Showing posts with label Tech Gadgets. Show all posts
Showing posts with label Tech Gadgets. Show all posts

Wednesday, March 21, 2012

Recent Gaming Projects

Been a while since I've posted, but I've been keeping busy. Here's a brief statement of the gaming-related projects that have been keeping me busy:

  • Death Warmed Over is a new Zombie Apocalypse RPG that I'm writing. The first playtest will be this Sunday.
  • Interior Dredmorating 1.2.4, the latest version of my mod for the rogue-like Dungeons of Dredmor, has been released. It features new rooms (including new shops and zoos), vastly improved artwork, and miscellaneous tweaks and fixes. I've got some exciting news to announce soon about ID and DoD, but for now I must remain silent.
  • My Continuum campaign continues ahead on it's two nights. Both play-groups are about a session away from major tangles with narcissists. Ron and Heilyn are about to rescue a fellow spanner from a narcy nest in 1998 London, while Declan and Casey are currently planning to foil a narcy serial killer operating in Basel, Switzerland circa 1530. Should be some exciting sessions in the next couple weeks.

So I'm keeping very busy on multiple fronts.

Bonus Fun Link: Nokia has patented vibrating tattoos that talk to your phone. Cyberpunk may actually be here by 2020 after all. You know this tech is will lead straight to sub-vocal mastoid communicators and Mr Studd implants. All night, every night, and she'll never -- wow, that's incredible sweetheart, where'd you learn how to -- no, wait, that's just my phone.

Wednesday, February 24, 2010

Skype / MeBeam Gaming

I've been doing a lot of Skype gaming lately - which is to say, I've been running an RPG campaign via the free online conference call features of Skype.

What I really like about it is that it's allowing me to game with friends in other cities and states. Given how bad I am at keeping up with normal phone calls, email, and letters, Skype is a godsend.

Originally, there were 5 players, plus GM, and due to social implosions, it has consistently been down to 2 PCs + GM. Prior to this campaign, I'd played in a few other Skype sessions, running up to about 8 players. Having tried several permutation, I can now clearly say that the ideal number of players for a skype game is 3. The further you push above that, the more the dynamic breaks down. "At an exponential rate" is probably accurate. Gaming with a large group always takes a bit of patience, as you don't get as much spotlight time as you might like -- but on Skype, this is seriously magnified.

The reason that Skype doesn't work well with larger groups, is that when one person is talking, there's no good way to butt in. If you interrupt them, neither of you can be heard or understood - it's one big audial mess. More often than not, they won't even hear you, and will keep on rambling. Since you can't see them, there's no subtle visual clues to let them know you want to butt in. This then drives people to use Skype's instant chat functions. The instant messaging seems simple and helpful at first, but quickly gets out of hand. Especially with a large group, which is almost guaranteed to end up with at least 3 or 4 chats happening simultaneously as people try "secretly" messaging one-another. Your attention gets divided, and sub-divided, and then sub-divided again. Everybody starts missing things, and it's impossible to get a good interactive scene of actual role-playing going.

A very frustrating experience, and at first I thought the only way around it was for the GM to micro-manage and be draconian. It was almost enough to make me quit Skype gaming, but luckily one of my players discovered something that would fix it.

For one-on-one calls, Skype has video, but the conference call function is audio-only. We quickly learned that you need video. Seeing the other players is how you know when someone else has something to add, and is bursting at the seams, but doesn't want to just rudely talk over you. It's how the GM knows if he's going overboard and boring the players at the peripheries of the scene. It's how you know you've lost someone's attention because their cat just vomited all over their desk, and that maybe you should pause the game for a moment while they clean up. Conveniently, there's a few easy video options out there. We've been using MeBeam. MeBeam is simple, and great for video. I've considered just switching over to it for the totality of the video-conferencing, because then we'd only have one program to worry about. The only thing stopping us is that sometimes mebeam audio ends up with excessive lag. Skype has less lag, but also crashes or disconnects more than MeBeam, so it's hard to say which is truly better. I'd say look into both (and maybe search the net for other options), and use whichever has the more consistent performance on your computers. But definitely use video of some sort, because the visual cues make it a much more nuanced and human experience.

Even with video, there's still some minor communication difficulties, as it is a little slower and more removed than actually gaming at the same table. I recommend using a very light rules system, and only gaming with people you trust. Now, honestly, I recommend that for in-person tabletop as well, so I may just have a personal bias. However, I've found that the technical hurdles of the various video conferencing programs make rules questions and arguments that much more annoying, so I try to use a system that minimizes them. Another option is to use a game system that has a solid online rules database. That way, since you're at a computer anyway, players can just bookmark the trickier bits and pop open a second browser window to look things up on the fly. Likewise, I'd choose a system with minimal die-rolling, so you don't have to worry about interfacing with some other die-rolling software, or rolling in front of the camera.

All this lead me to GUMSHOE for my online gaming. The system is transparent, almost invisible, during play, with rules questions almost never coming up. The few times that there is a rules question, they're generally about my Continuum-to-GUMSHOE conversion, not about the GUMSHOE core rules themselves. Die-rolling happens, but not with great frequency, and it's just a single d6 so repeated cheating would be easy to spot.

This post has gone on long enough, so I'll sign off for now, and return to the topic to talk about my specific campaign again at some future date.

