Friday, April 29, 2016

OneDice Urban Fantasy Revision: Magic System

 I had intended this to be my final post on my OneDice Urban Fantasy revisions, but I just realized I never posted any rules for alchemy and artificing, two skills I introduced. That will be the final post so that I can get back to work on my White Box Cyberpunk rules. Jeez. 

Magic and Spells

This system is a hybrid of the two presented in OneDice Urban Fantasy. (One is a list of set spells by category, the other is a very cool free-form system based on semi-historical magical traditions)

Characters begin with a number of spells equal to their Magic rating x2. They may select spells from both their gift and aptitude lists, but they may never know more aptitude spells than they do gift spells.

Characters with a magical aptitude are limited to the spells on their list. Characters with a magical gift, however, are capable of improvising spells per the alternate magic system in OneDice Urban Fantasy.

Regardless of whether a character uses an improvised spell or a "rote" (list) spell,  a character can still only cast a number of spells per day equal to Magic x2 safely. A character can choose to cast extra spells, but each extra spell causes the caster to lose 1d6 Health for an acolyte spell, 2d6 for an adept spell, and 3d6 for a master spell. The character can make a TN 4/6/8 test vs. Strong or Magic to take half damage. The damage from casting extra spells can only be restored by natural healing; regeneration and magic will not help.

All schools/traditions of magic have three levels of skill: acolyte, adept, and master. Any character with Magic 1 can learn acolyte spells, so long as they have the appropriate gift or aptitude. In order to learn adept spells, a character must have Magic 3 and be at least 3rd level. Master spells require a character to be level 7 and to have a Magic rating of 4 or higher.

All of the magic types in the book use their spell lists. Beginner spells are the acolyte spells, intermediate spells are the adept spells, and advanced spells are the master spells. Below are two new types of magic.

*Elemental Magic-  Deals with the manipulation of the four elements
 Acolyte (Requires Magic 1+)
1. Manipulate Air  The caster can create/nullify a strong breeze, disperse smoke/gas, etc. This can generate a wind strong enough to knock someone over. Range: 20 TN: 6
2. Manipulate Earth The caster can weaken or toughen dirt, wood, or even metal, doubling or halving the structural integrity. Range: 20 TN: 5
3. Manipulate Fire- This spell can quell or intensify a fire to about bonfire levels. It cannot create fire from nothing. Range: 10 TN: 6
4. Manipulate Water- This spell can direct the current of a body of water roughly equal to a small lake. It can churn or calm the water. The spell can drop the temperature of water to just below freezing or just above boiling. Range: 10 TN: 5
5. Resist Cold The target can withstand even arctic temperatures without any discomfort or detrimental effects. The target also takes half damage from cold attacks. Lasts 1d6x10 minutes. Range: Touch TN: 5
6.Resist Fire- The target can withstand fire and heat up to 450 degrees without any detrimental effects. The target also takes half damage from fire-based attacks. Lasts 1d6x10 minutes.

Adept (Requires level 3+ and Magic 3+)
1. Chill- Used against an enemy, this spell inflicts 1d6x3 cold damage (metal armor does not protect, but non-metal does) Used against and object, it can drop the temperature to the point where holding it is impossible without taking 16 damage and making a TN 6 Strong check not to drop it. Range: 10 TN: 8
2. Earthen Grasp- Chunks of ground rise up and trap an enemy's legs. For 1d6 rounds, the opponent cannot move. TN: 8 Range: 10
3. Icicle- Summons an icicle that the caster can hurl at an opponent. The projectile inflicts 2d6 damage. The caster can also cause the icicle to explode as it travels, targeting up to 1d6+1 opponents with icy shrapnel. Range: 20 TN 7
4. Melt- This spell can melt metal objects up to the size of a city mailbox. (It will still partially melt larger objects like a car) Anyone who touches or is wearing melted metal takes 1d6 damage per round of exposure. (Armor does not help unless it is fireproof) Range: 10 TN: 8
5. Summon Elemental- The caster summons forth  1d6 elementals (the caster can pick which type, but all summoned elementals are the same type.) They will serve the caster for 1d6 rounds, after which they vanish back whence they came.  Range: 10 TN: 7
6. Wind Shield- The caster is surrounded by a small whirlwind that deflects attacks. Melee attacks suffer a -2, ranged attacks suffer a -3. The spell lasts for 1d6 combat rounds. Range: Self   TN: 7

Master (Requires level 7 and Magic 4+)
1. Convert Element- This spell can change an element from one to the other. A fire could be turned into water, for instance. The spell affects an area about the size of a small house. The change is permanent. Range: 20 TN: 10
2. Conflagration- This spell causes an enormous fire to burst forth from nothing. The flames are big enough and hot enough to engulf a small house. The fire may be extinguished by normal means. If the fire erupts in the same space as a foe, they take 1d6x4 Health, plus possible further damage if they remain in the fire. Range: 10 TN: 9
3. Earthquake- This spell causes an earthquake that affects an area of about 1d6 city blocks. The earthquake is 1d6+3 on the Richter scale and lasts for 1d6 minutes. Range: 10 TN: 12
4. Tempest- This spell creates gale-force winds, capable of destroying windows, damaging buildings, and hurling people. The tempest lasts 1d6 combat rounds and blows in whichever direct the caster desires, though the caster must concentrate to maintain the winds. Range: 20 TN: 11
5. Torrent- This spell conjures a localized downpour, covering about a city block. Visibility is reduced to 1 yard, and it quickly becomes impossible to move in the huge puddles, mud, etc. Everyone in the area moves at half speed and ranged attacks are impossible. Range: 20 TN: 9
6. Summon Greater Elemental- This spell summons forth a Greater Elemental (the caster can choose the type.) It serves for 1d6 rounds before returning whence it came.  Range: 10  TN: 9

