Special
Ability: Interface
The ability of the netrunner to manipulate
interface programs. Equal to the Netrunner's INT.
Career Skills:
Awareness/Notice, Basic Tech, Education (Comp
Sci), System Knowledge, CyberTech,
CyberDeck Design, Composition,
Electronics, Programming
System Knowledge is the
lore and geography of the Net and an understanding of the
important computer systems, their strengths and their
weaknesses. Level 2 will get you around locally. Level 6
gets you just about anywhere and gives you a working
knowledge of most of the systems. Level 9 means you know
the net like the back of your hand, know the general
layouts of the important systems cold, and are aware of
the layouts of the rest of them.
CyberDeck Design allows the
Netrunner to design cyberdecks. At level 4 you can modify
an existing deck for greater speed and memory. At level 6
you can design a deck that will match most of the current
decks out there. At level 8 you can design a superdeck
substantially better than anything you could buy.
Composition is the skill the
Netrunner needs to make his programs user friendly for
those that don't read code.
Programming is the code
writing skill of the Netrunner. This skill is different
from the electronics skill required to work on software,
but does allow the runner to write or modify
software.
For other skill desrciptions please see Skills.
Optional Education
Pack: The Computer Science Education Pack is
available for the career skills of your Netrunner. This pack
is based on the assumption that the character has attended a
computer school, college, or university, majoring in
Computer Science. You cannot take a higher education pack
than your INT stat. The number of career skill points and
pickup skill points (yes, you must spend both since you are
assumed to have had little time for extracurricular skill
pickup) spent to acquire that level is indicated following
the degree. The level of each skill is indicated following
the skill.
Education Packs are an extremely generous way to pack
your character with skills, based on the assumption that
while in school you spent all your time learning and
therefore got, hello, an education. Remember that you
can't level higher than the stat associated with any skill
or higher in a career skill than your Special Ability
level.
Associate of Computer Science (3, 12)
[Minimum Age: 24 - INT]
Education / General Knowledge (3) -- You have an AS in
computer science with the following skills:
- Reading/Writing (7) -- You read War and Peace.
Twice.
- Math (5) -- You know Trigonometry.
- History (6) -- You have a basic understanding of
world history.
- Second Language (3) -- You can order in a
restaurant and the waiter won't snicker.
- System Knowledge (1) -- You know the most obvious
places on the net.
- Programming (1) -- You can hack a few safe
programs.
- Library Search (1) -- You know how to use common
databases.
- Basic Tech (1) -- You can make a potato clock...
ain't that neat?
- CyberTech (1) -- You recognize common types of
cyberware and know what part you plug into your
head.
- Electronics (1) -- You aren't extremely likely to
zap yourself while trying to plug in your deck.
- CyberDeck Design (1) -- You can do a bit of
hardware configuration. Like drop in off-the-shelf
memory.
Bachelor of Computer Science (4, 16)
[Minimum Age: 26 - INT]
Education / General Knowledge (4) -- You have an BS in
computer science with the following skills:
- Reading/Writing (7) -- You read War and Peace.
Twice.
- Math (5) -- You know Trigonometry.
- History (6) -- You have a basic understanding of
world history.
- Second Language (3) -- You can order in a
restaurant and the waiter won't snicker.
- System Knowledge (4) -- You know the most obvious
places on the net.
- Programming (4) -- You can write some nifty
stuff.
- Library Search (4) -- You know how to use several
different kinds of databases.
- Basic Tech (4) -- You can open the cover and not
sweat over whether you're going to ruin a 3000 EB deck
or not.
- CyberTech (4) -- You can tweak common types of
cyberware and do some minor upgrading.
- Electronics (4) -- You hardly ever cross a
wire.
- CyberDeck Design (4) -- You buy a cheap deck just
because you know you can tweak it later.
Master of Computer Science (5, 20) [Minimum
Age: 28 - INT]
Education / General Knowledge (5) -- You have an MS in
computer science with the following skills:
- Reading/Writing (7) -- You read War and Peace.
Twice.
- Math (5) -- You know Trigonometry.
- History (6) -- You have a basic understanding of
world history.
- Second Language (3) -- You can order in a
restaurant and the waiter won't snicker.
- System Knowledge (7) -- You don't get lost even in
the wastelands.
- Programming (7) -- You can write programs that are
worth money.
- Library Search (7) -- You know how to get around
even obscure databases.
- Basic Tech (7) -- You can make that hardware sing
in the pitch you want.
- CyberTech (7) -- You play around with your
interfaces and don't wind up drooling.
- Electronics (7) -- You earn admiring gazes when
you walk into the Short Circuit.
- CyberDeck Design (7) -- You could get a job with
EBM designing the next great deck.
Playing the Netrunner in
FFRP:
Netrunners are brilliant and quick-thinking. They often
live on the edge, addicted to the adreniline rush of the
Matrix. They often look down on those who are not wired.
Earnings:
Weefle Runner
|
Hacker
|
Bit Jockey
|
Net Cowboy
|
Deckslinger
|
Sysop
|
1,000/month
|
2,000/month
|
3,000/month
|
5,000/month
|
7,000/month
|
10,000/month
|
|