It may be no surprise, but I'm kicking around making an OSR cyberpunk game. Below are my draft rules for hacking, which involves hacking physical objects like cars, ATMs and so on. Netrunning does exist and will be covered later, but it will basically be just a setting change, not so much a mechanical one.
These rules are supposed to be both quick and cool. I like the idea of have your personal assistant jump into an ATM, swim through the files while dodging ICEs, and then eventually proudly announcing 2000 credits have been transferred to your account. It also brings in hacking combat without making it too complex. Originally, the Executables were going to be basically Avatar equipment, but I think treating them as bonuses is quicker and less book keeping.
Hacking
Almost everyone in modern society has a CompDeck, and you're no exception. Though most CompDecks are only used to browse the IntraNet, play games or other personal matters, you have tailored yours into a hacking machine.
Every CompDeck has an Avatar, a small helper program that represents that limited intelligence the computer has. The Avatar can take any form you wish, from a dragon to a businessman to a sexy lady. The Avatar, which rests or stands on the back of your hand when you use your CompDeck, basically performs the CompDeck's functions for you, serving as a digital helper and more.
Avatars are also the programs that actually hack the ExtraNet. They plunge into the ExtraNet, rooting around and fighting off counter measures to perform the task you want.
Avatars are based on their Rank. They are ranked from 1 to 5, with all characters starting with a rank 1 Avatar. The rank serves as the Avatar's health bar, the Avatar's hacking effectiveness and the amount of Executables he can attempt.
ExtraNet systems also have a rank that acts the same as Avatar rank. This rank represents the various firewalls, re-routes and fake files the Avatar must navigate. However, their health bar can reach higher than 5 depending on the system. ExtraNets can have Executables as well, but usually only half as many as an Avatar of an equivalent rank.
Hacking is basically a quick one-on-one battle between the Avatar and the ExtraNet. Unless the ExtraNet is particularly strong, the Avatar usually goes first. The hacker rolls a d6, and if it is less than or equal to the Avatar's rank, the Avatar has made progress in hacking. The Avatar deals damage equal to the difference between the roll and the Avatar's rank (minimum of 1) to the system. If the system reaches 0 health, the Avatar has breached through all the security and the hacker can manipulate the ExtraNet how he pleases.
Like combat, after the Avatar makes his attempt, the ExtraNet will attempt to ward off the Avatar. The GM does the same d6 roll as the Avatar did, and if he succeeds, he deals the difference in damage to the Avatar. If the Avatar ever reaches 0 health, it is booted out of the ExtraNet and the hacker is pinged. When the hacker is pinged, it means the local authorities are actively looking for you for the crime of "unlawful data manipulation." You should start running.
Be aware that at any time, the hacker can abort the attempt and withdraw the Avatar. The Avatar may have some scrapes, but you won't be pinged and can safely lick your wounds.
As both the Avatar and ExtraNet take damage, it is harder and harder to perform well. When damaged, your rank temporarily decreases to where your health is. So if a Rank 5 Avatar took 2 damage, you would have to roll a 3 or lower on a d6 to deal damage to the ExtraNet.
If the Avatar reaches 0 health, it's out of commission until the hacker can wipe his hard drives, restore memories and so on. The process takes about 8 hours, and afterwards the Avatar is back up to it's full rank.
It seems hacking may be difficult, but the Avatar has some tricks up its sleeve in the form of Executables.
Executables are small bonuses that Avatars (and hackers) can use to better attack the ExtraNet. They represent backdoors, trojans and malware the Avatar unleashes to get what it wants. The Avatar gets a number of Executables per day equal to their rank. This number doesn't decrease if the Avatar takes damage.
By "burning" an executable, the Avatar can do one of the following things
1. Instantly restore 1d3 health
2. Block 1d3 damage from an ExtraNet attack
3. Use the Hacker's Intelligence roll to hack, rolling d6 for damage. Backgrounds do apply.
4. Instantly re-roll a hack attempt
5. Cause the ExtraNet to re-roll their hack
6. Deal an additional 1d3 damage to the ExtraNet
Be wary, as some well protected ExtraNets have Executables as well.
Blitz Hacking
Blitz hacking is the term used when multiple hackers attempt to infiltrate an ExtraNet. Though one Avatar could hack the Rank 5 Megacorp Door Lock with 10 health and 4 Executables, it won't be an easy task. He'll need a little help from his friends
Any amount of hackers can work together, but usually 2 or 3 is the norm. There should be a leading Avatar, who actually does all the hacking, and the support Avatars.
