gives a +1 modifier to all net running ratings.
Using the older networks gives a -1.
All decks are rated in three areas of performance.
HARD DISK, RAM and PROCESSOR.
These ratings control how many programs a deck can hold, how many can be run at once and have many 'actions' a runner can take in a 'round'. These default to 1, but many decks have higher ratings. They are also modified by specialization modifiers (see below).
It is possible to buy enhanced decks that give positive modifiers to the Net Run skill, but they are restricted to corporate legality and even then the price is very high (ten's of thousands of credits). Most Net Runners who know their stuff rely on upgrade cards to deliver a modifier.
Most decks rely on advanced forms of printed circuits for operation (all be they considerably more advanced than current computer tech). At the higher end of the scale bioware circuits provide better performance, although the price is extortionate, and at the peak optic processors provide parity with the speed and performance of the optic cable networks. Both variants provide modifiers (dependant on the model).
Each deck is set up for one user. If you are using some one else's deck then you will suffer a -2 modifier to all net running ratings.
Neural Jack - The neural jack allows a direct link from the runners brain to the cyber modem via an optic cable plugged into the runner. This is the preferred interface for the professional. Although it is fast and not susceptible to outside interference, it does carry the risk of having your brain exposed to the net.
Trodes - Trodes are worth on a headband and interface with the sensorium through electromagnetic induction. They are safer (in theory), but they are also slower and susceptible to interference. Using trodes is a -1 modifier to all net running ratings.
Upgrade Cards - This is the generic term used for hardware that improves the performance of a deck. An upgrade card will only effect actions relating to a single specialization, not the runners base skill. They can be sensory feed back accelerators (Speed mods), dedicated decryption chip sets (Data mods), multi processing processors (Power mods). The list of tech is endless.
Software - All net runners use software to run their decks, this is standard operating systems and utilities. The term software (or program) relates to special programs that generate system modifiers or other system affecting results.
Of special note are Drone programs. These are autonomous programs that once activated follow the owners directions to the best of their ability. Most drones have their own net running skill that they use to carry out their directions. The more advanced drones have one or more of the specializations of net running as well. The very best (and most expensive) drones can also be loaded with programs in order to carry out their orders. Drones are used mostly by corporations for their low level maintenance and security work.
Most programs of this type are illegal (corporate or military depending on type) to own as there is no legitimate reason for having them.
All positive modifiers from software are only valid for one month. They become outdated very quickly. The runner can still use the program (particularly if it has other special effects), but they do not get the modifier. A runner that wants to keep their edge will need to buy the software each month (the up to date code patch, at full price!!) in order to get the modifier.
Most runners only tend to maintain a couple of key programs month to month only buying others, as they need them.
6:3:3 Net Actions Introduction
The term action relates to a rating challenge in the net. Some actions will go unrestricted, but most will be set against other net users or Constructs. Under normal conditions a runner will just inform the ref of what they are doing, what programs they are activating, where they are going, that sort of thing. The system is usually only called into play when the runner encounters opposition.
The rules below are set out to handle encounters (almost always termed as fights or combats) involving multiple characters and NPC's. Most smaller encounters will be resolved with only a few exchanges and many of the points below will be academic. Either way the net runner needs to think carefully about the actions they are taking during a fight.
In addition to assisting with the success and failure of a character's actions in the net, Net Running Skill modifiers also assist secondary abilities. These abilities represent the performance of the runner's hardware.
HARD DISK - The archaic term used to indicate the number of programs that can be saved on a deck. This is equal to 1 plus any modifiers that increase the Power specialization. It is possible to buy decks/upgrades that increase the hard drive capacity fairly cheaply (but do not also improve the Power skill).
RAM - The number of programs a runner can have open at once. This is equal to 1 plus and modifiers to the runners Data specialization. Dedicated RAM upgrades are more expensive than hard disk upgrades.