*Hemomancy- Magic that manipulates blood and life force. Most of these spells do not work on undead, constructs, or other things that are not truly alive. At the GM's discretion, spells that manipulate actual bloodflow may affect a vampire.
 Acolyte (Requires Magic 1+)
1. Adrenal Surge- Target gains +2 Strong for 1d6 combat rounds. Range: 10 TN: 6
2. Cease Bleeding- This spell stabilizes a dying character (0 Health) Range: Touch TN: 5
3. Endure- This spell allows the target to go without water, food, sleep, or even rest for three days. At the end of that time, the target takes 2d6 damage that can only be healed by complete rest. This spell can only be cast once a week on a given individual. Range: Touch TN: 5
4. Enhance Life Force- The target heals at double the normal rate for 1d6 x 10 hours. Range: Touch Touch TN:6
5. Sense Life Force- The caster can sense the presence of all living beings within 1000 feet. The caster can determine their size and if they are badly injured or not. The spell lasts as long as the caster remains in total concentration. Range: Self  TN: 5
6. Slow Heart Rate - For the next 1d6 combat rounds, that target can either move or take an action, but not both. Outside of combat, this spell fatigues the target, imposing a -2 penalty on all tasks. Range: 20  TN: 6

Adept (Requires level 3+ and Magic 3+)
1. Bleed - A given target takes +2 damage from any cutting or piercing attack for the next 1d6 combat rounds. Range: 20  TN: 8
2. Block Pain - One target gains +15 bonus health for 1d6 combat rounds. All damage first subtracts from these bonus hit points. At the end of the spell, the target takes 1d6 damage. Range: 20 TN: 7
3. Burst Vessels- Causes the blood vessels in the target's eyes to rupture. For 1d6 combat rounds, the target has -2 to any attack requiring clear vision. (Ranged attacks, etc) Range: 20 TN: 7
4. Heart Attack - The target takes 1d6 x 3 damage. Armor does not protect the target. Range: 10 TN: 9
5. Purge- The target is instantly cured of mundane diseases or poisons. Magical diseases or poisons require a higher TN. The target spends 1 round vomiting or otherwise purging the harm from their body. Range: Touch    TN: 9/11
6. Transfer Life Force- The caster is able to give Health points to an injured living being. The caster can only recover points from this transfer through natural rest; no supernatural aid will bring the points back faster. This spell cannot give a subject Health in excess of their normal maximum value. Range: Touch TN: 9

Master (Requires level 7 and Magic 4+)
1. Contagion- This infects the target with a wasting disease. The disease lasts 3d6 days, inflicting a point of damage each day that the target cannot recover unless they receive supernatural aid. In addition, the target's Strong score is reduced by 2. (If reduced to 0, the target is helpless and unable to walk.) During the course of the infection, the target is contagious; anyone in contact with them must make a TN 6 Strong roll or become infected. Modern medicine has only a 50-50 chance of treating the disease. Range: 20  TN: 11
2. Create Life- The caster invests part of their own life force into a vessel, bringing it to live. This must be an organic body, created artificially through alchemy, or an intact corpse. This newly created life will have it's own personality and motivations. It has a number of Health points equal to what the caster chose to invest x2 The caster cannot ever recover the Health Points invested to create this new life.  Range: Touch TN: 12
3. Drain Life Force- The caster steals the target's health and adds it to his own. Armor does not protect against this loss. If the caster exceeds his normal Health total, they keep the extra points until they are lost from injury, etc. This spell does not increase the caster's maximum Health total.  Range: 20 TN: 10
4. Puppet- By manipulating the blood and muscle of a target, the caster can force the target's body to perform actions of the caster's choosing. The caster's control over the body is clumsy, and the target cannot be forced to perform tasks of fine manipulation. The spell lasts as long as the caster concentrates. The caster can take no significant actions. If the caster is injured, they must make a Strong roll with a TN equal to the damage they have taken or the spell ends immediately.  Range: 20 TN: 11
5. Quench Life- The target must make a TN 10 Strong roll or lose 20 Health. TN: 12 Range: 10
6.  Requiem- An intact corpse may return to life for a single day, after which they die again. There is no way to prevent this. The spell can also return vampires to life for a single day, though unwilling targets may resist. A vampire revived in this way is subject to mortal attribute/skill maximums, does not suffer the usual weaknesses, and cannot use any vampiric gifts. This spell can only be cast once on any given individual, ever.  Range: Touch  TN: 12


Thursday, April 28, 2016

OneDice Urban Fantasy Revisions- Supernatural Gifts

Demon Gifts
*Devil's Deal: Anyone who enters willingly into a bargain with a demon-blooded must fulfill the terms of the contract or become sickened, with their Strong, Quick, and HP reduced to half, rounded up. This sickness remains until the contract is fulfilled or the demon-blooded willingly releases the target from the contract. This ability is a double-edged sword; as the demon-blooded suffers the same penalty if they break their half of the bargain. They must either fulfill their end or else be released by the target. A demon-blooded can have only one Devil's Deal active at a time.
*Nightmare Sending: The demon-blooded stands over a sleeping or unconscious individual and makes a Magic vs. Magic attack. On a success, the target suffers terrifying nightmares (though does not awaken) and the demon-blooded can siphon 1d6 HP from them, adding them to his own. This ability can be used only once per night.
*Regeneration: The demon-blooded heals five times faster than ordinary humans. Wounds caused by a vulnerability, however, heal at the normal rate.
*Sorcery- The character has access to the Sorcery school of magic. This is treated as an aptitude and not a gift.
*Stronger- as per the lesser gift
*Unearthly Beauty- as per the fae-blooded gift

Demon Weaknesses
Ban: Holy ground/holy symbols
Dependence: inflicting torment on humans, making deals with humans, seducing humans
Vulnerability: Cold iron, blessed weapons (double damage in either case)

Fae Gifts 
Exactly as written in the OneDice Urban Fantasy book, with one exception
*Shapeshifting- At character creation, the fae-blooded must choose whether they can assume any basically humanoid form, or whether they can shapeshift into animals. If they take this gift twice, they may shapeshift into either.

Fae Weaknesses  
Exactly as written in the OneDice Urban Fantasy book, with the following changes:
*Vulnerability- Weapons made of the substance do double damage, objects do damage over time. 

