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Killer Shrike
Nov 2nd, '05, 12:18 AM
Working on a new subsite for my website, detailing a setting im calling "MetaCyber", based on a campaign I ran a few years ago. Ive got a lot of paper material to parse and write up, and some gaps to fill in. So, no real content yet, but I got the framework for the site and some general fluff material up over the last couple of days:

http://www.killershrike.com/metacyber/MetaCyber.shtml

lrojas
Nov 2nd, '05, 04:55 AM
As always great stuff KS, hoping to read more of that :)

Killer Shrike
Nov 2nd, '05, 08:20 AM
Thanx! I hope to get some actual content up soon. Just wish this wasnt my busy season.

Vanguard00
Nov 2nd, '05, 09:42 AM
Jeezu! Where do you find the time to do all this?

Good stuff as usual, m'man. Who does your art?

Killer Shrike
Nov 2nd, '05, 10:28 AM
Jeezu! Where do you find the time to do all this?

I dont sleep much; usually about 4 hours a night.


Good stuff as usual, m'man. Who does your art?
I do. Or, in this case, Photoshop does. I used 4 or 5 pieces of art and photographs and my mediocre Photoshop skills to make the mural. Came out well, I think :D

Killer Shrike
Nov 3rd, '05, 01:05 AM
Added fluff for background setting and Fixers.

Super Squirrel
Nov 3rd, '05, 07:40 PM
Very nice setting and background information you have there. I look forward to seeing more information on it.

TheQuestionMan
Nov 3rd, '05, 10:38 PM
Looks great and I look foreword to seeing the rest.

Cheers

QM

Killer Shrike
Nov 4th, '05, 12:39 AM
Thanks!

Went back and did a second pass on the fluff. Its good enough for now, so Ill start on some actual content next.

Super Squirrel
Nov 4th, '05, 12:40 AM
Be sure to us know when you get the content up.

Killer Shrike
Nov 4th, '05, 12:41 AM
Unless I get derailed, expect to see some stuff up before the weekend is out.

Super Squirrel
Nov 4th, '05, 01:03 AM
Unless I get derailed, expect to see some stuff up before the weekend is out.
Very cool.

I'm assuming that Shadowrun is one of your primary influences for this setting. Are there any other sources of influence?

Killer Shrike
Nov 4th, '05, 06:54 AM
Very cool.

I'm assuming that Shadowrun is one of your primary influences for this setting. Are there any other sources of influence?
Im guessing you didnt get to this doc:

http://www.killershrike.com/metacyber/MetaCyberParadigm.shtml

Super Squirrel
Nov 4th, '05, 02:41 PM
Actually know. Somehow I got into the World Of section and thought that was all the content you had so far.

Killer Shrike
Nov 4th, '05, 03:14 PM
Actually know. Somehow I got into the World Of section and thought that was all the content you had so far.
And other that that one other doc you were right!

Edsel
Nov 4th, '05, 03:28 PM
Yep, this all looks pretty cool. I think I'll go take another look at it right now.

Killer Shrike
Nov 5th, '05, 04:33 PM
OK, went thru Dark Champions from cover to cover and put this together:

http://www.killershrike.com/metacyber/MetaCyberDarkChampions.shtml

It'll get edited a bit for ease of reading, but the content is there....

Super Squirrel
Nov 5th, '05, 07:17 PM
Looking good. :thumbup:

Killer Shrike
Nov 6th, '05, 06:08 PM
Updated the Dark Champions page:

http://www.killershrike.com/metacyber/MetaCyberDarkChampions.shtml

and added a Page each for The Ultimate Vehicle, The HERO System Vehicle Sourcebook, and Gadgets and Gear:

http://www.killershrike.com/metacyber/MetaCyberSupplements_TUV.shtml

http://www.killershrike.com/metacyber/MetaCyberSupplements_HSVS.shtml

http://www.killershrike.com/metacyber/MetaCyberSupplements_GandG.shtml

Super Squirrel
Nov 6th, '05, 07:49 PM
Damn! Keep up the great work.

Killer Shrike
Nov 6th, '05, 07:53 PM
Yeah, now that Ive got all of the fluff and cannibalism out of the way, I can get down to the hard part -- acutal new content. :eg:

Killer Shrike
Nov 7th, '05, 12:21 AM
Added Character Origins....

http://www.killershrike.com/metacyber/MetaCyberCharacters.shtml

Manic Typist
Nov 7th, '05, 03:04 PM
Do you think the "epiphany vs. max-effect" for nat-3s would work in a fantasy campaign?

How do you prevent this from becoming abused?

Killer Shrike
Nov 7th, '05, 03:22 PM
Do you think the "epiphany vs. max-effect" for nat-3s would work in a fantasy campaign?

How do you prevent this from becoming abused?
I use it in fantasy all the time. There's not really any way to abuse it; there is a 1 in 216 probability of rolling a natural 3 on 3d6, and its completely random.

Its benefit is mostly psychological; it really doesnt happen that often, but it can make a players whole day when it does.

Killer Shrike
Nov 9th, '05, 06:53 PM
Got a page up for MetaPowers:

http://www.killershrike.com/metacyber/MetaCyberCharacters_Metapowers.shtml

Killer Shrike
Nov 10th, '05, 12:28 AM
Got the Cybernetics page started:

http://www.killershrike.com/metacyber/MetaCyberCharacters_BodyTech_Cybernetics.shtml

EDIT: Altered the pagename for consistency; fixing link

Super Squirrel
Nov 10th, '05, 12:57 AM
Looking good so far.

Killer Shrike
Nov 11th, '05, 12:42 AM
More cybernetics; got to SkillSofts and Combat Assist Computers:

http://www.killershrike.com/metacyber/MetaCyberCharacters_BodyTech_Cybernetics.shtml

Killer Shrike
Nov 11th, '05, 12:43 AM
Added several new graphics on the main page on a revolving slide show:

http://www.killershrike.com/metacyber/MetaCyber.shtml

Mad_Ernie
Nov 11th, '05, 07:48 AM
Added Character Origins....

http://www.killershrike.com/metacyber/MetaCyberCharacters.shtml

Shrike:

I like your character concepts quite a bit. I have a player in a Champions campaign I have been running that wanted to create a character similar to some of what you describe as a Tuber. Thanks for the help in giving me something I can pass on to him.

-Mad Ernie:cool:

Vanguard00
Nov 11th, '05, 07:52 AM
Shrike:

I like your character concepts quite a bit. I have a player in a Champions campaign I have been running that wanted to create a character similar to some of what you describe as a Tuber. Thanks for the help in giving me something I can pass on to him.

-Mad Ernie:cool:
KS should be required reading when doing darn near anything Hero. He's put together some amazing pages with all sorts of resources including settings, packages, systems (magic, combat, etc) and character examples. Mostly in the fantasy genre, but I see he's rapidly building his way into the Dark Champs arena, as well.

Good stuff, KS. By all means, keep it up.

Killer Shrike
Nov 11th, '05, 08:23 AM
Aw shucks, thanx guys!

Killer Shrike
Nov 12th, '05, 01:00 PM
Baring an editorial pass, Cybernetics are essentially done:

http://www.killershrike.com/metacyber/MetaCyberCharacters_BodyTech_Cybernetics.shtml

Super Squirrel
Nov 12th, '05, 07:03 PM
I do notice something about the system that you might want to change or clarify. The Upgrade / Repair price seems a bit, well low. The Total Cost x .33 seems a fair price for repairing, but I question it as far as Upgrading.

Light Dermal Plating: 166,250 credits
Heavy Dermal Plating: 495,000 credits

Heavy Dermal Plating Upgrade: 163,350 credits

Player gets Heavy Dermal Plating at Creation for 495,000 credits.
A Player that Upgrades later from Light to Heavy gets Heavy Dermal Plating spends 166,250 credits initially and 163,350 credits for the upgrade.

That means the player that upgrades spends the same Character Points but gets the same equipment for 329,600 credits.

In the case of a Standard Chip Reader to a Max Capacity Chip Reader, upgrading saves the player 5,886,070 Credits.

It makes sense that upgrading is cheaper than it is to buy a unit outright, but it seems to me like it is a bit wonky.

Perhaps for upgrading you can do something like:
(New Unit Cost - Existing Unit Cost) * 0.90

Upgrading the Standard Chip Reader to Max Capacity Chip Reader would only save the player 710,875 credits. The Dermal Plating example would save the player 32,875 credits.

Killer Shrike
Nov 12th, '05, 07:54 PM
Perhaps for upgrading you can do something like:
(New Unit Cost - Existing Unit Cost) * 0.90

It was originally x .5 but that seemed high so I lowered it. The ones I ran thru the formula were lower pointed so the discrepancy didnt show up. Thanx for pointing it out, and I've put in your suggested price formula!

Killer Shrike
Nov 12th, '05, 10:46 PM
The BioWare page is up:

http://www.killershrike.com/metacyber/MetaCyberCharacters_BodyTech_BioWare.shtml

Killer Shrike
Nov 13th, '05, 12:18 AM
Biofeedback Training is up:

http://www.killershrike.com/metacyber/MetaCyberCharacters_BodyTech_Biofeedback.shtml

Killer Shrike
Nov 13th, '05, 10:47 AM
PharmiTech is up:

http://www.killershrike.com/metacyber/MetaCyberCharacters_BodyTech_PharmiTech.shtml

Killer Shrike
Nov 14th, '05, 12:45 AM
Got started on the Gear page

http://www.killershrike.com/metacyber/MetaCyberCharacters_Gear.shtml

and the Guns page

http://www.killershrike.com/metacyber/MetaCyber_Gear_Guns.shtml

Killer Shrike
Nov 14th, '05, 11:24 PM
Finished the guns page.....for now....


http://www.killershrike.com/metacyber/MetaCyber_Gear_Guns.shtml

Killer Shrike
Nov 15th, '05, 07:25 PM
Finished Armor section

http://www.killershrike.com/metacyber/MetaCyber_Gear_Armor.shtml

ghost-angel
Nov 16th, '05, 06:17 PM
Reading through it all will take me time... comments will come in piecemeal from me on it.

First, I like your setup/intro and the background to how you run CP games. Very nice.

Now, onto some of the stuff - checking out Cybernetics first a comment on the kacks (CAC, nice name I like).

I've never liked the idea of a chip giving someone a physical skill. In my view you can have all the knowledge in the world on how to move correctly but if you're some middleaged pudgy salaryman you're never ever gonna be able to pull off even halfassed acrobatics.

I would have rather seen them convey Skill Levels instead, that is someone with the knowhow and the practice to have a body able to do the physical act could benefit from some computer enhanced hand-eye coordination or additional knowledge on the best applications of muscular force and such things.

Secure Comms: I would add "Affected as another sense HRRP" so radio jammers can block them. Or at least add a Cheap Version with that and an Expensive Version that isn't as "high encryption secure comms"

I definitely like the Cybernetic Limitations, good stuff there. I also like how you handle "cyberpsychosis."

..more later as I get time to read through it all and have it sink in.

Killer Shrike
Nov 16th, '05, 06:54 PM
Reading through it all will take me time... comments will come in piecemeal from me on it.

First, I like your setup/intro and the background to how you run CP games. Very nice.

Thanx!



Now, onto some of the stuff - checking out Cybernetics first a comment on the kacks (CAC, nice name I like).

