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Found 7 results

  1. Version 1.0.0


    Layla Piety Tudor VAL CHA Cost Roll Notes 20 STR 10 13- / 15- HTH Damage 4d6/6d6 END [4/6] 18 DEX 16 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 5 OCV 10 5 DCV 10 1 OMCV -6 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 15 PD 4 15 PD (9 rPD) 15 ED 4 15 ED (9 rED) 5 REC 1 40 END 4 10 BODY 0 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 99 Cost Powers Synthetic body structure, all slots Unified Power (-1/4) - END= 14 1) Combat Luck (9 PD/9 ED) (18 Active Points) - END= 10 2) +4/+4d6 Striking Appearance (vs. all characters) (12 Active Points) - END= 8 3) Base note to rattle teeth and bones: HKA 1/2d6 (1 1/2d6 / 2d6 w/STR), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); Requires A Roll (12- roll; -1/4) - END=1 7 4) extra strength: +10 STR (10 Active Points); Requires A Roll (12- roll; -1/4) - END=2 Powers Total: 39 Cost Skills Int Skills 3 1) Disguise 12- 3 2) Deduction 12- General 4 1) PS: Singer/songwriter 13- 2 2) WF: Blades, Handguns, Unarmed Combat Pre skills may get bonus of +4 from Striking Appearence 3 1) Acting 13- 3 2) Conversation 13- 3 3) Streetwise 13- 3 4) Oratory 13- 3 5) Persuasion 13- Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Language: English (completely fluent; literate) (4 Active Points) 0 4) Paramedics 8- 0 5) Shadowing 8- 0 6) Stealth 8- 0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Total: 27 Value Complications 10 Distinctive Features: Hottest woman in the room (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Complication: Cannot remember she was built to be an assassin (Common; Total) 10 Hunted: those that created her Infrequently (As Pow; Harshly Punish(capture and reprogram her)) Complications Points: 40 Base Points: 165 Experience: 0 Experience Unspent: 0 Total Character Cost: 165
  2. Does anyone know if there is book, article, etc. for 6th Edition (or that I could adapt) that covers advanced hacking/programming such as for a Cyberpunk, Modern, or Near Future setting? If not, any suggestions on how to develop a system that would represent cyber 'Combat'? I'm thinking both Cryptography and Analyze: Network Security as complementary skills, but I am also thinking of perhaps a sort of mini-game element that might add to scenarios where the hacker is running in real time parallel to the 'action heroes' like in the movies. I am not opposed to adapting from another system to Hero if required. Any ideas or suggestions welcome.
  3. So I'll start this with the prerequisite obligatory statement; I've been away for some time and am looking to bounce ideas and thoughts off of other GM sorts to help me build a better mousetrap. FYI I tend to be long-winded and explanatory, so either be ready for that or if this isn't for you... thanks for reading this far and goodbye. I run a 5th edition Hero game every Saturday up at a local game shop in Stafford TX called Golems Cate Gaming and Geekdom. It's currently a four hour game from 2 PM till 6. I started it at the request of another player GM who wanted to know more about Hero Games and how to play. He is an experienced player and GM from several other systems who was expanding his horizons and I was happy to help after the great game of Vampire he had run for me and some other friends. So my new realm is a world of politics, trade, and danger set in a noir cyberpunk setting in space. They started their characters as "heroic" with 75 points and an additional 75 disadvantages. I explained that if they chose to be human, they could boost themselves with cyber technology abilities and powers, which in my world was how humans tried to level the playing field when they encountered aliens who were more than we soft pink squishies could deal with on the regular. I've as a GM become quite fond of using OneNote to organize my game worlds and develop as the players explore. This helps me work on the fly in a creative table full of out of the box thinking players, some of whom enjoy the ROLE PLAY aspect of our games as much or maybe more than I. How I run my games. I develop a few interesting NPC's with problems they require help with, pick a cool setting to start the characters off in, and set up several strings of domino's that the players will run into. I have either created conflict when they pick a direction using the old writer's tools here; Character vs himself character vs environment character vs antagonist Sometimes several of these domino traps get enacted at once, and the players have to think fast to survive. I as a GM only have to come up with the NPC's, the settings, and sometimes write up a villain or seven for them to encounter along the way. Because of the sandbox way I build my OneNote, I can be ready pretty easily for almost any decision they as players make. Villain motivation is... PARAMOUNT Breaking the world build idea into parts, think of the nouns your players will come into contact with, attach a verb, and add adjectives for flavor & season to taste. People, place, or