Jump to content

Mark Taylor

HERO Member
  • Posts

    9,087
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Mark Taylor

  1. I think at least Computer Hacking, Computer Programming, Computer Operation and Cryptography should be required for most hacking attempts in a reasonably high security environment. After all, the skill of hacking in itself only helps you get inside a system's security, it doesn't necessarily help you do anything once you get there. I would like to have a system that requires a bunch of dice rolls, and includes some kind of random tables of results and things which can happen during the attempt, to add flavour and suspense.
  2. Actually when I posted my first response in this thread I only had the vaguest of nebulous ideas in my mind as to what it actually was that I wanted. Having thought about it some more I'm not really looking for a full-on matrix style visual hacking system with bells and whistles, after all that is not really in keeping with the nature of the Traveller universe anyway, which is about as far from cyberpunk as mainstream sci-fi gets. So... let me try to explain... In another thread on another role playing related board not so long ago somebody commented that role playing game systems put too much emphasis on combat systems, which tend to be very complex and detailed compared to other parts of the system, specifically usage of other skills such as first aid, electronics or whatever. They argued that this kind of detail is rather unnecessary - why not just make a roll or two to decide the issue and move on, like we do with other skills? Well the point seemed silly to me, because roleplaying games are based on fiction, one way or another, whether it be action movies, comic books, or novels. In fiction of course combat also gets a lot more in-depth treatment and blow by blow detail than a lot of other types of actions. And for the same reason as in RPGs, because of the excitement, uncertainty and suspense it adds. Now think about some movies you have seen that involve a bit of computer hacking as part of the plot. I'm not talking about full on cyberpunk movies here, just modern day movies that involve a bit of computer hacking. Anyway the hacking is something that also gets used to add excitement and suspense... it doesn't tend to get nearly as much screen time as actual combat, of course, but we do get a fair bit of action on the computer screen... access denied, access accepted, system alerts, data streams flashing up, etc. so I would like a hacking system that reflects that, which allows me as GM to instill a bit of suspense into the procedure and requires more than just one or two straightforward skill rolls, without escalating to the kind of complexity involved in actual combat. As an example, a lot of game systems handle medical treatment in a slightly more in depth way than ordinary skill use, requiring several rolls by both physician and patient over a period of time, during which a patient's condition can improve or deteriorate. A hacking system with a similar level of detail to that is the kind of thing I'm looking for.
  3. Picking up GURPS Cyberpunk would be the obvious thing to do for a GURPS campaign, 'cept it's not that easy because it has been out of print for ages.
  4. I'm thinking of working on something broadly similar for my newly started GURPS Traveller campaign. GURPS and HERO certainly have enough in common for a useful exchange of ideas. Less complex than Shadowrun is essential, unless hacking is the whole theme of the game... Matrix runs in Shadowrun (in 2d Ed. anyway, I haven't seen 3rd) used to take up WAY too much time.
  5. I'll take up your challenge when I'm more familiar with HERO, I'm only just starting out. I've had GURPS stats for my avatar for ages though.
  6. 'Unkillable' character? Better hope your GM doesn't take that as a challenge.
  7. Depending on the technology and size and the function(s) the ship was designed for a starship might have some or all of these things. Obviously there is overlap between rooms and systems in some areas but I'll stick these in categories anyway: Rooms: Bridge, Crew quarters, Passenger quarters, Cryogenic / Freezer tubes for 'long term passenger storage', Conference rooms, Galleys, Dining halls, Recreation rooms, Sick bays / Hospital, Brigs, Plant rooms (power plant), Fuel tankage, Vehicle bays, Docking bays (different from vehicle bays in that docking vehicles remain outside the ship), Airlocks, Missile / other ammo loading bays / storage, Possibly more than one engine room (FTL drives plus maneuvering drives), Damage control centers, Science labs, Workshops (or factory facilities if the ship is really large), Cargo bays, Hydroponics (for food production)... Systems: Power, Communications (internal and external), Sensors (internal and external, passive and active), Navigation, Life Support, Weapons, Sheilds, Stealth (Cloaking, Emissions masking) Artificial Gravity (or rotating sections for that centrifugal gravity effect), FTL drives, Maneuvering drives, Decompression control (airtight hatches to isolate breached sections, possibly autorepairing hull systems), Internal transportation (if the ship is really big)... That's all I can think of for now... plus if a ship is really big you can go overboard on the recreation facilities... cinemas, discos, skating rinks, sports arenas, anything else you can imagine...
×
×
  • Create New...