I've never liked the idea of a chip giving someone a physical skill. In my view you can have all the knowledge in the world on how to move correctly but if you're some middleaged pudgy salaryman you're never ever gonna be able to pull off even halfassed acrobatics.

I would have rather seen them convey Skill Levels instead, that is someone with the knowhow and the practice to have a body able to do the physical act could benefit from some computer enhanced hand-eye coordination or additional knowledge on the best applications of muscular force and such things.

Hmm....on the one hand I dont expect to have any players that want to play a middleaged, pudgy, salaryman with a CAC, but on the other hand I take your point that it presents a logical absurdity.

Ill think on a better solution...



Secure Comms: I would add "Affected as another sense HRRP" so radio jammers can block them. Or at least add a Cheap Version with that and an Expensive Version that isn't as "high encryption secure comms"

Ok, thats logical -- a baseline unsheilded version and a more expensive shielded version.



I definitely like the Cybernetic Limitations, good stuff there. I also like how you handle "cyberpsychosis."

..more later as I get time to read through it all and have it sink in.

Thanx! Look forward to the input.

ghost-angel
Nov 16th, '05, 06:59 PM
Hmm....on the one hand I dont expect to have any players that want to play a middleaged, pudgy, salaryman with a CAC, but on the other hand I take your point that it presents a logical absurdity.
One of the things I always think about when creating Cyber is "How is this marketable to Everbody" because no corp would really create available Cyber without good marketing.

Plain old "adding a skill" would result in lawsuits when the pudgy salaryman tries to a do a back flip over his desk and breaks something ... Enhancing a skill means he already had to be able to do at least a handstand without assistance.

I try to believe that not just PCs and other Runners are interested in this stuff. Because theoretically they exist in a mostly black market.

SuperPheemy
Nov 16th, '05, 10:53 PM
OK the G-Cat scares me. A four-round Revolver 3d6 RKA +2 STUN Mult???
That would drop a brontosaurus in it's tracks. Hell, I'd give it Distinctive Features (Biggest Frakking Gun you've ever seen) and a 2d6 Aid to PRE.
:D

Killer Shrike
Nov 17th, '05, 11:27 AM
OK the G-Cat scares me. A four-round Revolver 3d6 RKA +2 STUN Mult???

And don't forget semi-armor piercing :eg:



That would drop a brontosaurus in it's tracks.

It will put a dent in a full conversion borg or some twit in powered armor, and that is its primary purpose.




Hell, I'd give it Distinctive Features (Biggest Frakking Gun you've ever seen) and a 2d6 Aid to PRE.
:D
It would definitely be grouds for a "display of power" bonus on a PRE Attack.

One of my old players would have called it a "Fecolator" for its ability to make someone load their drawers when its pointed at them.

Killer Shrike
Nov 21st, '05, 12:14 AM
One of the things I always think about when creating Cyber is "How is this marketable to Everbody" because no corp would really create available Cyber without good marketing.

Plain old "adding a skill" would result in lawsuits when the pudgy salaryman tries to a do a back flip over his desk and breaks something ... Enhancing a skill means he already had to be able to do at least a handstand without assistance.

I try to believe that not just PCs and other Runners are interested in this stuff. Because theoretically they exist in a mostly black market.

Changed the Athletic CAC to be a flat +6 to DEX based Skills instead.

Killer Shrike
Nov 21st, '05, 12:14 AM
Making good progress on the Vehicle page. Hopefully should rap it up tomorrow night.

Killer Shrike
Nov 21st, '05, 11:56 PM
Got the framework for Vehicles up:

http://www.killershrike.com/metacyber/MetaCyber_Gear_Vehicles.shtml

Content to follow.

Killer Shrike
Nov 22nd, '05, 06:59 PM
Can someone or ones do me a favor and eyeball the numbers on these vehicles?

www.killershrike.com/metacyber/WriteUps/VehicleCheck.html


THANX!

Killer Shrike
Nov 26th, '05, 12:42 AM
Got the vehicles page to a "good enough" state, and can finally move on....


http://www.killershrike.com/MetaCyber/MetaCyber_Gear_Vehicles.shtml

Killer Shrike
Nov 29th, '05, 11:46 AM
For anyone following along, if any, sorry for the delay. Busy week at work, and flying out to DC tomorrow for the rest of the week (business trip, sadly, not for fun).

Anyway, Im working on the NET right now, because I went to do Misc Gear but couldnt do Computers until the NET was fully defined.

Im taking a different approach than the traditional Nueromancer / Gibson otherworld version of CyberSpace, and going for more of a gritty interactive Computer-assisted Skill approach.

Im sure that will turn off some people that like the more surreal approach, but I figure it is easy enough to disregard the method Im implementing in favor of such if a GM wishes.

ghost-angel
Nov 29th, '05, 12:34 PM
I've a feeling I'll like your version of the 'Net.

Mad_Ernie
Dec 13th, '05, 10:12 AM
More cowbell? No! More Meta-Cyber!!:D

-ME
:cool:

Killer Shrike
Dec 13th, '05, 10:43 AM
Sorry -- been working a couple of 60 hour weeks back to back and had a business trip to DC in the middle that really messed up my schedule.

Will get back to this when I can spare the time.

Thia Halmades
Dec 22nd, '05, 12:28 PM
As always, your stuff looks great. You have gained much honor. ;)

NightStick
Dec 23rd, '05, 05:08 PM
KS, It has been too long since I last took a look at your site....OMG!:thumbup:
You have taken what was GREAT before, and turned it into something FANATSTIC!:king:

I would have repped you for the site and this post, but I don't have any more to give right now...Later this weekend!

Killer Shrike
Dec 25th, '05, 11:06 AM
KS, It has been too long since I last took a look at your site....OMG!:thumbup:
You have taken what was GREAT before, and turned it into something FANATSTIC!:king:

I would have repped you for the site and this post, but I don't have any more to give right now...Later this weekend!
Well thanks. I just hope to get some free time to finish writing MetaCyber up soon while Im still "in the groove". Stupid Real Life with all its distractions and responsibilities keeps getting in the way :(

hancock.tom
Dec 26th, '05, 11:14 PM
somehow, on my many visits to your many sites i missed metacyber. This should help me with the cyberhero campaign i was thinking about. Now all I need are more plot hooks that I haven't used before in a shadowrun campaign.

Killer Shrike
Jan 8th, '06, 03:28 PM
Got a rough draft for the NET up. Still a lot to do, but got the underlying mechanic of how to do the "virtual reality" with Mental Illusions roughed out:

http://www.killershrike.com/MetaCyber/MetaCyber_Technology_NET.shtml

Savinien
Jan 23rd, '06, 07:14 AM
Got a rough draft for the NET up. Still a lot to do, but got the underlying mechanic of how to do the "virtual reality" with Mental Illusions roughed out:

http://www.killershrike.com/MetaCyber/MetaCyber_Technology_NET.shtml

Great to see this. I was just wondering this morning on how your 'work' was going. I really like the way your using these programs and how they interact with each other.

Thanks for sharing your hard work.

TheQuestionMan
Jan 23rd, '06, 08:57 AM
I am always reviewing and rereading your MetaCyber Stuff KillerStirke, but you can only REP someone for a Thread once.

"You cannot give Reputation to the same post twice."

Damn good stuff

QM

Killer Shrike
Jan 23rd, '06, 09:55 AM
Thanks and thanks. I stalled out a bit on this, but its still on my mind and I will be working on it in the days to come in preparation for a MetaCyber F2F campaign slated to start sometime in FEB.

Killer Shrike
Jan 25th, '06, 11:26 PM
OK, had some time to make a little progress on this tonite.

Ive been making odd notes on this the last couple of weeks, letting it slowly come to me and fleshing it out here and there.

Its no where near finished, but its becoming coherent so I thought I'd bounce it out and get some feed back.


First off the connection layer. The general expectation is that all NET connectivity occurs thru Terminals, but users have several different options for connecting to a Terminal; either directly or thru another computer, and either via a brainjack or VR Goggles.

This is illustrated here:

http://www.killershrike.com/MetaCyber/Diagrams/NETCloud.JPG


Once a user is connected to the NET they can connect to another computer, typically a server but theoretically any computer on the NET, there are two layers by which communication is possible.

The first and lower layer is the Programmatic Interface layer.

The second and more abstract layer is the Neural Interface layer.

This is illustrated here:

http://www.killershrike.com/MetaCyber/Diagrams/LayerModel.JPG


A user can use either layer in theory.

The Programmatic Interface layer is the realm of pure Computer Programming checks, both opposed and unopposed. To use this layer a user needs to be an actual programmer, commonly called a Hacker.

The Neural Interface layer is the realm of nNodes, neurally enabled content. I.e. Virtual Reality. There are different levels of use of nNodes, ranging from public content intended to be openly accessible to everyone, to restricted content intended to be used only by authorized and / or skilled users.

Interaction in the Neural Interface layer is conducted inside the construct of Mindscapes that are expressed mechanically as Mental Illusions (this has been covered already in the NET document linked to in an earlier post).

Just about any sort of shared reality is possible in a Mindscape, and most of it is just false sensory data. However there are some notable forms of functional constructs that can be found in a Mindscape.

The first of which is a Neural Human Interface, or NHI. NHI's are specific interfaces found within a Mindscape that translate commands from a user to the underlying hard and software. NHI's are usually modeled in some abstracted way that loosely relates to doing a similar task in the real world.

For instance an NHI designed to make information available to a user might take the form of a virtualized library or a massive tome that flips to the "right page" to reveal information, a security monitoring NHI that exposes real world surveillance data might take the form of a styleized videobank or a room with windows on all sides that reveal camera footage from different devices, and so on. Most NHI's are styled to be cool but functional, but some artistes make a practice out of designing avant garde NHI's that put form ahead of function.

NHI's wrap an underlying Skill and or Program available to the Computer running the nNode.

Agents are more advanced constructs that add yet another layer of abstraction beyond NHI's, taking the form of an anthropomorphized entity that is interacted with like a person. Agents are substantially more difficult to program and thus good ones are rare and sometimes valuable. However, they serve the same basic functions as NHI's in general with one important difference; they can be programmed to initiate actions on their own according to programmatic criteria.

There are some forms of Security that take the form of Agents that actively seek out and take action against unauthorized users.


Within the confines of a Mindscape, mental Powers are used for resolution.
* To take control of a Mindscape and "reprogram" it requires a competing Mental Illusion.
* To use an NHI requires Telepathy
* To use an Agent requires Mind Control
* Mind Scan can be used to locate specific NHI's, Agents, and Users within a Mindscape
* EGO Attack can be used to disrupt other Users and Agents
* Telepathy can be used to gain some information about other Users
* Mind Control can be used to exert some control over other Users within a Mindscape by the expedient of overriding their Avatars, but this is very limited and difficult.
* The Cumulative Advantage may not be used for these Mental Powers.

To do all of these things a User must either be using a Computer with the appropriate software installed (i.e. a Computer that has Neurally Enabled Software installed -- to be described when I do the full right up, but basically Limited Mental Powers usable only via the NET), or have equivalents installed directly in their head via Cybernetics. People that practice this sort of NET use are generally called Deckers.

There are pros and cons between Hacking and Decking.

