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Xsesiv
2012-09-21, 10:28 AM
OK, GURPS.

I was going to run a Cyberpunk adventure ages and ages ago on the forums, but something I don't remember came up. Anyway, I've had a request to try again while I've mentioned it in passing, so I'm going for it.

I'm thinking about running Jigsaw Incomplete from Cyberpunk Adventures while I finalise a character-driven adventure I started inventing a while ago about a power vacuum, and then running that. I can't really say a lot about Jigsaw Incomplete without wrecking it, but it's very interesting.

The 16 Questions don't really apply, so:

Setting: The action takes place in a citysprawl in the North American continent. The year is 2049, the Tech Level is (7+2), diverging in the early 90s but with development impeded by stock market crash and epidemic, and the citysprawl in question was once several major cities in New England.

Players:
I'm looking for three to six players. Four or five would be ideal.

No specific post rate is required, but the faster the better. Expecting a post once or more per day from everyone is unrealistic, not to discourage people who can make this quota; a post a week is much too slow. Several times per week is the minimum. I do ask that before joining you ensure you're able to stay in the game and don't leave us hanging for days on end (or permanently). If you'll be away and know about it, please say so beforehand. No personal details are required. :smallbiggrin:

I would prefer it if you had either played GURPS before or had a sound grasp of the rules. If you don't know the rules, don't worry. I'll gladly help, but this is mostly aimed at people who do know the rules.

Characters:
Characters are to be based on 125 points. This makes them very competent, but not superhuman by any stretch of the imagination. 60 points of disadvantages and 5 points of quirks are allowed.

Status and Wealth better than the default are prohibited.

Characters are not allowed to start the game with any cyberwear except a neural interface jack. This costs 20 character points.

Characters are, likewise not allowed to start the game with any genetic modifications worth more than a point either way. Fur (a +1 point perk) or having bunny ears or sheer black eyes (Unnatural Features, a -1 point quirk) are acceptable, but would require you to explain your parents' choices.

A description each of the character's background, personality and appearance is required. As long as these are all communicated articulately, the length doesn't really matter.

Party:
All the characters know each other well. I'll leave the specifics up to you; they could be a street gang, a punk band, or a bunch of friends.

Characters can be anything you like that fits the setting. At least one fighter and at least one netrunner would be a plus. Cops, corporate types, celebrities and things like that are not going to fit in well.

Cyberpunky language is always fun.:smallbiggrin: If you want to use it, I can provide a glossary.

As for books: GURPS Basic Set is a must, GURPS Cyberpunk and Cyberworld are nice to have, but are only available in 3e.

In Cyberpunk, the classic netrunner's gear is a cyberdeck: Cyberdeck Operation is a Mental/Very Hard skill which defaults to Computer Operation-8, and requires a neural interface jack. To use one effectively, Area Knowledge (Cyberspace) is also required.

No, you can't have a character that's working against the group. In cyberpunk, it's just too predictable.

I'm sure I've left something out. If you're not sure, ask me, and I'll sort it out.

Any questions?

rorikdude12
2012-09-21, 03:42 PM
Sounds DELICIOUS!

I'd like to know, what is up in terms of virtual combat? Is there combat when netrunning?

Do I get to have magic/psi/weird powers?

Is Signature Gear allowed?

Xsesiv
2012-09-21, 04:42 PM
Virtual combat: not in the truest sense of the word. Nodes on the net might try to keep you out or send a virus or the dreaded Flatline your way. These are resolved as Quick Contests of various computer programs, which are Techniques of the Computer Hacking, Computer Programming or Cyberdeck Operation skills. If you want it to, your interface can display this as a combat.