PROCESSOR - This is the number of actions a character can take in each round. It is equal to 1 plus any modifiers to the runners Speed specialization. Dedicated processor upgrades are pretty expansive.
The first priority in a net encounter (fight) is determining who acts first!
1) The character (or ref NPC) with the highest Net Running rating (or Speed specialization) gets to take the first action.
1a) If two characters are tied then the ref will arbitrate (or even flip a coin if they like).
2) The next turn goes to the character (or NPC) with the next highest net running rating and so on until every one has taken an action.
3) Characters or NPC's that are allowed more than one action in a round (by virtue of superior Processors) take another action at his point. If more than one character has multiple actions the order in which they are taken is determined in the same way as above (the highest Speed skill goes first). Once every one with multiple actions has taken another action any one who still has actions left can take another action (and so on until every one has taken all their actions.
4) After this any automatic effects take place (this is basically anything not being controlled by a runner, like a net storm attack, or a data gate unlocking). The ref will determine the order in which automatic effects occur as they see fit, usually with hostile effects taking priority.
5) The process then starts over again, until the situation has been resolved (or every one dies). If a character improves their net running/Speed rating during a 'fight' then the order they get to take their action in will improve accordingly in the next 'round'. And vice versa.
For the sake of simplicity any characters involved in a net run encounter that move away from the area of the fight still take their actions in the same order as above (until they leave the net, with the refs permission!).
6:3:4 Action
An action is a single activity in the net, usually involving a skill challenge. You will need to consider carefully what to do and when based upon your ratings and hardware. However most hostile encounters in the net will be fairly hectic affairs and time is of the essence. The ref will expect immediate answers as to what your next action will be when they ask you. Hesitation may result in you loosing your action!
An action can be one of the following things
Jacking In - Usually a runner will already be in the net when an encounter starts. If they are joining an encounter, or rejoining an encounter after being kicked out of the net, they will need to spend an action logging in. A character entering the net starts at their home node (the net analogue of the real world location they log in from). Once they log in they will usually need to spend an action moving (see below) in order to reach the location of the encounter (unless the encounter is taking place in local net space).
Moving - Distance in the net is a relative term. It has no real meaning in feet and inches. Although mundane interactions take place in a VR location the distance between locations is unimportant. By moving you can go to any other location in the net, assuming you have access. If you need to pass through a data gate (a restricted access area) and you do not have the codes then your progress is stopped until you bypass the gate in some way.
These locations are termed as areas in combat!
Unless using particularly powerful programs you cannot attack a character unless they are in the same area as you.
Using a movement action takes you from the area you are in to another area as long as you are not passing through a locked data gate it can be anywhere.
If a character is moving during a fight they are either trying to get away from some one or catch some one. If you are chasing someone then you need to beat their net running skill (or Speed specialization) in order to end up in the same area as them (and vice versa). If the challenge is failed then you are not in the same area. You can continue your pursuit in your next action, which will bring you to the right area, but if they have also continued to move the Speed challenge is repeated.
Opening a program - A program resides in the decks 'hard drive' inactive. Opening it (so that it can be used) is considered an action. Unless a program states otherwise a character can have multiple copies of the same program open at once.
If you are not using a 'program', but are making an action just based on your skill (+ hardware) ratings then you do not need to open the program, you just need to spend an action using it (see below).
Using a program - A program cannot be used in the same action it is opened, that requires a separate action. However programs that are defensive (don't do anything unless the runner is 'attacked') will start working straight away and do not require an action.
Closing a program - As mentioned above a deck can only have a limited number of programs open at once. If a character reaches their decks capacity and want to open another program they must first close one of the ones that is running. This is an action. It requires a separate action to open another action, as above. If an attack causes a program to close then it does so in the automatic effects section of the round. It is not available for use (even if it has an automatic effect) between the time the attack succeeds and the program closes.
