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cyberspace-rules for the palladium megaverse

when i wrote this optinal cyberjacking rules, i wantet a quick and easy system for the cyberspace. i also tried to write it so, that it fits in palladium-megaverse (and not only make a conversion from any other non palladium rpg).


1. cybercomp operation (a new skill)
2. combat
3. software
4. hardware
5. supernatural cyberjacking


1. a new skill: cybercomp operation:

the cybercomp is a specialized computer for login in the virtual reality of the world wide computer net. the operator links his mind via a implanted socket directly to the cybercomp (and the cybercomp is hooked to the net). on every cybercomp runs an operating system called "Individuel Net Personality" or short INP. this os translates the signals of the net, together with the cybercomp, in the virtual reality the operator can enter (like a browser). it also controls the other cybercomp-programs (like plug-ins)
with this skill the character can use a cybercomp and can fight in the net.

co bonus = cybercomp operation bonus:
level 1 +1
level 4 +2
level 7 +3
level 10 +4
level 13 +5;

# of attacks per tik (1 second, so one round a 15 tiks):
level 1 - 1
level 5 - 2
level 9 - 3
level 13 - 4


2. combat

combat in the net is nearly the same like in "reality". in the net the netwiz have to roll initiative, strike, parry, and "saving throws". the only new thing is that the netwiz have an additional kind of hitpoints.

n.d.c - neural damage capacity:
NDC is the amount of psychical stress and physical braindamage a netwizard can withstand in netcombat. normaly the netwizard is protected by his INP, but there are two ways when NDC come in play. the first way is simple, when your INP is gone any further attacks go on your NDC. the second way is to attack the NDC directly, there are some programs, wich have only these funktion.
at the moment the NDC are gone, the netwizard is also gone.
starting NDC: at first level the netwizard doubels his m.e.. every further level he gains 1d6 to his NDC
(the NDC are maybe the base idea for a psi-against-psi-combat)

PDC - program damage capacity:
everything soft (programs, textfiles etc.) on the net has also "hitpoints" and can be destroyed in combat. this is the amount of damage a cybercomp-program or computer-program can take before it stops working.

initiative:
INP-spd (ICP-spd) + 1d20
vs.
INP-spd + 1d20
 
attack (strike) - defence (parry):
INP-bonus + co-bonus + iq-bonus + prog.level +1d20
vs.
INP-bonus + co-bonus + iq-bonus + counterprog.level + 1d20
 
utility-check:
cdo-bonus + iq-bonus + prog.level + 1d20
vs.
12(easy) or 16(standart) or 20(difficult) or even more
 

iq-bonus: from the attribute bonus chart, take the list from p.p. and use it with i.q. an i.q. of 18 for example would give a bonus of +2.


3. software

individuel net personality level 1-5:
on every cybercomp runs an operating system called individuel net personality or short INP. this os translates the signals of the net, together with the cybercomp, in the virtual reality the operator can enter. it also controls the other cybercomp-programs. every INP can control a different number of programmclasses.

INP level PDC strike/parry to program # of levels speed
  1 10 -2 +10% 4 1
  2 20 -1 +-0% 8 2
  3 30 0 -20% 12 3
  4 40 +1 -40% 16 4
  5 50 +2 -60% 20 5

to program: malus/bonus for programming a INP with the computer programming skill
# of levels: is the number of how many program-levels the INP can control



interactive countermeasure program level 1-5:
ICPīs are pseudo-intellegent programs for serching, and sometimes for killing, hackers. they are guardiens for sensible datas and the nightmare of every netwizard.
they arenīt real ai, a real ai is to expensive for the risk to loose it in combat.

westcoast one stories: "i had to check the security-system of a dockyard... ...when i was on their system something went wrong and an ugly ICP appeared next to me... ...lucky me, i had my invisibility-program running... ...the problem was that they have been set on alert, so it was impossible to work on on their security-system... ...he was young beginner with the dream to became oneday a good netwiz, ha... ...i told him that a friend of mine pays a lot for datas from a dockyard... ...the next day the alert was set off... ...aehm, the young beginner... ...the news on the tv said that a mother have found her son dead in his room, still linked to his nintendo-cybercomp."

william blackwell, a mutant tamarin

ICP level PDC strike/parry a.r. # of levels speed
  1 50 0 8 5 2
  2 100 +1 10 10 3
  3 150 +2 12 15 4
  4 200 +3 14 20 5
  5 250 +4 16 25 6


programms

every programm has a programm level between 1 to 5. first the number says how many levels the programm uses up in the INP and second it gives the strikebonus of the programm. changing a programm takes one action.