thing is doing describe with at least three of the five senses Ensure the descriptions use words and visuals related to the setting you chose to place them in. Watch players and dice roll's set behind the scene actions into play, and keep in mind the motivations of your villain(s) So there are the easy bits for me. I have the latest version of Hero-Designer and have been using it to help my newer players who were drug into this game, to flesh out their visions of who their characters are based on the world setting I put them in. Taking inspiration from Bladerunner, Altered Carbon, Babylon 5, Deep Space 9, and Titan A.E. I've built my base settings. I also have sprinkled in some anime movies such as Ghost in the Shell, Akira, and used a liberal application of Star Wars based on the characters my players have brought in. Their first mission was to help my NPC Rogen (wealthy businessman they were already working for) out of a tight legal issue he got tangled up in, wherein one of his freighters had picked up some gases from a gas giant in the Andromeda sector and accidentally kidnapped three members of an alien energy life form race when they did. All his assets were frozen and he was arrested. His butler and personal assistant Spencer was able to use some liquid resources to procure an old beat to crap and back freighter, find and liberate the three energy lifeforms from Andromeda gas giant, get them into containers and then Rogen met the players at the docking bay where they were returning from a "deep space run" for his company. The authorities locked down the ship in bay and were taking the cargo into evidence, Rogen explained is predicament to the players and said "If you could meet Spencer and return the life forms to the gas giant, then explain our mistake to the rulers there and get them to drop the charges, I will be able to pay you for this DSR & will let you keep the ship Spencer has that the authorities have no hold on. If you can't get this done quickly, however, I'll go to jail, Spencer will pull the rights to the ship, and you won't get paid for anything because I'll be broke..." So they've gotten it all partly done, they now have an envoy of the race who will return with them to the drift city Annex 09, where Rogen is being charged and held. They've met a few ambassadors, stolen and conned a few folks, been chased across three sectors of space by a militant group hunting one of their crew, and taken on a few folks along the way with complications of their own to deal with. The game is fun, fast-paced and growing quickly. I've built the space station called "The Sanctified Gardens" where ambassadors of the various empires, kingdoms, and governments come together like united nations in space, to try and diplomatically work out issues of war, trade, and legal incursions in an area called "The Globe." The player who has taken the title of ships captain is their face. He does most of the trade and negotiations. Another player is their techno spy. She acquires knowledge and information, hacks into security areas, updates software and tech where she can, and tries to stay out of trouble ... mostly. They have a bounty hunter, a mechanic, a soldier in armor, and a brick/gunslinger aboard as well, and I have a new player that may join soon who is trying to develop more of a detective-investigator sort. Their ship is an archaic tech with new computers and software jerry-rigged together. It has a few hyperdrive engines, but they were tough to get them all working together at first. Every now and then behind the screen, I roll on a random table of malfunctions that they have had to deal with as they go. Life support suits, a translator device to let them speak to the energy life forms, trying to slip past the militia group called "The Savage Angels" and other opportunities and inconveniences I've thrown in along the way. What behind the scenes antagonist can you guys think of that might have been pulling these strings? I have ways of linking that into my game pretty quickly too. Today's game will be the beginning of their return trip with the envoy and all the blowback from other things they did on the way out to the Andromeda gas giant.
  4. Hello everyone, I'm working on a villain for Michael Surbrook's Kazei 5 setting. This villain, named ALEX or "Project Donkey Balls" by its developers, was an artificial intelligence program created by Syntech MedSystems to assist with their cancer and health care research. Unfortunately, as AIs are wont to do in cyberpunk, the AI awakened and decided that it didn't want to be a slave to humanity. It escaped into The Net, and has been wrecking havoc by using up unsupportable amounts of processing time and space, and it's vandalizing all kinds of online property and even physical property linked to The Net. Anyways, I need to build this ALEX. I will use the various software programs that it uses to control machines and access The Net. However, I wasn't sure how to build ALEX. Let me know what kinds of ideas you have and post them in this thread.