Pros of Hacking:
* Hackers are not limited by hardware. If they are able to connect to another Computer and they have the Skillz, thats all they need.
* Hackers do not have to mess around with any esoterica of various Mindscapes to get at what they want. They also do not have to worry about Mental Powers being used against them.
* Hackers use Intelligence and a learned skill. Time is also fluid to Hackers; unless something particularly pressing is going on they can take as much time as they need to do something right.
* Hackers can write Programs that can do things for them whether they are connected to the NET themselves or not.
* Not all software interfaces Neurally; Hackers can get at it, Deckers can't

Pros of Decking:
* Deckers just need gear and willpower. They basically don't need to know a damn thing about how computers REALLY work beyond some very basic concepts.
* Some very complex tasks that could take a Hacker hours to slog thru can be abstracted down to a single interface via an NHI or a single command via an Agent, allowing Deckers to do some powerful things fast (ie with a single Telepathy or Mind Control roll).
* Decking is more "fun" than Hacking for most people
* Deckers with really tricked out computers, usually called "Decks" in this connotation, can totally own a Mindscape in short order and do all sorts of egregious things.


******************** ROLES ************************
The idea of User Roles must be introduced to all Computers that connect to the NET for this system to work. User Roles indicate different privelege levels assignable to various accounts on a Computer and to users connecting to it via the NET.

The Roles are:
NET User
Local User
Super User
Local Admin

There's a higher level, Sys Admin, but thats only meaningful in the context of a WAN or LAN.

Anything limited to a NET User role is public content.

Anything limited to a Local User is private content, and typically includes just enough for someone to use the Computer and be semi-productive

Anything limited to a Super User is private conent, but includes most or all non-administrative features available to the Computer.

Anything limited to a Local Admin is administrative controls on that Computer only.

A person of a certain Role has access to everything below their Role as well; a Super User gets everything a Net User and Local User gets plus extra stuff for instance.

Features of a Computer designated to a particular Role have intrinsic security that must be overcome by a NET User to be accessible via the NET (assuming a User doesnt have local account on the Computer).

When accessing the Computer via the Programmatic Layer, each Role step imposes a -2 penalty to the Users Computer Skill roll to hack into features of that Role. For instance, to access features limited to the Local Admin Role, a -8 penalty is imposed on the Hackers Computer Skill roll.

When accessing the Computer via the Neural Layer each Role step above Net User is considered to be a EGO +10 step, with an assumed base EGO of 30. Thus content allowed to Net Users is accessible without an effect roll needed, content accessible to Local Users and up requires an effect roll of 40, content accessible to Super Users requires an effect roll of 50, content accessible to Local Admins requires an effect roll of 60. When using an NHI the Telepathy effect must equal or exceed that amount for it to work, and similarly for Agents the Mind Control effect.




Anyway, more later but thats where my head is right now. This provides a way to satisfy both the hate VR Cyberspace and the love VR Cyberspace camps.


Keep in mind that this is literally taking shape as we speak, but input is welcome....

Killer Shrike
Jan 25th, '06, 11:31 PM
By the way, if anyone wanted to take a crack at making pretty versions of the two diagrams I posted above, I'd be deeply appreciative.

Killer Shrike
Jan 26th, '06, 08:07 PM
Is this thing on?

Really looking for some feedback here so I can either move forward or reconsider......

cutsleeve
Jan 27th, '06, 12:54 AM
The cons of decking and hacking missing. Though i can imagine the general bad of them. decking = potential brain baking.

Killer Shrike
Jan 27th, '06, 01:09 AM
The cons of decking and hacking missing. Though i can imagine the general bad of them. decking = potential brain baking.
Yes, that's intrinsic to the NET being constructed with Mental Illusions; which can be used to do some damage.

Savinien
Jan 27th, '06, 06:57 AM
I was out yesterday and letting your concepts percolate. Your ideas are interesting and I'm intrigued to learn how they may work in practice.

gojira
Jan 27th, '06, 10:45 AM
Good ideas. Here are some questions I have off the top of my head.

1) What physically is in that NET cloud? Fiber? Gigabit? Quantum tunneling? Magic gnomes? About what is the maximum bandwidth?

2) What about alternate protocols? Is the NET required to all talk the same lingo? What other protocols can you tunnel across it?

3) What if a server is prevented from participating in the NET by blocking certain "ports?" And do they still even use ports? Sure anything is hackable in theory but how hard can the server owner make it? What about single protocol servers, read-only servers, custom NET software?

4) What about physical barriers and physical access? How well does NET stuff work at a distance? Can it be used on a long haul network? How about to the moon or Mars?

5) What about brand names and quality of equpiment? Does it matter?

6) What about additional layers of the NET underneath the programatic one? There should be serveral...


Despite all this, I think you should avoid making anything too concrete or too realistic. People probably don't want to deal with "real stuff" while gaming. Also, "real stuff" gets obsolete and trite fast. GURPS Cyberpunk is really really dated now, but Shadowrun 1st ed. is still ok, mostly because it's all basically fantasy. Shadowrun memory is optical and measured in megapulses, which never gets old because it's all made up.

Just my 2 bucks.

Killer Shrike
Jan 27th, '06, 10:57 AM
Excellent questions gojira. Some of them are semi-answered in the material already up on my site, but addressing them specifically is a good idea.

Ill formulate an in depth answer tonite or tomorrow, addressing your points.

I will make a side note that my first pass at the NET was much more technical, but after talking with some people I realized that it was TOO technical and complex, so I backed up and started over. The goal of this is to be realistic enough to make sense, but not so realistic that it becomes a chore to deal with it or be inaccessible to non-tech heads.

Heres where I first started down a more complex path before deciding to scuttle it and go the Mental Powers route:
http://www.herogames.com/forums/showthread.php?t=39115

Savinien
Jan 27th, '06, 11:44 AM
Dang. I sort of liked the other method and wouldn't mind seeing what you'd do if playing with people that like the technical aspect of it.

Using Mental Awareness is cool, too. The concept of the hidden/only open to people with these senses 'world' beyond our own isn't new. Dealing with it in this way is. IOW, it could be used for other things as well, like 'ghost-talking' or something...

Killer Shrike
Jan 29th, '06, 08:21 PM
Good ideas. Here are some questions I have off the top of my head.

Despite all this, I think you should avoid making anything too concrete or too realistic. People probably don't want to deal with "real stuff" while gaming. Also, "real stuff" gets obsolete and trite fast. GURPS Cyberpunk is really really dated now, but Shadowrun 1st ed. is still ok, mostly because it's all basically fantasy. Shadowrun memory is optical and measured in megapulses, which never gets old because it's all made up.

Just my 2 bucks.
1) What physically is in that NET cloud? Fiber? Gigabit? Quantum tunneling? Magic gnomes? About what is the maximum bandwidth?

The basics regarding the technology are detailed in the NET document here:

http://www.killershrike.com/metacyber/MetaCyber_Technology_NET.shtml

As far as bandwidth, I don't see any need to define it -- as much bandwidth as needed to provide the various services described is available.


2) What about alternate protocols? Is the NET required to all talk the same lingo? What other protocols can you tunnel across it?

Alternate protocols are certainly physically possible, but I don't see them as being significant enough in the context of the campaign to bother detailing.

What did you have in mind, perhaps Ill change my mind.


3) What if a server is prevented from participating in the NET by blocking certain "ports?" And do they still even use ports? Sure anything is hackable in theory but how hard can the server owner make it? What about single protocol servers, read-only servers, custom NET software?

I have some ideas in this regard. For the purposes of hardening a server from manipulation via a Mindscape, the administrator can simply not provide NHI / Agent access to certain Programs running on the Computer. Alternately Mental Defense could be applied to an NHI / Agent to make them harder to manipulate.

To resist hacking via the Programmatic layer levels either levels with Computer Programming limited to be only to resist public access, or a Security Systems skill used as a complementary skill roll would suffice.

Servers can also not be connected to the NET of course, in which case they simply are not hackable from the NET.


4) What about physical barriers and physical access? How well does NET stuff work at a distance? Can it be used on a long haul network? How about to the moon or Mars?

Presumed to be near-instaneous within the confines of the setting, there not being any lunar or martian colonies to worry about.


5) What about brand names and quality of equpiment? Does it matter?

Yes, there are brand names and yes quality does matter for Decking.

A high pass on major megacorps exists here:

http://www.killershrike.com/metacyber/MetaCyberSetting_Organizations.shtml

and contains several technology companies that make computers and related tech. As equipment lists are filled out, names and models will be associated with various builds / designs.



6) What about additional layers of the NET underneath the programatic one? There should be serveral...

What did you have in mind, and what would be the gamist justification for extra levels of complexity?

gojira
Jan 29th, '06, 11:58 PM
1) What physically is in that NET cloud? Fiber? Gigabit? Quantum tunneling? Magic gnomes? About what is the maximum bandwidth?

The basics regarding the technology are detailed in the NET document here:

http://www.killershrike.com/metacyber/MetaCyber_Technology_NET.shtml


This is neat. As I read it, I started thinking that the NTTP protocol might not be all digital, and there might some analog to it. There also might be some neural nets in the terminal to receive and process the signal. These neural nets are 100% inorganic and never, ever develop any sort of personality, according to the manufacturer, despite what some customers claim. ;) And of course the NET itself could never as a result develop sentience.



As far as bandwidth, I don't see any need to define it -- as much bandwidth as needed to provide the various services described is available.

So how long would it take me to download some information, say Huckleberry Finn by Mark Twain? Instantaneous? 1 second? 10 Seconds? 1 minute?

How much data needs to be downloaded before delays start to be encountered?




2) What about alternate protocols? Is the NET required to all talk the same lingo? What other protocols can you tunnel across it?

Alternate protocols are certainly physically possible, but I don't see them as being significant enough in the context of the campaign to bother detailing.

What did you have in mind, perhaps Ill change my mind.

Could a skilled programmer invent a new protocol, layer it on top of NTTP, encrypt it, obsuficate it, and have something that was completely undectable to any other programmer? How about just uncrackable? How far does automated decryption go and how common is it? Everyone uses it? Just the government?

What's the NET equivalent of Kazaa? Of Bit-Torrent?

What about hiding data inside noisy data like pictures? That's normally undectable unless you know just where to look. What if a hacker downloads a vid and wants to check it for a watermark, how certain can he be that there's nothing (else) hidden in his booty?




3) What if a server is prevented from participating in the NET by blocking certain "ports?" And do they still even use ports? Sure anything is hackable in theory but how hard can the server owner make it? What about single protocol servers, read-only servers, custom NET software?

I have some ideas in this regard. For the purposes of hardening a server from manipulation via a Mindscape, the administrator can simply not provide NHI / Agent access to certain Programs running on the Computer. Alternately Mental Defense could be applied to an NHI / Agent to make them harder to manipulate.

This sounds about like I would expect. Maybe define some levels of Mental Defense so players have some idea what they'll be up against. For example, Joe Blow who tries to harden his vid server will end up with 1 to 5 points of mental defense on all systems on his server. Only the blackest parts of the government with the blackest AI can get over 20 points of Mental Defense. Or whatever makes sense.

Define some AP limits (or ranges) for Deckers.


To resist hacking via the Programmatic layer levels either levels with Computer Programming limited to be only to resist public access, or a Security Systems skill used as a complementary skill roll would suffice.

Also good. Define some skill levels players should expect to see, or define their expected skill ranges.