Lesser Gifts - All natural gifts from the book work now fall under this category. The following are some new additions:
*Electropathy-The character and psychically manipulate nearly electronic objects. A character needs the computer skill to do any hacking or other surreptitious ability, but any electropath can cause the device to turn on/off, turn up, or perform any normal function with a TN 3 Magic roll.
*Face-Stealing- The character can create a glamour on themselves to look like a specific individual. The character must have seen the individual in person at a range of 10 or less within the past month. People who know the individual personally can make a TN 6 Clever check to see through the disguise. Anyone with The Sight will penetrate the illusion. This does not grant the character any of the target's abilities, though if the character has heard the person speak, they can duplicate the voice.
*Lesser Regeneration- As the demon ability, but the character only heals twice as fast.
*Leaping- The character can perform prodigious leaps, up to Strong x5 across and Strong x3 up.
*Telepathy-The character can read surface thoughts out to a range of 10. A character can also project a message. Both of these are a Magic roll with TN 3 and 5, respectively.

Magical Heritage Gifts 
A character can select one of the following types of magic for which they have an inborn gift.  The magic system revision post will address the difference between a magical gift and an aptitude.
*Druidic Magic
*Elemental Magic (new type of magic)
*Fae Magic
*Hemomancy (new type of magic)

Vampire Gifts 

Necromancy- Treated as an aptitude, not a gift 
Shapeshifting- Vampires can only choose the form of a bat, wolf, or cloud of mist
Spider Climb
Sorcery- Treated as an aptitude, not a gift

Vampire Weaknesses 

Ban: Consecrated ground, holy symbols
*Dependence: Human blood
*Vulnerability: A wooden stake through the heart paralyzes the vampire until someone removes it. Sunlight inflicts 1-3 points of damage per round of exposure.

Werebeast Forms 
*Werebear:  +3 Strong, -1 Clever, +2 Brawl, +1 Notice, +1 Tracking, +10 Health, +10 Movement
Natural Weapons inflict 3 damage

*Werewolf: +2 Strong, -1 Clever, +2 Quick, +1 Brawl, +2 Notice, +2 Tracking, +5 Health, +30 Move
Natural Weapons inflict 2 damage

*Wereraven: -1 Strong, +3 Quick, +2 Notice, +2 to HtH and Ranged defense. +20 to Move (flight)
Natural Weapons inflict 1 damage

Werebeast Weaknesses  
Lunacy- On the night of the full moon, and the nights before and after, werebeasts cannot control their change. They will change automatically when provoked, injured, or excited on these nights.

Vulnerability (Silver) Silver weapons have double the damage rating against werebeasts. Even exposure to silver objects can cause severe burns.

Wednesday, April 27, 2016

OneDice Urban Fantasy- Unofficial Revisions (DM Wieg Style)

So I love the idea and concepts behind the OneDice system. I particularly like OneDice Urban Fantasy, and I've posted scattered material for it across this blog.

However, I don't really dig on the math behind it.

So, with sincere apologies to Peter Cakebread, I'm posting my revisions to the system. (And I will totally pull them if he objects)

Oh- and I'm still working on White Box Cyberpunk. These revisions took me all of an hour or so.The revisions also assume that you have access to OneDice Urban Fantasy- they will not be a complete game unto themselves.

Strong, Clever, Quick, and Magic - All being at 0, which is adult human average. PCs have 4 points to spend, and cannot put more than 3 points in a single attribute. A rating of 3 is also the absolute maximum for mundane humans. You can reduce Strong, Clever, or Quick to -1 for a bonus point to spend elsewhere, but you can only decrease one attribute to -1. A character must have a rating of 1 in Magic to be a supernatural being; a rating of 0 means the character is a mundane human.

Derived Attributes-
Health: Strong x3
Movement: Quickness x10
          Hand-to-Hand: Strong x2 + Bruiser  OR Quick x2 + Melee
          Ranged: Quickness x2 + cover bonuses
          Magic: Magic x 3

Characters receive 6 points to distribute among skills. All skills begin at 0. Characters can have a maximum of 2 points in a skill at creation. A skill rating of 3 is the absolute maximum for a mortal human. At the GM's discretion, supernaturals might be able to have a skill at a higher rating. (An ancient mummy might have an Occult Lore skill well above 3, for instance) Each skill has an attribute tied to it. When you roll that skill, you add skill + attribute. Some skills are tied to two attributes, in that case you roll whichever is higher or most applicable to the situation.

Supernatural Type: 
A character who has a Magic score of 1 or higher is a supernatural creature. Select one of the following archetypes. Characters with Magic 0 are mundanes and skip this step.

Demon-blooded- Pick 2 demonic gifts, take 1 demonic weakness
Fae-blooded- Pick 2 fae gifts, take 1 fae weakness
Gifted- take 2 lesser gifts
Magical Heritage- Choose 1 school of magic to be gifted in, choose 1 to have an aptitude in
Vampire- +2 Strength, +2 Quickness, Dominate, Dark Vision, chose 1 vampire gift, take all vampire weaknesses
Werebeast- Choose 1 werebeast form, take all werebeast weaknesses

I will post supernatural gifts in a follow-up post. The only ones I will detail are new ones I wrote up or abilities that I changed significantly from the rules. 

Friday, April 22, 2016

White Box Cyberpunk: Combat Tweaks Draft 1.5

The combat rules in my White Box Cyberpunk are pretty much identical to those in S&W White Box, but I needed to make a few tweaks to accommodate boosted reflexes, neuromancer programs, and automatic weapons.

Violence is an everyday occurrence in the sprawls and megaplexes of the future. When characters resort to combat (or are attacked), the game follows the following routine:

1) Determine surprise - if there is the chance that one or both sides will be surprised, the players (or GM) roll 1d6. On the result of a 1 or 2, that side is surprised. If one side is surprised, the other gets a free round of attacks and actions against them. If neither side is surprised, or if both sides are, proceed to Step 2.
Boosted Reflexes: Characters with the boosted reflexes implant are only surprised on a 1. On the roll of 2, they are not surprised even if the rest of their party is. 