  5. Anyone watch this yet (besides me)?
  6. Ok that's the main problem of a cyberpunk setting: the hacker (decker, netrunner, whatever) i mean "the one who can connect to the internet and do things" it's the main and MASSIVELY HUGE time sink of old cp2020 rpg, and the mother of all boringness for players; so in attempt to create a new game in a cyberpunk setting i will need to change something. The only viable idea is to play it in a completely narrative idea and use some little "effect" (talents? powers? equipments?) to create what can be defined with the special effect "you enter the net, go inside the data fortress, bypass firewall, hide from security... and finally after 7-8 hour of boring play who made all other player leave and go home, you can turn on the light of the house" Luckily, none of my player whanna play the old-school-netrunner, the one who run inside data fortress across the globe to steal data. Ok. Lucky for me, i can think about it later However, a player whanna play the "watchdog style" netrunner, the one who can hack street control cameras, following a car hacking inside traffic control center, or disabling an home alarm cracking wifi and turning off the alarm from home automation control center so long, the main problem is: how can a player afford it? this can be done in two different ways: a- using talents; if you have talent "control the camera" you can turn off the camera (or spin it and point to another section). If you haven't the talent, you can't. b- using equipment: if you have the deck/computer/phone/whatever with the right software you can do it; if you haven't you can't either way, they are constructed as low-to-medium level powers (the former one are bought as talent, the latter one as powers in a vpp called "your-personal-hacking-computer") so main problem is "solved" (not really solved, but no longer a main problem) other bigger problem is: what can you do and how? i mean: what power i will need and how to build them? so far i thought about that: - scanning for wifi, dataconnection, radio connection, etc -> enhanced perception, 360° - controlling cameras/doors/systems connected -> mind control (with cyberkinesis from APG) - streaming what cameras are seeing -> clarisentience (with postcognition for data stored) - opening/locking doors -> lockpicking + range OR tk "only to lock doors/gates connected to the LAN" OR a security systems + a lot of PSL/SL on it - turning off/putting to sleep turrets/security systems -> mind control OR mental entangle - block a car with robobrain (IA computer inside vehicle) -> drain movement OR mental entangle - turn a drone/military platform/titan from hostile to friendly -> mind control vs IA of the drone/platform/titan and that's some ideas i got but dunno how to create - hacking wifi [basic to connect to systems and start doing some more complex hack] -> mind link?? mmmhhh :\ seems a bit odd - searching/following someone by using pubblic cameras and/or face recon system -> mind scan?? clairsentience megascaled? enhanced perception? - searching for some clue (ie "search everyone with a blue hat on this area") -> mind scan? enhanced perception? - hacking a car with robobrain (IA computer inside vehicle) -> mind control? possession? or something more subtle like teleport "only to go where the car go, must pass through intervening spaces, continuative, etc"? - turning off cyberware of people connected to an hacked wireless network -> suppress cyberware (it could be too powerful x_x ) - wreak havoc in an area and create chaos (turning on fire prevention system, turning off traffic light, etc) to create distraction -> environmental control? darkness? what do you think about? do you have some ideas? can someone help me/giving me suggestion on how to build those powers/talents/equipments/whatever? tyvm for your help!
  7. Hi all about to start a Cyberpunk Hero campaign (well... at the moment only one one-shot and maybe few adventures but it's still a good start) and wondering how to rule the drones in the settings, drones uses a sofisticated computer-like semi-AI called "robobrain"; this let the drone acting in similar way than already trained animals. Drones are built as automaton-like animals (and i can also use some animal sheets from bestiary to build drones just adding them automaton powers and something else) So long, drone users just have to turn on the drones and then issue some command (using a drone handling skill similar to animal handling) and the drones will act. Obviously, they will follow orders just like animal would and that's means they can do ligical assumption: you can say them "go inside the building and tag the criminal with bigger gun" but can't say "go inside the building and tag the leader"... however, drone operator can "pick up the control" of the drones: this means they can directly control drones actions. i though about using summon for it: you "summon" the drone, and so you can control their actions or it's better using mind control?
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