Friday, April 8, 2016

White Box Cyberpunk Class Roundup

Here are the drafts of my four classes as they currently stand. In addition, I have consolidated all the rules for neuromancers per reader request. 

Note: I consolidated all of the neuromancer combat programs. They will post this weekend.  


Enforcer
Some call them street samurai, some call them solos, but enforcers are the professional muscle of the underworld, specializing in violence. 

Level    XP         Hit Dice    BHB   ST   Contacts
1             0          1+1          +0        16           1          
2           2,000      2            +1          15         +1        
3           4,000      3            +2          14         +0        
4           8,000      4            +2          13         +1      
5          16,000     5            +3          12         +0       
6          32,000     6            +4          11         +1      
7          64,000     7            +4          10         +0        
8        128,000     8            +5            9         +1  
9        256,000     9            +6            8         +0
10      512,000     10           +6            7        +1

Enforcer Class Abilities

Weapon/Armor Restrictions: Enforcers are able to use any weapons or armor. They are the only class trained in the use of heavy weapons and armor.

Combat Machine: Against enemies of one Hit Die or fewer, Enforcers get one attack per level each combat round.

Saving Throw: Enforcers receive +2 to saving throws vs. death

Specialization: Enforcers receive a +1 to hit with either ranged weapons or melee weapons. This bonus is chosen at character creation and cannot be changed.

XP Bonus: Enforcers receive XP bonus for either a high strength score.


Face
Faces are social chameleons, able to navigate the various factions of the underworld. Well-connected and suave, they gain information the old-fashioned way. Faces follow the old adage that the easiest way to break into a place is to look like you belong there.

Level    XP       HD  BHB   ST   Contacts  Guile
1            0            1     +0       14        4         1
2          1250        1+1 +0       13      +2         2
3          2500        2     +0       12      +2         2
4         5000         2+1  +1      11      +2         3
5        10000        3       +1      10     +2         3
6        20000        3+1  +2         9     +2        4
7        40000        4      +2         8     +2        4
8        80000        4+1  +3         7     +2        5
9      160000        5      +3         6     +2        5
10    320000        5+1  +4         5      +2       6

Face Class Abilities

Weapons/Armor: Faces prefer light weapons, but can use medium ones as well. They likewise prefer light armor but can wear medium. They don't use heavy arms or armor.


Saving Throws: Faces gain +2 to any saving throw against an effect that would confuse, deceive, or charm them.

XP Bonus: Faces get an experience bonus for having a high charisma score.

Guile: Faces are social chameleons, deceivers, and diplomats. By rolling equal or less than their guile score, a face can use their guile to engage in expert deception. Tasks they can attempt include disguising themselves, blending into a social situation, fast-talking an NPC out of being hostile, etc. The GM is the final arbiter of what falls under the purview of this skill. Note that when 6 in 6 is reached, a guile roll only fails if two sixes are rolled in succession. 

Luck: Faces get by on wits, luck, and treachery. They may re-roll one attack roll or saving throw per game session.


Infiltrator
The operative is the team's specialist. Part hacker, part burglar, possibly field medic or engineer, the operative brings specialized technical knowledge to the team. 

Level    XP         HD    BHB   ST    Contacts Covert Ops
1             0           1       +0       14           2        1        
2           1,500      2       +0        13         +1       2         
3           3,000      2+1   +1        12         +1       2        
4           6,000      3       +1        11         +1       3         
5          12,000     4       +2        10        +1        3        
6         24,000     4+1   +2         9          +1        4         
7          48,000     5       +3         8         +1        4        
8          96,000     6       +3         7        +1         5        
9        192,000     6+1   +4         6        +1         5       
10      384,000     7       +4         5        +1         6       

Infiltrator Class Abilities

Weapon/Armor Restrictions: Infiltrators prefer light, easily concealable weapons, though they may use any light or medium weapon. They may also use sniper rifles, but no other heavy weapons. Operatives may only wear light armor. 

Saving Throw: Infiltrators receive +2 to any saving throw meant to avoid a trap or security countermeasure.

XP Bonus: Infiltrators receive XP bonus for a high dexterity

Covert Ops: Infiltrators are skilled in a variety of specialties. By rolling equal to or less than their covert ops score on a d6, the infiltrator can move in absolute silence, blend into shadows, scale sheer surfaces without gear, bypass security equipment and locked doors, and other clandestine activities. The GM is the final arbiter of what can and cannot be accomplished with this skill. 

Mastery: Once per game session, the infiltrator can declare automatic success on a covert ops roll. This must be declared before the dice are rolled. The GM can rule that truly impossible tasks cannot benefit from this ability. 


Neuromancer
Sometimes called deckers, riggers, netrunners, and even stranger names, the neuromancer is more than just a hacker. Neuromancers interface their nervous systems directly into the invisible web of information that permeates the megaplexes of the future.