 2) Determine initiative- Roll 1d6 for each side. The side with the higher roll goes first. On a tie, all actions occur simultaneously.
Boosted Reflexes: These characters always act first on a tie, though they can be tied with other individuals with boosted reflexes.

3.) The party with initiative acts first
          a. Resolve neuromancer programs
          b. Resolve ranged attacks
          c. Resolve movement
          d. Resolve melee attacks

4.) The party that lost initiative now acts as per Step 3.

5.) If the combat continues, start again at Step 2 and repeat until the fight is over.
Attacks: Roll 1d20 + the attacker's BHB + any bonus/penalty from dexterity/strength + other modifiers. If the result is equal or greater than the opponent's Armor Class, roll damage and apply it to the target's hit points. 
The natural roll of a 20 is always a hit. The natural roll of a 1 is always a miss. 
At the GM's option, rolling a 20 might carry an additional advantage such as double damage or maximum damage, whereas the roll of a 1 might cause some kind of misfortune or mishap.

Damage and Death
A character who is reduced to 0 hit points is dead. However, medicine in the dark future is more advanced, so a character might be saved if someone gets to them in time. A successful use of the medic task will keep a character from dying if it is administered within 1d6 rounds of death. This will keep a character alive for 1d6 turns so that he can be taken to a medical facility or a street doc.

Combat Options

Here are a few simple combat maneuvers the GM can introduce to make combat more tactical. Most of them are restricted to enforcers, who should in all cases outshine the other classes in direct combat.

Defend- A character who does nothing but concentrate on defense (staying low, parrying, etc) gets a +2 bonus (+4 for enforcers) to Armor Class for the round, but cannot make any attacks and can only move at 1/2 their rate.

Dual Wielding- Enforcers may wield two melee weapons or two firearms, provided they are one handed. This makes the use of a shield impossible, as well as the use of any object in either hand or any task requiring two hands. When using two weapons,  the character receives +1 to the attack roll and +1 to damage, representing the increased chance of a favorable hit. At the GM's option, Infiltrators may use two firearms (only), provided they are one-handed. Other classes may carry two weapons, but gain no mechanical benefit from doing so.

Sneak Attack- Enforcers and infiltrators may make a sneak attack against a target who is unaware of them. Sneak attacks made with ranged weapons must be executed within the short range bracket of the weapon. A sneak attack receives a +4 bonus to the attack roll and inflicts double the damage indicated on the dice on a successful hit.

Suppression Fire- Enforcers wielding a gun capable of full auto can use suppression fire. They may spray an 50 ft cone shaped area within the short range bracket of the gun. All targets must spend their next action doing nothing except seeking cover or dropping prone. Those who fail to do so automatically take damage as if hit with a single bullet from the gun. At the GM's option, a target can make a saving throw to act at -2 to attacks and checks but not take the automatic damage.

Vehicular Combat

Combat between vehicles and pedestrians is conducted as normal. The vehicle moves on the driver's initiative. The driver must choose between maneuvering the vehicle or taking some other action. A natural roll of 20 against a vehicle inflicts damage on both the vehicle and one of the occupants, determined randomly. 

Combat between vehicles is conducted in a similar fashion, but initiative is only rolled by the drivers.

Wednesday, April 20, 2016

White Box Cyberpunk: Cyberware, Draft 2

I added prices, most based on the lists in Cyberpunk 2020.

Cyberware implants are the way of the future. They have saved countless lives and made previously inhuman feats possible. However, they come with a terrible cost. As people lose more and more of themselves, they tend to develop a mental illness called Implant Depersonalization Syndrome.

All characters begin with a Cyberware Tolerance (CT) of 10. Having a constitution or wisdom score will provide an accumulative +1 to initial CT score. Scores of less than 9 in those abilities will likewise subtract 1 point from a character's CT score.

Every implant has a CT Loss number. When a character gets an implant installed, their CT is reduced by the listed number. As a character's CT reaches certain points, they begin to suffer penalties.

CT less than 7 - The character must make a saving throw or develop Stage I IDS. A person with Stage I has a distant, detached demeanor to them. They have -1 to reaction rolls and -1 to any task involving charisma

CT less than 3 - Stage II IDS - If a character with Stage I drops below 3 CT, they must make another saving throw or progress to Stage II. Even if they make the saving throw, they must repeat the save every month. At the GM's option, there might be street drugs or sketchy treatments available to give them a bonus to the save or skip the save entirely, but then the character has to deal with expense, addiction, etc. Characters with Stage II IDS have a -2 to reaction rolls and to charisma based tasks.

CT 0- Stage III IDS- A character who reaches 0 CT either dies or becomes a ravening, inhuman machine. Either way, the character is now an NPC under the GM's control. Rumor has it of black projects that keep these "cyberzombies" alive to be used as weapons, as well as rumors of Stage IIIs who manage to keep their sapience intact but are deranged psychopaths.

The implants listed in italics are basic implants, the ones offset under them are features that can be installed at an additional cost, but no additional CT loss. (With the exception of the neuro-interface link)

Cyberware            Cost CT Loss   Notes

Eyes                      500        .5
      -Telescopic      200                     Shift ranges one category down
      -IR                   200                     See heat signatures, see in the dark
Ears                                    .5
     -Transmitter    300                      Hear/transmit radio frequencies
     -Sound Amp    200                    +2 to all listening tasks

Head Computer   1,000      1         Always have a computer, storage

      -Neuro-Interface   *      +1      Neuromancer's required headware

Weapon Link           100     .5        +1 hit with linked weapon

Arms                        500             1
  -Internal Weapon   500            1d6+1 weapon
  -Integrated Tools    350             Pick tool kit

Legs                         500       1
   -Hydraulic Jacks   500             Triple jumping distance

Adrenal System     400         1      +2d6 extra temporary hp
Boosted Reflexes  500          2      Roll twice to be surprised, +2 individual init
Bone Lacing         300          1      +3 extra hit points
Blood Filtration    300         .5     +2 save vs. poisons, diseases
Muscle Graft       1,000        1       +1 hit/dmg in melee, +2 encumbrance slots
Internal Air Supply 300      .5     30 min air supply
Subdermal Armor 1,000      1     +1 AC, cumulative with worn armor

*Neuromancers automatically begin with a head computer that has a neuro-interface. They needn't pay money for it, but they do suffer the CT loss.