Servers can also not be connected to the NET of course, in which case they simply are not hackable from the NET.

Can I make a server into dedicated firewall? How much protection does this provide? Can I make a dedicated server into a firewall for the dedicated firewall? How much more protection can this provide? Ad infinitum. How close to not being connected to the NET can I get and still squirt something useful through once in a while?

What about if I switch protocols? What if I connect one dedicated server to the NET, then connect it via a serial port to the server with the real data? Data can still be run over the serial port so it can be transmitted, but only if you can find the port and how to tickle it.

Now replace a standard serial port with whatever crazy piece of hardware that a decker's board might not be programmed to scan for.

Ditto with logs. Logs can be altered, but not if there's a copy being sent to a computer not on the NET, like logs sent via a dumb protocol like a serial cable. The most you could do is stop the logging, but most hackers don't like to do that because they're trying not be too obvious. And logging to a serial port is not always obvious.

(If it were me, I wouldn't alter the logging config file, I'd recompile the binary so it logged automatically. Most people don't verify the binaries of a system they've just cracked.)

Now take a computer protected by a series of firewalls. Dump the firewall logs via a dump portocol like serial to a dedicated machine that's not on the NET and just scans for problems. If there's any problem detected, depower the systems with the most sensitive data so they can't transmit and sound the alarm. This should happen as the first or second firewall is still being tampered with, before any real system is reached.

Not trying to hassle you, except that players will eventually start to think how to protect their data. Or wonder why corps don't protect their's better.


4) What about physical barriers and physical access? How well does NET stuff work at a distance? Can it be used on a long haul network? How about to the moon or Mars?

Presumed to be near-instantaneous within the confines of the setting, there not being any lunar or Martian colonies to worry about.

Ok. Don't be surprised if the players want to steal the space shuttle at some point tho. Are there any colonies in near orbit?




5) What about brand names and quality of equipment? Does it matter?

Yes, there are brand names and yes quality does matter for Decking.

A high pass on major megacorps exists here:

http://www.killershrike.com/metacyber/MetaCyberSetting_Organizations.shtml

and contains several technology companies that make computers and related tech. As equipment lists are filled out, names and models will be associated with various builds / designs.

Cool




6) What about additional layers of the NET underneath the programmatic one? There should be several...

What did you have in mind, and what would be the gamist justification for extra levels of complexity?

I wanted to see a big ol' poster sized multi-protocol stack just like the big companies produce when they want to wow you with their product. But mostly just for color, I can't think of what it would actually be used for. Maybe programming "closer to the metal" could give you a bonus on a result, in exchange for extra time, and a penalty on the roll, but that's about it.

Killer Shrike
Jan 30th, '06, 07:43 PM
Kind of a nonsequitir at this point, but one of my players made a (lengthy) case for why Tubers were not quite good enough previously, and I came up with a solution; allow the player to pay in for more random rolls -- up to 100 points worth.

http://www.killershrike.com/metacyber/MetaCyberCharacters.shtml

TheQuestionMan
Feb 1st, '06, 07:41 PM
Greeting Killer Strike, and thanks for the One Shot Adventure for Weather Top 2006. Other than expressing my thanks I wanted to know what Resources you used for the Meta Cyber Setting?

Cheers

QM

Killer Shrike
Feb 1st, '06, 11:15 PM
Greeting Killer Strike, and thanks for the One Shot Adventure for Weather Top 2006. Other than expressing my thanks I wanted to know what Resources you used for the Meta Cyber Setting?

Cheers

QM
Thanks and youre welcome.


The resources for MetaCyber? Hmm...

Does my brain count? Im calling on old Shadowrun, Cyberpunk, and CarWars games for most of it. And of course I ran a MetaCyber campaign several years ago. I didnt do much prep work for it, a few hours in the car killing time while my wife (girlfriend at the time) played a tennis match one afternoon basically -- just winged the rest of it.

I also did some research by reading / rereading some Cyberpunk books specifically to get into the "head space" as it were. I also picked up a couple of old Shadowrun supplements on the cheap, though I didnt actually end up using them for anything save to not forget to cover any major bases.

My creative processes are also very tightly connected to music; I try to listen to certain things to get me into a particular frame of mind. When working on MetaCyber Ive been listening to a lot of Godhead, Orgy, and Opeth for the more cerebral stuff, and a lot of Static-X, Rammstein, and Buckethead for the action oriented stuff.

Dark Champions is a big inspiration. I've always considered Cyberpunk to be "action/adventure" rather than "scifi" because the focus isnt on technology, its on how people use technology to make themselves into bad asses. :eg:

As some of you know Im a big fan of noir / dystopian settings, particularly as they apply to RPG's. I'm a huge fan of Edsel's for instance -- the Omega Team should be required reading in my opinion. Reading the Dark Champions genre book and Hudson City really got my juices flowing for something dark and gritty again.

I briefly considered revisting my old Demon Hunter: FBI setting, but technically DoJ owns it and I wanted to make something that I could make publically available, so I settled on MetaCyber.

Killer Shrike
Feb 1st, '06, 11:16 PM
BTW Gojira, I havent forgotten you -- I just havent had the time to think thru your last batch of question to the level that they deserve. I am pondering them, never fear.

Vanguard00
Feb 4th, '06, 12:00 PM
Took me a bit to catch up on this thread, and there's still more I have to ponder, but allow me to say that I'm impressed (as always) by your attention to detail and the scope of your settings. I just don't know where you find the time...

Good stuff, Ed. Keep it up.

gojira
Feb 6th, '06, 06:24 PM
BTW Gojira, I havent forgotten you -- I just havent had the time to think thru your last batch of question to the level that they deserve. I am pondering them, never fear.

No worries. I'm just throwing test cases out there for you to ponder, really. If you could hand wave the answer or just add a bit of flavor text to cover it, I think it would be fine. They're just questions or situations that might come up.

gojira
Feb 6th, '06, 06:56 PM
Now take a computer protected by a series of firewalls. Dump the firewall logs via a dump portocol like serial to a dedicated machine that's not on the NET and just scans for problems. If there's any problem detected, depower the systems with the most sensitive data so they can't transmit and sound the alarm. This should happen as the first or second firewall is still being tampered with, before any real system is reached.

Last week, January 29th I think, Ghost in the Shell ran a bit where The Major hacked into a government lab. They detected the intrusion, tried to stop it, and when they couldn't they gave the order to "Phyically isolate critical systems!!" Of course, they couldn't. The system wouldn't respond to the disconnect command by then, but I just wanted to let you know that phyically disconnecting a server is out there as an idea for countermeasures.

Killer Shrike
Feb 12th, '06, 12:18 PM
An Adept Breaker, Andre:


http://www.killershrike.com/MetaCyber/writeups/characters/andre.html

Killer Shrike
Feb 12th, '06, 01:15 PM
A Tuber Shooter, CeeCee:

http://www.killershrike.com/MetaCyber/writeups/characters/CeeCee.html

TheQuestionMan
Feb 12th, '06, 02:01 PM
Awesome Stuff, thank you. Could you send me the Template you use to produce those character sheets. Caus they ROCK!

We still follow your stuff and eagerly await more.

QM

P.S.: I owe you REP oh yeah She's cute.

Killer Shrike
Feb 12th, '06, 02:28 PM
An Amper Boomer, Maxwell:

http://www.killershrike.com/MetaCyber/writeups/characters/Maxwell.html

Killer Shrike
Feb 12th, '06, 02:32 PM
Awesome Stuff, thank you. Could you send me the Template you use to produce those character sheets. Caus they ROCK!

We still follow your stuff and eagerly await more.

QM

P.S.: I owe you REP oh yeah She's cute.

Thanx.

The Template is one of the "one column ability" templates in the zip file on this page:

http://www.killershrike.com/HeroDesigner/HeroDesigner.htm

Killer Shrike
Feb 12th, '06, 03:46 PM
A Meta Patcher:

http://www.killershrike.com/MetaCyber/writeups/characters/Molly.html

Killer Shrike
Feb 12th, '06, 04:58 PM
An Amper Scrapper:

http://www.killershrike.com/MetaCyber/writeups/characters/peng.html

Killer Shrike
Feb 12th, '06, 06:17 PM
A Meta Facilitator:

http://www.killershrike.com/MetaCyber/writeups/characters/Xander.html

Killer Shrike
Feb 12th, '06, 09:07 PM
http://www.killershrike.com/MetaCyber/WriteUps/Characters/PhotoGallery.htm

Also, got up a first pass on a PC, a Tuber Scrapper:

http://www.killershrike.com/MetaCyber/WriteUps/Characters/Angus.HTML

Killer Shrike
Feb 20th, '06, 05:20 PM
Archetypes are up....

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes.shtml

Killer Shrike
Feb 27th, '06, 12:07 AM
http://www.killershrike.com/MetaCyber/WriteUps/Characters/Alys.HTML

TheQuestionMan
Feb 27th, '06, 07:14 AM
Awesome Stuff Killer Shrike, DAMMMMMMN!!!

Between MetaCyber and KAZEI-5 it looks like you folks have the Cyberpunk Genre covered.



QM

P.S.: You must spread some Reputation around before giving it to Killer Shrike again.

Killer Shrike
Feb 27th, '06, 08:19 AM
Thanx! Just wish I had more time to spend on it.

Killer Shrike
Feb 28th, '06, 09:13 PM
Was stuck on a boring conference call today and made a javascript utility to generate Tuber Packages on the fly to keep from going insane. Check it out, its fun for the whole gamer family....


http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Origins_Tuber.shtml

(scroll down a bit -- its in the middle of the page)

Killer Shrike
Mar 1st, '06, 01:35 AM
Playing around with the random Tuber Packages. I like the general spread. On average you are going to get a collection of good abilities, sometimes youre going to come out a bit subpar, and there is enough potential for uberness to keep the Origin competitive.

The main thing I like is that there is a definite economy of scale -- the more points you wager on your Tuber Package, the better your odds of getting an above average return.


Here's a particularly uber one that I just rolled up, which is definitely on the higher end:

Mighty +15 STR; No Figured Characteristics (-1/2)
Accelerated +1 SPEED
Stalwart +7 BODY; No Figured (-1/2)
+1 PD
Trooper +5 REC
Brutish +10 PD
Sturdy +10 STUN
Sturdy +10 STUN
Brutish +10 PD
Trooper +5 REC
Mighty +15 STR; No Figured Characteristics (-1/2)
TOTAL REAL COST: 100 points

Thats:
+30 STR (effective 50 NCM)
+21 PD (effective 29 NCM)
+20 STUN (effective 70 NCM)
+10 REC (effective 20 NCM)
+7 BODY (effective 27 NCM)
+1 SPD (effective 5 NCM)

:eek:


In contrast here's about the weakest one Ive rolled up in a test set of 30 or so:

Mental Acuity Absolute Time Sense
Absolute Range Sense
Speed Reading (x10)

Rapid Recovery Rapid Healing
Resistance (5)

Corneal Acuity Infravision
Flash Defense (Sight): 5

Hydrodynamic Swimming +6", and Reduced Endurance (0 END; +1/2) on Swimming 8"

Adroit Ambidexterity (-1)
Double Jointed

Combat Alertness Danger Sense (self only, in combat, Intuitional) 11-

Immune to Disease Life Support (Immunity: All terrestrial diseases and biowarfare agents)

Brilliant +10 INT

Good Brain Eidetic Memory
+5 INT

Strong-legged Leaping 2" (Accurate), Reduced Endurance (0 END; +1/2)



Theres some good abilities in there in theory, but no real synergy and definitely not combat efficient. It would take a clever player to really make that amount to anything fantastic.


