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House Rules · GURPS 4e

Mage Net Interfaces

Deck without chrome — Vivified Trodes, Weavejack Circlet, Life-Cell Coupler. Path B vivified channel (Strain/FP). Not Technomancer.

Mage Net Interfaces — deck without cyberware

Game: Orion Corridor — 2277 · Rules: GURPS 4e Status: Table canon (locked Jul 17 2026) — Path B.

Companions: Netrunning · Three-Plane & Black ICE · Life-Cells · Magic System


The question

Can a mage become a netrunner without chrome implants?

Yes. They use an enchanted interface — worn gear that opens a dive channel. They still need Computer Programming and program Techniques. Magic pays the life tax; it does not write the code for free.


Cosmology lock (same as Draw Power)

Net signals are dead data — no life in them. Space is a mana desert; magic = life.

The interface does not convert packets into mana. The mage vivifies the channel: spends a little of themselves (FP / Strain) so dead signal becomes something they can ride. Same spirit as Draw Power ruling C (vivified / lossy) on the ship reactor.

Astral ≠ Net. You cannot assense ICE as spirits or project into a host by default. Three tracks stay separate.


What we rejected

PathWhy not default
A — Mundane jack onlyWorks, but ignores “magical implant / item”
C — Depth / Dermidine fusionBlurs Net / VR / Astral — black-clinic plot nuke, not chargen

Devices (no surgery)

ItemFormDefault sim₡ bandRole
Vivified TrodesEnchanted headset / temple padsCold (−2 offensive Techniques)₡2,500–4,500Entry kit. Safest.
Weavejack CircletWorn crown / circletHot capable₡8,000–15,000Primary mage deck. Looks like jewelry.
Life-Cell CouplerClip / socket for a Life-CellExtends either₡1,200–2,800 + CellBurns Cell charge before personal FP

Requirements: Magery 1+ to wake the channel. Mundanes treat these as expensive jewelry.

Enchantment: Standard Q&D or lodge Slow-and-Sure work can craft them — full energy, Strain, and registration rules apply. Lodge-made Circlets are quieter legally.


Dive costs (vivified channel)

CostWhen
1 FP or +1 StrainOpen a dive / first pulse of a scene
1 FP per 10 minutes sustainedOr 1 Life-Cell point via Coupler (same interval)
+1 StrainForce cold → hot for one pulse without a Circlet
SignaturePersona is loud on astral and warm to Sniffer / Analyze
Dim / dead manaInterface −2 or fails until garden, Draw Power, or Coupler feeds it
Null bleed (e.g. Ivan adjacent)Glitch: −2 Techniques or dump risk

Biofeedback, persona pools, and Black ICE work exactly as the Netrunning docs — the interface is how you enter, not a free Filter.


Optional perk — Net Conduit [1]

Once per dive scene: spend 1 FP (or Strain) to gain +1 on one Technique or treat one cold-sim action as hot-sim speed for that pulse.


Skills reminder

Still requiredNot replaced by Magery
Computer Operation
Computer Programming
Program Techniques

A Weavejack without Programming is a glowing hat.


Legal & heat

  • Enchanted Net gear at LL 4+ docks may need astral disclosure / focus registration (see magic fee lines).
  • Undeclared Weavejack at a Concord gate = delay + fine band (same as other mid-tier focuses).
  • Flying a Circlet on hot sim during a bounty is a signature — overwatch and ICE notice “alive” personas.

Depth fusion (GM spice only)

Illegal neural coupling that blurs Net / VR / Astral. Rumored in Dermidine / black clinics. If a PC buys this, treat as a campaign arc, not a shopping trip — heat, Court interest, and dump-shock that can hit all three pools.


Quick table procedure

  1. Equip Trodes or Circlet (Coupler optional).
  2. Pay open-dive cost (FP / Strain).
  3. Choose cold or hot (Circlet / push).
  4. Dive per Netrunning — one action per pulse.
  5. Log sustained FP / Life-Cell burn.
  6. Filter Black ICE like any diver — magic does not auto-block.

Elias note

Technomage with Draw Power and the appropriate enchantment skills can build Weavejacks and feed a Coupler — this is his lane, not a second magic system.

KHES

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