RT RUBY TOWER DATA INC. // NODE NODE
NET::ONLINE NODE::---- ICE::NOMINAL

PRIVATE INFORMATION NETWORK

INFORMATION
IS AN ASSET.

Ruby Tower connects mercenaries, fixers, brokers, and other interested parties across Night City. Find work. Trade information. Build alliances. Decide who gets to know what.

NETWORK SERVICES

THE RUBY TOWER NETWORK

The network is the persistent layer of the game: information, rumors, contracts, and conversations continue between formal rounds.

01 // OPEN NET

PUBLIC CHANNELS

Discuss jobs, rumors, politics, and whatever else Night City is talking about. Everything here is public — and permanent.

ACCESS :: GENERAL / NEWS / CONTRACTS
02 // ENCRYPTED LINES

PRIVATE CHANNELS

Negotiate behind closed doors. Ruby Tower protects the channel, but that does not mean nobody is listening.

ACCESS :: AUTHORIZED PARTICIPANTS
03 // CONTRACT EXCHANGE

FIND WORK. MAKE WORK.

Accept jobs posted through the network, or use Ruby Tower to broker a contract of your own.

STATUS :: ACTIVE LISTINGS
04 // NEWSWIRE

WHAT THE CITY KNOWS

Night City's public record is updated as events unfold. How much of the truth makes it into the feed is another matter.

SOURCE :: DATA INC. VERIFIED / UNVERIFIED
GAME ACCESS // REFERENCE

READ BEFORE JACKING IN

CyberPBM is a correspondence-first roleplaying game. Formal actions are submitted to the GM by email and resolved on a three-day operational cycle. The Ruby Tower remains online between rounds so your crew can keep working the NET.

ROUND LENGTH ~72 HOURS
FORMAL ORDERS EMAIL
PUBLIC COMMS OPEN NET
PRIVATE COMMS ENCRYPTED LINES
RUBY TOWER // ADMINISTRATIVE NOTICE

HOUSE RULES

3-Day Rounds. Rounds last 72-hours (3 days) in real life, and represent 3 days of work from your crew in-game. This is an attempt to balance a reasonable length of time for the actions that can be performed against enough time for people with busy lives to play consistently. You can submit and revise your OGM and Round Orders any time before the deadline.

ENCRYPTED LINES. In addition to the OPEN NET and PROTOCOL, crews may establish an ENCRYPTED LINE; an ongoing private connection between one or more other parties. Setting one up requires a Netrunner, the more skilled the more secure.

Extra Activities. Any crew member not assigned to your OGM this round can instead spend the round on one other meaningful task of your choosing. It can be inside or outside the OGM's usual scope.

Some examples: negotiating with a picky client, laying low to cut upkeep costs, repairing old equipment, or anything else that plausibly takes about 3 days.

d8 skill checks. I will resolve activities that are meaningful and uncertain but outside the bounds of the OGM with a skill check. These include activities like having a Contact negotiate a deal, a Tech set up cameras or perform base upgrades, a Netrunner set up an ENCRYPTED LINE between you and an ally, and more.

These checks are performed by rolling 1d8 against the task's difficulty rating minus your crew member's skill rating, this combined number is the target.

The result can go one of four ways:
• If the roll is at least 3 above the target, you succeed perfectly.
• If the roll is 1 or 2 above the target, you succeed imperfectly.
• If the roll is equal to or less than the target, you fail partially.
• If the roll is 3 or more below the target, you fail catastrophically.

Starting Crews. The Ruby Tower is a gathering place of those who couldn't make it into the Afterlife, whether they aren't skilled enough, are lacking reputation, or don't have valuable enough contracts. Reflecting that, starting crews are expanded and weakened. Starting crews may have up to 6 members (rather than 4), but no starting crew member may have a skill rating above 3. The 12-point rating limit for the entire crew and all other rules are still in affect. you can build 4 higher-rated members, 6 lower-rated ones, or any mix, as long as the total is 12 or less.

Specializations. Instead of increasing the skill rating of a member of your crew, you can change their specialization, changing their preferred phase to another. This could represent a Netrunner mastering blinding cameras and silencing radio calls to aid in the Breach phase or a Solo practicing with heavy weapons to hold the point during the Extract phase. This costs the same time and eddies as increasing the crew members skill rating to the next level. Starting Crews always begin with their normal preferred phase, specialization is earned through gameplay.

Default Action. As a Continuously running game, the Ruby Tower recognizes that you may need to take time off. There is no penalty for not submitting orders. If you do not communicate a plan before hand, I will assume your crew stands by and maintains your base of operations. No eddies are lost during this period, loyalty and heat do not change, and no one can take actions against you. Your crew is effectively removed from interaction with the game.

Contracts. The Ruby Tower maintains a consistent list of contracts any merc in the tower can take. The Ruby Tower does not provide any guarantee that your crew is capable of completing a contract but will try to give crews an idea by rating the contracts. Be Careful however, as contracts are rated only to what the Ruby Tower believes they are, on valuable or uncertain contracts it would be wise to do some extra investigation yourself.

Specialty or high-value contracts may be available directly from the Ruby Tower to crews that have proven themselves.

Additionally, crews are allowed to formulate and submit contracts to the Ruby Tower to be posted. This is a more formal process than simply making a request in the OPEN NET. The Ruby Tower takes care to protect clients who care for confidentiality, for a small fee of course.

Player submitted contract requests should be sent via email like your Round Orders and your OGM.

CURRENT STATUS PRE-SEASON ACCESS BY INVITATION