Monday, April 18, 2016

White Box Cyberpunk: Gear, Draft 1

 Ah, the part of the game I have dreaded above all others.
One of my two major problems with cyberpunk rpgs is the tendency for it to become gear porn. A lot of the old Shadowrun games I used to play felt more like the players were playing walking equipment lists.

To this end, I'm starting by just plain ripping off the weapon and armor stats from either Skyscrapers & Sorcery or White Lies, which are nigh-identical. I've broken them down into light, medium, and heavy weapons to go along with my class write-ups. I have adjusted the mechanics a little bit to better fit my game.

Cyberware will be addressed in a separate post. I also hope I can somehow pare this down to be even simpler...although it is no more complicated than the tables in S&S and WL.

I'm not going to bother writing explanations of common weapons. I'm also leaving them generic so that GMs can decide whether to name them after real life firearms, make up fake firearm models like Shadowrun, or just decide that it's unimportant.

I think I may have mentioned this in a previous post, but I took the miscellaneous gear from Cyberpunk 2020... at least the gadget names and basic idea. Alright, enough navel gazing. 

How to read the weapons chart:

RoF- Rate of Fire. This is how many times a character can attack in one round. Note that this doesn't "stack" with an enforcer's combat machine ability. (A 4th level enforcer using a RoF 2 weapon attacks 4 times.)

Rng- Range. The range increment of the weapon in yards. One increment is short range, no penalty. Two increments is medium range, -2 to hit. Three increments is long range, -4 to hit. Accurate fire beyond that is impossible. Melee weapons with a range can be thrown.

Avail- Availability. This is the chance on a d6 that the character can find the weapon for sale. Weapons with 0 availability can only be obtained through fixer contacts. Characters cannot begin the game with any weapon that has an availability of less than 3.

BP- Ballistic Protection. Armor reduces incoming damage from bullets by the listed amount. Attacks still inflict a minimum of 1 point of damage, however. Damage from other sources is not reduced.

Slight adjustment to my classes: infiltrators can use a sniper rifle, despite it being a heavy weapon. It is the only heavy weapon they can use.

Firearms                    Dmg     RoF   Rng  Ammo  Cost  Avail.

Holdout Pistol            1d6-1     1         10      2            20      6 
Revolver                    1d6+1     2         50      6          50       6
Revolver, Big            1d6+2     2         50      6           75       6
SA Pistol                   1d6         2         75     12          120     6       
Taser+                        Spec.       1        10       2          300    5      

+A target hit by a taser takes 1 point of damage and must make a saving throw or be stunned for 1d6 rounds.

Shotgun, Dbl Barrel 1d6+3*   2          30     2        100   5                    
Shotgun, Pump         1d6+3*   1         30     5        150    5  
Submachine Gun#    1d6+1     2         50    20       900     4                     
Semi-Auto Rifle       1d6+2     2        150     8       800     5

#The weapon can fire a 3-round burst in place of a regular attack. This uses up three bullets and grants +2 to hit and damage.
*Shotgun damage drops to 1d6+1 at medium range and 1d6-1 at long range.

Assault Rifle#        1d6+2       2        150      30   1,500     4
Big Game Rifle      2d6+2       1        300      5     2,000    4
Flamethrower& 1d6        1         30      10     400      2
Rocket Launcher~     4d6       1/2       200      1    500       2
Sniper Rifle               2d6        1         500      15   500      3
Shotgun, SA            1d6+3*    2         30        5    200       3

#The weapon can fire a 3-round burst in place of a regular attack. This uses up three bullets and grants +2 to hit and damage. The weapon can also go full-auto, consuming all attacks for the round and either granting +2 to hit and double damage OR allowing the shooter to attack 1d4 targets with normal hit and damage modifiers. 
&Sets the target on fire, doing 1d6 damage/round until extinguished.
~ Does full damage at impact point, -1d6 for every 5 feet the target is away. A successful saving throw will halve the damage.


Flash-Bang    Stun                        1      4        -        30    5  No dmg, save or be stunned 1d6 rounds
                                                                                              and blinded 1d6 rounds
Frag                 2d6                       1       4        -       40    5
Incendiary       2d6                       1       4         -      40     5
Smoke              -                           1       4         -      30    5
Plastique        1d6+2/charge         1       -          -    100   4
Launcher        As grenade             1      40       5    300   3

All explosives count as medium weapons. However, grenade launchers count as heavy weapons.

 Explosive damage: explosives do full damage to all targets in a 5' radius from the point of impact, with the damage dropping 1 die for each 5' away from ground zero. In the case of stun grenades, targets 5' beyond the center of impact get +2 to save and are stunned for 1d6-1 rounds. Targets beyond that are mechanically unaffected.

Archaic Weapons

Axe, Hatchet      1d6-1     1    4       1       10     6
Brass Knuckles  1d6-1     1    -         -       10     6
Crossbow, Wrist 1d6-1   1/2   40     1       50     4
Knife/Dagger     1d6-1     1    4        1      10      6
Nightstick           1d6        1    -         -      20      6
Stun Baton^        Spec.     1    -          -     50      4
Sling/Slingshot   1d6-2    1    30       1     20      6
Unarmed Att      1d6-2    1     -         -      -        -

Crossbow           1d6      1/2    80     1    60       5
Machete             1d6        1       -      -     25      6
Spear                  1d6       1       4       1    15     6
Staff**               1d6        1      -       -     20      6
Sword                 1d6+1   1      -        -   100     6

Axe, Battle        1d6+2    1     -        -    150     5
Compound Bow 1d6+1   2    60      1    50      6
Sword, Tech^^    1d6       1     -        - 1,000    2
Whip, Tech^^ % 1d6-1    1    3        -  2,000   1

^Target takes 1 point of damage and must make a saving throw or be stunned for 1d6 rounds
^^ Tech weapons treat all targets as being AC 12.
%Whips have a range, but cannot be thrown. This represents the extra reach such weapons have and can attack an opponent at a distance.