While Hacking, support Avatars don't really do any active hacking. Instead, they can use their Executables on the leading Avatar, and they can also intercept damage. A support hacker can take the lead should the lead hacker fell, taking up the job of damaging the ExtraNet. Further, none of the Hackers are pinged until all the Avatars are knocked out to 0 health.
Be advised that ExtraNets can also Blitz Hack, with local ExtraNet objects teaming up to destroy a significant threat. It's not common, but it can happen.
Hacking Hackers
Avatars can actually hack other CompDecks. This functions as an ordinary hack, treating the opponent's CompDeck as its own ExtraNet. However, the opponent's Avatar will quickly make his master aware of the act, upon which he will probably draw a pistol and attempt to give you a second mouth.
Limitless Worlds
Thursday, July 11, 2013
Tuesday, July 2, 2013
Some New Races for Mutants & Machine Guns
Mutants & Machine Guns is a cool little post-apocalypse RPG that come in at around 8 pages. In it, there are guidelines for playing a few types of characters, namely humans, mutants and mutated animals. While this is cool, I feel M&M (not to be confused with that superhero game) can really wander into crazy post-apocalypse territory without really breaking the system. So below are some brief races I think would work out pretty well.
Mutated Plants - Pick a plant type (Cactus: gets Spike Growth mutation; Tree: Gigantism mutation; Mushroom: Acid Spit mutation; Flowering/Fruit Bearing: Enhanced Healing mutation). Rolls 1d6 + 8 for health and gets 2 mutations
Cyborg - Can install 10 TU of equipment into his body, representing cybernetic parts. Can't mutate, but can take up to 20 RP. Rolls 1d6 + 10 HP.
Android - Doesn't need to eat, drink, sleep or breathe. Can't mutate, but can take up to 20 RP. Gains 2 mutations that represent android model. Rolls 1d6 + 8 HP.
Mutated Plants - Pick a plant type (Cactus: gets Spike Growth mutation; Tree: Gigantism mutation; Mushroom: Acid Spit mutation; Flowering/Fruit Bearing: Enhanced Healing mutation). Rolls 1d6 + 8 for health and gets 2 mutations
Cyborg - Can install 10 TU of equipment into his body, representing cybernetic parts. Can't mutate, but can take up to 20 RP. Rolls 1d6 + 10 HP.
Android - Doesn't need to eat, drink, sleep or breathe. Can't mutate, but can take up to 20 RP. Gains 2 mutations that represent android model. Rolls 1d6 + 8 HP.
Endorsing Others Works!
Do you like Final Fantasy? Dragon Quest? Tales? Phantasy Star? Well then you might like this game!
http://www.inspiredpress.net/2013/06/16-bit-adventures-now-in-pdf.html#gpluscomments
Inspired Press, a indie game company like me, has released a beta for 16-Bit Adventures, which is an RPG that shares many mechanics with SNES RPGs, most notably the Final Fantasy series. It's lookin' real spiffy, and while the beta only has rules for 6 classes, the writer has said he has more planned, such as the Blue Mage, Paladin, Samurai, Ninja, Summoner and so on. It's lookin' pretty slick!
http://www.inspiredpress.net/2013/06/16-bit-adventures-now-in-pdf.html#gpluscomments
Inspired Press, a indie game company like me, has released a beta for 16-Bit Adventures, which is an RPG that shares many mechanics with SNES RPGs, most notably the Final Fantasy series. It's lookin' real spiffy, and while the beta only has rules for 6 classes, the writer has said he has more planned, such as the Blue Mage, Paladin, Samurai, Ninja, Summoner and so on. It's lookin' pretty slick!
Monday, July 1, 2013
A Transmission
The whole world changed once X-42 fell.
Oh, don't get me wrong. The world was fucked up far before then, but that piece of space junk really put the final nail in Earth's coffin.
Long before the Fall, countries were at each other with the Silver Wars; cold wars over the control people had over androids and AI systems. However, this put them in mega-debt with the old 'corps who were basically funding their sad squabbles. When X-42 was detected, the businesses had to bail out the governments to even give them a chance of surviving. Pretty ironic, huh?
Then the Rush happened. People running around like headless chickens, screaming about doomsday and looking for back-up plans. The only good thing about the Rush was the sweet tech. Sure, the Silver Wars brought in Upgrades, F-Cars and the Net, but the Rush created Skins, Backups, and those Arcs we all get our vat-grown beef from.
As a last ditch, the shadow that was the UN decided to launch a fusion bomb at X-42. Big. Mistake.