List of programs (simplified):
Attack and Defense:

Bloodhound (Defaults to Computer Hacking-6)
Used to counteract Misdirection.
Confuse (No Default)
Sends sensory static to a decker, stunning him for 1d seconds unless he makes an IQ roll.
Corrode (Defaults to Computer Hacking-4)
Crashes a program in 1d seconds.
Crash (Defaults to Computer Hacking-4)
Immediately crashes a system.
Crumble (Defaults to Computer Hacking-4)
Used to get past Codewall.
Disguise (Defaults to Computer Hacking-4)
Makes a netrunner appear to be a legitimate user.
Erase (Defaults to Computer Hacking-4)
Removes evidence of a login, database search or program execution.
Flatline (No Default)
Turns off a netrunner's EEG, usually killing him in the process.
Fuse (No Default)
Disconnects the system if a Flatline or suitable Bluff is sent the netrunner's way.
Icepick (No Default)
Functions as Bloodhound, Corrode, Crumble, Disguise, Silence, Skeleton Key and Webster, but very complex (cannot run any other program on a standard deck).
Loop (Defaults to Computer Programming-2)
Wastes a system's resources, such that all its further rolls are at -2.
Misdirection (Defaults to Computer Hacking-4)
Throws off a Trace.
Monitor (Defaults to Computer Programming-3)
Once in a system, used to monitor any legitimate user.
Promote (Defaults to Computer Hacking-4)
Used to gain superuser privileges once in a system.
Recon (Defaults to Computer Hacking-3)
Scans a system for ice.
Sever (Defaults to Computer Hacking-6)
Disconnects a netrunner's communications lines, blocking net access.
Silence (Defaults to Computer Hacking-4)
Used to attack an Alarm.
Shield (Defaults to Cyberdeck Operation-5)
Used to defend against Sever.
Snare (Defaults to Computer Hacking-5)
Briefly stops a netrunner leaving a certain node.
Stealth (Defaults to Cyberdeck Operation-5)
Used to avoid showing up on communication lines or nodes.
Success (Defaults to Computer Hacking-4)
Used to feed a Watchdog false information.
Skeleton Key (Defaults to Computer Hacking-5 or Computer Programming-3)
Unlocks a Datalock.
Trace (Defaults to Cyberdeck Operation-3)
Follows a netrunner's trail, potentially back to his commline.
Transfer (Defaults to Computer Hacking-6)
Moves something (data/credit) from one node to another.
Webster (Defaults to Computer Hacking-5)
Unlocks a Password.

Ice:

Alarm (No Default)
Alerts the system user to unauthorised entry.
Bailout (No Default)
Defends against Loop.
Black Ice (No Default)
Defensive version of Flatline.
Bluff (No Default)
Simulates ice.
Camouflage (No Default)
Renders network links invisible unless searched for.
Codewall (Defaults to Cyberdeck Operation-3)
Blocks signals down a certain communication line.
Datalock (Defaults to Computer Programming-4)
A very long, complex, constantly-changing Password.
Disinformation (No Default)
Feeds a Recon program false information.
Mask (No Default)
Subjects all Recon attempts to a -2 penalty.
Password (Defaults to Computer Programming-2)
Self-explanatory.
Regenerate (No Default)
Rebuilds tampered programs.
Safety Net (No Default)
Aborts Crash attempts if they are unusual.
Watchdog (No Default)
Monitors the connections to a certain node.



Some programs (Fuse, Watchdog) run all the time, others need to be actively used. If any of these need further explanation, ask.

No magic, psionics, or divine or occult powers.

Signature Gear, I'll deal with on a case-by-case basis. A set of monchrys armour or a very good gun or cyberdeck's alright, but no getting cyberwear or genemods, a limousine or a laser gun.

rorikdude12
2012-09-21, 05:06 PM
Virtual combat: not in the truest sense of the word. Nodes on the net might try to keep you out or send a virus or the dreaded Flatline your way. These are resolved as Quick Contests of various computer programs, which are Techniques of the Computer Hacking, Computer Programming or Cyberdeck Operation skills. If you want it to, your interface can display this as a combat.

