Steel Monkey Cyberspace
"It's the age of destruction
In a world of corruption
It's the age of destruction
And they hand us oblivion
The neuromancer and I'm trancing
I'm the neuromancer and I'm trancing
Trancing
Trancing
and I'm trancing"
Billy Idol; Neuromancer
"Free your mind."
Morpheus; The Matrix
First off, if you've got Rifter #2, be sure to look at that as it provides the basis and core rules for Net running in Steel Monkey Cyberspace. The following is just a clarifaction and spelling out of the rules for creating programs and combat by Palladium rules. As well as expanding further on those rules already presented. Also be sure to watch The Matrix, if for some reason you haven't yet. That happens to be a major source of influence for this, along with looking at the rules for netrunning from Cyberpunk. For the most part, I handle cyberspace much like lucid dreaming, I use whatever works best for dramatics.
Net Programs
According to Wayne Breaux, the rules are kept simple for the Palladium system. Programs are made simulating skills, spells, superpowers, psionics, weapons, equipment and ect. More like generic from what I can tell. If you want to write a stealth program for example, it doesn't matter what you call it, it's all based off of the prowl skill. Anti-Personal and Anti-Program Programs will get written up as if using either a weapon or creature that exists solely in cyberspace. That's all well and nice, but I had to go to Cyberpunk for a firmer idea of what I could do with programs in net space. Thanks Rache!
Programs used in the Net must be created and approved by me before hand. So if you have a character who is any shape, way or form a Hacker, talk to me and we'll arrange time to roll up and create the programs. That way I can see it being done and have the lists before me.
Here too, are some sample or beginning software programs if you don't want to take the time to write them up and would rather use those. Or think you can do better.
Creating Skills as Programs
This is fairly easy. The rating of a program based off of a skill is equal to half the percentage of the Computer Programming skill. So a Hacker with a computer programing of 65% can easilly write a program with 32% base skill levels like prowl or concealment. Once created, the Hacker needs only to roll the base number for the effectiveness of the program.
The base percentage of these programs can be raised. But at a penalty of -5% for every +10% base to a max skill/program efficiency of 92%. So writing a 52% base level prowl program means the Hacker with only a 65% base must roll against a 55% profiency. Thus showing the more complex nature of the program in question.
Writing a program on the spot in cyberspace always results in -30% penalty and takes only one melee round to complete. Time needed to write programs is 1D6 hours +1 hour per -5% penalty to the computer programming skill.
Creating Spells, Psionics and Superpowers as Programs
Duplicating spells, psionics and superpowers in cyberspace as programs is done using only one quarter of the Hacker's computer programming skill. So using the previous example of 65%, duplicating the effects of the spell such as Carpet of Adhesion, results in a program skill base of 16%. The same rules for raising the effectiveness of the program are also used, including raising the "spell strength," range and duration. -5% for every +1 to "spell strength," range increase (as per spell/psionic/power) and duration (as per spell/psionic/power). Max "spell strength" of 18, max range and duration of an equivalent 15th level ability. Saving throws are made as normal, programs duplicating psionics made as if a non-psychic, in otherwords, 15 or better.
Creating Weapon Programs
Cyber-weapons, as per The Rifter #2 page 31, are "actually a combination of power surges and damaging programs. They do damage based on the creator's level in the computer programming skill." Cyber-weapon programs can even be purchased. Cyber-weapons appear as per the appropriate weapon. Knife and pistols for minor damage, Rune weapons and field guns for major damage. 1D6 damage weapons can be created per level of the programer. There is a -2% penalty for every 1D6 of damage. For this reason, most weapons are usually around 3D6 to 4D6 damage. Ranged cyber-weapons have a payload equal to the Hacker's Computer Programming skill divided by the number of damage dice.