Armor     AC   BP  Cost Avail
 Light       +2    -1     100    6
Medium   +4    -2     250    5
Heavy      +6    -3     800    3
Shield^    +2     -      100    5

^These are heavy ballistic shields, often used by police for riot control. They count as heavy armor anda character using such a shield cannot use two handed weapons or use that arm for anything but keeping the shield on front of them.

Ammo                              Cost     Avail.    Notes
Bullets, assault rifle          100         4          Box of 60
Bullets, big game               75          3         Box of 50
Bullets, handgun                10         6          Box of 50
Bullets, rifle                       20        6           Box of 50
Bullets, shotgun                 10        6           Box of 20
Bullets, SMG                     50        4          Box of 40

Special Ammo
Armor-Piercing: Ignores two points of BP.   x2 cost
Hollow Point: -2 to hit, +2 to damage           x2 cost
Gel Rounds: Target takes 1 point of damage and must make a saving throw or be stunned for 1d6 rounds.                                                            x1.5 cost

Weapon Accessories   Cost        Notes 

Firearm Accessories

Cyberlink  Capable        100       Firearms only, allows connection to cyberlink implants
Extended Magazines      10        150% ammo capacity, but no concealment. Non-revol
Gas Vent                         50       Autofire guns get an additional +1 when using bursts
Mounted Flashlight        10
Scope                              50       Treat medium range as short, long as medium, add a long range
Shoulder Holster            10        Conceal handguns under a coat or jacket
Speed Loader                  2         Reload revolvers in 1 round (normally takes 3)
Suppressor                      50       Reduce noise of guns

Archaic Weapon Accessories

Diamond Edge              200       +1 hit and damage for edged weapons
Explosive Bolts               30      +2 damage for crossbows and bows

Armor Accessories
Casual Design             x1.5        Light armor only. Looks like normal clothes.    
Enviro-Seal                 x2           Heavy armor only. Sealed suit, 60 min. oxygen
Tactical Pockets          +75         Provides 3 extra encumbrance slots 
Thermoptics                x3          +2 to sneaking/stealth attempts

Misc Gear
Tech Toolkit             200                      Used to
B&E Tools       200                               Used for covert ops
Flashtube                 10                       6 hours of light
Rebreather               200                       30 min. air supply, also filters air
Digital Camera        200                       
Roll-Up Laptop      350
Pocket Computer    500
Comm Unit            200
Binoculars               20
Binoglasses            50                      Binoculars, but disguised as sunglasses
IR Goggles            250
Medkit                  200
Rope                      20                      Nylon, per 50 ft. 

Vehicles are a bit more complicated. Given their cost, I'm not sure how I can set up starting PCs with gear. I might take a page from Skyscarapers & Sorcery and allow for a starting package.

Vehicles                 Cost    Pass   Cargo   Spd  Cnt  HP            
Scooter                      1k    1+1         0         80     +1   8
Motorcycle               4k     1+1         0       160     +2   12
CityCar                    13k    1+4        10cf   140     +0   15
Small Subcompact  10k     1+3        4cf     110    +1   12
Medium Sedan        20k    1+4        12cf    160    +0   25
Sportscar                100k    1+1        8cf     200     +3   18
Luxury Sedan           50k   1+4        15cf   160     +0   30

Squatter/Transient  Free!                   Cannot heal naturally, -2 charisma
Low                        100/month          Heal naturally at half rate
Medium                  500/month
High                      1,000/month        +1 hp healed/day
Luxury                  2,000/month+      +2 healed/day, +1 to charisma


Friday, April 15, 2016

KantCon 2016 and My Loss of Street Cred

I'm going to KantCon this July for the 5th year in a row. Since I always seem to run Lamentations (whether I intend to or not), I decided to continue the tradition. Likewise, I am continuing my yearly Starships & Spacemen 2nd edition event that uses the same crew and ship.

The events I'm running:

"You Never Get a Second Chance" (Starships & Spacemen 2nd edition) The crew of the Armiger is charged with recovering a first contact mission gone horribly wrong on a planet with hostile flora and fauna.

"A Thousand Dead Babies", the module by Zzarchov Kowolski. I'm using the Lamentations rules for it. I'm also changing the name - see below for that story. I'm going to try to make it "extra pilgrim-y" and play up the whole "Young Goodman Brown" aspect of the tale.

"Djinn and Tonics" (OneDice Urban Fantasy) The PCs are charged with stopping an unstable, unlicensed alchemist plying his trade in the supernatural community of San Francisco.

"The Devil Rakan" (Ruins & Ronin) As troubleshooters for the local daimyo, the PCs are tasked with recovering delinquency taxes from a fishing village. However, all is not what it seems...

Alright, so let's talk about the name change. The KantCon staff contacted me and asked me to change the name of the event. KantCon is a family event. They're worried about people complaining about the name.

They didn't tell me. They didn't threaten or cajole me. They asked me, and they did so very politely. I agreed to re-title the event "The Goat, the Basinet, and the Dark, Dark Woods." I get that there are a lot of families at KantCon. This is my con, and it's been very good to me over the years. I have been asked to change nothing except for the event title.

There are probably some folks in the blog community who would have probably pulled the event, refused to change the name, made snide comments about SJWs/crybullies/censorship, or something equally charming.

That being said, I'm looking forward to KantCon and to my events.

I am very, very close to finishing the horrendous grind that is the gear chapter for White Box Cyberpunk, after which I will knock out the cyberware. It should all be downhill from there, methinks.

Thursday, April 14, 2016

Cyberpunk Progress Report

Work continues on my White Box Cyberpunk treatment. I've been writing the equipment/gear chapter, which kind of makes me want to gouge my own eyes out. I hate the "gear porn" aspect of cyberpunk. I'm borrowing heavily from both White Lies and Skyscrapers & Sorcery. I imagine my cyberware will be heavily borrowed from Polychrome (the cyberpunk supplement for my beloved Stars Without Number.) My cyberware will be a bit less harsh and unreliable, though.

