Showing posts with label Interface Zero. Show all posts
Showing posts with label Interface Zero. Show all posts

Monday, 18 January 2016

Electronic Criminal Hazards








This is the follow up to yesterday's electronic hazards table, covering all manner of electronic crimes to assail the players with as they traverse the mean city. 

This table was a lot of fun to write, and I think it shows. That said, it's tonally all over the place, ranging between inconsequential and funny to completely horrible or game changing. I'm still experimenting with all this!

ELECTRONIC CRIMINAL HAZARDS

1. Contactless Pickpocket: a pickpocket is scanning people's commlinks and contactless cards to extract money from their accounts. Characters with legal tender must make electronic security tests to avoid losing their personal data.

2. Personalised Trolling Drones: a local hate group has fabricated some cheap toy drones with speakers to follow the targets of their ire around and scream abuse at them. There is a 70% chance they have access to a public SIN database and are calling out the character by her (official) name.

There is a 30% chance that the drone is carrying balloons of yellow paint, skunk gas or urine to further harass their victims.

3. Gargoyle: a spook covered in surveillance gear is wondering the streets hoovering up passing data and selling it to information brokers. She will sell their locational information to a rival or record their conversations for sale on the open market.

4. Blackmailer: an electronic blackmailer is covertly monitoring the players through a variety of different means. She will target the most vulnerable player character for extortion, most likely threatening to pass their information to the paycops.

Sunday, 17 January 2016

Electronic Environmental Hazards

It's been a long time!

(...no further comment...)

In the time I was away, my hobby time (such as it was) was mainly taken up with D&D of various sorts. In particular, my friend's Beyond the Grid campaign really opened my eyes to the uses and abuses of random encounter tables in ways I hadn't ever considered before. 

I've been experimenting.

I've wanted to do a table full of electronic hazards for a while now, covering everything from contactless pickpockets to AR vandalism to suburban geo-fencing.

This table was originally a D30 table covering all of the above. By the time I finished the process, I'd realised that the environmental hazard and the human hazard tables really had different potential uses. So I've split them up into two different D20 tables. You get an extra ten entries for your nu-buck! Well, you would if you were paying a nu-buck. 

This post contains the Electronic Environmental Hazards table, covering all sorts of spam zones, wireless outages, electronic fortresses and scary advertising systems. It could be so much longer! The Electronic Criminal Hazards table is finished but will be posted in a day or two because I'm a tease like that. 

One of the reasons I separated the two tables is because I realised how much potential the environmental hazards had for really, really interfering in surveillance, chases and casing targets. I think that would be the best time to roll on this table!

Quite a lot of this post was inspired by this BLDGBLOG blog post and several books about "fortress urbanism." I really do recommend reading Mike Davis' City of Quartz for anyone developing a cyberpunk setting, and not just because it was credited in the back of William Gibson's Virtual Light.

Two final notes - my view of a city is clearly inspired by London, where you can turn a corner and be in a completely different environment. The increasing privatisation of streets and gated communities reinforces this even further, when you can enter a shopping street with different effective laws to the rest of the city.

The other thing: sometimes these events might seem inappropriate to certain parts of the city. Just remember that surveillance gear is cheap (cheap enough that I know a low income single mum who uses a camera to check on her kids when she's at work...). Acoustic gun-fire sensors might surround any church or cinema. A syndicate might have installed hidden geo-fences to confuse the police. A poor neighbourhood dominated by a pious minority is just as likely to have a morality enforcement system as a preppy gated community (and so on).

20 ELECTRONIC ENVIRONMENTAL HAZARDS

Wednesday, 5 November 2014

Balkanise North America Now!






If there's one aspect of the Shadowrun setting that provokes endless debate, it's the Native American Nations that inherited the American west after the return of magic. Shadowrun draws much of its setting texture from the patchwork of independent, distinctive nations it superimposes over the familiar American continent.

This post isn't going to be a defence of the Native American Nations specifically (believe me, I could write that post, at length, to the benefit of nobody...). Rather, it's going to be a rallying cry for the balkanised Cyberpunk setting. It's going to say "if the NAN did not exist, it would be necessary to invent it." 

