TEXT:                                    Savage Cyberpunk 2020 (v 2.0) 
  Adapted by Markus Finster (tw02e017@technikum-wien.at) for Great White Games’ Savage Worlds system from material in R. Talsorian 
  Games’ Cyberpunk 2020. This is a work of fan appreciation and no challenge is meant to any copyrights and/or trademarks contained herein, 
  used without permission.  
   
   
  There are a couple of conversions out there that deal in one way or the other with cyberware. 
  Here’s my take on my favorite dark future RPG. After a couple of months I finally got to play 
  a game using this conversion. It ran pretty smoothly, but it rekindled my interest to go over 
  the conversion again, making it “more complete”. 
  A Note: You will need the original CP Rulebook (as well as the SW rulebook of course) for 
  full use of this. This document follows the table of contents of the original CP 2020 book, for 
  easier reference. At the end is a character sheet, ready to use and everything ;-) 
  Sector 01: Roles 
  Here is the list of Cyberpunk 2020 special abilities and how they correspond to Savage 
  Worlds Edges (as well as a couple of new ones). These are by no means mandatory, just 
  possibilities. If you want to play a charismatic Solo who got connections, but no Alertness – 
  go ahead ;-) 
  Cop – Authority 
  New Edge: Authority (see below) 
  Rocker – Charismatic Leadership 
  Rockers could invest in the Attractive and/or Charismatic Edge(s) to achieve the same effect. 
  Solo – Combat Sense 
  A good Solo should invest in Alertness and/or Danger Sense. 
  Netrunner – Interface 
  New Edge: Netrunner (see below) 
  Media – Credibility 
  New Edge: Walt Cronkite (see below) 
  Nomad – Family 
  Connections – his nomad clan will come and help him out and he has friends everywhere. 
  Fixer – Streetdeal 
  A Fixer withouth Connections won’t get a lot of things done. 
  Corp – Resources 
  Use the Rich/Filthy Rich Edges. In some cases, even the Noble Edge is a possibility. 
  Techie – Jury Rig 
  Mr. Fixit and/or Macgyver (new Edge, see below) without the Arcane Background. 
  Medtechie – Medical Tech 
  A good doctor should take the Healer Edge. 
  Sector 02: Character Generation 
  Follow the process as described in the SW rulebook. Just one addition: There’s a new stat, 
  called Humanity. It’s a derived stat and equals 10 times your Spirit time. It’s a measurement 
  for how well your punk can deal with cybernetic implants. For every 25% you lose, you suffer 
  a –2 to your charisma, since you’re getting more and more distanced. 
  Of the Edges of the SW rulebook, the Arcane Bakcgrounds and Arcane Resistance can’t be 
  taken. Mr. Fixit can be taken, but it doesn’t need the AB as a prerequisite. 
  Hardy types 
  At character creation only, any Seasoned Edges can be taken as long as the other requirements 
  are met. 
  
  New Edges 
  Authority. Novice, Gotta carry some kind of Badge, Wildcard 
  Authority grants +2 to Charisma in scenes where a character has some kind of legal lever to 
  use. Examples: Questioning a young punk, asking a witness to relate “just the facts, ma’am”. 
   
  MacGyver. Novice, Smarts d8, Repair d8, at least 3 scientific Knowledge skills at d6. 
  This Edge is basically the Gadgeteer Edge minus the AB. The character can build almost 
  anything using tools that are available. This has to be within reason – he won’t build a nuclear 
  thermal bomb from some wire, an old carton of milk and some cigarette butts, infused with 
  the batteries from his walkman. But he could build an automatic lockpick from some wire and 
  a cell phone with vibra call. All he has to do is to push the wire into the lock and keep calling 
  that cell phone until it clicks… 
  All items are pretty fragile and only for short-time-usage. Use Agility or Smarts (whichever is 
  more appropriate) if you want the character to roll something when using the gizmo 
   
  Netrunner. Smarts d8, Computer d8 
  This Edge gives the young punk a bonus of +2 for actions inside the matrix. This does not 
  include the Computer skill, but it does include Stealth and Notice. 
   
  Walt Cronkite. Smarts d8, no negative Charisma 
  This Edge gives the media a +2 on his persuasion rolls. 
  New Hindrances 
  Cyber Intolerance (Major) 
  The character doubles all Losses of Humanity numbers he suffers from cybernetic implants. 
   
  Optional: Young (Major) 
  In case you want to use the background generator from the CP 2020 rulebook, you might 
  want to vamp up the Young hindrance a little: If so, any character who takes this Hindrance 
  can take two Edges for this hindrance. 
  New Skills 
  Computer (Smarts): If you just want to make a nice presentation about your plan to take over 
  world domination, you won’t need this skill. If you want to hack into some computer or 
  program a fancy new virus, this skill’s for you. 
  Sector 03: Life on the Street 
  If you want to use this, here’s an idea: For every year where something happens, assign 1 or 
  two Experience points, based on the event. As a rule of thumb: if something good happened to 
  the character, he gets one point. For every bad thing, he gets two. 
   