I'm trying to keep it simple. White Box, y'all.

The post is partially complete. I'm going to try to have it up in the next few days. Of course, I still need to work on this Friday's session of The Royal Society Files.

Sunday, April 10, 2016

Neuromancer Combat Programs

Level 1 Combat Programs

Duration: Permanent

This program translates any text written in an unfamiliar language, be it human language or coding language. The translation can be saved to the neuromancer's device. At the GM's discretion, heavily ciphered messages might merit a saving throw to decipher with 100% accuracy.

Blender/Duct Tape
Duration: Instantaneous

1. As Blender, this program takes a packet of data and destroys it utterly, such that it cannot be restored from backup or recovered in any way.
2. As Duct Tape, this program can fix data that has been destroyed by Blender, but if Blender was used by a higher level neuromancer or a program with more HD, the repairing neuromancer must make a saving throw to successfully repair the data.

Duration: 20 min

This program shows all nearby running combat programs. It will reveal any individual affected by a program, locate combat program code, etc. It will also detect ICE programs. Unlike most programs, bloodhound can only be used out to the "near" range category.

Duration: Instantaneous

This program will decrypt and copy a combat program, either from a data packet or a captured device. Decrpyted combat programs can be added to the neuromancer's repertoire.

Friendly Flag
Duration: Indefinite

This program can target a drone, camera, weapon, robot, or even a full cyborg. If the victim fails a saving throw, it has to regard the neuromancer as a friendly, or at least a non-hostile. This condition is broken if the neuromancer or an obvious ally of the neuromancer attacks the target with more than twice his level in HD.

Duration: Instantaneous

This program inflicts 1d6+1 damage to any mechanical target or any target with cyberware. The target may make a saving throw to receive half damage.

Duration: 1 hr + 10 min/level

The neuromancer can turn on all the lights in an area or cause the lights to shut off. They remain locked in the on/off position unless the program is countered.
This program suffers from double penalties for range greater than immediate. 

Duration: 2d6 turns

The neuromancer can lock a door, gate, or similar portal. The portal cannot be opened unless the program is neutralized, the duration expires, or the portal is destroyed.

Range: Line of sight
Duration: Special

This program forces drones and robots to shut down. It can also target cyborgs, shutting down limbs and headware. Mechanical foes are essentially dormant and helpless; the effect on cyborgs is at the GM's discretion. It generally takes 1 full round for someone to restart a shutdown drone or similar object, and 1 full round for a cyborg to reboot any shutdown implants.

Target's HD   Number Affect
1 or less              2d6+3
1+ to 2                2d6
3+ to 4+1            1d6
5+                       No effect

Level 2 Combat Programs

 Duration: Instantaneous

1. As Doorbell, this program hacks and unlocks a single portal, even one that has been held shut with Lockout, Lockdown, or similar programs.
2. As Lockdown, this program seals a single portal and causes a glitch in the operating software, rendering it permanently sealed unless defeated by the appropriate program or physically destroyed. Ordinary attempts to bypass will fail. A neuromancer three levels higher than the one who used the program can open the door. Doorbell will only alleviate this program until the portal is closed again, at which point the glitch will resume.

Eagle Eye/Lazy Eye
Duration: 1 hour
1. As Eagle Eye, this confers a bonus of +1 to firearm attack rolls upon the neuromancer or one person he specifies.
2. As Lazy Eye, this inflicts a bonus of -1 to all firearm attack rolls upon one specified target.

Duration: Until countered or attack is made

This program can be used on the neuromancer or one specified target. That target becomes invisible to all electronic forms of perception: drones, cameras, anyone with cybereyes, any networked weapons, etc. The faded individual simply cannot be targeted or perceived. Making an attack, using a program, or any other aggressive action will ruin the effect.

Duration: 1 hour + 1 turn/level

This program locks up hardware, freezing in place any mechanical opponent. Cyborgs who are targeted lose the use of any cyberlimbs, partially or totally paralyzing them. The program can affect 1d4 individuals of up to human size, or a single target who must save at -2. A successful saving throw means the target is unaffected entirely.

Duration: Until negated or countered

The neuromancer can create a false image to any electronic perception. (Cyber-eyes, cameras, etc) The ghost image is revealed to be false when touched, attacked, etc. The Bloodhound program will reveal the image to be program-generated.

 Duration: 2 turns

This program allows the neuromancer to detect any electronic or mechanical traps/security measures in the immediate range.

Paint Bucket 
Duration: 1 hour

This program allows the neuromancer to perceive individuals, programs, ICE, and anything else concealed by a Fade program or something similar.

Turtle Test
Duration: 2 hours

This program can only be used in the immediate or near ranges. It allows the neuromancer to determine if any being encountered is sentient, an AI, a program, etc.  

Level 3 Combat Programs

Cascade Surge
Duration: Instantaneous

The neuromancer can trigger a chain reaction of power surges out to 60 feet in a straight line. Every networked device, mechanical target, or target with cyberware/networked devices suffers 1d6 damage per level of the neuromancer, though a saving throw halves the damage. If a surge protected object is in the path, the cascade ricochets backwards toward the neuromancer. The surge always extends to 60 feet. Note that this program has different range rules than normal.

Duration:10 min

This program shuts down ongoing programs such as Lockdown, Lazy Eye, etc. If the neuromancer's experience level is equal to or higher than the original programmer's level, the crash works automatically. If attempting to crash a program executed by a higher level neuromancer, the percentage that it works is equal to the ratio of the level difference.

Example: A 4th level neuromancer trying to crash a ghost image generated by a 6th level neuromancer has a 2/3rds or 66% chance to successfully run the crash.

At the GM's option, the program or original neuromancer can make a saving throw. If successful, the program will come back online in 10 minutes. If a failure, the program is shut down and must be executed again.

Electric Eye
Duration: 2 hours

The neuromancer can hijack cameras, drones, webcams, and other objects within the zone to eavesdrop. Generally this does not work beyond moderate range, simply because there is simply too much sensory data to sift through.