What do I mean by a balkanised setting? I mean chaos. I mean a setting where established modern nations have collapsed into successor states, micro-states or failed states, or even a mess of autonomous communities, burbclaves and survivalist isolates.

Cyberpunk settings - especially cyberpunk gaming settings - tend to go in one of two directions when inventing their North American setting. Either, they embrace balkanization (Shadowrun, Interface Zero, the ruined Earth of Jovian Chronicles, Cyberpunk 2020 ...sorta...) or they expand the United States into a gigantic superstate, through international treaties or conquest (GURPS Cyberworld, Underground, Psipunk, Trinity). ICE Cyberspace presents governments as obsolete and emphasises this by devoting little more than a paragraph to the subject in an otherwise extensive world guide. The various innovative settings in Ex Machina explores both ideas taken to their extremes. Kromosome, as ever, has a unique take: a setting completely atomised at a national, economic, even street level, where a few giant regional economic organisations serve mainly as cultural signifiers. 

Because novels aren't required to (and frankly shouldn't!) provide RPG style world guides, it isn't quite so easy to split the literary genre up into such easy categories. This is particularly true of cyberpunk, a genre noted for "show the minimum you need to, tell nothing" storytelling. It's unclear whether the United States still exists in Gibson's Sprawl Trilogy; we know the Pentagon and the CIA have been "Balkanized" and little else. The Bridge Trilogy explicitly describes a world of splintering nation states. According to the Cyberpunk 2020 sourcebook, When Gravity Fails describes a world of dizzying complexity and fractal borders. Islands in the Net is about a world where nation states have been superseded by NGOs and supra-state global institutions. Snow Crash atomises the world on a neighbourhood level. And so on.

If this post is arguing for the "balkanisation" setting style, it is also arguing against the fascistic mega-state model. I'm not saying it's always a bad idea; Ex Machina's "Daedalus" setting provides a wonderful counter-example. It is, however, one with a very specific and very limiting story model. I'm more interested in more generic settings, settings designed to host a variety of different characters and campaigns.

If this post focuses mostly on North America, that's because most cyberpunk game settings do. I suspect many of these Balkanised Americas are inspired by the novel Hardwired. This seems especially true of Shadowrun, given how much earlier editions of the game emphasised "T-bird" GEV smuggling. 

So that's reason number one: every setting should have borders and tariff barriers, so that cyber-linked smugglers in hover-tanks can smash through them at enormous speed. If that somehow isn't reason enough...

Saturday, 1 November 2014

Archetypal Adventures: Techno-Barbarians

Art from Eclipse Phase, used under a Creative Commons license.
The more serious action was taking place in the imbricated global hinterland of enclaves and ministates and company countries; [...] Meanwhile, in the shadowy lands beyond and behind even these anarchic polities, the forests and plains and badlands and shanty towns bristled as the Green neo-barbarians, the marginals and the tribals awoke to the unlooked-for opportunities of this new day. - Ken MacLeod, The Sky Road

The Panther ranged the sea, and the Texan communities shuddered. Laser-comms flickered in the night, with a tale that the chupacabra of the Gulf had found a mate, an iron man whose wrath was that of a wounded mountain lion. And survivors of butchered Korean merchanters named Bêlit with curses, and a warrior with cold metal eyes, so the Chaebol lords remembered this man long and long, and their memory was a bitter tree which bore crimson fruit in the years to come... - Some Idiot, riffing on Robert E Howard...

Time for another Archetype Adventure! Here's one you didn't yet know you wanted: the techno-barbarian. Motorised tribes in plastic yurts, riding pick-up trucks into the burning cities of the disintegrating west. Thieves and gunmen, living off the land, fighting for wealth and power and perhaps a place in the boardrooms of the remaining wealthy. Hardbitten warriors inspired by Gaiseric and Conan, Toyota Wars and deranged John Blanche artwork. Autonomous tribal communities living in the backwoods, printing anti-tank rockets and assault rifles in preparation for the day they swarm the corporate cities in the valley below. 