  In those cases where the character would receive a +1 or +2 to a skill, you could grant him a 
  fitting Edge instead (like Block in case of a martial arts sensei). 
  
  Sector 04: The System 
  Just use the SW rules ;-) 
  For Reputation, take the rank and number of xp as an indication how well known a character 
  is: 
  Rank/xp 
  Who knows you? 
  Novice/0 
  Your parents and your closest friends 
  Novice/5 
  A couple of people have heard of you 
  Seasoned/20 
  People in your bar can point you out when someone with your skills is 
  looked for 
  Seasoned/30 
  People in your neighborhood have heard stories about you 
  Veteran/40 
  People in your neighborhood start telling stories about you 
  Veteran/50 
  A few people take note of your name for future reference 
  Heroic/60 
  A few people recognize you although you’ve never seen ‘em before 
  Heroic/70 
  Your exploits make the local news if you’re not careful 
  Legendary/80 
  Your name is mentioned in national news from time to time 
  Legendary/100 
  Whatever you do, the media will cover it 
  Legendary/120 
  You’re as well-known as a pop star 
  Why is there no further increase in reputation before you turned Seasoned? Because most 
  young guns don’t make it that far and burn out, never to be heard of again. As soon as you hit 
  seasoned, people know you’re a survivor. 
  Sector 05: Cyberware 
  Put the Cyber in the Punk 
  Here follows the list of available Cyberware in Savage Cyberpunk. I didn’t copy every piece 
  of equipment, but instead went a more generalized way. Example: If you get yourself a nice 
  cyberarm, you have to choose what kind of hand you want to have. A normal hand is cheaper 
  and you lose less Humanity – otherwise you could have a “skill-hand”. Those are specifically 
  built to give the user an advantage on a certain task, like a hand with built in screwdrivers in 
  each finger would give a bonus to the Repair skill. There is a bonus of +1 or +2 available – 
  depending on the bonus you lose your Humanity. Only one Hand can affect a certain skill. So, 
  no reason to chop off your good hand just to get another +2 to fix up your bike. 
  As mentioned above, it’s a new derived stat and equals Spirit times ten (so a character with a 
  d8 Spirit would have 80 points of Humanity). For every 25% you lose, you suffer a –2 to your 
  charisma, since you’re getting more and more distanced. If Humanity ever reaches 0, the 
  character “loses it” and becomes a Cyberpsycho under the GM’s control. 
   
  Now, on to the good stuff. (Note: I had to work with a German rulebook and tried to 
  retranslate as good as possible. Most should be recognizeable I think.) 
   
  Cybersystem 
  Costs 
  Loss of 
  Humanity 
  Notes 
  Accessories 
    
   
  Biomonitor 
  100 1 
  +2 on checks for resisting 
  deceases 
  Fashionable stuff (ranges from 
  multicolored lenses to glowing 
  tattoos) 
  1-200 1-d6 
  No game effect, LoH by GM 
  discretion 
  Biosystems 
    
   
  Tissue stabilizer 
  1500 D3 
  Toughness +1 
  Antitoxin 
  3000 D3 
  +2 for Vigor checks when 
  
  resisting poison or drugs effects 
  High density skin 
  2000 2d6 
  Natural armor of 1 on full body 
  Muscle transplant 
  1000 2d6 
  Character gains the Brawny 
  Edge (Strength +1 if character is 
  already Brawny) 
  Nanosurgery 
  6000 D3 
  Character can roll every 3 days 
  for natural healing 
  Superimmunesystem 
  3000 D3 
  Natural healing rolls +1 
  Cyberlimbs 
    
   
  Cyberarm 
  3000 2d6 
  Limb has Toughness 5 and three 
  “wounds”. Character is always 
  “armed” in close combat (he can 
  parry with his arm) 
  Cyberleg 
  2000 2d6 
  Limb has Toughness 6 and three 
  “wounds”. A character with two 
  Cyberlegs gets the “Fleet 
  Footed” Edge as well. 
  Cyberhands 
    
   
  Skillhand +1 
  400 D6 
  Affects a single skill and gives 
  +1 to rolls. 
  Skillhand +2 
  600 2d6 
  Affects a single roll and gives 
  +2 to rolls 
  Standardhand 
  150 1 
  Looks and acts like a normal 
  hand. 
  Cyberfeet 
    