Wednesday, September 30, 2009

Chipped-in Wage-Slaves

Over at Pair o' Dice, they mentioned the concept of chipped workers in Shadowrun (and the same could be done in Cyberpunk), people who are slaves to the company they work for. A company that never had to train them, they just plugged in a skill chip that guides the worker's hands. Scary, creepy, sci-fi fun. And it's only a few years off.

Talking about it, Scott at Pair o' Dice wrote:
Wageslavery as a Backdrop to the Action

I am not suggesting players take on wage slave characters (although some runners have backgrounds as an ex-wage slave or corporate drone), that would probably be a terribly dull game.

But I gotta say, that actually gave me two really cool campaign ideas that aren't dull at all:

  1. A game where the PCs are wage slaves, and some sort of mix-up happens. One day, they show up for work, and their "Assembly Line Efficiency & Company Loyalty" chip has been replaced with a "Urbo-Anarchist Badassery" chip. Or just a Martial Arts chip. You're playing ordinary people who suddenly have a single maxed out skill, which was no doubt slipped to them by someone for some reason. Cue the clues, interspersed with Matrixy fight-scenes. You have to break out of work, with company property still in your head, and the pursue the mystery.
  2. A game where you don't play the meatbag, you play the AI. I'm a super-spy that only exists as a skill chip. Plug me into a person, and I immediately over-ride their personality as well as tacking on a couple of very important skills. If things go south and I need to lay low, I just convince someone else to try this awesome skill chip instead. You'd play the same character, but have new character sheets and background every time you swapped your plugging. There's some logistics to work out about the couple seconds between unplugging from your current body and getting plugged in to the other, but I'm confident it could be explained in a way that would at least diminish the risks and plot holes. If the persona lingers for a few minutes after the chip is pulled out, for example, or if the last thing you do before unplugging is auto-hypnosis. Every NPC you meet that has a visible chip socket becomes a potential bodysnatching.
Anyhow, the blog post over at Pair o' Dice is pretty cool. Check it out

Thursday, April 2, 2009

Mind Control Robots

Had to double-check the date on this one, but it predates April Fools, so it seems to be legit.

Honda has new non-invasive brain-machine-interface technology:
TOKYO, Japan, March 31, 2009 - Honda Research Institute Japan Co., Ltd. (HRI-JP), a subsidiary of Honda R&D Co., Ltd., Advanced Telecommunications Research Institute International (ATR) and Shimadzu Corporation have collaboratively developed the world’s first*1 Brain Machine Interface (BMI) technology that uses electroencephalography (EEG) and near-infrared spectroscopy (NIRS) along with newly developed information extraction technology to enable control of a robot by human thought alone. It does not require any physical movement such as pressing buttons. This technology will be further developed for the application to human-friendly products in the future by integrating it with intelligent technologies and/or robotic technologies.

...

♦ About BMI
While conventional machine-interface uses devices such as switches which need to be operated by a user’s hands or feet, BMI uses brain activity data measured by various devices and enables non-contact control of the machines (such as robots). Invasive BMI, which is widely studied by U.S. and European researchers, requires the surgical implant of electrode arrays, whereas non-invasive BMI uses sensors touching the user’s scalp.
My evil plan is almost to fruition. The world will quake and cower when my army of psychic robots invades every home. I'd been considering this for a long time, but was previously held by by fear of losing humanity points when they install my neuroware processor. Now I can dominate humanity without loss of humanity.

Thursday, March 19, 2009

HULC

In February, Lockheed Martin revealed a new exoskeleton system. I just found out about it today. Have a look at the soldier of the future...



...and read about it here.

Tuesday, December 2, 2008

Back to Cybersavage

Here's a far better Cyberware system for Savagepunk 2020 then that dreadful thing I'd put together last month. This version is super elegant (but has yet to be playtested, and will result in a very cinematic campaign if used), and doesn't require making a Savage Worlds equivalent of the Chrome Books.

The Cyber-Die
The Cyber-Die works very much like the normal Wild Die in Savage Worlds - having cyberware is very much like having a second Wild Die. You roll it in addition to your Trait die and Wild Die for anything that the character's cyberware could effect. As with the Wild Die, you keep only the highest die rolled. PCs will frequently roll three dice and use just the single highest die.

Categories of Cyberware
Cyberware falls into a few basic categories, and these types determine what sort of rolls the corresponding Cyber Die can be rolled with.
  • Cyber-Legs: Applies to Climbing and Swimming checks. May also be used on running rolls, adding the better of two dice to your base Pace. Since a large amount of your flesh has been replaced with metal, you may use it on your Soak rolls, too.
  • Cyber-Arm: Applies to Climbing and Fighting skills (the later of which makes the Full Defense combat option a bit more attractive than normal). You may roll and add your Cyber Die to the damage total of your unarmed attacks. Since a large amount of your flesh has been replaced with metal, you may use it on your Soak rolls, too.
  • Cyber-Senses: Applies to Notice and Tracking skills. Can also be used to resist Smarts and Agility tricks. The GM may allow you to use it to resist social rolls when someone is lying to you, as the improved senses will pick up their tells better.
  • Neural Ware: Applies to Agility rolls (but not to skills). Applies to Spirit rolls made to recover from being Shaken. Can be used on Shooting rolls on any smartgun you plug into.
  • Cosmetic Enhancements: Applies to Image rolls, and to any roll where your Charisma Modifier could be applied. If you're gaming with a silly group that rolls to find out how good the sex was, this would certainly apply.
  • Synthetic Organs: Applies to Vigor rolls to resist Diseases, Poisons, Fatigue, and environmental effects. Also applies to Soak rolls, and rolls to recover from being incapacitated.
Starting Cyberware:
The default assumption is that PCs begin with one of the above categories of Cyberware, and a Cyber Die of d6. A cash-poor campaign about characters struggling to survive in the gutters (like the old MOC game) might restrict them to a d4. A campaign about more afluent characters at the tops of their careers would still start with a d6, but PCs would get more than one category of cyberware at the start of the campaign.