This post is going to cover a lot of ground. First, we'll discuss what a "barbarian" is, in the context of the Western Roman Empire and the atomising Western civilisation of the average cyberpunk setting. 

Then we'll take a brief diversion and talk about the anti-civilisation "barb" and "naxals" described in Ken MacLeod novels, and an alternate take on the techno-barbarian concept. Anti-techno barbarians!


And finally, a pirate adventure. Another plot hook, called The Sack of San Francisco, grew too long in the telling; it will have to wait for the next post.

One last thing before we start: the name "techno-barbarian" comes from Warhammer 40,000; supposedly techno-barbarians ruled Terra before the rise of the Imperium of Man. They lived in a landscape of "gun-tribes, blood grieves and tek-enclaves" ruled by organisations like the "Terrawatt Clan" and the "Ethnarchy." It ought be a rule that any modern barbarian tribe should have a name at least as baroque and electropunk!

FLASH HORDES

Tuesday, 15 July 2014

Hacker Concepts 2

Part 2 of this series explores the upper reaches of the netrunner community. There seem to be a lot of commandos, cyber-soldiers and people who sit in bunkers murdering people from a distance for profit or power in this list. On the other hand, it also has some of the roles criminal hackers aspire to.

Interface 5

31. Legacy Hacker

The information age is decades old and built on the wreckage of obsolete and lost systems. As much a techie as a netrunner, the legacy hacker knows how to identify ancient systems, how to rescue the information they contain and how to break their forgotten and arcane security protocols.

32. Info Broker

The world runs on information, and Info Brokers make their living hoarding it. They compile the secrets of the world, assess their worth, and sell them on. That requires skill - or the money to buy skill - but then, once you've acquired it, money is no object. You just need to be ready to defend yourself from those who'd prefer some things remain hidden.

33. Commando

When the state sends in special forces, hackers accompany them into the combat zone. The army may not attract the best netrunners but with their optimised training and top of the line equipment, the commando units are something to be feared.

34. Cybersoldier

Drawn from elite "signals" regiments and dedicated electronic warfare outfits, the states and corporations of the world maintain units of hackers to enforce their will on foreign powers. These soldiers have blurred the line between peace and war with their probing raids and some fear that these might be the fools who finally trigger the next world war.

35. DRM Breaker

It's one thing to steal files. Its another to do so without being caught by the increasingly ferocious DRM systems. Activist groups and criminals alike pay for the services of dedicated, high paid programmers who find ways to free the files. It's an extremely dangerous job and one likely to end with a long spell in prison, but a necessary one.

36. Shoemaker

It isn't enough to simply fake a SIN to get a new identity. One has to create an entire electronic identity and insert it seamlessly into the world. This is what the Shoemaker does, at enormous cost.

37. Drone Rigger

Elite drone riggers are similar to security spiders in many ways, but considerably more dedicated to the netrunning aspect of their role. While military teleoperators sit in bunkers with dedicated cybersoldiers to defend them, many mercenary riggers will operate close to the action. An unmarked van in a sidestreet might be the C&C centre for entire fleets of surveillance and attack drones during a corporate war or revolutionary uprising, and the rigger coordinates it all.

38. Cryptographer

Secrecy is obsolete, or so many claim. The Cypherpunk sets out to disprove this. Quantum computing, reactive DRM and hidden networks are all part of her arsenal. Whether she works for a data haven or corporation her services will be valued, if only for their increasing scarcity. 

39. Industrial Agent

Industrial espionage is more about sleight of hand and careful information gathering than flashy stunts, like any espionage. The agent combines social savoir-faire with a focused skill set in order to cultivate contacts, locate and recruit targets for extraction, and steal information for the zaibatsus who trained him.

40. 4th Generation Insurgent

Modern "technological super-empowerment" has brought a huge range of new options to the insurgent warrior. Systems - power, transport, communications - can all be disrupted at great cost to opposition economies. Modern 3d printers can equip armies with powerful weapons derived from open source or stolen plans. Intelligence gathering systems can match those of the enemy. Lightweight drones and automortars have vastly increased the effective firepower of the neighbourhood armies. Tactics can be derived from dozens of different groups in dozens of different conflicts and shared and tested across the world. 