example:
the netwiz william blackwell (5th level netwiz) uses an INP level 3. his INP can control 12 programm levels. so william decides to load following programms:
ball lightning level 3, armor of ithan level 3, mystic door level 1, mystic eye level 1 and words of truth level 4. thats a total of 12 programm levels.
william logs on and meets an enemy netwiz (cybercomp operation level 2, INP level 2, energy bolt level 2 and shield level 2) in the net.
both roll for initiative:

william rolls a 12 and adds his INP-speed of 3 for a total of 15.
the netwiz rolls a 9 and adds his INP-speed of 2 for a totals of 11 - william wins.
william attacks the netwiz with his "ball of lightning" programm level 3. he rolls a 8 and adds +2 from his cybercomp operation skill (co-bonus) and +3 from the programm level of "ball of lightning" for a total of 13.
the netwiz tries to parry: he rolls a 10 and adds a +2 for the shield-programm level 2, +1 co-bonus and subtracts -1 for the INP level 2 for a total of 12 - william hits and rolls 2d6 PDC damage - 9!
the netwiz strikes back and rolls a 11. he adds a +2 from the energy bolt programm level 2, +1 co-bonus and subtracts -1 for the INP level 2 for a total of 13 - he misses, because william runs the armor of ithan programm level 3, wich gives an armor rating of 14.
its williams turn. he rolls a natural 20 (critical strike).
the netwiz tries to parry and rolls a 15. william rolls damage - 8 x2 (critical) = 16 total, he throws the netwiz out of the net. the total damage of the first and the second hit is 25 PDC, 5 more than an INP level 2 has.

many of the first great netwizards have been fantasy-fans and palladium-frpg-gamers, so the net-slang is very fantasy-like.

name level description
immobilize 1-3 holds INP for 1d6 rounds
encase in ice 4-5 holds INP for 2d6 rounds
speed of snail 3-4 reduces speed of INP to 1/3
energy bolt 1-3 1d6 PDC to INP or ic
ball lightning 4-5 2d6 PDC to INP or ic
flame lick 1-3 1d6 NDC to netrunner
fire ball 4-5 2d6 NDC to netrunner
bolt of force 1-5 forces the netrunner to log off
paralysation bolt 1-5 paralyses the netrunner for 1-5 hours
mind wipe 4-5 kills the memory of the last 4-5 hours
induce epilepsy 3-5
shield 1-3 +1-3 to parry
armor of ithan 1-5 gives an a.r. ( 10 - 18 ) to the INP
multiple image 1-5 generates 1-5 images of the INP
invisibility 1-5 turns INP invisible
presence sense 1-5 see real datas in virtual realitys
see the insisible 1-5 detects invisible programs and datas
mask of deceit 1-5 masks the braINPattern of the netrunner
mapper 1-4
monitor 1  
search 1-4
mystic hand 1-5 operates manipulation devices
mystic eye 1-5 operates surveilance devices
mystic door 1-5 operates doors
mystic weapon 1-5 operates weapon systems
words of truth 1-5 cracks accesscodes, very slow
firehammer 1-5 breaks accesscodes - fast, but "loud"


4. hardware

every netwiz needs some hardware. first he needs a headjack to links his mind to the cybercomp and second the cybercomp by itself. the hardware has no influence on the skill or on the combat. but there are some cybercomps of quality. for example a speed enhanced cybercomp, that adds speed to the INP or with build in programs, wich have not to be controled by the INP.



5. supernatural cyberjacking

in the world of net-turtels nobody has supernatural powers. but if you want to use this rule in rifts, hu or nightbane here a some powers, wich have influence on cyberjacking:

psionics:

telemechanics
this psionic power gives the cyberjacking character a great bonus when operation his cybercomp. +15% to the skill cybercomp opereration. he also gets a +2 to his cybercomp operation bonus in combat and a +2 to initiative in the net.



machine ghost
(comming soon)

talents:

lightning rider
the ´bane can use computer and network cabels for transportation. when using this talent he can not hack a computer, but he can crash any computer he can reach.



data rider (new talent)
the nightbane transforms in living digital entity. in this form he is a natural hacker. he can enter and fight in the net without the use of a cybercomp.
the nightbane with this talent starts with a lot of NDC, triple the ´banes m.e. and add 10 ndc per level (he needs a great amount of ndc, because he is not protected by any pdc´s).
every time the nightbane-hacker enters the net he has no programs to use, he must take them from somewhere in the net. (some of the data riders use a cybercomp or a computer as startingpoint, so they can take their own programs with them).

data rider level strike/parry a.r. # of levels speed
  1-3 0 8 5 +2
  2-6 +1 10 10 +3
  7-9 +2 12 15 +4
  10-12 +3 14 20 +5
  13-15 +4 16 25 +6

limitations: usable by the morphus only
cost: 15 PPE to permanently acquire it; 10 to activate per round, thats are 15 tiks. it takes one round of concentration to activate.




any comments? let me know: netzmeister@yordin.de