wrathgon Posted March 5, 2023 Clone Share Posted March 5, 2023 (edited) After some testing by My GM and me, we felt the INT was too heavily stacked in these rules so we changed them a bit, any defense property uses Wisdom instead of INT to break up this trend. Vnet rules changes: The detection range is not used to see if failed by that much when making a check, it is used as the Alert level, double the detection range and that is the alert level of the node. Anything you do anything on the node, from busting down the door to running data search, the alert level goes up by one. When the alert level equals the detection level the system is alerted to your presence. When setting up a node, you can't take 20 unless you have someone try to hack your system and help breach the holes, so if someone else with same skill or higher is on hand, both of you can then work on taking 20(no roll required) Portal DC: This is a skill test, you have to hit the DC so many times to get in before fail so many times and the system goes into lockdown and does not allow anyone else in for a set amount of time. Avatar Statistics An avatar has its own statistics block that is used in place of the user’s statistics block within the VRNet. The avatar’s statistics block is pared down to include only statistics relevant to adventuring in VRNet nodes. Challenge Rating (CR): An avatar’s CR is equal to its user’s level or Hit Dice. HD/hp: An avatar’s Hit Dice is equal to its user’s level or Hit Dice. An avatar uses a d6 for hit points and gains a number of additional hit points equal to its user’s Computer Use skill ranks. Furthermore, avatars always have maximum hit points. For example, the avatar of a 4th-level Smart hero with 7 ranks in Computer Use has 4d6+7 HD and 31 hit points. An avatar that is reduced to 0 hit points is destroyed and cannot be reused. VRNet users who take levels of the Cybernaut advanced class (see page 58) can increase their avatars’ base Hit Die from d6 to d8, d10, or d12. Initiative (Init): An avatar’s initiative score is equal to its user’s Intelligence modifier as well as any other bonuses from class features or feats that specifically target the avatar’s initiative bonus. Speed (Spd): An avatar has a base speed of 30 within any VRNet node. Special class features or software can modify this speed. Defense: An avatar’s Defense is equal to 10 + its user’s class bonus to Defense + its user’s Wisdom modifier + any software modifiers. Touch attacks ignore armor software modifiers (but not deflection software modifiers). A flat-footed avatar loses its user’s Wisdom bonus to Defense. Base Attack Bonus (BAB): An avatar’s base attack bonus is equal to its user’s Computer Use skill ranks. Attacks (Atk): The user’s Intelligence modifier applies to all attack rolls. (The user’s Strength and Dexterity modifiers do not apply to the avatar’s attack or damage rolls.) The avatar gains multiple attacks at the same rate as characters in the real world (an extra attack when the highest base attack bonus reaches 6, 11, and 16). Fighting Space (FS): An avatar has a fighting space of 5 feet by 5 feet. Reach: An avatar has a reach of 5 feet. Special Qualities (SQ): An avatar can have special qualities imparted by special software or by its user. Allegiances (AL): Avatars have allegiances the same as normal characters do; even autonomous pieces of software (such as agents, aides, and combat drones) owe allegiance either to an individual, a group, or a particular node. Saves (SV): An avatar has the same base save bonuses as its user. Apply the user’s Wisdom modifier instead of his Constitution, Dexterity, or Wisdom modifier to his avatar’s base Fortitude, Reflex, and Will saving throws. Abilities: An avatar does not have ability scores. Any actions that aren’t normally resolved using skill checks are resolved with Computer Use checks. Skills: Avatars do not have skills of their own. Whenever an avatar is called upon to make a skill check, its user makes the skill check on the avatar’s behalf. Since an avatar’s effectiveness in the virtual world is determined mostly by its user’s computer skills, the user makes a Computer Use check to resolve most of his avatar’s skill checks. The only skill uses that aren’t resolved with Computer Use checks are as follows: Bluff, Concentration, Decipher Script, Diplomacy, Gamble, Gather Information, Intimidate, Investigate, Knowledge (all skills), Research, and Sense Motive. For example, Brandon’s avatar needs to make a Hide check to avoid detection in a node. Instead of making a Hide check, however, Brandon makes a Computer Use check (since hiding his avatar requires some digital legerdemain on his part) opposed by the would-be detector’s Spot check. Later, Brandon’s avatar attempts to bluff its way past a node guardian; since bluffing requires Brandon to use his own wits instead of his computer skills, he makes a Bluff check as normal on behalf of his avatar. Languages: An avatar reads, writes, and speaks the same languages as its user. Software: VR software installed to the avatar is listed here, in alphabetical order (with the memory cost of the software given in parentheses). Available Memory Blocks: Int modifer=number of programs active Interfaces: How you interface with the VR or HI net can give you faster reaction speeds: VR glasses/Gloves 1 pass VRnet with Coldsim two passes each round VRnet with Hotsim/HInet three passes each round. These extra actions manifest as extra init passes. So you start and you get your normal actions based on bab. ONCE you have taken your action if you get extra passes you then start next pass using same init. You continue to repeat until use all your passes. Then the next round starts. So if you have a computer use ranks of 11 you get 3 actions (bab+11) and if hot sim in one round you would get 3 actions 3 times before 1 round in rl passes. Cold or Hot Sim choices Even in VRnet, you can choose to plug in and go