And if the Urban-Reconnaissance teams find you, then death - whether delivered by signal-guided RPG or an air strike - will likely be instant. If they don't take you alive. Pray they don't take you alive...

Monday, 14 July 2014

Hacker Concepts

A few years ago VFTE forumite, graphic and martial artist Interrupt wrote a set of workable, modern netrunning rules called Run.Net which allowed me to actually contemplate running a netrunning game in Cyberpunk 2020.

Run.Net's skill system allowed characters to optimise in different areas of hacking. In doing so, it allowed a character with a low Interface skill to become very effective in her chosen role if she distributed her points properly. The Revolt City game I discussed a couple of months ago was one of the first playtests; in that game the average character had an Interface skill of 2 or 3 (in Cyberpunk 2020 skills are rated between 1 and 10, with 4 being "experienced" and 10 being "inhuman genius")

That experience opened my eyes to the full potential variety of the hacker archetype. It also inspired me to write a list of Netrunner character archetypes across the entire spectrum of the Interface skill, which I've reposted here (after a minor typo clean-up). It feels almost offensive that the Netrunner role has never been afforded the variety that the Solo/Street Samurai concept gets, in a genre that defined and was defined by hackers. While this list has a dozen criminal types ready to fill out the dingy bars and dank darknet forums scattered throughout your campaign world, it also focuses on the opposition - particularly the low level mooks and spooks that PC hackers test themselves against on the way up.

You can tell these were written a few years ago. A modern list would have included more ideas about underground banking and would perhaps have been less disparaging about the capabilities of government hackers. In addition, this list could stand to have a few more law enforcement concepts in general (just to cover Ghost in the Shell...). I'll save that for another another list!

Hopefully, the archetypes below will provide some neat character concepts for PCs and NPCs, whether describing their current profession or former gigs. Without further ado:

Interface 1

1. Pixel Stained Technopeasant

Just occasionally, the wage slaves pick up some technical skills along the way. This guy might be an IT consultant or he might be proficient in installing the latest version of Norton or he might know just enough to get himself into serious trouble (like the writer of this blog, really). 

2. Locust

A few pirated skill chips, some basic l33t "skills" and a lot of teenage attitude (easy to find) is all Anonymous or the street gangs need to create a swarm of angry locusts, tearing their way through the net for the Lulz...

3. AR Janitor

...and when those pricks mess with the Augmented Reality adverts, they never think about the guy who has to go clean it up...

4. Morality Rep

"Now. Downloading pornography is immoral. Downloading music is a crime. We don't allow either in school, and if we look on your computer and find any evidence of indecent behaviour, you are going to be expelled. Do you understand, sonny?"

Wednesday, 9 July 2014

10 Villainous Oceanpunk Factions

Picture from Brian Wood's The Massive, just about my favourite ongoing comic







Lately I've been building sandboxes: it's been far too long since I've run Cyberpunk 2020 and both me and some old friends are jonesing for it. Worldbuilding has always been one of my favourite parts of the hobby, and I'm always exploring new methodologies for creating a diverse and "alive" gaming environment. I'll probably have to write about them sometime!

The book which has held my attention lately has been the astonishing Darkness Visible espionage supplement for Stars Without Number. I'm a huge fan of what Sine Nomine publishing does, in just about any format and genre - Kevin Crawford's work has been a huge inspiration for what I've tried to do with this blog. Right now I'm especially besotted by the "maltech cult" generator in Darkness Visible - replace "cult" with "corporation" and it's been a perfect cyberpunk tool.


I really like the format SWN uses to provide sample factions, providing a brief paragraph and then brief hooks below - friends to help the party fight the faction, enemies to bedevil them when they launch their war, complications and things and places to centre the story. It's just the right level of detail for my purposes. I really like them as a framework to inspire the imagination.