Increasing Cyberware:
For game balance reasons, additional cyberware is increased by Rank, not money. Once per Rank, a PC may spend an Advancement to either increase the size of their Cyber Die, or to pick up an additional category of cyberware. The Cyber Die represents not just the tech, but also how well you've acclimated and mastered the use of your enhancements.

Optional Money Rule:
Still only allow the Cyber Die to be increased by Rank/Advancement, but you could allow someone to buy the parts

Humanity Loss and Cyber Psychosis:
Willingly having parts of your body carved out and replaced with chrome and circuitry takes a psychological toll, making you cold, distant, and inhuman. Every time you improve or increase your Cyberware (except via minor Chrome, see below), you gain a permenant -1 penalty to your Charisma.

Installing Chrome:
You don't just want better eyes, you want better eyes with telescoping infrared vision. You don't just want a cyber-arm, you want one with a digital "kill counter" that ticks up every time you grease another scumbag. Part of the fun of having a Cybered character is the various options, gadgets and subsystems. For simplicity, we'll call all that good stuff "Chrome".
Chrome is primarily cosmetic and minor. Chrome almost never gives mechanical benefit (if you want your cyberware option to give some extra benefit, take an Edge to represent that boost), but they can give narrative/flavor benefits, similar to the way players can decide on the Trappings of their PC's Powers. If the narrative benefit seems too potent, the GM can deny a particular bit of Chrome, or choose to allow it only if the PC takes an additional -1 penalty to Charisma as a trade off or some other penalty to balance it.
Chrome is free, but you are restricted in how much you can have. At character creation, characters may choose two bits of Chrome. Every time they go up a rank, they may choose one more. Every time they increase or expand their Cyberware, they may choose another.

Chrome Examples:
Players are encouraged to make up their own Options, but here's some short lists to get the pumps primed for you...
  • Cyber-Legs: Spring legs. Telescoping legs. Talons. Built-in spike heels. Skatefeet. Hoverskirt. Cyberlegs that look human and normal.
  • Cyber-Arm: Digital kill display. Tool hands. Detachable fingers. Concealed weapons. Pneumatic Piston Arms. Telescoping arms. Joints that rotate nearly 360ยบ . Four arms.
  • Cyber-Senses: Telescopic. Microscopic. UV. IR. Recording devices. Nasal filters. Eyes that change colors or display messages on the iris.
  • Neural Ware: Reflex boosters. Datachip sockets. Math processors. Smartgun link. Remote piloting. Built-in phone or modem. Music database.
  • Cosmetic Enhancements: Grooming nanites. Mood skin. Furry. Adjustable cup size. "Mr Stud" implant. Pheromones. Concealing your other Cyberware.
  • Synthetic Organs: Communicable antibodies. Ultra-efficient digestion. Perfect bladder control. Internal air bladder. The ability to mentally shut off circulation to wounded areas.
Further ideas for Chrome can be found in any Cyberpunk 2020 book.

The point isn't to have Chrome add extra powers. Instead, Chrome does two things:
It looks cool and is fun to narrate.
It explains why and how you get the benefit of rolling a Cyber Die.

Cyber Weapons and Cyber Armor:
Any armor or weapon can be installed as cyberware, and so can most bits of equipment. Doing so costs 10% more than the mundane equivalent. The benefit is you can't accidentally leave home without it, and you can't be disarmed.
There's two drawbacks:
  1. Each such built-in item inflicts a -1 Charisma penalty as it edges you deeper in Cyber Psychosis.
  2. It's pretty obvious. A cyberlimb can hide a weapon or two via Chrome, provide they aren't big anti-tank weapons. Cosmetic Enhancements can use Chrome to make armor look decorative, or hide a few small weapons or gadgets. Beyond that, if you're a walking tank, it's probably obvious to any cop, bouncer or booster that sees you.

In Summary:
Wow. I wrote a lot of words, but the overall concept is pretty simple and there's not much added to character creation. You get a Cyber Die and a couple of fluffy "Chrome" options. The Cyber Die can be improved (to a higher die, or to apply to more types of rolls) once per Rank. To "balance", you get -1 to your Charisma. You get another free bit of Chrome at each rank and each time you improve your Cyber Die. Have fun making up your own Chrome.

Friday, October 24, 2008

Savage Cyberware

Update/Edit: This post is a nightmare. You'd be far better to use my new system, which is far more elegant, and doesn't add all this unnecessary complication to the character creation process. I'm leaving this old post here for posterity, but the new Cyber Die system is a huge improvement. It puts Cybernetics into Savage Worlds without adding ridiculous numbers of Edges to your typical character, as the system below did...

