Saturday, 18 October 2014

Six more Bounties on the Board (Ruralpunk Edition)

Flush with cash after the hacker crackdown in Florida, our intrepid cyberpunk era bounty hunters... probably spent it all on booze and cyberware, because genre conventions. That means a road trip!

These bounties all have a Ruralpunk whiff about them (marijuana, pig slurry and coal dust!). This can be attributed to my usual obsessions, and the fact I'm half way through an Elmore Leonard book set in Kentucky.

Featuring: Dog Fighting! Terrorism! Cheerleading!

1. Nancy Fry
Price: $4000
Wanted by: City Police

Nancy Fry is a ripperdoc with an unusual speciality: designing, producing and installing cyberware for fighting animals, particularly dogs. She had a hidden clinic set up in the city, with 3d printers for the materiel and a surgery centre. 

Now she's on the run after animal rights activists located her base of operations and trashed it, revealing it to the police in the process. Right now she's up a strip-mine blasted mountain with the country-Frys (less refined, more inbred than the city-Frys) waiting for the police to forget about her. Her priority is to replace her equipment. The problem isn't money, but acquiring unregistered machines and setting them up somewhere private. Entrepreneurial Bounty Hunters could use her to uncover an entire world of printer-hackers and electricity thieves. 

If you saw Nancy Fry walking down a suburban street you'd make her for a put-upon housewife. She has neuralware, cybereyes with magnification and elaborate tool fingers, but she relies on gun-totin' varmint-huntin' country-Frys for protection. 

Tuesday, 14 October 2014

Cyberpunk Appendix N Part 5: Hardwired!

Another season, another instalment of the Cyberpunk Appendix N, all about cyberpunk, post cyberpunk and sorta-maybe-inspiring-perhaps-maybe? cyberpunk. Once again, the subject of this column isn't what I claimed it would be at the end of the last Appendix N post. I've decided just to give up on making plans for this series. 

The last Appendix N post covered the magical realist tendency in the genre. Today we return to hard, burnished chrome.

This post is about two novels that concern pilots and their futuristic machines. If you're a fan of Shadowrun's rigger class, you want to know all about Hardwired. If your rigger came into eight million nuyen and used it to buy bleeding-edge drones, making you and the rest of the team utterly obsolete, Yukikaze might reflect your mood. Either way, this post is going to be all about jet turbines and heat seeking missiles.

"But he's called himself a citizen of the free and immaculate sky too long to accept the notion that his world of air has bars on it."


When people talk about the Cyberpunk genre - the 1980s literary movement, that lasted roughly a decade from Neuromancer through to Snow Crash - they tend to discuss a canon of classic novels. Neuromancer, Pat Cadigan's Synners, Bruce Sterling's Schismatrix, Neal Stephenson's Snow Crash and Walter Jon Williams' Hardwired (and Rudy Rucker's Software and John Shirley's unjustly forgotten Eclipse and George Alec Effinger's When Gravity Fails, before I get angry emails...).

Hardwired even got a classic (some people would argue the best) Cyberpunk 2020 sourcebook, written by the same author. It's a great gaming resource. It put me off reading the novel for years.

The sourcebook made Hardwired seem generic. It had a lead character called "Cowboy" who teams up with a cyber'd up female assassin. The cover made them look like extras in Cherry 2000. In my head I built up Hardwired to be the ur-source of every generic B-movie and bad cyber-hacker-samurai novel to crowd the second hand bookshop shelves where I spend too much of my time. 

The sourcebook had all sorts of neat stuff in it. New "realistic" firearms and armour rules. New "realistic" hacking rules. Some interesting adventures. And maybe a page about Panzerboy smuggling, the subject matter that makes Hardwired into something really special.

Sunday, 28 September 2014

No War but Generation War! (Bounty Board, West Palm Beach edition)

The middle of the 21st century is a great time to be a bounty hunter in the United States. The laws are looser, the targets are more numerous, the paycops less capable of doing their job than ever before. Easy money!

The middle of the 21st century is a terrible time to be a bounty hunter in the United States. The target might be more numerous, but they're also better armed. It's a relatively simple matter for a fugitive with a few friends and a 3d printer to blanket his surroundings in sousveillance systems, giving advanced warning of any arrest attempt. A thousand separatist gangs and survivalist militias will gladly shoot any jumped up Boba Fett wannabe who tries to grab a criminal in their midst.