One of my players has expressed a desire to head out to sea, so I've put some ideas together for expanding that world. It isn't a setting I've thought much about, except half my favourite sourcebooks seem to be set there: CP2020: Stormfront, Shadowrun's Cyberpirates, Blue Planet's Fluid Mechanics... even Transhuman Space's Under Pressure. It's an evocative environment which really takes the PCs out of their depths... zing. I want privateers, salvagers, radar seeking missiles, rusted ship wrecks, re-purposed military ships. I want to cover the big themes of oceanic stories in science fiction: environmental politics, claustrophobia, offshore freedom and strange underwater discoveries in the last Earthly frontier.

Presented below is the result of my faction brainstorming. Rather than just writing them out in a long list, I thought I'd experiment with the SWN faction format. Next time I do this I'll probably use Cyberpunk V3's "metacharacter" idea, and after that a completely different methodology...

Tuesday, 1 July 2014

Archetypal Adventures: the Medtech

The Medtech is a classic cyberpunk role which presents a number of difficulties for the players and GMs who deal with them. I didn't want to talkabout those problems in this post, but five abortive attempts at writing this introduction have proved I can't do that.

If you want to skip the stuff about theory and go straight to the adventure hooks and the "10 Medical Emergencies" table, scroll down below the jump!

Saturday, 28 June 2014

Archetypal Adventures: four netrunner adventures in Sektor:K

All pictures from Starcraft II
Sektor: Korprulu is an eSports bar on the decaying fringe of a central European city, named after a location in the forgotten progenitor game of the eSports scene. Situated in a rusting Soviet-era industrial park, the Sektor is a metallic realm of varnished steel and fading Americana frequented by eSports fans flocking to live broadcasts of Korean, French and Argentine professional matches. 

It is also famous in a different scene: criminal hackers and fixers from across Europe know the bar as a place to wheel and deal and make connections, safe from absent police and protected from underground rivalries. This post covers four netrunning adventures originating in Sektor:K, concerning match-fixing, political violence and the viler side of unlicensed cyberware installation.

INTO THE NEUTRAL ZONE

Unbeknownst to most of the crowd, the staff and even the owner, the Sektor is located conveniently close to one of the pillars of the local 'runner economy: the underground "black medical" run by the Bandura clan, a Polish operation which manufactures and installs pirated, bespoke and illegal cyberware designs. 

The Bandura clinic attracts 'runners from across the region, possessing a reputation for discretion and competence. The clinic also has some notoriety within the same scene; the people who run it come across as totally amoral. In addition to 'runners - not exactly the most reputable people themselves - they have also been known to supply gear to paramilitary militias, football hooligan gangs and organised criminals. This last client is responsible for much of the special horror surrounding the clinic: the Bandura have been known to perform non-consensual surgery on various captives and "employees" of the Balkan mafias.

The proliferation of 'runners caused by the presence of the Bandura operation gives the Sektor its specific ambience. Situated close to a number of discrete hotels and far from regular policing, the Sektor is a convenient place to rest, recuperate and pass time while waiting for the mercurial Bandura to complete their work. Anyone who pursues a grudge or starts a fight anywhere near the clinic risks smashing the tacit agreements which keep the police away. The Bandura have promised to "blacklist" anyone who does so, so the Sektor remains neutral ground. The presence of so many cyber'd individuals attracts transhuman subculturalists and posers, reinforcing the chromed aura of the place.

Monday, 16 June 2014

Guest Post: Some Derivative Adventures in Banking

For awhile now I've been trying to write posts about a couple of different subjects that I just can't get a handle on. It all comes down to high finance - underground or otherwise - and my basic inability to understand it, whether I'm trying to write an archetype adventure post about criminal Factors or a BitCoin related heist story. You're reading a blog belonging to a GM whose players once made 8 million credits introducing naked short selling to the Star Wars universe!

So I reached out to frequent collaborator and VFTE poster Malek77, and just like that he gave me three campaign hooks straight off the top of his head.

I couldn't not post these. Enjoy!

Thursday, 12 June 2014

Archetypal Adventures: Corporates

Welcome to the second Archetypal Adventures post, covering the most maligned character role in the science fiction gaming universe: the Corporate. The last post in this series covered Limo Drivers; now we're going to explore the people they carry around!

