
| Rules
Places Hardware The Net |
Welcome to Head(C/K)rash (or
C/K for short).
This is a supplement for the Heritage storytelling system. In its entirety, it's devoted to the true cyberpunk novels of William Gibson, Bruce Sterling and all other authors who write this kind of cyberpunk. I have said it on before, and I'll say it again: I won't present anything here that is suitable for Shadowrun. Why? Because this game is not a cyberpunk game. Period. (C/K) will present all relevant data required for roleplaying in the world of true cyberpunk, ie., in the cyberpunk world described by Gibson and other founding fathers of the genre. Please note: (C/K) is not intended for the Cyberpunk 2020TM rpg. Critical minds will have noticed that CP2020 is not very close to the original novels. (C/K) is a roleplaying game in itself. All you need to play is the Heritage storytelling system, and of course, this supplement (called "Foil" for the Heritage game). Instead of listing up each and every bit of hardware, it takes a more universal path. (C/K) presents you quick and dirty rules of thumb for every cyberpunk aspect you can imagine, thus giving both the GMs and the players more freedom for ceativity and imagination. How does this work?
|
| Welcome to the rules. |
0. Creating a cyberpunk
character
I know you want to know this ;)
To create your character, please go and
read the Heritage rules. They contain really
everything you need to know.
1. Cyberpunk is deadly
Yes. Cyberpunk is no superhero game. It's
neither a munchkin game nor a cartoon series. The cyberpunk novels are
full of it: brutality, aggression, sweat and tears. Cyberpunk is not a
friendly world. People die every second, and nobody really cares (except
maybe their closest relatives and their landlord). Remember that the player
characters are people, too. It does not take much to pull a trigger. Even
the best bodybuilder will simply say good-bye when hit in the head by a
9mm bullet. Even the toughest brawler will face problems when slashed by
a bowie knife. The player characters are no heroes. They are normal people
who might have some special experience that allows them to do certain jobs.
2.0
Hardware must be dramatically appropriate
Hardware is the catch-all for weapons,
armor, cyberware, bioware, computers, and so on. Before explaining the
different categories of hardware, here are the rules of thumb for acquiring
it.
2.1.2 Weapons
Weapons have been described as utterly
important by various CP2020 writers. Looking at the origins (the cyberpuink
novels), one notices that this is not true. For instance, in Gibson's Neuromancer,
there are only two or three scenes that describe combat. Of course, we
at Matush Manhunt could take the same path, but this would mean to blow
into the same horn. To make a long story short, weapons are an item that
is easily available on the open market. Think of the USA today, and extrapolate
the current situation. Handguns are as American as apple pie. It should
be no problem to buy pistols and even rifles. It should be harder to buy
automatic weapons or extremely dangerous ammunition. With armor, it's the
same: kevlar vests should be readily available for anyone interested in
buying them. Better protection is hard to get.
2.1.3 Cyberware - Bioware - Nanoware
- Chipware
These 'wares enhance the body's or mind's
capabilities. Become faster, tougher, smarter. What's the difference between
those 'wares?
3.The
Net
The net is the near-future version of
today's internet. Like today, the net offers many opportunities to anyone
willing to use it. The net as presented by Gibson et al. is a vast, world-spanning
computer network, just like the internet we know as of now. There are cyberjockeys,
or console cowboys, people who surf through the net or hack it. These persons
use software that enables them to connect to the virtual, three-dimensional
reality of the net. Net surfing requires a so-called cyberdeck (a kind
of special net computer) and dermatrodes which are put onto the console
cowboy's temples. Via electrical impulses, the hacker is able to give mental
commands to the keyboard, which in turn translates them into code and sends
them to the net. Certain commands must be typed manually, like "exit
the net", or "connect".
Net computers come in many different models.
As with all hardware, the more powerful a net computer is, the more
complex and longer has to be the player's story of how his character
will acquire it, and the more it will cost.
There are different kinds of software available:
Legal software are programs like
today's browsers, or simple robots and webcrawlers to gather information.
This software is available to everyone who wants to surf the net.
Illegal software are programs that
are built to hack into other computers or computer networks. You can either
buy them at a fixer's, or write them yourself.
Anti-intruder software is a special
breed. This kind of software is written to knock off intruding hackers.
There are programs that simply kick you out of the network, forcing you
to reboot your computer and try it again. Then, there are programs who
scramble the electric signals of your deck, thus looping your software,
rendering you helpless and catching you in an ever-repeating program
loop. This is when it gets serious. When nobody is around to help you,
you can't free yourself. Other anti-intruder software lures you into specially
designed virtual realities and then loops your programs. Definitely, no
software is able to send electrical shocks through your deck into your
trodes. A hacker can't be killed this way.
The only way to kill a net hacker via
the net, is to loop him till his brain goes bananas, or he simply dies
of hunger or thirst. Of course, locating his position in real life ("We
know where your meat body is"), and then sending out some troopers
to fry his ass is always a possibility.
As with net computers, the more powerful
a program is, the more complex and longer has to be the player's
story of how his character will acquire it, and the more it will
cost.
You will have noticed the lack of software lists, and a gallery of the different net computers. As I have mentioned before, (C/K) doesn't need this kind of stuff. Re-read the Heritage rules, and you will see that all that really is important in a roleplaying adventure is to tell a good story. Let the player describe how he finds the piece of software or hardware, and make it difficult enough. After all, roleplaying is playing a role, not equipment lists. If your player wants to have the top-notch cyberdeck plus according software, so let him suggest a way of how his character could get it. Don't accept stories like "I go into the next computer store and buy it", because this is neither complex nor long, nor interesting. He wants a really good cyberdeck? Okay, his character has heard of some fixer somewhere in Chiba who deals with hot stuff. Tough luck that this fixer is mighty hard to find, and that he wants a 50-percent share of all money the character makes with the net hack. Not to mention the former owner's killers are on the character's track. Cyberpunk is not Disneyland.
This is the end of the (C/K) rules. Have
fun, and watch your back.
.