The hunk of rock was originally supposed to smash into the Atlantic, probably not doing much. But when it
was blasted, boy did they regret it. What was once a 5 mile wide rock became thousands of cruise ship sized rocks, pelting the ground. Boom! New York, gone. Boom! Madrid, gone. Boom, boom, boom, boom! Cairo, Rome, Toronto, Shanghai, all reduced to skeletons. Not to mention all that nuclear dust. Wiped out whole ecosystems, and those survivors that got blasted became mindless mutants. Those that only got a slight dose became Psykers, like yours truly.
Refugees flocked to what remaining cities existed, overcrowding them and stretching their resources. World-wide riots broke out, and the governments put everything under martial law. Unsurprisingly, this made everyone even more angry.
That's when the Minutemen showed up in LA. A group of paramilitary and privately contracted soldies employed by Taipan Munitions, they turned their guns on the US soldiers. There was no contest, and the army was wiped out. The US wished they could retaliate, but their numbers were stretched too thin. The people rejoiced, and the Usurp began.
All over the world, influential companies started sending in their private armies to basically weed out the governments who were killing the people. Using advanced weaponry, such as psi-linked guns, power armor, combat drones and Frames, they were a force to be reckoned with. The corporations gained power, consolidating and merging until they became megacorps.
By 2072, 13 megacorps ruled supreme over the Earth. They announced the construction of Sprawls, giant additions to cities built by androids and nanobots, as well as defense matrixes to slow the oncoming mutant hordes out in the Wastes. They developed a universal credit system, the Omega chip that allows norms to become Psykers, they established colonies on Mars and Luna, they bred the first Ferals, and they even allowed countries to remain, but only on a symbolic level.
However, they were also making sure their investments were safe. Every street corner has a camera on it, and corp spiders patrol the Net constantly for any criminal activity. In a world of excess, drug use, violence, prostitution, gang activity and more can quickly become rampant as the haves seperate from the have-nots.
To solve this, megacorps employ "Fixers," (that's you and me) to protect their interests. Soldiers, hackers, psykers and more working for a few credits and an Upgrade or two. We are the front line of the megacorp shadow wars, always under the surface and in the grimiest parts of humanity. We'll have to deal with spies, mutants, cyber-horrors, gangers, cults and more. Still, the megacorps may not be the benevolent souls they pretend to be, but a job's a job.
Or is it? How much are you willing to lose? How much are you willing to sacrifice to "fix it?" And can we even fix it?
Who knows.
Harold Tanaka, psyker and exper agent for Alegdi Biotech, signing off.
END TRANSMISSION
Thinking of Names
Some evocative names for you to ponder about
- Megacorps & Metahumans
- Henchmen & Hackers
- Chromehounds
- Runners
- Fallen Star
- The World is Theirs
- Panopticon
Sunday, June 30, 2013
I'm Working On Something
I'm still working on various B&T and Other Dust things, but I thought I'd give you a preview of an idea I've been kicking around the past few days.
Soldier
Requirements: None
Prime Requisite: Strength OR Dexterity
Hit Dice: D8
Equipment: All weapons (except for psi-linked), all armors
The soldier is probably one of the most versatile jobs in the whole sprawl. It seems nowadays, everyone needs a hired gun to kill someone, protect something or any other sort of odd job. The soldiers aren't complaining, as money comes fast, letting them get bigger and better weapons and bigger and better cyberware.
Some common soldier backgrounds include:
An enforcer for a megacorp
A mercenary or gun for hire
A soldier for a nation's army
A cyber-samurai bent on righting wrongs
A former (or even current) ganger
Abilities
Weapon of Choice: Every soldier has a type of weapon they favor over others. At level 2, the Soldier picks one weapon group that he specializes in. When fighting with this weapon group, he gains a +1 to hit and damage. The groups are Light Melee, Heavy Melee, Light Ranged, Medium Ranged and Heavy Ranged. At level 6, the Soldier can further specialize, picking a specific weapon type within his chosen group, such as a katana, pistol, sniper rifle or anything else. He could also choose to specialize in unarmed fighting. When fighting with this weapon, he gains a further +1 to hit and damage. As an option, he can also give up this further specialization to instead specialize in another group.
Multiple Attacks: The soldier becomes so trained in combat, that he can begin to make more attacks per round than others. Starting at level 4, the soldier can attack twice during his round. The soldier gains an additional attack every 4 levels after that, to a maximum of 4 at level 12.
Rally Cry: Soldiers are brave and know how to bolster their allies in dangerous situations. Starting at level 3, the soldier can let out a rallying cry once a battle to bolster all his allies to fight. This cry counts as a normal action and does not affect the Soldier, only his allies. The cry's effect must be chosen from the following list:
"Get Your Guns Hot!" - Grant a +1 bonus to hit and damage for your allies for their next attack
"Quit your whining!" - Automatically gives your allies 1d6 temporary HP that lasts for 1 minute
"Stay on your guard!" - Grant a +2 AC bonus for all allies for the next attack made on them
"Move, move, move!" - Grant your allies an extra move on their next turn, even if they attack
"Double or nothing!" - Grants your allies an additional attack on their next turn
"Get on your feet!" - Grants a your allies a re-roll on the next failed save made during the battle
At level 3, the Soldier only gets one of these cries. He gains a new cry every 3 levels, to a maximum of three at level 9.