Context: Cybernetics system for Savagepunk 2020.
CyberneticEdges are only available as bonus edges via the Cyber-Enhancedbackground edge. Because they can be made inaccessible by damage(until repaired), they should be marked or recorded on a different partof the character sheet. Other Edges may be taken as Cybernetic Edges, provided a good rationale explains them as such. If taken as a Cybernetic Edge, the Edge is treated as Cyberware from then on, and is vulnerable to being damaged.

The following tend to be a little bit better than normal Edges, which hopefully is balanced/mitigated by restricted access (unless the PCs are rich, they can only get these at the start of the campaign) and the vulnerability of being shut down when damaged.


Cyberarm
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Oneof your arms (your choice) has been replaced by a cybernetic limb thatis stronger and harder than organic flesh. This gives +1 to yourdamage for Fighting attacks made via that arm, +1 to any Strength rollsmade predominantly via that arm, and grants +1 parry.


Cyberlegs
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Yourlegs have been replaced with cybernetic models that are faster,stronger, and harder than organic flesh. This gives +1 to your Pace, +1to your damage when kicking, and +1 to any Strength rolls made torepresent things you’re doing with your legs.


Cybersenses
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Oneor more of your sensory organs have been replaced by cybernetic devicesthat with superhuman capabilities. This gives you +2 on rolls of Noticeand Tracking where such a sense would be useful.


Expanded Sensory Data
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced, Cybersenses, Notice d8+
Yourcybersenses are augmented to not only outperform human senses, but toextend to frequencies that humans don’t normally perceive. You may seeinfrared or ultraviolet, hear ultra- or sub-sonics, etc. You may ignorepenalties for darkness or other environmental distractions to yourNotice, Tracking, and attack rolls. This also opens up possibilities ofsecret communication via those expanded frequencies, should equipment,some other Cybernetic Edge, or player ingenuity come up with a means.


Smartgun Link
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced, Cybersenses, Shooting d4+
Yourgun is wired directly into your brain, with a targeting reticle in yourfield of vision or heads-up-display, and the ability to fire by simplythinking “shoot”. When wielding a Smartgun, you add +1 to your Shootingrolls. Nearly any shooting weapon may be purchased in a smartgunversion. Smartguns cost double dollar value of a “normal” version, andtypically must be special-ordered from gun stores. They cannot be firedby anyone who doesn’t have a Smartgun Link. A smartgun must be pluggedin and/or turned on before it can be fired, so drawing one requires anAgility roll. Should a Smartgun be broken or damaged, the difficultyto repair it is 2 higher than for the normal version.


Cyber-Armor
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Whethervia covert subdermal armor, Kevlar fibres woven into the skin, or moreobvious external plating, your body is protected by a layer of armorthat can’t be removed. You gain +2 armor to your entire body, and itnegates 2 points of AP from bullets. You may wear normal armor overthis with no penalty.


Improved Cyber-Armor
Cybernetic Edge
Requirements: Seasoned, Cyber-Enhanced, Cyber-Armor
Thebonus armor from the Cyber-Armor edge is improved by +4, to +6 total.The AP negation to bullets is increased from 2 to 4. However, thisarmor is too bulky to hide (though it may still look flashy, it doesn’thave to scream “armor”), and you can no longer combine it with externalarmor (such as helmets or kevlar jackets).


State-Of-The-Art
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Viaadvances in miniaturization, power systems, polymers, and otherscientific breakthroughs, an amazing new marvel of technology has beenpacked into your alloy-and-organic chassis. When you chooseState-Of-The-Art, pick one other Cybernetic Edge (or non-cyberneticEdge being taken as a Cybernetic Edge) you are purchasing at the sametime. You may reduce any one requirements of that Edge by up to twosteps. For example, if the Edge normally requires Fighting at d10, youcould take it with a Fighting of just d6. If it’s normally a LegendaryEdge, you could take it while at Veteran Rank. However, you can'treduce two different requirements - only one.
You may takeState-Of-The-Art multiple times, but only once per Rank, and only onceper affected Edge. Subsequent State-Of-The-Art edges must apply todifferent (new) Edges.


Weapon Arm
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced, Cyberarm, Strength d6+
Yourcyberarm has a built-in weapon. It may be any type of gun or meleeweapon you can afford, provided that you are strong enough to carry it.As an extra restriction, your Strength code must be higher than anysingle die in the weapon’s damage code. So, a character with d8Strength could have a shotgun, knife, or most pistols built-in to theirarm, but not a Molecular Sword, since that weapon’s damage codeincludes a d8. Note that the +1 damage bonus of the Cyberarm adds tothe damage of the Weapon Arm if it’s a strength-based weapon, but hasno impact on what size of weapon can be built into the arm.
If theweapon is a small one that normally requires only one hand to use, itmay be somewhat concealed in the arm, requiring a Notice check to spotit when not deployed. Larger weapons, however, are obvious to even acasual observer.


I've got lots more ideas for CyberneticEdges, and the above is just rough drafts. The design goal is basicallyto convert the feel of Cyberpunk 2020's various cyberwear into SavageWorlds without going to the painstaking detail that CP2020 dictates.