   
  Standard foot 
  200 0 
  Looks and acts like a normal 
  foot. 
  Skill feet +1 
  400 d6 
  Affects a single skill and gives 
  +1 to rolls. 
  Skill feet +2 
  600 2d6 
  Affects a single roll and gives 
  +2 to rolls 
  Extras for your limbs 
    
   
  Electronic device 
  300 3 
  Camera, radio, whatever. 
  Holster 
  100 2 
  Leg only, can hold a pistol 
  (Heavy pistol only if character is 
  at least size+1) 
  Titan joints 
  300 2 
  Cyberlimb’s toughness +1 
  Armor 
  200 1 
  Cyberlimb has Armor 2 
  Cyberdeck 
  3000  
  Essential for netrunning. 5000 
  for the W-LAN version. 
  Realskinn 
  200 -1 
  Looks like the real thing and 
  restores one point of lost 
  Humanity. 
  Integral Weapons – don’t leave 
  your home without them! 
    
   
  Per limb can one weapon system 
  be installed. 
  500-
  1000 
  Damage 
  You have to work out the 
  specifics with the GM – but 
  whatever you take, roll the 
  damage dice of your weapon of 
  choice once. Result is your loss 
  of Humanity. 
  
  Cyberaudio 
    
   
  Base module 
  500 2d6 
  The doctor scoops out your 
  natural hearing organs and 
  replaces them. Make sure those 
  things are sterile. Gives you a 
  whole lotta options to choose 
  from, punk. 
  Bodyfone 
  500 2 
  No searching for the cell phone 
  anymore for you 
  Bodyradio 
  150 2 
  No, you can’t tune in to Dick 
  Clark’s New Year’s Rockin’ Eve 
  – but you can stay in contact 
  with a bunch of friends while 
  taking out a target. Short range, 
  but no costs. 
  Low/High-Frequency  
  200 2 
  With this you’ll hear dog pipes. 
  That hurts. 
  Frequency scanner 
  200 2 
  Next time, someone asks you 
  “What’s the Frequency 
  Kenneth?” at least you’ll have a 
  chance to find it. 
  Hearing aid 
  200 1 
  Gives you +2 to Notice when 
  hearing 
  Home-in device 
  200 1 
  Gives you +2  to tracking if your 
  target carries a tracking device. 
  Range is 100 m only. 
  Lie detector 
  200 1 
  Gives you +2 to Notice if 
  someone is lying. 
  Cyberopticals 
    
   
  Base module 
  500 2d6 
  The doctor scoops out one of 
  your eyeballs. Make sure his 
  tools are… well you should 
  know by now. Each eye gives 
  you 4 options you may install. 
  Targeting System 
  400 2 
  +1 for Shooting with Smart 
  Guns 
  Video enhancer 
  300 1 
  Notice +2 when looking 
  Micro-optics 
  150 2 
  Built-in microscope 
  Low Light vision 
  200 1 
  Negate penalties except total 
  darkness 
  Implanted Guns 
    
   
  Weapon System 
  100-
  1000 
  Damage 
  You have to work out the 
  specifics with the GM – but 
  whatever you take, be it steel 
  knuckles or Wolverine’s Claws, 
  roll the damage dice of your 
  weapon of choice once. Result is 
  your loss of Humanity. As a rule 
  of thumb: If you use your 
  Fighting skill to use the weapon, 
  damage is based on Strength. If 
  you use Shooting, damage is 
  
  fixed. 
  Exoskeleton 
    
   
  Sigma 
  6000 2d6 
  Strength raises one step (If 
  Strength is already d12, it raises 
  to d12+1) 
  Beta 
  8000 2d6 
  Strength raises two steps (If 
  Strength is already d12, it raises 
  up to d12+2) 
  Omega 
  10000 3d6 
  Strength raises three steps (If 
  Strength is already d12, it raises 
  up to d12+3) 
  Neurosystems 
    
   
  Central Neural Processor 
  1000 D6 
   
  Chip sockets 
  200 D3 
  Sockets for up to 10 chips 
  Interface 
  100 2 
  Each interface must be 
  designated for a certain system 
  (vehicles, the net,…) 
  Kerenzikov booster 
  500/Step d6/Step 
  Punk gets one or two (depending 
  on step) extra cards for initiative 
  and acts on the highest. This 
  booster is always on and may 
  not be combined with other 
  initiative boosters. 
  Sandevistan booster 
  1600 D3 
  Booster takes one round to 
  charge; runs for 3 rounds. 
  During these rounds, all 
  initiative cards the punk gets 
  count at least as a 10. Booster 
  takes one hour to re-charge. 
  Sniffer 
  100 2 
  +2 to Notice when smelling 
  Touch sensor 
  100 2 
  +2 Notice when touching 
  Other Implants 
    