Level    XP         HD    BHB   ST  Contacts
1             0           1        +0      16       2    
2           1,500      1+1    +0      15      +1
3           3,000      2        +0       14     +1
4           6,000      2+1    +0       13     +2
5          12,000     3        +1       12     +1
6         24,000     3+1     +1       11     +1
7          48,000     4         +2      10     +2
8          96,000     4+1     +2       9      +1
9        192,000     5         +3       8      +1
10      384,000     5+1     +3      7       +2

Neuromancer Class Abilities

Weapon/Armor Restrictions: Neuromancers can only use light weapons and armor. 

Saving Throw: Neuromancers have +2 to any saving throw to resist technological devices. 

XP Bonus: Neuromancers receive XP bonus for a high intelligence

Combat Programs
Neuromancers are assumed to have numerous regular utility programs on their personal computers and in their headware; combat programs are operations that the neuromancer has ready to go and can discharge in seconds. Neuromancers keep their program code on their personal devices and load them into a special headware implant that lets them interface directly with networks.

The neuromancer can prepare a number of programs from his deck (neuromancer slang for computer) according to the table below. The neuromancer can prepare redundant copies of a particular program by using more than one "slot."

Neuromancer Combat Programs Table
                         Programs
Level             1      2     3     4     5              
      
1                    1      -      -     -      -
2                    2      -      -     -      -
3                    3     1
4                    4     2
5                    4     2      1
6                    4     2      2
7                    4     3      2     1
8                    4     3      3     2
9                    4     3      3     2     1
10                  4     4      3     2     2

Optional Rule: Neuromancers with an Intelligence score of 13 or greater can prepare one extra 1st level program.  

Neuromancers begin the game with the Copycat program and two other programs determined either by the GM or the player. (Or perhaps each picks  one) Neuromancers can learn other programs using the following methods:

-Gaining experience levels (the neuromancer may add one program of a level he can use)
-Creating new programs (GM's discretion- should involve time and resources)
-Using the copycat program to decode a program from a data node or a purloined deck
-Convincing another neuromancer to share their source code (Good luck with that, chum)

When a neuromancer executes a combat program, the player must make a saving throw. On a success, the neuromancer successfully launches the program to the desired effect. On a failure, security countermeasures block the program. The neuromancer must then roll 2d6 and consult the following table: 

Neuromancer Program Failure 
2: The program is wiped from the neuromancer's headware  and the neuromancer takes 1d6 damage per level of the program.
3-5:  The program fails and is wiped from the neuromancer's headware
6-8: The program succeeds, but is wiped from the neuromancer's headware 
9-10:  The program fails, but is not wiped from the neuromancer's headware 
11-12: The program succeeds but is delayed until the following round and is not wiped

Rigging/Diving
In addition to loading combat programs, the neuromancer can use their headware to "dive" into a drone, vehicle, or other machine. (This is also called rigging, though that term is considered outdated and is often used ironically) The neuromancer rolls 1d20 and consults the chart below. On a success, the neuromancer gains access to the machine for 2d6 rounds. Note that if the chart lists a result of "H", the target is automatically hacked and control can be maintained indefinitely. A neuromancer can only have a total HD of machines indefinitely controlled equal to their experience level. Neuromancers can also rig a cyborg with less than 5 points of cybertolerance, though the victim is entitled to a saving throw to fight off the effect and cannot be indefinitely controlled. If a neuromancer fails to dive into a target, they are locked out of that particular target for 24 hours.

While rigging, a neuromancer must maintain concentration. They cannot execute any combat programs, though any programs already running continue to do so as long as they don't require concentration themselves. They can move at up to half their movement rate and can engage in combat, though at -2 to attack.

At the GM's option, this table can be used to resolve complex hacking attempts on the part of the neuromancer. In this case, assign the computer system a number of hit dice based on its complexity and restrictiveness. A small business wireless network probably has 1 hit die, a corporate arcology might have between six and ten, whereas an AI might have many more. (Especially the rumored 'Black AI' that exist in the deepest parts of the networks)

Neuromancer Rigging Table

Target                       Neuromancer Level
HD                      1    2   3   4   5   6   7   8  9-10
1                         10   7   4   H  H  H  H  H    H
2                         13  10  7   4   H   H  H  H   H
3                         15  13  10  7  4    H  H  H   H
4                         17  15  13 10  7    4  H  H   H
5                          -    17 15  13 10  7   4   H   H
6                          -     -   17 15  13  10 7  4    H
7                          -     -    -   17  15 13 10 7    4
8                          -     -   -     -    17 15 13 10  7
9-11                     -    -   -      -    -   17  15 13 10
12-18                  -    -  -       -   -     -    17 15 13
?                         -     -   -      -   -     -     -  17  15

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