deep when using the Hot sim option you react in VRnet as it is HiNet so all conditions and damage are done to your live body. Cold Sim means your body is not affected when attacked. If your avatar is killed while still connected in Hotsim you need to make a Will save DC 15 + the program level that crashed crash or take 1d6 temp Wisdom drain. All PL 7 data jacks have Cold and Hot sim options when you jack in, PL 6 only has Cold Sim. programs Decrypt slows down program loses one action per every 5 levels of the program in current round ref save(DC 10+ 1/2 level of program) to reduce to only lose 1 action Blaster area effect 5 meters every level of program damage on deckers or programs equals the level of the program in dmg ref save for 1/2 dmg. No att needed. Killer single attack damage equals the level of the program in dmg req att roll) Shield Incoming damage reduced by the level of the program in damage for that pass only Suppression reduce alert of the system by the level of program Exit Brings you back to node exit with one action Sniffer Add to attack roll this pass by level of program Tracer tells you where hacker source is logon opposed computer checks Every 10 points on computer use check add to program power, so when you run your Killer program and get a 27 you do x2 level of the program in dmg when using it, or shield would reduce damage by x2 level of the program in damage. You can code up to your computer skill in level for any of the programs. If you buy a program higher than your own computer skill rank( so if you buy a level 10 and you only have 8 ranks) you only get to use 1/2 the level of the program or your computer skill whatever is higher. you can buy specialize Decks to hack with, these are PL 8 PCs with mods as below Persona, Light= Int 15, Wis 15, Cha 12 Persona, Advance= Int 18, Wis 15, Cha 15 Persona, Expert= Int 20, Wis 18, Cha 15 You can swap around stats for persona. You can then add one enhancer to a pc. Enhancer Int= +4 Enhancer Int= +8 Enhancer Int= +12 Enhancer Wis= +4 Enhancer Wis= +8 Enhancer Wis= +12 Enhancer Cha= +4 Enhancer Cha= +8 Enhancer Cha= +12 Int modifer=number of programs active Wis= statx10=HP Cha modifer=Initiation bonus data link 3 actions per round VR glasses 1 action per round programs Decrypt slows down program loses one action per round for every successful attack ref save to negate Blaster area effect 5 meters every level of program damage on deckers or programs equals level of program in dmg Killer single attack damage equals level of program in dmg Shield Incoming damage reduced by level of program in damage Suppression reduce alert of system by level of program Exit Brings you back to node exit with one action Sniffer Add to attack roll level of program Tracer tells you where hacker source is logon opposed computer checks Search Combs through database quickly for data research check with lvl of program as bonus Every 10 points on computer use check add to program power, so when you run your Killer program and get a 27 you do x2 level of program in dmg when using it, or shield would reduce damage by x2 level of program in damage. You can code up to your computer skill Decks Persona, Light= Int 15, Wis 15, Cha 12 Persona, Advance= Int 18, Wis 15, Cha 15 Persona, Expert= Int 20, Wis 18, Cha 15 Enhancer Int= +4 Enhancer Int= +8 Enhancer Int= +12 Enhancer Wis= +4 Enhancer Wis= +8 Enhancer Wis= +12 Enhancer Cha= +4 Enhancer Cha= +8 Enhancer Cha= +12 Types of Systems When entering a system you get an overall security as followed: Green: Average user +2 to all checks, low chance of Black Ice, high chance White Ice, Computer Use 1-5 DC 10 Orange:Tech savvy user +0 to all checks, Avg chance of Black Ice, Always White Ice, Computer Use 5-10 DC 15 Brown: Business/Spaceship system -2 to all checks, High Chance of Black Ice, Always White Ice, Computer Use 10-15 DC 20 Red: Government system (FBI, Police ect) -4 to all checks, High Chance of Black Ice, Always White Ice, Computer Use 20+ DC 30+ Interaction with system Each system has a DC for a hacker to hit, but this is not the number you have to roll, its the number of successes you need to roll to effect the system. You get 1d6 for every point you have in Computer Use skill. So if your got a +20 to your Computer use, you get 20d6 to roll when effecting the system. You need to hit a 5 on a d6 to get one successes, if you roll a 6 you get another dice to roll and keep rolling each time you roll a 6. Actions against the system Break In: Using your attack program you bust down the door, every attack raises the alert level by one Sleaze In: As as above but only every 3 attacks raise alert but DC is 10 higher. Admin Access: First step to gain total access to the system, must already be in and at a control node. Using Read/Write program add a new user, give it admin rights assign it to your login. DC +5 but once gained reduces all other actions by DC 5 Database Search (Only need a 4 to roll): not hard to search database need a search check to find the right area of database first(same DC as the system) then use Read/Write to copy data, sometimes faster to copy the database and look through later, every terabyte takes 1 action. Disable: once on the system you can turn off or disable any hardware attached to the system with only a success of 4 or higher. Crash System: Shuts the system down +5 DC everyone is dumped out and takes 1d6 stun damage. Copy/Upload File: can add file onto the system or download file onto your persona (Success number of only 4) Erase: Can Erase file/database if accessing it or erase your footprints on system then exit immediately after. # Alert System: If the alert count gets to 10, the system is on high alert, all DC increase by 10 and the Admin is contracted. As well all Ice is active and searches for the hacker.0 Edited March 5, 2023 by wrathgon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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