Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts

Wednesday, April 2, 2025

Shadowrun dreams (player POV session reports)

My last Shadowrun session (I am playing a campaign as a player after YEARS) is still fresh and I am so hyped right now. My samurai elf has chromed the last part of his body before going below the critical Essence threshold that can get you easily into cyberpsychosis: now I have nightvision, legs with enhanced jump, some body armor and a retractile blade on the arm, alongside the big tits with white led nipples.

The GM runs the game without the book at hand, he seems to make up most of the things and is actually very forgiving, I am sure he has spared my character from death at least once or twice (I made it clear that I was ok with rolling another character after that battle on the morgue, but he rolled something in secret and some random doctor there attended me miraculously). 

As a very succint summary of the campaign: one elf, one dwarf and two trolls were hired by a fixer to find the assassin of his friend. The leads took us to another city, where somehow we joined a gang that was the most probable perpetrators, and escalated slowly into the ranks. In our first mission, we were requested to scare some homeless away from a metro station, as they were interfering a bit with the drug dealers there. After a bit of negotiation, I hurled one of them under a train, and told the rest that I would do the same every day until they all left. The next day they rebelled on me, and I killed them all, soaking the katanas in the blood of old, sick and/or mostly disarmed men and women. That brought me a lot of respect in the organisation, but I knew my character was only pretending being heartless to himself. Little by little, the lawful in me got into the elf.

After weeks investigating, we found out that a high-rank member of our gang, a doctor, is using a fully chromed berseker to kill people and record it on BTLs (some kind of videos that are filmed through the eyes of a person, in this case, the assassin), and then sells them in the black market. We soon found out that it was the lead that hinted to our "main mission" which was almost forgotten at this point. My dwarf friend achieved for us a trial to work for the doctor personally, as assistants. We only had to undertake a simple mission of slaying a family who had a money debt with our employer. I knew I wasn't doing that mission, and my elf found out as soon as he went into the place and saw the man at his electric appliances shop. I enjoyed roleplaying how I gave him 10.000 yens for them to escape. 

"But with this, I could pay the debt with the doctor"

"He doesn't want you to pay. He asked me for your heads for his collection. The money is so you can get out of the city by nightfall, because tomorrow, another assassin will come who wont be me. I have done what I could, but the decision is on you" 

 I am enjoying a lot this kind of roleplaying moments. I love having a character arc with angst, loneliness and nihilism, then some regrets, redemption and honor. I like that it contrasts with the dwarf, who my friend is roleplaying as the classic hyperpractical character, but we get along well (in character, i mean, though the guy is a good friend ooc)

Today we were determined to survive the gang's attempt of execution, as they would surely know by morning that we had betrayed them. But before that happened, some havoc started in a nearby shopping center: Several squads of Lone Star (the setting cops) were trying to reduce a berseker'd assasin, which we assumed it was our target (It wasn't the exact one actually, we found out shortly after that there were multiple of them). 

Onane, the dwarf, managed to shot some srynge that stopped the cyberpsychosis WITH A SLINGSHOT into the guy's head. This gave a cop a chance to climb the guy and blast it from atop of his shoulders (losing his leg to the monster's final attack). The last thing recorded in his BTL is my friend making the sign of victory (he genuinelly did it without remembering he was being recorded. I really enjoyed that detail hahah). The doctor called us in our PDAs to yell at us and tell us we were dead men; as his best man was hunting our heads from that very minute.

Without access to the gang's headquarters, we had to find a place for the night, and was dead set on sleeping at the metro station of St.Mary, where I had killed all the homeless. I bought some auto-heating ramen (they are ubiquitous and serve as rations in our game) and invited some homeless people there, who didn't recognize us as they were new dwellers. After some rolls by the master, they were moved by the ramen's offering and, figuring out Onane was the hero of the shopping center, took us to a secret place where nobody could find us. We spent four days amongst the homeless and we bought them 18 medikits with the totality of our money. They cut our hair (my emo elf hair, and the dwarf's beard) after that time, and disguised as homeless men, we went back to our former city, where the campaign started.

Back home (the local brothel) I gifted our whore friend Coyote my old katanas, now obsoleted by the armblade, and she hung them behind the bar, sticking the nails with a big whiskey bottle. It brought me a true feeling of ¿accomplishment? realising how my character had changed from a clumsy samurai who failed all fighting rolls and whose only dream was having breast implants, then delving into evil trying to find some place in the world, and then disregarding everything, even my own safety, towards making what I thing the elf feels its good. Its really fun. I even put voices and act sometimes.

