D20 and "netrunning" combos?

Shadow64

Registered User
I didn't get to mess with it to much when a friend of mine ran a cyberpunk game, BUT it would seem that hacking-n-cracking systems would be a helluvalot cooler if they had a "net running" system like CyberPunk. Yeah, checks are neat and all, but setting up a digital dungeon some poor hacker has to get through seems a bit more exciting. *shrug* or maybe that's just me.

So - after that lenghty intro - has anyone made a "netrunning" system yet? Maybe replacing checks (or incorporating) them into a netrunner-esque syle of hacking?
 

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Although I'm a die-hard Shadowrun/Cyberpunk junkie, I like the d20 Modern system over the ones in those games. While the "electronic dungeon" may be more fun in some regards, in general I don't like it as it creates a lengthy period where the other players have nothing to do. The d20 Modern system of checks is more streamlined and solves that, althoguh its not "realistic".
 

If you want cyber-dungoen, where the hacker slips past alarms, etc., and beats down counter-viruses, try something like this:

Each round, the hacker and whatever their trying to get passed make opposed Computer Use checks. If the hacker succeeds, they deal 1d6 + their Int modifier Cyberdamage. If they fail, they take 1d6 Cyberdamage. they have a number of CyberHP equal to their ranks in Computer Use, plus a few for the quality of their gear: 0 for low-quality, 1d8 for normal, and 1d8 + 1d8 per point of Mastercraft bonus for Mastercraft computers. Typical threats have 1d8 to 3d8 CyberHP. When the hacker is reduced to 0 CyberHP, something bad happens: their comp gets a virus, their booted out of the system, etc. If they fail to destroy an alarm in 1 hit, the alarm goes off. things like that. A more exciting way to do a computer use check. woopdeedoo.

Heck, just use Computer Use checks. :)
 


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