Remember,they work just in the context of the proposed system from a few postsago, so they can be a little bit better than some non-Cybernetic Edges.I'm also toying with a lifepath system, a bit like Cyberpunk 2020,which would make characters a little more random than in normal SavageWorlds, so putting slightly more power in these Edges isn't a horriblething. That said, I do still have to be careful about power creep.

I'll be posting more (and possibly revising some of the above) between now and when I run the first session.

Update/Edit: This post is a nightmare. You'd be far better to use my new system, which is far more elegant, and doesn't add all this unnecessary complication to the character creation process. I'm leaving this old post here for posterity, but the new Cyber Die system is a huge improvement. It puts Cybernetics into Savage Worlds without adding ridiculous numbers of Edges to your typical character.

Thursday, October 23, 2008

Savagetics (Updated)

Update/Edit: This post is a nightmare. You'd be far better to use my new system, which is far more elegant, and doesn't add all this unnecessary complication to the character creation process. I'm leaving this old post here for posterity, but the new Cyber Die system is a huge improvement. It puts Cybernetics into Savage Worlds without adding ridiculous numbers of Edges to your typical character, as the system below did...

Background: as seen in previous post, I'm toying with the notion of Cyberpunk in the Savage Worlds setting. So I'll need rules for Cybernetics, Genetic Modification, Bioware, Wetware, and the like.

A quick search of the interwebs turned up Cyborgs as a monster trait and Cybernetics as an Arcane Background on Savagepedia. Neither is quite what I want, but it's got my brain cells running.

I don't want Cybernetics as an Arcane Background. Specifically, I don't think Power Points really capture the feel of CP2020 cybernetics. Your standard cyberarm doesn't run out of power and need to shut down for an hour. For that matter, most of the 31 powers in the Explorer's Edition don't match up to Cybernetics terribly well. Your cyberarm's extra strength doesn't line up well with Boost/Lower Trait. My cyberarm doesn't make my legs stronger, or make your arms stronger, or make you weaker, or make me Smarter, all of which can be done with Boost/LowerTrait. Sure, Trappings can reign that in, but you'd have to pump up theother aspects of the Power to balance. If you're gonna do that, why notjust make a Cyberarm Edge that does it for less complexity. There maybe Cybernetics that make sense as a Power or Arcane Background, butthat'd be the exception.

Afterall, I'm not looking for CP V3 level supertech. I'm looking for good old fashioned chrome and bolts.It's not Clarkean, it's not the Lost In Space remake, it's not sonic screwdrivers. It's mostly just wires and bitz where your flesh used to be.



That said, here's my gut instinct / second draft.

Players start off by making normal novice characters. There are no Arcane Backgrounds, and it’s generally understood that at this point they are buying the “meat capabilities” of their characters, un/pre-cybered.

Once normal character creation is done, everyone get’s cybered up. They get the following Edge for free: Cybernetically Enhanced.

Cybernetically Enhanced (Background Edge)
Requirements: Novice
You’re wired in, chromed up, and/or cyber-enhanced. Some portion of your flesh has been cut out and replaced with metal, and/or your nervous system has been computer integrated. No doubt about it, the machines have made you better than you were before, but some would say you’ve lost a bit of your soul in the process.
Your Charisma is reduced/penalized by –1. This cannot be removed, but it does not prevent you from taking other Edges that give you Charisma bonuses. You’re no longer entirely human, and that makes you a little cold.
As compensation, you gain 4 bonus Edges. Most often these will be Cybernetic Edges, a special category of Edge that represents hardened components and cyborg devices integrated into your body. However, you may actually take any Edge you want for the bonuses, provided you can justify it by pointing to a cyber device in a Cyberpunk book and explaining that the Edge is a logical benefit of having that bit of cyberware.
Examples: You could take Ambidextrous, and explain it’s a result of your advanced neural processor and targeting link. You could take Jack-Of-All-Trades to represent your “skillsoft” chipware and augmented memory database. Trying to justify “Noble” and “Filthy Rich” as the result of your cyberware might be more than the GM is willing to accept.
Cybernetic Edges may not normally be taken unless you have this Edge first.
Any time a Cybernetically Enhanced character takes a 3rd wound or is incapacitated, it is assumed their Cyberware is badly damaged in the process. The GM selects one of their bonus Edges to be deactivated by the damage (two if a single fight did a 3rd wound and incapacitated them. They cannot use or access that Edge until it has been repaired. Getting it fixed takes a Repair skill roll, with a –2 penalty if not done at a properly staffed and resourced cyberware facility, and 1d6 hours of work per Cybernetic Edge being repaired.
If the PC party makes a big score, the GM may choose to reward them with some number of bonus Edges to represent new cybernetic upgrades. Other than such awards, cybernetics can’t be purchased. This perhaps doesn’t make a lot of sense from an in-character and monetary viewpoint, but it is required for the sake of character balance and avoiding rampant inflation within the campaign. Savage Worlds is a light system, not intended for lots of economic book-keeping.
Bonus edges do not count as advancements, nor do they affect a character’s Rank. Starting characters still count as Novices, regardless of cyberlimbs and gadgetry, until they’ve accumulated 20 xp (and the 4 advancements that come with those XP).