   
  Adrenalin injector 
  100 2d6 
  Can be used three times a day. 
  Grants the effects of the 
  Quickness power (normal 
  success only) for 3 rounds. 
  Armored skin 
  1200 2d6 
  Torso gets protection +2 
  Vocal modulator 
  600 D6 
  Persuasion +2 
  Body Armor 
    
   
  One module per body part 
  800 
  each 
  4d6 
  Each module is “glued” onto the 
  body and offers protection of +5 
   
  Skills on chips 
  When a punk gets himself some nice chip sockets, he might want to use them. 
  For every socket he can use one chip that gives him basic knowledge in a skill. Which skills 
  are allowed depends on the GM, but Knowledge skills are always possible. The skill value is 
  fixed at d6 and can’t be raised. 
  Prices range from 100-500, depending on the obscurity of the skill in question (GM’s 
  decision). 
  
  Edges on chips 
  Sorry, not gonna happen. 
  Sector 06: Setting Info and Equipment 
  In Cyberpunk, the most equipment you need will be guns…. Lot’s of guns. 
  Here’s how to convert the guns over to SW: 
  Accuracy: Drop it. 
  Type of Weapon 
  CP2020 
  Damage 
  Savage Worlds 
  Damage 
  Pistol 
  1d6 
  2d6-1 
  Pistol 
  2d6 
  2d6 
  Pistol 
  3d6 
  2d6+1 
  Pistol 
  4d6 
  2d8 
  Sub Machine Guns 
  1d6, 2d6 
  2d6 
  Sub Machine Guns 
  3d6 
  2d6+1 
  Sub Machine Guns 
  4d6 
  2d6+2 
  Assault Rifles 
  5d6 
  2d8 
  Assault Rifles 
  6d6 
  2d8+1 
  Shotguns 
  4d6 
  1-3d6 
  Biotoxin I 
  4d6 
  2d6+2 
  Biotoxin II 
  8d6 
  4d6+4 
  Barrett Arasaka L20 
  4d10 
  3d8 (Heavy Weapon, AP 5) 
  C6 Plastics 
  8d10 
  4d6/kg 
  Flamethrower 
  2d10 
  2d10 
  Militech Arms RPG-A 
  5d10 
  4d8+2 (Heavy Weapon, AP 40) 
  Mine 
  4d10 
  3d6 
  Scorpion Rocket Launcher 
  7d10 
  5d10 (Heavy Weapon, AP 50) 
  Shrapnel Grenades 
  7d6 
  3d6 
  Fire Grenades 
  4d6/3 rounds 
  2d6/3 rounds 
  Shock Grenades 
   
  Target has to make a Vigor roll or is shaken 
   
  For Range: 
  CP2020 
  Range 
  Savage Worlds 
  Range 
  50 m 
  12/24/48 
  150 m 
  15/30/60 
  200 m 
  15/30/60 
  400 m 
  24/48/96 
   
  Round of Fire: All pistols can doubletap (except the uber-heavy handguns with 2d8 damage). 
  For most automatic weapons, the RoF is 3. If a CP 2020 gun has a RoF listed that’s lower 
  than 25, it’s SW RoF is 2. If it’s higher than 40, it’s 4. 
  No gun can have a RoF higher than 4. 
  Sector 07: Friday Night – Firefight 
  Your punk can still only take three wounds, but for Cyberpunk, we re-introduce the hitzones. 
  If you got a cyberleg or two you might want to make sure if that Uzi hits you in the chest or in 
  the cybernetic kneecap. 
  Just roll an extra d10 when firing and assign hits like the following: 
  Hit zone 
  1/Head 
  2-4/Torso 
  5/R. Arm 
  6/L. Arm 
  7-8/R. Leg 
  9-10/L. Leg 
  
  Sector 08: Trauma Team 
  Chances are, your character will bite it. Then it might be interesting if you should roll up a 
  new one or if he can still make it. 
  Anybody with the Healing skill can try to revive a dead character. For this, all he has to do is 
  roll his Healing die without wild die and roll over the number of minutes the characters dead. 
  This roll cannot ace. If he makes it, fine, the clock is ticking again and he can now try to 
  stabilize the character. If he doesn’t make it, he can try again as long as the time is shorter 
  than the skill level. 
  Example: Max gets shot down and bites it. Luckily, he’s found two minutes later by his 
  friend Dave who’s got a healing skill of d4. He rolls his d4 and has to roll at least a 3 
  to revive him. If he makes it, he still has to stabilize Max, but at least he got a chance! 
  If a character is revived multiple times, every time after the first, he might suffer permanent 
  brain damage. If the character survives, he has to make a Smarts check or his Smarts gets 
  lowered permanently one step. 
  Sector 09: Drugs 
  What would a nice game of Cyberpunk be without the latest drugs, fresh out of corporate 
  labs? Right. 
  Each of the following drugs require a Vigor roll to check for addiction. If multiple doses are 
  taken, each dose after the first gives a penalty to the Vigor roll of -1. 
  If a Vigor check is failed, the character got himself a nice addiction (treat it like the Habit 
  (Major) Hindrance). 
   