Transferring data - Characters can 'talk' to each other freely whilst in the net (over any distance without using an action, but if they wish to swap programs or transfer security codes (or the data they have just stolen) this is considered an action. Although usually data can be transmitted anywhere in the net, this is not the case during a fight. Due to the time lag involved characters transferring data must be in the same net area during a fight.
Jacking out (of the net) - A character cannot just jack out of the net during a fight. It takes time and they have to wait their turn. This leaves them vulnerable to faster attacks whilst they are attempting an exit. If an attack forces a runner out of the net it is not an action, but they don't drop out of the net until the automatic action phase. They cannot take another action whilst waiting to be forced out of the net in this way.
6:3:5 Result of Attacks
A successful action will usually result in a target suffering the effects of an attack. The results are many and varied (especially when programs are used). The basic attacks and results are listed below. The description of the specific programs also refers to this list to clarify the type of attack they represent in addition to any special effects the program has. Remember that a net runner who isn't using any special programs can still initiate any of these attacks!
Attack (Power specialization) - The runner initiates a destructive attack on another runner, drone or construct. The programs attack rating is matched against the opponents Protection program (also a Power specialization), if they have one running. Success means the runner is forced out of the net and all their programs shut down (this actually happens at the end of the round, but the runner cannot do anything whilst they are waiting for this to occur. The icon for attacks typically takes the form of some sort of weapon or bolt of energy. There is no difference between the effects of icons that appear to have range (like a gun) and a hand-to-hand attack (like a sword). Distance in the net is illusion and as long as the attacker and the victim are in the same net area (node) both icons would be equally effective.
Anti System - This variation of attack targets the runners hardware. The attack is decided in the same way as above, but success means that the runners deck has been permanently damaged. For each point of difference between the attack and defense the victims deck looses a point of modifier (form the highest down). If no modifiers exist the points come off the decks Processor, Ram and Hard Disk stats (in that order). The ref can decide on the exact distribution if they wish. If there is points left over from the attack and all of the decks modifiers and hardware stats are at 0 the deck is considered destroyed. The damage represents the effects of viruses corrupting or deleting data and micro circuitry burn outs. It is not massive electrical meltdown, that sort of nonsense only happens in the movies!
Anti Program - These attacks target individual programs. The attack is made against the rating of any program that is running (even if it is a non combat program or specialization). Success indicates the program has been destroyed. This attack also corrupts the master copy and the runner will not be able to use it again. This also means that any copies that are running are also destroyed.
Anti User - Generally termed as Black Ice programs. This form of attack causes actual harm to the victim. This form of attack is not available unless you have dedicated Black Ice Software. It is also illegal. A successful attack will put the victim into a mortally 'wounded state' as per the main combat system. Anti user attacks cannot be resisted using normal combat skills (like Dodge and Endurance. For medical purposes the victim is considered to have suffered brain hemorrhage and is treated at the Black ICE's attack rating.)
Protection (Power) - A runner needs to have a protection program running in order to resist any 'Power' attacks. It acts as a resistance to all attacks at it's own Power rating. The icons for protection software typically take the form of armour and shields, or bubbles of energy. Even if the program is overcome by an attack it will continue to run at full power, unless the attack it's self indicates that the protection is destroyed. There are countless variations of protection programs that provide modifiers against the various forms of attack (anti system, anti user), but the rules are identical in all cases.
Movement (Speed) - Movement programs all do much the same thing, take a runner from one net location to another as fast as possible. The rating is only applied if some one is trying to follow you, or you are trying to follow them. In these cases it is a straight challenge between each runners Speed specialization. The icons for movement software are typically forms of conveyance. Alternately the runner might sprout wings or extra legs.
Evasion - Evasion software is an alternative form of resistance to protection programs. The idea being that the speed of the runners action acts prevents their opponents targeting them. It acts in the same way as protection programs against 'Power' attacks. The down side is this defense is not automatic. Each round the runner must spend an action using the Evasion program. As long as they spend one action each round the protection is continuous, but they must spend the action in order to gain the effect.