The first part of this post covers the Corporate character's place in the game setting. Corporate Courtiers provides an idiosyncratic take on the Corporate's entourage (player group?) to inspire campaigns and PC ideas. Finally, there are five mini-adventures to round it all out.


It's difficult to think of many hero-hero corporates in science fiction, especially cyberpunk. Julia in Peter Hamilton's Greg Mandel trilogy and...? We need to make an important distinction between corporates and protagonist heroic entrepreneurs. The narrative gives representatives of that character archetype the agency to define themselves and even redefine the world. Whereas the corporate archetype is entirely defined by their relationship to The Company:
  • Corporates work for large corporations, the kind of organisations with giant hierarchies, paramilitary organisation and efficiency measures that stifle innovation
  • in order to rise through the company they've had to adopt the inhuman values of the company, which can lead them to make decisions which can appear unethical or even downright psychopathic (see Charlie Stross' alien invasion theory)
  • in order to survive performance reviews, business failure and management infighting, they always have to appear to be producing more value than their peers. Everyone IRL has experienced an incompetent manager covering up. Statistically everyone has been one, at some point!
It's already common practice for giant companies to use lobbying and lawfare to drive their innovative competitors out of the market, and everyone has been subjected to horrid workplace politics at some point. What differentiates this archetype in gaming from any real white collar professional is that these common events have become suffused with a ridiculous degree of ambient violence. Assassination, corporate espionage, sabotage... 

Saturday, 7 June 2014

Archetypal Adventures: The Limo Driver




















My favourite sourcebooks have always been the ones full of character archetypes (for players, contacts and NPCs alike). I've become increasingly fond of sandbox games over the years, but rather than producing a complex map I prefer to place the game in a shifting "human terrain" of relationships. Modern cities are much too large to quantify in any other way.

So that makes character archetypes important. My preferred way of building a city these days is to make a list of likely characters - people the players will need to supply information, equipment and skills - and brainstorm some names, locations and concerns for each archetype. An urban geography tends to grow organically out of the process of placing each person in their surroundings. Plot hooks emerge like weeds in broken concrete. 

And frankly, I don't get to use most of them. So this irregular series is going to be about cyberpunk character archetypes and the sort of plots they inspire. I'm hoping to cover the Shadowrun contact archetypes and CP2020's fixer variants (since those are the two lists I usually combine to fill out my sandboxes), but for now...

THE LIMO DRIVER

Strange Days might be one of the all-time classic cyberpunk films, and Angela Bassett's character is a big part of the reason why. Her character - part bodyguard, part tout, part luxury cab driver - forms the basic inspiration for this archetype. 

Independent limo drivers occupy a strangely liminal place in the metroplex. The city is atomising: disintegrating into a realm of privatized burbclaves, corporate living centres, gated communities, automs, extraterritorialities, special economic zones... each fenced and guarded and segregated from the rest of the sprawl. There are a few people who have a pass into all these regions - select law enforcement agency operatives and the wealthy, predominantly. Unlike those people private limo drivers aren't normally drawn from elite backgrounds, but they still get to move unnoticed between all these different urban enclaves. Walled gardens foster paranoia and fear of the outside world: when the inhabitants deign to leave, they want professional protection and service.

Thursday, 29 May 2014

Bolt Action! The Wrist Crossbow

Part 2 of Liquid Swords is coming along nicely, but I'd like to let it percolate for a little while longer. Instead, here's another weapon straight outta video games for your Cyberpunk 2020 games. (and your Savage Worlds games!) Except this one might have practical uses!

The wrist crossbow is one of Deus Ex's special pleasures, and vitally important for any kind of non-lethal play through. Since then, other games have picked up on the idea: Dishonored has a particularly nice version! The various Bioshock games have their own version - while I haven't played them, there isn't anything stopping me looting the Bioshock wiki for inspiration.

In the event I got carried away - you'll find this weapon isn't great at killing enemy mooks. But with 16 - 16! - different ammo types, it is great at fucking with them!