Bounty hunting takes guts. Or idiocy. Probably more idiocy. Let's be honest here...

The hunters have descended on West Palm Beach in pursuit of two separate targets; the rogue New York ripperdoc Standish Haley and a local gang of online blackmailers called the GitBits

(...of course, the town doesn't have to be West Palm Beach. You could use this motley crew of NPCs anywhere. But you don't need to be told that...)

(...also, while I'm breaking the fourth wall in italics, I have to thank VFTE's very own Interrupt for the gang name "GitBits" and every single one of their hacker handles. Blame him!)

But first, there's one dirty piece of business to take care of....

A MAN NAMED "CHUMP"


Saturday, 27 September 2014

Power Dressing! Linear Frames Revisited

Linear Frames. Metal Gear. Power Armour. Powered Spacesuits. Powered Sportsuits! Deep Sea Pressure Suits. Articulated Smartgun Harnesses. Iron Man...

We might not have our flying cars yet, but Cyberpunk 2020's linear frames are just around the corner - there's Lockheed Martin's HULC, the Japanese Hybrid Assistive Limb, the Raytheon Sarcos, to name a few. These things have so many potential uses, I imagine they'll be fairly common within a decade. I imagine them serving dockworkers, construction workers, search and rescue crews, line infantry soldiers, fire fighters, EMTs...

I've been intermittently engaged in a sisyphean task to expand and update the CP2020 equipment lists whenever I have the time and inclination (which isn't often, to be fair!). Powered suits of one sort or other keep coming up - linear frames, but also space suits, environment suits, "metal gear" and others. Each of these systems seemed to require separate rules, so I've decided to condense them. I'm always in favour of reducing everything down to a short statline! 

The rules below cover everything from Vasquez's smartgun harness in Aliens to the Knight Saber suits in Bubblegum Crisis to the deep sea hardsuits in Blue Planet. Personally, I intend to use them as a much simpler alternative to the ACPA rules in Maximum Metal, treating PA suits as Shells with massive SP values and lots of internal option slots. 

In general, I've erred on the side of simplicity. I absolutely did not want to apply any kind of technology assumptions to the rules - they should be able to handle anything from vanilla CP2020 technology through Crysis through Starcraft - or change the rules according to the designed function of the suit. That last decision is down to ideology: as far as I'm concerned, the street finds its own use for things, and that "sports" harness could become an "assault" harness in the hands of a techie very quickly!

It's for all of those reasons that I've decided to ignore the "power question" altogether. The technological variables determining how long a frame's internal batteries should last make my head hurt, frankly. There's an argument for adding an extra segment to the statline - "Power," a number indicating how long a frame will run on a full charge. If you want to, add that with my blessing. As far I'm concerned, a PA's internal batteries last as long as necessary, or until an exciting narrative demands otherwise!

Anyway, I hope you enjoy the prototype rules below (and in this googledoc)! I've included a few sample suits at the bottom, and might just manage to create a follow-up post with more in the next few days...
=====================================================================
ARTICULATED FRAMES
LINEAR FRAMES, SPACESUITS, POWER ARMOUR

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?"

Friday, 11 July 2014

A Twilight 2000 retrospective


Twilight 2000 is a game that I don't think I could ever play the way it was written. I simply can't keep the rules in my head, frankly. But it holds a place in my gaming heart simply because of the atmosphere, like nothing else I've ever read.

For those who haven't encountered it before, Twilight 2000 is a (very, very) 1980s RPG set in the closing stages of World War III. The nuclear exchanges happened three years ago, but the war didn't end. Days before the campaign begins, the last major American force-in-being in Europe launched a final offensive into Poland; it failed, and now the team are trapped behind enemy lines in a disintegrating world of marauders, ex-military bandits, Warsaw Pact survivors and worse.

Twilight 2000 is a post apocalyptic game, but it has very little in common with Gamma World or Atomic Highway or my personal favourite Other Dust. There are no mutants, no muscle cars (unless you count Humvees), no monsters that aren't human. In fact, you can't really call it post apocalyptic. The apocalypse is ongoing; it's present apocalyptic. When I first encountered the game I was put off by the procedural setting generation and the procedural encounter systems - now, after exposure to OSR, they fascinate me.