The median is a pretty solid mix however; something like this is pretty typical / representative:

Stalwart +7 BODY; No Figured (-1/2)
+1 PD

Rugged +2 PD
+2 ED
Damage Resistance (4/4)
+1 REC

Aural Acuity Targeting with Normal Hearing

Brachiator Clinging (+10 STR); Requires A Climbing Skill Roll (-1/2), Cannot Resist Knockback (-1/4)
Climbing Skill (DEX)

Resilient Power Defense: 10

Beautiful +20 COM

Resolute Mental Defense +10

Immune to Disease Life Support (Immunity: All terrestrial diseases and biowarfare agents)

Adroit Ambidexterity (-1)
Double Jointed

Accelerated +1 SPEED



Definitely some all around useful stuff in there.

Shike019
Mar 1st, '06, 04:19 PM
Shrike, I love the Generator. I had a questio though. Once someone buys the tuber package, can they improve the random abilities that they recieved. Such as buying their amount of sleep from 8 hours/week to say, none? OR improving their Danger sense w/ things like disriminatory, larger area, improved preception?

Otherwise, it all looks great.

Killer Shrike
Mar 1st, '06, 04:41 PM
Shrike, I love the Generator. I had a questio though. Once someone buys the tuber package, can they improve the random abilities that they recieved. Such as buying their amount of sleep from 8 hours/week to say, none? OR improving their Danger sense w/ things like disriminatory, larger area, improved preception?

Otherwise, it all looks great.
I think it would be too open to abuse in general, but a GM running a MetaCyber campaign could certainly allow it if they wish.

And thanx!

Killer Shrike
Mar 4th, '06, 07:54 PM
Upgraded Tuber Package randomizer, added a lot more slots (48 + 6 highly rare ones), and 5 "Phenotype" packages for Extra Smart, Extra Strong, Extra Rugged, Extra Quick, and Extra Capable.

I also added a block to output the actual Rolls just for informational purposes.

Finally, added a printer friendly page for the randomizer. It calls the same code, but is convenient for printing:

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Origins_TuberPackage_Printer.s html#TUBER

Killer Shrike
Mar 6th, '06, 12:40 PM
Another player submitted their PC:

Reggie "Zap" Turner.....

http://www.killershrike.com/MetaCyber/writeups/characters/zap.html

TheQuestionMan
Mar 6th, '06, 12:43 PM
"You must spread some Reputation around before giving it to Killer Shrike again."

Thank you SIR!

QM

Killer Shrike
Mar 6th, '06, 01:03 PM
My pleasure!

gojira
Mar 10th, '06, 05:49 PM
I found an interesting article on refactoring the internet that is currently being considered (and I don't mean web2.0 stuff). It's a hard engineering look at how to make the internet better.

One thing that struck me, besides the overall coolness of their project, was that they were working on something called "metanets" to allow for future expansion of new protocols. The name reminded me of your game world, MetaCyber.

It might make for some interesting background story. From The Economist:
http://www.economist.com/science/tq/displayStory.cfm?story_id=5571596

Killer Shrike
Mar 17th, '06, 05:08 PM
Yes, the "metanet" idea is very similar to the NetNode idea Ive been working with for the NET. The transparent trust idea that was mentioned is a lot like the more complicated original version I started to develop as well.

Thanx for the link!

Killer Shrike
Mar 19th, '06, 02:27 PM
Got fed up with working 24 & 7, so I spent some time last night splitting out Cybernetics into seperate pages by sub-subject (the doc was up to 15 pages printed out, which is a bit long):

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_BodyTech_Cybernetics.shtml

I also added a section to PharmiTech about using drugs to offset PsyLims and Enrageds, which just makes sense to allow IMO:

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_BodyTech_PharmiTech.shtml#PSYC HOLOGICAL%20DISADVANTAGES

Added a section on "Enhanced Physiology" to BioWare:

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_BodyTech_BioWare.shtml

Consolidated & Clarified the way Strength boosts from multiple applications of BodyTech work together:

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_BodyTech.shtml#STRENGTH

Killer Shrike
Mar 26th, '06, 11:09 PM
New NPC, Chaz:

http://www.killershrike.com/MetaCyber/WriteUps/Characters/Chaz.HTML

Killer Shrike
Nov 27th, '06, 07:34 AM
Minor update; I finally got around to redoing the character sheets for MetaCyber as part of the general initiative Ive been taking across the various subsites of killershrike.com

I also finished up a character that had been started months ago while I was reexporting the existing sample characters.

Ismet (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Ismet.HTML)

The various sample characters are listed here; the completed ones have links in their names, and their pictures:

Art Gallery (http://www.killershrike.com/MetaCyber/MetaCyberArtGallery.shtml)

TheQuestionMan
Nov 27th, '06, 08:02 AM
AWESOME!!!

REP you when I can... Skillzs Dude!!!

QM

ayinde
Nov 29th, '06, 04:04 PM
Your setting is great. i think it could lend very well to a ghost in the shell type setting.

Killer Shrike
Nov 29th, '06, 06:09 PM
Your setting is great. i think it could lend very well to a ghost in the shell type setting.

Thanks! Ive never seen Ghost In The Shell (Im not much into Anime), but cyberpunk is a flexible medium.

Killer Shrike
Jan 18th, '07, 10:22 PM
It took me about a year to get back around to it, but here is a initial pass at Computer Programming and Hacking via the Programmatic Interface Layer (as opposed to the Neural Interface Layer of the NET).


Computer Programming and Hacking (http://www.killershrike.com/MetaCyber/MetaCyber_Technology_Hacking_GameMechanics.shtml)

TheQuestionMan
Jan 18th, '07, 11:12 PM
Your talents sir are a great thing to waste on us. ;)



Thank you

QM

Killer Shrike
Feb 14th, '07, 07:07 PM
Your talents sir are a great thing to waste on us. ;)



Thank you

QM
Thanks!

Killer Shrike
Feb 14th, '07, 07:08 PM
It took me about a year to get back around to it, but here is a initial pass at Computer Programming and Hacking via the Programmatic Interface Layer (as opposed to the Neural Interface Layer of the NET).


Computer Programming and Hacking (http://www.killershrike.com/MetaCyber/MetaCyber_Technology_Hacking_GameMechanics.shtml)

I was hoping to get some feedback on the Hacking / Computer Programming rules in the above link....

Killer Shrike
May 2nd, '07, 11:15 PM
I added improved navigation to the MetaCyber (http://www.killershrike.com/MetaCyber/MetaCyber.aspx) site.

TheQuestionMan
May 3rd, '07, 10:20 AM
That's good to see ;)


Are you part of Susano's KAZEI-5 Project by chance?


QM

Killer Shrike
May 3rd, '07, 11:05 AM
That's good to see ;)


Are you part of Susano's KAZEI-5 Project by chance?


QM

Nope. Figured it would be a 'conflict of interest' thing. It would be hard for me to keep ideas for two cyber settings separate.

TheQuestionMan
May 3rd, '07, 11:08 AM
Too bad

Thanks

QM

Killer Shrike
Aug 3rd, '07, 12:19 AM
NuBushi (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Scrapper_NuBushi.as px)

TheQuestionMan
Aug 3rd, '07, 02:29 AM
Very nice and interesting organization. Now I gotta send you an old GURPS Cyberpunk character of mine. I think you'll like him. ;)


Zow


QM

Killer Shrike
Aug 3rd, '07, 09:48 PM
Added some detail to the Scrapper (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Scrapper.aspx) page.

Killer Shrike
Aug 4th, '07, 12:31 AM
Added some detail to the Shooter (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Shooter.aspx) page

Killer Shrike
Aug 4th, '07, 03:16 PM
Added some detail to the Boomer (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Boomer.aspx) page.

Killer Shrike
Aug 12th, '08, 12:52 PM
I heavily expanded the random matrix of Tuber Package (http://www.killershrike.com/metacyber/MetaCyberCharacters_Origins_TuberPackage_Printer.a spx#TUBER) enhancements and added two new phenotypes (Extra Enhanced and Esper).

TheQuestionMan
Aug 12th, '08, 06:08 PM
I heavily expanded the random matrix of Tuber Package (http://www.killershrike.com/metacyber/MetaCyberCharacters_Origins_TuberPackage_Printer.a spx#TUBER) enhancements and added two new phenotypes (Extra Enhanced and Esper).

I wish I was as productive.

Thanks

QM

Killer Shrike
Aug 12th, '08, 06:13 PM
I wish I was as productive.

Thanks

QM

I wish I was more productive too!

Killer Shrike
Aug 29th, '08, 10:55 PM
Just saw Babylon AD. Had some definite use as MetaCyber fodder.

However, note that the last 5-10 minutes of the movie are very anticlimactic.

Remjin
Aug 30th, '08, 03:03 PM
I have to wait to rep you, but just to compliment you... I use your site as a cyberpunk reference and hand out the link to anyone looking to do Cyberpunk Hero. Well done, and thanks for all the work I no longer have to do. =)

Killer Shrike
Aug 30th, '08, 03:34 PM
I have to wait to rep you, but just to compliment you... I use your site as a cyberpunk reference and hand out the link to anyone looking to do Cyberpunk Hero. Well done, and thanks for all the work I no longer have to do. =)

Thanks! I'm proud of the MetaCyber material and think its some of my best work; it's been on my mind to finish it the last couple of years but things keep getting in the way.

Also, I definitely take input on this subject since it's not finished yet (even if I don't ultimately use it, I weigh it). Several posters such as Ghost-angel and gojira have had an impact on the general direction I've taken or not taken via their comments on these forums, and WilyQuixote and Checkmate have had face to face input that has had an impact as well.

Checkmate's input is responsible for refinements around the NuBushi (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Scrapper_NuBushi.as px), and a refinement to the Auger Archetypes starting advantages (the ability to "sell back" their starting gear pool for points with which to buy more augmentations with).

WilyQ's input has been broad, but most particularly deep around Tubers. He's also responsible for the iconics Chaz (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Chaz.HTML) and Angus (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Angus.HTML).



Also, any of the iconic NPC iconics (http://www.killershrike.com/MetaCyber/MetaCyberArtGallery.aspx) I dont have a sheet up for are fair game for people to do write ups for and submit. Credit will be given. They should be 225 point "starting" level characters, and the Origin / Archetype combos are deliberate, other than that they are open game -- even their names can be changed if you've got a better one for them ;)

Specifically:

SPHREAKER -- AMPER DRIVER (SPEED FREAK): Everything needed to make this character is in place. I intend for this character to be a driver's driver of sort -- totally dedicated to that role.

WH1SP3R -- ADEPT HACKER (DECKER): Technically everything necessary to do this character is in place, but its thin and would probably be difficult for someone other than me to take on right now. She is going to be _the_ archetypical Decker.

ITO -- ADEPT HACKER (TRUE HACKER): Everything necessary for this character is in place. He is intended to be _the_ archetypical Hacker. Also, I intended for him to use Biofeedback Training.