Stealth - Stealth programs allow a user to operate undetected (either moving between nodes or within a node). The runner must spend an action each round using the Stealth software to benefit from it. Stealth is resisted by opposing runners Data specialization. A successful use of evasion means that your opponent cannot see you in the net (although the after effects of the runners action are visible). Opposing runners need to spend an action checking to see if they can overcome the stealth program (using their Data specialization), but they can choose to do so even if you have given no in game indication of your presence. If the runner uses a 'Power' program whilst using Stealth the program instantly stops working, although it remains open. Stealth programs can also be used to bypass data gates without resorting to code breaking or attack software.
Disguise (Data) - Disguise allows you to change the appearance of one icon or avatar you control. It is resisted in the same way as stealth software (above) and like stealth resistance an opposing runner can choose to spend an action checking without any in game reason. Once you spend an action using Disguise the change stays in place automatically for as long as the program remains open. Disguise is obviously useful in misleading other runners as to your identity, as well as the nature of any programs you have open. It can also fool data gates into thinking you have legitimate access.
Detection (Data) - Detection software comes in a myriad of types, each capable of detecting one specific thing (stealth users, disguise software, Black Ice etc.). The user indicates their target (an avatar, icon or construct) and uses an action. It is automatically successful in revealing the presence of the relevant thing, unless the opponent is using stealth, disguise, anti detection or similar, in which case your Data specialization is matched against their relevant rating.
Alarm - Alarm performs the same function as detection, but it remains active once used. It can either be tasked to watch an avatar or a construct. The target needs to be in the same area as the runner initially, but either can move anywhere else without affecting the alarm. If the thing the alarm is detecting attempts to attack or pass by the target then the alarm will alert the user, where ever they are in the net. This is most useful when used on the runners themselves to alert them when some thing is trying to interfere with them on the sly, but also has its advantages for letting the runner know when some one has entered a specific data gate elsewhere! Alarm can be deceived by stealth and disguise programs etc. as above. Alarms can also be detected by other detection software, just to confuse matters.
Trackers - Tracking programs look for and are resisted by the same criteria as other detection programs. The difference being that tracking programs can detect where their target has been and where they have gone. Unless the tracker is resisted (or the trace they are following stops) they can follow the source to anywhere in the net. Trackers are mainly used to follow a specific runner or their programs. In this case the user must have a good idea of what they are looking for.
Area Detection/Alarm - Detection and alarm programs only watch a single target. More powerful (and expensive) programs perform the same function on everything in the same net node as the program.
Utilities (Data) - Utility software covers everything else the net runner might like to get up to. The restriction is that although utility programs have their own Data specialization rating they cannot perform any task that requires a skill challenge. This might seem a bit vague (and it is a sort of catch all category), but utilities make up an important part of a net runners tool box. There are utilities that allow the runner to use some of their decks HARDWARE stat as temporary RAM, there are utilities that tag net nodes you pass through to mark your trail, there are utilities that leave rude messages in the decks of runners you defeat in net combat. They cover a multitude of sins.
Drones (by type) - self-autonomous programs. They have their own net running stat (or specialization) and can be instructed to carry out any net task within the range of the net skill ability. Once a runner opens drone program it functions independently of the runners system (does not use up a RAM slot) and will carry out its instructions without the runners input. They can even function when the runner is out of the net himself or herself. If anything happens to the drone it does not affect the runner (unless the drone is Tracked back to them). Drones are limited in their capability, but a very useful for carrying out mundane or dangerous roles. The most powerful drones can also be loaded up with programs of their own to use in their activities.
Constructs (by type) - Constructs are every thing else you encounter in the net, walls, data gates, advertising. They are static and do not do anything unless they are interfered with. They do not act, but (depending on their abilities) can react.
For Example: A data gate will just sit there minding its own business, but if any character attempts to attack it they will find it resists very effectively. It might even send off a warning to it's controller alerting them of the attack etc.