  Blue Glass 
  It’s a “recreational drug” that was originally developed for chemical warfare. Roll Vigor at  
  No penalty. If your trait die (regardless of the Wild Die) comes up with 1, reduce your Smarts 
  one step (d4 minimum). Roll a second Vigor roll, to see if the loss is permanent. On the plus 
  side: You see a lot of funny colors and get relaxed real good. 
  Black Lace 
  A character sipping on this devilish brew get turned into a veritable killing machine. 
  Mechanics-wise: The character goes Berserk as per the Edge. Roll Vigor at -2 to check if your 
  would-be Terminator gets a monkey on his back. If your trait die (regardless of the Wild Die) 
  comes up with 1, reduce your Spirit one step. If that reduces your Spirit below d4, your 
  character just became a sociopathic npc under the GM’s control. Congratulations. 
  Boost 
  If you want to feel like Einstein, this is for you. This drug raises your Smarts one step and 
  gives you a Bonus of +2 to all Knowledge-related skill checks for the duration. 
  Vigor roll is at no penalty. If you happen to get addicted, you will no longer benefit from the 
  fix, but instead will need your dose so your Smarts doesn’t drop one step. If you happen to 
  ever miss a dose, roll Vigor. Just to check if you just got permanently dumber. 
  Dorph 
  Another beauty out of the black labs of the military, this is actually Black Lace’s daddy. 
  The benefit is the same, but the duration is shorter. Vigor is rolled at -1 and if your trait die 
  (regardless of the Wild Die) comes up with 1, reduce your Agility one step. Roll that Vigor of 
  your’s a second time to see if you fried your reflexes permanently. 
  Smash 
  This is cheap booze for the masses. Roll Vigor at +2. If you really happen to become 
  addicted, it’s not too bad, just a minor Habit. But if your trait die (regardless of the Wild Die) 
  comes up with 1, make a second Vigor roll. If you don’t make it, your character is on his way 
  to the bathtub with the toaster under his arm. (If he hasn’t got a toaster, a few razorblades will 
  do.) 
  
  Speedheal 
  Speedheal doesn’t heal you really faster (despite the name), but if you take it in regular doses, 
  you add +2 to your natural healing rolls. Roll Vigor at no penalty. Failure doesn’t mean you 
  got addicted but for every point you missed, you’re a little wobbly on your feet for a day. 
  Game-wise: You gain a Fatigue level. If you go bust, you go Incapacitated from Fatigue while 
  you spend a couple of days in bed throwing up every thing you ate for the last 10 years. Hope 
  you enjoy. 
  Stim 
  If you need to last a little longer, the Stim’s for you. Each dose gives you a bonus of +2 when 
  rolling for Fatigue. Roll your Vigor at –2. If your trait die (regardless of the Wild Die) comes 
  up with 1, you get some nice paranoid hallucinations. Your GM will sure have fun with those. 
  Syncomp 15 
  Syncomp 15 is a strong Antidote that helps just about anything. No risk of getting addicted 
  here, but a Vigor roll at –2 tells you if suffer some burnt nerve endings. That lowers your 
  Agility one step (d4 minimum). Make a second roll to see if the loss is permanent. 
  Syncoke 
  Funny enough, this is synthetically created cocain. Good thing is, you’ll feel good and your 
  pecker’s going to be hard enough to plow a field of concrete (if you’re a guy). If you miss a 
  Vigor roll at no penalty, you’ll get addicted real nice, paranoia and hallucinations included for 
  free! 
  Not less drugs – more drugs! 
  So, you can’t get enough and want a little extra? 
  Here’s how you do it. First, you’ll need a new skill Pharmacy (or have some sort of medical 
  education, in which case it’s possible to roll for Common Knowledge). Next, a nice little lab, 
  a couple of ingredients and this nifty ruleset: 
  Basic TN is 4. For this, you get something like sugar, just no taste at all. For every benefit the 
  drug should produce, you get a penalty of at least one (see below). For every…side effect 
  you’re willing to incorporate, you get a bonus of one. If you’re willing to take a randomized 
  side effect, you just chose the number of side effect and get another +1 to your roll. 
  For the addiction roll, any penalty the drug imposes you get as bonus to the Pharmacy roll and 
  vice versa (up to a maximum of 2 in either way). 
   