DR. ZORDERS -- AMPER PATCHER (CYBERDOC): Everything necessary for this character is in place. WilyQ has started and stopped on this character several times and had a certain direction he was going, but until I get something concrete I'll take whatever.

7-MARY-5 -- AMPER BOOMER (DEMOLITIONIST): Everything necessary for this character is in place. I intended for her to be a former operative of either a splinter government or a megacorp that has gone rogue. I was going to base her more or less on a combination of James Woods and Sly's characters from the Professional -- the one where they are bomb makers. I intended for her to be cold and mildly sadistic, but to also have a quixotic streak of goodness in her.

TRUDY -- TUBER HACKER / BREAKER (SLICER): Everything necessary for this character is in place. I intended her to be a solid hybrid character, but other than that I had no predisposition. I was going to wait until I rolled up her random Tuber Package and see where it took me.

TODAI -- AMPER SCRAPPER (SWEEPER): Everything necessary for this character is in place. I intended him to be an old-skooler with some aging cyber and a world weary attitude. I intended his level of cyber to be more pronounced than Peng and less extensive than Maxwell. First and foremost I intended this character to be a middle of the road survivor. A "Last Man Standing" type character. He doesn't start fights -- he ends them. Like that. I was going to also use him to show off shotguns and illustrate the idea that SCRAPPER is not synonymous with MELEE; it just means close in skirmishers.


Also, I need a character that shows off Pharmitech (specifically combat dosages; Angus is an example of a long term dosage). I've considered adding that to one of the above unwritten iconics or doing some artwork for another one and using them. I have a piece I started on for this purpose but didnt like the way it turned out...see attachment.

I also need a BioWare user, but BioWare is so straightforward im less concerned about it.

Killer Shrike
Aug 31st, '08, 12:15 AM
Got inspired, and knocked out 4 more NPC / art pieces...see attachments.

Killer Shrike
Aug 31st, '08, 12:54 AM
Here's my initial thoughts for these new iconics, in order:

Beckett (http://www.herogames.com/forums/attachment.php?attachmentid=29303&d=1220170481)

BECKETT -- TUBER FACILITATOR / DRIVER (TANKER): Here's his Tuber Package (Rolled it up a few weeks ago when I extended the Tuber package randomizer and it was so juicy I saved it off to make a character around it):

Extra Enhanced Package
#Impressive
+5 STR
+5 DEX
+5 CON
+5 INT
+5 EGO
+5 PRE

*Empath
Telepathy 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Empathy All Emotions (-1/2), Receive Only (-1/2), Always On (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4)

Rugged
+2 PD
+2 ED
Damage Resistance (4/4)
+1 REC

Immune to Disease
Life Support (Immunity: All terrestrial diseases and biowarfare agents)

Corneal Acuity
Infravision
Flash Defense (Sight): 5

Tough Damage Resistance (8 PD / 8 ED); Hardened (+1/4)

# Note the lack of the No Figured Characteristic Limitation.
* This is an extremely rare and unusual near-metability.


He doubled up on Damage Resistance between Rugged and Tough, so I'd make sure to cap his PD and ED out at 12. That's just too juicy to pass on.

Skill wise, I'd make sure he covered the bases to be a "face man", and also be an adequate combat driver.

I might give him a super skill that keyed off his empathy to make him especially good at closing deals w/ people if he can "read" them empathically.

On the other hand I might just pump points into stats to make the most of his "Enhanced" NCM.

Whatever points were left over I'd funnel into pumping up the size of his Vehicle Pool and buy him a really rugged armored transport / support vehicle with a respectable gun on it.


I'd portray him as just being uber-competent, a mans man, a guy with the kind of confidence genetic superiority and basically bullet proof skin engenders.

Killer Shrike
Aug 31st, '08, 01:09 AM
KRISSY (http://www.herogames.com/forums/attachment.php?attachmentid=29304&d=1220170494) -- AUGER (BioWare / PharmiTech) SCRAPPER (PISTOLERO / FIGHTER): I'm kind of toying with the idea of a self-declared new order of Templars or some other neo-catholic or christian themed organization. Basically fanatical warriors devoted to their faith and considered to be bat-#%^$ crazy by others because of their uncompromising willingness to put themselves into harms way in pursuit of their order's missions.

Basically a paladin niche, but dystopian. Kind of like the Street Preacher in Johnny Mnemonic, but less thuggish / barbaric.

However I haven't quite worked out how playable they would be as Runners though.


Anyway, if I go that route Krissy would be such a character. She's also intended to showcase BioWare, and perhaps PharmiTech (both short and long term effects).

I see her as being a speed and DCV based scrapper who relies on being extremely difficult to hit, and fast on her feet to stay lose. I'm also thinking lots of Autofire skills and a machine pistol. Since she's not an Adept or Tuber she can't have super-skills, so no Combat Luck or Deadly Blow, so I'd make sure to pay attention to getting a good gun and pay attention to keeping DCV high. I'd probably start her off with some of the combat drugs that let a person ignore pain as well.

Killer Shrike
Aug 31st, '08, 01:15 AM
Taggert (http://www.herogames.com/forums/attachment.php?attachmentid=29305&d=1220170506) -- META SHOOTER / BOOMER (PYROKINETIC): All of the Meta's showcased thus far (Xander, Molly, and Alys) have been more utility oriented. Taggert's purpose is to show an offensive Meta, specifically a Pyrokinetic.

This is a straightforward beater character, so I'd make sure to cover every permutation of Pyrokinesis I could afford and also concentrate on ensuring he's competitive as a Shooter and a Boomer -- so either accuracy via OCV or reliance on AoE's -- perhaps Var Advantage, four advantages, one hex, one hex accurate, explosion (rad), explosion (cone) on an EB or RKA to give him options.

Killer Shrike
Aug 31st, '08, 01:16 AM
GRETCHEN-SAN (http://www.herogames.com/forums/attachment.php?attachmentid=29306&d=1220170518) ADEPT SCRAPPER (NuBushi): Clearly, this character is intended to showcase the NuBushi (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Scrapper_NuBushi.as px) package deal specifically and the Shogushin in general.

Killer Shrike
Aug 31st, '08, 11:54 AM
Knocked out 4 more new ones; don't have any strong thoughts yet on these ones...

Killer Shrike
Aug 31st, '08, 06:11 PM
Two more...

Killer Shrike
Sep 1st, '08, 07:09 PM
And 1 more brings us to 30 total...

Killer Shrike
Sep 2nd, '08, 02:47 PM
Here's my initial thoughts for these new iconics, in order:

Beckett (http://www.herogames.com/forums/attachment.php?attachmentid=29303&d=1220170481)

BECKETT -- TUBER FACILITATOR / DRIVER (TANKER): Here's his Tuber Package (Rolled it up a few weeks ago when I extended the Tuber package randomizer and it was so juicy I saved it off to make a character around it):

Extra Enhanced Package
#Impressive
+5 STR
+5 DEX
+5 CON
+5 INT
+5 EGO
+5 PRE

*Empath
Telepathy 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Empathy All Emotions (-1/2), Receive Only (-1/2), Always On (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4)

Rugged
+2 PD
+2 ED
Damage Resistance (4/4)
+1 REC

Immune to Disease
Life Support (Immunity: All terrestrial diseases and biowarfare agents)

Corneal Acuity
Infravision
Flash Defense (Sight): 5

Tough Damage Resistance (8 PD / 8 ED); Hardened (+1/4)

# Note the lack of the No Figured Characteristic Limitation.
* This is an extremely rare and unusual near-metability.


He doubled up on Damage Resistance between Rugged and Tough, so I'd make sure to cap his PD and ED out at 12. That's just too juicy to pass on.

Skill wise, I'd make sure he covered the bases to be a "face man", and also be an adequate combat driver.

I might give him a super skill that keyed off his empathy to make him especially good at closing deals w/ people if he can "read" them empathically.

On the other hand I might just pump points into stats to make the most of his "Enhanced" NCM.

Whatever points were left over I'd funnel into pumping up the size of his Vehicle Pool and buy him a really rugged armored transport / support vehicle with a respectable gun on it.


I'd portray him as just being uber-competent, a mans man, a guy with the kind of confidence genetic superiority and basically bullet proof skin engenders.

And here he is:

Beckett (http://www.killershrike.com/MetaCyber/WriteUps/Characters/BECKETT.HTML)
Beckett's Van (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Becketts%20Urban%20Assault%20Vehicle.HTML)

Killer Shrike
Sep 5th, '08, 12:20 AM
WilyQ got me the raw on Dr. Z, and I just finished tweaking the write up and writing the background info...here it is: Dr. Zorders (http://www.killershrike.com/MetaCyber/WriteUps/Characters/DrZorders.HTML)

TheQuestionMan
Sep 5th, '08, 06:12 PM
"You must spread some Reputation around before giving it to Killer Shrike again."

<<<sighs>>>

QM

Killer Shrike
Sep 5th, '08, 06:27 PM
TODAI -- AMPER SCRAPPER (SWEEPER): Everything necessary for this character is in place. I intended him to be an old-skooler with some aging cyber and a world weary attitude. I intended his level of cyber to be more pronounced than Peng and less extensive than Maxwell. First and foremost I intended this character to be a middle of the road survivor. A "Last Man Standing" type character. He doesn't start fights -- he ends them. Like that. I was going to also use him to show off shotguns and illustrate the idea that SCRAPPER is not synonymous with MELEE; it just means close in skirmishers.


Todai (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Todai.HTML) is done...

Killer Shrike
Sep 5th, '08, 10:20 PM
"You must spread some Reputation around before giving it to Killer Shrike again."

<<<sighs>>>

QM

I'd settle for a character write up. ;)

Killer Shrike
Sep 6th, '08, 01:36 AM
SPHREAKER -- AMPER DRIVER (SPEED FREAK): Everything needed to make this character is in place. I intend for this character to be a driver's driver of sort -- totally dedicated to that role.
Here is Sphreaker (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Sphreaker.HTML)

Killer Shrike
Sep 6th, '08, 10:57 PM
Taggert (http://www.herogames.com/forums/attachment.php?attachmentid=29305&d=1220170506) -- META SHOOTER / BOOMER (PYROKINETIC): All of the Meta's showcased thus far (Xander, Molly, and Alys) have been more utility oriented. Taggert's purpose is to show an offensive Meta, specifically a Pyrokinetic.

This is a straightforward beater character, so I'd make sure to cover every permutation of Pyrokinesis I could afford and also concentrate on ensuring he's competitive as a Shooter and a Boomer -- so either accuracy via OCV or reliance on AoE's -- perhaps Var Advantage, four advantages, one hex, one hex accurate, explosion (rad), explosion (cone) on an EB or RKA to give him options.

Taggert (http://www.killershrike.com/MetaCyber/WriteUps/Characters/TAGGERT.HTML)

Remjin
Sep 7th, '08, 07:09 PM
I would... but I'm so lazy... =)

Killer Shrike
Sep 7th, '08, 07:17 PM
I MetaCyber'd Sarge (http://www.killershrike.com/MetaCyber/WriteUps/Characters/SARGE.HTML), from Dark Champions.

Also, new art (http://www.killershrike.com/MetaCyber/MetaCyber31.jpg) for him.

Killer Shrike
Sep 8th, '08, 01:15 AM
I MetaCyber'd Shadow (http://www.killershrike.com/MetaCyber/WriteUps/Characters/SHADE.HTML) from Dark Champions.