So a Programmer with a base skill of 78% can make a 1D6 weapon with 78 rounds, a 6D6 rifle with 13 shots or a rail gun for 1D6x10 and 8 shots. Melee weapons don't have charges. Once the payload is expended, another weapon must be used or the Hacker can attempt to reload by making another computer programming roll (takes two actions). Damage and payload of a weapon do not go up in level. Another programming roll must be made.
In cyberspace, one can carry an unlimited number of weapons, unlike real life having to deal with encumbrance. Cyber-weapons can be bought for 1,000 credits per dice of damage.
Creating Creature Programs
"It starts out that way, then comes the screaming and
the running."
Ian Malcolm; Lost World: Jurassic Park
Creature Programs or Free Roaming Programs, along with Free Standing Programs are minor or better AIs in the Net. This type of program is also able to interact with other people who are jacked in. The other thing with Creature Programs is that they have multiple abilites or sub-programs that they can do. Thus making them more complex then other programs on the Net.
There are several steps and factors involved when creating a Creature Program. One is the I.Q., an I.Q. actually means they can interact and respond in the Net, this also determines any attacks and bonuses to strike, parry, dodge and initiative. Even skill programs and abilities will need to be programed as part of the Program.
This is were it gets complex. Multiple rolls will need to be made for each ability and facet of the Program. Each ability still requires the same 1D6 +1 hour for each "improvement." Multiple people working on a Creature Program can reduce the amount of time overall, but each still needs to put in the same time working together. Icon imaging can be whatever the programmer wishes.
Skills designed as part of the Creature Program are rolled as normal with the same penalites. The same goes for any abilities simulating spells, psionics and powers as well as weapon programs. In fact, a Creature Program can pick up and use a weapon program already loaded into the Net.
Determining the I.Q. of a Creature Program: A programer can create an A.I. program equal to the percentage base of the Computer Programing skill divided by ten. So a base skill program of 65% can create a program with an I.Q. of 6. This is a low level program easilly duped and manipulated. A programer can raise the I.Q. of the Program by one point for every -10% to skill base. A failed roll means that another 1D6 +1hours per I.Q. point of programming must be spent. The I.Q. of the program will determine initial bonuses to strike, parry and dodge. The maximum I.Q. possible for an A.I. is 30.
Note: At an I.Q. of 19, an AI program has a chance of becoming truely self aware and become able to upgrade themselves and improve on their own programing in the Net. At this stage, they are capable of taking over the mind of someone who has been Mind Wiped or download themselves into a robot body and interact with the outside world. And with the Computer Programing skill as part of their program, they can even upgrade themselves.
Adding skills, weapons and abilities as part of the Creature Program: Follow the same rules as before, only when adding it as part of the program, add a -10% skill penalty to determine the success of the programer's base skill for each additional skill or other program.
Adding Attacks: Up to a maximum of six attacks per melee can be put in a Creature Program. A creature program starts with two attacks like a normal Net Runner. Each additional attack added is a -10% to the Programer's skill base.
Bonuses: Up to a maximum of +5 on all combat rolls and saves can be programed in. Each bonus must be rolled up separately at -10% to the Programer's skill base. So adding a bonus of +3 to strike would result as a -30% skill base and a +2 dodge would result as a -20% skill base.
S.D.C.: This is merely the program's ability to withstand cyber damage before it derezzes and a new program has to be booted up or installed. A programer can easily give a creature program an S.D.C. base equal to the skill level rounded down. So a Programing skill of 65% results in a max base S.D.C. of 60. Addtional S.D.C. can be added in increments of 10 S.D.C. for every -5% to the programer's skill. Up to a maximum of 200 S.D.C. can be created as part of the program.
Note: I.Q., skills, abilities, attacks and S.D.C. are all created in stages. A failed roll anywhere will require that more time be expended to create the desired program to it's full extents.
Cyber Combat
"You think that's air you're breathing now?"
Morpheus; The Matrix
Cyber combat works much like the rest of Palladium system rules. Only one difference, characters don't benefit from physical bonuses. It's all mental combat. Even hand-to-hand skills have no effect. It's all on who has the faster mind.