Soldier
Requirements: None
Prime Requisite: Strength OR Dexterity
Hit Dice: D8
Equipment: All weapons (except for psi-linked), all armors
The soldier is probably one of the most versatile jobs in the whole sprawl. It seems nowadays, everyone needs a hired gun to kill someone, protect something or any other sort of odd job. The soldiers aren't complaining, as money comes fast, letting them get bigger and better weapons and bigger and better cyberware.
Some common soldier backgrounds include:
An enforcer for a megacorp
A mercenary or gun for hire
A soldier for a nation's army
A cyber-samurai bent on righting wrongs
A former (or even current) ganger
Abilities
Weapon of Choice: Every soldier has a type of weapon they favor over others. At level 2, the Soldier picks one weapon group that he specializes in. When fighting with this weapon group, he gains a +1 to hit and damage. The groups are Light Melee, Heavy Melee, Light Ranged, Medium Ranged and Heavy Ranged. At level 6, the Soldier can further specialize, picking a specific weapon type within his chosen group, such as a katana, pistol, sniper rifle or anything else. He could also choose to specialize in unarmed fighting. When fighting with this weapon, he gains a further +1 to hit and damage. As an option, he can also give up this further specialization to instead specialize in another group.
Multiple Attacks: The soldier becomes so trained in combat, that he can begin to make more attacks per round than others. Starting at level 4, the soldier can attack twice during his round. The soldier gains an additional attack every 4 levels after that, to a maximum of 4 at level 12.
Rally Cry: Soldiers are brave and know how to bolster their allies in dangerous situations. Starting at level 3, the soldier can let out a rallying cry once a battle to bolster all his allies to fight. This cry counts as a normal action and does not affect the Soldier, only his allies. The cry's effect must be chosen from the following list:
"Get Your Guns Hot!" - Grant a +1 bonus to hit and damage for your allies for their next attack
"Quit your whining!" - Automatically gives your allies 1d6 temporary HP that lasts for 1 minute
"Stay on your guard!" - Grant a +2 AC bonus for all allies for the next attack made on them
"Move, move, move!" - Grant your allies an extra move on their next turn, even if they attack
"Double or nothing!" - Grants your allies an additional attack on their next turn
"Get on your feet!" - Grants a your allies a re-roll on the next failed save made during the battle
At level 3, the Soldier only gets one of these cries. He gains a new cry every 3 levels, to a maximum of three at level 9.
Wednesday, June 12, 2013
Why I've Been Gone
Hello readers! Long time, no update. As you can plainly see, I haven't written anything in a while for this ol' blog. Reason being is that I have been sick with a pretty bad case of mono. So much so, I had to drop out of summer courses at my college. Bummer.
Good news is I am on the upswing. For now, I'm just dealing with extreme fatigue and the unfortunate discovery of a penicillin allergy (very itchy). I also have a new computer I will be transferring stuff over to once I get back to school.
Currently, I am working on the monsters and planar descriptions for that planar supplement I've been working on. I have the Lawful Good plane basically all done, and I have loads of ideas for the Neutral Evil, True Neutral and Chaotic Neutral/Elemental planes. True Neutral will be the Veil of Darkness, which is a cool Lovecraftian realm where the Old Onestry to keep some sort of balance in the universe.
The Lawful Good plane is looking very cool so far. I got a good thing going between the plane's major inhabitants, which are the Archons and the Couatl. Everything is also is not as it seems, as sometimes supreme law can leave some in the dark.
Good news is I am on the upswing. For now, I'm just dealing with extreme fatigue and the unfortunate discovery of a penicillin allergy (very itchy). I also have a new computer I will be transferring stuff over to once I get back to school.
Currently, I am working on the monsters and planar descriptions for that planar supplement I've been working on. I have the Lawful Good plane basically all done, and I have loads of ideas for the Neutral Evil, True Neutral and Chaotic Neutral/Elemental planes. True Neutral will be the Veil of Darkness, which is a cool Lovecraftian realm where the Old Onestry to keep some sort of balance in the universe.
The Lawful Good plane is looking very cool so far. I got a good thing going between the plane's major inhabitants, which are the Archons and the Couatl. Everything is also is not as it seems, as sometimes supreme law can leave some in the dark.
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