Fade Party
Duration: Until countered or attack is made

This program is identical to Fade, but it projects a "black hole" in a ten foot radius around the recipient that moves with the recipient. All within this radius are considered faded. 

Mr. Clean/Dirty Bomb
Duration: Instantaneous

1. Mister Clean allows the neuromancer to remove a virus or other malicious software from a computer or device.

2. Dirty Bomb allows the neuromancer to infect a device with a virus. The details of the virus are determined by the GM.

Search Engine
Duration: 1 minute per level

This program allows the neuromancer to get directions to the nearest specified object. Examples of object categories might be: the nearest terminal, nearest elevator, nearest data node, etc.

Duration: 3 turns

This spell bogs down a target with lag, reducing its movement, attacks, and actions to half speed. If used in the immediate range zone, it can affect up to 24 targets in a 60 ft radius. All targets are allowed a saving throw to resist the effects. Note that cyborgs or individuals with networked gear may suffer a reduced effect based on what kind of implants/equipment they are carrying. (A non-cybered goon with a networked gun and a knife would not suffer movement penalties, nor attack penalties with the knife.)

Level 4 Combat Programs 
Duration: 2 hours

Bedlam causes machines and cyborgs to act randomly. The afflicted targets must roll on the table below. The effects of the program shift every turn or so, and the GM must roll the dice to determine the new behavior:
Roll (2d6)                               Effect
2-5                                    Attack the neuromancer and her allies
6-8                                    Stand inactive
9-12                                  Attack own allies

The program affects 2d6 targets, plus an additional target for every neuromancer level above 8th. Targets of 3 HD or fewer are automatically affected by the program, which takes effect immediately. Targets of 4 HD or more resist the power for a number of minutes equal to 1d12 minus the neuromancer's experience level. Thereafter, they must make a saving throw (and another saving throw every turn) or fall under the influence of the program until the duration expires.

If it is not possible to attack the neuromancer and/or her allies (the program is used on a remote location, the neuromancer uses Fade on the following round, etc) the targets will attack nearby inanimate objects.
Big Daddy Fry 
Duration: Instantaneous

This program causes a power surge or hardware failure in the target, inflicting 3d6+3 damage. This is more than enough to destroy most regular personal weapons.

Lazy Eye Support Group
Duration: 2 hours

This program creates a affects a target any anyone within 10 feet. (The zone moves with the target) All in the zone suffer a -2 to any firearm or networked attack rolls.

Duration: 1 hour

This program creates a backdoor into the target's sensory equipment. (Cybereyes, camera, a gun's scope, etc) The neuromancer can simultaneously see through his own eyes and the eyes of the target until the duration of the program expires.

Duration:  Three questions

Query is the ultimate power search: it answers a neuromancer's questions by collating data from all available sources. Feeding this much information into the human brain is dangerous, however, and the program can only be safely used once per week; any more frequently and the caster may suffer a temporary psychosis similar to the Bedlam program. (GM's discretion)

Level 5 Combat Programs

Blitzkrieg's Ping
Duration: Special

This dangerous program can only be used at global/extreme range. The program seeks to establish a direct link between the neuromancer and the Black AI that exist in the darkest corners of the networks. The neuromancer first decides how deeply she wishes to go (Level 1 through 6) The neuromancer then asks a number of yes/no questions equal to the depth she has chosen.
Roll 1d20 and consult the table below. Typically the GM should make the roll in secret.

Depth                    Insanity                    Right                   Wrong
1                              1-2                          3-11                     12-20
2                              1-4                          4-13                     14-20
3                              1-6                          7-16                     16-20
4                              1-8                          9-17                     18-20
5                              1-10                       11-18                    19-20
6                              1-12                       13-19                      20

Insanity: Direct contact with the Black AIs causes the neuromancer to go temporarily insane for a number of weeks equal to the depth. At the GM's discretion, the neuromancer may come away with some knowledge from the experience. (Or dangerous misinformation)

Right: The Black AI answers the questions correctly.

Wrong: The Black AI either delivers a half-truth or somehow misleads the neuromancer.

The Big Backup
Duration: Special

The neuromancer can transfer his thought patterns into a specially prepared device.  While his consciousness is in the device, the body must be hooked up to some sort of life support device. While in the device, the neuromancer can dive into any networked object by using the rigging/diving table. The neuromancer can directly control the object and use all of its abilities, as well as any programs kept in his headware. If the device is destroyed, the neuormancer's consciousness returns to the backup device. If the neuromancer's body is terminated or destroyed while using this program, his consciousness is trapped inside the backup device, though he can still continue to hijack devices. If the backup device is destroyed, the neuromancer's mind is lost forever. The neuromancer can end the program at any time to transfer back to his body.

Duration: 1 hour

This program creates a dead zone centered on the neuromancer. Within this zone, combat programs will not function and the neuromancer is not considered to be networked. This cuts both ways; the neuromancer cannot execute any programs, and any ongoing programs crash immediately.

 Ice Age
Duration: 1 hour plus 1 turn/level

An upgrade of  Freeze, Ice Age will hold any target of any size, affecting either 1d4 targets or a single target that suffers -2 to its saving throw.

Pump the Brakes
Duration: Permanent until removed

This program targets AIs or neuromancers. The save against this program is made at a -4 penalty. If the save is failed, the AI becomes braked. An already braked AI or a neuormancer have their intelligence scores reduced to 3 and cannot execute programs or rig/dive/slave. This condition remains until repaired with a Mr. Clean or similar program.

Duration: Permanent

This program can target a single device, drone, vehicle, computer, etc. The target must make a saving throw. On a failure, the target's OS is wiped, essentially killing it. Living targets with headware can be killed by this program.

Duration: Permanent

This program can be used on a target that has had its OS wiped. It installs a new, slaved OS, essentially bringing the device back online and under the permanent control of the neuromancer. The neuromancer can control a total number of Hit Dice of zombie devices equal to twice their experience level.


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.  

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.

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.

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. 

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
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)

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