Parallel to all that, we invest trash a lot of our yens into making a Trap Band: We are keeping a list of song titles and we spend money to record and air them into some shitty channel. It's a cool sidegame because the songs are named after things we have lived in-game. No more explanations, but the current list:

1. More money than faith
2. Automatic ramen
3. Hot as the wasteland nights
4. Railways to heaven
5. Rooftop watch
6. Broken memories
7. Cayman and Caywoman
8. Doctor Richards is an assassin

I have been a GM in cyberpunk games before, and there are some points that are worth remembering for my/your future games.

1. Fame. We randomize stuff for our Trap Band: the quality of the songs or the fame we get every now and then. On the last session, we went viral on the city: everyone knew us, even though our music is shitty and we are seen as a joke band. I think that is interesting to portray fame as something easy to win and lose in this settings. Maybe by naming one or two names of recently famous singers/samurais/gladiators/whatever, make them appear tangentially on the plot and then allowing the characters to become the recent celebrity for a while, realizing that they are now where the other guy was. Just to be forgotten in a while by most. 

2. The importance of the analogic in a digital setting. Analog motorbikes cannot be hacked and found by GPS. Analog weapons cannot be neutered by an electromagnetic field. Digital shit can and will always be tampered with, remotelly even, at the GMs discrection. And this is OK and is genre-appropiate. But this is also very cool because it allows you to put there some unique/custom vehicles, weapons and artifacts. See pic below:

 





Thursday, October 6, 2022

Fire Elixir Forever



I ran a long cyberpunk-themed campaign years ago, based on the adventures of a street gang (the PCs) versus another gangs of diverse levels; the most powerful one being a mix of the Yakuza and the OCP from Robocop. The rest of the setting was a wild mixture from Battle Angel Alita, Grand Thief Auto, The Warriors, Streets of Rage, Gungrave, Daredevil and Akira. The game stopped eventually due to two of my friends stopped talking to each other for unrelated reasons.
I used a very simple ruleset I came up with (Very similar to Lasers and Feelings, with "fiction first" style HPs and freeform skills) which had its pros and its cons, but it was very narrative and I didn't like it drove the game towards the players "negotiating" with the GM out of character; and made combats rely on my personal judgement and whims more than in tight rules. This made combats seem unfair on victories (it always felt like I had "given" them the combat) and even more unfair when they lost. I am maybe being so hard with myself: everyone involved were thrilled and we all remembet the campaign very fondly; pieces of it still appear on our day to day conversations and have changed the way we look at our hometown forever (the game was set on an alternate version of it)

Recently I "unwillingly" came up with some rules that I think that would have worked very good, and I want to write them here just in case I need them again. I don't think I will reunite the old gang or continue that campaign where we left it, but some of them are back in town and who knows if I can pull out some sort of spiritual "reboot".

Character Creation: Roll 4d6, then arrange them from highest to lowest. In that order they give you:

1) your age (add 11 to it. If your character is not part of a young gang for some reason, ignore this result)

2) # of starting items. You roll them on a separate table: some of them are actually traits and are inherent to you, while others are physical objects and can be given or traded to other PCs before the game starts.

3) Your starting hit points. Your gang's vest gives you an extra +1 as long as you wear it. 

4) Your # of skills

Skills: 


Kung-fu: This covers all melee or shuriken-based combat, from fists to katanas. 
Gun-fu: guns, guns, guns. I don't think the genre needs more differentiation in combat skills.
Ninjutsu: This is for when you dodge, sneak, jump more than one would thought, etc. It is possible for non-combatants to be skilled in this arts, specially for animals and kids.
Hacking: From John Connor stuff getting easy money to programming the Matrix
Mechanics: Engineering and repair of vehicles, cyberparts, the physical part of robots, etc.
Medicine: From first aid to acupunture to surgery to the implantation of cyberparts. Ido from GUNNM is an example of somebody who knows both medicine and mechanics
Driving: Useful for biker gangs who do a lot of road mayhem.
Charisma: This is not something that magically bends people to your will, but will come up when an NPC makes a reaction roll, when you try to influence a crowd or when you make a proposal to an NPC that is at least feasible to be accepted. This is Harry McDowell from Gungrave or Cyrus from the Warriors.

Notice that there are no void skills like cooking or lore: history. These nine are those that shape the genre I am trying to emulate. However I don't want to limitate the game to them. You can make up any skill you want as long as it doesnt step on the toes of all those listed above. Any kind of specific lore, an incredibly useless profession or hobby, etc. If you want optimization you can do it, if you want to be a flute player you can do it too. We had this rule for years, it worked perfecly and I loved it




Resolution:

You roll 1d6 if its something everyone can attempt. + 1d6 for skill; +1d6 for skill mastery, +1d6for situational bonus (This is called the Special die), up to 4d6

5-6 is a success. 4 is a partial success, and 1-3 is a failure

Combat:

Highest Hp goes first, unless duels and stuff where everyone rolls at the same time. 