List of programs (simplified):
Attack and Defense:

Bloodhound (Defaults to Computer Hacking-6)
Used to counteract Misdirection.
Confuse (No Default)
Sends sensory static to a decker, stunning him for 1d seconds unless he makes an IQ roll.
Corrode (Defaults to Computer Hacking-4)
Crashes a program in 1d seconds.
Crash (Defaults to Computer Hacking-4)
Immediately crashes a system.
Crumble (Defaults to Computer Hacking-4)
Used to get past Codewall.
Disguise (Defaults to Computer Hacking-4)
Makes a netrunner appear to be a legitimate user.
Erase (Defaults to Computer Hacking-4)
Removes evidence of a login, database search or program execution.
Flatline (No Default)
Turns off a netrunner's EEG, usually killing him in the process.
Fuse (No Default)
Disconnects the system if a Flatline or suitable Bluff is sent the netrunner's way.
Icepick (No Default)
Functions as Bloodhound, Corrode, Crumble, Disguise, Silence, Skeleton Key and Webster, but very complex (cannot run any other program on a standard deck).
Loop (Defaults to Computer Programming-2)
Wastes a system's resources, such that all its further rolls are at -2.
Misdirection (Defaults to Computer Hacking-4)
Throws off a Trace.
Monitor (Defaults to Computer Programming-3)
Once in a system, used to monitor any legitimate user.
Promote (Defaults to Computer Hacking-4)
Used to gain superuser privileges once in a system.
Recon (Defaults to Computer Hacking-3)
Scans a system for ice.
Sever (Defaults to Computer Hacking-6)
Disconnects a netrunner's communications lines, blocking net access.
Silence (Defaults to Computer Hacking-4)
Used to attack an Alarm.
Shield (Defaults to Cyberdeck Operation-5)
Used to defend against Sever.
Snare (Defaults to Computer Hacking-5)
Briefly stops a netrunner leaving a certain node.
Stealth (Defaults to Cyberdeck Operation-5)
Used to avoid showing up on communication lines or nodes.
Success (Defaults to Computer Hacking-4)
Used to feed a Watchdog false information.
Skeleton Key (Defaults to Computer Hacking-5 or Computer Programming-3)
Unlocks a Datalock.
Trace (Defaults to Cyberdeck Operation-3)
Follows a netrunner's trail, potentially back to his commline.
Transfer (Defaults to Computer Hacking-6)
Moves something (data/credit) from one node to another.
Webster (Defaults to Computer Hacking-5)
Unlocks a Password.

Ice:

Alarm (No Default)
Alerts the system user to unauthorised entry.
Bailout (No Default)
Defends against Loop.
Black Ice (No Default)
Defensive version of Flatline.
Bluff (No Default)
Simulates ice.
Camouflage (No Default)
Renders network links invisible unless searched for.
Codewall (Defaults to Cyberdeck Operation-3)
Blocks signals down a certain communication line.
Datalock (Defaults to Computer Programming-4)
A very long, complex, constantly-changing Password.
Disinformation (No Default)
Feeds a Recon program false information.
Mask (No Default)
Subjects all Recon attempts to a -2 penalty.
Password (Defaults to Computer Programming-2)
Self-explanatory.
Regenerate (No Default)
Rebuilds tampered programs.
Safety Net (No Default)
Aborts Crash attempts if they are unusual.
Watchdog (No Default)
Monitors the connections to a certain node.



Some programs (Fuse, Watchdog) run all the time, others need to be actively used. If any of these need further explanation, ask.

No magic, psionics, or divine or occult powers.

Signature Gear, I'll deal with on a case-by-case basis. A set of monchrys armour or a very good gun or cyberdeck's alright, but no getting cyberwear or genemods, a limousine or a laser gun.

Ok. I really like magic in the genre I'm using, but that's fine.

So, are the programs average or hard in terms of technique cost? Also, will this be decker-oriented or involve street sams, rival gangs, etc?

Oh, also, this thread needs to be moved to the recruitment section.