Update/Edit: This post is a nightmare. You'd be far better to use my new system, which is far more elegant, and doesn't add all this unnecessary complication to the character creation process. I'm leaving this old post here for posterity, but the new Cyber Die system is a huge improvement. It puts Cybernetics into Savage Worlds without adding ridiculous numbers of Edges to your typical character, as the system you just read did...

Saturday, October 11, 2008

Plasma Shields, Lasers and Pain Rays, Oh My!

Kevin clued me in to a Wired article with links to all sorts of real-world "sci-fi" weapons. Some of these are still in the theoretical stage, but a surprising number are in the testing / experimental stage, and a few are scheduled to be in service by late 2009 or 2010. Some are cool, others are damnably scary. As freaky as this stuff is, it's also really resonates with my geeky side.
Here's a few of my favorites:

  • The Plasma Acoustic Shield System creates a bright wall of lights and shockwaves. Despite the name, it's not a forcefield yet. It intended use is kinda like a flash-bang grenade, but repeatable, at range (100m) and over a wide area. As a layman, I really can't tell whether or not this is actually a first-step towards forcefields.
  • The Pulsed Impulsive Kill Laser is supposedly less deadly than the name implies. It is designed to take down UAVs. It's also designed to detonate reactive armors. Some tank armor is actually explosive plates that blast out against the incoming force of a projectile, and a laser system can detonate it from afar before a more conventional attack follows up.
  • The army is paying $25,000,000 for 5 "Pain Ray Trucks" to be delivered in a little over a year. These are large trucks with a cargo-container on the bed. Inside the container is The Silent Guardian, a sweeping beam microwave transmitter (250m range) that causes intense burning sensations, but no physical wounds. The official story is that you use it to fire warning shots against unidentified vessels, but it strikes me that this system, or it's Active Denial System descendents, will one day be used domestically to break up riots and torture citizens. After all, it's silent, and doesn't leave a mark (provided you don't get hit twice within 15 seconds), so there's nothing disturbing to show on the news.
  • Speaking of warning unidentified vessels, that's the claimed purpose of the Long Range Acoustic Device. It's basically a super-megaphone. At very long ranges, it's good for warning off approaching vessels, vehicles, or mobs. As the target gets closer to you (or vice versa), the decibel level is high enough to cause ear damage and (this part freaks me out) loss of vision. Far from hypothetical, the NYPD actually has a few hummers with LRADs mounted on top, which they used against protesters at the 2004 RNC.
  • There's a number of other proposed Active Denial Systems (aka microwave weapons) currently under development, everything from pain-causing burglar alarms, prisonwide riot suppression systems, and even rifles. Microwave weapons can shoot through windows without breaking them, and the pain effect can pass through cracks in cement walls to affect targets on the other side. Again, the torture potential is pretty scary, especially for anything man-portable, since it causes excrutiating pain, but no lingering physical symptoms.
  • And then, of course, there's Lasers. I knew there was a reason for E997.0. Military lasers are quite versatile because they can deliver non-lethal/lethal/anti-tank (at 100 kilowatts) levels of damage depending on how long an exposure you apply to the target. They have effective ranges of over a mile, and are extremely accurate. And of course, with that kind of range on a silent weapon, you have a recipe for plausable deniability. The Lawrence Livermore labs is currently working on a Laser "Gatling Gun", with multiple garnets for focusing the light beams. I'm sure it will look wicked, and hopefully end up in some kickass movies.
In the interest of full disclosure (and, more importantly, bragging-by-association), my wife did work at LANL imploding metal cylinders via lasers, and I used to judge Magic tournaments with a Air Force Colonel who worked on a battlefield laser project. Not that that means I have any insiders perspective on any of the above, since my wife's work was on a micro-scale in a lab environment, and I didn't want to make John Shannon uncomfortable with unending questions about his line of work.

Monday, September 15, 2008

Wearable Motorcycle

When I saw the name of Brad's post on this, I didn't think much of it, and certainly didn't rush over to click on it. I figured it was one of those monowheel thingees that they had at the beijing olympics, and the puyallup fair. But no, it's a prototype vertical-parking wearable three-wheeled "motorcycle". It looks cool. But I'm not sure what benefits, if any, it would have over any other motorcycle. Slightly less parking space is all I can figure. If I have to choose between safety and parking space, it's easy...

Thankfully, I'm a gamer, and I've played Cyberpunk 2020. CP2020 is all about style over substance, cool over safety. It's a setting where a 3-wheeled wearable motorcycle that has your body dangling just inches above the onrushing pavement sounds just great. After all, you've probably got skinweave and an armored t-shirt between you and the road.

Wednesday, August 20, 2008

Out Of Place Artifacts

I was surprised to discover that the wikipedia article on OOPArts (Out Of Place Artifacts) is pretty thorough. Well worth a read-through and click-through of the various sub articles. If this article had existed back when I was running continuum, I'd have worked several of these into the story.