You roll 1d6, + 1d6 for skill; +1d6 for skill mastery, +1d6for situational bonus (Special die), up to 4d6

The results are read like this:
1-3: miss
For each 4, you deal 1 damage.
For each 5 or 6, you deal 2 damage if using fists, 3 if using a street weapon and 4 if using a proper weapon.

Armor is rare, and normally pieces of combat cloth, such like a superhero's suit, provide some work as an extra amount of HP.
Real armor is more likely to happen when one has a metal exoskeleton, or a piece of cloth designed to stop a specific weapon (a kevlar vest for example). This kind of armor negates your best result when rolling against it, instead or in addition to HP increase.




Starting Items/Traits: not the definitive version, I am improvising it, but it looks something like this. There are also examples ingrained on how to deal with bonuses and mechanical parts on a system like this. Probably would benefit greatly from improving the table to a 1d36 one.

3 Minor Psychic Powers. Choose 1, the others may be granted to you sometimes at GM's discrection: Telekinesis, Psychometry, Telepathy, Clairvoyance. You can get better at this by investing in a secret skill: Eerieness.
4 1d6 grenades. They deal 1d6 damage on a hit. On a 4, you can but your enemy gets a free move against you. On a miss, you lose turn cant launch them yet.
5. Toolbox. Allows you to repair and custom vehicles, cyborgs and other stuff. Advanced surgery needs you to work in a lab (improve your homebase until you have one). 
6. Bionic implants, choose 1: Hacking Port (counts as a computer), Adamantium bones (+2 HP), Hidden street weapon; Bionic Eye capable of Thermal Vision. 
7. Aesthetic portable computer: Allows for hacking shit. Taking your effort to set multiple computers allows you to roll, and then re-roll the special dice that many number of times.
8. Tiger Kick: When using street or no weapons, you can add the situational die to combat rolls whenever you can use your legs. Once you miss a roll, your attack becomes predictable and you lose this bonus.
9. First Aid Kit. Use a turn & a medicine roll to cure 3 HP on a 5-6. On a 4, the kit is exhausted. On a miss, you also fail to heal anything.
10. Knife, Chain, Nunchucks or Spiked club (street weapons)
11. Apple, Chicken, Soda or Cigarettes. Those kind of shit gives you back 2 HP when consumed.
12. A couple of walkie-talkies
13. You get a light motorbike that allows for 2 passengers. Roll 1d6 to see its max speed (1:low, 6:very high)
14. Gun or Katana (mean weapons)
15. 1d6 doses of your favorite drug. Choose its effect: Hypnotic, Trippy, Stimulant, Chill, Knock-Out...
16. 1d6 Flashbombs and 1d6 shurikens.
17. Panzer Kunst. This martial art helps you to fight enemies twice as high as you or higher. Every time you score a 6 in melee combat, you can roll the "special" dice and add it.
18. Bionic Body specifically adapted to a single skill (+1 special dice per scene/combat)

Leveling up was achieved by surviving X game sessions, and every now and then you earned a new skill or improved an existing one. Now you also get +1 HP. We didn't use HP back then, but a status box (healthy - wounded - dead). In practice didn't work so good.




Lethality. The game is meant to be quite lethal for PCs once you start combating outside the "unarmed" range. You are expendable troops after all, but there are ways to cheat death. 0 or even -1 HP is just incapacitation/dying depending on what caused it; and can still be treated with a medicine kit or similar. But, if you have read enough Battle Angel Alita, you'll know that -2 HP characters that have their head or brain preserved can still come back if a good cyborg mechanic puts them on a new body.
You are also meant to improve your homebase through the game (specific rules to be written another day), and doing so allows you to have new characters start at level 2 or 3, which makes character death a little less painful.

Balance: I don't care shit about balance. You are a gang. All gangs have tough guys and weaklings, skilled and dumb members, who help each other. This is OK. If you get less skills or HP or shitty gear, you can still hang around and interact with the game world. You are not expected to get into mandatory mortal kombat, nor there are pre-planned solutions: attempt things that your character could do. Think how to buy, steal or borrow a solution. Ask NPCs to help you. Whatever. You are not meant to grind the whole setting. There is also a kind of balance in having toughest members fighting while the weak run or do their thing. Ajax and Swan make most of the beatings in The Warriors for a reason. Still, with time you may level up get better at something eventually.

Gameplay procedures: Will expand on this on another entry. I'm taking a lot of time to write this one and I am fucking eager to click publish, so I can chill and take my time with the rest. For now I'm proud with what I got.