Friday, April 1, 2016
White Box Cyberpunk: Neuromancer Tables and Rules (Draft 1)
Before I knock out the full combat program descriptions for the neuromancer, I wanted to cover the rules for combat programs and rigging. (Essentially reskinned spells and turning)
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
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
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)
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