Validated cases

  • The Maine Penny found in Blue Hill, Maine. An 11th century Norse coin found in an American Indian shell midden. Over 20,000 objects were found over a 15-year period at the Goddard site in Blue Hill. The sole OOPArt was the coin.[3][4] One hypothesis is that it may have been brought to the site from a Viking settlement in Newfoundland by seagoing Native Americans.
  • The Iron pillar in India, dating around to AD 423.
  • The Antikythera mechanism, a geared device manufactured ca. 100 BC, believed to be an orrery for predicting the motion of the sun, moon and planets.
  • Tablets and artifacts discovered in Glozel, France in the 1920s and '30s, some of which were inscribed with an unknown, undeciphered alphabet.
Other parts of the article provide similar links to more controversial OOPArts, ones that are still debated, like the Baghdad Battery that they used to electroplate on mythbusters.

See also

Tuesday, July 22, 2008

2020's tech - Today!

Cross-posted, due to the fun gaming implications...

Lookie what they're making at the hospital my wife works at:

Cyber-contacts.
visual aids to help vision-impaired people, holographic driving control panels and even as a way to surf the Web on the go.
Heads Up Displays on your eyeballs.
Ideally, installing or removing the bionic eye would be as easy as popping a contact lens in or out, and once installed the wearer would barely know the gadget was there, Parviz said.
That would be freakin' cool. Ending blindness way before Geordi Laforge.


But it kinda creeps me out. I'm one of those guys who doesn't like having his eyeballs touched. I can't do normal contact lenses, let alone these:
Building the lenses was a challenge because materials that are safe for use in the body, such as the flexible organic materials used in contact lenses, are delicate. Manufacturing electrical circuits, however, involves inorganic materials, scorching temperatures and toxic chemicals. Researchers built the circuits from layers of metal only a few nanometers thick, about one thousandth the width of a human hair, and constructed light-emitting diodes one third of a millimeter across. They then sprinkled the grayish powder of electrical components onto a sheet of flexible plastic. The shape of each tiny component dictates which piece it can attach to, a microfabrication technique known as self-assembly. Capillary forces -- the same type of forces that make water move up a plant's roots, and that cause the edge of a glass of water to curve upward -- pull the pieces into position.
So far, they've tested it on rabbits. It's safe on them for 20 minutes, at least. As long as you wear your contacts for no more than 20 minutes, it's unlikely they'll explode and jam microscopic circuitry straight into your optic nerve. Fear nothing, my friends.

Think of all the practical applications. It has so many advantages:
"There is a large area outside of the transparent part of the eye that we can use for placing instrumentation," Parviz said. Future improvements will add wireless communication to and from the lens. The researchers hope to power the whole system using a combination of radio-frequency power and solar cells placed on the lens, Parviz said.
Solar cells in your contacts! At last, that extra reason I needed to justify staring directly into the sun all day long. Wireless calls directly too and from your eyes! Now you can search the net while stumbling blindly down a hallway. Heads up displays so we can save millions by making newer gas-guzzling hummers that lack steering wheels and dashboards! LARPers and Goths are no longer restricted to cat eyes and the Union Jack, either. The possibilities are endless! There's no limit to what crap you can stick to your eyeballs.


I can't wait till they make the ones that subliminally flash the words "Obey" over everything, like the inverse of They Live. Or the ones that selectively alter your world view, making your friends look less ugly, and the environment less polluted. Ah, sweet blessed miracles of science.

Tuesday, July 8, 2008

Crazy cyberpunk weapons in the real world

Info on the pepper ball guns and goo guns being used at this year's political conventions, along with tantalizing bits about the sonic weapons and microwave weapons that the government will neither confirm nor deny are being used. The goo gun footage is the coolest part of this:


And if that's not sci-fi enough for you, here's a bit on the SWORDS project, real life armed robots being used by our military today.

It's called the Special Weapons Observation Reconnaissance Detection System, but don't let that fool you into thinking it's just a detector/sensor of some sort. It's armed, and can carry a 50-caliber machine gun or "the M202 –A1 with a 6mm rocket launcher"

Number Five is alive.

Tuesday, March 18, 2008

Big Dog and RHex

If your game makes droids clumsy and poorly-mobile, it's time to start revising your rules.



Thanks to Brad at wegscheid.net and Sophie at Emerald City Game Feast for bringing this to my attention within minutes of each other.

Here's a related video...

Friday, March 14, 2008

Thrones to Teef

For my Orky-port of the Dark Heresy RPG, it just won't do to have the prices of everything be done in Imperial Throne Gelt. Long-time fans of 40k know that Orks use Teef as Kurrency. It only makes sense, their teeth get knocked-out all the time, rot away gradually even after being knocked out, and regrow fairly quickly.

Eventually, if I actually run the system, I'll work up a full price chart in Teef. In the meantime, I plan on using the following conversion system to wing things.

Variable pricing and conversion rates: Prices within an Ork community vary by day, memory, and whim. For every full 100 thrones something in the book costs, its Orky price is 1d10 teef. If it doesn't cost an even multiple of 100 thrones, add +1d6 teef to the cost. You add these together, so a Bolt Pistol (which costs 250 Thrones) would cost between 3 and 16 (2d10+1d6) teef.
If, however, something is so cheap as to be less than 20 thrones by the books, it costs just a single toof, and you don't roll at all.

The Barter roll: To prevent abuse by PCs buying low and selling high (a terribly unOrky thing to do), every transaction involves a Barter roll once the characters have committed to making a purchase. If both parties fail (or succeed by the same margin) then the cost is just a normal roll of the teef dice, as detailed above. However, if at least one player succeeds, then the player with the most degrees of success may roll an extra die, plus one extra die for every degree of success, and pick which ones to use.