  Benefit 
  Penalty 
  Drug grants the Benefit of an Edge 
  -3 
  Drug raises/lowers one Attribute 
  one step 
  -2 
  Drug gives a bonus of +2/penalty of 
  –2 to rolls 
  -1 
   
  The following table is not complete but presents an overview of side effects that are possible: 
  No. 
  Side effect 
  1 “Don’t get me riled” – punk becomes aggressive and aggrevated 
  2 “Going Postal” – the punk just looses it. This could result in a killing spree or just an 
  excessive pie-eating orgy.  
  3 “Groovy colors…” – That’s right – nice hallucinations. Or maybe not so nice 
  hallucinations. 
  4 “What’s that noise?” – The punk is easily frightened. 
  5 “I can’t feel my legs” – the punk suffers from some serious nerve damage that might 
  reduce his Agility if he doesn’t make a Vigor roll. 
  6 “You lookin’ at me?” – the punk becomes a paranoid lunatic. 
  7 “I can quit whenever I want.” – the punk becomes physically or mentally addicted 
  
  8 “What was that?” – the punk suffers from a slight reduction of Smarts. 
  9 “Uhm, honey ,that won’t work…” – the punk is sterile and took himself out of the 
  reproductive gene pool (probably a good thing). 
  10 “AAAAaaaarggghhhh…” – the punk might die, if he doesn’t make two Vigor rolls in a 
  row. 
   
  The longer a drug should have an impact on the human body, the harder it is to manufacture: 
  Duration 
  Penalty 
  D6+1 rounds 
  0 
  D6+1 minutes 
  -1 
  D6+1 hours 
  -2 
  D6+1 days 
  -3 
   
  Example: 
  Trapper Frank, MD got kicked out of the hospital. Now he’s on the street and tries to boost 
  his money bag. He cooks up a nice little recipe for the street fighters out there: 
  This drug should make the user quicker (Grants the benefit of the Quick Edge) and sharpen 
  the user’s senses as well (Notice roll +2). It’s supposed to work only a short time, so a couple 
  of minutes will suffice. 
  That gives an initial penalty of –6. Trapper’s interested in a steady stream of customers, so he 
  gladly makes it quite addictive (-2 to Vigor rolls). This lowers his penalty to –4. After a 
  couple of side effects are taken into account, he has to roll at a penalty at –2. His customers 
  risk to become overly aggressive and much more stupid, but so much the better for our 
  doctor! 
  Sector 10: The Matrix 
  I have to confess: I never liked the rules for netrunning in the original rules. Maybe that’s the 
  reason why no-one ever played a netrunner in our group. So, instead of trying to port it over 
  to Savage Worlds, I thought of a way how Netrunning might be a little more F!F!F! 
  Here it is: 
  A Netrunner needs the Computer skill. Should he have no interface plugs, then all rolls are at 
  –2.  
  I think we can surely assume that a Netrunner has all programs that he’ll ever need for 
  hacking. Maybe not the best ones out there, but any hacker will have a way of taking down 
  that firewall. 
  But his tools and the circumstances have an influence on the netrunner. First, connectivity. As 
  long as the connection is stable and has decent speed, there’s no modifier. Slower or unstable 
  connections incur a penalty of –2 to –4 to all rolls at the gamemaster’s discretion. 
   
  Now, the cyberdeck. Each cyberdeck has the following stats: 
  Invasion: How good is the deck equipped to handle invasions? It’s also the bonus to all 
  damage rolls you make (based on Smarts rather than strength). Ranges from –4 to +4 
  Decoding: How good and how fast can the deck decode encrypted files? Ranges from –4 to 
  +4 
  Stealth: Is it easy to spot the intruding netrunner or not? Ranges from –4 to +4 
  Armor: How well-protected is the netrunner from Black Ice? Ranges from –4 to +4 
   
  Now, here’s the fun part. To build your cyberdeck you have two points to assign to these 4 
  traits. So you could start with Invasion 1, Decoding 1 and leave the rest at zero. Or, if you’re 
  the more cautious type you could take Armor at +4, and take Stealth at –2 (figuring no matter 
  if you’re found or not, the armor is going to protect you) 
  These modifiers are then applied to your Computer roll when you try to hack into any system. 
  