Combat Bonuses
To determine strike, parry and dodge bonuses, use the I.Q. rating instead of P.P.; sliding down from I.Q. to P.P. to see the bonus. So an I.Q. of 24 results in a +5 to strike, parry and dodge. Any additional bonuses come from dividing the character's computer programming or hacking skill and dividing it by 24 (for example, a base skill of 80% is a +3 bonus, rounding down fractions). Also, regardless of level, a +1 to all rolls is added at levels 3, 8, 11 and 14. Alas, no automatic parrying unless a special ability allows it. Creature Programs with an equivalent hacking and programing skills will also benefit from this as well.
Initiative rules are still the same. That remains unchanged. A +4 to initiative in real space is a +4 to initiative in cyberspace. This doesn't include Sixth Sense or Intuitive Combat bonuses.
Also, programs mimicking the effects of spells and psionics requiring a savings throw, M.E. bonuses can be added in and used. This is a straight M.E. bonus though.
Attacks per Melee
"Come on, you're faster then this."
Morphues; The Matrix
All characters in cyberspace have two attacks per melee round regardless of their normal physical attacks. Additional attacks are gained a levels 3, 8, 11 and 15. Hand to Hand skills cannot be programed to allow extra attacks.
Bonus attacks per melee are based off of the Net Runner's I.Q. +1 bonus attack for a character with an I.Q. of 17 and plus one attack for every five points beyond. Plus one additional attack at an I.Q. of 30.
"Don't think you are, know you are."
Morpheus; The Matrix
Damage in Cyberspace
"It's real because the mind makes it real."
Morpheus; The Matrix
All attacks done in cyberspace do direct damage to the character's hitpoints when jacked in or otherwise connected to the Net. To compensate for this, filters are used as "armor". Hackers and those not directly hooked into the Net don't take damage. The damage however is converted into a percentage and rolled at the end of each round to see if the system crashes. Also of note, a damage done to the system is acumulative until it causes the a systems failure. If the system crashes, it means security forced the computer to corrupt itself, but not before broadcasting it's location to the wrong people. All damage in cyberspace is S.D.C. based.
Characters physicaly in the Net who are knocked unconscious are immediately ejected from cyberspace to the nearest outlet or back into the real world. They remain unconscious for an additional 4D6 minutes that is added to the normal length of time.
Those who have phsycially entered the Net through the use of supernatural means, who are put into a coma do not suffer a cyber-death. Instead they are ejected from the Net to the nearest place. They suffer a -20% penalty to recovery rolls for surviving the coma.
Death in Cyberspace
"The body can't function without a mind."
Morpheus; The Matrix
Cyber Death results when 1) a character's Hit Points and S.D.C.(from filters) is reduced to zero, 2) a character also suffers cyber death when their I.Q. is temporarially reduced to zero. In both casese they are immediately ejected from the Net in the appropriate manner. One (1) permanent point of I.Q. is lost as a result. Note: Filters reduced to an S.D.C. of 0 are considered to have burnt out and no longer effective.
Characters in cyberspace who are cut off while still in mid-hack must make a saving throw versus 14. Bonuses from M.E. can be added. A save means they will be stunned for 2 +1D4 melees when their link is severed. During this time, due to disorientation, all actions are performed at -4 or -10% in the case of skills and take 1D6 damage direct to hit points. A failed roll to save means they effectively become a Ghost in the Machine. Their consciousness is trapped in the Virtual World, thus becoming free roaming programs within the Net till their hitpoints are reduced to zero resulting in a permanent death of the character. Out in the real world, the body slips into a coma and will eventually die (1D4 hours) unless the character can find a way to return to the body or inhabits a new one, flesh or robotic. Returning to the old body while it is still connected requires a successful cyberjacking skill done at -20% due to difficulting of relocating the body. Or a new body can be taken by using a Mind Wipe program on a living person connected to the Net or robot body resulting in transfered intelligence.