Example: Gazkit wants to buy a Bolt Pistol from Throk. Both make rolls of the Barter skill. Unfortunately for Gazkit, he gets only a simple success, whereas Throk rolled three degrees of success. Instead of rolling 2d10+1d6, Throk may roll 6d10+1d6, (or 5d10+2d6, or even 2d10+5d6 if he really wants) and keep any two of the 10-siders and any one d6 for his total. Gazkit is committed to the purchase before the price is rolled, and just has to live with it. However, he doesn't have to be happy about it, and Throk might want to keep emotional consequences of a trigger-happy Ork with a shiny new bolter in mind when he's choosing his dice.

I didn't want it anyway: Normally, an Ork is committed to buying whatever it is that they wanted badly enough to get to the stage of making a Barter roll. However, an exception can be made in the event of the Teef total exceeding more than half that Ork's savings. So, in the example above, if Gazkit only had 20 teef total, he could back out of the purchase if it came to more than 10 teef. However, there are mechanical consequences for doing such:
  1. First off, the Ork in question can't by the same or similar item that session at all, not even from a different seller. Consider it a form of Orky sour grapes. When they say "I didn't want it anyway!" they mean it.
  2. Secondly, if that Ork ever tries to buy the same or similar item from the same seller, he doesn't get to roll Barter at all. The seller still does, and so has a better than normal chance of getting the dice from degrees of success. If the potential buyer does the "I didn't want it anyway" gambit multiple times with the same seller, each subsequent time gives an extra +10 bonus to the sellers subsequent barter rolls.
Eliminating Giant Dice Pools: A 8,500-Throne suit of light power-armor would cost an incredible 85d10. Obviously, no one wants to roll that many dice. So, for purchases over a thousand Thrones either party may choose to just invoke a 10d10 = 55 Teef rule, provided that at least one die is still rolled and kept. In other words, for that 8,500-Throne suit, either the buyer or the seller could choose to drop 80 of the dice from the roll and agreeing the cost is instead (8 x 55 = 440) 440 + 5d10 Teef . This shouldn't come up often. Very few things that cost over 1,000 Thrones are likely to be available at an Orky village, anyway. Note that either party, buyer or seller, may invoke this rule, and the other is forced to live with it. Unless they didn't really want it, anyway.

Resale Value: When selling to an established tradesmen (in otherwords, someone who's just going to turn it around and sell it to some other Ork as fast as he can) your selling price is penalized by -1 Teef. By the same token, such a merchant can invoke "10d10=50" when buying something really big. That way, he's got a slightly better chance of making a profit. Still, Ork merchants live on the razors edge.

Teef In Me 'Ead: Should a PC ever ask how many teeth they (or an NPC) has in their mouth, the answer is 2d6. This is overruled only if a different number was already established this session, the session previous or the day previous (in game-time, regardless of time out-of-character). Therefore, no Ork is ever broke for long, but you also can't just punch yourself in the face every session.

Wednesday, March 12, 2008

Expanding the Universe

I'd like to generate some fan-created-materials for use with Dark Heresy. The question is, "What angle to take?" Here's a brief brainstorm of things I could do:
  • Wargear. I could break out the old 2nd Ed 40k wargear cards and the even older Rogue Trader books, and stat out items to expand the possibilities for tech, gear, and armaments.
    Pros: Easy, and compartmentalized. I could do as many or as few as I like.
    Cons
    : Wholly derivative, minimal creativity involved. Also largely unneeded 'till many many sessions into the campaign.


  • Classes. I've got many pages of roles/occupations/classes written up from my own aborted attempts at converting WHFRP into the 40k setting. I could either update them to the linear class system of Dark Heresy, or just update them to the skills and talents of DH and reverse-engineer the existing linear classes into WHFRP-style class chains.
    Pros: Fairly easy, as I could dust those off and update them to the gun stats and rules systems of Dark Heresy.
    Cons:
    The version of this that appeals to me the most (WHFRP-style) is going to be the least useful to strangers that blunder across this site - they'll want minor new content, not wholescale revisions to core mechanics.


  • Xenos. Not just antagonists, but PCs as well. A home-brewed Eldar or Ork sourcebook would be cool.
    Pros: It's not likely to be contradicted by anything coming out from Black Library before the freeze. "GorkaMorka: the Role Playing Game" would be ded gud, guv'nor.
    Cons: It's a lot more work than the other options.


Rockin' Ork Art by Flying Debris Guy.

Friday, February 8, 2008

Cyberpunk 2020 Resources

Cool site to check out - or rather a map to cool sites to check out if you like Cyberpunk 2020:
http://top100.cyberpunk.co.uk/index.php

Also of note (for setting inspiration, but not RPG mechical info) Reactable musical "instrument" and Capsule Inn aka "Sleep Coffins". I love the internet.

Monday, November 26, 2007

The future is now

40k Space Marines
Heinlein's Starship Troopers (but not the ones from the movie)
Cyberpunkers who need to go toe-to-toe with a full borg.

What do they have in common? Power Armor


Tip of the hat to Kevin for sending this video my way.