   
  Combat in the matrix 
  There will be cases of Black Ice attacking your netrunner. So, how do you run combat? Easy. 
  Your punk has a Parry value in the virtual reality of 2+ half his computer skill. His Toughness 
  is the same as in the real world, but maybe his deck grants him some armor. All Anti-System 
  or Anti-Personnel programs that could attack the netrunner are like any other adversary in the 
  real world. They have a Parry and a Toughness rating and a Fighting skill. And they cause 
  damage if they hit. It’s as simple as this. 
  Running in the matrix 
  But what about those not so close life and death situations? Use your skills. If your netrunner 
  wants to get past a guardian program without being spotted, he uses his Stealth skill. If he 
  wants to find something, he rolls Notice. Only in direct interaction with the system does he 
  use his Computer skill – this includes attacks in combat. 
  Now, let’s say he tries to break into some bank account – that’s a simple Computer roll 
  modified by the target’s security level. Those range from 0 to 10. The security level is 
  subtracted from your Computer roll. They also equal the number of rounds it takes you to 
  break through. What security levels can you expect? 
  Security Level 
  Where found? 
  Example 
  0 
  Publicly available information 
  Library 
  directory 
  1 
  Publicly available but you need a password 
  Student 
  section of the 
  library 
  2 
  You need to be a member, all (or some) members share the 
  same login 
  The 
  administration 
  site of your 
  router 
  3 
  You need to be a member, Login is unique 
  A commercial 
  website 
  4 
  You need to have special clearance 
  A simple 
  Bank Account 
  5 
  You need to know specific details to log in (ie, Security 
  question) 
  A safe deposit 
  account 
  6 
  The information is strictly guarded 
  Taxpayers 
  records 
  7 
  You’re not supposed to even look for this kind of 
  information 
  The missing 
  tapes of 
  Watergate 
  8 
  You look for information regarding the “inner secrets” of a 
  corporation 
  The Coca 
  Cola Formula 
  9 
  You look for information regarding the secrets of a the 
  CEO of a corporation 
  The CEO of 
  XY has a 
  girlfriend 
  who’s 
  pregnant. 
  10 
  You look for Military or Governmental secrets 
  Troop 
  deployments 
   
  As you can see, it’s important to have a good skill and to have a good invasive cyberdeck… 
  
  Multiple layers can guard any particular information. You could be forced to penetrate two 
  Firewalls with Security Level 5 before you get to the database (SL 6) where you then access 
  the file and see that it’s further encrypted (SL 8). 
  If you make the roll with a raise, the intrusion is automatically undetected. Any guardian 
  programs are therefore only passively watching out. If you make the roll without a raise, the 
  system is aware of an intrusion and starts to look actively. 
   
  Decoding a file takes 1 minute per try to find the right algorithm (that’s 10 combat rounds, 
  remember?). If you have the correct algorithm and you make the roll, it takes the security 
  level times 10 plus the negative modifier of your cyberdeck (so, if you have Decoding +2, it 
  lowers the multiplier by 2) in minutes (!) to decode the file. All the while you have to stay in 
  the Matrix and risk to be detected and fried by some unfriendly programs. Yup, it’s not that 
  easy to steal the formula of Coca Cola. 
  Brute Force Attacks 
  Sometimes there’s no time for finesse and you have to take something down fast. You can do 
  this by using a Brute Force attack. If you do this, you automatically set off any alarms in the 
  system and the active counter measure are activated. The benefit is that you get +2 to your 
  rolls and half the time you need to break through. 
  How to roll against active programs? 
  If you have to take down a guardian program that’s actively fighting your intrusion, it’s an 
  opposed roll of your Computer skill versus the programs skill level. If you win, you get 
  through. If you lose, you set off some kind of alarm, that you might be able to turn off if you 
  can find the command – and if you can deal with the program that detected you at hand. If 
  you lose with a raise, you’re actively hunted down by Black Ice (if any is present in the 
  system) and are prohibited from checking out unless you find a save exit point. 
   
  Example: Murphy tries to hack into the Biotech mainframe to find some information 
  about a mysterious new virus that turned up on the street. Murphy has Computer at 
  d10, his cyberdeck offers the modifiers: Invasion +3, Decoding, Stealth 0, Armor -1. 
  The Biotech mainframe database is secured behind two Firewalls (SL 5 each) and a 
  Proxy (SL4). The database itself is encrypted with a SL of 7. The files themselves are 
  only slightly encrypted (SL 4) 
  Murphy has to break through the systems one by one. He rolls his computer skill and 
  adds +3 (for the deck) and subtracts 5 (for the Security Level). He’s at –2 for the roll 
  and makes it with a raise. Behind the first firewall he has to evade some guardian 
  programs and rolls his Stealth skill. He got the netrunner edge and adds +2 to this 
  roll. The guardian is not aware of an intrusion, so Murphy only has to make a normal 
  Stealth roll to make it to the second firewall. 
  He rolls again, this time he makes it without a raise. The system detects the intrusion, 
  but hasn’t pinpointed it down to Murphy. Our netrunner runs across another guardian 
  program and has to sneak past it – he rolls an opposed Stealth check and loses. An 
  Alarm is set off. Murphy curses and attacks the guardian (Computers versus his 
  opponent’s parry.) He hits and rolls damage (Smarts +3). He surpasses the guardian’ 
  toughness with a raise, crashing it. 
  Next, he has to take out that alarm. He rolls for notice and finds an alarm icon. With a 
  computer roll, he turns off the alarm. 
  Murphy gets to the database, but can’t crack it. The alarm goes off again and he starts 
  a Brute Force attack. He rolls Computer: +3 for the deck, +2 for the Brute Force, -7 
  for the SL, for a total of –2. He makes it and after three rounds he’s  in the database. 
  He finds the file, but Biotech has already unleashed a Black Ice program that tracked 
  