Killer Shrike
Sep 9th, '08, 01:55 AM
I MetaCyber'd Blade (http://www.killershrike.com/MetaCyber/WriteUps/Characters/SHIV.HTML) from Dark Champions (renamed to Shiv).

Killer Shrike
Sep 10th, '08, 12:34 AM
MetaCyber'd Hammer (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Hammer.HTML), from Dark Champions. He turned out pretty well, I think.

Hyper-Man
Sep 10th, '08, 01:34 AM
I wish I could crank out complete characters (even if just updates) nearly as fast as you KS. I get stuck obsessing about details and almost never 'put it down'.

You don't happen to have a good character creation document on your site do you?

Killer Shrike
Sep 10th, '08, 07:38 AM
I wish I could crank out complete characters (even if just updates) nearly as fast as you KS. I get stuck obsessing about details and almost never 'put it down'.

You don't happen to have a good character creation document on your site do you?

Hmm...not exactly, no. I don't really have a process per se other than to just get the major ideas down, and then adjust up or down until points are reached, and then just export the sheet and eyeball it several times making any changes necessary to cover bases.

The mechanics are the easy part. The background and the art are generally the time consuming aspect of it all for me.

Killer Shrike
Sep 11th, '08, 01:11 AM
I MetaCyber'd Knockout (http://www.killershrike.com/MetaCyber/WriteUps/Characters/KNOCKOUT.HTML)

Killer Shrike
Sep 11th, '08, 10:55 AM
LIBRA (http://www.killershrike.com/MetaCyber/MetaCyberArtGallery_Libra.aspx)

also, ChazBots (http://www.killershrike.com/MetaCyber/MetaCyberArtGallery_Chaz.aspx)

TheQuestionMan
Sep 11th, '08, 01:55 PM
Nicely done, but your spelling needs work.

LOL

QM

Killer Shrike
Sep 11th, '08, 01:55 PM
Nicely done, but your spelling needs work.

LOL

QM

Eh?

Killer Shrike
Sep 19th, '08, 11:30 PM
Been busy. Roughs on Gretchen-san and Trudy; haven't had time to finish backgrounds...

Trudy (http://www.killershrike.com/MetaCyber/WriteUps/Characters/TRUDY.HTML)
Gretchen-San (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GRETCHEN-SAN.HTML)

Killer Shrike
Sep 20th, '08, 11:54 AM
Rough for 7 Mary 5 (http://www.killershrike.com/MetaCyber/WriteUps/Characters/7%20Mary%205.HTML)

Killer Shrike
Sep 21st, '08, 10:15 AM
Rough draft of F'liciti (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Fliciti.HTML)

Killer Shrike
Sep 25th, '08, 11:16 PM
Ghost (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Ghost.HTML)

Killer Shrike
Sep 28th, '08, 10:42 AM
From the GM's Vault...Bruiser (http://www.killershrike.com/metacyber/writeups/characters/gmsvault/Bruiser.HTML)

Killer Shrike
Sep 28th, '08, 01:00 PM
and Vesper (http://www.killershrike.com/metacyber/writeups/characters/gmsvault/Vesper.HTML)

Killer Shrike
Sep 28th, '08, 02:56 PM
and Fortress (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/fortress.HTML)

TheQuestionMan
Sep 28th, '08, 10:54 PM
Damn, gonna have to start a new Folder of Hero Designer to store your characters.

Thanks

QM

Killer Shrike
Sep 29th, '08, 01:33 PM
Thanks. Any characters in particular thus far people like / don't like?

TheQuestionMan
Sep 29th, '08, 06:32 PM
Nope, but like any Gamer I would likely tweak them to my personal preference.

Let me re-read them and get back to you.

QM

Killer Shrike
Sep 29th, '08, 10:10 PM
San-San (http://www.killershrike.com/MetaCyber/MetaCyberGM_PacFed_SanSan.aspx)

Killer Shrike
Sep 29th, '08, 10:11 PM
Nope, but like any Gamer I would likely tweak them to my personal preference.

Let me re-read them and get back to you.

QM
This is the easiest way to go thru them: Iconics (http://www.killershrike.com/MetaCyber/MetaCyberArtGallery.aspx)

TheQuestionMan
Sep 29th, '08, 11:14 PM
Got it

Thanks

QM

Killer Shrike
Oct 6th, '08, 11:01 PM
Another from the GM's Vault...Callidus (http://www.killershrike.com/MetaCyber/WriteUps/Characters/gmsvault/Callidus.HTML)

Killer Shrike
Oct 8th, '08, 07:51 AM
KRISSY (http://www.herogames.com/forums/attachment.php?attachmentid=29304&d=1220170494) -- AUGER (BioWare / PharmiTech) SCRAPPER (PISTOLERO / FIGHTER): I'm kind of toying with the idea of a self-declared new order of Templars or some other neo-catholic or christian themed organization. Basically fanatical warriors devoted to their faith and considered to be bat-#%^$ crazy by others because of their uncompromising willingness to put themselves into harms way in pursuit of their order's missions.

Basically a paladin niche, but dystopian. Kind of like the Street Preacher in Johnny Mnemonic, but less thuggish / barbaric.

However I haven't quite worked out how playable they would be as Runners though.


Anyway, if I go that route Krissy would be such a character. She's also intended to showcase BioWare, and perhaps PharmiTech (both short and long term effects).

I see her as being a speed and DCV based scrapper who relies on being extremely difficult to hit, and fast on her feet to stay lose. I'm also thinking lots of Autofire skills and a machine pistol. Since she's not an Adept or Tuber she can't have super-skills, so no Combat Luck or Deadly Blow, so I'd make sure to pay attention to getting a good gun and pay attention to keeping DCV high. I'd probably start her off with some of the combat drugs that let a person ignore pain as well.

I went a different direction with this character...the rough is up, sans background:

Krissy (http://www.killershrike.com/MetaCyber/WriteUps/Characters/krissy.HTML)

Killer Shrike
Oct 19th, '08, 05:24 PM
Ito (http://www.killershrike.com/MetaCyber/WriteUps/Characters/Ito.HTML) is done.

Killer Shrike
Oct 20th, '08, 11:14 PM
From the GM's vault, Elite Sec Force Agent (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Elite%20Sec%20Force%20I.HTML)

Killer Shrike
Oct 22nd, '08, 05:45 PM
And another Elite Security Force Agent (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Elite%20Sec%20Force%20II.HTML)

Killer Shrike
Oct 22nd, '08, 05:47 PM
Also, the rough draft of Fenris (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Fenris.HTML), sans fluff.

Killer Shrike
Oct 22nd, '08, 06:14 PM
And a Basic Sec Force Agent (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Basic%20Sec%20Force%20I.HTML)

TheQuestionMan
Oct 23rd, '08, 12:46 AM
Encore encore!!

Bravo

QM

Killer Shrike
Oct 24th, '08, 01:48 PM
Encore encore!!

Bravo

QM

Oh, hey. I was starting to think no one was paying any attention to this.

Just a couple more iconics and a few more GM's Vault characters to do, and then I'm done with making characters for this.

Killer Shrike
Oct 24th, '08, 06:41 PM
And a Basic Sec Force Agent I (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Basic%20Sec%20Force%20I.HTML)

Basic Sec Force Agent II (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Basic%20Sec%20Force%20II.HTML)
Basic Sec Force Agent III (http://www.killershrike.com/MetaCyber/WriteUps/Characters/GMsVault/Basic%20Sec%20Force%20III.HTML)

Killer Shrike
Nov 3rd, '08, 09:54 AM
I updated the look and feel of the MetaCyber site a little bit as part of a bigger more exciting change I'm working on. The new wizbang will come later, but the look and feel is out there now.

MetaCyber (http://www.killershrike.com/MetaCyber/MetaCyber.aspx)

TheQuestionMan
Nov 3rd, '08, 12:03 PM
Great layout.

Very navigable.

QM

matrix3
Nov 3rd, '08, 12:46 PM
I updated the look and feel of the MetaCyber site a little bit as part of a bigger more exciting change I'm working on. The new wizbang will come later, but the look and feel is out there now.

MetaCyber (http://www.killershrike.com/MetaCyber/MetaCyber.aspx)

Amazing site, and so much usable material even if one isn't running a hardcore cyberpunk campaign. Thanks!

Killer Shrike
Nov 3rd, '08, 01:20 PM
Thanks! I'm really excited about the bells and whistles I'm working on now. I'm implementing the Effect list system I wrote earlier this year (as seen in the Fantasy section for spells, items, feats, etc) for MetaCyber content.

The code works and is releasable, but I havent had time to populate the content yet -- I've only put in 7 guns to get the party started. I haven't linked it all up yet since there's not much to see yet, but you can take a sneak peak here:

http://www.killershrike.com/metacyber/effects/MetaCyberEffects.aspx


Once I have the shtuff in the database, I'll go thru the content pages where I have gear write ups and such inline and replace them with feeds from the db, which will be a very good thing from a maintenance standpoint.

Killer Shrike
Nov 4th, '08, 05:57 PM
After a conversation w/ an interested party who wasn't tracking on what Biofeedback Training is all about, I broke Biofeedback Training (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_BodyTech_Biofeedback.aspx) down into more specific detail and concrete examples of what it can be used for.

Killer Shrike
Nov 5th, '08, 07:44 AM
Broke PharmiTech (http://www.killershrike.com/MetaCyber/MetaCyberCharacters_BodyTech_Pharmitech.aspx) down into multiple docs as well. Will hit BioWare for similar treatment soon.

Killer Shrike
Nov 5th, '08, 07:45 AM
Got the MetaCyber Weapons (http://www.killershrike.com/MetaCyber/Effects/MetaCyberEffects.aspx?EffectTypeId=22&EffectCategoryId=97) punched into the db as well.

Killer Shrike
Nov 7th, '08, 09:27 AM
Got the MetaCyber Weapons (http://www.killershrike.com/MetaCyber/Effects/MetaCyberEffects.aspx?EffectTypeId=22&EffectCategoryId=97) punched into the db as well.

And this is paying off. I'm able to patch into the central db for inline writeups. I went thru the Boomer page last night and replaced the on-the-page writeups with from-the-db feeds.

I have a small concern; currently I'm having them do direct fetches from the database per page load vs pulling from the effects cache on the web server, but I'm interested in what impact it will have on performance. In the short term it's more flexible for me to be able to drop any effect I want where-ever I want which is why I went with a direct feed, but its much more scalable to pull from the cache.


At any rate, its just a couple lines of code difference either way, so I'm going to give it a while and see what kind of load strain it puts on the site (if any) and make a decision.


Technobabbling aside, here's the page:

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes_Boomer.aspx


As time permits I'll roll thru other pages and similarly switch them over, as I get more things into the db (cybernetics, superskills, etc).

Killer Shrike
Nov 10th, '08, 06:42 PM
Wrapped up redoing all the Archetype pages with some new under-the-hood improvements and layout tweaks.

http://www.killershrike.com/MetaCyber/MetaCyberCharacters_Archetypes.aspx

Also sprinkled some new gun write-ups in some of the pages.

Killer Shrike
Nov 16th, '08, 09:11 AM
Redline (http://www.killershrike.com/MetaCyber/WriteUps/Characters/REDLINE.HTML) is up, finally.

