Goal is to create a hack of [[Cairn]] and [[Into the Odd]] that lends itself to narrative focused games in the dark future. This note tracks ideas and design but is not comprehensive and will eventually contain links to the real thing.
# Ideas
- Borrow the augmentation subsystem from Monolith
- STR, DEX, WIL are main stats, from ItO
- 3d6 + 1
- Street Cred is "level"
- Goes up with each job
- No cap, but generally 1-6
- Beyond 6 is reserved for people who have grown past just themselves and into cultural movements in their own right
- Growth is closer to Into the Odd, based on *jobs* completed
- The idea is this increases both reputation and experience
- Gives better access to gear, augmentations, and jobs
- STR and DEX only improve with cyberware and skills, WIL improves with strengthening human relationships
- Max STR and DEX can go down depending on cyberware as well, some are tradeoffs
- Max WIL can be changed depending on
- Backgrounds that are analogous to Cyberpunk REDs classes, otherwise classless
- They mostly act as starting equipment, programs, and cyberware, aren't formalized to the degree that they are in CPR
- "Everyone is multiclassing"
- *Interface* is a cerebral implant and always denoted with a *rank*
- Starts at 1 goes to 5
- Denotes the number of NET actions as in CPR
- "Deep runs" are the "old" style of jacking in, add a bonus to the interface rank
- Talents/skills/etc. for abilities that require expertise but don't require inventory slots
- May or may not have prerequisites
- Advantage and disadvantage are present but only as the result of a particularly strong skill
- Higher armor values
- Armor penetrating weapons and abilities seems narratively worth the complication, add more weapon tags
- A hack of the gambit subsystem from [[Mythic Bastionland]]
- Additional gambits given from cyberware, weapons, skills, etc.
- Really lean into this for special abilities
- Netrunning/hacking subsystem
- This needs a lot more work
- Mostly same as combat system
- "Access Level" counter
- Each target has a different access level
- Primary stat is DEX, deals damage to DEX and most saves are DEX
- CyberDex lol
- More weapon tags, but only for mechanically relevant stuff
- Only really common stuff
- Armor and HP will be quite a bit higher than in ItO and Cairn, probably even higher than Mythic Bastionland
- People are tougher, but the weapons are better
- Wounds system from [[Liminal Horror]]
- People don't *go down*, they *die*
- Fight to the last breath
- Cyber psychosis is tracked by WIL
- Mostly handled by WIL saves and WIL damage
- Death
- Body death at STR 0
- Is there even much left?
- Brain death at DEX 0
- Usually as a result of hacking
- Has potential to be possessed by another engram
- Cyber psychosis at WIL 0
- Your humanity is broken
## Netrunning
Networks are complicated. Treat them like randomized depth-crawls that can be generated on the fly or ahead of time. Sometimes there's programs in your way, sometimes there's passwords, etc.
Exploring a network generally looks like exploring a dungeon.
Tables depending on the *type* of network with some common tables. The depth of the network can be thought of as it's "level". Most networks have a depth of 3 or lower, but some highly secured and complex networks can get up to level 6. With each level the dice rank increases, starting at d4. For each level there are typically up to the dice rank in number of nodes in the network. Roll for each of these nodes on what is present. The GM always has last say in what a node is. Use chance rolls to determine if a specific target is present.
A netrunner can freely navigate to any node at their current depth, provided there are not firewalls, however it is a NET action dive deeper into the network and there's typically something in the way.
### Interface Abilities
Reference CPR Core rules p. 199-201
- **Scanner** - a passive ability for anyone with an *interface*. Has limited ability to detect through obstacles
- **Backdoor** - DEX save, on failure can't make it past the password/firewall
- **Cloak** - DEX save for adversary to discover
- **Control** - no save, last controller wins, requires access level equal to the node's level in the NET architecture
- **Eye-Dee** - no save, but encrypted files can take awhile to break into
- **Pathfinder** - only reveals up to your "depth" in the network, blocked by passwords
- **Slide** - DEX save, failure prevents moving to other nodes, 1 attempt per turn
- **Virus** - DEX save to not trigger anti-virus
- **Zap** - damage targeting DEX, usually d4 but can be enhanced with programs
### Net Combat
Analogous to meatspace combat, damage to DEX. Gambits can derezz programs. The DV of NET architectures is the dice size to roll for the node's DEX / HP (haven't decided which). The DM can arbitrarily decide the DEX/HP is up to DV. Attempts to backdoor a password or control are made as "attacks" against the target password or node, reducing their DEX/HP by the damage amount.
### Programs
Activating or deactivating programs is a NET action. Installing or uninstalling a program takes a *watch*. Programs are analogous to equipment in meatspace. May be derezzed with a gambit when attacking or protected with a DEX save (failure means they get derezzed). Programs various affects on the netrunner, some add armor, some add dice to attacks, some add tags to attacks, others have any special effect the GM or player can come up with.
Unlike in CPR, you only get one net action per meatspace turn (not multiple). The core concept is making use of the Gambit system to compensate for the lack of actions. More powerful cyberdecks get more dice to roll to perform more gambits on a single turn, allowing them to move quickly and do more as they get better equipment and programs.
A derezzed program takes 2 NET actions to restart (1 to deactivate, 1 to activate).
**Black ICE** are semi-autonomous programs that take up two slots in the users cyberdeck.
Programs that destroy other programs require a DEX save to avoid.
- [ ] How do cyberdeck slots translate? Probably 1:1, but we might want to add more slots due to the increased reliance on programs
Maybe we should have programs be more similar to Feats from Mythic Bastionland...
Idea: maybe networks operate like a *reverse* tree, with the larger # of dice
## Adapting Modules and Adventures
Skip any checks that don't have potential for interesting failures modes. Otherwise, use the most a appropriate stat from STR, DEX, or WIS.
Net architectures can be used as-is. The DV for the node is the dice used for the HP/DEX of the control node, password, or decryption for a file. See the general netrunning rules for more information.
#### Example Programs / Hardware
- *M3du5a* - automatically backdoor passwords with a DV of 8 or below (still takes a turn)
- *Hydr4* - automatically backdoor passwords with a DV of 10 or below (still takes a turn)
- *Crush3r* - automatically backdoor passwords with a DV of 8 or below without taking a turn
- *Equivalent programs/hardware for control*
- Control is programs, cracking power is hardware