  Murphy down. The BI has trapped Murphy inside the system, so he can’t check out. 
  He still has to decode the file before he can download it’s contents to his deck and he 
  has to fight off the BI program while doing it! 
  Would have been good to invest in a little more Armor… 
  Sample Programs 
  Guardian 
  These programs check a system for viruses, Trojans, disk problems and netrunners 
  Attributes: Smarts d6, Strength d6, Vigor d6 
  Skills: Fighting d8, Notice d10, Repair d12 
  Pace: 6; Parry: 6; Toughness: 5 
  Damage: Str+3 
   
   
  Killer Application (literally) 
  If you have to take out an intruding netrunner, this one’s for you: 
  Attributes: Smarts d8, Spirit d6, Strength d10, Vigor d10 
  Skills: Fighting d12, Notice d8, 
  Pace: 6; Parry: 8; Toughness: 7 
  Damage: Str+6 
  Better cyberdecks? 
  Is there a way to get a better cyberdeck that offers more bonuses? Yes, there is. Every time 
  the netrunner levels, he can instead choose to raise one of his cyberdeck’s traits. So he could 
  get a pretty good deck in pretty short time. But if the deck gets destroyed or stolen… All level 
  ups are lost and he has to start over. 
  This makes us wonder: How much damage can a cybertech take? The average cyberdeck has 
  a toughness of 3, so you better be careful with it. Hard cases double weight and toughness – 
  and the costs as well. 
  Sector 11: Dark Future 
  The rest of the book is mostly flavour text, so there’s no need to change anything. 
  
   
  LABEL 
   
  Role 
   
  Experience 
   
   
  Agility 
  Smarts 
  Spirit 
  Strength 
  Vigor 
  Pace 
  Charisma Parry 
  Toughness 
  Load limit 
  Humanity 
  d 
  d 
  d 
  d 
  d 
   
   
   
   
   
   
   
   
  Skills 
  Chip Lvl. 
   
  Hindrances 
  Cyberwear 
  Cost LoH 
  Boating 
   
   
   
   
   
   
   
  Climbing 
   
   
   
   
   
   
   
  Computer 
   
   
   
   
   
   
   
  Driving 
   
   
   
   
   
   
   
  Fighting 
   
   
   
   
   
   
   
  Gambling 
   
   
   
   
   
   
   
  Guts 
   
   
   Edges 
   
   
   
  Healing 
   
   
   
   
   
   
   
  Intimidation 
   
   
   
   
   
   
   
  Investigation 
   
   
   
   
   
   
   
  Lockpicking 
   
   
   
   
   
   
   
  Notice 
   
   
   
   
   
   
   
  Persuasion 
   
   
   
   
   
   
   
  Piloting 
   
   
   
   
   
   
   
  Repair 
   
   
   
   
   
   
   
  Riding 
   
   
   
   
   
   
   
  Shooting 
   
   
   
   
   
   
   
  Stealth 
   
   
   
   
   
   
   
  Streetwise 
   
   
   
   
   
   
   
  Survival 
   
   
   
   
   
   
   
  Swimming 
   
   
   
   
   
   
   
  Taunt 
   
   
   
   
  Sum 
  € 
   
  Throwing 
   
   
   
  Equipment 
  Wgt. 
  Tracking 
   
   
   
   
   
  Knowledge (                 ) 
   
   
   
   
   
  Knowledge (                 ) 
   
   
   
   
   
  Knowledge (                 ) 
   
   
   
   
   
  Knowledge (                 ) 
   
   
   
   
   
  Knowledge (                 ) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon 
  Range 
  Damage 
  RoF 
  Shots 
  Weight 
  Min Str. 
  Notes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hit zone 
  1/Head 
  2-4/Torso 
  5/R. Arm 
  6/L. Arm 
  7-8/R. Leg 
  9-10/L. Leg 
  Armor 
   
   
   
   
   
   
   
  Cyberglimbs 
  Right Cyberarm 
  Left Cyberarm 
  Right Cyberleg 
  Left Cyberleg 
  Damage 
  -1 
  -2 
  -3 
  Out 
  -1 
  -2 
  -3 
  Out 
  -1 
  -2 
  -3 
  Out 
  -1 
  -2 
  -3 
  Out 
   
  Wounds 
  -1 
  -2 
  -3 
  INC 
  -2 
  -1 
  Fatigue 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Cyberpunk 2020 to Savage Worlds Conversion by Markus Finster.pdf