I struggled a bit with this one, around the effect I wanted for her ability to teleport gear to herself. In the end I just couldn't get TPort working within the point limits and went with Summon. I can live with the results.

jaws
Nov 25th, '08, 02:26 PM
Over all a great 13 pages + website! Great Work! As always you da'man. Wish it was economically practical for you to just go full time. :D

Killer Shrike
Feb 11th, '09, 10:16 PM
I just got back from seeing Push, and while its not the bestest movie in the history of cinema or anything, it does have some really cool scenes, and more to the point is very good inspiration for certain elements of MetaCyber. Worth a watch at any rate...but you might want to catch it as a matinee.

The highpoint scene for me was the blonde Telekinetic going off at the end; very good stuff visually.

TheQuestionMan
Apr 30th, '09, 06:07 PM
Damn, wish I could play in your game group.


Thanks for the GM Resources~ ;)


QM

Killer Shrike
Apr 30th, '09, 10:08 PM
No problem, glad you enjoy it.

Checkmate
May 1st, '09, 05:06 PM
The thing that I always wished you'd change about Metacyber is you've essentially set up "Classes", you call them origins but they do pretty much the same thing. I'd much rather it was just a "Here's what's possible and a background have at it" sort of set up.

Killer Shrike
May 1st, '09, 09:41 PM
The Origins are one of the things I like the most about MetaCyber. They aren't classes at all -- classes box skills and progression. The origins simply force players to choose their characters focus upfront, but there is still tremendous flexibility in the implementation.

I basically wanted to avoid most characters being genetically engineered cyborg ninja mutants, so I boxed them out a bit.

Origins are really more analogous to RACE in a fantasy or sci fi game in as much as each character must choose one and only one at character creation, it bundles some things up front, and thats about that.


Of course, if you really don't like Origins nothing prevents you from using the material sans Origins.

Manic Typist
May 2nd, '09, 10:17 AM
They feel more like shticks to me, which I like.

Checkmate
May 2nd, '09, 12:30 PM
Origins are really more analogous to RACE in a fantasy or sci fi game in as much as each character must choose one and only one at character creation, it bundles some things up front, and thats about that.
Yeah I suppose Race is a better word.

I do love the setting, and wish we could have played. I think I still have Masque rolling around somewhere.

That's another interesting thing. When playing was first brought up, both WilyQ and I both came up with a Mystique-Like shapeshifter meta without ever talking about it to one another(mine was my favorite that I'd created, Wily's was Boomer I believe). Then when someone else (don't remember who) started a Metacyber game on Hero Central, one of the players there also had a Mystique-like shapeshifter. I guess the genre is just ripe for that type of meta.

Killer Shrike
May 4th, '09, 02:15 PM
Sure, the ability to change appearance can be advantaging in this sort of a setting. And its natural for the mind to run in that direction early on -- it's an insidious option with a lot of possible applications both obvious and inobvious. Such characters are particularly dangerous vs large organizations in non-combat time scenarios.

In practice however, infiltration \ impersonation is just one of many competitive concepts that are viable in the MetaCyber milieu.

There is definitely room for very different takes on the concept, but the focus of MetaCyber per my interpretation is expressly and purposely on gritty cinematic squad-level combat action. Any character that short circuits that focus via abilities that resolve out of combat time is of less relevance than they would be in a campaign that favors narrative resolution in a Face to Face run.

Masque was good in this regard IIRC because you successfully combined practical combat skills and training with his infiltration abilities making for a solid and relevant character for the campaign as I intended to run it. WilyQ's shapeshifter was far more dedicated to the infiltration / fantastical aspects of such a concept and while well done, didn't fit the vision I had. That's why Masque got a green light and WilyQ's character (whose name escapes me if it even progressed that far) did not.

Having said that, if I were to run a MetaCyber game via play by post the focus would be less on the actual missions and combat-time resolution of Runs, and more on the planning, roleplaying, and dirty dealing of the setting -- far more narrative, so as to mesh with the strengths of play by post (opportunity for fully formed plans and narrative without "slowing" the game with exposition) and avoid the weaknesses (the excessive time it takes to resolve reactive mechanical outcomes). A more narrative oriented and less combat resolution oriented character would be better suited to such a play by post environment.

In such an environment the GM, myself or another, would need to be careful to allow one sort of approach such as "social chameleon" to be _too_ good or "attractive" to players to avoid stretching plausibility too far. Alternately, if the players collectively wanted to explore that aspect -- say, all or most of them wanted to play faceshifter type characters -- the GM could write it in to the backstory -- rather than being meta's they could be products of a specific technology designed to create people with such abilities; a new Origin outlining a Package or a pick-list of possible abilities and spelling out some baked in downsides easily allows for such an outcome to "make sense" internally. This also allows the GM to bake in any controls they want in place to keep the set up from getting out of hand.

Killer Shrike
May 4th, '09, 02:22 PM
I found this version of Masque (http://www.killershrike.com/metacyber/writeups/characters/masque.html) on my harddrive. He's incomplete (no background, notably), but the mechanics look solid on a quick scan. Not sure if there was a later version (the file was named Masque_orig which makes me suspect there was a later version that I don't seem to have on my HD).

Killer Shrike
May 4th, '09, 02:26 PM
Yeah I suppose Race is a better word.
This reminded me...I actually directly addressed Origins as a parrallel for Races in this document:

Paradigm: Races (http://www.killershrike.com/MetaCyber/MetaCyberParadigm_Races.aspx)

The primary purpose of Origins is not to straitjacket; its to focus the types of characters that start play and represent unlocked allowances for exceptional abilities.

A secondary purpose of Origins is to establish a level playing field, performing a sort of balancing act.

Rather than thinking of the setting in terms of a superheroic milieu where practically anything goes, MetaCyber is a cinematic but ultimately heroic milieu. Runners and the sorts of opposition they sometimes face are pretty butch, but there is still some grounding in heroic sensibilities. Physics-bending or outright breaking super powers are not available by default. Neither are uber-genetic enhancements, or extreme cybernetics / bio-ware, or when you get right down to it over the top "skills" that are clearly bs in realistic terms. The average person, the vast bulk of humanity are not genetically engineered heavily borged out mutant savants; rather they are the sorts of people that inhabit the real world.


What each Origin does is unlock a means to unusual and notable competency, selectively allowing certain types of abilities.

Meta's get the most obvious unlock -- they can have full on no horse puckey super powers; some restrictions apply, but in a largely "normal" setting the ability to fly by will alone or generate a personal force field or control machines mentally is very advantaging and very cool and special. The trade off is that a) Real Cost caps apply to starting powers b) you get less gear than everyone else starting and c) you can't have super-skills -- this forces the focus onto the "meta" powers vs "skills" or "gear" and helps keep the playing field level with non-powered characters.

Tubers get the next most obvious unlock -- the over-NCM stat boosts and miscellaneous improvements they can get are very real and can be very advantaging. They can also have a super-skill or two and be very competent at their specialization. Some of the boosts are even border-line / low powered "meta" abilities. The trade off is their boosts are random, and they have to pre-commit to how much they want to invest into them prior to determining any of them. The Tuber Origin has been very well received, and really seemed to strike a chord with some folks. It also demonstrates that the HERO System can do random if you want it to. I'm not a big fan of randomness, but it works here for me and I like how the Origin turned out.

Anyone can have some BodyTech (with the exception of some Meta's whose powers preclude it), but on top of the character point costs the monetary costs involved (deliberately) make it difficult to have a lot of it. The Amper Origin unlocks the capability to have an excessive amount of BodyTech, via the expedient of waving a lot of the monetary costs involved as part of character creation. The trade off is an inability to have super-skills. This, again, forces the focus on the character's augmentations vs "skill" and helps keep heavily augmented starting characters on a level playing field with less augmented characters. Ampers really give up the most of the Origins, since all of the benefits they gain are up-front, and other characters can get BodyTech during play at full normal cost; however there are some very potent genre-appropriate starting character concepts that are only possible via the Amper Origin, and also the extra point gains possible by selling back resource pools for more BodyTech during character creation (which was Checkmate's excellent idea and contribution to the Origin, fyi), allow it to remain competitive.

The Adept Origin might seem like the fall-thru case -- if you are not superhuman, genetically enhanced, or excessively technologically augmented then I guess we need a name for that right? However, this is not the case at all. The Adept Origin unlocks the ability to start play with pretty extreme levels of material resources (as measured by gear, bases, vehicles, and networking) and in particular specialized focus on the area that makes the most sense to the character due to their ability to move points around between their resource pools, as well as extreme levels of "skill" as they have a generous allowance to take "super skills" pending only GM veto power. Adepts can also start with BodyTech if they like; they just don't benefit from the cost subsidies of Ampers and thus can have far less of it, starting (however long-term a successful Adept could get just as cybered up as an Amper if they spend the credits and character points to do so). In return the only thing they are giving up is that they don't have super powers or genetic enhancements or extreme levels of tech augmentation. In practice, Adepts are very competitive with the more visibly extreme Origins, as the sample characters demonstrate. Personally, it's the Origin that appeals the most to me as a player.



Origins are also an open ended concept, though the fewer Origins there are, the better it works IMO. As I allude to in the linked doc, and in a previous post, the Origin concept is very malleable to add additional facets of extreme abilities to the milieu.


All of the Archetypical characters (the characters not in the GM's Vault) are starting level characters and usable as pre-mades. In addition to giving glimpses into the setting via their backstory, and serving as practical demonstrations of playable concepts, they also exist to be compared against each other. I've spent a lot of time comparing and contrasting the pros and cons and capabilities of all the pre-mades, cross cut by both Archetype and pertinent to this conversation -- Origin. I'm very satisfied where they sit in comparison to each other, particularly across the Origin axis. The only real balance issue I have in a broad sense is around Pharmitech, which seems to work at the low end but might need to be scaled down or controlled in some way at the high end; the difficulty in assessing it is determining how limiting the long-term side effects really are in practice which is hard to do in a vacuum; thus I've let it ride until such a time as I have a chance to tax it in play and see what comes of it.

Killer Shrike
Oct 9th, '10, 11:23 AM
I finally got around to overhauling The NET documents.

Way back in the beginning, I implemented The NET using Mental Powers. The NET was basically the equivalent of a psychic plane, Mindscapes were Mental Illusions, and Avatars used Telepathy, Mind Control, etc to get things done. It worked pretty well in general, but it never quite felt right for MetaCyber to me. It was extremely complex, and required an amount of explanation completely out of line with its level of relevance to the setting.

So, a good while back I switched it over to a far simpler approach, and started updating the documents. However, I got busy and distracted by other shiny's and never finished.

Cleaning out some boxes from my last move, I stumbled across a pad of paper containing my notes on the subject and remembered that I never finished typing it all up. So, I've chipped away at it the last few nights before going to bed and have the various documents in The NET section fleshed out. I also made some alterations as I went as new ideas came to me.

Here it is:

The NET (http://www.killershrike.com/MetaCyber/MetaCyber_Technology_NET.aspx)


Remaining TODOs:
I need to write up a new document explaining what kinds of things a Decker can do in the NET to make it relevant to Running and doing hackerish activities.
I need to go thru the rest of the MetaCyber site and look for any old references or material that was relevant to the original Mental power based version of the NET and revise or remove them.